v21.1 Rival chooses a starter

This thread pertains to v21.1 of Pokémon Essentials.

Aimruft

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Hello people, I need your help.
I'll keep it short:


If the player chose a starter, I want the rival to automatically go to the stronger type and choose a starter as well.

Screenshot-3.png


Unfortunately, the Essentials Docs Wiki doesn't properly describe how to do this.
It simply says:


„You may want to have things happen automatically as soon as you pick a starter (such as making the rival go to pick a different starter).

Create an event page somewhere (preferably in a new event all on its own) that has the Autorun trigger, and make it depend on Game Variable 7 being greater than 0. When the player chooses a starter, this Variable will be made greater than 0, so this event page will then immediately run."

Screenshot-4.png


But that's exactly what I did.
I hope some of you can help me. Thanks. :)
 

LinKazamine

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What you need for that is knowledge of rpg maker, not Essentials exclusive. That's why it isn't mentioned in the wiki (which, in fact, is mentioned in the image you shared). Not to mention, everyone makes the starter selection event differently.

Anyway, ALL you need to do on those conditionals is, obviously, use a move route command. You want, after all, for the game to move a sprite from point A to point B. And then tell the game to hide the proper pokeball sprite by activating a switch. Or make any other thing that depends on the player's choice.

The only one that really picks anything in the game is the player. Everything else works by making multiple trainers in the trainers PBS with different pokémon depending on the player's choices. So you create the illusion by using those same conditionals to define battles with different indexes depending on the starter the rival would get. You'll have to do this for any and all battles with trainers that have teams that depend on player's choices.

Edit: Reading the instructions of the wiki, you put the event wrong. When it says "and make it depend on Game Variable 7 being greater than 0", it doesn't mean to put a conditional branch in the event. It means to create an event in which the condition of activation is for said variable to be greater than 0. Then in that event, you put the conditional branch with the colors with the proper code for the rival's sprite to move and everything else that needs to be done depending on the player's choice.
 
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Aimruft

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What you need for that is knowledge of rpg maker, not Essentials exclusive. That's why it isn't mentioned in the wiki (which, in fact, is mentioned in the image you shared). Not to mention, everyone makes the starter selection event differently.

Anyway, ALL you need to do on those conditionals is, obviously, use a move route command. You want, after all, for the game to move a sprite from point A to point B. And then tell the game to hide the proper pokeball sprite by activating a switch. Or make any other thing that depends on the player's choice.

The only one that really picks anything in the game is the player. Everything else works by making multiple trainers in the trainers PBS with different pokémon depending on the player's choices. So you create the illusion by using those same conditionals to define battles with different indexes depending on the starter the rival would get. You'll have to do this for any and all battles with trainers that have teams that depend on player's choices.

Edit: Reading the instructions of the wiki, you put the event wrong. When it says "and make it depend on Game Variable 7 being greater than 0", it doesn't mean to put a conditional branch in the event. It means to create an event in which the condition of activation is for said variable to be greater than 0. Then in that event, you put the conditional branch with the colors with the proper code for the rival's sprite to move and everything else that needs to be done depending on the player's choice.

Unfortunately my English isn't that good. But if I understand this correctly:

I have to create a separate move route for each starter choice. So:

Bulbasaur -> Charmander
Charmander -> Squirtle
Squirtle -> Bulbasaur

I do all of this using empty pages of the sprite where I have the starters as a switch.
If 1 is activated, the sprite automatically goes to 3, etc. correct?
 

LinKazamine

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Yes, you could have the move route on a new page of the event the player activated when choosing a pokémon. Or you could have it in a completely different event. What matters is that said event has the trigger autorun and a condition that is activated only when the player has chosen a pokémon.

This condition can be having the variable for choosing a pokémon being bigger than 0 on a different event or with a self-switch that activates the next page of the event of a certain starter.

If you have a completely different event, you need to use the conditional branches shown in the wiki (the one with the colors) and have the proper move route on each case (you'll have to set the variable to the proper value when the player chooses a starter for this to work).

If you use a new page of the starter event with a self-switch, you just put the proper move route and that's all since that page will only activate when the player picks the starter of that event (you should still set the variable to a different value depending on the player's choice so you can set the proper fight with the rival in any moment of the game).
 

Aimruft

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Hello, I need your help again.

I have now managed to implement the Move Routes.
The rival also runs to the correct Pokeball. But from there the problem begins:

The rival turns around, says nothing more, the Pokeball doesn't disappear and I can't get out of the event. So I can no longer move myself. Here is a video of the situation:


Here's another video where I go over the individual event pages:

View: https://www.youtube.com/watch?v=88B4b3E-cRg



And here are some pictures from the event pages:


Player_Choose.png


Rival Starter Choose.png


Screenshot_3.png


Screenshot_4.png


Screenshot_5.png




I hope you can help me again here.
I think I'm on the right track and I think the solution is super simple but I just don't see it.
 

LinKazamine

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Well, not sure why the autorun event doesn't end, but you don't need to turn on the self-switch A on the second page since that's the condition for that page to run. What I don't see is where the switch for the rival's choice is turned on so that could be the reason why that third page isn't activated.

If turning on the switch for the rival's choice doesn't solve the problem of the event finishing, try adding this at the end of the second page:
1694540282647.png

It should delete the running event and end it. Not sure if it'll afect the third page from appearing, though.
 
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