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fudgy
June 8th, 2008, 03:57 PM
go into the notes html page in the pokestarter kit is.
it tells you there, and the title is "water relection"

Minorthreat0987
June 8th, 2008, 04:04 PM
go into the notes html page in the pokestarter kit is.
it tells you there, and the title is "water relection"

No, sorry, I should have been more specific, I meant the actual script function in the script editor of RMXP. Thank you though.

fudgy
June 8th, 2008, 04:10 PM
oh im sorry, but i dont not know that :(
ima newb xD

Jirbytaylor
June 8th, 2008, 04:56 PM
@Minorthreat0987:
There should be a file that contains all the updated scripts on Poccil's website.
Something like this:
http://upokecenter.com/projects/pokestarter/changed_year-month-day.txt
But I'm not sure there is one for 2008-06-01, the latest update... he should really link to them on the Essentials page! *prods Poccil*

imtheomega
June 8th, 2008, 08:49 PM
@Minorthreat0987:
There should be a file that contains all the updated scripts on Poccil's website.
Something like this:
http://upokecenter.com/projects/pokestarter/changed_year-month-day.txt
But I'm not sure there is one for 2008-06-01, the latest update... he should really link to them on the Essentials page! *prods Poccil*

The list of the files u are speaking about is now there : http://upokecenter.com/projects/pokestarter/ .
Apparently he put a new version of the starter, yesterday I had seen that the 26/05 version was still there and now it is from 1/06 :s.

Psy-Crow
June 8th, 2008, 10:43 PM
when you made the new type god, did you remember to add a new column and row to the scripts?

All you do is edit the PBTypes Script, right? If so, here's what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 18
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0, normal
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0, fighting
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0, flying
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0, poison
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0, ground
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0, rock
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0, bug
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0, ghost
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0, steel
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2, fire
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2, water
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2, grass
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2, electric
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2, psychic
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2, ice
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2, dragon
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, dark
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, spirit
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4, god
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

I also tried changing the 18 to 19, but it gave me the same message.

Krobelus
June 8th, 2008, 10:47 PM
Offtopic -

Also, congrats on your Modship at RMXP.org, Poccil!

Poccil got modship? I was wondering why he was able to move a topic around.

Oh, and on RMXP.org everyone is an admin for a day, what fun.


Ontopic - Does anyone know how to actually use this for VX?
-Krobe

Exiled~Shadow
June 9th, 2008, 12:39 AM
i was asking because if it was an old one there was a glitch that made the editor do wierd things, but that was a long time ago.

anyway, to change the name click on game > change title (lol, yeah, it's that easy :D)

for the editor, did you change any of the scripts? and can you get a screen shot of what happens when the error pops up? (i know you really need the help, so sorry that it takes so long, >.< )

lol ty 4 nem change help...

sure here's a screenie and your help is very appreciated... even tho you didn't "create" anything i am going to credit you in my game 4 all the help tysvm! heres da screenie: ps... any1 got dat fon. ill post another image of it.



It only comes up if i try to navigate through the list...


EDIT: Oh man that picture is realy bad quality.... is their somewhere i can host it online 4 free??
L0L EDIT No#2: Just click it when it comes up and it takes you to a screen where you can zoom... but still where is a site i can host pic's 4 free??

yaoimutt
June 9th, 2008, 01:17 AM
i didnt edit the intro...at all.
i just deleted all the other maps, instead of the intro.

well, the only way that you wouldn't have the sprite show up, is that in the intro it doesn't set the players sprite... so either you edited the intro, or you edited trainers/trainernames (one of the two) and changed something about them that you shouldn't have...

All you do is edit the PBTypes Script, right? If so, here's what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 18
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0, normal
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0, fighting
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0, flying
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0, poison
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0, ground
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0, rock
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0, bug
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0, ghost
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0, steel
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2, fire
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2, water
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2, grass
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2, electric
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2, psychic
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2, ice
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2, dragon
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, dark
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, spirit
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4, god
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

I also tried changing the 18 to 19, but it gave me the same message.

um, you don't actually have it saying:
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0, normal
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0, fighting
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0, flying
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0, poison
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0, ground
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0, rock
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0, bug
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0, ghost
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0, steel
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2, fire
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2, water
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2, grass
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2, electric
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2, psychic
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2, ice
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2, dragon
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, dark
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, spirit
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4, god

you need to get rid of the words in this part of it, because that part is only numbers, no words, get rid of the "god, spirit, dark" and stuff. apart from that, i have no idea... o.0 (and if you added 2, then it should be 19, so you were right to change that, but the error is something else, ... hm... this is hard...

lol ty 4 nem change help...

sure here's a screenie and your help is very appreciated... even tho you didn't "create" anything i am going to credit you in my game 4 all the help tysvm! heres da screenie: ps... any1 got dat fon. ill post another image of it.



It only comes up if i try to navigate through the list...


EDIT: Oh man that picture is realy bad quality.... is their somewhere i can host it online 4 free??
L0L EDIT No#2: Just click it when it comes up and it takes you to a screen where you can zoom... but still where is a site i can host pic's 4 free??

hm... well, i can't find a single thing that would do that, i tride to recreat the problem in my editor, but nothing, you said it happenes when you try to go up or down? o.0 strange... hm... you might want to try redownloading the starter kit, and transfering your game into it. sorry i couldn't be of more help >.<

and as for a image hosting site:
photobucket.com
imageshack.us
imageshack.net
villagephotos.com <never used this one, just found it in a search, so don't ask me if it's good)

and on a side note, you play dungeon siege? i LOVE THAT GAME! :D

Aqua Mudkip
June 9th, 2008, 02:00 AM
Aqua Mudkip: Can someone please help me with this problem? Everytime I try to play a ME after pressing the start button in the intro, the ME never plays and it always ends up in a syntax error when I do. Can someone help? I also want to put in the Stripes H transiton in my intro.

Aqua Mudkip to [anyone who can answer plz.]: Err... I got a question... how do you like after pressing the start button in the title screen make it play a ME/SE/BGM and then after that do a transition (besides splash) ex: Stripes V, H?

The quoted question was never answered so could someone please answer? Help will be really handy. :D

yaoimutt
June 9th, 2008, 03:49 AM
erm, is it possable to set what name the player has if they don't pick one them selfs?

RM2K3kid
June 9th, 2008, 05:22 AM
What a wonderful starterkit we have here! I've been having a blast playing around with it! Even started shoehorning Pokémon Liquid into it. :D

Just a question for y'all.. I'm trying to setup a battle with your 'rival' so that he uses the Pokémon that counters what you chose.
Not sure what I'm getting at? Well think of how you choose Charmander and your rival chooses Squirtle to 'counter' the fire type. I want to set it up so mine works the same way. I have the trainer setup in the trainers file with 3 different Pokemon but I require some help because when I set the ID for the trainer up it chooses the last comment every time and wont let me change it. So I fight the fire Pokémon no matter what I choose.

Help much appreciated. ;)
Cheers.

-RM2K3kid

yaoimutt
June 9th, 2008, 06:03 AM
What a wonderful starterkit we have here! I've been having a blast playing around with it! Even started shoehorning Pokémon Liquid into it. :D

Just a question for y'all.. I'm trying to setup a battle with your 'rival' so that he uses the Pokémon that counters what you chose.
Not sure what I'm getting at? Well think of how you choose Charmander and your rival chooses Squirtle to 'counter' the fire type. I want to set it up so mine works the same way. I have the trainer setup in the trainers file with 3 different Pokemon but I require some help because when I set the ID for the trainer up it chooses the last comment every time and wont let me change it. So I fight the fire Pokémon no matter what I choose.

Help much appreciated. ;)
Cheers.

-RM2K3kid

just set a variable when the player picks the pokemon, (i say set a variable, because it would take atleast 2 switches, but only 1 variabl,it saves more variables and switche for stuff this way)

anyway, take a variable, if the player chooces a fire pokemon, then set the variabl to 1, if the player chooses a water pokemon, then set the variable to 2, i think you get the point.

now, go to the rival event, and make 4 pages, the first page will be set so that if the player has the water starter, then the rival will have a grass start, set the battle up, but make the condition for the event page set to the variable and make it equal to the number that was set if the player choose a water pokemon, then repeat the procces for each page, but leave the forth page

on the forth page set what happens when the player wins (just like normal) and set it to auto run, then set self switch b (because the battle events turned on the self switch a) add a new blank page, set it to self switch b, that way the event goes away after the post battle event is over. :D

RM2K3kid
June 9th, 2008, 06:11 AM
just set a variable when the player picks the pokemon, (i say set a variable, because it would take atleast 2 switches, but only 1 variabl,it saves more variables and switche for stuff this way)

anyway, take a variable, if the player chooces a fire pokemon, then set the variabl to 1, if the player chooses a water pokemon, then set the variable to 2, i think you get the point.

now, go to the rival event, and make 4 pages, the first page will be set so that if the player has the water starter, then the rival will have a grass start, set the battle up, but make the condition for the event page set to the variable and make it equal to the number that was set if the player choose a water pokemon, then repeat the procces for each page, but leave the forth page

on the forth page set what happens when the player wins (just like normal) and set it to auto run, then set self switch b (because the battle events turned on the self switch a) add a new blank page, set it to self switch b, that way the event goes away after the post battle event is over. :D
Thats excatly the way I had it set out. But for some reason it reads the first page and ignores the rest. Seems the script only reads the comments of the first page and initializes them but not any others..

imtheomega
June 9th, 2008, 07:08 AM
Thats excatly the way I had it set out. But for some reason it reads the first page and ignores the rest. Seems the script only reads the comments of the first page and initializes them but not any others..

The problem come from the comments, so use the example in the notes :

Conditional Branch: Script: pbTrainerBattle(PBTrainers::LEADER_Roxanne,"Roxanne",_I("Excellent. You have earned the Stone Badge."))
-- here you can add event commands to be run when the player wins, but this is not necessary
Script: $Trainer.badges[0]=true
Text: \PN received the Stone Badge!
Text: The Stone Badge proves you can succeed in the Pokemon League.
Control Self Switch: A =ON
Branch End

and adapt it to your game. This thing will work. For the comments, it has to do with the compilation but i dont know how to get rid of this problem.

yaoimutt
June 9th, 2008, 07:50 AM
Thats excatly the way I had it set out. But for some reason it reads the first page and ignores the rest. Seems the script only reads the comments of the first page and initializes them but not any others..

oh yeah, i forgot about that, lol, sorry, add another page, put this page in front of the others, leave it blank with no conditions. (but remember to make ALL the other pages have a condition, or else they will conflict.

RM2K3kid
June 9th, 2008, 08:26 AM
oh yeah, i forgot about that, lol, sorry, add another page, put this page in front of the others, leave it blank with no conditions. (but remember to make ALL the other pages have a condition, or else they will conflict.

Seems the variables were not working in my favor *damn junkies*. I tried a couple of methods to correct it but no luck so I had to use 3 switches instead. All's good now. Thanks for the help :)

Lorem Ipsum
June 9th, 2008, 08:42 AM
Two of my events aren't working, and they run on switches. I have put the switch on, ready for both events, yet they don't happen.

Krobelus
June 9th, 2008, 09:37 AM
Two of my events aren't working, and they run on switches. I have put the switch on, ready for both events, yet they don't happen.

So..? What do you want us to do? Try giving more information. =P

Anyway, like I asked before, anyone know how to use this on VX? Poccil did make it compatible for VX as well, so I'm just wondering.

-Krobe

Lorem Ipsum
June 9th, 2008, 09:39 AM
Doesn't matter, I fixed the problems. You can run it in VX, it's compatible with RGSS2.

Psy-Crow
June 9th, 2008, 10:40 AM
Edited it again. I changed the number to 19 and removed the names (it was only there for convenience so I wouldn't keep forgetting what each one was.) This is what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 19
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4,
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

And once again, I get the (insert various cursing here) message

Exception: RuntimeError
Message: Undefined value GOD in PBTypes (section File PBS/moves.txt, line 355
GOD,Special,100,10,0,08,0,ef,Tough,"Strikes the foe with world-ending power."
, key )
Compiler:1881:in `checkEnumField'
Compiler:1906:in `csvEnumField!'
Compiler:397:in `pbGetCsvRecord'
Compiler:363:in `each'
Compiler:363:in `pbGetCsvRecord'
Compiler:969:in `pbCompileMoves'
Compiler:968:in `pbCompilerEachPreppedLine'
Compiler:497:in `each_line'
Compiler:497:in `pbCompilerEachPreppedLine'
Compiler:494:in `open'

chaostres403
June 9th, 2008, 12:30 PM
i didnt edit the intro...at all.
i just deleted all the other maps, instead of the intro.

You have to edit the transfer player in the intro to your new map if you didn't edit it at all.

Hall Of Famer
June 9th, 2008, 01:16 PM
Well, I have some simple questions to ask:
1. Can the number of maps exceed 999?
2. How can I change the Max Level to be over 100?
3. Can I set some specific Pokemon with specific moves and stats? For instance, Brock's Onix learned Rock Tomb and Misty's Starmie learned Water Pulse?

lnghorn4life
June 9th, 2008, 09:43 PM
Can I ask, how to you make it so you can choose a starting pokemon, I basically just copied to code from Pokemon Essential but still gave me the same 6 pokemon...

Krobelus
June 9th, 2008, 09:49 PM
Doesn't matter, I fixed the problems. You can run it in VX, it's compatible with RGSS2.

I already know that... that's why I was asking >.>


Specifically, I'm just wondering, where would the fogs, battlebacks, transitions, windowskins and titles go in the graphics folder? I'm assuming most of them (if not all) would go in the system folder yea?

-Krobe

yaoimutt
June 10th, 2008, 05:11 AM
Edited it again. I changed the number to 19 and removed the names (it was only there for convenience so I wouldn't keep forgetting what each one was.) This is what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 19
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4,
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

And once again, I get the (insert various cursing here) message

Exception: RuntimeError
Message: Undefined value GOD in PBTypes (section File PBS/moves.txt, line 355
GOD,Special,100,10,0,08,0,ef,Tough,"Strikes the foe with world-ending power."
, key )
Compiler:1881:in `checkEnumField'
Compiler:1906:in `csvEnumField!'
Compiler:397:in `pbGetCsvRecord'
Compiler:363:in `each'
Compiler:363:in `pbGetCsvRecord'
Compiler:969:in `pbCompileMoves'
Compiler:968:in `pbCompilerEachPreppedLine'
Compiler:497:in `each_line'
Compiler:497:in `pbCompilerEachPreppedLine'
Compiler:494:in `open'


I THINK I FINALLY SEE THE PROBLEM *does a happy dance hoping to be right*
in the part

types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]

put a , after dark, and spirit, see how all the others don't have one? i think it's reading the no coma as a no move thing. (i REALLY hope this is the problem because if it's not, then i'm REALLY going to start thinking that your pc is just possessed.)

Well, I have some simple questions to ask:
1. Can the number of maps exceed 999?
2. How can I change the Max Level to be over 100?
3. Can I set some specific Pokemon with specific moves and stats? For instance, Brock's Onix learned Rock Tomb and Misty's Starmie learned Water Pulse?

1, um, i've never found a single rmxp game sk that didn't allow more then 999 maps, if it's rmxp that wont alow more then that, then no, if not, then you're all good.
2, no idea
3, try reading the note.html file, it says in there that you can specify what moves a trainers pokemon has.

Can I ask, how to you make it so you can choose a starting pokemon, I basically just copied to code from Pokemon Essential but still gave me the same 6 pokemon...

go to note.html, click on Adding a Pokemon, read that. make 3 pokeball events with that information, and add a switch so that when the player choose the pokemon, all 3 events go to there second page so that the player can't keep getting the starter pokemon.

Exiled~Shadow
June 10th, 2008, 06:12 AM
ty 4 all help... yeah i play ds1 and 2 but i cant play online with 2... if you had ds1 i'd ask you 4 a game but the server has been shut down :(

imtheomega
June 10th, 2008, 07:31 AM
Edited it again. I changed the number to 19 and removed the names (it was only there for convenience so I wouldn't keep forgetting what each one was.) This is what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 19
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4,
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

And once again, I get the (insert various cursing here) message

Exception: RuntimeError
Message: Undefined value GOD in PBTypes (section File PBS/moves.txt, line 355
GOD,Special,100,10,0,08,0,ef,Tough,"Strikes the foe with world-ending power."
, key )
Compiler:1881:in `checkEnumField'
Compiler:1906:in `csvEnumField!'
Compiler:397:in `pbGetCsvRecord'
Compiler:363:in `each'
Compiler:363:in `pbGetCsvRecord'
Compiler:969:in `pbCompileMoves'
Compiler:968:in `pbCompilerEachPreppedLine'
Compiler:497:in `each_line'
Compiler:497:in `pbCompilerEachPreppedLine'
Compiler:494:in `open'

There is also a problem in your

PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4,
]

There must not be a coma after the last 4.
When u copy something, make sure u do it well and that u understand what u do :/ . PBTypeChart is an array and all the components are separated by comas so wen u put a coma at the end, it looks for another number but it doesn't find it.

