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Hello,
I made a little program for my game and wanted to share it with you.
But first of all...
Merry Christmas!
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It is just an ealry alpha though :)
www11.pic-upload.de/24.12.14/3n5x6wploeho.png
Features:
-Faster Trainer Creation than the Essentials Editor...
Create 3 versions of each leader (id 0,1,2)
After you win against either of them, not only activate the self switch, but increase a second variable $game_variables[150] += 1)
Start all trainer with the id $game_variables[150]
variable 150 (take a number you prefer) is 0 at the beginning -->...
Currently I am taking a look at the battle-script in my freetime (when not playing Heroes of Newerth :o). I am planning to rewrite the code, but it is still in the thinking phase ^^ (How to structure it, so functions can easily work with it)
Example: Atm there are four battler (pokemon)...
In Walk_Run in function pbCanRun? (around line 25) remove
"!$PokemonGlobal.surfing &&"
This way you can "run" while on water (swimming animation keeps playing)
The easiest thing would be to scrap your work and to start from essentials v14 (There are several little differences in the script)
You can open RPGmakerXP two times and copy the events between them.
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The cureent error is that you do not have an integer in @chosenpokemon
It actually does that. (It calls pbChooseBestNewEnemy)
If you are not satisfied with the criteria, you have to work with the function.
It is around line ~4000
def pbChooseBestNewEnemy(index,party,enemies)
return -1 if !enemies || enemies.length==0
$PokemonTemp=PokemonTemp.new if...
In Pokebattle around 3990
override
def pbDefaultChooseNewEnemy(index,party)
enemies=[]
for i in 0..party.length-1
if pbCanSwitchLax?(index,i,false)
enemies.push(i)
end
end
if enemies.length>0
return pbChooseBestNewEnemy(index,party,enemies)
end...
You can join the information in a single variable, but you have to calculate it in the script,
I do not know the maximum range for numbers though. You may have to trick around with it.
Example:
Level 1-99
Item Ids 1-999
--> id in evolution 20204
20204 % 1000 = 204 (id item Upgrade)
20204 /...
You have to create an RPG-Event first
def create_ev(x, y)
ev = RPG::Event.new(x, y)
ev.id = $game_map.events.keys.length+1
game_ev = Game_Event.new($game_map.map_id, ev)
$game_map.events[ev.id] = game_ev
return game_ev
end
reference...