phoenixprime88b5:
I am at work fixing the Shadow script section to support connected maps. When I am finished, I will
attach the finished text file to this post.
The fireballs in battle animations is merely a sample animation, but that animation is not part of
the RPGXP database, but was created using the separate Animation Editor contained in the distribution
(animeditor.zip). When the animation editor is run, it expects a file called PkmnAnimations.rxdata
(which stores the animations) in the Data folder.
The animation is played in the script section PokeBattle_ActualScene, near line 1779. Note that
that portion of the script section loads the file PkmnAnimations.rxdata. You can expand that code
to handle different kinds of animations (assuming you've added them in the animation editor first):
Code:
animationid=1
case moveid
when PBMoves::TACKLE
animationid=2
when PBMoves::POUND
animationid=3
# when PBMoves::???
# animationid=???
else
animationid=1
end
animplayer=PBAnimationPlayer.new(
animations[animationid],user,target,@viewport
)
I hope this helps, though admittedly, the animation code isn't well developed due to the lack of samples.
Now to your final question. The situation you describe is normally possible by defining one or more switches
for this purpose, for example: "Team Rocket Gone". Here are some examples:
Event page 1
- Condition: None
- Trigger: Action Button
Event page 2
- Condition: Switch "Team Rocket Gone" is ON
- Trigger: Action Button
- Graphic: None
- No event commands
Here is another example (to change the speech due to changing situations, as in the Galactic Veilstone Building:
Code:
Text: No job too big, no job too small. That is our policy!
Conditional Branch: Switch [????: Team Rocket Gone] == ON
Text: At least it was our policy, since our Boss is gone...
Branch End
I hope this helps.
EDIT: A fixed version of the Shadow script section, which fairly works now, is attached.