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Old December 20th, 2015 (6:30 PM). Edited December 21st, 2015 by Maruno.
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mej71 mej71 is offline
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This script/accompanying event generates a new animation for the pokecenter; both displaying the balls on the healing machine one at a time, and uses the appropriate graphics to reflect what balls your pokemon are in (Master, Great, Dive, etc)

When copying and pasting scripts from pokecommunity, use Thread Tools -> Printable Version
There is a formatting problem that breaks some scripts. If you encounter a "Syntax error", your lack of reading this warning is most likely the cause.

First thing, add this script in a new section above the main.


class MakeHealingBallGraphics

def initialize balls=[] for poke in $Trainer.party balls.push(poke.ballused) if !poke.isEgg? end return false if balls.length==0 @sprites={} @viewport=Viewport.new(0,0,Graphics.width,Graphics.height) @viewport.z=999999 for i in 0...balls.length @sprites["ball#{i}"]=Sprite.new(@viewport) if pbResolveBitmap("Graphics/Pictures/Balls/ball_#{balls[i]}.png") @sprites["ball#{i}"].bitmap=Bitmap.new("Graphics/Pictures/Balls/ball_#{balls[i]}.png") else @sprites["ball#{i}"].bitmap=Bitmap.new("Graphics/Pictures/Balls/ball_0.png") end @sprites["ball#{i}"].visible=false end bitmap1=Bitmap.new(128,192) bitmap2=Bitmap.new(128,192) rect1=Rect.new(0,0,128,192/4) rect2=Rect.new(0,0,128,192/4) for i in 0...balls.length case i when 0 bitmap1.blt(20,50,@sprites["ball#{i}"].bitmap,rect1) bitmap1.blt(20,98,@sprites["ball#{i}"].bitmap,rect1) bitmap1.blt(20,146,@sprites["ball#{i}"].bitmap,rect1) when 1 bitmap2.blt(0,50,@sprites["ball#{i}"].bitmap,rect2) bitmap2.blt(0,98,@sprites["ball#{i}"].bitmap,rect2) bitmap2.blt(0,146,@sprites["ball#{i}"].bitmap,rect2) when 2 bitmap1.blt(20,106,@sprites["ball#{i}"].bitmap,rect1) bitmap1.blt(20,154,@sprites["ball#{i}"].bitmap,rect1) when 3 bitmap2.blt(0,106,@sprites["ball#{i}"].bitmap,rect2) bitmap2.blt(0,154,@sprites["ball#{i}"].bitmap,rect2) when 4 bitmap1.blt(20,162,@sprites["ball#{i}"].bitmap,rect1) when 5 bitmap2.blt(0,162,@sprites["ball#{i}"].bitmap,rect2) end Graphics.update end if RTP.exists?("Graphics/Characters/Healing balls left.png") File.delete("Graphics/Characters/Healing balls left.png") end if RTP.exists?("Graphics/Characters/Healing balls right") File.delete("Graphics/Characters/Healing balls right") end bitmap1.saveToPng("Graphics/Characters/Healing balls left.png") bitmap2.saveToPng("Graphics/Characters/Healing balls right.png") pbDisposeSpriteHash(@sprites) @viewport.dispose bitmap1.dispose bitmap2.dispose end end

And add this folder (which contains the graphics for each ball) into Graphics/Pictures

Now, for setting up the events.
Instead of making this overcomplicated, I've just made an example map with the necessary events.
Download here: http://www.mediafire.com/download/05bi57377zg76b6/Map009.rxdata
Note that this map's number is 009, so you'll probably have to change that before adding it to your game to avoid overwriting a previous map.

Video of this working:

PS: To add a new ball's graphic, just put it in the same folder. Named "ball_X", where X is it's ID number (if you'd added a new ball, you've defined this.) If a ball graphic is not found for a particular ball, it defaults to "ball_0", which is a pokeball.

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Old December 29th, 2015 (10:50 AM).
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Fakemon123 Fakemon123 is offline
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This is pretty interesting! I think I'll use this!

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Old December 29th, 2015 (12:05 PM).
HarmonyConcept HarmonyConcept is offline
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I tried this and it's working fine. Thanks a lot!

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Old February 14th, 2016 (2:43 PM).
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Letrax Letrax is offline
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Wow looks awesome thx :3

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Old February 16th, 2016 (12:05 PM).
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khkramer khkramer is offline
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Posts: 250

Looks great!
I'll be using this for sure.
Thanks for creating and sharing this.


MMO. New thread coming soon.
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Old April 26th, 2016 (7:09 AM).
Broskinator97 Broskinator97 is offline
Join Date: Apr 2016
Posts: 1

Hi, I've tried to use this script, but it didn't work for me, maybe someone can explain me how to make it work?

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