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Conversation Between Maruno and venom12
Showing Visitor Messages 61 to 75 of 90
  1. venom12
    May 17th, 2012 02:57 PM
    venom12
    Hi Maruno, i will have few move_effects and abilities for you :D
  2. venom12
    May 9th, 2012 09:17 AM
    venom12
    Thanks that working :D
  3. Maruno
    May 9th, 2012 09:06 AM
    Maruno
    That's how colours are saved. Use the following line to turn the number into the corresponding colour:

    color=["Red","Blue","Yellow","Green","Black","Brown","Purple","Gray","White","Pink"][color]
  4. venom12
    May 8th, 2012 03:02 PM
    venom12
    Hi maruno i got problem i opened dexdata for pokemon color to display in pokedex and it show number not word of color.
    dexdata3=pbOpenDexData
    pbDexDataOffset(dexdata3,species,6)
    color=dexdata3.fgetb
  5. venom12
    April 16th, 2012 02:21 AM
    venom12
    Ok got it to work :D
  6. venom12
    April 16th, 2012 02:18 AM
    venom12
    I used it, andit dont work.

    Exception: NoMethodError
    Message: undefined method `type1' for 1:Fixnum
    PokemonPokedex**:682:in `pbChangeToDexEntry'
    PokemonPokedex**:842:in `pbDexEntry'
  7. Maruno
    April 16th, 2012 02:12 AM
    Maruno
    Use:

    pbDexDataOffset(dexdata,species,8)
    type1=dexdata.fgetb
    type2=dexdata.fgetb
    dexdata.close

    You don't have an individual Pokémon to work with here, you just have a species number. Any information about that species needs to be loaded from the dex data (like the height and weight are).
  8. venom12
    April 16th, 2012 12:49 AM
    venom12
    IN entry, i used it but ot dont work i have type1 error even opened data from pokedex for type1 and type2 and nothing
  9. Maruno
    April 15th, 2012 04:35 PM
    Maruno
    Where do you want to put it? The list screen or the entry screen? If it's the entry screen, then it's exactly the same way as in the Pokémon summary screen.
  10. venom12
    April 15th, 2012 02:33 PM
    venom12
    Hi any idea how to put type bitmap in pokedex? i try somethings but nothing works ;/
  11. Maruno
    March 18th, 2012 06:10 AM
    Maruno
    Everything in the list (numbers, names, caught icon, presumably your icons as well) is positioned in the def drawItem in class Window_Pokedex. However, the area in which these things are visible is defined by the line @sprites["pokedex"]=Window_Pokedex.new(blahblablah) further down.

    Shift the area to the left a bit, then in drawItem move the text to the right by the same amount, to keep it in the same place. This will give you more space on the left of the list to put your Pokémon icons in.
  12. venom12
    March 17th, 2012 03:14 PM
    venom12
    Sorry Maruno i bother you but i have problem wth pokedex. I cant change width of command and it cut icons in it look.

    http://dl.dropbox.com/u/4212314/probem.png
  13. Maruno
    March 15th, 2012 04:13 PM
    Maruno
    Good to hear.
  14. venom12
    March 15th, 2012 12:22 PM
    venom12
    Weird last time i used this and it didnt work XD Maybei put it in wrong place, thanks for help it works!
  15. Maruno
    March 15th, 2012 12:15 PM
    Maruno
    Well, there's a few steps to it. The sprites and the text boxes are displayed in the class PokemonLoadScene (although the text itself is chosen elsewhere). What I did was create the def pbSetParty in that class, with a parameter of "trainer", and called it immediately after pbSetAuxiliaryWindow is called. The party is trainer.party, which is why "trainer" is a parameter - it wouldn't otherwise be accessible in pbSetParty.

    You'll need to change the viewport's z to 99998, so that the Pokémon appear above the windows. The Pokémon icons themselves are instances of PokemonIconSprite, with a z of 99999.

    That's a rough guide. If you know what you're doing, that should be enough of an explanation.

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