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Help me with pokemon starter kit!

Started by mysteryme August 21st, 2011 3:29 AM
  • 1647 views
  • 1 replies
Male
Netherlands
Seen July 29th, 2016
Posted February 23rd, 2013
66 posts
8.3 Years
I'm trying to make a game with pokemon starter kit. i made a hometown, a route, another town, and some houses. but when I try to 'teleport the player into a house (when he walks into the door) it gives me this message:

Exception: TypeError
Message: cannot convert Fixnum into String
Sprite_Character:93:in `+'
Sprite_Character:93:in `update_or'
PerspectiveTilemap:408:in `shadow_update'
Shadow:179:in `update'
Sprite_Character:33:in `perspectivetilemap_initialize'
PerspectiveTilemap:404:in `shadow_initialize'
Shadow:155:in `initialize'
Spriteset_Map:147:in `new'
Spriteset_Map:147:in `_animationSprite_initialize'
AnimationSprite:42:in `shadow_initialize'
Exception: TypeError
Message: cannot convert Fixnum into String
Sprite_Character:93:in `+'
Sprite_Character:93:in `update_or'
PerspectiveTilemap:408:in `shadow_update'
Shadow:179:in `update'
Sprite_Character:33:in `perspectivetilemap_initialize'
PerspectiveTilemap:404:in `shadow_initialize'
Shadow:155:in `initialize'
Spriteset_Map:147:in `new'
Spriteset_Map:147:in `_animationSprite_initialize'
AnimationSprite:42:in `shadow_initialize'

Anyone knows what i need to do?

(I am VERY sorry about my terrible english xD my grammar is terrible!)

PinkCatDragon

The 17 year old programer. Now byte off

Female
5cm meters from somthink with an IDE
Seen November 11th, 2017
Posted November 11th, 2017
386 posts
9.9 Years
Try replaceing
Sprite_Character with this
and report back
class BushBitmap
  def initialize(bitmap,isTile)
    @bitmaps=[]
    @bitmap=bitmap
    @isTile=isTile
    @isBitmap=@bitmap.is_a?(Bitmap)
  end

  def dispose
    for b in @bitmaps
      b.dispose if b
    end
  end

  def bitmap
    thisBitmap=@isBitmap ? @bitmap : @bitmap.bitmap
    current=@isBitmap ? 0 : @bitmap.currentIndex
    if !@bitmaps[current]
      if @isTile
        @bitmaps[current]=Sprite_Character.pbBushDepthTile(thisBitmap,12)
      else
        @bitmaps[current]=Sprite_Character.pbBushDepthBitmap(thisBitmap,12)
      end
    end
    return @bitmaps[current]
  end
end



class Sprite_Character < RPG::Sprite
  attr_accessor :character

  def initialize(viewport, character = nil)
    super(viewport)
    @character = character
    update
  end

  def self.pbBushDepthBitmap(bitmap,depth)
    ret=Bitmap.new(bitmap.width,bitmap.height)
    charheight=ret.height/4
    for i in 0...4
      cy=charheight-depth-2
      y=i*charheight
      ret.blt(0,y,bitmap,Rect.new(0,y,ret.width,cy)) if cy>=0
      ret.blt(0,y+cy,bitmap,Rect.new(0,y+cy,ret.width,2),170) if cy>=0    
      ret.blt(0,y+cy+2,bitmap,Rect.new(0,y+cy+2,ret.width,2),85) if cy+2>=0    
    end
    return ret
  end

  def self.pbBushDepthTile(bitmap,depth)
    ret=Bitmap.new(bitmap.width,bitmap.height)
    charheight=ret.height
    cy=charheight-depth-2
    y=charheight
    ret.blt(0,y,bitmap,Rect.new(0,y,ret.width,cy)) if cy>=0
    ret.blt(0,y+cy,bitmap,Rect.new(0,y+cy,ret.width,2),170) if cy>=0    
    ret.blt(0,y+cy+2,bitmap,Rect.new(0,y+cy+2,ret.width,2),85) if cy+2>=0    
    return ret
  end

  def dispose
    @bushbitmap.dispose if @bushbitmap
    @bushbitmap=nil
    @charbitmap.dispose if @charbitmap
    @charbitmap=nil
    super
  end

  def update
    super
    if @tile_id != @character.tile_id or
       @character_name != @character.character_name or
       @character_hue != @character.character_hue
      @tile_id = @character.tile_id
      @character_name = @character.character_name
      @character_hue = @character.character_hue
      if @tile_id >= 384
        @charbitmap.dispose if @charbitmap
        @charbitmap = pbGetTileBitmap(@character.map.tileset_name,
           @tile_id, @character.character_hue)
        @charbitmapAnimated=false
        @bushbitmap.dispose if @bushbitmap
        @bushbitmap=nil
        @cw = 32  # added
        @ch = 32  # added
        self.src_rect.set(0, 0, 32, 32)
        self.ox = Game_Map::TILEWIDTH/2
        self.oy = Game_Map::TILEHEIGHT
      else
        @charbitmap.dispose if @charbitmap
        @charbitmap = AnimatedBitmap.new(
           "Graphics/Characters/"+@character.character_name.to_s,
           @character.character_hue)
        @charbitmapAnimated=true
        @bushbitmap.dispose if @bushbitmap
        @bushbitmap=nil
        @cw = @charbitmap.width / 4
        @ch = @charbitmap.height / 4
        self.ox = @cw / 2
        self.oy = @ch
      end
    end
    @charbitmap.update if @charbitmapAnimated
    if @character.bush_depth==0
      self.bitmap=@charbitmapAnimated ? @charbitmap.bitmap : @charbitmap
    else
      if !@bushbitmap
        @bushbitmap=BushBitmap.new(@charbitmap,@tile_id >= 384)
      end
      self.bitmap=@bushbitmap.bitmap
    end
    self.visible = (not @character.transparent)
    if @tile_id == 0
      sx = @character.pattern * @cw
      sy = (@character.direction - 2) / 2 * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
    if self.visible
      if $PokemonSystem.tilemap==0 ||
         (@character.is_a?(Game_Event) && @character.name=="RegularTone")
        self.tone.set(0,0,0,0)
      else
        pbDayNightTint(self)
      end
    end
    self.x = @character.screen_x
    self.y = @character.screen_y
    self.z = @character.screen_z(@ch)
    self.zoom_x = Game_Map::TILEWIDTH/32.0
    self.zoom_y = Game_Map::TILEHEIGHT/32.0
    self.opacity = @character.opacity
    self.blend_type = @character.blend_type
#    self.bush_depth = @character.bush_depth
    if @character.animation_id != 0
      animation = $data_animations[@character.animation_id]
      animation(animation, true)
      @character.animation_id = 0
    end
  end
end
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