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Broken Events

  • 6
    Posts
    17
    Years
    • Seen Oct 7, 2016
    Hey everyone, was hoping to find some help. What happened is this.

    We just ported our game over to the newest version of Pokemon Essentials. We were enjoying the update and tweaking it to fix our games changes. We ran into a problem though. When events are now placed, they will follow the character. They even just disappear. Here is a video example to show you exactly what I mean.

    Spoiler:


    In this example, we placed a random character event down on random parts of the map. What we are trying to show is that every event besides for the the 3 previous events (House transfers) follows the characters screen or disappears entirely.

    Things we have already tried:
    - Reupgrading to Essentials 13
    - Remaking the entire home town map
    - Resetting the metadata
    - Using the working events as a template
    - Changing the coordinates of both the events and their transfer coordinates

    Our archives show us that the events correctly worked back in Essentials 12 but not in 13.

    Has anyone ever came across this issue before or does anybody have any ideas on how to fix this?
     
    I was hoping someone could give me more of a hint or direction to head in for fixing this. Not really an offer to do it yourself lol.
     
    If you want to tell us what the events actually are, that'd be a start. Are they regular events, or are you spontaneously creating them in-game, or what? Where is it (or they - you didn't specify how many there were) supposed to be?
     
    I saw the video, could the reason be the fast entering/exiting? loading the no longer existing events to the map once you exit? that could be fixed by putting a wait so you can't enter/exit that fast, no?
     
    Search for the line "screne_height += Graphics.height*4+128*4" on Spriteset_Map and put 256 instead of 128 and see if it solves the problem. There is a bug in essentials anti-lag script that makes events sprites at the edge of the screen stick to it like in your video if they are too big. I don't think that professor OW is big but the bug may be the same.
     
    That line of code you mentioned already takes into account the screen size, and it adds a border of 4 tiles around that. It doesn't need the border to be even larger than that. Assuming that's what Jakey's code says, I don't think that'd be the problem.
     
    That line of code you mentioned already takes into account the screen size, and it adds a border of 4 tiles around that. It doesn't need the border to be even larger than that. Assuming that's what Jakey's code says, I don't think that'd be the problem.
    Yeah, as I said I only had problems with that line when I used pretty large charsets, for custom lightning effects for example. I only suggested that because the bug effect was the same as his, the event sticking to the screen.
     
    The events moving with the character is the problem. Any event I create after the 3 initial events I have move with the player. Even in our route above that town, the berries we had placed followed you into the next town and you were unable to pick them because they always stayed out of reach. Once entering a building, the events disappeared and returned to their normal position. When I returned to them, heading back down they then stuck to the bottom of my screen.

    In the video, the door to the building in the upper right corner also moves with the character. In the video, I had the event removed for test purposely prior.
     
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