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- Mar 1, 2012
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- RMMZ
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.
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.
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