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Help and Requests

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Ermmmm...

I'm new to scripting and i'm not that great.
I was making a script for practice to but I keep getting an error.
This is my script:
class Class_Test
def initialize
@variable1 = i
@variable2 = like
@variable3 = pie
p @variable1
end
def method_2
p @variable2
p @variable3
end
end
The error is in the attachment
 
I'm having a bit of trouble with creating a regional Pokedex for my game, let alone creating multiple regional Pokedex's.

I'm also having trouble figuring out how to allow the player to receive a regional Pokedex for a specific region.

My question is: how can I create a regional Pokedex, and how can I allow the player to receive it?
This looks like a question about Essentials (unless a Pokédex comes as standard with any games made in RPG Maker XP).

I asked this question a while ago in the correct thread, and got an answer. I don't remember how much of the answer is in there, but on a basic level it's quite easy. It's even in the Notes somewhere.

Make sure to quote that line out in the Compiler script, though. I'm not sure why that line is in there, actually, since it artificially creates an error message instead of simply reporting one.


How do you create your own switch?
Like for ex. I want to create a second badge switch so that you cant get inside a cave until you have the second badge.Like the first badge switch or the Got Pokemon switch.

Sorry if i can´t explain it any better!

P.S Im using RPGXP
You don't even need a switch for that. You just need a check to see what badges you have.

$player.badges[1] is badge number 2 (as you wanted). Just have the event blocking your way into the cave check to see if that's equal to 1, and if it is, let the player through (if not, stop them).
 
I'm new to scripting and i'm not that great.
I was making a script for practice to but I keep getting an error.
This is my script:
class Class_Test
def initialize
@variable1 = i
@variable2 = like
@variable3 = pie
p @variable1
end
def method_2
p @variable2
p @variable3
end
end
The error is in the attachment
Its because it thinks you are trying to assign method "i", not text "i". Try this:
Code:
class Class_Test
def initialize
@variable1 = "i"
@variable2 = "like" 
@variable3 = "pie"
p @variable1.to_s
end
def method_2
p @variable2.to_s
p @variable3.to_s
end
end
The method ".to_s" just means to convert to string. I always keep it there in case it doesn't print properly (sometimes it doesn't)
 
Does anybody know where i could get the Kyledove cave tileset? I remember seeing it, but now that I need it, I can't find it! Thanks!
 
Someone have owerworlds from HGSS for RMXP?
 
Ok, I need to know if it is possible to loop midis and how. By looping I mean that after they play once I want them to go to a certain spot in the midi and play from there forming an infinate loop. Any help?
 
Hi I was wondering if someone has a HGSS color Pallete I could use.




P.S. sorry if Im in the wrong place. Also could U give me it to me in a PM Thanx
 
So I was fixing the fishing animation in Essentials, and we know the fishing rod extends beyond the feet when you're facing down. The problem is, the character sprites are apparently bottom aligned, so either there's no space for the rod if you want to keep your player standing in the same place, or the guy gets bumped up half a tile to fit it in (which looks extremely unnatural, plus the end of the rod is still just at the water's edge, which is nonsensical). So my question is thus:

Is there a way to set up a character sprite sheet to made it centre aligned rather than bottom aligned, so I can stick a rod in there? Alternatively, how would one adjust the position (by pixel shifting) of the sprite only when one is using the fishing sprites?
 
Can someone tell me what to do to fix my auto tiles?
They look fine in the game editor, but when I test run the game the autotiles are just black...
 
Change Name of Pokedex on Pokemon Essentials?

Sorry if this is a n00b question but does anyone know of a way to change the name of the the Pokedex to something else on Pokemon Essentials. Ive tried looking through guide for translating it to a different language but realy im a cabbage so any help would be appreciated.

Thanks, Steven.
 
i have three Questions.
1:How can i make the character chance by event like sprite?
2:How can i but the pokemon follow the main character i have the over world Sprites of the pokemon?
3:How to i add a pokemon?
 
