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Essentials Script Debug Passibility Script - Find mapping mistakes yourself!

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  #1    
Old July 25th, 2015 (3:00 AM). Edited July 26th, 2015 by shiney570.
shiney570 shiney570 is offline
     
    Join Date: Aug 2014
    Location: Germany
    Gender: Male
    Posts: 95

    © Gexeys for logo.


    What is the script actually doing?
    It shows you during the running game where you can go to and where not. In addition to that it is showing the events on the map and the terrain tags if you wish too.



    Why is this useful?
    Everyone knows the situation. You are creating a fangame and look for bugs especially in mapping. without this script you would need to run against every wall to see if it might be passable or not
    and you will never fix all bugs, and maybe even beta testers skip some.
    so this is the solution. if you still don't know what it does, check this video at 1:25 https://www.youtube.com/watch?v=udH5-IHy2gg
    and i think you'll know what i am talking about.

    I even found two small mapping bugs in Pokémon Essentials while walking though the game.
    On the left picture you can see that if you would be inside the water tile before the bridge you could move one more step downwards. It doesn't really needs a fix because you can't go on the water
    so it will never happen. but if you use shift in debug mode to get there. you could still walk one more step without pressing shift.
    On the right picture you can see just a little priority bug. the character should be above the wall.




    Here are some examples how obvious mapping errors are with the script:
    The left example is probably a little bit exaggerated but the right example is surely an example of how it may look for you.



    Current Version: V2

    Changelog:

    V2 Updates:
    - Fixed Water will not be registered as passable even when surfing.
    - Fixed Autotiles will not be registered as passable sometimes.
    - Added visible terrain tag's + options for it.



    Known bugs:
    - Only the current map will be scanned.
    - Events will always be registered as passable.

    Settings:

    SHOW_EVENTS - If false the black-white squares for the events won't be visible. It can reduces lag to disable them if you have Events with move routes.
    SHOW_PASSIBILITY - If false the red squares for the passibility won't be visible. Disable them is not really the best idea because this is the core of the script... but yeaah :D
    SHOW_TERRAIN_TAGS - If false the terrain tags won't be visible. It can reduce lag to disable them.

    $passa_field_size - The field's square size in pixels. You can choose between 1 and 32 (full square). If you choose a unjustifiable value it will be 4 by default.
    $passa_event_size - The event's square size in pixels. You can choose between 1 and 32 (full square). If you choose a unjustifiable value it will be 16 by default.
    $passa_event_size_outline - The event's outline square size in pixels. You can choose between 1 and the value you choosed for $passa_event_size. If you choose a unjustifiable value it will be 2 by default.

    $passa_opacity - The opacity of all squares. If you want it more transparent use a higher value. If you want it less transparent choose a higher value. (Choose between 0 (transparent) and 255 (not transparent).
    $passa_field_color - The color of the field's square in RGB format. (red by default.)
    $passa_event_color - The color of the event's square in RGB format. (black by default.)
    $passa_event_color2 - The color of the event's outline square in RGB format. (white by default.)
    $passa_terrain_color - The color for the terrain tag's in RGB format. (white by default.)
    $passa_terrain_color2 - The color for the terrain tag's outline in RGB format. (black by default.)

    GET THE SCRIPT (GIVE CREDITS IF USED!) :
    Code:
    #===============================================================================
    # * Debug Passability Script for Pokémon Essentials by shiney570.
    #
    # Current Version: V2.0
    # 
    # 
    # * If you have any questions or found a bug let me know.
    # * Contact: Skype: imatrix.wt ;  DeviantArt: shiney570
    #===============================================================================
    
    # SETTINGS
    
    # When true, the event squares will be visible. (May reduce lag.)
    SHOW_EVENTS         = true
    # When true, the passability squares will be visible.
    SHOW_PASSIBILITY    = true
    # When true, the terrain tags will be visible.
    SHOW_TERRAIN_TAGS   = true
    
    # Size of the field square. (choose a number between 1 and 15.)
    $passa_field_size   = 4
    # Size of the event square. (choose a number between 1 and 32.)
    $passa_event_size   = 16
    $passa_event_size_outline = 2
    # Opacity of the squares.
    # (choose a number between 0 (invisible) and 255 (visible).)
    
    $passa_opacity        = 200 
    # Color of the field squares. (red by default.)
    $passa_field_color    = Color.new(255,0,0)
    # Color of the event squares. 
    $passa_event_color    = Color.new(0,0,0) # (black by default.)
    $passa_event_color2   = Color.new(255,255,255)# (white by default.)
    # Color of the terrain text.
    $passa_terrain_color  = Color.new(255,255,255) # (white by default.)
    $passa_terrain_color2  = Color.new(0,0,0) # (black by default.)
    #===============================================================================
    
    class Debug_Passability 
      def initialize
        # The next four lines were made for idiots.
        $passa_field_size=4 if ($passa_field_size>15 || $passa_field_size<1)
        $passa_event_size=16 if ($passa_event_size>32 || $passa_field_size<1)
        $passa_event_size_outline=2 if ($passa_event_size_outline>32 || $passa_event_size_outline<1)
        $passa_opacity=200 if ($passa_opacity>255 || $passa_opacity<1)
        # Creating bitmap and sprite.
        if $passa_bitmap
          $passa_bitmap.clear
          $passa_sprite.dispose
          $passa_terrain_bitmap.dispose if $passa_terrain_bitmap
        end
        $passa_bitmap=Bitmap.new($game_map.width*32,$game_map.height*32)
        $passa_sprite=Sprite.new
        $passa_sprite.bitmap=$passa_bitmap
        $passa_sprite.z=100
        $passa_sprite.opacity=$passa_opacity
        $passa_bitmap.clear 
        
        $passa_terrain_bitmap=BitmapSprite.new($game_map.width*32,$game_map.height*32)
        $passa_terrain_bitmap.z=$passa_sprite.z
        $passa_terrain_bitmap.bitmap.font.name="Arial"
        $passa_terrain_bitmap.bitmap.font.size=20
        $passa_terrain=[]
        # Filling the fields.
        for xval in 0..$game_map.width
          for yval in 0..$game_map.height
            x=16+xval*32
            y=16+yval*32
            if isEvent?(xval,yval) 
              $passa_bitmap.fill_rect(x+16-($passa_event_size/2),
              y+16-($passa_event_size/2),$passa_event_size,
              $passa_event_size,$passa_event_color)
              $passa_bitmap.fill_rect(x+16-($passa_event_size/2),
              y+16-($passa_event_size/2),$passa_event_size,
              $passa_event_size_outline,$passa_event_color2)
              $passa_bitmap.fill_rect(x+16-($passa_event_size/2),
              y+16-($passa_event_size/2)+$passa_event_size-$passa_event_size_outline,
              $passa_event_size,$passa_event_size_outline,$passa_event_color2)
              $passa_bitmap.fill_rect(x+16-($passa_event_size/2),
              y+16-($passa_event_size/2),$passa_event_size_outline,
              $passa_event_size,$passa_event_color2)
              $passa_bitmap.fill_rect(x+16-($passa_event_size/2)+$passa_event_size-$passa_event_size_outline,
              y+16-($passa_event_size/2),$passa_event_size_outline,$passa_event_size,
              $passa_event_color2)
            end
            if !playerPassable?(xval,yval,2) # DOWN
              $passa_bitmap.fill_rect(x,y+32-$passa_field_size,32,
              $passa_field_size,$passa_field_color)
            end
            if !playerPassable?(xval,yval,4) # LEFT
              $passa_bitmap.fill_rect(x,y,$passa_field_size,32,
              $passa_field_color)
            end
            if !playerPassable?(xval,yval,6) # RIGHT
              $passa_bitmap.fill_rect(x+32-$passa_field_size,y,
              $passa_field_size,32,$passa_field_color)
            end
            if !playerPassable?(xval,yval,8) # UP
              $passa_bitmap.fill_rect(x,y,32,$passa_field_size,
              $passa_field_color)
            end
            tileHasTerrainTag?(xval,yval) if SHOW_TERRAIN_TAGS
          end
        end
        pbDrawTextPositions($passa_terrain_bitmap.bitmap,$passa_terrain)
      end
      
       # Method which returns the passability of a field.
      def playerPassable?(x, y, d, self_event = nil)
        @passages=$passa_passages
        @priorities=$passa_priorities
        @terrain_tags=$passa_terrain_tags
        bit = (1 << (d / 2 - 1)) & 0x0f
        for i in [2, 1, 0]
          tile_id = $game_map.data[x, y, i]
          # Ignore bridge tiles if not on a bridge
          next if $PokemonMap && $PokemonMap.bridge==0 &&
             tile_id && @terrain_tags[tile_id]==PBTerrain::Bridge
          if tile_id == nil
            return false
          # Make water tiles passable if player is surfing
          elsif $PokemonGlobal.surfing &&
             pbIsPassableWaterTag?(@terrain_tags[tile_id])
            return true
          # Prevent cycling in really tall grass
          elsif $PokemonGlobal.bicycle &&
             @terrain_tags[tile_id]==PBTerrain::TallGrass
            return false
          # Prevent cycling on ice
          elsif $PokemonGlobal.bicycle &&
             @terrain_tags[tile_id]==PBTerrain::Ice
            return false
          # Depend on passability of bridge tile if on bridge
          elsif $PokemonMap && $PokemonMap.bridge>0 &&
             @terrain_tags[tile_id]==PBTerrain::Bridge
            if @passages[tile_id] & bit != 0 ||
               @passages[tile_id] & 0x0f == 0x0f
              return false
            else
              return true
            end
          # Regular passability checks
          elsif @passages[tile_id] & bit != 0
            return false
          elsif @passages[tile_id] & 0x0f == 0x0f
            return false
          elsif @priorities[tile_id] == 0
            return true
          end
        end
        return true
      end
      
      def valid?(x, y)
         return (x >= 0 and x < $game_map.width and y >= 0 and y < $game_map.height)
       end
       
      # Method which returns whether a square is an event or not.
      def isEvent?(x,y)
        return false if !SHOW_EVENTS
        for event in $game_map.events.values
          if ( (x==event.x) && (y==event.y) )
            return true
          end
        end
        return false
      end
    
    # Method which checks whether a tile has a terrain tag.
      def tileHasTerrainTag?(x,y)
        if $game_map.terrain_tag(x,y)>0
         # p "#{$game_map.terrain_tag(x,y)} #{x} #{y}"
          $passa_terrain.push([_INTL("{1}",$game_map.terrain_tag(x,y)),
          32+32*x,22+32*y,2,$passa_terrain_color,$passa_terrain_color2])
        end
      end
    end
    
    # Updating Game_Map so the passable method won't have undefined methods.
    class Game_Map
      alias old_setup_kodsn :setup
      def setup(map_id)
        old_setup_kodsn(map_id)
        [email protected] 
        [email protected] 
        [email protected]_tags 
      end
    end
    
    # Disposes the Passability stuff.
    def dispose_Debug_Passability 
      $passa_sprite.dispose
      $passa_bitmap.clear
      $passa_terrain_bitmap.dispose
      $passa_sprite=nil
      $passa_bitmap=nil
      $passa_terrain_bitmap=nil
    end
    
