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  #26    
Old June 18th, 2012 (5:37 PM).
zingzags's Avatar
zingzags zingzags is offline
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    Join Date: Jan 2009
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    Nature: Adamant
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    @Rick1234 I left you a few VM's for some of the posts you put up.

    @p.claydon It still similar, I just added a few things and made some changes, its not 100% HG/SS though, still a lot of things that needs to be done.

    pbPokemonFollow(x) where "x" means the dependent event which you want your following pokemon to be.

    Kernel.pbAddDependency2(x, "Dependent", CommonEvent)

    The way I set it up was that the commonEvent which you placed the talk_to_pokemon can be edited in the settings section, "x" is still the same as how I explained it before, and "Dependent" is the name of the event, so if you changed the event to lets say Zingzags, you are going to have to change
    (x, "Dependent", CommonEvent)
    to
    (x, "Zingzags", CommonEvent)

    Also I have made it so only one pokemon follows you, it works 100% better that way. buy you can make it so that your entire party can show up on screen, if you liked the photo system that Help -14 made for himself awhile ago.
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      #27    
    Old June 18th, 2012 (7:05 PM).
    ~Angel~'s Avatar
    ~Angel~ ~Angel~ is offline
    Lead developer for Pokémon Millennium
       
      Join Date: Mar 2010
      Location: United States Of America.
      Age: 19
      Gender: Male
      Nature: Quiet
      Posts: 287
      Quote:
      Originally Posted by zingzags View Post
      @Rick1234 I left you a few VM's for some of the posts you put up.

      @p.claydon It still similar, I just added a few things and made some changes, its not 100% HG/SS though, still a lot of things that needs to be done.

      pbPokemonFollow(x) where "x" means the dependent event which you want your following pokemon to be.

      Kernel.pbAddDependency2(x, "Dependent", CommonEvent)

      The way I set it up was that the commonEvent which you placed the talk_to_pokemon can be edited in the settings section, "x" is still the same as how I explained it before, and "Dependent" is the name of the event, so if you changed the event to lets say Zingzags, you are going to have to change
      (x, "Dependent", CommonEvent)
      to
      (x, "Zingzags", CommonEvent)

      Also I have made it so only one pokemon follows you, it works 100% better that way. buy you can make it so that your entire party can show up on screen, if you liked the photo system that Help -14 made for himself awhile ago.
      I did the pbPokemonFollow(1) with a conditional branch that adds Bulbasaur but oddly nothing shows. I removed A event that was in the way of the script. It erased the move tutor but now the event does not show. This is what I did.

      Conditional Branch: Script: pbAddPokemon(Bulbasaur,5)
      @>
      Else
      @>
      Branch End
      Script: pbPokemonFollow(1)
      Control SelfSwitch=A
      Is the pbPokemonFollow(1) Men't to be a conditional branch?
      Edit: So..I got this message:

      ---------------------------
      Pokemon Enexta
      ---------------------------
      Exception: RuntimeError

      Message: Script error within event 1, map 25 (Test Map 2):

      Exception: NoMethodError

      Message: (eval)in `pbExecuteScript'undefined method `talk_to_' for #
        #28    
      Old June 18th, 2012 (7:21 PM).
      zingzags's Avatar
      zingzags zingzags is offline
      PokemonGDX creator
         
        Join Date: Jan 2009
        Location: Boston
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        Posts: 562
        Use the extendedtext.exe when you have one of the syntax editing box opened. For example when you add a script to a event, and the box is too short use extendedtext.exe, that is located in the root folder of your project.
        __________________
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          #29    
        Old June 19th, 2012 (4:18 AM). Edited June 19th, 2012 by ~Angel~.
        ~Angel~'s Avatar
        ~Angel~ ~Angel~ is offline
        Lead developer for Pokémon Millennium
           
          Join Date: Mar 2010
          Location: United States Of America.
          Age: 19
          Gender: Male
          Nature: Quiet
          Posts: 287
          Quote:
          Originally Posted by zingzags View Post
          Use the extendedtext.exe when you have one of the syntax editing box opened. For example when you add a script to a event, and the box is too short use extendedtext.exe, that is located in the root folder of your project.
          All right I just did that. I went to test and it helped but know something is defenatly wrong!http://daevolutions.deviantart.com/#/d545pe0
          I know it's not men't to be like that XC..
          Edit: The pokemon is following but no sprite shows up. What's wrong with that? And it's only that problem. Everything else works fine.

          I recommend that the setting's scripts be change just a bit. Here is what I did so it does not mess up anyone's game:
          Quote:
          #=========================================================
          # ● Config Script For Your Game Here
          # Change the emo_ to what ever number is the cell holding the animation
          #=========================================================
          Current_Following_Variable = 36
          CommonEvent = 3
          ItemWalk=26
          Walking_Time_Variable = 27
          Animation_Come_Out = 93
          Animation_Come_In = 94
          Emo_Happy = 95
          Emo_Normal = 96
          Emo_Hate = 97
          Emo_Poison= 98
          Emo_sing= 99
          Emo_love= 100
          This makes it so the animations don't mess up Maruno's animations all ready imputed into the system. I will upload a download link to the animations and scripts A.S.A.P.
          Edit: Here is the link for the Scripts:http://www.mediafire.com/download.php?mnoy22sqhbxadlh
          Here is the link for the animations: http://www.mediafire.com/download.php?b3l4onfaui24fbf Remove the setting's script part you have and place these in. Remove the animations before placing them in the folder. It does not work if you leave that in there.
          Edit: ZingZags can you help me. I want add to the script cause I like the 6 pokemon following the character. Can you help me add that in?
            #30    
          Old June 19th, 2012 (10:13 AM).
          zingzags's Avatar
          zingzags zingzags is offline
          PokemonGDX creator
             
            Join Date: Jan 2009
            Location: Boston
            Age: 23
            Nature: Adamant
            Posts: 562
            Quote:
            Originally Posted by Rick1234 View Post
            All right I just did that. I went to test and it helped but know something is defenatly wrong!http://daevolutions.deviantart.com/#/d545pe0
            I know it's not men't to be like that XC..
            Edit: The pokemon is following but no sprite shows up. What's wrong with that? And it's only that problem. Everything else works fine.

