JulyArt
New Developer
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- Seen Dec 17, 2021
~Change log~ conditionings for Shiny, Forms, integrated a new Array and self adding module simplicity. You've got to re-read most code sections likely to implement changes. (I was unable to figure out how to exit PauseMenu entirely again. Welp, tried. I think I saw the code somewhere, but I can't remember, or I'm implementing it incorrectly, etc. QOL have to wait until someone who's more familiar share that part.)
~This to do next~ Add def for entering and exiting house mount/demount.
To autodismount when entering a building, simply pbDismount within the event like entering door.
To automount upon leaving a building, simply pbMount($game_variable[Whatever]) after storing the string from
to the same game variable.
This 'integration' is very basic and is split into two parts how to place it into Party Screen (e.g. Summary / Switch / Item / etc), and example place where we can code 'Dismount'.
There are 'many ways' to accomplish the following, this is just one way.
#Part 1 ~Setup~ i.e. Adding an Array to keep mounts in.
First and foremost, we need to add a global array, mine is named $jaSaddleArray you may name yours what you'd like. Head to 'Script> Pokéride_Rides' and go to your first module. This happens to be mine.
Notice how the module is named DEX330_0 this simply means. DEX | species | form . This is the naming convention we'll be using for the module, it's vital to keep this convention unless you're doing your own thing.
Below is the first module to appear in my own script. Yours will be different.
I've added three more example modules below. Notice the first is 'DEX330s_0' This simply means DEX | shiny | species | form. e.g. this module is for DEX330 Shiny Form 0. e.g. a shiny Flygon
Notice the second module, 'DEX330_1' no 's' string within. This just means DEX330 form 1, no shiny.
#Part 2 ~Activation pbMount()~ In this particular example, I'll be adding it to the 'Party Screen'. You can rename 'Saddle' with whatever text identifier you'd like. "Ride/Mount" etc.
Go Into Script.
CTRL + SHIFT + F or Right-Click any script and choose option 'find...' search for the following code
If can't understand how to do what's above, Head over to Script>PScreen_Party and CTRL + F for that code line.
~Changes #1~
Add the following line below found line so it'd appear like
~Changes #2~ Now we'll use the Global Array $jaSaddleArray and introduce a new basic @jaChecker variable which just makes things more readable and less tedious.
Find
Add the following line above found code, so it looks as follow
~Changes #3~
Find
Add the following line above found code, so it looks as
#Part3 ~It's time to Dismount~
Head over to PScreen_Pausemenu, make the following happen. (By now, I expect you guys know what to do, find and replace)
~Changes #1~
~Changes #2~ (I used gameswitch # 5000 here as an example. You may use what you'd like, 5k is the max however for essentials base)
~Changes #3~
I didn't test these new codes, you guys will have to do the debugging for us. I'm getting more confident in the amount of mistakes that are typed though, so it should pretty smooth sailing. (100x error message laters) haha
~This to do next~ Add def for entering and exiting house mount/demount.
Spoiler:
To autodismount when entering a building, simply pbDismount within the event like entering door.
To automount upon leaving a building, simply pbMount($game_variable[Whatever]) after storing the string from
Code:
saddle = "DEX"<<pkmn.species.to_s
This 'integration' is very basic and is split into two parts how to place it into Party Screen (e.g. Summary / Switch / Item / etc), and example place where we can code 'Dismount'.
There are 'many ways' to accomplish the following, this is just one way.
#Part 1 ~Setup~ i.e. Adding an Array to keep mounts in.
Spoiler:
First and foremost, we need to add a global array, mine is named $jaSaddleArray you may name yours what you'd like. Head to 'Script> Pokéride_Rides' and go to your first module. This happens to be mine.
Notice how the module is named DEX330_0 this simply means. DEX | species | form . This is the naming convention we'll be using for the module, it's vital to keep this convention unless you're doing your own thing.
Below is the first module to appear in my own script. Yours will be different.
Code:
$jaSaddleArray =[] #add this above first module, it will be used to store all mount calls.
module DEX330_0
$jaSaddleArray.push(self.to_s) if !$jaSaddleArray.include?(self.to_s) #add this line to every module, this line adds the module name to the array.
