YashPokeFan123
#PokeFan
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- Seen Sep 27, 2024
It worked, now I will test if the script systems are still compatible in v18.
Do you know how to set up an achievement like 100 steps because i dont understand it
It worked, now I will test if the script systems are still compatible in v18.
did you paste modular pause menu under all achievements script
Do you know how to set up an achievement like 100 steps because i dont understand it
You can make this script identify the following:
Defeat 10 Geodudes.
Capture 5 Magikarps
It would make it a richer system.
I haven't studied the script yet, I'm hoping they'll support the question I asked above.
What is your question?HELP-ME SCRIPTERS
What is your question?
I thought I had solved your bugs with my script + fix.
Yes, it worked on v18!
But I would like to know if I can activate each mission at a time ...
When the character opens the menu he sees all the available missions, how do I hide and release the others through scripts or switches?
Another cool thing for this script, I would like to do a mission that is summarized in the following:
Defeat 5 Geodudes
or
capture 5 magikarps.
Would you be able to do something like that?
Yes, it worked on v18!
But I would like to know if I can activate each mission at a time ...
When the character opens the menu he sees all the available missions, how do I hide and release the others through scripts or switches?
Another cool thing for this script, I would like to do a mission that is summarized in the following:
Defeat 5 Geodudes
or
capture 5 magikarps.
Would you be able to do something like that?
You know, V18.1 is not a complete rewriting of v17 that changes everything...
You can put this script in your game, make experiments and solve the few bugs that you'll find. They should be easy to solve, the way the script is written.
I looked at the code, and I think that the only functions that will create bugs are the following:
Spoiler:
which should be rewritten as:Code:def pbUseItemOnPokemon(item,pkmnIndex,userPkmn,scene) ret=achieve_pbUseItemOnPokemon(item,pkmnIndex,userPkmn,scene) if pbOwnedByPlayer?(userPkmn.index) && ret Achievements.incrementProgress("ITEMS_USED",1) Achievements.incrementProgress("ITEMS_USED_IN_BATTLE",1) end end
andCode:def pbUseItemOnPokemon(item,pkmn,scene) ret=achieve_pbUseItemOnPokemon(item,pkmn,scene) if pbOwnedByPlayer?(pkmn.index) && ret Achievements.incrementProgress("ITEMS_USED",1) Achievements.incrementProgress("ITEMS_USED_IN_BATTLE",1) end end
which should be replaced with:Code:def pbUseItemOnBattler(item,index,userPkmn,scene) ret=achieve_pbUseItemOnBattler(item,index,userPkmn,scene) if pbOwnedByPlayer?(userPkmn.index) && ret Achievements.incrementProgress("ITEMS_USED",1) Achievements.incrementProgress("ITEMS_USED_IN_BATTLE",1) end end
Code:def pbUseItemOnBattler(item,idxBattler,userBattler) ret=achieve_pbUseItemOnBattler(item,idxBattler,userBattler) if pbOwnedByPlayer?(idxBattler) && ret Achievements.incrementProgress("ITEMS_USED",1) Achievements.incrementProgress("ITEMS_USED_IN_BATTLE",1) end end
Of course I didn't test any of this, but these changes are the most obvious.
I would like the menu to be accessible from the pause menu. How do i do it?
MenuHandlers.addEntry(:ACHIEVEMENTS,_INTL("Achievements"),"menuAchievements",proc{|menu|
scene = PokemonAchievements_Scene.new
screen = PokemonAchievements.new(scene)
pbFadeOutIn(99999) {
screen.pbStartScreen
}
},proc{ return true })
PScreen_PauseMenu in def pbStartPokemonMenu after
"commands=[]
cmdPokedex = -1
cmdPokemon = -1
cmdBag = -1
cmdTrainer = -1
cmdSave = -1
cmdOption = -1
cmdPokegear = -1
cmdDebug = -1
cmdQuit = -1
cmdEndGame = -1"
ADD:
cmdAchievements=-1
in def pbStartPokemonMenu after
"commands[cmdPokegear=commands.length]=_INTL("Pokégear") if $Trainer.pokegear"
ADD:
commands[cmdAchievements=commands.length]=_INTL("Achievements")
in def pbStartPokemonMenu after
"elsif cmdBag>=0 && command==cmdBag
item=0
scene=PokemonBag_Scene.new
screen=PokemonBagScreen.new(scene,$PokemonBag)
pbFadeOutIn(99999) {
item=screen.pbStartScreen
if item>0
@scene.pbEndScene
else
@scene.pbRefresh
end
}
if item>0
Kernel.pbUseKeyItemInField(item)
return
end"
ADD:
elsif cmdachievements>=0 && command==cmdachievements
scene=PokemonAchievements_Scene.new
screen=PokemonAchievements.new(scene)
pbFadeOutIn(99999) {
screen.pbStartScreen
}
When I open the achievements section from the modular menu the game crashed, how can I solve it?
[Pokémon Essentials version 17.2]Does it show an error message
[Pokémon Essentials version 17.2]
Exception: NameError
Message: uninitialized constant PokemonAchievementsScene
ModularPause:158
ModularPause:157:in `call'
[MODMN] Modular Menu:48:in `runAction'
[MODMN] Modular Menu:319:in `pbStartPokemonMenu'
[MODMN] Modular Menu:303:in `loop'
[MODMN] Modular Menu:322:in `pbStartPokemonMenu'
Scene_Map:127:in `call_menu'
Scene_Map:213:in `update'
Scene_Map:234:in `main'
Scene_Map:231:in `loop'
Ask the creator of the modular pause...Another thing, by any chance, do you know how to adapt the modular pause to make it circular?