    # Weird method which checks whether the Debug Passability needs an update or not.
    def passability_needs_update?
      $passa_event_array="" if !$passa_event_array
      $passa_event_array2=""
      for event in $game_map.events.values
        $passa_event_array2.insert($passa_event_array2.length,"#{event.x}") if SHOW_EVENTS
        $passa_event_array2.insert($passa_event_array2.length,"#{event.y}") if SHOW_EVENTS
      end
      if $PokemonMap
        $passa_event_array2.insert($passa_event_array2.length,"#{$PokemonMap.bridge}") if SHOW_PASSIBILITY
        $passa_event_array2.insert($passa_event_array2.length,"#{$PokemonMap.movedEvents}") if SHOW_PASSIBILITY
        $passa_event_array2.insert($passa_event_array2.length,"#{$PokemonMap.erasedEvents}") if SHOW_PASSIBILITY
      end
      $passa_event_array2.insert($passa_event_array2.length,"#{$PokemonGlobal.bicycle}") if SHOW_PASSIBILITY
      $passa_event_array2.insert($passa_event_array2.length,"#{$PokemonGlobal.surfing}") if SHOW_PASSIBILITY
      $passa_event_array2.insert($passa_event_array2.length,"#{$PokemonGlobal.sliding}") if SHOW_PASSIBILITY
      $passa_event_array2.insert($passa_event_array2.length,"#{$game_map}") if SHOW_PASSIBILITY
      if $passa_event_array == $passa_event_array2
        return false
      else
        $passa_event_array=$passa_event_array2
        return true
      end
    end
    
    # Fixes Bug with jumping.
    class Game_Player < Game_Character
      alias old_update_shiney :update
      def update
        if $passa_sprite
          Debug_Passability.new if passability_needs_update?
          $passa_sprite.x= -($game_map.display_x/4)-16 
          $passa_sprite.y= -($game_map.display_y/4)-16
          if $passa_terrain_bitmap
            $passa_terrain_bitmap.x=$passa_sprite.x
            $passa_terrain_bitmap.y=$passa_sprite.y
          end
         end     
        old_update_shiney
      end
    end
    
    # Creating Input K.
    module Input  
      K = 42
      class << self
        alias old_self_button_to_key_shiney :buttonToKey
      end
      
      def self.buttonToKey(button)
        case button    
        when Input::K
          return [0x4B] # K
        end 
        self.old_self_button_to_key_shiney(button)
      end
    end
    
    # Updating Scene_Map
    class Scene_Map 
      def main
        createSpritesets
        Graphics.transition      
        loop do
          if $passa_sprite
            Debug_Passability.new if passability_needs_update?
            $passa_sprite.x= -($game_map.display_x/4)-16 
            $passa_sprite.y= -($game_map.display_y/4)-16
            if $passa_terrain_bitmap
              $passa_terrain_bitmap.x=$passa_sprite.x
              $passa_terrain_bitmap.y=$passa_sprite.y
            end
          end      
          Graphics.update
          Input.update
          update
          if Input.trigger?(Input::K) && $DEBUG
            if $passa_sprite
              dispose_Debug_Passability
            else
              Debug_Passability.new
            end
          end
          #if SAVESTATES
          #  update_savestates
          #end
          #if ($saveStateFrameCount && SAVESTATES )
          #  $saveStateFrameCount+=1
          #  if $saveStateFrameCount>=80
          #    $saveStateBitmap.bitmap.clear
          #    $saveStateFrameCount=nil
          #  end
          #end
          if $scene != self
            break
          end
        end
        Graphics.freeze
        disposeSpritesets
        if $game_temp.to_title
          Graphics.transition
          Graphics.freeze
        end
      end
    end
    To show the passability press K on your keyboard in Debug mode. To hide it press K again.

    don't tell me that it's called Passability i just noticed after posting the script -_-

    got inspired by: http://rpgmaker-vx-ace.de/board9-rpg-maker-vx-ace-lite/board18-scripts-rgss3-ace/board62-script-datenbank/2616-debug-passability-test/?763c44c9

    NOTE: If you are using this script feel free to send me some images of bugs you fixed with it!
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      #2    
    Old July 25th, 2015 (1:34 PM). Edited July 25th, 2015 by Super Dedenne.
    Super Dedenne's Avatar
    Super Dedenne Super Dedenne is offline
       
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      Wow! This is quite stunning. Definitely will post back what it's caught for me, because, though I'm a very careful mapper, it's already got 3 loose tiles on of my most heavily edited maps! Thanks a whole bunch for such a life-saving safety net.

      Though... You might want to recheck if your "Quick Save" savestate script is even included in the user's game project or not (for those who have no intention of using your Quick Save script at all). Immediate error on uninitialized constant SAVESTATES because I wasn't using your savestates script. Cleared once I actually added it in or delete the related lines, of course.

