I have a question regarding the Battle Backrounds.
I want to get D/P style battle backrounds, but since the 'battlebg' files are made to repeat themselves to make the backround, I can't do it. So what script, and which lines do I change to make the backround image just show once?
Thanks in advance.
you don't need to modify any scripts, all you have to do is replace the images, the reason why you don't need to replace any of the scripts is because the images are ONLY repeated if they are not big enough, and are only repeated enough to fit the screen, meaning you not need to do anything but replace the images.
YEAH! my first script edit! (yes, i know, it's the worlds most simplest script edit, but i'm learning)
anyway, i got tired of the fact that i can't have any area in a dive map that you could move on, but couldn't dive up on, so i edited the script! :D
and i desided to give you the script to.
just go to line 1747 in pokemonfield, and replace that section of coding with this:
Code:
def Kernel.pbSurfacing
return if !$PokemonGlobal.diving
divemap=nil
meta=pbLoadMetadata
for i in 0...meta.length
if meta[i] && meta[i][MetadataDiveMap]
if meta[i][MetadataDiveMap]==$game_map.map_id
divemap=i
break
end
end
end
return if !divemap
if $game_switches[150]
movefinder=Kernel.pbCheckMove(PBMoves::DIVE)
if $DEBUG || movefinder
if Kernel.pbConfirmMessage(_INTL("Light is filtering down from above. Would you like to use Dive?"))
speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
Kernel.pbMessage(_INTL("{1} used Dive.",speciesname))
pbHiddenMoveAnimation(movefinder)
pbFadeOutIn(99999){
$game_temp.player_new_map_id=divemap
$game_temp.player_new_x=$game_player.x
$game_temp.player_new_y=$game_player.y
$game_temp.player_new_direction=$game_player.direction
pbCancelVehicles
$PokemonGlobal.surfing=true
pbUpdateVehicle
$scene.transfer_player(false)
surfbgm=pbGetMetadata(0,MetadataSurfBGM)
$game_switches[150]=false
if surfbgm
$game_system.bgm_play(surfbgm)
else
$game_map.autoplayAsCue
end
$game_map.refresh
}
return true
end
else
raise _INTL("Can't find Pokemon with Dive...")
end
else
end
return false
end
then go to lin 1879 (also in pokemonfield) and replace that section of code with this:
Code:
def Kernel.pbDive
divemap=pbGetMetadata($game_map.map_id,MetadataDiveMap)
return false if !divemap
if $DEBUG || $Trainer.badges[BADGEFORDIVE]
movefinder=Kernel.pbCheckMove(PBMoves::DIVE)
if $DEBUG || movefinder
if Kernel.pbConfirmMessage(_INTL("The sea is deep here. Would you like to use Dive?"))
speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
Kernel.pbMessage(_INTL("{1} used Dive.",speciesname))
pbHiddenMoveAnimation(movefinder)
pbFadeOutIn(99999){
$game_temp.player_new_map_id=divemap
$game_temp.player_new_x=$game_player.x
$game_temp.player_new_y=$game_player.y
$game_temp.player_new_direction=$game_player.direction
pbCancelVehicles
$PokemonGlobal.diving=true
pbUpdateVehicle
$scene.transfer_player(false)
$game_map.autoplay
$game_map.refresh
}
$game_switches[150]=true
return true
end
else
Kernel.pbMessage(_INTL("The sea is deep here. A Pokemon may be able to go underwater."))
end
else
Kernel.pbMessage(_INTL("The sea is deep here. A Pokemon may be able to go underwater."))
end
return false
end
then, in your game, where ever you want the player to nolonger be able to dive up, make an event that turns switch 150 off (you can change the switch number by editing the 2 scripts above)
then, make a new event that turns that same switch back on in a spote RIGHT before the area where you want the player to stop diving.
this images shows you what i mean about the events:
![[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP [PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP](https://img366.imageshack.us/img366/539/divedhy0.png)