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Screen Contest #90

Kamikun






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VS. Animation (pokemon essential V14) - - - - -

    Gemini-air
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#1 Inviato 06 October 2014 - 15:54 PM

Ciao a tutti ragazzi! 

Vi spiego il mio problema...ho scaricato l'ultima versione di pokemon essentials e, fortuna ha voluto, che implementassero l'animazione VS. (stile B/W). Il mio problema sussiste proprio nell'attivazione perchè o non mi si attiva o mi si attiva per ogni combattimento contro ogni allenatore! 

Io vorrei capire come attivarlo SOLO con determinati allenatori (gym leaders, elite four, ecc...)

Qui sotto vi ho linkato la parte interessata dello script...HELP ME!!!!!!!!!!!!!

 


 

if trainerid>=0

    tbargraphic=sprintf("Graphics/Transitions/vsBar",getConstantName(PBTrainers,trainerid)) rescue nil
    tbargraphic=sprintf("Graphics/Transitions/vsBar",trainerid) if !pbResolveBitmap(tbargraphic)
    tgraphic=sprintf("Graphics/Transitions/vsTrainer",getConstantName(PBTrainers,trainerid)) rescue nil
    tgraphic=sprintf("Graphics/Transitions/vsTrainer",trainerid) if !pbResolveBitmap(tgraphic)
   if pbResolveBitmap(tbargraphic) && pbResolveBitmap(tgraphic)
      outfit=$Trainer ? $Trainer.outfit : 0
      # Set up
      viewplayer=Viewport.new(0,Graphics.height/3,Graphics.width/2,128)
      viewplayer.z=viewport.z
      viewopp=Viewport.new(Graphics.width/2,Graphics.height/3,Graphics.width/2,128)
      viewopp.z=viewport.z
      viewvs=Viewport.new(0,0,Graphics.width,Graphics.height)
      viewvs.z=viewport.z
      xoffset=(Graphics.width/2)/10
      xoffset=xoffset.round
      xoffset=xoffset*10
      fade=Sprite.new(viewport)
      fade.bitmap=BitmapCache.load_bitmap("Graphics/Transitions/vsFlash")
      fade.tone=Tone.new(-255,-255,-255)
      fade.opacity=100
      overlay=Sprite.new(viewport)
      overlay.bitmap=Bitmap.new(Graphics.width,Graphics.height)
      pbSetSystemFont(overlay.bitmap)
      bar1=Sprite.new(viewplayer)
      pbargraphic=sprintf("Graphics/Transitions/vsBar",getConstantName(PBTrainers,$Trainer.trainertype),outfit) rescue nil
      pbargraphic=sprintf("Graphics/Transitions/vsBar",$Trainer.trainertype,outfit) if !pbResolveBitmap(pbargraphic)
      if !pbResolveBitmap(pbargraphic)
        pbargraphic=sprintf("Graphics/Transitions/vsBar",getConstantName(PBTrainers,$Trainer.trainertype)) rescue nil
      end
      pbargraphic=sprintf("Graphics/Transitions/vsBar%d",$Trainer.trainertype) if !pbResolveBitmap(pbargraphic)
      bar1.bitmap=BitmapCache.load_bitmap(pbargraphic)
      bar1.x=-xoffset
      bar2=Sprite.new(viewopp)
      bar2.bitmap=BitmapCache.load_bitmap(tbargraphic)
      bar2.x=xoffset
      vs=Sprite.new(viewvs)
      vs.bitmap=BitmapCache.load_bitmap("Graphics/Transitions/vs")
      vs.ox=vs.bitmap.width/2
      vs.oy=vs.bitmap.height/2
      vs.x=Graphics.width/2
      vs.y=Graphics.height/1.5
      vs.visible=false
      flash=Sprite.new(viewvs)
      flash.bitmap=BitmapCache.load_bitmap("Graphics/Transitions/vsFlash")
      flash.opacity=0
      # Animation
      10.times do
        bar1.x+=xoffset/10
        bar2.x-=xoffset/10
        pbWait(1)
      end
      pbSEPlay("Flash2")
      pbSEPlay("Sword2")
      flash.opacity=255
      bar1.dispose
      bar2.dispose
      bar1=AnimatedPlane.new(viewplayer)
      bar1.bitmap=BitmapCache.load_bitmap(pbargraphic)
      player=Sprite.new(viewplayer)
      pgraphic=sprintf("Graphics/Transitions/vsTrainer%s_%d",getConstantName(PBTrainers,$Trainer.trainertype),outfit) rescue nil
      pgraphic=sprintf("Graphics/Transitions/vsTrainer%d_%d",$Trainer.trainertype,outfit) if !pbResolveBitmap(pgraphic)
      if !pbResolveBitmap(pgraphic)
        pgraphic=sprintf("Graphics/Transitions/vsTrainer%s",getConstantName(PBTrainers,$Trainer.trainertype)) rescue nil
      end
      pgraphic=sprintf("Graphics/Transitions/vsTrainer%d",$Trainer.trainertype) if !pbResolveBitmap(pgraphic)
      player.bitmap=BitmapCache.load_bitmap(pgraphic)
      player.x=-xoffset
      bar2=AnimatedPlane.new(viewopp)
      bar2.bitmap=BitmapCache.load_bitmap(tbargraphic)
      trainer=Sprite.new(viewopp)
      trainer.bitmap=BitmapCache.load_bitmap(tgraphic)
      trainer.x=xoffset
      trainer.tone=Tone.new(-255,-255,-255)
      25.times do
        flash.opacity-=51 if flash.opacity>0