            I recommend that the setting's scripts be change just a bit. Here is what I did so it does not mess up anyone's game:

            This makes it so the animations don't mess up Maruno's animations all ready imputed into the system. I will upload a download link to the animations and scripts A.S.A.P.
            Edit: Here is the link for the Scripts:http://www.mediafire.com/download.php?mnoy22sqhbxadlh
            Here is the link for the animations: http://www.mediafire.com/download.php?b3l4onfaui24fbf Remove the setting's script part you have and place these in. Remove the animations before placing them in the folder. It does not work if you leave that in there.
            Edit: ZingZags can you help me. I want add to the script cause I like the 6 pokemon following the character. Can you help me add that in?
            6 Pokemon following you will create a huge lag, and
            Code:
            #==============================================================================
            # ¡Ü Credits to Help - 14 for both the scripts and Sprites
            # ¡Ü Edited by Zingzags 
            # -Fixed bugs
            # -Clean ups
            # -Fixed Surf Bug (After Surf is done)
            # -Fixed def talk_to_pokemon while in surf
            # -Fixed Surf Check
            # -Fixed Type Check
            # -Added Door Support
            # -Fixed Hp Bug
            # -Added Pokemon Center Support
            # -Animation problems
            # -Fixed Walk_time_variable problem
            # -Added random item loot
            # -Added egg check
            #==============================================================================
            # Zingzags comments
            #==============================================================================
            # I know its not perfect, and it can be shortened, for example addind an array 
            # for the random items.
            #==============================================================================
            
            #==============================================================================
            #   ¡Ü Control the following Pokemon
            #==============================================================================
            
            def FollowingMoveRoute(commands,waitComplete=false)
                $PokemonTemp.dependentEvents.SetMoveRoute(commands,waitComplete)
            end
            
            #==============================================================================
            #   ¡Ü Pokemon Following Character v3 By Help-14
            #==============================================================================
            
            class DependentEvents
            #==============================================================================
            # Raises The Current Pokemon's Happiness levels +1 per each time the 
            # Walk_time_Variable reachs 5000 then resets to 0
            # ItemWalk, is when the variable reaches a certain amount, that you are able to talk to your pokemon to recieve an item
            #==============================================================================
                def add_following_time
                  if $game_switches[2]==true && $Trainer.party.length>=1
                    $game_variables[Walking_Time_Variable]+=1 if $game_variables[Current_Following_Variable]!=$Trainer.party.length
                    if $game_variables[Walking_Time_Variable]==5000
                      $Trainer.party[0].happiness+=1
                      $game_variables[Walking_Time_Variable]=0
                    if $game_variables[ItemWalk]==5
                       else
                       $game_variables[ItemWalk]+=1
                      end
                    end
                  end
                end
              #----------------------------------------------------------------------------
              # -  refresh_sprite
              # -  Change sprite without animation
              #----------------------------------------------------------------------------
              
              def refresh_sprite
                if $Trainer.party.length!=$game_variables[Current_Following_Variable]
                  if $Trainer.party[0].isShiny?
                    shiny=true
                  else
                    shiny=false
                  end
                  if $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?
                  change_sprite($Trainer.party[0].species, shiny, false)
                elsif $Trainer.party[0].hp<=0 
                  remove_sprite
                  end
                 end
                end
            
              #----------------------------------------------------------------------------
              # - change_sprite(id, shiny, animation)
              # - Example, to change sprite to shiny lugia with animation:
              #     change_sprite(249, true, true)
              # - If just change sprite:
              #     change_sprite(249)
              #----------------------------------------------------------------------------
              def change_sprite(id, shiny=nil, animation=nil)
                events=$PokemonGlobal.dependentEvents
                for i in 0...events.length
                  if events[i] && events[i][8]=="Dependent"
                    if shiny==true
                       events[i][6]=sprintf("%03ds",id)
                    if FileTest.image_exist?("Graphics/Characters/"+events[i][6])
                      @realEvents[i].character_name=sprintf("%03ds",id)
                    else
                      events[i][6]=sprintf("%03d",id)
                      @realEvents[i].character_name=sprintf("%03d",id)
                      end
                    else
                      events[i][6]=sprintf("%03d",id)
                      @realEvents[i].character_name=sprintf("%03d",id)
                    end
                   if animation==true
                      $scene.spriteset.addUserAnimation(Animation_Come_Out,@realEvents[i].x,@realEvents[i].y)
                    end
                    $game_variables[Walking_Time_Variable]=0
                  end
                end
              end
              
              #----------------------------------------------------------------------------
              # - remove_sprite(animation)
              # - Example, to remove sprite with animation:
              #     remove_sprite(true)
              # - If just remove sprite:
              #     remove_sprite
              #----------------------------------------------------------------------------
              
              def remove_sprite(animation=nil)
                events=$PokemonGlobal.dependentEvents
                for i in 0...events.length
                  if events[i] && events[i][8]=="Dependent"
                      events[i][6]=sprintf("nil")
                      @realEvents[i].character_name=sprintf("nil")
                     if animation==true
                      $scene.spriteset.addUserAnimation(Animation_Come_In,@realEvents[i].x,@realEvents[i].y)
                      pbWait(10)
                      end
                    $game_variables[Current_Following_Variable]=$Trainer.party[0]
                    $game_variables[Walking_Time_Variable]=0
                  end
                end
              end
            
              #----------------------------------------------------------------------------
              # - check_surf(animation)
              # - If current Pokemon is a water Pokemon, it is still following.
              # - If current Pokemon is not a water Pokemon, remove sprite.
              # - Require Water_Pokemon_Can_Surf = true to enable
              #----------------------------------------------------------------------------
            def check_surf(animation=nil)
              events=$PokemonGlobal.dependentEvents
                for i in 0...events.length
                  if events[i] && events[i][8]=="Dependent"
                     events[i][6]=sprintf("nil")
                     @realEvents[i].character_name=sprintf("nil")
                   else
                   if $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?
                    if $Trainer.party[0].hasType?(:WATER)
                    remove_sprite
                  else
                    remove_sprite
                    pbWait(20)
                  end
                elsif $Trainer.party[0].hp<=0 
                  end
                end
              end
            end  
              
              #----------------------------------------------------------------------------
              # -  talk_to_pokemon
              # -  It will run when you talk to Pokemon following
              #----------------------------------------------------------------------------
            
              def talk_to_pokemon
                e=$Trainer.party[0]
                events=$PokemonGlobal.dependentEvents
                for i in 0...events.length
                  if events[i] && events[i][8]=="Dependent"
                      [email protected][i].x
                      [email protected][i].y
                  end
                end
                if e==0
                else
                if e.hp>0 && !$Trainer.party[0].egg?
                if $PokemonGlobal.surfing==true || $PokemonGlobal.bicycle==true
                else
                  if e!=6
                   pbPlayCry(e.species)
                   random1=rand(5)
            if $game_variables[ItemWalk]==5 
                  items=[:POTION,:SUPERPOTION,:FULLRESTORE,:REVIVE,:PPUP,
                   :PPMAX,:RARECANDY,:REPEL,:MAXREPEL,:ESCAPEROPE,
                   :HONEY,:TINYMUSHROOM,:PEARL,:NUGGET,:GREATBALL,
                   :ULTRABALL,:THUNDERSTONE,:MOONSTONE,:SUNSTONE,:DUSKSTONE,
                   :REDAPRICORN,:BLUAPRICORN,:YLWAPRICORN,:GRNAPRICORN,:PNKAPRICORN,
                   :BLKAPRICORN,:WHTAPRICORN
                  ]
            random2=0
            loop do
              random2=rand(items.length)
              break if hasConst?(PBItems,items[random2])
             end
            