MoveSheet = ["Pokeride/000_Flygon","Pokeride/001_Flygon"]
MoveSpeed = 5
ActionSheet = ["Pokeride/000_Flygon_Run","Pokeride/001_Flygon_Run"]
ActionSpeed = 2
end
I've added three more example modules below. Notice the first is 'DEX330s_0' This simply means DEX | shiny | species | form. e.g. this module is for DEX330 Shiny Form 0. e.g. a shiny Flygon
Notice the second module, 'DEX330_1' no 's' string within. This just means DEX330 form 1, no shiny.
Code:
module DEX330s_0
$jaSaddleArray.push(self.to_s) if !$jaSaddleArray.include?(self.to_s)
MoveSheet = ["Pokeride/000_Flygon","Pokeride/001_Flygon"]
MoveSpeed = 5
ActionSheet = ["Pokeride/000_Flygon_Run","Pokeride/001_Flygon_Run"]
ActionSpeed = 2
end
module DEX330_1
$jaSaddleArray.push(self.to_s) if !$jaSaddleArray.include?(self.to_s)
MoveSheet = ["Pokeride/000_Flygon","Pokeride/001_Flygon"]
MoveSpeed = 5
ActionSheet = ["Pokeride/000_Flygon_Run","Pokeride/001_Flygon_Run"]
ActionSpeed = 2
end
module DEX330s_0
$jaSaddleArray.push(self.to_s) if !$jaSaddleArray.include?(self.to_s)
MoveSheet = ["Pokeride/000_Flygon","Pokeride/001_Flygon"]
MoveSpeed = 5
ActionSheet = ["Pokeride/000_Flygon_Run","Pokeride/001_Flygon_Run"]
ActionSpeed = 2
end
#Part 2 ~Activation pbMount()~ In this particular example, I'll be adding it to the 'Party Screen'. You can rename 'Saddle' with whatever text identifier you'd like. "Ride/Mount" etc.
Spoiler:
Go Into Script.
CTRL + SHIFT + F or Right-Click any script and choose option 'find...' search for the following code
Code:
cmdItem = -1
If can't understand how to do what's above, Head over to Script>PScreen_Party and CTRL + F for that code line.
~Changes #1~
Add the following line below found line so it'd appear like
Code:
cmdItem = -1
cmdSaddle = -1
~Changes #2~ Now we'll use the Global Array $jaSaddleArray and introduce a new basic @jaChecker variable which just makes things more readable and less tedious.
Find
Code:
commands[commands.length] = _INTL("Cancel")
Code:
@jaChecker = "DEX" << pkmn.species.to_s
@jaChecker << "s" if pkmn.shiny?
@jaChecker << "_" << pkmn.form.to_s
if $jaSaddleArray.include? @jaChecker [B]and !$game_switches[5000] [/B] # $jaSaddleArray is the Array we setup earlier. $game_switches[5000] is used to determine if player is currently riding or not.
commands[cmdSaddle = commands.length] = _INTL("Saddle") #.edit
end
commands[commands.length] = _INTL("Cancel")
~Changes #3~
Find
Code:
elsif cmdDebug>=0 && command==cmdDebug
Code:
elsif cmdSaddle>=0 && command==cmdSaddle #.edit
[B]$game_switches[5000] = !$game_switches[5000][/B]
pbMount Kernel.const_get(@jaChecker)
pbPlayCry (pkmn) #This should play the cry file of the PKMN.
@scene.pbEndScene
return nil
elsif cmdDebug>=0 && command==cmdDebug
#Part3 ~It's time to Dismount~
Spoiler:
Head over to PScreen_Pausemenu, make the following happen. (By now, I expect you guys know what to do, find and replace)
~Changes #1~
Code:
cmdPokedex = -1
cmdPokemon = -1
cmdDismount = -1 #c.edit
Code:
commands[cmdPokemon = commands.length] = _INTL("Pokémon") if $Trainer.party.length>0
if $game_switches[5000]
commands[cmdDismount = commands.length] = _INTL("Dismount")
end
~Changes #3~
Code:
elsif cmdDismount>=0 && command==cmdDismount #.editn
$game_switches[5000] = !$game_switches[5000]
pbDismount
#@scene.pbEndScene unsure if this code line will exit the Pause Menu from dismount or not. Test if have time.
elsif cmdBag>=0 && command==cmdBag
I didn't test these new codes, you guys will have to do the debugging for us. I'm getting more confident in the amount of mistakes that are typed though, so it should pretty smooth sailing. (100x error message laters) haha
Last edited: