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Female
Seen 5 Days Ago
Posted June 26th, 2019
66 posts
1.1 Years
Idea:
Try giving the player an item like a Guild Card. Make it a Key Item so the player cannot lose it. While the player has the card, he or she is considered a member of the guild.

While the player has this card, guildmates will behave differently towards you. If Paula wants to train with a fellow guild member, they check to see if she has the Guild Card in her inventory. If she does, they accept her request for training. If she does not, they decline and turn her away.

Like this:

Conditional Branch: Script: $PokemonBag.pbHasItem(:GUILDCARD)
   Text: Oh! You have the Guild Card. Of course I will battle.
Else
   Text: You do not have the Guild Card. I won't battle you.
   Text: Sorry.
Branch End

https://www.pokecommunity.com/showthread.php?t=420994

The above link fowards to a thread that shows how to change the Trainer Card's graphic when a condition is met.

I hope it helps some.

Vendily

Female
Seen 5 Hours Ago
Posted 1 Week Ago
914 posts
4 Years
So I can't give a full answer because I don't exactly know what variables you have available. But I'll give it a shot anyway.
under the badge loop code, above pbDrawImagePositions(overlay,imagePositions) put the following
guild=GUILD DETERMINING LINE HERE I DON'T KNOW HOW YOU SAVE WHAT GUILD THE PLAYER IS IN.
imagePositions.push(["FILE LOCATION GOES HERE",336,112,guild*WIDTH OF ONE GUILD BACKGROUND CELL,0,WIDTH,HEIGHT]) if PLAYER IS IN A GUILD AT ALL
Of course, you'll either need to replace my place holder stuff or give more details on how your game lays out some of its variables as well as the graphic istself before I can help further. You'll also need to play with the 336,112 as it's only an approximate location, and might need to be adjusted, as it's not the top left corner like it should be.

etique

etique

Seen 1 Day Ago
Posted July 9th, 2019
187 posts
1.8 Years
So I can't give a full answer because I don't exactly know what variables you have available. But I'll give it a shot anyway.
under the badge loop code, above pbDrawImagePositions(overlay,imagePositions) put the following
guild=GUILD DETERMINING LINE HERE I DON'T KNOW HOW YOU SAVE WHAT GUILD THE PLAYER IS IN.
imagePositions.push(["FILE LOCATION GOES HERE",336,112,guild*WIDTH OF ONE GUILD BACKGROUND CELL,0,WIDTH,HEIGHT]) if PLAYER IS IN A GUILD AT ALL
Of course, you'll either need to replace my place holder stuff or give more details on how your game lays out some of its variables as well as the graphic istself before I can help further. You'll also need to play with the 336,112 as it's only an approximate location, and might need to be adjusted, as it's not the top left corner like it should be.
I wanted to leave between 3 guild options.

WolfPP

Discord: Wolf#1235

Male
Brazil
Seen 1 Hour Ago
Posted 13 Hours Ago
664 posts
1 Years
Inside 'PScreen_TrainerCard', 'def pbStartScene' add:
    @sprites["guildicon"]=IconSprite.new(336,112,@viewport)
    @sprites["guildicon"].setBitmap("Graphics/Pictures/articuno") if $Trainer.PLAYER IS IN A GUILD AT ALL
    @sprites["guildicon"].setBitmap("Graphics/Pictures/zapdos") if $Trainer.PLAYER IS IN A GUILD AT ALL
    @sprites["guildicon"].setBitmap("Graphics/Pictures/moltres") if $Trainer.PLAYER IS IN A GUILD AT ALL
    @sprites["guildicon"].z = 2    
    @sprites["trainer"] = IconSprite.new(336,112,@viewport)
    @sprites["trainer"].setBitmap(pbPlayerSpriteFile($Trainer.trainertype))    
    @sprites["trainer"].x -= (@sprites["trainer"].bitmap.width-128)/2
    @sprites["trainer"].y -= (@sprites["trainer"].bitmap.height-128) - 8
    @sprites["trainer"].z = 2
Example.
You may need to adjust its x (336) and y(112) to put into the square.
X<0 = to the left; X>0 = to the right; Y>0=downside; Y<0=upside.

In my case, '@sprites["guildicon"]=IconSprite.new(326,89,@viewport)'.

