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View Full Version : [Essentials script] Pokémon Following Character script


help-14
December 6th, 2009, 08:37 PM
Pokemon following character v3.1 is out.
It is the Final version, working on install guide, you can download it and use as a base. Haven't test with near May 7th version of starter kit
Don't use it if you can't understand how it work.

Download:

V3.1: http://www.mediafire.com/?68wv26ilkc1b1w1

Changes log:


V3.0.5 Beta:

Fix Surf bugs when don't have Pokemon
Fix new game bug


V3.0.4 Beta:

Fix Surf bugs
Basic control the following pokemon


V3.0.3 Beta:

Fix HM bugs
Walking make Pokemon happier
Fix wrong Pokemon name
Fix menu appear everytime open Pokemon screen


V3.0.2 Beta:

Add Pokemon following menu
Update talk to Pokemon
Update change sprite when fainted
Fix stop suft bug


V3.0.1 Beta:

Fix Pokemon party scene
Fix add/remove Pokemon bugs
Change emo [ . ][ .. ][ ... ][-_-], still not moving but you can edit it like you want
Change sprite when Pokemon fainted

V3.0 Beta:

Totally new script
Water Pokemon can surf and dive with you
Support shiny Pokemon



Working on:

Pokemon jump over event
Get item from following Pokemon
Pokemon following can run
Map connection bug
Control the the following Pokemon
Can't suft with dependent event
Walking will make your Pokemon happier
Animated menu to show you what is the curent Pokemon
Change sprite when fainted
"Pokemon" seem happy/not happy, ...



http://i177.photobucket.com/albums/w222/pokemonfan14/Pokemon-Following-Script.gif (http://www.pokecommunity.com/showthread.php?t=202478)

Denali
December 10th, 2009, 10:17 AM
Cool tut, man. I'll definitely use this for my game!

Klofkac
December 10th, 2009, 10:31 AM
That installation video is removed, do something with it!

help-14
December 10th, 2009, 06:46 PM
Reupload Installation Video, Ẹnjoy !

Godlytion
December 10th, 2009, 08:06 PM
What a nice Tut!
it use useful
Thanks a lot :)

Peeky Chew
December 11th, 2009, 02:25 AM
An installation video will certainly make it easier.
I'll use this.

Alos, people still use windows 95/98?!!!!

Klofkac
December 11th, 2009, 03:11 AM
How I can make script decreasing number of following pokémon? (like D adds and S removes)?

I found bug: When I recall all pokémon and I go to other map, then I "change_number" and runtime error will appear.

Birdybot
December 11th, 2009, 11:00 AM
I can't have more Pokémon following me, even when I press 'D'. And the sprite of the following Pokémon is always 'nil.png'. -confuzzled-

Malese
December 11th, 2009, 11:19 AM
I did everything as the video, and it appeared

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 7, map 33 (Littleroot Town):

(eval):1:in `pbExecuteScript'undefined local variable or method `create_6_dependent_event' for #<Interpreter:0x4937790>

***Full script:

create_6_dependent_event


Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

Sorry for the bad English

Poeman
December 11th, 2009, 05:51 PM
Error:
Pokemon Storage line 267
Undefined local variable or method 'auto_change_without_animation' for pokemonstorageScreen:Class

Any help on what I did wrong?

キラキラ
December 13th, 2009, 08:35 PM
Excellent work! :]
I think I might just use this when I figure how it works.

help-14
December 13th, 2009, 08:44 PM
How I can make script decreasing number of following pokémon? (like D adds and S removes)?

I found bug: When I recall all pokémon and I go to other map, then I "change_number" and runtime error will appear.

Yes, you can use S to Remove Pokemon.

An installation video will certainly make it easier.
I'll use this.

Alos, people still use windows 95/98?!!!!

It is Window 7. I used Classic Theme to play Tomb Raider.

I can't have more Pokémon following me, even when I press 'D'. And the sprite of the following Pokémon is always 'nil.png'. -confuzzled-

Check "if $pokenum ==0" if you type "if $pokenum =0", Pokémon'll always 'nil.png'

I did everything as the video, and it appeared

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 7, map 33 (Littleroot Town):

(eval):1:in `pbExecuteScript'undefined local variable or method `create_6_dependent_event' for #<Interpreter:0x4937790>

***Full script:

create_6_dependent_event


Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

Sorry for the bad English

Maybe you don't have enough events to make dependent events.


Error:
Pokemon Storage line 267
Undefined local variable or method 'auto_change_without_animation' for pokemonstorageScreen:Class

Any help on what I did wrong?
You pasted it after "end", see video and careful with three "end" lines.

Excellent work! :]
I think I might just use this.
Copy a event 200 times

Birdybot
December 14th, 2009, 07:02 PM
I checked, and in PokemonFollowingCharacter, at least, all the 'if $pokenum==0's were as they should be, like you said. I'm still getting an error;

'Script 'PokemonFollowingCharacter' line 34: NoMethodError occurred.
undefined method 'x' for nil:NilClass'

Nosman
December 15th, 2009, 08:54 AM
i get tis message when i test it out

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 22, map 39 (Oak's Lab):

Section126:445:in `addEvent2'undefined method `x' for nil:NilClass

***Full script:

Kernel.pbAddPokemon(
PBSpecies::PIKACHU,5
)
# Get the Pokémon just added
p=$Trainer.party[
$Trainer.party.length-1]
pbAutoLearnMove(p,PBMoves::TACKLE)
auto_change_without_animation


Interpreter:238:in `pbExecuteScript'

DependentEvents:15:in `pbAddDependen'

Pokemon folow you:160:in `auto_change_without_animation'

(eval):8:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------



pleaz help

Fraot
December 15th, 2009, 07:48 PM
Gosh! That was what I was going to do on my game, to choose how many of your pokémon would follow you.

help-14
December 15th, 2009, 08:33 PM
i get tis message when i test it out

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 22, map 39 (Oak's Lab):

Section126:445:in `addEvent2'undefined method `x' for nil:NilClass

***Full script:

Kernel.pbAddPokemon(
PBSpecies::PIKACHU,5
)
# Get the Pokémon just added
p=$Trainer.party[
$Trainer.party.length-1]
pbAutoLearnMove(p,PBMoves::TACKLE)
auto_change_without_animation


Interpreter:238:in `pbExecuteScript'

DependentEvents:15:in `pbAddDependen'

Pokemon folow you:160:in `auto_change_without_animation'

(eval):8:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------



pleaz help

Add creat_6_dependent_event above auto_change_without_animation

Nosman
December 16th, 2009, 08:19 AM
now i get this

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 210, map 39 (Oak's Lab):

Section126:484:in `addEvent'undefined method `x' for nil:NilClass

***Full script:

Kernel.pbAddPokemon(
PBSpecies::PIKACHU,5
)
creat_6_dependent_event
auto_change_without_animation


Interpreter:238:in `pbExecuteScript'

Game_Player_:17:in `pbAddDependency2'

Pokemon follow you:225:in `creat_6_dependent_event'

(eval):4:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'

Malese
December 16th, 2009, 10:38 AM
But then what should I do?

help-14
December 16th, 2009, 09:02 PM
now i get this

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 210, map 39 (Oak's Lab):

Section126:484:in `addEvent'undefined method `x' for nil:NilClass

***Full script:

Kernel.pbAddPokemon(
PBSpecies::PIKACHU,5
)
creat_6_dependent_event
auto_change_without_animation


Interpreter:238:in `pbExecuteScript'

Game_Player_:17:in `pbAddDependency2'

Pokemon follow you:225:in `creat_6_dependent_event'

(eval):4:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'

Did you config this correctly ?

###########################################
#### Config Script For Your Game Here ####
###########################################

Animation_Come_In = 447 #<= ID of Animation When Pokemon Come In PokeBall
Animation_Come_Out = 446 #<= ID of Animation When Pokemon Come Out PokeBall
Default_Following_Pokemon_Number = 1 #<= Default Number Of Following Pokemon
Pokemon_1_ID = 142 #<= ID Of Event Use To Make First Pokemon, Should Over 200
Pokemon_2_ID = 143 #<= ID Of Event Use To Make Second Pokemon, Should Over 200
Pokemon_3_ID = 144 #<= ID Of Event Use To Make Third Pokemon, Should Over 200
Pokemon_4_ID = 145 #<= ID Of Event Use To Make Fourth Pokemon, Should Over 200
Pokemon_5_ID = 146 #<= ID Of Event Use To Make Fifth Pokemon, Should Over 200
Pokemon_6_ID = 147 #<= ID Of Event Use To Make Sixth Pokemon, Should Over 200
Common_Event_1 = 3 #<= ID of Common Event When You Talk To First Pokemon
Common_Event_2 = 3 #<= ID of Common Event When You Talk To Second Pokemon
Common_Event_3 = 3 #<= ID of Common Event When You Talk To Third Pokemon
Common_Event_4 = 3 #<= ID of Common Event When You Talk To Fourth Pokemon
Common_Event_5 = 3 #<= ID of Common Event When You Talk To Fifth Pokemon
Common_Event_6 = 3 #<= ID of Common Event When You Talk To Sixth Pokemon

Nosman
December 18th, 2009, 03:11 AM
that was my prob now i have a new on when i change pokemon

---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `erase' for nil:NilClass

DependentEvents:504:in `refresh'

DependentEvents:502:in `eachEvent'

DependentEvents:373:in `each'

DependentEvents:373:in `eachEvent'

DependentEvents:502:in `refresh'

DependentEvents:521:in `update'

AnimationSprite:94:in `update'

AnimationSprite:93:in `each'

AnimationSprite:93:in `update'

Scene_Map:51:in `updateSpritesets'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------


and when i try to change the amount of pokemon by pressing z nothing happens also when i deposit my first pokemon the sprite of it is still there

help-14
December 18th, 2009, 08:33 PM
Uhm, I'll check it later.

Nosman
December 22nd, 2009, 11:25 PM
Just reposting my prob can come one pleaz help

that was my prob now i have a new on when i change pokemon

---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `erase' for nil:NilClass

DependentEvents:504:in `refresh'

DependentEvents:502:in `eachEvent'

DependentEvents:373:in `each'

DependentEvents:373:in `eachEvent'

DependentEvents:502:in `refresh'

DependentEvents:521:in `update'

AnimationSprite:94:in `update'

AnimationSprite:93:in `each'

AnimationSprite:93:in `update'

Scene_Map:51:in `updateSpritesets'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------


and when i try to change the amount of pokemon by pressing z nothing happens also when i deposit my first pokemon the sprite of it is still there

knight01
December 24th, 2009, 03:00 AM
TTTTTTTTTTTTTTTTTTTTTThat was what i was looking for how may i thank you :DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDd the best ill subscribe

kashin28
December 24th, 2009, 03:12 PM
I think.. i get this ....
but like how do you put 6 pokemons out o__0 do u press a button to let them come out one by one ?

