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- Age 35
- Seen Sep 12, 2011
Does anyone know how to change the name of the Pokedex & Pokegear so it appears different on the 'pause' menu in Pokemon Essentials?
Thanks.
Thanks.
Last edited:
When on the Visual Editor, press your A key to add a map. Then click on one, hold, and drag it towards the other map. Use the S key to change maps (so say you want to have Town 1 and Route 1 connect, so you connect them, but also want Town 2 and Route 2 to connect, you just press S to switch to Town 2 and repeat the process).
Or is this another issue, where the other maps aren't appearing or something?
Does anyone know how to change the pokeball animation when you throw it out?
Search (ctrl + shift + F) for Graphics/Pictures/ball . I think that it's uses the order defined at start of PokeBattle_Battle script.Yeah, I can't seem to find the file, though. Does anyone know what the default name of it is?
I'm having some trouble with the apparently infinite z value of the window cursor (named uparrow/downarrow/etc). I'm running a scene, and calling another scene from it (temporary, to get specific information on a selected item). Problem is, when I call the second scene, the cursor arrows (not the selection cursor) remain on screen, above images with a z value of 99999 (although the cursor animation does freeze until exiting back to the first scene). Any ideas on how to hide the cursor while the second scene is open?
Yeah, but I can only change the visibility of the command window. The red cursor is still visible. Also, @cmdwindow.cursor is invalid (the keyword cursor isn't recognized for that type of window). The command window was created with Window_CommandPokemonEx.newWithSize, if that's any help. It's not used much in the kit actually, so there's no good references for toying with the cursor in that window type. I can play with any other aspect of it though.You tryed the visible=false and then visible=true?
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Mapeo
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Exception: RuntimeError
Message: Script error within event 1, map 120 (Cave):
Section143:158:in `pbStartScene'uninitialized constant PuzzleScene::BitmapSprite
***Full script:
pbFadeOutIn(99999){
scene=PuzzleScene.new
screen=PuzzleScreen.new(scene)
screen.pbStartScreen
}
Interpreter:238:in `pbExecuteScript'
Puzzle:181:in `pbStartScreen'
(eval):4:in `pbExecuteScript'
(eval):1:in `pbFadeOutIn'
(eval):1:in `pbExecuteScript'
Interpreter:1652:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1652:in `command_355'
Interpreter:496:in `execute_command'
Interpreter:190:in `update'
Interpreter:279:in `pbExecuteScript'
Interpreter:1652:in `command_355'
Interpreter:496:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
The wiki article on alternate forms is out of date, and doesn't apply in any way to the later releases.I didn't understand the wiki entry for this, so I'm going to ask here:
Is there a way to set up alternate-forms for Pokemon? I can't figure it out.
Each map is saved as a separate file in the /Data/ folder, called Map042.rxdata, etc. Just find the map you want.How do u export a map from RMXP?
I mean the FULL map of the map itself.
The top of the player's head effectively has priority 1.5 (i.e. it appears over priority 1 tiles). This actually gets a bit more fiddly while moving vertically - there's a bit of flickering, as the top of the head temporarily becomes priority 2.5 (thus is shown over a priority 2 tile).How do you set the priority so that my player's head is covered? My character is bigger than a "square" (tile) in RMXP.
Example:
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The top of the player's head effectively has priority 1.5 (i.e. it appears over priority 1 tiles). This actually gets a bit more fiddly while moving vertically - there's a bit of flickering, as the top of the head temporarily becomes priority 2.5 (thus is shown over a priority 2 tile).
Make your bridge tiles priority 3 or higher. Not 2, but 3.
On an aesthetic note, the player is more than a tile "tall", yet the bridge is only 1 tile above the ground. It looks too low. You might also want to put in a bridge shadow below it.
You mean perspective mode? Look in the notes.Also, (a lot of requests. Sorry!) how do you make the screen tilt like in the Black and White games and Cool Sapphire?
You just use tiles. You can copy the bridge tiles and colour them in black/grey (whatever shade looks best) to get your shadows, and put the in the tileset. When you import the tileset, make that shadow colour semi-transparent. Then just tile it in. Nothing special.Okay! But how do I put a bridge shadow under it? (If it is tiles, I don't have the bridge shadow tiles!)
You mean perspective mode? Look in the notes.
You just use tiles. You can copy the bridge tiles and colour them in black/grey (whatever shade looks best) to get your shadows, and put the in the tileset. When you import the tileset, make that shadow colour semi-transparent. Then just tile it in. Nothing special.