Death5 Shadow
Apocalyptic Salvation
- 124
- Posts
- 16
- Years
- Seen Apr 2, 2012
ehh mac unarchiver im going to get another one for mac
def pbCallTitle
if $DEBUG
return Scene_DebugIntro.new
else
# First parameter is an array of images in the Titles
# directory without a file extension, to show before the
# actual title screen. Second parameter is the actual
# title screen filename, also in Titles with no extension.
return Scene_Movie.new("INTRO")
end
end
Try adding a Pokemon with an id # of 494. If you start with that number, it will be right after Arceus.
Where i can edit maps types like with bug contest or safari zone i want to create my map type.
You can set the heights of the foe Pokémon sprites in pokemon.txt (the BattlerEnemyY and BattlerAltitude lines). This is mentioned in the notes.Hi,
I got a problem with the sprites. My Pokémon Backsprites go higher and higher with every choice I make in battle (e.g. Attack). And often the Foe sprites appear way too high on their field.
I also looked at the usage notes, but can't find anything helpful.
I uploaded a screen to show what I mean...
h ttp://poketeam.square7.ch/spritetoohigh1.PNG
It would be very nice if someone could describe in detail what I need to change where to solve that problem... so that I can follow.
(I'm sorry for my English, hope you could understand me)
Vi-black
def update
@frame+=1
@updating=true
if ((@frame/9).floor&1)==1 && @selected==1 # When choosing commands for this Pokémon
self.x=@spriteX
self.y=@spriteY+2
self.visible=@spriteVisible
elsif @selected==2 # When targeted or damaged
self.x=@spriteX
self.y=@spriteY
self.visible=(@frame%10<7)
elsif
self.x=@spriteX
self.y=@spriteY
self.visible=@spriteVisible
end
@updating=false
end
def update
@frame+=1
@updating=true
if ((@frame/9).floor&1)==1 && @selected==1 # When choosing commands for this Pokémon
self.x=@spriteX
self.y=[COLOR=SeaGreen]198[/COLOR]
self.visible=@spriteVisible
[COLOR=Red]elsif @selected==1
self.x=@spriteX
self.y=196
self.visible=@spriteVisible[/COLOR]
elsif @selected==2 # When targeted or damaged
self.x=@spriteX
self.y=@spriteY
self.visible=(@frame%10<7)
elsif
self.x=@spriteX
self.y=@spriteY
self.visible=@spriteVisible
end
@updating=false
end
@ Maruno
But my second problem just changed *ggg*
Piplup is now blinking XD
Thats the script code part... but I'm afraid its different to yours. I'm at the very beginning in understanding Ruby, thatsway I have my problems in really understanding this now ^^'
Spoiler:
if ((@frame/9).floor&1)==1 && @selected==1 # When choosing commands for this Pokémon
self.x=@spriteX
self.y=@spriteY+@spriteYExtra
self.visible=@spriteVisible
elsif @selected==1
self.x=@spriteX
self.y=196
self.visible=@spriteVisible
elsif @selected==2 # When targeted or damaged
self.x=@spriteX
self.y=@spriteY+@spriteYExtra
self.visible=(@frame%10<7)
elsif
self.x=@spriteX
self.y=@spriteY+@spriteYExtra
self.visible=@spriteVisible
end
if @_iconbitmap
@_iconbitmap.update
self.bitmap=@_iconbitmap.bitmap
end
@updating=false
The green part is what i added...
Maybe you can tell me how to fix it?
[COLOR=blue]if ((@frame/9).floor&1)==1 && @selected==1 # When choosing commands for this Pokémon[/COLOR]
self.x=@spriteX
[COLOR=red]self.y=118[/COLOR]
self.visible=@spriteVisible
elsif @selected==1
self.x=@spriteX
[COLOR=red]self.y=120[/COLOR]
self.visible=@spriteVisible
elsif @selected==2 # When targeted or damaged
self.x=@spriteX
self.y=@spriteY
self.visible=(@frame%10<7)
elsif
self.x=@spriteX
self.y=@spriteY
self.visible=@spriteVisible
[COLOR=blue] end[/COLOR]