MykehDoom
January 3rd, 2010, 06:32 PM
Okay I followed the install vid.. PERFECTLY. But I get this error.

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 128, map 25 (Test Map 2):

Exception: NameError

Message: (eval):2:in `pbExecuteScript'undefined local variable or method `create_6_dependent_event' for #<Interpreter:0x505e8d0>

***Full script:

pbAddPokemon(PBSpecies::PONYTA,5)
create_6_dependent_event
auto_change_without_animation


Interpreter:239:in `pbExecuteScript'

Interpreter:1583:in `eval'

Interpreter:239:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'



Interpreter:274:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'

Scene_Map:63:in `main'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------


Okay so I fixed my error. it's not "create_6_dependent_event"
it's "creat_6_dependent_event" without the "e" in create.



Okay so new error.

When I got to the next map and I try to call out my pokemon to follow me, I get this error
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `erase' for nil:NilClass

DependentEvents:532:in `refresh'

DependentEvents:530:in `eachEvent'

DependentEvents:380:in `each'

DependentEvents:380:in `eachEvent'

DependentEvents:530:in `refresh'

DependentEvents:549:in `update'

AnimationSprite:81:in `update'

AnimationSprite:80:in `each'

AnimationSprite:80:in `update'

Scene_Map:47:in `updateSpritesets'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

MegaNew
January 15th, 2010, 03:43 PM
Umm what if i only want them to walk with 1 pokemon?
the pokemon 1st in there party..
how would i do tht?

help-14
January 15th, 2010, 07:41 PM
Press D button. Now Iam making new version.

Trikeboy
January 16th, 2010, 10:15 AM
Hi, excellent script. I have it working on the map with the events but if I go to another map and press D, I get this message:

---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `erase' for nil:NilClass

DependentEvents:546:in `refresh'

DependentEvents:544:in `eachEvent'

DependentEvents:386:in `each'

DependentEvents:386:in `eachEvent'

DependentEvents:544:in `refresh'

DependentEvents:563:in `update'

AnimationSprite:81:in `update'

AnimationSprite:80:in `each'

AnimationSprite:80:in `update'

Scene_Map:47:in `updateSpritesets'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

Any ideas?

help-14
January 16th, 2010, 04:02 PM
Yep, I already know this bug, that why i am making new vesion.

MegaNew
January 16th, 2010, 05:33 PM
when u think new version will be released?

help-14
January 16th, 2010, 07:57 PM
Maybe next week or later because i have a problem with my project.

Trikeboy
January 17th, 2010, 03:23 PM
Just discovered that if you recreate the 6 dependent events on every map, the code works everywhere. Just have to make sure you keep all the correct event numbers, and the ID over 200.

Birdybot
January 19th, 2010, 07:03 PM
I can't wait for that new script you mentioned :) Also, you should do a dual screen tutorial! Or will that remain a secret? I suppose it is quite a big feature, I could understand if you don't wanna do a tutorial for it :)

Good luck with the new version, anyway.

ShinyMeganium
January 22nd, 2010, 04:03 PM
3 Questions:
1. As far as I understood from the comments, it is possible, but I'm asking anyways...
Is it possible to limit the player to walking with 1 Pokemon only?
2. Again, probably possible but...
Can I activate the script, say, only if X Pokemon is in the team?
3. If 1 and 2 are positive, can I force the script to work (not allowing the player to choose) under these conditions?

help-14
January 22nd, 2010, 04:52 PM
The answer of all your questions are yes, yes and yes.

Birdybot
January 23rd, 2010, 08:32 AM
Are you going to work on the problem of when you run, the Pokémon following you don't speed up?

help-14
January 23rd, 2010, 11:05 PM
It is default speed of dependent event, i'll ask poccil for it.

MegaNew
January 24th, 2010, 03:27 PM
when are you gonna release new version?

help-14
January 25th, 2010, 07:36 PM
A demo video for v2.2:
MfprBsndmLk

Klofkac
January 26th, 2010, 04:13 AM
So new wersion will be released soon! I hope those bugs from v2 will be repaired!

Gigatom~
January 26th, 2010, 05:34 AM
Nice Script, very usefull. Looking forward to use it.

Gigatom~

MegaNew
January 28th, 2010, 08:57 AM
Awesome! Looks like this means we have only one pokemon following us :D instead of all 6
Just what i wanted :D

Klofkac
February 4th, 2010, 02:44 PM
I have small question about the v2.2: When you will release it?

MegaNew
February 7th, 2010, 01:20 PM
I wanted to know...you think this can work with shiny pokemon? or alternate forms?

fiox
February 10th, 2010, 01:22 PM
looks cool .... realy cool

~Frozen Darkness~
February 19th, 2010, 07:17 AM
I wanted to know...you think this can work with shiny pokemon? or alternate forms?
It could definitely work for alt. forms if you program the forms in the right way.

As for shinies, I think it could be possible, say if the Filename had an "s" at the end, then I suppose in the new version, it could work, should help-14 want to do it.

Just discovered a bug:

Walked into a building, then went out, and it just warped me to a different spot on the same map, yet it said, "Oldale Town", which was the town that the house was in. (I named the building Oldale Pokemon Mart, BTW)

I'm pretty sure this happens because of the pokemon still being in the mart while the player is outside.


Just wanted to let help-14 know so he can fix it in the new version. Otherwise, I'm not encountering any other problems.

EDIT: I decided to research the surf/fly glitch thing, and I fixed it!

Step 1: First, go to the Script PokemonHiddenMovesand go to line 474 or near that.

Step 2: Delete where it says something like "pbHasDependentEvents?" and delete everything past that until you reach an end a few lines down. Delete that end and stop. Now you can Fly!

Step 3: This is just a bit more complicated. Go to line 262 of the same script. See where it says "pbHasDependentEvents?" Delete it until you meet and end and delete that end as well. But wait! There's more!

Step 4: If you were to stop at Step 3, your Pokemon would glitch up when surfing. So, go to the line a few lines down that says:

Kernel.pbMessage(_INTL("{1} used Surf!",speciesname))

and paste this just below:

pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
pbMoveRoute(pbGetDependency("Dependent1"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
pbMoveRoute(pbGetDependency("Dependent2"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
pbMoveRoute(pbGetDependency("Dependent3"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
pbMoveRoute(pbGetDependency("Dependent4"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
pbMoveRoute(pbGetDependency("Dependent5"),[PBMoveRoute::Graphic,"nil.png",0,2,0])

This will allow you to surf! :)

Step 5: Use and enjoy! :) No credit needed, but is still appreciated.

Iarama
February 28th, 2010, 06:30 AM
Have yuo considered making a simple(r) demo so people dont get confused because I have no idea how to do all of this editing.

SpawnHyuuga
February 28th, 2010, 08:05 AM
Have yuo considered making a simple(r) demo so people dont get confused because I have no idea how to do all of this editing.

I agree, maybe a demo like script makers use for most 'advanced scripts.' It's just has to be the latest version of Pokemon Essentials with these scripts placed correctly as well as map and common events, and optionally it shows how it works through event on a test map.

EDIT: I got an error, on trying to use it just for my own personal tests. I'm not quite sure if I have the latest version. (There's an idea, add a comment at the top of the script explaining which version you have.)

Exception: RuntimeError
Message: Script error within event 4, map 6 (Player's House):
Exception: NoMethodError
Message: Section132:468:in `addEvent2'undefined method `x' for nil:NilClass
***Full script:
pbAddPokemon(PBSpecies::MUDKIP,15)
auto_change_without_animation

Interpreter:239:in `pbExecuteScript'
DependentEvents:38:in `pbAddDependen'
Caterpillar:160:in `auto_change_without_animation'
(eval):2:in `pbExecuteScript'
Interpreter:1583:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'

Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'

Iarama
February 28th, 2010, 04:55 PM
Ya and if there the errors are because of mistakes while importing the script it could make all of the diffrence.

sonic1
March 8th, 2010, 11:38 AM
Very good script!
Hey, i followed all the instalation steps and it works fine, but when i deposite a pokemon, it appears this error:
Exception: RuntimeError
Message: Script error within event 14, map 25 (Test Map 2):
Exception: NoMethodError
Message: Section131:542:in `refresh'undefined method `erase' for nil:NilClass
***Full script:
pbPokeCenterPC

Interpreter:239:in `pbExecuteScript'
DependentEvents:540:in `eachEvent'
DependentEvents:384:in `each'
DependentEvents:384:in `eachEvent'
DependentEvents:540:in `refresh'
DependentEvents:559:in `update'
AnimationSprite:81:in `update'
AnimationSprite:80:in `each'
AnimationSprite:80:in `update'
Scene_Map:47:in `updateSpritesets'

Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'

What's the problem?
What should i do?

Greetings,

Sonic1

Nintendork15
March 8th, 2010, 12:52 PM
Look everyone
STOP ASKIN WHEN THE NEW VERSION WILL COME OUT
these things take long time to make so be patient he cant just say when it will be out and poof it onto pc he needs to take time and fix any bugs >.<
anyway sounds good ^_^

VEGET@
March 10th, 2010, 12:38 PM
Hello guys.
help 14.
you can do a script for only 1 pokemon follow me.
sorry for my english.
good bye

rm2kdude
March 17th, 2010, 12:41 AM
Hello guys.
help 14.
you can do a script for only 1 pokemon follow me.
sorry for my english.
good bye

This supports it, have you even watched the video?...

itaitai
March 17th, 2010, 11:49 AM
how I do that I can take my pokemon out without talking with the "creat_6_dependent_event" script?
and how can I backing the pokemon in? sorry for my bad english :D

Peeky Chew
March 31st, 2010, 11:43 AM
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 4, map 31 (MAP031):

Exception: NameError

Message: (eval):1:in `pbExecuteScript'undefined local variable or method `auto_change_without_animation' for #<Interpreter:0x9dcab28>

***Full script:

auto_change_without_animation


Interpreter:239:in `pbExecuteScript'

Interpreter:1583:in `eval'

Interpreter:239:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'



Interpreter:274:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'

Scene_Map:63:in `main'



This exception was logged in ./errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

Here's what happened when I received the Pokémon. I'm pretty sure I did the very last step (Step 11: Edit Script created in step 2. Enjoy !!! ) wrong, since I didn't really understand it.

