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  #151    
Old May 4th, 2015 (11:55 AM).
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    Quote:
    Originally Posted by Super Dedenne View Post
    On another note... I found that a successful capture of a wild Pokemon seems to be a little awkward.
    A failed one isn't as awkward, but it does hiccup take a moment before it updates.

    During a successful capture, the Pokeball does its thing like usual and, just before the message "Gotcha! [Pokemon] was caught!", the sprite reappears for just a moment before finally being removed from view.
    Fix one thing, only to break another. I've patched up the Scene portion. That mishap should be gone now.
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      #152    
    Old May 4th, 2015 (1:03 PM).
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      Well... Looks like there is still a problem with the capture, sorry :p When the wild pokemon breaks from the ball, the animation is weird. The pokemon sprite becomes visible (in white, normal size) then it goes out of the ball (with the correct animation).
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        #153    
      Old May 4th, 2015 (1:10 PM).
      akane159 akane159 is offline
         
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        there is a way to put the zoom a little more smaller ?

        Spoiler:
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          #154    
        Old May 4th, 2015 (1:18 PM).
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          Quote:
          Originally Posted by KillerMapper View Post
          Well... Looks like there is still a problem with the capture, sorry :p When the wild pokemon breaks from the ball, the animation is weird. The pokemon sprite becomes visible (in white, normal size) then it goes out of the ball (with the correct animation).
          Hopefully this does the trick.
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            #155    
          Old May 4th, 2015 (1:40 PM).
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            Quote:
            Originally Posted by akane159 View Post
            there is a way to put the zoom a little more smaller ?

            Spoiler:
            Use 1:1 size sprites.
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              #156    
            Old May 4th, 2015 (1:51 PM).
            akane159 akane159 is offline
               
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              Quote:
              Originally Posted by gr3ygho$t28 View Post
              Use 1:1 size sprites.

              where i change that?
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                #157    
              Old May 4th, 2015 (1:57 PM).
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                It works, thanks. Tested in medium and large screen size.

                About the "last used item", I don't know if you did it because you wanted it to be like this, but it's not like in official games.
                When you have a last used item, and select it but doesn't use, it doesn't stay in the last used item. And when you go in one of the bag, select an item but don't use it, it goes in the last used item.
                In official games, the last used item is actually the last used item in battle. So until you use AND validate another item, or you don't have the item anymore (you used the last one), the last used item won't change.
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                  #158    
                Old May 4th, 2015 (2:28 PM).
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                  Quote:
                  Originally Posted by KillerMapper View Post
                  It works, thanks. Tested in medium and large screen size.

                  About the "last used item", I don't know if you did it because you wanted it to be like this, but it's not like in official games.
                  When you have a last used item, and select it but doesn't use, it doesn't stay in the last used item. And when you go in one of the bag, select an item but don't use it, it goes in the last used item.
                  In official games, the last used item is actually the last used item in battle. So until you use AND validate another item, or you don't have the item anymore (you used the last one), the last used item won't change.
                  It was something I first did by accident, but then I liked it, so I kept it. I know it's technically not the last item used, but with the way the pockets get drawn, it is a much quicker way to get back to the item should you decide to use it after all.
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                    #159    
                  Old May 5th, 2015 (6:05 AM).
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                    Quote:
                    Originally Posted by Luka S.J. View Post
                    You guys need to understand something very important about these sprites that you're using. And I don't know how it doesn't bother you, but it bothers me a lot. The whole system is designed to give off a sense of perspective. Backsprites are closer to the player, hence closer to the actual "screen", so in order to give off a sense of perspective they have to be larger than the front sprites (objects closer to your eye appear larger than objects in the distance). So shrinking the backsprites, and using them in the same ratio as the frontsprites is absolutely stupid and looks ugly as hell. You completely destroy the sense of perspective that I've been aiming to achieve. Gen 6 Pokemon models were not designed to be used as sprites in a 2D battle scene.
                    On top of all the issues of the perspective, there is a glaring issue of direction. The gen 6 Pokemon models weren't ripped and compiled with the appropriate "tilt" to be used in a gen 5 environment. The gen 5 sprites were drawn to be facing a certain direction, and hence further emphasize the ongoing sense of perspective.

                    Conclusion: Those gen 6 "sprites" look bad in Essentials overall. Due to their design, scaling and orientation.
                    mega Scizor by Falgaia
                    P.S. You also need a bigger screen size to accommodate those bigger gen 6 "sprites".

                    I know what your mean, but there is no way to put the zoom at "1.5x" or "1.7x" because "2x" seem too close for some pokemon

                    Spoiler:



                    i want to my pokemon seem more bigger they pokemon enemy, that give some realism , but i want see almost part of the my pokemon
                    something like this

                    Spoiler:
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                      #160    
                    Old May 5th, 2015 (7:10 AM). Edited May 5th, 2015 by KillerMapper.
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                      You have this because backsprites are probably bigger than the frontsprites.

                      Have you tried to download the gen 6 battlers pack from the gen 6 project? There is a version for the standard battle system and another one for the Elite Battle system. Try the second pack, it should have the good backsprite size. It will be better than looking in the code to find where the *2 zoom is applied.

                      -----------
                      Another thing, when a flying pokémon is sent out, the landing sound isn't played, but there is still the shake which shouldn't be here since the pokémon doesn't hit the floor (it stays in the air).
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                        #161    
                      Old May 5th, 2015 (8:05 AM).
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                      Hmm, hmm.
                         
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                        Quote:
                        Originally Posted by KillerMapper View Post
                        Another thing, when a flying pokémon is sent out, the landing sound isn't played, but there is still the shake which shouldn't be here since the pokémon doesn't hit the floor (it stays in the air).
                        Also, in the games, when Diglett and Dugtrio are sent out, they fade in instead of dropping down from mid-air.
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                          #162    
                        Old May 5th, 2015 (8:49 AM).
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                          Ahah yes, that's true. Luka should add this for them (pokemon #50 and #51).
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                            #163    
                          Old May 5th, 2015 (10:04 AM). Edited May 5th, 2015 by Luka S.J..
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                            Several changes:

                            1. Sprite repositioning app comes as a standalone now. The way sprites get positioned has been changed. Front and back sprites are split up again to be using separate positions.

                            2. I've taken the time to reposition all the sprites for the kit again (the pokemon.txt is in the link above).
                            IF YOU'RE USING A GEN6 pokemon.txt OR HAVE MADE CUSTOM CHANGES TO YOUR OWN, DO NOT SIMPLY REPLACE THE pokemon.txt THAT YOU HAVE IN YOUR PROJECT FOLDER. THAT WILL ERASE YOUR pokemon.txt DATA.

                            3. Updated Scene and Sprite script sections to accommodate those new changes. Also updated the resource pack at the first page.

                            4. I've also fixed up some things in the Animations section. With the vector thing I messed up animations that focus on the user and target.

                            If your freakishly large sprites go off the screen, I don't care, you can now manually position them how you like. If they are too large for your battle bases, I don't care, get larger battle bases. If you don't feel like doing any of the two above mentioned steps, I don't care, stop pestering me about it.
                            Spoiler:
                            You guys are being stupendously nitpicky about some details...
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                              #164    
                            Old May 5th, 2015 (3:55 PM).
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                              Hey Luka, I have a question to you:
                              I'm has downloaded the Gen 6 add on for my essentials, and I put the EBS on the project, but the sprites are so small and this gives an ugly appearance to the battle screen. I tryed change the value on the POKEMONSPRITESCALE, but doesn't change anything. Can you tell me how I can change the zoom on the pokemon sprites?
                              Note: I'm using the 6 gen sprites formated to the SpriteWrapper.
                              Sry for the bad english, I'm praticing.
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                                #165    
                              Old May 6th, 2015 (5:11 AM).
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                                Quote:
                                Originally Posted by xTHx View Post
                                Hey Luka, I have a question to you:
                                I'm has downloaded the Gen 6 add on for my essentials, and I put the EBS on the project, but the sprites are so small and this gives an ugly appearance to the battle screen. I tryed change the value on the POKEMONSPRITESCALE, but doesn't change anything. Can you tell me how I can change the zoom on the pokemon sprites?
                                Note: I'm using the 6 gen sprites formated to the SpriteWrapper.
                                Sry for the bad english, I'm praticing.
                                Quote:
                                Originally Posted by Saving Raven View Post
                                its a change with the Gen 6 project, you have to change it in the settings called BATTLERZOOM, set it to 2.0
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                                  #166    
                                Old May 6th, 2015 (1:10 PM).
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                                  Quote:
                                  Originally Posted by Luka S.J. View Post
                                  Spoiler:
                                  You guys are being stupendously nitpicky about some details...
                                  It's because we can't find bigger problems with your script! :D

                                  Also, speaking about details, I noticed something when a poisoned pokémon loses some HP, the health bar animation is played before the poison animation. Maybe it's the same with the burn status, I didn't verified yet.