Megasuper123:I can answer question 3:
Put this in an conditional branch in the script section: Kernel.pbAddPokemon(PBSpecies::MEW,20) You can change the pokemon to whatever you want.
20=Level of pokemon if you didnt get it.
 
Megasuper123:I can answer question 3:
Put this in an conditional branch in the script section: Kernel.pbAddPokemon(PBSpecies::MEW,20) You can change the pokemon to whatever you want.
20=Level of pokemon if you didnt get it.

Need that for the event. thanks

now 2 Questions.
1:How can i make the character chance by event like sprite?
2:How can i but the pokemon follow the main character i have the over world Sprites of the pokemon?
 
Need that for the event. thanks

now 2 Questions.
1:How can i make the character chance by event like sprite?
2:How can i but the pokemon follow the main character i have the over world Sprites of the pokemon?
1) That's not English. I have no idea what you're asking.

2) Everyone and their mothers seems to want this feature, and as yet, no one's come up with it. There's no answer.
 
so one question:
how can i get the Character to chance.
like
[PokeCommunity.com] Help and Requests

it was a fast job not a good one
 
I have a question:
Does anyone know a good program for resizing photos? Because when i resize them on the internet or with programs i found on google they always end up with a black or white background so that it looks weird in the game. So if anyone knows a good program for resizing please tell me! Thanks.
 
i found something on the internet
Code:
 TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
# ------------------------------------
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT  = 9
JUMP      = 5
# ------------------------------------
class Game_Party_Actor < Game_Character
# ------------------------------------
  def initialize
    super()
    @through = true
  end
# ------------------------------------
  def setup(actor)
    if actor != nil
      @character_name = actor.character_name
      @character_hue = actor.character_hue
    else
      @character_name = ""
      @character_hue = 0
    end
    @opacity = 255
    @blend_type = 0
  end
# ------------------------------------
  def screen_z(height = 0)
    if $game_player.x == @x and $game_player.y == @y
      return $game_player.screen_z(height) - 1
    end
    super(height)
  end
# ------------------------------------  
  def move_down(turn_enabled = true)
    if turn_enabled
      turn_down
    end
    if passable?(@x, @y, Input::DOWN)
      turn_down
      @y += 1
    end
  end
# ------------------------------------ 
  def move_left(turn_enabled = true)
    if turn_enabled
      turn_left
    end
    if passable?(@x, @y, Input::LEFT)
      turn_left
      @x -= 1
    end
  end
# ------------------------------------
  def move_right(turn_enabled = true)
    if turn_enabled
      turn_right
    end
    if passable?(@x, @y, Input::RIGHT)
      turn_right
      @x += 1
    end
  end
# ------------------------------------ 
  def move_up(turn_enabled = true)
    if turn_enabled
      turn_up
    end
    if passable?(@x, @y, Input::UP)
      turn_up
      @y -= 1
    end
  end
# ------------------------------------
  def move_lower_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
      @x -= 1
      @y += 1
    end
  end
# ------------------------------------ 
  def move_lower_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
      @x += 1
      @y += 1
    end
  end
# ------------------------------------ 
  def move_upper_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
      @x -= 1
      @y -= 1
    end
  end
# ------------------------------------
  def move_upper_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
      @x += 1
      @y -= 1
    end
  end
# ------------------------------------
  def set_move_speed(move_speed)
    @move_speed = move_speed
  end
end

 


class Spriteset_Map
# ------------------------------------
  def setup_actor_character_sprites?
    return @setup_actor_character_sprites_flag != nil
  end
# ------------------------------------
  def setup_actor_character_sprites(characters)
    if !setup_actor_character_sprites?
      index_game_player = 0
      @character_sprites.each_index do |i|
        if @character_sprites[i].character.instance_of?(Game_Player)
          index_game_player = i
          break
        end
      end
      for character in characters.reverse
        @character_sprites.unshift(
          Sprite_Character.new(@viewport1, character)
        )
      end
      @setup_actor_character_sprites_flag = true
    end
  end
end

 


class Scene_Map
# ------------------------------------
  def setup_actor_character_sprites(characters)
    @spriteset.setup_actor_character_sprites(characters)
  end
end

 


class Game_Party
# ------------------------------------
  def set_transparent_actors(transparent)
    @transparent = transparent
  end
# ------------------------------------
  def setup_actor_character_sprites
    if @characters == nil
      @characters = []
      for i in 1 .. 5
        @characters.push(Game_Party_Actor.new)
      end
    end
    if @actors_chach == nil
      @actors_chach = []
    end
    if @actors_chach != @actors
      @actors_chach = @actors.clone
      for i in 1 .. 5
        @characters[i - 1].setup(actors[i])
      end
    end
    if $scene.instance_of?(Scene_Map)
      $scene.setup_actor_character_sprites(@characters)
    end
  end
# ------------------------------------
  def update_party_actors
    setup_actor_character_sprites
    transparent = $game_player.transparent
    if transparent == false
      if TRAIN_ACTOR_TRANSPARENT_SWITCH
        transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
      else
        transparent = $game_player.transparent
      end
    end
    for character in @characters
      character.transparent = transparent
      character.set_move_speed($game_player.get_move_speed)
      character.update
    end
  end
# ------------------------------------
  def moveto_party_actors( x, y )
    setup_actor_character_sprites
    for character in @characters
      character.moveto( x, y )
    end
    if @move_list == nil
      @move_list = []
    end
    for i in 0 .. 10
      @move_list[i] = nil
    end
  end
  def move_party_actors
    if @move_list == nil
      @move_list = []
      for i in 0 .. 10
        @move_list[i] = nil
      end
    end
    @move_list.each_index do |i|
      if @characters[i] != nil
        case @move_list[i].type
          when Input::DOWN
            @characters[i].move_down(@move_list[i].args[0])
          when Input::LEFT
            @characters[i].move_left(@move_list[i].args[0])
          when Input::RIGHT
            @characters[i].move_right(@move_list[i].args[0])
          when Input::UP
            @characters[i].move_up(@move_list[i].args[0])
          when DOWN_LEFT
            @characters[i].move_lower_left
          when DOWN_RIGHT
            @characters[i].move_lower_right
          when UP_LEFT
            @characters[i].move_upper_left
          when UP_RIGHT
            @characters[i].move_upper_right
          when JUMP
            @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
        end
      end
    end
  end

 


 class Move_List_Element
# ------------------------------------
    def initialize(type,args)
      @type = type
      @args = args
    end
    def type() return @type end
    def args() return @args end
  end
# ------------------------------------
  def add_move_list(type,*args)
    @move_list.unshift(Move_List_Element.new(type,args)).pop
  end
# ------------------------------------
  def move_down_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::DOWN,turn_enabled)
  end
# ------------------------------------
  def move_left_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::LEFT,turn_enabled)
  end
# ------------------------------------
  def move_right_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::RIGHT,turn_enabled)
  end
# ------------------------------------
  def move_up_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::UP,turn_enabled)
  end
# ------------------------------------
  def move_lower_left_party_actors
    move_party_actors
    add_move_list(DOWN_LEFT)
  end
# ------------------------------------
  def move_lower_right_party_actors
    move_party_actors
    add_move_list(DOWN_RIGHT)
  end
# ------------------------------------
  def move_upper_left_party_actors
    move_party_actors
    add_move_list(UP_LEFT)
  end
# ------------------------------------
  def move_upper_right_party_actors
    move_party_actors
    add_move_list(UP_RIGHT)
  end
# ------------------------------------
  def jump_party_actors(x_plus, y_plus)
    move_party_actors
    add_move_list(JUMP,x_plus, y_plus)
  end
end

