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  #1    
Old April 14th, 2012 (12:01 PM). Edited December 20th, 2015 by FL.
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FL FL is offline
Pokémon Island Creator
     
    Join Date: Sep 2010
    Gender: Male
    Posts: 1,698

    Code:
    #===============================================================================
    # * One screen Day-Care Checker item - by FL (Credits will be apreciated)
    #===============================================================================
    #
    # This script is for Pokémon Essentials. It makes a One screen Day-Care Checker
    # (like in DPP) activated by item. This display the pokémon sprite, names,
    # levels, genders and if them generate an egg.
    #
    #===============================================================================
    #
    # To this script works, put it above main, put a 480x320 background in
    # DCCBACKPATH location and, like any item, you need to add in the "items.txt"
    # and in the script. There an example below using the name DAYCARESIGHT, but
    # you can use any other name changing the DCCITEM and the item that be added in
    # txt. You can change the internal number too:
    #
    # 631,DAYCARESIGHT,DayCare Sight,DayCare Sight,8,0,"A visor that can be use for see certains Pokémon in Day-Care to monitor their growth.",2,0,6
    #
    #===============================================================================

    DCCITEM=:DAYCARESIGHT # Change this and the item.txt if you wish another name DCCBACKPATH= "Graphics/Pictures/dccbackground" # You can change if you wish # If you wish that the pokémon is positioned like in battle (have the distance # defined in metadata, even the BattlerAltitude) change the below line to true DCCBATTLEPOSITION = false

    class DayCareCheckerScene

    def startScene @sprites={} @viewport=Viewport.new(0,0,Graphics.width,Graphics.height) @viewport.z=99999 @pkmn1=$PokemonGlobal.daycare[0][0] @pkmn2=$PokemonGlobal.daycare[1][0] # If you wish that if there only one pokémon, it became right # positioned, them uncomment the four below lines #if [email protected] && @pkmn2 # @[email protected] # @pkmn2=nil #end textPositions=[] baseColor=Color.new(12*8,12*8,12*8) shadowColor=Color.new(26*8,26*8,25*8) @sprites["background"]=IconSprite.new(0,0,@viewport) @sprites["background"].setBitmap(DCCBACKPATH) pokemony=Graphics.height/2-32 pokemonyadjust=pokemony-32 if @pkmn1 @sprites["pokemon1"]=PokemonSprite.new(@viewport) @sprites["pokemon1"].setPokemonBitmap(@pkmn1) @sprites["pokemon1"].mirror=true pbPositionPokemonSprite(@sprites["pokemon1"],32,pokemony) @sprites["pokemon1"].y=pokemonyadjust + adjustBattleSpriteY( @sprites["pokemon1"],@pkmn1.species,1) if DCCBATTLEPOSITION textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn1.name,@pkmn1.level.to_s, genderString(@pkmn1.gender)),32,44,false,baseColor,shadowColor]) end if @pkmn2 @sprites["pokemon2"]=PokemonSprite.new(@viewport) @sprites["pokemon2"].setPokemonBitmap(@pkmn2) pbPositionPokemonSprite(@sprites["pokemon2"],Graphics.width-168,pokemony) @sprites["pokemon2"].y=pokemonyadjust + adjustBattleSpriteY( @sprites["pokemon2"],@pkmn2.species,1) if DCCBATTLEPOSITION textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn2.name,@pkmn2.level.to_s, genderString(@pkmn2.gender)),Graphics.width-16,44,true,baseColor, shadowColor]) end if Kernel.pbEggGenerated? @sprites["egg"]=IconSprite.new(Graphics.width/2-68,pokemony+32,@viewport) @sprites["egg"].setBitmap("Graphics/Battlers/egg") # To works with different egg sprite sizes @sprites["egg"].x-=(@sprites["egg"].bitmap.width/8-16)*3 # Uncomment the below line to only a egg shadow be show [email protected]["egg"].color=Color.new(0,0,0,255) end @sprites["overlay"]=Sprite.new(@viewport) @sprites["overlay"].bitmap=BitmapWrapper.new(Graphics.width,Graphics.height) pbSetSystemFont(@sprites["overlay"].bitmap) if !textPositions.empty? pbDrawTextPositions(@sprites["overlay"].bitmap,textPositions) end pbFadeInAndShow(@sprites) { update } end

