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Old September 5th, 2018 (8:03 PM). Edited 1 Week Ago by Ulithium_Dragon.
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Ulithium_Dragon Ulithium_Dragon is offline
     
    Join Date: Jul 2015
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    Nature: Timid
    Posts: 95
    Rock Climb with Overworld Animation
    Current Version: 1.1


    -------
    Implements Rock Climbing and adds an animated effect for using the Rock Climb HM in the overworld.

    *This script was loosely based on an old Rock Climb resource.

    *This comes with stock graphics for Red and Leaf. If you want to use different characters, you will need to make the animations yourself.

    See the notes at the top of the script for installation and usage instructions!

    Download:
    https://www.dropbox.com/s/mttrj2zmpnkktt2/Rock%20Climb%20Animation%20v1.1.7z?dl=0

    Old Versions:


    Changelog:
    Spoiler:

    v1.1:
    - The script now includes a standalone already-set-up Rock Climbing HM compatible with both PE v16 and v17+.

    v1.0
    - Initial release.


    Script:
    Spoiler:

    NOTE: You need to download the resource pack above, too. This script is included in that pack, I am merely putting it here as a quickly accessible reference.

    Code:
    #==============================================================================#
    #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\#
    #==============================================================================#
    #                          Rock Climb with Animation                           #
    #                                    v1.1                                      #
    #                             By Ulithium_Dragon                               #
    #                                                                              #
    #==============================================================================#
    #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\#
    #==============================================================================#
    #          Implements Rock Climbing and plays a custom animation               #
    #             when using the Rock Climb HM in the overworld.                   #
    #                                                                              #
    #------------------------------------------------------------------------------#
    #        :::::This script is compatible with both PE v16 and v17+:::::         #
    #==============================================================================#
    #                                                                              #
    #------------------------------------------------------------------------------#
    # **Place this script somewhere above Main and below PField_FieldMoves.        #
    #  (PField_HiddenMoves for if you're using a version of Essentials below v17.) #
    #                                                                              #
    #------------------------------------------------------------------------------#
    # **Place the Rock Climb graphics on the tilesheets you want to use them with. #
    # (You will have to do this yourself with an image editing program like GIMP.) #
    #                                                                              #
    # **Make sure to change the terrain tags on the tiles you place to the ones    #
    #  defined below under "ROCKCLIMB_TERRAINTAG" and "ROCKCREST_TERRAINTAG"!      #
    #                                                                              #
    #==============================================================================#
    =begin
    #------------------------------------------------------------------------------#
    # *NOTE: If you want to have Rock Climb as an HM, you will need to add a new   #
    #  item to your "items.txt" PSB file...                                        #
    #                                                                              #
    #-----------#                                                                  #
    #| Example: |                                                                  #
    #-----------#                                                                  #
    550,HM09,HM09,HM09s,4,0,"A charging attack that may also leave the foe confused. It can also be used to scale rocky walls.",4,0,0,ROCKCLIMB
    #                                                                              #
    #------------------------------------------------------------------------------#
    #  ...and add a new section to the "tm.txt" PSB file.                          #
    #                                                                              #
    #-----------#                                                                  #
    #| Example: |                                                                  #
    #-----------#                                                                  #
    [ROCKCLIMB]
    VENUSAUR,BLASTOISE,SANDSHREW,SANDSLASH,NIDOQUEEN,NIDOKING,GOLDUCK,MANKEY,PRIMEAPE,ARCANINE,POLIWRATH,MACHOP,MACHOKE,MACHAMP,GEODUDE,GRAVELER,GOLEM,ONIX,CUBONE,MAROWAK,HITMONLEE,HITMONCHAN,LICKITUNG,RHYHORN,RHYDON,CHANSEY,KANGASKHAN,ELECTABUZZ,MAGMAR,PINSIR,TAUROS,OMASTAR,KABUTOPS,SNORLAX,MEWTWO,MEW,MEGANIUM,TYPHLOSION,FERALIGATR,AMPHAROS,STEELIX,GRANBULL,URSARING,BLISSEY,RAIKOU,ENTEI,SUICUNE,TYRANITAR,SCEPTILE,BLAZIKEN,SWAMPERT,LUDICOLO,VIGOROTH,SLAKING,EXPLOUD,MAKUHITA,HARIYAMA,AGGRON,ZANGOOSE,REGIROCK,REGICE,REGISTEEL,GROUDON,TURTWIG,GROTLE,TORTERRA,CHIMCHAR,MONFERNO,INFERNAPE,EMPOLEON,BIBAREL,CRANIDOS,RAMPARDOS,GIBLE,GABITE,GARCHOMP,MUNCHLAX,LUCARIO,DRAPION,CROAGUNK,TOXICROAK,ABOMASNOW,LICKILICKY,RHYPERIOR,ELECTIVIRE,MAGMORTAR,MAMOSWINE,HEATRAN,REGIGIGAS,GIRATINA,DARKRAI,ARCEUS
    #                                                                              #
    =end                                                                           #
    #------------------------------------------------------------------------------#
    #                                 OPTIONS                                      #
    #==============================================================================#
    # There are Terrain Tag slots that need to be reserved for the rock tiles.     #
    ROCKCLIMB_TERRAINTAG = 17  #Default: 17
    ROCKCREST_TERRAINTAG = 18  #Default: 18
    # The badge needed to use Rock Climb in the field.                             #
    BADGEFORROCKCLIMB    = 1   #Default: 8
    # Descending does not have a custom animation, and was not something that      #
    #  Rock Climb ever did. If you want to use descending, set this to "true".     #
    ENABLE_DESCENDING = false  #Default: false
    #==============================================================================#
    #//////////////////////////////////////////////////////////////////////////////#
    #==============================================================================#
    
    #==========#
    module PBTerrain
      RockClimb = ROCKCLIMB_TERRAINTAG  #For normal Rock Climb tiles.
      RockCrest = ROCKCREST_TERRAINTAG  #For the topmost Rock Climb tile.
    
      def PBTerrain.isPassableRockTag?(tag)
        return tag==PBTerrain::RockCrest
      end
    
      def PBTerrain.isRockTag?(tag)
        return tag==PBTerrain::RockCrest||
               tag==PBTerrain::RockClimb
      end
    end
    #-----#
    
    
    #==========#
    class PokemonGlobalMetadata
      attr_accessor :rockclimbing
      @rockclimbing = false
    end
    #-----#
    
    
    #==========#
    def Kernel.pbAscendRock(event=nil)
      $ud_hideWindowskin = true  #Hide the window box when playing the animation.
      event=$game_player if !event
      if !event || event.direction!=8 #Can't ascend if not facing up!
        $ud_hideWindowskin = false
        return
      end
      oldthrough=event.through
      oldmovespeed=event.move_speed
      terrain=Kernel.pbFacingTerrainTag
      if terrain!=PBTerrain::RockClimb && terrain!=PBTerrain::RockCrest
        $ud_hideWindowskin = false
        return
      end
      event.through=true
      event.move_speed=2
      Kernel.pbCancelVehicles
      $PokemonEncounters.clearStepCount
      $PokemonGlobal.rockclimbing=true
      Kernel.pbJumpToward
      Kernel.pbUpdateVehicle
    
      #$rc_spritedispose = false
      $game_player.opacity = 0
      $rc_framewait = 2
      $rc_spriteframe = 1
      movementcounter = 0
    
      while $rc_spriteframe < 14
        Kernel.pbRockClimbAscendFrames
        $rc_spriteframe += 1
      end
      $rc_framewait = 1
      loop do
        $rc_spriteframe = 25 if $rc_spriteframe > 28
        if movementcounter == 7
          event.move_up
          movementcounter = 0
        end
        Kernel.pbRockClimbAscendFrames
        terrain=pbGetTerrainTag(event)
        if terrain!=PBTerrain::RockClimb && terrain!=PBTerrain::RockCrest || $PokemonGlobal.rockclimbing=false
          $rc_spriteframe = 29
          break
        end
        movementcounter += 1
        $rc_spriteframe += 1
      end
      $rc_framewait = 2
      while $rc_spriteframe <= 51
        Kernel.pbRockClimbAscendFrames
        $rc_spriteframe += 1
      end
      #$rc_framewait = 4
      $rc_spriteframe = 51
      $game_player.opacity = 255
      Kernel.pbRockClimbAscendFrames
    
      event.through=oldthrough
      event.move_speed=oldmovespeed
      $game_map.autoplayAsCue
      $game_player.increase_steps
      $ud_hideWindowskin = false  #Unhide the window box after the animation.
    end
    #-----#
    
