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  #4051  
Unread January 24th, 2009, 11:56 PM
rodascesar
Beginning Trainer
 
Join Date: Apr 2008
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I really need help.. I got the new version of pokemon essentials a few days ago and found aout about dependent events.. I wanna know two things.. is there any way to make it possible to surf while having partners.. or something of that sort.. and the second thing is that I want to know if there is any way to fix the way people move when you have 2-plus dependent events.. thanks! I also tried doing it manually by events and putting one person to follow you and everything.. the thing is the second person cant tell when you go into water and it follows you but then it gets stuck inside.. I would apreciate a solution to this last one very much since the movement of the people following you becomes lots more natural.. thank you..
  #4052  
Unread January 25th, 2009, 12:13 AM
Krazy_Meerkat's Avatar
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I'm having trouble merging an 8-way movement script. Collision detection works fine with everything except ledges, they work normally in the standard four directions but the player just walks foward one step (into the ledge) when I try diagonal movement.. I am pretty sure this is due to the method pbLedge(x,x), I just don't know where it's defined (I have looked everywhere logical and only found calls).. I have tried modifying the direction cases to include ledge-checking but it hasn't worked..
Oh and just one more thing, the Scene_Movie script which was included with the starterkit only plays videos at half the screen size and positions the video in the top left of the screen (leaving an ugly black L-shape). I was wondering if anyone knows a way to stretch the video to the size of the window or position the video in the centre of the screen.. I figure it would be something to do with viewports (I think this has some effect on screen size/position but I'm not sure if it's only for sprites.. I think it is only for sprites :/) or it could be the call "movie.call("play FILE",0,0,0)", I figure that is the right call to modify to change the upper left position but I can see no definitions in the script..
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  #4053  
Unread January 25th, 2009, 11:21 AM
Hall Of Famer's Avatar
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I have another question to ask. I mean, is it possible to set various shiny pokemon encounter rates for different routes and regions? For instance, I'd like to have my Pinkan Island with 100 percent shiny pokemon(which will be recolored so they will all look like Pink Pokemon!), while the other maps have normal encounter rate for Shiny pokemon. Is it possible to do so in Pokemon essentials? Please help.
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  #4054  
Unread January 25th, 2009, 03:38 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
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Quote:
Originally Posted by Hall Of Famer View Post
I have another question to ask. I mean, is it possible to set various shiny pokemon encounter rates for different routes and regions? For instance, I'd like to have my Pinkan Island with 100 percent shiny pokemon(which will be recolored so they will all look like Pink Pokemon!), while the other maps have normal encounter rate for Shiny pokemon. Is it possible to do so in Pokemon essentials? Please help.
Quite probably. Go look in PokeBattle_Pokemon, and scroll down to about line 280. You'll see this def:

Code:
def isShiny?
 a=@personalID^@trainerID
 b=a&0xFFFF
 c=(a>>16)&0xFFFF
 d=b^c
 return (d<8)
end
To do what you want, you'll need to put in an "if/else" statement.

Code:
def isShiny?
 if map.map_id==98 || map.map_id==99
  return true
 else
  a=@personalID^@trainerID
  b=a&0xFFFF
  c=(a>>16)&0xFFFF
  d=b^c
  return (d<8)
 end
end
Now, I'm not sure about the code that finds out which map you're currently on (i.e. the "map.map_id==98"), but I think the rest should work fine.

The important point is that the check for which map you're on comes before the regular calculation to see if it should be shiny. In this example, maps 98 and 99 are Pinkan Island, although you can expand upon this to include more (or fewer) maps, and perhaps even use "greater than"/"less than" commands if the island's maps' IDs are all grouped together (it would save on programming them all in separately).
  #4055  
Unread January 25th, 2009, 04:06 PM
Wichu's Avatar
Wichu
Project Amethyst
 
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Quote:
Originally Posted by Maruno View Post
Quite probably. Go look in PokeBattle_Pokemon, and scroll down to about line 280. You'll see this def:

Code:
def isShiny?
 a=@personalID^@trainerID
 b=a&0xFFFF
 c=(a>>16)&0xFFFF
 d=b^c
 return (d<8)
end
To do what you want, you'll need to put in an "if/else" statement.

Code:
def isShiny?
 if map.map_id==98 || map.map_id==99
  return true
 else
  a=@personalID^@trainerID
  b=a&0xFFFF
  c=(a>>16)&0xFFFF
  d=b^c
  return (d<8)
 end
end
Now, I'm not sure about the code that finds out which map you're currently on (i.e. the "map.map_id==98"), but I think the rest should work fine.

The important point is that the check for which map you're on comes before the regular calculation to see if it should be shiny. In this example, maps 98 and 99 are Pinkan Island, although you can expand upon this to include more (or fewer) maps, and perhaps even use "greater than"/"less than" commands if the island's maps' IDs are all grouped together (it would save on programming them all in separately).
That wouldn't work; the isShiny? method only decides whether the Pokémon appears shiny based on its stats. Using that would make it so when you're on maps 98 and 99, every Pokémon you see (including your own, previously non-shiny ones) would be shiny. Catching one of these 'shiny' Pokémon and taking it to a different map would make it non-shiny again.
A better method would be: at the bottom of the initialize method of PokeBattle_Pokemon, add
Code:
makeShiny if $game_map.map_id==98 || $game_map.map_id==99
. This would keep it shiny after changing maps, as it changes the Pokémon's stats to always appear shiny, no matter which map you're on.
Quote:
Originally Posted by Hall Of Famer View Post
I don't know if this question has been asked before, but how come the message "processing Maps No.xxx" appears everytime I playtest my game, even if I didn't make any changes to my maps? I remember there wasn't this kind of disgusting thing in previous Pokemon Essentials releases so can you please remove this feature? Thanks.
I'm not too keen on your use of the word 'disgusting'; how would you like it if I called a feature in your game 'disgusting'?
Anyway, the thing is, it's always been there. You wouldn't have noticed it before, since it's only just been updated to actually give an indication of what it's doing.
Anyway, it just shows that it's running the script which converts the comments in trainer events into actual event commands, and other similar event conversions.
Quote:
Originally Posted by Krazy_Meerkat View Post
I'm having trouble merging an 8-way movement script. Collision detection works fine with everything except ledges, they work normally in the standard four directions but the player just walks foward one step (into the ledge) when I try diagonal movement.. I am pretty sure this is due to the method pbLedge(x,x), I just don't know where it's defined (I have looked everywhere logical and only found calls).. I have tried modifying the direction cases to include ledge-checking but it hasn't worked..
Oh and just one more thing, the Scene_Movie script which was included with the starterkit only plays videos at half the screen size and positions the video in the top left of the screen (leaving an ugly black L-shape). I was wondering if anyone knows a way to stretch the video to the size of the window or position the video in the centre of the screen.. I figure it would be something to do with viewports (I think this has some effect on screen size/position but I'm not sure if it's only for sprites.. I think it is only for sprites :/) or it could be the call "movie.call("play FILE",0,0,0)", I figure that is the right call to modify to change the upper left position but I can see no definitions in the script..
Try using the global search function (Ctrl+Shift+F), and search for def pbLedge.
As for your other question, I know that it appears at half size because you're playing the game at the lower resolution. I have no idea on how to change it, though, as I'm not using that script in my project.
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Last edited by Wichu; January 25th, 2009 at 04:12 PM.
  #4056  
Unread January 25th, 2009, 06:41 PM
Hall Of Famer's Avatar
Hall Of Famer
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Join Date: Mar 2008
Location: In the World of Fame
Quote:
That wouldn't work; the isShiny? method only decides whether the Pokémon appears shiny based on its stats. Using that would make it so when you're on maps 98 and 99, every Pokémon you see (including your own, previously non-shiny ones) would be shiny. Catching one of these 'shiny' Pokémon and taking it to a different map would make it non-shiny again.

A better method would be: at the bottom of the initialize method of PokeBattle_Pokemon, add
Code:
makeShiny if $game_map.map_id==98 || $game_map.map_id==99
. This would keep it shiny after changing maps, as it changes the Pokémon's stats to always appear shiny, no matter which map you're on.
Thanks a lot Wichu, I will try it in my game when I have pink Pokemon sprites and hopefully it will make a huge difference.

Quote:
I'm not too keen on your use of the word 'disgusting'; how would you like it if I called a feature in your game 'disgusting'?

Anyway, the thing is, it's always been there. You wouldn't have noticed it before, since it's only just been updated to actually give an indication of what it's doing.
Anyway, it just shows that it's running the script which converts the comments in trainer events into actual event commands, and other similar event conversions.
Well the issue is that I have like 400 maps so sometimes it takes 5 mins to finish the "map processing", which force me to use game.ext instead of playtest feature to test my game. I'm sure it's not contained in the last version of Pokemon essentials but guess there must be a reason that Pocci add it to the starterkit...
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  #4057  
Unread January 25th, 2009, 08:59 PM
Atomic Reactor's Avatar
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Ok, after testing the game withough the audio.dll file... it didnt work.
The music specified for the map wouldnt play. neither would battle music.
then i put it back in... better.

the music will start, then the volume gets low until you can barely hear it.
Battle music wont play. Map music doesnt play after battles.
Is their a script i have to edit to get this stuff to work :[
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  #4058  
Unread January 25th, 2009, 10:11 PM
~JV~'s Avatar
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Quote:
Originally Posted by Atomic_Reactor View Post
Ok, after testing the game withough the audio.dll file... it didnt work.
The music specified for the map wouldnt play. neither would battle music.
then i put it back in... better.

the music will start, then the volume gets low until you can barely hear it.
Battle music wont play. Map music doesnt play after battles.
Is their a script i have to edit to get this stuff to work :[
Really, my game is without it and everything is working fine... Maybe youre using an old essentials version idk...
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  #4059  
Unread January 26th, 2009, 06:12 AM
rhevarhe_duh's Avatar
rhevarhe_duh
Beginning Trainer
 
Join Date: Sep 2008
Location: Indonesia
Gender: Male
Nature: Lonely
I need help. How to change the screen resolution into 256 x 192?
Thanks in advance.
  #4060  
Unread January 26th, 2009, 11:00 AM
blueguy's Avatar
blueguy
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Join Date: Feb 2005
Age: 22
Nature: Quirky
I'm trying to create proper lighting for the houses at night-time, but it's proving impossible! XD The windows look so dead!

1) Can I create and use more than one light effect?
2) Can I increase the intensity of the light effects?
  #4061  
Unread January 26th, 2009, 12:29 PM
Krazy_Meerkat's Avatar
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Quote:
Originally Posted by Wichu View Post
Try using the global search function (Ctrl+Shift+F), and search for def pbLedge.
As for your other question, I know that it appears at half size because you're playing the game at the lower resolution. I have no idea on how to change it, though, as I'm not using that script in my project.
Ahh yes, thanks Wichu :).. Erm.. I have diagonal jumping working except I don't know where the part is which determines which side of the ledge to jump and which side to block (the player can jump diagonally from either side of the ledge), seeing as I can only find references to tile types and jump locations, I am going to have to request some help..
I think unless Poccil comes back to this thread, I will be unable to fix this :(
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  #4062  
Unread January 26th, 2009, 12:32 PM
~JV~'s Avatar
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Quote:
Originally Posted by Krazy_Meerkat View Post
Ahh yes, thanks Wichu :).. Erm.. I have diagonal jumping working except I don't know where the part is which determines which side of the ledge to jump and which side to block (the player can jump diagonally from either side of the ledge), seeing as I can only find references to tile types and jump locations, I am going to have to request some help..
I think unless Poccil comes back to this thread, I will be unable to fix this :(
It sets where to jump or block at the database on the tileset tab, just click on the passage(4 dir) option there.
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  #4063  
Unread January 26th, 2009, 12:40 PM
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Krazy_Meerkat
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I've managed to fix the ledges but I'd still appreciate some help displaying this graphic..
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Pokemon Indigo League is a re-creation of the original Pokemon TV series in game form.. Created by Krazy_Meerkat.. <.<*

