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Old May 30th, 2012, 04:23 PM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 20
Nature: Adamant
Well here you go :p
I know it can be cleaner and shortened.

Code:
#==============================================================================
# ¡Ü Credits to Help - 14 for both the scripts and Sprites
# ¡Ü Edited by Zingzags 
# -Fixed bugs
# -Clean ups
# -Fixed Surf Bug (After Surf is done)
# -Fixed def talk_to_pokemon while in surf
# -Fixed Surf Check
# -Fixed Type Check
# -Added Door Support
# -Fixed Hp Bug
# -Added Pokemon Center Support
# -Animation problems
# -Fixed Walk_time_variable problem
# -Added random item loot
# -Added egg check
#==============================================================================
# Zingzags comments
#==============================================================================
# I know its not perfect, and it can be shortened, for example addind an array 
# for the random items.
#==============================================================================

#==============================================================================
#   ¡Ü Control the following Pokemon
#==============================================================================

def FollowingMoveRoute(commands,waitComplete=false)
    $PokemonTemp.dependentEvents.SetMoveRoute(commands,waitComplete)
end

#==============================================================================
#   ¡Ü Pokemon Following Character v3 By Help-14
#==============================================================================

class DependentEvents
#==============================================================================
# Raises The Current Pokemon's Happiness levels +1 per each time the 
# Walk_time_Variable reachs 5000 then resets to 0
# ItemWalk, is when the variable reaches a certain amount, that you are able to talk to your pokemon to recieve an item
#==============================================================================
    def add_following_time
      if $game_switches[2]==true && $Trainer.party.length>=1
        $game_variables[Walking_Time_Variable]+=1 if $game_variables[Current_Following_Variable]!=$Trainer.party.length
        if $game_variables[Walking_Time_Variable]==5000
          $Trainer.party[0].happiness+=1
          $game_variables[Walking_Time_Variable]=0
        if $game_variables[ItemWalk]==5
           else
           $game_variables[ItemWalk]+=1
          end
        end
      end
    end
  #----------------------------------------------------------------------------
  # -  refresh_sprite
  # -  Change sprite without animation
  #----------------------------------------------------------------------------
  
  def refresh_sprite
    if $Trainer.party.length!=$game_variables[Current_Following_Variable]
      if $Trainer.party[0].isShiny?
        shiny=true
      else
        shiny=false
      end
      if $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?
      change_sprite($Trainer.party[0].species, shiny, false)
    elsif $Trainer.party[0].hp<=0 
      remove_sprite
      end
     end
    end

  #----------------------------------------------------------------------------
  # - change_sprite(id, shiny, animation)
  # - Example, to change sprite to shiny lugia with animation:
  #     change_sprite(249, true, true)
  # - If just change sprite:
  #     change_sprite(249)
  #----------------------------------------------------------------------------
  def change_sprite(id, shiny=nil, animation=nil)
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]=="Dependent"
        if shiny==true
           events[i][6]=sprintf("%03ds",id)
        if FileTest.image_exist?("Graphics/Characters/"+events[i][6])
          @realEvents[i].character_name=sprintf("%03ds",id)
        else
          events[i][6]=sprintf("%03d",id)
          @realEvents[i].character_name=sprintf("%03d",id)
          end
        else
          events[i][6]=sprintf("%03d",id)
          @realEvents[i].character_name=sprintf("%03d",id)
        end
       if animation==true
          $scene.spriteset.addUserAnimation(Animation_Come_Out,@realEvents[i].x,@realEvents[i].y)
        end
        $game_variables[Walking_Time_Variable]=0
      end
    end
  end
  
  #----------------------------------------------------------------------------
  # - remove_sprite(animation)
  # - Example, to remove sprite with animation:
  #     remove_sprite(true)
  # - If just remove sprite:
  #     remove_sprite
  #----------------------------------------------------------------------------
  
  def remove_sprite(animation=nil)
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]=="Dependent"
          events[i][6]=sprintf("nil")
          @realEvents[i].character_name=sprintf("nil")
         if animation==true
          $scene.spriteset.addUserAnimation(Animation_Come_In,@realEvents[i].x,@realEvents[i].y)
          pbWait(10)
          end
        $game_variables[Current_Following_Variable]=$Trainer.party[0]
        $game_variables[Walking_Time_Variable]=0
      end
    end
  end

  #----------------------------------------------------------------------------
  # - check_surf(animation)
  # - If current Pokemon is a water Pokemon, it is still following.
  # - If current Pokemon is not a water Pokemon, remove sprite.
  # - Require Water_Pokemon_Can_Surf = true to enable
  #----------------------------------------------------------------------------
def check_surf(animation=nil)
  events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]=="Dependent"
         events[i][6]=sprintf("nil")
         @realEvents[i].character_name=sprintf("nil")
       else
       if $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?
        if $Trainer.party[0].hasType?(:WATER)
        remove_sprite
      else
        remove_sprite
        pbWait(20)
      end
    elsif $Trainer.party[0].hp<=0 
      end
    end
  end
end  
  
  #----------------------------------------------------------------------------
  # -  talk_to_pokemon
  # -  It will run when you talk to Pokemon following
  #----------------------------------------------------------------------------

  def talk_to_pokemon
    e=$Trainer.party[0]
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]=="Dependent"
          pos_x=@realEvents[i].x
          pos_y=@realEvents[i].y
      end
    end
    if e==0
    else
    if e.hp>0 && !$Trainer.party[0].egg?
    if $PokemonGlobal.surfing==true || $PokemonGlobal.bicycle==true
    else
      if e!=6
       pbPlayCry(e.species)
       random1=rand(5)
if $game_variables[ItemWalk]==5 
      items=[:POTION,:SUPERPOTION,:FULLRESTORE,:REVIVE,:PPUP,
       :PPMAX,:RARECANDY,:REPEL,:MAXREPEL,:ESCAPEROPE,
       :HONEY,:TINYMUSHROOM,:PEARL,:NUGGET,:GREATBALL,
       :ULTRABALL,:THUNDERSTONE,:MOONSTONE,:SUNSTONE,:DUSKSTONE,
       :REDAPRICORN,:BLUAPRICORN,:YLWAPRICORN,:GRNAPRICORN,:PNKAPRICORN,
       :BLKAPRICORN,:WHTAPRICORN
      ]
random2=0
loop do
  random2=rand(items.length)
  break if hasConst?(PBItems,items[random2])
 end

Kernel.pbMessage(_INTL("{1} seems to be holding something, it looks like {1} wants to give it to me.",e.name))
Kernel.pbPokemonFound(getConst(PBItems,items[random2]))
$game_variables[ItemWalk]=0
      end
      
       if random1==0
        $scene.spriteset.addUserAnimation(Emo_sing, pos_x, pos_y-2)
        pbWait(50)
        Kernel.pbMessage(_INTL("{1} loves this tune so much that {1} is singing it.",e.name)) 
      elsif e.happiness>0 && e.happiness<=50
        $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
        pbWAit(70)
        Kernel.pbMessage(_INTL("{1} hate to travel with {2}.",e.name,$Trainer.name))
      elsif e.status==PBStatuses::POISON && e.hp>0 && !e.egg?
        $scene.spriteset.addUserAnimation(Emo_Poison, pos_x, pos_y-2)
        pbWait(120)
        Kernel.pbMessage(_INTL("{1} is badly poisoned, {1} needs help quick.",e.name))
      elsif e.happiness>50 && e.happiness<=100
        $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
        pbWait(100)
        Kernel.pbMessage(_INTL("{1} is still undecided for whether traveling with {2} is a good thing or not.",e.name,$Trainer.name))
      elsif e.happiness>100 && e.happiness<150
        $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
        Kernel.pbMessage(_INTL("{1} is happy traveling with {2}.",e.name,$Trainer.name))
      elsif e.happiness>=150
        $scene.spriteset.addUserAnimation(Emo_love, pos_x, pos_y-2)
        pbWait(70)
        Kernel.pbMessage(_INTL("{1} loves traveling with {2}.",e.name,$Trainer.name))
      end
      
    else
    
     
     end
    end
   end
  end
 end


def Come_back(shiny=nil, animation=nil)
  events=$PokemonGlobal.dependentEvents
  if $game_variables[Current_Following_Variable]==$Trainer.party.length
      $game_variables[Current_Following_Variable]
    else
      $game_variables[Current_Following_Variable]
    end
    if $game_variables[Current_Following_Variable]==$Trainer.party.length
      remove_sprite(false)
      for i in 0...events.length 
      $scene.spriteset.addUserAnimation(Animation_Come_Out,@realEvents[i].x,@realEvents[i].y)
   end
     else
      if $Trainer.party[0].isShiny?
        shiny=true
      else
        shiny=false
      end
      change_sprite($Trainer.party[0].species, shiny, false)
    end
    for i in 0..$Trainer.party.length-1
        if $Trainer.party[i].hp>0 && !$Trainer.party[0].egg?
          $game_variables[Current_Following_Variable]=i
          refresh_sprite
          break
        end
      end
    for i in 0...events.length 
       for i in 0..$Trainer.party.length-1
     if $Trainer.party[i].hp<=0 
       id = $Trainer.party[i].species
     else
       id = $Trainer.party[i].species
      end
     end
  if events[i] && events[i][8]=="Dependent"
        if shiny==true
           events[i][6]=sprintf("%03ds",id)
        if FileTest.image_exist?("Graphics/Characters/"+events[i][6])
          @realEvents[i].character_name=sprintf("%03ds",id)
        else
          events[i][6]=sprintf("%03d",id)
          @realEvents[i].character_name=sprintf("%03d",id)
          end
        else
          events[i][6]=sprintf("%03d",id)
          @realEvents[i].character_name=sprintf("%03d",id)
        end
      if animation==true
      else
      end
    end 
  end 
end

