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  #176    
Old October 1st, 2018 (7:33 AM).
Richard PT's Avatar
Richard PT Richard PT is offline
     
    Join Date: Aug 2014
    Location: Portugal
    Gender: Male
    Nature: Calm
    Posts: 128
    Hello there!

    After updating birthsigns scripts, i've got an error at the start of the game, ex: Player starts inside his house, then we go outside to go to the prof. lab. The error cames from outside maps. And i think that it is related with the Vampire birthsign.
    Note that i haven't any pokemon yet and i haven't the birthsign, so how can i fix this?
    The error line is red, so you can find it quickly and the error cames from the main script.
    Thx in advance.


    Code:
    #===============================================================================
    # Birthsign - The Vampire
    # Heals user while walking at night. Harms/Burns user while walking in daylight.
    #===============================================================================
    Events.onStepTakenTransferPossible+=proc {|sender,e|
      handled = e[0]
      next if handled[0]
      if $PokemonGlobal.stepcount%4==0
        flashed = false
        firstpoke=$Trainer.party[0]
        # Harms/Burns the user with each step outside during the day when leading.
        if (PBDayNight.isDay? && pbGetMetadata($game_map.map_id,MetadataOutdoor) &&
           firstpoke.birthsign==31 && !firstpoke.fainted?)
          if !flashed
            $game_screen.start_flash(Color.new(255,0,0,128), 4)
            flashed = true
          end
          firstpoke.hp -= 1 if firstpoke.hp>0
          # Immune to Burn effect if the user has the following Abilities/Type
          if (!firstpoke.isConst?(firstpoke.ability,PBAbilities,:WATERVEIL) &&
              !firstpoke.isConst?(firstpoke.ability,PBAbilities,:WATERBUBBLE) &&
              !firstpoke.isConst?(firstpoke.ability,PBAbilities,:COMATOSE) &&
              !firstpoke.pbHasType?(:FIRE))
            firstpoke.status = 3
          end
          if firstpoke.hp==0
            firstpoke.changeHappiness("faint")
            firstpoke.status = 0
            Kernel.pbMessage(_INTL("{1} fainted...",firstpoke.name))
            if defined? pbToggleFollowingPokemon
              $PokemonTemp.dependentEvents.refresh_sprite
            end
          end
          if pbAllFainted
            handled[0] = true
            pbCheckAllFainted
          end
        end
        # Heals all users in the party with each step at night.
        if PBDayNight.isNight?
          for i in $Trainer.ablePokemonParty
            if i.birthsign==31
              i.hp += 2 if i.hp<i.totalhp
              i.status = 0
            end
          end
        end
      end
    }
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      #177    
    Old October 2nd, 2018 (5:55 AM).
    Lucidious89 Lucidious89 is offline
       
      Join Date: Apr 2014
      Gender: Male
      Posts: 208
      Quote:
      Originally Posted by Richard PT View Post
      Hello there!

      After updating birthsigns scripts, i've got an error at the start of the game, ex: Player starts inside his house, then we go outside to go to the prof. lab. The error cames from outside maps. And i think that it is related with the Vampire birthsign.
      Note that i haven't any pokemon yet and i haven't the birthsign, so how can i fix this?
      The error line is red, so you can find it quickly and the error cames from the main script.
      Thx in advance.


