Dark_Soull
Dark_Soul xD
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- Perú-Lima
- Seen Oct 8, 2010
there is any way to change the mini of player in the game, say such in an event?
thanks in advance
thanks in advance
With some minor edits I got it working perfectly now. The point of it is to make pokemon drop items after battle randomly, sort of like money when using the move payday (which is what gave me the idea to try it). It's a common RPG element, and one that I was kind of missing in Pokemon games. I also made it to where you don't always get an item, and instead there's a 20% chance. I also went into more depth and created two arrays, one for rare items and one for common items. Then a random number is generated and if it is within a certain range, the rare item array is used instead of the common item array (otherwise rare items appear at the same rate as common ones).pbItemDrop only returns true or false. It doesn't return an item. I'm not sure what the point of it is. In fact, I can't even see how it works.
Try something like this:
Then the second bit of code looks something like this:Code:def pbItemDrop itemlist=[ PBItems::POTION, PBItems::SUPERPOTION, PBItems::RARECANDY ] return itemlist[rnd(itemlist.length)] end
Code:itemgained=pbItemDrop if @internalbattle pbDisplayPaused(_INTL("{1} found a {2}!",self.pbPlayer.name,PBItems.getName(itemgained)) $PokemonBag.pbStoreItem(itemgained) end
The player's sprite is changed while fishing. It doesn't need any switches, it's just one line that changes the sprite sheet. Look it up (in PokemonField), and see if you can adapt it for your jumping.KingCharizard, thanks a ton for your help man. With the movement animation though, I said that I wasn't talking about movement speed, but the frequency at which players animate (i.e., how often the charset picture moves to the next frame). I've already toyed around with the movement speed values. What I want to do is increase the rate at which players and events animate without touching the speed at which they move.
As for the jumping animation, I kind of see what you're saying. However, the problem with this is that, nothing is actually happening while the hero is in mid-air. I tried readjusting it like you suggested, and it fixed the bug where the hero's sprite doesn't change back, but now it just appears as if nothing is happening at all (since the sprite didn't change when the hero was in mid-air in the first place).
Could anyone give me any suggestions where to go from here?
As I see it, everything else about experience is displayed fine (i.e. all the numbers). It's just the bar itself that doesn't exist.Also, can anybody tell me how to display the exp bar in the summary menu? It never changes, and I can't seem to figure out how it's displayed in battle, only how it's animated.
overlay.fill_rect([COLOR=SeaGreen]300,200[/COLOR],(pokemon.exp-startexp)*[COLOR=Red]100[/COLOR]/(endexp-startexp),2,Color.new(0,142,142)) if pokemon.level<100
overlay.fill_rect([COLOR=SeaGreen]300,200[/COLOR],(pokemon.exp-startexp)*[COLOR=Red]100[/COLOR]/(endexp-startexp),2,Color.new(102,216,255)) if pokemon.level<100
It worked perfectly, thanks.As I see it, everything else about experience is displayed fine (i.e. all the numbers). It's just the bar itself that doesn't exist.
I was about to suggest you have a look at how the HP bar is done, but I don't think there's a HP bar either. Here's the code to display the EXP bar:
The green numbers are the coordinates of the bar (specifically, the top left corner of it). The red number is the width of the bar. This code goes in the appropriate place in PokemonSummary (obviously).Code:overlay.fill_rect([COLOR=SeaGreen]300,200[/COLOR],(pokemon.exp-startexp)*[COLOR=Red]100[/COLOR]/(endexp-startexp),2,Color.new(0,142,142)) if pokemon.level<100 overlay.fill_rect([COLOR=SeaGreen]300,200[/COLOR],(pokemon.exp-startexp)*[COLOR=Red]100[/COLOR]/(endexp-startexp),2,Color.new(102,216,255)) if pokemon.level<100
For bonus points, you can go back into PokeBattle_ActualScene and search for "fill_rect". You'll find it.
Just a quick question that may have been answered already, but I didn't see it yet, and that is if this kit works for Rpg maker VX? I originally downloaded rpg maker xp but it wouldn't work with my vista that I have(unless I did something else wrong), so I had to get VX. Its not really a big deal if it works or not, I just wanted to try this out.
its for xp it says it in the name of the thread
Pokemon Essentials is for RMXP only, and why doesnt it work on Vista? It works on my laptop that uses Vista ^,^
The kit has RGSS2 compatability, which is what VX uses. It does not, however, actually work in VX. In other words, you can use the RGSS2 player (the game.exe) to play it, but you can't actually use it to make a game in VX. However, I did some looking around some time ago and someone was trying to convert it for use in VX, so maybe they have it finished by now or something.Thanks genius, I can figure that out, thats why I explained in my post I tried to use XP first but it wouldn't work. Vx doesn't include many changes either, and most programs like it, such as game maker allow you to use programs of previous versions.
Hi, would it be possible to edit the Dependency Script so it is a little bit more like a Caterpillar system? The movement seems...odd, to me.
Thanks genius, I can figure that out, thats why I explained in my post I tried to use XP first but it wouldn't work. Vx doesn't include many changes either, and most programs like it, such as game maker allow you to use programs of previous versions.
Whenever I would start it up after downloading and installing everything, it would immediately say it it couldn't find the trial version serial number for some ntitles thing.
Whenever I would start it up after downloading and installing everything, it would immediately say it it couldn't find the trial version serial number for some ntitles thing.
The kit has RGSS2 compatability, which is what VX uses. It does not, however, actually work in VX. In other words, you can use the RGSS2 player (the game.exe) to play it, but you can't actually use it to make a game in VX. However, I did some looking around some time ago and someone was trying to convert it for use in VX, so maybe they have it finished by now or something.
Watch this video: It will help you solve that problem for vista, which it does work as I've already had to do it.
Right click, and Run as Administrator...
Thanks genius, I can figure that out, thats why I explained in my post I tried to use XP first but it wouldn't work. Vx doesn't include many changes either, and most programs like it, such as game maker allow you to use programs of previous versions.
Whenever I would start it up after downloading and installing everything, it would immediately say it it couldn't find the trial version serial number for some ntitles thing.
It shouldn't matter whether they're on the 2nd or 3rd layer, but make sure that there are no invisible tiles over them that are passable.Does the layer on which you place a tile effect the movement of the player? Cause I usually put my houses on Layer 2 and then put nothing over them but when I was playing today I realized that I could still walk through the houses even though I turned the O into an X in the tileset. :/ Help?