        bar1.ox-=16
        bar2.ox+=16
        pbWait(1)
      end
      11.times do
        bar1.ox-=16
        bar2.ox+=16
        player.x+=xoffset/10
        trainer.x-=xoffset/10
        pbWait(1)
      end
      2.times do
        bar1.ox-=16
        bar2.ox+=16
        player.x-=xoffset/20
        trainer.x+=xoffset/20
        pbWait(1)
      end
      10.times do
        bar1.ox-=16
        bar2.ox+=16
        pbWait(1)
      end
      val=2
      flash.opacity=255
      vs.visible=true
      trainer.tone=Tone.new(0,0,0)
      textpos=[
         [_INTL("{1}",$Trainer.name),Graphics.width/4,(Graphics.height/1.5)+10,2,
            Color.new(248,248,248),Color.new(12*6,12*6,12*6)],
         [_INTL("{1}",trainername),(Graphics.width/4)+(Graphics.width/2),(Graphics.height/1.5)+10,2,
            Color.new(248,248,248),Color.new(12*6,12*6,12*6)]
      ]
      pbDrawTextPositions(overlay.bitmap,textpos)
      pbSEPlay("Sword2")
      70.times do
        bar1.ox-=16
        bar2.ox+=16
        flash.opacity-=25.5 if flash.opacity>0
        vs.x+=val
        vs.y-=val
        val=2 if vs.x<=(Graphics.width/2)-2
        val=-2 if vs.x>=(Graphics.width/2)+2
        pbWait(1)
      end
      30.times do
        bar1.ox-=16
        bar2.ox+=16
        vs.zoom_x+=0.2
        vs.zoom_y+=0.2
        pbWait(1)
      end
      flash.tone=Tone.new(-255,-255,-255)
      10.times do
        bar1.ox-=16
        bar2.ox+=16
        flash.opacity+=25.5
        pbWait(1)
      end
      # End
      player.dispose
      trainer.dispose
      flash.dispose
      vs.dispose
      bar1.dispose
      bar2.dispose
      overlay.dispose
      fade.dispose
      viewvs.dispose
      viewopp.dispose
      viewplayer.dispose
      viewport.color=Color.new(0,0,0,255)
      handled=true
    end
   end
  # End of VS. sequence script
  if !handled
    if Sprite.method_defined?(:wave_amp) && rand(15)==0
      viewport.color=Color.new(0,0,0,255)
      sprite = Sprite.new
      bitmap=Graphics.snap_to_bitmap
      bm=bitmap.clone
      sprite.z=99999
      sprite.bitmap = bm
      sprite.wave_speed=500
      for i in 0..25
        sprite.opacity-=10
        sprite.wave_amp+=60
        sprite.update
        sprite.wave_speed+=30
        2.times do
          Graphics.update
        end
      end
      bitmap.dispose
      bm.dispose
      sprite.dispose
    elsif Bitmap.method_defined?(:radial_blur) && rand(15)==0
      viewport.color=Color.new(0,0,0,255)
      sprite = Sprite.new
      bitmap=Graphics.snap_to_bitmap
      bm=bitmap.clone
      sprite.z=99999
      sprite.bitmap = bm
      for i in 0..15
        bm.radial_blur(i,2)
        sprite.opacity-=15
        2.times do
          Graphics.update
        end
      end
      bitmap.dispose
      bm.dispose
      sprite.dispose
    elsif rand(15)==0
      scroll=["ScrollDown","ScrollLeft","ScrollRight","ScrollUp"]
      Graphics.freeze
      viewport.color=Color.new(0,0,0,255)
      Graphics.transition(50,sprintf("Graphics/Transitions/%s",scroll[rand(4)]))
    elsif rand(15)==0
      scroll=["ScrollDownRight","ScrollDownLeft","ScrollUpRight","ScrollUpLeft"]
      Graphics.freeze
      viewport.color=Color.new(0,0,0,255)
      Graphics.transition(50,sprintf("Graphics/Transitions/%s",scroll[rand(4)]))
    else
      transitions=["021-Normal01","022-Normal02",
         "Battle","battle1","battle2","battle3","battle4",
         "computertr","computertrclose",
         "hexatr","hexatrc","hexatzr",
         "Image1","Image2","Image3","Image4",
         "Splash","Random_stripe_v","Random_stripe_h",
         "RotatingPieces","ShrinkingPieces",
         "BreakingGlass","Mosaic","zoomin"
      ]
      rnd=rand(transitions.length)
      Graphics.freeze
      viewport.color=Color.new(0,0,0,255)
      Graphics.transition(40,sprintf("Graphics/Transitions/%s",transitions[rnd]))
    end
    5.times do
      Graphics.update
      Input.update
      pbUpdateSceneMap
    end
  end
  pbPushFade
  yield if block_given?
  pbPopFade
  if $game_system && $game_system.is_a?(Game_System)
    $game_system.bgm_resume(playingBGM)
    $game_system.bgs_resume(playingBGS)
  end
  $PokemonGlobal.nextBattleBGM=nil
  $PokemonGlobal.nextBattleME=nil
  $PokemonGlobal.nextBattleBack=nil
  $PokemonEncounters.clearStepCount
  for j in 0..17
    viewport.color=Color.new(0,0,0,(17-j)*15)
    Graphics.update
    Input.update
    pbUpdateSceneMap
  end
  viewport.dispose
end
 
def pbPrepareBattle(battle)
  if $game_screen.weather_type==1 || $game_screen.weather_type==2
    battle.weather=PBWeather::RAINDANCE
    battle.weatherduration=-1
  elsif $game_screen.weather_type==3
    battle.weather=PBWeather::HAIL
    battle.weatherduration=-1
  elsif $game_screen.weather_type==4
    battle.weather=PBWeather::SANDSTORM
    battle.weatherduration=-1
  elsif $game_screen.weather_type==5
    battle.weather=PBWeather::SUNNYDAY
    battle.weatherduration=-1
  end
  battle.shiftStyle=($PokemonSystem.battlestyle==0)
  battle.battlescene=($PokemonSystem.battlescene==0)
  battle.environment=pbGetEnvironment
end
 
def pbGetEnvironment
  return PBEnvironment::None if !$game_map
  if $PokemonGlobal && $PokemonGlobal.diving
    return PBEnvironment::Underwater
  elsif $PokemonEncounters && $PokemonEncounters.isCave?
    return PBEnvironment::Cave
  elsif !pbGetMetadata($game_map.map_id,MetadataOutdoor)
    return PBEnvironment::None
  else
    terrain=$game_player.terrain_tag
    if terrain==PBTerrain::Grass # Normal grass
      return PBEnvironment::Grass
    elsif terrain==PBTerrain::TallGrass # Tall grass
      return PBEnvironment::TallGrass
    elsif terrain==PBTerrain::DeepWater || terrain==PBTerrain::Water
      return PBEnvironment::MovingWater
    elsif terrain==PBTerrain::StillWater
      return PBEnvironment::StillWater
    elsif terrain==PBTerrain::Rock
      return PBEnvironment::Rock
    elsif terrain==PBTerrain::Sand
      return PBEnvironment::Sand
    end
    return PBEnvironment::None
  end
end
 
