JokerBen
Director of Pokémon Nobelium
- 241
- Posts
- 12
- Years
- Seen Aug 29, 2023
Yep. That's how phone calls with important NPCs (e.g. Professor Oak) work, for one.
sorry, but I must ask: what script section
Yep. That's how phone calls with important NPCs (e.g. Professor Oak) work, for one.
The script section that deals with phone calls. PokemonPhone. It makes sense if you think about it.sorry, but I must ask: what script section
module Char_Events
CHAR_TEMPLATE_MAP_ID = 99
map_id = CHAR_TEMPLATE_MAP_ID
map = load_data(sprintf("Data/Map%03d.%s", map_id,$RPGVX ? "rvdata" : "rxdata"))
$events = map.events
end
class CharacterEvent < Game_Event
def initialize(char_id)
original_event = $events[char_id]
return if original_event == nil
event = original_event.dup
event.x = $CharacterData.position[char_id][1]
event.y = $CharacterData.position[char_id][2]
event.pages[0].graphic.direction = $CharacterData.position[char_id][3]
super($CharacterData.position[char_id][0], event)
end
end
def pbTestDupl(char_id)
#Save them all in an array
@char_events[char_id] = CharacterEvent.new(char_id)
#add the event to the map's event hash
$game_map.events[$game_map.events.length+1] = @char_events[char_id]
$game_map.refresh
end
Just put in a game variable and show it. Code:A request for something that I thought would of been quite simple.
I want to make an event that shows how many Pokemon I've caught, but without opening (or even having) the Pokedex. Something thats just like: "You've seen x of x number of Pokemon."
$game_variables[98] = $Trainer.pokedexOwned
$game_variables[99] = $Trainer.pokedexSeen
Try to set your events before the events in the map are loaded (before line 'for i in @map.events.keys' at Game_Map_)Spoiler:I would like to request some help with coding the following:
I am trying write a script which can place a premade event on a specific location on a specific map. The map id, x, and y location are stored in an array. This can for example be used in placing an event on the location where the player leaves behind their partner trainer. These events will remain on that location until their position changes, or they are removed (as the player partners with them again). Thus these events have to stay on those maps, even when the player returns after having left the map.
Currently I am trying to achieve this by duplicating events from a 'template' map. This map holds all events, with all their functionalities already in the event, which have to be placed on these positions.
Thus far I have the following code:
Code:module Char_Events CHAR_TEMPLATE_MAP_ID = 99 map_id = CHAR_TEMPLATE_MAP_ID map = load_data(sprintf("Data/Map%03d.%s", map_id,$RPGVX ? "rvdata" : "rxdata")) $events = map.events end class CharacterEvent < Game_Event def initialize(char_id) original_event = $events[char_id] return if original_event == nil event = original_event.dup event.x = $CharacterData.position[char_id][1] event.y = $CharacterData.position[char_id][2] event.pages[0].graphic.direction = $CharacterData.position[char_id][3] super($CharacterData.position[char_id][0], event) end end def pbTestDupl(char_id) #Save them all in an array @char_events[char_id] = CharacterEvent.new(char_id) #add the event to the map's event hash $game_map.events[$game_map.events.length+1] = @char_events[char_id] $game_map.refresh end
This code should already place an event on the defined location when on the same map as the player, yet somehow doesn't. Things I've checked thus far are: The game doesn't crash when running the code, it seems to successfully store all the events in the $events variable, it seems to successfully create the new event, but it doesn't appear on the map.
Could someone please help me with this, or at least give me a push in the right direction?
If you make your changes in the right way, that won't be a problem.Can anyone write a script which allows you to load a save file from a previous versions of your game, with room for a new game fix function. This would allow players to continue where they left off on the previous demo, or release, without starting over every time. The new game fix function would include everything which gets initialised at a new game that wasn't present in the previous versions (this would be per version). This is meant to prevent crashes caused by not having initialised new code, or changes in the code.
I was wondering if anyone could show me how to implement Nuzlocke mode into my game.
Hello all, So I'm an artist working on a personal project of my own in essentials and remaking the area where I live into a Pokemon game by compiling basic resources around the internet. Anyway, the reason I'm here is because I found a script by Wyrelade that allows for the placement of a shadow graphic under the player character and any followers. Only it's not compatible with Pokemon Essentials, Just RMVX. I have Help-14's following script and the newest version of Essentials. It throws up a bunch of errors but its apparently 'plug and play'. Obviously I expected this to happen but with my limited scripting knowledge my tinkering didn't really do much. I know the code is for a different version of RPGmaker but they're both written in ruby shouldn't the basic concept be the same? I really believe that a talented scripter could get these to work together or even make a new script for XP based on this concept. And that brings me to why I posted, I need someones help. I would be extremely grateful If someone could try and tackle this problem with me. Here's a link to the script:
https://www.rpgmakervxace.net/topic/6873-wyrescripts-character-and-event-shadows/
Feel free to message me.
Did you read my post? I know that. Maybe I wasn't being clear.
I need a more advanced scripter's help to write a shadow code for essentials (which runs on xp) maybe using the other one as a starting point.