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SpidgetFinner

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Everything posted by SpidgetFinner

  1. I don't know if this has ever been suggested before, but an idea I had to help spice up the game in what should be a relatively simple way was to add some achievements. These could be tailored for achieving certain milestones, and would reward players with various things from PokeYen to even possibly RP. PokeMMO has one major issue I've noticed for new players, and it's that you simply aren't informed of any of the changes or any of the new systems. There is literally no tutorial, and while that can be a good thing, for some it can be a little overwhelming to be greeted with some of these features, for example when they open the GTL for the first time. Through achievements, we could introduce newer players to these features and reward new and old players for completing various milestones. PokeMMO's unique and vast array of content lends itself perfectly to setting up an achievement system with a plethora of things. Below are some examples I have off the top of my head. Achievement Ideas: - Buy something from the GTL for the first time: 10 Great balls - Choose your starter (could add a variation for each region): $2,500 - Beat a Gym: $10,000 - Beat all of one region's Gyms: $50,000 - Beat every Gym in PokeMMO: $100,000 - Have a complete OT dex (being such a big milestone, this could reward players with something unique such as the Training Link, or 500Rp or even 100RP. It could also be a unique vanity or something of the like) - Become champion of a region: 30 Ultra Balls & $50,000 These examples are just from the top of my head, but I think they should get the point across. With 4 regions, 4 Champions, 20 Elite 4 Members, 32 Gym Leaders, a handful of Unique battles (Steven Stone for example) and so much more, there is potential for a very wide array of achievements. There could also be PvP based achievements, and even seasonal achievements with rewards tailored to their specific theme. We could even add achievements that encourage and reward shunting and breeding to encourage more people to get involved and invested in those features. The rewards don't all have to be PokeYen and can give players items they may need to help direct them toward other achievement organically. Please let me know what achievement ideas and rewards you would like, and what you think of the suggestion! Thank you for taking the time to read through it!!
  2. Presumably it would follow this point, and therefore would be a safe bet that if you accidentally kill a shiny one, it will always remain shiny. However there have been so few shiny alpha encounters that I doubt we will get confirmation on this for a while.
  3. Honestly I've learned an immensely large amount about making themes thanks to Budadeth and the others in that thread that was linked, and if you have any other issues or questions I highly encourage dropping them there. My own theme is about 85% done and it wouldn't have been possible for me without that thread lol
  4. I think I'm still far to much of a novice at this to make any sense of that but some day I will lmao, thank you
  5. Ah, so that's what it means by wildcard in the code, I wasn't sure what that referred to, thank you. Also, a question for you specifically since I was looking at the Archetype Theme. When you replaced the background with a new gif on the main login screen, was that just as simple as having the code reference something like a background.gif, or was it more complicated than that? I ask because I'd love to have a moving image in the background in my own theme and wasn't sure how the best way to achieve that would be.
  6. It seems a day can't go by without me getting confused about something lol. Today on why I'm confused is these wonderful boxes. They are supposedly points the gfx.xml references for things, but seem to make no sense size and shape wise. I can only assume they're leftovers from older versions of the game?
  7. I also wanna take a moment to thank you all for helping me with this. It's definitely not an understatement to say that theme editing in 2022 is a crucially difficult process for beginners because the documentation simply doesn't exist. This thread was the beginning of my best hopes to do it, and I want to document as much as I can, mistakes and all so that if anyone is looking back on it, it can hopefully help steer them in the right direction.
  8. Even more success! I was able to get it pixel perfect. Turns out this was all that I need for the code in the gfx file. I also had to add this line in the battle xml to obviously have it reference the right file. Also, here's a blank copy of the png. If you're using the same battle frame as Budadeth and add those lines to the gfx.xml and battle.xml respectively, it should work. The black box is of course the working area.