def pbGenerateWildPokemon(species,level)
  genwildpoke=PokeBattle_Pokemon.new(species,level,$Trainer)
  items=genwildpoke.wildHoldItems
  chances=[50,5,1]
  chances=[60,20,5] if !$Trainer.party[0].egg? &&
     isConst?($Trainer.party[0].ability,PBAbilities,:COMPOUNDEYES)
  itemrnd=rand(100)
  if itemrnd<chances[0] || (items[0]==items[1] && items[1]==items[2])
    genwildpoke.item=items[0]
  elsif itemrnd<(chances[0]+chances[1])
    genwildpoke.item=items[1]
  elsif itemrnd<(chances[0]+chances[1]+chances[2])
    genwildpoke.item=items[2]
  end
  if hasConst?(PBItems,:SHINYCHARM) && $PokemonBag.pbQuantity(PBItems::SHINYCHARM)>0
    for i in 0...2   # 3 times as likely
      break if genwildpoke.isShiny?
      genwildpoke.personalID=rand(65536)|(rand(65536)<<16)
    end
  end
  if rand(65536)<POKERUSCHANCE
    genwildpoke.givePokerus
  end
  Events.onWildPokemonCreate.trigger(nil,genwildpoke)
  return genwildpoke
end
 
def pbWildBattle(species,level,variable=nil,canescape=true,canlose=false)
  if (Input.press?(Input::CTRL) && $DEBUG) || $Trainer.pokemonCount==0
    if $Trainer.pokemonCount>0
      Kernel.pbMessage(_INTL("SKIPPING BATTLE..."))
    end
    pbSet(variable,1)
    $PokemonGlobal.nextBattleBGM=nil
    $PokemonGlobal.nextBattleME=nil
    $PokemonGlobal.nextBattleBack=nil
    return true
  end
  handled=[nil]
  Events.onWildBattleOverride.trigger(nil,species,level,handled)
  if handled[0]!=nil
    return handled[0]
  end
  currentlevels=[]
  for i in $Trainer.party
    currentlevels.push(i.level)
  end
  genwildpoke=pbGenerateWildPokemon(species,level)
  Events.onStartBattle.trigger(nil,genwildpoke)
  scene=pbNewBattleScene
  battle=PokeBattle_Battle.new(scene,$Trainer.party,[genwildpoke],$Trainer,nil)
  battle.internalbattle=true
  battle.cantescape=!canescape
  pbPrepareBattle(battle)
  decision=0
  pbBattleAnimation(pbGetWildBattleBGM(species)) { 
     pbSceneStandby {
        decision=battle.pbStartBattle(canlose)
     }
     for i in $Trainer.party; (i.makeUnmega rescue nil); end
     if $PokemonGlobal.partner
       pbHealAll
       for i in $PokemonGlobal.partner[3]
         i.heal
         i.makeUnmega rescue nil
       end
     end
     if decision==2 || decision==5 # if loss or draw
       if canlose
         for i in $Trainer.party; i.heal; end
         for i in 0...10
           Graphics.update
         end
       else
         $game_system.bgm_unpause
         $game_system.bgs_unpause
         Kernel.pbStartOver
       end
     end
     Events.onEndBattle.trigger(nil,decision)
  }
  Input.update
  pbSet(variable,decision)
  Events.onWildBattleEnd.trigger(nil,species,level,decision)
  return (decision!=2)
end
 