    def genderString(gender) ret=" " if gender==0 ret=" ♂" elsif gender==1 ret=" ♀" end return ret end

    def middleScene loop do Graphics.update Input.update self.update if Input.trigger?(Input::B) || Input.trigger?(Input::C) break end end end

    def update pbUpdateSpriteHash(@sprites) end

    def endScene pbFadeOutAndHide(@sprites) { update } pbDisposeSpriteHash(@sprites) @viewport.dispose end end

    class DayCareChecker

    def initialize(scene) @scene=scene end

    def startScreen @scene.startScene @scene.middleScene @scene.endScene end end

    # Item handlers

    ItemHandlers.addUseFromBag(DCCITEM, proc {|item| pbFadeOutIn(99999){ scene=DayCareCheckerScene.new screen=DayCareChecker.new(scene) screen.startScreen } next 1 # Continue })

    ItemHandlers.addUseInField(DCCITEM, proc {|item| pbFadeOutIn(99999){ scene=DayCareCheckerScene.new screen=DayCareChecker.new(scene) screen.startScreen } next 1 # Continue })

    Attached Thumbnails
    ddcscreen.png‎   dccbackground.png‎   ddcscreen2.png‎   dccbackground512x384.png‎  
    Attached Images
     
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      #2    
    Old April 15th, 2012 (8:25 AM).
    tylerab01's Avatar
    tylerab01 tylerab01 is offline
    Pokemon AquaHarmony
       
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      This is gnarly. It is like the PokeTech with the DayCare App, but better!

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        #3    
      Old May 7th, 2012 (6:29 AM).
      seeker's Avatar
      seeker seeker is offline

      Electric

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      Seriously, how have I not seen this. Fantastic addition. Certainly a wonderful idea. I'm going to try out the script a little later on, but definitely something well needed. Great work.

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        #4    
      Old May 7th, 2012 (8:03 AM).
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      SytheXP SytheXP is offline
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        Nice job FL. I briefly skimmed your post, and you said its activated via Item, is there a way to change it to activate it via button? I was and still against having a DS screen but I like the idea of a side screen so I am planning to implement that and this would be a nice additions.

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          #5    
        Old May 12th, 2012 (11:55 AM).
        FL's Avatar
        FL FL is offline
        Pokémon Island Creator
           
          Join Date: Sep 2010
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          Quote:
          Originally Posted by SytheXP View Post
          Nice job FL. I briefly skimmed your post, and you said its activated via Item, is there a way to change it to activate it via button? I was and still against having a DS screen but I like the idea of a side screen so I am planning to implement that and this would be a nice additions.
          Yes! In Scene_Map, before 'Scene_Map' add

          Code:
             if Input.trigger?(Input::A)
                unless pbMapInterpreterRunning? # Only works if none event command is running
                  pbFadeOutIn(99999){
                    scene=DayCareCheckerScene.new
                    screen=DayCareChecker.new(scene)
                    screen.startScreen
                  }
                end
              end

          The 'Input::A' activates when "Z" key is press. You can change it to other key.

          You can also change the

          Code:
          pbFadeOutIn(99999){
                    scene=DayCareCheckerScene.new
                    screen=DayCareChecker.new(scene)
                    screen.startScreen
          }
          to a function/scene if you want to a function/scene be called in game map when some key is pressed.

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            #6    
          Old May 27th, 2012 (5:22 PM).
          Gostaras Gostaras is offline
             
            Join Date: May 2012
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            It's an awesome script :D

            However, when I try to test my game, it says that "Theres no value in line 216 for ItemHandlers"
            How could I fix it ?