      Code:
      #===============================================================================
      # Birthsign - The Vampire
      # Heals user while walking at night. Harms/Burns user while walking in daylight.
      #===============================================================================
      Events.onStepTakenTransferPossible+=proc {|sender,e|
        handled = e[0]
        next if handled[0]
        if $PokemonGlobal.stepcount%4==0
          flashed = false
          firstpoke=$Trainer.party[0]
          # Harms/Burns the user with each step outside during the day when leading.
          if (PBDayNight.isDay? && pbGetMetadata($game_map.map_id,MetadataOutdoor) &&
             firstpoke.birthsign==31 && !firstpoke.fainted?)
            if !flashed
              $game_screen.start_flash(Color.new(255,0,0,128), 4)
              flashed = true
            end
            firstpoke.hp -= 1 if firstpoke.hp>0
            # Immune to Burn effect if the user has the following Abilities/Type
            if (!firstpoke.isConst?(firstpoke.ability,PBAbilities,:WATERVEIL) &&
                !firstpoke.isConst?(firstpoke.ability,PBAbilities,:WATERBUBBLE) &&
                !firstpoke.isConst?(firstpoke.ability,PBAbilities,:COMATOSE) &&
                !firstpoke.pbHasType?(:FIRE))
              firstpoke.status = 3
            end
            if firstpoke.hp==0
              firstpoke.changeHappiness("faint")
              firstpoke.status = 0
              Kernel.pbMessage(_INTL("{1} fainted...",firstpoke.name))
              if defined? pbToggleFollowingPokemon
                $PokemonTemp.dependentEvents.refresh_sprite
              end
            end
            if pbAllFainted
              handled[0] = true
              pbCheckAllFainted
            end
          end
          # Heals all users in the party with each step at night.
          if PBDayNight.isNight?
            for i in $Trainer.ablePokemonParty
              if i.birthsign==31
                i.hp += 2 if i.hp<i.totalhp
                i.status = 0
              end
            end
          end
        end
      }
      Good catch. This has been fixed. If you don't want to re-install the entire birthsign script, you can just replace the entire code for 'The Vampire' you posted above with this new one:
      Code:
      #===============================================================================
      # Birthsign - The Vampire
      # Heals user while walking at night. Harms/Burns user while walking in daylight.
      #===============================================================================
      Events.onStepTakenTransferPossible+=proc {|sender,e|
        handled = e[0]
        next if handled[0]
        if $PokemonGlobal.stepcount%4==0
          flashed = false
          firstpoke=$Trainer.party[0]
          if !$Trainer.party.length==0
            # Harms/Burns the user with each step outside during the day when leading.
            if (PBDayNight.isDay? && pbGetMetadata($game_map.map_id,MetadataOutdoor) &&
               firstpoke.birthsign==31 && !firstpoke.fainted?)
              if !flashed
                $game_screen.start_flash(Color.new(255,0,0,128), 4)
                flashed = true
              end
              firstpoke.hp -= 1 if firstpoke.hp>0
              # Immune to Burn effect if the user has the following Abilities/Type
              if (!firstpoke.isConst?(firstpoke.ability,PBAbilities,:WATERVEIL) &&
                  !firstpoke.isConst?(firstpoke.ability,PBAbilities,:WATERBUBBLE) &&
                  !firstpoke.isConst?(firstpoke.ability,PBAbilities,:COMATOSE) &&
                  !firstpoke.pbHasType?(:FIRE))
                firstpoke.status = 3
              end
              if firstpoke.hp==0
                firstpoke.changeHappiness("faint")
                firstpoke.status = 0
                Kernel.pbMessage(_INTL("{1} fainted...",firstpoke.name))
                if defined? pbToggleFollowingPokemon
                  $PokemonTemp.dependentEvents.refresh_sprite
                end
              end
              if pbAllFainted
                handled[0] = true
                pbCheckAllFainted
              end
            end
            # Heals all users in the party with each step at night.
            if PBDayNight.isNight?
              for i in $Trainer.ablePokemonParty
                if i.birthsign==31
                  i.hp += 1 if i.hp<i.totalhp
                  i.status = 0
                end
              end
            end
          end
        end
      }
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        #178    
      Old October 2nd, 2018 (10:15 AM).
      Richard PT's Avatar
      Richard PT Richard PT is offline
         
        Join Date: Aug 2014
        Location: Portugal
        Gender: Male
        Nature: Calm
        Posts: 128
        Quote:
        Originally Posted by Lucidious89 View Post
        Good catch. This has been fixed. If you don't want to re-install the entire birthsign script, you can just replace the entire code for 'The Vampire' you posted above with this new one:
        Code:
        #===============================================================================
        # Birthsign - The Vampire
        # Heals user while walking at night. Harms/Burns user while walking in daylight.
        #===============================================================================
        Events.onStepTakenTransferPossible+=proc {|sender,e|
          handled = e[0]
          next if handled[0]
          if $PokemonGlobal.stepcount%4==0
            flashed = false
            firstpoke=$Trainer.party[0]
            if !$Trainer.party.length==0
              # Harms/Burns the user with each step outside during the day when leading.
              if (PBDayNight.isDay? && pbGetMetadata($game_map.map_id,MetadataOutdoor) &&
                 firstpoke.birthsign==31 && !firstpoke.fainted?)
                if !flashed
                  $game_screen.start_flash(Color.new(255,0,0,128), 4)
                  flashed = true
                end
                firstpoke.hp -= 1 if firstpoke.hp>0
                # Immune to Burn effect if the user has the following Abilities/Type
                if (!firstpoke.isConst?(firstpoke.ability,PBAbilities,:WATERVEIL) &&
                    !firstpoke.isConst?(firstpoke.ability,PBAbilities,:WATERBUBBLE) &&
                    !firstpoke.isConst?(firstpoke.ability,PBAbilities,:COMATOSE) &&
                    !firstpoke.pbHasType?(:FIRE))
                  firstpoke.status = 3
                end
                if firstpoke.hp==0
                  firstpoke.changeHappiness("faint")
                  firstpoke.status = 0
                  Kernel.pbMessage(_INTL("{1} fainted...",firstpoke.name))
                  if defined? pbToggleFollowingPokemon
                    $PokemonTemp.dependentEvents.refresh_sprite
                  end
                end
                if pbAllFainted
                  handled[0] = true
                  pbCheckAllFainted
                end
              end
              # Heals all users in the party with each step at night.
              if PBDayNight.isNight?
                for i in $Trainer.ablePokemonParty
                  if i.birthsign==31
                    i.hp += 1 if i.hp<i.totalhp
                    i.status = 0
                  end
                end
              end
            end
          end
        }
        Thx, now it works fine.
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          #179    
        Old October 2nd, 2018 (6:27 PM).
        Venomous_Zero86's Avatar
        Venomous_Zero86 Venomous_Zero86 is offline
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          i wanted to put in the part of my game that explains birthsign would you mind telling me how i should word it
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            #180    
          Old October 2nd, 2018 (7:00 PM).
          Venomous_Zero86's Avatar
          Venomous_Zero86 Venomous_Zero86 is offline
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            in a event is the scritp suposse to go like this pokemon.setRandomSign for a random one i keep getting errors
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              #181    
            Old October 2nd, 2018 (8:14 PM).
            Lucidious89 Lucidious89 is offline
               
              Join Date: Apr 2014
              Gender: Male
              Posts: 208
              Quote:
              Originally Posted by Venomous_Zero86 View Post
              i wanted to put in the part of my game that explains birthsign would you mind telling me how i should word it
              I more or less summarized it in the first post. But if you want something more specific:

              A Birthsign is a special attribute a Pokemon may have that is determined by its time of birth. There are 12 different signs that form a zodiac, which correspond to the 12 months of the year. A Pokemon will inherit the sign that is tied to the month it was born in. Each of these 12 signs grant unique perks to the Pokemon with a variety of effects, and can even be called upon in battle to unleash a Zodiac Power if the proper item is held. Each sign has two corresponding "partner" signs, and one corresponding "rival" sign. When breeding, parents may yield better offspring if they share compatible signs. However, offspring may be of poorer quality if the parents have rivaling signs. It is impossible to alter a Pokemon's sign through normal means, but it is possible for a Pokemon to convert to a different sign if it receives a blessing from some divine force. However, once a Pokemon has been blessed, it may no longer receive a different blessing.


              ^That basically sums up the mechanics of the entire birthsign system in a paragraph.

              Quote:
              Originally Posted by Venomous_Zero86 View Post
              in a event is the scritp suposse to go like this pokemon.setRandomSign for a random one i keep getting errors
              Define what "pokemon" is. You have to actually define what setRandomSign is targeting. I just wrote "pokemon" in there as placeholder. Just write it out in the event the same way you would if you were to try and change a Pokemon's IV's, Nature, Shininess, etc...
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                #182    
              Old October 3rd, 2018 (3:08 AM).
              Venomous_Zero86's Avatar
              Venomous_Zero86 Venomous_Zero86 is offline
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                Quote:
                Originally Posted by Lucidious89 View Post
                I more or less summarized it in the first post. But if you want something more specific:

                A Birthsign is a special attribute a Pokemon may have that is determined by its time of birth. There are 12 different signs that form a zodiac, which correspond to the 12 months of the year. A Pokemon will inherit the sign that is tied to the month it was born in. Each of these 12 signs grant unique perks to the Pokemon with a variety of effects, and can even be called upon in battle to unleash a Zodiac Power if the proper item is held. Each sign has two corresponding "partner" signs, and one corresponding "rival" sign. When breeding, parents may yield better offspring if they share compatible signs. However, offspring may be of poorer quality if the parents have rivaling signs. It is impossible to alter a Pokemon's sign through normal means, but it is possible for a Pokemon to convert to a different sign if it receives a blessing from some divine force. However, once a Pokemon has been blessed, it may no longer receive a different blessing.


                ^That basically sums up the mechanics of the entire birthsign system in a paragraph.



                Define what "pokemon" is. You have to actually define what setRandomSign is targeting. I just wrote "pokemon" in there as placeholder. Just write it out in the event the same way you would if you were to try and change a Pokemon's IV's, Nature, Shininess, etc...

