- 6
- Posts
- 9
- Years
- Seen Jun 22, 2016
Hi guys
I need some help with scripting
I am trying to make a Eon Flute
1. I want it so when people use the item Eon Flute it will trigger a move that will display the hidden move animation but with a latias on it
then it will teleport the player to a over view of the map that i will create and then they will be able to fly around then i was planning to fill each map with events on action button trigger which will take them back to the start of each map
2. on my game the default screen size option is medium and i would like it to be Large
i am happy to talk to someone that can help me with these problems
hit me up on skype at kurt.raas
i am in the uk
appreciate anyone that could help
thanks
i also would need the character to change to a edited version of the surfing character where he will be sitting on latias this would be when he gets transfered to the new map
Here i keep getting syntax errors
Here i need to remove the part where the pokemon slides in from right to left as i have a latias on the graphic hiddenmovebg1
Here it always says Cant use that here (no matter where i go on the game)and then gives me syntax errors, this i also a near copy of the move FLY
O would it just be easier to rather then having a item triggering a move to just have the item teleport the player to another map
but then this item must also trigger a character change to one where he is flying latias
could someone help me with this scripting please
i just cant get the script to teleport the player to the map i want as it has to teleport the player to the other version of the map that they are in eg if a player is in waters edge it need to teleport to the other version of waters edge which is a skyview
I need some help with scripting
I am trying to make a Eon Flute
1. I want it so when people use the item Eon Flute it will trigger a move that will display the hidden move animation but with a latias on it
then it will teleport the player to a over view of the map that i will create and then they will be able to fly around then i was planning to fill each map with events on action button trigger which will take them back to the start of each map
2. on my game the default screen size option is medium and i would like it to be Large
i am happy to talk to someone that can help me with these problems
hit me up on skype at kurt.raas
i am in the uk
appreciate anyone that could help
thanks
i also would need the character to change to a edited version of the surfing character where he will be sitting on latias this would be when he gets transfered to the new map
Code:
PItem_ItemEffects
ItemHandlers::UseFromBag.add(:EONFLUTE,proc{|item|
next 2
})
if canUseMoveEon
ItemHandlers::UseFromBag.add(:EONFLUTE,proc{|item|
next 2
})
useMoveEon if canUseMoveEon
Code:
PField_HiddenMoves
#===============================================================================
# Eon move animation
#===============================================================================
def pbEonMoveAnimation(pokemon)
return false if !pokemon
viewport=Viewport.new(0,0,0,0)
viewport.z=99999
bg=Sprite.new(viewport)
bg.bitmap=BitmapCache.load_bitmap("Graphics/Pictures/hiddenMovebg1")
sprite=PokemonSprite.new(viewport)
sprite.setPokemonBitmap(pokemon)
sprite.z=1
sprite.ox=sprite.bitmap.width/2
sprite.oy=sprite.bitmap.height/2
sprite.visible=false
strobebitmap=AnimatedBitmap.new("Graphics/Pictures/hiddenMoveStrobes")
strobes=[]
15.times do |i|
strobe=BitmapSprite.new(26*2,8*2,viewport)
strobe.bitmap.blt(0,0,strobebitmap.bitmap,Rect.new(0,(i%2)*8*2,26*2,8*2))
strobe.z=((i%2)==0 ? 2 : 0)
strobe.visible=false
strobes.push(strobe)
end
strobebitmap.dispose
interp=RectInterpolator.new(
Rect.new(0,Graphics.height/2,Graphics.width,0),
Rect.new(0,(Graphics.height-bg.bitmap.height)/2,Graphics.width,bg.bitmap.height),
10)
ptinterp=nil
phase=1
frames=0
begin
Graphics.update
Input.update
sprite.update
case phase
when 1 # Expand viewport height from zero to full
interp.update
interp.set(viewport.rect)
bg.oy=(bg.bitmap.height-viewport.rect.height)/2
if interp.done?