            Kernel.pbMessage(_INTL("{1} seems to be holding something, it looks like {1} wants to give it to me.",e.name))
            Kernel.pbPokemonFound(getConst(PBItems,items[random2]))
            $game_variables[ItemWalk]=0
                  end
                  
                   if random1==0
                    $scene.spriteset.addUserAnimation(Emo_sing, pos_x, pos_y-2)
                    pbWait(50)
                    Kernel.pbMessage(_INTL("{1} loves this tune so much that {1} is singing it.",e.name)) 
                  elsif e.happiness>0 && e.happiness<=50
                    $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
                    pbWAit(70)
                    Kernel.pbMessage(_INTL("{1} hate to travel with {2}.",e.name,$Trainer.name))
                  elsif e.status==PBStatuses::POISON && e.hp>0 && !e.egg?
                    $scene.spriteset.addUserAnimation(Emo_Poison, pos_x, pos_y-2)
                    pbWait(120)
                    Kernel.pbMessage(_INTL("{1} is badly poisoned, {1} needs help quick.",e.name))
                  elsif e.happiness>50 && e.happiness<=100
                    $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
                    pbWait(100)
                    Kernel.pbMessage(_INTL("{1} is still undecided for whether traveling with {2} is a good thing or not.",e.name,$Trainer.name))
                  elsif e.happiness>100 && e.happiness<150
                    $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
                    Kernel.pbMessage(_INTL("{1} is happy traveling with {2}.",e.name,$Trainer.name))
                  elsif e.happiness>=150
                    $scene.spriteset.addUserAnimation(Emo_love, pos_x, pos_y-2)
                    pbWait(70)
                    Kernel.pbMessage(_INTL("{1} loves traveling with {2}.",e.name,$Trainer.name))
                  end
                  
                else
                
                 
                 end
                end
               end
              end
             end
            
            
            def Come_back(shiny=nil, animation=nil)
              events=$PokemonGlobal.dependentEvents
              if $game_variables[Current_Following_Variable]==$Trainer.party.length
                  $game_variables[Current_Following_Variable]
                else
                  $game_variables[Current_Following_Variable]
                end
                if $game_variables[Current_Following_Variable]==$Trainer.party.length
                  remove_sprite(false)
                  for i in 0...events.length 
                  $scene.spriteset.addUserAnimation(Animation_Come_Out,@realEvents[i].x,@realEvents[i].y)
               end
                 else
                  if $Trainer.party[0].isShiny?
                    shiny=true
                  else
                    shiny=false
                  end
                  change_sprite($Trainer.party[0].species, shiny, false)
                end
                for i in 0..$Trainer.party.length-1
                    if $Trainer.party[i].hp>0 && !$Trainer.party[0].egg?
                      $game_variables[Current_Following_Variable]=i
                      refresh_sprite
                      break
                    end
                  end
                for i in 0...events.length 
                   for i in 0..$Trainer.party.length-1
                 if $Trainer.party[i].hp<=0 
                   id = $Trainer.party[i].species
                 else
                   id = $Trainer.party[i].species
                  end
                 end
              if events[i] && events[i][8]=="Dependent"
                    if shiny==true
                       events[i][6]=sprintf("%03ds",id)
                    if FileTest.image_exist?("Graphics/Characters/"+events[i][6])
                      @realEvents[i].character_name=sprintf("%03ds",id)
                    else
                      events[i][6]=sprintf("%03d",id)
                      @realEvents[i].character_name=sprintf("%03d",id)
                      end
                    else
                      events[i][6]=sprintf("%03d",id)
                      @realEvents[i].character_name=sprintf("%03d",id)
                    end
                  if animation==true
                  else
                  end
                end 
              end 
            end
            
              #----------------------------------------------------------------------------
              # - check_faint
              # - If current Pokemon is fainted, change other Pokemon.
              #----------------------------------------------------------------------------
            
            def check_faint
              if $PokemonGlobal.surfing==true || $PokemonGlobal.bicycle==true
              else
            
              if $Trainer.party[0].hp<=0 
                $game_variables[Current_Following_Variable]=0  
                remove_sprite
               elsif $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?
            
              end 
             end
            end
            
            def SetMoveRoute(commands,waitComplete=false)
                events=$PokemonGlobal.dependentEvents
                for i in 0...events.length
                  if events[i] && events[i][8]=="Dependent"
                    pbMoveRoute(@realEvents[i],commands,waitComplete)
                  end
                end
              end
            end
            
              #----------------------------------------------------------------------------
              # -  Auto add Script to Kernel.pbSurf, It'll check curent Pokemon when surf
              #----------------------------------------------------------------------------  
            
              def Kernel.pbSurf
            #  if $game_player.pbHasDependentEvents?
            #    return false
            #  end
              if $DEBUG ||
                (HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORSURF : $Trainer.badges[BADGEFORSURF])
                movefinder=Kernel.pbCheckMove(:SURF)
                if $DEBUG || movefinder
                  if Kernel.pbConfirmMessage(_INTL("The water is dyed a deep blue...  Would you like to surf?"))
                    speciesname=!movefinder ? $Trainer.name : movefinder.name
                    Kernel.pbMessage(_INTL("{1} used Surf!",speciesname))
                    pbHiddenMoveAnimation(movefinder)
            #        $PokemonTemp.dependentEvents.check_surf
                    surfbgm=pbGetMetadata(0,MetadataSurfBGM)
                    $PokemonTemp.dependentEvents.check_surf
                    if surfbgm
                      pbCueBGM(surfbgm,0.5)
                    end
                    pbStartSurfing()
                    return true
                  end
                end
              end
              return false
            end
            
            
            
              #----------------------------------------------------------------------------
              # -  Auto add Script to pbEndSurf, It'll show sprite after surf
              #----------------------------------------------------------------------------  
            
