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  • Nono i've come over that problem :P
    I use this

    if $Trainer && $Trainer.pokedex

    Gets rid of the error :P
    Hmmm. OK. I'll let you test it once I get in the Pokemon Center and the PokeMart. That should be in the next week or two.
    Veery close, although you've made a small error, right here (bolded) :

    for i in 0...$Trainer.party.length
    @sprites["pokemon1"]=AnimatedSprite.create(sprintf("Graphics/Icons/icon%03d",$Trainer.party[0].species),2,10)
    @sprites["pokemon1"].x=340
    @sprites["pokemon1"].y=400
    @sprites["pokemon1"].z=99999
    @sprites["pokemon1"].start
    @sprites["pokemon1"].visible=true
    end

    The thing is that you need to change [0] to otherwise "for in 0..$Trainer.party.length" does absolutely nothing. You should also change "pokemon1" to "pokemon" but it's completely up to you. The reason I suggested that is because the lines you showed me should work right to detect all 6 (Or, however many Pokemon) there are in the party.
    Heh I've been busy too. Ohh and the secret feature was revealed a little while ago, it was the Underground. You can just use $Trainer.party[index].species to display it. Ofcourse replace index with a number from 0 to 5. Although I use pbDisplayPartyIcon(index) because that's something I added to the scripts, but $Trainer.party[index].species works. (That was what I previously used)
    Try using looking at some of the methods for displaying the actual Pokemon (Not the icon, but the actual Pokemon's Sprite) in PokeBattle_ActualScene and you should find something. I'm a little busy now but I'll be free later in the day incase you still need some help.
    It's an attr:accesory or something like that. There must be a class related to the Pokemon itself, you know, were you see every pokemon term, like: hp, atk, happiness, speed, etc... I did it on my game: a happiness checker which tells how the relationship is. About the HP, you should put:

    if pokemon.hp<50(or anything, it could be a variable too) (play "cry%3.wav",100,60) (which could mean the pokemon's cry will low its pitch to 60 and the volume will be 100, for example).

    Again, i'm not being too much of a good help beacuse i have not installed RMXP on this computer.
    Ok, well i haven't tested this, but to just display a number, you do @pokemon.hp which should in theory return the current hp of @pokemon

    Define @pokemon before you call @pokemon.hp by doing this:

    @pokemon=$Trainer.party[0]

    With the [0] being the first pokemon in the party going all the way up to 5 but not higher.

    So overall the whole little section should look like this

    @pokemon=$Trainer.party[0]
    @pokemon.hp

    And to check the hp for testing purposes, put this below @pokemon.hp

    print @pokemon.hp

    Hope that helped :)
    Yes, I have msn but I don't give it to anyone.
    About the types.png... you should see any method related to it. I have no RMXP installed on this computer, so I can't tell you exactly. But that method must work anywhere else, you just have to know how to put it. If you search for "types.png" by pressing Ctrl+Shift+F, you shoould find anything related to the actual implementation on those lines.
    That makes practically no sense. What "other script" do you want to use ballused in?
    i tried to install the game but when it was installinf some error appeared no matter how much i tried the error wpuld aperar please look into this matter

    please reply back
    Sorry, I was away, and forgot about this :(
    You'll probably want to put it in the class which handles the command window within PokeBattle_ActualScene; I think it's near the top.
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