@@ -5061,6 +5061,7 @@ bool Game_Interpreter::CommandCallMovement(lcf::rpg::EventCommand const& com) {
50615061
50625062 int eventID = ValueOrVariable (com.parameters [0 ], com.parameters [1 ]);
50635063 int outputParam = ValueOrVariable (com.parameters [2 ], com.parameters [3 ]);
5064+ int outputParamB = ValueOrVariable (com.parameters [4 ], com.parameters [5 ]);
50645065
50655066 Game_Character* event = GetCharacter (eventID);
50665067 Game_Character* target;
@@ -5078,6 +5079,7 @@ bool Game_Interpreter::CommandCallMovement(lcf::rpg::EventCommand const& com) {
50785079 if (moveCommand == " SetMoveSpeed" )event->SetMoveSpeed (outputParam);
50795080 if (moveCommand == " SetMoveFrequency" )event->SetMoveFrequency (outputParam);
50805081 if (moveCommand == " SetTransparency" )event->SetTransparency (outputParam);
5082+ if (moveCommand == " SetAnimationType" )event->SetAnimationType (static_cast <Game_Character::AnimType>(outputParam));
50815083
50825084 if (moveCommand == " Event2Event" ) {
50835085 target = GetCharacter (outputParam);
@@ -5104,7 +5106,9 @@ bool Game_Interpreter::CommandCallMovement(lcf::rpg::EventCommand const& com) {
51045106 if (moveCommand == " SetLayer" )event->SetLayer (outputParam);
51055107 if (moveCommand == " SetFlying" )event->SetFlying (outputParam); // FIXME: I wish any event could imitate an airship, lacks more work.
51065108 if (moveCommand == " ChangeCharset" )event->SetSpriteGraphic (outputString,outputParam); // syntax ChangeCharset/actor1
5107-
5109+
5110+ if (moveCommand == " JumpTo" )event->Game_Character ::Jump (outputParam, outputParamB), event->Game_Character ::SetMoveRouteFinished (true );
5111+
51085112 if (moveCommand == " StopMovement" )event->CancelMoveRoute ();
51095113
51105114 return true ;
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