KitsuneKouta
狐 康太
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- Seen Nov 20, 2017
Both of those still have the same problem. I think I'll try to write a separate daycare script, since the problem with the original is elusive.Weird. There's nothing in the code that should throw a wobbly (although having said that, I'm not that knowledgeable about X-dimensional arrays).
How about that?Code:for i in 0...16 @daycare[i][0]=nil @daycare[i][1]=0 end
I'm trying to keep it simple here. If nothing else works, just expand on the default code:
Code:@daycare=[[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0],[nil,0]]
@Vociferocity: This may work as an alternative:
Code:
Kernel.pbConfirmMessage(_INTL("You want to leave {1}",speciesname))
Code:
speciesname=PBSpecies.getName(pokemon.species)
EDIT:To display the proper pokemon's name, use this:
Code:
pokemon=$Trainer.party[$game_variables[1]]
@odinel: The animation editor is used for creating effects that can't be done in RMXP (like moving the player's and opponent's pokemon). So you won't be able to see effects like that, since RMXP doesn't support them I guess. Try getting into a battle and see if it shows the new animation there. For naming conventions, I don't have Move:000 or 000 hero, so those are either default animations, or they're in kits that are newer than mine. Anyways, for attacks, it will look like Move:TACKLE, Move:SCRATCH, etc., and for status effects (when you are damaged from burn or poison, or sleeping and paralyzed, and also the shiny animation) you will use Common:StatDown, Common:Paralyzed, etc. For stat reduction abilities, you will use Growl Hero, Growl Enemy, etc. It doesn't seem to be very rigid though, as there are ones like Ultra Beam Hero, and Sand-Attack En, and Struggle, which go against the normal conventions described above.
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