    
    #==========#
    def Kernel.pbDescendRock(event=nil)
      event=$game_player if !event
      return if !event
      return if event.direction!=2 # Can't descend if not facing down
      oldthrough=event.through
      oldmovespeed=event.move_speed
      terrain=Kernel.pbFacingTerrainTag
      return if terrain!=PBTerrain::RockClimb && terrain!=PBTerrain::RockCrest
      event.through=true
      event.move_speed=2
      Kernel.pbCancelVehicles
      $PokemonEncounters.clearStepCount
      $PokemonGlobal.rockclimbing=true
      Kernel.pbJumpToward
      Kernel.pbUpdateVehicle
      loop do
        event.move_down
        terrain=pbGetTerrainTag(event)
        break if terrain!=PBTerrain::RockClimb && terrain!=PBTerrain::RockCrest
        if terrain!=PBTerrain::RockClimb && terrain!=PBTerrain::RockCrest || $PokemonGlobal.rockclimbing=false
    #      Kernel.pbJumpToward(1,false,true)
           break
        end
      end
      event.through=oldthrough
      event.move_speed=oldmovespeed
      $game_map.autoplayAsCue
      $game_player.increase_steps
    end
    #-----#
    
    
    #==========#
    def Kernel.pbRockClimb
      if $DEBUG ||
        (HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORROCKCLIMB : $Trainer.badges[BADGEFORROCKCLIMB])
        movefinder=Kernel.pbCheckMove(:ROCKCLIMB)
        if $DEBUG || movefinder
          if Kernel.pbConfirmMessage(_INTL("The wall is very rocky... Would you like to use Rock Climb?"))
            speciesname=!movefinder ? $Trainer.name : movefinder.name
            Kernel.pbMessage(_INTL("{1} used Rock Climb.",speciesname))
            pbHiddenMoveAnimation(movefinder)
            # Only allow descending if enabled.
            if ENABLE_DESCENDING
              case $game_player.direction
              when 2
                pbDescendRock
              when 8
                pbAscendRock
              end
            else
              pbAscendRock
            end
            return true
          end
        else
          Kernel.pbMessage(_INTL("A wall of rock is in front of you."))
        end
      else
        Kernel.pbMessage(_INTL("A wall of rock is in front of you."))
      end
      return false
    end
    #-----#
    
    
    #==========#
    def Kernel.pbRockClimbAscendFrames
      viewport=Viewport.new(0,0,Graphics.height,Graphics.width)
      viewport.z==99999
      sprite = Sprite.new(viewport)
      if $Trainer.gender==1
        bitmapFileName = sprintf("Graphics/Pictures/Animations/Rock Climb/Rockclimb_Leaf_"+$rc_spriteframe.to_s)
      elsif $Trainer.gender==0
        bitmapFileName = sprintf("Graphics/Pictures/Animations/Rock Climb/Rockclimb_Red_"+$rc_spriteframe.to_s)
      end
      bitmap=pbResolveBitmap(bitmapFileName)
      bitmapFileName=BitmapCache.load_bitmap(bitmap)
      spritewindow = PictureWindow.new(bitmap)
      spritewindow.x=((Graphics.width+9)/2)-(spritewindow.width/2)
      spritewindow.y=((Graphics.height+118)/2)-(spritewindow.height/2)
      pbWait($rc_framewait)
      spritewindow.dispose
    end
    #-----#
    
    
    #==========#
    Events.onAction+=proc{|sender,e|
      terrain=Kernel.pbFacingTerrainTag
      if terrain==PBTerrain::RockClimb
        Kernel.pbRockClimb
        return
      end
      if terrain==PBTerrain::RockCrest
        # Only allow descending if enabled.
        if ENABLE_DESCENDING
          Kernel.pbRockClimb
        else
          Kernel.pbMessage(_INTL("A wall of rock is in front of you."))
        end
        return
      end
    }
    
