# Following Pokemon

Pokémon Essentials Version
This script adds following pokemon to your game (you have to provide your own OW sprites). It is an updated version from the current script tutorial, but modified so that if all goes in one script section.
Fixes in this version:
# * Combined all into one script section for ease of installation
# * Added setting to allow/disallow cycling through pokemon in field
# * Added tone effect to following pokemon if statused (this is pretty neato. You can turn this off with a setting)
# * Fixed follower grass animations
# * NPCs won't walk over the follower
# * Fixed crash caused by toggling follower when loading a map sometimes
# * Fixed follower not talking in the rain
# * Added a few more specific file checks to the sprite changing
# * Prevent some HM usage when having a nonfollower dependent event
# so hopefully this will lead more towards support for regular dependent events
# * Your followers don't automatically turn when you do, so it looks more natural
# * There's a setting now to make pokemon always animate while you're standing still
# Note that flying, levitating, or any pokemon species specified will always animate
# regardless of this setting
Add this script in a new section above the main (and below the compiler).
Save your game, and close RPG Maker (important).
Go into your game folder, and from that to your Data folder. Add the Animations.rxdata file you just downloaded. It will ask if you want to replace the current file, you will say yes.
Now, go back to the main folder, and go into the Graphics folder. From there, go into the Animations folder. Here you will extract the graphics you downloaded (emo.png, emo2,png, and Pokemon-Follow.png). Make sure to extract them, not just stick the .rar file in here.
Now the script is installed.
To use this script, we simply need to make two events.
The first one will simply be a blank event. This event will be turned into our dependent event when we trigger it.
It should look like this (can be any ID)

Our second event will be the one that triggers it. It can trigger in whatever way (touch, on a different page, a conditional, etc), but it must use the script you see here: pbPokemonFollow(X)
X refers to the ID of our first event.
Please note that these events should be on the same map.

And that should pretty much be it.
Remember, this is a standalone script and needs no other changes to your scripts to work. So if you mess something up, it's probably not due to this script.

I've made a few important changes since I first posted, please update
Edit: One more update for following script. There were a lot of problems in the old version with switching and toggling, especially while surfing/biking. Those are fixed. Water pokemon always animate in the water. Added exception array for mons that fit always animating criteria but you don't want them to animate. Added a fix for event transfers
Edit 2: Fixed blacking out issue, and a couple other refreshing issues.
Also, mini tutorial time. The script to force the sprite to refresh is
Code:
$PokemonTemp.dependentEvents.refresh_sprite To force the sprite to update it's position(call this after a transfer) add this script Code: $NeedFollowerUpdate=true
Credits
Credits required: Help-14, zingzags, Rayd12smitty, Venom12, mej71
Author
mej71
Views
3,733
First release
Last update
Rating
10 ratings

1. ### Following Pokemon V1.51

Fixed reflections Your follower pokemon are now reflected in any water the player is
2. ### Following Pokemon V1.5

Fixed some map transfer issues Also fixed issue of pokemon disappearing when blacking out...

### Latest reviews

I think this is a great script as well. But I'm having the same problem as ingo3112. I have found however that this problem occurs whenever a parallel process event is present on a map, but I need those events to be running in my game for everything to work the way I want it to.
This script is awesome! I thank you for this . Unfortunately, I only have a few problems, and the chasers often spin sprites on some maps, because it looks like the sprites are pushing you from behind, like pushing you. But that's not always the case, I have sections where everything works perfectly and some where they push or push again, and when I turn the sprite is no longer behind me but next to, below or above me. Does anyone have a solution for me at the start? I would be deeply connected to you if someone had a plan to get that fixed.
Finally! An update to the Following Script after soooo long!

*insert "It's been 4000 years" meme here*
Essential for Pokemon Essentials :D Works great.

I added a small feature to my game; a global flag to temporarily stop the Pokeball animations from appearing, I didn't like them playing when transfering to a new map. Consider this a formal feature request. :)
It works perfectly, i tried it about 3 months ago and i couldn't get it to work i just tried it again and it worked perfectly thank you!
My pokemon is invisible and i get this error after talking to it... Exception: NoMethodError
Message: undefined method '-' for nil:NilClass
Scene_Map:68:in 'main'
Scene_Map:65:in 'loop'
Scene_Map:72:in 'main'
Main:49:in 'mainFunctionDebug'
Main:27:in 'mainFunction'
Main:27:in 'pbCriticalCode'
Main:27: 'mainFunction'
Main:59

Any help would be appreciated, thank you.
Works great, and once you get it started you can easily customize it and make it a great staple of your game! A great feature, and a marvel of Scripting!
while it can be a bit of work to get going, i cant see myself going without my Pokemon following me after having it.
I get this error when i try to use it does any one know why? https://pastebin.com/HiwRaUJ8
mej71
This was a slight mistake, I had just used a random number for the common event since it's required but not used. Re-added it to the settings, pick an unused common event number that is initialized
Really awesome script! It made my game look even more awesome.