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Encrypted build of fresh download of essentials 16.1 crash after startscreen.
Two error-messages.
Looked into the code. PokeBattle_Trainer line 118, is inside the gender function of the PokeBattle_Trainer class.
The 5'th line of this snippet:
This is probably a compression error, and might be...
I am not sure you know what I mean by porting it.
We need not do everything from the ground up. The existing code in ruby still exist.
True, ruby and javascript is diffrent languages, but both uses dynamic typing. The existing algorithms and scripts can be re-written in javascript to fit the...
I am sure I am far from the first to ask about this, but at the time of this writing, there is but a few hours until RPG Maker MV unlocks on steam.
MV has lots of upgrades that seem awesome for a pokemon game.
More importantly, it uses more standard scripting and file-formats, meaning a...
I guess there might be more then just me that want the scriptswitches to work in conditional branches.
To those of you who might want that:
Here, just add this is a new script. It was a laughably simple fix.
class Interpreter
def command_111
# Initialize local variable: result...
Ahh, found it.
Looks simple enough.
It might not be impossible to patch it for conditional branches.
def switchIsOn?(id)
switchname=$data_system.switches[id]
return false if !switchname
if switchname[/^s\:/]
return eval($~.post_match)
else
return $game_switches[id]...
Oh man... you completely misunderstand me here...
Yes, I know coding, yes I know how to let a conditional branch run a script rather than a global variable or global switch.
What I was asking, was if the conditional branch checks the name and runs the script-switch in the same manner as is...
So this script-switch feature does not run in a conditional Branch, that is what you are saying, correct?
To get the expected result, I have to test with the script itself, correct?
I can't remember reading about that in the wiki.
Thank you, I did some testing, and something still seems wrong.
* When testing with those switches as conditional branches, they fail.
* When testing them as condition for an event-page, they work.
Are they not supposed to work in a conditional branch?
Also, where and in what script-section can...
Wait wait wait... Are you telling me that the debugger is not actually informing me as a developer what the state the switch is in?
Or are you telling me that Essentials is not actually updating those switches automatically, as I expect them to?
Either way, the switches are off, and if you...
There seems to be something wrong with the timed switches (14 to 20).
I am working with TBC on Generation 0, and after updating to the new version of pokemon essentials, none of the time-sensitive events were working as expected.
Checking with a fresh unedited version of Pokemon Essentials v14...
So... I guess this one is far from new, however, I wonder if anyone know any solution.
So, you have an event, with graphics larger than a tile, at the border of map, where said map connects to another.
The other map layers over the one that the event is on, and parts of it gets cut out.
In...
* Ok, better title: What pokemon could keep up with a bicycle?
Can a mod edit the thread-title for me?
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HI. I am currently working on an overhaul of the pokemon fallower feature (found in this thread).
I am reworking and improving a few things.
One thing I am improving upon is what how and...
Look in Scene_Map
at line 137
This is where the start-menu is being called when you press X or esc (Input::B).
If you add your switch to the "unless"-test, it should work. (you can add a switch by writing "$game_switches[your_id_here]")
"unless pbMapInterpreterRunning? or...