FolioTier 1
call
Run another scene as a subroutine, return when it finishes.
Parameters
| Parameter | Kind | Required | Default | Notes |
|---|---|---|---|---|
| target | scene target | yes | — | Identifier of the scene to call into. The called scene runs to its `return` (or `end`); execution then resumes at the line after the `call`. |
Canonical example
call shared-cutscene
say "Emma": "Now where were we?"call shared_cutscene
e "Now where were we?"call is the subroutine primitive — like jump, but the called scene
is expected to return so execution can resume at the line after the
call. Use it for shared cutscenes, recurring transitions, or any
sub-flow that multiple scenes invoke without forking the story.
Notes
The runtime maintains a call stack per playthrough. Nested calls work
(scene A calls B, B calls C); each return pops one frame. A jump
inside a called scene clears the stack — control transfers to the
jump target without returning to the caller.
call does not pass arguments. The called scene reads the same
project state every other scene reads. If you need parameterised
behaviour, set state variables before the call and read them inside
the called scene.
If the called scene contains an end, the playthrough terminates
there — the calling scene never sees its return. Don't put end
inside a scene meant to be called.
See also
return— pop the call stack and resume the callerjump— transfer without a returnscene-flow— full routing vocabulary