Yaoimutt is also right for the comas u forgot. Correct it and say us if it goes well now.

Psy-Crow
June 10th, 2008, 10:55 AM
class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 19
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK"),
_INTL("SPIRIT"),
_INTL("GOD")
]
return types[type]
end

end

Once again, same stupid message. I'm pretty sure I did everything required... I even made several combinations of changes and nothing worked. Could someone edit this to how it should look?

chaostres403
June 10th, 2008, 05:58 PM
Add the commas to the first list to.

Glitchfinder
June 10th, 2008, 06:27 PM
Add the commas to the first list to.

I can see why you need scripters, instead of scripting yourself. The first list does not need commas. it isn't an array. Its setting a series of variables to equal a series of numbers. Also, I think I figured out the problem. Your text file should have the number 20, not GOD. (I'm not absolutely certain, but that seems to be the error)

Jirbytaylor
June 10th, 2008, 08:04 PM
Add another number to each line of PBTypeChart.
Each line has 19 numbers, but you infact have 20 types because Normal is '0'.

That could be the problem. :x

EDIT: You have 19 lines and 19 effectiveness entries per line, but you have 20 types. Recheck your numbers you have there - but Normal is first and Spirit is last. You'll need to reconfigure the array by either adding another entry after the 0,s at the end and changing the 0s, or adding an entry before each 0, and adding a new line for the GOD element...

Glitchfinder
June 10th, 2008, 10:46 PM
Add another number to each line of PBTypeChart.
Each line has 19 numbers, but you infact have 20 types because Normal is '0'.

That could be the problem. :x

EDIT: You have 19 lines and 19 effectiveness entries per line, but you have 20 types. Recheck your numbers you have there - but Normal is first and Spirit is last. You'll need to reconfigure the array by either adding another entry after the 0,s at the end and changing the 0s, or adding an entry before each 0, and adding a new line for the GOD element...

Actually, one of those 20 types has no effectiveness line in the chart. That is type #9, QMARKS, or ???. Anyway, I just tested it myself, and I found no errors. Here's what I've got:


#==============================================================================
# ** PBTypes
#------------------------------------------------------------------------------
# This class handles Pokemon types. Instructions for adding new types are
# included below.
#
#
# Step 1: Add a new type below the last default type (Dark), in the format
# TYPE = #. The number is one higher than the number of the previous
# type.
#
# Step 2: Change the return line in PBTypes.getCount to return #, where the
# number is equal to the last type's number. (See above)
#
# Step 3: Add a new line into the bottom of PBTypeChart, with the format
# specified there. Also, add an addition number to the end of each
# line in the chart, as well, also following the specified format.
# Add a comma at the end of the line before the last line. (Which
# you just added)
#
# Step 4: Add a new line to the bottom of PBTypes.getName(type) in the format
# _INTL("TYPE"). Add a comma to the end of the lines before the last
# one you added.
#
# Step 5: Make some new Pokemon and moves!
#
#
#==============================================================================
class PBTypes
#--------------------------------------------------------------------------
# * Prespecified Variables
#--------------------------------------------------------------------------
NORMAL = 0
FIGHTING = 1
FLYING = 2
POISON = 3
GROUND = 4
ROCK = 5
BUG = 6
GHOST = 7
STEEL = 8
QMARKS = 9
FIRE = 10
WATER = 11
GRASS = 12
ELECTRIC = 13
PSYCHIC = 14
ICE = 15
DRAGON = 16
DARK = 17
SPIRIT = 18
GOD = 19
#--------------------------------------------------------------------------
# * Count Types
# This number = the last type's number
# This number does not include QMARKS
#--------------------------------------------------------------------------
def PBTypes.getCount
return 19
end
#--------------------------------------------------------------------------
# * Type Chart
# Row = Attack type
# Column = Opponent type
# 0 = Immune
# 1 = "Not very effective"
# 2 = Normal
# 4 = "Super effective"
# New Type Info:
# Add a number to each line showing effect when attacked
# Add a new line showing type's effectiveness when attacking
# Make sure every line but the last one has a comma
#--------------------------------------------------------------------------
PBTypeChart = [
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4
]
#--------------------------------------------------------------------------
# * Type Names
# Add the names of new types at the end of the list
# Make sure that every line but the last one has a comma
#--------------------------------------------------------------------------
def PBTypes.getName(type)
types = [
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK"),
_INTL("SPIRIT"),
_INTL("GOD")
]
return types[type]
end
end


Yes, I did comment the script. Feel free to use it that way. I'll include a commented original version at the end of this post, in a spoiler. Anyway, I think the problem was in the move entry, so I'm including that as well.


355,RAGNAROK,RAGNAROK,00,100,GOD,Special,100,10,0,8,0,ef,Tough,"Strikes the foe with world-ending power."


Here's the original version of the script, with comments:



#==============================================================================
# ** PBTypes
#------------------------------------------------------------------------------
# This class handles Pokemon types. Instructions for adding new types are
# included below.
#
#
# Step 1: Add a new type below the last default type (Dark), in the format
# TYPE = #. The number is one higher than the number of the previous
# type.
#
# Step 2: Change the return line in PBTypes.getCount to return #, where the
# number is equal to the last type's number. (See above)
#
# Step 3: Add a new line into the bottom of PBTypeChart, with the format
# specified there. Also, add an addition number to the end of each
# line in the chart, as well, also following the specified format.
# Add a comma at the end of the line before the last line. (Which
# you just added)
#
# Step 4: Add a new line to the bottom of PBTypes.getName(type) in the format
# _INTL("TYPE"). Add a comma to the end of the lines before the last
# one you added.
#
# Step 5: Make some new Pokemon and moves!
#
#
#==============================================================================
class PBTypes
#--------------------------------------------------------------------------
# * Prespecified Variables
#--------------------------------------------------------------------------
NORMAL = 0
FIGHTING = 1
FLYING = 2
POISON = 3
GROUND = 4
ROCK = 5
BUG = 6
GHOST = 7
STEEL = 8
QMARKS = 9
FIRE = 10
WATER = 11
GRASS = 12
ELECTRIC = 13
PSYCHIC = 14
ICE = 15
DRAGON = 16
DARK = 17
#--------------------------------------------------------------------------
# * Count Types
# This number = the last type's number
# This number does not include QMARKS
#--------------------------------------------------------------------------
def PBTypes.getCount
return 17
end
#--------------------------------------------------------------------------
# * Type Chart
# Row = Attack type
# Column = Opponent type
# 0 = Immune
# 1 = "Not very effective"
# 2 = Normal
# 4 = "Super effective"
# New Type Info:
# Add a number to each line showing effect when attacked
# Add a new line showing type's effectiveness when attacking
# Make sure every line but the last one has a comma
#--------------------------------------------------------------------------
PBTypeChart = [
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1
]
#--------------------------------------------------------------------------
# * Type Names
# Add the names of new types at the end of the list
# Make sure that every line but the last one has a comma
#--------------------------------------------------------------------------
def PBTypes.getName(type)
types = [
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
]
return types[type]
end
end

Hall Of Famer
June 11th, 2008, 02:48 AM
1, um, i've never found a single rmxp game sk that didn't allow more then 999 maps, if it's rmxp that wont alow more then that, then no, if not, then you're all good.
2, no idea
3, try reading the note.html file, it says in there that you can specify what moves a trainers pokemon has.




I'm sorry I can't find it anywhere in Note.html. Please inform me how to specify the moves a trainer's Pokemon has, thanks.

yaoimutt
June 11th, 2008, 06:25 AM
Actually, one of those 20 types has no effectiveness line in the chart. That is type #9, QMARKS, or ???. Anyway, I just tested it myself, and I found no errors. Here's what I've got:


#==============================================================================
# ** PBTypes
#------------------------------------------------------------------------------
# This class handles Pokemon types. Instructions for adding new types are
# included below.
#
#
# Step 1: Add a new type below the last default type (Dark), in the format
# TYPE = #. The number is one higher than the number of the previous
# type.
#
# Step 2: Change the return line in PBTypes.getCount to return #, where the
# number is equal to the last type's number. (See above)
#
# Step 3: Add a new line into the bottom of PBTypeChart, with the format
# specified there. Also, add an addition number to the end of each
# line in the chart, as well, also following the specified format.
# Add a comma at the end of the line before the last line. (Which
# you just added)
#
# Step 4: Add a new line to the bottom of PBTypes.getName(type) in the format
# _INTL("TYPE"). Add a comma to the end of the lines before the last
# one you added.
#
# Step 5: Make some new Pokemon and moves!
#
#
#==============================================================================
class PBTypes
#--------------------------------------------------------------------------
# * Prespecified Variables
#--------------------------------------------------------------------------
NORMAL = 0
FIGHTING = 1
FLYING = 2
POISON = 3
GROUND = 4
ROCK = 5
BUG = 6
GHOST = 7
STEEL = 8
QMARKS = 9
FIRE = 10
WATER = 11
GRASS = 12
ELECTRIC = 13
PSYCHIC = 14
ICE = 15
DRAGON = 16
DARK = 17
SPIRIT = 18
GOD = 19
#--------------------------------------------------------------------------
# * Count Types
# This number = the last type's number
# This number does not include QMARKS
#--------------------------------------------------------------------------
def PBTypes.getCount
return 19
end
#--------------------------------------------------------------------------
# * Type Chart
# Row = Attack type
# Column = Opponent type
# 0 = Immune
# 1 = "Not very effective"
# 2 = Normal
# 4 = "Super effective"
# New Type Info:
# Add a number to each line showing effect when attacked
# Add a new line showing type's effectiveness when attacking
# Make sure every line but the last one has a comma
#--------------------------------------------------------------------------
PBTypeChart = [
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4
]
#--------------------------------------------------------------------------
# * Type Names
# Add the names of new types at the end of the list
# Make sure that every line but the last one has a comma
#--------------------------------------------------------------------------
def PBTypes.getName(type)
types = [
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK"),
_INTL("SPIRIT"),
_INTL("GOD")
]
return types[type]
end
end


Yes, I did comment the script. Feel free to use it that way. I'll include a commented original version at the end of this post, in a spoiler. Anyway, I think the problem was in the move entry, so I'm including that as well.


355,RAGNAROK,RAGNAROK,00,100,GOD,Special,100,10,0,8,0,ef,Tough,"Strikes the foe with world-ending power."


Here's the original version of the script, with comments:



#==============================================================================
# ** PBTypes
#------------------------------------------------------------------------------
# This class handles Pokemon types. Instructions for adding new types are
# included below.
#
#
# Step 1: Add a new type below the last default type (Dark), in the format
# TYPE = #. The number is one higher than the number of the previous
# type.
#
# Step 2: Change the return line in PBTypes.getCount to return #, where the
# number is equal to the last type's number. (See above)
#
# Step 3: Add a new line into the bottom of PBTypeChart, with the format
# specified there. Also, add an addition number to the end of each
# line in the chart, as well, also following the specified format.
# Add a comma at the end of the line before the last line. (Which
# you just added)
#
# Step 4: Add a new line to the bottom of PBTypes.getName(type) in the format
# _INTL("TYPE"). Add a comma to the end of the lines before the last
# one you added.
#
# Step 5: Make some new Pokemon and moves!
#
#
#==============================================================================
class PBTypes
#--------------------------------------------------------------------------
# * Prespecified Variables
#--------------------------------------------------------------------------
NORMAL = 0
FIGHTING = 1
FLYING = 2
POISON = 3
GROUND = 4
ROCK = 5
BUG = 6
GHOST = 7
STEEL = 8
QMARKS = 9
FIRE = 10
WATER = 11
GRASS = 12
ELECTRIC = 13
PSYCHIC = 14
ICE = 15
DRAGON = 16
DARK = 17
#--------------------------------------------------------------------------
# * Count Types
# This number = the last type's number
# This number does not include QMARKS
#--------------------------------------------------------------------------
def PBTypes.getCount
return 17
end
#--------------------------------------------------------------------------
# * Type Chart
# Row = Attack type
# Column = Opponent type
# 0 = Immune
# 1 = "Not very effective"
# 2 = Normal
# 4 = "Super effective"
# New Type Info:
# Add a number to each line showing effect when attacked
# Add a new line showing type's effectiveness when attacking
# Make sure every line but the last one has a comma
#--------------------------------------------------------------------------
PBTypeChart = [
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1
]
#--------------------------------------------------------------------------
# * Type Names
# Add the names of new types at the end of the list
# Make sure that every line but the last one has a comma
#--------------------------------------------------------------------------
def PBTypes.getName(type)
types = [
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
]
return types[type]
end
end




with your exapmle of what it should look like, i think you're right, he had this as the move comand:
GOD,Special,100,10,0,08,0,ef,Tough,"Strikes the foe with world-ending power."

i think the hole problem what either he didn't have the number for the move (which is possable) or simply because he had a 0 with the 8.

I'm sorry I can't find it anywhere in Note.html. Please inform me how to specify the moves a trainer's Pokemon has, thanks.

go to note.html, click one trainers. then read the last line of the section.

Cloud79
June 11th, 2008, 08:02 AM
Okay, I really don't know what is going on, making the game is fine. But actually coming to playing the game... that's a whole new story. I get INSANE lag, its ridiculous, I have 2 maps... 2 MAPS! They're not even that big or complicated. The two maps are connected using the Visual Editor provided, and I've tried playing them by themselves without them being connected, I still get lag. I really need to solve this problem!

If it's something to do with my spec, then, here it is:

AMD Mobile Sempron 3300+ @ 2.0 Ghz (Single Core)
896MB of DDR RAM (160Mhz)
ATi Radeon Xpress 200M (That's the chipset and the graphics card ((IGP))) @ 128MB using shared video memory

Surely that, even though it is quite low, must be enough to run a 2D game on? if you want to see the maps then just ask, I'm currently just seeing what this starter kit can do, so I'm not putting too much effort into the mapping.

PLEASE HELP ME!

Thanks...

Flameguru
June 11th, 2008, 08:26 AM
AMD Mobile Sempron 3300+ @ 2.0 Ghz (Single Core)
896MB of DDR RAM (160Mhz)
ATi Radeon Xpress 200M (That's the chipset and the graphics card ((IGP))) @ 128MB using shared video memory

Surely that, even though it is quite low, must be enough to run a 2D game on?

Wrong. I run it on a 2 Ghz C2D with 1 GB of Ram and it has slight lag, but on my best Desktop there is no lag (then again, its a $3000 Computer)

I think it is time for you to get a new computer.

Cloud79
June 11th, 2008, 08:31 AM
Oww, okay, well, I'm saving £1000 to buy this PC:

Intel E8400 @ 3.0Ghz (Might Overclock to 4 or more)
4GB of DDR2 PC6400 800Mhz RAM
MSI Zilent Mobo (Comes with a nice CPU fan too =D)
1x XFX nVidia GeForce 9800 GTX
1x Blu Ray Drive 4x Speed
1x DVD +- R/ RW + Dual Layer drive 20x Speed

300GB 10000 RPM Raptor HDD
500GB Storage Drive @ 7200 RPM

Antec P182 Case

19" Widescreen monitor (Don't really care who makes it XD)
5.1 Sound System

That should do it XD, and thanks for the fast reply Flameguru =]
I'll just keep messing with the system on RPGXP for now, then play it when I get that, I'll make do for now though.

Thanks again

yaoimutt
June 11th, 2008, 09:17 AM
does anyone know how to take a pokemon away? because i keep trying to figure it out, i checked the notes, and everything, but i can't find out how. >.<

Lorem Ipsum
June 11th, 2008, 09:54 AM
Could somebody help me? Whenever you step into a Pokémon Centre, it tells you: "First, you should heal your Pokémon to full health. We hope you excel!"

However, this should only be there if you faint. My Pokémon wasn't fainted, yet it still appears. Why is this?

Cloud79
June 11th, 2008, 10:41 AM
look at the switches on that page, it chould be set to Starting Over, and you should have another event page without an autorun command without any switches on. Go look on the test maps if u cant figure it out

Flameguru
June 11th, 2008, 12:43 PM
does anyone know how to take a pokemon away? because i keep trying to figure it out, i checked the notes, and everything, but i can't find out how. >.<

I'm pretty sure its just pbRemovePokemon or pbDeletePokemon (One of the two, used pretty much the same way as pbAddPokemon(X,Y))

yaoimutt
June 11th, 2008, 01:01 PM
I'm pretty sure its just pbRemovePokemon or pbDeletePokemon (One of the two, used pretty much the same way as pbAddPokemon(X,Y))

thank you, i'll try it out. (why isn't this in the note.html file anyway?)