Shun
April 3rd, 2010, 11:29 AM
How do I make it so it uses the Pokémon's Index number rather than the name?

xblaze1234
April 4th, 2010, 11:41 AM
hey I have been getting this message every time and have tried quite a few things do you know what the problem is
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 6, map 36 (MAP036):

Exception: NoMethodError

Message: Section139:40:in `pbAddDependen'undefined method `addEvent2' for #<DependentEvents:0x2ebbb60 @realEvents=[], @lastUpdate=-1>

***Full script:

pbAddPokemon(PBSpecies::TYRANITAR,5)
creat_6_dependent_event


Interpreter:239:in `pbExecuteScript'

PokemonFollowCharecter:160:in `auto_change_without_animation'

PokemonFollowCharecter:231:in `creat_6_dependent_event'

(eval):2:in `pbExecuteScript'

Interpreter:1583:in `eval'

Interpreter:239:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'



Interpreter:274:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'

Scene_Map:63:in `main'



This exception was logged in ./errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

Please if anyone knows what the problem is I really would like to fix it

hey does anyone have a script for a dual screen? or rather a way to edit it once you get it?

zmajevi
April 12th, 2010, 12:41 PM
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `x' for nil:NilClass

Pokemon Following Character:34:in `auto_change_with_animation'

PokemonScreen:1282:in `pbPokemonScreen'

PokemonScreen:1182:in `loop'

PokemonScreen:1429:in `pbPokemonScreen'

PokemonMenu:155:in `pbStartPokemonMenu'

PokemonMenu:154:in `pbFadeOutIn'

PokemonMenu:154:in `pbStartPokemonMenu'

PokemonMenu:139:in `loop'

PokemonMenu:238:in `pbStartPokemonMenu'

Scene_Map:180:in `call_menu'

I get this and each the pokemon sprite doesn't show up when i get the first pokemon.

jd93
April 28th, 2010, 06:24 PM
Everything was working but now if I talk to the pokemon it gives me this. I doesn't screw up at all unless I talk to them.
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `unlock' for nil:NilClass

Interpreter:509:in `command_end'

Interpreter:293:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'

Scene_Map:63:in `main'

Scene_Map:60:in `loop'



This exception was logged in ./errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

dudleyspud
April 29th, 2010, 12:16 PM
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 8, map 5 (Oak's Lab):

Section126:445:in `addEvent2'undefined method `x' for nil:NilClass

***Full script:

auto_change_without_animation


Interpreter:238:in `pbExecuteScript'

DependentEvents:15:in `pbAddDependen'

Pokemonfollowcharacter:160:in `auto_change_without_animation'

(eval):1:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

What did I do wrong? Anyone mind giving me a hand?

Crazyninjaguy
April 29th, 2010, 10:52 PM
Make sure you created the events with and id of over 200 on the map you get your pokemon, and then put these in a call script command after you add the first pokemon.

creat_6_dependent_event
autochange_without_animation

That should work :)

help-14
April 29th, 2010, 11:30 PM
No no. That error will appear in some new version of starter kit. I am trying to change pokemon picture in different way.

Crazyninjaguy
April 29th, 2010, 11:37 PM
Hope you don't mind, but i did a little Mod of your script before to change the way pictures are displayed, and to allow Shiny forms :)


#===============================================================================
# * Pokemon Following By Help-14
# * Shiny Forms Added by Crazyninjaguy
#===============================================================================
###########################################
#### Config Script For Your Game Here ####
###########################################
Animation_Come_In = 22 #<= ID of Animation When Pokemon Come In PokeBall
Animation_Come_Out = 21 #<= ID of Animation When Pokemon Come Out PokeBall
Default_Following_Pokemon_Number = 1 #<= Default Number Of Following Pokemon
Pokemon_1_ID = 150 #<= ID Of Event Use To Make First Pokemon, Should Over 200
Pokemon_2_ID = 202 #<= ID Of Event Use To Make Second Pokemon, Should Over 200
Pokemon_3_ID = 203 #<= ID Of Event Use To Make Third Pokemon, Should Over 200
Pokemon_4_ID = 204 #<= ID Of Event Use To Make Fourth Pokemon, Should Over 200
Pokemon_5_ID = 205 #<= ID Of Event Use To Make Fifth Pokemon, Should Over 200
Pokemon_6_ID = 206 #<= ID Of Event Use To Make Sixth Pokemon, Should Over 200
Common_Event_1 = 3 #<= ID of Common Event When You Talk To First Pokemon
Common_Event_2 = 3 #<= ID of Common Event When You Talk To Second Pokemon
Common_Event_3 = 3 #<= ID of Common Event When You Talk To Third Pokemon
Common_Event_4 = 3 #<= ID of Common Event When You Talk To Fourth Pokemon
Common_Event_5 = 3 #<= ID of Common Event When You Talk To Fifth Pokemon
Common_Event_6 = 3 #<= ID of Common Event When You Talk To Sixth Pokemon

#####################################################
#### Pokemon Following Character v2.0 By Help-14 ####
#####################################################
def auto_change_with_animation
if $pokenum==nil
$pokenum = Default_Following_Pokemon_Number
end
if $pokenum>=1
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
if $pokenum==1
$scene.spriteset.addUserAnimation(Animation_Come_Out,pbGetDependency("Dependent0").x,pbGetDependency("Dependent0").y)
end
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
if $pokenum==0
$scene.spriteset.addUserAnimation(Animation_Come_In,pbGetDependency("Dependent0").x,pbGetDependency("Dependent0").y)
end
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
end
Kernel.pbAddDependen(pbGetDependency("Dependent0"), "Dependent6", Common_Event_1)
Kernel.pbRemoveDependency2("Dependent0")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent0", Common_Event_1)
Kernel.pbRemoveDependency2("Dependent6")
if $pokenum>=2 && $Trainer.party.length >= 2
if $pokenum==2
$scene.spriteset.addUserAnimation(Animation_Come_Out,pbGetDependency("Dependent1").x,pbGetDependency("Dependent1").y)
end
pbMoveRoute(pbGetDependency("Dependent1"),[PBMoveRoute::Graphic,$Trainer.party[1].name.to_s+".png",0,2,0])
else
if $pokenum==0 && $Trainer.party.length >= 2
$scene.spriteset.addUserAnimation(Animation_Come_In,pbGetDependency("Dependent1").x,pbGetDependency("Dependent1").y)
end
pbMoveRoute(pbGetDependency("Dependent1"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent1"), "Dependent6", Common_Event_2)
Kernel.pbRemoveDependency2("Dependent1")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent1", Common_Event_2)
Kernel.pbRemoveDependency2("Dependent6")
if $pokenum>=3 && $Trainer.party.length >= 3
if $pokenum==3
$scene.spriteset.addUserAnimation(Animation_Come_Out,pbGetDependency("Dependent2").x,pbGetDependency("Dependent2").y)
end
pbMoveRoute(pbGetDependency("Dependent2"),[PBMoveRoute::Graphic,$Trainer.party[2].name.to_s+".png",0,2,0])
else
if $pokenum==0 && $Trainer.party.length >= 3
$scene.spriteset.addUserAnimation(Animation_Come_In,pbGetDependency("Dependent2").x,pbGetDependency("Dependent2").y)
end
pbMoveRoute(pbGetDependency("Dependent2"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent2"), "Dependent6", Common_Event_3)
Kernel.pbRemoveDependency2("Dependent2")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent2", Common_Event_3)
Kernel.pbRemoveDependency2("Dependent6")
if $pokenum>=4 && $Trainer.party.length >= 4
if $pokenum==4
$scene.spriteset.addUserAnimation(Animation_Come_Out,pbGetDependency("Dependent3").x,pbGetDependency("Dependent3").y)
end
pbMoveRoute(pbGetDependency("Dependent3"),[PBMoveRoute::Graphic,$Trainer.party[3].name.to_s+".png",0,2,0])
else
if $pokenum==0 && $Trainer.party.length >= 4
$scene.spriteset.addUserAnimation(Animation_Come_In,pbGetDependency("Dependent3").x,pbGetDependency("Dependent3").y)
end
pbMoveRoute(pbGetDependency("Dependent3"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent3"), "Dependent6", Common_Event_4)
Kernel.pbRemoveDependency2("Dependent3")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent3", Common_Event_4)
Kernel.pbRemoveDependency2("Dependent6")
if $pokenum>=5 && $Trainer.party.length >= 5
if $pokenum==5
$scene.spriteset.addUserAnimation(Animation_Come_Out,pbGetDependency("Dependent4").x,pbGetDependency("Dependent4").y)
end
pbMoveRoute(pbGetDependency("Dependent4"),[PBMoveRoute::Graphic,$Trainer.party[4].name.to_s+".png",0,2,0])
else
if $pokenum==0 && $Trainer.party.length >= 5
$scene.spriteset.addUserAnimation(Animation_Come_In,pbGetDependency("Dependent4").x,pbGetDependency("Dependent4").y)
end
pbMoveRoute(pbGetDependency("Dependent4"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent4"), "Dependent6", Common_Event_5)
Kernel.pbRemoveDependency2("Dependent4")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent4", Common_Event_5)
Kernel.pbRemoveDependency2("Dependent6")
if $pokenum==6 && $Trainer.party.length == 6
$scene.spriteset.addUserAnimation(Animation_Come_Out,pbGetDependency("Dependent5").x,pbGetDependency("Dependent5").y)
pbMoveRoute(pbGetDependency("Dependent5"),[PBMoveRoute::Graphic,$Trainer.party[5].name.to_s+".png",0,2,0])
else
if $pokenum==0 && $Trainer.party.length == 6
$scene.spriteset.addUserAnimation(Animation_Come_In,pbGetDependency("Dependent5").x,pbGetDependency("Dependent5").y)
end
pbMoveRoute(pbGetDependency("Dependent5"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent5"), "Dependent6", Common_Event_6)
Kernel.pbRemoveDependency2("Dependent5")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent5", Common_Event_6)
Kernel.pbRemoveDependency2("Dependent6")
end
################################################################################
def change_number
if $pokenum==nil
$pokenum=Default_Following_Pokemon_Number
end
$pokenum+=1
if $pokenum==7
$pokenum=0
end
end
################################################################################
def auto_change_without_animation
if $pokenum==nil
$pokenum = Default_Following_Pokemon_Number
end
if $pokenum>=1
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent0"), "Dependent6", Common_Event_1)
Kernel.pbRemoveDependency2("Dependent0")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent0", Common_Event_1)
Kernel.pbRemoveDependency2("Dependent6")
if $pokenum>=2 && $Trainer.party.length >= 2
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent1"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent1"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
pbMoveRoute(pbGetDependency("Dependent1"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent1"), "Dependent6", Common_Event_2)
Kernel.pbRemoveDependency2("Dependent1")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent1", Common_Event_2)
Kernel.pbRemoveDependency2("Dependent6")
if $pokenum>=3 && $Trainer.party.length >= 3
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent2"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent2"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
pbMoveRoute(pbGetDependency("Dependent2"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent2"), "Dependent6", Common_Event_3)
Kernel.pbRemoveDependency2("Dependent2")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent2", Common_Event_3)
Kernel.pbRemoveDependency2("Dependent6")
if $pokenum>=4 && $Trainer.party.length >= 4
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent3"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent3"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
pbMoveRoute(pbGetDependency("Dependent3"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent3"), "Dependent6", Common_Event_4)
Kernel.pbRemoveDependency2("Dependent3")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent3", Common_Event_4)
Kernel.pbRemoveDependency2("Dependent6")
if $pokenum>=5 && $Trainer.party.length >= 5
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent4"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent4"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
pbMoveRoute(pbGetDependency("Dependent4"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent4"), "Dependent6", Common_Event_5)
Kernel.pbRemoveDependency2("Dependent4")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent4", Common_Event_5)
Kernel.pbRemoveDependency2("Dependent6")
if $pokenum==6 && $Trainer.party.length == 6
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent5"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent5"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
pbMoveRoute(pbGetDependency("Dependent5"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
end
Kernel.pbAddDependen(pbGetDependency("Dependent5"), "Dependent6", Common_Event_6)
Kernel.pbRemoveDependency2("Dependent5")
Kernel.pbAddDependen(pbGetDependency("Dependent6"), "Dependent5", Common_Event_6)
Kernel.pbRemoveDependency2("Dependent6")
end
################################################################################
def creat_6_dependent_event
Kernel.pbAddDependency2(Pokemon_1_ID, "Dependent0", Common_Event_1)
Kernel.pbAddDependency2(Pokemon_2_ID, "Dependent1", Common_Event_2)
Kernel.pbAddDependency2(Pokemon_3_ID, "Dependent2", Common_Event_3)
Kernel.pbAddDependency2(Pokemon_4_ID, "Dependent3", Common_Event_4)
Kernel.pbAddDependency2(Pokemon_5_ID, "Dependent4", Common_Event_5)
Kernel.pbAddDependency2(Pokemon_6_ID, "Dependent5", Common_Event_6)
auto_change_without_animation
end

