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DiegoWT's Starter Selection

Resource DiegoWT's Starter Selection 1.5.0

DiegoWT

Discord: diegowt
Member
Joined
Nov 1, 2017
Posts
77

DiegoWT

Discord: diegowt
Member
Joined
Nov 1, 2017
Posts
77
What could I do to revert this to v18? Btw, amazing job!
Well, sorry, but I'm not giving any decent support for older Essentials versions. Btw, if you plan on editing, keep in mind that you should import both scripts (Settings and Script) to your script section and replace some scripts functions (mostly related to creating the Pokémon data and its forms). Good luck!
 

King_Waluigi

The King of Waaahh!
Member
Joined
Jan 2, 2021
Posts
353
Well, sorry, but I'm not giving any decent support for older Essentials versions. Btw, if you plan on editing, keep in mind that you should import both scripts (Settings and Script) to your script section and replace some scripts functions (mostly related to creating the Pokémon data and its forms). Good luck!
Alright, np! And thanks for the tips on the scripts and settings stuff!
 

DeepBlue PacificWaves

Producer of Project Lunastone | Failed Dreamer
Member
Joined
Aug 22, 2020
Posts
133
Yo, what a great script man! I'm very excited to see what do you plan to do next.
 

DiegoWT

Discord: diegowt
Member
Joined
Nov 1, 2017
Posts
77
Yo, what a great script man! I'm very excited to see what do you plan to do next.
Thanks, bro 💖 but I'm probably going to pause doing resource's after the next update of my bag script and finishing my overworld's pack haha 😅
 

DiegoWT

Discord: diegowt
Member
Joined
Nov 1, 2017
Posts
77
One person (who doesn't want to be credited) made a v18.1 version of the script for the people who want it.
Script v18.1:
Expand Collapse Copy
#===============================================================================
# DiegoWT's Starter Selection script
#===============================================================================

# To start the scene, call the script "DiegoWTsStarterSelection.new(x,y,z)",
# where x, y and z are the dex number of your starters.
# Level of your starters:
  STARTERL = 5
 
# Interface style (1 for HGSS, 2 for BW):
  INSTYLE = 2

# Form of each Starter species:
  STARTER1F = 1 # First Starter
  STARTER2F = 0 # Second Starter
  STARTER3F = 0 # Third Starter
 
# Horizontal and vertical values for editing the starter position:
  STARTER1X = 0; STARTER1Y = 0 # First Starter
  STARTER2X = 0; STARTER2Y = 0 # Second Starter
  STARTER3X = 0; STARTER3Y = 0 # Third Starter
# Here, for the horizontal lines, negative numbers are left and the positive
# ones are right. For the vertical lines, negative numbers are up and the
# positive ones are down.
 
# Starter's circle size configuration. Configure how big you want the Starter
# white circle to be:
  STARTERCZ = 0 # 0 is normal size; 1 is double the size
#===============================================================================
class DiegoWTsStarterSelection
  def initialize(pkmn1,pkmn2,pkmn3)
    @select = nil
    @frame = 0
    @selframe = 0
    @endscene = 0
    @pkmn1 = pkmn1; @pkmn2 = pkmn2; @pkmn3 = pkmn3
    
    @viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
    @viewport.z = 99999
    @sprites = {}
    
    @sprites["starterbg"] = IconSprite.new(0,0,@viewport) 
    @sprites["starterbg"].opacity = 0
    @sprites["typebg"] = IconSprite.new(0,0,@viewport)   
    @sprites["typebg"].opacity = 0
    if INSTYLE == 2
      @sprites["starterbg"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/starterbg_custom")
      @sprites["starterbg"].color = Color.new(255,255,255,105)
      @sprites["typebg"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/starterbg_custom")
    else
      @sprites["starterbg"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/starterbg")
      @sprites["typebg"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/starterbg")
      @sprites["typebg"].color = Color.new(-255,-255,-255,25)
    end
    
    @sprites["base"] = IconSprite.new(0,138,@viewport)   
    @sprites["base"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/base")
    @sprites["base"].opacity = 0
    
    @sprites["shadow_1"] = IconSprite.new(56,212,@viewport)
    @sprites["shadow_2"] = IconSprite.new(210,212,@viewport)
    @sprites["shadow_3"] = IconSprite.new(364,212,@viewport)
    for i in 1..3
      @sprites["shadow_#{i}"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/shadow")
      @sprites["shadow_#{i}"].opacity=0
    end
    
