Hi all,
May sound like kinda a noobish question, but in the little project I'm currently involved with, I wish for the player to cycle between four different characters, each with different stats and Pokémon, etc.
I'm having a little trouble with how to change from, say, PlayerA to PlayerB, without losing any data. For example, if a Pokémon has levelled up and learnt a new move in A's party, after switching to B for a bit and then back to A (while changing $Trainer.party or whatever it is that needs doing), I can find no easy way of storing and remembering that change in A's party. There must be a simple way of doing this (if you can understand the question!) but my lack of experience in coding in Ruby is proving an obstacle in achieving this on my own.
Many thanks, and Merry Christmas!
$game_variables[81+$PokemonGlobal.playerID]=$Trainer.party
pbChangePlayer([COLOR=Red]1[/COLOR])
$Trainer.party=$game_variables[81+$PokemonGlobal.playerID]
Funny - the same happens to me.I'm not getting any exceptions thrown or anything, but the system seems unable to fill the party with what had been stored in $game_variables[637]. I've tried deleting the entire party first to see if that worked, rather than just replacing straight out, but even after then attempting to refill it, there is no 'Pokemon' option on the menu (ie the party is empty).
Thanks to both for helping me out, and hopefully we'll be able to work this problem out. I'm going to try it with something else, such as the money or badges, and see if it just the way the party Pokémon are stored that is causing this not to work. I'd be very grateful if you had any further suggestions, but thank you all the same!
Global Variable 81 corresponds to Player A's party.
Global Variable 82 corresponds to Player B's party.
Global Variable 83 corresponds to Player C's party.
Global Variable 84 corresponds to Player D's party.
Whenever you change the player, use these three lines of code:
All you need to change each time is the red number, which is the ID of the player you're turning into (0=Player A, 1=Player B, 2=Player C, etc.).Code:$game_variables[81+$PokemonGlobal.playerID]=$Trainer.party pbChangePlayer([COLOR=Red]1[/COLOR]) $Trainer.party=$game_variables[81+$PokemonGlobal.playerID]
If you want to replace the entire trainer array (which records the party, money, badges, Pokédex progress, and ownership of a Dex/Gear), simply delete both instances of .party from the code above.
I've not tested this, but logically it should work.
Funny - the same happens to me.
I used $game_variables[800]=$Trainer.party to take the party and that worked, but then I tried to restore it with $Trainer.party =$game_variables[800] and it failed and gave me nothing. I tried using Variable 801 to store the party length too, and it sort-of worked, however, it only save the number of Pokémon and not the party itself, so I got an exception trying to access the party.
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Pokemon Essentials
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Exception: NoMethodError
Message: undefined method `[]' for nil:NilClass
PokemonFieldWeather:118:in `type='
Spriteset_Map:444:in `_animationSprite_update'
AnimationSprite:84:in `update'
Spriteset_Map:288:in `_animationSprite_initialize'
AnimationSprite:43:in `shadow_initialize'
Shadow:221:in `initialize'
Scene_Map:29:in `new'
Scene_Map:29:in `createSpritesets'
Scene_Map:28:in `each'
Scene_Map:28:in `createSpritesets'
This exception was logged in
C:\Users\lollipop\Saved Games/Pokemon Essentials/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
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I'd like to know in which script the location and name of a Pokemon's sprite is defined. I want to put the frontsprites in \Graphics\Battlers\Front, the backsprites in \Graphics\Battlers\Back, the shiny frontsprites in \Graphics\Battlers\ShinyFront and the shiny backsprites in \Graphics\Battlers\ShinyBack.
Thank you in advance.
Open Editor.exe in your game's folder and go down, to Resize Sprites. There, you can lower Starly's position.Now that I have time, I decided to work more on my game. I've done more work than I've done testing on battles. I finally made some custom graphics for the battle system and tested it out. This happens when I attempt to battle any trainer. It happens to every Pokemon, not just Starly.
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Any ideas?
Open Editor.exe in your game's folder and go down, to Resize Sprites. There, you can lower Starly's position.
Did you change the screen resolution or the enemybases?It's odd, but on everyone, including Starly, the positioning is correct on the editor. The sprites work correctly on wild battles, but they all work like the photo I supplied during a trainer battle. What else could I try?
Enemy sprites for wild battles are different to enemy sprites for trainer battles, in terms of what sets their positions. You've clearly fiddled with the scripts that set the basic positions of enemy sprites for trainer battles. Change it back.It's odd, but on everyone, including Starly, the positioning is correct on the editor. The sprites work correctly on wild battles, but they all work like the photo I supplied during a trainer battle. What else could I try?
Hello again...
I've noticed there's a weird thing going on with the battle sound with Trainers and Wild being way much lower in volume then the Map music is...
Any way(s) of changing this?
*Edit: Are their also kind of online features being planned?
Such as Online duels, Partner battles, WFC Mystery Gifts etc?
Just wondering ^^