              def pbEndSurf(xOffset,yOffset)
                  return false if !$PokemonGlobal.surfing
              x=$game_player.x
              y=$game_player.y
              currentTag=$game_map.terrain_tag(x,y)
              facingTag=Kernel.pbFacingTerrainTag
              if pbIsSurfableTag?(currentTag)&&!pbIsSurfableTag?(facingTag)
                if Kernel.pbJumpToward
                  Kernel.pbCancelVehicles
                  $game_map.autoplayAsCue
                  $game_player.increase_steps
                  result=$game_player.check_event_trigger_here([1,2])
                  Kernel.pbOnStepTaken(result)
                  $PokemonTemp.dependentEvents.Come_back(true)
                end
                return true
              end
              return false
            end
              #----------------------------------------------------------------------------
              # -  Auto add Script to Kernel.pbCanUseHiddenMove, fix HM bug
              #----------------------------------------------------------------------------  
            def Kernel.pbCanUseHiddenMove?(pkmn,move)
             case move
              when PBMoves::FLY
               if !$DEBUG && !$Trainer.badges[BADGEFORFLY]
                Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                return false
               end
               #if $game_player.pbHasDependentEvents?
               # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
               # return false
               #end
               if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               return true
              when PBMoves::CUT
               if !$DEBUG && !$Trainer.badges[BADGEFORCUT]
                Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                return false
               end
               facingEvent=$game_player.pbFacingEvent
               if !facingEvent || facingEvent.name!="Tree"
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               return true
              when PBMoves::HEADBUTT
               facingEvent=$game_player.pbFacingEvent
               if !facingEvent || facingEvent.name!="HeadbuttTree"
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               return true
              when PBMoves::SURF
               terrain=Kernel.pbFacingTerrainTag
               if !$DEBUG && !$Trainer.badges[BADGEFORCUT]
                Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                return false
               end
               if $PokemonGlobal.surfing
                Kernel.pbMessage(_INTL("You're already surfing."))
                return false
               end
               #if $game_player.pbHasDependentEvents?
               # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
               # return false
               #end
               terrain=Kernel.pbFacingTerrainTag
               if pbGetMetadata($game_map.map_id,MetadataBicycleAlways)
                Kernel.pbMessage(_INTL("Let's enjoy cycling!"))
                return false
               end
               if !pbIsWaterTag?(terrain)
                Kernel.pbMessage(_INTL("No surfing here!"))
                return false
               end
               return true
              when PBMoves::STRENGTH
               if !$DEBUG && !$Trainer.badges[BADGEFORSTRENGTH]
                Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                return false
               end
               facingEvent=$game_player.pbFacingEvent
               if !facingEvent || facingEvent.name!="Boulder"
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               return true  
              when PBMoves::ROCKSMASH
               terrain=Kernel.pbFacingTerrainTag
               if !$DEBUG && !$Trainer.badges[BADGEFORROCKSMASH]
                Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                return false
               end
               facingEvent=$game_player.pbFacingEvent
               if !facingEvent || facingEvent.name!="Rock"
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               return true  
              when PBMoves::FLASH
               if !$DEBUG && !$Trainer.badges[BADGEFORFLASH]
                Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                return false
               end
               if !pbGetMetadata($game_map.map_id,MetadataDarkMap)
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               if $PokemonGlobal.flashUsed
                Kernel.pbMessage(_INTL("This is in use already."))
                return false
               end
               return true
              when PBMoves::WATERFALL
               if !$DEBUG && !$Trainer.badges[BADGEFORWATERFALL]
                Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                return false
               end
               terrain=Kernel.pbFacingTerrainTag
               if terrain!=PBTerrain::Waterfall
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               return true
              when PBMoves::DIVE
               if !$DEBUG && !$Trainer.badges[BADGEFORDIVE]
                Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                return false
               end
               if $PokemonGlobal.diving
                return true
               end
               if $game_player.terrain_tag!=PBTerrain::DeepWater
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               if !pbGetMetadata($game_map.map_id,MetadataDiveMap)
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               return true
              when PBMoves::TELEPORT
               if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               #if $game_player.pbHasDependentEvents?
               # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
               # return false
               #end
               healing=$PokemonGlobal.healingSpot
               if !healing
                healing=pbGetMetadata(0,MetadataHome) # Home
               end
               if healing
                mapname=pbGetMapNameFromId(healing[0])
                if Kernel.pbConfirmMessage(_INTL("Want to return to the healing spot used last in {1}?",mapname))
                 return true
                end
                return false
               else
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
              when PBMoves::DIG
               escape=pbGetMetadata($game_map.map_id,MetadataEscapePoint)
               if !escape
                Kernel.pbMessage(_INTL("Can't use that here."))
                return false
               end
               if $game_player.pbHasDependentEvents?
                Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
                return false
               end
               mapname=pbGetMapNameFromId(escape[0])
               if Kernel.pbConfirmMessage(_INTL("Want to escape from here and return to {1}?",mapname))
                return true
               end
               return false
              when PBMoves::SWEETSCENT
               return true
              else
               return HiddenMoveHandlers.triggerCanUseMove(move,pkmn)
             end
             return false
            end
            
            def pbPokemonFollow(x)
            Kernel.pbAddDependency2(x, "Dependent", CommonEvent)
            $PokemonTemp.dependentEvents.refresh_sprite
            end
            use this, and make a new game, and tell me if it still doesn't work. Also post an image of the event that gives you the pokemon.
            __________________
            Check out the Pokemon Game Engine I am working on:
            https://github.com/sjosegarcia/Pokemon
              #31    
            Old June 19th, 2012 (10:15 AM). Edited June 19th, 2012 by ~Angel~.
            ~Angel~'s Avatar
            ~Angel~ ~Angel~ is offline
            Lead developer for Pokémon Millennium
               
              Join Date: Mar 2010
              Location: United States Of America.
              Age: 19
              Gender: Male
              Nature: Quiet
              Posts: 287
              Quote:
              Originally Posted by zingzags View Post
              6 Pokemon following you will create a huge lag, and
              Code:
              #==============================================================================
              # ¡Ü Credits to Help - 14 for both the scripts and Sprites
              # ¡Ü Edited by Zingzags 
              # -Fixed bugs
              # -Clean ups
              # -Fixed Surf Bug (After Surf is done)
              # -Fixed def talk_to_pokemon while in surf
              # -Fixed Surf Check
              # -Fixed Type Check
              # -Added Door Support
              # -Fixed Hp Bug
              # -Added Pokemon Center Support
              # -Animation problems
              # -Fixed Walk_time_variable problem
              # -Added random item loot
              # -Added egg check
              #==============================================================================
              # Zingzags comments
              #==============================================================================
              # I know its not perfect, and it can be shortened, for example addind an array 
              # for the random items.
              #==============================================================================
              
              #==============================================================================
              #   ¡Ü Control the following Pokemon
              #==============================================================================
              
              def FollowingMoveRoute(commands,waitComplete=false)
                  $PokemonTemp.dependentEvents.SetMoveRoute(commands,waitComplete)
              end
              
              #==============================================================================
              #   ¡Ü Pokemon Following Character v3 By Help-14
              #==============================================================================
              
              class DependentEvents
              #==============================================================================
              # Raises The Current Pokemon's Happiness levels +1 per each time the 
              # Walk_time_Variable reachs 5000 then resets to 0
              # ItemWalk, is when the variable reaches a certain amount, that you are able to talk to your pokemon to recieve an item
              #==============================================================================
                  def add_following_time
                    if $game_switches[2]==true && $Trainer.party.length>=1
                      $game_variables[Walking_Time_Variable]+=1 if $game_variables[Current_Following_Variable]!=$Trainer.party.length
                      if $game_variables[Walking_Time_Variable]==5000
                        $Trainer.party[0].happiness+=1
                        $game_variables[Walking_Time_Variable]=0
                      if $game_variables[ItemWalk]==5
                         else
                         $game_variables[ItemWalk]+=1
                        end
                      end
                    end
                  end
                #----------------------------------------------------------------------------
                # -  refresh_sprite
                # -  Change sprite without animation
                #----------------------------------------------------------------------------
                
                def refresh_sprite
                  if $Trainer.party.length!=$game_variables[Current_Following_Variable]
                    if $Trainer.party[0].isShiny?
                      shiny=true
                    else
                      shiny=false
                    end
                    if $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?
                    change_sprite($Trainer.party[0].species, shiny, false)
                  elsif $Trainer.party[0].hp<=0 
                    remove_sprite
                    end
                   end
                  end
              
                #----------------------------------------------------------------------------
                # - change_sprite(id, shiny, animation)
                # - Example, to change sprite to shiny lugia with animation:
                #     change_sprite(249, true, true)
                # - If just change sprite:
                #     change_sprite(249)
                #----------------------------------------------------------------------------
                def change_sprite(id, shiny=nil, animation=nil)
                  events=$PokemonGlobal.dependentEvents
                  for i in 0...events.length
                    if events[i] && events[i][8]=="Dependent"
                      if shiny==true
                         events[i][6]=sprintf("%03ds",id)
                      if FileTest.image_exist?("Graphics/Characters/"+events[i][6])
                        @realEvents[i].character_name=sprintf("%03ds",id)
                      else
                        events[i][6]=sprintf("%03d",id)
                        @realEvents[i].character_name=sprintf("%03d",id)
                        end
                      else
                        events[i][6]=sprintf("%03d",id)
                        @realEvents[i].character_name=sprintf("%03d",id)
                      end
                     if animation==true
                        $scene.spriteset.addUserAnimation(Animation_Come_Out,@realEvents[i].x,@realEvents[i].y)
                      end
                      $game_variables[Walking_Time_Variable]=0
                    end
                  end
                end
                
                #----------------------------------------------------------------------------
                # - remove_sprite(animation)
                # - Example, to remove sprite with animation:
                #     remove_sprite(true)
                # - If just remove sprite:
                #     remove_sprite
                #----------------------------------------------------------------------------
                
                def remove_sprite(animation=nil)
                  events=$PokemonGlobal.dependentEvents
                  for i in 0...events.length
                    if events[i] && events[i][8]=="Dependent"
                        events[i][6]=sprintf("nil")
                        @realEvents[i].character_name=sprintf("nil")
                       if animation==true
                        $scene.spriteset.addUserAnimation(Animation_Come_In,@realEvents[i].x,@realEvents[i].y)
                        pbWait(10)
                        end
                      $game_variables[Current_Following_Variable]=$Trainer.party[0]
                      $game_variables[Walking_Time_Variable]=0
                    end
                  end
                end
              
                #----------------------------------------------------------------------------
                # - check_surf(animation)
                # - If current Pokemon is a water Pokemon, it is still following.
                # - If current Pokemon is not a water Pokemon, remove sprite.
                # - Require Water_Pokemon_Can_Surf = true to enable
                #----------------------------------------------------------------------------
              def check_surf(animation=nil)
                events=$PokemonGlobal.dependentEvents
                  for i in 0...events.length
                    if events[i] && events[i][8]=="Dependent"
                       events[i][6]=sprintf("nil")
                       @realEvents[i].character_name=sprintf("nil")
                     else
                     if $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?
                      if $Trainer.party[0].hasType?(:WATER)
                      remove_sprite
                    else
                      remove_sprite
                      pbWait(20)
                    end
                  elsif $Trainer.party[0].hp<=0 
                    end
                  end
                end
              end  
                
                #----------------------------------------------------------------------------
                # -  talk_to_pokemon
                # -  It will run when you talk to Pokemon following
                #----------------------------------------------------------------------------
              
                def talk_to_pokemon
                  e=$Trainer.party[0]
                  events=$PokemonGlobal.dependentEvents
                  for i in 0...events.length
                    if events[i] && events[i][8]=="Dependent"
                        [email protected][i].x
                        [email protected][i].y
                    end
                  end
                  if e==0
                  else
                  if e.hp>0 && !$Trainer.party[0].egg?
                  if $PokemonGlobal.surfing==true || $PokemonGlobal.bicycle==true
                  else
                    if e!=6
                     pbPlayCry(e.species)
                     random1=rand(5)
              if $game_variables[ItemWalk]==5 
                    items=[:POTION,:SUPERPOTION,:FULLRESTORE,:REVIVE,:PPUP,
                     :PPMAX,:RARECANDY,:REPEL,:MAXREPEL,:ESCAPEROPE,
                     :HONEY,:TINYMUSHROOM,:PEARL,:NUGGET,:GREATBALL,
                     :ULTRABALL,:THUNDERSTONE,:MOONSTONE,:SUNSTONE,:DUSKSTONE,
                     :REDAPRICORN,:BLUAPRICORN,:YLWAPRICORN,:GRNAPRICORN,:PNKAPRICORN,
                     :BLKAPRICORN,:WHTAPRICORN
                    ]
              random2=0
              loop do
                random2=rand(items.length)
                break if hasConst?(PBItems,items[random2])
               end
              
              Kernel.pbMessage(_INTL("{1} seems to be holding something, it looks like {1} wants to give it to me.",e.name))
              Kernel.pbPokemonFound(getConst(PBItems,items[random2]))
              $game_variables[ItemWalk]=0
                    end
                    
                     if random1==0
                      $scene.spriteset.addUserAnimation(Emo_sing, pos_x, pos_y-2)
                      pbWait(50)
                      Kernel.pbMessage(_INTL("{1} loves this tune so much that {1} is singing it.",e.name)) 
                    elsif e.happiness>0 && e.happiness<=50
                      $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y-2)
                      pbWAit(70)
                      Kernel.pbMessage(_INTL("{1} hate to travel with {2}.",e.name,$Trainer.name))
                    elsif e.status==PBStatuses::POISON && e.hp>0 && !e.egg?
                      $scene.spriteset.addUserAnimation(Emo_Poison, pos_x, pos_y-2)
                      pbWait(120)
                      Kernel.pbMessage(_INTL("{1} is badly poisoned, {1} needs help quick.",e.name))
                    elsif e.happiness>50 && e.happiness<=100
                      $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y-2)
                      pbWait(100)
                      Kernel.pbMessage(_INTL("{1} is still undecided for whether traveling with {2} is a good thing or not.",e.name,$Trainer.name))
                    elsif e.happiness>100 && e.happiness<150
                      $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y-2)
                      Kernel.pbMessage(_INTL("{1} is happy traveling with {2}.",e.name,$Trainer.name))
                    elsif e.happiness>=150
                      $scene.spriteset.addUserAnimation(Emo_love, pos_x, pos_y-2)
                      pbWait(70)
                      Kernel.pbMessage(_INTL("{1} loves traveling with {2}.",e.name,$Trainer.name))
                    end
                    
                  else
                  
                   
                   end
                  end
                 end
                end
               end
              
              
              def Come_back(shiny=nil, animation=nil)
                events=$PokemonGlobal.dependentEvents
                if $game_variables[Current_Following_Variable]==$Trainer.party.length
                    $game_variables[Current_Following_Variable]
                  else
                    $game_variables[Current_Following_Variable]
                  end
                  if $game_variables[Current_Following_Variable]==$Trainer.party.length
                    remove_sprite(false)
                    for i in 0...events.length 
                    $scene.spriteset.addUserAnimation(Animation_Come_Out,@realEvents[i].x,@realEvents[i].y)
                 end
                   else
                    if $Trainer.party[0].isShiny?
                      shiny=true
                    else
                      shiny=false
                    end
                    change_sprite($Trainer.party[0].species, shiny, false)
                  end
                  for i in 0..$Trainer.party.length-1
                      if $Trainer.party[i].hp>0 && !$Trainer.party[0].egg?
                        $game_variables[Current_Following_Variable]=i
                        refresh_sprite
                        break
                      end
                    end
                  for i in 0...events.length 
                     for i in 0..$Trainer.party.length-1
                   if $Trainer.party[i].hp<=0 
                     id = $Trainer.party[i].species
                   else
                     id = $Trainer.party[i].species
                    end
                   end
                if events[i] && events[i][8]=="Dependent"
                      if shiny==true
                         events[i][6]=sprintf("%03ds",id)
                      if FileTest.image_exist?("Graphics/Characters/"+events[i][6])
                        @realEvents[i].character_name=sprintf("%03ds",id)
                      else
                        events[i][6]=sprintf("%03d",id)
                        @realEvents[i].character_name=sprintf("%03d",id)
                        end
                      else
                        events[i][6]=sprintf("%03d",id)
                        @realEvents[i].character_name=sprintf("%03d",id)
                      end
                    if animation==true
                    else
                    end
                  end 
                end 
              end
              
                #----------------------------------------------------------------------------
                # - check_faint
                # - If current Pokemon is fainted, change other Pokemon.
                #----------------------------------------------------------------------------
              
              def check_faint
                if $PokemonGlobal.surfing==true || $PokemonGlobal.bicycle==true
                else
              
                if $Trainer.party[0].hp<=0 
                  $game_variables[Current_Following_Variable]=0  
                  remove_sprite
                 elsif $Trainer.party[0].hp>0 && !$Trainer.party[0].egg?
              
                end 
               end
              end
              
              def SetMoveRoute(commands,waitComplete=false)
                  events=$PokemonGlobal.dependentEvents
                  for i in 0...events.length
                    if events[i] && events[i][8]=="Dependent"
                      pbMoveRoute(@realEvents[i],commands,waitComplete)
                    end
                  end
                end
              end
              
                #----------------------------------------------------------------------------
                # -  Auto add Script to Kernel.pbSurf, It'll check curent Pokemon when surf
                #----------------------------------------------------------------------------  
              
                def Kernel.pbSurf
              #  if $game_player.pbHasDependentEvents?
              #    return false
              #  end
                if $DEBUG ||
                  (HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORSURF : $Trainer.badges[BADGEFORSURF])
                  movefinder=Kernel.pbCheckMove(:SURF)
                  if $DEBUG || movefinder
                    if Kernel.pbConfirmMessage(_INTL("The water is dyed a deep blue...  Would you like to surf?"))
                      speciesname=!movefinder ? $Trainer.name : movefinder.name
                      Kernel.pbMessage(_INTL("{1} used Surf!",speciesname))
                      pbHiddenMoveAnimation(movefinder)
              #        $PokemonTemp.dependentEvents.check_surf
                      surfbgm=pbGetMetadata(0,MetadataSurfBGM)
                      $PokemonTemp.dependentEvents.check_surf
                      if surfbgm
                        pbCueBGM(surfbgm,0.5)
                      end
                      pbStartSurfing()
                      return true
                    end
                  end
                end
                return false
              end
              
              
              
                #----------------------------------------------------------------------------
                # -  Auto add Script to pbEndSurf, It'll show sprite after surf
                #----------------------------------------------------------------------------  
              
                def pbEndSurf(xOffset,yOffset)
                    return false if !$PokemonGlobal.surfing
                x=$game_player.x
                y=$game_player.y
                currentTag=$game_map.terrain_tag(x,y)
                facingTag=Kernel.pbFacingTerrainTag
                if pbIsSurfableTag?(currentTag)&&!pbIsSurfableTag?(facingTag)
                  if Kernel.pbJumpToward
                    Kernel.pbCancelVehicles
                    $game_map.autoplayAsCue
                    $game_player.increase_steps
                    result=$game_player.check_event_trigger_here([1,2])
                    Kernel.pbOnStepTaken(result)
                    $PokemonTemp.dependentEvents.Come_back(true)
                  end
                  return true
                end
                return false
              end
                #----------------------------------------------------------------------------
                # -  Auto add Script to Kernel.pbCanUseHiddenMove, fix HM bug
                #----------------------------------------------------------------------------  
              def Kernel.pbCanUseHiddenMove?(pkmn,move)
               case move
                when PBMoves::FLY
                 if !$DEBUG && !$Trainer.badges[BADGEFORFLY]
                  Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                  return false
                 end
                 #if $game_player.pbHasDependentEvents?
                 # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
                 # return false
                 #end
                 if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 return true
                when PBMoves::CUT
                 if !$DEBUG && !$Trainer.badges[BADGEFORCUT]
                  Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                  return false
                 end
                 facingEvent=$game_player.pbFacingEvent
                 if !facingEvent || facingEvent.name!="Tree"
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 return true
                when PBMoves::HEADBUTT
                 facingEvent=$game_player.pbFacingEvent
                 if !facingEvent || facingEvent.name!="HeadbuttTree"
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 return true
                when PBMoves::SURF
                 terrain=Kernel.pbFacingTerrainTag
                 if !$DEBUG && !$Trainer.badges[BADGEFORCUT]
                  Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                  return false
                 end
                 if $PokemonGlobal.surfing
                  Kernel.pbMessage(_INTL("You're already surfing."))
                  return false
                 end
                 #if $game_player.pbHasDependentEvents?
                 # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
                 # return false
                 #end
                 terrain=Kernel.pbFacingTerrainTag
                 if pbGetMetadata($game_map.map_id,MetadataBicycleAlways)
                  Kernel.pbMessage(_INTL("Let's enjoy cycling!"))
                  return false
                 end
                 if !pbIsWaterTag?(terrain)
                  Kernel.pbMessage(_INTL("No surfing here!"))
                  return false
                 end
                 return true
                when PBMoves::STRENGTH
                 if !$DEBUG && !$Trainer.badges[BADGEFORSTRENGTH]
                  Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                  return false
                 end
                 facingEvent=$game_player.pbFacingEvent
                 if !facingEvent || facingEvent.name!="Boulder"
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 return true  
                when PBMoves::ROCKSMASH
                 terrain=Kernel.pbFacingTerrainTag
                 if !$DEBUG && !$Trainer.badges[BADGEFORROCKSMASH]
                  Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                  return false
                 end
                 facingEvent=$game_player.pbFacingEvent
                 if !facingEvent || facingEvent.name!="Rock"
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 return true  
                when PBMoves::FLASH
                 if !$DEBUG && !$Trainer.badges[BADGEFORFLASH]
                  Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                  return false
                 end
                 if !pbGetMetadata($game_map.map_id,MetadataDarkMap)
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 if $PokemonGlobal.flashUsed
                  Kernel.pbMessage(_INTL("This is in use already."))
                  return false
                 end
                 return true
                when PBMoves::WATERFALL
                 if !$DEBUG && !$Trainer.badges[BADGEFORWATERFALL]
                  Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                  return false
                 end
                 terrain=Kernel.pbFacingTerrainTag
                 if terrain!=PBTerrain::Waterfall
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 return true
                when PBMoves::DIVE
                 if !$DEBUG && !$Trainer.badges[BADGEFORDIVE]
                  Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
                  return false
                 end
                 if $PokemonGlobal.diving
                  return true
                 end
                 if $game_player.terrain_tag!=PBTerrain::DeepWater
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 if !pbGetMetadata($game_map.map_id,MetadataDiveMap)
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 return true
                when PBMoves::TELEPORT
                 if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 #if $game_player.pbHasDependentEvents?
                 # Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
                 # return false
                 #end
                 healing=$PokemonGlobal.healingSpot
                 if !healing
                  healing=pbGetMetadata(0,MetadataHome) # Home
                 end
                 if healing
                  mapname=pbGetMapNameFromId(healing[0])
                  if Kernel.pbConfirmMessage(_INTL("Want to return to the healing spot used last in {1}?",mapname))
                   return true
                  end
                  return false
                 else
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                when PBMoves::DIG
                 escape=pbGetMetadata($game_map.map_id,MetadataEscapePoint)
                 if !escape
                  Kernel.pbMessage(_INTL("Can't use that here."))
                  return false
                 end
                 if $game_player.pbHasDependentEvents?
                  Kernel.pbMessage(_INTL("You can't use that if you have someone with you."))
                  return false
                 end
                 mapname=pbGetMapNameFromId(escape[0])
                 if Kernel.pbConfirmMessage(_INTL("Want to escape from here and return to {1}?",mapname))
                  return true
                 end
                 return false
                when PBMoves::SWEETSCENT
                 return true
                else
                 return HiddenMoveHandlers.triggerCanUseMove(move,pkmn)
               end
               return false
              end
              
              def pbPokemonFollow(x)
              Kernel.pbAddDependency2(x, "Dependent", CommonEvent)
              $PokemonTemp.dependentEvents.refresh_sprite
              end
              use this, and make a new game, and tell me if it still doesn't work. Also post an image of the event that gives you the pokemon.
              All right I will input that now and test it.


              http://daevolutions.deviantart.com/#/d546u7v Here is the image. It's not working still :/
                #32    
              Old June 19th, 2012 (10:47 AM).
              zingzags's Avatar
              zingzags zingzags is offline
              PokemonGDX creator
                 
                Join Date: Jan 2009
                Location: Boston
                Age: 23
                Nature: Adamant
                Posts: 562
                Remove the scripts under pbPokemonFollow(12)
                __________________
                Check out the Pokemon Game Engine I am working on:
                https://github.com/sjosegarcia/Pokemon
                  #33    
                Old June 19th, 2012 (2:02 PM).
                ~Angel~'s Avatar
                ~Angel~ ~Angel~ is offline
                Lead developer for Pokémon Millennium
                   
                  Join Date: Mar 2010
                  Location: United States Of America.
                  Age: 19
                  Gender: Male
                  Nature: Quiet
                  Posts: 287
                  Quote:
                  Originally Posted by zingzags View Post
                  Remove the scripts under pbPokemonFollow(12)
                  It does the same thing either way.
                    #34    
                  Old June 19th, 2012 (7:56 PM).
                  zingzags's Avatar
                  zingzags zingzags is offline
                  PokemonGDX creator
                     
                    Join Date: Jan 2009
                    Location: Boston
                    Age: 23
                    Nature: Adamant
                    Posts: 562
                    Quote:
                    Originally Posted by Rick1234 View Post
                    It does the same thing either way.
                    Send me your data i will fix it for u.
                    __________________
                    Check out the Pokemon Game Engine I am working on:
                    https://github.com/sjosegarcia/Pokemon
                      #35    
                    Old June 19th, 2012 (10:24 PM). Edited June 20th, 2012 by korjamer.
                    korjamer's Avatar
                    korjamer korjamer is offline
                    Pixel Artist
                       
                      Join Date: Apr 2011
                      Gender: Male
                      Nature: Relaxed
                      Posts: 19
                      I'm so glad to see help14's script upgraded! Do you think that you could possibly provide a link to it installed on the newest version of essentials? I did my best to follow your instructions but my game keeps crashing. But anyway, Its a great update to a great addition to essentials! Thank you so much zingzags!

                      I keep getting this error message every time I talk to a Pokemon after installing the script into a fresh version of the current essentials.

                      ---------------------------
                      Pokemon Essentials
                      ---------------------------
                      Exception: RuntimeError

                      Message: Script error within event 1, map 25 (Test Map 2):

                      Exception: NoMethodError

                      Message: (eval)in `pbExecuteScript'undefined method `talk_to_' for #
                        #36    
                      Old June 20th, 2012 (7:17 AM).
                      zingzags's Avatar
                      zingzags zingzags is offline
                      PokemonGDX creator
                         
                        Join Date: Jan 2009
                        Location: Boston
                        Age: 23
                        Nature: Adamant
                        Posts: 562
                        Add this to the bottom of the script
                        Code:
                        def Talkative
                          $PokemonTemp.dependentEvents.talk_to_pokemon
                        end
                        And in the common event which holds the "$PokemonTemp.dependentEvents.talk_to_pokemon"
                        Change it to
                        Code:
                        Talkative
                        __________________
                        Check out the Pokemon Game Engine I am working on:
                        https://github.com/sjosegarcia/Pokemon
                          #37    
                        Old June 20th, 2012 (10:09 AM).
                        ~Angel~'s Avatar
                        ~Angel~ ~Angel~ is offline
                        Lead developer for Pokémon Millennium
                           
                          Join Date: Mar 2010
                          Location: United States Of America.
                          Age: 19
                          Gender: Male
                          Nature: Quiet
                          Posts: 287
                          http://www.mediafire.com/download.php?88693q8ju0de1mr Here you go.
                            #38    
                          Old June 22nd, 2012 (6:07 PM).
                          ~Angel~'s Avatar
                          ~Angel~ ~Angel~ is offline
                          Lead developer for Pokémon Millennium
                             
