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YES. THANK YOU SO MUCH.
I found the pbDisposeSpriteHash function and replaced it. Works just as well.
As for the switch variable, it's actually in the events as a string parameter. I realize this isn't great coding practice, but I was just trying to get something to work lol. I may consider...
So I'm making a battle record for my game, and yesterday I got it to successfully pull up and get rid of the screens as desired. Here is the code in question:
def battle_history_window(switch)
if switch == "on" then
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)...
In SpriteWindow_text I changed the @virtual0y in line 807 from -2 to 0 and in line 739 from -2 to 0. Still working on moving the cursor up without the text.
@sprites["list"].oy = -15 does move the text but also moves the selector arrow and has this dragging effect of the top layer.
@sprites["list"].update does nothing.
So currently I'm trying to re-position the rental Pokemon text, as it is about 5-10 pixels too high and gets cut off. I believe the correct script is UI_BattleSwap and I understand the following:
def pbStartRentScene(rentals)
@rentals = rentals
@mode = 0 # rental (pick 3 out of 6...