These pictures need to be put in the Graphics/Characters folder.

http://www.mediafire.com/?qdn11ku4t0i

help-14
April 30th, 2010, 06:03 AM
Oh, i have already did it. Well, noproblem.

dudleyspud
April 30th, 2010, 06:22 AM
Make sure you created the events with and id of over 200 on the map you get your pokemon, and then put these in a call script command after you add the first pokemon.

creat_6_dependent_event
autochange_without_animation

That should work :)

Sorry for asking this as I think it's an extremely stupid question, but I am new to Game Development. How do you set the id of the event? Thanks for your help so far. :)

Edit: Ok that was an extremely stupid question, I got it now, however when I try choosing a Pokemon this comes up:

---------------------------
Pokemon Essentials
---------------------------
Script 'Interpreter' line 279: RuntimeError occurred.

Script error within event 9, map 5 (Oak's Lab):

(eval):2:in `pbExecuteScript'undefined local variable or method `autochange_without_animation' for #<Interpreter:0x7850608>

***Full script:

creat_6_dependent_event
autochange_without_animation


Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'


---------------------------
OK
---------------------------

tylerab01
April 30th, 2010, 03:51 PM
This is amazing I GOT IT TO WORK!

Crazyninjaguy
May 1st, 2010, 02:31 AM
@dudleyspud, sorry i messed up a little in my other post.
The problem is this

You have autochange_without_animation

It should be this

auto_change_without_animation

dudleyspud
May 1st, 2010, 05:46 AM
@dudleyspud, sorry i messed up a little in my other post.
The problem is this

You have autochange_without_animation

It should be this

auto_change_without_animation

*sigh* seems like it's one problem after another. I now get;


---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Failed to load bitmap: Graphics/Characters/4_0.png

BitmapCache:195:in `load_bitmap'

BitmapCache:235:in `character'

Sprite_Character:62:in `update_or'

PerspectiveTilemap:408:in `shadow_update'

Shadow:167:in `update'

Sprite_Character:6:in `perspectivetilemap_initialize'

PerspectiveTilemap:404:in `shadow_initialize'

Shadow:143:in `initialize'

DependentEvents:508:in `new'

DependentEvents:508:in `refresh'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------


Edit: Argh, figured out the problem. I now have to trawl through my graphics folder and rename EVERY Pokemon with their respective number. Any easier way of doing this? >_>

tylerab01
May 1st, 2010, 06:41 AM
Well it was working for me untill I tried to implement it into a script I was using for reviving the lab pokemon and i got this error

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 202, map 36 (Palastine Town):

Exception: NoMethodError

Message: Section141:466:in `addEvent2'undefined method `x' for nil:NilClass

***Full script:

creat_6_dependent_event


Interpreter:239:in `pbExecuteScript'

DependentEvents:33:in `pbAddDependen'

PokemonFollowingCharacter:160:in `auto_change_without_animation'

PokemonFollowingCharacter:231:in `creat_6_dependent_event'

(eval):1:in `pbExecuteScript'

Interpreter:1583:in `eval'

Interpreter:239:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'



Interpreter:274:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'

Scene_Map:63:in `main'



This exception was logged in ./errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

JakeG
May 8th, 2010, 04:25 PM
I need help urgently! I was playing around with the scripts trying to get this to work and I have ruined them! Could somebody please Copy and paste the scripts needed for pokemon walking in full here? Thanks.

Crazyninjaguy
May 9th, 2010, 05:40 AM
Check the first post :)
It's all on there.

SpawnHyuuga
May 9th, 2010, 02:18 PM
@ Anyone:

- How do I make the graphic for the animations transparent? The pink is getting in the way!

- Do I need to copy a special event 200 times, or can it just be anything to take up space? And which maps need 200 events? O.o

victorspvl
May 13th, 2010, 05:38 PM
I have some question, please somebody help-me, I need very much of this for my game:

1)How could I do to the Pokémon disappear and after appear.
For example.: To recover life in the Pokemon Center

2)How could I make an event like this:

When you talk to the Pokémon he respond as happiness:
for example
If happiness <= 0
Pokémon says:I'm angry
Happiness is> 0
Pokémon says:I'm happy!

3)How to make the script work only if the switch 99 is ON

4)How I make to surf with this script?

5)When I teleport to other map and talk with the pokémon in this other map, i got this error:
Exception: NoMethodError
Message: undefined method `unlock' for nil:NilClass
Interpreter:509:in `command_end'
Interpreter:293:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
Scene_Map:60:in `loop'

6)How I remove the Dependent events?

I really need these answers...
Btw, great script!
Thanks!

Rafael-animal
May 14th, 2010, 07:03 AM
Good not if they will be able to help me, look I installed the following and it me goes perfectly except for two things: when I happen for for her boil one sees mas animations of which I tread (if I tread on 2 and I give another step there sees the animation of my step mas other 2) and another problem is that on having changed of pokémon it goes out for me a mistake which is this (and there does not go out for me the character of this pokémon):
---------------------------
Pokemon Rubi
---------------------------
Exception: NoMethodError

Message: undefined method `erase' for nil:NilClass

DependentEvents:545:in `refresh'

DependentEvents:543:in `eachEvent'

DependentEvents:385:in `each'

DependentEvents:385:in `eachEvent'

DependentEvents:543:in `refresh'

DependentEvents:565:in `update'

AnimationSprite:81:in `update'

AnimationSprite:80:in `each'

AnimationSprite:80:in `update'

Scene_Map:47:in `updateSpritesets'



This exception was logged in ./errorlog.txt.

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---------------------------
Aceptar
---------------------------

¡Help! T_T.

infinity+1
May 14th, 2010, 08:06 PM
For people having trouble check this
###########################################
#### Config Script For Your Game Here ####
###########################################

Animation_Come_In = 447 #<= ID of Animation When Pokemon Come In PokeBall
Animation_Come_Out = 446 #<= ID of Animation When Pokemon Come Out PokeBall
Default_Following_Pokemon_Number = 1 #<= Default Number Of Following Pokemon
Pokemon_1_ID = 142 #<= ID Of Event Use To Make First Pokemon, Should Over 200
Pokemon_2_ID = 143 #<= ID Of Event Use To Make Second Pokemon, Should Over 200
Pokemon_3_ID = 144 #<= ID Of Event Use To Make Third Pokemon, Should Over 200
Pokemon_4_ID = 145 #<= ID Of Event Use To Make Fourth Pokemon, Should Over 200
Pokemon_5_ID = 146 #<= ID Of Event Use To Make Fifth Pokemon, Should Over 200
Pokemon_6_ID = 147 #<= ID Of Event Use To Make Sixth Pokemon, Should Over 200
Common_Event_1 = 3 #<= ID of Common Event When You Talk To First Pokemon
Common_Event_2 = 3 #<= ID of Common Event When You Talk To Second Pokemon
Common_Event_3 = 3 #<= ID of Common Event When You Talk To Third Pokemon
Common_Event_4 = 3 #<= ID of Common Event When You Talk To Fourth Pokemon
Common_Event_5 = 3 #<= ID of Common Event When You Talk To Fifth Pokemon
Common_Event_6 = 3 #<= ID of Common Event When You Talk To Sixth Pokemon

Thats the first lines of the actual script.. the numbers in red should match your event numbers

i.e. Dependent0 = Pokemon_1_ID
Dependent1 = Pokemon_2_ID etc..

