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Help me with pokemon starter kit!

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Not open for further replies.
66
Posts
12
Years
  • I'm trying to make a game with pokemon starter kit. i made a hometown, a route, another town, and some houses. but when I try to 'teleport the player into a house (when he walks into the door) it gives me this message:

    Exception: TypeError
    Message: cannot convert Fixnum into String
    Sprite_Character:93:in `+'
    Sprite_Character:93:in `update_or'
    PerspectiveTilemap:408:in `shadow_update'
    Shadow:179:in `update'
    Sprite_Character:33:in `perspectivetilemap_initialize'
    PerspectiveTilemap:404:in `shadow_initialize'
    Shadow:155:in `initialize'
    Spriteset_Map:147:in `new'
    Spriteset_Map:147:in `_animationSprite_initialize'
    AnimationSprite:42:in `shadow_initialize'
    Exception: TypeError
    Message: cannot convert Fixnum into String
    Sprite_Character:93:in `+'
    Sprite_Character:93:in `update_or'
    PerspectiveTilemap:408:in `shadow_update'
    Shadow:179:in `update'
    Sprite_Character:33:in `perspectivetilemap_initialize'
    PerspectiveTilemap:404:in `shadow_initialize'
    Shadow:155:in `initialize'
    Spriteset_Map:147:in `new'
    Spriteset_Map:147:in `_animationSprite_initialize'
    AnimationSprite:42:in `shadow_initialize'

    Anyone knows what i need to do?

    (I am VERY sorry about my terrible english xD my grammar is terrible!)
     

    PinkCatDragon

    The 17 year old programer. Now byte off
    388
    Posts
    14
    Years
  • Try replaceing
    Sprite_Character with this
    and report back
    Code:
    class BushBitmap
      def initialize(bitmap,isTile)
        @bitmaps=[]
        @bitmap=bitmap
        @isTile=isTile
        @[email protected]_a?(Bitmap)
      end
    
      def dispose
        for b in @bitmaps
          b.dispose if b
        end
      end
    
      def bitmap
        thisBitmap=@isBitmap ? @bitmap : @bitmap.bitmap
        current=@isBitmap ? 0 : @bitmap.currentIndex
        if !@bitmaps[current]
          if @isTile
            @bitmaps[current]=Sprite_Character.pbBushDepthTile(thisBitmap,12)
          else
            @bitmaps[current]=Sprite_Character.pbBushDepthBitmap(thisBitmap,12)
          end
        end
        return @bitmaps[current]
      end
    end
    
    
    
    class Sprite_Character < RPG::Sprite
      attr_accessor :character
    
      def initialize(viewport, character = nil)
        super(viewport)
        @character = character
        update
      end
    
      def self.pbBushDepthBitmap(bitmap,depth)
        ret=Bitmap.new(bitmap.width,bitmap.height)
        charheight=ret.height/4
        for i in 0...4
          cy=charheight-depth-2
          y=i*charheight
          ret.blt(0,y,bitmap,Rect.new(0,y,ret.width,cy)) if cy>=0
          ret.blt(0,y+cy,bitmap,Rect.new(0,y+cy,ret.width,2),170) if cy>=0    
          ret.blt(0,y+cy+2,bitmap,Rect.new(0,y+cy+2,ret.width,2),85) if cy+2>=0    
        end
        return ret
      end
    
      def self.pbBushDepthTile(bitmap,depth)
        ret=Bitmap.new(bitmap.width,bitmap.height)
        charheight=ret.height
        cy=charheight-depth-2
        y=charheight
        ret.blt(0,y,bitmap,Rect.new(0,y,ret.width,cy)) if cy>=0
        ret.blt(0,y+cy,bitmap,Rect.new(0,y+cy,ret.width,2),170) if cy>=0    
        ret.blt(0,y+cy+2,bitmap,Rect.new(0,y+cy+2,ret.width,2),85) if cy+2>=0    
        return ret
      end
    
      def dispose
        @bushbitmap.dispose if @bushbitmap
        @bushbitmap=nil
        @charbitmap.dispose if @charbitmap
        @charbitmap=nil
        super
      end
    
      def update
        super
        if @tile_id != @character.tile_id or
           @character_name != @character.character_name or
           @character_hue != @character.character_hue
          @tile_id = @character.tile_id
          @character_name = @character.character_name
          @character_hue = @character.character_hue
          if @tile_id >= 384
            @charbitmap.dispose if @charbitmap
            @charbitmap = pbGetTileBitmap(@character.map.tileset_name,
               @tile_id, @character.character_hue)
            @charbitmapAnimated=false
            @bushbitmap.dispose if @bushbitmap
            @bushbitmap=nil
            @cw = 32  # added
            @ch = 32  # added
            self.src_rect.set(0, 0, 32, 32)
            self.ox = Game_Map::TILEWIDTH/2
            self.oy = Game_Map::TILEHEIGHT
          else
            @charbitmap.dispose if @charbitmap
            @charbitmap = AnimatedBitmap.new(
               "Graphics/Characters/"[email protected]_name.to_s,
               @character.character_hue)
            @charbitmapAnimated=true
            @bushbitmap.dispose if @bushbitmap
            @bushbitmap=nil
            @cw = @charbitmap.width / 4
            @ch = @charbitmap.height / 4
            self.ox = @cw / 2
            self.oy = @ch
          end
        end
        @charbitmap.update if @charbitmapAnimated
        if @character.bush_depth==0
          self.bitmap=@charbitmapAnimated ? @charbitmap.bitmap : @charbitmap
        else
          if !@bushbitmap
            @bushbitmap=BushBitmap.new(@charbitmap,@tile_id >= 384)
          end
          [email protected]
        end
        self.visible = (not @character.transparent)
        if @tile_id == 0
          sx = @character.pattern * @cw
          sy = (@character.direction - 2) / 2 * @ch
          self.src_rect.set(sx, sy, @cw, @ch)
        end
        if self.visible
          if $PokemonSystem.tilemap==0 ||
             (@character.is_a?(Game_Event) && @character.name=="RegularTone")
            self.tone.set(0,0,0,0)
          else
            pbDayNightTint(self)
          end
        end
        self.x = @character.screen_x
        self.y = @character.screen_y
        self.z = @character.screen_z(@ch)
        self.zoom_x = Game_Map::TILEWIDTH/32.0
        self.zoom_y = Game_Map::TILEHEIGHT/32.0
        self.opacity = @character.opacity
        self.blend_type = @character.blend_type
    #    self.bush_depth = @character.bush_depth
        if @character.animation_id != 0
          animation = $data_animations[@character.animation_id]
          animation(animation, true)
          @character.animation_id = 0
        end
      end
    end
     
    Last edited:
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