Atomic Reactor
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yeah, doing connections is a lot easier. as far as i kno they're shouldnt be a limit to how many maps connect.
I've noticed that "What will [active] do?" is actually more to the left than other battle messages. Where is the x position of the window containing this text?
Also, where does the day/night system access the system time? I want to set this to a variable so I can freely control time of day via events/progression in story.
Lastly how can I check the player's gender to create different dialogues? Specifically for referencing the player as he/she/boy/girl...
Once you get your head around it thing get easier. :D I'm loving this kit even more now!
Now I just got to keep motivated. ^^;
Are there any advantages to using Map Connecting over creating a copy of part of a map and using normal player transfer to make the maps seem connected?
I'd assume there'd be more lag with Map Connecting than the other method, especially once you have many overworld areas.
Also has anyone else noticed (or believe to have noticed) that when adding Town Map locations, some of them disappear? Is there a limit to map points?
Yes I do, I tried it just now and no lag. :o Just will have to wait until I have like 7 maps linked up to see if it begins to lag I guess.
I've noticed that "What will [active] do?" is actually more to the left than other battle messages. Where is the x position of the window containing this text?
Also, where does the day/night system access the system time? I want to set this to a variable so I can freely control time of day via events/progression in story.
Lastly how can I check the player's gender to create different dialogues? Specifically for referencing the player as he/she/boy/girl...
Once you get your head around it thing get easier. :D I'm loving this kit even more now!
Now I just got to keep motivated. ^^;
when the player set their gender at the beginning (in the intro) set a condition switch to on (like if they are male, then no switch is turned on, but if they are female then switch 37:female is on. that's what i did)
Personnaly, I prefer when we dont have to set a switch, that's why i gave the $PokemonGlobal.playerID thing ;).
How do you force a player to get on to the bike and also how do you force them to get off the bike? would i use the Kernel.pbCancelVehicles to get them off the bike?
window.baseColor=Color.new(96,96,96)
window.shadowColor=Color.new(192,192,192)
U can use the functions Kernel.pbMountBike and Kernel.pbDismountBike.
I don't know exactly what you mean by "text cloning", though.
@sprites["infowindow"].text=_ISPRINTF("\bSEEN: {1:d}\r\nOWN: {2:d}\r\nZ: MENU\r\nF5: SEARCH",$Trainer.pokedexSeen,$Trainer.pokedexOwned)
def _ISPRINTF(*arg)
string=MessageTypes.getFromMapHash(0,arg[0])
string=string.clone
for i in 1...arg.length
string.gsub!(/\{#{i}\:([^\}]+?)\}/){|m|
next sprintf("%"+$1,arg[i])
}
end
return string
end