- 66
- Posts
- 7
- Years
- Seen May 2, 2020
Okay so I've made an option in the Pokégear to go to the global trade station. When i select the button it changes the BGM and all the functions work however you can't see the actual screen. The whole screen is black and you're basically blinded until you exit from the GTS where then you can see the Pokégear options again.
Here's my code for the Pokégear:
And this is the code for the GTS:
Here's my code for the Pokégear:
Code:
elsif cmdGts>=0 && cmd==cmdGts
pbPlayDecisionSE
pbFadeOutIn(99999){
pbBGMPlay("Trade Resort - Brick Bronze OST")
scene = Scene_GTS.new
scene.main
}
Code:
class GTSSearchMethod
def initialize
@exit = false
@index = 0
end
def create_spriteset
pbDisposeSpriteHash(@sprites) if @sprites
@sprites = {}
@sprites["background"] = IconSprite.new
@sprites["background"].setBitmap("Graphics/Pictures/GTS/Background")
pbSetSystemFont(@sprites["background"].bitmap)
textpos=[
["Select Search Method",50,6,0,Color.new(248,248,248),Color.new(40,40,40)],
[" Online ID: #{$PokemonGlobal.onlineID}",350,6,2,Color.new(248,248,248),
Color.new(40,40,40)],
]
pbDrawTextPositions(@sprites["background"].bitmap,textpos)
@sprites["0"] = GTS_Button.new(Graphics.width/2, 50, "By Wanted")
@sprites["0"].x -= @sprites["0"].bitmap.width / 2
@sprites["1"] = GTS_Button.new(Graphics.width/2, 110, "By Pokémon")
@sprites["1"].x -= @sprites["1"].bitmap.width / 2
@sprites["2"] = GTS_Button.new(Graphics.width/2, 170, "By ID")
@sprites["2"].x -= @sprites["2"].bitmap.width / 2
@sprites["3"] = GTS_Button.new(Graphics.width/2, 230, "Exit")
@sprites["3"].x -= @sprites["3"].bitmap.width / 2
bit = Bitmap.new("Graphics/Pictures/GTS/Select")
@sprites["selection_l"] = IconSprite.new
@sprites["selection_l"].bitmap = Bitmap.new(16, 46)
@sprites["selection_l"].bitmap.blt(0, 0, bit, Rect.new(0, 0, 16, 16))
@sprites["selection_l"].bitmap.blt(0, 23, bit, Rect.new(0, 16, 16, 32))
@sprites["selection_r"] = IconSprite.new
@sprites["selection_r"].bitmap = Bitmap.new(16, 46)
@sprites["selection_r"].bitmap.blt(0, 0, bit, Rect.new(16, 0, 32, 16))
@sprites["selection_r"].bitmap.blt(0, 23, bit, Rect.new(16, 16, 32, 32))
@sprites["selection_l"].x = @sprites["#{@index}"].x-2
@sprites["selection_l"].y = @sprites["#{@index}"].y-2
@sprites["selection_r"].x = @sprites["#{@index}"].x+
@sprites["#{@index}"].bitmap.width-18
@sprites["selection_r"].y = @sprites["#{@index}"].y-2
pbFadeInAndShow(@sprites) { update }
end
def main
create_spriteset
Graphics.transition
loop do
Graphics.update
Input.update
update
break if @exit
end
Graphics.freeze
pbDisposeSpriteHash(@sprites)
end