thepsynergist
Vinemon: Sauce Edition Programmer and Composer
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- California, USA
- Seen Apr 30, 2025
Make sure the tiles that you are trying to encounter Pokemon in are of terrain tag 2.
pbChangePlayer(0)
can anyone answer my question?? :(
im using pokemon essentials with rpg maker xp, and when i test play the game i created, i cant see my players sprite, it invisible, what is the problem and how can i fix this up?
can anyone answer my question?? :(
im using pokemon essentials with rpg maker xp, and when i test play the game i created, i cant see my players sprite, it invisible, what is the problem and how can i fix this up?
im using Reds sprite if that helps...
Well, at default, the actor's all blank. For actor data to be there, a script command needs to occur to define what the hero will be (Such as a boy or a girl).
Looking at the intro event in the example game, that function appears to be:
Code:pbChangePlayer(0)
The number goes from 0-3, 0 being PlayerA and 3 being PlayerD
So you need to make a Call Script that does that script command. You can edit specific names and sprites of what that player choice would be by going into Metadata -> Global within Editor.exe.
If all seems lost, just follow what the example game's intro is like.
Two questions, both regarding battler sprites:
1. Is there a way I can make the battle sprites 2x in the script instead of having to manually edit them all to 2x?
2. GIF files, when used as battlers, are not transparent apart from the first frame, even when they've been made transparent using something like Photoshop. Is there a reason?
Thanks,
Boon
1. There probably would have to be some part in the script that would double their size. But I frankly don't know where you can find that. However, I do know of a way you can double the size of the files without actually going into each and every single file doubling the Image Size and all...
If you have Photoshop, you can create an automated Action using Image Size set to 200% x 200% Nearest Neighbor. Then you go to File > Automate... > Batch and presto~ Select the folder your files are in, let it Save and Close, and bam, you pretty much saved a long time hour of work.
Details here. https://www.blog.spoongraphics.co.uk/tutorials/free-yourself-with-automate-batch
If you're lost or you don't have Photoshop, you can always ask me to do this for you. xD I don't really mind, just uh, private message or visitor message me about it, if you'd like.
If there's someone that can actually modify the script to scale up the images in RMXP, then be my guest. o:
2. I frankly don't know about this one, since .gif's weren't naturally available for RMXP. :x The Notes do have a section about .gif's, but I'm not sure if that's what you need to fix that transparency thing... Sorry.
Have you changed the start point for intro map? Instead of done this change the teleport on intro map event.im using pokemon essentials with rpg maker xp, and when i test play the game i created, i cant see my players sprite, it invisible, what is the problem and how can i fix this up?
thanks.
You forget two ",":You need to have the ]) at the end of your script be on the same line as your Great Ball item. So like this.
pbPokemonMart([
PBItems::POTION,
PBItems::ANTIDOTE,
PBItems::POKeBALL,
PBItems::GREATBALL])
1-
I want to do a old style item PC without Mailbox. But if I call pbPCItemStorage without a Kernel.pbMessage after, the games freeze! Why? There a fix without I need to use Kernel.pbMessage?
I need to put:
Code:command=1 loop do (command==1 || command==-1) ? pbPCItemStorage : break command=Kernel.pbMessage(_INTL("Exit?"),[_INTL("YES"),_INTL("NO")],-1) end
2-
Has anyone manage to get the bridges working? I can pass for up, but when I try to pass under bridge my characters end surf and got freezie under bridge!
3-How everyone encrypted the Demos in a way that the PBS got compiled too? Any tips will be appreciated.
4-I didn't know if this is a error or not, but if you create a secret map area and put pokémon encounters in it you can see that area via "Area" pokédex command. Someone had a fix for it?
5-Anyone had any anti-lag tips for maps like don't make them huge or put many events? I had lag trouble.
Sorry for the wait, but I finally got it working right. It was affecting other things besides learning moves as well, such as displaying the stat increases. There's a reference to battler.pokemon that doesn't work (but doesn't throw an error), and replacing it with thispoke fixes it. So in PokeBattle_Battle (around line 2050) look for:Still working on the glitch where pokemon other than the last one to battle won't learn new moves when they level up.
if battler.pokemon && @internalbattle
battler.pokemon.happiness+=2
battler.pokemon.happiness=255 if battler.pokemon.happiness>255
end
3-Thank, I the last week something tell me but I forget to take of in my questions3) I'm pretty sure that once the game is compiled you can delete the PBS files. I may be wrong, though.
5) For anti-lag, you should just use the April version of Essentials. It doesn't lag as much as others do.
As for your other questions, I don't really have an answer for them, sorry.
Are you editing the Trainer Event or using the Event command "Show Animation" and animation 17?Okay, I need a little help.
For my own Project, I'm trying to make an NPC play the "!" animation (Like Trainers do, just without the rest of the process). Sadly, everything I've tried had simply caused a crash. Any help here?
Also, is there any script or anything that I could use to change the encounters for a map during game play? Say for example I wanted an area to change wild encounters if a certain switch is on, or when a player touches an event. Is this possible?
For your first question, change the event's name to Trainer(X) where X is how far away the NPC should notice you. Then add Kernel.pbNoticePlayer(get_character(0)) in a script command. Worked for me. Oh, but make sure the event is set to "Event Touch" or it won't do anything.Okay, I need a little help.
For my own Project, I'm trying to make an NPC play the "!" animation (Like Trainers do, just without the rest of the process). Sadly, everything I've tried had simply caused a crash. Any help here?
Also, is there any script or anything that I could use to change the encounters for a map during game play? Say for example I wanted an area to change wild encounters if a certain switch is on, or when a player touches an event. Is this possible?