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How to credit if change the trainer back character

  • 20
    Posts
    11
    Years
    • Seen Jul 16, 2015
    Ok, it's me again = =

    I tried to change the trback picture in essential today ,
    i used the BW style picture

    the new picture's size is 750*240, but the original one is 640*128

    I changed the picture simply without changing the script ,and of course got the very strange result (crying)

    how to script?


    this is the original script above,thanks!
    #################################################
    if @battle.player.is_a?(Array)
    trainerfile=sprintf("Graphics/Characters/trback%03d",@battle.player[0].trainertype)
    pbAddSprite("player",Graphics.width+64-48,96+@traineryoffset,trainerfile,@viewport)
    trainerfile=sprintf("Graphics/Characters/trback%03d",@battle.player[1].trainertype)
    pbAddSprite("playerB",Graphics.width+64+48,96+@traineryoffset,trainerfile,@viewport)
    if @sprites["player"].bitmap
    if @sprites["player"].bitmap.width>@sprites["player"].bitmap.height
    @sprites["player"].src_rect.x=0
    @sprites["player"].src_rect.width=@sprites["player"].bitmap.width/5
    end
    @sprites["player"].x-=(@sprites["player"].src_rect.width-150)/2
    end
    if @sprites["playerB"].bitmap
    if @sprites["playerB"].bitmap.width>@sprites["playerB"].bitmap.height
    @sprites["playerB"].src_rect.x=0
    @sprites["playerB"].src_rect.width=@sprites["playerB"].bitmap.width/5
    end
    @sprites["playerB"].x-=(@sprites["playerB"].src_rect.width-150)/2
    end
    else
    trainerfile=sprintf("Graphics/Characters/trback%03d",@battle.player.trainertype)
    pbAddSprite("player",Graphics.width+64,96+@traineryoffset,trainerfile,@viewport)
    if @sprites["player"].bitmap
    if @sprites["player"].bitmap.width>@sprites["player"].bitmap.height
    @sprites["player"].src_rect.x=0
    @sprites["player"].src_rect.width=@sprites["player"].bitmap.width/5
    end
    @sprites["player"].x-=(@sprites["player"].src_rect.width-150)/2
    end
    end
     
    The size of the picture you use doesn't matter, what matters is the amount of "frames" in the picture.
    The standard backsprite is 640 pixels wide, divided in 5 frames which are 128 pixels wide each.
    Since your new sprite is 750 pixels wide, it should be divided into 5 frames which are 150 pixels wide each.
    Having 4 or 6 frames does not work. (It does work, but you'd need to script.)

    Simply make sure your backsprite has 5 frames, and there shouldn't be a problem.
     
    The size of the picture you use doesn't matter, what matters is the amount of "frames" in the picture.
    The standard backsprite is 640 pixels wide, divided in 5 frames which are 128 pixels wide each.
    Since your new sprite is 750 pixels wide, it should be divided into 5 frames which are 150 pixels wide each.
    Having 4 or 6 frames does not work. (It does work, but you'd need to script.)

    Simply make sure your backsprite has 5 frames, and there shouldn't be a problem.



    I know what you mean ,and my new pictures do have 5 frames , i tried to change the number 128 to 150, but it still had some problems.

    i want to know what do the standard number "96" and "48" mean
    can you tell me ?thanks!
     
    Well, it's hard to know what you mean by "problems".
    Could you take a screenshot of the backsprite and the problem it has in-game?
    Because, I'm using an 800x160 backsprite, and I didn't have to change the scripts at all.

    @ 96 and 48 though.
    Player A's X position = - 48
    Player B's X position = + 96

    The first half of the script is for tag battles, defining the positions of the two backsprites shown, you and your partners.

    The 96 is the offset in the Y direction which both sprites have.
    Which means the top of the sprite begins at pixel 96 from the top instead of 0.
     
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