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Footprints made by events in sand

52
Posts
8
Years
_update__footprints_add_on_for_essentials_by_kleinstudio-d8qjq36.png

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

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

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

KillerMapper

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

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

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

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

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

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

After that, if you want to make a trainer that doesn't have foots, just need to add a comment and write NoFoot.
 
219
Posts
9
Years
Nice work. By the way how can i make the animation for the "water ponds" without reflection, only when step that tile?

images


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

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

images


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

waterp10.png

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

Mellan

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

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

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

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

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

Or

Code:
   if event.name.include?("/Poochyena/"))

    @sprite.bitmap=BitmapCache.load_bitmap("Graphics/Pictures/footsetwolf")
else
    @sprite.bitmap=BitmapCache.load_bitmap("Graphics/Pictures/footset")
end

Could someone help me? I can't figure it myself. :(
Thank you.
 
1
Posts
7
Years
  • Age 21
  • Seen Mar 8, 2017
Hey, Klein: I clicked on the link and I was sent to a page seeming to imply that the site was shut down.
Any help?...
 

FL

Pokémon Island Creator
2,430
Posts
13
Years
  • Seen Mar 15, 2024
For this script work on V17.2, add line 'def viewport1; return @@viewport1; end' before line 'attr_accessor :character_sprites'.
 
219
Posts
9
Years
For this script work on V17.2, add line 'def viewport1; return @@viewport1; end' before line 'attr_accessor :character_sprites'.

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

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

Poq

144
Posts
6
Years
  • Age 34
  • Seen Aug 28, 2021
For this script work on V17.2, add line 'def viewport1; return @@viewport1; end' before line 'attr_accessor :character_sprites'.

Did you make any other modifications to the script to make it work with v17.2? I've tried inserting that line of code like so:
Code:
class Spriteset_Map
  def viewport1
    return @@viewport1
  end
  attr_accessor :character_sprites
  attr_accessor :wbsprites
and like this:
Code:
def viewport1
  return @@viewport1
end
  
class Spriteset_Map
  attr_accessor :character_sprites
  attr_accessor :wbsprites
both to no effect.
 
295
Posts
5
Years
  • Age 28
  • Seen Aug 15, 2022
Did you make any other modifications to the script to make it work with v17.2? I've tried inserting that line of code like so:
Code:
class Spriteset_Map
  def viewport1
    return @@viewport1
  end
  attr_accessor :character_sprites
  attr_accessor :wbsprites
and like this:
Code:
def viewport1
  return @@viewport1
end
  
class Spriteset_Map
  attr_accessor :character_sprites
  attr_accessor :wbsprites
both to no effect.

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

Poq

144
Posts
6
Years
  • Age 34
  • Seen Aug 28, 2021
You can try this method add
Code:
class Spriteset_Map
 attr_reader :viewport1
end
in the last line

Success! I have footprints!
But still no water pond bubbles unfortunately. I'll have to do some more digging.
 
38
Posts
8
Years
  • Age 32
  • Seen Aug 10, 2021
I just clicked on the download link, but it's saying that the content was removed :c
 

Poq

144
Posts
6
Years
  • Age 34
  • Seen Aug 28, 2021
I just clicked on the download link, but it's saying that the content was removed :c
It's still on the site, but something is weird with that link. Go to the home page and then just search through the resources.
 

WolfPP

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


Same Map:
unknown.png
 

WolfPP

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


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

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