                                  Btw, I tried to use this script and it works correctly with EB, that's great.
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                                    #167    
                                  Old May 6th, 2015 (1:55 PM).
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                                    Quote:
                                    Originally Posted by KillerMapper View Post
                                    Btw, I tried to use this script and it works correctly with EB, that's great.
                                    In-battle messages are already implemented in the system (and I think my method is better).
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                                      #168    
                                    Old May 6th, 2015 (6:23 PM).
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                                        #169    
                                      Old May 6th, 2015 (7:33 PM).
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                                        Quote:
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                                        I'm fairly certain you didn't download all the images you were supposed to.
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                                          #170    
                                        Old May 6th, 2015 (9:51 PM).
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                                          Quote:
                                          Originally Posted by Luka S.J. View Post
                                          In-battle messages are already implemented in the system (and I think my method is better).
                                          I know but I didn't manage to get it working (I'm not sure to understand how to use it), also I wanted to have the BGM change too.
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                                            #171    
                                          Old May 7th, 2015 (4:07 AM).
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                                            Quote:
                                            Originally Posted by KillerMapper View Post
                                            I know but I didn't manage to get it working (I'm not sure to understand how to use it), also I wanted to have the BGM change too.
                                            Regular trainer battle, without the in-battle speech
                                            Code:
                                            pbTrainerBattle(trainerid,trainername,"end speech")
                                            Trainer battle with the in-battle speech
                                            Code:
                                            pbTrainerBattle(trainerid,trainername,["end speech","in-battle speech"])
                                            Basically you just make the end speech parameter into an array with two strings. First field being the end speech, second being the in-battle one. (You can of course use your _INTL(string) to format your string)
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                                              #172    
                                            Old May 7th, 2015 (9:14 AM).
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                                              Ok I know what I did wrong now, thanks for explaining. But I still need the other script to get a new BGM (like the BGM played in B/W when you battle the last leader's pokémon).

                                              I don't know if you can add this feature. Otherwise it isn't a problem, I can still display the message with your method and change the music with the other method.
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                                                #173    
                                              Old May 7th, 2015 (11:59 AM). Edited May 7th, 2015 by Luka S.J..
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                                                Quote:
                                                Originally Posted by KillerMapper View Post
                                                Ok I know what I did wrong now, thanks for explaining. But I still need the other script to get a new BGM (like the BGM played in B/W when you battle the last leader's pokémon).

                                                I don't know if you can add this feature. Otherwise it isn't a problem, I can still display the message with your method and change the music with the other method.
                                                Sure thing. I just updated the Battle and Scene scripts to add for that change. If you want to play a battle BGM, all you have to do is add a third field to the array that will be the name of the BGM (as a string). The BGM change is completely optional, and you can have in-battle trainer speech without having to change the BGM.
                                                Code:
                                                pbTrainerBattle(trainerid,trainername,["end speech","in-battle speech","BWGymLastPokemon"])
                                                I've also added an 8th, completely optional section to the scripts. This one is EntryAnimations, and just like the name suggests, it replaces the default battle entry animations that Essentials features, with 5 brand new ones. To use it you'll also need to save this image here to your ./Graphics/Transitions/ folder (save it as vsBall.png).
                                                Spoiler:


                                                They look much better in game, of course.
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                                                  #174    
                                                Old May 7th, 2015 (2:16 PM).
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                                                  I updated from V2 to the current version just now but my backsprites are waaaay too big just like someone else was saying. They looked fine in v2. How can I turn off the zoom you added to the backsprite, and only the backsprite? Can't use the BATTLERZOOM because that changes frontsprite too, and those are still good.
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                                                    #175    
                                                  Old May 7th, 2015 (2:31 PM).
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                                                    Quote:
                                                    Originally Posted by Luka S.J. View Post
                                                    Dude, I don't care about your gen 6 sprites, and where the heck you got them from. I didn't provide those resources, and I won't bother with them. Either shrink everything with the defined constants, use the sprites I provided you with, or use the sprite resizer included with the script (don't bother posting about where it is, look for it. Everything is labeled), to reformat your sprites. The backsprites, in my system, will always (forever; until the universe implodes) be 2x the res of the front sprites.
                                                    Just say the way to turn off the 2x zoom for backsprites so I can do it to my own. Also your positioner thing shows everything even more zoomed in so I can't even position things accurately.
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