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Pokémon Essentials All questions and discussion about Pokémon Essentials, the Pokémon game kit for RPG Maker XP, go in here. Also contains links to the latest downloads and the Essentials Wiki.



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  #1    
Old January 14th, 2013 (04:27 AM).
14sz's Avatar
14sz
 
Join Date: Aug 2012
Location: India
Gender: Male
Hello does anyone have a working link to rafael-animals Pokemon essentials bw 0.5? cause I have 0.1, and it starts and then crashes. Can anyone suggest a fix for it. Please, I am new to scripting
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  #2    
Old January 15th, 2013 (04:22 AM).
14sz's Avatar
14sz
 
Join Date: Aug 2012
Location: India
Gender: Male
I managed to start it and now in pokebattle_actualscene this is giving me trouble. In battle, i can only click on first move, not on others or cancel. Please help.

==================================
def pbFightMenu(index)
#pbShowWindow(FIGHTBOX)
@ret=0
moves=@battle.battlers[index].moves
types=[
MoveType(moves[0]),
MoveType(moves[1]),
MoveType(moves[2]),
MoveType(moves[3])
]
movenames=[
MoveName(moves[0]),
MoveName(moves[1]),
MoveName(moves[2]),
MoveName(moves[3])
]
movepp=[
MovePP(moves[0]),
MovePP(moves[1]),
MovePP(moves[2]),
MovePP(moves[3])
]
move1 = Window_UnformattedTextPokemon.new(movenames[0].to_s)
#move1.baseColor = Color.new(248,248,248)
#move1.shadowColor = Color.new(104,88,112)
move1.x=34+68-6-64
move1.y=458+20-$ResizeOffsetY-20
move1.opacity = 0
move1.z=99999
move1.baseColor=Color.new(255,255,255)

move2 = Window_UnformattedTextPokemon.new(movenames[1].to_s)
move2.x=288+68-8-64
move2.y=458+20-$ResizeOffsetY-20
move2.opacity = 0
move2.z=99999
move2.baseColor=Color.new(255,255,255)

move3 = Window_UnformattedTextPokemon.new(movenames[2].to_s)
move3.x=34+75-14-64
move3.y=591-14-$ResizeOffsetY-20
move3.opacity = 0
move3.z=99999
move3.baseColor=Color.new(255,255,255)

move4 = Window_UnformattedTextPokemon.new(movenames[3].to_s)
move4.x=288+75-14-64
move4.y=591-14-$ResizeOffsetY-20
move4.opacity = 0
move4.z=99999
move4.baseColor=Color.new(255,255,255)

pp1 = Window_UnformattedTextPokemon.new(movepp[0].to_s)
pp1.x=100+75-64
pp1.y=490+26-$ResizeOffsetY-20
pp1.opacity = 0
pp1.z=99999
pp1.baseColor=Color.new(255,255,255)

pp2 = Window_UnformattedTextPokemon.new(movepp[1].to_s)
pp2.x=357+75-64
pp2.y=490+26-$ResizeOffsetY-20
pp2.opacity = 0
pp2.z=99999
pp2.baseColor=Color.new(255,255,255)

pp3 = Window_UnformattedTextPokemon.new(movepp[2].to_s)
pp3.x=100+75-64
pp3.y=614-$ResizeOffsetY-20
pp3.opacity = 0
pp3.z=99999
pp3.baseColor=Color.new(255,255,255)

pp4 = Window_UnformattedTextPokemon.new(movepp[3].to_s)
pp4.x=357+75-64
pp4.y=614-$ResizeOffsetY-20
pp4.opacity = 0
pp4.z=99999
pp4.baseColor=Color.new(255,255,255)

@movesprites={}
@movesprites["move1"]=IconSprite.new(4+75-80, 480-18,@viewport)
@movesprites["move1"].setBitmap("Graphics/Pictures/move_" + types[0].to_s)
@movesprites["move1"].z=999999991

@movesprites["move2"]=IconSprite.new(260+75-80, 480-18,@viewport)
@movesprites["move2"].setBitmap("Graphics/Pictures/move_" + types[1].to_s)
@movesprites["move2"].z=999999991

@movesprites["move3"]=IconSprite.new(4+75-80, 578-18,@viewport)
@movesprites["move3"].setBitmap("Graphics/Pictures/move_" + types[2].to_s)
@movesprites["move3"].z=999999991

@movesprites["move4"]=IconSprite.new(260+75-80, 578-18,@viewport)
@movesprites["move4"].setBitmap("Graphics/Pictures/move_" + types[3].to_s)
@movesprites["move4"].z=999999991

@movesprites["cancel"]=IconSprite.new(18, 706)
@movesprites["cancel"].setBitmap("Graphics/Pictures/botoncancelar")
@movesprites["cancel"].z=999999
cw = @sprites["fightwindow"]
battler=@battle.battlers[index]
cw.battler=battler
lastIndex=@lastmove[index]
if battler.moves[lastIndex].id!=0
cw.setIndex(lastIndex)
else
cw.setIndex(0)
end
#pbSelectBattler(index)
pbRefresh
loop do
$mouse.visible
$mouse.update
pbGraphicsUpdate
pbInputUpdate
#pbFrameUpdate(cw)

if Input.trigger?(Input::B)
pbPlayCancelSE()
Graphics.wait(2)
pbDisposeSpriteHash(@movesprites)
move1.dispose
move2.dispose
move3.dispose
move4.dispose
@pokemonno.dispose if @pokemonno
pp1.dispose
pp2.dispose
pp3.dispose
pp4.dispose
@lastmove[index]=cw.index
return -1
end

if @battle.battlers[index].moves[0].id != 0

if pbMouseClickImage?(@movesprites["move1"])
@command=0
@ret=1
end
elsif @battle.battlers[index].moves[1].id != 0
if pbMouseClickImage?(@movesprites["move2"])
@command=1
@ret=1
end
elsif @battle.battlers[index].moves[2].id != 0
if pbMouseClickImage?(@movesprites["move3"])
@command=2
@ret=1
end
elsif @battle.battlers[index].moves[3].id != 0
if pbMouseClickImage?(@movesprites["move4"])
@command=3
@ret=1
end

end
if @ret == 1
ret=@command
@sprites["battlebg2"].bitmap = RPG::Cache.picture("battleballbg")
pbDisposeSpriteHash(@movesprites)
move1.dispose
move2.dispose
move3.dispose
move4.dispose
pp1.dispose
pp2.dispose
pp3.dispose
pp4.dispose
pbPlayDecisionSE()
return ret
end
nextindex=pbNextIndex(cw.index)
if cw.index!=nextindex # Move cursor
pbPlayCursorSE()
cw.setIndex(nextindex)
end
end
end
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