    @sprites["ball_1"] = IconSprite.new(102,188,@viewport)
    @sprites["ball_2"] = IconSprite.new(256,188,@viewport)
    @sprites["ball_3"] = IconSprite.new(410,188,@viewport)
    for i in 1..3
      @sprites["ball_#{i}"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/ball#{i}")
      @sprites["ball_#{i}"].ox=@sprites["ball_#{i}"].bitmap.width/2
      @sprites["ball_#{i}"].oy=@sprites["ball_#{i}"].bitmap.height/2
      @sprites["ball_#{i}"].opacity = 0
    end
    
    @sprites["select"] = IconSprite.new(102,188,@viewport) # Outline selection
    @sprites["select"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/sel")
    @sprites["select"].ox = @sprites["select"].bitmap.width/2
    @sprites["select"].oy = @sprites["select"].bitmap.height/2
    @sprites["select"].visible = false
    @sprites["selection"] = IconSprite.new(224,32,@viewport) # Hand selection
    @sprites["selection"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/select")
    @sprites["selection"].visible = false
    
    @sprites["ballbase"] = IconSprite.new(0,0,@viewport)
    @sprites["ballbase"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/ballbase")
    if STARTERCZ >= 1
      @sprites["ballbase"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/ballbase2x")
      @sprites["ballbase"].zoom_x = 0.5
      @sprites["ballbase"].zoom_y = 0.5
    end
    @sprites["ballbase"].ox = @sprites["ballbase"].bitmap.width/2
    @sprites["ballbase"].oy = @sprites["ballbase"].bitmap.height/2
    @sprites["ballbase"].opacity = 0
    
    @data = {}
    @data["pkmn_1"] = PokeBattle_Pokemon.new(@pkmn1,STARTERL)
    @data["pkmn_1"].form = STARTER1F
    @data["pkmn_2"] = PokeBattle_Pokemon.new(@pkmn2,STARTERL)
    @data["pkmn_2"].form = STARTER2F
    @data["pkmn_3"] = PokeBattle_Pokemon.new(@pkmn3,STARTERL)
    @data["pkmn_3"].form = STARTER3F
    for i in 1..3
      @sprites["pkmn_#{i}"] = PokemonSprite.new(@viewport)
      @sprites["pkmn_#{i}"].setOffset(PictureOrigin::Center)
      @pokemon = @data["pkmn_#{i}"]
      @data.values.each { |pkmn|
        if pkmn.form != 0
          pkmn.calcStats
          pkmn.resetMoves
        end
      }
      @sprites["pkmn_#{i}"].setPokemonBitmap(@pokemon)
      @sprites["pkmn_#{i}"].opacity = 0
      @sprites["pkmn_#{i}"].z = 2
    end
    @sprites["pkmn_1"].x = STARTER1X + 256
    @sprites["pkmn_1"].y = STARTER1Y + 148
    @sprites["pkmn_2"].x = STARTER2X + 256
    @sprites["pkmn_2"].y = STARTER2Y + 148
    @sprites["pkmn_3"].x = STARTER3X + 256
    @sprites["pkmn_3"].y = STARTER3Y + 148
    
    @sprites["textwnd"] = IconSprite.new(0,272,@viewport)
    if INSTYLE == 2 # Checks for interface style
      @sprites["textwnd"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/window_bw")
    else
      @sprites["textwnd"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/window")
    end
    @sprites["textwnd"].opacity = 0
    @sprites["textbox"] = pbCreateMessageWindow
    @sprites["textbox"].setSkin("Graphics/Windowskins/nil skin")
    if INSTYLE == 2 # Checks for interface style
      @sprites["textbox"].baseColor = Color.new(255,255,255)
      @sprites["textbox"].shadowColor = Color.new(165,165,173)
    else
      @sprites["textbox"].baseColor = Color.new(82,82,90)
      @sprites["textbox"].shadowColor = Color.new(165,165,173)
    end
    @sprites["textbox"].letterbyletter = true
    @sprites["textbox"].text = _INTL("")
    pbSetSystemFont(@sprites["textbox"].contents)
    @oldMsgY = @sprites["textbox"].y
    