Last edited by Krazy_Meerkat; January 28th, 2009 at 10:04 PM.
  #4064  
Unread January 27th, 2009, 05:48 AM
blueguy's Avatar
blueguy
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Join Date: Feb 2005
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I'm having trouble implementing a dependent event, and I'm not sure why. Here is the error message.

Interpreter:250:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
Exception: RuntimeError
Message: Script error within event 14, map 27 (PERIWINKLE TOWN):
(eval):1 :in `pbExecuteScript'undefined method `pbAddDependency2' for Kernel:Module
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `command_355'
Interpreter:467:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'

Interpreter:250:in `pbExecuteScript'
Interpreter:1615:in `command_355'
Interpreter:467:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
  #4065  
Unread January 27th, 2009, 03:56 PM
Luka S.J.'s Avatar
Luka S.J.
Pokemon Blue Chrome Creator
 
Join Date: Dec 2008
Age: 19
Gender: Male
Nature: Adamant
Quote:
Originally Posted by rhevarhe_duh View Post
I need help. How to change the screen resolution into 256 x 192?
Thanks in advance.
Go to SpriteResizer script and to this section:
Code:
module Graphics
  @@width=480
  @@height=320
Change the width and height to the size you want. Be careful though...it might alter the positions of sprites for other scripts such as the "Pokemon Selection" (in other words you will need to alter other scripts to match your desired position of your used sprites).

Hope it helped

Quote:
Originally Posted by blueguy View Post
I'm trying to create proper lighting for the houses at night-time, but it's proving impossible! XD The windows look so dead!

1) Can I create and use more than one light effect?
2) Can I increase the intensity of the light effects?
To make proper lighting for the windows you could use the light effect that is included in the kit and just copy it and ajust it to fit the window. This can be done by drawing an image for every window and making a separate script (in the PokemonField section) that would determine the light intensity and the name file of both the event and the picture used for the effect.

1) Yes you can create more than one light effect
2) You can increase the light intensity by doing the following
go to the section in PokemonField (go to line 934)
Code:
class LightEffect_DayNight < LightEffect
 def initialize(event,map=nil)
  super
  @opacities=[
    180,180,160,110,100,50,
    25,0,0,0,0,0,
    0,0,0,0,0,25,
    50,100,120,160,180,180
  ]
 end
 def update
  return if !@light || !@event
  super
  @light.opacity = @opacities[Time.now.hour]
  if @light.opacity>0
   @light.ox=32
   @light.oy=48
   @light.x = ScreenPosHelper.pbScreenX(@event)
   @light.y = ScreenPosHelper.pbScreenY(@event)
   @light.zoom_x = ScreenPosHelper.pbScreenZoomX(@event)
   @light.zoom_y = ScreenPosHelper.pbScreenZoomY(@event)
   @light.tone.set(
      $game_screen.tone.red,
      $game_screen.tone.green,
      $game_screen.tone.blue,
      $game_screen.tone.gray)
  end
 end  
end
At the part "@opacities" change the numbers from 255 to 0 to alter the opacity, the first opacity (180) is the opacity for the time 00:00 AM, all the others are always for one hour later. To increase the light intensity for 06:00 AM go to 7th entry (in this case 25) and change it to the intensity you want.

