This may be an insane question, but can you create a script that contains script calls like "$game_temp.reserve_common_event(ID)" and other calls, or is it possible to convert the script calls so they can be used as a script?
vx Ace Scripts using script calls
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The answer is yes. Without this possibility programming would not even be really possible.
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Just so we are on the same mindset, I am referring to creating a script in the script editor that has the calls and then using 'script' to access them.
I have no ideas on scripting, but from what I have seen you use 'script' in the events options to call a script in the script editor. -
You use "script" in the events options to call any sort of code, not just the functions you define inside scripts using def. But you can define functions inside the script files and then just use Script to call them.
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What is it you're trying to do?
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Learn? Cause Havoc? Just curious, mostly.
One thought was creating my own little script(s) in the editor which might be faster to type out than to do all the clicking and eventing manually.
Does any of that make sense? In the Vulcan way of thinking, does that seem logical? -
You consider everything is insane, it isn't. It's actually not. It makes sense. If you're able to do it, do it. It falls within "The more you know-". I did it myself too.
For example, in my script slot, I named it "Convenient Eventing", instead of manually clicking change event graphics for a sake of cutscene, I simplify it in a script call with the call name "begin_cutscene". What it does is to change all events that have a certain name pattern and use that pattern to change its graphics. Way more simple than the repetitive use of move route and change graphics. -
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