This worked for me

dudleyspud
May 15th, 2010, 01:02 PM
---------------------------
Pokemon Promethium
---------------------------
Exception: RuntimeError

Message: Failed to load bitmap: Graphics/Characters/1_0.png

BitmapCache:195:in `load_bitmap'

BitmapCache:235:in `character'

Sprite_Character:62:in `update_or'

PerspectiveTilemap:408:in `shadow_update'

Shadow:167:in `update'

Sprite_Character:6:in `perspectivetilemap_initialize'

PerspectiveTilemap:404:in `shadow_initialize'

Shadow:143:in `initialize'

DependentEvents:508:in `new'

DependentEvents:508:in `refresh'



This exception was logged in errorlog.txt.

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---------------------------
OK
---------------------------


I keep getting this, how can I fix this without renaming every Pokemon in the graphics folder? :S

infinity+1
May 15th, 2010, 02:43 PM
I keep getting this, how can I fix this without renaming every Pokemon in the graphics folder? :S

Crazyninjaguy posted a link on the previous page, containing them all named correctly.

Also he modded the script to allow shiny sprites to show so check that out, only the images are in the file below.

I cant post links proper links yet but here ya go.
www(dot)mediafire.com/?qdn11ku4t0i

nmorr
May 15th, 2010, 03:02 PM
Waaa:'( I got this error, please help!

Message: Script error within event 1, map 36 (MAP036):
Exception: NoMethodError
Message: Section135:465:in `addEvent2'undefined method `x' for nil:NilClass
***Full script:
Kernel.pbAddPokemon(PBSpecies::MEW,20)
auto_change_without_animation
creat_6_dependent_event
$Trainer.pokegear=true
$PokemonGlobal.runningShoes=true

Interpreter:239:in `pbExecuteScript'
DependentEvents:33:in `pbAddDependen'
PokemonFollowingCharacter:160:in `auto_change_without_animation'
(eval):2:in `pbExecuteScript'
Interpreter:1583:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'

Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'

...hope you can see what the teddiursa is. (CURSE YOU TEDDIURSA!!! LOL:) (No seriously, please help.))

carmaniac
May 15th, 2010, 03:49 PM
There's basically no point in trying to use this script anymore.
It's got a compatibility issue with the latest versions of essentials and only seems to work properly from december-january's one.

zingzags
May 15th, 2010, 04:40 PM
There's basically no point in trying to use this script anymore.
It's got a compatibility issue with the latest versions of essentials and only seems to work properly from december-january's one.


what do u mean compatibility issues? its working fine for me

Only one glitch i found was the one were u spam enter and exit a place.

nmorr
May 15th, 2010, 04:55 PM
There's basically no point in trying to use this script anymore.
It's got a compatibility issue with the latest versions of essentials and only seems to work properly from december-january's one.

BZZZZZZZZZT! Sorry, that's incorrect. I fixed it, just replace
auto_change_without_animation
and replace it with...
auto_change_with_animation
and TADAAH! Your pokemon appears without an error!

(srrry if that sounded too *IN YOUR FACE!*. But, I'm just happy I fixed it.)

zingzags
May 15th, 2010, 05:23 PM
BZZZZZZZZZT! Sorry, that's incorrect. I fixed it, just replace
auto_change_without_animation
and replace it with...
auto_change_with_animation
and TADAAH! Your pokemon appears without an error!

(srrry if that sounded too *IN YOUR FACE!*. But, I'm just happy I fixed it.)


Now learn how to make it remove a pokemon with the button S, its pretty easy

nmorr
May 15th, 2010, 06:08 PM
.......heheh...kk....ooooh, I can't find how to. (I'm a newb to RGSS.)

infinity+1
May 15th, 2010, 08:49 PM
Waaa:'( I got this error, please help!



...hope you can see what the teddiursa is. (CURSE YOU TEDDIURSA!!! LOL:) (No seriously, please help.))

Did u do see my post on the previos page, try that.. it seems to be the error for not having that part set up right, see the last step on installation

nmorr
May 15th, 2010, 09:47 PM
BZZZZZZZZZT! Sorry, that's incorrect. I fixed it, just replace
auto_change_without_animation
and replace it with...
auto_change_with_animation
and TADAAH! Your pokemon appears without an error!

(srrry if that sounded too *IN YOUR FACE!*. But, I'm just happy I fixed it.)
^
^
^
Thanks for caring enough to post, but I already figured it out. ^

zingzags
May 16th, 2010, 09:11 AM
^
^
^
Thanks for caring enough to post, but I already figured it out. ^

Im a noob too but I can show u how to set it up just pm me, its really easy though u have to closely look through the scripts like if you was reading a book.

zingzags
May 18th, 2010, 12:34 PM
a little script to create the effect to remove pokemon add it under:

def change_number
if $pokenum==nil
$pokenum=Default_Following_Pokemon_Number
end
$pokenum+=1
if $pokenum==7
$pokenum=0
end
end


add this


def change_number_less
if $pokenum==nil
$pokenum=Default_Following_Pokemon_Number
end
$pokenum-=1
if $pokenum==7
$pokenum=0
end
end

nmorr
May 18th, 2010, 01:37 PM
I did that...but nothing happened. I even edited a common event for it.

zingzags
May 18th, 2010, 05:08 PM
I did that...but nothing happened. I even edited a common event for it.

you have to make a new common event like put it as they y button, then when u go in game click S if u have pokemon out

infinity+1
May 19th, 2010, 01:41 AM
If you did what zinzags said then make the common event like this
http://img13.imageshack.us/img13/761/followingevent.jpg


If you are still left with one pokemon out all the time then change this part of the script
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
if $pokenum==0
$scene.spriteset.addUserAnimation(Animation_Come_In,pbGetDependency("Dependent0").x,pbGetDependency("Dependent0").y)
end
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end


to this

if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
if $pokenum==0
$scene.spriteset.addUserAnimation(Animation_Come_In,pbGetDependency("Dependent0").x,pbGetDependency("Dependent0").y)
end
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"nil.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"nil.png",0,2,0])
end

zingzags
May 19th, 2010, 02:02 AM
If you did what zinzags said then make the common event like this
http://img13.imageshack.us/img13/761/followingevent.jpg


If you are still left with one pokemon out all the time then change this part of the script
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
if $pokenum==0
$scene.spriteset.addUserAnimation(Animation_Come_In,pbGetDependency("Dependent0").x,pbGetDependency("Dependent0").y)
end
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end


to this

if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"s_0.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"_0.png",0,2,0])
end
else
if $pokenum==0
$scene.spriteset.addUserAnimation(Animation_Come_In,pbGetDependency("Dependent0").x,pbGetDependency("Dependent0").y)
end
if $Trainer.party[0].isShiny?
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"nil.png",0,2,0])
else
pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,$Trainer.party[0].species.to_s+"nil.png",0,2,0])
end

thanks for posting a picture i was going to do it but my internet left >:OD:

nmorr
May 19th, 2010, 12:15 PM
There's a problem with the script, but thanks, the pokemon returns now. Anyways, even when your pokemon isn't out, the message when you're talking to it still appears. Though, thanks again!

zingzags
May 19th, 2010, 01:07 PM
It could definitely work for alt. forms if you program the forms in the right way.

As for shinies, I think it could be possible, say if the Filename had an "s" at the end, then I suppose in the new version, it could work, should help-14 want to do it.

Just discovered a bug:

Walked into a building, then went out, and it just warped me to a different spot on the same map, yet it said, "Oldale Town", which was the town that the house was in. (I named the building Oldale Pokemon Mart, BTW)

I'm pretty sure this happens because of the pokemon still being in the mart while the player is outside.


Just wanted to let help-14 know so he can fix it in the new version. Otherwise, I'm not encountering any other problems.

EDIT: I decided to research the surf/fly glitch thing, and I fixed it!

Step 1: First, go to the Script PokemonHiddenMovesand go to line 474 or near that.

Step 2: Delete where it says something like "pbHasDependentEvents?" and delete everything past that until you reach an end a few lines down. Delete that end and stop. Now you can Fly!

Step 3: This is just a bit more complicated. Go to line 262 of the same script. See where it says "pbHasDependentEvents?" Delete it until you meet and end and delete that end as well. But wait! There's more!

Step 4: If you were to stop at Step 3, your Pokemon would glitch up when surfing. So, go to the line a few lines down that says:

Kernel.pbMessage(_INTL("{1} used Surf!",speciesname))

and paste this just below:

pbMoveRoute(pbGetDependency("Dependent0"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
pbMoveRoute(pbGetDependency("Dependent1"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
pbMoveRoute(pbGetDependency("Dependent2"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
pbMoveRoute(pbGetDependency("Dependent3"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
pbMoveRoute(pbGetDependency("Dependent4"),[PBMoveRoute::Graphic,"nil.png",0,2,0])
pbMoveRoute(pbGetDependency("Dependent5"),[PBMoveRoute::Graphic,"nil.png",0,2,0])

This will allow you to surf! :)

Step 5: Use and enjoy! :) No credit needed, but is still appreciated.


how exactly u add this i am kind of confused....

nmorr
May 20th, 2010, 12:25 PM
What was the glitch?? for surf and fly? Did the pokemon move behind you with surf or get left behind or something?

infinity+1
May 20th, 2010, 10:35 PM
thanks for posting a picture i was going to do it but my internet left >:OD:
No problem :)

There's a problem with the script, but thanks, the pokemon returns now. Anyways, even when your pokemon isn't out, the message when you're talking to it still appears. Though, thanks again!
You'll need to make a conditional branch in the common event of when you talk to the pokemon so that if it isn't out then nothing happens... something along the lines if dependant0=graphic nil. Not exactly that but you get the idea.

nmorr
May 21st, 2010, 12:02 PM
OH! Okay, I get it now! Thanks a bunch!

Parismessios3
May 22nd, 2010, 01:03 AM
Hello, I'm new to pokemon making games. I tried to use this script but I'm getting this error:

Exception: NoMethodError

Message: undefined method `x' for nil:NilClass

PokemonFollowingCharacter:34:in `auto_change_with_animation'

PokemonScreen:1281:in `pbPokemonScreen'

PokemonScreen:1181:in `loop'

PokemonScreen:1439:in `pbPokemonScreen'

PokemonMenu:155:in `pbStartPokemonMenu'

PokemonMenu:154:in `pbFadeOutIn'

PokemonMenu:154:in `pbStartPokemonMenu'

PokemonMenu:139:in `loop'

PokemonMenu:238:in `pbStartPokemonMenu'

Scene_Map:180:in `call_menu'

IceGod64
May 25th, 2010, 07:41 PM
I skimmed through the thread and I don't beleive I saw any reports about this.