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              #7    
            Old June 2nd, 2012 (2:26 PM).
            FL's Avatar
            FL FL is offline
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              Quote:
              Originally Posted by Gostaras View Post
              It's an awesome script :D

              However, when I try to test my game, it says that "Theres no value in line 216 for ItemHandlers"
              How could I fix it ?

              I remove a extra ',' in '# 631,DAYCARESIGHT' line, maybe is it. Besides this, it is working on newer versions.

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                #8    
              Old June 2nd, 2012 (3:22 PM).
              Gostaras Gostaras is offline
                 
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                Quote:
                Originally Posted by FL . View Post
                I remove a extra ',' in '# 631,DAYCARESIGHT' line, maybe is it. Besides this, it is working on newer versions.

                Thanks, It works perfectly now!

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                  #9    
                Old June 12th, 2012 (7:27 AM).
                p.claydon p.claydon is offline
                   
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                  thank you for this managed to get it working as an app for my pokégear

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                    #10    
                  Old August 4th, 2012 (6:15 PM).
                  FL's Avatar
                  FL FL is offline
                  Pokémon Island Creator
                     
                    Join Date: Sep 2010
                    Gender: Male
                    Posts: 1,698

                    I updated the topic with new script that works in different screens resolutions, plus male/female symbols.

                    Quote:
                    Originally Posted by p.claydon View Post
                    thank you for this managed to get it working as an app for my pokégear
                    Neat idea!

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                      #11    
                    Old December 16th, 2015 (12:58 PM).
                    chrono9665 chrono9665 is offline
                       
                      Join Date: Jul 2015
                      Gender: Male
                      Posts: 28

                      Hi Everyone,

                      I decided to incorporate this amazing script into my game. I had to make a few adjustments because of the updates since it was written. It seems to be all correct but when I open it in the bag there is no "use" function. So in other words there is no way to actually use the item. The code is below along with the modified Item handles. Any Help would be wonderful. Thank You.

                      Code:
                      #===============================================================================
                      # * One screen Day-Care Checker item - by FL (Credits will be apreciated)
                      #===============================================================================
                      #
                      # This script is for Pokémon Essentials. It makes a One screen Day-Care Checker
                      # (like in DPP) activated by item. This display the pokémon sprite, names,
                      # levels, genders and if them generate an egg.
                      #
                      #===============================================================================
                      #
                      # To this script works, put it above main, put a 480x320 background in
                      # DCCBACKPATH location and, like any item, you need to add in the "items.txt"
                      # and in the script. There an example below using the name DAYCARESIGHT, but
                      # you can use any other name changing the DCCITEM and the item that be added in
                      # txt. You can change the internal number too:
                      #
                      # 631,DAYCARESIGHT,DayCare Sight,8,0,"A visor that can be use for see certains Pokémon in Day-Care to monitor their growth.",2,0,6
                      #
                      #===============================================================================

                      DCCITEM=:DAYCARECHECKER # Change this and the item.txt if you wish another name DCCBACKPATH= "Graphics/Pictures/dccbackground" # You can change if you wish # If you wish that the pokémon is positioned like in battle (have the distance # defined in metadata, even the BattlerAltitude) change the below line to true DCCBATTLEPOSITION = false

