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Exiled~Shadow
July 6th, 2008, 10:39 PM
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.

how do i make it transparent... i tried in jasc psp but it didnt work...

PokemonPlatnum
July 7th, 2008, 02:09 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..
Can someone please help?
It is nessarary for my demo..

imtheomega
July 7th, 2008, 03:31 AM
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.

For the weather, insert the script
i=rand(4)
$game_screen.weather(i,9.0,20)

in an event just on the border of your maps and put a contact trigger.

Wichu
July 7th, 2008, 08:05 AM
The error occurs because you have a move whose effect isn't defined in PokeBattle_MoveEffects.

Hall Of Famer
July 7th, 2008, 08:12 AM
The error occurs because you have a move whose effect isn't defined in PokeBattle_MoveEffects.

Hi Wichu I heard that you're working on the D/P moves project(modify the moves.txt) so are you going to edit the pokemon.txt as well? just feel a little bit weird if you implement all those D/P moves but no Pokemon can use them.

PokemonPlatnum
July 7th, 2008, 08:20 AM
The error occurs because you have a move whose effect isn't defined in PokeBattle_MoveEffects.
How can I fix this?
Please Help..

Wichu
July 7th, 2008, 08:28 AM
You'll either have to change the move's function to one which is already defined, or add the functions in.

And yeah, poccil kindly gave me the D/P version of the Pokemon.txt file. All D/P moves are already in the text file, thanks to poccil again, but they don't work without the necessary scripts.

Hall Of Famer
July 7th, 2008, 08:40 AM
You'll either have to change the move's function to one which is already defined, or add the functions in.

And yeah, poccil kindly gave me the D/P version of the Pokemon.txt file. All D/P moves are already in the text file, thanks to poccil again, but they don't work without the necessary scripts.

So what scripts do I need to modify in order to get those D/P moves work? Please help.

DJ91990
July 7th, 2008, 03:55 PM
I tried what you said, but still.
~It will not save ANY location names I place on the new maps (Or the Old ones now)
~When I use fly the game STILL crashes and returns this error:
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

WHY CAN'T I USE FLY!?
I WANA USE FLY!

PokemonPlatnum
July 8th, 2008, 01:23 AM
I really need your help on this one..
Exception: NameError
Message: uninitialized constant PokeBattle_Scene::MESSAGEBASECOLOR
PokeBattle_ActualScene:151:in `initialize'
PokeBattle_ActualScene:1494:in `new'
PokeBattle_ActualScene:1494:in `pbStartBattle'
PokeBattle_Battle:570:in `pbStartBattleCore'
PokeBattle_Battle:542:in `pbStartBattle'
PokemonField:395:in `pbWildBattle'
PokemonField:394:in `pbSceneStandby'
PokemonField:396:in `pbWildBattle'

AshersTheDragon
July 8th, 2008, 05:43 AM
Hey guys, I need some help on a few things with my game I'm making. First, sometimes when I lay out a map, when I go into gameplay, I can walk ontop of things that are supposed to be solid, like rocks, Pokeballs, ect. Is there a coding to fix this, or am I just putting it in the wrong layer?

Also, on my maps I've set up different songs to play by using the BGM option in the Map Properties, but sometimes they won't play or you'll hear the beginning for a second and then it'll fade away...would it fix the problem if I used a code to play the music? If so, what's the code?

Thanks for everyone's time!
~Ash

Exiled~Shadow
July 8th, 2008, 06:27 AM
Sup Dudes? i was just wondering if anyone new a good place to get custom and unique buildings for my upcomming game: Pokèmon-Dawn of the Dinosaurs, also dose anyone know where i can get the frames for an explision animation to put over a building if it gets "Blowen up" so to speak...

Thanks in advance!

Atomic Reactor
July 8th, 2008, 06:53 AM
@Ash: Go into the database of RMXP and go to tileset.
put an "X" on all the things you can't wlak over. don't put Xs on dorrs though.
\this will solve your walking problem.
idk about the BGM.

@JJMcay: uh... you could, make the buildings? or go to the pixel art section. look from there.
youll probably run across something if you look long enough.
spriters resurce has pokemon animations if thats what you wanna use for the explosion. im sure thats in there too.

Exiled~Shadow
July 8th, 2008, 06:58 AM
k thanks... i allready had made 2 buildings but i wanted to see if anyone else had some...
Woooo!!! i finaly made a working userbar! this 1 is awesome!