Ridley
June 11th, 2008, 05:58 PM
Man, I hate errors...Anyways I have one now! :( Hopefully somebody can help! Here it is:

http://i25.tinypic.com/14udkpi.png

What I did before this happened was...Well I made a new trainer type in trainernames.txt called GUITARIST_Female...I make a female guitarist trainer and when I test run that comes up. Thanks in advance to anyone that can help! :D

~Ridley

EDIT: Nvm guys! I got it! Turns out that it was because I changed the name from GUITARIST to GUITARIST_Male to distinguish the difference between the male and female. So since I did that I had to go into the bttrainers.txt and change the names from GUITARIST to GUITARIST_Male too! Well I'm good to go! Thanks anyways guys! :)!!!!

Also, I'm having trouble updating my game to the new release with the trading and stuff. I was trying to use the notes.html but I can't seem to get it...I guess I'll try it again... :\

PokemonPlatnum
June 13th, 2008, 08:06 AM
Can anybody help me:
When I load my Game.rxproj file in the Pokémon Essiantials Kit Folder it says "Unexpected File Format" This has never happened before and I have had the Essiantials starter kit for about a month now... It's Not my RPGXP that is broken..

imtheomega
June 14th, 2008, 12:25 PM
Hi,

Some days ago, I said I would put an animated introduction script into the starter kit. So I've come to say you it is done.
It's based on some scripts coming from a french starterkit that I used and adapted for Poccil's starter kit.

The people who want it can ask me by sending me a private message.

Jirbytaylor
June 14th, 2008, 02:04 PM
Can anybody help me:
When I load my Game.rxproj file in the Pokémon Essiantials Kit Folder it says "Unexpected File Format" This has never happened before and I have had the Essiantials starter kit for about a month now... It's Not my RPGXP that is broken..

Delete the file and replace it with a new one. As far as I know the rxproj file contains no data relating to your project, it just reads it. Like the Game.exe.

Lorem Ipsum
June 15th, 2008, 01:09 AM
Firstly, does the Starter Kit have the gatehouse tileset (I'm rubbish at recognising tiles)? If not, do you know where I can get them?

fudgy
June 15th, 2008, 01:44 AM
some one deleted my topic about my error. but here is mine from poiccil's starter kit

http://i28.tinypic.com/fp9hg5.jpg

sorry for bringing this back up -_-, but no one has solved my problem yet.

Short Range
June 15th, 2008, 04:36 AM
Hey all, I've been lookin' around for a while for a good way to make a Pokemon game other than hacking and this seems to be a good bet. I DL'd the latest version (June. 2008) but the only problem is, I have no idea how it works or how to use it! I played through and it's absolutly amazing but I don't know how I can get my own game started. So my question is, it there a noob tutorial or something? I can assure you, it's not a bad thing that it's falling into my hands here. I have experience with GML and some bits of RPGXP's script language (can't remember what it's called, Ruby, maybe? :P). So can anyone help?

yaoimutt
June 15th, 2008, 09:51 AM
sorry for bringing this back up -_-, but no one has solved my problem yet.

yes, actually we did answer it. you never set the character in the intro.

Hey all, I've been lookin' around for a while for a good way to make a Pokemon game other than hacking and this seems to be a good bet. I DL'd the latest version (June. 2008) but the only problem is, I have no idea how it works or how to use it! I played through and it's absolutly amazing but I don't know how I can get my own game started. So my question is, it there a noob tutorial or something? I can assure you, it's not a bad thing that it's falling into my hands here. I have experience with GML and some bits of RPGXP's script language (can't remember what it's called, Ruby, maybe? :P). So can anyone help?

um, the only tutorial i've seen is note.html. which comes in the folder of pokemon essentials.

Flameguru
June 15th, 2008, 10:16 AM
Hey all, I've been lookin' around for a while for a good way to make a Pokemon game other than hacking and this seems to be a good bet. I DL'd the latest version (June. 2008) but the only problem is, I have no idea how it works or how to use it! I played through and it's absolutly amazing but I don't know how I can get my own game started. So my question is, it there a noob tutorial or something? I can assure you, it's not a bad thing that it's falling into my hands here. I have experience with GML and some bits of RPGXP's script language (can't remember what it's called, Ruby, maybe? :P). So can anyone help?

Best way to do it is to extract the kit twice to two different folders (one being Starter Kit and other being your Pokemon Game)

In your Pokemon game folder, open the game and delete every map except for the Intro Map. Then start creating maps from there out (such as starting room, houses, starting town) and add events as you go. Add images, new pokemon, whatever to your games project.

Copy events such as cut trees, day care, etc over from the Starter Kit folder's project and refer to notes.html for other features.

Wichu
June 15th, 2008, 11:04 AM
Yeah, that's what I do. It also makes updating easier, as I just have to replace the unedited starter kit, then replace whatever files are needed in my game. Usually, it's just the scripts.

Glitchfinder
June 15th, 2008, 11:05 AM
Hey all, I've been lookin' around for a while for a good way to make a Pokemon game other than hacking and this seems to be a good bet. I DL'd the latest version (June. 2008) but the only problem is, I have no idea how it works or how to use it! I played through and it's absolutly amazing but I don't know how I can get my own game started. So my question is, it there a noob tutorial or something? I can assure you, it's not a bad thing that it's falling into my hands here. I have experience with GML and some bits of RPGXP's script language (can't remember what it's called, Ruby, maybe? :P). So can anyone help?

Do you have RPG Maker XP? This kit is not a standalone program, like with hacking, but is actually a project for RPG Maker XP. Oh, and you were pretty close with the programming language. Its a modified form of Ruby known as RGSS.

Short Range
June 16th, 2008, 12:33 AM
Wow, the copying thing sound good to me. Mapping Pokemon games is a specialty of mine. ;D
And yes, I do have RPG Maker XP, not-hacked, official full version. :D

Oh RGSS, that's the one. xP, Thanks Glitch.

crzyone9584
June 16th, 2008, 12:51 PM
Do to that poccil isn't very active at his own site. He is working on the Pokemon essentials. Does any one have the attack.html when Im trying to add some tm's and Hm's and it says refer to attacks.html but its not in the any of the releases that i have had.

Thanks in advance.

fudgy
June 16th, 2008, 02:14 PM
yes, actually we did answer it. you never set the character in the intro.


.....umh how do i do that?

Short Range
June 16th, 2008, 09:57 PM
Do to that poccil isn't very active at his own site. He is working on the Pokemon essentials. Does any one have the attack.html when Im trying to add some tm's and Hm's and it says refer to attacks.html but its not in the any of the releases that i have had.

Thanks in advance.

Sorry, were you talking to me, I'm a bit confused. Have I said something wrong? ^_^'

pkmn.master
June 17th, 2008, 09:01 AM
poccil,flameguru, this is the best kit in the universe.thanks for making it .yall will especialy earn a rightfull place in my game credits : )

imtheomega
June 17th, 2008, 09:55 AM
Hi,

I tried to put a script to modify the hour in the game, but I have some problems with it.

Here it is :

class PokemonHour

def initialize
hourset=0
minset=0
timeset=0
now=Time.now
actualhour=now.hour
actualminute=now.minute
end

def pbHourSet(hourisset=false)
hourisset=hourisset
end

def pbHourIsSet?
return hourisset
end

def pbSetTime(hourset,minset)
timeset.hourset=hourset
timeset.minset=minset
timeset.actualhourset=actualhour
timeset.actualminset=actualmin
end

def pbWichHourSet?
return timeset.hourset
end

def pbWichMinSet?
return timeset.minset
end

def update
if timeset.actualhourset<actualhour
timeset.hourset +=1
timeset.actualhourset=actualhour
end
if timeset.actualminset<actualmin
timeset.minset +=1
timeset.actualminset=actualmin
end
end

end


I want to call the function pbHourIsSet? in a if by doing "if !$PokemonHour.pbHourIsSet?" but when I run the game, it says me

Exception: NoMethodError
Message: undefined method `pbHourIsSet?' for nil:NilClass
PokemonUtilities:32:in `pbSetDayNightTone'
Game_System:222:in `dayNightTone'
AnimationSprite:41:in `pbDayNightTint'
Sprite_Character:95:in `update_or'
PerspectiveTilemap:406:in `shadow_update'
Shadow:275:in `update'
PerspectiveTilemap:402:in `shadow_initialize'
Shadow:251:in `initialize'
Spriteset_Map:27:in `new'
Spriteset_Map:27:in `_animationSprite_initialize'

Does anybody see the problem?

crzyone9584
June 17th, 2008, 11:44 AM
Sorry, were you talking to me, I'm a bit confused. Have I said something wrong? ^_^'


NO its not to you. I'm asking in general if anyone has the attacks.html that notes.html says to look at for adding new tm's and hm's.

yaoimutt
June 17th, 2008, 01:30 PM
NO its not to you. I'm asking in general if anyone has the attacks.html that notes.html says to look at for adding new tm's and hm's.

http://upokecenter.com/games/dp/guides/attacks.html

crzyone9584
June 17th, 2008, 01:47 PM
thanks alot. it will help alot.

fudgy
June 17th, 2008, 01:56 PM
sorry for bringing this back up -_-, but no one has solved my problem yet.

yes, actually we did answer it. you never set the character in the intro.

.....umh how do i do that?


yeahh how do i set the character in the intro er something look at my first post on this page -_- it has a picture.

yaoimutt
June 17th, 2008, 02:53 PM
yeahh how do i set the character in the intro er something look at my first post on this page -_- it has a picture.

go to the intro, find the part where it asks if your a boy or girl, then put this in
Comment: initializes player 0 (PlayerA)
script: pbChangePlayer(0)
comment: Shows the character's picture
script: pbShowPicture(2,pbGetPlayerGraphic,1,230,160)

but change them to fit your game.

fudgy
June 17th, 2008, 03:03 PM
go to the intro, find the part where it asks if your a boy or girl, then put this in
Comment: initializes player 0 (PlayerA)
script: pbChangePlayer(0)
comment: Shows the character's picture
script: pbShowPicture(2,pbGetPlayerGraphic,1,230,160)

but change them to fit your game.


thank you, but only the title screen shows up, says to click start, *click*, then it just goes and starts the game -_- i dont get to pick my characters name, figure, i dont talk to professor oak or anything :(

chaostres403
June 17th, 2008, 03:39 PM
I know why. Make the starting position anywhere on the intro map instead of the place the game really starts at.

fudgy
June 17th, 2008, 03:43 PM
thank you ! lol that was simple explanation :)!

EDIT: i got a new error :( ill just take a pic and then post it in this post once i edit it


here is the error :(

when i was walking out of the room to go downstairs. -_-

http://i27.tinypic.com/2nsltuo.png

yaoimutt
June 17th, 2008, 04:02 PM
thank you, but only the title screen shows up, says to click start, *click*, then it just goes and starts the game -_- i dont get to pick my characters name, figure, i dont talk to professor oak or anything :(

then when you got the starter kit, you probably deleated ALL the maps, and forgot to leave the intro map. redownload the starter kit, copy the intro map, and place it in your project, then make sure that the player starting position is on that map.

thank you ! lol that was simple explanation :)!

EDIT: i got a new error :( ill just take a pic and then post it in this post once i edit it


here is the error :(

when i was walking out of the room to go downstairs. -_-

http://i27.tinypic.com/2nsltuo.png

go to the encounter file, and change the encounters of that map so that there arn't any, because the encounters for that map are set to cave, which is cousing pokemon battles to apear, when you have no pokemon. that's what that error means. (if you need help with your game, pm me, i could help salve the problems if you want.)

sonic smash down
June 17th, 2008, 05:55 PM
im sorry if someone already asked this but where is the exact line in poccil's scripts that allows you to change the starting postion of your character to match my maps? cant find exactly which script.

Flameguru
June 17th, 2008, 06:02 PM
Go to the Intro Map and edit the only event on the map. Near the end, it will have a teleport, change it to the starting area (usually a room).

fudgy
June 17th, 2008, 06:05 PM
then when you got the starter kit, you probably deleated ALL the maps, and forgot to leave the intro map. redownload the starter kit, copy the intro map, and place it in your project, then make sure that the player starting position is on that map.



go to the encounter file, and change the encounters of that map so that there arn't any, because the encounters for that map are set to cave, which is cousing pokemon battles to apear, when you have no pokemon. that's what that error means. (if you need help with your game, pm me, i could help salve the problems if you want.)


uhmm i did that :) i got the intro map, and were is this encounters file for my room map?

sonic smash down
June 17th, 2008, 06:06 PM
thankz FG, that was buggin me for a whileand the encounter file should be in the game folder pbs.

ah i see it now that was hard to find. lolz

fudgy
June 17th, 2008, 06:16 PM
yeah uhh....idk what to do i have 6 maps -_-


1 - my room (no pokemon)
2 - living room (no pokemon)
3 - maple town (no pokemon)
4 - route 16 (pokemon)
5 - route 16 continuation (pokemon)
6 - timber town (like 1/10 of pokemon)


here is the encuonters file.

002 # Cave
25,25,10
Cave
ZUBAT,8
GEODUDE,9
ZUBAT,10
GEODUDE,8
ZUBAT,9
GEODUDE,10
ONIX,9
NOSEPASS,6
ONIX,10
NOSEPASS,8
NOSEPASS,10
NOSEPASS,10
004 # Area 1
25,25,10
Land
PLUSLE,12
PLUSLE,16
PLUSLE,18
PLUSLE,13
PLUSLE,17
PLUSLE,19
PLUSLE,14
PLUSLE,20
PLUSLE,16
PLUSLE,21
PLUSLE,22
PLUSLE,23
005 # Area 2
25,25,10
Land
MINUN,12
MINUN,16
MINUN,18
MINUN,13
MINUN,17
MINUN,19
MINUN,14
MINUN,20
MINUN,16
MINUN,21
MINUN,22
MINUN,23
006 # Area 3
25,25,10
Land
TAUROS,12
TAUROS,16
TAUROS,18
TAUROS,13
TAUROS,17
TAUROS,19
TAUROS,14
TAUROS,20
TAUROS,16
TAUROS,21
TAUROS,22
TAUROS,23
007 # Area 4
25,25,10
Land
MILTANK,12
MILTANK,16
MILTANK,18
MILTANK,13
MILTANK,17
MILTANK,19
MILTANK,14
MILTANK,20
MILTANK,16
MILTANK,21
MILTANK,22
MILTANK,23
011 # Test Map
25,10,10
Land
PIDGEY,16
PARAS,16
PARAS,16
RATTATA,17
RATTATA,18
PIDGEY,17
RATTATA,19
RATTATA,18
PIDGEY,19
RATTATA,18
PIDGEY,20
RATTATA,20
Water
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
OldRod
MAGIKARP,2
GOLDEEN,3
GoodRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
SuperRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
HeadbuttLow
PINECO,10
PINECO,10
PINECO,10
PINECO,10
AIPOM,10
AIPOM,10
AIPOM,10
AIPOM,10
HeadbuttHigh
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
019 # Safari Zone
25,25,10
Land
NIDORANmA,12
NIDORANfE,16
EXEGGCUTE,18
RHYHORN,13
EXEGGCUTE,17
NIDORINO,19
NIDORINA,14
TAUROS,20
KANGASKHAN,16
TAUROS,21
KANGASKHAN,22
CHANSEY,23
022 # Cave
25,25,10
Cave
ZUBAT,8
GEODUDE,9
ZUBAT,10
GEODUDE,8
ZUBAT,9
GEODUDE,10
ONIX,9
NOSEPASS,6
ONIX,10
NOSEPASS,8
NOSEPASS,10
NOSEPASS,10
023 # National Park
25,25,10
Land
NIDORANmA,12
NIDORANfE,16
EXEGGCUTE,18
RHYHORN,13
EXEGGCUTE,17
NIDORINO,19
NIDORINA,14
TAUROS,20
KANGASKHAN,16
TAUROS,21
KANGASKHAN,22
CHANSEY,23
BugContest
CATERPIE,7,18
WEEDLE,7,18
METAPOD,9,18
KAKUNA,9,18
VENONAT,10,16
PARAS,10,17
BUTTERFREE,12,15
BEEDRILL,12,15
SCYTHER,13,14
PINSIR,13,14
SCYTHER,13,14
PINSIR,13,14

yaoimutt
June 17th, 2008, 06:18 PM
uhmm i did that :) i got the intro map, and were is this encounters file for my room map?

o.0 well.... i can see that you haven't even read the note.html file... um, try reading that BEFORE posting here.

anyway, go to the folder with your game, there is a folder in it called pbs, click on that, go to the encounter.txt file in that folder, and edit it like it says in the note.html file.

yeah uhh....idk what to do i have 6 maps -_-


1 - my room (no pokemon)
2 - living room (no pokemon)
3 - maple town (no pokemon)
4 - route 16 (pokemon)
5 - route 16 continuation (pokemon)
6 - timber town (like 1/10 of pokemon)


here is the encuonters file.