                      class DayCareCheckerScene

                      def startScene @sprites={} @viewport=Viewport.new(0,0,Graphics.width,Graphics.height) @viewport.z=99999 @pkmn1=$PokemonGlobal.daycare[0][0] @pkmn2=$PokemonGlobal.daycare[1][0] # If you wish that if there only one pokémon, it became right # positioned, them uncomment the four below lines #if [email protected] && @pkmn2 # @[email protected] # @pkmn2=nil #end textPositions=[] baseColor=Color.new(12*8,12*8,12*8) shadowColor=Color.new(26*8,26*8,25*8) @sprites["background"]=IconSprite.new(0,0,@viewport) @sprites["background"].setBitmap(DCCBACKPATH) pokemony=Graphics.height/2-32 pokemonyadjust=pokemony-32 if @pkmn1 @sprites["pokemon1"]=PokemonSprite.new(@viewport) @sprites["pokemon1"].setPokemonBitmap(@pkmn1) @sprites["pokemon1"].mirror=true pbPositionPokemonSprite(@sprites["pokemon1"],32,pokemony) @sprites["pokemon1"].y=pokemonyadjust + adjustBattleSpriteY( @sprites["pokemon1"],@pkmn1.species,1) if DCCBATTLEPOSITION textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn1.name,@pkmn1.level.to_s, genderString(@pkmn1.gender)),32,44,false,baseColor,shadowColor]) end if @pkmn2 @sprites["pokemon2"]=PokemonSprite.new(@viewport) @sprites["pokemon2"].setPokemonBitmap(@pkmn2) pbPositionPokemonSprite(@sprites["pokemon2"],Graphics.width-168,pokemony) @sprites["pokemon2"].y=pokemonyadjust + adjustBattleSpriteY( @sprites["pokemon2"],@pkmn2.species,1) if DCCBATTLEPOSITION textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn2.name,@pkmn2.level.to_s, genderString(@pkmn2.gender)),Graphics.width-16,44,true,baseColor, shadowColor]) end if Kernel.pbEggGenerated? @sprites["egg"]=IconSprite.new(Graphics.width/2-68,pokemony+32,@viewport) @sprites["egg"].setBitmap("Graphics/Battlers/egg") # To works with different egg sprite sizes @sprites["egg"].x-=(@sprites["egg"].bitmap.width/8-16)*3 # Uncomment the below line to only a egg shadow be show [email protected]["egg"].color=Color.new(0,0,0,255) end @sprites["overlay"]=Sprite.new(@viewport) @sprites["overlay"].bitmap=BitmapWrapper.new(Graphics.width,Graphics.height) pbSetSystemFont(@sprites["overlay"].bitmap) if !textPositions.empty? pbDrawTextPositions(@sprites["overlay"].bitmap,textPositions) end pbFadeInAndShow(@sprites) { update } end

                      def genderString(gender) ret=" " if gender==0 ret=" ♂" elsif gender==1 ret=" ♀" end return ret end

                      def middleScene loop do Graphics.update Input.update self.update if Input.trigger?(Input::B) || Input.trigger?(Input::C) break end end end

                      def update pbUpdateSpriteHash(@sprites) end

                      def endScene pbFadeOutAndHide(@sprites) { update } pbDisposeSpriteHash(@sprites) @viewport.dispose end end

                      class DayCareChecker

                      def initialize(scene) @scene=scene end

                      def startScreen @scene.startScene @scene.middleScene @scene.endScene end end

                      Item Handles

                      Code:
                      ItemHandlers::UseFromBag.add(:DCCITEM, proc {|item|
                         pbFadeOutIn(99999){
                           scene=DayCareCheckerScene.new
                           screen=DayCareChecker.new(scene)
                           screen.startScreen
                         }
                         next 1 # Continue
                      })

                      Code:
                      ItemHandlers::UseInField.add(:DCCITEM, proc {|item|
                         pbFadeOutIn(99999){
                           scene=DayCareCheckerScene.new
                           screen=DayCareChecker.new(scene)
                           screen.startScreen
                         }
                         next 1 # Continue
                      })

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                        #12    
                      Old December 19th, 2015 (4:19 PM).
                      FL's Avatar
                      FL FL is offline
                      Pokémon Island Creator
                         
                        Join Date: Sep 2010
                        Gender: Male
                        Posts: 1,698

                        Quote:
                        Originally Posted by chrono9665 View Post
                        Hi Everyone,

                        I decided to incorporate this amazing script into my game. I had to make a few adjustments because of the updates since it was written. It seems to be all correct but when I open it in the bag there is no "use" function. So in other words there is no way to actually use the item. The code is below along with the modified Item handles. Any Help would be wonderful. Thank You.

