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Wichu Wichu is offline

Project Amethyst

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Showing Visitor Messages 511 to 520 of 658
  1. mad.array
    December 17th, 2008 07:41 AM
    Wow that's quite a lot of progress. DE5PA1R is working on the txt files while I do the move effects. I was thinking of doing the moves+effects and then starting on the abilities once all of the moves had been sorted.

    I did think about being selective concerning who to give the moves to, but it's a bit of a sticking point. Obviously I don't want to be the reason that there are a flood of poor quality/clone Essentials games with D/P moves, but at the same time I don't want to seem like I'm ignoring or shunning those that are just beginning to learn RGSS. I'm sure you know the amount of work that's involved when undertaking a Pokémon project, even with the Essentials kit. I suppose one option is to release a semi-complete version, with some of the moves in, telling people that if they look at the sections for the implemented moves it should give them a clue as to how to implement the remaining ones. That way if anyone sees Dialga/Palkia using Hyper Beam, they know that the person has just taken the moves that have been done and not looked at how to get the rest of them in. As I said, it's a bit of a sticking point. Still, we've got plenty of time to think about it as this isn't going to be complete any time soon.
  2. Hardy Har Har
  3. mad.array
    December 16th, 2008 12:46 PM
    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.

  4. Waudby
    December 16th, 2008 02:52 AM
    Yeah sure I'll PM him now and if he does give me one, I'll upload it and link you to it.
  5. Waudby
    December 16th, 2008 02:29 AM
    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.

  6. DE5PA1R
    December 15th, 2008 11:23 AM
    Hey! Please clean your inbox so that I can send you a PM concerning the D/P move project. Thanks!
  7. Hardy Har Har
    December 13th, 2008 04:22 PM
    Hardy Har Har
    Thank you so much. It already works correctly.
  8. <~F.M.P~>
    December 13th, 2008 01:14 PM
    Sorry It said you PM box was full.
  9. <~F.M.P~>
    December 13th, 2008 01:13 PM
    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.

    # 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
    def setTitle(sprite,title)
    @cache={} if !@cache
    if !@cache[title]
    # * 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
    # Instance Variables
    @item, @speed, @o_speed, @phase = 0, 10, 20, 0
    # Background Images
    @sprite = Sprite.new
    @sprite.opacity = 5
    # Start Logo
    @start = Sprite.new
    @start.y, @start.z, @start.opacity = 250, 10, 0
    # Carbon logo
    @carbon = Sprite.new
    @carbon.x,@carbon.y, @carbon.z, @carbon.opacity = 0, 0, 20, 0
    # Execute transition
    # Main loop
    while $scene == self
    # Update game screen
    # Update input information
    # 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
    # Prepare for transition
    # Dispose of Sprites
    if @cache
    for i in @cache.values
    # * Frame Update : Intro Images
    def intro_update
    # If C is pressed
    if Input.trigger?(Input::C) && @speed>=0
    @phase = @splash.nil? ? 3 : 2
    # 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 :
    # * Frame Update : Splash Image
    def splash_update
    # If C is pressed
    if Input.trigger?(Input::C)
    @phase = 3
    # Loads Sprite Splash Bitmap
    # 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
    # * Frame Update : Intro To Splash Transistion
    def to_splash_update
    @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
    # * 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
  10. <~F.M.P~>
    December 13th, 2008 12:58 PM
    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

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