002 # Cave
25,25,10
Cave
ZUBAT,8
GEODUDE,9
ZUBAT,10
GEODUDE,8
ZUBAT,9
GEODUDE,10
ONIX,9
NOSEPASS,6
ONIX,10
NOSEPASS,8
NOSEPASS,10
NOSEPASS,10
004 # Area 1
25,25,10
Land
PLUSLE,12
PLUSLE,16
PLUSLE,18
PLUSLE,13
PLUSLE,17
PLUSLE,19
PLUSLE,14
PLUSLE,20
PLUSLE,16
PLUSLE,21
PLUSLE,22
PLUSLE,23
005 # Area 2
25,25,10
Land
MINUN,12
MINUN,16
MINUN,18
MINUN,13
MINUN,17
MINUN,19
MINUN,14
MINUN,20
MINUN,16
MINUN,21
MINUN,22
MINUN,23
006 # Area 3
25,25,10
Land
TAUROS,12
TAUROS,16
TAUROS,18
TAUROS,13
TAUROS,17
TAUROS,19
TAUROS,14
TAUROS,20
TAUROS,16
TAUROS,21
TAUROS,22
TAUROS,23
007 # Area 4
25,25,10
Land
MILTANK,12
MILTANK,16
MILTANK,18
MILTANK,13
MILTANK,17
MILTANK,19
MILTANK,14
MILTANK,20
MILTANK,16
MILTANK,21
MILTANK,22
MILTANK,23
011 # Test Map
25,10,10
Land
PIDGEY,16
PARAS,16
PARAS,16
RATTATA,17
RATTATA,18
PIDGEY,17
RATTATA,19
RATTATA,18
PIDGEY,19
RATTATA,18
PIDGEY,20
RATTATA,20
Water
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
OldRod
MAGIKARP,2
GOLDEEN,3
GoodRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
SuperRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
HeadbuttLow
PINECO,10
PINECO,10
PINECO,10
PINECO,10
AIPOM,10
AIPOM,10
AIPOM,10
AIPOM,10
HeadbuttHigh
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
019 # Safari Zone
25,25,10
Land
NIDORANmA,12
NIDORANfE,16
EXEGGCUTE,18
RHYHORN,13
EXEGGCUTE,17
NIDORINO,19
NIDORINA,14
TAUROS,20
KANGASKHAN,16
TAUROS,21
KANGASKHAN,22
CHANSEY,23
022 # Cave
25,25,10
Cave
ZUBAT,8
GEODUDE,9
ZUBAT,10
GEODUDE,8
ZUBAT,9
GEODUDE,10
ONIX,9
NOSEPASS,6
ONIX,10
NOSEPASS,8
NOSEPASS,10
NOSEPASS,10
023 # National Park
25,25,10
Land
NIDORANmA,12
NIDORANfE,16
EXEGGCUTE,18
RHYHORN,13
EXEGGCUTE,17
NIDORINO,19
NIDORINA,14
TAUROS,20
KANGASKHAN,16
TAUROS,21
KANGASKHAN,22
CHANSEY,23
BugContest
CATERPIE,7,18
WEEDLE,7,18
METAPOD,9,18
KAKUNA,9,18
VENONAT,10,16
PARAS,10,17
BUTTERFREE,12,15
BEEDRILL,12,15
SCYTHER,13,14
PINSIR,13,14
SCYTHER,13,14
PINSIR,13,14

ok, open your project in the rmxp, click on your map, then look at the bottum center of the editor, it should say something like:

002: route 3 (30 x 35)

well, not that name, and not those numbers, but something like that, anyway the first number (002 in this example) is the map id. find that number in the encounters.txt file, and delete all the information for it.

fudgy
June 17th, 2008, 06:43 PM
thank you, btw if you wana help me with this project of mine just message me lol

i got this error once i edited.

http://i31.tinypic.com/2gtxk78.png

sonic smash down
June 17th, 2008, 07:08 PM
hey is the moving defined for the character in poccil's starter kit. cause i cant move one inch in my game but there is no error log or anything?

fudgy
June 17th, 2008, 07:13 PM
^ ^^^^^^hhhhhhhhuuuuuuuuhhhhhhhhh????????

yaoimutt
June 17th, 2008, 07:17 PM
thank you, btw if you wana help me with this project of mine just message me lol

i got this error once i edited.

[IMG]
when you edited the information for the map in the encounter file, did you remember to get rid of EVERY part of the encounters for that map? (if so, then please show us what you have in the encounter file now)

fudgy
June 17th, 2008, 07:21 PM
ok here is what i have in my encounter file now.


(the maps go from 002 - 008)


002 # Bedroom
004 # Living Room
005 # Maple Town
006 # Route 16
25,25,10
Land
ZIGZAGOON,13
ZIGZAGOON,13
ZIGZAGOON,19
ZIGZAGOON,20
ZIGZAGOON,21
ZIGZAGOON,23
007 # Route 16
25,25,10
Land
ZIGZAGOON,13
ZIGZAGOON,13
ZIGZAGOON,19
ZIGZAGOON,20
ZIGZAGOON,21
ZIGZAGOON,23
008 # Timber Town
25,10,10
Land
ZIGZAGOON,16
ZIGZAGOON,13
ZIGZAGOON,19
Zigzagoon,10
011 # Test Map
25,10,10
Land
PIDGEY,16
PARAS,16
PARAS,16
RATTATA,17
RATTATA,18
PIDGEY,17
RATTATA,19
RATTATA,18
PIDGEY,19
RATTATA,18
PIDGEY,20
RATTATA,20
Water
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
OldRod
MAGIKARP,2
GOLDEEN,3
GoodRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
SuperRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
HeadbuttLow
PINECO,10
PINECO,10
PINECO,10
PINECO,10
AIPOM,10
AIPOM,10
AIPOM,10
AIPOM,10
HeadbuttHigh
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
019 # Safari Zone
25,25,10
Land
NIDORANmA,12
NIDORANfE,16
EXEGGCUTE,18
RHYHORN,13
EXEGGCUTE,17
NIDORINO,19
NIDORINA,14
TAUROS,20
KANGASKHAN,16
TAUROS,21
KANGASKHAN,22
CHANSEY,23
022 # Cave
25,25,10
Cave
ZUBAT,8
GEODUDE,9
ZUBAT,10
GEODUDE,8
ZUBAT,9
GEODUDE,10
ONIX,9
NOSEPASS,6
ONIX,10
NOSEPASS,8
NOSEPASS,10
NOSEPASS,10

yaoimutt
June 17th, 2008, 09:10 PM
ok here is what i have in my encounter file now.


(the maps go from 002 - 008)


002 # Bedroom
004 # Living Room
005 # Maple Town
006 # Route 16
25,25,10
Land
ZIGZAGOON,13
ZIGZAGOON,13
ZIGZAGOON,19
ZIGZAGOON,20
ZIGZAGOON,21
ZIGZAGOON,23
007 # Route 16
25,25,10
Land
ZIGZAGOON,13
ZIGZAGOON,13
ZIGZAGOON,19
ZIGZAGOON,20
ZIGZAGOON,21
ZIGZAGOON,23
008 # Timber Town
25,10,10
Land
ZIGZAGOON,16
ZIGZAGOON,13
ZIGZAGOON,19
Zigzagoon,10
011 # Test Map
25,10,10
Land
PIDGEY,16
PARAS,16
PARAS,16
RATTATA,17
RATTATA,18
PIDGEY,17
RATTATA,19
RATTATA,18
PIDGEY,19
RATTATA,18
PIDGEY,20
RATTATA,20
Water
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
OldRod
MAGIKARP,2
GOLDEEN,3
GoodRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
SuperRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
HeadbuttLow
PINECO,10
PINECO,10
PINECO,10
PINECO,10
AIPOM,10
AIPOM,10
AIPOM,10
AIPOM,10
HeadbuttHigh
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
019 # Safari Zone
25,25,10
Land
NIDORANmA,12
NIDORANfE,16
EXEGGCUTE,18
RHYHORN,13
EXEGGCUTE,17
NIDORINO,19
NIDORINA,14
TAUROS,20
KANGASKHAN,16
TAUROS,21
KANGASKHAN,22
CHANSEY,23
022 # Cave
25,25,10
Cave
ZUBAT,8
GEODUDE,9
ZUBAT,10
GEODUDE,8
ZUBAT,9
GEODUDE,10
ONIX,9
NOSEPASS,6
ONIX,10
NOSEPASS,8
NOSEPASS,10
NOSEPASS,10



ok, i'm sorry, because i KNOW this is going to sound rude, but please don't post here until AFTER you've checked the note.html. the amount of pokrmon you have in your encounters, is all wrong, you need to have a certain amount for each one. read the notes.

fudgy
June 17th, 2008, 09:23 PM
ok i just did and i have a different encounters file now. and i read the notes and it didnt tell me about how much you need of one pokemon. -_-

and i read for another problem i am having, for the doors (entering houses, leaving rooms, and levels) my post is here (http://www.pokecommunity.com/showthread.php?t=142386) for that problem, sorry im such a newb.


002 # Bedroom
004 # Living Room
005 # Maple Town
006 # Route 16
25,10,10
Land
BULBASAUR,5
BULBASAUR,6
BULBASAUR,5
CHARMANDER,5
CHARMANDER,6
CHARMANDER,5
SQUIRTLE,5
SQUIRTLE,6
SQUIRTLE,6
PIKACHU,5
PIKACHU,6
PIKACHU,5
Land
CHIKORITA,5
CHIKORITA,6
CHIKORITA,5
CYNDAQUIL,5
CYNDAQUIL,6
CYNDAQUIL,5
TOTODILE,5
TOTODILE,6
TOTODILE,5
MUDKIP,5
MUDKIP,6
MUDKIP,5
Land
TORCHIC,5
TORCHIC,6
TORCHIC,5
TREECKO,5
TREECKO,6
TREECKO,5



and i get this new error


http://i25.tinypic.com/24wd0mx.png

imtheomega
June 17th, 2008, 09:39 PM
Hi,

I tried to put a script to modify the hour in the game, but I have some problems with it.

Here it is :

class PokemonHour

def initialize
hourset=0
minset=0
timeset=0
now=Time.now
actualhour=now.hour
actualminute=now.minute
end

def pbHourSet(hourisset=false)
hourisset=hourisset
end

def pbHourIsSet?
return hourisset
end

def pbSetTime(hourset,minset)
timeset.hourset=hourset
timeset.minset=minset
timeset.actualhourset=actualhour
timeset.actualminset=actualmin
end

def pbWichHourSet?
return timeset.hourset
end

def pbWichMinSet?
return timeset.minset
end

def update
if timeset.actualhourset<actualhour
timeset.hourset +=1
timeset.actualhourset=actualhour
end
if timeset.actualminset<actualmin
timeset.minset +=1
timeset.actualminset=actualmin
end
end

end


I want to call the function pbHourIsSet? in a if by doing "if !$PokemonHour.pbHourIsSet?" but when I run the game, it says me

Exception: NoMethodError
Message: undefined method `pbHourIsSet?' for nil:NilClass
PokemonUtilities:32:in `pbSetDayNightTone'
Game_System:222:in `dayNightTone'
AnimationSprite:41:in `pbDayNightTint'
Sprite_Character:95:in `update_or'
PerspectiveTilemap:406:in `shadow_update'
Shadow:275:in `update'
PerspectiveTilemap:402:in `shadow_initialize'
Shadow:251:in `initialize'
Spriteset_Map:27:in `new'
Spriteset_Map:27:in `_animationSprite_initialize'

Does anybody see the problem?


I post my problem again, since there was a lot of posting since yesterday. If someone can help...

yaoimutt
June 17th, 2008, 09:59 PM
ok i just did and i have a different encounters file now. and i read the notes and it didnt tell me about how much you need of one pokemon. -_-

and i read for another problem i am having, for the doors (entering houses, leaving rooms, and levels) my post is here (http://www.pokecommunity.com/showthread.php?t=142386) for that problem, sorry im such a newb.


002 # Bedroom
004 # Living Room
005 # Maple Town
006 # Route 16
25,10,10
Land
BULBASAUR,5
BULBASAUR,6
BULBASAUR,5
CHARMANDER,5
CHARMANDER,6
CHARMANDER,5
SQUIRTLE,5
SQUIRTLE,6
SQUIRTLE,6
PIKACHU,5
PIKACHU,6
PIKACHU,5
Land
CHIKORITA,5
CHIKORITA,6
CHIKORITA,5
CYNDAQUIL,5
CYNDAQUIL,6
CYNDAQUIL,5
TOTODILE,5
TOTODILE,6
TOTODILE,5
MUDKIP,5
MUDKIP,6
MUDKIP,5
Land
TORCHIC,5
TORCHIC,6
TORCHIC,5
TREECKO,5
TREECKO,6
TREECKO,5



and i get this new error


http://i25.tinypic.com/24wd0mx.png

yes, it does:
Depending on the encounter type, the number of entries required varies:

Land/Cave: 12 entries (20, 20, 10, 10, 10, 10, 5, 5, 4,4,1,1)
Water/RockSmash: 5 entries (60,30,5,4,1)
OldRod: 2 entries (70, 30)
GoodRod: 3 entries (60, 20, 20)
SuperRod: 5 entries (40, 40, 15, 4, 1)
HeadbuttHigh/HeadbuttLow: 8 entries (30,25,20,10,5,5,4,1)


it says right there, you need 12 pokemon for land (if grass is pressent) 12 for a cave (if the map is a cave map) 5 for water, (if the map has watter) 5 for rock smash (if the map has rocks) and so on and so on.

for the door events, why did you put the transfer event on the second page?

(hm... if this sounds rude, then ignore it: because of the way you set up the transfer event, i take it you have never used rmxp before in your life, right? if so, go to youtube, and search for "rmxp tutorials" )

fudgy
June 17th, 2008, 10:02 PM
^ thank you, sorry i didnt see that.

but about the doors thing you said, no the "transfer player" event thingy is on the second page of events (in the event window)

yaoimutt
June 17th, 2008, 10:27 PM
^ thank you, sorry i didnt see that.

but about the doors thing you said, no the "transfer player" event thingy is on the second page of events (in the event window)

i know, and i asked, why do you have it on the second page, it should be on the first.

fudgy
June 17th, 2008, 10:59 PM
well i think your talking about a different thing, but you could be atlking about the thing im explaining.

here is a pic of what i did for the doors.

img :

http://i25.tinypic.com/250417p.png

imtheomega
June 17th, 2008, 11:55 PM
well i think your talking about a different thing, but you could be atlking about the thing im explaining.

here is a pic of what i did for the doors.

img :

http://i25.tinypic.com/250417p.png

Before setting your problem, please, do not post images like that, it takes a lot of place on the forum. Use spoilers, so people who want to see the image click on the spoiler to see it.

And sorry, but your problem is really noobish. U should try to read tutorials about rpgmaker before asking things like that...

Look at your trigger... It says "action button". So u have to press c to be teleported. Put "Player Touch" instead and u will be teleported automatically.

fudgy
June 18th, 2008, 12:19 AM
oh im sorry, ill use spoiler now,m and thank you



yeah i cahnged the weather, and everything is fine now (?)
but when i go into the living room i see the next level -_-
and when i exit it, i go into maple town infront of your house, now i cant move infront of this house and its dark outside :( how do i change this?

piczorz is inside the spoiler

http://i30.tinypic.com/ohs6cp.png

chaostres403
June 18th, 2008, 07:56 AM
You have the two maps connected is one of your problems. Show me your connections.txt and I(or someone else if they beat me to it) will tell you what to remove.

fudgy
June 18th, 2008, 08:17 AM
ok here is what i got


# Area 1 (4) - Area 2 (5)
4,East,0,5,West,0
# Area 4 (7) - Area 3 (6)
7,North,0,6,South,0

PoKéMaKeR
June 18th, 2008, 08:37 AM
ok here is what i got


# Area 1 (4) - Area 2 (5)
4,East,0,5,West,0
# Area 4 (7) - Area 3 (6)
7,North,0,6,South,0


You've deleted all the demo maps, haven't you?
Because if that's what you did, you have to erase the piece of code aswell.
Because the (4) after Area 1 means it is map 4..
And if you've deleted all the demo maps, your map 4 is a different map..
I hope you understand my complex story..!:P
And now for my question:

What's the code for checking how much Pokemon you've caught?
because I'm making this event where you need to have at least 10 pokemon caught..
Ok thanks in advance

PoKéMaKeR

Flameguru
June 18th, 2008, 08:45 AM
What's the code for checking how much Pokemon you've caught?
because I'm making this event where you need to have at least 10 pokemon caught..
Ok thanks in advance

PoKéMaKeR

$Trainer.owned (Thats the number of pokemon caught, treat it like a variable)

I would assume it would be used like $Trainer.owned > 10

crzyone9584
June 18th, 2008, 09:04 AM
with the starter kit is it possible to have multiple maps? like a map for region 1 map for reagion 2 and able to switch between them?

imtheomega
June 18th, 2008, 09:09 AM
Look at the notes.html and townmap.txt in the pbs folder. All is explained there for the other regions.

