Script Call Support Boards

Kes

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I have been trying to get an animation to play on a follower, not the party leader. I found an MV script call, this one:

Code:
$gamePlayer.followers().follower(0).requestAnimation(1);
I have tried converting this to Ruby, but no matter what I do, I end up with one part or another causing an error crash.

Could someone please translate this for me?
Thanks.
 

A-Moonless-Night

WINTER IS COMING
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@Kes Try:
Ruby:
$game_player.followers[X].animation_id = Y
 
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TheNewSon

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Code:
$game_variables[1] = "\\c[1]test\\c[0]"
Above script call used to work on RMXP, but on RMVXA it only displays "\c[1]teste\c[0]". Why? :(
 

Roninator2

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Are you using yanfly ace message system?
used to work on RMXP
The \\c is using an escape code. So what you're doing is saying \ escape the next \ and just write it out.
What you should have there is
Code:
\c[1]test\c[0]
 

TheoAllen

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Code:
$game_variables[1] = "\\c[1]test\\c[0]"
Above script call used to work on RMXP, but on RMVXA it only displays "\c[1]teste\c[0]". Why? :(
IIRC you need a quad \ which will be "\\\\c[1]test\\\\c[0]"
 

TheNewSon

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@Roninator2
Thanks for replying! I'm not using any custom script. What I meant is that on RMXP, the color code (\c[1]) worked perfectly well, whereas on RMVXA it's just getting read as plain text.

@TheoAllen
Thanks for replying! I've already tried single, double, triple, quad slashes, and still no success... On RMXP double slashes used to work perfectly well... :(
 

TheoAllen

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Oh, I see the problem now.

@TheNewSon Without a full explanation. Try this "\eC[1]test\eC[0]"
I can't confirm yet. I don't have my VXA right now.
 

TheNewSon

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@TheoAllen
It worked! Thank you so much, I don't think I'd be able to figure that out on my own! :awink:
 

TheoAllen

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You probably wouldn't. It's a hidden quirk that only exists in VXA and you will only figure this out by directly read the code.
 

FAGC54

What was that variable for?
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Hey guys, I have a problem, I'm using Yanfly's Class System, and I want to call the class changing scene with a script call, but for specific a follower. How can I do that?

if I use
Code:
SceneManager.call(Scene_Class)
it goes straight to the party leader's class scene.

EDIT: if I click 'Q' or 'W' it changes between the other party members. But I still want to be eable to predefine which member's class scene it opens.
 
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TheoAllen

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That is specific script support. Go make a new thread
 

Kes

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@FAGC54 Just for further clarification, this board is for script calls that are used in events, and are independent of all custom scripts. So what works for one, works for all. e.g. "What is the script call to identify if actor X is equipped with weapon Y?"
 

RedFawkes

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Hi.
What's the script call to automatically cancel a choice selection? I want to setup a timer and, once the timer reaches zero, I want the game to automatically close the choice window.
 

TheoAllen

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That won't be a script call. That will be a script request.
 

Kes

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Can anyone give me the script call for use in a conditional branch to check if the A switch on a particular event elsewhere on the map is ON or OFF?

Thanks.
 

TheoAllen

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Just write this. Replace map_id and event_id of course
Code:
$game_self_switches[[map_id, event_id, 'A']]
 

Heirukichi

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@Kes you can use that very same condition to check if any self switch is ON in a different map as well, not just the map you are in.
 
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