                        Code:
                        #===============================================================================
                        # * One screen Day-Care Checker item - by FL (Credits will be apreciated)
                        #===============================================================================
                        #
                        # This script is for Pokémon Essentials. It makes a One screen Day-Care Checker
                        # (like in DPP) activated by item. This display the pokémon sprite, names,
                        # levels, genders and if them generate an egg.
                        #
                        #===============================================================================
                        #
                        # To this script works, put it above main, put a 480x320 background in
                        # DCCBACKPATH location and, like any item, you need to add in the "items.txt"
                        # and in the script. There an example below using the name DAYCARESIGHT, but
                        # you can use any other name changing the DCCITEM and the item that be added in
                        # txt. You can change the internal number too:
                        #
                        # 631,DAYCARESIGHT,DayCare Sight,8,0,"A visor that can be use for see certains Pokémon in Day-Care to monitor their growth.",2,0,6
                        #
                        #===============================================================================

                        DCCITEM=:DAYCARECHECKER # Change this and the item.txt if you wish another name DCCBACKPATH= "Graphics/Pictures/dccbackground" # You can change if you wish # If you wish that the pokémon is positioned like in battle (have the distance # defined in metadata, even the BattlerAltitude) change the below line to true DCCBATTLEPOSITION = false

                        class DayCareCheckerScene

                        def startScene @sprites={} @viewport=Viewport.new(0,0,Graphics.width,Graphics.height) @viewport.z=99999 @pkmn1=$PokemonGlobal.daycare[0][0] @pkmn2=$PokemonGlobal.daycare[1][0] # If you wish that if there only one pokémon, it became right # positioned, them uncomment the four below lines #if [email protected] && @pkmn2 # @[email protected] # @pkmn2=nil #end textPositions=[] baseColor=Color.new(12*8,12*8,12*8) shadowColor=Color.new(26*8,26*8,25*8) @sprites["background"]=IconSprite.new(0,0,@viewport) @sprites["background"].setBitmap(DCCBACKPATH) pokemony=Graphics.height/2-32 pokemonyadjust=pokemony-32 if @pkmn1 @sprites["pokemon1"]=PokemonSprite.new(@viewport) @sprites["pokemon1"].setPokemonBitmap(@pkmn1) @sprites["pokemon1"].mirror=true pbPositionPokemonSprite(@sprites["pokemon1"],32,pokemony) @sprites["pokemon1"].y=pokemonyadjust + adjustBattleSpriteY( @sprites["pokemon1"],@pkmn1.species,1) if DCCBATTLEPOSITION textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn1.name,@pkmn1.level.to_s, genderString(@pkmn1.gender)),32,44,false,baseColor,shadowColor]) end if @pkmn2 @sprites["pokemon2"]=PokemonSprite.new(@viewport) @sprites["pokemon2"].setPokemonBitmap(@pkmn2) pbPositionPokemonSprite(@sprites["pokemon2"],Graphics.width-168,pokemony) @sprites["pokemon2"].y=pokemonyadjust + adjustBattleSpriteY( @sprites["pokemon2"],@pkmn2.species,1) if DCCBATTLEPOSITION textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn2.name,@pkmn2.level.to_s, genderString(@pkmn2.gender)),Graphics.width-16,44,true,baseColor, shadowColor]) end if Kernel.pbEggGenerated? @sprites["egg"]=IconSprite.new(Graphics.width/2-68,pokemony+32,@viewport) @sprites["egg"].setBitmap("Graphics/Battlers/egg") # To works with different egg sprite sizes @sprites["egg"].x-=(@sprites["egg"].bitmap.width/8-16)*3 # Uncomment the below line to only a egg shadow be show [email protected]["egg"].color=Color.new(0,0,0,255) end @sprites["overlay"]=Sprite.new(@viewport) @sprites["overlay"].bitmap=BitmapWrapper.new(Graphics.width,Graphics.height) pbSetSystemFont(@sprites["overlay"].bitmap) if !textPositions.empty? pbDrawTextPositions(@sprites["overlay"].bitmap,textPositions) end pbFadeInAndShow(@sprites) { update } end

