Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.
Go to the script section PokemonField, and search for this: "poison faded away" (without quotes)
It should be in about line 1016. I really can't remember how that line looks by default, but you should edit it to make it look like this:
else
i.hp=1
i.status=0...
Actually, a script is necessary to make those pokeballs work as he wants them to work, if he does as you say so, they will only work as a normal Pokeball.
Is there anyway to make the attack animations be different depending on who is using it (Player/Enemy). For example for growl, I need the animations to be backwards if the enemy uses it, and in the examples there is one called "Growl Hero" and another one called "Growl Enemy", but no animation...
Indeed, Wow.
The Pokemon are so well drawn, it looks really professional.
Just one thing, I noticed that the fire in Charmander's tail is missing, are you going to use a particle engine for it or something like that?
Thank you so much, your method worked, I had to redo the script because I made a mistake when writing it here, but I used your method and now works perfectly.
Thank you, again.
For making a Pokeball, I want to compare the level of the enemy to the level of the player's current pokemon, I am trying to script a LEVELBALL.
I believe the script would be something like this, but I still need to know the way to get the level of the Player's Pokemon. Correct me if I am wrong...
Does anyone know the way in which the the player's Pokemon is handled when scripting Pokeballs, I believe "battler" is for the opponent, but I can't figure how to use the player's Pokemon.
Any help is appreciated.
EDIT: (some more info)
I want to compare the level of the player's current...
Okay, I solved the problem with the skin of the speech frames not saving, it was really simple, the problem is in the script PokemonOption search for this:
def self.pbDefaultSpeechFrame
if !$PokemonSystem
return pbResolveBitmap("Graphics/Windowskins/"+MessageConfig::TextSkinName)||""...
Got it, the game doesn't use the trimming of the text files after compiling it, so you should always use files of the correct height, check it on your projects if you are using the default skins.
EDIT: the other problem with the skins is that the game doesn't save the speech frame skin if you...
I wasn't asking for the fix, I was just telling him that there is a simple way to fix it, I just can't remember exactly how.
I already have it working in my game.
Yes it has it, but there is a small error, it doesn't let the player buy cards, it is really easy to fix, it's just 2 or 3 characters missing in the script, I can't remember where it is, try looking at the script, but that is the only error of it, once you fix that, you will be good to go.
Does anyone now a way to fix the text box.
What happens is that after compiling, the text box automatically changes to 3 lines tall, I believe this is a default error, so you should compile your project and test it out too. It's not that bad, but it makes the game look kinda weird.