PoKéMaKeR
June 18th, 2008, 09:26 AM
$Trainer.owned (Thats the number of pokemon caught, treat it like a variable)

I would assume it would be used like $Trainer.owned > 10

Thanks, i'll try it now!
Hope it works :)
EDIT: No it doesn't work :( the starterkit gives an Array error
PoKéMaKeR

crzyone9584
June 18th, 2008, 09:31 AM
Look at the notes.html and townmap.txt in the pbs folder. All is explained there for the other regions.

sorry i guess i wasn't clear. I want 4 different town maps (not including island maps) but in the pokegear is there a way to switch between maps. i know how to call the maps but i want different ones. one for kanto one for johto ect.

imtheomega
June 18th, 2008, 10:05 AM
sorry i guess i wasn't clear. I want 4 different town maps (not including island maps) but in the pokegear is there a way to switch between maps. i know how to call the maps but i want different ones. one for kanto one for johto ect.

I dont see what u are asking... Are u asking if u can put new regions and so if the map images will show when u go into the pokegear (and the answer is yes, just look at townmap.txt wich contains all the regions with the maps and towns) or do u want to know if it would be possible for the player to see the region map he wants even if he is not in this region?

For this last question, the answer is yes, but u have to make your own script.

Lorem Ipsum
June 18th, 2008, 12:31 PM
What he wants is like in GSC. When you are in Kanto, the Kanto map is there, but when you are in Johto, the Johto map is there.

crzyone9584
June 18th, 2008, 12:32 PM
What he wants is like in GSC. When you are in Kanto, the Kanto map is there, but when you are in Johto, the Johto map is there.

yup that is what i want right there. i figured i'd have to make my own script for it. oh well guess thats on hold for a while. thanks

imtheomega
June 18th, 2008, 01:32 PM
I dont see what u are asking... Are u asking if u can put new regions and so if the map images will show when u go into the pokegear (and the answer is yes, just look at townmap.txt wich contains all the regions with the maps and towns) or do u want to know if it would be possible for the player to see the region map he wants even if he is not in this region?

For this last question, the answer is yes, but u have to make your own script.

Like I said in the first case, it's already done. If Im not wrong and according to the following part of the PokemonRegionMap script :

mappos=!$game_map ? nil : pbGetMetadata($game_map.map_id,MetadataMapPosition)
if !mappos
mapindex=0
@map=@mapdata[0]
@mapX=LEFT
@mapY=TOP
else
mapindex=mappos[0]
@map=@mapdata[mappos[0]]
@mapX=mappos[1]
@mapY=mappos[2]
end
if !@map
Kernel.pbMessage(_INTL("The map data cannot be found."))
return false
end
@sprites["map"]=Sprite.new(@viewport)
@sprites["map"].bitmap=BitmapCache.load_bitmap("Graphics/Pictures/#{@map[1]}")
the change of region map will be done automatically according to the area where the player is.
So if u have done your townmap.txt correctly, all should work fine...

But I can be wrong, but that's what I understood of this script at first glance.

yaoimutt
June 18th, 2008, 03:36 PM
Thanks, i'll try it now!
Hope it works :)
EDIT: No it doesn't work :( the starterkit gives an Array error
PoKéMaKeR

make a condition branch, and put this script as the condition:

$Trainer.pokedexOwned>2

change the 2 to whatever number is 1 less then the minimum for the trainer to have in order for the event to work. (for some reason, i found that you can only do equal to, more then, and less then, but you can't do equal to or greator then, less then or equal too, why? i have no idea. >.<)

I'm pretty sure its just pbRemovePokemon or pbDeletePokemon (One of the two, used pretty much the same way as pbAddPokemon(X,Y))

no >.< i tried, and it doesn't work (i tried a huge amount of combinations to, T-T) thanks though,

Does anyone know how to remove a pokemon?

also, can someone please explain to me what the difference between HeadbuttHigh and HeadbuttLow is? because what it says in the note.html about them, makes no sense to me. (what i mean is, when it talks about the density of the headbutt tree events, is it saying that high dencity is when 2 or more of the events are touching and low is when it's just one tree?

sonic smash down
June 18th, 2008, 04:17 PM
thankz i kinda needed that to. still cant mov in my game. but im able to move in the pokemon essentials demo thing. really wierd since all i did was edit off that. can anyone help cause there are no errors in the scripts cause i didnt edit those

yaoimutt
June 18th, 2008, 06:16 PM
thankz i kinda needed that to. still cant mov in my game. but im able to move in the pokemon essentials demo thing. really wierd since all i did was edit off that. can anyone help cause there are no errors in the scripts cause i didnt edit those

what do you mean "edit off that"?

also, for some reason, ever sence i upgraded the starterkit, it doesn't show the pokeballs next to the pokemon names if you own that species. why is this?

sonic smash down
June 18th, 2008, 06:31 PM
just deleting maps, making my own maps, and adding events thats all i meant by editing

yaoimutt
June 18th, 2008, 07:07 PM
just deleting maps, making my own maps, and adding events thats all i meant by editing

did you delete the intro map? because if you did, that's the problem. the intro map is needed, it has the initialize player event. without that event at the begining of the game, you will get an error every time you try to move.

sonic smash down
June 18th, 2008, 07:14 PM
nope already read to leave the intro map there and i did. something is just wrong with the character movements for some reason. o well ill ask omega to test it later on saturday but thankz anyways. *goes to try and get it again*

yaoimutt
June 18th, 2008, 08:09 PM
nope already read to leave the intro map there and i did. something is just wrong with the character movements for some reason. o well ill ask omega to test it later on saturday but thankz anyways. *goes to try and get it again*

ok, when does the movement issues start?

Glitchfinder
June 18th, 2008, 08:30 PM
Thanks, i'll try it now!
Hope it works :)
EDIT: No it doesn't work :( the starterkit gives an Array error
PoKéMaKeR

If the error is about converting from an array to something else, just change it to this:

$Trainer.owned.to_s.to_i >= 10

The .to_s converts it to a string, and the .to_i converts the string to an integer. For some reason you can't convert an array directly to an integer. (usually the error is something about converting an array to a fixnum)

yaoimutt
June 19th, 2008, 01:14 AM
If the error is about converting from an array to something else, just change it to this:

$Trainer.owned.to_s.to_i >= 10

The .to_s converts it to a string, and the .to_i converts the string to an integer. For some reason you can't convert an array directly to an integer. (usually the error is something about converting an array to a fixnum)

i kind of already answered the problem...

PoKéMaKeR
June 19th, 2008, 01:30 AM
make a condition branch, and put this script as the condition:

$Trainer.pokedexOwned>2

change the 2 to whatever number is 1 less then the minimum for the trainer to have in order for the event to work. (for some reason, i found that you can only do equal to, more then, and less then, but you can't do equal to or greator then, less then or equal too, why? i have no idea. >.<)




Yaoimutt, this works thanks!
:)

Short Range
June 19th, 2008, 02:20 AM
This is just a little question but what do I need to delete when making a new game? I already know about maps and encounter data because I redo them later.

Hardy Har Har
June 19th, 2008, 03:16 AM
how can i implement the day/night tinting in battles

yaoimutt
June 19th, 2008, 04:57 AM
This is just a little question but what do I need to delete when making a new game? I already know about maps and encounter data because I redo them later.

well, apart from them, the connections data is about it. you could delete the trainers data, but you don't need to.

Glitchfinder
June 19th, 2008, 11:37 AM
i kind of already answered the problem...

I realize that. I also realize that if the error is related to arrays, it's always better to convert the data before comparing it.

Wichu
June 19th, 2008, 11:46 AM
Glitchfinder's method wouldn't work anyway, as the $Trainer.owned array is an array of true/false flags, not numbers.

SSD: Have you made sure the tile you start on is passable?

partyghoul2000
June 19th, 2008, 02:55 PM
where is the terrain tags info held? i imported another tileset and the terrain tag info doesn't seem to save for the tileset. would it be possible to manually edit terrain tag info?

yaoimutt
June 19th, 2008, 06:07 PM
where is the terrain tags info held? i imported another tileset and the terrain tag info doesn't seem to save for the tileset. would it be possible to manually edit terrain tag info?

how did you import the tileset? the best way to get the tileset over to a new project is to copy the tileset image from one folder to the new one, then open 2 rmxp's, in one of them open the old project, and in the other open the new one, then go to the editors (in both,) add a new tileset to the new project, go to the old one, copy the tileset there, and paist it into the new one.

but i would like to know where the terrain tags are defined as well, i want to creat a new one, but can't find them.

partyghoul2000
June 19th, 2008, 07:21 PM
i wasn't trying to upgrade the starter kit. i simply imported the tileset the normal rpgmxp way, from my desktop to my game by the materialbase in rpgmxp.

sonic smash down
June 19th, 2008, 07:37 PM
well the data that shows if its passable how it reacts and stuff is in the data base under tools. and yes wichu it is passable and i check the other passages and they are good to. wonder if it has something to do with just my computer bacause i cant even move the arrow in the beggining. ill ask omega to test it out later though thankz anyways

yaoimutt
June 19th, 2008, 07:41 PM
well the data that shows if its passable how it reacts and stuff is in the data base under tools. and yes wichu it is passable and i check the other passages and they are good to. wonder if it has something to do with just my computer bacause i cant even move the arrow in the beggining. ill ask omega to test it out later though thankz anyways

well, check the clear tiles over that spot, or see if there is an event near by that might have a wait command in it. (the clear tiles might be from somewhere else in the tileset, and not the one in the uper right hand corner)

crzyone9584
June 20th, 2008, 07:26 PM
Like I said in the first case, it's already done. If Im not wrong and according to the following part of the PokemonRegionMap script :

mappos=!$game_map ? nil : pbGetMetadata($game_map.map_id,MetadataMapPosition)
if !mappos
mapindex=0
@map=@mapdata[0]
@mapX=LEFT
@mapY=TOP
else
mapindex=mappos[0]
@map=@mapdata[mappos[0]]
@mapX=mappos[1]
@mapY=mappos[2]
end
if !@map
Kernel.pbMessage(_INTL("The map data cannot be found."))
return false
end
@sprites["map"]=Sprite.new(@viewport)
@sprites["map"].bitmap=BitmapCache.load_bitmap("Graphics/Pictures/#{@map[1]}")
the change of region map will be done automatically according to the area where the player is.
So if u have done your townmap.txt correctly, all should work fine...

But I can be wrong, but that's what I understood of this script at first glance.

so after they get the second region map it will change automactily ok. thanks alot.

pkmn.master
June 21st, 2008, 06:27 AM
I have two questions. 1) how do you make map connections (for example how do make route.1 connect to route. two)?

2)whats the script that allows the player to choose a pokeball with a pokemon inside and shows the picture of the pokemon and lets the player keep it like when you choose a starter on firered/leafgreen?

sorry if these questions sound noobish.

Curt200718
June 21st, 2008, 07:06 AM
These are simple questions that are answered by simply reading over the Notes.html but since ima nice guy :

1) Map Connections - Open your project folder, go to PBS Folder, Open Connections.txt.....
First you need to know the ID's of the maps to be connected..just click on your map and on the bottom bar it will tell you the : Map ID - Name of Map - Size

Sample Code : # (1) Town 1 - (2) Route 1
Sample Code : 1,North,0,2,South,0
The numbers 1 and 2 represent the ID of the maps
North and South Represents which side its connected to (North=top,South=Bottom,East=left,West=Right)
The 0's represent how the maps are lined up (Check notes for more details)


2) I don't Believe this is a script.....you use simple events to set that up.

imtheomega
June 21st, 2008, 07:45 AM
2)whats the script that allows the player to choose a pokeball with a pokemon inside and shows the picture of the pokemon and lets the player keep it like when you choose a starter on firered/leafgreen?

It's not a script, u have to do it by yourself in an event. Search in this post, some have ask how to do it before and they have got answers.

Edit : just do three separates events, on each u put the images of the pokemons and u put a choice "Do u want this pokemon" with an answer yes or no. Create also a second page for each event depending of a switch "Pokemon obtained". When the answer to "do u want this pokemon" is a yes, u have to give the pokemon with the script command Kernel.pbAddPokemonAndBall(PBSpecies::YOURPOKEMONNAME,HISLEVEL, POKEMONNUMBERINPOKEDEX) and u have to activate the switch "Pokemon obtained" so the player will not be able to take the other pokemons.

Luke128th
June 21st, 2008, 10:17 AM
Okay, I gots a problem. I tried to edit Lickitung's evolution and it gave me an error saying that the game doesn't read the pokemon.txt file. Is there something wrong with the way I'm doing the evolution? BTW I'm using a level-up evolution.

EDIT:I'm so stupid! I wasn't using the proper code! So nevermind at my question.

fudgy
June 21st, 2008, 09:48 PM
ok on the RPG xp site, the program link is gone :( can some one hook me up with the latest version of pokestart/rpg xp :( my borther unistalled it.

yaoimutt
June 21st, 2008, 09:53 PM
ok on the RPG xp site, the program link is gone :( can some one hook me up with the latest version of pokestart/rpg xp :( my borther unistalled it.

... go to the first page of this topic, click on poccil's signatures (the link that says "pokemon essentials" ) on that page, you will see the download link.

hey, does anyone know how to let someone pick an items (like in th pbChooseItem screen) and store that choice in a variable?

fudgy
June 21st, 2008, 10:03 PM
..ok thnx, but were to get rpg xp program?

yaoimutt
June 21st, 2008, 10:07 PM
..ok thnx, but were to get rpg xp program?

buy it. <-----------------------------------

nm, i give up.

fudgy
June 21st, 2008, 10:32 PM
well i ned to know what the latest version number is... so i can dl it from download.com er something -_-

Wichu
June 22nd, 2008, 12:54 AM
1.02 is the latest. Hope that helps!

fudgy
June 22nd, 2008, 02:03 AM
yup i got it thnx wichu.

and i have one (last hopefully >.<) question. when i exit the living room (from your house) in my game. it go into your home town (maple town) and then your right infront of your house, but the whole game freezes? why is this//

mewunlimited
June 22nd, 2008, 05:45 AM
the starter kit link is not working

PoKéMaKeR
June 22nd, 2008, 07:34 AM
I want to make an event like the lucky number show from g/s/c
but my question is how?!
I have sth like "getForeignID"
And then conditional brance script: ForeignID=ID
but It's not working.. (I didn't expect it to work btw :P)
Can some one help me with this?
Thanks in advance!
PoKéMaKeR

Wichu
June 22nd, 2008, 09:45 AM
Fudgy: Check the tileset passability, and make sure that you're only deleting tiles using the top left tile in the editor, not any other blank tiles.
Pokémaker: Use the == operator to compare values. Try:
Set variable 0001 to a random number between 0 and 65535.
Display text (Today's lucky number is \v[1])
Use this script as a conditional branch:
$game_variables[1]==$Trainer.publicID(id), where id is the value of a PokeBattle_Pokemon#trainerID or $Trainer.id.

PoKéMaKeR
June 22nd, 2008, 09:55 AM
Pokémaker: Use the == operator to compare values. Try:
Set variable 0001 to a random number between 0 and 65535.
Display text (Today's lucky number is \v[1])
Use this script as a conditional branch:
$game_variables[1]==$Trainer.publicID(id), where id is the value of a PokeBattle_Pokemon#trainerID or $Trainer.id.

Thanks Wichu, this works :)

PoKéMaKeR

fudgy
June 22nd, 2008, 01:37 PM
Fudgy: Check the tileset passability, and make sure that you're only deleting tiles using the top left tile in the editor, not any other blank tiles.


ya thats my problem, thank you!

Fudgy: Check the tileset passability, and make sure that you're only deleting tiles using the top left tile in the editor, not any other blank tiles.



nvm that isnt the problem *sob*

sonic smash down
June 22nd, 2008, 04:37 PM
i know someone has probally already answered this but can anyone tell me how to make sure only one pokemon is taken from the lab when you receive your first one?

Luke128th
June 22nd, 2008, 05:20 PM
Make the pbHasSpecies? conditional branch 3 times for each different starter. Then set the event with the rival and when you get back to wherever the Pokemon was stolen, use the pbHasSpecies? command again and with that choose the ball that was stolen and erase the event.

sonic smash down
June 22nd, 2008, 05:25 PM
no i mean like you only take one pokemon period, and you cant take the others. but thankz for answering

Luke128th
June 22nd, 2008, 05:48 PM
Oh I see what you mean! Just use the pbHasSpecies? command in a conditional branch three times(one for each starter), and then for the two that weren't taken leave them alone and under the condtional branch erase the ball of the starter you chose.

sonic smash down
June 22nd, 2008, 05:49 PM
o thankz man ill try it, goes to see if its right

Luke128th
June 22nd, 2008, 05:54 PM
Hope it works man. I tried it with my game with success(even though there was just one starter XD)

sonic smash down
June 22nd, 2008, 06:32 PM
it works after you get all three. damn *goes to look at pk essential notes again*

yaoimutt
June 22nd, 2008, 07:39 PM
ya thats my problem, thank you!




nvm that isnt the problem *sob*

did you check to see if you have any autorun/parellel processes that have the "wait" command in them?

it works after you get all three. damn *goes to look at pk essential notes again*

set a switch, make a second page that says that they already have a pokemon. and you're done. :D

Hall Of Famer
June 23rd, 2008, 01:16 AM
I have two question to ask:

1. How can I set up specific music for Bicycle Theme and Surfing Theme just like what happens in Pokemon original game? Don't you think the music should change to specific themes when the protagonist begins surfing or cycling?

