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Script: [Essentials v17] Following Pokemon v 1.4.1

por favor ayuda
tanbien quiero script para aumentar el almacenamiento 30 cajas en pokemon escencial 16.2 español
 
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.
 
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.
 
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!
 
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.
 
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
 
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!
 
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
 
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.
 
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.
 
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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  • [PokeCommunity.com] [Essentials v17] Following Pokemon v 1.4.1
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    8.2 KB · Views: 138
  • [PokeCommunity.com] [Essentials v17] Following Pokemon v 1.4.1
    006s.png
    5.1 KB · Views: 2
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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