                Oh ok thanks alot ill pu at npc hat stops and explains this o you with your expanation this will help alot i just didn add zotiac powers tho
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                  #183    
                Old October 3rd, 2018 (6:11 AM). Edited October 3rd, 2018 by Marin.
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                Marin Marin is offline
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                By overwrites PokeBattle_Pokemon's constructor, the potential call to "getFormOnCreation" is overwritten. This causes Pokémon that would normally have a different form upon creation to have form 0.

                This could be fixed either by aliasing the constructor to add your instance variables in, or to add the missing code (can originally be found in Pokemon_Forms, line 42) to your overwritten constructor:
                Code:
                    f=MultipleForms.call("getFormOnCreation",self)
                    if f
                      self.form=f
                      self.resetMoves
                    end
                I'd highly suggest aliasing though. By overwriting the constructor, you break all other scripts that touch it (regardless of whether they alias or overwrite).

                Sorry if I'm speaking too technical terms, I can clarify further if you'd like.
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                  #184    
                Old October 5th, 2018 (1:02 PM).
                Lucidious89 Lucidious89 is offline
                   
                  Join Date: Apr 2014
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                  Posts: 208
                  Quote:
                  Originally Posted by Marin View Post
                  By overwrites PokeBattle_Pokemon's constructor, the potential call to "getFormOnCreation" is overwritten. This causes Pokémon that would normally have a different form upon creation to have form 0.

                  This could be fixed either by aliasing the constructor to add your instance variables in, or to add the missing code (can originally be found in Pokemon_Forms, line 42) to your overwritten constructor:
                  Code:
                      f=MultipleForms.call("getFormOnCreation",self)
                      if f
                        self.form=f
                        self.resetMoves
                      end
                  I'd highly suggest aliasing though. By overwriting the constructor, you break all other scripts that touch it (regardless of whether they alias or overwrite).

                  Sorry if I'm speaking too technical terms, I can clarify further if you'd like.
                  I'd appreciate if you would. I think I understand what the issue is that you're pointing out, but it does go slightly above my head, and I don't have any experience using aliases or how they really work. This entire project has been built so far from just taking apart existing things I've found in the default Essentials script, and teaching myself how to put them back together in a way that suits my ideas. So I'm not exactly well versed on the technical end on problems like this.

                  Basically what im getting from you is that by making my overwrites to PokeBattle_Pokemon, it somehow omits something that allows Pokemon to spawn naturally in forms other than the default form 0. And that this can be fixed most efficiently by utilizing an alias as to not break other scripts that rely on the untouched version of the PokeBattle_Pokemon script. Is this correct?
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                    #185    
                  Old October 7th, 2018 (2:03 AM). Edited October 7th, 2018 by Marin.
                  Marin's Avatar
                  Marin Marin is offline
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                  Quote:
                  Originally Posted by Lucidious89 View Post
                  I'd appreciate if you would. I think I understand what the issue is that you're pointing out, but it does go slightly above my head, and I don't have any experience using aliases or how they really work. This entire project has been built so far from just taking apart existing things I've found in the default Essentials script, and teaching myself how to put them back together in a way that suits my ideas. So I'm not exactly well versed on the technical end on problems like this.

                  Basically what im getting from you is that by making my overwrites to PokeBattle_Pokemon, it somehow omits something that allows Pokemon to spawn naturally in forms other than the default form 0. And that this can be fixed most efficiently by utilizing an alias as to not break other scripts that rely on the untouched version of the PokeBattle_Pokemon script. Is this correct?
                  Yeah, what you said is basically right. I'll break down what alias does real quick.

                  Essentially all alias itself does it copy method a to method b, meaning that you have two methods that do the exact same. It's usually written as alias newmethod oldmethod. You can then call the oldmethod method with newmethod as well. Example:
                  Code:
                  def say_hi
                    p "Hi!"
                  end
                  
                  say_hi # Prints "Hi"
                  
                  say_hello # Undefined method say_hello, obviously
                  
                  # This copies say_hi to say_hello
                  alias say_hello say_hi
                  
                  say_hello # Prints "Hi!"
                  What this allows you to do is to add code to a method without needing to overwrite the whole entire method, like so:


                  Code:
                  def greet
                    p "Greetings"
                  end
                  
                  greet # Prints "Greetings"
                  
                  alias oldgreet greet
                  def greet
                    p "Welcome"
                    oldgreet
                  end
                  
                  
                  greet
                  #This now first prints "Welcome", and then prints "Greetings" after because it's calling that "oldgreet" alias. That method is still what the "greet" method USED to be, without the welcome part.[/code]


                  And this oldgreet stuff is essentially what Essentials itself does in its own script. If you then completely overwrite/redefine the method, you lose all those aliases because the method is just completely overwritten.

                  Code:
                  def greet
                    p "Greetings"
                  end
                  
                  greet # Prints "Greetings"
                  
                  alias oldgreet greet
                  def greet
                    oldgreet
                    p "Welcome!"
                  end
                  
                  greet # Prints "Greetings", then "Welcome!"
                  
                  
                  # Now this is what your script does:
                  def greet
                    p "Greetings"
                    # Custom functionality
                  end
                  
                  greet # Prints "Greetings"
                  So as you can see in this example, you lose the p "Welcome!" code because it was overwritten. Now imagine the p "whatever" statements is actual code which is of importance such as setting the Pokémon's form upon creation, you lose that code. So either you could add that code yourself by simply copy-pasting what was in the alias like below:

                  Code:
                  def greet
                    p "Greetings"
                    p "Welcome!"
                    p # Custom functionality
                  end
                  That would be one way to fix it. "Greetings" being the old code, "Welcome" being the aliased code, and then your custom logic. However, you could also use an alias which automatically also has the other changes made to the method with other aliases:

                  Code:
                  alias oldgreet greet
                  def greet
                    oldgreet # This would be "Greetings" and "Welcome!"
                    # Custom functionality
                  end
                  This way you don't need to copy any other code and you keep support for other custom scripts (and even all Essentials-native scripts).


                  I hope this has made it a little more clear. If not, you could try looking at what alias is and how it's used online. I also have a detailed Ruby basics tutorial if you need any more clarification about methods: https://www.pokecommunity.com/showthread.php?t=410026
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                    #186    
                  Old October 12th, 2018 (1:35 AM).
                  BIGFriv BIGFriv is offline
                     
                    Join Date: Jun 2012
                    Posts: 1
                    Hi!
                    I was wondering if it would be possible for you to explain how you did the art used for the birthsigns?
                    I wanted to change the birthsigns with some other mons etc. And I wanted to know if you could explain how you did the art?
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                      #187    
                    Old October 12th, 2018 (2:52 AM).
                    Richard PT's Avatar
                    Richard PT Richard PT is offline
                       
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                      Location: Portugal
                      Gender: Male
                      Nature: Calm
                      Posts: 128
                      Quote:
                      Originally Posted by Lucidious89 View Post
                      Yes, I think this helped out a lot. By using what you wrote, and looking at other examples in the script, I ended up changing the original code:
                      Code:
                      def initialize(species,level,player=nil,withMoves=true)
                          if species.is_a?(String) || species.is_a?(Symbol)
                            species = getID(PBSpecies,species)
                          end
                          cname = getConstantName(PBSpecies,species) rescue nil
                          if !species || species<1 || species>PBSpecies.maxValue || !cname
                            raise ArgumentError.new(_INTL("The species number (no. {1} of {2}) is invalid.",species,PBSpecies.maxValue))
                            return nil
                          end
                          @species       = species
                          @name          = PBSpecies.getName(@species)
                          @personalID    = rand(256)
                          @personalID    |= rand(256)<<8
                          @personalID    |= rand(256)<<16
                          @personalID    |= rand(256)<<24
                          @hp            = 1
                          @totalhp       = 1
                          @ev            = [0,0,0,0,0,0]
                          @iv            = []
                          for i in 0...6
                            @iv[i]       = rand(32)
                          end
                          @moves         = []
                          @status        = 0
                          @statusCount   = 0
                          @item          = 0
                          @mail          = nil
                          @fused         = nil
                          @ribbons       = []
                          @ballused      = 0
                          @eggsteps      = 0
                          #===========================================================================
                          # Newly generated Pokemon have all flags set to neutral
                          #===========================================================================
                          @zodiacflag    = 0
                          @leafflag      = 0
                          @celestial     = false
                          @blessed       = false
                          #===========================================================================
                          if player
                            @trainerID   = player.id
                            @ot          = player.name
                            @otgender    = player.gender
                            @language    = player.language
                          else
                            @trainerID   = 0
                            @ot          = ""
                            @otgender    = 2
                          end
                          if $game_map
                            @obtainMap   = $game_map.map_id
                            @obtainText  = nil
                            @obtainLevel = level
                          else
                            @obtainMap   = 0
                            @obtainText  = nil
                            @obtainLevel = level
                          end
                          @obtainMode    = 0   # Met
                          @obtainMode    = 4 if $game_switches && $game_switches[FATEFUL_ENCOUNTER_SWITCH]
                          @hatchedMap    = 0
                          @timeReceived  = pbGetTimeNow.to_i
                          self.level     = level
                          calcStats
                          @hp            = @totalhp
                          dexdata = pbOpenDexData
                          pbDexDataOffset(dexdata,self.fSpecies,19)
                          @happiness     = dexdata.fgetb
                          dexdata.close
                          if withMoves
                            self.resetMoves
                          else
                            for i in 0...4
                              @moves[i] = PBMove.new(0)
                            end
                          end
                        end