If you want to create more than one light effect, you need to copy this script but in the class name replace "LightEffect" with the name you want. Then go to
Code:
for i in map.events.keys
   if map.events[i].name=="OutdoorLight"
    spriteset.addUserSprite(LightEffect_DayNight.new(map.events[i],map))
   elsif map.events[i].name=="Light"
    spriteset.addUserSprite(LightEffect_Basic.new(map.events[i],map))
   end
 end
 spriteset.addUserSprite(Particle_Engine.new(viewport,map))
}
and copy this too. Replace the "OutdoorLight" in
Code:
if map.events[i].name=="OutdoorLight"
with the name of the copied script name for the part above. Then all you have to do is name an event in the same way that you have named the scripts.
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Last edited by Luka S.J.; January 27th, 2009 at 04:12 PM. Reason: Your double post has been automatically merged.
  #4066  
Unread January 27th, 2009, 09:21 PM
Ty 101's Avatar
Ty 101
Advanced Trainer
 
Join Date: Jul 2008
Does the starter kit have ev's
and
Is there a way to make a pokemon follow you like in yellow?
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  #4067  
Unread January 27th, 2009, 09:47 PM
blueguy's Avatar
blueguy
No capitalization required. ;D
 
Join Date: Feb 2005
Age: 22
Nature: Quirky
Thanks so much! I think I've got the hang of it now. I'm so excited. XD

Last edited by blueguy; January 28th, 2009 at 08:53 AM. Reason: Your double post has been automatically merged.
  #4068  
Unread January 28th, 2009, 01:37 PM
Luka S.J.'s Avatar
Luka S.J.
Pokemon Blue Chrome Creator
 
Join Date: Dec 2008
Age: 19
Gender: Male
Nature: Adamant
Quote:
Originally Posted by blueguy View Post
Thanks so much! I think I've got the hang of it now. I'm so excited. XD
Creating those games can be fun, but there is a lot of hard work required.
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Last edited by Luka S.J.; January 28th, 2009 at 01:48 PM.
  #4069  
Unread January 28th, 2009, 10:05 PM
Krazy_Meerkat's Avatar
Krazy_Meerkat
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I've managed to fix the ledges but I'd still appreciate some help displaying this graphic..
I'm just trying to display the pokeball which the current pokemon was caught by in battle, next to the hp bar.. I took the code right out of the pokedex's 1st or 2nd page.. I modified the PokemonDataBox class of Pokemon_ActualScene:
Quote:
if (@battler.index&1)==0 # if player's Pokemon
@spritebaseX=16
@pokeball=sprintf("Graphics/Pictures/ball%02d_0.png",(@battler.pokemon.ballused))
else
@spritebaseX=0
@pokeball=BitmapCache.load_bitmap("Graphics/Pictures/pokeball.png")
end
It says that the ballused method is undefined and I have no idea why.. it is displayed with this:
Quote:
pbCopyBitmap(self.bitmap,@pokeball,@spritebaseX+5,@spritebaseY+25) if $Trainer.owned[battler.species]
Can anyone give me an idea of what I'm doing wrong? I have been using java and delphi for a long time and I forget some language-specific rules over time.. But this seems like it should work, unless sprintf displays gfx a different way, i assumed it was just to insert vars into the filename before loading.. Maybe I can't call it from that script :/
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Pokemon Indigo League is a re-creation of the original Pokemon TV series in game form.. Created by Krazy_Meerkat.. <.<*
  #4070  
Unread January 29th, 2009, 01:57 AM
blueguy's Avatar
blueguy
No capitalization required. ;D
 
Join Date: Feb 2005
Age: 22
Nature: Quirky
Quote:
Originally Posted by DragoChamp View Post
Creating those games can be fun, but there is a lot of hard work required.
Oh, I know. ;D I've been working on my project for a while now. While, I might not be an expert at coding or scripting, poccil's Starter Kit has really given a creative person like me the opportunity to put my ideas and other talents to use. It is work, but it's also fun.
  #4071  
Unread January 29th, 2009, 03:09 AM
Grifstar's Avatar
Grifstar
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Okay, I need help on like a hundred things. Some of them are stuff I even asked for in the past that I don't think ever got answered.

