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- Seen Aug 8, 2023
Hey guys :)
Implemented everything so far and it works like it should.
Just wanted to ask if there is a way to make the following pokemon more like an event and not just a sprite. What i mean is that the people in my towns just walk over my pokemon :D
Ideas?
To fix that, find def passable? in Game_Map. Then right under this
Code:
for event in events.values
if event.tile_id >= 0 and event != self_event and
event.x == x and event.y == y and not event.through
return false if @passages[event.tile_id] & bit != 0
return false if @passages[event.tile_id] & 0x0f == 0x0f
return true if @priorities[event.tile_id] == 0
end
end
Code:
#remove comment to allow the player to pass through
if !$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
This assumes your event is named "Dependent" , as the tutorial instructed you to. I commented out the part that lets you walk over it as your trainer, as I think this makes more sense. The only drawback is it could make you get stuck in some maps. So either remove the comment or design your maps accordingly. Or you could have an option that activates another switch to toggle it, then they can't get stuck.
Edit: Removed the commented part, because it makes you get stuck in doorways during map transfers.
Edit2: Fixed the follower's placement on map transistion (it wasn't previously able to retain the same position due to my addition)
Edit3: Attempt at slightly smoother map transitions. Needs more work elsewhere, but this should help a bit I think
Last edited: