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If you click the bookmarklet with the Estimated Damage calculator open, it will grab the current HP percentage and display it on skin.png, instead of the off-element estimated damage. EMP saved as japanese won't work for an english party image and vice versa. Your game language must be the same at the time you saved the EMP and when generating a Party image.The Do EMP setting must be enabled or emp.png won't be generated when clicking Build Images.This Character's EMP will be saved in the emp folder, as a. In gbfpib.pyw, click on the Add EMP button.No additional setup is required, it uses the same bookmark. You can also delete the folder if it gets too big. If some of those images are updated in game, all you need is to delete the cache folder so they are redownloaded later. You only need to enable the option to make it work. Images from the GBF asset servers can be saved for later uses. -cmd: Let you access the command line menu.
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-nowait: Skip the 10 seconds waiting time at the end when using -fast.If EMP datas are found instead, it will be saved in the emp folder.
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Be sure to have the party data ready in your clipboard. -fast: Automatically start the image building process.Do note you can change the used asset server with the button on the left (in case they change the address again in the future). Use HTTPS: if enabled, it will use HTTPS when downloading assets.Do EMP: if enabled, it will also generate emp.png.Do Skins: if enabled, it will also generate skin.png.Caching: if enabled, downloaded images will be saved on disk (in the cache folder) for later uses.Quality: let you control the output size (default is 8K, minimum is 720p).The process take around 1 GB of memory and can take up to one minute (if your computer is slow and the script needs to download assets). If it didn't, something went wrong, probably at the step 2.Note: if you enabled the corresponding settings, it will also generate skin.png and/or emp.png. If everything went well, the image should appear beside gbfpib.pyw under the name party.png.
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