If you want to use PSS Icon into Load Screen, like this:
P.S.: Red and Green's PSS Icon from Wergan Pack. Thanks, Wergan!
Then, Let's go!
Is to simple. Just save your PSS icon into Character Folder (named pss000 for boy and pss001 for girl) and search to 'PScreen_Load' script. Then, inside 'def pbSetParty(trainer)' remove the red lines and add the green lines:
81 = x position; x<0 move to the left; x>0 move to the right.
74 = y position; y<0 move to the upside; y>0 move to the down side.
Then, into 'class PokemonLoad_Scene', inside 'def pbUpdate', remove the green lines and add the red lines:
Give me credit if use. Cya!
![[PokeCommunity.com] How to Add PSS Icon into Load Screen [PokeCommunity.com] How to Add PSS Icon into Load Screen](https://i.imgur.com/l1Rg9Wj.png)
P.S.: Red and Green's PSS Icon from Wergan Pack. Thanks, Wergan!
Then, Let's go!
Is to simple. Just save your PSS icon into Character Folder (named pss000 for boy and pss001 for girl) and search to 'PScreen_Load' script. Then, inside 'def pbSetParty(trainer)' remove the red lines and add the green lines:
Code:
def pbSetParty(trainer)
return if !trainer || !trainer.party
[COLOR="Red"] #meta = pbGetMetadata(0,MetadataPlayerA+trainer.metaID)
#if meta
#filename = pbGetPlayerCharset(meta,1,trainer)
#@sprites["player"] = TrainerWalkingCharSprite.new(filename,@viewport)
#charwidth = @sprites["player"].bitmap.width
#charheight = @sprites["player"].bitmap.height
#@sprites["player"].x = 56*2-charwidth/8
#@sprites["player"].y = 56*2-charheight/8
#@sprites["player"].src_rect = Rect.new(0,0,charwidth/4,charheight/4)
#end[/COLOR]
[COLOR="SeaGreen"] @sprites["pssicon"]=IconSprite.new(81,74,@viewport)
@sprites["pssicon"].setBitmap("Graphics/Characters/pss000") if trainer.gender==0
@sprites["pssicon"].setBitmap("Graphics/Characters/pss001") if trainer.gender==1
[/COLOR]
for i in 0...trainer.party.length
@sprites["party#{i}"] = PokemonIconSprite.new(trainer.party[i],@viewport)
@sprites["party#{i}"].x = 151*2+33*2*(i&1)
@sprites["party#{i}"].y = 36*2+25*2*(i/2)
@sprites["party#{i}"].z = 99999
end
end
74 = y position; y<0 move to the upside; y>0 move to the down side.
Then, into 'class PokemonLoad_Scene', inside 'def pbUpdate', remove the green lines and add the red lines:
Spoiler:
Code:
def pbUpdate
oldi = @sprites["cmdwindow"].index rescue 0
pbUpdateSpriteHash(@sprites)
newi = @sprites["cmdwindow"].index rescue 0
if oldi!=newi
@sprites["panel#{oldi}"].selected = false
@sprites["panel#{oldi}"].pbRefresh
@sprites["panel#{newi}"].selected = true
@sprites["panel#{newi}"].pbRefresh
while @sprites["panel#{newi}"].y>Graphics.height-16*2-23*2-1*2
for i in [email protected]
@sprites["panel#{i}"].y -= 23*2+1*2
end
for i in 0...6
break if !@sprites["party#{i}"]
@sprites["party#{i}"].y -= 23*2+1*2
end
[COLOR="SeaGreen"] #@sprites["player"].y -= 23*2+1*2 if @sprites["player"][/COLOR]
[COLOR="Red"]@sprites["pssicon"].y -= 23*2+1*2 if @sprites["pssicon"][/COLOR]
end
while @sprites["panel#{newi}"].y<16*2
for i in [email protected]
@sprites["panel#{i}"].y += 23*2+1*2
end
for i in 0...6
break if !@sprites["party#{i}"]
@sprites["party#{i}"].y += 23*2+1*2
end
[COLOR="SeaGreen"] #@sprites["player"].y += 23*2+1*2 if @sprites["player"][/COLOR]
[COLOR="Red"] @sprites["pssicon"].y += 23*2+1*2 if @sprites["pssicon"][/COLOR]
end
end
end
Give me credit if use. Cya!
Last edited: