Legendaries
Ginzuishou/Heavy-Metal-Lover
- 89
- Posts
- 19
- Years
- Age 34
- Seen May 2, 2021
Can I set in some way that Pokemon given to the player by a NPC will be caught into, for example, Premier Ball?
Yes. The type of Ball a caught pokémon is in is one of its variables, just like HP and Level are variables for a pokémon. Use a modified version of the "Modifying a Pokémon before adding it" examples to change the "ballused" variable attached to that pokémon. The Ball will be a number (see the list at the top of PokeBattle_Battle, remembering that the list is zero-based), and odds are the list isn't in the same order as they are in the items.txt file (so be careful!).Can I set in some way that Pokemon given to the player by a NPC will be caught into, for example, Premier Ball?
Sorry, no. I haven't looked at the Bug Catching Contest scripts, so I don't know how they work.Hey Maruno, can you please help me with my problem? Check my above post...
The first line in the section called "Trainers" may help, in that it fully answers your question.how do i make a trianer notice you i looked in the notes and i don't know how make it walk up to you and battle for X amount of spaces?
You seem to be using a trainer class internal name of "Dude_???". Take the question marks out, and replace them with something else (if necessary), e.g. "DUDE_QQQ". Remember to change both the event and trainernames.txt and trainers.txt when you do so.all right i got it but i get this error
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError
Message: Script error within event 2, map 41 (Route 1):
Exception: NoMethodError
Message: (eval):1:in `pbExecuteScript'undefined method `Dude_?' for PBTrainers:Class
***Full script:
pbTrainerBattle(PBTrainers::Dude_???,"Dude",_I("A very good battle, indeed."),false,0)
Interpreter:239:in `pbExecuteScript'
Interpreter:785:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:785:in `command_111'
Interpreter:318:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Interpreter:274:in `pbExecuteScript'
Interpreter:785:in `command_111'
Interpreter:318:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
This exception was logged in errorlog.txt.
Look in PokemonEntry near the top for def self.buttonToKey(button). To change the controls, simply change the "0x50" type codes to what you want. You'll probably want to do some research into which keys do what first, before you start reassigning them.How exactly do you change the default controls? I've tried using the F1 menu to switch the C button to Z, but it doesn't work.
If I understand you correctly, you want to create a game in which each step the player takes is only half his width (i.e. you need to take two steps in order to reach the same position the official games take you to with just one step).can someone help me?
I tried to zoom out the whole thing. I saw poccil inpritted a resizefactor, but if i change the factor to 0.5 instead of 1.0, nothing happens.
Can someone please tell me how i turn a map with 32x32 tiles into a map with 16x16 tiles ( with the character and movement halved)?
thanks maruno, but if it is that much work, i think i'll let it stay at the normal format of 32x32 tiles. Maybe, some time later i will do this, when i got more scripter skills in ruby :DLook in PokemonEntry near the top for def self.buttonToKey(button). To change the controls, simply change the "0x50" type codes to what you want. You'll probably want to do some research into which keys do what first, before you start reassigning them.
If I understand you correctly, you want to create a game in which each step the player takes is only half his width (i.e. you need to take two steps in order to reach the same position the official games take you to with just one step).
I would suggest using double sized graphics (NPCs, houses, trees, everything - physically resize all the picture files, and rebuild the tilesets to match), and setting the default resize factor to 0.25 (which shrinks it all again). The reasoning is that the game's default graphics are meant for a resize factor of 0.5, which gives 1 classical step per step. Doubling the graphics sizes and halving the resize factor (to 0.25) keeps the graphics looking the same, but you now get 1 classical step for every 2 steps you take (because you doubled the size of all the graphics, so the player character's graphic covers two tiles across).
Look in SpriteResizer for $ResizeFactor (set this to 0.25 instead of 1.0), and see where things go from there. You may also want to at least change the screen size option in PokemonOptions so that it doesn't affect the resize factor.
This is a complicated feat, mainly due to having to resize all the graphics and make your own tilesets (one grass tile will now cover 4 tiles, so effectively tilesets now only have a width of 4 tiles). Drawing maps will also be more complicated, since each "tile" is actually 4 tiles now. Your maps will also be huge, even if you're only making a small place (luckily RPG Maker XP allows you to zoom out while you draw your maps).
I'm more than willing to bet there's a way to change how large RPG Maker XP thinks a tile is (perhaps involving @tileWidth and @tileHeight in TilemapXP), but that's beyond me (i.e. I don't know whether it would affect mapping or just movement within the game, etc. etc.). What I said would work, even though it creates a major pain during mapping (and eventing, too).
The back sprite position is a combination of a default value plus an offset. The default value is in the scripts somewhere, and the offset is in pokemon.txt as "BattlerPlayerY".I have a problem with positioning:
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In editor I set position of Eevee and then in game Eevee is floating. The same with Starly and every other Pokemon.