etique

etique

Seen 1 Day Ago
Posted July 9th, 2019
187 posts
1.8 Years
class PokemonTrainerCardScene
  def update
    pbUpdateSpriteHash(@sprites)
  end

  def pbStartScene
    @sprites={}
    @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
    @viewport.z=99999
    background=pbResolveBitmap(sprintf("Graphics/Pictures/trainercardbgf"))
    if $Trainer.isFemale? && background
      addBackgroundPlane(@sprites,"bg","trainercardbgf",@viewport)
    else
      addBackgroundPlane(@sprites,"bg","trainercardbg",@viewport)
    end
    cardexists=pbResolveBitmap(sprintf("Graphics/Pictures/trainercardf"))
    @sprites["card"]=IconSprite.new(0,0,@viewport)
    if $Trainer.isFemale? && cardexists
      @sprites["card"].setBitmap("Graphics/Pictures/trainercardf")
    else
      @sprites["card"].setBitmap("Graphics/Pictures/trainercard")
    end
    @sprites["overlay"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
    @sprites["trainer"]=IconSprite.new(336,98,@viewport)
    @sprites["trainer"].setBitmap(pbPlayerSpriteFile($Trainer.trainertype))
    @sprites["trainer"].x-=(@sprites["trainer"].bitmap.width-128)/2
    @sprites["trainer"].y-=(@sprites["trainer"].bitmap.height-128)
    @sprites["trainer"].z=2
    pbSetSystemFont(@sprites["overlay"].bitmap)
    pbDrawTrainerCardFront
    if $PokemonGlobal.trainerRecording
      $PokemonGlobal.trainerRecording.play
    end
    pbFadeInAndShow(@sprites) { update }
  end

  def pbDrawTrainerCardFront
    overlay=@sprites["overlay"].bitmap
    overlay.clear
    totalsec = Graphics.frame_count / Graphics.frame_rate
    hour = totalsec / 60 / 60
    min = totalsec / 60 % 60
    time=_ISPRINTF("{1:02d}:{2:02d}",hour,min)
    $PokemonGlobal.startTime=pbGetTimeNow if !$PokemonGlobal.startTime
    starttime=_ISPRINTF("{1:s} {2:d}, {3:d}",
       pbGetAbbrevMonthName($PokemonGlobal.startTime.mon),
       $PokemonGlobal.startTime.day,
       $PokemonGlobal.startTime.year)
    pubid=sprintf("%05d",$Trainer.publicID($Trainer.id))
    baseColor=Color.new(248,248,248)
    shadowColor=Color.new(72,80,88)
    textPositions=[
       [_INTL("Name"),34,51,0,baseColor,shadowColor],
       [_INTL("{1}",$Trainer.name),302,51,1,baseColor,shadowColor],
       [_INTL("ID No."),332,51,0,baseColor,shadowColor],
       [_INTL("{1}",pubid),468,51,1,baseColor,shadowColor],
       [_INTL("Money"),34,98,0,baseColor,shadowColor],
       [_INTL("${1}",$Trainer.money),302,98,1,baseColor,shadowColor],
       [_INTL("Pokédex"),34,148,0,baseColor,shadowColor],
       [_ISPRINTF("{1:d}/{2:d}",$Trainer.pokedexOwned,$Trainer.pokedexSeen),302,148,1,baseColor,shadowColor],
       [_INTL("Time"),34,194,0,baseColor,shadowColor],
       [time,302,194,1,baseColor,shadowColor],
    ]
    pbDrawTextPositions(overlay,textPositions)
    x=72 # x coordinate of left most badge slot
    y=243 # y coordinate of top most badge slot
    imagePositions=[]
    for i in 0...3 #change 3 to total number of regions
      for j in 0...8
        if $Trainer.badges[j+i*8]
          imagePositions.push(["Graphics/Pictures/badges",x,y,j*32,i*32,32,32])
        end
        x+=48 # distance between the top left corners of two badge slots beside each other
      end
      x=72
      y+=38 # distance between the top left corners of two badge slots on top of each other
    end
    pbDrawImagePositions(overlay,imagePositions)
  end

  def pbTrainerCard
    loop do
      Graphics.update
      Input.update
      self.update
      if Input.trigger?(Input::B)
        break
      end
    end 
  end

  def pbEndScene
    pbFadeOutAndHide(@sprites) { update }
    pbDisposeSpriteHash(@sprites)
    @viewport.dispose
  end
end



class PokemonTrainerCard
  def initialize(scene)
    @scene=scene
  end

  def pbStartScreen
    @scene.pbStartScene
    @scene.pbTrainerCard
    @scene.pbEndScene
  end
end

WolfPP

Discord: Wolf#1235

Male
Brazil
Seen 1 Hour Ago
Posted 13 Hours Ago
664 posts
1 Years
What??? Follow the step than i sent: above '@sprites["trainer"]=IconSprite.new(336,98,@viewport)', paste what i wrote:
    @sprites["guildicon"]=IconSprite.new(326,89,@viewport)
    @sprites["guildicon"].setBitmap("Graphics/Pictures/articuno") if $Trainer.PLAYER IS IN A GUILD AT ALL
    @sprites["guildicon"].setBitmap("Graphics/Pictures/zapdos") if $Trainer.PLAYER IS IN A GUILD AT ALL
    @sprites["guildicon"].setBitmap("Graphics/Pictures/moltres") if $Trainer.PLAYER IS IN A GUILD AT ALL
    @sprites["guildicon"].z = 2

Diverscope

Pardon me

Male
Germany
Seen 7 Hours Ago
Posted June 25th, 2019
139 posts
6.4 Years
For god's sake, will you just tell us what exactly the problem is? Or are you expecting us reading your mind?
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