I answered it on the last page. It's fairly simple, and only takes a few minutes. Open the pokemon.txt file int the PBS folder. Copy Bulbasaur's entry and paste it right below Arceus's entry. Change the ID number to 494, and change the species name, moveset, evolution types, etc., for the new pokemon (it's all done in the txt file). Then, look at my post on the last page to see how to name the graphics for the new fakemon. As long as you make the txt file entry and put the properly named graphics in the battler folder (also add an icon called 494.png in the Icons folder), the new pokemon will be there. There's no scripting to it or anything.I'd also like if anyone could answer my second question. xD
This thread doesn't get much attention in comparison to the essentials thread. Also, someone posted how to changed the resolution there (since I'm assuming you're using essentials anyways, and that's the thread where essentials related questions go). It's probably a few pages back (less than 10 I think).And yet none of my questions have been answered...
If you're asking about inserting new tilesets, I answered it a few posts back. If you mean putting new tiles on a tileset, then open the tileset with any paint program, and paste the new tiles into it. If it's actually mapping that you're referring to, the you left click on one of the tiles on the left side of the screen in RMXP (make sure you're not on the event layer), and then click anywhere on the map (which is on the right). If you meant assigning a particular tileset to a map, the right click on the map's name on the left (under the tileset), and click Map Properties, and under Tileset: click the arrow and select a tileset.@ KitsuneKouta; I meant my second question....
If you're asking about inserting new tilesets, I answered it a few posts back. If you mean putting new tiles on a tileset, then open the tileset with any paint program, and paste the new tiles into it. If it's actually mapping that you're referring to, the you left click on one of the tiles on the left side of the screen in RMXP (make sure you're not on the event layer), and then click anywhere on the map (which is on the right). If you meant assigning a particular tileset to a map, the right click on the map's name on the left (under the tileset), and click Map Properties, and under Tileset: click the arrow and select a tileset.
Basically, do a search for font.size. It's used to assign the size for defined text attributes. You'll find it in a few script sections: RPG__Sprite, DrawText, SpriteWindow, PokemonStorage, and PokemonSummary. Changing all of those should take care of it (the different instances affect text in different parts of the kit).It was also more of changeing the text size
When you import the tile using the resource manager, left click the color you want to be completely transparent, and right click the color that is partially transparent (optional).Hey everyone,
I just inserted a new water tile. I wanted to make it transparent, so I gave it the same colour the 'cliff' rocks have (that means; the rocks that are not standing on a surface) but the edge i wanted to cut off did not get transparent! Can anyone help me?
When you import the tile using the resource manager, left click the color you want to be completely transparent, and right click the color that is partially transparent (optional).
Sorry, I think it was a different RPG Maker. Anyways, it's Materials, in between the Script Editor and Database (the yellow folder with three blank pages on it).Resource manager? What do you mean with that? Thanks by the way!
This may be off-topic, but It will sure help me with Game making. ^-^ How do I set multiple semi-transparent colors and transparent colors outside of RMXP?
Does this thread look like it's called Game Development Team Recruitment? No, I didn't think so either.I'm making a Pokemon Fangame and need scripters and people who can put together a fangame. The only thing I'm able to provide is sprites and a written storyline. PM me if you want/can help. Any help would be great, thanks.
You can do so by script. Look up on google RMXP resolution script. I'm sure something might come up.