• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • 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.

Deep Marsh Tiles

1,682
Posts
8
Years
    • Seen today
    Deep Marsh Tiles
    This script adds in Deep Marsh tiles, the annoying classic from DPPt, which cause the player to sink in and get stuck until they wiggle free.
    To use it, you must create a new tile with terrain tag MarshDeep. Remember to change the number if you are already using the default 17.
    There's also one other edit to "def bush_depth" in Game_Character.
    This line :
    Code:
          return 12 if self.map.bush?(@x,@y) and !moving?
    Becomes this line :
    Code:
          return 12 if (self.map.bush?(@x,@y) and !moving?) || (self==$game_player && $PokemonGlobal.stuck)
    You could instead edit the line above in it in the same manner if you want the player to sink more into the mud. Or even just make the stuck condition on its own line to have it sink a different amount. Not gonna explain that though, it's beyond the scope of the script.

    Get it here!
     
    Last edited:
    I found it.
    To make this script compatible with Always in Bush and Water by Der Fischae (https://www.pokecommunity.com/showthread.php?t=429020)
    Search round line 110
    Code:
     elsif @jump_count <= 0 and self.map.bush?(@x, @y) and
            self.map.bush?(xbehind, ybehind)
            return 12
    And replace it with
    Code:
    elsif @jump_count <= 0 and ((self.map.bush?(@x, @y) and
            self.map.bush?(xbehind, ybehind)) ||
            (self==$game_player && $PokemonGlobal.stuck))
            return 12
    Do credit me if used!
     
    1,682
    Posts
    8
    Years
    • Seen today
    Last edited:
    Back
    Top