2. Is there a bug with the Warp to Map from the Debug feature? Everytime I try this option the protagonist goes to a black space of that map I choose.

3. What's going on with the Fishing Event? It still doesn't work even after upgrade and I wonder why.

Short Range
June 23rd, 2008, 02:23 AM
This isn't really a glitch but more of an oddity but I can see why it happens. I was looking at the Diamond and Pearl Pokemon and noticed that they have strange learnsets. For example, Dialga has Blast Burn. o.O
Will the new moves be in the next release or in a later release? thanks a bunch. :3

crzyone9584
June 23rd, 2008, 11:36 AM
it works after you get all three. damn *goes to look at pk essential notes again*

i hope this helps this is right out of my events for the three pokemon.


ConditionalBranch: Script: pbHasSpecies?(::PBSpecies::CHARMANDER)
text
exit event

Else
ConditionalBranch: Script: pbHasSpecies?(::PBSpecies::Squritle)
text
exit event

Else
ConditionalBranch: Script: pbHasSpecies?(::PBSpecies::BULBASAUR)
text
exit event

Else
Show choices do you want so and so
when yes
Conditional Branch: Script: Kernel.pbAddPokemon(PBSpecies::BULBASAUR)
Control Self Swith: A =ON

text: you have chossen so and so pokemon

when no
text: please choose a pokemon

Second event page
make sure control switch a is turned on and the picture for the event is empty
nothing

how it works is it checks to see if they have any of the three pokemon. all you really have to change is the text is where you put professor oak: You already have a one please dont be greedy. or something like that. and change the add pokemon script ot which ever pokemon you want the user to use. hope that helps.

AJ™
June 23rd, 2008, 01:23 PM
This isn't really a glitch but more of an oddity but I can see why it happens. I was looking at the Diamond and Pearl Pokemon and noticed that they have strange learnsets. For example, Dialga has Blast Burn. o.O
Will the new moves be in the next release or in a later release? thanks a bunch. :3

Yeah, i just realized the 4th Gen moves aren't in there.
it kind of upsets me D:

Hall Of Famer
June 23rd, 2008, 01:32 PM
I have two question to ask:

1. How can I set up specific music for Bicycle Theme and Surfing Theme just like what happens in Pokemon original game? Don't you think the music should change to specific themes when the protagonist begins surfing or cycling?

2. Is there a bug with the Warp to Map from the Debug feature? Everytime I try this option the protagonist goes to a black space of that map I choose.

3. What's going on with the Fishing Event? It still doesn't work even after upgrade and I wonder why.

Can someone please answer my question?

imtheomega
June 23rd, 2008, 01:42 PM
Can someone please answer my question?


1. Look in Walk/Run at the line 49. There is if $PokemonGlobal.bicycle. Try to put $game_system.bgm_play(RPG::AudioFile.new("Nameofyourmusic", 100, 100))
I've not tested it, cause I've not yet used the bicycle in my game.

2. The warp is random, so if u have big black spots on your maps it can warp there...
Push ctrl to walk through it.

3. I've not tested it yet either. But i know a friend of mines has used the fishing event and it worked :s . But this was with an older version.

partyghoul2000
June 23rd, 2008, 04:03 PM
i've been able to work around alot of errors i've come across, but this error is by far the most annoying.
Exception: Errno::EACCES
Message: Permission denied - ./tempscreen.bmp
SpriteResizer:85:in `delete'
SpriteResizer:85:in `snap_to_bitmap'
PokemonField:195:in `pbBattleAnimation'
PokemonField:393:in `pbWildBattle'
PokemonField:701:in `pbOnStepTaken'
Game_Player*:623:in `update_old'
Walk/Run:57:in `update'
Scene_Map:100:in `update'
Scene_Map:97:in `loop'
Scene_Map:110:in `update'

i've tried everything to find and fix this error with no success. it always happens right before the transition from the map to the battle field. i've looked through the transition scripts and editted things here and there, in hope to solve this error. no luck. has anybody else gotten this error? is there a way to fix this?!

sonic smash down
June 23rd, 2008, 07:03 PM
thankz crzy ill check it out right now.
edit: yeah it worked but and that also solved another problem of mine to thankz

pkmn.master
June 23rd, 2008, 08:03 PM
I have 4 questions. =)

1)How do you make gym badges?

2)How do you make the whole hall of fame and credits after setup?

3)I need more npc's. Where is a good site that has them?

4)how do you make cut scenes(ex.pokemon emerald sootopolis city)?
Thanks =)

Luke128th
June 23rd, 2008, 10:40 PM
1. Look in the notes. You just add the pictures of the badges and use $Trainer.badges[X]=true where [X] is the badge number.
2.Dunno
3.Go to the Spriters Resource(No link)
4.Not real sure on that one...

Dolev12
June 24th, 2008, 12:16 AM
I got an problem that no one answer me about month:
Why every time im fishing,the map became to a dive map(the underwater map),and all the tile in this map become to blue?,the fishing was fine before,and I didnt do anything special...
Oh,and pkmn.master-you can get sprites for pokemon(and rmxp) if you download "Pokemon Bad Lands",it has a lot of sprites,but everything eles in there isn't something...(just the sprites and the tile&actutile)
and about the cutscenes,you can use the option "set move route".
Its in the second pages of the comments.

BlueEew
June 24th, 2008, 03:11 PM
I have some questions.

In the latest version. What moves are programmed in?

FR/LG, R/S/E, DP?

Also what level moves do the old Pokemon follow? Advance games or DP?

crzyone9584
June 24th, 2008, 03:35 PM
thankz crzy ill check it out right now.
edit: yeah it worked but and that also solved another problem of mine to thankz

no problem. took about a month to figure it out but i got there. and what other problem did it solve?

Question;
Dont know if it's been asked if so i most of missed it. but has anyone make the battle animation for his kit yet? i tried and couldnt understand how to do it.

BlueEew - if im not mistaking its all D/P move sets. but not all the moves are programmed into the game. I may be wrong.

Luke128th
June 24th, 2008, 03:40 PM
Nothing from D/P except the font and the Pokemon are implemented into the kit yet. And don't bother with the abilities or attacks. I tried. Didn't work...

sonic smash down
June 24th, 2008, 04:21 PM
it works you go into the database in order to do the animations of the attacks.
and also it solved the pokemon needed problem that deletes the event where you cant go to route 1 without a pokemon.

Hall Of Famer
June 24th, 2008, 06:36 PM
1. Look in Walk/Run at the line 49. There is if $PokemonGlobal.bicycle. Try to put $game_system.bgm_play(RPG::AudioFile.new("Nameofyourmusic", 100, 100))
I've not tested it, cause I've not yet used the bicycle in my game.


How about the Surfing theme? Is it possible to add a special music to be played when the player is surfing?

imtheomega
June 24th, 2008, 09:12 PM
How about the Surfing theme? Is it possible to add a special music to be played when the player is surfing?

Perhaps in Kernel.pbSurf in PokemonField (around line 1700). U should search by yourself. It's not hard to push ctrl+alt+f and to make a search in all the scripts...

[email protected]
June 25th, 2008, 06:29 PM
Hey everyone, I'm working on a custom pokegear interface and was wondering if this would be possible in a pokegear http://i5.photobucket.com/albums/y192/shininggold/PokeGear_Map.png if so could anyone help me edit the starter kit to make one like this?

Eminan
June 25th, 2008, 06:51 PM
Please I have this problem:

www .youtube.com/watch?v=-4nUUAHXgCI

¿What can i do?

Hall Of Famer
June 25th, 2008, 08:37 PM
Yeah, i just realized the 4th Gen moves aren't in there.
it kind of upsets me D:

Same here, I wonder when the D/P moves will be added into the starterkit...

Wichu
June 25th, 2008, 10:43 PM
I don't think poccil is planning on adding them. In fact, I think it would be better if he didn't, as it's supposed to be just a starter kit, and adding them yourself isn't that hard, plus it helps you to learn RGSS. Poccil should be worrying about fixing the remaining bugs, especially the animation editor and trading.

yaoimutt
June 26th, 2008, 04:23 AM
I don't think poccil is planning on adding them. In fact, I think it would be better if he didn't, as it's supposed to be just a starter kit, and adding them yourself isn't that hard, plus it helps you to learn RGSS. Poccil should be worrying about fixing the remaining bugs, especially the animation editor and trading.

there arn't any bugs with the animation editor, and what bugs have you gotten with the trading? (i haven't tried to use the trade system)

imtheomega
June 26th, 2008, 05:03 AM
there arn't any bugs with the animation editor, and what bugs have you gotten with the trading? (i haven't tried to use the trade system)

Well, u dont often use the animation editor made by poccil... Try to open a slot of animation where there is nothing defined yet and see what happens. It will say that it failed to load the bitmap...

Wichu doesn't speak of the animation editor that u can find in the data basis of rpgmaker, but of the animation editor u can find in the debug menu or in Editor.exe.

Moreover, this editor has a great lot of lags.

Hall Of Famer
June 26th, 2008, 07:00 AM
I don't think poccil is planning on adding them. In fact, I think it would be better if he didn't, as it's supposed to be just a starter kit, and adding them yourself isn't that hard, plus it helps you to learn RGSS. Poccil should be worrying about fixing the remaining bugs, especially the animation editor and trading.

Well, it's fine if Poccil doesn't plan to add D/P moves since we can do it on our own. However, there's something we can't do at all. For instance, how about the move animations? Btw, I'd like to have the artwork to be like that of Pokemon D/P's and so is with the battle scene. Will it be possible to be made in the next release?

Wichu
June 26th, 2008, 07:14 AM
We could do the animations if poccil fixed the animation editor... And can't you just import the DP resources yourself? Some people (myself included) dislike the DP sprites. And they wouldn't look that good without DP's 3D maps.

Anyway, poccil, if you do plan on upgrading the animation editor, could you add a feature to import/export animations? It would allow us to distribute the task of making animations between us, so it wouldn't take so long.

crzyone9584
June 26th, 2008, 12:28 PM
does pioccil ever tell any one when he updates the starter kit? just wondering. anyway if you havnt checked lately there is a upated one from june 24th.

yaoimutt
June 26th, 2008, 08:22 PM
Imtheomega. please don't treat me like i am an idiot. it's really annoying. and you can thank my wonderful boyfriend for keeping me from flipping out.

i WILL however point out that i don't get this one problem with the animation editor (yes, the one that came in the sk.) because i have actually used the search button and found the answer in this forum a long time ago. (used a search button? to find an answer? how strange!)

go to the editor in the RMXP, set the bitmaps for all the animations there, save, go to the SK animation editor, and the problems are gone!

also, you can share the animations by putting the Data/PkmnAnimations.rxdata file up for people to download (along with the graphics for the animations) you can transfer them just like a tileset using the normal animation editor, you just need to use the sk animation editor to make the pokemon flash during the animation, that's actually the sk animation editors only real reason for existing. making the pokemon flash. (like how a pokemon blinks white when hit).

poccil
June 26th, 2008, 09:11 PM
I have made some fixes to the animation editor today and added a function for importing and exporting individual animations, which will be saved as text files.

imtheomega
June 27th, 2008, 01:55 AM
Imtheomega. please don't treat me like i am an idiot. it's really annoying. and you can thank my wonderful boyfriend for keeping me from flipping out.

i WILL however point out that i don't get this one problem with the animation editor (yes, the one that came in the sk.) because i have actually used the search button and found the answer in this forum a long time ago. (used a search button? to find an answer? how strange!)

go to the editor in the RMXP, set the bitmaps for all the animations there, save, go to the SK animation editor, and the problems are gone!

also, you can share the animations by putting the Data/PkmnAnimations.rxdata file up for people to download (along with the graphics for the animations) you can transfer them just like a tileset using the normal animation editor, you just need to use the sk animation editor to make the pokemon flash during the animation, that's actually the sk animation editors only real reason for existing. making the pokemon flash. (like how a pokemon blinks white when hit).


Well, u have not taken my point. I know that it can be solved by putting a bitmap and I dont see why u had to look in the forum to know it XD.

The matter is to be able to set the bitmap in the editor itself, to put a function wich ask to choose the bitmap if there is none and then to load it. The starterkit must work independently of the knowledge in scripts of the person who use it.

And dont be offended by the way I speak, I always speak like that and that's not why I think the person I'm speaking to is a child ;).

yaoimutt
June 27th, 2008, 07:10 AM
Well, u have not taken my point. I know that it can be solved by putting a bitmap and I dont see why u had to look in the forum to know it XD.

The matter is to be able to set the bitmap in the editor itself, to put a function wich ask to choose the bitmap if there is none and then to load it. The starterkit must work independently of the knowledge in scripts of the person who use it.

And dont be offended by the way I speak, I always speak like that and that's not why I think the person I'm speaking to is a child ;).

Poccil fixed the problems with it, as stated above by him.

When you call someone a child, it really does take away from the "don't be offended by the way i speak" thing.

PoKéMaKeR
June 27th, 2008, 07:35 AM
I want an item to display a variable when you use it..
Example:
you get a password, i.e 3040 (it's different every time)
and you get the item "password card" I want the item to display 3040 when you use it..
Like the coincase displays the coins you have when you use it..
I have the item ready and also the variable for the password..
please help :)
PoKéMaKeR

yaoimutt
June 27th, 2008, 08:14 AM
I want an item to display a variable when you use it..
Example:
you get a password, i.e 3040 (it's different every time)
and you get the item "password card" I want the item to display 3040 when you use it..
Like the coincase displays the coins you have when you use it..
I have the item ready and also the variable for the password..
please help :)
PoKéMaKeR

i agree, infact, how would you make an item show a common event?

imtheomega
June 27th, 2008, 08:49 AM
I want an item to display a variable when you use it..
Example:
you get a password, i.e 3040 (it's different every time)
and you get the item "password card" I want the item to display 3040 when you use it..
Like the coincase displays the coins you have when you use it..
I have the item ready and also the variable for the password..
please help :)
PoKéMaKeR


In PokemonItems, at the line 210, there is "def pbUseItemFromBag(item)".
U will see a lot of lines like
when PBItems::COINCASE
Kernel.pbMessage(_INTL("Coins: {1}",$PokemonGlobal.coins))
return 1 # Continue
Add the lines :
when PBItems::PASSWORDCARD
Kernel.pbMessage(_INTL("Password: {1}",$game_variables[numberofyourvariable]))
return 1

It should work.

Edit : I've not tested it, so say me if it doesn't work.

PoKéMaKeR
June 27th, 2008, 08:59 AM
No that doesn't work I get: "can't use that Item here"?!?!?
What to do, what to do..?

Edit: I changed the Item a bit and now it works :D:D:D
And I got another question..!
How to change the picture of your hero..
Like it changed clothes..?

imtheomega
June 27th, 2008, 09:16 AM
No that doesn't work I get: "can't use that Item here"?!?!?
What to do, what to do..?

Edit: I changed the Item a bit and now it works :D:D:D
And I got another question..!
How to change the picture of your hero..
Like it changed clothes..?

Well, I've done it on my game. I just use the pbChangePlayer thing. I've put Ash in pyjamas as PlayerA in the Metadata.txt file and the normal Ash as PlayerB. U can do the same thing with a man and a girl if u use PlayerC and PlayerD. And if u really want to have more clothes, u can do a PlayerE,... but u will have to add it in the scripts (look for MetadataPlayer in PokemonMap, the line MetadataPlayerA=2 for example).

