Script Call Equivalents

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    Script Call Equivalent of EventsStarted by Archeia, Nov 13 2012 06:44 PM

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    Page 1 of 15 1 2 3 NEXT This topic is locked

    298 replies to this topic

    #1 ArcheiaPosted 13 November 2012 - 06:44 PMI'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 Branchif #something

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  • #something

    else

    #something

    end

    Show Picturescreen.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 Tonescreen.pictures[n].start_tone_change(Tone.new(0, 0, 0, 0), wait)

    Looping

    For

    #something

    end

    Move Eventmove_route = RPG::MoveRoute.new

    move_route.repeat = false

    move_route.skippable = true

    m = RPG::MoveCommand.new

    m.code = 45 #The List of M Code can be found over Game_Character, this current m.code is call script

    m.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 Tintt = 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.

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    #2 Necrofear04Posted 16 November 2012 - 02:00 AMThank you very much Archeia, it's very helpful for RMVX starters like me!!

    Archeia likes this Like This Report

    #3 CeliannaPosted 16 November 2012 - 03:55 AMI'd also be interested in

    conditional script calls

    which have no equivalent

    event command. Things

    like

    $game_player.moving?

    and

    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.

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    #4 GalvPosted 16 November 2012 - 05:20 AMThought I would add some more to the list.

    Call Common Event:

    $game_temp.reserve_common_event(id)

    Play SE/ME/BGS/BGM:

    RPG::SE.new("SE Name", volume, pitch).play

    RPG::ME.new("ME Name", volume, pitch).play

    RPG::BGS.new("BGS Name", volume, pitch).play

    RPG::BGM.new("BGM Name", volume, pitch).play

    Show Text:

    $game_message.add("Text")

    Gain/lose Item:

    $game_party.gain_item($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.gather

    Change Player Followers:

    $game_player.followers.visible = true or false

    Erase Event:

    $game_map.events[event_id].erase

    Some conditional script calls to add to Celianna's:

    Button pressing

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  • Input.repeat?(:A)

    Input.press?(:A)

    Movement

    $game_player.dash?

    $game_player.jumping?

    $game_map.events[event_id].moving?

    $game_map.events[event_id].jumping?

    Location

    $game_map.events[event_id].x

    $game_map.events[event_id].y

    $game_player.x

    $game_player.y

    Remove Actor

    $game_party.remove_actor(actor_id)

    Add Actor

    $game_party.add_actor(actor_id)

    Remove Party Member from position (where x = party position. 0 = 1st

    member, 1 = 2nd member, etc.)

    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

    EDIT: Fixed some typos and shortened input text as Nicke suggested

    EDIT: Added more

    Edited by Galv, 27 April 2013 - 11:12 PM. Archeia, Domin0e, Corlagon and 4 others like this Like This

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    #5 NickePosted 16 November 2012 - 02:58 PMI'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:

    $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:

    Input.trigger?(:CTRL)

    There is no need to write Input::CTRL anymore.

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

    $game_party.leader

    Gain/lose gold:

    $game_party.gain_gold(amount)

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  • $game_party.lose_gold(amount)

    Check for current max gold:

    $game_party.max_gold

    Get map id and name:

    $game_map.map_id

    $game_map.name

    To correct the screen shake bug thing do the following at Game_Interpreter:

    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.

    Edited by Nicke, 16 November 2012 - 05:57 PM. Archeia, Domin0e, Mihel and 2 others like this Like This

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    #6 ArcheiaPosted 19 November 2012 - 09:51 PMI can't believe I forgot an important one. Regions.

    $game_player.region_id == n

    $game_map.events[event_id].region_id == n

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    #7 ArcheiaPosted 29 November 2012 - 09:17 AMShow Choices

    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)

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    #8 Domin0ePosted 29 November 2012 - 03:34 PM

    Can we bypass the choice limit by using the script commands?

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    #9 ArcheiaPosted 30 November 2012 - 06:14 AMSeems like you can!

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  • #10 ShazPosted 30 November 2012 - 06:34 AMDo you know how to set up what to do when a choice is made?

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    #11 SumasuunPosted 05 December 2012 - 06:38 PMAm I the only one who

    runs into automatic word

    wrap in the script call

    which forces a line

    break?

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    #12 TsukihimePosted 05 December 2012 - 06:40 PM

    'Sumasuun', on 05 Dec 2012 - 1:38 PM, 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

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  • #13 ShazPosted 05 December 2012 - 09:13 PMNo, 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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    #14 Fomar0153Posted 05 December 2012 - 09:17 PMUpping 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.

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    #15 TsukihimePosted 05 December 2012 - 09:50 PM

    'Shaz', on 30 Nov 2012 - 01:34 AM, said:

    Do you know how to set up what to do when a choice is made?

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  • Do you mean like the choice branching?

    Edited by Tsukihime, 05 December 2012 - 09:56 PM. Like This

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    #16 ShazPosted 05 December 2012 - 11:00 PMYes. 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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    #17 TsukihimePosted 06 December 2012 - 12:53 AMIt is pretty easy to fake

    the When [**] command

    (402).

    The definition is just

    command_skip if @branch[@indent] !=@params[0]

    Where @params stores

    the choice number for

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  • that specific branch (0, 1, 2, ... )

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

    if @branch[@indent] == 0

    # branch for first choice

    elsif @branch[@indent] == 1

    # branch for second choice

    end

    Edited by Tsukihime, 06 December 2012 - 12:55 AM. Like This

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    #18 ShazPosted 06 December 2012 - 01:02 AMThank you. I thought it would be something like that, but the params/indent

    was messing me up.

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  • #19 TsukihimePosted 06 December 2012 - 09:20 PM

    'Shaz', on 05 Dec 2012 - 8:02 PM, 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.

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    #20 harvard1932Posted 13 December 2012 - 09:27 AMis there a way to make script call to have more than 10 lines?

    Edited by harvard1932, 13 December 2012 - 09:27 AM. Like This Report

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