phase=2
ptinterp=PointInterpolator.new(
Graphics.width+(sprite.bitmap.width/2),bg.bitmap.height/2,
Graphics.width/2,bg.bitmap.height/2,
16)
end
when 2 # Slide Pokémon sprite in from right to centre
ptinterp.update
sprite.x=ptinterp.x
sprite.y=ptinterp.y
sprite.visible=true
if ptinterp.done?
phase=3
pbPlayCry(pokemon)
frames=0
end
when 3 # Wait
frames+=1
if frames>30
phase=4
ptinterp=PointInterpolator.new(
Graphics.width/2,bg.bitmap.height/2,
-(sprite.bitmap.width/2),bg.bitmap.height/2,
16)
frames=0
end
when 4 # Slide Pokémon sprite off from centre to left
ptinterp.update
sprite.x=ptinterp.x
sprite.y=ptinterp.y
if ptinterp.done?
phase=5
sprite.visible=false
interp=RectInterpolator.new(
Rect.new(0,(Graphics.height-bg.bitmap.height)/2,Graphics.width,bg.bitmap.height),
Rect.new(0,Graphics.height/2,Graphics.width,0),
10)
end
when 5 # Shrink viewport height from full to zero
interp.update
interp.set(viewport.rect)
bg.oy=(bg.bitmap.height-viewport.rect.height)/2
phase=6 if interp.done?
end
for strobe in strobes
strobe.ox=strobe.viewport.rect.x
strobe.oy=strobe.viewport.rect.y
if !strobe.visible
randomY=16*(1+rand(bg.bitmap.height/16-2))
strobe.y=randomY+(Graphics.height-bg.bitmap.height)/2
strobe.x=rand(Graphics.width)
strobe.visible=true
elsif strobe.x<Graphics.width
strobe.x+=32
else
randomY=16*(1+rand(bg.bitmap.height/16-2))
strobe.y=randomY+(Graphics.height-bg.bitmap.height)/2
strobe.x=-strobe.bitmap.width-rand(Graphics.width/4)
end
end
pbUpdateSceneMap
end while phase!=6
sprite.dispose
for strobe in strobes
strobe.dispose
end
strobes.clear
bg.dispose
viewport.dispose
return true
end
Code:
#===============================================================================
# Eon
#===============================================================================
HiddenMoveHandlers::CanUseMove.add(:EON,proc{|move,pkmn|
if !$DEBUG &&
!(HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORFLY : $Trainer.badges[BADGEFORFLY])
Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
return false
end
if $game_player.pbHasDependentEvents?
Kernel.pbMessage(_INTL("It can't be used when you have someone with you."))
return false
end
if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
Kernel.pbMessage(_INTL("Can't use that here."))
return true
end
return true
})
HiddenMoveHandlers::UseMove.add(:EON,proc{|move,pokemon|
if !$PokemonTemp.flydata
Kernel.pbMessage(_INTL("Can't use that here."))
end
if !pbEonMoveAnimation(pokemon)
Kernel.pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move)))
end
pbFadeOutIn(99999){
Kernel.pbCancelVehicles
$game_temp.player_new_map_id=$PokemonTemp.flydata[0]
$game_temp.player_new_x=$PokemonTemp.flydata[1]
$game_temp.player_new_y=$PokemonTemp.flydata[2]
$PokemonTemp.flydata=nil
$game_temp.player_new_direction=2
$scene.transfer_player
$game_map.autoplay
$game_map.refresh
}
pbEraseEscapePoint
return true
})
O would it just be easier to rather then having a item triggering a move to just have the item teleport the player to another map
but then this item must also trigger a character change to one where he is flying latias
could someone help me with this scripting please
i just cant get the script to teleport the player to the map i want as it has to teleport the player to the other version of the map that they are in eg if a player is in waters edge it need to teleport to the other version of waters edge which is a skyview
Last edited by a moderator: