Thanks for the reports! Apologies for the delay in updating, but I ran into an issue while working on the new update (TrainerFactory) and basically ended up breaking the entire script, haha. So, I need to start over from my 2.1.0 backup.
Did you configure it in 000_Settings?
# Define which tiles from which Tileset will become Sprites.
# Structure: ID_TILESET => [ID_TILE_1, ID_TILE_2, ...]
TILES_TO_FIX = {
# Example: Tileset ID 1 (Outside)
# We converted fences, mailboxes, and the tops of houses and laboratorie...
That's what Dynamic Z-Ordering is for. Now, if you're using it as the instructions indicate, you must ensure that the tiles are on layers 2 and 3. If the layer containing the trees through which the shadow passes is on layer 1, Z-Ordering will not take effect.
Yes. These are bugs I overlooked when testing the features with my add-ons. They will be fixed in the next update, which will be released in a few days.
Dynamic Overworld Shadows 2.0.0
The code has been rewritten from scratch. Therefore, you must delete the old folder or its files before installing.
Dynamic Overworld Shadows 2.0.0 still features three modes, but they are now called BASIC, STANDARD, and ENHANCED.
BASIC: Static shadow, which...
Pokémon Factory has been updated to version 2.1.0
Additions and Fixes:
A new file has been added outside the existing folders: 000_Settings. This is where the values for the added features will be entered; or, if desired, they can be activated or deactivated.
The ability for trainers' Pokémon...
Pokémon Factory is being updated to version 2.0.0.
This update is skipping directly to 2.0.0 because I feel I've already implemented what I had planned. Only the HTML is missing, but with everything I've added, it will take even longer.
Let's move on to the new stuff:
Small corrections were...
It's possible, but it would require rewriting several parts of the code. Unfortunately, my script doesn't plan to make such drastic changes to the battle system.
1- Yes, it's possible. I think the next update will be version 2.0.0. This is because I've added several new features and rewritten some things.
Among these features is that WildPokémon will have variations in their base stats (both positive and negative) and a change in their HUE. Also, moves...
By using "ZBox::" in this line, there's no need for it to be inside the module:
ZBox::PokemonFactory.create(new_impostor)
You just need to remove the "self." from the creation method:
def self.give_pkmn_override → def give_pkmn_override
And indeed, the NIHILLIGHT movement seems to be the...
Regarding Suicune, can you also send me the creation method and see the possible error?
Regarding Unow, it's probably due to the NIHILLIGHT movement. Is it added by a plugin?
Indeed. Those are the types of errors my script can produce when entering data that the save isn't designed for.
Although I made sure to mitigate these errors, they seem to have returned when I corrected some things.
You could also pass me the Pokémon you created so I can pinpoint which option...
1-Yes. In fact, the next update will feature examples of how to use the factory for WildBattles and, especially, TrainerBattles.
Example:
def self.brock_figth
trainer_party = []
brock_onix_data = {
species: :ONIX,
level: 14,
nickname: "Goliath"...
I'd need to see the error log to see if my script had anything to do with it. It can also happen if you had a saved game, removed plugins, and tried saving again. I'm testing my script in three different environments (Vanilla 21.1, La Base de Sky, and a FanGame with a significant number of...
If you do it inside the ZBox module in 002_Events:
module Zbox
#==============================================================================
# Example events...
#==============================================================================...