Hi, this is a simple question, but I want to be compatible with the rmxos engine. Is there no way?
No.
Hi, this is a simple question, but I want to be compatible with the rmxos engine. Is there no way?
Yeah, no. It's not compatible. As the top of the thread says, it's out of date.Is this still compatible with Klein's BW Kit? When I tried installing it, I just got an error message that it only works with v16 Essentials.
Yeah, no. It's not compatible. As the top of the thread says, it's out of date.
At the moment they are incompatible, and I am not planning to change this in the future. The outdated BW kit comes with an outdated version of EBS and all of its outdated functionality. So if you insist on using an outdated Mod of Essentials, you can use an outdated Mod of EBS. Should you wish to use the novelties offered in EBS today, use the latest version of Essentials. It's as simple as that.Is there any way to have the two work together, or are they completely incompatible?
At the moment they are incompatible, and I am not planning to change this in the future. The outdated BW kit comes with an outdated version of EBS and all of its outdated functionality. So if you insist on using an outdated Mod of Essentials, you can use an outdated Mod of EBS. Should you wish to use the novelties offered in EBS today, use the latest version of Essentials. It's as simple as that.
Hey, I was trying to make some custom moves in the animation editor of RPGXP and then got this error after I downloaded the Elite Battle 4 when I tried to access it:
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError
Message: undefined method `battleIndex' for #<Sprite:0x109c1810>
EliteBattle_Animations:1256:in `pbSpriteSetAnimFrame'
BattleAnimationEditor:1914:in `update'
BattleAnimationEditor:1910:in `each'
BattleAnimationEditor:1910:in `update'
BattleAnimationEditor:3544:in `animationEditorMain'
BattleAnimationEditor:3540:in `loop'
BattleAnimationEditor:3723:in `animationEditorMain'
BattleAnimationEditor:3742:in `pbAnimationEditor'
Debug:818:in `pbDebugMenu'
Debug:818:in `pbFadeOutIn'
Do you know any way of fixing this?
I was already making new move animation before elite battle was integrated. I'm not sure if it has something to do with my old animations or if something didn't install right. I've been looking to see if anyone else had this problem, but I couldn't find anything on it. Besides this bug I love the elite battle system! But if you need more information I'll try to give more.
Message: Woops, looks like you're missing the Back sprite for Pikachu!
Greetings, fellow fandevs!
As you may know, in-battle sprites provided within the standard Pok?mon Essentials engine
were resized through editor for a correct display. Trainers' sprites are for instance composed
of 2x2 pixel masses .
With LukaSJ's ?lite battle system although, things change because now sprites are
zoomed out (by the script,I think...correct me if I'm mistaken) .
The in-battle Pok?mon sprites from B&W included with EBS are made by 1x1
pixel masses and display correctly whereas the Fr&Lg trainer sprites from Essentials
stay unchanged and would need replacing because they now look oversized in-battle...
BUT! What if wrote you I'm not an experienced spriter and wish to
draw or paint trainers and Pok?mon instead?
Would work with the standard Essentials battle screen, but
with EBS it's not the case due to the zooming. Now, I've been
searching in EliteBattle_Scene and EliteBattle_Sprites Plugins, but
I simply can't figure which parts of the scripting make the sprites zoomed out.
Please do, let me know if I've been searching in the wrong place and where may I find
what I was seeking for.
Thank you very much indeed for your patience, have a good day/night.
Thank you and sorry about the font : I thought it looked nice and resized it to make it easier to read.The settings script contains the ZOOM variables. And the font is kinda annoying to read
Thank you and sorry about the font : I thought it looked nice and resized it to make it easier to read.
EDIT: Uhm, it's screen zooming variables, what about the in-battle sprites' zooming?