PoKéMaKeR
June 27th, 2008, 09:18 AM
ok thanks..!
I'll try if it works :)
Edit: Oh that's great this is also working !!!:D

ali madan
June 28th, 2008, 10:04 AM
hi poccil,I have a question. If I have 2 trainers have the same type and name the first trainer information is applied on the 2nd trainer. For example I have team magma grunt 1 , and team magma grunt 2. When the battle of the 2nd trainer starts the Pokemons and informations are the first's trainer. Got it?

here what did I write:

TEAM_ROCKET_M
GRUNT,1
3
EKANS,7
KOFFING,8
WEEDLE,8
#-------------------
TEAM_ROCKET_M
GRUNT,2
2
POOCHYENA,6
ARON,7

imtheomega
June 28th, 2008, 11:48 AM
hi poccil,I have a question. If I have 2 trainers have the same type and name the first trainer information is applied on the 2nd trainer. For example I have team magma grunt 1 , and team magma grunt 2. When the battle of the 2nd trainer starts the Pokemons and informations are the first's trainer. Got it?

here what did I write:

TEAM_ROCKET_M
GRUNT,1
3
EKANS,7
KOFFING,8
WEEDLE,8
#-------------------
TEAM_ROCKET_M
GRUNT,2
2
POOCHYENA,6
ARON,7

When u have two or more trainer sharing the same type and name, u must use a number to identify them.
That's done in the starterkit :

#-------------------
CAMPER
Andrew
1
GEODUDE,16
#-------------------
CAMPER
Andrew,1
2
GEODUDE,18
GEODUDE,20
#-------------------
CAMPER
Andrew,2
3
GEODUDE,21
GRAVELER,24
LAIRON,25
#-------------------
CAMPER
Andrew,3
3
GRAVELER,29
GRAVELER,31
LAIRON,35
#-------------------
CAMPER
Andrew,4
3
GRAVELER,38
GOLEM,40
AGGRON,43
#-------------------

That's the number avec the name. For the battle, u must use a condition with a script like pbTrainerBattle(PBTrainers::CAMPER,"Andrew",_I("A very good battle, indeed."),false,2).
The last number in this script is the ID number of the trainer. So it will be this one wich will battle u :

#-------------------
CAMPER
Andrew,2
3
GEODUDE,21
GRAVELER,24
LAIRON,25


I hope I were clear enough.

crzyone9584
June 28th, 2008, 06:37 PM
does anyone know how and where to edit it where you can capture other trainers pokemon? and know how to make it so that the trainer your fighting can capture yours to.?

Dr. Manhattan
June 28th, 2008, 09:12 PM
Has anyone gotten the online trade servers to work properly? I've been toying with them all night, but haven't really gotten anywhere. Just error messages and crashed programs.

I can post exact error messages and whatnot if needed, but basically I was able to get the server up until I tried to register/login, and up came the error. Since then, anytime I run the main.rb, it runs through a few lines and crashes.

Pok'eMaster
June 29th, 2008, 12:37 AM
I cant figure out how to get the shiny pokemon thing to work properly.
Were do i put the
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[50]
pokemon.makeShiny
end
}

thing i couldnt figure out were i am so sorry to bother but i really want
to know how XD

Thanks in advance Pok'eMater XD PLZZZ

ali madan
June 29th, 2008, 12:59 AM
hi, thanks but every time change the number from 1 to 0 after the debug it just return to 0 again. And the ice after I changed it's terrain tag into 12 still doesn't work! Please guys help me, these things are driving me crazy!

Trace
June 29th, 2008, 08:25 AM
Is there a way to add a Pokèmon, but not activate the nicknaming sequence?

sonic smash down
June 29th, 2008, 07:06 PM
hey yall i ran into a huge problem today thats probally simple to answer, wats the code the checks if you have a certian item? (using it as a condition)

Dr. Manhattan
June 29th, 2008, 07:36 PM
hey yall i ran into a huge problem today thats probally simple to answer, wats the code the checks if you have a certian item? (using it as a condition)

Checking for Items

The PokemonBag class has a function, pbQuantity, that you can use to check for the existence or amount of an item in the Bag. Here's how to use it:

Conditional branch for checking for the existence of an item:

$PokemonBag.pbQuantity(PBItems::POTION)>0

Script example: Printing the number of items

itemname=PBItems.getName(PBItems::POTION)
itemqty=$PokemonBag.pbQuantity(PBItems::POTION)
print("#{itemqty}x #{itemname}")

sonic smash down
June 29th, 2008, 08:01 PM
thankz man this should really help wit it. it took me hours to try and think of it and look in the essentials kit

Crazyninjaguy
July 1st, 2008, 10:13 AM
poccil thanks for the kit but i cant play the game ive game ive made =/
It says script 'pokemonload' nomethoderror occurred. undefined method `+' for nil:NilClass
i've tried to sort this for a whole day but nothing works....is there any way to fix this or do i have to just give up? thnx in advance =]

PoKéMaKeR
July 1st, 2008, 12:58 PM
what did you change..
Can you show the exact error?
Then it's easier to help..

sonic smash down
July 1st, 2008, 06:42 PM
http://img66.imageshack.us/img66/5859/error1eb4.th.png hey i had another error in the event but i think i have everything set up right wit it, first off i just want to know if this script is right.
Kernel.pbItemBall(::PBItems::LUNARCYSTAL)
if it is, is this item code right?
503,LUNARCYSTAL,LUNAR CYSTAL,5,0,"This crystal is said to possess the spirit of the moon.",0,0
this has really been confusing me for the last few days.

JollyRoger25
July 1st, 2008, 06:50 PM
Hey, I downlaoded the Starter kit, and I was wondering if the starter kit was a launch kit used for expansion, or a example kit, to show you what a game looks like???

Dr. Manhattan
July 1st, 2008, 08:36 PM
Well... I guess I'm not quite sure what you mean. It has all the script contained in it, and obviously it can be edited, so I guess it would be a "launch" kit.

Just start making a new game like you would any other, within the prexisting game, and all the code will still be there. If that helps.

Sonic Smash Down, if you're still having trouble with that item, it may have been improperly implemented. Try reading over the Implementing New Items section of the Notes file.

Crazyninjaguy
July 2nd, 2008, 01:00 AM
well i didnt change anything in the scripts so the line of code says
Dest = ENV['SystemRoot'] + '//Fonts//'
but the slashes are the other way round but i cant type them cos im on ds =p

sonic smash down
July 2nd, 2008, 08:09 AM
gotcha man ill see if thats wats wrong tonight. thankz *crosses fingers and hope thats wats wrong*

PoKéMaKeR
July 2nd, 2008, 11:07 AM
Can someone make me a script for a fast ball (the same as the fastball you obtain in G/S/C from kurt after you gave him a WHT Apricorn)
Thanks in advance :)
PoKéMaKeR

Crazyninjaguy
July 2nd, 2008, 11:24 AM
can anyone help with my problem i posted before?
Im using rpg maker xp - postality knights edition if that helps....i'll be extremely grateful if anyone can help because i cant actually play my game because of the error =/

Lorem Ipsum
July 2nd, 2008, 11:33 AM
This is rather an important question.

How would you make your rival battle you with the opposite starter to your Pokémon? The problem I am having is in that I have set the events up depending on switches, yet the game is not processing the switches, and just executing the first page itself.

Dr. Manhattan
July 2nd, 2008, 11:49 AM
Lorem, I could try to help you with that, but I assure you that there's an easier way than what I did, and someone else would have to tell you. In short, I set it up so that if the player picks, say, Squirtle, a switch will trigger causing the rival to walk over and get Bulbasaur. It's a long process that hogs Switches and is takes a while to get it down.

However, if you're having trouble getting event pages that work on Swtiches to run, make sure that the conditions for the switches are being fufilled by checking them in the Debug menu, and that you've properly checked the Switch boxes on the events.

Wichu
July 2nd, 2008, 12:25 PM
Crazyninjaguy: Your problem is that you're using the illegal version of RMXP. Get the real one.

Crazyninjaguy
July 2nd, 2008, 03:50 PM
oh lol
okie thnx wichu :D

Hall Of Famer
July 2nd, 2008, 08:12 PM
I may have to wonder again ---- Why can't you set up all the moves animations for we users instead of making us have to do it ourselves? Generally we can learn and do the work associated with RPG Maker but the animations don't. This means that no matter how talented we are in scripting, it's not possible for us to make the animations all alone. Please accept my request, thanks.

partyghoul2000
July 2nd, 2008, 08:52 PM
I may have to wonder again ---- Why can't you set up all the moves animations for we users instead of making us have to do it ourselves? Generally we can learn and do the work associated with RPG Maker but the animations don't. This means that no matter how talented we are in scripting, it's not possible for us to make the animations all alone. Please accept my request, thanks.

i thought about this myself, but i think it would be a bit much for poccil with all the scripting and bug fixing that he's working on. considering he just added import/export animations in a text file, i think that some starter kit users can make some animations and other users do other animations. and pull together all the text files and resources into one thread. the completetion of the animations would go quicker instead of doing it yourself or waiting for poccil to do it. sound like a good idea?

Hall Of Famer
July 2nd, 2008, 10:03 PM
i thought about this myself, but i think it would be a bit much for poccil with all the scripting and bug fixing that he's working on. considering he just added import/export animations in a text file, i think that some starter kit users can make some animations and other users do other animations. and pull together all the text files and resources into one thread. the completetion of the animations would go quicker instead of doing it yourself or waiting for poccil to do it. sound like a good idea?

Yeah, that does sounds like a good idea, but who'll be the one to carry out this project? Btw, I know nothing about how to make animations, nor do I know how to import them into a txt file. I just wish someone could help me with the move animations of my game but no one responded to my help thread. Therefore, I post the previous posts expecting to see all the animations in the next starterkit release. Can't imagine I may have to continue making my animation-less pokemon game...

partyghoul2000
July 2nd, 2008, 10:37 PM
Yeah, that does sounds like a good idea, but who'll be the one to carry out this project? Btw, I know nothing about how to make animations, nor do I know how to import them into a txt file. I just wish someone could help me with the move animations of my game but no one responded to my help thread. Therefore, I post the previous posts expecting to see all the animations in the next starterkit release. Can't imagine I may have to continue making my animation-less pokemon game...

i would be able to crank some out, but i would need the battle sfx and the animation frames in rpgmxp format.

ali madan
July 3rd, 2008, 12:57 AM
hi guys, I have couple of questions...
#1: How can I make my own custom battle system (the shapes and graphics not the scripting)?
#2:In which tileset is the water fall?
#3:Where can i find any tilesets of gyms?
#4:How can I make my own Pokeball (not the graphix but the scripting)?

and the last but not least:
I have alot of people have the same name and type, but the information is always the 1st trainer! Can you edit the following please?

[this is a picture to a Team Rocket Grunt #5, please edit any error...]

http://img361.imageshack.us/img361/8205/20080703115331xq1.th.png (http://img361.imageshack.us/my.php?image=20080703115331xq1.png)

Demonic Budha
July 3rd, 2008, 01:29 AM
Hey guys. Got a question for one of our residant technicians.
Ive started joining all my maps together to day (via the Connections.txt) And ive got a strange problem occuring. When you begin to approch a NORTH/SOUTH connection. The noth map will spawn REFELECTIONS of any events that are visable. Ive checked the Tilesets in the database, and none of the grass tiles have reflecetions on.
So has anybody else had this. Or have i done something wrong?
(if it cant be remedied, then i can always just move the events up a bit.)

Dr. Manhattan
July 3rd, 2008, 07:46 AM
Ali Madan:
If you mean just changing the graphics of the battlebacks and Pokemon, animations, etc, it's done rather easily by changing files in the Graphics folder.

Because I don't have a copy of the program on this computer, I can't give you any info on tilesets and scripting, but I know if you go into the Game Resources topic on this board, there's a tileset that includes Gyms and possible waterfalls. It's a little inconsistant and sometimes comes out blurry, so you may need to edit it.

As for the trainers, you first need to make sure a number has been used to distinguish them in the trainers.txt file, so it looks like this:

#---------------------
ROCKET
ROCKETGRUNT,1
1
RATTATA
#---------------------
ROCKET
ROCKETGRUNT,2
1
RATTATA
#----------------------

Then, when you add the trainer event, make sure the script looks like this:

pbTrainerBattle(PBTrainers::ROCKET,"ROCKETGRUNT",_I("Losing text blah blah blah"),false,1,false)

The number, of course, indicating which Rocket Grunt to fight.

Demonic Budha:
That's really weird. I've heard of connections causing errors and crashing and whatnot, but refelctions is new. Did you connect using the Visual Editor or by editting the connections.txt files?

poccil
July 3rd, 2008, 08:09 AM
ali madan:

Use a comment named "BattleID: X" where X is the Trainer's number. This is needed for generated Trainer events. This builds on Dr. Manhattan's suggestion.

Dr. Manhattan
July 3rd, 2008, 11:17 AM
Yeah, that's true too.

I tend to just cut out the comments though. I'm not sure if that has an affect on the events or not, but I haven't noticed any problems.

EDIT: Does anyone know the part of the script to change in order to allow each opponent in a double battle 6 Pokemon? Right now, I set up 2v2 trainer battles, but the player and partner can have 12 total while the opponents can only have 6. I've been looking through the PokeBattle_Battle script, but to no avail, and I'm a little afraid to mess around too much.

Demonic Budha
July 3rd, 2008, 05:36 PM
Hey Dr. Manhattan, i did indeed edit it by changing the .txt itself.

Dr. Manhattan
July 3rd, 2008, 06:04 PM
You may want to try connecting them with the Visual Editor to see if that helps, though I tend to have a hard time with connections myself and they never seem to come out just how I want them to, so there's not much I can do otherwise.

ali madan
July 3rd, 2008, 09:13 PM
Thanx Man!!! That really helped me!

Hall Of Famer
July 3rd, 2008, 09:33 PM
i would be able to crank some out, but i would need the battle sfx and the animation frames in rpgmxp format.

Well, I don't really know how to make rpg maker format frames though. You may grasp sprites from this website if you're good at using PS:
http://www.spriters-resource.com/nintendo/pokemon/pkmnfrlg/display.php?file=pkmnfrlg_effects.png

Hope my advice helps...

poccil
July 4th, 2008, 01:14 AM
I have finished making a command line program for generating RPGXP compatible animations from sprites. It is to be run from the command line. See this address:

http://upokecenter.com/projects/animmaker.exe

Hall Of Famer
July 4th, 2008, 03:08 AM
I have finished making a command line program for generating RPGXP compatible animations from sprites. It is to be run from the command line. See this address:

http://upokecenter.com/projects/animmaker.exe

Have you read my post ever? I mean, can you please add all the Pokemon Moves animations in the next starterkit release?

Exiled~Shadow
July 4th, 2008, 05:13 AM
OMG!! I'm finally back!! sup guys, i was having some trouble... every time i visited the forum id get an error and it would crash! just thought id say hi...

P.S. my game isn't called POKèMON TURQUOISE any more... its POKèMON: DAWN OF THE DINOSAURS
TOTALLY AWESOME!!!!

InMooseWeTrust
July 4th, 2008, 11:42 AM
How do you fix the "Area" thing on the Pokedex so it shows the location of the Pokemon on your custom map instead of saying "AREA UNKNOWN" for everyone?

mad.array
July 4th, 2008, 04:52 PM
Heya guys, long time no visit. I've been wondering for some time how it would be possible to only show reflections on specific parts of a tile. I know poccil fixed the reflections so that they don't overlap onto the tile below if they are larger than the tile but what about them showing on the corners of the tile (ie the mud/rock on the edge of the water.

I came up with an idea, but I'm no scripter. Would it be possible (and system resource friendly) to create something akin to an alpha mask for the tiesets that would have reflections showing on them? If you've used other engines (I'm thinking specifically of source but there are others) then you may know that different masks can apply shininess, bumps or transparency to a surface dependant on their colour value. What if a mask was created where, for instance, black pixels meant no reflection and white meant full, with any other value being taken as black. This would mean there would be no reflection except for in the water.

As I said, I don't know how feasible this is but is it an idea worth considering? I leave it to those more experienced than myself.

@>Hall of Famer

poccil is concentrating on bringing the mechanics of the Pokemon games to us, which is no mean feat. Imagine yourself doing that... weaker people would probably be robbed of the magic of Pokémon, having to know how every little detail works. If he were to add all of the battle animations (which if he were to do properly he would have to add all of the D/P moves, look at all the animations in some form and then convert them from the pokemons 30 (???) FPS to RMXPs 20. There was a project to create the battle animations within the community but I haven't seen it's progress. If it were to be done it would require participation and organisation from a large group of people, as well as the acquisition of sprites that just aren't out there at the moment. This stuff doesn't realise itself, so be glad we have what we have. I'm sorry if that sounded like a rant but I think we should be immensely grateful for what has been created so far.

@>InMooseWeTrust

I haven't tried the Area thing in the dex myself yet, but you may want to check out the townmapgen.html file in the root folder and the townmap.txt in the pbs folder. These will hold the information to give the areas names on the custom maps, though whether that will relate to or solve your problem I'm not sure.

InMooseWeTrust
July 4th, 2008, 08:00 PM
No, that really doesn't help at all. I think adding that feature in would take a really complicated script that somebody's a n00b in game development (like myself) would never be able to do.

Also, how do you program particular maps within the game so if your character is in a region (like Orange Islands), the Orange Islands map shows instead of the default Kanto map?

partyghoul2000
July 4th, 2008, 10:02 PM
No, that really doesn't help at all. I think adding that feature in would take a really complicated script that somebody's a n00b in game development (like myself) would never be able to do.

Also, how do you program particular maps within the game so if your character is in a region (like Orange Islands), the Orange Islands map shows instead of the default Kanto map?

please read the notes.html. i do believe that it was answered in there. if not, it's been answered at least twice within the last five pages of the thread.

the town maps actomatically change as long as the map you're on is coorndinated to that certain town map through the visual editor in the debug menu or the seperate editor app.

blueguy
July 4th, 2008, 10:47 PM
I have a very silly cosmetic questions. How can I change the way gender is displayed? I want it to be a sprite rather than a font. Thanks to whoever knows.

