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"Perspective" map view in certain maps in Essentials 12.2?

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  • How to force a certain map view in certain maps in Essentials 12.2? [If you provide the code you will be credited in my game!]

    If you used an old version of Essentials (Around 2010 -2011) before they gave it number like 1, 2, 3, ect. You may have noticed that in the options menu of the game there was a map view setting, and you cloud switch between Original, Custom, and Perspective. Original and custom looked the same to be honest and Perspective has more of a side view just like in Gen 4. I'm asking if its possible to force a map have the perspective view in Essentials 12.2, not that I don't want an option on the screen I just want it forced so that in a big city with tall buildings feels bigger. I'm not a programmer so it would be nice if you post the code (You WILL be credited in my game if it works!).

    (Sorry I can't post links, but that is a pic of a map with perspective and the option screen)
     
    Last edited:

    FL

    Pokémon Island Creator
    2,453
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    • Seen today
    Settings Script Section said:
    # * Map view mode (0=original, 1=custom, 2=perspective).
    MAPVIEWMODE = 1

    For using this mode when loading a save: Before line '$PokemonMap=metadata' on PokémonLoad add line '$PokemonSystem.tilemap = MAPVIEWMODE if $PokemonSystem.tilemap != MAPVIEWMODE'.
    ------------------------------------------
     

    FL

    Pokémon Island Creator
    2,453
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    Sorry! Use '$PokemonSystem.tilemap = 2' script line before the teleport to the area and '$PokemonSystem.tilemap = 1' before exiting of the area.

    Fly/Escape Rope and losing can mess with this. In order to fix this problem, just made checks before these events change your location.
     
    41
    Posts
    11
    Years
  • Sorry! Use '$PokemonSystem.tilemap = 2' script line before the teleport to the area and '$PokemonSystem.tilemap = 1' before exiting of the area.

    Fly/Escape Rope and losing can mess with this. In order to fix this problem, just made checks before these events change your location.

    Ok so I'm assuming that I put: $PokemonSystem.tilemap = 2 in a auto run event using the script thingy, and also put: $PokemonSystem.tilemap = 1 In a auto run event the gates to the city and for losing the game I can put: $PokemonSystem.tilemap = 1 in the Start over script for all the Nurse Joys, but Idk how to fix Flying and Escape roping, Assuming that I will have to put the line $PokemonSystem.tilemap = 1 in one of the several script sections.
     

    FL

    Pokémon Island Creator
    2,453
    Posts
    13
    Years
    • Seen today
    Ok so I'm assuming that I put: $PokemonSystem.tilemap = 2 in a auto run event using the script thingy, and also put: $PokemonSystem.tilemap = 1 In a auto run event the gates to the city and for losing the game I can put: $PokemonSystem.tilemap = 1 in the Start over script for all the Nurse Joys, but Idk how to fix Flying and Escape roping, Assuming that I will have to put the line $PokemonSystem.tilemap = 1 in one of the several script sections.
    I suggest you to put an event command before the teleport command rather than auto run events.

    Try to put the command after lines:

    Code:
    Kernel.pbMessage(_INTL("{1} used the Escape Rope.",$Trainer.name))

    Code:
    if !pbHiddenMoveAnimation(pokemon)
      Kernel.pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move)))
    end
     
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