    for i in 1..2
      @sprites["choice#{i}"] = IconSprite.new(370,(i-1)*46+174,@viewport)
      if INSTYLE == 2 # Checks for interface style
        @sprites["choice#{i}"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/choice_bw")
      else
        @sprites["choice#{i}"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/choice")
      end
      @sprites["choice#{i}"].src_rect = Rect.new((i-1)*140,0,140,48)
      @sprites["choice#{i}"].visible = false
    end
    @sprites["choicesel"] = IconSprite.new(370,174,@viewport)
    if INSTYLE == 2 # Checks for interface style
      @sprites["choicesel"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/choice_bw")
    else
      @sprites["choicesel"].setBitmap("Graphics/Pictures/DiegoWT's Starter Selection/choice")
    end
    @sprites["choicesel"].src_rect = Rect.new(0,96,140,48)
    @sprites["choicesel"].visible = false
    @sprites["overlay"] = BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
    @overlay = @sprites["overlay"].bitmap
    pbSetSystemFont(@overlay)
    
    pbOpenScene
  end
 
  def pbOpenScene
    25.times do
      @sprites["starterbg"].opacity += 200/20
      @sprites["base"].opacity += 255/20
      @sprites["shadow_1"].opacity += 255/20
      @sprites["shadow_2"].opacity += 255/20
      @sprites["shadow_3"].opacity += 255/20
      @sprites["ball_1"].opacity += 255/20
      @sprites["ball_2"].opacity += 255/20
      @sprites["ball_3"].opacity += 255/20
      @sprites["textwnd"].opacity += 255/20
      pbWait(1)
    end
    @sprites["textbox"].text = _INTL("<ac>Choose a Pokémon.</ac>")
    pbStartChoosing
  end
 
  def pbAnimation
    if @frame < 4
      @sprites["ball_#{@select}"].x -= 2
      @sprites["ball_#{@select}"].angle += 2
      @sprites["shadow_#{@select}"].x -= 2
      @sprites["select"].x -= 2
      @sprites["select"].angle += 2
    elsif @frame >= 4 && @frame < 10
      @sprites["ball_#{@select}"].x += 2
      @sprites["ball_#{@select}"].angle -= 2
      @sprites["shadow_#{@select}"].x += 2
      @sprites["select"].x += 2
      @sprites["select"].angle -= 2
    elsif @frame >= 10 && @frame < 15
      @sprites["ball_#{@select}"].x -= 2
      @sprites["ball_#{@select}"].angle += 2
      @sprites["shadow_#{@select}"].x -= 2
      @sprites["select"].x -= 2
      @sprites["select"].angle += 2
    elsif @frame >= 15 && @frame < 16
      @sprites["ball_#{@select}"].x = @oldx
      @sprites["ball_#{@select}"].angle = 0
      @sprites["select"].x = @oldx
      @sprites["select"].angle = 0
      @sprites["shadow_#{@select}"].x = @oldx-46
    elsif @frame == 50
      @frame = 0
    end
    @frame += 1
    if @selframe < 15
      @sprites["selection"].y += 1
    elsif @selframe >= 15 && @selframe < 22
      @sprites["selection"].y -= 2
    elsif @selframe == 22
      @selframe = 0
    end
    @selframe += 1
    intensity = (Graphics.frame_count%40)*12
    intensity = 480-intensity if intensity>240
    @sprites["select"].opacity = intensity
  end
 
  def pbStartChoosing
    @x = [nil,102,256,410]
    @y = [nil,188,188,188]
    while @endscene == 0
      pbUpdateSpriteHash(@sprites)
      Graphics.update
      Input.update
      if Input.trigger?(Input::RIGHT) || Input.trigger?(Input::LEFT) ||
        Input.trigger?(Input::A) || Input.trigger?(Input::C) ||
        Input.trigger?(Input::B)
        @select = 2
        @oldx = @sprites["ball_#{@select}"].x
        @frame = 0
        pbPlayCursorSE
        @sprites["select"].visible = true
        @sprites["selection"].visible = true
        @sprites["select"].x = @x[@select]
        @sprites["select"].y = @y[@select]
        @sprites["selection"].x = @x[@select] - 28
        @sprites["selection"].y = @y[@select] - 154
        @sprites["select"].angle = 0
        pbChoosingScene
      end
    end
  end
 
  def pbChoosingScene
    @frameA = 0
    @framereset = 0
    @anim = 0
    while @endscene == 0
      pbUpdateSpriteHash(@sprites)
      Graphics.update
      Input.update
      pbAnimation
      if Input.trigger?(Input::RIGHT) && @select < 3
        @oldsel = @select
        @select += 1
        @oldx = @sprites["ball_#{@select}"].x
        @frame = 0
        pbPlayCursorSE
        @sprites["ball_1"].x = 102 if @oldsel == 1
        @sprites["ball_2"].x = 256 if @oldsel == 2
        @sprites["ball_3"].x = 410 if @oldsel == 3
        @sprites["ball_#{@oldsel}"].angle = 0
        @sprites["shadow_1"].x = 56 if @oldsel == 1
        @sprites["shadow_2"].x = 210 if @oldsel == 2
        @sprites["shadow_3"].x = 364 if @oldsel == 3
        @sprites["select"].x = @x[@select]
        @sprites["select"].y = @y[@select]
        @selframe = 0
        @sprites["selection"].y = @y[@select] - 154
        @sprites["selection"].x = @x[@select] - 28
        @sprites["select"].angle = 0
      end
      if Input.trigger?(Input::LEFT) && @select > 1
        @oldsel = @select
        @select -= 1
        @oldx = @sprites["ball_#{@select}"].x
        @frame = 0
        pbPlayCursorSE
        @sprites["ball_1"].x = 102 if @oldsel == 1
        @sprites["ball_2"].x = 256 if @oldsel == 2
        @sprites["ball_3"].x = 410 if @oldsel == 3
        @sprites["ball_#{@oldsel}"].angle = 0
        @sprites["shadow_1"].x = 56 if @oldsel == 1
        @sprites["shadow_2"].x = 210 if @oldsel == 2
        @sprites["shadow_3"].x = 364 if @oldsel == 3
        @sprites["select"].x = @x[@select]
        @sprites["select"].y = @y[@select]
        @selframe = 0
        @sprites["selection"].y = @y[@select] - 154
        @sprites["selection"].x = @x[@select] - 28
        @sprites["select"].angle = 0
      end
      if Input.trigger?(Input::C)
        @pokemon = @data["pkmn_#{@select}"]
        pokemon=[@pkmn1,@pkmn2,@pkmn3]
        @pkmn_array = pokemon
        pbPlayDecisionSE
        pbChooseBall
      end
    end
  end
 
  def pbChoiceBoxes(switch)
    # When switch is 0, it will turn on the boxes; when 1, it will turn off
    if switch == 0
      for i in 1..2
        @sprites["choice#{i}"].src_rect = Rect.new((i-1)*140,0,140,48)
        @sprites["choice#{i}"].visible = true
      end
      @sprites["choice1"].src_rect = Rect.new(0,48,140,48)
      @sprites["choicesel"].visible = true
      @sprites["choicesel"].opacity = 255
      @sprites["overlay"].visible = true
      if INSTYLE == 2 # Checks for interface style
        pbDrawTextPositions(@overlay,[
          ["YES",388,178,0,Color.new(255,255,255),Color.new(140,140,140),false,Graphics.width],
          ["NO",388,224,0,Color.new(255,255,255),Color.new(140,140,140),false,Graphics.width]])
      else
        pbDrawTextPositions(@overlay,[
          ["YES",442,184,2,Color.new(255,255,255),Color.new(74,74,74),true,Graphics.width],
          ["NO",442,230,2,Color.new(255,255,255),Color.new(74,74,74),true,Graphics.width]])
      end
      @choicesel = 1
    else switch == 1
      for i in 1..2
        @sprites["choice#{i}"].src_rect = Rect.new((i-1)*140,0,140,48)
        @sprites["choice#{i}"].visible = false
      end
      @sprites["choicesel"].y = 174
      @sprites["choicesel"].visible = false
      @sprites["overlay"].visible = false
      @sel = nil
    end
  end
 
  def pbChooseBall
    # Organizing Type names and background colors
    case @pokemon.type1
    when PBTypes::NORMAL
      @type = "Normal"
      @sprites["typebg"].tone = Tone.new(95.25,88.5,63.0)
    when PBTypes::FIGHTING
      @type = "Fighting"
      @sprites["typebg"].tone = Tone.new(126.75,37.5,31.5)
    when PBTypes::FLYING
      @type = "Flying"
      @sprites["typebg"].tone = Tone.new(109.0,90.0,121.0)
    when PBTypes::POISON
      @type = "Poison"
      @sprites["typebg"].tone = Tone.new(87.25,31.0,82.75)
    when PBTypes::GROUND
      @type = "Ground"
      @sprites["typebg"].tone = Tone.new(108.0,91.0,43.0)
    when PBTypes::ROCK
      @type = "Rock"
      @sprites["typebg"].tone = Tone.new(83.0,74.0,28.0)
    when PBTypes::BUG
      @type = "Bug"
      @sprites["typebg"].tone = Tone.new(90.0,108.0,2.0)
    when PBTypes::GHOST
      @type = "Ghost"
      @sprites["typebg"].tone = Tone.new(58.55,43.0,95.25)
    when PBTypes::STEEL
      @type = "Steel"
      @sprites["typebg"].tone = Tone.new(79.5,79.5,79.5)
    when PBTypes::QMARKS
      @type = "???"
      @sprites["typebg"].tone = Tone.new(63.0,95.25,79.5)
    when PBTypes::FIRE
      @type = "Fire"
      @sprites["typebg"].tone = Tone.new(169.0,93.0,42.0)
    when PBTypes::WATER
      @type = "Water"
      @sprites["typebg"].tone = Tone.new(42.0,96.0,169.0)
    when PBTypes::GRASS
      @type = "Grass"
      @sprites["typebg"].tone = Tone.new(65.25,118.5,39.0)
    when PBTypes::ELECTRIC
      @type = "Electric"
      @sprites["typebg"].tone = Tone.new(135.0,126.0,23.25)
    when PBTypes::PSYCHIC
      @type = "Psychic"
      @sprites["typebg"].tone = Tone.new(128.25,51.75,96.0)
    when PBTypes::ICE
      @type = "Ice"
      @sprites["typebg"].tone = Tone.new(55.5,102.75,102.75)
    when PBTypes::DRAGON
      @type = "Dragon"
      @sprites["typebg"].tone = Tone.new(54.75,43.5,114.75)
    when PBTypes::DARK
      @type = "Dark"
      @sprites["typebg"].tone = Tone.new(-23.0,-40.0,-56.0)
    when PBTypes::FAIRY
      @type = "Fairy"
      @sprites["typebg"].tone = Tone.new(136.75,41.5,73.0)
    end
    @pkmnname = @pokemon.name
    @sprites["textbox"].y = @sprites["textbox"].y - 16
    @sprites["textbox"].text = _INTL("<ac>Will you choose #{@pkmnname}, <br>the #{@type}-type Pokémon?</ac>")
    