    HiddenMoveHandlers::CanUseMove.add(:ROCKCLIMB,proc{|move,pkmn|
      if !$DEBUG &&
          !(HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORROCKCLIMB : $Trainer.badges[BADGEFORROCKCLIMB])
        Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
        return false
      end
      terrain=Kernel.pbFacingTerrainTag
      if terrain!=PBTerrain::RockClimb
        Kernel.pbMessage(_INTL("Can't use that here."))
        return false
      end
      return true
    })
    
    HiddenMoveHandlers::UseMove.add(:ROCKCLIMB,proc{|move,pokemon|
      if !pbHiddenMoveAnimation(pokemon)
        Kernel.pbMessage(_INTL("{1} used {2}.",pokemon.name,PBMoves.getName(move)))
      end
      Kernel.pbAscendRock
      return true
    })
    #-----#
    
    
    #==============================================================================#
    #     Utilities                                                                #
    #==============================================================================#
    
    #==========#
    # Since PE v17 changed some of the functions this script utilizes, I use
    #  the "Sprite_SurfBase" added in v17 as way to check the version.
    def pbCheckEssentialsVer
      if defined?(Sprite_SurfBase)  #For PE v17+
        $essentialsVer = true
      else    #For PE v16-
        $essentialsVer = false
      end
    end
    #-----#
    
    
    #==========#
    # *Overwrites these functions locally to add the Rock Climb section.
    def Kernel.pbUpdateVehicle
      meta=pbGetMetadata(0,MetadataPlayerA+$PokemonGlobal.playerID)
      if meta
        if $PokemonGlobal.diving
          $game_player.character_name=pbGetPlayerCharset(meta,5) # Diving graphic
        elsif $PokemonGlobal.surfing
          $game_player.character_name=pbGetPlayerCharset(meta,3) # Surfing graphic
        elsif $PokemonGlobal.rockclimbing
          $game_player.character_name=pbGetPlayerCharset(meta,3) # Rock Climb graphic
        elsif $PokemonGlobal.bicycle
          $game_player.character_name=pbGetPlayerCharset(meta,2) # Bicycle graphic
        else
          $game_player.character_name=pbGetPlayerCharset(meta,1) # Regular graphic
        end
      end
    end
    #-----#
    
    
    #==========#
    class Game_Player
      attr_accessor :opacity
    end
    #-----#
    
