Nope, the script doesn't lock non-shiny starters, the chance is still there, and if you want the starters to always be shiny you would have to edit the script for that.Do you know if using this script locks the starters out of being shiny? Is there a way I could allow for that otherwise?
One last question. Would the fact that they are shiny show up in the preview? or only once you obtain the pokemon itself.Nope, the script doesn't lock non-shiny starters, the chance is still there, and if you want the starters to always be shiny you would have to edit the script for that.
The shiny sprite show up in the previewOne last question. Would the fact that they are shiny show up in the preview? or only once you obtain the pokemon itself.
That's not what DiegoWT did in his example, look:I see it says the line shouldn't begin with "(", but that's what you did in yours, and when I remove it the game also crashes.
I'm having to deal with some irl problems, and thus, you may have to wait a bit more because of that.Can you update this to 21.1?
It's all good. No rush. :)I'm having to deal with some irl problems, and thus, you may have to wait a bit more because of that.
You can still follow what McFeeds said up there in this thread, it'll make the plugin work although the timing of the animations won't be 100% right.It's all good. No rush. :)
Work in Essential 21, 0.05 still little laggy, change it pbWait to 0.01, and plugin run smoothly. Thanks btwYah I got it to "work" in essentials 21. In that the event fires and the starter select pops up but the transition is SUPER slow. Like it take 30+ seconds to transition from the map to the screen with the pokeballs. You can see it progress like one frame at a time.
EDIT: The pbWait method in essentials must've been updated. Changing all the pbWaits from
pbWait (1) -> pbWait (0.05) fixed the issue I was seeing.
I just saw that my problem is the same as yours, but I don't quite understand how to solve it with extendtext, can you explain to me how you did it?Oooh, yeah I found the problem. I had technically done it correctly, but the script got confused because the parenthesis was technically on the line below. Using the extendtext.exe program fixed it, and now it works
DiegoWTsStarterSelection.new
in one side and (:TREECKO,:CHARMANDER,:PIPLUP)
on another side.DiegoWTsStarterSelection.new(
:TREECKO,:CHARMANDER,:PIPLUP)
Thanks for replying, I've tried both ways. If I write it in two lines, in the way you have indicated, this skips me.You have the ( in the wrong place. What the game is reading isDiegoWTsStarterSelection.new
in one side and(:TREECKO,:CHARMANDER,:PIPLUP)
on another side.
Use the extender to have it all in one line or change it to this:
As you can see, the ( is at the end of the first line. With this, you are telling the game that the code continues on the next line.Ruby:DIEGOWTsStarterSelection.new( :TREECKO,:CHARMANDER,:PIPLUP)