      Bug message for posterity...
      Spoiler:

      Code:
      Exception: NameError
      Message: uninitialized constant Scene_Map::SAVESTATES
      PUtilities_PassabilityDebug:319:in `main'
      PUtilities_PassabilityDebug:303:in `loop'
      PUtilities_PassabilityDebug:332:in `main'
      Main:49:in `mainFunctionDebug'
      Main:27:in `mainFunction'
      Main:27:in `pbCriticalCode'
      Main:27:in `mainFunction'
      Main:59
      Main:58:in `loop'
      Main:67
      __________________
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        #3    
      Old July 25th, 2015 (2:08 PM).
      shiney570 shiney570 is offline
         
        Join Date: Aug 2014
        Location: Germany
        Gender: Male
        Posts: 95
        Quote:
        Originally Posted by Super Dedenne View Post
        Wow! This is quite stunning. Definitely will post back what it's caught for me, because, though I'm a very careful mapper, it's already got 3 loose tiles on of my most heavily edited maps! Thanks a whole bunch for such a life-saving safety net.

        Though... You might want to recheck if your "Quick Save" savestate script is even included in the user's game project or not (for those who have no intention of using your Quick Save script at all). Immediate error on uninitialized constant SAVESTATES because I wasn't using your savestates script. Cleared once I actually added it in or delete the related lines, of course.

        Bug message for posterity...
        Spoiler:

        Code:
        Exception: NameError
        Message: uninitialized constant Scene_Map::SAVESTATES
        PUtilities_PassabilityDebug:319:in `main'
        PUtilities_PassabilityDebug:303:in `loop'
        PUtilities_PassabilityDebug:332:in `main'
        Main:49:in `mainFunctionDebug'
        Main:27:in `mainFunction'
        Main:27:in `pbCriticalCode'
        Main:27:in `mainFunction'
        Main:59
        Main:58:in `loop'
        Main:67
        oh! i updated the script, should work now. if somebody is using my savestates script he should delete the #'s starting at if SAVESTATES
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          #4    
        Old July 26th, 2015 (12:20 AM).
        Rot8er_ConeX's Avatar
        Rot8er_ConeX Rot8er_ConeX is offline
           
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          Might want to note, most people can't see something that's 1/255th opaque. You might want to fix the "these four lines were written to counteract idiocy" lines accordingly.
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            #5    
          Old July 26th, 2015 (12:21 AM).
          KillerMapper's Avatar
          KillerMapper KillerMapper is offline
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            Location: Paris
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            Got this error when I tried to surf with the script on:

            Quote:
            Exception: NameError

            Message: undefined local variable or method `tile_id' for #<Debug_Passability:0xb2c5f40>

            Passability:105:in `passable?'

            Passability:77:in `initialize'

            Passability:54:in `each'

            Passability:54:in `initialize'

            Passability:53:in `each'

            Passability:53:in `initialize'

            Passability:273:in `new'

            Passability:273:in `update'

            Scene_Map:85:in `miniupdate'

            Scene_Map:83:in `loop'
            I can surf with the grid disabled, but if I press K while surfing I'll have the same error.
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              #6    
            Old July 26th, 2015 (6:00 AM).
            shiney570 shiney570 is offline
               
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              Location: Germany
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              Posts: 95
              Quote:
              Originally Posted by KillerMapper View Post
              Got this error when I tried to surf with the script on:



              I can surf with the grid disabled, but if I press K while surfing I'll have the same error.
              fixed! update your script!
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                #7    
              Old July 26th, 2015 (8:25 AM).
              shiney570 shiney570 is offline
                 
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                V2 update is out! check the main post to know whats new and to get the new version!
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                  #8    
                Old July 27th, 2015 (4:52 AM).
                KillerMapper's Avatar
                KillerMapper KillerMapper is offline
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                  Location: Paris
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                  Thanks for the fix. And the terrain tag viewer is a nice addition. It helps to find things like surf tiles under other tiles where the player can use surf where he should not.
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                    #9    
                  Old October 25th, 2015 (9:06 AM).
                  Yamiman95's Avatar
                  Yamiman95 Yamiman95 is offline
                     
