• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Help and Requests

Status
Not open for further replies.

StormRuler

Kung foo fighter
24
Posts
14
Years
    • Seen Jan 16, 2011
    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
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    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).
     
    401
    Posts
    19
    Years
    • Age 29
    • Seen Dec 4, 2016
    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)
     

    |Maximus|

    I'm back~
    836
    Posts
    16
    Years
    • Seen Sep 10, 2010
    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!
     

    venom12

    Pokemon Crystal Rain Relased
    476
    Posts
    17
    Years
    • Age 33
    • Seen Dec 28, 2023
    Someone have owerworlds from HGSS for RMXP?
     

    shinylugia249

    I'm back
    437
    Posts
    16
    Years
    • Seen Sep 29, 2016
    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?
     

    Speedy G32

    Co-Founder of Net Labs Inc.
    26
    Posts
    15
    Years
  • 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
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    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?
     

    Alex_32571

    HG/SS Scripter
    14
    Posts
    15
    Years
  • 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...
     
    4
    Posts
    14
    Years
    • Seen Sep 27, 2009
    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.
     
    58
    Posts
    14
    Years
    • Seen Sep 2, 2010
    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?
     

    Pitaelitmaster

    The Master Of Puppets
    41
    Posts
    14
    Years
    • Seen Oct 11, 2009
    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.
     
    58
    Posts
    14
    Years
    • Seen Sep 2, 2010
    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?
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    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.
     
    58
    Posts
    14
    Years
    • Seen Sep 2, 2010
    so one question:
    how can i get the Character to chance.
    like
    trainer001.png

    it was a fast job not a good one
     

    Pitaelitmaster

    The Master Of Puppets
    41
    Posts
    14
    Years
    • Seen Oct 11, 2009
    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.
     
    58
    Posts
    14
    Years
    • Seen Sep 2, 2010
    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!!!
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    so one question:
    how can i get the Character to chance.
    like
    trainer001.png

    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.
     
    Status
    Not open for further replies.
    Back
    Top