                        def genderString(gender) ret=" " if gender==0 ret=" ♂" elsif gender==1 ret=" ♀" end return ret end

                        def middleScene loop do Graphics.update Input.update self.update if Input.trigger?(Input::B) || Input.trigger?(Input::C) break end end end

                        def update pbUpdateSpriteHash(@sprites) end

                        def endScene pbFadeOutAndHide(@sprites) { update } pbDisposeSpriteHash(@sprites) @viewport.dispose end end

                        class DayCareChecker

                        def initialize(scene) @scene=scene end

                        def startScreen @scene.startScene @scene.middleScene @scene.endScene end end

                        Item Handles

                        Code:
                        ItemHandlers::UseFromBag.add(:DCCITEM, proc {|item|
                           pbFadeOutIn(99999){
                             scene=DayCareCheckerScene.new
                             screen=DayCareChecker.new(scene)
                             screen.startScreen
                           }
                           next 1 # Continue
                        })

                        Code:
                        ItemHandlers::UseInField.add(:DCCITEM, proc {|item|
                           pbFadeOutIn(99999){
                             scene=DayCareCheckerScene.new
                             screen=DayCareChecker.new(scene)
                             screen.startScreen
                           }
                           next 1 # Continue
                        })
                        I tested my script right now on V16 and the only thing that need adjust is item, change '631,DAYCARESIGHT,DayCare Sight,8,0,"A visor that can be use for see certains Pokémon in Day-Care to monitor their growth.",2,0,6' to '631,DAYCARESIGHT,DayCare Sight,DayCare Sight,8,0,"A visor that can be use for see certains Pokémon in Day-Care to monitor their growth.",2,0,6'. I updated this thread.

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                          #13    
                        Old December 19th, 2015 (11:45 PM). Edited August 4th, 2016 by mej71.
                        chrono9665 chrono9665 is offline
                           
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                          Posts: 28

                          Okay I tried changing back to the orginal script and changing the items.txt. It doesnt work at all. The item handles had to be rejiggered and there is several inconsistencies in the naming. In some places its DDC and in others it DCC. I was able to get it back to the Bag but when you try to us it from the bag there is still no "use" function. so how exactly is this supposed to be activated???

                          Never mind I got it working. I changed DCCITEM in the handles to the actual internal name of the item and it worked.

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                            #14    
                          Old December 20th, 2015 (11:41 AM).
                          FL's Avatar
                          FL FL is offline
                          Pokémon Island Creator
                             
                            Join Date: Sep 2010
                            Gender: Male
                            Posts: 1,698

                            Quote:
                            Originally Posted by chrono9665 View Post
                            and there is several inconsistencies in the naming. In some places its DDC and in others it DCC.
                            I never noticed this. Fixed.

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                              #15    
                            Old April 23rd, 2016 (2:13 AM).
                            monkeyboy6's Avatar
                            monkeyboy6 monkeyboy6 is offline
                               
                              Join Date: Feb 2013
                              Gender: Male
                              Posts: 11

                              Hey FL. In my game, I have a custom egg sprite that is unique to each Pokemon species. How would I need to change this script to make it so that my custom egg sprite is what shows up as the graphic instead of the default egg sprite?

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                                #16    
                              Old April 23rd, 2016 (10:15 AM).
                              FL's Avatar
                              FL FL is offline
                              Pokémon Island Creator
                                 
                                Join Date: Sep 2010
                                Gender: Male
                                Posts: 1,698

                                Quote:
                                Originally Posted by monkeyboy6 View Post
                                Hey FL. In my game, I have a custom egg sprite that is unique to each Pokemon species. How would I need to change this script to make it so that my custom egg sprite is what shows up as the graphic instead of the default egg sprite?
                                Change line [email protected]["egg"].setBitmap("Graphics/Battlers/egg")' into [email protected]["egg"].setBitmap(getEggBitmap(getBabySpecies))'. Before line 'def genderString(gender)' add:

