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| 07 Aug 2013 12:50 AM |
I want to make a Pokemon RPG kinda like Pokemon Reborn(but not cause I wouldn't ever copy!) I have a fair understanding of scripting but just need something to get me started. If someone could please tell me how to make a Pokeball that actually lets you keep the pokemon and fight with it...could you let me know? I looked at a free model but it doesn't let you fight with the Pokemon. Also a save function to keep the pokemon after quitting.
THANKS SO MUCH YOU GUYS LET ME KNOW WHAT YOU CAN DO!!!!! |
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| 07 Aug 2013 12:55 AM |
| I don't know about the Pokeball, not even in the slightest, but the saving, you can use data persistence and have a shop to buy pokeballs with the pokemon in them, unless you want to have to catch the pokemon, then I don't know about that either. |
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| 07 Aug 2013 12:57 AM |
| Thanks for the data persistence! But yeah i want to actually have to "catch" the pokemon. THANKS SO MUCH THOUGH! |
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johnhugh
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| Joined: 26 Mar 2009 |
| Total Posts: 1971 |
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| 07 Aug 2013 01:01 AM |
Your thread wasn't even halfway down the threadlist no need for bump yet |
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| 07 Aug 2013 01:06 AM |
| Well, I thought about it, and I wonder if you could make the data in data persistence just the Starter Pack, so once you buy a poke ball, that becomes a tool, you click on the pokemon and catch it, than it go's into your starter pack, than you would just make the data in the data persistence script your starter pack. I'm not sure if it will work, but it may. |
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| 07 Aug 2013 01:11 AM |
| A poke ball wouldn't be that hard for some people, Ask for some help on scripting helpers, A tool, when you click it it releases a zombie that doesn't attack the person who releases it. You can modify the zombie and make it a Pokemon, my scripting knowledge is not great enough to do that. Look around |
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| 07 Aug 2013 01:18 AM |
@Computer Do you mean actually put the persistence script in the tool? If you do then it doesn't work but good thinking! I tried putting it in the starterpack as well but no luck :(
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ForceSky
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| Joined: 30 Jul 2012 |
| Total Posts: 2379 |
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| 07 Aug 2013 06:07 AM |
Larry, he meant that the data persistence affects the starterpack.
-That's not the way windmills work!- |
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| 08 Aug 2013 04:18 AM |
*bump* anyone know how the pokemon reborn was made?
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ForceSky
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| Joined: 30 Jul 2012 |
| Total Posts: 2379 |
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| 08 Aug 2013 10:34 AM |
Can you even script?
That's not the way windmills work! |
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| 08 Aug 2013 11:22 PM |
No, I meant that most data persistence scripts have a variable for what the data of data persistence is, that, or everything just saves, if you have one that everything saves, then you just put it in the workspace and walla, but if you have one with a variable, you put the variable set to the starter pack, like this
"Variable Name" = game.Workspace.StarterPack
Replace variable name with what is in the script, but if it has neither, it is either a bad data script that will rarely work, or it won't work at all. :/ |
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| 09 Aug 2013 06:58 PM |
Thanks but I gave up...Besides Computermaster, I was given practically no support. Thought these were *help* forum not make someone feel bad forums. Hope you feel good about yourself sky... Thought I could recreate a game that was discontinued but clearly its not worth it. |
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MHebes
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| Joined: 04 Jan 2013 |
| Total Posts: 2278 |
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| 09 Aug 2013 07:20 PM |
Maybe what he said wasn't the nicest thing in the world, but it's a valid question; we don't know how much we need to guide you in this. We don 't know if you can just take our input about how to go about doing this or if you want us to spoon feed you scripts (which wouldn't work because we'd have to make them too general and you wouldn't know how to edit them to work). I'm going to assume you can actually script, and tell you how you would do this. 1) Create a 'Tool', put it in StarterPack, and name it something relevant 2) Create a 'Part', change it to the size you'd want it for a pokeball and set its shape to 'Ball'. Add textures as you please. 3) Name the part 'Handle' and put it inside your tool. 4) Put a LocalScript inside the tool. 5) In the LocalScript, first add a variable for the occupancy of this particular pokeball. i.e. local ballOccupied = nil 6) Using the Activated event in Tools, have an if statement to determine if the pokeball is occupied. -If it's not, then check the mouse's (you can get the mouse object via mouse = game.Players.LocalPlayer:GetMouse()) target (mouse.target). The mouse's target is the part you are currently hovering over. Check the target's parent and see if it's a pokemon, which you can do by putting a string value inside of all your pokemon models named 'pokemon' with the value empty, for now, and checking for this value. If it exists, then you just clicked on a pokemon and you can 1. set the string value's value to the name of player capturing, 2. parent the pokemon to somewhere in player for future retrieving, 3. set the ballOccupied value to that pokemon's model, and 4. set the tool's name to the pokemon's name, so the player can see it. -If it is occupied, parent whatever pokemon model that's contained in ballOccupied into Workspace and set the tool's name to whatever it is by default. Put a script inside your pokemon models that attack other players (or pokemon), but don't attack a player if it has it's name inside of that string value.
I hope this helps. |
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| 18 Mar 2014 09:52 PM |
| no i tryed but it does not work i think |
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