                    Join Date: Jul 2014
                    Posts: 9
                    Hi! i've a problem pressing the K key...
                    Spoiler:
                    ---------------------------
                    Pokemon Essentials Space Version gen6 update
                    ---------------------------
                    Exception: NameError

                    Message: undefined local variable or method `x' for #<Debug_Passability:0x7ac2d70>

                    Passability:172:in `initialize'

                    Passability:278:in `new'

                    Passability:278:in `main'

                    Passability:261:in `loop'

                    Passability:294:in `main'

                    Main:49:in `mainFunctionDebug'

                    Main:27:in `mainFunction'

                    Main:27:in `pbCriticalCode'

                    Main:27:in `mainFunction'

                    Main:59



                    This exception was logged in

                    C:\Users\Federico\Saved Games/Pokemon Essentials Space Version gen6 update/errorlog.txt.

                    Press Ctrl+C to copy this message to the clipboard.
                    ---------------------------
                    OK
                    ---------------------------


                    How can i fix it?
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                      #10    
                    Old October 26th, 2015 (4:15 AM).
                    shiney570 shiney570 is offline
                       
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                      Thread Tools-->Show printable version
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                        #11    
                      Old December 28th, 2015 (3:41 AM).
                      HarmonyConcept HarmonyConcept is offline
                         
                        Join Date: Sep 2015
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                        Posts: 203
                        It looks great but sadly it doesn't work for me (15.1). Nothing happens when I press K or k in debug mode. (I got the script from printable version).
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                          #12    
                        Old January 8th, 2016 (7:56 AM). Edited January 23rd, 2016 by Arkadious.
                        Arkadious's Avatar
                        Arkadious Arkadious is offline
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                          Nature: Careful
                          Posts: 50
                          Doesn't work for me for some reason. Whenever I press the K key, I get this error:

                          Quote:
                          ---------------------------
                          Pokemon Essentials
                          ---------------------------
                          Exception: NoMethodError

                          Message: undefined method `bridge' for #<PokemonMapMetadata:0xd540430>

                          Debug Passability:117:in `playerPassable?'

                          Debug Passability:114:in `each'

                          Debug Passability:114:in `playerPassable?'

                          Debug Passability:86:in `initialize'

                          Debug Passability:66:in `each'

                          Debug Passability:66:in `initialize'

                          Debug Passability:65:in `each'

                          Debug Passability:65:in `initialize'

                          Debug Passability:280:in `new'

                          Debug Passability:280:in `main'



                          This exception was logged in

                          C:\Users\brand\Saved Games/Pokemon Essentials/errorlog.txt.

                          Press Ctrl+C to copy this message to the clipboard.
                          ---------------------------
                          OK
                          ---------------------------
                          I got this from the print screen version.
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                            #13    
                          Old February 3rd, 2016 (2:05 AM).
                          Sharazel's Avatar
                          Sharazel Sharazel is offline
                             
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                            Posts: 68
                            Yeah I get the same error :( Works with Kleins Bw kit so maybe its because of the v16 update
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                              #14    
                            Old February 3rd, 2016 (12:52 PM).
                            The Master's Avatar
                            The Master The Master is offline
                               
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                              To correct this error it's enough to replace all the "$PokemonMap.bridge" with "$PokemonGlobal.bridge", in compliance at the new bridge system, in version 16.
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                                #15    
                              Old June 10th, 2016 (11:33 PM).
                              Aljen's Avatar
                              Aljen Aljen is offline
                              The Lost Boy...
                                 
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                                Shiney, somehow it doesnt fill all my map, it always left a part on the right edge of the map. Can I ask if there is a way to modify this?
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                                  #16    
                                Old September 24th, 2016 (9:44 PM).
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                                Fayt_darkblade Fayt_darkblade is offline
                                   
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                                  Thanks for the great script Shiney! At first I had the same problem but thanks to the change I made to the Pokemonglobal.bridge part it works wonderful now :)
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