                                Code:
                                def getEggBitmap(species)
                                  bitmapFileName=sprintf("Graphics/Battlers/%segg",getConstantName(PBSpecies,species)) rescue nil
                                  bitmapFileName=sprintf("Graphics/Battlers/%03degg",species) if !pbResolveBitmap(bitmapFileName)
                                  bitmapFileName=sprintf("Graphics/Battlers/egg") if !pbResolveBitmap(bitmapFileName)
                                  bitmapFileName=pbResolveBitmap(bitmapFileName)
                                  return bitmapFileName
                                end

                                def getBabySpecies pokemon0=$PokemonGlobal.daycare[0][0] pokemon1=$PokemonGlobal.daycare[1][0] mother=nil father=nil babyspecies=0 ditto0=pbIsDitto?(pokemon0) ditto1=pbIsDitto?(pokemon1) if (pokemon0.gender==1 || ditto0) babyspecies=(ditto0) ? pokemon1.species : pokemon0.species mother=pokemon0 father=pokemon1 else babyspecies=(ditto1) ? pokemon0.species : pokemon1.species mother=pokemon1 father=pokemon0 end babyspecies=pbGetBabySpecies(babyspecies) if isConst?(babyspecies,PBSpecies,:MANAPHY) && hasConst?(PBSpecies,:PHIONE) babyspecies=getConst(PBSpecies,:PHIONE) end if isConst?(babyspecies,PBSpecies,:NIDORANfE) && hasConst?(PBSpecies,:NIDORANmA) babyspecies=[getConst(PBSpecies,:NIDORANmA), getConst(PBSpecies,:NIDORANfE)][rand(2)] elsif isConst?(babyspecies,PBSpecies,:NIDORANmA) && hasConst?(PBSpecies,:NIDORANfE) babyspecies=[getConst(PBSpecies,:NIDORANmA), getConst(PBSpecies,:NIDORANfE)][rand(2)] elsif isConst?(babyspecies,PBSpecies,:VOLBEAT) && hasConst?(PBSpecies,:ILLUMISE) babyspecies=[getConst(PBSpecies,:VOLBEAT), getConst(PBSpecies,:ILLUMISE)][rand(2)] elsif isConst?(babyspecies,PBSpecies,:ILLUMISE) && hasConst?(PBSpecies,:VOLBEAT) babyspecies=[getConst(PBSpecies,:VOLBEAT), getConst(PBSpecies,:ILLUMISE)][rand(2)] elsif isConst?(babyspecies,PBSpecies,:MUNCHLAX) && !isConst?(mother.item,PBItems,:FULLINCENSE) && !isConst?(father.item,PBItems,:FULLINCENSE) babyspecies=pbGetNonIncenseLowestSpecies(babyspecies) elsif isConst?(babyspecies,PBSpecies,:WYNAUT) && !isConst?(mother.item,PBItems,:LAXINCENSE) && !isConst?(father.item,PBItems,:LAXINCENSE) babyspecies=pbGetNonIncenseLowestSpecies(babyspecies) elsif isConst?(babyspecies,PBSpecies,:HAPPINY) && !isConst?(mother.item,PBItems,:LUCKINCENSE) && !isConst?(father.item,PBItems,:LUCKINCENSE) babyspecies=pbGetNonIncenseLowestSpecies(babyspecies) elsif isConst?(babyspecies,PBSpecies,:MIMEJR) && !isConst?(mother.item,PBItems,:ODDINCENSE) && !isConst?(father.item,PBItems,:ODDINCENSE) babyspecies=pbGetNonIncenseLowestSpecies(babyspecies) elsif isConst?(babyspecies,PBSpecies,:CHINGLING) && !isConst?(mother.item,PBItems,:PUREINCENSE) && !isConst?(father.item,PBItems,:PUREINCENSE) babyspecies=pbGetNonIncenseLowestSpecies(babyspecies) elsif isConst?(babyspecies,PBSpecies,:BONSLY) && !isConst?(mother.item,PBItems,:ROCKINCENSE) && !isConst?(father.item,PBItems,:ROCKINCENSE) babyspecies=pbGetNonIncenseLowestSpecies(babyspecies) elsif isConst?(babyspecies,PBSpecies,:BUDEW) && !isConst?(mother.item,PBItems,:ROSEINCENSE) && !isConst?(father.item,PBItems,:ROSEINCENSE) babyspecies=pbGetNonIncenseLowestSpecies(babyspecies) elsif isConst?(babyspecies,PBSpecies,:AZURILL) && !isConst?(mother.item,PBItems,:SEAINCENSE) && !isConst?(father.item,PBItems,:SEAINCENSE) babyspecies=pbGetNonIncenseLowestSpecies(babyspecies) elsif isConst?(babyspecies,PBSpecies,:MANTYKE) && !isConst?(mother.item,PBItems,:WAVEINCENSE) && !isConst?(father.item,PBItems,:WAVEINCENSE) babyspecies=pbGetNonIncenseLowestSpecies(babyspecies) end return babyspecies end