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

BallisticBlastoise
July 8th, 2008, 07:43 AM
I downloaded the 7/1/08 version of Pokemon Essentials and I had trouble opening the rpgxpoj file that comes with pokestarter zip. The first time I opened it, I got an error saying that "actor data cannot be found". I read pe's notes and saw something that said to change this file in notepad to rpgxp1.01 or rpgxp1.00 if it doesn't open. I changed the file to rpgxp1.01 but when I open the file again notepad opens up with "Rpgxp1.01" on it.

Has anyone had this problem? Is there something I'm doing wrong? Oh and I'm using Vista btw.

Wichu
July 8th, 2008, 07:58 AM
HoF: the PokeBattle_MoveEffects script contains the move effect info.
JJM: try using one of the RTP animations.

Flameguru
July 8th, 2008, 07:59 AM
It opens with Notepad because you changed the File Association (By opening it with Notepad).

To Fix: Right click on it, Open With, Choose Program, RMXP. (Set as Default too)

Exiled~Shadow
July 8th, 2008, 08:12 AM
HoF: the PokeBattle_MoveEffects script contains the move effect info.
JJM: try using one of the RTP animations.

RTP??? what dose that mean... also dose anyone have a rapidash overworld sprite?

JollyRoger25
July 8th, 2008, 11:05 AM
Hey, I need alot of help with the txt files that change the gameplay of the starter kit, and well I don't want to take up anymore posts so If someone could provide me with a Read-me file that answers questions about altering gameplay, like changing day to night, weather changes, a R/S/E style beginning pokemon choice event, and some other basic things that for some reason I just can't figure out, that be awsome!!!!

partyghoul2000
July 8th, 2008, 11:43 AM
Hey, I need alot of help with the txt files that change the gameplay of the starter kit, and well I don't want to take up anymore posts so If someone could provide me with a Read-me file that answers questions about altering gameplay, like changing day to night, weather changes, a R/S/E style beginning pokemon choice event, and some other basic things that for some reason I just can't figure out, that be awsome!!!!

most of what you're looking for is in the notes.html, but i'll answer them here for ya.

1)changing day to night is automatically intergrated into the system. it goes by your computer's system clock.

2)weather changes can be done through the debug menu/editor.

3)a RSE beginning pokemon choice event would probably need some kind of extra scripting.

4)other basic things can be found all over the internet. go to youtube and look up RPG Maker XP tutorials. it should give you the ins and outs of the program.

DamianLeonhart
July 8th, 2008, 12:21 PM
RTP??? what dose that mean... also dose anyone have a rapidash overworld sprite?

RTP is the "Run Time Package" that is needed to play RMXP games most of the time. You can visit the official RMXP site and download it.

Hall Of Famer
July 8th, 2008, 01:21 PM
Hi there! I wonder if we can start a D/P graphic project for Pokemon Essential(Poccil needn't have to do this for us, we can do it by ourselves). I saw some game with Pokemon D/P's battle scene and that's really excellent. However, the D/P battle scene might not fit well with the current graphic style of starterkit since the other graphics still look like Pokemon R/S/E's. I hope we game makers can start a project to change the graphics of Pokemon R/S/E into that of Pokemon D/P. It might require a lot of work but it has the potential to be a great project. Any interest in here?

PokemonPlatnum
July 8th, 2008, 01:22 PM
Hi there! I wonder if we can start a D/P graphic project for Pokemon Essential(Poccil needn't have to do this for us, we can do it by ourselves). I saw some game with Pokemon D/P's battle scene and that's really excellent. However, the D/P battle scene might not fit well with the current graphic style of starterkit since the other graphics still look like Pokemon R/S/E's. I hope we game makers can start a project to change the graphics of Pokemon R/S/E into that of Pokemon D/P. It might require a lot of work but it has the potential to be a great project. Any interest in here?
Im have interest,sounds like a good Idea HOF..

Exiled~Shadow
July 8th, 2008, 05:38 PM
Ok, i'm having a problem with the editor, when ever i try to go up or down the list i get this error:

---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `decision_se' for nil:NilClass

SpriteWindow:17:in `pbGetDecisionSE'

SpriteWindow:1477:in `update'

SpriteWindow:1665:in `update'

SpriteWindow:2408:in `update'

EditorMain:28:in `pbEditorMenu'

EditorMain:27:in `loop'

EditorMain:39:in `pbEditorMenu'

EditorMain:26:in `loop'

EditorMain:94:in `pbEditorMenu'

EditorMain:101



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

but it dosnt happen when i press enter to use the SET TERRAIN TAGS...
it is realy stopping my process in advancing with my game. any solutions??

also, i REALY NEED A PROGRAM TO MAKE TILESET'S WITH!!! if any1 has one or know's where to find one either,

Post a quote in this thread

PM me (Prefferd)

or E-mail me at: [email protected]

all help is appreciated!

ok, i had this error a looonng time ago and it never realy got fixed,l but i was on the RMXP site looking for the RTP when i saw there were patches. so i was wondering if poccil had the patches installed when he made the kit and would the fact that i dont have thoses patches be the problem.

