Script Call Equivalent of Events

● ARCHIVED · READ-ONLY
Started by Archeia 20 posts View original ↗
  1. I'd like to compile a list of Call Script equivalent of events. I think it's nice to know the script call equivalent since there might be some people who work better with them (like me ;w;). If I posted in the wrong section, feel free to move. Below is a list of the ones I have so far...c:

    Variables

    $game_variables[n]Switches

    $game_switches[n]Conditional Branch

    if #something#somethingelse#somethingendShow Picture

    screen.pictures[index].show(file_name, upperleft/center, x, y, x zoom, y zoom, opacity, blend type)Move Picture

    screen.pictures[n].move(0/1 (top left or center), x, y, zoom1, zoom2, opacity, blend type (0,1, 2), wait)Picture Tone

    screen.pictures[n].start_tone_change(Tone.new(0, 0, 0, 0), wait)Looping

    For#somethingendMove Event

    move_route = RPG::MoveRoute.newmove_route.repeat = falsemove_route.skippable = truem = RPG::MoveCommand.newm.code = 45 #The List of M Code can be found over Game_Character, this current m.code is call scriptm.parameters = ["script call here"]move_route.list.insert(0,m.clone)$game_player.force_move_route(move_route)Transfer Event Location

    $game_map.events[id].moveto(new_x, new_y)Transfer Player

    $game_player.reserve_transfer(map_id, x, y, direction)Screen Tint

    t = Tone.new(red,green,blue, gray)screen.start_tone_change(t, duration)Shake Screen

    @params = []@params[0] = power or $game_variables[x]@params[1] = speed or $game_variables[y]@params[2] = duration or $game_variables[z]Note: (Neonblack and Fomar0153 found this glitch!)
    The shake screen has an option in the editor where you can add a "wait" or not. But the glitch involves that it will wait no matter what. But it will only wait a number of frames equal to whatever the speed is set to the default option. For example, the setting is 5 power, 5 speed, 60 frames, and wait. It will wait for 5 frames, no matter what.
  2. Thank you very much Archeia, it's very helpful for RMVX starters like me!!
  3. I'd also be interested in conditional script calls which have no equivalent event command. Things like



    Code:
    $game_player.moving?
    and



    Code:
    Input.trigger?(Input::A)
    They're so useful! And it's okay, since you're asking for script calls, it's in the right forum.
  4. Thought I would add some more to the list.

    Call Common Event:

    $game_temp.reserve_common_event(id)Play SE/ME/BGS/BGM:
    Code:
    RPG::SE.new("SE Name", volume, pitch).playRPG::ME.new("ME Name", volume, pitch).playRPG::BGS.new("BGS Name", volume, pitch).playRPG::BGM.new("BGM Name", volume, pitch).play
    Show Text:
    Code:
    $game_message.add("Text")
    Gain/lose Item:
    Code:
    $game_party.gain_item($data_items[id], amount)$game_party.lose_item($data_items[id], amount)
    (For weapons/armor use $data_weapons or $data_armors in place of $data_items.)Gather Followers:

    $game_player.followers.gatherChange Player Followers:
    Code:
    $game_player.followers.visible = true or false
    Erase Event:
    Code:
    $game_map.events[event_id].erase
    Some conditional script calls to add to Celianna's:

    Button pressing

    Input.repeat?:)A)Input.press?:)A)Movement
    Code:
    $game_player.dash?$game_player.jumping?$game_map.events[event_id].moving?$game_map.events[event_id].jumping?
    Location
    Code:
    $game_map.events[event_id].x$game_map.events[event_id].y$game_player.x$game_player.y
    Remove Actor
    Code:
    $game_party.remove_actor(actor_id)
    Add Actor
    Code:
    $game_party.add_actor(actor_id)
    Remove Party Member from position (where x = party position. 0 = 1st member, 1 = 2nd member, etc.)
    Code:
    m = $game_party.members$game_party.remove_actor(m[x].id)
    Of course the list can go on, but I hope that little bit helps smile.pngEDIT: Fixed some typos and shortened input text as Nicke suggested

    EDIT: Added more
  5. I'll just continue then!

    If you ever wanted to add every item/skills/weapons for debugging purpose (or something else?) it can be kind of tedious to add them all if you have alot. This small script call will help immensely:



    Code:
    $data_items.each { |i|
    next if i.nil? or i.name == ""
    $game_party.gain_item(i, 99)
    }
    Of course, if you want you can change $data_items to $data_weapons or something else and the amount you want.

    When checking for input triggers/pressing you can actually shorten that a bit:



    Code:
    Input.trigger?(:CTRL)
    There is no need to write Input::CTRL anymore.

    To get the leader of the party you can do this:



    Code:
    $game_party.leader
    Gain/lose gold:



    Code:
    $game_party.gain_gold(amount)
    $game_party.lose_gold(amount)
    Check for current max gold:



    Code:
    $game_party.max_gold
    Get map id and name:



    Code:
    $game_map.map_id
    $game_map.name
    To correct the screen shake bug thing do the following at Game_Interpreter:



    Code:
    def command_225
    screen.start_shake(@params[0], @params[1], @params[2])
    wait(@params[2]) if @params[2]
    end
    Now it will wait the right amount of frames and not 5.
  6. I can't believe I forgot an important one. Regions.



    Code:
    $game_player.region_id == n
    $game_map.events[event_id].region_id == n
  7. Show Choices



    Code:
    params = []
    choices = []
    choices.push("choice 1")
    choices.push("choice 2")
    params.push(choices)
    params.push(0/1/2 this part is where you press cancel and which choice to default)
    setup_choices(params)
  8. Can we bypass the choice limit by using the script commands? :)
  9. Seems like you can!

    8nyP5.png
  10. Do you know how to set up what to do when a choice is made?
  11. Am I the only one who runs into automatic word wrap in the script call which forces a line break?
  12. Sumasuun said:
    Am I the only one who runs into automatic word wrap in the script call which forces a line break?
    Nope, that is the default behavior in the (really small) script call box
  13. No, and it can cause your game to crash depending on where it puts the line break. It's best, if your line will be too long, to force the break yourself, after a =+-/*( symbol so it knows it's continued on the next line and doesn't add in its own spaces and break things.
  14. Upping my current game's resolution upto 640 width was the best thing I did.

    I never ever have to check my text fits anymore. It's such a time saver.
  15. Shaz said:
    Do you know how to set up what to do when a choice is made?
    Do you mean like the choice branching?
  16. Yes. The code for setting up the choices themselves is above, but the branching is normally created automatically when you use the Show Choices command. If you're now circumventing the Show Choices command, you also have to have a way to fake the When [**] branch that automatically gets created. It's like that script you created the other day where you use conditions, but this thread is for script calls that don't rely on other scripts being installed.
  17. It is pretty easy to fake the When [**] command (402).

    The definition is just



    Code:
    command_skip if @branch[@indent] != @params[0]
    Where @params stores the choice number for that specific branch (0, 1, 2, ... )

    So all you have to do is replace @params[0] with an integer



    Code:
    if @branch[@indent] == 0
      # branch for first choice
    elsif @branch[@indent] == 1
      # branch for second choice
    end
  18. Thank you. I thought it would be something like that, but the params/indent was messing me up.
  19. Shaz said:
    Thank you. I thought it would be something like that, but the params/indent was messing me up.
    I think the indent will still mess things up since indentation is internal to the game interpreter and event commands and you basically have no control over it. Which means any scripted choice branches will need to use scripts to create event commands, which I think is starting to get a little ugly.
  20. is there a way to make script call to have more than 10 lines?