I see Day/Night Works now :) Any chance you could get a working Weather Script implemented and have weather patterns edited and controlled by a .dat file (and .txt) ? That would be cool ;)
Any chance you could get a working Weather Script implemented and have weather patterns edited and controlled by a .dat file (and .txt) ? That would be cool ;)
@spritesets[i].dispose
@spritesets[i].dispose if @spritesets[i]
def pbFadeOutIn(z)
col=Color.new(0,0,0,0)
viewport=Viewport.new(0,0,480,360)
viewport.z=z
for j in 0..26
col.set(0,0,0,j*10)
viewport.color=col
Graphics.update
end
=begin
oldsprites=[]
ObjectSpace.each_object(Sprite){|o|
next if o.disposed?
if o.visible && ( (o.viewport && o.viewport.z<z) || o.z<z )
o.visible=false
oldsprites.push([o,o.bitmap,o.src_rect.clone])
o.bitmap=nil
end
}
=end
yield if block_given?
=begin
for sprite in oldsprites
next if sprite[0].disposed?
sprite[0].visible=true
sprite[0].bitmap=sprite[1]
sprite[0].src_rect=sprite[2]
end
=end
for j in 0..26
col.set(0,0,0,(26-j)*10)
viewport.color=col
Graphics.update
end
viewport.dispose
end
Still ain't going. I don't have a clue what this means :(# ------------------------------------------------------
# Pokemon Starter Kit Wild Pokemonn Encounters
# ------------------------------------------------------
# This File contains all Wild Pokemon Data. This File, when in
Debug Mode, will be
# converted into a Data File used by RPG Maker XP. Firstly, the
Number of the Map is
# Placed before the name of the map. Then, Each Map is broken
down into Land, Water,
# and more.
#
# Each subsection contains one of the following:
# - Land - Grass (Terrain Tag 2)
# - Cave - Caves (Terrain Tag 2)
# - Water - Ocean/River (Terrain Tag 6/7)
# - RockSmash - Smashable Rocks (Events)
# - OldRod - Fished with Old Rod (Events)
# - GoodRod - Fished with Good Rod (Events)
# - SuperRod - Fished with Super Rod (Events)
#
# After that follows the encounter data. For Land and Cave
encounter types,
# each entry must have a species and level, separated by commas.
Rarer
# species should be placed lower in the list. For all other
encounter types,
# each entry must have a species, minimum level, and maximum
level, separated by
# commas.
#
# Each species entered must be capitalized with no spaces. This
is for Simplicity.
#
# However, there are some exceptions with the Following Pokemon:
# - NIDORANmA (Male Nidoran)
# - NIDORANfE (Female Nidoran)
# - FARFETCHD (Farfetch'd)
# - MR_MIME (Mr. Mime)
# - PORYGON2 (Porygon 2)
#
# Depending on the encounter type, the number of entries required
varies:
# - Land/Cave: 12 entries
# - Water/RockSmash: 5 entries
# - OldRod: 2 entries
# - GoodRod: 3 entries
# - SuperRod: 5 entries
#
# The Higher up any certain Pokemon is on the Encounters list,
the more of a chance
# the player has to encounter it in a Wild Battle. This repeats
itself for Each
# Encountering Zone, such as Land or Water.
# ------------------------------------------------------
# Encounters
# ------------------------------------------------------
#
# ------------------------------------------------------
032 # Johto - Route 29
# ------------------------------------------------------
25,10,10
Land
HOOTHOOT,2
HOOTHOOT,3
HOPPIP,3
HOPPIP,2
SENTRET,3
SENTRET,2
PIDGEY,2
SENTRET,2
PIDGEY,2
RATTATA,3
HOOTHOOT,2
RATTATA,2
# ------------------------------------------------------
001 # Johto - Realwood Run
# ------------------------------------------------------
25,10,10
Land
MANKEY,5
MANKEY,6
WEEDLE,5
WEEDLE,6
SENTRET,4
SENTRET,5
AZURILL,2
PIDGEY,2
TOGEPI,3
VENONAT,2
VENONAT,5
# ------------------------------------------------------
004 # Johto - Novice Rank Gardens
# ------------------------------------------------------
25,10,10
Land
VULPIX,15
VULPIX,16
PHANPY,14
RATTATA,12
ELEKID,12
MAGBY,12
MAGBY,11
SENTRET,16
PHANPY,18
WINGULL,19
WINGULL,20
FARFETCHD,16
# ------------------------------------------------------
004 # Johto - Novice Rank Gardens
# ------------------------------------------------------
25,10,10
Land
VULPIX,15
VULPIX,16
PHANPY,14
RATTATA,12
ELEKID,12
MAGBY,12
MAGBY,11
SENTRET,16
PHANPY,18
WINGULL,19
WINGULL,20
FARFETCHD,16
# ------------------------------------------------------
# End
# ------------------------------------------------------
Still ain't going. I don't have a clue what this means :(
$PokemonEncounters.setup($game_map.map_id) if $PokemonEncounters
NightwolfAA2k5, I think I can solve your problem. Go to the script section PokemonMap and find
the method setCurrentMap. Add the following after the line labeled "$game_map=newmap[0]":
Code:$PokemonEncounters.setup($game_map.map_id) if $PokemonEncounters
I must say that the Window Size change adds a lot to the game :) Any chance you could incorporate a Boy/Girl System (Mainly so the Trainer Card looks fine)
Thanks ;)
# PlayerA, PlayerB, PlayerC, PlayerD: Information on the player characters
# in the game. This setting consists of a number of comma-separated fields,
# described below:
# Field 1: Trainer type. This is an internal name of the trainer type and
# has one of the values defined in trainernames.txt. The file
# Graphics/Characters/trainerXXX.png, where XXX is the ID of that
# trainer type, should match the defined trainer type.
# Field 2: Character sprite, as found in Graphics/Characters.
# Field 3: Character sprite when mounted on a bicycle.
# To change the player in script, use pbChangePlayer(X) where X is
# one of 0, 1, 2, or 3 and refers to players A, B, C, or D. The PlayerA setting
# is required while the other three settings are optional.
The support I just added for different player characters is rather elegant I must say. Here is an extract from metadata.txt explaining the new setting:
Code:# PlayerA, PlayerB, PlayerC, PlayerD: Information on the player characters # in the game. This setting consists of a number of comma-separated fields, # described below: # Field 1: Trainer type. This is an internal name of the trainer type and # has one of the values defined in trainernames.txt. The file # Graphics/Characters/trainerXXX.png, where XXX is the ID of that # trainer type, should match the defined trainer type. # Field 2: Character sprite, as found in Graphics/Characters. # Field 3: Character sprite when mounted on a bicycle. # To change the player in script, use pbChangePlayer(X) where X is # one of 0, 1, 2, or 3 and refers to players A, B, C, or D. The PlayerA setting # is required while the other three settings are optional.
Still ain't going. I don't have a clue what this means :(
# ------------------------------------------------------
001 # Johto - Realwood Run
# ------------------------------------------------------
25,10,10
Land
MANKEY,5 1
MANKEY,6 2
WEEDLE,5 3
WEEDLE,6 4
SENTRET,4 5
SENTRET,5 6
AZURILL,2 7
PIDGEY,2 8
TOGEPI,3 9
VENONAT,2 10
VENONAT,5 11
Aye, Indeed that wood be cool, think of the possibilities :D
lol, we posted at the same time ;)