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IceGod64
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  • Hey dude can you do me a favor?

    Can you check and tell me my game thread's grammar, since I redid the first post.

    I asked you because your grammar is even better than my teacher's(lol)!
    Split it into two parts, one per line. This kind of text (drawn by pbDrawTextPositions) can't be made to wrap/line break. It's always been like that.

    drawTextEx will draw a box of text, though, and can use \n. It's up to you which option you prefer. For this specific use, though, I would just use the "split into two lines" method because it's simpler and you don't need text wrapping anyway. I presume the "I am a" part is common to every possible phrase, so it wouldn't need to be saved in a variable.
    Definitely, and Tennant's famous "Allons-y!" quote was even mentioned in the Pokemon Black and White games.
    It's trivially easy to erase the coordinates after using Dig/Escape Rope, you know. I thought doing that as well was a given. With what I described/envisaged, the coordinates setting/clearing would be entirely automated for at least most situations. The user wouldn't even need to set any coordinates themselves; just use pbSetEscapePoint or pbCaveEntrance (the latter would contain the former) as part of the transfer event.
    That's exactly what I was thinking, although I was also thinking about erasing the variable when no longer in an escapable map, and then the metadata setting would be redundant.

    It certainly needs to be a permanent variable (i.e. not part of $PokemonTemp). The method that will record the destination can be put into the map transfer event, and automatically point to the tile behind the player (because they're unlikely to moonwalk or sidestep into a cave) - which makes it a bit simpler to use.

    On the flip side, adding this feature does mean the user will need to be a bit more careful about it (making sure all entrances/exits fiddle with the variable appropriately), but I guess that's probably one of those necessary evils. I suppose I could add the method into pbCaveEntrance (and erase the variable in pbCaveExit), so that only special instances need to be paid attention to.

    Thoughts?
    Thanks! That was a major help. Maybe you could be a scripter for the game I am making. If your not doing anything major ;D
    No problem. It took me a while to figure out exactly how animations work, and that knowledge helps a lot here. It was fortunate that I left the old values in the scripts (commented out).
    A move animation includes all the move's animation cels, and also cels for the user and target Pokémon. The animation itself revolves around two fixed points (corresponding to those of the user and the target), which have default values (corresponding to the two battlers' positions in a single battle for convenience). These fixed points are then set when using the animation depending on the actual positions of the user and target, and the animation's cels shifted around them accordingly.

    I'll describe what you should edit in the latest version.

    In PokemonAnimEditor, find the def play and swap out the quoted-out numbers. That makes the fixed points depend properly on the test battler positions while playing the animation in the Animation Editor. Then, in PBAnimation, switch out the numbers again in the defs pbConvertRPGAnimation and addFrame. That sets the default fixed points when creating frames/compiling animations. Finally, do the same in PokeBattle_ActualScene, def pbAnimationCore. That makes the fixed points depend properly on the battler positions in actual battles.

    That's all the scripting you'll need to do, I think (it's a complex thing and I may have forgotten something). However, you'll still have a PkmnAnimations.rxdata file containing animations with the wrong fixed points. Delete it, and let the game compile the animations from the Database (there's currently no difference between the two).

    See if that works. The way animations work sounds fiddly, but it makes sense.
    Hey IceGod64 I need your help. A while ago (Did not see a reply) you said for a Pokemon follow character script I needed to add pbAddToParty(PBSpecies::PIKACHU,10)
    (Removed the silent part) and I did now I need to have the pokemon follow me can you tell me how to do that? The script now is a conditional branch and with it is
    Conditional Branch: Script: pbAddToParty(PBSpecies::PIKACHU,10)
    Script:
    Kernel.pnAddDependency2(29,"Dependent",3)
    $PokemonTemp.dependantEvents.refresh_sprite
    Dat pokedex
    Oh I get it
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