• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Our friends from the Johto Times are hosting a favorite Pokémon poll - and we'd love for you to participate! Click here for information on how to vote for your favorites!
  • Serena, Kris, Dawn, Red - which Pokémon protagonist is your favorite? Let us know by voting in our grand final favorite protagonist poll!
  • PokéCommunity supports the Stop Killing Games movement. If you're a resident of the UK or EU, consider signing one of the petitions to stop publishers from destroying games. Click here for more information!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Scripting Question] Creating "Deep Puddle" terrain type

  • 38
    Posts
    9
    Years
    So in the game i'm working on, i'm working on adding a wetland area, and what I want to do is have "puddles" of knee-high water that the player has to wade through. Sort of like the Great Marsh from Sinnoh, if that helps. I've been reading up on terrain tags and whatnot, and I think I know how to add a terrain that creates a new encounter type, for example, but all I want this terrain type to do really is make your character look like they're partially submerged in water. Sort of like how your character looks when they're standing in grass (not the really tall grass where all you can see is your hat). Also, do any of you know how to make it look like your character's running/walking animation through the grass (and in the deep puddle) stays partially hidden while moving? Right now it looks like the character walks on top of grass when they move, which looks okay, but it'll look really bad for the water I think. I've been looking through the scripts but can't find anything about your character being "submerged" in grass. Any help would be appreciated :D
     
    A while ago, KleinStudio made this script that fixes that bump out effect.
    https://pokemonfangames.com/resource/overworlds-always-within-grass/
    Not sure if that still works in v17 though.

    But to answer the first question, you can set the bush flag in the tileset editor in RMXP to make the player become half hidden. You may notice that grass has the same flag activated (looks like ≈)
     
    I thought that flagging it as a bush would cause encounters...but nope, turns out I was wrong, haha! I'll try that fix you suggested and let you know if it works. Thanks :D

    Edit: Yup works like a charm!
     
    Last edited:
    Back
    Top