                            Join Date: Mar 2010
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                            Quote:
                            Originally Posted by zingzags View Post
                            Add this to the bottom of the script
                            Code:
                            def Talkative
                              $PokemonTemp.dependentEvents.talk_to_pokemon
                            end
                            And in the common event which holds the "$PokemonTemp.dependentEvents.talk_to_pokemon"
                            Change it to
                            Code:
                            Talkative
                            Just to tell you this code does not work. I just tested it and got this:
                            ---------------------------
                            Pokemon Enexta
                            ---------------------------
                            Exception: RuntimeError

                            Message: Script error within event 12, map 25 (Test Map 2):

                            Exception: NameError

                            Message: (eval)in `pbExecuteScript'uninitialized constant Interpreter::Talkative

                            ***Full script:

                            Talkative


                            Interpreter:243:in `pbExecuteScript'

                            Interpreter:1599:in `eval'

                            Interpreter:243:in `pbExecuteScript'

                            Interpreter:1599:in `command_355'

                            Interpreter:494:in `execute_command'

                            Interpreter:193:in `update'

                            Interpreter:106:in `loop'

                            Interpreter:198:in `update'

                            Scene_Map:103:in `update'

                            Scene_Map:101:in `loop'



                            Interpreter:276:in `pbExecuteScript'

                            Interpreter:1599:in `command_355'

                            Interpreter:494:in `execute_command'

                            Interpreter:193:in `update'

                            Interpreter:106:in `loop'

                            Interpreter:198:in `update'

                            Scene_Map:103:in `update'

                            Scene_Map:101:in `loop'

                            Scene_Map:114:in `update'

                            Scene_Map:68:in `main'



                            This exception was logged in

                            C:\Users\RON III\Saved Games/Pokemon Enexta/errorlog.txt.

                            Press Ctrl+C to copy this message to the clipboard.
                            ---------------------------
                            OK
                            ---------------------------
                              #39    
                            Old June 23rd, 2012 (10:48 AM).
                            p.claydon p.claydon is online now
                               
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                              dumb question were do i put the files Pokemon-Follow.png, emo.png and emo2.png and how do i use them???
                                #40    
                              Old June 23rd, 2012 (4:09 PM).
                              ~Angel~'s Avatar
                              ~Angel~ ~Angel~ is offline
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                                Quote:
                                Originally Posted by p.claydon View Post
                                dumb question were do i put the files Pokemon-Follow.png, emo.png and emo2.png and how do i use them???
                                Put it in the animations folder.
                                  #41    
                                Old June 25th, 2012 (6:21 PM).
                                Rayd12smitty's Avatar
                                Rayd12smitty Rayd12smitty is offline
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                                  First off, this is awesome. You did a great job. I never got around to using Help-14's original script, but now I will use yours.

                                  Now, I hate to be that guy, but for all of those out there, who don't know how to script, could you put up an installation video
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                                    #42    
                                  Old June 25th, 2012 (8:29 PM).
                                  ~Angel~'s Avatar
                                  ~Angel~ ~Angel~ is offline
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                                    Quote:
                                    Originally Posted by Rayd12smitty View Post
                                    First off, this is awesome. You did a great job. I never got around to using Help-14's original script, but now I will use yours.

                                    Now, I hate to be that guy, but for all of those out there, who don't know how to script, could you put up an installation video
                                    I know what you mean. I just put up the scripts so people can use it. I am going to update the scripts in then next fix. Also all you have to do is ready it really carefully XD I don't know how to script but when I went through I figured how to add this in.
                                      #43    
                                    Old June 25th, 2012 (9:01 PM).
                                    zingzags's Avatar
                                    zingzags zingzags is offline
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                                      HMM, an installation video. I will see when I get the time to do it right now I am busy with life at the moment so I really cannot do much right now.
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                                      Check out the Pokemon Game Engine I am working on:
                                      https://github.com/sjosegarcia/Pokemon
                                        #44    
                                      Old June 26th, 2012 (4:17 AM).
                                      Rayd12smitty's Avatar
                                      Rayd12smitty Rayd12smitty is offline
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                                        Quote:
                                        Originally Posted by zingzags View Post
                                        HMM, an installation video. I will see when I get the time to do it right now I am busy with life at the moment so I really cannot do much right now.
                                        No hurry. Thank you for considering it.
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                                          #45    
                                        Old June 26th, 2012 (7:20 AM).
                                        ~Angel~'s Avatar
                                        ~Angel~ ~Angel~ is offline
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                                          Quote:
                                          Originally Posted by zingzags View Post
                                          HMM, an installation video. I will see when I get the time to do it right now I am busy with life at the moment so I really cannot do much right now.
                                          I might be able to do it for you. I forgot how to add it in but I can if you want?
                                            #46    
                                          Old June 27th, 2012 (11:41 AM).
                                          Rayd12smitty's Avatar
                                          Rayd12smitty Rayd12smitty is offline
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                                            Quote:
                                            Originally Posted by Rick1234 View Post
                                            I might be able to do it for you. I forgot how to add it in but I can if you want?
                                            I for one, would appreciate it
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                                              #47    
                                            Old June 27th, 2012 (2:01 PM).
                                            p.claydon p.claydon is online now
                                               
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                                              i still can not get the emotion icons to show
                                                #48    
                                              Old July 3rd, 2012 (4:21 PM).
                                              ~Angel~'s Avatar
                                              ~Angel~ ~Angel~ is offline
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                                                Quote:
                                                Originally Posted by p.claydon View Post
                                                i still can not get the emotion icons to show
                                                Sorry I have not been following this lately. Make sure to have this in there:

                                                #=========================================================
                                                # ● Config Script For Your Game Here
                                                # Change the emo_ to what ever number is the cell holding the animation
                                                #=========================================================
                                                Current_Following_Variable = 36
                                                CommonEvent = 3
                                                ItemWalk=26
                                                Walking_Time_Variable = 27
                                                Animation_Come_Out = 22
                                                Animation_Come_In = 23
                                                Emo_Happy = 24
                                                Emo_Normal = 25
                                                Emo_Hate = 26
                                                Emo_Poison= 27
                                                Emo_sing= 28
                                                Emo_love= 29
                                                  #49    
                                                Old July 4th, 2012 (11:14 PM).
                                                FHJoker's Avatar
                                                FHJoker FHJoker is offline
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                                                  How do I return/send out Pokemon after the initial follow event. And how do I make it so that certain Pokemon can't enter buildings.
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                                                    #50    
                                                  Old July 5th, 2012 (11:24 AM).
                                                  ~Angel~'s Avatar
                                                  ~Angel~ ~Angel~ is offline
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                                                    Quote:
                                                    Originally Posted by FHJoker View Post
                                                    How do I return/send out Pokemon after the initial follow event. And how do I make it so that certain Pokemon can't enter buildings.
                                                    :/ Hm..Zingzag's might know I am just a helper. He is unable to be on for reason's. He may not have put that in there because of lag issue's and use: pbPokemonFollow(x) to make the pokemon follow. Pokemon comming in is something I don't know.
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