thepsynergist
Vinemon: Sauce Edition Programmer and Composer
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So do you know where the abilities that affect battle (e.g attacks) can be located?
PokemonEffects, I think.........
So do you know where the abilities that affect battle (e.g attacks) can be located?
This was on the last page. You might find the solution here. I'm not sure exactly what causes it, but read the last three posts on that page and it should point you in the right direction. Also, please format the error as I did above, so that it's easier to read and takes up less space.What do I do to fix this error?
Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 493, key WildItemRare
Compiler:1586:in `pbEachFileSectionEx'
Compiler:1569:in `each_line'
Compiler:1569:in `pbEachFileSectionEx'
Compiler:1607:in `pbEachFileSection'
Compiler:2165:in `pbCompilePokemonData'
Compiler:2163:in `open'
Compiler:2163:in `pbCompilePokemonData'
Compiler:3908:in `pbCompileAllData'
Compiler:4034
It would appear that in the File PBS/pokemon.txt, I did something wrong with the line WildItemRare on Arceus, but i didn't even put that line on Arceus.
This seems like such a ridiculously easy question, but it really has me stumped. When I call $PokemonGlobal.runningShoes=true I still can't run. The only time it does work if I am in the included "test map2" Even if I directly copy/paste that event into one of my maps, I still can't get it to function. Someone else asked this in this thread, but didn't get an answer besides saying to set $PokemonGlobal.runningShoes=true. I'm quite confused, I hate being hung up on something so trivial.
I'm back with another question. Can someone point me in the direction of the script that holds the locations of the commands in the battle system? I need to move the words run, fight, pokemon, and bag around a little, so any help would be appreciated.
PokeBattle_ActualScene is where it's at (as usual). Firstly, find a def called pbCommandMenu. That lists all the menu options. You'll be swapping them around, but not yet!I'm back with another question. Can someone point me in the direction of the script that holds the locations of the commands in the battle system? I need to move the words run, fight, pokemon, and bag around a little, so any help would be appreciated.
@window=Window_CommandPokemon.newWithSize([],
[COLOR=SeaGreen]Graphics.width-240[/COLOR],[COLOR=SeaGreen]Graphics.height-96[/COLOR],240,96);
Hey guys, I have a quick question;
Yesterday I went to the Database to edit the tileset to set the 'Priority' of a building so that when the character is behind it, he is actually behind it. In this case, I set the whole of the building as priority 1, because I want the character to walk under the building. As I went to go test it out, I made the player walk under the building but something happened;
When going under the building, my character's head was still shown over-top of the building. Is there a way to fix this?
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When using priorities, one star is the lowest, and five is the highest. In your case, you want to use five, because you want the tiles to have a higher priority than the player, so they'll be on top.
Also, on the tiles that a player can't pass though, you should remove the priority on those. Having a priority on them will be useless.
When using priorities, one star is the lowest, and five is the highest. In your case, you want to use five, because you want the tiles to have a higher priority than the player, so they'll be on top.
The priority is how high up a tile is considered to be. The higher the priority, the higher up in the air it is, and the less likely it is to be obscured by anything else.Hrm, I was sure the numbers meant how many tiles difference between the object and the player there are (that's probably worded really badly). For example, *1 means that it will cover you up if you are on that tile only. *2 will cover you up if you are on it or 1 tile around it. *3 covers you up if you're on it or within a two tile radius of it (not that you'd need that for a PC) and so on.
Can anyone clarify on this? What I thought may just be coincidence.
PokeBattle_Actual Scene. As is everything else to do with the appearance of the battle screen. If you can see it, it's in there.Can anyone tell me in which part of the scripts are the bases for the trainer and the enemy?
The wiki has the answer. Specifically, the last optional parameter for pbTrainerBattle determines whether the player blacks out and goes to a healing spot (false) or gets healed on the spot and continues with the dialogue (true). Default is false.Okay, my question is this, I want it to be, so when you first face your rival, you lose. and the game continues, without you being sent, but i only want it to happen just this one time. How can i do it?
pbTrainerBattle(PBTrainers::HIKER,"Arthur",_I("Where's my towel?"),false,0,[COLOR=Red]true[/COLOR])
I'm pretty sure after you write the comments, then you need to write another set of dialogue in normal text or use a switch telling the game that the battle is over and doesn't need to call on the comments.Sorry that i have to be such a noob about this..
but it's still in comments form? even after i run the game it's still comments.. the green stuffs.. O.o