def pbDoubleWildBattle(species1,level1,species2,level2,variable=nil,canescape=true,canlose=false)
  if (Input.press?(Input::CTRL) && $DEBUG) || $Trainer.pokemonCount==0
    if $Trainer.pokemonCount>0
      Kernel.pbMessage(_INTL("SKIPPING BATTLE..."))
    end
    pbSet(variable,1)
    $PokemonGlobal.nextBattleBGM=nil
    $PokemonGlobal.nextBattleME=nil
    $PokemonGlobal.nextBattleBack=nil
    return true
  end
  currentlevels=[]
  for i in $Trainer.party
    currentlevels.push(i.level)
  end
  genwildpoke=pbGenerateWildPokemon(species1,level1)
  genwildpoke2=pbGenerateWildPokemon(species2,level2)
  Events.onStartBattle.trigger(nil,genwildpoke)
  scene=pbNewBattleScene
  if $PokemonGlobal.partner
    othertrainer=PokeBattle_Trainer.new(
       $PokemonGlobal.partner[1],$PokemonGlobal.partner[0])
    othertrainer.id=$PokemonGlobal.partner[2]
    othertrainer.party=$PokemonGlobal.partner[3]
    combinedParty=[]
    for i in 0...$Trainer.party.length
      combinedParty[i]=$Trainer.party[i]
    end
    for i in 0...othertrainer.party.length
      combinedParty[6+i]=othertrainer.party[i]
    end
    battle=PokeBattle_Battle.new(scene,combinedParty,[genwildpoke,genwildpoke2],
       [$Trainer,othertrainer],nil)
    battle.fullparty1=true
  else
    battle=PokeBattle_Battle.new(scene,$Trainer.party,[genwildpoke,genwildpoke2],
       $Trainer,nil)
  end
  battle.internalbattle=true
  battle.doublebattle=battle.pbDoubleBattleAllowed?()
  battle.cantescape=!canescape
  pbPrepareBattle(battle)
  decision=0
  pbBattleAnimation(pbGetWildBattleBGM(species1)) { 
     pbSceneStandby {
        decision=battle.pbStartBattle(canlose)
     }
     for i in $Trainer.party; (i.makeUnmega rescue nil); end
     if $PokemonGlobal.partner
       pbHealAll
       for i in $PokemonGlobal.partner[3]
         i.heal
         i.makeUnmega rescue nil
       end
     end
     if decision==2 || decision==5
       if canlose
         for i in $Trainer.party; i.heal; end
         for i in 0...10
           Graphics.update
         end
       else
         $game_system.bgm_unpause
         $game_system.bgs_unpause
         Kernel.pbStartOver
       end
     end
     Events.onEndBattle.trigger(nil,decision)
  }
  Input.update
  pbSet(variable,decision)
  return (decision!=2 && decision!=5)
end
 
def pbCheckAllFainted()
  if pbAllFainted
    Kernel.pbMessage(_INTL("{1} has no usable Pokémon!\1",$Trainer.name))
    Kernel.pbMessage(_INTL("{1} blacked out!",$Trainer.name))
    pbBGMFade(1.0)
    pbBGSFade(1.0)
    pbFadeOutIn(99999){
       Kernel.pbStartOver
    }
  end
end
 
def pbEvolutionCheck(currentlevels)
  # Check conditions for evolution
  for i in 0...currentlevels.length
    pokemon=$Trainer.party[i]
    if pokemon && (!currentlevels[i] || pokemon.level!=currentlevels[i])
      newspecies=Kernel.pbCheckEvolution(pokemon)
      if newspecies>0
        # Start evolution scene
        evo=PokemonEvolutionScene.new
        evo.pbStartScreen(pokemon,newspecies)
        evo.pbEvolution
        evo.pbEndScreen
      end
    end
  end
end
 
def pbDynamicItemList(*args)
  ret=[]
  for i in 0...args.length
    if hasConst?(PBItems,args[i])
      ret.push(getConst(PBItems,args[i].to_sym))
    end
  end
  return ret
end
 