Also, I'm having a lot of trouble with custom items. For some reason, it will accept one name and not another. For example, the item was originally titled "EARING," and I later wanted to correct the spelling by adding an extra 'r,' but it will not accept "EARRING." I reverted it and it will still accept "EARING" so I'm really confused. Then, I tried to change the name to "LOCKET" and I've tried all kinds of numbers. I think I have everything right, so I'm totally confused.

Here's the error:
Message: Script error within event 65, map 28 (ROUTE C1):
(eval):1:in `pbExecuteScript'uninitialized constant PBItems::LOCKET
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `command_355'
Interpreter:467:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'

Sorry if that was stupid. I have no clue. XD

PoKéMaKeR
July 5th, 2008, 02:19 AM
Can someone make me a script for a fast ball (the same as the fastball you obtain in G/S/C from kurt after you gave him a WHT Apricorn)
Thanks in advance :)


Does anyone know an answer for this one..?!
I hope anyone does..!:)
Tanks in advance

PoKéMaKeR

Hall Of Famer
July 5th, 2008, 06:11 AM
@>Hall of Famer

poccil is concentrating on bringing the mechanics of the Pokemon games to us, which is no mean feat. Imagine yourself doing that... weaker people would probably be robbed of the magic of Pokémon, having to know how every little detail works. If he were to add all of the battle animations (which if he were to do properly he would have to add all of the D/P moves, look at all the animations in some form and then convert them from the pokemons 30 (???) FPS to RMXPs 20. There was a project to create the battle animations within the community but I haven't seen it's progress. If it were to be done it would require participation and organisation from a large group of people, as well as the acquisition of sprites that just aren't out there at the moment. This stuff doesn't realise itself, so be glad we have what we have. I'm sorry if that sounded like a rant but I think we should be immensely grateful for what has been created so far.



1. I know Poccil is doing a lot of work on this starterkit and I appreciate his work, but the animation is not like some scripts we can do by learning RGSS. Therefore, it's fairly important to include this feature in the starterkit since it's far more difficult to become an artist than a scripter.

2. I'd say it would be great if Poccil intends to add D/P moves, but it's not a must thing for most of us and the moves animation can still be made w/o Pokemon D/P moves. Btw, like I said before, it's much easier for we game makers to add D/P moves by ourselves than making animation.

3. I understand how hard it is to carry out a project like this and I'm simply giving an advice or feedback as a pokemon essentials user. I don't quite mind if my suggestion fails to work so it's not necessary for you to write this many words trying to educate me, right?

Dr. Manhattan
July 5th, 2008, 07:41 AM
Does anyone know an answer for this one..?!
I hope anyone does..!:)
Tanks in advance

PoKéMaKeR

Take a look at the PokeBattle_Battle script in the script editor. It contains all the functions for the Balls. I haven't got the game on this computer, but from what I saw, it shouldn't be too complicated to impliment if you know what function correspondes to the stat.

PokemonPlatnum
July 5th, 2008, 11:48 AM
How can I change the font colour?

crzyone9584
July 5th, 2008, 06:04 PM
How can I change the font colour?

check notes.html under message system.

now i was reading the notes on the map it says the map is mad in a 16 by 16 space. what in the world does that mean. (not a graphics guy) could soome one show me what it means or explain it to me?

DJ91990
July 5th, 2008, 06:47 PM
How do I add more Region Maps? I need to be able to Expand my Region Maps. I got it to Expand but I am unable to SAVE the locations and ultimately, unable to use the "Fly" HM. When ever I choose "FLY" it crashes and gives me this error:

Interpreter:249:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:98:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
Exception: ArgumentError
Message: wrong number of arguments(0 for 1)
PokemonRegionMap:271:in `pbStartScene'
PokemonRegionMap:271:in `pbStartFlyScreen'
PokemonScreen:1260:in `pbPokemonScreen'
PokemonScreen:1230:in `each'
PokemonScreen:1230:in `pbPokemonScreen'
PokemonScreen:1182:in `loop'
PokemonScreen:1416:in `pbPokemonScreen'
PokemonMenu:150:in `pbStartPokemonMenu'
PokemonMenu:149:in `pbFadeOutIn'
PokemonMenu:149:in `pbStartPokemonMenu'

I am working on a game called "Pokemon Adventure" I have Over 2 Regions so you can see why I need to be able to expand them.
Current Region include: KANTO, JOHTO, HOENN, (Possibly SINNOH),OREE,VAGIN(My Own Reigion),SEVII ISLANDS(Both A,B,and,C),ORANGE ISLANDS,HARDROCK ISLAND(Another Original One), and ISLAND CHART(For the Odds and Ends Islands that I make) Even if I forget about adding the ISLAND CHART one we are still looking at, 8 Maps.

*I also need to know how to make those "Over Under" Bridges. In Sinnoh, there is one Route where there are 3 Levels of Over Under Bridges. This will be a pain to do. The route I am talking about is the one with the dense fog where you have to use "Fog Clear" to get rid of.
*I am going to do SINNOH last for that reason.

check notes.html under message system.

now i was reading the notes on the map it says the map is mad in a 16 by 16 space. what in the world does that mean. (not a graphics guy) could soome one show me what it means or explain it to me?

It must be reffering to the ammount of PIXLES per Tile.
I.E. 1 Tile(Or Space/Square/etc.) 16 Pixles. So have a YELLOW,DARK BLUE,TOWN,CITY,CAVE,AREA, graphics set to 16 Pixles.

I didn't know that!
You Problem gave me an answer to one of MY Problems! LOL!

JollyRoger25
July 5th, 2008, 07:13 PM
Hey, I have a problem, I am making maps on the starter kit, and one of the maps I created has the Rain effect active without my making it happen like though an event, how do I get rid of this effect, at least on this map?

crzyone9584
July 5th, 2008, 07:21 PM
to add new region maps look at the town maps.txt (the latest version) has an example of it. just look in there.

also that doesn't really help me. your explanation. thanks though

edit: could someone help me on this qestion.

does anyone know how and where to edit it where you can capture other trainers pokemon? and know how to make it so that the trainer your fighting can capture yours to.?

partyghoul2000
July 5th, 2008, 08:20 PM
Hey, I have a problem, I am making maps on the starter kit, and one of the maps I created has the Rain effect active without my making it happen like though an event, how do I get rid of this effect, at least on this map?

if you erased some or all of the starter kit maps, it's probably data left over from those maps. to fix this, go to the metadata.txt in the PBS folder and erase all the map data below the entry [000].

JollyRoger25
July 5th, 2008, 09:06 PM
Hey, thanks, thanks alot.

Exiled~Shadow
July 6th, 2008, 01:29 AM
hey guys, i was just wondering where you can make 'i support' banners like the ones in my sig cause i wanna advertise for my game.

Thanks in advance!

partyghoul2000
July 6th, 2008, 05:03 AM
hey guys, i was just wondering where you can make 'i support' banners like the ones in my sig cause i wanna advertise for my game.

Thanks in advance!

you could google a userbar generator, im pretty sure that there's a website for one. the better userbars are usually done in photoshop or some other graphics program.

imo, do it in a graphics program. the last time i made a userbar with a generator, it came out kinda dull.

Exiled~Shadow
July 6th, 2008, 06:11 AM
you could google a userbar generator, im pretty sure that there's a website for one. the better userbars are usually done in photoshop or some other graphics program.

imo, do it in a graphics program. the last time i made a userbar with a generator, it came out kinda dull.

thanks mate... found one and am creating one as i type. will post in my sig when done!

PokemonPlatnum
July 6th, 2008, 06:35 AM
How do I change the following(circled in red's)text color to white?
http://i258.photobucket.com/albums/hh268/Linksbhoy/capture009.jpghttp://i258.photobucket.com/albums/hh268/Linksbhoy/capture010.jpghttp://i258.photobucket.com/albums/hh268/Linksbhoy/capture011.jpg

Also how to I fix this error?
Exception: NoMethodError
Message: undefined method `new' for nil:NilClass
PokeBattle_Move:860:in `pbFromPBMove'
PokeBattle_Battle:336:in `initialize'
PokemonField:382:in `new'
PokemonField:382:in `pbWildBattle'
PokemonField:701:in `pbOnStepTaken'
Game_Player*:623:in `update_old'
Walk/Run:60:in `update'
Scene_Map:101:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
It happens when i walk in grass..

Exiled~Shadow
July 6th, 2008, 07:23 AM
ok... well i tried over and over again to make one and i even tried in jasc paint shop pro but because of certain things it makes it to hard....most of the online ones are good but it dosnt let you have the pokemon hanging of the user bar like the ones in my sig.....


Edit: Nevermind PokemonPlatnum made one for me... thanks for all the help! here it is by the way....

http://i318.photobucket.com/albums/mm430/jjmcay/pokebanner.png

Edit... Again:

Woot! i made my own! not bad if i do say so myself!

http://i318.photobucket.com/albums/mm430/jjmcay/Woohoomyone.jpg

..... thats a bit of a problem... white background......... how do i fix that?

DamianLeonhart
July 6th, 2008, 09:37 AM
http://i318.photobucket.com/albums/mm430/jjmcay/Woohoomyone.jpg

..... thats a bit of a problem... white background......... how do i fix that?

you need to make the background transparent and I am fairly sure save it as a PNG file. to get the transparency effect to occur.

AJ™
July 6th, 2008, 12:05 PM
Why does my Female Trainer Back end up invisible in battle.
I set the picture to trback001...

imtheomega
July 6th, 2008, 12:37 PM
I have finished making a command line program for generating RPGXP compatible animations from sprites. It is to be run from the command line. See this address:

http://upokecenter.com/projects/animmaker.exe

Can u explain how it works? I've created a xml file in wich I put the names of two images of the same pokemon but in two different positions and I used the command prompt to use animmaker. But it has juste created two empty images animation.png and animation2.png....

PokemonPlatnum
July 6th, 2008, 12:55 PM
Why does my Female Trainer Back end up invisible in battle.
I set the picture to trback001...
AJ Set it to trback002 for the girl...

PoKéMaKeR
July 6th, 2008, 03:00 PM
AJ Set it to trback002 for the girl...

Nope the trback001 is for the girl trainer..
But what did you do with it, cause it's really odd it doesn't show up:surprised:
PoKéMaKeR

partyghoul2000
July 6th, 2008, 03:04 PM
i have some somewhat advanced questions about the scripts.

as somebody mentioned before, they wanted to add more player metadata than what was available. i've looked through the scripts and seen meta data player used in a few other scripts. if one were to add more meta data players, would it still work with the other scripts? and how would one go about putting more players in? below is the metadata script from PokemonMap lines 415 to 437.
MetadataHome=1
MetadataPlayerA=2
MetadataPlayerB=3
MetadataPlayerC=4
MetadataPlayerD=5
MetadataStorageCreator=6
MetadataWildBattleBGM=7
MetadataTrainerBattleBGM=8
MetadataWildVictoryME=9
MetadataTrainerVictoryME=10
MetadataTextSkin=11

MetadataOutdoor=1
MetadataEscapePoint=2
MetadataShowArea=3
MetadataBicycle=4
MetadataBicycleAlways=5
MetadataHealingSpot=6
MetadataWeather=7
MetadataMapPosition=8
MetadataDiveMap=9
MetadataDarkMap=10
MetadataSafariMap=11
would for example, MetadataPlayerE go under =12? and so forth for other players?

also, how would one input another pocket or two on the bag?
class PokemonBag
attr_reader :registeredItem
attr_accessor :lastpocket
attr_reader :pockets
MAXPERSLOT=99
MAXPOCKETSIZE=[0,256,-1,-1,-1,-1]
def initialize
@lastpocket=1
@pockets=[]
@pockets[0]=[]
@pockets[1]=[]
@pockets[2]=[]
@pockets[3]=[]
@pockets[4]=[]
@pockets[5]=[]
@choices=[0,0,0,0,0,0]
@registeredItem=0
end
would i just add another -1 in maxpocketsize, another 0 to choices and @pockets[6]=[]to this? i believe i already grasp what else needs to be done for this.

i was also wondering where the piece of script is for the exclamation mark that appears above the trainer before battle. i moved the animation down on the list of animations and now it doesn't appear before trainer battles. i need to find this piece of script to change it accordly.

also, would there be a way to force a pokemon within the player's party to evolve? i've played around with scripts and conditional branches with no avail.

i was also wondering how pbDebugBattle is supposed to be called. i tried script and conditional branch and neither worked. getting this to work would help alot with the battle animations.

i was also curious as to when different pokemon forms will be implemented. this would be a big plus in the next release. :D


thanks for your answers in advance.

*EDIT*
i just noticed that the animation editor in the editor/debug menu doesn't save any animations. is anybody else having this problem?

*EDIT2*
ummm...i also need to know where the script for the grass & dust animation are, so i can change them accordly. >_<

imtheomega
July 6th, 2008, 03:47 PM
i have some somewhat advanced questions about the scripts.

as somebody mentioned before, they wanted to add more player metadata than what was available. i've looked through the scripts and seen meta data player used in a few other scripts. if one were to add more meta data players, would it still work with the other scripts? and how would one go about putting more players in? below is the metadata script from PokemonMap lines 415 to 437.

would for example, MetadataPlayerE go under =12? and so forth for other players?

also, how would one input another pocket or two on the bag?

would i just add another -1 in maxpocketsize, another 0 to choices and @pockets[6]=[]to this? i believe i already grasp what else needs to be done for this.

i was also wondering where the piece of script is for the exclamation mark that appears above the trainer before battle. i moved the animation down on the list of animations and now it doesn't appear before trainer battles. i need to find this piece of script to change it accordly.

also, would there be a way to force a pokemon within the player's party to evolve? i've played around with scripts and conditional branches with no avail.

i was also wondering how pbDebugBattle is supposed to be called. i tried script and conditional branch and neither worked. getting this to work would help alot with the battle animations.

i was also curious as to when different pokemon forms will be implemented. this would be a big plus in the next release. :D


thanks for your answers in advance.

*EDIT*
i just noticed that the animation editor in the editor/debug menu doesn't save any animations. is anybody else having this problem?


For the exclamation animation, look at the line 13 in PokemonField, there is EXCLAMATION_ANIMATION_ID. That's what u are looking for.

For the players, I think it should work if u put MetadataPlayerE=12 and so on.

For the bag, it should e like u said, but pay attention because the last value is used in some of the functions below.
For example :
def setChoice(pocket,value)
raise ArgumentError.new(_INTL("Invalid pocket: {1}",pocket.inspect)) if pocket<=0 || pocket>5
@choices[pocket]=value if value<@pockets[pocket].length
end
U muste replace the pocket>5 by a pocket>6

For the forced evolution, add
def pbForcedEvolution(species)
return -1 if species<=0
ret=-1
pbRgssOpen("Data/evolutions.dat","rb"){|f|
f.pos=(species-1)*8
offset=f.fgetdw
length=f.fgetdw
if length>0
f.pos=offset
i=0; loop do break unless i<length
evo=f.fgetb
evonib=evo&EVOTYPEMASK
level=f.fgetw
poke=f.fgetw
if (evo&EVODATAMASK)==EVONEXTFORM
return poke
end
i+=5
end
end
}
return ret
end

def pbForceEvolve(pokemon)
newspecies=pbForcedEvolution(pokemon.species)
if newspecies<=0
Kernel.pbMessage(_INTL("This Pokemon can't evolve."))
return false
else
$game_system.bgm_memorize
$game_system.bgm_fade(1.0)
pbFadeOutIn(99999){
evo=PokemonEvolutionScene.new
evo.pbStartScreen(pokemon,newspecies)
evo.pbEvolution(false)
evo.pbEndScreen
}
$game_system.bgm_restore
return true
end
end
in PokemonField.
To use it, put the script :
for i in 0...$Trainer.party.length
pokemon=$Trainer.party[i]
pbForceEvolve(pokemon) if pokemon.species==yourpokemonid
end
where yourpokemonid is the id of the pokemon wich must evolve.

*EDIT2*
ummm...i also need to know where the script for the grass & dust animation are, so i can change them accordly. >_<

Are u speaking about the animation? Because u can find it in the same place as the exclamation animation...

partyghoul2000
July 6th, 2008, 03:56 PM
yea, i found the animations a few mins before this post. i feel kinda stupid considering it was at the top of the script. >.<

thanks for answering my questions. you've been a ton of help. :D thank you. thank you.

*EDIT*
i editted the PokemonBag script so it would have another pocket, but it didn't work. i didn't have any errors what so ever. but when i tried to go to that certain area of the bag, it would close without cause back to the map. i don't believe i missed anything unless the bag script has pieces in other scripts. any answers?

crzyone9584
July 6th, 2008, 05:22 PM
is there a way to make the weather randomly generated instead of having it preset in the meta txt file.

Also could some one explain in depth on how to make a reagion map. I know how to make one its the fact it doesnt work with the townmap generator.

also is it possible to edit one of the script so you can catch your opponets pokemon and vice versa.