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Improved Pokécenters 2017-03-28

Pokémon Essentials Version
v16.2 ➖
This script and events were included in Gen 6, but since it's a standalone script, I decided to make a separate post for it.
First thing, add this script in a new section above the main.
Code:
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class MakeHealingBallGraphics
 def initialize
	balls=[]
	for poke in $Trainer.party
	  balls.push(poke.ballused) if !poke.isEgg?
	end
	return false if balls.length==0
	@sprites={}
	@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
	@viewport.z=999999
	for i in 0...balls.length
	  @sprites["ball#{i}"]=Sprite.new(@viewport)
	  if pbResolveBitmap("Graphics/Pictures/Balls/ball_#{balls[i]}.png")
		@sprites["ball#{i}"].bitmap=Bitmap.new("Graphics/Pictures/Balls/ball_#{balls[i]}.png")
	  else
		@sprites["ball#{i}"].bitmap=Bitmap.new("Graphics/Pictures/Balls/ball_0.png")
	  end
	  @sprites["ball#{i}"].visible=false
	end
	bitmap1=Bitmap.new(128,192)
	bitmap2=Bitmap.new(128,192)
	rect1=Rect.new(0,0,128,192/4)
	rect2=Rect.new(0,0,128,192/4)
	for i in 0...balls.length
	  case i
	  when 0
		bitmap1.blt(20,50,@sprites["ball#{i}"].bitmap,rect1)
		bitmap1.blt(20,98,@sprites["ball#{i}"].bitmap,rect1)
		bitmap1.blt(20,146,@sprites["ball#{i}"].bitmap,rect1)
	  when 1
		bitmap2.blt(0,50,@sprites["ball#{i}"].bitmap,rect2)
		bitmap2.blt(0,98,@sprites["ball#{i}"].bitmap,rect2)
		bitmap2.blt(0,146,@sprites["ball#{i}"].bitmap,rect2)
	  when 2
		bitmap1.blt(20,106,@sprites["ball#{i}"].bitmap,rect1)
		bitmap1.blt(20,154,@sprites["ball#{i}"].bitmap,rect1)
	  when 3
		bitmap2.blt(0,106,@sprites["ball#{i}"].bitmap,rect2)
		bitmap2.blt(0,154,@sprites["ball#{i}"].bitmap,rect2)
	  when 4
		bitmap1.blt(20,162,@sprites["ball#{i}"].bitmap,rect1)
	  when 5
		bitmap2.blt(0,162,@sprites["ball#{i}"].bitmap,rect2)
	  end
	  Graphics.update
	end
	if RTP.exists?("Graphics/Characters/Healing balls left.png")
	  File.delete("Graphics/Characters/Healing balls left.png")
	end
	if RTP.exists?("Graphics/Characters/Healing balls right")
	  File.delete("Graphics/Characters/Healing balls right")
	end
	bitmap1.saveToPng("Graphics/Characters/Healing balls left.png")
	bitmap2.saveToPng("Graphics/Characters/Healing balls right.png")
	pbDisposeSpriteHash(@sprites)
	@viewport.dispose
	bitmap1.dispose
	bitmap2.dispose
 end
end
And add this folder (which contains the graphics for each ball) into Graphics/Pictures
http://www.mediafire.com/download/ucad4vbtut2q4t9/Balls.rar
Now, for setting up the events.
Instead of making this overcomplicated, I've just made an example map with the necessary events.
Download here: http://www.mediafire.com/download/05bi57377zg76b6/Map009.rxdata
Note that this map's number is 009, so you'll probably have to change that before adding it to your game to avoid overwriting a previous map.
Video of this working:

PS: To add a new ball's graphic, just put it in the same folder. Named "ball_X", where X is it's ID number (if you'd added a new ball, you've defined this.) If a ball graphic is not found for a particular ball, it defaults to "ball_0", which is a pokeball.
Credits
mej71
Author
mej71
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This is vary good. butttt once installed it. It have a error once I say yes to nurse joy when I want to heal a pokemon. what did I went wrong
Very Nice, this adds a defining touch, allowing you to see the Pokemon in their correct Pokeball (IE: Dusk Ball, Net Ball, Master Ball)
which is much better than seeing just the default Pokeball, dont you think? ;)
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