Here is a pic of the error in action:
http://i318.photobucket.com/albums/mm430/jjmcay/error-1.png

=====================================================================================

ALL help is appreciated! thanks for any help!

fudgy
July 8th, 2008, 05:39 PM
well i have some custom tiles i have made (like 4) and then i have another by kyledove or someone (dp tiles?) and here is what i want the outcome to be.
see image below

http://i36.tinypic.com/2hnyqhk.png

but instead i get ugly spaces and alot more unatractive outcomes...

this is the thing i am importing...yea i know its wrong, and idk how to organize this or make my custom tiles work :(

here are my custom tiles that i want to show up perfectly.
see images below

http://i204.photobucket.com/albums/bb313/dot_style/Trail_Sand.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Water.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Dirt.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Grass.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Trail_Normal-1.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Plant_Outside.pnghttp://i37.tinypic.com/dyvlg.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Plant_Outside_6_snow.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Plant_outside_6.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Plant_Inside_snow.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Plant_Inside.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Trail_Normal.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Trail_Normal_2.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Trail_Sky.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Trail_Swamp.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Trail_Dirt.pnghttp://i204.photobucket.com/albums/bb313/dot_style/Trail_snow.png

and this is how i put mine and kyledoves tiles togeather on one tile sheet but it shows up really crappy...
see image below

http://i204.photobucket.com/albums/bb313/dot_style/tiles.png

Exiled~Shadow
July 8th, 2008, 05:54 PM
dude there not stupid there realy cool! it makes me wanna change form Honenn to Sinoh buildings!

fudgy
July 8th, 2008, 06:11 PM
dude there not stupid there realy cool! it makes me wanna change form Honenn to Sinoh buildings!

i never said it was stupid....please actually read my post and problem -_-...
i said it shows up really bad with white lines, and black and white all over it and stuff like that -_- which makes it really stupid and ugly ={

Exiled~Shadow
July 8th, 2008, 07:23 PM
sorry i thaught you ment they looked stupid not because they had lines on them... no hard feelings?

fudgy
July 8th, 2008, 07:27 PM
sorry i thaught you ment they looked stupid not because they had lines on them... no hard feelings?

lol ya no hard feelings =] but ya i need helpz. or something....so ya im making more tiles so i need some one to help figure this out fast =O

partyghoul2000
July 8th, 2008, 09:09 PM
ok, i had this error a looonng time ago and it never realy got fixed,l but i was on the RMXP site looking for the RTP when i saw there were patches. so i was wondering if poccil had the patches installed when he made the kit and would the fact that i dont have thoses patches be the problem.

Here is a pic of the error in action:
http://i318.photobucket.com/albums/mm430/jjmcay/error-1.png

=====================================================================================

ALL help is appreciated! thanks for any help!

i believe that this error was fixed about two or three updates ago >.>

yaoimutt
July 8th, 2008, 09:56 PM
lol ya no hard feelings =] but ya i need helpz. or something....so ya im making more tiles so i need some one to help figure this out fast =O

well, MOST tileset generators SUCK. they make the part that you plan to make clear, several different shades of white, so it doesn't turn completely clear, you wined up with a bunch of white gunk all over it, if you have the links to the other parts for the tileset, i'll make it for you.


aslo, Does anyone know how to make an item call a common event? (and does anyone have any mini games for the sk X3)

poccil
July 8th, 2008, 10:12 PM
yaoimutt:

To make an item that calls a common event, you can use the following script function. Assume that the item "MYITEM" is defined in the items.txt file like this:


505,MYITEM,MY ITEM,5,0,"My item",2,0

Assume that 10 is the common event ID to call.


ItemHandlers.addUseInField(:MYITEM, proc {
$game_temp.common_event_id = 10
next true
})

ItemHandlers.addUseFromBag(:MYITEM, proc {
next 2
})

fudgy
July 8th, 2008, 11:23 PM
well, MOST tileset generators SUCK. they make the part that you plan to make clear, several different shades of white, so it doesn't turn completely clear, you wined up with a bunch of white gunk all over it, if you have the links to the other parts for the tileset, i'll make it for you.


aslo, Does anyone know how to make an item call a common event? (and does anyone have any mini games for the sk X3)

tile set generator?...i just used photoshop and created the tiles (32x32, then some recolered versions of kyledoves sets) then put them togeather....so what should i do pm u all the images er what?

