I have found on the Internet another research of the Sprites, these are in the Graphics/Battlers folder and I made everything like it says in the tutoria also the scripts are all Corrected I also added a female Trainer throw-sprite, and now when i go to test wild pokémon battle or Trainerbattle, 1. The Trainer aro too Big, so big that the Level Bar are in front the head of the sprite, so that you cant see their head or heat whatever. Now when I Battle the 2. Thing I see (positive) is that the Spirtes are animated. The 3.rd Thing is that the Battler Spriten are tooooooooooooo BIG, So big that you just see the body of them on the screen and i have the Standart screensize, sorry I cannot memorize the number; Somewhat with 5.. x ... so if you can tell me why the battler sprites, the back and front and the shiny back and front sprite are all too big and I also tried to reposition all Sprite and tried to edit the Sprite on the Positioner
when I fight often wild Pokémon do not attack, and wrapped while Selec move the pointer stops forcing you to choose a move
What should I update the script
since I have a project with all the scripts that I need not inserted instead if you tell me I'd like to update the script to update you do me a big favor
wrapped while selections move the pointer stops forcing you to choose a move
EBS isn't updated for v16 yet.
Dear Maruno. I've been working with the Essentials version 15 for quite some time combined with Luka SJ's system, and almost everything worked perfectly. However now that I upgraded to version 16 I got some major errors. For some reason I'm unable to use any type of items in battle and the trainer backsprite it a complete mess. This is only whenever I use Luka's System. Do you perhaps know what I could've done wrong? Or is this version perhaps not fully compatible with Luka SJ's system?
My apologies if this is not the correct place to post this type of question, but I'm a bit of a newcomer to this forum. Thanks in advance for your answer.
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I don't know much about the other issue you have, but the oddness of the trainer backsprite in battles has to do with formatting issues that are different between basic Essentials and the EBS. Essentials uses a five-frame animation, and the EBS uses a four-frame one, or something like that. So the EBS is splitting up the Essentials-formatted one weirdly. I fixed it in my game by going into a photo-editing program and removing one of the frames (I think I removed the last one, I may have removed the first though).
It was just before your post...
For me it's not working 100%. When I battle against a trainer and the trainer wants to send in the second Pokémon, I get this error.
Exception: ArgumentError
Message: wrong number of arguments(5 for 3)
PokeBattle_Battle:1399:in `pbRecallAndReplace'
PokeBattle_Battle:1399:in `pbSwitch'
PokeBattle_Battle:1370:in `each'
PokeBattle_Battle:1370:in `pbSwitch'
PokeBattle_Battle:3938:in `__clauses__pbEndOfRoundPhase'
PokeBattle_Clauses:42:in `pbEndOfRoundPhase_old'
EliteBattle_Battle:281:in `pbEndOfRoundPhase'
EliteBattle_Battle:217:in `pbStartBattleCore'
EliteBattle_Battle:216:in `logonerr'
EliteBattle_Battle:216:in `pbStartBattleCore'
When I accept this error with OK the battle continues and I can do anything, but the trainer hasn't sent a Pokémon. He wants to send the Pokémon again and this is ending in a endless loop.
Old V15 Code:
def pbRecallAndReplace(index,newpoke,batonpass=false)
@battlers[index].pbResetForm
if !@battlers[index].isFainted?
@scene.pbRecall(index)
end
pbMessagesOnReplace(index,newpoke)
pbReplace(index,newpoke,batonpass)
return pbOnActiveOne(@battlers[index])
end
New V16 Code:
pbRecallAndReplace(index,newpoke,newpokename=-1,batonpass=false,moldbreaker=false)
@battlers[index].pbResetForm
if !@battlers[index].isFainted?
@scene.pbRecall(index)
end
pbMessagesOnReplace(index,newpoke,newpokename)
pbReplace(index,newpoke,batonpass)
return pbOnActiveOne(@battlers[index],false,moldbreaker)
end
alias pbRecallAndReplace_old pbRecallAndReplace
def pbRecallAndReplace(index,newpoke,batonpass=false)
@replaced=true
return pbRecallAndReplace_old(index,newpoke,batonpass)
end
alias pbReplace_old pbReplace
def pbReplace(index,newpoke,newpokename=-1,batonpass=false,moldbreaker=false)
if !@replaced
@battlers[index].pbResetForm
if !@battlers[index].isFainted?
@scene.pbRecall(index)
end
end
pbReplace_old(index,newpoke,batonpass)
@replaced=false
end
alias pbRecallAndReplace_old pbRecallAndReplace
def pbRecallAndReplace(index,newpoke,newpokename=-1,batonpass=false,moldbreaker=false)
@replaced=true
return pbRecallAndReplace_old(index,newpoke,newpokename,batonpass,moldbreaker)
end