    @sprites["ballbase"].x = @x[@select]
    @sprites["ballbase"].y = @y[@select]
    @anim=0; @framereset=0; @frameA=0; zoom = STARTERCZ - 0.5 if STARTERCZ >= 1
    @sprites["select"].visible = false
    @sprites["selection"].visible = false
    20.times do
      pbUpdateSpriteHash(@sprites)
      pbAnimation if @frame < 16
      @sprites["typebg"].opacity += @sprites["starterbg"].opacity/18
      @sprites["ballbase"].opacity+=255/18
      @sprites["base"].opacity -= 105/10
      for i in 1..3
        @sprites["shadow_#{i}"].opacity -= 155/10
        @sprites["ball_#{i}"].opacity -= 105/10
      end
      pbWait(1)
    end
    20.times do
      pbUpdateSpriteHash(@sprites)
      @sprites["ballbase"].x += 154/20 if @select == 1
      @sprites["ballbase"].x -= 154/20 if @select == 3
      @sprites["base"].y += 40/20
      @sprites["ball_1"].y += 40/20
      @sprites["ball_2"].y += 40/20
      @sprites["ball_3"].y += 40/20
      @sprites["ballbase"].y -= 40/20
      @sprites["ballbase"].zoom_x += zoom/20 if STARTERCZ >= 1
      @sprites["ballbase"].zoom_y += zoom/20 if STARTERCZ >= 1
      pbWait(1)
    end
    2.times do
      pbUpdateSpriteHash(@sprites)
      @sprites["ballbase"].x += 6 if @select == 1
      @sprites["ballbase"].x -= 6 if @select == 3
      pbWait(1)
    end
    @sprites["ballbase"].x = @sprites["ball_2"].x if @select != 1
    10.times do
      pbUpdateSpriteHash(@sprites)
      @sprites["pkmn_#{@select}"].opacity += 255/10
      pbWait(1)
    end
    pbSEPlay(sprintf("%03dCry",@pkmn_array[@select-1]))
    pbChoiceBoxes(0) # Turn on the choice boxes
    confirm = pbConfirm
    if confirm == 1
      @sprites["textbox"].visible = false
      $game_variables[7] = @select if $game_variables[7] == 0
      @endscene = 1
      pbCloseScene
      pbAddPokemon(@pkmn_array[@select-1],STARTERL)
    else
      @sprites["textbox"].y = @oldMsgY
      @sprites["textbox"].text = _INTL("<ac>Choose a Pokémon.</ac>")
      10.times do
        pbUpdateSpriteHash(@sprites)
        @sprites["pkmn_#{@select}"].opacity -= 255/10
        pbWait(1)
      end
      2.times do
        pbUpdateSpriteHash(@sprites)
        @sprites["ballbase"].x -= 6 if @select == 1
        @sprites["ballbase"].x += 6 if @select == 3
        pbWait(1)
      end
      20.times do
        pbUpdateSpriteHash(@sprites)
        @sprites["ballbase"].x -= 154/20 if @select == 1
        @sprites["ballbase"].x += 154/20 if @select == 3
        @sprites["base"].y -= 40/20
        @sprites["ball_1"].y -= 40/20
        @sprites["ball_2"].y -= 40/20
        @sprites["ball_3"].y -= 40/20
        @sprites["ballbase"].y += 40/20
        @sprites["ballbase"].zoom_x -= zoom/20 if STARTERCZ >= 1
        @sprites["ballbase"].zoom_y -= zoom/20 if STARTERCZ >= 1
        pbWait(1)
      end
      @sprites["ballbase"].x = @sprites["ball_#{@select}"].x if @select != 1
      @sprites["select"].visible = true
      @sprites["selection"].visible = true
      20.times do
        pbUpdateSpriteHash(@sprites)
        @sprites["typebg"].opacity -= @sprites["starterbg"].opacity/18
        @sprites["ballbase"].opacity-=255/18
        @sprites["base"].opacity += 105/10
        for i in 1..3
          @sprites["shadow_#{i}"].opacity += 155/10
          @sprites["ball_#{i}"].opacity += 105/10
        end
        pbWait(1)
      end
    end
  end
 
  def pbConfirm
    loop do
      intensity = (Graphics.frame_count%40)*12
      intensity = 480-intensity if intensity>240
      @sprites["choicesel"].opacity = intensity
      pbUpdateSpriteHash(@sprites)
      Graphics.update
      Input.update
      if Input.trigger?(Input::DOWN) && @choicesel != 2
        pbPlayCursorSE
        @choicesel += 1
        @sprites["choice1"].src_rect = Rect.new(0,0,140,48)
        @sprites["choice2"].src_rect = Rect.new(140,48,140,48)
        @sprites["choicesel"].y += 46
      end
      if Input.trigger?(Input::UP) && @choicesel != 1
        pbPlayCursorSE
        @choicesel -= 1
        @sprites["choice1"].src_rect = Rect.new(0,48,140,48)
        @sprites["choice2"].src_rect = Rect.new(140,0,140,48)
        @sprites["choicesel"].y -= 46
      end
      if Input.trigger?(Input::C) && @choicesel == 1
        pbChoiceBoxes(1) # Turn off the choice boxes
        @sprites["choicesel"].opacity = 255
        pbPlayDecisionSE
        return 1
      end
      if Input.trigger?(Input::B) || Input.trigger?(Input::C) && @choicesel == 2
        pbChoiceBoxes(1) # Turn off the choice boxes
        pbPlayCancelSE
        @sprites["choicesel"].opacity = 255
        return
      end
    end
  end
 
  def pbCloseScene
    @sprites["base"].visible = false
    @sprites["shadow_1"].visible = false
    @sprites["shadow_2"].visible = false
    @sprites["shadow_3"].visible = false
    @sprites["ball_1"].visible = false
    @sprites["ball_2"].visible = false
    @sprites["ball_3"].visible = false
    @sprites["select"].visible = false
    @sprites["selection"].visible = false
    25.times do
      @sprites["starterbg"].opacity -= 255/20
      @sprites["typebg"].opacity -= 255/20
      @sprites["ballbase"].opacity -= 255/20
      @sprites["pkmn_#{@select}"].opacity -= 255/20
      @sprites["textwnd"].opacity -= 255/20
      pbWait(1)
    end
    pbDisposeSpriteHash(@sprites) 
    @viewport.dispose   
  end
end
 

