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Script: [Essentials v17] Following Pokemon v 1.4.1

2
Posts
4
Years
    • Seen May 21, 2020
    por favor ayuda
    tanbien quiero script para aumentar el almacenamiento 30 cajas en pokemon escencial 16.2 español
     

    Diegou18

    Forever Chandelure lover.
    75
    Posts
    6
    Years
    • Seen Aug 16, 2021
    por favor ayuda
    tanbien quiero script para aumentar el almacenamiento 30 cajas en pokemon escencial 16.2 español

    Try writting in english here, dude. Maybe more guys could help you. But, anyways, it has an easy solution xd.

    Ve a la sección de scripts llamada "Settings" y busca "STORAGEBOXES = 30".
    Cambia el número 30 por la cantidad de cajas que deseas tener.
     
    1
    Posts
    4
    Years
    • Seen Jun 10, 2020
    So I was using this script in my game, and I go the following error when trying to force update sprites after being healed at a pokemon center.
    Code:
    ---------------------------
    Pokemon Eternal
    ---------------------------
    [Pokémon Essentials version 17.2]
    
    Exception: RuntimeError
    
    Message: Script error within event 1 (coords 7,2), map 10 (Andva Town Poké Center):
    
    Exception: NoMethodError
    
    Message: (eval):1:in `pbExecuteScript'undefined method `refresh_' for #<DependentEvents:0xc497d68 @lastUpdate=0, @realEvents=[]>
    
    ***Full script:
    
    $PokemonTemp.dependentEvents.refresh_
    sprite
    
    
    Interpreter:243:in `pbExecuteScript'
    
    Interpreter:1606:in `eval'
    
    Interpreter:243:in `pbExecuteScript'
    
    Interpreter:1606:in `command_355'
    
    Interpreter:494:in `execute_command'
    
    Interpreter:193:in `update'
    
    Interpreter:106:in `loop'
    
    Interpreter:198:in `update'
    
    Scene_Map:163:in `follow_update'
    
    Scene_Map:161:in `loop'
    
    
    
    Interpreter:276:in `pbExecuteScript'
    
    Interpreter:1606:in `command_355'
    
    Interpreter:494:in `execute_command'
    
    Interpreter:193:in `update'
    
    Interpreter:106:in `loop'
    
    Interpreter:198:in `update'
    
    Scene_Map:163:in `follow_update'
    
    Scene_Map:161:in `loop'
    
    Scene_Map:170:in `follow_update'
    
    Follow Pokemon:1551:in `update'
    I tried to force update the sprite as the follower sprite was invisible forever after being healed. This was only after blacking out however.
     
    163
    Posts
    7
    Years
    • Seen May 3, 2024
    Ok, for some reason the events or NPC still walk in my Pokemon. And I have the latest version of the script. This is the code that is supposed to correct it ...

    Code:
    # Fix other events walking through dependent events
    class Game_Map
      
      alias follow_passable? passable?
      def passable?(x, y, d, self_event=nil)
        ret=follow_passable?(x,y,d,self_event)
        if !ret && !$game_temp.player_transferring && $game_player.pbHasDependentEvents? && $game_switches[Toggle_Following_Switch] && 
           self_event != $game_player
             dependent=pbGetDependency("Dependent")
             if dependent != nil && self_event != dependent
               if dependent.x==x && dependent.y==y
                 return false
               end
             end
        end
        return ret
       end
        
    end

    Maybe I will change something?
    Did anyone manage to fix it?

    Thanks to all!
     
    14
    Posts
    5
    Years
    • Seen Feb 11, 2021
    How to turn off the Following Pokemon temporally?

    Hello to everyone.
    I think everyone knows the Following Pokemon script created by Mej71...
    My question is how to turn off temporally the Following Pokemon. I need to desactivate it for cinematics and other things, but I don't know if there is a command or something...
    Can anyone tell me if that's possible? Thanks.
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
    5
    Years
  • Try to use:
    Code:
    $PokemonTemp.dependentEvents.remove_sprite(false)

    To turn back:
    Code:
    $PokemonTemp.dependentEvents.refresh_sprite(false)

    P.S: Why you created a new thread instead make a post in Mej71's thread? Oo
     
    14
    Posts
    5
    Years
    • Seen Feb 11, 2021
    Try to use:
    Code:
    $PokemonTemp.dependentEvents.remove_sprite(false)

    To turn back:
    Code:
    $PokemonTemp.dependentEvents.refresh_sprite(false)

    P.S: Why you created a new thread instead make a post in Mej71's thread? Oo

    I'm sorry, I'm new here and I don't really know how the things work. I will do it the next time, thanks!
     
    29
    Posts
    8
    Years
    • Seen Oct 16, 2021
    I've run into another fairly large issue. Followers aren't treated as "solid" and events that move randomly such as NPCs or overworld wild pokemon can collide and overlap. I'm sure I'm not the only one with this issue
     

    #Not Important

    All hail the wishmaker
    910
    Posts
    4
    Years
  • I've run into another fairly large issue. Followers aren't treated as "solid" and events that move randomly such as NPCs or overworld wild pokemon can collide and overlap. I'm sure I'm not the only one with this issue

    Ok, for some reason the events or NPC still walk in my Pokemon. And I have the latest version of the script. This is the code that is supposed to correct it ...

    Code:
    # Fix other events walking through dependent events
    class Game_Map
      
      alias follow_passable? passable?
      def passable?(x, y, d, self_event=nil)
        ret=follow_passable?(x,y,d,self_event)
        if !ret && !$game_temp.player_transferring && $game_player.pbHasDependentEvents? && $game_switches[Toggle_Following_Switch] && 
           self_event != $game_player
             dependent=pbGetDependency("Dependent")
             if dependent != nil && self_event != dependent
               if dependent.x==x && dependent.y==y
                 return false
               end
             end
        end
        return ret
       end
        
    end

    Maybe I will change something?
    Did anyone manage to fix it?

    Thanks to all!

    Change the "Dependent" in this line
    Code:
    dependent=pbGetDependency("Dependent")
    to whatever your follower event's name is.
     
    4
    Posts
    4
    Years
    • Seen Jun 5, 2020
    Is there a way for the distance from which the Pokémon walks behind the player to be changed depending on the Pokémon's size?
    Or just the distance between the player and the pokemon in general?
    As it currently looks like Girantina is stomping on me, and Charmander is kissing my behind.
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
    5
    Years
  • Is there a way for the distance from which the Pokémon walks behind the player to be changed depending on the Pokémon's size?
    Or just the distance between the player and the pokemon in general?
    As it currently looks like Girantina is stomping on me, and Charmander is kissing my behind.

    You need to edit the spritesheet itself, one by one, unfortunately. Like Giratina and Charizard:
     

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    4
    Posts
    4
    Years
    • Seen Jun 5, 2020
    So I assume I just move the sprites a bit till they look good, or is there any other technique you'd recommend?
     
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