I don't think that should be the case. A quick look in Compiler yields lines 1306/1307:Just thought I might add one thing to the max level editing discussion. Even if you change the maximum level to be above 100 you will be able to get wild pokemon and your own pokemon to a level above 100, but the starter kit blocks you from entering trainers with a level higher than 100. I've tried this myself and the editor gives me the message that the value for trainer pokemon cannot be above 100. If you try to do this by hand and manually define the trainers in \PBS\trainers.txt the game crashes.
raise _INTL("Bad level: {1} (must be from 1-{2})\r\n{3}",poke[1],
PBExperience::MAXLEVEL,FileLineData.linereport) if poke[1]<=0 || poke[1]>PBExperience::MAXLEVEL
1 - Is the event itself non-passable (i.e. the "Passable" checkbox in the event needs to be unticked)? Apart from that, I can't offer any advice other than to make it again. My events work just fine, in exactly the same situation as yours. If the tile has an X on it in "Tilesets" in F9, then you shouldn't be able to walk through it.I have a couple questions.
1. I have a sign tile, which is marked 'X' in the passage part of the database. I placed an invisible event over it, to trigger a message when the player uses the action key on it. My problem is, that the player can walk right over the sign still. This happens with other tiles as well, such as trees, rocks, and even houses... yet all of the passage settings are telling me it should not be happening. Any idea why this is happening and how I can fix it?
2. How exactly do I get the animation title screen to work? It won't load a .GIF extension... and from what I understand .MNG is not supported.
1 - Is the event itself non-passable (i.e. the "Passable" checkbox in the event needs to be unticked)? Apart from that, I can't offer any advice other than to make it again. My events work just fine, in exactly the same situation as yours. If the tile has an X on it in "Tilesets" in F9, then you shouldn't be able to walk through it.
Although I seem to recall a problem like this earlier in this thread. As I recall, the trick was to paint over the sign in any layers above it with the blank tile (top left in the tileset). It's something to do with terrain tags - you need anything above your sign to be terrain tag 0, I think.
2 - Sorry, I know nothing about this. Wouldn't mind knowing about it myself, eventually.
I think this sometimes happens when you add a new tileset or extend an existing one. I'm not 100% sure on this, but try recompiling the data (hold Ctrl while starting up the game).I have a couple questions.
1. I have a sign tile, which is marked 'X' in the passage part of the database. I placed an invisible event over it, to trigger a message when the player uses the action key on it. My problem is, that the player can walk right over the sign still. This happens with other tiles as well, such as trees, rocks, and even houses... yet all of the passage settings are telling me it should not be happening. Any idea why this is happening and how I can fix it?
You'll need to write a script to display each frame in order. I think there is actually a way to use GIFs (there's a GifSprite class defined in the scripts), but I'd go with a custom script.2. How exactly do I get the animation title screen to work? It won't load a .GIF extension... and from what I understand .MNG is not supported.
I think this sometimes happens when you add a new tileset or extend an existing one. I'm not 100% sure on this, but try recompiling the data (hold Ctrl while starting up the game).
It could also be because you're not deleting using the right tile. You have to use the very top-left tile to delete, since that tile has no passability. Using another blank tile to delete would mean that the passability would become that of the tile (not what you want).
You'll need to write a script to display each frame in order. I think there is actually a way to use GIFs (there's a GifSprite class defined in the scripts), but I'd go with a custom script.
The passability is automatically set to the passability of the tile on the uppermost layer. If your rock tile has a lower priority than your tree tile, you can simply put the rock on layer 3 and the tree tile on layer 2; although it will look weird in the editor, it will work in-game.EDIT: Though it fixed the sign, there are still areas that have the same issue. I have part of a tree overlapping a rock, the tile that has the part of the tree is passable with a priority so the player can walk under it. When the rock is in layer 2 and the part of the tree in layer 3, I can walk over the rock still... as if the rock was not there.
I think this function is what you are looking for (replacing chname with the name of the character):Hi, Im not really that good at programming in ruby but I was wondering if it was possible to make it so that I can chage the main characters appearance, like change the sprite and player graphic. Im trying to create a clothing system in my game where you can talk to people and change your appearance.
I know that at the intro it sets up a player type but I just want to change the sprite and player graphic not create a whole new player type.
(something like a pbSetPlayerGraphic function)
$game_player.setDefaultCharName(chname,0)
There's no need to change the scripts; all you need to do is to change the graphics in the Graphics/Pictures folder. If you want help with the script anyway, it would be more useful if you actually posted your changes...I have a problem, I keep getting a black background. I tried to use a script to make the battle background, a grassy look to it, like on Test Map 1. It didn't seem to work, and all of my battles have a black background. Like this:PLEASE help. This is ruining my project. And if I could get help, then can somebody tell me how to change the background like a DP battle background, and not a R/S/E Battle background?
The passability is automatically set to the passability of the tile on the uppermost layer. If your rock tile has a lower priority than your tree tile, you can simply put the rock on layer 3 and the tree tile on layer 2; although it will look weird in the editor, it will work in-game.
I have a problem, all blocks are passable, and I already set the passable and not passable
I've had this problem as well...I just copied my whole Tileset and pasted it into a new image (same size) and saved it under a new name...then set it up in the database...Try that I hope it works for you.
Check your priority settings for each block. The higher number will naturally take priority when the tile determines what block's pass ability setting will be used. Only one pass ability setting is used per tile, despite there being 3 layers.
If your pass ability settings are correct and your priorities are set as they should be, then you are having the issue I had, simply reset all your priorities, save, then set them again and if should fix everything.
Or you could make a new tileset and start from scratch within the database
How do you change the character in the middle of the game, for example initialize Player C in the middle of the game