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Join Today!Ok, if anyone wants, they can test my server:
You must be registered to see links
(IF download link isn't active it means that it hasn't been fully uploaded yet, jsut check again in about 10 minutes)
if you have any errors please upload/copy&paste your error log and send them in a pm to me! (I am 100% positive there will be several errors due to the fact i do not know which events are needed to be corrected.)
commands.add("warp",_INTL("Tele Home"))
pbFadeOutAndHide(sprites)
pbDisposeSpriteHash(sprites)
Kernel.pbCancelVehicles
$MapFactory.setup(3)
$game_player.moveto(25,6)
$game_player.turn_down
$game_map.update
$game_map.autoplay
$game_map.refresh
return
PokeOrb:
Yes sure, if you have a program to add inactive clients thats fine, or got lots of ppl willing to do it.
and this was for martinx09 but i cannot reply to him,:
go into Tools>>scene_map
then search for "pbDebugMenu"
then delete all commands.add lines and then add this inside of there to this: (this will remove all that is inside of this menu btw)
Code:commands.add("warp",_INTL("Tele Home"))
now search for "warp"
and you can change it to
Code:pbFadeOutAndHide(sprites) pbDisposeSpriteHash(sprites) Kernel.pbCancelVehicles $MapFactory.setup(3) $game_player.moveto(25,6) $game_player.turn_down $game_map.update $game_map.autoplay $game_map.refresh return
This is what i did, and i made it so that this menu is like an advanced options menu for sorting out some problems, this will remove all that is currently there and change it to "tele home" only, you can add more by doing the command.add thingy
--edit1
just gonna take a lil bit longer before i put up the dl link actually, i found a bug i just fixed so i had to start uploading againshouldn't take long!
--edit 2
whenever i compile it with encryption it cannot load the scripts for some reason, so i'm gonna give you guys the un=encrypted client, think of it as a kind gesture so that you get my edits, but anyone caught altering the client and connecting to my server (that is like making a cheat, or making it spawn pokemon for you) will be banned no matter what
--edit 3
UPLOADED AND LINK ADDED TO WEBPAGE
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be aware that when you start you will have to use the F9 menu and teleport to home! (you will start in a black area with only visible being the text box)
No problem, i'm gonna make my F9 menu just for ppl who have problems in game.
--edit 1
Updated my server client, link updated and change log updated.
You must be registered to see links
whenever i compile it with encryption it cannot load the scripts for some reason, so i'm gonna give you guys the un=encrypted client, think of it as a kind gesture so that you get my edits, but anyone caught altering the client and connecting to my server (that is like making a cheat, or making it spawn pokemon for you) will be banned no matter what![]()
hi, there are some items such as houses and interior things the character stepped on or passed over, as you can fix that?
View attachment 121465View attachment 121466View attachment 121467
regards
Ok, I'll see what I can find.
I'm working on making a live version of this game. Which is amazing by the way. Many thanks to Markz.
I'm curious though. How do you go about encrypting the scripts and assets to the game? So far I'm just working on it and stabilizing it to reduce bugs and such. But that's something to look into in the future. Perhaps a way to read maps from the server rather than having them on the client.
hi, there are some items such as houses and interior things the character stepped on or passed over, as you can fix that?
View attachment 121465View attachment 121466View attachment 121467
regards
why you deleted my credits at the startup?
class Sprite_Timer
def initialize(viewport=nil)
@viewport=viewport
@timer=nil
@total_sec=nil
@disposed=false
end
def dispose
@timer.dispose if @timer
@timer=nil
@disposed=true
end
def disposed?
@disposed
end
def update
return if disposed?
if $game_system.timer_working
if !@timer
@timer=Window_AdvancedTextPokemon.newWithSize("",
Graphics.width-120,0,120,64)
@timer.width=@timer.borderX+96
@timer.x=Graphics.width-@timer.width
@timer.viewport=@viewport
@timer.z=99998
end
curtime=$game_system.timer / Graphics.frame_rate
curtime=0 if curtime<0
if curtime != @total_sec
# Calculate total number of seconds
@total_sec = curtime
# Make a string for displaying the timer
min = @total_sec / 60
sec = @total_sec % 60
@timer.text = _ISPRINTF("<ac>{1:02d}:{2:02d}", min, sec)