 


module Game_Player_Module
# ------------------------------------
  def update
    $game_party.update_party_actors
    super
  end
# ------------------------------------
  def moveto( x, y )
    super
    $game_party.moveto_party_actors( x, y )
  end
# ------------------------------------
  def move_down(turn_enabled = true)
    if passable?(@x, @y, Input::DOWN)
      $game_party.move_down_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
# ------------------------------------
  def move_left(turn_enabled = true)
    if passable?(@x, @y, Input::LEFT)
      $game_party.move_left_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
# ------------------------------------
  def move_right(turn_enabled = true)
    if passable?(@x, @y, Input::RIGHT)
      $game_party.move_right_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
# ------------------------------------
  def move_up(turn_enabled = true)
    if passable?(@x, @y, Input::UP)
      $game_party.move_up_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
# ------------------------------------
  def move_lower_left
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
      $game_party.move_lower_left_party_actors
    end
    super
  end
# ------------------------------------
  def move_lower_right
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
      $game_party.move_lower_right_party_actors
    end
    super
  end
# ------------------------------------
  def move_upper_left
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
      $game_party.move_upper_left_party_actors
    end
    super
  end
# ------------------------------------
  def move_upper_right
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
      $game_party.move_upper_right_party_actors
    end
    super
  end
# ------------------------------------
  def jump(x_plus, y_plus)
    new_x = @x + x_plus
    new_y = @y + y_plus
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
      $game_party.jump_party_actors(x_plus, y_plus)
    end
    super(x_plus, y_plus)
  end
# ------------------------------------
 def get_move_speed
    return @move_speed
  end
end

 


class Game_Player
  include Game_Player_Module
end
it is a rmxp script call't train. it was for the team to follow the main character.
i think it can be chance't for the pokemon to follow the trainer.CAN IT!!!
 
so one question:
how can i get the Character to chance.
like
[PokeCommunity.com] Help and Requests

it was a fast job not a good one
So you want to change the player's sprite and picture depending on... something.

Given you were also asking how to give the player a pokémon, you probably shouldn't be worrying about this kind of minor detail for a while.

However, find out how the player's sprite and picture is set at the start of the game, and copy that line of script to set it to other sprites/pictures depending on the choice you make.

I'm not going into detail here (although I could) because you should learn how to make a Pokémon game first. Not to mention lean how to ask more specific questions (Do you want to change the sprite/picture several times throughout the game? Do you want to change it like the "Are you a boy or a girl?" question at the start of the game? Is the start of the game when you want to change it? How many options do you want? ...and so on).


I have a question:
Does anyone know a good program for resizing photos? Because when i resize them on the internet or with programs i found on google they always end up with a black or white background so that it looks weird in the game. So if anyone knows a good program for resizing please tell me! Thanks.
Paint works all right at resizing pictures, and it comes free with Windows. If you want transparency (I'm guessing you do), one free option is Paint.NET. It's not the hardest trick in the book.