If I go into any map other than the one the following Pokémon was originally spawned in and try to check it, I get this:
Exception: NoMethodError
Message: undefined method `unlock' for nil:NilClass
Interpreter:509:in `command_end'
Interpreter:293:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
Scene_Map:60:in `loop'

help-14
May 25th, 2010, 09:48 PM
I though i have said in other page: DON'T USE THIS SCRIPT UNTIL IT HAVE NEW VERSION.

zingzags
May 26th, 2010, 01:35 AM
I though i have said in other page: DON'T USE THIS SCRIPT UNTIL IT HAVE NEW VERSION.




No one really noticed i guess

Pichuichu
May 27th, 2010, 12:23 PM
Hi Help-14 Just So You Know It Doesn't Work!

zingzags
June 2nd, 2010, 02:05 PM
Hi Help-14 Just So You Know It Doesn't Work!


You added it wrong and also she hasn't updated it >.>

carmaniac
June 2nd, 2010, 02:34 PM
Hi Help-14 Just So You Know It Doesn't Work!

Way to point out the obvious, he said on the last page for goodness sake
to not to use this script until he releases the new version -_-

zingzags
June 2nd, 2010, 04:18 PM
I haven't deleted the script that added before, which reminds me i should do it now!

tylerab01
June 3rd, 2010, 06:31 AM
I have been talking with help-14 and he is finishing up exams and then he will release a new following script. If you have any questions you can contact me at [email protected] or http://uzumaki-studios.co.uk

Pichuichu
June 3rd, 2010, 04:23 PM
Oh My Bad I Didn't See That

JakeG
June 14th, 2010, 01:59 AM
No he hasn't being with exams.....

I talk with him every night, he had a nasty virus on his computer which has being killed and is backing working on it now.

tylerab01
June 14th, 2010, 06:27 AM
Well he is working on exams too

Pichuichu
June 14th, 2010, 10:13 AM
Exams or not it DOESN'T matter.

JakeG
June 17th, 2010, 04:35 AM
True, he has told me about advancing exams sorry.

And you Mr "Oi you should forget the rest of your life and finish this for me" he can fox it when he has time, taking too long for you? Well make one yourself.

spitfire_hokage
June 21st, 2010, 08:24 PM
This tutorial is amazing! Good job!

Pichuichu
June 22nd, 2010, 12:38 PM
Sorry I Meant The Other two were fighting about weather he was taking exams or not being able to do it i didnt want to strain him/ force him to do it.

tomatoman
July 15th, 2010, 10:43 AM
Not to be a bother, but when is the new and improved version of the script going to be up?

warpras
July 15th, 2010, 04:48 PM
Hi. I wonder if anyone can adapt this script to PSP DS (of Krosk and Palbolsky: pokemonscriptproject.xooit.fr/t6158-PSP-DS.htm) knowing that characters images' names are numbered 000-493. This starter kit Pokémon is in French originally. Sorry for my bad english, my first language is french.

I hope someone will help me.
Thanks

Darklatios_17
July 16th, 2010, 10:16 AM
Hii... your script is very good but also very hard to do ...
you could make an engine for noob like me

Pichuichu
July 17th, 2010, 03:39 PM
Okay If You Read Above He Said NOT To Use It Okay.

TokioHumaNeko
July 23rd, 2010, 05:19 PM
So,that can be used in Ruby? Hmmm.....*idea*

JakeG
July 25th, 2010, 11:14 PM
help-14 said he has no time for this anymore and if anyone else would like to take over could PM me or him, if you have the skills or knowledge already thats great, if not he may be able to help you.

MegaNew
July 27th, 2010, 05:48 PM
Looks like this is going down the drain, people can always try dependent events

TokioHumaNeko
July 30th, 2010, 11:21 AM
Can someone help me use this in Cosmic Destiny? it would be awesome if the player's starter could pop up like that. I can't follow the video,because i'm a bit confused.

nmorr
July 30th, 2010, 12:52 PM
Can someone help me use this in Cosmic Destiny? it would be awesome if the player's starter could pop up like that. I can't follow the video,because i'm a bit confused.


I made something with it, sort of an engine for those with troubles involving it. So here's the example.

The Example (http://rapidshare.com/files/387819342/Unown_Puzzle_PokeFollowing.zip)

Pokemistrz
August 1st, 2010, 04:29 AM
this Error :[
Scrip'PokemonScreen'line1326:SyntaxError occured

carmaniac
August 1st, 2010, 04:34 AM
Not supposed to use this script any more as stated quite a few times now it's out of date :P

TokioHumaNeko
August 4th, 2010, 06:23 AM
Damn,that would've been a great thing for Cosmic Destiny too...

tomatoman
August 13th, 2010, 05:44 PM
I made something with it, sort of an engine for those with troubles involving it. So here's the example.

The Example (http://rapidshare.com/files/387819342/Unown_Puzzle_PokeFollowing.zip)


The link is dead, could you please fix it? Also, if anyone else has fixed it, can you help us all?

nmorr
August 15th, 2010, 02:37 PM
For those who wanted it, here's an example for the pokefollowing script. I also put in Help14's Unknown Puzzle.

Link (http://rapidshare.com/files/413175225/Unown_Puzzle_PokeFollowing.zip)

tomatoman
August 15th, 2010, 02:51 PM
Thanks, The other link wad dead

Tranitar
September 4th, 2010, 04:54 PM
nmorr make another one and use Mediafire its completely free for mediafire, the 10 dls are over now...

IceGod64
September 6th, 2010, 12:33 AM
Agreed, re-upload this to mediafire. I'd like to see what you have, but I can't see it as rapidshare is terrible.

nmorr
September 6th, 2010, 04:28 PM
Okay, I will in a few soon, but I'm busy now.

JakeG
September 26th, 2010, 04:52 PM
Still Awaiting the new link.

help-14
September 27th, 2010, 03:39 AM
Well i am working on a totally new script, hope it will work ~.~

tylerab01
September 28th, 2010, 12:38 PM
Help would you like me to help with making sprites for the new 5th gen pokemon?

help-14
September 28th, 2010, 04:01 PM
Help would you like me to help with making sprites for the new 5th gen pokemon?

Go ahead if you want to do it ^^ But it is 156 sprites you know ~.~

IceGod64
October 7th, 2010, 04:58 AM
Today gift is not really useable. Pokemon following character v3.0 beta: http://www.pokecommunity.com/showthread.php?p=5378759#post5378759
I need you to test it, if you found a bug, post it to Pokemon following topic, not in here. Thank ^^ Nice! A new version!

Here's a bug: Leaving the party screen crashes for me on Windows XP, SP2.

Exception: NoMethodError
Message: undefined method `[]' for 0...1:Range
PokemonMenu:163:in `pbStartPokemonMenu'
PokemonMenu:139:in `loop'
PokemonMenu:238:in `pbStartPokemonMenu'
Scene_Map:183:in `call_menu'
Scene_Map:157:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'
Scene_Map:71:in `main'
Main:56:in `mainFunctionDebug'
Main:31:in `mainFunction'
-Switching the first Pokemon in your party through a PC doesn't change it's overworld graphic, even when leaving the area. Their cry does change, however.
-The -_- animation is inturruptable in that it doesn't halt your movement for any amount of time. Not really a big deal I know, since it's just to show off the cry function.
-When your Pokemon are fainted, they are still out. I like this, however, as fainted Pokemon can still use HMs and such, so it seems to me like all that it can't do is fight.

You did seem to fix the fix the main bug(Being unable to talk to pokemon correctly in other maps), so kudos on that. This is a huge improvement over your last revision. The party screen is the only severely hindering bug I've found.

help-14
October 7th, 2010, 05:04 AM
Nice! A new version!

Here's a bug: Leaving the party screen crashes for me on Windows XP, SP2.

Exception: NoMethodError
Message: undefined method `[]' for 0...1:Range
PokemonMenu:163:in `pbStartPokemonMenu'
PokemonMenu:139:in `loop'
PokemonMenu:238:in `pbStartPokemonMenu'
Scene_Map:183:in `call_menu'
Scene_Map:157:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'
Scene_Map:71:in `main'
Main:56:in `mainFunctionDebug'
Main:31:in `mainFunction'
-Switching the first Pokemon in your party through a PC doesn't change it's overworld graphic, even when leaving the area. Their cry does change, however.
-The -_- animation is inturruptable in that it doesn't halt your movement for any amount of time. Not really a big deal I know, since it's just to show off the cry function.
-When your Pokemon are fainted, they are still out. I like this, however, as fainted Pokemon can still use HMs and such, so it seems to me like all that it can't do is fight.

You did seem to fix the fix the main bug(Being unable to talk to pokemon correctly in other maps), so kudos on that. This is a huge improvement over your last revision. The party screen is the only severely hindering bug I've found.

Thank IceGod64, working on those bug ^^
Switching the first Pokemon in your party through a PC doesn't change it's overworld graphic because the pokemon you changed is not the current pokemon.
Update to v3.0.1 ^^

Jefelin
October 7th, 2010, 08:35 AM
Well here are some bugs:

1) The animations do not appear in my project (and are all configured properly)
2) When the hero runs, the sprite is lagging behind
3) When you go from one map to another (joined by conecting mapping), there is a moment in which the pokemon sprite disappears

Apart from that, everything is going great, this script is awesome hopefully soon you have the final version, will be one of the best contributions in years, do not give up XD

IceGod64
October 7th, 2010, 09:44 AM
The bug with the PC boxes still happens where the following Pokemon's sprite doesn't update, but the party screen works now.

zingzags
October 7th, 2010, 11:03 AM
You know what will also be a great idea, for when the player talks to the pokemon it says there name and what ever the developer puts. EX i talk to charzard then it will say something like this "Charzard is happy that hes traviling with (said name player)"

IceGod64
October 7th, 2010, 11:51 AM
You know what will also be a great idea, for when the player talks to the pokemon it says there name and what ever the developer puts. EX i talk to charzard then it will say something like this "Charzard is happy that hes traviling with (said name player)"

You already can do that. \pn displays the players name.

