Author Topic: I would like information on Call Script Parameters  (Read 207 times)

Offline Wraith89

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I would like information on Call Script Parameters
« on: June 15, 2017, 03:40:01 PM »
I know that the RMXP Event functions are quite limited, and realised "Call Script" can be used for such features. However, I am not sure how I would go on about it.

For example, I would like to get rid of a character's equipment entirely (or remove them to place it into the inventory), then how would I do it without using the Change Equipment feature and inputting every possible weapon he could hold?

Also for locked equipment, is there a way to call script to toggle locking?

I guess what I really am looking for is a list of parameters I can use for the Call Script feature which is not possible with regular Event functions.

Offline KK20

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Re: I would like information on Call Script Parameters
« Reply #1 on: June 15, 2017, 11:33:20 PM »
By using "Change Equipment" and equipping "None" to any slot, you effectively unequip the weapon/armor and return it to the inventory. So...not sure what you are talking about making separate conditions for each item as that is clearly not necessary.

There is no built-in way to change fixed equipment for actors. There are some scripts out there that do a locked equipment add-on.

There are too many things you can do with script calls to even list them all. You're better off just asking what can and can't be done.



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Offline Wraith89

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Re: I would like information on Call Script Parameters
« Reply #2 on: June 16, 2017, 01:05:30 AM »
Ah I guess I was not expressing myself clearly. I meant, you cannot really control whether the player decides to equip Iron Sword or Bronze Sword on Aluxes. So it was more of "unequip regardless of weapon type". If not, am I supposed to fill in every single equipment for which he can equip with the equip command? (I do not know if this came out right).

I have also tried things like setting enemies immortality on and off, which seemed to work. I was just wondering about other basic parameters which were not given a button on the command window.
« Last Edit: June 16, 2017, 01:06:45 AM by Wraith89 »

Offline KK20

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Re: I would like information on Call Script Parameters
« Reply #3 on: June 16, 2017, 01:29:55 AM »
Still not sure what you're saying. It sounds like you need a full script for that, not an event command or script call.

Yeah, immortal is kinda hidden to begin with in RM (having to right click a troop enemy to access it). Fortunately, Game_Battler's @immortal instance variable is "accessible", so you can access and modify it from anywhere. A lot of classes have these that, as mentioned before, are too much to list.



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