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Wichu
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  • 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]
    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
    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:
    Hello I like how, Pokemon Amethyst looks, I don't have internet at home but I have a computer and all the pokemon game editors I can find. So i was wondering if you needed any help, via ideas or anything!
    Hey wichu I have a really simple question...Think you could help me with it?

    If I made a legendary battle. would It be possible to give it it's own custom battleground rather than the ones in The kit?

    Sorry to disturb you by the way.
    Please help-me with 2 questions.

    i noticed something and wanted to know if it was just me....I downloaded the new version anyway when ever my poke grow's a level during test play and it shows the how much the stats went up, the defense stat is on the line below it....anyone else having this problem or know how to fix it..im gonna attemp to inlude a screenshot..not sure how exactly

    Here it is if it works >>:

    how can I fix this?

    and


    I would like to know how to choose the attacks by a wild Pokémon.
    Example:

    pbWildBattle (
    :: PBSpecies: LUGIA, 50.1)

    she had wanted the attacks: RECOVER, GUST, Safeguard and ROAR.

    How I do that?

    Please help! I need very much this!
    Thanks for your help on the thread but I don't get where to put it, can you please give me the complete pokémon utilities thing?
    So I can't mess it up, because I did earlier and restored it luckily :P
    Thanks in advance!!

    PoKéMaKeR
    Hello! I wanted to ask if you know how to get the fishing animation to work as well as weather in battle?
    Everything work except for the Trainer's pokemon.
    I tried what you told me but that ones is for the Opponent Trainer Pokeball coordinate.
    It just adjust the coordinate of the pokeball.
    Hi, Wichu.
    I met problem again. +.+
    Could you tell me which variable stored the X and Y for this following in PokemonBattle_Actual Scene:
    Coordinate for opponent trainer.
    Coordinate for trainer backsprite.
    Coordinate for Your Pokemon.
    Coordinate for opponent trainer Pokemon.

    I'm sorry for disturbing. But I really can't find any of them.
    Do I need to edit pbForecast in the script editor so that Castform will change appearance in battle? Or I'll edit other script sections?
    Hello Wichu... How's the alternate forms script that you are currently working? Some of the alternate form sprites (like Rotom) that I posted on the thread of Pokemon Essentials are not transparent, since I messed it up within less than 1 hour. :)
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