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 $game_variables[z]Note: (Neonblack and Fomar0153 found this glitch!)
The shake screen has an option in the editor where you can add a "wait" or not. But the glitch involves that it will wait no matter what. But it will only wait a number of frames equal to whatever the speed is set to the default option. For example, the setting is 5 power, 5 speed, 60 frames, and wait. It will wait for 5 frames, no matter what.
Script Call Equivalent of Events
● ARCHIVED · READ-ONLY
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Thank you very much Archeia, it's very helpful for RMVX starters like me!!
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I'd also be interested in conditional script calls which have no equivalent event command. Things like
Code:and$game_player.moving?
Code:They're so useful! And it's okay, since you're asking for script calls, it's in the right forum.Input.trigger?(Input::A) -
Thought I would add some more to the list.
Call Common Event:
$game_temp.reserve_common_event(id)Play SE/ME/BGS/BGM:
Code:Show Text:RPG::SE.new("SE Name", volume, pitch).playRPG::ME.new("ME Name", volume, pitch).playRPG::BGS.new("BGS Name", volume, pitch).playRPG::BGM.new("BGM Name", volume, pitch).play
Code:Gain/lose Item:$game_message.add("Text")
Code:(For weapons/armor use $data_weapons or $data_armors in place of $data_items.)Gather Followers:$game_party.gain_item($data_items[id], amount)$game_party.lose_item($data_items[id], amount)
$game_player.followers.gatherChange Player Followers:
Code:Erase Event:$game_player.followers.visible = true or false
Code:Some conditional script calls to add to Celianna's:$game_map.events[event_id].erase
Button pressing
Input.repeat?:)A)Input.press?:)A)Movement
Code:Location$game_player.dash?$game_player.jumping?$game_map.events[event_id].moving?$game_map.events[event_id].jumping?
Code:Remove Actor$game_map.events[event_id].x$game_map.events[event_id].y$game_player.x$game_player.y
Code:Add Actor$game_party.remove_actor(actor_id)
Code:Remove Party Member from position (where x = party position. 0 = 1st member, 1 = 2nd member, etc.)$game_party.add_actor(actor_id)
Code:Of course the list can go on, but I hope that little bit helpsm = $game_party.members$game_party.remove_actor(m[x].id)
EDIT: Fixed some typos and shortened input text as Nicke suggested
EDIT: Added more -
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:Of course, if you want you can change $data_items to $data_weapons or something else and the amount you want.$data_items.each { |i| next if i.nil? or i.name == "" $game_party.gain_item(i, 99) }
When checking for input triggers/pressing you can actually shorten that a bit:
Code:There is no need to write Input::CTRL anymore.Input.trigger?(:CTRL)
To get the leader of the party you can do this:
Code:Gain/lose gold:$game_party.leader
Code:Check for current max gold:$game_party.gain_gold(amount) $game_party.lose_gold(amount)
Code:Get map id and name:$game_party.max_gold
Code:To correct the screen shake bug thing do the following at Game_Interpreter:$game_map.map_id $game_map.name
Code:Now it will wait the right amount of frames and not 5.def command_225 screen.start_shake(@params[0], @params[1], @params[2]) wait(@params[2]) if @params[2] end -
I can't believe I forgot an important one. Regions.
Code:$game_player.region_id == n $game_map.events[event_id].region_id == n -
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) -
Can we bypass the choice limit by using the script commands? :)
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Seems like you can!

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Do you know how to set up what to do when a choice is made?
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Am I the only one who runs into automatic word wrap in the script call which forces a line break?
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Nope, that is the default behavior in the (really small) script call boxAm I the only one who runs into automatic word wrap in the script call which forces a line break?
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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.
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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. -
Do you mean like the choice branching?Do you know how to set up what to do when a choice is made?
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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.
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It is pretty easy to fake the When [**] command (402).
The definition is just
Code:Where @params stores the choice number for that specific branch (0, 1, 2, ... )command_skip if @branch[@indent] != @params[0]
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 -
Thank you. I thought it would be something like that, but the params/indent was messing me up.
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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.Thank you. I thought it would be something like that, but the params/indent was messing me up.
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is there a way to make script call to have more than 10 lines?