Thought this looked pretty neat and decided to give this resource a try. I am having issue/errors with it however and was hoping someone could tell me what I'm doing wrong:
The only thing I have changed is the color of the background image from blue to gray.
As seen in my error screen attached, I am using just the example script call. However not only are most the characters not displaying properly, when I move my cursor over to them it causes this error and crashes the application.
Thought this looked pretty neat and decided to give this resource a try. I am having issue/errors with it however and was hoping someone could tell me what I'm doing wrong:
The only thing I have changed is the color of the background image from blue to gray.
As seen in my error screen attached, I am using just the example script call. However not only are most the characters not displaying properly, when I move my cursor over to them it causes this error and crashes the application.
Do you have all the graphics that are being used in the call? (“trainer_POKEMONTRAINER_Leaf”, for example) This looks like an issue of a missing graphic
Do you have all the graphics that are being used in the call? (“trainer_POKEMONTRAINER_Leaf”, for example) This looks like an issue of a missing graphic
1. Run extendtext.exe on Essentials folder and open the event script command. The window will be bigger
2. Above main, create on a script section (this one on a new one):
Code:
def somename
overworld = ["trainer_POKEMONTRAINER_Red","trainer_POKEMONTRAINER_Leaf",
"trainer_POKEMONTRAINER_Brendan","trainer_POKEMONTRAINER_May"]
battle = ["POKEMONTRAINER_Red","POKEMONTRAINER_Leaf",
"POKEMONTRAINER_Brendan","POKEMONTRAINER_May"]
result = startCharacterSelection(overworld,battle)
pbChangePlayer(result+1)
end
And only call 'somename' in the script event command
3. Create two script event commands, the second after the first. And put this two scripts:
1. Run extendtext.exe on Essentials folder and open the event script command. The window will be bigger
2. Above main, create on a script section (this one on a new one):
Code:
def somename
overworld = ["trainer_POKEMONTRAINER_Red","trainer_POKEMONTRAINER_Leaf",
"trainer_POKEMONTRAINER_Brendan","trainer_POKEMONTRAINER_May"]
battle = ["POKEMONTRAINER_Red","POKEMONTRAINER_Leaf",
"POKEMONTRAINER_Brendan","POKEMONTRAINER_May"]
result = startCharacterSelection(overworld,battle)
pbChangePlayer(result+1)
end
And only call 'somename' in the script event command
3. Create two script event commands, the second after the first. And put this two scripts:
One final thing (sorry) and this is likely user error again. But how do I get the game to recognize the choice I've made? Everything displays properly according to the script but after "selecting a character" the player is still defaulted to the standard pokemon trainer Red. Do I need to assign values somewhere? How do I get the game to make the player play as whatever choice they make in this script?
I've attached picture examples of what I mean if that helps.
One final thing (sorry) and this is likely user error again. But how do I get the game to recognize the choice I've made? Everything displays properly according to the script but after "selecting a character" the player is still defaulted to the standard pokemon trainer Red. Do I need to assign values somewhere? How do I get the game to make the player play as whatever choice they make in this script?
I've attached picture examples of what I mean if that helps.
The script returns the selected index number ('result') and you can do things with this result.
The last line on example is 'pbChangePlayer(result+1)', so you change the player based on the result. If you wish more than 2 playable trainers, you need to edit the player metadata to add more trainers in the game.
The script returns the selected index number ('result') and you can do things with this result.
The last line on example is 'pbChangePlayer(result+1)', so you change the player based on the result. If you wish more than 2 playable trainers, you need to edit the player metadata to add more trainers in the game.
just store the result on a variable right after this code, like '$game_variables[42]=result' or '$game_variables[42]=result+1', and check the variable. You can also check '$Trainer.id' since you use it to change the player.
just store the result on a variable right after this code, like '$game_variables[42]=result' or '$game_variables[42]=result+1', and check the variable. You can also check '$Trainer.id' since you use it to change the player.
just store the result on a variable right after this code, like '$game_variables[42]=result' or '$game_variables[42]=result+1', and check the variable. You can also check '$Trainer.id' since you use it to change the player.
Sorry, but could you explain to me where and how exactly should I do that...? (store the result of this script in a variable, I mean). Just came back to Pokemon Essentials after a few years and can't seem to remember that one... Thanks
Awesome resource, btw.
Sorry, but could you explain to me where and how exactly should I do that...? (store the result of this script in a variable, I mean). Just came back to Pokemon Essentials after a few years and can't seem to remember that one... Thanks
Awesome resource, btw.
overworld = ["trainer_POKEMONTRAINER_Red","trainer_POKEMONTRAINER_Leaf",
"trainer_POKEMONTRAINER_Brendan","trainer_POKEMONTRAINER_May"]
battle = ["POKEMONTRAINER_Red","POKEMONTRAINER_Leaf",
"POKEMONTRAINER_Brendan","POKEMONTRAINER_May"]
result = startCharacterSelection(overworld,battle)
$game_variables[42]= result
After running this code, game variable 42 has the result/return, so you can use the game variable 42 at the Conditional Branch like Westrah example. Remember:
The return is the player selected index, starting at 0.
this script is only an selection screen, that can be used for several things, like a player screen.
So, to the player select example fully works you need to add the trainer on https://essentialsdocs.fandom.com/wiki/Metadata metadata and the trainer graphics (like running and fishing) into the project.
But your question makes sense, I probably add something into script instructions in the future.
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