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  #26    
Old October 9th, 2018 (11:13 AM). Edited October 9th, 2018 by mgriffin.
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mgriffin mgriffin is offline
     
    Join Date: Apr 2014
    Posts: 146
    Quote:
    Originally Posted by WolfPP View Post
    Now i want to know how to put a switch to make a encounter by type
    like, if i stay in volcano area, switch x will appears only fire type, or in a sky pillar will appears only fly type, you know?
    Maybe you can do something like:

    Code:
      BlackListedPokemonDefault = [...].map { ... }
      BlackListedPokemonGrass = [...].map { ... }
      BlackListedPokemonVolcano = [...].map { ... }
      ...
    
      def BlackListedPokemon
        case mySwitch
        when 0: return BlackListedPokemonGrass
        when 1: return BlackListedPokemonVolcano
        ...
        else: return BlackListedPokemonDefault
        end
      end
    I don't know about switches, but I guess you know how to set mySwitch when a player enters an area? Or maybe there is some way to find out what route the player is on, and switch on that instead?

    EDIT: Maybe it is easier to use whitelist for these kinds of things? Probably it will be less typing.
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      #27    
    Old October 9th, 2018 (12:33 PM).
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    WolfPP WolfPP is offline
       
      Join Date: Aug 2018
      Location: Brazil
      Gender: Male
      Nature: Jolly
      Posts: 155
      Quote:
      Originally Posted by mgriffin View Post

      EDIT: Maybe it is easier to use whitelist for these kinds of things? Probably it will be less typing.
      I agree, but how can i put Types? Like egg generator by FL:

      Code:
      def randomEggBasedOnTypeEntered(helptext)
        typeName = pbEnterText(helptext,0,8)
        typeValidNumber = nil 
        typeAvailable = [:NORMAL,:FIGHTING,:FLYING,:POISON,:GROUND,
            :ROCK,:BUG,:GHOST,:STEEL,:FIRE,:WATER,:GRASS,:ELECTRIC,:PSYCHIC,
            :ICE,:DRAGON,:DARK,:FAIRY]
        for typeSymbol in typeAvailable
          type = getID(PBTypes,typeSymbol)
          if PBTypes.getName(type).downcase == typeName.strip.downcase
            typeValidNumber = type 
            break
          end
        end
        if typeValidNumber
          randomEggGenerator([],false,typeValidNumber)
          return true
        end
        return false
      end
      about the switch, yes, i know how to put it. Player touch etc :D

      ty ty!
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        #28    
      Old October 9th, 2018 (12:55 PM). Edited October 9th, 2018 by mgriffin.
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      mgriffin mgriffin is offline
         
        Join Date: Apr 2014
        Posts: 146
        Quote:
        Originally Posted by WolfPP View Post
        I agree, but how can i put Types?
        Oh right, I misunderstood.

        Maybe you can use select?

        e.g.

        Code:
        [1, 2, 3].select { |i| i < 3 }
        Returns [1, 2].

        So you could use a select that checks the type of the species?
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          #29    
        Old October 11th, 2018 (5:48 AM).
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        WolfPP WolfPP is offline
           
          Join Date: Aug 2018
          Location: Brazil
          Gender: Male
          Nature: Jolly
          Posts: 155
          Quote:
          Originally Posted by mgriffin View Post
          Oh right, I misunderstood.

          Maybe you can use select?

          e.g.

          Code:
          [1, 2, 3].select { |i| i < 3 }
          Returns [1, 2].

          So you could use a select that checks the type of the species?
          I didnt :/

          And, unfortunately, i found a treecko in a wild encounter :///////// To sad...
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