    
    #==========#
    # *Overwrites these functions locally to add the Rock Climb section.
    class Game_Map
      def playerPassable?(x, y, d, self_event = nil)
        bit = (1 << (d / 2 - 1)) & 0x0f
        pbCheckEssentialsVer
        if $essentialsVer #For PE v17+
          for i in [2, 1, 0]
            tile_id = data[x, y, i]
            # Ignore bridge tiles if not on a bridge
            next if $PokemonGlobal && $PokemonGlobal.bridge==0 &&
               tile_id && PBTerrain.isBridge?(@terrain_tags[tile_id])
            if tile_id == nil
              return false
            # Make water tiles passable if player is surfing
            elsif $PokemonGlobal.surfing &&
               PBTerrain.isPassableWater?(@terrain_tags[tile_id])
              return true
            # Make Rock Climb tiles passable if player is Rock Climbing
            elsif $PokemonGlobal.rockclimbing &&
               PBTerrain.isRockTag?(@terrain_tags[tile_id])
              return true
            # Prevent cycling in really tall grass/on ice
            elsif $PokemonGlobal.bicycle &&
               PBTerrain.onlyWalk?(@terrain_tags[tile_id])
              return false
            # Depend on passability of bridge tile if on bridge
            elsif $PokemonGlobal && $PokemonGlobal.bridge>0 &&
               PBTerrain.isBridge?(@terrain_tags[tile_id])
              if @passages[tile_id] & bit != 0 ||
                 @passages[tile_id] & 0x0f == 0x0f
                return false
              else
                return true
              end
            # Regular passability checks
            elsif @terrain_tags[tile_id]!=PBTerrain::Neutral
              if @passages[tile_id] & bit != 0 ||
                 @passages[tile_id] & 0x0f == 0x0f
                return false
              elsif @priorities[tile_id] == 0
                return true
              end
            end
          end
        else #For PE v16-
          for i in [2, 1, 0]
            tile_id = data[x, y, i]
            # Ignore bridge tiles if not on a bridge
            next if $PokemonGlobal && $PokemonGlobal.bridge==0 &&
               tile_id && PBTerrain.isBridge?(@terrain_tags[tile_id])
            if tile_id == nil
              return false
            # Make water tiles passable if player is surfing
            elsif $PokemonGlobal.surfing &&
               PBTerrain.isPassableWater?(@terrain_tags[tile_id])
              return true
            # Make Rock Climb tiles passable if player is Rock Climbing
            elsif $PokemonGlobal.rockclimbing &&
               PBTerrain.isRockTag?(@terrain_tags[tile_id])
              return true
            # Prevent cycling in really tall grass/on ice
            elsif $PokemonGlobal.bicycle &&
               PBTerrain.onlyWalk?(@terrain_tags[tile_id])
              return false
            # Depend on passability of bridge tile if on bridge
            elsif $PokemonGlobal && $PokemonGlobal.bridge>0 &&
               PBTerrain.isBridge?(@terrain_tags[tile_id])
              if @passages[tile_id] & bit != 0 ||
                 @passages[tile_id] & 0x0f == 0x0f
                return false
              else
                return true
              end
            # Regular passability checks
            else #if @terrain_tags[tile_id]!=PBTerrain::Neutral
              if @passages[tile_id] & bit != 0 ||
                 @passages[tile_id] & 0x0f == 0x0f
                return false
              elsif @priorities[tile_id] == 0
                return true
              end
            end
          end
        end
        return true
      end
    end
    #-----#
    
    
    #==========#
    # *Overwrites these functions locally to add the Rock Climb check.
    class Game_Player
      def character_name
        if !@defaultCharacterName
          @defaultCharacterName=""
        end
        if @defaultCharacterName!=""
          return @defaultCharacterName
        end
        if !moving? && !@move_route_forcing && $PokemonGlobal
          meta=pbGetMetadata(0,MetadataPlayerA+$PokemonGlobal.playerID)
          if $PokemonGlobal.playerID>=0 && meta && 
                !$PokemonGlobal.bicycle && !$PokemonGlobal.diving &&
                !$PokemonGlobal.surfing && !$PokemonGlobal.rockclimbing
            if meta[4] && meta[4]!="" && Input.dir4!=0 && passable?(@x,@y,Input.dir4) && pbCanRun?
              # Display running character sprite
              @character_name=pbGetPlayerCharset(meta,4)
            else
              # Display normal character sprite 
              @character_name=pbGetPlayerCharset(meta,1)
            end
          end
        end
        return @character_name
      end
    end
    #-----#
    
    
    #==========#
    # *Overwrites the base function to removes the windowbox bg for this script.
    class SpriteWindow_Base < SpriteWindow
      def __setWindowskin(skin)
        if !$ud_hideWindowskin
          if skin && (skin.width==192 && skin.height==128) ||  # RPGXP Windowskin
                     (skin.width==128 && skin.height==128)     # RPGVX Windowskin
            self.skinformat=0
          else
            self.skinformat=1
          end
          self.windowskin=skin
        end
      end
    end
    #-----#
    #==============================================================================#
    #//////////////////////////////////////////////////////////////////////////////#
    #==============================================================================#
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      #2   Link to this post, but load the entire thread.  
    Old September 8th, 2018 (2:08 PM).
    Ulithium_Dragon's Avatar
    Ulithium_Dragon Ulithium_Dragon is offline
       
      Join Date: Jul 2015
      Gender: Male
      Nature: Timid
      Posts: 95
      Update Released:

      v1.1:
      - The script now includes a standalone already-set-up Rock Climbing HM compatible with both PE v16 and v17+.
      __________________

      [PokéMounts] [Warp Tile Animation Tutorial] [Fall Down Hole Animation Tutorial] [PokéCenter Monitor Icons] [Dependent Events Use Running Sprites] [Rock Climb with Overworld Animation]
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        #3   Link to this post, but load the entire thread.  
      Old September 9th, 2018 (6:05 AM).
      WolfPP's Avatar
      WolfPP WolfPP is offline
         
        Join Date: Aug 2018
        Location: Brazil
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        Nature: Jolly
        Posts: 166
        Hey! I really want to add but i try to install the move with tutorial and stop in 'in Game_Map_' :/ im usin v17.2 and i dont see that title usin ctrl shift f. How can i do?

