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Wichu Wichu is offline

Project Amethyst

Visitor Messages

Showing Visitor Messages 511 to 520 of 657
  1. Hardy Har Har
    December 17th, 2008 01:43 AM
    Hardy Har Har

  2. mad.array
    December 16th, 2008 12:46 PM
    mad.array
    Hi Wichu

    In response to your post on the Essentials thread, I'd just like to say that any help would be greatly appreciated. We started working on the moves late last week and so far have 8 of the D/P moves in the kit. I would understand if you didn't want to share your scripts with us as you've been doing this for a fair bit longer than either myself or DE5PA1R.

    I hope to hear from you soon.

    LokiFerne

  3. Waudby
    December 16th, 2008 02:52 AM
    Waudby
    Yeah sure I'll PM him now and if he does give me one, I'll upload it and link you to it.

  4. Waudby
    December 16th, 2008 02:29 AM
    Waudby
    Hey Wichu, just wondering is there an items.txt for Pokemon Essentials which contains the D/P/Pt items?

    I'm looking into a good way to store item data in Pokémon Odyssey and it seems like the starter kit has the best way.

    thanks.

  5. DE5PA1R
    December 15th, 2008 11:23 AM
    DE5PA1R
    Hey! Please clean your inbox so that I can send you a PM concerning the D/P move project. Thanks!

  6. Hardy Har Har
    December 13th, 2008 04:22 PM
    Hardy Har Har
    Thank you so much. It already works correctly.

  7. <~F.M.P~>
    December 13th, 2008 01:14 PM
    <~F.M.P~>
    Sorry It said you PM box was full.

  8. <~F.M.P~>
    December 13th, 2008 01:13 PM
    <~F.M.P~>
    Thank you. I tried to make the carbon logo for my game fade in and out like the start button logo, but to no avail...The game doesn't show any script error message...It just won't show the logo, nor will it show the push start button logo.

    [code]#==============================================================================
    # Splash Screen
    #==============================================================================
    # Sephiroth Spawn
    # 01.08.06
    # Version 2
    # Modified by Harshboy/Flameguru
    #--------------------------------------------------------------------------
    # Call Using $scene = Scene_Intro.new([pics], splash_screen)
    #==============================================================================

    #==============================================================================
    # ** Scene_Intro
    #==============================================================================

    class Scene_Intro
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize(pics, splash = nil)
    @pics, @splash = pics, splash
    end
    def setTitle(sprite,title)
    @cache={} if !@cache
    if !@cache[title]
    @cache[title]=Bitmap.new("Graphics/Titles/#{title}")
    end
    sprite.bitmap=@cache[title]
    end
    #--------------------------------------------------------------------------
    # * Main Processing
    #--------------------------------------------------------------------------
    def main
    # Loads Data System and Game System
    data_system = load_data("Data/System.rxdata")
    game_system = Game_System.new
    # Loads the Title.mid in Audio/BGM
    game_system.bgm_play(data_system.title_bgm)
    # Instance Variables
    @item, @speed, @o_speed, @phase = 0, 10, 20, 0
    # Background Images
    @sprite = Sprite.new
    setTitle(@sprite,@pics[@item])
    @sprite.opacity = 5
    # Start Logo
    @start = Sprite.new
    setTitle(@start,"Start")
    @start.y, @start.z, @start.opacity = 250, 10, 0
    # Carbon logo
    @carbon = Sprite.new
    setTitle(@carbon,"carbon")
    @carbon.x,@carbon.y, @carbon.z, @carbon.opacity = 0, 0, 20, 0
    # Execute transition
    Graphics.transition
    # Main loop
    while $scene == self
    # Update game screen
    Graphics.update
    # Update input information
    Input.update
    # Frame update
    case @phase
    when 0; intro_update # Into Updating
    when 1; splash_update # Splash Updating
    when 2; to_splash_update # From Intro To Splash Transition
    when 3; to_title_update # From Splash to Title Transtion
    end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of Sprites
    if @cache
    for i in @cache.values
    i.dispose
    end
    end
    @sprite.dispose
    @start.dispose
    @carbon.dispose
    end
    #--------------------------------------------------------------------------
    # * Frame Update : Intro Images
    #--------------------------------------------------------------------------
    def intro_update
    # If C is pressed
    if Input.trigger?(Input::C) && @speed>=0
    @phase = @splash.nil? ? 3 : 2
    end
    # Updates Sprite Opacity
    @sprite.opacity += @speed
    # Changes Direction
    @speed *= -1 if @sprite.opacity >= 255
    # Change Sprite
    if @sprite.opacity <= 0
    @item += 1
    @speed *= -1
    @item == @pics.size ?
    @phase = @splash.nil? ? 3 : 2 :
    setTitle(@sprite,@pics[@item])
    end
    end
    #--------------------------------------------------------------------------
    # * Frame Update : Splash Image
    #--------------------------------------------------------------------------
    def splash_update
    # If C is pressed
    if Input.trigger?(Input::C)
    @phase = 3
    end
    # Loads Sprite Splash Bitmap
    setTitle(@sprite,@splash)
    # Updates Start Logo Opacity
    @start.opacity += @o_speed
    # Changes Direction
    @o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
    # Updates carbon
    @o_speed *= -1 if @carbon.opacity >= 255 || @carbon.opacity <= 0
    # Updates Splash
    @sprite.opacity += @speed if @sprite.opacity < 255
    end
    #--------------------------------------------------------------------------
    # * Frame Update : Intro To Splash Transistion
    #--------------------------------------------------------------------------
    def to_splash_update
    @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
    end
    #--------------------------------------------------------------------------
    # * Frame Update : Splash To Title Transistion
    #--------------------------------------------------------------------------
    def to_title_update
    # Decrease Splash Opacity
    @sprite.opacity -= @speed if @sprite.opacity > 0
    # Decrease Start Logo Opacity
    @start.opacity -= @speed if @start.opacity > 0
    # Decrease carbon logo Opacity
    @carbon.opacity -= @speed if @carbon.opacity > 0
    # Proceed to Title Screen
    if @sprite.opacity <= 0 && @start.opacity <= 0
    Audio.bgm_stop
    sscene=PokemonLoadScene.new
    sscreen=PokemonLoad.new(sscene)
    sscreen.pbStartLoadScreen
    end
    end
    end[code]

  9. <~F.M.P~>
    December 13th, 2008 12:58 PM
    <~F.M.P~>
    Hey Wichu...You mind searching this script for errors really quickly?

    I'm having some kind of opacity error or something with my script I edited

  10. Hardy Har Har
    December 12th, 2008 03:47 PM
    Hardy Har Har
    I'm still trying to learn RGSS, and I'm planning to implement the characteristics feature (the one that says, "Likes to relax") like on platinum, and when I try to add this:

    ...I got an error message. Can you tell me what I did wrong? Please help me.

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