Pokémon Essentials All questions and discussion about Pokémon Essentials, the Pokémon game kit for RPG Maker XP, go in here. Also contains links to the latest downloads and the Essentials Wiki.

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  #1    
Old August 14th, 2013 (11:46 PM).
Kaito123 Kaito123 is offline
     
    Join Date: Jul 2012
    Gender: Male
    Posts: 61
    Hello!

    If I put a animated png for all the Battler, the Animation often stops in the Battle.

    I hav find this Script on the wiki: Tutorial:Animating battle sprites

    How is that Tutorial? Is the Animation every time in Battle and how must I do, when I want more frames to use?

    I know I must add this (for example):

    Spoiler:
    Code:
    def pbLoadPokemonBitmap3(pokemon, back=false)
    return pbLoadPokemonBitmapSpecies3(pokemon,pokemon.species,back)
    end
    
    def pbLoadPokemonBitmapSpecies3(pokemon, species, back=false)
    if pokemon.egg?
    return BitmapCache.load_bitmap(sprintf("Graphics/Pictures/egg"))
    end
    ret=nil
    bitmapFileName=pbResolveBitmap(sprintf("Graphics/Battlers/thirdframe/%03d%s%s%s_%d",species,
    pokemon.gender==1 ? "f" : "",
    pokemon.isShiny? ? "s" : "",
    back ? "b" : "",(pokemon.form rescue 0)))
    bitmapFileName=pbResolveBitmap(sprintf("Graphics/Battlers/thirdframe/%03d%s%s_%d",species,
    pokemon.isShiny? ? "s" : "",
    back ? "b" : "",(pokemon.form rescue 0))) if !bitmapFileName
    bitmapFileName=pbResolveBitmap(sprintf("Graphics/Battlers/thirdframe/%03d%s%s%s",species,
    pokemon.gender==1 ? "f" : "",
    pokemon.isShiny? ? "s" : "",
    back ? "b" : "")) if !bitmapFileName
    bitmapFileName=pbResolveBitmap(sprintf("Graphics/Battlers/thirdframe/%03d%s%s",species,
    pokemon.isShiny? ? "s" : "",
    back ? "b" : "")) if !bitmapFileName
    # Alter bitmap if supported
    alterBitmap=(MultipleForms.getFunction(species,"alterBitmap") rescue nil)
    if bitmapFileName && alterBitmap
    animatedBitmap=BitmapCache.load_bitmap(bitmapFileName)
    copiedBitmap=animatedBitmap.copy
    animatedBitmap.dispose
    copiedBitmap.each {|bitmap|
    alterBitmap.call(pokemon,bitmap)
    }
    ret=copiedBitmap
    elsif bitmapFileName
    ret=BitmapCache.load_bitmap(bitmapFileName)
    end
    return ret
    end


    but must and how I do something in this?

    Spoiler:
    Code:
    if [email protected]
    pokemon = @battle.party2[0]
    @sprites["pokemon1"].bitmap = pbLoadPokemonBitmap2(pokemon,false)
    pbPlayCry(@battle.party2[0])
    pbWait(30)
    @sprites["pokemon1"].bitmap = pbLoadPokemonBitmap(pokemon,false)
    if @battle.party2[0].isShiny?
    pbCommonAnimation("Shiny",@battle.battlers[1],nil)
    end
    if @battle.party2.length==2
    pokemon2 = @battle.party2[1]
    @sprites["pokemon3"].bitmap = pbLoadPokemonBitmap2(pokemon2,false)
    pbPlayCry(@battle.party2[1])
    pbWait(30)
    @sprites["pokemon3"].bitmap = pbLoadPokemonBitmap(pokemon2,false)
    if @battle.party2[1].isShiny?
    pbCommonAnimation("Shiny",@battle.battlers[3],nil)
    end
    end
    end
    Code:
    @sprites["pokemon#{battlerindex}"].bitmap=pbLoadPokemonBitmap2(pkmn,false)
    pkmnwav=sprintf("Audio/SE/%03dCry",pkmn.species)
    Audio.se_play(pkmnwav,90,100)
    pbWait(30)
      @sprites["pokemon#{battlerindex}"].bitmap=pbLoadPokemonBitmap(pkmn,false)
    Code:
    @sprites["pokemon#{battlerindex}"].bitmap=pbLoadPokemonBitmap2(pkmn,true)
    pkmnwav=sprintf("Audio/SE/%03dCry",pkmn.species)
    Audio.se_play(pkmnwav,100,100)
    pbWait(30)
    @sprites["pokemon#{battlerindex}"].bitmap=pbLoadPokemonBitmap(pkmn,true)
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      #2    
    Old August 14th, 2013 (11:56 PM).
    Rayquaza.'s Avatar
    Rayquaza. Rayquaza. is offline
    Lead Dev in Pokémon Chaos
       
      Join Date: Sep 2011
      Location: United Kingdom
      Age: 20
      Gender: Male
      Nature: Adamant
      Posts: 690
      You're probably getting this confused with animated battlers from Pokémon Black and White, this animates them once when they're sent out into battle, like HGSS, and is done by following the appropriate steps of the tutorial and in the 'graphics/battlers' folder in your games directory you must have two new folders; 'firstframe' and 'secondframe'. In the 'firstframe' folder you must have the front and back sprites of all the pokémon you wish to have in the game. In the 'secondframe' folder you must have all the second frames of the front and backsprites of the pokémon you wish to have in your game.
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        #3    
      Old August 15th, 2013 (1:15 AM).
      Kaito123 Kaito123 is offline
         
        Join Date: Jul 2012
        Gender: Male
        Posts: 61
        Quote:
        Originally Posted by Rayquaza. View Post
        You're probably getting this confused with animated battlers from Pokémon Black and White, this animates them once when they're sent out into battle, like HGSS, and is done by following the appropriate steps of the tutorial and in the 'graphics/battlers' folder in your games directory you must have two new folders; 'firstframe' and 'secondframe'. In the 'firstframe' folder you must have the front and back sprites of all the pokémon you wish to have in the game. In the 'secondframe' folder you must have all the second frames of the front and backsprites of the pokémon you wish to have in your game.
        i know, but i want to have more than two new folders...

        is this script for the whole fight or only for the send out?
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          #4    
        Old August 16th, 2013 (1:15 AM).
        thor348's Avatar
        thor348 thor348 is offline
        That's Oak to You
           
          Join Date: Nov 2012
          Location: Arizona
          Gender: Male
          Nature: Calm
          Posts: 136
          If you're worried about the script messing up your game, create a copy of your game project folder and add this script and test it all out. That way you can actually figure out what you want to do and test it again and again before you add it to your real version of the project.
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