  9. HALLE-FUCKIN-LUJAH BOYS WE DID IT It's still a pixel or two off, but by adding this line of code below the line that added the other battle frame and a new png, I was able to do it. I know how to shorten the scrollpane already, so that won't be to much of a pain, I just don't know how to lower its position but I don't think that'll be to difficult I hope
  10. Ahh I get it now, I see how it adds up. My software was telling me 51 pixels but I realise it wasn't counting the starting pixel lmao
  11. The yellow area is actually only 51 pixels wide, which is what was confusing me. It's not a big deal but is interesting that the defined visual area is a pixel off from what the code says it should be. I see! So by having it previously set to L32, R34 T31, B34 I was having the point at which it wasn't supposed to stretch the image overlap, causing it to stretch anyway! Thank you for this explanation it cleared up my confusion regarding the split points. I thought they were also based on the x and y positions of the frame in question lol
  12. It's all finally starting to click in my brain lol. I'm making this comment just to document and explain my understanding and hopefully to have someone confirm I'm right and that this isn't just a coincidence lol. Firstly, I know this top line refers to the box I managed to edit earlier and fix the corners of. While experimenting I couldn't make heads or tails of how the coords fit together until I realised that the second set (52,52) is the width and height (I know it's super obvious in hindsight since it's literally called xywh) Since I know this, I can surmise that (7,7) and (8,62) under it are the reference pixels for where the game starts looking for those boxes. In other words, the corner of the working area. Using that, and given how the png is laid out, I learned that it builds the width and height out downwards and to the right. So if the top left corners are 7,7 and 8,62, by adding 52 to that, we can get the bottom right, which would be 59,59 and 60,114 respectively. We can even see this if we add a border around the frame in game. However, as I learned while applying that border, the bottom corner is actually off by a couple of pixels, tho I'm not sure why. As you can see below is the border, which is the full working area for that box, but the actual corner of it doesn't match up with were it should if it was actually 52 wide and 52 high. It also doesn't explain why it still stretches beyond the defined split x and split y that I modified to fix the corners in the first place. I think using this and a lot of tinkering it could actually fix the battle screen when using the bag, but that's something I'll need to play with later.
  13. Success! these corners look much better. Although, for some reason, despite clearly setting the split to be directly in the middle of where it is in the png, it is still slightly skewed to the side. I suspect this is because the working area for this particular box has a bit of extra space I'm not using slightly to the left.
  14. In the first link it mentions being able cut an image into multiple pieces so that you can define the corners. since the editor is defunct, is there another program that I could use to replicate this? Or is there a way I could edit one of the corresponding xml files to split the image? I'm completely new to all of this so I have next to no idea how any of it works. If I can figure this out, and if I understand it correctly this could fix my stretching problems with boxes and possibly with the bag if I can do it right.
  15. I can say for certain i didn't expect making a custom theme to be so involved lol. I did manage to sort of get the battle buttons borders to look how I wanted, tho I'm not sure if I'm completely happy with it and may settle for a completely straight edge one.
  16. While we're on the topic of stretching, anyone know if it's possible to define what point a texture is stretched? For example, here you can see the border around the fight button is really stretched Below is it's corresponding image within the main-hud.png I want to make it so it stretches the image from somewhere within this white area so that it doesn't stretch and ruin the cut off corner look
  17. It worked in replacing the main battle screen, but the bag screen is still using the old one and is still stretched? Not sure what I did wrong lol
  18. Sadly it seems that fixing the stretching issue with the Bag during battle is beyond me. I was able to reduce the size of the scroll window, but the other parameters don't seem to work or do anything noticable to it sadly. I may just have to deal with stretched Dante & Vergil or have a transparent background, which isn't the worst thing to deal with
  19. Any chance anyone could tell me if there's a way to prevent this stretching that occurs when opening the bag during battle?
  20. You're an absolute legend! Works perfect, and things are progressing much smoother now lol
  21. Using the Battle xml stuff to change the battle hud background also seems to have broken my bag and made it impossible to see any items while in a battle, so for now I also can't use that either it seems.
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