Exiled~Shadow
July 9th, 2008, 05:56 AM
i believe that this error was fixed about two or three updates ago >.>

oh realy? when was the most recent update?

Wichu
July 9th, 2008, 07:04 AM
fudgy: make sure there are no gaps between each 32x32 tile. Oh, and don't put them sideways, they won't work like that.

Hall Of Famer
July 9th, 2008, 07:19 AM
fudgy: make sure there are no gaps between each 32x32 tile. Oh, and don't put them sideways, they won't work like that.

Hi, Wichu. Can you please show me how to edit the move effects scripts so the new moves that incompatible with pokemon R/S/E system can be used in the game?

yaoimutt
July 9th, 2008, 07:50 AM
tile set generator?...i just used photoshop and created the tiles (32x32, then some recolered versions of kyledoves sets) then put them togeather....so what should i do pm u all the images er what?

i thought you said you put them togeather using a generatoer. o.0,

i guess i didn't understand the problem, anyway, yes, you can pm the images to me if you want me to make the tileset for you.

partyghoul2000
July 9th, 2008, 07:58 AM
oh realy? when was the most recent update?

july 1st. download it here ----> pokestarter update (http://upokecenter.com/projects/pokestarter/)

Exiled~Shadow
July 9th, 2008, 08:26 AM
july 1st. download it here ----> pokestarter update (http://upokecenter.com/projects/pokestarter/)

thats heaps mate! big help ill download it right away.

kanariekop
July 9th, 2008, 08:51 AM
Hi, I'm just a beginner and when I try to test play the game it says:
''failed to create process'' can some1 plz help me?

PokemonPlatnum
July 9th, 2008, 08:53 AM
Download the RTP on the RPG Maker Xp Website..kanerie
Hope I've helped

~PP

kanariekop
July 9th, 2008, 09:03 AM
I can't find the script you have to change,
so you can change the pokemon the girl gives you
can some1 plz help me???

PokemonPlatnum
July 9th, 2008, 09:08 AM
I can't find the script you have to change,
so you can change the pokemon the girl gives you
can some1 plz help me???
Read Notes.html
It tells you everthing..

Demonic Budha
July 9th, 2008, 01:50 PM
Hey Guys/Girls. Dose anyone know how to modify the Map Screen so it can be a 'Scrolling Map'
Cause when I made my Map I used a Templete that dosent fit the INGAME Map proportions, so now I wanted to make the map Scrollable.
Thanks for any help.

fudgy
July 9th, 2008, 01:58 PM
^ i think it says that in the notes.html...not sure all i know is that my map was automatically scrollabe...idk

well my question is how i can edit the options screen, and the screens were u start the game up?
(background and stuff liek that, idk if they are images or not, but i looked and didnt find any that matched)

http://i37.tinypic.com/1zoc4fr.png

like i want to know how to make it only have that size and the size up, and how to add more options to it like my speech frame, and speech buble(when some one talks) skins for my game that i made custome and stuff like that

crzyone9584
July 9th, 2008, 02:08 PM
^ i think it says that in the notes.html...not sure all i know is that my map was automatically scrollabe...idk

well my question is how i can edit the options screen, and the screens were u start the game up?
(background and stuff liek that, idk if they are images or not, but i looked and didnt find any that matched)

http://i37.tinypic.com/1zoc4fr.png

like i want to know how to make it only have that size and the size up, and how to add more options to it like my speech frame, and speech buble(when some one talks) skins for my game that i made custome and stuff like that

i know that there are pictures for the out are the maenu colros and layout in graphics/pictures. Not sure on how to change them though

fudgy
July 9th, 2008, 02:14 PM
i know that there are pictures for the out are the maenu colros and layout in graphics/pictures. Not sure on how to change them though

yea well i knew that i just need to know how to add more speech buble frames, and menu frames. and how to delete some and how to make my version(s) default.

crzyone9584
July 9th, 2008, 02:24 PM
yea well i knew that i just need to know how to add more speech buble frames, and menu frames. and how to delete some and how to make my version(s) default.

ok well i found where you change the default skin at. go to SpriteWindow in the script editor at the top there is ChoiceSKinName = change that to get he default skin you wnat and then go to $TextFrames and add your skin there must be a png.

fudgy
July 9th, 2008, 02:25 PM
i know that there are pictures for the out are the maenu colros and layout in graphics/pictures. Not sure on how to change them though

yea well i knew that i just need to know how to add more speech buble frames, and menu frames. and how to delete some and how to make my version(s) default.

crzyone9584
July 9th, 2008, 02:29 PM
yea well i knew that i just need to know how to add more speech buble frames, and menu frames. and how to delete some and how to make my version(s) default.

i do beleive the speech bubbles are the frames.

fudgy
July 9th, 2008, 03:28 PM
i do beleive the speech bubbles are the frames.

no one is for the menu (the frames)

and the other one is for the speech bubbles (the speech frames) that is what they are known as i think, but i want to add more and change all those settings in my previous post.

JollyRoger25
July 9th, 2008, 03:55 PM
Okay, some of my maps have the sunlight turned on and others have it turned off, how do I get in control of the sun?

fudgy
July 9th, 2008, 04:49 PM
no one is for the menu (the frames)

and the other one is for the speech bubbles (the speech frames) that is what they are known as i think, but i want to add more and change all those settings in my previous post.


sorry i didnt see your above post =[

EDIT: i cant figure out how to change the speech bubble but i got the frame (for the menu)

i recolored emtextskin.png then i copied the txt file supporting that and renamed that ctextskin.txt and renamed emtextskin.png ctextskin.png and then i just editted the verry top, but still nothing, do i have to add it some where else also?

Exiled~Shadow
July 10th, 2008, 01:50 AM
ok, these are two regions i made... i need someones opinion on witch is better,

Smeard (More realistic) or
Clear....


http://i318.photobucket.com/albums/mm430/jjmcay/reigonnotfuzzy.png
http://i318.photobucket.com/albums/mm430/jjmcay/fuzzyreigon.png



P.M or post here with your opinion!

Hall Of Famer
July 10th, 2008, 02:24 AM
I may have to ask again, but when will the modified pokemon moves script be released so that we can actually use those D/P moves as the way it is in the Generation 4 video game? I do have the D/P moves list already but some of those moves don't have their specific move effect so this makes the moves a little bit weird to use.

gotron228
July 10th, 2008, 02:37 AM
How do i change the Pokemon the girl gives you? I've checked the notes.html and it's not there. Well at least i can't find it.

PokemonPlatnum
July 10th, 2008, 03:13 AM
How do i change the Pokemon the girl gives you? I've checked the notes.html and it's not there. Well at least i can't find it.
Go down near the bottom in notes.html.....
Than it tells you about adding a pokemon...

Hall Of Famer
July 10th, 2008, 03:29 AM
ok, these are two regions i made... i need someones opinion on witch is better,

Smeard (More realistic) or
Clear....


http://i318.photobucket.com/albums/mm430/jjmcay/reigonnotfuzzy.png
http://i318.photobucket.com/albums/mm430/jjmcay/fuzzyreigon.png



P.M or post here with your opinion!

The first pic is way better since the second looks a little bit blury.

Exiled~Shadow
July 10th, 2008, 03:34 AM
The first pic is way better since the second looks a little bit blury.

yeah, i thaught so... ill put town's in now...

Pokemanior
July 10th, 2008, 04:21 AM
A Simple problem i have...or maybe two.
for once, essentials is just great!!! Unfortunately i am german, so i got a lot to translate ^^
anyway thats my part and i am doing it fine so far...but now my problem.
Today i worked on my game and surprisingly i had a problem while i started the editor (in order to compile data...safety, you know?)------->
_________________________________________________________________
Exception: RuntimeError
Message: Undefined encounter type 036, expected one of the following:
["Land", "Cave", "Water", "RockSmash", "OldRod", "GoodRod", "SuperRod", "HeadbuttLow", "HeadbuttHigh", "LandMorning", "LandDay", "LandNight", "BugContest"]
File PBS/encounters.txt, line 1
036

Compiler:935:in `pbCompileEncounters'
Compiler:2789:in `pbCompileAllData'
Compiler:2837
Exception: Errno::ENOENT
Message: File Data/items.dat not found.
SpriteWindow:585:in `load_data'
SpriteWindow:585:in `pbRgssOpen'
Compiler:309:in `readItemList'
PokemonLoad:246:in `pbStartLoadScreen'
PokemonLoad:228:in `loop'
PokemonLoad:306:in `pbStartLoadScreen'
Scene_Intro:133:in `to_title_update'
Scene_Intro:62:in `main'
Main:33:in `mainFunction'
Main:22:in `pbCriticalCode'
_______________________________________________
I would be very happy about any help, especially since i believe it´s senseless to change anything in RPG if i cant run it anyway ^^ hopefully waiting, ME.

And of course i had to have another problem as well...now i cant even load the previous save, so far i used to test everything in that savegame ^^ damn it.

Unfortunately my save seems to be deleted and well...see ---->

_______________________________
---------------------------
Pokemon Essentials
---------------------------
Exception: Errno::ENOENT

Message: File Data/items.dat not found.