Also, it's spelled "Traveling".

zingzags
October 7th, 2010, 02:33 PM
i noe about the players name, i ment the pokemons name ty grammar nazi

Cilerba
October 7th, 2010, 02:59 PM
i noe about the players name, i ment the pokemons name ty grammar nazi

I'm not sure about having it in a message. But it's easy to do it in a script:


Kernel.pbMessage(_INTL("{1}",$Trainer.party[0].name))


That would only display the first Pokémon's name.

IceGod64
October 7th, 2010, 03:24 PM
Two bugs. Serious ones.

-Start surfing without a Pokemon following you. First, you notice it says "?????????? used Surf!" This happens when you stop surfing:
Exception: NameError
Message: undefined local variable or method `refresh_sprite' for #<Game_Player:0x52444a8>
PokemonFollowingV3:660:in `pbEndSurf'
Game_Player_:64:in `move_left'
Game_Player_:384:in `update_old'
Walk_Run:66:in `update'
Scene_Map:101:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'
Scene_Map:71:in `main'
-You can't surf at all with a Pokemon following you.

mattfriends
October 7th, 2010, 03:35 PM
These scripts make people confuse yeah. But actually it work well sometime. ^^

But I fixed it. :)

tylerab01
October 7th, 2010, 03:47 PM
When ever I try to surf you it says "you can do that with somebody following you"

help-14
October 7th, 2010, 04:02 PM
Well here are some bugs:

1) The animations do not appear in my project (and are all configured properly)
2) When the hero runs, the sprite is lagging behind
3) When you go from one map to another (joined by conecting mapping), there is a moment in which the pokemon sprite disappears

Apart from that, everything is going great, this script is awesome hopefully soon you have the final version, will be one of the best contributions in years, do not give up XD

1) Haven't test with near May 7th version of starter kit
2) That is not a bug, Poccil didn't make dependent event running
3) Hmm, will check it.

The bug with the PC boxes still happens where the following Pokemon's sprite doesn't update, but the party screen works now.

I think you don't get it. if the following pokemon is the 6th pokemon and you change the first pokemon, sprite will not change.

You know what will also be a great idea, for when the player talks to the pokemon it says there name and what ever the developer puts. EX i talk to charzard then it will say something like this "Charzard is happy that hes traviling with (said name player)"

Will add in next version

Two bugs. Serious ones.

-Start surfing without a Pokemon following you. First, you notice it says "?????????? used Surf!" This happens when you stop surfing:
Exception: NameError
Message: undefined local variable or method `refresh_sprite' for #<Game_Player:0x52444a8>
PokemonFollowingV3:660:in `pbEndSurf'
Game_Player_:64:in `move_left'
Game_Player_:384:in `update_old'
Walk_Run:66:in `update'
Scene_Map:101:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'
Scene_Map:71:in `main'
-You can't surf at all with a Pokemon following you.

Typing mistake ~.~

When ever I try to surf you it says "you can do that with somebody following you"

Working on it.

Pichuichu
October 7th, 2010, 04:33 PM
how do you swich pokemon i talk to pro and it swiches between pikachu and piplup if i talk to bulbasaur it changes to piplup.

IceGod64
October 7th, 2010, 04:50 PM
I think you don't get it. if the following pokemon is the 6th pokemon and you change the first pokemon, sprite will not change.
But that's not the case. My first Pokemon is following me.

Let me explain through example. My party in order is:
Pikachu
Leafeon
Vaporeon
Flareon
Turtwig
Piplup

Now, with my party in this order, and Pikachu following me, I go to the PC, select "Move Pokemon", open the party tab, and switch Pikachu and Turtwig. Turtwig is now first, where the Pikachu that was following me used to be.
I exit out of the PC menu, and get back onto the map.
I still have a Pikachu behind me. When I talk to it, it makes Turtwig's cry.

That's that best I can explain it..

zingzags
October 7th, 2010, 06:31 PM
I tested it with the brawly dependent event and it looks like its working fine i even went to battle with brawly (from the starter kit) but brawley was behind the pokemon. Is it possible to move that dependent event to the side of the trainer? wait what am I asking its okay like that....

mattfriends
October 7th, 2010, 06:48 PM
I tested it with the brawly dependent event and it looks like its working fine i even went to battle with brawly (from the starter kit) but brawley was behind the pokemon. Is it possible to move that dependent event to the side of the trainer? wait what am I asking its okay like that....

Yes, just remember the pokemon dependency name and remove then add it again.

help-14
October 7th, 2010, 07:56 PM
Update to v3.0.2, still not fix surf problem but need test new menu ^^

mattfriends
October 8th, 2010, 01:31 AM
Still, I can't surf with your script.

zingzags
October 8th, 2010, 01:46 AM
its gotten better but i found one bug, that when i talk to a piplup (from the professor), and pikachu is the first it says pikachu's name.
ohh no wonder lets say you change through pokemon right, the talking script is doing it in the order of the pokemon option screen.
I had a piplup out, and the pokemon talking did it from the pokemon option screen order which was pikachu.
Also a remove, and go back feature when the pokemon is being healed by nurse joy, would make it seem more realistic.

help-14
October 8th, 2010, 02:14 AM
its gotten better but i found one bug, that when i talk to a piplup (from the professor), and pikachu is the first it says pikachu's name.
ohh no wonder lets say you change through pokemon right, the talking script is doing it in the order of the pokemon option screen.
I had a piplup out, and the pokemon talking did it from the pokemon option screen order which was pikachu.
Also a remove, and go back feature when the pokemon is being healed by nurse joy, would make it seem more realistic.

Your piplup is the 6th Pokemon so the 6th Pokemon is out, it isn't dependent to your first Pokemon Pikachu.
Anyway, i'll make the first Pokemon come out after you use PC or change first Pokemon

IceGod64
October 8th, 2010, 04:03 AM
-If you face your Pokemon and bring up the pause menu, and choose any of the options on the menu, then when you exit, the game makes you talk to you're Pokemon. Shouldn't be too hard to fix.

nmorr
October 8th, 2010, 01:02 PM
Cool, an update. I'll check it out now.

mattfriends
October 8th, 2010, 06:35 PM
I don't like the picture menu. I will make it myself.

help-14
October 8th, 2010, 07:08 PM
Update to v3.0.3, read the change logs.
BTW, someone give me one star for this script ~.~ Very disappointed ~.~

mattfriends
October 8th, 2010, 07:12 PM
Nice, I'm not expert at Scene_Map or Map stuff so sorry, I can't help you.

zingzags
October 9th, 2010, 06:39 AM
The bulbasur is bugged (the one with the event) its coming along great. you want stars?

help-14
October 9th, 2010, 06:48 AM
The bulbasur event use to test fainted script. One star is so disappointed ~.~ Lost interest with sharing script ~.~

zingzags
October 9th, 2010, 07:03 AM
I voted the the thread :P, and also the when u click on the water it doesnt ask to surf.

Soul.//Silver
October 9th, 2010, 06:50 PM
The bulbasur event use to test fainted script. One star is so disappointed ~.~ Lost interest with sharing script ~.~

Don't worry about the star ratings, some noobs like to give threads 1 star for some reason. I wouldn't let that bother you, people who would give this 5 stars greatly out-weigh the number of noobs who give it 1. Great update to this script btw, I still have to get around to actually implementing this in my game x_x

mattfriends
October 10th, 2010, 04:18 AM
Still, 5 stars... Great!!!

IceGod64
October 10th, 2010, 05:29 AM
People that rated one star are just mad because they can't figure out how to install it.

I voted the thread a 5, not to make you feel better, but because this thread actually deserves it.

I still can't surf with a Pokemon following me. I still get the "?????????? used SURF" and the crash, too. Other than that though, I really don't see any bugs unless there's something I'm just not thinking of.

help-14
October 11th, 2010, 05:21 AM
People that rated one star are just mad because they can't figure out how to install it.

I voted the thread a 5, not to make you feel better, but because this thread actually deserves it.

I still can't surf with a Pokemon following me. I still get the "?????????? used SURF" and the crash, too. Other than that though, I really don't see any bugs unless there's something I'm just not thinking of.

"?????????? used SURF" is not bug, it mean you are in debug mode.
I have test surf and it is not crash, maybe i have done something to it ~.~

IceGod64
October 11th, 2010, 09:42 AM
"?????????? used SURF" is not bug, it mean you are in debug mode.
I have test surf and it is not crash, maybe i have done something to it ~.~
http://www.youtube.com/watch?v=m3kS8V6GpJQ

No, it is most definitely not normal.

zingzags
October 11th, 2010, 02:22 PM
Thats weird because when i have pokemon and i talk to the water nothing shows, so i have to go inside the pokemon option screen, and choose which pokemon to surf so the player can surf.

help-14
October 11th, 2010, 03:37 PM
Hmm, try new version 3.0.4 ~.~

zingzags
October 11th, 2010, 04:15 PM
whats with the script event that says turn left? is it to move the dependent event?
I found a glitch:
Go outside and loot the potion or the lab key.
Once you loot it, walk over the event and the pokemon will jump.

help-14
October 11th, 2010, 07:11 PM
it is test event. don't care about it. pokemon jump is already know i old version.

IceGod64
October 12th, 2010, 05:26 AM
The crash is caused by not having a Pokemon following you. I request an event to stop your Pokémon from following you for further testing.

The "?????????? used surf" glitch doesn't really matter I guess, it wont happen outside of debug mode.

Also, will that little party selection menu be able to be disbaled? I really don't like it.

New bug: It crashes if you try to make a new game.

help-14
October 12th, 2010, 05:51 AM
For the last time =_= "?????????? used surf" is not a bug or glitch =_=
@zingzags: Pokemon jump is in all dependent event, still trying ~.~
Update to 3.0.5

IceGod64
October 13th, 2010, 06:40 AM
I still get this if I use surf without a pokemon and return to land.

Exception: NoMethodError
Message: undefined method `isShiny?' for nil:NilClass
PokemonFollowingV3:65:in `refresh_sprite'
PokemonFollowingV3:835:in `pbEndSurf'
Game_Player_:46:in `move_down'
Game_Player_:382:in `update_old'
Walk_Run:66:in `update'
Scene_Map:101:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'


It probably doesn't matter much, as it's not hard to get a pokemon anyway, but it's worth bringing up.

hilb
October 13th, 2010, 10:25 AM
Hello
I want to dual screen with touch and following script at same project and maybe same skin than blue chrome...:D Can you help anybody?

I want to make a new project. i need some helping and team:D

mattfriends
October 14th, 2010, 05:02 AM
This one above me need to post in REQUEST threat.