                      into this updated code:
                      Code:
                      alias birthsign_initialize initialize  
                        def initialize(*args)
                          birthsign_initialize(*args)
                          #===========================================================================
                          # Newly generated Pokemon have all flags set to neutral
                          #===========================================================================
                          @zodiacflag    = 0
                          @leafflag      = 0
                          @celestial     = false
                          @blessed       = false
                          #===========================================================================
                        end

                      Everything seems to work as intended. I tested this out against wild Unown, and I can see the difference. Previously, the way I had the code set up before would only spawn Unown in their default "A" form. But now they properly spawn in randomized forms. Ill update my script in the link with these changes. Perhaps there are other areas of my scripts I can utilize aliasing with to condense the code a bit?
                      Did you update the birthsigns with this recent change? In my pokemon essentials v17.2, i had problems with pokemon forms, i already told about that to Maruno, he said that some people had the same error after capturing a pokemon that contain forms. I used a fix from him, but pokemon like unown, don't randomize itself in battles. So, maybe, with your update, i can get the thing "fixed".
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                        #188    
                      Old October 12th, 2018 (8:06 AM).
                      Lucidious89 Lucidious89 is offline
                         
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                        Quote:
                        Originally Posted by Richard PT View Post
                        Did you update the birthsigns with this recent change? In my pokemon essentials v17.2, i had problems with pokemon forms, i already told about that to Maruno, he said that some people had the same error after capturing a pokemon that contain forms. I used a fix from him, but pokemon like unown, don't randomize itself in battles. So, maybe, with your update, i can get the thing "fixed".
                        Yes, I already updated my script with this yesterday. So if you've recently reinstalled it, you should be good. If not, just replace that section of code in my post with the new one.
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                          #189    
                        Old October 12th, 2018 (8:18 AM).
                        Lucidious89 Lucidious89 is offline
                           
                          Join Date: Apr 2014
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                          Posts: 208
                          Quote:
                          Originally Posted by BIGFriv View Post
                          Hi!
                          I was wondering if it would be possible for you to explain how you did the art used for the birthsigns?
                          I wanted to change the birthsigns with some other mons etc. And I wanted to know if you could explain how you did the art?
                          It's rather easy. All I did was copy/paste the official art of a species (taken off Bulbapedia) into whatever image editing program you use. I used paint.net since it's free. Then I just adjust the darkness of the image to make it completely black so it looks like a silhouette. Then merge it on top of that starry sky image I use, then use the magic wand tool to highlight the Pokemon image and press delete to cut a pokemon-shaped hole in the starry sky. Then just layer a new sky image underneath the cut-out, and darken the bottom sky image a little. Now it'll look like there's a pokemon-shaped shadow in the sky.

                          After that you just find a star graphic on Google images and paste them around the Pokemon, and connect the dots to create a constellation.
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                            #190    
                          Old October 13th, 2018 (4:30 AM).
                          Richard PT's Avatar
                          Richard PT Richard PT is offline
                             
                            Join Date: Aug 2014
                            Location: Portugal
                            Gender: Male
                            Nature: Calm
                            Posts: 128
                            Quote:
                            Originally Posted by Lucidious89 View Post
                            Yes, I already updated my script with this yesterday. So if you've recently reinstalled it, you should be good. If not, just replace that section of code in my post with the new one.
                            It worked like a charm. :D

                            Thx and i will give credits in my game final credits, like i did for others too.
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                              #191    
                            Old October 26th, 2018 (9:24 AM).
                            p.claydon p.claydon is offline
                               
                              Join Date: Jan 2011
                              Gender: Female
                              Posts: 390
                              theres a fix for the catch form crash?
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                              Still learning how to sprite but if you want to look at my progress then here you go
                              http://pclaydon.deviantart.com/gallery/
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