DeepBlue PacificWaves

Producer of Project Lunastone | Failed Dreamer
Member
Joined
Aug 22, 2020
Posts
133
Thanks, bro 💖 but I'm probably going to pause doing resource's after the next update of my bag script and finishing my overworld's pack haha 😅

It's okay mano

Sometimes we need a break, in order to restore our energies. In the mean time, we'll be patiently waiting for ya =D
 

AiurJordan

twitch.tv/aiurjordan
Member
Joined
Aug 10, 2019
Posts
83
The script is not appropriately setting forms, it will display the correct sprite during the selection scene but the Pokémon that gets added to the party is still form 0. I've tried to figure out how to set it from the id number but I'm having issues figuring it out. Wanted to report the bug!

I ended up doing a very hacky fix for myself but this wont work for everyone of course.
I just added this if statement above pbAddPokemon

hacky fix:
Expand Collapse Copy
if @pkmn_array[@select-1] == 52
 @pkmn_array[@select-1] = :MEOWTH_1
end
 
Last edited:

Vixiria

Novice
Member
Joined
Mar 16, 2021
Posts
11
If I wanted to pair this code with a rival that had a party that changed depending on your starter choice how would I do that?
 

DiegoWT

Discord: diegowt
Member
Joined
Nov 1, 2017
Posts
77
If I wanted to pair this code with a rival that had a party that changed depending on your starter choice how would I do that?
The script updates the Variable 7 (Starter Choice) after being called for the first time. So you could make use of a conditional branch containing different versions of the same trainer depending on the variable value. 1 is set if the player chose the first starter, 2 is for the second and 3 is for the third.
The variable only updates when used for the first time, which means that you can use it more than one time, and the variable value will be the same.

Also, @AiurJordan just letting you know that I'm, of course, fixing every bug report you sent related to my scripts. Btw, thank you for them. 😊
 

superdude001

Rookie
Member
Joined
Sep 4, 2021
Posts
4
I keep getting an error message when trying to run the script. Does anyone know what uninitialized constant interpreter means?
1630757804348.png
 

Insomnia

Rookie
Member
Joined
Aug 4, 2021
Posts
8
I keep getting an error message when trying to run the script. Does anyone know what uninitialized constant interpreter means?
View attachment 6642
The default textbox in RPG for calling a script (in this case, DiegoWTsStarter...) is too small so when doing that try opening the extendtext.exe in your project's root folder.
 
so, do i have to put the script in for each starter ball on the table, or where do I input it
You could also just make one large event that spans the whole table.
The default textbox in RPG for calling a script (in this case, DiegoWTsStarter...) is too small so when doing that try opening the extendtext.exe in your project's root folder.
No, if that was the issue, it’d be saying it got the wrong number of arguments. Everything’s on the same line in his error message, it’s just that he put a constant instead of a symbol.
 

Insomnia

Rookie
Member
Joined
Aug 4, 2021
Posts
8
You could also just make one large event that spans the whole table.

No, if that was the issue, it’d be saying it got the wrong number of arguments. Everything’s on the same line in his error message, it’s just that he put a constant instead of a symbol.
Yeah when the text is really long in RPG Maker it automatically cuts into two lines so basically it might look like this:
213.png
 
Yeah when the text is really long in RPG Maker it automatically cuts into two lines so basically it might look like this:
Yes, and when that happens, you get an error telling you that.
1630817851147.png


As you can see from superdude's screenshot, his code's all on one line, he's already used extendtext.exe. (If it was on two lines, it would show so, like in the cap above)

EDIT: I'm still mistaken in my solution, actually- I misread the instructions, superdude, you should put in the dex number of your Pokemon, not the species symbol. (You can actually get as far as the picture of your starter with the species, but it throws an error when playing the cry, lol)
 

DiegoWT

Discord: diegowt
Member
Joined
Nov 1, 2017
Posts
77
I keep getting an error message when trying to run the script. Does anyone know what uninitialized constant interpreter means?
As stated in the tutorials, you should put only the dex number. Putting the dex number of the three Weedle and not using the extendtext.exe makes the script call looks like this:

1630861012597.png


so, do i have to put the script in for each starter ball on the table, or where do I input it
You put it anywhere you want. I made the plugin graphics match the FRLG lab map because the Essentials has the map. For the rest of it, you should decide how to do it.
 
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