Author Id: 23535 Author Name: Eri Kamei Post Content: Hola, para mi proyecto necesito el Following Character, tengo el script de la V3 que saqué de un pack, pero no se como activarlo. Este es el script: [spoiler=Para no deformar el foro...] #============================================================================== # ? Config Script For Your Game Here #============================================================================== Default_Following_Pokemon_Number = 0 Common_Event = 3 PFC_Variable = 26 Animation_Come_Out = 22 Animation_Come_In = 23 Emo_Happy = 24 Emo_Normal = 25 Emo_Hate = 26 Water_Pokemon_Can_Surf = true #============================================================================== # ? Pokemon Following Character v3 By Help-14 #============================================================================== class DependentEvents #---------------------------------------------------------------------------- # - change_following_pokemon # - It will run when you press A button #---------------------------------------------------------------------------- def change_following_pokemon if $game_variables[PFC_Variable]+1==$Trainer.party.length+1 $game_variables[PFC_Variable]=0 else $game_variables[PFC_Variable]+=1 end if $game_variables[PFC_Variable]==6 remove_sprite(true) else if $Trainer.party[$game_variables[PFC_Variable]].isShiny? shiny=true else shiny=false end change_sprite($Trainer.party[$game_variables[PFC_Variable]].species, shiny, true) end end #---------------------------------------------------------------------------- # - refresh_sprite # - Change sprite without animation #---------------------------------------------------------------------------- def refresh_sprite if $Trainer.party[$game_variables[PFC_Variable]].isShiny? shiny=true else shiny=false end change_sprite($Trainer.party[$game_variables[PFC_Variable]].species, shiny, false) end #---------------------------------------------------------------------------- # - change_sprite(id, shiny, animation) # - Example, to change sprite to shiny lugia with animation: # change_sprite(249, true, true) # - If just change sprite: # change_sprite(249) #---------------------------------------------------------------------------- def change_sprite(id, shiny=nil, animation=nil) events=$PokemonGlobal.dependentEvents for i in 0...events.length if events && events[8]=="Dependent" if shiny==true events[6]=sprintf("%03ds",id) @realEvents.character_name=sprintf("%03ds",id) else events[6]=sprintf("%03d",id) @realEvents.character_name=sprintf("%03d",id) end if animation==true $scene.spriteset.addUserAnimation(Animation_Come_Out,@realEvents.x,@realEvents.y) end end end end #---------------------------------------------------------------------------- # - remove_sprite(animation) # - Example, to remove sprite with animation: # remove_sprite(true) # - If just remove sprite: # remove_sprite #---------------------------------------------------------------------------- def remove_sprite(animation=nil) events=$PokemonGlobal.dependentEvents for i in 0...events.length if events && events[8]=="Dependent" events[6]=sprintf("nil") @realEvents.character_name=sprintf("nil") if animation==true $scene.spriteset.addUserAnimation(Animation_Come_In,@realEvents.x,@realEvents.y) end end end end #---------------------------------------------------------------------------- # - check_surf(animation) # - If current Pokemon is a water Pokemon, it is still following. # - If current Pokemon is not a water Pokemon, remove sprite. # - Require Water_Pokemon_Can_Surf = true to enable #---------------------------------------------------------------------------- def check_surf(animation=nil) if Water_Pokemon_Can_Surf == true if $Trainer.party[$game_variables[PFC_Variable]].type1!="WATER" and $Trainer.party[$game_variables[PFC_Variable]].type2!="WATER" remove_sprite end else remove_sprite end end #---------------------------------------------------------------------------- # - talk_to_pokemon # - It will run when you talk to Pokemon following #---------------------------------------------------------------------------- def talk_to_pokemon events=$PokemonGlobal.dependentEvents for i in 0...events.length if events && events[8]=="Dependent" pos_x=@realEvents.x pos_y=@realEvents.y end end pbPlayCry($Trainer.party[$game_variables[PFC_Variable]].species) if $game_variables[PFC_Variable]!=6 if $Trainer.party[$game_variables[PFC_Variable]].happiness>0 && $Trainer.party[$game_variables[PFC_Variable]].happiness<=50 $scene.spriteset.addUserAnimation(Emo_Hate, pos_x, pos_y) elsif $Trainer.party[$game_variables[PFC_Variable]].happiness>50 && $Trainer.party[$game_variables[PFC_Variable]].happiness<=150 $scene.spriteset.addUserAnimation(Emo_Normal, pos_x, pos_y) else $scene.spriteset.addUserAnimation(Emo_Happy, pos_x, pos_y) end end end end #---------------------------------------------------------------------------- # - Auto add Script to PokemonScreen, It'll change sprite when change Pokemon #---------------------------------------------------------------------------- class PokemonScreen alias pbps pbPokemonScreen def pbPokemonScreen pbps $PokemonTemp.dependentEvents.refresh_sprite end end #---------------------------------------------------------------------------- # - Auto add Script to PokemonStorageScreen, It'll change sprite when use PC #---------------------------------------------------------------------------- class PokemonStorageScreen alias pbs pbStore def pbStore(selected,heldpoke) pbs $PokemonTemp.dependentEvents.refresh_sprite end end #---------------------------------------------------------------------------- # - Auto add Script to PokemonEvolutionScene, It'll change sprite when evolution #---------------------------------------------------------------------------- class PokemonEvolutionScene alias pbe pbEvolution def pbEvolution(cancancel=true) pbe $PokemonTemp.dependentEvents.refresh_sprite end end #---------------------------------------------------------------------------- # - Auto add Script to Kernel.pbSurf, It'll check curent Pokemon when surf #---------------------------------------------------------------------------- def Kernel.pbSurf if $game_player.pbHasDependentEvents? return false end if $DEBUG || $Trainer.badges movefinder=Kernel.pbCheckMove(PBMoves::SURF) if $DEBUG || movefinder if Kernel.pbConfirmMessage(_INTL("The water is dyed a deep blue... Would you like to surf?")) speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name Kernel.pbMessage(_INTL("{1} used Surf!",speciesname)) pbHiddenMoveAnimation(movefinder) surfbgm=pbGetMetadata(0,MetadataSurfBGM) #Pokemon Following Character $PokemonTemp.dependentEvents.remove_sprite(true) if surfbgm pbCueBGM(surfbgm,0.5) end Kernel.pbCancelVehicles $PokemonGlobal.surfing=true $PokemonEncounters.clearStepCount Kernel.pbJumpToward Kernel.pbUpdateVehicle $game_player.check_event_trigger_here([1,2]) return true end end end return false end #---------------------------------------------------------------------------- # - Auto add Script to pbEndSurf, It'll show sprite after surf #---------------------------------------------------------------------------- def pbEndSurf(xOffset,yOffset) return false if !$PokemonGlobal.surfing x=$game_player.x y=$game_player.y currentTag=$game_map.terrain_tag(x,y) facingTag=Kernel.pbFacingTerrainTag if pbIsWaterTag?(currentTag)&&!pbIsWaterTag?(facingTag) if Kernel.pbJumpToward Kernel.pbCancelVehicles $game_map.autoplayAsCue increase_steps result=$game_player.check_event_trigger_here([1,2]) Kernel.pbOnStepTaken(result) #Pokemon Following Character refresh_sprite end return true end return false end [/spoiler] ya tengo el equipo Pokémnon (los 6 pokes) pero no me siguen. Alguna idea de como activar el Following Character?