RMVX Ace Script Call Eventing Procedures. - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Tutorials (https://www.save-point.org/forum-19.html) +--- Thread: RMVX Ace Script Call Eventing Procedures. (/thread-4894.html) |
RMVX Ace Script Call Eventing Procedures. - JayRay - 10-26-2013 This was copied in part from RPG Maker (rpgmakerweb.com) Enclosed is a compiled list of several script calls that mimic event actions. Variables $game_variables[n] Switches $game_switches[n] Conditional Branch if#something#somethingelse#somethingend Show 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#somethingend Move Event move_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 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] 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 =trueorfalse Erase Event: $game_map.events[event_id].erase (Conditional) Button pressing Input.repeat?(:A)Input.press?(:A) [b] (Conditional) Movement[/b] $game_player.dash? $game_player.jumping? $game_map.events[event_id].moving? $game_map.events[event_id].jumping? [b] (Conditional) Location[/b] $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) Gain/lose gold: $game_party.gain_gold(amount) $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 Show Choices params=[] choices =[] choices.push("choice 1") choices.push("choice 2")params.push(choices)params.push(0/1/2this part iswhere you press cancel and which choice to default) setup_choices(params) (this is very good when trying to stop the 4 choice maximum, you can use this with the following work to define what happens on each choice) The definition is just... command_skip if@branch[@indent]!=@params[0] Where @params stores the choice number for 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 choiceelsif@branch[@indent]==1# branch for second choiceend If anyone has any others that they'd like to add to this, I'd love to see them. |