        Ty ty!
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          #4   Link to this post, but load the entire thread.  
        Old September 9th, 2018 (9:40 AM).
        Ulithium_Dragon's Avatar
        Ulithium_Dragon Ulithium_Dragon is offline
           
          Join Date: Jul 2015
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          Quote:
          Originally Posted by WolfPP View Post
          Hey! I really want to add but i try to install the move with tutorial and stop in 'in Game_Map_' :/ im usin v17.2 and i dont see that title usin ctrl shift f. How can i do?

          Ty ty!
          Can you give me the exact error message please...?
          __________________

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            #5   Link to this post, but load the entire thread.  
          Old September 9th, 2018 (11:00 AM).
          WolfPP's Avatar
          WolfPP WolfPP is offline
             
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            Posts: 166
            Oh, i mean, i try to add Rock Climb with that link (https://www.pokecommunity.com/showthread.php?t=248014) but idk where is 'Game_Map_' and 'Walk_Run' scripts into v17.2 :/ i stop in there lol cuz idk where i find. im newbie, sorry,
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              #6   Link to this post, but load the entire thread.  
            Old September 9th, 2018 (12:03 PM). Edited September 9th, 2018 by Ulithium_Dragon.
            Ulithium_Dragon's Avatar
            Ulithium_Dragon Ulithium_Dragon is offline
               
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              Posts: 95
              Quote:
              Originally Posted by WolfPP View Post
              Oh, i mean, i try to add Rock Climb with that link (https://www.pokecommunity.com/showthread.php?t=248014) but idk where is 'Game_Map_' and 'Walk_Run' scripts into v17.2 :/ i stop in there lol cuz idk where i find. im newbie, sorry,
              You don't need to use that script anymore. Its very old. This resource now comes with Rock Climb already set up.
              __________________

              [PokéMounts] [Warp Tile Animation Tutorial] [Fall Down Hole Animation Tutorial] [PokéCenter Monitor Icons] [Dependent Events Use Running Sprites] [Rock Climb with Overworld Animation]
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                #7   Link to this post, but load the entire thread.  
              Old September 9th, 2018 (2:07 PM).
              WolfPP's Avatar
              WolfPP WolfPP is offline
                 
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                Location: Brazil
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                Nature: Jolly
                Posts: 166
                Quote:
                Originally Posted by Ulithium_Dragon View Post
                You don't need to use that script anymore. Its very old. This resource now comes with Rock Climb already set up.
                AI SIM!

                So, i "plug and play". Edit to terrain tag 17 and 18. Paste the folder

                When im play the game and talk with rock, and USE the move, appears this:

                Code:
                ---------------------------
                Pokemon Essentials
                ---------------------------
                [Pokémon Essentials version 17.2]
                
                Exception: TypeError
                
                Message: cannot convert nil into String
                
                Compiler:644:in `+'
                
                Compiler:644:in `canonicalize'
                
                Compiler:642:in `each'
                
                Compiler:642:in `canonicalize'
                
                BitmapCache:372:in `load_bitmap'
                
                ====UlithiumRockClimb:236:in `pbRockClimbAscendFrames'
                
                ====UlithiumRockClimb:120:in `pbAscendRock'
                
                ====UlithiumRockClimb:210:in `pbRockClimb'
                
                ====UlithiumRockClimb:250
                
                ====UlithiumRockClimb:247:in `call'
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                Old September 9th, 2018 (2:10 PM).
                Ulithium_Dragon's Avatar
                Ulithium_Dragon Ulithium_Dragon is offline
                   
                  Join Date: Jul 2015
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                  Quote:
                  Originally Posted by WolfPP View Post
                  AI SIM!

                  So, i "plug and play". Edit to terrain tag 17 and 18. Paste the folder

                  When im play the game and talk with rock, and USE the move, appears this:

                  Code:
                  ---------------------------
                  Pokemon Essentials
                  ---------------------------
                  [Pokémon Essentials version 17.2]
                  
                  Exception: TypeError
                  
                  Message: cannot convert nil into String
                  
                  Compiler:644:in `+'
                  
                  Compiler:644:in `canonicalize'
                  
                  Compiler:642:in `each'
                  
                  Compiler:642:in `canonicalize'
                  
                  BitmapCache:372:in `load_bitmap'
                  
                  ====UlithiumRockClimb:236:in `pbRockClimbAscendFrames'
                  
                  ====UlithiumRockClimb:120:in `pbAscendRock'
                  
                  ====UlithiumRockClimb:210:in `pbRockClimb'
                  
                  ====UlithiumRockClimb:250
                  
                  ====UlithiumRockClimb:247:in `call'
                  Looks like you didnt install the graphics that came with this resource. Make sure to merge the Graphics folder that came with this resource with yours.
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                  Old September 9th, 2018 (2:23 PM).
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                  WolfPP WolfPP is offline
                     
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                    Quote:
                    Originally Posted by Ulithium_Dragon View Post
                    Looks like you didnt install the graphics that came with this resource. Make sure to merge the Graphics folder that came with this resource with yours.
                    Oh! Its a Autotiles? Or Tilesets, i mean, normal? I merge to my "normal" Tileset, not a autotile.

                    Ty ty
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                    Old September 9th, 2018 (4:25 PM).
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                    Ulithium_Dragon Ulithium_Dragon is offline
                       
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                      Quote:
                      Originally Posted by WolfPP View Post
                      Oh! Its a Autotiles? Or Tilesets, i mean, normal? I merge to my "normal" Tileset, not a autotile.

                      Ty ty
                      No, no... The GRAPHICS folder that came with this reasource contains all of the pictures used for the animation. From your error message it sounds like you don't have them installed.
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                      Old September 9th, 2018 (5:47 PM).
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                      WolfPP WolfPP is offline
                         
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                        Quote:
                        Originally Posted by Ulithium_Dragon View Post
                        No, no... The GRAPHICS folder that came with this reasource contains all of the pictures used for the animation. From your error message it sounds like you don't have them installed.
                        OMG. I paste into Graphics/Animations, not Graphics/Pictures/(make a)Animations/

                        Really sorry! AND REALLY THANK YOU for you pacience :D :D :D
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                        Old September 9th, 2018 (6:29 PM).
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                        Ulithium_Dragon Ulithium_Dragon is offline
                           
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                          Quote:
                          Originally Posted by WolfPP View Post
                          OMG. I paste into Graphics/Animations, not Graphics/Pictures/(make a)Animations/

                          Really sorry! AND REALLY THANK YOU for you pacience :D :D :D
                          I just expected everyone to extract the Graphics folder itself, not it's internal contents.

                          I named the subfolder "Animations" because I intend to make more overworld effects like this one and wanted them all in one joint folder vs. each having their own.
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                          Old September 10th, 2018 (3:40 AM).
                          raki07 raki07 is offline
                             
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                            Nice! Thank you Ulithium_Dragon!
                            Can I ask you that have you lava surfing for essential v17 and is possible to share it?
                            Anticipate thankses.
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                            Old 1 Week Ago (10:00 PM).
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                              Ulithium_Dragon
                              I'm searching where the scripts is to add at the game, but I can't find it.
                              Where is it, please?
                              I downloaded the stuff, but I saw only the animation.
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                              Old 1 Week Ago (10:20 PM).
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                                Quote:
                                Originally Posted by SilverioRB View Post
                                Ulithium_Dragon
                                I'm searching where the scripts is to add at the game, but I can't find it.
                                Where is it, please?
                                I downloaded the stuff, but I saw only the animation.
                                "Rock Climb Animation.rb" is the name of the script file. I'm not sure why I didn't just include it in the OP as well, though. I'll fix that.
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                                Old 1 Week Ago (11:24 PM).
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                                SilverioRB SilverioRB is offline
                                   
