HiddenMoveHandlers::UseMove.add(:FLY,proc{|move,pokemon|
if !$PokemonTemp.flydata[COLOR="Red"] || $game_switches[x]==true[/COLOR]
Kernel.pbMessage(_INTL("Can't use that here."))
end
if !pbHiddenMoveAnimation(pokemon)
Kernel.pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move)))
end
pbFadeOutIn(99999){
$game_temp.player_new_map_id=$PokemonTemp.flydata[0]
$game_temp.player_new_x=$PokemonTemp.flydata[1]
$game_temp.player_new_y=$PokemonTemp.flydata[2]
$PokemonTemp.flydata=nil
$game_temp.player_new_direction=2
$scene.transfer_player
$game_map.autoplay
$game_map.refresh
}
return true
})
This way you completely disable fly when the switch is on. Steevie88 wants to disable cities on fly.I don't know if you did this, but, I'd go to the fly script: PokemonHiddenMoves: Line766:
Code:HiddenMoveHandlers::UseMove.add(:FLY,proc{|move,pokemon| if !$PokemonTemp.flydata[COLOR="Red"] || $game_switches[x]==true[/COLOR] Kernel.pbMessage(_INTL("Can't use that here.")) end if !pbHiddenMoveAnimation(pokemon) Kernel.pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move))) end pbFadeOutIn(99999){ $game_temp.player_new_map_id=$PokemonTemp.flydata[0] $game_temp.player_new_x=$PokemonTemp.flydata[1] $game_temp.player_new_y=$PokemonTemp.flydata[2] $PokemonTemp.flydata=nil $game_temp.player_new_direction=2 $scene.transfer_player $game_map.autoplay $game_map.refresh } return true })
That's what I would do... Change switch x to any other number.