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Pokémon Essentials All questions and discussion about Pokémon Essentials, the Pokémon game kit for RPG Maker XP, go in here. Also contains links to the latest downloads and the Essentials Wiki.


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  #1    
Old August 12th, 2013, 02:23 PM
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Ookiiushidesu
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Title is pretty self-explanatory. Do you know where the Flash effect stuff is and how I could make an item, kind of like a torch, that has the effect of Flash?

A one-use item, though.

Thanks!
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  #2    
Old August 12th, 2013, 02:38 PM
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http://www.pokecommunity.com/showpos...24&postcount=8

FL has also made a tutorial if I'm not mistaken. This question has been asked several times already.
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Old August 12th, 2013, 02:41 PM
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Quote:
Originally Posted by Evil Arms View Post
http://www.pokecommunity.com/showpos...24&postcount=8

FL has also made a tutorial if I'm not mistaken. This question has been asked several times already.
He says he hasn't handled Flash yet.

I didn't know it was asked before. I figured it would be an obscure thing XD Sorry. I did find the tutorial by FL, but I don't quite get it. I'm kinda dumb with code XD
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Old August 12th, 2013, 02:46 PM
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It's not hard to figure out yourself, it functions pretty much the same, structurally. I'm assuming you're trying to add a candle or a flashlight of a sort.
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Old August 12th, 2013, 02:51 PM
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The example given was for a surfboard. That still seems like it was an unlimited-use item. I need it to be a single-use item.

But yeah, like a torch thingy. Something to give the player early on before Flash to get through one way, but then if they go back through I don't want that advantage there.

It is just written kinda vaguely and I'm not sure where he has the different code being edited and stuff.
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  #6    
Old August 12th, 2013, 03:33 PM
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Quote:
Originally Posted by Ookiiushidesu View Post
The example given was for a surfboard. That still seems like it was an unlimited-use item. I need it to be a single-use item.

But yeah, like a torch thingy. Something to give the player early on before Flash to get through one way, but then if they go back through I don't want that advantage there.

It is just written kinda vaguely and I'm not sure where he has the different code being edited and stuff.
Ah, it needs to be consumed then. You can reference the Escape Rope code for that.
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  #7    
Old August 12th, 2013, 03:35 PM
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Alrighties. I'm still not entirely sure where to put the code and everything, though.

And then again there's the terrible issue updating from V11 essentials to 12.... -bleeeeeeep-
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  #8    
Old August 12th, 2013, 03:36 PM
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I believe you should also copy the Escape Rope line in items.txt, one of those values means to be consumed if I recall correctly.
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  #9    
Old August 12th, 2013, 05:53 PM
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Yeah I understand that part, but I don't get where the tutorial is saying to put the different code and where to get the other stuff. I wish it was more concise.
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  #10    
Old August 12th, 2013, 06:06 PM
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PokemonItemEffects is where it should go if you are adding a new item (usable from the bag). You should see other items such as the escape rope. There should be two instances. Under each instance is where you should put your code. Reference the surrounding code for format.
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  #11    
Old August 12th, 2013, 06:18 PM
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Ok. That makes sense. I figure that part would be like adding a new time frame under PokemonTime. But like where do I get the code for Flash to put under the Item effect?

Would it look like this example? (The example FL uses with the surfboard using Surf)

Spoiler:
ItemHandlers::UseFromBag.add(:YOURITEMINTERNALNAME,proc{|item|
next canUseMoveSurf? ? 2 : 0
})

ItemHandlers::UseInField.add(:YOURITEMINTERNALNAME,proc{|item|
useMoveSurf if canUseMoveSurf?
})
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Old August 12th, 2013, 06:21 PM
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Thing is, Surf and Flash are two different functions. They probably behave differently. Surf functions against tiles with a terrain tag of 5 while flash functions when a map has a cave setting on.

Quote:
HiddenMoveHandlers::UseMove.add(:FLASH,proc{|move,pokemon|
darkness=$PokemonTemp.darknessSprite
return false if !darkness || darkness.disposed?
if !pbHiddenMoveAnimation(pokemon)
Kernel.pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move)))
end
$PokemonGlobal.flashUsed=true
while darkness.radius<176
Graphics.update
Input.update
pbUpdateSceneMap
darkness.radius+=4
end
return true
})
I imagine that is going to help with what you'll need. Sorry I'm not much concrete help, I've yet to attempt adding Flash as an item myself.
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  #13    
Old August 12th, 2013, 06:46 PM
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Yeah that should help somewhat at least Thanks. I actually think a cooler way would be to have a guy make his Pokemon use flash for you. So you talk to him and it happens. I tried clicking the script command in the event and put in a line or two in it but the game crashed when I tried activating it.

Would you know a way to put the darkness radius increase in an event? I tried just pasting the darknessradius+=4 thing, but it didn't work either.
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  #14    
Old August 12th, 2013, 06:59 PM
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In an event? I would assume you'd have to make a new command for that. I think someone like Maruno would be more help here.
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  #15    
Old August 12th, 2013, 07:07 PM
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Okay. I can just mess around with the item and stuff for now.
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  #16    
Old August 13th, 2013, 04:08 AM
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So are you no longer using an item?
Because Pokémon who can learn flash... Already works how you changed your mind to!
I've been watching this post, but Evil Arms has been doing a fine job helping you... But now I'm confused.
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  #17    
Old August 13th, 2013, 10:18 AM
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Code:
ItemHandlers::UseFromBag.add(:TORCH,proc{|item|
   darkness=$PokemonTemp.darknessSprite
   next 0 if !darkness || darkness.disposed?
   Kernel.pbMessage(_INTL("{1} used the {2}.",$Trainer.name,PBItems.getName(item))
   $PokemonGlobal.flashUsed=true
   next 4
   while darkness.radius<176
     Graphics.update
     Input.update
     pbUpdateSceneMap
     darkness.radius+=4
   end
})
Does this solve your dilema? Just put it in PokemonItemEffects.
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Last edited by Luka S.J.; August 13th, 2013 at 10:36 AM.
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  #18    
Old August 13th, 2013, 04:09 PM
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Quote:
Originally Posted by Evil Arms View Post
Thing is, Surf and Flash are two different functions. They probably behave differently. Surf functions against tiles with a terrain tag of 5 while flash functions when a map has a cave setting on.



I imagine that is going to help with what you'll need. Sorry I'm not much concrete help, I've yet to attempt adding Flash as an item myself.
I didn't tested with all HMs, but I believe that my tutorial works with all HMs effects since every one has a 'CanUseMove' and an 'UseMove' proc.

If there's something that someone doesn't understand in one of my tutorials/scripts, just ask.
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  #19    
Old August 13th, 2013, 04:59 PM
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I feel like you have your answer with what Luka said but if you still need it, and want an event, just call this script.

Code:
darkness=$PokemonTemp.darknessSprite
return false if !darkness || darkness.disposed?
$PokemonGlobal.flashUsed=true
while darkness.radius<176
  Graphics.update
  Input.update
  pbUpdateSceneMap
  darkness.radius+=4
end
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  #20    
Old August 18th, 2013, 11:39 AM
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Thank you guys SO MUCH!!!!! You've helped tremendously and also helped make Viridian Forest that much more awesome now. Thank you!!!!

Anyone can lock this, now.
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