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                                  Só, I put the Rock Climb Animation.rb on the data folder, and the graphics at Graphics/Animations/Rock Climb folder, right?
                                  I need to use the compiler to the game read the scripts?
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                                  Old 1 Week Ago (11:28 PM).
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                                  SilverioRB SilverioRB is offline
                                     
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                                    Another question: Does this script works with like side stairs too? going diagonal to left/right, as well as normally up and down?
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                                    Old 1 Week Ago (11:50 PM).
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                                    Ulithium_Dragon Ulithium_Dragon is offline
                                       
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                                      No... the script needs to be manually copy+pasted into your game, like any other script. Open up your project, open the script editor, create a new section, and paste it in there.

                                      Sideways is not supported. Technically speaking, only up is truly supported. You can use down, but there won't be a custom animation for it.
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                                      Old 1 Week Ago (8:52 AM).
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                                      SilverioRB SilverioRB is offline
                                         
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                                        So, I need to create a new section on scripts, then paste ALL OF IT there? Like, a section called "Rock Climb", right above the Main section, e paste the whole script there?
                                        And I need to do the same at below "PField_FieldMoves", right? Like create another section, just below that one e and paste all of it again, right?
                                        Doesn't it support sideways? Oh... I guess I'll need to remove my sideways then...
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                                        Old 1 Week Ago (9:17 AM).
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                                        Poq Poq is offline
                                           
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                                          Quote:
                                          Originally Posted by SilverioRB View Post
                                          So, I need to create a new section on scripts, then paste ALL OF IT there? Like, a section called "Rock Climb", right above the Main section, e paste the whole script there?
                                          And I need to do the same at below "PField_FieldMoves", right? Like create another section, just below that one e and paste all of it again, right?
                                          Doesn't it support sideways? Oh... I guess I'll need to remove my sideways then...
                                          You only need to insert the scripts once. Above Main is the best place to do so, but the key thing is that it does not go before PField_FieldMoves
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                                          Old 1 Week Ago (12:08 PM). Edited 1 Week Ago by SilverioRB.
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                                          SilverioRB SilverioRB is offline
                                             
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                                            Quote:
                                            Originally Posted by Poq View Post
                                            You only need to insert the scripts once. Above Main is the best place to do so, but the key thing is that it does not go before PField_FieldMoves
                                            Gotcha!
                                            I did it! Thank you guys!!
                                            And I added animations going down, too (although it's ugly yet... nothing that some editions won't help...)
                                            Btw, is there any way to set its movement speed while its going up or down?
                                            I did it with the following:

                                            if movementcounter == 7
                                            event.move_speed=6
                                            event.move_up
                                            movementcounter = 0

                                            But it's got strange, getting frameskips...
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                                            Old 1 Week Ago (12:37 PM).
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                                            Ulithium_Dragon Ulithium_Dragon is offline
                                               
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                                              Quote:
                                              Originally Posted by SilverioRB View Post
                                              Gotcha!
                                              I did it! Thank you guys!!
                                              And I added animations going down, too (although it's ugly yet... nothing that some editions won't help...)
                                              Btw, is there any way to set its movement speed while its going up or down?
                                              I did it with the following:

                                              if movementcounter == 7
                                              event.move_speed=6
                                              event.move_up
                                              movementcounter = 0

                                              But it's got strange, getting frameskips...
                                              The animation I made for this resource uses a rather... awkward workaround. I hide the player's actual sprite and play a picture overlay on top of the screen. This picture overlay is already perfectly synced up with the movement speeds and frame delays so that the player's sprite realigns with the picture overlay when the animation ends.

                                              So if you try to change the movement speed, you're going to break the picture overlay and some frames will be skipped, or rather won't have time to be shown. If you wanted to increase the event speed, you'd need to carefully and meticulously realign the animation speed to match the new event speed. However, I may already be using a frame delay of 1, in which case there's no way to speed up the animation any further without changing how the animation is being created and shown.
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