i found something on the internet
Code:
 TRAIN_ACTOR_TRANSPARENT_SWITCH = true
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20
# ------------------------------------
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT  = 9
JUMP      = 5
# ------------------------------------
class Game_Party_Actor < Game_Character
# ------------------------------------
  def initialize
    super()
    @through = true
  end
# ------------------------------------
  def setup(actor)
    if actor != nil
      @character_name = actor.character_name
      @character_hue = actor.character_hue
    else
      @character_name = ""
      @character_hue = 0
    end
    @opacity = 255
    @blend_type = 0
  end
# ------------------------------------
  def screen_z(height = 0)
    if $game_player.x == @x and $game_player.y == @y
      return $game_player.screen_z(height) - 1
    end
    super(height)
  end
# ------------------------------------  
  def move_down(turn_enabled = true)
    if turn_enabled
      turn_down
    end
    if passable?(@x, @y, Input::DOWN)
      turn_down
      @y += 1
    end
  end
# ------------------------------------ 
  def move_left(turn_enabled = true)
    if turn_enabled
      turn_left
    end
    if passable?(@x, @y, Input::LEFT)
      turn_left
      @x -= 1
    end
  end
# ------------------------------------
  def move_right(turn_enabled = true)
    if turn_enabled
      turn_right
    end
    if passable?(@x, @y, Input::RIGHT)
      turn_right
      @x += 1
    end
  end
# ------------------------------------ 
  def move_up(turn_enabled = true)
    if turn_enabled
      turn_up
    end
    if passable?(@x, @y, Input::UP)
      turn_up
      @y -= 1
    end
  end
# ------------------------------------
  def move_lower_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
      @x -= 1
      @y += 1
    end
  end
# ------------------------------------ 
  def move_lower_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
    end
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
      @x += 1
      @y += 1
    end
  end
# ------------------------------------ 
  def move_upper_left
    unless @direction_fix
      @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
      @x -= 1
      @y -= 1
    end
  end
# ------------------------------------
  def move_upper_right
    unless @direction_fix
      @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
    end
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
      @x += 1
      @y -= 1
    end
  end
# ------------------------------------
  def set_move_speed(move_speed)
    @move_speed = move_speed
  end
end

 


class Spriteset_Map
# ------------------------------------
  def setup_actor_character_sprites?
    return @setup_actor_character_sprites_flag != nil
  end
# ------------------------------------
  def setup_actor_character_sprites(characters)
    if !setup_actor_character_sprites?
      index_game_player = 0
      @character_sprites.each_index do |i|
        if @character_sprites[i].character.instance_of?(Game_Player)
          index_game_player = i
          break
        end
      end
      for character in characters.reverse
        @character_sprites.unshift(
          Sprite_Character.new(@viewport1, character)
        )
      end
      @setup_actor_character_sprites_flag = true
    end
  end
end

 


class Scene_Map
# ------------------------------------
  def setup_actor_character_sprites(characters)
    @spriteset.setup_actor_character_sprites(characters)
  end
end

 


class Game_Party
# ------------------------------------
  def set_transparent_actors(transparent)
    @transparent = transparent
  end
# ------------------------------------
  def setup_actor_character_sprites
    if @characters == nil
      @characters = []
      for i in 1 .. 5
        @characters.push(Game_Party_Actor.new)
      end
    end
    if @actors_chach == nil
      @actors_chach = []
    end
    if @actors_chach != @actors
      @actors_chach = @actors.clone
      for i in 1 .. 5
        @characters[i - 1].setup(actors[i])
      end
    end
    if $scene.instance_of?(Scene_Map)
      $scene.setup_actor_character_sprites(@characters)
    end
  end
# ------------------------------------
  def update_party_actors
    setup_actor_character_sprites
    transparent = $game_player.transparent
    if transparent == false
      if TRAIN_ACTOR_TRANSPARENT_SWITCH
        transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX]
      else
        transparent = $game_player.transparent
      end
    end
    for character in @characters
      character.transparent = transparent
      character.set_move_speed($game_player.get_move_speed)
      character.update
    end
  end
# ------------------------------------
  def moveto_party_actors( x, y )
    setup_actor_character_sprites
    for character in @characters
      character.moveto( x, y )
    end
    if @move_list == nil
      @move_list = []
    end
    for i in 0 .. 10
      @move_list[i] = nil
    end
  end
  def move_party_actors
    if @move_list == nil
      @move_list = []
      for i in 0 .. 10
        @move_list[i] = nil
      end
    end
    @move_list.each_index do |i|
      if @characters[i] != nil
        case @move_list[i].type
          when Input::DOWN
            @characters[i].move_down(@move_list[i].args[0])
          when Input::LEFT
            @characters[i].move_left(@move_list[i].args[0])
          when Input::RIGHT
            @characters[i].move_right(@move_list[i].args[0])
          when Input::UP
            @characters[i].move_up(@move_list[i].args[0])
          when DOWN_LEFT
            @characters[i].move_lower_left
          when DOWN_RIGHT
            @characters[i].move_lower_right
          when UP_LEFT
            @characters[i].move_upper_left
          when UP_RIGHT
            @characters[i].move_upper_right
          when JUMP
            @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
        end
      end
    end
  end

