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WARNING! v2.0 is not compatible with the previous versions. This means that you MUST start a new save for testing if you update this script.
In other words, if you've already released a game using an earlier version of this script, then you cannot update to v2.0 without ruining players' old saves.
- Revamped internal structure of how character data is stored
- Added trading between characters (examples in script guide)
- Trade Pokemon 1 for 1 (just like trading with an NPC)
- Send...
Make sure you've installed the code from lines 39-84 correctly, and that you ran
Ruby:
pbEnableCharacterCommandSwitching
at least once in an event somewhere before trying to access the Switch option through menu. Also, it won't show up in the middle of a Bug Contest, Safari, or Battle Challenge, but I doubt that's what you're trying to do.
v3.0 - September 3, 2020
NOTE: This version (and all future versions) will ONLY be compatible with Essentials v18. You can download the v17.2/v16.2 version (v2.3) from the main post.
- Updated to v18
I've been testing out the script in v18, it's brilliant! I'd like to store who I'm playing as in a variable every time I switch. Do you know of a way I could go about doing that? ^^
I've been testing out the script in v18, it's brilliant! I'd like to store who I'm playing as in a variable every time I switch. Do you know of a way I could go about doing that? ^^
Thank you! Yeah, there are 2 variables that store the "current" character ID actually: "$PokemonGlobal.playerID" and "$Trainer.metaID". They're both always set to the same ID, and have a range of 0-7 (for 8 possible characters), where 0 is your first character, 1 is the second, etc. If you're using this in Conditional Branches in events, you'd use the Script option to compare this value to certain IDs.
Thank you! Yeah, there are 2 variables that store the "current" character ID actually: "$PokemonGlobal.playerID" and "$Trainer.metaID". They're both always set to the same ID, and have a range of 0-7 (for 8 possible characters), where 0 is your first character, 1 is the second, etc. If you're using this in Conditional Branches in events, you'd use the Script option to compare this value to certain IDs.
Hiya! The script works amazing so far. Though is there a way to like "sync" their locations? I'm planning on using the other player as a "partner" with their own party and such to help in double battles which works great, but the problem I'm facing is that their locations are different when switching.
I think I can briefly switch player characters and transfer that partner player to the same map as the first player every time there is a map transition but is there an less convoluted alternative way to do this? But I'm also using Essentials v17.2 so if it's not possible to update the script with a snippet then I can try the transfer method.
Also, if I progress the story with one player with switches/vars would I also have to set the story switches/vars for the second player too or is that gamewide?
Hiya! The script works amazing so far. Though is there a way to like "sync" their locations? I'm planning on using the other player as a "partner" with their own party and such to help in double battles which works great, but the problem I'm facing is that their locations are different when switching.
I think I can briefly switch player characters and transfer that partner player to the same map as the first player every time there is a map transition but is there an less convoluted alternative way to do this? But I'm also using Essentials v17.2 so if it's not possible to update the script with a snippet then I can try the transfer method.
Also, if I progress the story with one player with switches/vars would I also have to set the story switches/vars for the second player too or is that gamewide?
Hi TinyDratini, you could probably achieve syncing their locations with this command (works on the v17.2 version):
Ruby:
pbSetLastMap(CHARACTER_ID, MAP_ID, X, Y, DIRECTION)
For example, just before you switch to the other character using "pbSwitchCharacter", you can use the above method to set the other character's "last map" location - where they spawn when you switch to them. It'd look like this:
For the first parameter, I just assumed you're switching between character IDs 0 and 1, so if it's different then you'll have to adjust that.
Also, all global switches and variables, as well as self switches, are gamewide, so you don't need to worry about setting them for both players. Hope that helps!
Hey, this is amazing. However when I use \PN0 - \PN7, I get the name of the normal main character with the numberr behind it. How can I fix it so that the actual name of the new character shows up?
I've updated the script installation instructions to include compatibility with Mr. Gela's Name Windows script. If you're using both scripts, you'll need to follow step 6 of the new \PN0 installation instructions to add that compatibility.
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