SpriteWindow:585:in `load_data'

SpriteWindow:585:in `pbRgssOpen'

Compiler:309:in `readItemList'

PokemonLoad:246:in `pbStartLoadScreen'

PokemonLoad:228:in `loop'

PokemonLoad:306:in `pbStartLoadScreen'

Scene_Intro:133:in `to_title_update'

Scene_Intro:62:in `main'

Main:33:in `mainFunction'

Main:22:in `pbCriticalCode'
________________________________________

Hope someone knows how to fix that too...so far i am done with 20% of what i planned..would be bad to start again ...who here dont know what it means to spend houuurss with that stuff ^^

Demonic Budha
July 10th, 2008, 04:42 AM
^ i think it says that in the notes.html...not sure all i know is that my map was automatically scrollabe...idk

Sorry i should have explained it better. What i have is a Picture that has a resolution BIGGER than the display screen. I want to be able to (when the cursor hits the edge of the window) have it scroll the rest of the picture.
Not to be confused with the already working scrolling cursor.
..... hopefully that made sence?

PokemonPlatnum
July 10th, 2008, 09:00 AM
A Simple problem i have...or maybe two.
for once, essentials is just great!!! Unfortunately i am german, so i got a lot to translate ^^
anyway thats my part and i am doing it fine so far...but now my problem.
Today i worked on my game and surprisingly i had a problem while i started the editor (in order to compile data...safety, you know?)------->
_________________________________________________________________
Exception: RuntimeError
Message: Undefined encounter type 036, expected one of the following:
["Land", "Cave", "Water", "RockSmash", "OldRod", "GoodRod", "SuperRod", "HeadbuttLow", "HeadbuttHigh", "LandMorning", "LandDay", "LandNight", "BugContest"]
File PBS/encounters.txt, line 1
036

Compiler:935:in `pbCompileEncounters'
Compiler:2789:in `pbCompileAllData'
Compiler:2837
Exception: Errno::ENOENT
Message: File Data/items.dat not found.
SpriteWindow:585:in `load_data'
SpriteWindow:585:in `pbRgssOpen'
Compiler:309:in `readItemList'
PokemonLoad:246:in `pbStartLoadScreen'
PokemonLoad:228:in `loop'
PokemonLoad:306:in `pbStartLoadScreen'
Scene_Intro:133:in `to_title_update'
Scene_Intro:62:in `main'
Main:33:in `mainFunction'
Main:22:in `pbCriticalCode'
_______________________________________________
I would be very happy about any help, especially since i believe it´s senseless to change anything in RPG if i cant run it anyway ^^ hopefully waiting, ME.

And of course i had to have another problem as well...now i cant even load the previous save, so far i used to test everything in that savegame ^^ damn it.

Unfortunately my save seems to be deleted and well...see ---->

_______________________________
---------------------------
Pokemon Essentials
---------------------------
Exception: Errno::ENOENT

Message: File Data/items.dat not found.

SpriteWindow:585:in `load_data'

SpriteWindow:585:in `pbRgssOpen'

Compiler:309:in `readItemList'

PokemonLoad:246:in `pbStartLoadScreen'

PokemonLoad:228:in `loop'

PokemonLoad:306:in `pbStartLoadScreen'

Scene_Intro:133:in `to_title_update'

Scene_Intro:62:in `main'

Main:33:in `mainFunction'

Main:22:in `pbCriticalCode'
________________________________________

Hope someone knows how to fix that too...so far i am done with 20% of what i planned..would be bad to start again ...who here dont know what it means to spend houuurss with that stuff ^^
1.Delete you encounters file...And start again within the editor
2.The second is a bug play it until the bug stops happing

Pokemanior
July 10th, 2008, 10:19 AM
Unfortunately not that easy :shocked:
__________________________

Exception: Errno::ENOENT

Message: File PBS/encounters.txt not found.

Compiler:846:in `initialize'

Compiler:846:in `open'

Compiler:846:in `pbCompileEncounters'

Compiler:2789:in `pbCompileAllData'

Compiler:2837

_______________________________

Thanks for the help, although i still have to fix that somehow ^^
__________________________________________________________
Edit: So far it seems like this:
-Essentials looks for the encounter.txt.
-It looks in line 1
-Instead to read the map-id it expects the encounter-type....
No idea how to change this, i already tried c+p with the files into a blank PE
___________________________________________________________
EDIT II:
Unbelievable.
I used the original encounters.txt and added every line i had in my final encounters.txt there...the files are similar,
but the editor accepted it....problem solved and thanks!!

JollyRoger25
July 10th, 2008, 11:44 AM
Hey, where do you find the sliding glass door tiles for the door on the Pokemon Centers, Marts, and Gyms??

partyghoul2000
July 10th, 2008, 12:47 PM
Hey, where do you find the sliding glass door tiles for the door on the Pokemon Centers, Marts, and Gyms??

i did provide them some odd pages back. they're in the latest update, if you download it.

when i get around to it, i'll probably rip a couple more different doors. >.>

JollyRoger25
July 10th, 2008, 12:59 PM
You, partygoul2000, are like my answer guy.

fudgy
July 10th, 2008, 02:17 PM
Sorry i should have explained it better. What i have is a Picture that has a resolution BIGGER than the display screen. I want to be able to (when the cursor hits the edge of the window) have it scroll the rest of the picture.
Not to be confused with the already working scrolling cursor.
..... hopefully that made sence?

well im not sure =[ but i saw something in the database called "scroll_map" , and some other things, ill try to take a look at it and see what you mean.

Atomic Reactor
July 10th, 2008, 03:33 PM
Ugh!
I downloaded RMXP down on this computer.
and everytime i try to open it i get this.
http://i181.photobucket.com/albums/x19/atomicreactor334/error.png

does anyone know how i can fix this?

(i know this has nothing to do with essentials, but i figure ill get a helpful answer here)

partyghoul2000
July 10th, 2008, 05:19 PM
Ugh!
I downloaded RMXP down on this computer.
and everytime i try to open it i get this.
http://i181.photobucket.com/albums/x19/atomicreactor334/error.png

does anyone know how i can fix this?

(i know this has nothing to do with essentials, but i figure ill get a helpful answer here)

that error message means the computer that you're trying to install rmxp on doesn't have internet connection.

BallisticBlastoise
July 10th, 2008, 06:00 PM
I keep getting an error when I try to save or edit trainers in the Editor. Anyone else have this problem?

Krobelus
July 10th, 2008, 06:28 PM
I keep getting an error when I try to save or edit trainers in the Editor. Anyone else have this problem?

Did you edit the Trainers.txt in the PBS folder accordingly?

-Krobe

BallisticBlastoise
July 10th, 2008, 06:41 PM
Thanks I found out where I went wrong.

Atomic Reactor
July 10th, 2008, 07:17 PM
that error message means the computer that you're trying to install rmxp on doesn't have internet connection.

I do have internet connection though.
I had the browser up when I tried running it.

yaoimutt
July 10th, 2008, 07:57 PM
ok, these are two regions i made... i need someones opinion on witch is better,

Smeard (More realistic) or
Clear....


http://i318.photobucket.com/albums/mm430/jjmcay/reigonnotfuzzy.png
http://i318.photobucket.com/albums/mm430/jjmcay/fuzzyreigon.png



P.M or post here with your opinion!

the first one, it fits the pokemon game style, AND the blur on the other one is boring, anyway, this is not the place to put this, you should make a new topic for it insted, or put it in your project topic.

partyghoul2000
July 10th, 2008, 08:11 PM
I do have internet connection though.
I had the browser up when I tried running it.

the only other cause for the error that i can think of is that you're running vista. if you are, there's a tutorial to fix that in the tutorial section here (http://www.pokecommunity.com/showpost.php?p=3075148&postcount=1).

Exiled~Shadow
July 10th, 2008, 11:00 PM
the first one, it fits the pokemon game style, AND the blur on the other one is boring, anyway, this is not the place to put this, you should make a new topic for it insted, or put it in your project topic.

Ok, sorry i just thought that some people would have a good opinion here since it is a starter kit thread...

yaoimutt
July 10th, 2008, 11:01 PM
yaoimutt:

To make an item that calls a common event, you can use the following script function. Assume that the item "MYITEM" is defined in the items.txt file like this:


505,MYITEM,MY ITEM,5,0,"My item",2,0

Assume that 10 is the common event ID to call.


ItemHandlers.addUseInField(:MYITEM, proc {
$game_temp.common_event_id = 10
next true
})

ItemHandlers.addUseFromBag(:MYITEM, proc {
next 2
})


T_T it doesn't work. it doesn't even make an error. T_T

gotron228
July 11th, 2008, 03:10 AM
Whenever I play test my game just after my player is going to teleport to his house it shows this message the my game freezes

http://img301.imageshack.us/img301/7875/errorcg4.png

yaoimutt
July 11th, 2008, 05:30 AM
Whenever I play test my game just after my player is going to teleport to his house it shows this message the my game freezes

http://img301.imageshack.us/img301/7875/errorcg4.png

edit connections, it's saying that map 7 is connected to the room, but there is no map 7 for it to show.

