roxaspwner
Pokemon Orange Isles Leader
- 13
- Posts
- 15
- Years
- Seen Dec 15, 2016
How do you set background music for towns? I try to do it as an autorun but it ends up freezing the game. o.o'
Hopefully this isn't what you mean but...right click on the map you want to set the bgm for in the map directory to the left of the screen, and choose map properties. Then check the Auto-Change BGM box and select the song you want.How do you set background music for towns? I try to do it as an autorun but it ends up freezing the game. o.o'
That's a weird way of doing it unless you want to change it through an event, but use 'Parallel process'.How do you set background music for towns? I try to do it as an autorun but it ends up freezing the game. o.o'
........way to make me regret encrypting it! Haha oh well, what's done is done, I guess XD so uhhh is there a way to do it if it's encrypted?
The whole point of encrypting the file is to prevent its modification or extraction. You'll have to send the entire encrypted game file again. : /
I had come across that, but I'm not sure how to use it for what I'm doing. The basic idea is this:
Using just @battler is the player's pokemon, but something like (@battler.index & 1) == 1.species is not proper syntax. If I do a check like this:Code:species=enemy pokemon's species if $Trainer.owned[species] display the graphic end
It never returns true. And, it would still have the same problem of returning the player's pokemon.Code:if (@battler.index & 1) == 1 [email protected] etc. end
if @battler.index==1
print PBSpecies.getName(@battler.species)
if $Trainer.owned[@battler.species]
print "yep"
else
print "nope"
end
end
Lol, I see what it was now. I was mixing up @battler and @battle, and then it turns out that using the change species command does not add the pokemon to your pokedex. So even when I had it right, nothing was happening since you actually have to catch them the old fashioned way for it to trigger. Thanks, I can get back to work on it now.well
i tried around for a while and this works great:
Code:if @battler.index==1 print PBSpecies.getName(@battler.species) if $Trainer.owned[@battler.species] print "yep" else print "nope" end end
Lol, I see what it was now. I was mixing up @battler and @battle, and then it turns out that using the change species command does not add the pokemon to your pokedex. So even when I had it right, nothing was happening since you actually have to catch them the old fashioned way for it to trigger. Thanks, I can get back to work on it now.
One other thing. I didn't expect it to be a problem, but the image actually gets covered up by the enemy databox. It's set up the same way as the status graphic, however it does not appear on top of the databox like statuses do.
Once I get it working right, I'll make a tutorial for it and put a link to it in my signature or something.Well, I'm pretty interested in what you will come up with, because I'd like to implement something like that in my game too,
and I didn't really deal with the battle scripts enough yet to do it myself...
So you'd save me quite some work here =)
I guess you will post it here when you're done!?
Maybe you can give me what you already have, so I have something to start with and I can try it myself...
Sichlor
All right, I finally got around to your question. In PokeBattle_Battle on line 144, you should seeOkay, I need some help here.
I've been trying to make a battle with a wild Pokemon that you can't catch. For example, you would throw a pokeball at it, and it would either A: Miss the Pokemon every time, or B: Tell you you can't capture it. I want this to be controlled by game switch 28, or maybe even by species.
With such a big list, I think using a switch would be easier, but if seems like no matter what I do, it breaks the entire sequence for catching Pokemon regardless.
if @opponent && (!pbIsSnagBall?(ball) || !battler.isShadow?)
@scene.pbThrowAndDeflect(ball,1)
pbDisplay(_INTL("The Trainer blocked the Ball!\nDon't be a thief!"))
[COLOR=DeepSkyBlue] elsif @opponent && $game_switches[20]
@scene.pbThrowAndDeflect(ball,1)[/COLOR]
else
pokemon=battler.pokemon
species=pokemon.species
if !rareness
dexdata=pbOpenDexData
pbDexDataOffset(dexdata,species,16)
rareness=dexdata.fgetb # Get rareness from dexdata file
dexdata.close
end
[COLOR=Lime]pokemon=battler.pokemon
species=pokemon.species[/COLOR]
[COLOR=DeepSkyBlue]pbDisplay(_INTL("{1} deflected the ball!",species)[/COLOR]
I would suggest a slight modification, so that both Pokémon in a double battle are checked. I would also make sure it displays only during wild battles, because there's no point during trainer battles because you can't capture them anyway.well
i tried around for a while and this works great:
prints name, and then prints if you own the pokemon or not... you can just replace the print things with whatever code you heart desires... and of course take out the printing of the name... it's just good for checking =)Code:if @battler.index==1 print PBSpecies.getName(@battler.species) if $Trainer.owned[@battler.species] print "yep" else print "nope" end end
if $game_switches[[COLOR=DarkOrange]27[/COLOR]] && (@battler.index==1 || @battler.index==3) && $Trainer.owned[@battler.species]
imagepos=[["Graphics/Pictures/[COLOR=DarkOrange]databoxcaught.png[/COLOR]",@spritebaseX+[COLOR=DarkOrange]16[/COLOR],@spritebaseY+[COLOR=DarkOrange]34[/COLOR],0,0,-1,-1]]
pbDrawImagePositions(self.bitmap,imagepos)
end
$game_switches[[COLOR=DarkOrange]27[/COLOR]]=(!@opponent)
What I've done will place the graphic in the data box, so it won't be covered by it.Lol, I see what it was now. I was mixing up @battler and @battle, and then it turns out that using the change species command does not add the pokemon to your pokedex. So even when I had it right, nothing was happening since you actually have to catch them the old fashioned way for it to trigger. Thanks, I can get back to work on it now.
One other thing. I didn't expect it to be a problem, but the image actually gets covered up by the enemy databox. It's set up the same way as the status graphic, however it does not appear on top of the databox like statuses do.
All right, I finally got around to your question.
Lol, I make little syntax errors like that all the time. Makes programming more difficult than it has to be. Anyways, I tried removing the @opponent && and it didn't catch the pokemon. That should have fixed it. When you said re-breaks, what exactly does it do? When I made that little change, it ignores the ball throw animation (just like in trainer battles in the kit), and the wild pokemon keeps fighting.First off, I just want to point out the syntax error in your code - pbDisplay(_INTL("{1} deflected the ball!",species) - you missed one ")". Not a hard fix, just though I'd mention.
Now there's some good news and bad news. The good new is, Pokeballs ingeneral actually work now. You can throw them and catch pokemon. The bad news is, it completely overlooks the switch, and tries to catch wild Pokemon anyway.
I tried a couple of random things, including swapping the $ with @ or nothing at all, and got the same outcome: It caught the Pokemon anyway. If I remove the "@opponent && ", then it completely re-breaks the script.
Edit: And yes, I tried adding " == true" after "game_switches[28]", that didn't do anything either.