Chrisario
Friend code :0018 2912 2366 let me know
- 108
- Posts
- 10
- Years
- In friend Safari
- Seen May 4, 2016
Is it possible to make second based moves like fly and dig look the same in bw2?
How would he go about that though? Since attacks are done via the attack editor, there's no way for the game to tell whether something like "physical" damage is occuring at any moment. The games can get away with it because each animation is individually coded(I kinda wish essentials handled them through code too tbh), so they can say "hey, at frame 50, the box should shake". Here, the most he could do is probably have it flash for the duration of that animation.
That's on your side buddy.For some reason, out of the blue, all my Pokemons' moves completely changed types. Now I can't really continue my game unless that problem is fixed. (DRAGONRAGE=Ice)
Keeping up with the thread (especially when you want to apply update patches) helps. From the looks of things, you haven't applied the patches that came before this one.Is this supposed to happen, when I enter a battle? Because, the screen does not zoom out, upon using the new update.
Keeping up with the thread (especially when you want to apply update patches) helps. From the looks of things, you haven't applied the patches that came before this one.
I have no idea what you're on about, the formatting of the scripts is the same as it was since the beginning. The changelog looks fine, and is up to date. And what you're missing is this post.On the website it looks like the formatting is a tad off. That or my eyes are deceiving me. I have been keeping up fairly regularly.
I've done a whole slew of tweaks and bugfixes to Battle, Scene, Animations, UI and Math. One of these should hopefully be getting rid of that double sound playing bug. I may have figured out what was causing it. Most changes are under the hood things, and calc optimizations. But some things you will notice more clearly.
I suggest using this font for the battle boxes. It's the same font as the battleboxes from BW/B2W2.
Script'Pokebattle_DynamicBitmapWrapper' line 157: NameError Occurred
undefined method 'pbLoadPokemonBitmap' for class 'Object'
I've combined the Gen 6 Addon+EB and everything else works so far, aside from support for Fairy moves in the attack command menu. I found the new moveSelButtons and got that working, while Fairy is now on there it being Type 19 causes it to try and capture past the end of the file so I edited that into working , but text will not be displayed on Fairy type moves. Other Gen 6 moves added by the Gen 6 addon work. Data for Fairy type moves appears everywhere else.
There is an error:
Type 19? Why is it type 19? Like you said, if the box image is not showing up, it is because the code is cutting past the actual bitmap. All you need to do is edit the moveSelButtons png accordingly. That's much easier than fiddling around with the scripts, since the text (base and shadow) colours depend on the cut part of that bitmap. So it's not really a bug with the way the scripts work, but rather the way the image is set up. And I have no idea what that "Shadow" type is supposed to be, and why Fairy did not come after dark, but whatever.
My bad, I didn't inform myself properly first. I didn't know there was such a thing as a "Shadow" type. I fixed up the buttons accordingly.
I don't know if this has been fixed already, but the parts of the HUD, and the Pokedex screen after catching a Pokemon is "overlayed" by the sunlight weather animation.
Not bothering to do the work is your problem, and not mine.I've manually gone through and fixed some of them as they appear, but I don't want to have to do it to all 720 of them...
I've gone through the hassle of repositioning all 1298 (that includes front and back) sprites, twice. If you don't want to use the sprites I provided you with, and the accompanying PBS data that goes with it, that is fine, but that is not a problem that has anything to do with my system. The functionality is there, the positioner is there, the resources are there. All you have to do is implement it properly. If that's too much for you, then stick with what I provided you with, otherwise I honestly don't care.If your freakishly large sprites go off the screen, I don't care, you can now manually position them how you like. If they are too large for your battle bases, I don't care, get larger battle bases. If you don't feel like doing any of the two above mentioned steps, I don't care, stop pestering me about it.