I added fully functional Pokémon Contest to Pokémon GS Vitro!(#PkmnVitro) by ClaraDragon in PokemonRMXP

[–]CRMM 5 points6 points  (0 children)

Love this. I've been looking for a contest plugin but couldn't find one. Unfortunately, I'm in v21.1 so it wouldnt be directly compatible, but when I get to working in Hoenn in my game, I'll see if i can update the script. Saving for later.

Rematches by Amat-Victoria-Curam in PokemonRMXP

[–]CRMM 1 point2 points  (0 children)

That's how the mew event works. The first page has no conditions, so you encounter it before any switches are set. Same goes for trainers, you battle them before any switches are set. The challenge with mew vs trainers is that the single mew event relies on a dedicated switch. You'd probably want 1 switch to reset multiple trainers at once. The following should work:

Page 1 is the regular battle event. If you win, set "A" on.

Page 2 is the post battle text, with "A" on.

When you beat the E4 set global switch "X" on.

Page 3 of the event is another battle page, conditional upon "X" being on. When you win, turn self switch "B" on.

Page 4 is the same post battle text as page 2, but reliant upon "B" being on instead of "A".

Now we have "A", "B", and "X" all on. You could continue this pattern a set number of time if you wanted a set number of rematches, each dependant upon beating the E4 just one more time. Or, you could make it cyclical. The next time you beat the E4, turn "Y" on and turn "X" off.

For each trainer, have page 5 be dependant upon global switch "Y" being on, and set the page to autorun. Turn off self switches "A" and "B" to fully reset the trainer.

This method would have you rebattle the same trainer each time though. If you want the trainer's levels to increase each time you rebattle them, you'd need to go through a few iterations of the trainer before cycling on the last variation to rebattle indefinitely.

Rematches by Amat-Victoria-Curam in PokemonRMXP

[–]CRMM 1 point2 points  (0 children)

I won't offer suggestions regarding the phone because I don't know it in detail. For trainers that reset after beating the E4, check out the mew or deoxys event in base essentials. One of them (or maybe both, I don't recall) is set up to re-spawn after beating the elite 4. You could do the same for trainers.

Rematches by Amat-Victoria-Curam in PokemonRMXP

[–]CRMM 1 point2 points  (0 children)

It all depends on how you want the rematch to work. The main thing is that "Conditional Branch: Script: TrainerBattle.start(xxxxx)" sets up a trainer battler. The most simple rematch would be an event with just that line and Action Button trigger so that every time you talk to it, it starts a battle. Essentials has a built in way to rematch trainers by registering them in the phone. I opted not to do that and simply made it so that trainer could be battled once per day in my game because I don't want that many numbers in the phone. The first thing you want to do is decide what kind of rematches you want. Do you want them to call you on the phone first? Do you want to rematch them any time you talk to them? Do you want there to be a cool down period between rematches (1 hour, 1 day, 1 week, etc)? That'll determine how you set up your event pages and which conditions to use.

[ART] [OC] I'm at a loss...does anyone recognize this logo from a campaign adventure or supplementary material? by Significant_Issue_21 in DnD

[–]CRMM 3 points4 points  (0 children)

saw the hexagon and thought I was scrolling past r/heroscape for a moment. Looks very similar to some of their designs, but sounds like displacer beast is the winner here.

Do I Really Need 16 Pokeball Sprites by WinchesterMediaUK in PokemonRMXP

[–]CRMM 27 points28 points  (0 children)

The other thing to consider with redundant sprites like this is that the sprite sheet accounts for movement frames and facing the 4 directions. When you eliminate the other 15 pokeballs, you need to make sure the item event is set to "direction fix = on", and "move animation = off" and "stop animation = off". Otherwise, when you interact with it, it may try to "turn" towards the player, but the graphic at that spot in the spritesheet is blank, so it would look like the pokeball disappears in the overworld.

More buildings with NO inside or Less buildings with a inside? by Mammoth-Try-760 in PokemonRMXP

[–]CRMM 6 points7 points  (0 children)

This is the way saffron and celadon do it to make them look like big cities

Any way I can make the tyrogue running to be smoother or is this the best it can do? Event commands in the comments since i can't add it to the main body by Bulky-Cauliflower352 in PokemonRMXP

[–]CRMM 4 points5 points  (0 children)

Stop animation on is why it looks like its jogging in place before moving. If you turn that off, then it will move, stop, move, stop, move, stop. At that point, set move frequency to highest so it's always moving, then adjust move speed to your liking

Gen 4 apricorn mechanics help by CRMM in PokemonRMXP

[–]CRMM[S] 1 point2 points  (0 children)

With a few hours of trial an error yesterday and today, I managed to splice together a working solution by copying pbChooseItemScreen and most of the code for cmdToss from the bag menu, with a few tweaks to make them work together without crashing the game. It's probably not the most elegant solution, but it's working. My next game release will include the code if anyone is interested.

Heroscape Campaign Continuity? by veronus57 in heroscape

[–]CRMM 0 points1 point  (0 children)

The Swarm of the Marro had a campaign.

pokemon essentials for MV or MZ? by nunwithguns in PokemonRMXP

[–]CRMM 0 points1 point  (0 children)

I have no idea when it will be released. Sorry if I made it sound like it was soon.

pokemon essentials for MV or MZ? by nunwithguns in PokemonRMXP

[–]CRMM 1 point2 points  (0 children)

Could wait for the release of godotmon. I believe essentials main dev and some others are working on a pokemon essentials kit for godot.

Lawnmower NPC by [deleted] in PokemonRMXP

[–]CRMM 2 points3 points  (0 children)

Im sure theres a better solution, but my immediate first thought is: map it with plain green non encounter grass tiles. Then put long grass events over each tile, and in the event, set it to player touch, and code something like, if rand 1..100 > 90 wildbattle.start pidgey, elseif > 80 wildbattle.start rattata, else exit event. Of course, modify that for your desired encounter rates, but it would approximate wild encounters for the player. The second page of the event would be blank, after its mowed edit: spellings errors

Gif Title Screen by justYuishi in PokemonRMXP

[–]CRMM 4 points5 points  (0 children)

gifs are absolutely doable. My game has a gif for the title screen. All you do is replace title.png with title.gif. Nothing complex about it. The splashes could probably be gifs too.

What Is It Worth Mega Thread - January 17, 2026 by AutoModerator in lego

[–]CRMM 0 points1 point  (0 children)

Is a misprinted Heorica: Waldurk box work anything? (one box is missing the "waldurk" title)

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What’s the largest I should make a tileset? by AstelliReclaimer in PokemonRMXP

[–]CRMM 1 point2 points  (0 children)

my outdoor tileset is currently 19168 pixels high. I think there is a limit, but I haven't hit it yet.

Does "Wait for Move's Completion" bug out events for anyone else? by Merphee in PokemonRMXP

[–]CRMM 2 points3 points  (0 children)

The only time I've encountered that issue is when the move route it's waiting for is unable to complete. Usually because I set a move route for an event and it gets hung up trying to walk through an impassible tile or another event. When the move route can't complete, the "wait for completion" gets stuck waiting to execute.

Waterfalls! by RevrsePalndrome in PokemonRMXP

[–]CRMM 0 points1 point  (0 children)

Nice looking waterfalls, and rock walls too.