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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: 1,711
    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
        #@sprites["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
       
      Join Date: Apr 2009
      Location: France
      Gender: Male
      Nature: Bold
      Posts: 165
      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
      • Platinum Tier
       
      Join Date: Apr 2009
      Location: Ireland
      Posts: 10,825
      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).
      SytheXP's Avatar
      SytheXP SytheXP is offline
      Net Labs/UG Founder
         
        Join Date: May 2007
        Location: Zombieville South Carolina
        Age: 26
        Gender: Male
        Nature: Calm
        Posts: 387
        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
          Gender: Male
          Posts: 1,711
          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
            Gender: Male
            Posts: 4
            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
            Pokémon Island Creator
               
              Join Date: Sep 2010
              Gender: Male
              Posts: 1,711
              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
                 
                Join Date: May 2012
                Gender: Male
                Posts: 4
                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
                   
                  Join Date: Jan 2011
                  Gender:
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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: 1,711
                    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
                          #@sprites["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: 1,711
                        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
                            #@sprites["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
                           
                          Join Date: Jul 2015
                          Gender: Male
                          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
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                            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).
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                            monkeyboy6 monkeyboy6 is offline
                               
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                              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).
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                              FL FL is offline
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                                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 '@sprites["egg"].setBitmap("Graphics/Battlers/egg")' into '@sprites["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).
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                                monkeyboy6 monkeyboy6 is offline
                                   
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                                  Works perfectly. Thank you.
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                                    #18    
                                  Old August 4th, 2016 (7:52 AM).
                                  KuroiKun KuroiKun is offline
                                     
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                                    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
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                                      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
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                                        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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