end
@timer.update
else
@timer.visible=false if @timer
end
end
end
#===============================================================================
# ** Modified Scene_Map class for Pokémon.
#-------------------------------------------------------------------------------
#
#===============================================================================
class Scene_Map
def spriteset
for i in @spritesets.values
return i if i.map==$game_map
end
return @spritesets.values[0]
end
def disposeSpritesets
return if !@spritesets
for i in @spritesets.keys
if @spritesets[i]
@spritesets[i].dispose
@spritesets[i]=nil
end
end
@spritesets.clear
@spritesets={}
end
def createSpritesets
@spritesets={}
for map in $MapFactory.maps
@spritesets[map.map_id]=Spriteset_Map.new(map)
end
$MapFactory.setSceneStarted(self)
updateSpritesets
end
def updateMaps
for map in $MapFactory.maps
map.update
end
$MapFactory.updateMaps(self)
end
def updateSpritesets
@spritesets={} if !@spritesets
keys=@spritesets.keys.clone
for i in keys
if !$MapFactory.hasMap?(i)
@spritesets[i].dispose if @spritesets[i]
@spritesets[i]=nil
@spritesets.delete(i)
else
@spritesets[i].update
end
end
for map in $MapFactory.maps
if !@spritesets[map.map_id]
@spritesets[map.map_id]=Spriteset_Map.new(map)
end
end
Events.onMapUpdate.trigger(self)
end
def main
createSpritesets
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
disposeSpritesets
if $game_temp.to_title
Graphics.transition
Graphics.freeze
end
end
def miniupdate
$PokemonTemp.miniupdate=true if $PokemonTemp
loop do
updateMaps
$game_player.update
$game_system.update
$game_screen.update
unless $game_temp.player_transferring
break
end
transfer_player
if $game_temp.transition_processing
break
end
end
updateSpritesets
$PokemonTemp.miniupdate=false if $PokemonTemp
end
def update
loop do
updateMaps
pbMapInterpreter.update
$game_player.update
$game_system.update
$game_screen.update
unless $game_temp.player_transferring
break
end
transfer_player
if $game_temp.transition_processing
break
end
end
updateSpritesets
if $game_temp.to_title
$scene = pbCallTitle
return
end
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if $game_temp.message_window_showing
return
end
if Input.trigger?(Input::C)
unless pbMapInterpreterRunning?
$PokemonTemp.hiddenMoveEventCalling=true
end
end
if Input.trigger?(Input::B)
unless pbMapInterpreterRunning? or $game_system.menu_disabled
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
if Input.trigger?(Input::F5)
unless pbMapInterpreterRunning?
$PokemonTemp.keyItemCalling = true if $PokemonTemp
end
end
if $DEBUG and Input.press?(Input::F9)
$game_temp.debug_calling = true
end
unless $game_player.moving?
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
elsif $PokemonTemp && $PokemonTemp.keyItemCalling
$PokemonTemp.keyItemCalling=false
$game_player.straighten
Kernel.pbUseKeyItem
elsif $PokemonTemp && $PokemonTemp.hiddenMoveEventCalling
$PokemonTemp.hiddenMoveEventCalling=false
$game_player.straighten
Events.onAction.trigger(self)
end
end
end
def call_name
$game_temp.name_calling = false
$game_player.straighten
$game_map.update
end
def call_menu
$game_temp.menu_calling = false
$game_player.straighten
$game_map.update
sscene=PokemonMenu_Scene.new
sscreen=PokemonMenu.new(sscene)
sscreen.pbStartPokemonMenu
end
def call_debug
$game_temp.debug_calling = false
pbPlayDecisionSE()
$game_player.straighten
$scene = Scene_Debug.new
end
def autofade(mapid)
playingBGM=$game_system.playing_bgm
playingBGS=$game_system.playing_bgs
return if !playingBGM && !playingBGS
map=pbLoadRxData(sprintf("Data/Map%03d", mapid))
if playingBGM && map.autoplay_bgm
if playingBGM.name!=map.bgm.name
pbBGMFade(0.8)
end
end
if playingBGS && map.autoplay_bgs
if playingBGS.name!=map.bgs.name
pbBGMFade(0.8)
end
end
Graphics.frame_reset
end
def transfer_player(cancelVehicles=true)
$game_temp.player_transferring = false
if cancelVehicles
Kernel.pbCancelVehicles($game_temp.player_new_map_id)
end
autofade($game_temp.player_new_map_id)
if $game_map.map_id != $game_temp.player_new_map_id
$MapFactory.setup($game_temp.player_new_map_id)
end
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
case $game_temp.player_new_direction
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
$game_player.straighten
$game_map.update
disposeSpritesets
GC.start
createSpritesets
if $game_temp.transition_processing
$game_temp.transition_processing = false
Graphics.transition(20)
end
$game_map.autoplay
Graphics.frame_reset
Input.update
end
end
hello, that is what must be changed to remove the menu option "debuge"??
Triad Game (100%)
Ribbons System (100%)
hello, testing the game, PKMN evolve, after a few seconds the game closes an unexpected error windows ... any ideas
regards