Anyway, your first script is getting better and better Help-14. ^^

aSeRo141414
October 21st, 2010, 04:38 PM
help-14 I'm using it, and wow! it's awesome!

anyway mattfriends, what threat?? XD I know it's thread

PietroMaker96
October 26th, 2010, 08:58 AM
hello, go a big problem with the script.

even when I change the tileset the project does not work anymore.

here is the error :
-----------------------------------------------------------------------------------------
---------------------------
Pokemon Following Character v3.1
---------------------------
Exception: RuntimeError

Message: Script error within event 25, map 25 (Test Map 2):

Section126:446:in `addEvent'undefined method `x' for nil:NilClass

***Full script:

Kernel.pbCreatePokemon
Kernel.pbAddDependency2(29, "Dependent", 3)
$PokemonTemp.dependentEvents.refresh_sprite


Interpreter:238:in `pbExecuteScript'

Game_Player_:17:in `pbAddDependency2'

(eval):2:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

help-14
October 26th, 2010, 03:08 PM
hello, go a big problem with the script.

even when I change the tileset the project does not work anymore.

here is the error :
-----------------------------------------------------------------------------------------
---------------------------
Pokemon Following Character v3.1
---------------------------
Exception: RuntimeError

Message: Script error within event 25, map 25 (Test Map 2):

Section126:446:in `addEvent'undefined method `x' for nil:NilClass

***Full script:

Kernel.pbCreatePokemon
Kernel.pbAddDependency2(29, "Dependent", 3)
$PokemonTemp.dependentEvents.refresh_sprite


Interpreter:238:in `pbExecuteScript'

Game_Player_:17:in `pbAddDependency2'

(eval):2:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

What do you mean ? Change tileset ?

PietroMaker96
October 27th, 2010, 11:51 AM
you've changed the tileset and now gives me this error

sorry if I do not speak well, but I'm Italian and I do not speak English well

however it is an error solved?

help-14
October 27th, 2010, 04:01 PM
What is "changed the tileset"? I don't understand what you are saying.

PietroMaker96
October 28th, 2010, 05:52 AM
I downloaded the Following 3.1

worked perfectly but when I changed the chipset (tileset) gives me this error when I talk to the professor

I have not deleted or moved events

here is the error:

---------------------------
Pokemon Following Character v3.1
---------------------------
Exception: RuntimeError

Message: Script error within event 25, map 25 (Test Map 2):

Section126:446:in `addEvent'undefined method `x' for nil:NilClass

***Full script:

Kernel.pbCreatePokemon
Kernel.pbAddDependency2(29, "Dependent", 3)
$PokemonTemp.dependentEvents.refresh_sprite


Interpreter:238:in `pbExecuteScript'

Game_Player_:17:in `pbAddDependency2'

(eval):2:in `pbExecuteScript'

Interpreter:1652:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

help-14
October 28th, 2010, 06:20 AM
You have deleted the following event, that's why!

PietroMaker96
October 30th, 2010, 02:30 PM
Can you explain?

I did not understand what I do to solve the problem

MegaNew
November 10th, 2010, 03:26 PM
I wonder when install guide will be out :\

ASuch
November 14th, 2010, 03:17 PM
Does the latest update have everything done on your Working On section?

1ninjadude1701
November 20th, 2010, 08:53 PM
can you upload to megaupload? i can't acsess for some reason.

JakeG
November 24th, 2010, 12:49 AM
Ah I knew you would finish it off Nhan, now I can start my game off again. Thankyou its a great feature to any game.

Could somebody make sprites for the 5th Gen? That would make it even better!

ChaosLord
November 26th, 2010, 10:22 PM
What do I do if the actor data can't load?

p.claydon
January 12th, 2011, 09:56 AM
hi all If anyone is finding an issue with connected maps (the connected map is black) then good news as i have fixed that issue
go to the PokemonFollowingV3 script and on line 260 were it says init replace with init(map) and that should fix that. Once I have ironed out a few other bugs i'll upload here (aslong as i have permission that is)

zingzags
January 12th, 2011, 11:52 AM
hi all If anyone is finding an issue with connected maps (the connected map is black) then good news as i have fixed that issue
go to the PokemonFollowingV3 script and on line 260 were it says init replace with init(map) and that should fix that. Once I have ironed out a few other bugs i'll upload here (aslong as i have permission that is)


So let me guess u got it from PEDS, and said you fixed it?

carmaniac
January 12th, 2011, 11:55 AM
hi all If anyone is finding an issue with connected maps (the connected map is black) then good news as i have fixed that issue
go to the PokemonFollowingV3 script and on line 260 were it says init replace with init(map) and that should fix that. Once I have ironed out a few other bugs i'll upload here (aslong as i have permission that is)

LOL. Exact same fix that Pokemon essentials DS had...

p.claydon
January 12th, 2011, 12:16 PM
errr no i removed pokefollow from peds a little while ago when was infomed that it caused errors. i found the fix by looking at other script sections that used Spriteset_Map and noticed that when they called initialize they added (map) to the end of there alias

zingzags
January 12th, 2011, 12:19 PM
errr no i removed pokefollow from peds a little while ago when was infomed that it caused errors. i found the fix by looking at other script sections that used Spriteset_Map and noticed that when they called initialize they added (map) to the end of there alias
v3.3 got it completely working.

p.claydon
January 12th, 2011, 12:40 PM
oh ok well i'm still using 3.1 (link from 1st post) where can i get 3.3

zingzags
January 12th, 2011, 12:52 PM
oh ok well i'm still using 3.1 (link from 1st post) where can i get 3.3

It is the same post on the last page(basically it updates each time), also I have a fix on the last page of it.

p.claydon
January 12th, 2011, 01:44 PM
ah ok
well there is one minor thing that seams not to work and that if you talk to the blank pokemon (press A after cycling through the pokemon)

zingzags
January 12th, 2011, 01:54 PM
ah ok
well there is one minor thing that seams not to work and that if you talk to the blank pokemon (press A after cycling through the pokemon)
Dont post the errors here.

help-14
January 12th, 2011, 05:24 PM
Well sorry ever one for the lack of update but i am too busy with school work and garnet's demo at the moment. The next version will come in Lunar New Year (that mean February).

zingzags
January 12th, 2011, 06:23 PM
Well sorry ever one for the lack of update but i am too busy with school work and garnet's demo at the moment. The next version will come in Lunar New Year (that mean February).

Its cool bro, everyone knows your busy.... Good luck w/ Garnet demo (right now I am working on mines).

This username is already in use
January 12th, 2011, 09:25 PM
How about flying with flying pokemon, or better yet, flying ON them! Just kidding, that's asking for way too much hehe. Thanks for this

p.claydon
January 24th, 2011, 03:25 AM
can we get it so a pokeball is shown on pokemon if there caught (wild/trainer battles)

carmaniac
January 24th, 2011, 08:34 AM
can we get it so a pokeball is shown on pokemon if there caught (wild/trainer battles)

Think you're asking the wrong place, this thread was purely for the pokemon following character script.

p.claydon
January 24th, 2011, 08:54 AM
ok i posted it here as the Pokemon Follow demo seams to use slightly different scripts to other starter kits.

superanthony182
January 26th, 2011, 06:46 PM
Is there a way to make this script work without getting 6 Pokemon? Trying to make it work when getting a starter Pokemon.

KittenCry66
March 20th, 2011, 05:20 AM
Uhh...When I recieve my Pokemon, it won't appear?

Cobe
April 30th, 2011, 07:51 PM
Great script, waiting for more!

ironlucario
May 5th, 2011, 11:56 AM
Thanks for the script. i even add zorua as a follower Woot!

JakeG
May 7th, 2011, 07:29 PM
Anyone able to supply 5th Gen Pokemon sprites for this? Design them even?

aardbei95
May 15th, 2011, 05:11 AM
heey, I realy love your script but I've got 1 problem:

I have some maps that are connected to another one, that map becomes black if I use this script...

at this moment that means I can't use the script, can you pleas fix this bug?

thanx

tolis
May 28th, 2011, 07:17 PM
Yea..same here...this is the most basic problem i got with pokemon followin v3.1

Zesk12
June 2nd, 2011, 04:35 PM
I have the same problem with the script ... the connections doesn't work.

Jullya96
June 3rd, 2011, 01:06 PM
Could someone pls tell me how to use it?

Yero
August 27th, 2011, 03:18 AM
Yo guys, let me get this right, everytime when you use the 'follow' script, you got errors by surfing or any other special attack which can be used outside of battle. But what script has been used for that, and placed where specifically?

~Angel~
March 17th, 2012, 03:21 PM
Ok so I found the perfect script thanks from help-14 but I don't want it to add 6 pokemon into the party... this is what I took to use but don't know how to change it so it adds 1 pokemon like Charmander
Script:
Kernel.pbCreatePokemon
Kernel.pnAddDependency2(29,"Dependent",3)
$PokemonTemp.dependantEvents.refresh_sprite
I just need to know how to change it to add one Pokemon not 6 anyone able to help?

IceGod64
March 17th, 2012, 03:41 PM
Ok so I found the perfect script thanks from help-14 but I don't want it to add 6 pokemon into the party... this is what I took to use but don't know how to change it so it adds 1 pokemon like Charmander
Script:
Kernel.pbCreatePokemon
Kernel.pnAddDependency2(29,"Dependent",3)
$PokemonTemp.dependantEvents.refresh_sprite
I just need to know how to change it to add one Pokemon not 6 anyone able to help?
pbCreatePokemon is not meant to be used in a game. Use this instead:

pbAddToPartySilent(PBSpecies::species,level)If you want to give the player a level 10 Pikachu for example, you'll be using:

pbAddToPartySilent(PBSpecies::PIKACHU,10)

Additionally, if you want the player to be told they were given a Pokémon, just remove "Silent" from pbAddToPartySilent.

~Angel~
May 8th, 2012, 11:25 AM
Wow. I posted this some time ago. I did not notice a reply. Thanks. And what if I wanted all six to come out of the pokeball what would I press?

darkdemon
June 29th, 2012, 01:41 AM
Wait what's the script to make a pokemon follow you?

abnegation
June 29th, 2012, 09:21 AM
http://www.pokecommunity.com/showthread.php?t=281323

Locked.

heitres
May 8th, 2013, 08:59 AM
Sorry to revive this threat, but my question is. Where is the tutorial?