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venom12 venom12 is offline

Pokemon Crystal Rain Relased

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Showing Visitor Messages 466 to 480 of 972
  1. maldicion069
    March 18th, 2010 07:25 AM
    maldicion069
    Hello.
    I´m going to translate you RPG MAKER XP game: POKÉMON CRYSTAL RAIN.
    First, you let me translate the game into Spanish?
    It is something of Polish and English, so they could translate the game quickly.
    I managed to extract the files illegally Graphics, Audio, Fonts and Data, but I can not draw PB5.
    Would you pass me the folder, please?
    Another thing, how are achieved in the game and Bonguris the GS Ball?
    Sorry for my English.
  2. Crazyninjaguy
    March 14th, 2010 06:15 AM
    Crazyninjaguy
    Ehhhh not much. You?
    Hows your Dual Screen coming along? Can i see some screenshots?
  3. CollosalPokemon
    March 11th, 2010 09:51 PM
    CollosalPokemon
    Wow I thought that step would be obvious, but you probably didn't add "if"s to the PB_Battle script. If you're confused where to add them, I cannot help you but you could always go about doing your Pal Park based on Poccil's Safari Zone, I mean you'd have to remove the timer (unless you're planning on using it for whatever reason) and it would already not allow the Pokemon from your team to appear plus it has the battle commands done, of course you'd have to adapt the battle scene to be Dual Screen or else it won't have touch screen support xD
  4. CollosalPokemon
    March 10th, 2010 06:04 PM
    CollosalPokemon
    Oye vey, if it must be done then you can edit the script named "PokemonEditor" then compile the game, rename your Scripts.rxdata to something like AAA.rxdata (But DON'T delete it) and rename EditorScripts.rxdata to Scripts.rxdata, then edit those scripts, and then rename (again) your Scripts.rxdata (After you edited the scripts in the EditorScripts.rxdata file) to EditorScripts.rxdata again and also rename AAA.rxdata back to Scripts.rxdata, and there you have it. I think this might be confusing to you, but

    It'd probably be best if you didn't do this, as it gets complicated when dealing with the editor configurations, but if you must have this Pal Park then that's the way to start it. There is an easier way that I know of to do it in just about 5 lines of script, but the commands aren't able to be easily configured, unlike if you did something like I mentioned before with the EditorScript.rxdata, if you did that then you'd be able to instantly configure almost everything with that editor for your Pal Park.
  5. CollosalPokemon
    March 9th, 2010 07:50 PM
    CollosalPokemon
    Does it really matter that much?
  6. SL1MSHADY
    March 8th, 2010 04:17 PM
    SL1MSHADY
    wow thanks! :D
    im sorry about how long it's taking to finish your request, but imma update soon with a LOT of custom graphics, so stay tuned!!
  7. Crazyninjaguy
    March 7th, 2010 12:34 PM
    Crazyninjaguy
    Sorry i have no idea :/
  8. CollosalPokemon
    March 6th, 2010 11:19 AM
    CollosalPokemon
    ...you make events.
  9. Crazyninjaguy
    March 4th, 2010 05:18 AM
    Crazyninjaguy
    Nono i've come over that problem
    I use this

    if $Trainer && $Trainer.pokedex

    Gets rid of the error
  10. Crazyninjaguy
    March 3rd, 2010 04:58 PM
    Crazyninjaguy
    Yeah, easier than creating a whole new scene for it
  11. incognito322
    March 2nd, 2010 01:50 PM
    incognito322
    Hmmm. OK. I'll let you test it once I get in the Pokemon Center and the PokeMart. That should be in the next week or two.
  12. CollosalPokemon
    February 26th, 2010 03:24 PM
    CollosalPokemon
    Veery close, although you've made a small error, right here (bolded) :

    for i in 0...$Trainer.party.length
    @sprites["pokemon1"]=AnimatedSprite.create(sprintf("Graphics/Icons/icon%03d",$Trainer.party[0].species),2,10)
    @sprites["pokemon1"].x=340
    @sprites["pokemon1"].y=400
    @sprites["pokemon1"].z=99999
    @sprites["pokemon1"].start
    @sprites["pokemon1"].visible=true
    end

    The thing is that you need to change [0] to [i] otherwise "for in 0..$Trainer.party.length" does absolutely nothing. You should also change "pokemon1" to "pokemon" but it's completely up to you. The reason I suggested that is because the lines you showed me should work right to detect all 6 (Or, however many Pokemon) there are in the party.
  13. venom12
    February 26th, 2010 02:15 PM
    venom12
    like this for i in 0...$Trainer.party.length
    and then other lines?
  14. CollosalPokemon
    February 26th, 2010 01:41 PM
    CollosalPokemon
    Heh I've been busy too. Ohh and the secret feature was revealed a little while ago, it was the Underground. You can just use $Trainer.party[index].species to display it. Ofcourse replace index with a number from 0 to 5. Although I use pbDisplayPartyIcon(index) because that's something I added to the scripts, but $Trainer.party[index].species works. (That was what I previously used)
  15. CollosalPokemon
    February 26th, 2010 08:48 AM
    CollosalPokemon
    Try using looking at some of the methods for displaying the actual Pokemon (Not the icon, but the actual Pokemon's Sprite) in PokeBattle_ActualScene and you should find something. I'm a little busy now but I'll be free later in the day incase you still need some help.

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