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Footprints made by events in sand

52
Posts
8
Years
  • _update__footprints_add_on_for_essentials_by_kleinstudio-d8qjq36.png

    Download: http://pokemonfangames.com/script.php?id=6

    How to install
    Place the script in "script.txt" before main and "footset.png" in Pictures folder.

    How to use
    By default, footprints are showed in terrain tag number 3 (sand), you can change it modifying "TERRAINFOOT".
    Invisible events will not leave footprints. Also, if you name add "/nofoot/" to an event name or create a comment in the event with NoFoot, it will not leave footprints too.
     
    Last edited:

    KillerMapper

    Helix Follower
    200
    Posts
    9
    Years
  • Wow, nice spam :p

    KleinStudio's scripts are great, I recommend using them!

    Just one thing about the "/nofoot/" since we have to put it in the even name, we can't make trainers since we need to put trainer(x) in the name too (to spot the player). Maybe putting it in a comment (like a shadow script did) could work?
    (Same thing for the bubble script)
     
    Last edited:
    52
    Posts
    8
    Years
  • Wow, nice spam :p

    KleinStudio's scripts are great, I recommend using them!

    Just one thing about the "/nofoot/" since we have to put it in the even name, we can't make trainers since we need to put trainer(x) in the name too (to spot the player). Maybe putting it in a comment (like a shadow script did) could work?
    (Same thing for the bubble script)

    I've updated the scripts (this and the water bubbles one) right now adding the comment thing.
    If you don't want to redownload everything just need to add
    Code:
    return if event!=$game_player && pbEventCommentInput(event,0,"NoFoot")
    Before
    Code:
    character_sprites=$scene.spriteset.character_sprites

    After that, if you want to make a trainer that doesn't have foots, just need to add a comment and write NoFoot.
     
    220
    Posts
    9
    Years
  • Nice work. By the way how can i make the animation for the "water ponds" without reflection, only when step that tile?

    images


    If you make a script for this, you can use my riped graphics.

    waterp10.png
     
    52
    Posts
    8
    Years
  • Nice work. By the way how can i make the animation for the "water ponds" without reflection, only when step that tile?

    images


    If you make a script for this, you can use my riped graphics.

    waterp10.png

    I have to modify the script or make other, if I have time to script I can release it this night.
    Do you know if there's also a special water animation for bike?
     

    Mellan

    Pokémon Chion Developer
    85
    Posts
    9
    Years
  • Hi! I'd like to change the bitmap of footprints when an event has a certain name or comment.
    I used these three methods, but none of them works.

    I tried this for comments, which I inserted around line 140 in "class Footsprite":

    Code:
       if event!=$game_player && pbEventCommentInput(event,0,"wolfoot")
               @sprite.bitmap=BitmapCache.load_bitmap("Graphics/Pictures/footsetwolf")
       else
        @sprite.bitmap=BitmapCache.load_bitmap("Graphics/Pictures/footset")
       end

    And these two for event names (always around line 140 of the same class):

    Code:
          if !$scene || !$scene.is_a?(Scene_Map) ||
        event!=$game_player && (event.character_name=="" || 
        event.name.include?("/Poochyena/"))
        @sprite.bitmap=BitmapCache.load_bitmap("Graphics/Pictures/footsetwolf")
    end

    Or

    Code:
       if event.name.include?("/Poochyena/"))
    
        @sprite.bitmap=BitmapCache.load_bitmap("Graphics/Pictures/footsetwolf")
    else
        @sprite.bitmap=BitmapCache.load_bitmap("Graphics/Pictures/footset")
    end

    Could someone help me? I can't figure it myself. :(
    Thank you.
     
    1
    Posts
    7
    Years
    • Seen Mar 8, 2017
    Hey, Klein: I clicked on the link and I was sent to a page seeming to imply that the site was shut down.
    Any help?...
     

    FL

    Pokémon Island Creator
    2,450
    Posts
    13
    Years
    • Seen today
    For this script work on V17.2, add line 'def viewport1; return @@viewport1; end' before line 'attr_accessor :character_sprites'.
     
    220
    Posts
    9
    Years
  • For this script work on V17.2, add line 'def viewport1; return @@viewport1; end' before line 'attr_accessor :character_sprites'.

    It worked! I will give credits to klein who created the script and for you for the fix.

    Note: This code also fixes the script: Water Pond Bubbles from kleinstudio. The method is the same.
     
    Last edited:

    Poq

    144
    Posts
    6
    Years
    • Seen Aug 28, 2021
    For this script work on V17.2, add line 'def viewport1; return @@viewport1; end' before line 'attr_accessor :character_sprites'.

    Did you make any other modifications to the script to make it work with v17.2? I've tried inserting that line of code like so:
    Code:
    class Spriteset_Map
      def viewport1
        return @@viewport1
      end
      attr_accessor :character_sprites
      attr_accessor :wbsprites
    and like this:
    Code:
    def viewport1
      return @@viewport1
    end
      
    class Spriteset_Map
      attr_accessor :character_sprites
      attr_accessor :wbsprites
    both to no effect.
     
    295
    Posts
    6
    Years
    • Seen Aug 15, 2022
    Did you make any other modifications to the script to make it work with v17.2? I've tried inserting that line of code like so:
    Code:
    class Spriteset_Map
      def viewport1
        return @@viewport1
      end
      attr_accessor :character_sprites
      attr_accessor :wbsprites
    and like this:
    Code:
    def viewport1
      return @@viewport1
    end
      
    class Spriteset_Map
      attr_accessor :character_sprites
      attr_accessor :wbsprites
    both to no effect.

    You can try this method add
    Code:
    class Spriteset_Map
     attr_reader :viewport1
    end
    in the last line
     

    Poq

    144
    Posts
    6
    Years
    • Seen Aug 28, 2021
    You can try this method add
    Code:
    class Spriteset_Map
     attr_reader :viewport1
    end
    in the last line

    Success! I have footprints!
    But still no water pond bubbles unfortunately. I'll have to do some more digging.
     
    38
    Posts
    8
    Years
    • Seen Aug 10, 2021
    I just clicked on the download link, but it's saying that the content was removed :c
     

    Poq

    144
    Posts
    6
    Years
    • Seen Aug 28, 2021
    I just clicked on the download link, but it's saying that the content was removed :c
    It's still on the site, but something is weird with that link. Go to the home page and then just search through the resources.
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
    5
    Years
  • In order for the script to be called by other events other than the player, the player must be on the same event map. How can we fix this? I know it's something to do with '$ game_map', however I do not know how I can change it to something more generalized. Example:
    Different maps:
    unknown.png


    Same Map:
    unknown.png
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
    5
    Years
  • If you are using Following Pokemon script and want to add to will not show footprints effect (like Zubat, Zapdos, etc) for your first pokemon, so replace the code for this:
    Spoiler:


    Like you see, if you want to add do not show the effect, just put the pokemon number (its array) inside 'FOLLOWING_DONT_WALK'

    I appreciate if you credit me for that. Cya!
     
    Last edited:
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