# Runs the Pickup event after a battle if a Pokemon has the ability Pickup.
def Kernel.pbPickup(pokemon)
  return if !isConst?(pokemon.ability,PBAbilities,:PICKUP) || pokemon.egg?
  return if pokemon.item!=0
  return if rand(10)!=0
  pickupList=pbDynamicItemList(
     :POTION,
     :ANTIDOTE,
     :SUPERPOTION,
     :GREATBALL,
     :REPEL,
     :ESCAPEROPE,
     :FULLHEAL,
     :HYPERPOTION,
     :ULTRABALL,
     :REVIVE,
     :RARECANDY,
     :SUNSTONE,
     :MOONSTONE,
     :HEARTSCALE,
     :FULLRESTORE,
     :MAXREVIVE,
     :PPUP,
     :MAXELIXIR
  )
  pickupListRare=pbDynamicItemList(
     :HYPERPOTION,
     :NUGGET,
     :KINGSROCK,
     :FULLRESTORE,
     :ETHER,
     :IRONBALL,
     :PRISMSCALE,
     :ELIXIR,
     :PRISMSCALE,
     :LEFTOVERS,
     :PRISMSCALE
  )
  return if pickupList.length!=18
  return if pickupListRare.length!=11
  randlist=[30,10,10,10,10,10,10,4,4,1,1]
  items=[]
  plevel=[100,pokemon.level].min
  rnd=rand(100)
  itemstart=(plevel-1)/10
  itemstart=0 if itemstart<0
  for i in 0...9
    items.push(pickupList[i+itemstart])
  end
  items.push(pickupListRare[itemstart])
  items.push(pickupListRare[itemstart+1])
  cumnumber=0
  for i in 0...11
    cumnumber+=randlist[i]
    if rnd<cumnumber
      pokemon.item=items[i]
      break
    end
  end
end
 
 
 
class PokemonTemp
  attr_accessor :encounterType 
  attr_accessor :evolutionLevels
end
 
 
 
def pbEncounter(enctype)
  if $PokemonGlobal.partner
    encounter1=$PokemonEncounters.pbEncounteredPokemon(enctype)
    return false if !encounter1
    encounter2=$PokemonEncounters.pbEncounteredPokemon(enctype)
    return false if !encounter2
    $PokemonTemp.encounterType=enctype
    pbDoubleWildBattle(encounter1[0],encounter1[1],encounter2[0],encounter2[1])
    $PokemonTemp.encounterType=-1
    return true
  else
    encounter=$PokemonEncounters.pbEncounteredPokemon(enctype)
    return false if !encounter
    $PokemonTemp.encounterType=enctype
    pbWildBattle(encounter[0],encounter[1])
 $PokemonTemp.encounterType=-1
    return true
  end
end
 
Events.onStartBattle+=proc {|sender,e|
  $PokemonTemp.evolutionLevels=[]
  for i in 0...$Trainer.party.length
    $PokemonTemp.evolutionLevels[i]=$Trainer.party[i].level
  end
}
 
Events.onEndBattle+=proc {|sender,e|
  decision=e[0]
  if decision!=2 && decision!=5 # not a loss or a draw
    if $PokemonTemp.evolutionLevels
      pbEvolutionCheck($PokemonTemp.evolutionLevels)
      $PokemonTemp.evolutionLevels=nil
    end
  end
  if decision==1
    for pkmn in $Trainer.party
      Kernel.pbPickup(pkmn)
      if isConst?(pkmn.ability,PBAbilities,:HONEYGATHER) && !pkmn.egg? && pkmn.item==0
        if hasConst?(PBItems,:HONEY)
          chance = 5 + ((pkmn.level-1)/10)*5
          pkmn.item=getConst(PBItems,:HONEY) if rand(100)<chance
        end
      end
    end
  end
}
 

 



    Seanbb
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#2 Inviato 07 October 2014 - 15:48 PM

Ti consiglio di mettere sotto spoiler tutto lo script se no la gente impiega 20 anni a scorrere...

Ho appena letto lo wiki, e sembra facile.

Hai letto la sezione giusta?

Io purtoppo non ho molto tempo ora.


Modificato da Seanbb, 07 October 2014 - 16:06 PM.


    Hurricane
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#3 Inviato 28 February 2015 - 01:06 AM

in base al nome che dai alle picture che si trovano nella cartella "transition".

 

vsBar0 = barra di sfondo dell'trainer n°0
vsTrainer0 = immagine dell'allenatore corrispondente al trainer n°0

 

se si scontrano due persone, entrambe con la loro immagine di riferimento, compare automaticamente il VS.

 

es.

Il PG è il trainer 0

Brock è il trainer 3
se hai vsBar0,vsBar3,vsTrainer0 e vsTrainer3 nella cartella transition allora compare il VS tra il tuo PG e Brock
con Pigliamosche che è il trainer 4 non comparirà niente perchè non esiste il vsBar4 e il vsTrainer4

 



 


10.gif





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