 


 class Move_List_Element
# ------------------------------------
    def initialize(type,args)
      @type = type
      @args = args
    end
    def type() return @type end
    def args() return @args end
  end
# ------------------------------------
  def add_move_list(type,*args)
    @move_list.unshift(Move_List_Element.new(type,args)).pop
  end
# ------------------------------------
  def move_down_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::DOWN,turn_enabled)
  end
# ------------------------------------
  def move_left_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::LEFT,turn_enabled)
  end
# ------------------------------------
  def move_right_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::RIGHT,turn_enabled)
  end
# ------------------------------------
  def move_up_party_actors(turn_enabled = true)
    move_party_actors
    add_move_list(Input::UP,turn_enabled)
  end
# ------------------------------------
  def move_lower_left_party_actors
    move_party_actors
    add_move_list(DOWN_LEFT)
  end
# ------------------------------------
  def move_lower_right_party_actors
    move_party_actors
    add_move_list(DOWN_RIGHT)
  end
# ------------------------------------
  def move_upper_left_party_actors
    move_party_actors
    add_move_list(UP_LEFT)
  end
# ------------------------------------
  def move_upper_right_party_actors
    move_party_actors
    add_move_list(UP_RIGHT)
  end
# ------------------------------------
  def jump_party_actors(x_plus, y_plus)
    move_party_actors
    add_move_list(JUMP,x_plus, y_plus)
  end
end

 


module Game_Player_Module
# ------------------------------------
  def update
    $game_party.update_party_actors
    super
  end
# ------------------------------------
  def moveto( x, y )
    super
    $game_party.moveto_party_actors( x, y )
  end
# ------------------------------------
  def move_down(turn_enabled = true)
    if passable?(@x, @y, Input::DOWN)
      $game_party.move_down_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
# ------------------------------------
  def move_left(turn_enabled = true)
    if passable?(@x, @y, Input::LEFT)
      $game_party.move_left_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
# ------------------------------------
  def move_right(turn_enabled = true)
    if passable?(@x, @y, Input::RIGHT)
      $game_party.move_right_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
# ------------------------------------
  def move_up(turn_enabled = true)
    if passable?(@x, @y, Input::UP)
      $game_party.move_up_party_actors(turn_enabled)
    end
    super(turn_enabled)
  end
# ------------------------------------
  def move_lower_left
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
      $game_party.move_lower_left_party_actors
    end
    super
  end
# ------------------------------------
  def move_lower_right
    if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
      $game_party.move_lower_right_party_actors
    end
    super
  end
# ------------------------------------
  def move_upper_left
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
      $game_party.move_upper_left_party_actors
    end
    super
  end
# ------------------------------------
  def move_upper_right
    if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
      $game_party.move_upper_right_party_actors
    end
    super
  end
# ------------------------------------
  def jump(x_plus, y_plus)
    new_x = @x + x_plus
    new_y = @y + y_plus
    if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
      $game_party.jump_party_actors(x_plus, y_plus)
    end
    super(x_plus, y_plus)
  end
# ------------------------------------
 def get_move_speed
    return @move_speed
  end
end

 


class Game_Player
  include Game_Player_Module
end
it is a rmxp script call't train. it was for the team to follow the main character.
i think it can be chance't for the pokemon to follow the trainer.CAN IT!!!
Oh, possibly. If you work at it.

You may also want to look at dependant events, which also do this (following the player). For those, you need to find a way to change the character sheet of the event depending on whichever is your lead pokémon, and what happens when you talk at it (it plays a cry and goes "Graah!" or something).

I really don't care about this feature, by the way. I'm not researching it.
 
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