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                                  #17    
                                Old April 23rd, 2016 (12:56 PM).
                                monkeyboy6's Avatar
                                monkeyboy6 monkeyboy6 is offline
                                   
                                  Join Date: Feb 2013
                                  Gender: Male
                                  Posts: 11

                                  Works perfectly. Thank you.

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                                    #18    
                                  Old August 4th, 2016 (7:52 AM).
                                  KuroiKun KuroiKun is offline
                                     
                                    Join Date: May 2014
                                    Gender: Male
                                    Posts: 5

                                    If I wanted to call the scene using a button via mouse what would I use to do so? The method I assumed didn't work:

                                    Code:
                                      if $mouse.leftClick?(@sprites["DCC"])
                                            clockButtonAnim(@sprites["DCC"])
                                            pbFadeOutIn(99999) {
                                               pbDayCareCheckerScene
                                            }
                                         end
                                       end

                                    I'm not the most skilled at coding, everything I know is just me studying the wiki and code in the essentials kit and learning that way.

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                                      #19    
                                    Old August 5th, 2016 (11:03 AM).
                                    FL's Avatar
                                    FL FL is offline
                                    Pokémon Island Creator
                                       
                                      Join Date: Sep 2010
                                      Gender: Male
                                      Posts: 1,698

                                      Quote:
                                      Originally Posted by KuroiKun View Post
                                      If I wanted to call the scene using a button via mouse what would I use to do so? The method I assumed didn't work:

                                      Code:
                                        if $mouse.leftClick?(@sprites["DCC"])
                                              clockButtonAnim(@sprites["DCC"])
                                              pbFadeOutIn(99999) {
                                                 pbDayCareCheckerScene
                                              }
                                           end
                                         end

                                      I'm not the most skilled at coding, everything I know is just me studying the wiki and code in the essentials kit and learning that way.

                                      You are calling the script wrong, since the item call it with three line inside of pbFadeOutIn, do the same. The below code may works.

                                      Code:
                                      if $mouse.leftClick?(@sprites["DCC"])
                                        clockButtonAnim(@sprites["DCC"])
                                        pbFadeOutIn(99999){
                                           scene=DayCareCheckerScene.new
                                           screen=DayCareChecker.new(scene)
                                           screen.startScreen
                                        }
                                      end

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                                        #20    
                                      Old August 5th, 2016 (1:35 PM).
                                      KuroiKun KuroiKun is offline
                                         
                                        Join Date: May 2014
                                        Gender: Male
                                        Posts: 5

                                        Quote:
                                        Originally Posted by FL View Post
                                        You are calling the script wrong, since the item call it with three line inside of pbFadeOutIn, do the same. The below code may works.

                                        Code:
                                        if $mouse.leftClick?(@sprites["DCC"])
                                          clockButtonAnim(@sprites["DCC"])
                                          pbFadeOutIn(99999){
                                             scene=DayCareCheckerScene.new
                                             screen=DayCareChecker.new(scene)
                                             screen.startScreen
                                          }
                                        end

                                        Thanks a ton FL, that worked perfectly.

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