por favor ayuda
tanbien quiero script para aumentar el almacenamiento 30 cajas en pokemon escencial 16.2 español
Im also having a similar problem as you, can any one help?
---------------------------
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:
$PokemonTemp.dependentEvents.refresh_
sprite
Interpreter:243:in `pbExecuteScript'
Interpreter:1606:in `eval'
Interpreter:243:in `pbExecuteScript'
Interpreter:1606:in `command_355'
Interpreter:494:in `execute_command'
Interpreter:193:in `update'
Interpreter:106:in `loop'
Interpreter:198:in `update'
Scene_Map:163:in `follow_update'
Scene_Map:161:in `loop'
Interpreter:276:in `pbExecuteScript'
Interpreter:1606:in `command_355'
Interpreter:494:in `execute_command'
Interpreter:193:in `update'
Interpreter:106:in `loop'
Interpreter:198:in `update'
Scene_Map:163:in `follow_update'
Scene_Map:161:in `loop'
Scene_Map:170:in `follow_update'
Follow Pokemon:1551:in `update'
# Fix other events walking through dependent events
class Game_Map
alias follow_passable? passable?
def passable?(x, y, d, self_event=nil)
ret=follow_passable?(x,y,d,self_event)
if !ret && !$game_temp.player_transferring && $game_player.pbHasDependentEvents? && $game_switches[Toggle_Following_Switch] &&
self_event != $game_player
dependent=pbGetDependency("Dependent")
if dependent != nil && self_event != dependent
if dependent.x==x && dependent.y==y
return false
end
end
end
return ret
end
end
Yes it happens plus the overworld shadow of the Following Pokemon disappearsIs there anyway to fix the jittering when moving between maps?
<Snip>
P.S: Why you created a new thread instead make a post in Mej71's thread?
Try to use:Code:$PokemonTemp.dependentEvents.remove_sprite(false)
To turn back:
Code:$PokemonTemp.dependentEvents.refresh_sprite(false)
P.S: Why you created a new thread instead make a post in Mej71's thread? Oo
I've run into another fairly large issue. Followers aren't treated as "solid" and events that move randomly such as NPCs or overworld wild pokemon can collide and overlap. I'm sure I'm not the only one with this issue
Ok, for some reason the events or NPC still walk in my Pokemon. And I have the latest version of the script. This is the code that is supposed to correct it ...
Code:# Fix other events walking through dependent events class Game_Map alias follow_passable? passable? def passable?(x, y, d, self_event=nil) ret=follow_passable?(x,y,d,self_event) if !ret && !$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!
dependent=pbGetDependency("Dependent")
Change the "Dependent" in this lineto whatever your follower event's name is.Code:dependent=pbGetDependency("Dependent")
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.