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New minigame (Racecourse)

  • 295
    Posts
    6
    Years
    • Seen Aug 15, 2022
    This script will create a new minigame, you can get coin with this minigame.

    How to use:
    Call script: pbRaceGame

    Graphics:
    Graphics for this minigame: Download
    Put the images in folder: Graphics\Pictures\Racecourse

    Code:
    Spoiler:

    Credit:
    Racecourse (minigame) by bo4p5687

    Note:
    You need to find sprites like the Pokemon Follower script and add these in this folder: Graphics\Characters. Here, I call 4 pictures (078.png: Rapidash; 111.png: Rhyhorn; 128.png: Tauros and 626.png: Bouffalant). You can change the pokemons in the lines before "class RaceGame".
     
    Last edited:
    [PokeCommunity.com] New minigame (Racecourse)


    And, I think that the adversaries must use another pokemon sprite to distinguish ours and theirs more easy. Like for ex: I choose rapidash and the adversaries the other 3 left.

    It's my opinion of course.
     
    And, I think that the adversaries must use another pokemon sprite to distinguish ours and theirs more easy. Like for ex: I choose rapidash and the adversaries the other 3 left.

    It's my opinion of course.

    No! I think it isn't necessary because I think you want see one species, who races, than a diferent species but if you want to do that, you can change that for your game.
    And this image
    [PokeCommunity.com] New minigame (Racecourse)

    I think you have a wrong position because you use a different size from my image, I use image 256x256. So, you can change the position in this def:
    Code:
    def order_poke
    and here, I zoom in the photo x1.5, it means I use image 256x256, it zooms in 384x384, and you can calculate for the position of the pokemon sprite.
     
    Last edited:
    como creo el evento para acceder al minijuego in game, disculpa mi ignoracia :/
     
    Only english, please.

    Also, did you read the main post???

    Code:
    How to use:
    Call script: pbRaceGame

    Make a event and then, put script for it.

    sorry, I thought I had written in English

    I already created the event with the corresponding script and I only get a message that says "It`s racecourse Game"
     
    Last edited:
    By looking for this line in the code I found that it says that if you don't have a coin case. Use these lines before you use the pbRaceGame

    Code:
    Kernel.pbReceiveItem(:COINCASE)
    Code:
    $PokemonGlobal.coins+=1000

    Now concerning the script: thank you man really nice job. As a possible improvement I would say, the race is a bit long especially to pass the final line. the moving grass on the top of the screen should go from left to right to give the impression of speed not right to left. But it's really a nice add to our games thx!
     
    Last edited:
    have in this script to put pokemon with the mounted npc. How do I attach these sprites?
    [PokeCommunity.com] New minigame (Racecourse)
    [PokeCommunity.com] New minigame (Racecourse)
    [PokeCommunity.com] New minigame (Racecourse)
    [PokeCommunity.com] New minigame (Racecourse)
     
    have in this script to put pokemon with the mounted npc. How do I attach these sprites?

    Easy, use Ctrl+F to look for where CANDIDATE_ONE and TWO are and edit those directories to the directory of your file.
     
    i'm brazilian and maybe my translator isn't helping, i don't know if what i want would destroy the scritp, but i wanted to remove the part of choosing the pokemon. The idea is to do like the anime, a pokemon race, if the player has any pokemon to race, and the other runners would be different npc. Did you understand, my idea? is this possible?
     
    Spoiler:

    Of course! You can do it, the race and I can see your error. This is the "wrong image" you should use my image or redraw image with dimensions 1012x384.
     
    Two questions:
    How can i change the the Coin counter font, size and color?
    And how can i reposition certain elements like the bet counter numbers? (The 5 to 24 graphics)

    About font, size, color, change it in folder. It's graphics you can draw.
    Find
    Code:
    COIN_RACEGAME = 
    {
    # Image's name => Coin (number)
    "Coin1" => 1,
    "Coin2" => 12,
    "Coin3" => 5,
    "Coin4" => 17,
    "Coin5" => 7,
    "Coin6" => 24
    }
    It's value of coin. You can change it.
     
    About font, size, color, change it in folder. It's graphics you can draw.
    Find
    Code:
    COIN_RACEGAME = 
    {
    # Image's name => Coin (number)
    "Coin1" => 1,
    "Coin2" => 12,
    "Coin3" => 5,
    "Coin4" => 17,
    "Coin5" => 7,
    "Coin6" => 24
    }
    It's value of coin. You can change it.

    Well, this answers the second question, but i actually meant the counter that shows you how many coins you have.
     
    And also, upon testing the Script, the race plays completely fine, but when it ends, the game shows this Error:

    ---------------------------
    Pokemon Immortal X/Oblivion Y
    ---------------------------
    [Pokémon Essentials version 17.2]

    Exception: RuntimeError

    Message: Script error within event 2 (coords 32,3), map 101 (Santalune Racecourse):

    Exception: NoMethodError

    Message: PMinigame_Racecourse:550:in `in_loop_progress'undefined method `pbMessage' for #<RaceGame:0x947c4e8>

    ***Full script:

    pbRaceGame


    Interpreter:243:in `pbExecuteScript'

    PMinigame_Racecourse:297:in `pbStart'

    PMinigame_Racecourse:294:in `loop'

    PMinigame_Racecourse:298:in `pbStart'

    PMinigame_Racecourse:782:in `pbRaceGame'

    (eval):1:in `pbExecuteScript'

    Interpreter:1606:in `eval'

    Interpreter:243:in `pbExecuteScript'

    Interpreter:1606:in `command_355'

    Interpreter:494:in `execute_command'



    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:179:in `old_update_ab'

    Scene_Map:177:in `loop'

    Scene_Map:186:in `old_update_ab'

    Acro/Mach Bike:229:in `update'
     
    Well, this answers the second question, but i actually meant the counter that shows you how many coins you have.

    Find
    Code:
    def coin_box
    for editing coin in coin box.

    Find all pbMessage add Kernel. before this word like Kernel.pbMessage
     
    Sorry if this is a noob question. I assume the answer is no. But would this work is 21.1? Or is there a version out there that would?
     
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