  #----------------------------------------------------------------------------
  # - check_faint
  # - If current Pokemon is fainted, change other Pokemon.
  #----------------------------------------------------------------------------

def check_faint
  if $PokemonGlobal.surfing==true || $PokemonGlobal.bicycle==true
  else

  if $Trainer.party[0].hp<=0 
    $game_variables[Current_Following_Variable]=0  
    remove_sprite
   elsif $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?

  end 
 end
end

def SetMoveRoute(commands,waitComplete=false)
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]=="Dependent"
        pbMoveRoute(@realEvents[i],commands,waitComplete)
      end
    end
  end
end

  #----------------------------------------------------------------------------
  # -  Auto add Script to Kernel.pbSurf, It'll check curent Pokemon when surf
  #----------------------------------------------------------------------------  

  def Kernel.pbSurf
#  if $game_player.pbHasDependentEvents?
#    return false
#  end
  if $DEBUG ||
    (HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORSURF : $Trainer.badges[BADGEFORSURF])
    movefinder=Kernel.pbCheckMove(:SURF)
    if $DEBUG || movefinder
      if Kernel.pbConfirmMessage(_INTL("The water is dyed a deep blue...  Would you like to surf?"))
        speciesname=!movefinder ? $Trainer.name : movefinder.name
        Kernel.pbMessage(_INTL("{1} used Surf!",speciesname))
        pbHiddenMoveAnimation(movefinder)
#        $PokemonTemp.dependentEvents.check_surf
        surfbgm=pbGetMetadata(0,MetadataSurfBGM)
        $PokemonTemp.dependentEvents.check_surf
        if surfbgm
          pbCueBGM(surfbgm,0.5)
        end
        pbStartSurfing()
        return true
      end
    end
  end
  return false
end



  #----------------------------------------------------------------------------
  # -  Auto add Script to pbEndSurf, It'll show sprite after surf
  #----------------------------------------------------------------------------  

  def pbEndSurf(xOffset,yOffset)
      return false if !$PokemonGlobal.surfing
  x=$game_player.x
  y=$game_player.y
  currentTag=$game_map.terrain_tag(x,y)
  facingTag=Kernel.pbFacingTerrainTag
  if pbIsSurfableTag?(currentTag)&&!pbIsSurfableTag?(facingTag)
    if Kernel.pbJumpToward
      Kernel.pbCancelVehicles
      $game_map.autoplayAsCue
      $game_player.increase_steps
      result=$game_player.check_event_trigger_here([1,2])
      Kernel.pbOnStepTaken(result)
      $PokemonTemp.dependentEvents.Come_back(true)
    end
    return true
  end
  return false
end
  #----------------------------------------------------------------------------
  # -  Auto add Script to Kernel.pbCanUseHiddenMove, fix HM bug
  #----------------------------------------------------------------------------  
def Kernel.pbCanUseHiddenMove?(pkmn,move)
 case move
  when PBMoves::FLY
   if !$DEBUG && !$Trainer.badges[BADGEFORFLY]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   #if $game_player.pbHasDependentEvents?
   # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
   # return false
   #end
   if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true
  when PBMoves::CUT
   if !$DEBUG && !$Trainer.badges[BADGEFORCUT]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   facingEvent=$game_player.pbFacingEvent
   if !facingEvent || facingEvent.name!="Tree"
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true
  when PBMoves::HEADBUTT
   facingEvent=$game_player.pbFacingEvent
   if !facingEvent || facingEvent.name!="HeadbuttTree"
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true
  when PBMoves::SURF
   terrain=Kernel.pbFacingTerrainTag
   if !$DEBUG && !$Trainer.badges[BADGEFORCUT]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   if $PokemonGlobal.surfing
    Kernel.pbMessage(_INTL("You're already surfing."))
    return false
   end
   #if $game_player.pbHasDependentEvents?
   # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
   # return false
   #end
   terrain=Kernel.pbFacingTerrainTag
   if pbGetMetadata($game_map.map_id,MetadataBicycleAlways)
    Kernel.pbMessage(_INTL("Let's enjoy cycling!"))
    return false
   end
   if !pbIsWaterTag?(terrain)
    Kernel.pbMessage(_INTL("No surfing here!"))
    return false
   end
   return true
  when PBMoves::STRENGTH
   if !$DEBUG && !$Trainer.badges[BADGEFORSTRENGTH]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   facingEvent=$game_player.pbFacingEvent
   if !facingEvent || facingEvent.name!="Boulder"
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true  
  when PBMoves::ROCKSMASH
   terrain=Kernel.pbFacingTerrainTag
   if !$DEBUG && !$Trainer.badges[BADGEFORROCKSMASH]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   facingEvent=$game_player.pbFacingEvent
   if !facingEvent || facingEvent.name!="Rock"
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true  
  when PBMoves::FLASH
   if !$DEBUG && !$Trainer.badges[BADGEFORFLASH]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   if !pbGetMetadata($game_map.map_id,MetadataDarkMap)
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   if $PokemonGlobal.flashUsed
    Kernel.pbMessage(_INTL("This is in use already."))
    return false
   end
   return true
  when PBMoves::WATERFALL
   if !$DEBUG && !$Trainer.badges[BADGEFORWATERFALL]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   terrain=Kernel.pbFacingTerrainTag
   if terrain!=PBTerrain::Waterfall
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true
  when PBMoves::DIVE
   if !$DEBUG && !$Trainer.badges[BADGEFORDIVE]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   if $PokemonGlobal.diving
    return true
   end
   if $game_player.terrain_tag!=PBTerrain::DeepWater
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   if !pbGetMetadata($game_map.map_id,MetadataDiveMap)
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true
  when PBMoves::TELEPORT
   if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   #if $game_player.pbHasDependentEvents?
   # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
   # return false
   #end
   healing=$PokemonGlobal.healingSpot
   if !healing
    healing=pbGetMetadata(0,MetadataHome) # Home
   end
   if healing
    mapname=pbGetMapNameFromId(healing[0])
    if Kernel.pbConfirmMessage(_INTL("Want to return to the healing spot used last in {1}?",mapname))
     return true
    end
    return false
   else
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
  when PBMoves::DIG
   escape=pbGetMetadata($game_map.map_id,MetadataEscapePoint)
   if !escape
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   if $game_player.pbHasDependentEvents?
    Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
    return false
   end
   mapname=pbGetMapNameFromId(escape[0])
   if Kernel.pbConfirmMessage(_INTL("Want to escape from here and return to {1}?",mapname))
    return true
   end
   return false
  when PBMoves::SWEETSCENT
   return true
  else
   return HiddenMoveHandlers.triggerCanUseMove(move,pkmn)
 end
 return false
end

def pbPokemonFollow(x)
Kernel.pbAddDependency2(x, "Dependent", CommonEvent)
$PokemonTemp.dependentEvents.refresh_sprite
end

def Talkative
  $PokemonTemp.dependentEvents.talk_to_pokemon
end
replace Kernel.pbMountBike with
Code:
def Kernel.pbMountBike
  return if $PokemonGlobal.bicycle
  $PokemonGlobal.bicycle=true
  $PokemonTemp.dependentEvents.remove_sprite(true)
  Kernel.pbUpdateVehicle
  bikebgm=pbGetMetadata(0,MetadataBicycleBGM)
  if bikebgm
    pbCueBGM(bikebgm,0.5)
  end
end
replace dependent events
Code:
class PokemonTemp
  attr_accessor :dependentEvents

  def dependentEvents
    @dependentEvents=DependentEvents.new if !@dependentEvents
    return @dependentEvents
  end
end



def pbRemoveDependencies()
  $PokemonTemp.dependentEvents.removeAllEvents()
  pbDeregisterPartner() rescue nil
end

def pbAddDependency(event)
  $PokemonTemp.dependentEvents.addEvent(event)
end

def pbRemoveDependency(event)
  $PokemonTemp.dependentEvents.removeEvent(event)
end

def pbAddDependency2(eventID, eventName, commonEvent)
  $PokemonTemp.dependentEvents.addEvent($game_map.events[eventID],eventName,commonEvent)
end

# Gets the Game_Character object associated with a dependent event.
def pbGetDependency(eventName)
  return $PokemonTemp.dependentEvents.getEventByName(eventName)
end

def pbRemoveDependency2(eventName)
  $PokemonTemp.dependentEvents.removeEventByName(eventName)
end



class PokemonGlobalMetadata
  attr_accessor :dependentEvents

  def dependentEvents
    @dependentEvents=[] if !@dependentEvents
    return @dependentEvents
  end
end



class Game_Event
  def set_starting
    @starting=true
  end
end



def pbTestPass(follower,x,y,direction=nil)
  return $MapFactory.isPassableStrict?(follower.map.map_id,x,y,follower)
end

# Same map only
def moveThrough(follower,direction)
  oldThrough=follower.through
  follower.through=true
  case direction
    when 2 # down
      follower.move_down
    when 4 # left
      follower.move_left
    when 6 # right
      follower.move_right
    when 8 # up
      follower.move_up
  end 
  follower.through=oldThrough
end

# Same map only
def moveFancy(follower,direction)
  deltaX=(direction == 6 ? 1 : (direction == 4 ? -1 : 0))
  deltaY=(direction == 2 ? 1 : (direction == 8 ? -1 : 0))
  newX = follower.x + deltaX
  newY = follower.y + deltaY
  # Move if new position is the player's, or the new position is passable,
  # or the current position is not passable
  if ($game_player.x==newX && $game_player.y==newY) ||
     pbTestPass(follower,newX,newY,0) ||
     !pbTestPass(follower,follower.x,follower.y,0)
    oldThrough=follower.through
    follower.through=true
    case direction
      when 2 # down
        follower.move_down
      when 4 # left
        follower.move_left
      when 6 # right
        follower.move_right
      when 8 # up
        follower.move_up
    end 
    follower.through=oldThrough
  end
end

# Same map only
def jumpFancy(follower,direction)
  deltaX=(direction == 6 ? 2 : (direction == 4 ? -2 : 0))
  deltaY=(direction == 2 ? 2 : (direction == 8 ? -2 : 0))
  halfDeltaX=(direction == 6 ? 1 : (direction == 4 ? -1 : 0))
  halfDeltaY=(direction == 2 ? 1 : (direction == 8 ? -1 : 0))
  middle=pbTestPass(follower,follower.x+halfDeltaX,follower.y+halfDeltaY,0)
  ending=pbTestPass(follower,follower.x+deltaX,    follower.y+deltaY,    0)
  if middle
    moveFancy(follower,direction)
    moveFancy(follower,direction)
  elsif ending
    if pbTestPass(follower,follower.x,follower.y,0)
      follower.jump(deltaX,deltaY)
    else
      moveThrough(follower,direction)
      moveThrough(follower,direction)
    end
  end
end

def pbFancyMoveTo(follower,newX,newY)
  if follower.x-newX==-1 && follower.y==newY
    moveFancy(follower,6)
  elsif follower.x-newX==1 && follower.y==newY
    moveFancy(follower,4)
  elsif follower.y-newY==-1 && follower.x==newX
    moveFancy(follower,2)
  elsif follower.y-newY==1 && follower.x==newX
    moveFancy(follower,8)
  elsif follower.x-newX==-2 && follower.y==newY
    jumpFancy(follower,6)
  elsif follower.x-newX==2 && follower.y==newY
    jumpFancy(follower,4)
  elsif follower.y-newY==-2 && follower.x==newX
    jumpFancy(follower,2)
  elsif follower.y-newY==2 && follower.x==newX
    jumpFancy(follower,8)
  elsif follower.x!=newX || follower.y!=newY
    follower.moveto(newX,newY)
  end
end



class DependentEvents
  def createEvent(eventData)
    rpgEvent=RPG::Event.new(eventData[3],eventData[4])
    rpgEvent.id=eventData[1]
    if eventData[9]
      # Must setup common event list here and now
      commonEvent=Game_CommonEvent.new(eventData[9])
      rpgEvent.pages[0].list=commonEvent.list
    end
    newEvent=Game_Event.new(eventData[0],rpgEvent,
       $MapFactory.getMap(eventData[2]))
    newEvent.character_name=eventData[6]
    newEvent.character_hue=eventData[7]
    case eventData[5] # direction
      when 2 # down
        newEvent.turn_down
      when 4 # left
        newEvent.turn_left
      when 6 # right
        newEvent.turn_right
      when 8 # up
        newEvent.turn_up
    end
    return newEvent
  end

  attr_reader :lastUpdate

  def initialize
    # Original map, Event ID, Current map, X, Y, Direction
    events=$PokemonGlobal.dependentEvents
    @realEvents=[]
    @lastUpdate=-1
    for event in events
      @realEvents.push(createEvent(event))
    end
  end

  def pbEnsureEvent(event, newMapID)
    events=$PokemonGlobal.dependentEvents
    found=-1
    for i in 0...events.length
      # Check original map ID and original event ID 
      if events[i][0]==event.map_id && events[i][1]==event.id
        # Change current map ID
        events[i][2]=newMapID
        newEvent=createEvent(events[i])
        # Replace event
        @realEvents[i]=newEvent
        @lastUpdate+=1
        return i
      end
    end
    return -1
  end

  def pbFollowEventAcrossMaps(leader,follower,instant=false,leaderIsTrueLeader=true)
    d=leader.direction
    areConnected=$MapFactory.areConnected?(leader.map.map_id,follower.map.map_id)
    # Get the rear facing tile of leader
    facingDirection=[0,0,8,0,6,0,4,0,2][d]
    if !leaderIsTrueLeader && areConnected
      relativePos=$MapFactory.getThisAndOtherEventRelativePos(leader,follower)
      if (relativePos[1]==0 && relativePos[0]==2) # 2 spaces to the right of leader
        facingDirection=6
      elsif (relativePos[1]==0 && relativePos[0]==-2) # 2 spaces to the left of leader
        facingDirection=4
      elsif relativePos[1]==-2 && relativePos[0]==0 # 2 spaces above leader
        facingDirection=8
      elsif relativePos[1]==2 && relativePos[0]==0 # 2 spaces below leader
        facingDirection=2
      end
    end
    facings=[facingDirection] # Get facing from behind
    facings.push([0,0,4,0,8,0,2,0,6][d]) # Get right facing
    facings.push([0,0,6,0,2,0,8,0,4][d]) # Get left facing
    if !leaderIsTrueLeader
      facings.push([0,0,2,0,4,0,6,0,8][d]) # Get forward facing
    end
    mapTile=nil
    if areConnected
      bestRelativePos=-1
      oldthrough=follower.through
      follower.through=false
      for i in 0...facings.length
        facing=facings[i]
        tile=$MapFactory.getFacingTile(facing,leader)
        passable=tile && $MapFactory.isPassableStrict?(tile[0],tile[1],tile[2],follower)
        if i==0 && !passable && tile && 
           $MapFactory.getTerrainTag(tile[0],tile[1],tile[2])==PBTerrain::Ledge
          # If the tile isn't passable and the tile is a ledge,
          # get tile from further behind
          tile=$MapFactory.getFacingTileFromPos(tile[0],tile[1],tile[2],facing)
          passable=tile && $MapFactory.isPassableStrict?(tile[0],tile[1],tile[2],follower)
        end
        if passable
          relativePos=$MapFactory.getThisAndOtherPosRelativePos(
             follower,tile[0],tile[1],tile[2])
          distance=Math.sqrt(relativePos[0]*relativePos[0]+relativePos[1]*relativePos[1])
          if bestRelativePos==-1 || bestRelativePos>distance
            bestRelativePos=distance
            mapTile=tile
          end
          if i==0 && distance<=1 # Prefer behind if tile can move up to 1 space
            break
          end
        end
      end
      follower.through=oldthrough
    else
      tile=$MapFactory.getFacingTile(facings[0],leader)
      passable=tile && $MapFactory.isPassableStrict?(
         tile[0],tile[1],tile[2],follower)
      mapTile=passable ? mapTile : nil
    end
    if mapTile && follower.map.map_id==mapTile[0]
      # Follower is on same map
      newX=mapTile[1]
      newY=mapTile[2]
      deltaX=(d == 6 ? -1 : d == 4 ? 1 : 0)
      deltaY=(d == 2 ? -1 : d == 8 ? 1 : 0)
      posX = newX + deltaX
      posY = newY + deltaY
      follower.move_speed=leader.move_speed # sync movespeed
      if (follower.x-newX==-1 && follower.y==newY) ||
         (follower.x-newX==1 && follower.y==newY) ||
         (follower.y-newY==-1 && follower.x==newX) ||
         (follower.y-newY==1 && follower.x==newX)
        if instant
          follower.moveto(newX,newY)
        else
          pbFancyMoveTo(follower,newX,newY)
        end
      elsif (follower.x-newX==-2 && follower.y==newY) ||
            (follower.x-newX==2 && follower.y==newY) ||
            (follower.y-newY==-2 && follower.x==newX) ||
            (follower.y-newY==2 && follower.x==newX)
        if instant
          follower.moveto(newX,newY)
        else
          pbFancyMoveTo(follower,newX,newY)
        end
      elsif follower.x!=posX || follower.y!=posY
        if instant
          follower.moveto(newX,newY)
        else
          pbFancyMoveTo(follower,posX,posY)
          pbFancyMoveTo(follower,newX,newY)
        end
      end
      pbTurnTowardEvent(follower,leader)
    else
      if !mapTile
        # Make current position into leader's position
        mapTile=[leader.map.map_id,leader.x,leader.y]
      end
      if follower.map.map_id==mapTile[0]
        # Follower is on same map as leader
        follower.moveto(leader.x,leader.y)
        pbTurnTowardEvent(follower,leader)
      else
        # Follower will move to different map
        events=$PokemonGlobal.dependentEvents
        eventIndex=pbEnsureEvent(follower,mapTile[0])
        if eventIndex>=0
          newFollower=@realEvents[eventIndex]
          newEventData=events[eventIndex]
          newFollower.moveto(mapTile[1],mapTile[2])
          newEventData[3]=mapTile[1]
          newEventData[4]=mapTile[2]
          if mapTile[0]==leader.map.map_id
            pbTurnTowardEvent(follower,leader)
          end
        end
      end
    end
  end

  def debugEcho
    self.eachEvent {|e,d|
       echoln d
       echoln [e.map_id,e.map.map_id,e.id]
    }
  end

  def pbMapChangeMoveDependentEvents
    events=$PokemonGlobal.dependentEvents
    updateDependentEvents
    leader=$game_player
    for i in 0...events.length
      event=@realEvents[i]
      pbFollowEventAcrossMaps(leader,event,true,i==0)
      # Update X and Y for this event
      events[i][3]=event.x
      events[i][4]=event.y
      events[i][5]=event.direction
      # Set leader to this event
      leader=event
    end
  end

  def pbMoveDependentEvents
    events=$PokemonGlobal.dependentEvents
    updateDependentEvents
    leader=$game_player
    for i in 0...events.length
      event=@realEvents[i]
      pbFollowEventAcrossMaps(leader,event,false,i==0)
      # Update X and Y for this event
      events[i][3]=event.x
      events[i][4]=event.y
      events[i][5]=event.direction
      # Set leader to this event
      leader=event
    end
  end

  def pbTurnDependentEvents
    events=$PokemonGlobal.dependentEvents
    updateDependentEvents
    leader=$game_player
    for i in 0...events.length
      event=@realEvents[i]
      pbTurnTowardEvent(event,leader)
      # Update direction for this event
      events[i][5]=event.direction
      # Set leader to this event
      leader=event
    end
  end

  def eachEvent
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      yield @realEvents[i],events[i]
    end   
  end

  def updateDependentEvents
    events=$PokemonGlobal.dependentEvents
    return if events.length==0
    for i in 0...events.length
      event=@realEvents[i]
      next if !@realEvents[i]
      event.transparent=$game_player.transparent
      if (event.jumping? || event.moving?) || !($game_player.jumping? || $game_player.moving?) then
        event.update
      elsif !event.starting
        event.set_starting
        event.update
        event.clear_starting
      end
      events[i][3]=event.x
      events[i][4]=event.y
      events[i][5]=event.direction
    end
    # Check event triggers
    if Input.trigger?(Input::C) && !pbMapInterpreterRunning?
      # Get position of tile facing the player
      facingTile=$MapFactory.getFacingTile()
      self.eachEvent {|e,d|
         next if !d[9]
         if e.x==$game_player.x && e.y==$game_player.y
           # On same position
           if not e.jumping? && (!e.respond_to?("over_trigger") || e.over_trigger?)
             if e.list.size>1
               # Start event
               $game_map.refresh if $game_map.need_refresh
               e.lock
               pbMapInterpreter.setup(e.list,e.id,e.map.map_id)
             end
           end
         elsif facingTile && e.map.map_id==facingTile[0] &&
               e.x==facingTile[1] && e.y==facingTile[2]
           # On facing tile
           if not e.jumping? && (!e.respond_to?("over_trigger") || !e.over_trigger?)
             if e.list.size>1
               # Start event
               $game_map.refresh if $game_map.need_refresh
               e.lock
               pbMapInterpreter.setup(e.list,e.id,e.map.map_id)
             end
           end
         end
      }
    end
  end

  def removeEvent(event)
    events=$PokemonGlobal.dependentEvents
    mapid=$game_map.map_id
    for i in 0...events.length
      if events[i][2]==mapid && # Refer to current map
         events[i][0]==event.map_id && # Event's map ID is original ID
         events[i][1]==event.id
        events[i]=nil
        @realEvents[i]=nil
        @lastUpdate+=1
      end
      events.compact!
      @realEvents.compact!
    end
  end

  def getEventByName(name)
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]==name # Arbitrary name given to dependent event
        return @realEvents[i]
      end
    end
    return nil
  end

  def removeAllEvents
    events=$PokemonGlobal.dependentEvents
    events.clear
    @realEvents.clear
    @lastUpdate+=1
  end

  def removeEventByName(name)
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]==name # Arbitrary name given to dependent event
        events[i]=nil
        @realEvents[i]=nil
        @lastUpdate+=1
      end
      events.compact!
      @realEvents.compact!
    end
  end

  def addEvent(event,eventName=nil,commonEvent=nil)
    return if !event
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][0]==$game_map.map_id && events[i][1]==event.id
        # Already exists
        return
      end
    end
    # Original map ID, original event ID, current map ID,
    # event X, event Y, event direction,
    # event's filename,
    # event's hue, event's name, common event ID
    eventData=[
       $game_map.map_id,event.id,$game_map.map_id,
       event.x,event.y,event.direction,
       event.character_name.clone,
       event.character_hue,eventName,commonEvent
    ]
    newEvent=createEvent(eventData)
    events.push(eventData)
    @realEvents.push(newEvent)
    @lastUpdate+=1
    event.erase
  end
end



class DependentEventSprites
  def refresh
    for sprite in @sprites
      sprite.dispose
    end
    @sprites.clear
    $PokemonTemp.dependentEvents.eachEvent {|event,data|
       if data[0]==@map.map_id # Check original map
         @map.events[data[1]].erase
       end
       if data[2]==@map.map_id # Check current map
         @sprites.push(Sprite_Character.new(@viewport,event))
       end
    }
  end

  def initialize(viewport,map)
    @disposed=false
    @sprites=[]
    @map=map
    @viewport=viewport
    refresh
    @lastUpdate=nil
  end

  def update
    if $PokemonTemp.dependentEvents.lastUpdate!=@lastUpdate
      refresh
      @lastUpdate=$PokemonTemp.dependentEvents.lastUpdate
    end
    for sprite in @sprites
      sprite.update
    end
  end

  def dispose
    return if @disposed
    for sprite in @sprites
      sprite.dispose
    end
    @sprites.clear
    @disposed=true
  end

  def disposed?
    @disposed
  end
end



Events.onSpritesetCreate+=proc{|sender,e|
   spriteset=e[0] # Spriteset being created
   viewport=e[1] # Viewport used for tilemap and characters
   map=spriteset.map # Map associated with the spriteset (not necessarily the current map).
   spriteset.addUserSprite(DependentEventSprites.new(viewport,map))
}

Events.onMapSceneChange+=proc{|sender,e|
   scene=e[0]
   mapChanged=e[1]
   if mapChanged
     $PokemonTemp.dependentEvents.pbMapChangeMoveDependentEvents
   end
}
add these to your settings
Code:
#=========================================================
# ● Config Script For Your Game Here
# Change the emo_ to what ever number is the cell holding the animation
#=========================================================
Current_Following_Variable = 36
CommonEvent = 3
ItemWalk=26
Walking_Time_Variable = 27
Animation_Come_Out = 22
Animation_Come_In = 23
Emo_Happy = 24
Emo_Normal = 25
Emo_Hate = 26
Emo_Poison= 27
Emo_sing= 28
Emo_love= 29
Put this in common events and name it TalkToPokemon
Code:
Talkative
Put this in PokemonParty
Code:
$PokemonTemp.dependentEvents.refresh_sprite
under
Code:
      next if havecommand
      if cmdSummary>=0 && command==cmdSummary
        @scene.pbSummary(pkmnid)
      elsif cmdSwitch>=0 && command==cmdSwitch
        @scene.pbSetHelpText(_INTL("Move to where?"))
        oldpkmnid=pkmnid
        pkmnid=@scene.pbChoosePokemon(true)
        if pkmnid>=0 && pkmnid!=oldpkmnid
          pbSwitch(oldpkmnid,pkmnid)
Also place it in PokemonStorage under
Code:
def pbTrainerPC
 Kernel.pbMessage(_INTL("\\se[computeropen]{1} booted up the PC.",$Trainer.name))
 pbTrainerPCMenu
  pbSEPlay("computerclose")
also under this
Code:
 def access
   Kernel.pbMessage(_INTL("\\se[accesspc]Accessed {1}'s PC.",$Trainer.name))
   pbTrainerPCMenu

in def update of Game_player_ add

$PokemonTemp.dependentEvents.add_following_time

under
$PokemonTemp.dependentEvents.updateDependentEvents

Replace pbEndBattle in Pokemon_ActualScene
Code:
def pbEndBattle(result)
    @abortable=false
    pbShowWindow(BLANK)
    # Fade out all sprites
    $PokemonTemp.dependentEvents.check_faint
    pbBGMFade(1.0)
    pbFadeOutAndHide(@sprites)
    pbDisposeSprites
  end
Also after you are done healing a pokemon from the pokemon center put this in
Code:
$PokemonTemp.dependentEvents.refresh_sprite
Place this in PokemonField above def kernel.pbReceiveItem
Code:
def Kernel.pbPokemonFound(item,quantity=1,plural=nil)
  itemname=PBItems.getName(item)
  pocket=pbGetPocket(item)
  e=$Trainer.party[0].name
if $PokemonBag.pbStoreItem(item,quantity) 
  pbWait(5)

    if $ItemData[item][ITEMUSE]==3 || $ItemData[item][ITEMUSE]==4
      Kernel.pbMessage(_INTL("\\se[]{1} found {2}!\\se[itemlevel]\\nIt contained {3}.\\wtnp[30]",e,itemname,PBMoves.getName($ItemData[item][ITEMMACHINE])))
      Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
    elsif isConst?(item,PBItems,:LEFTOVERS)
      Kernel.pbMessage(_INTL("\\se[]{1} found some {2}!\\se[itemlevel]\\wtnp[30]",e,itemname))
      Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
    else
      if quantity>1
        if plural
          Kernel.pbMessage(_INTL("\\se[]{1} found {2} {3}!\\se[itemlevel]\\wtnp[30]",e,quantity,plural))
          Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,plural,PokemonBag.pocketNames()[pocket]))
        else
          Kernel.pbMessage(_INTL("\\se[]{1} found {2} {3}s!\\se[itemlevel]\\wtnp[30]",e,quantity,itemname))
          Kernel.pbMessage(_INTL("{1} put the {2}s\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
        end
      else
        Kernel.pbMessage(_INTL("\\se[]{1} found one {2}!\\se[itemlevel]\\wtnp[30]",e,itemname))
        Kernel.pbMessage(_INTL("{1} put the {2}\r\nin the {3} Pocket.",$Trainer.name,itemname,PokemonBag.pocketNames()[pocket]))
      end
    end
    return true
  else   # Can't add the item
    if $ItemData[item][ITEMUSE]==3 || $ItemData[item][ITEMUSE]==4
      Kernel.pbMessage(_INTL("{1} found {2}!\\wtnp[20]",e,itemname))
    elsif isConst?(item,PBItems,:LEFTOVERS)
      Kernel.pbMessage(_INTL("{1} found some {2}!\\wtnp[20]",$Trainer.name,itemname))
    else
      if quantity>1
        if plural
          Kernel.pbMessage(_INTL("{1} found {2} {3}!\\wtnp[20]",e,quantity,plural))
        else
          Kernel.pbMessage(_INTL("{1} found {2} {3}s!\\wtnp[20]",$Trainer.name,quantity,itemname))
        end
      else
        Kernel.pbMessage(_INTL("{1} found one {2}!\\wtnp[20]",e,itemname))
      end
    end
    Kernel.pbMessage(_INTL("Too bad... The Bag is full..."))
    return false
  end
end
http://dl.dropbox.com/u/7240024/Pokemon-Follow.png
http://dl.dropbox.com/u/7240024/emo.png
http://dl.dropbox.com/u/7240024/emo2.png
http://dl.dropbox.com/u/7240024/Animations.rxdata
http://dl.dropbox.com/u/7240024/Emo_Sing.anm
http://dl.dropbox.com/u/7240024/Emo_Poison.anm
http://dl.dropbox.com/u/7240024/Emo_Normal.anm
http://dl.dropbox.com/u/7240024/Emo_love.anm
http://dl.dropbox.com/u/7240024/Emo_Hate.anm
http://dl.dropbox.com/u/7240024/Emo_Happy.anm
http://dl.dropbox.com/u/7240024/Characters.rar
That should be everything, report any errors down below, anything to help make the code shorter and better post below or pm me.
Attached Thumbnails
Pokemon-Follow.png‎   emo.png‎   emo2.png‎  
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Last edited by zingzags; June 20th, 2012 at 07:19 AM.
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  #2    
Old May 31st, 2012, 02:30 AM
Nickalooose
--------------------
 
Join Date: Mar 2008
Gender: Female
Impressed.

I will test this later, not right now, but I will... If anyone else can test this now and let us know any bugs and such... It's nice you've placed all of the resources too, sometimes some people just give the script... +5 to you haha
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  #3    
Old May 31st, 2012, 08:35 AM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 20
Nature: Adamant
I forgot something in def update of Game_player_ add

$PokemonTemp.dependentEvents.add_following_time

under
$PokemonTemp.dependentEvents.updateDependentEvents
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name decided 12/15/09
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and
Xenotime:
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  #4    
Old May 31st, 2012, 09:16 AM
venom12's Avatar
venom12
Pokemon Crystal Rain Relased
 
Join Date: Sep 2006
Age: 23
Gender: Male
Nature: Adamant
Send a message via Windows Live Messenger to venom12
Great work, i didnt tested much but for now works ok, one thing i would like to have in that is, when we dont moving pokemon still steps like on hgss.
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  #5    
Old May 31st, 2012, 10:50 AM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 20
Nature: Adamant
Quote:
Originally Posted by venom12 View Post
Great work, i didnt tested much but for now works ok, one thing i would like to have in that is, when we dont moving pokemon still steps like on hgss.
That is a good idea, but it would require the animation to just play. I have no idea how to do that though.

Updated the thread because I forgot a few things.
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Pokemon Serenity is my fangame name.
name decided 12/15/09
Currently helping:
Pokemon ebony
and
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Last edited by zingzags; May 31st, 2012 at 12:01 PM. Reason: Your double post has been automatically merged.
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  #6    
Old June 2nd, 2012, 10:56 AM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 20
Nature: Adamant
updated, added egg check to see if you have an egg in the first slot of your party. If you have an egg in the first slot of your party the dependent event gets removed.
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  #7    
Old June 2nd, 2012, 12:31 PM
Nintendork15
I'm gone. Bye.
 
Join Date: Feb 2009
Location: Undertaker. Co.
Age: 19
Gender: Male
Nature: Naughty
I never saw the original script.
But, I'm guessing I'd need the sprites for the pokémon.
But, do I need the old script too ?
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gone.
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Old June 3rd, 2012, 09:50 AM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 20
Nature: Adamant
Quote:
Originally Posted by Nintendork15 View Post
I never saw the original script.
But, I'm guessing I'd need the sprites for the pokémon.
But, do I need the old script too ?
Yes
Yes
No
I haven't uploaded the sprites but they are in the original thread, search for help -14.
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  #9    
Old June 5th, 2012, 06:48 AM
FHJoker's Avatar
FHJoker
Re-thinking Osmium
 
Join Date: Dec 2007
Location: Somwhere alone in peace
Age: 23
Gender: Male
Nature: Relaxed
I did the above but i got this error message when the GotPokemon Switch is turned on.

---------------------------
Pokemon Essentials
---------------------------
Exception: TypeError

Message: cannot convert Fixnum into String

WalkingPkMn:44:in `+'

WalkingPkMn:44:in `add_following_time'

Game_Player_:401:in `update_old'

Walk_Run:71:in `update'

Scene_Map:85:in `miniupdate'

Scene_Map:83:in `loop'

Scene_Map:95:in `miniupdate'

PokemonMessages:145:in `pbUpdateSceneMap'

PokemonPauseMenu: 16 : in `pbShowCommands'

PokemonPauseMenu: 12: in `loop'



This exception was logged

Last edited by FHJoker; June 5th, 2012 at 06:54 AM. Reason: Seviper and Spinda Icons kept showing up
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  #10    
Old June 5th, 2012, 12:45 PM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 20
Nature: Adamant
Quote:
Originally Posted by FHJoker View Post
I did the above but i got this error message when the GotPokemon Switch is turned on.

---------------------------
Pokemon Essentials
---------------------------
Exception: TypeError

Message: cannot convert Fixnum into String

WalkingPkMn:44:in `+'

WalkingPkMn:44:in `add_following_time'

Game_Player_:401:in `update_old'

Walk_Run:71:in `update'

Scene_Map:85:in `miniupdate'

Scene_Map:83:in `loop'

Scene_Map:95:in `miniupdate'

PokemonMessages:145:in `pbUpdateSceneMap'

PokemonPauseMenu: 16 : in `pbShowCommands'

PokemonPauseMenu: 12: in `loop'



This exception was logged
^ You must did something wrong, because it works fine for me.

Ill check that out, I updated the thread again, I forgot to add something(again), and thanks to Maruno there is an easier way to add random items.
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  #11    
Old June 6th, 2012, 09:19 AM
FHJoker's Avatar
FHJoker
Re-thinking Osmium
 
Join Date: Dec 2007
Location: Somwhere alone in peace
Age: 23
Gender: Male
Nature: Relaxed
I copied it again and got almost the same

---------------------------
Pokemon Essentials
---------------------------
Exception: TypeError

Message: cannot convert Fixnum into String

FollowingCharacter:44:in `+'

FollowingCharacter:44:in `add_following_time'

Game_Player_:401:in `update_old'

Walk_Run:71:in `update'

Scene_Map:104:in `update'

Scene_Map:101:in `loop'

Scene_Map:114:in `update'

Scene_Map:68:in `main'

Scene_Map:65:in `loop'

Scene_Map:72:in `main'



Edit: I put the script in a fresh version of Essentials and no error but nothing shows up

Edit again: Got Pikachu to show up but it says nothing except for it's cry no emotion bubble, how do i fix it. And how to I make gender differences show up?

Edit Again: I got another problem, using the latest version of essentials unedited before the follow script, I can only talk (hear their cry) in Test map2(Where I got my pokemon) and Test Map 1(outside) not in the daycare map I get something like this
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `unlock' for nil:NilClass

Interpreter:512:in `command_end'

Interpreter:295:in `execute_command'

Interpreter:193:in `update'

Interpreter:106:in `loop'

Interpreter:198:in `update'

Scene_Map:103:in `update'

Scene_Map:101:in `loop'

Scene_Map:114:in `update'

Scene_Map:68:in `main'

Scene_Map:65:in `loop'



This exception was logged
---------------------------
OK
---------------------------
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Last edited by FHJoker; June 6th, 2012 at 02:27 PM.
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  #12    
Old June 6th, 2012, 12:46 PM
ChaosLord's Avatar
ChaosLord
Game Dev Wanderer
 
Join Date: Nov 2010
Gender: Male
Nature: Bold
Looks great, but which section is pbMountBike's at? It's the only thing missing part I actually need. Seems to work without it, though when talking to your Pokemon, you get a call from Prof.Oak(Testing this with the latest version of Essentials.)
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  #13    
Old June 6th, 2012, 06:49 PM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 20
Nature: Adamant
Quote:
Originally Posted by FHJoker View Post
I copied it again and got almost the same

---------------------------
Pokemon Essentials
---------------------------
Exception: TypeError

Message: cannot convert Fixnum into String

FollowingCharacter:44:in `+'

FollowingCharacter:44:in `add_following_time'

Game_Player_:401:in `update_old'

Walk_Run:71:in `update'

Scene_Map:104:in `update'

Scene_Map:101:in `loop'

Scene_Map:114:in `update'

Scene_Map:68:in `main'

Scene_Map:65:in `loop'

Scene_Map:72:in `main'



Edit: I put the script in a fresh version of Essentials and no error but nothing shows up

Edit again: Got Pikachu to show up but it says nothing except for it's cry no emotion bubble, how do i fix it. And how to I make gender differences show up?

Edit Again: I got another problem, using the latest version of essentials unedited before the follow script, I can only talk (hear their cry) in Test map2(Where I got my pokemon) and Test Map 1(outside) not in the daycare map I get something like this
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `unlock' for nil:NilClass

Interpreter:512:in `command_end'

Interpreter:295:in `execute_command'

Interpreter:193:in `update'

Interpreter:106:in `loop'

Interpreter:198:in `update'

Scene_Map:103:in `update'

Scene_Map:101:in `loop'

Scene_Map:114:in `update'

Scene_Map:68:in `main'

Scene_Map:65:in `loop'



This exception was logged
---------------------------
OK
---------------------------
Ill try to see into that.
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  #14    
Old June 10th, 2012, 11:33 AM
Rick1234's Avatar
Rick1234
Hidden in the shadows, for now
 
Join Date: Mar 2010
Location: Ponyville, Equestria
Age: 16
Gender: Male
Nature: Quiet
Hm...Nice job yet I can't figure out how to add
in def update of Game_player_ add

$PokemonTemp.dependentEvents.add_following_time

under
$PokemonTemp.dependentEvents.updateDependentEvents
I am unsure of where to put it. I looked but I don't see where you say to put it.

Edit: Well Never mind I got it but now It's giving me a problem with the
Put this in PokemonParty
Code:
$PokemonTemp.dependentEvents.refresh_sprite part as well as the piece under it. I put it exactly where you said to unless I am mistaken.
Edit 2:
---------------------------
Pokemon Essentials
---------------------------
Script 'PokemonParty' line 2: NoMethodError occurred.

undefined method `dependentEvents' for nil:NilClass
---------------------------
OK
---------------------------
This is the Error I get. Not sure of what it means. Maybe you can help me? Now it's just giving me a bunch of errors. I am going to repute it back in and start over.
Edit: I got it to work but now I need to figure out how to make the pokemon follow.
My Last Edit: How do I add pokemon? It's not working for me.

Last edited by Rick1234; June 10th, 2012 at 04:42 PM.
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  #15    
Old June 17th, 2012, 11:17 AM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 20
Nature: Adamant
Update to fix the unlock problem comment out this line
in Interperter line 512:
Code:
$game_map.events[@event_id].unlock
to
Code:
#$game_map.events[@event_id].unlock
I will try to fix the pokemon not talking soon.

EDIT:nvm I fixed the no talking issue
Code:
#==============================================================================
# ¡Ü Credits to Help - 14 for both the scripts and Sprites
# ¡Ü Edited by Zingzags 
# -Fixed bugs
# -Clean ups
# -Fixed Surf Bug (After Surf is done)
# -Fixed def talk_to_pokemon while in surf
# -Fixed Surf Check
# -Fixed Type Check
# -Added Door Support
# -Fixed Hp Bug
# -Added Pokemon Center Support
# -Animation problems
# -Fixed Walk_time_variable problem
# -Added random item loot
# -Added egg check
#==============================================================================
# Zingzags comments
#==============================================================================
# I know its not perfect, and it can be shortened, for example addind an array 
# for the random items.
#==============================================================================

#==============================================================================
#   ¡Ü Control the following Pokemon
#==============================================================================

def FollowingMoveRoute(commands,waitComplete=false)
    $PokemonTemp.dependentEvents.SetMoveRoute(commands,waitComplete)
end

#==============================================================================
#   ¡Ü Pokemon Following Character v3 By Help-14
#==============================================================================

class DependentEvents
#==============================================================================
# Raises The Current Pokemon's Happiness levels +1 per each time the 
# Walk_time_Variable reachs 5000 then resets to 0
# ItemWalk, is when the variable reaches a certain amount, that you are able to talk to your pokemon to recieve an item
#==============================================================================
    def add_following_time
      if $game_switches[2]==true && $Trainer.party.length>=1
        $game_variables[Walking_Time_Variable]+=1 if $game_variables[Current_Following_Variable]!=$Trainer.party.length
        if $game_variables[Walking_Time_Variable]==5000
          $Trainer.party[0].happiness+=1
          $game_variables[Walking_Time_Variable]=0
        if $game_variables[ItemWalk]==5
           else
           $game_variables[ItemWalk]+=1
          end
        end
      end
    end
  #----------------------------------------------------------------------------
  # -  refresh_sprite
  # -  Change sprite without animation
  #----------------------------------------------------------------------------
  
  def refresh_sprite
    if $Trainer.party.length!=$game_variables[Current_Following_Variable]
      if $Trainer.party[0].isShiny?
        shiny=true
      else
        shiny=false
      end
      if $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?
      change_sprite($Trainer.party[0].species, shiny, false)
    elsif $Trainer.party[0].hp<=0 
      remove_sprite
      end
     end
    end

  #----------------------------------------------------------------------------
  # - change_sprite(id, shiny, animation)
  # - Example, to change sprite to shiny lugia with animation:
  #     change_sprite(249, true, true)
  # - If just change sprite:
  #     change_sprite(249)
  #----------------------------------------------------------------------------
  def change_sprite(id, shiny=nil, animation=nil)
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]=="Dependent"
        if shiny==true
           events[i][6]=sprintf("%03ds",id)
        if FileTest.image_exist?("Graphics/Characters/"+events[i][6])
          @realEvents[i].character_name=sprintf("%03ds",id)
        else
          events[i][6]=sprintf("%03d",id)
          @realEvents[i].character_name=sprintf("%03d",id)
          end
        else
          events[i][6]=sprintf("%03d",id)
          @realEvents[i].character_name=sprintf("%03d",id)
        end
       if animation==true
          $scene.spriteset.addUserAnimation(Animation_Come_Out,@realEvents[i].x,@realEvents[i].y)
        end
        $game_variables[Walking_Time_Variable]=0
      end
    end
  end
  
  #----------------------------------------------------------------------------
  # - remove_sprite(animation)
  # - Example, to remove sprite with animation:
  #     remove_sprite(true)
  # - If just remove sprite:
  #     remove_sprite
  #----------------------------------------------------------------------------
  
  def remove_sprite(animation=nil)
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]=="Dependent"
          events[i][6]=sprintf("nil")
          @realEvents[i].character_name=sprintf("nil")
         if animation==true
          $scene.spriteset.addUserAnimation(Animation_Come_In,@realEvents[i].x,@realEvents[i].y)
          pbWait(10)
          end
        $game_variables[Current_Following_Variable]=$Trainer.party[0]
        $game_variables[Walking_Time_Variable]=0
      end
    end
  end

  #----------------------------------------------------------------------------
  # - check_surf(animation)
  # - If current Pokemon is a water Pokemon, it is still following.
  # - If current Pokemon is not a water Pokemon, remove sprite.
  # - Require Water_Pokemon_Can_Surf = true to enable
  #----------------------------------------------------------------------------
def check_surf(animation=nil)
  events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]=="Dependent"
         events[i][6]=sprintf("nil")
         @realEvents[i].character_name=sprintf("nil")
       else
       if $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?
        if $Trainer.party[0].hasType?(:WATER)
        remove_sprite
      else
        remove_sprite
        pbWait(20)
      end
    elsif $Trainer.party[0].hp<=0 
      end
    end
  end
end  
  
  #----------------------------------------------------------------------------
  # -  talk_to_pokemon
  # -  It will run when you talk to Pokemon following
  #----------------------------------------------------------------------------

  def talk_to_pokemon
    e=$Trainer.party[0]
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]=="Dependent"
          pos_x=@realEvents[i].x
          pos_y=@realEvents[i].y
      end
    end
    if e==0
    else
    if e.hp>0 && !$Trainer.party[0].egg?
    if $PokemonGlobal.surfing==true || $PokemonGlobal.bicycle==true
    else
      if e!=6
       pbPlayCry(e.species)
       random1=rand(5)
if $game_variables[ItemWalk]==5 
      items=[:POTION,:SUPERPOTION,:FULLRESTORE,:REVIVE,:PPUP,
       :PPMAX,:RARECANDY,:REPEL,:MAXREPEL,:ESCAPEROPE,
       :HONEY,:TINYMUSHROOM,:PEARL,:NUGGET,:GREATBALL,
       :ULTRABALL,:THUNDERSTONE,:MOONSTONE,:SUNSTONE,:DUSKSTONE,
       :REDAPRICORN,:BLUAPRICORN,:YLWAPRICORN,:GRNAPRICORN,:PNKAPRICORN,
       :BLKAPRICORN,:WHTAPRICORN
      ]
random2=0
loop do
  random2=rand(items.length)
  break if hasConst?(PBItems,items[random2])
 end

Kernel.pbMessage(_INTL("{1} seems to be holding something, it looks like {1} wants to give it to me.",e.name))
Kernel.pbPokemonFound(getConst(PBItems,items[random2]))
$game_variables[ItemWalk]=0
      end
      
       if random1==0
        $scene.spriteset.addUserAnimation(Emo_sing, pos_x, pos_y-2)
        pbWait(50)
        Kernel.pbMessage(_INTL("{1} loves this tune so much that {1} is singing it.",e.name)) 
      elsif e.happiness>0 && e.happiness<=50
        $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
        pbWAit(70)
        Kernel.pbMessage(_INTL("{1} hate to travel with {2}.",e.name,$Trainer.name))
      elsif e.status==PBStatuses::POISON && e.hp>0 && !e.egg?
        $scene.spriteset.addUserAnimation(Emo_Poison, pos_x, pos_y-2)
        pbWait(120)
        Kernel.pbMessage(_INTL("{1} is badly poisoned, {1} needs help quick.",e.name))
      elsif e.happiness>50 && e.happiness<=100
        $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
        pbWait(100)
        Kernel.pbMessage(_INTL("{1} is still undecided for whether traveling with {2} is a good thing or not.",e.name,$Trainer.name))
      elsif e.happiness>100 && e.happiness<150
        $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
        Kernel.pbMessage(_INTL("{1} is happy traveling with {2}.",e.name,$Trainer.name))
      elsif e.happiness>=150
        $scene.spriteset.addUserAnimation(Emo_love, pos_x, pos_y-2)
        pbWait(70)
        Kernel.pbMessage(_INTL("{1} loves traveling with {2}.",e.name,$Trainer.name))
      end
      
    else
    
     
     end
    end
   end
  end
 end


def Come_back(shiny=nil, animation=nil)
  events=$PokemonGlobal.dependentEvents
  if $game_variables[Current_Following_Variable]==$Trainer.party.length
      $game_variables[Current_Following_Variable]
    else
      $game_variables[Current_Following_Variable]
    end
    if $game_variables[Current_Following_Variable]==$Trainer.party.length
      remove_sprite(false)
      for i in 0...events.length 
      $scene.spriteset.addUserAnimation(Animation_Come_Out,@realEvents[i].x,@realEvents[i].y)
   end
     else
      if $Trainer.party[0].isShiny?
        shiny=true
      else
        shiny=false
      end
      change_sprite($Trainer.party[0].species, shiny, false)
    end
    for i in 0..$Trainer.party.length-1
        if $Trainer.party[i].hp>0 && !$Trainer.party[0].egg?
          $game_variables[Current_Following_Variable]=i
          refresh_sprite
          break
        end
      end
    for i in 0...events.length 
       for i in 0..$Trainer.party.length-1
     if $Trainer.party[i].hp<=0 
       id = $Trainer.party[i].species
     else
       id = $Trainer.party[i].species
      end
     end
  if events[i] && events[i][8]=="Dependent"
        if shiny==true
           events[i][6]=sprintf("%03ds",id)
        if FileTest.image_exist?("Graphics/Characters/"+events[i][6])
          @realEvents[i].character_name=sprintf("%03ds",id)
        else
          events[i][6]=sprintf("%03d",id)
          @realEvents[i].character_name=sprintf("%03d",id)
          end
        else
          events[i][6]=sprintf("%03d",id)
          @realEvents[i].character_name=sprintf("%03d",id)
        end
      if animation==true
      else
      end
    end 
  end 
end

  #----------------------------------------------------------------------------
  # - check_faint
  # - If current Pokemon is fainted, change other Pokemon.
  #----------------------------------------------------------------------------

def check_faint
  if $PokemonGlobal.surfing==true || $PokemonGlobal.bicycle==true
  else

  if $Trainer.party[0].hp<=0 
    $game_variables[Current_Following_Variable]=0  
    remove_sprite
   elsif $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?

  end 
 end
end

def SetMoveRoute(commands,waitComplete=false)
    events=$PokemonGlobal.dependentEvents
    for i in 0...events.length
      if events[i] && events[i][8]=="Dependent"
        pbMoveRoute(@realEvents[i],commands,waitComplete)
      end
    end
  end
end

  #----------------------------------------------------------------------------
  # -  Auto add Script to Kernel.pbSurf, It'll check curent Pokemon when surf
  #----------------------------------------------------------------------------  

  def Kernel.pbSurf
#  if $game_player.pbHasDependentEvents?
#    return false
#  end
  if $DEBUG ||
    (HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORSURF : $Trainer.badges[BADGEFORSURF])
    movefinder=Kernel.pbCheckMove(:SURF)
    if $DEBUG || movefinder
      if Kernel.pbConfirmMessage(_INTL("The water is dyed a deep blue...  Would you like to surf?"))
        speciesname=!movefinder ? $Trainer.name : movefinder.name
        Kernel.pbMessage(_INTL("{1} used Surf!",speciesname))
        pbHiddenMoveAnimation(movefinder)
#        $PokemonTemp.dependentEvents.check_surf
        surfbgm=pbGetMetadata(0,MetadataSurfBGM)
        $PokemonTemp.dependentEvents.check_surf
        if surfbgm
          pbCueBGM(surfbgm,0.5)
        end
        pbStartSurfing()
        return true
      end
    end
  end
  return false
end



  #----------------------------------------------------------------------------
  # -  Auto add Script to pbEndSurf, It'll show sprite after surf
  #----------------------------------------------------------------------------  

  def pbEndSurf(xOffset,yOffset)
      return false if !$PokemonGlobal.surfing
  x=$game_player.x
  y=$game_player.y
  currentTag=$game_map.terrain_tag(x,y)
  facingTag=Kernel.pbFacingTerrainTag
  if pbIsSurfableTag?(currentTag)&&!pbIsSurfableTag?(facingTag)
    if Kernel.pbJumpToward
      Kernel.pbCancelVehicles
      $game_map.autoplayAsCue
      $game_player.increase_steps
      result=$game_player.check_event_trigger_here([1,2])
      Kernel.pbOnStepTaken(result)
      $PokemonTemp.dependentEvents.Come_back(true)
    end
    return true
  end
  return false
end
  #----------------------------------------------------------------------------
  # -  Auto add Script to Kernel.pbCanUseHiddenMove, fix HM bug
  #----------------------------------------------------------------------------  
def Kernel.pbCanUseHiddenMove?(pkmn,move)
 case move
  when PBMoves::FLY
   if !$DEBUG && !$Trainer.badges[BADGEFORFLY]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   #if $game_player.pbHasDependentEvents?
   # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
   # return false
   #end
   if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true
  when PBMoves::CUT
   if !$DEBUG && !$Trainer.badges[BADGEFORCUT]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   facingEvent=$game_player.pbFacingEvent
   if !facingEvent || facingEvent.name!="Tree"
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true
  when PBMoves::HEADBUTT
   facingEvent=$game_player.pbFacingEvent
   if !facingEvent || facingEvent.name!="HeadbuttTree"
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true
  when PBMoves::SURF
   terrain=Kernel.pbFacingTerrainTag
   if !$DEBUG && !$Trainer.badges[BADGEFORCUT]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   if $PokemonGlobal.surfing
    Kernel.pbMessage(_INTL("You're already surfing."))
    return false
   end
   #if $game_player.pbHasDependentEvents?
   # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
   # return false
   #end
   terrain=Kernel.pbFacingTerrainTag
   if pbGetMetadata($game_map.map_id,MetadataBicycleAlways)
    Kernel.pbMessage(_INTL("Let's enjoy cycling!"))
    return false
   end
   if !pbIsWaterTag?(terrain)
    Kernel.pbMessage(_INTL("No surfing here!"))
    return false
   end
   return true
  when PBMoves::STRENGTH
   if !$DEBUG && !$Trainer.badges[BADGEFORSTRENGTH]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   facingEvent=$game_player.pbFacingEvent
   if !facingEvent || facingEvent.name!="Boulder"
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true  
  when PBMoves::ROCKSMASH
   terrain=Kernel.pbFacingTerrainTag
   if !$DEBUG && !$Trainer.badges[BADGEFORROCKSMASH]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   facingEvent=$game_player.pbFacingEvent
   if !facingEvent || facingEvent.name!="Rock"
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true  
  when PBMoves::FLASH
   if !$DEBUG && !$Trainer.badges[BADGEFORFLASH]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   if !pbGetMetadata($game_map.map_id,MetadataDarkMap)
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   if $PokemonGlobal.flashUsed
    Kernel.pbMessage(_INTL("This is in use already."))
    return false
   end
   return true
  when PBMoves::WATERFALL
   if !$DEBUG && !$Trainer.badges[BADGEFORWATERFALL]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   terrain=Kernel.pbFacingTerrainTag
   if terrain!=PBTerrain::Waterfall
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true
  when PBMoves::DIVE
   if !$DEBUG && !$Trainer.badges[BADGEFORDIVE]
    Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
    return false
   end
   if $PokemonGlobal.diving
    return true
   end
   if $game_player.terrain_tag!=PBTerrain::DeepWater
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   if !pbGetMetadata($game_map.map_id,MetadataDiveMap)
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   return true
  when PBMoves::TELEPORT
   if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   #if $game_player.pbHasDependentEvents?
   # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
   # return false
   #end
   healing=$PokemonGlobal.healingSpot
   if !healing
    healing=pbGetMetadata(0,MetadataHome) # Home
   end
   if healing
    mapname=pbGetMapNameFromId(healing[0])
    if Kernel.pbConfirmMessage(_INTL("Want to return to the healing spot used last in {1}?",mapname))
     return true
    end
    return false
   else
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
  when PBMoves::DIG
   escape=pbGetMetadata($game_map.map_id,MetadataEscapePoint)
   if !escape
    Kernel.pbMessage(_INTL("Can't use that here."))
    return false
   end
   if $game_player.pbHasDependentEvents?
    Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
    return false
   end
   mapname=pbGetMapNameFromId(escape[0])
   if Kernel.pbConfirmMessage(_INTL("Want to escape from here and return to {1}?",mapname))
    return true
   end
   return false
  when PBMoves::SWEETSCENT
   return true
  else
   return HiddenMoveHandlers.triggerCanUseMove(move,pkmn)
 end
 return false
end

def pbPokemonFollow(x)
Kernel.pbAddDependency2(x, "Dependent", CommonEvent)
$PokemonTemp.dependentEvents.refresh_sprite
end
__________________
Pokemon Serenity is my fangame name.
name decided 12/15/09
Currently helping:
Pokemon ebony
and
Xenotime:

Last edited by zingzags; June 17th, 2012 at 11:19 AM. Reason: Your double post has been automatically merged.
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  #16    
Old June 18th, 2012, 09:09 AM
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Rick1234
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Join Date: Mar 2010
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Everything works fine. I like it :D I just tested it's perfect. Yet in the script you should use CNG's way. He was able to make the pokemon moving even with out the player taking a step. You should look into it. Also How do I make the pokemon appear outside of the pokeball without adding 6 pokemon? Just a quick question. Just looked at it once again. The script now does not change it so Pokemon Come out when collected I might upload a video if you want to know what I mean.

Last edited by Rick1234; June 18th, 2012 at 10:49 AM. Reason: Adding more
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  #17    
Old June 18th, 2012, 10:50 AM
p.claydon
 
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ok how do i get the pokemon out? ive added all the script stuff from the 1st post but dont know were to go from there (im also asuming the .anm files go in the animation folder
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  #18    
Old June 18th, 2012, 10:55 AM
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Rick1234
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Quote:
Originally Posted by p.claydon View Post
ok how do i get the pokemon out? ive added all the script stuff from the 1st post but dont know were to go from there (im also asuming the .anm files go in the animation folder
It's a simple set up. Just read it though and think of where you might find the stuff he is talking about. Also the .Anm does not go in that folder. It goes in the Data Folder.
Edit: For the people who can't figure out how to put this in I made a upload for them. This makes it so much easier on Zingzags. Just dowload and replace the folder you have. Warning! This will replace all scripts and Maps you have made. I suggest coping the Map data you all ready have and Replacing it once done. Make sure to delete the Map data in the folder once extracted. Your welcome Zingzags ;D I thought this would help.
Edit: Left the link out XD http://www.mediafire.com/?mdxz0zxm7xkjbrp This file does not contain the Overworlds for it. The scripts are all seperated by me to make sure I know where to place stuff. I will update this link everytime there is a new update on the script.

Last edited by Rick1234; June 18th, 2012 at 11:03 AM.
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  #19    
Old June 18th, 2012, 11:47 AM
p.claydon
 
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ok your demo works but why is the sprite bulbasaur when the pokemon 1st starts to follow you?
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  #20    
Old June 18th, 2012, 12:07 PM
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Rick1234
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I just set it that way. I was getting annoyed with the Over worlds that were there I just set it that way.
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  #21    
Old June 18th, 2012, 12:09 PM
p.claydon
 
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yh just figured out roughly how it works (i had the call event wrong) but what does the 3 mean in the call script
Kernel.pbAddDependency2(7, "Dependent", 3)
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  #22    
Old June 18th, 2012, 12:25 PM
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Rick1234
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Join Date: Mar 2010
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Age: 16
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Quote:
Originally Posted by p.claydon View Post
yh just figured out roughly how it works (i had the call event wrong) but what does the 3 mean in the call script
Kernel.pbAddDependency2(7, "Dependent", 3)
I am unsure of what the '3' Means. Sense it's based of the work Help-14 I figured the same scripts he used works for the same exact one here. Once the newer version of this came up it stop working. So now it's just a matter of time until Zingzag's checks back in to tell us more. 3 is for the common event.

Last edited by Rick1234; June 18th, 2012 at 12:34 PM.
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  #23    
Old June 18th, 2012, 12:48 PM
p.claydon
 
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oh

shame we cant scroll through the pokemon like we used too

EDIT

if all your pokemon faint then your pokemon no longer follows you

EDIT

if all your pokemon faint then your pokemon no longer follows you - Fixed

Last edited by p.claydon; June 18th, 2012 at 04:29 PM. Reason: Found Bug (resolved)
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  #24    
Old June 18th, 2012, 04:20 PM
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Rick1234
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Join Date: Mar 2010
Location: Ponyville, Equestria
Age: 16
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You need to update the Pokecenter scripts to. That's why they did not follow. Open up a nurse and add in this: $PokemonTemp.dependentEvents.refresh_sprite
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  #25    
Old June 18th, 2012, 04:32 PM
p.claydon
 
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yh forgot that there was a second event page for the nurse for when you loose soo it seams to be almost identical to the old script (except its less buggy and you can not switch between your pokemon/turn off)
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