1. Trying to change the battle interface to look like DPP. I have most of the rips I need(unless I want to switch over to Platinum instead), but nothing is lining up to where it needs to be. I don't really know where to edit that.
2. How do you change the speed of how fast the scrolling is at the start of every battle(with the enemy sprite starting at the left and goes to the right, and the 'you' going from the left over to the right). I tried clocking it and it's even slower than the how it was in the GBA games, and it just drives me nuts x_x

3. Shinies!
Quote:
def makeShiny
rnd=rand(65536)
rnd|=(rnd<<16)
rnd|=rand(8)
@personalID=rnd^@trainerID
calcStats
end
I was so so happy when I found this. I just want to know, if I just wanted to change the ratio to something like 1/1000 or so, could I change the 65536 number and just delete everything else? I don't really care about ID numbers or personality values since I probably won't have trading at all. Also I'm hoping to make a second set of shinies, which I know requires some copy and pasting of all the shiny scripts and editing them, but I'm not sure where all the scripts even are(there seriously needs to be a search function in that thing >.>). And probably just need help differentiating the two anyway. x_x


... There's some other stuff too, but I'll just leave it at for now.
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  #4072  
Unread January 29th, 2009, 03:57 AM
ddensu_pda's Avatar
ddensu_pda
Beginning Trainer
 
Join Date: Aug 2008
Gender:
Help u.u
I want to know...
If happinness, happines day, happiness night, atk greater, etc, that types of evolution really works, because i don't know, how that types of evolution works...
please help me XD

(sorry for my noob english)

and, how i can put shiny to appear 1 on 1000 in every map.

thanxs
  #4073  
Unread January 29th, 2009, 05:03 AM
blueguy's Avatar
blueguy
No capitalization required. ;D
 
Join Date: Feb 2005
Age: 22
Nature: Quirky
Quote:
Originally Posted by Grifstar View Post
1. Trying to change the battle interface to look like DPP. I have most of the rips I need(unless I want to switch over to Platinum instead), but nothing is lining up to where it needs to be. I don't really know where to edit that.
Could you be a little more specific? In order to change the interface, you just have to replace their graphics in the Pictures folder. If they are not lined up in the position you want, I believe you can edit the x and y values in the PokeBattle_ActualScene section of your scripts. Not sure if that helps!
  #4074  
Unread January 29th, 2009, 05:55 AM
Luka S.J.'s Avatar
Luka S.J.
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Quote:
Originally Posted by Grifstar View Post
Okay, I need help on like a hundred things. Some of them are stuff I even asked for in the past that I don't think ever got answered.

1. Trying to change the battle interface to look like DPP. I have most of the rips I need(unless I want to switch over to Platinum instead), but nothing is lining up to where it needs to be. I don't really know where to edit that.
You can edit the battle scene look in the script "PokeBattle_ActualScene". If you scroll through the script, you will go to referencess that are labelled in purple such as:
Code:
@databox=BitmapCache.load_bitmap("Graphics/Pictures/singlePlayerBox.png")
     @spriteX=256
     @spriteY=149+yoffset
     @showhp=true
     @showexp=true
     @statusCX=40
     @statusY=44
Here you need to change the X and Y offsets to determine the positions of the sprite. Also line 1074 you will find this:
Code:
# Position of HP gauge
HPGAUGE_X=75
HPGAUGE_Y=35
# Position of EXP gauge
EXPGAUGE_X=47
EXPGAUGE_Y=67
Here also change the X and Y values to change to position of the gauges.
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  #4075  
Unread January 29th, 2009, 06:11 AM
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Grifstar
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Drago:
Thankyouthankyou~ ;o; I knew it had to be in that section somewhere, I just didn't see it for some reason.

Oh yeah, how you do change the font too? I want something besides the R/S/E text(or whichever game that is...)


EDIT: How do you change the thickness of the EXP and HP bars too? As well as adjusting the location of the enemy/wild Pokemon.
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Last edited by Grifstar; January 29th, 2009 at 06:47 AM.
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