Atomic Reactor
July 11th, 2008, 07:16 AM
Thanks a lot partyghoul!
I'm not using a vista... but those direction helped.
I still think its weird since i was online.. and it wasn't a vista. 0_o
thanks pal!

~Atomic_Reactor

Wichu
July 11th, 2008, 08:37 AM
The ParticleEngine script is pretty versatile.
http://img501.imageshack.us/img501/4535/clockyt9.png
It displays the correct time :D

(I'm in GMT by the way, that's the current time here).

fudgy
July 11th, 2008, 03:51 PM
how do u make a battle with a trainer (npc) and stuff liek that? and i want to know how to make pokemon follow you/npc follow you and how to have a pokemon out at as a npc and how to set routes for npcs =( sorry im kinda REALY new to this =(.

Atomic Reactor
July 11th, 2008, 03:57 PM
I would suggest that you mess with RMXP a bit and reading the notes before you start to make your game.

fudgy
July 11th, 2008, 04:54 PM
I would suggest that you mess with RMXP a bit and reading the notes before you start to make your game.

...i did read the notes, just evertime i put the npc out it screws up and doesnt move its route, and i dont see the pokemon ow/sprites to put out as npcs.

gotron228
July 11th, 2008, 06:53 PM
edit connections, it's saying that map 7 is connected to the room, but there is no map 7 for it to show.

I don't get it I don't even have map seven are you trying to say i need his room connected to the first map?

fudgy
July 11th, 2008, 06:59 PM
I don't get it I don't even have map seven are you trying to say i need his room connected to the first map?


....get the map id from going into rpgxp, and then click map 007. (or any map) the id of the map will be in the status bar (002, 001, 000, 003, 004, 005, 006, 007 and so on) you have to go into the pbs folder the find conections.txt and edit it and take out w.e map id you dont have their or w.e map id you dont want conected to the other map -_-.

crzyone9584
July 11th, 2008, 09:20 PM
....get the map id from going into rpgxp, and then click map 007. (or any map) the id of the map will be in the status bar (002, 001, 000, 003, 004, 005, 006, 007 and so on) you have to go into the pbs folder the find conections.txt and edit it and take out w.e map id you dont have their or w.e map id you dont want conected to the other map -_-.

to add on to this make sure you dont delete the map 51 its the intro. also you could go to the visual editor and redo the connections that way i find it alot more effetive.

yaoimutt
July 11th, 2008, 09:51 PM
how do u make a battle with a trainer (npc) and stuff liek that? and i want to know how to make pokemon follow you/npc follow you and how to have a pokemon out at as a npc and how to set routes for npcs =( sorry im kinda REALY new to this =(.

to make a battle with an npc, read the note.html, it tells you, but the easiest way is to copy one of the origanal battles in the sk and just edit it (which is what i do, because i'm to lazy to do it all my self. :D)

also, go to youtube, and search for rmxp tutorials, they have a LOT of them. it can help you learn everything a lot faster.

and you would have to set an event to dependent in order for it to fallow the player from map to map, but it's kind of buggy (way to buggy) so i would just do without it if i were you.

and lastly, to set a route, go to the event, click on the spot that says fixed in the autonomous movement , change it to random, or custom.

if you change it to custom, then click move route, and set the movement route, :D easy.

fudgy
July 11th, 2008, 10:21 PM
THANK YOU, dang you have been doing alot for me =] and so has wichu (like 4 weeks ago or less) thnx alot!!

gotron228
July 12th, 2008, 12:05 AM
....get the map id from going into rpgxp, and then click map 007. (or any map) the id of the map will be in the status bar (002, 001, 000, 003, 004, 005, 006, 007 and so on) you have to go into the pbs folder the find conections.txt and edit it and take out w.e map id you dont have their or w.e map id you dont want conected to the other map -_-.

sorry that I'm being a total noob but i still don't get it

Demonic Budha
July 12th, 2008, 01:11 AM
Gotron. They are saying MAP05 is connected to the starting room.
As you pointed out you DONT HAVE a MAP05. SO! it crashes because it CANT FIND MAP05.
To remove this error. You must open the Connections.txt in the PBS folder, and remove this connection.
THEN it should work normally.
Hope this helps :D

gotron228
July 12th, 2008, 01:22 AM
it still doesn't work I even tried wiping out every connection the game has and still nothing

Lorem Ipsum
July 12th, 2008, 11:47 AM
I really, really need help now.

How would you make your Rival have the starter opposite to yours? I've tried having switches and BattleIDs, but they just get ignored when the event is processed.

fudgy
July 12th, 2008, 01:14 PM
sorry that I'm being a total noob but i still don't get it

please go to the all your maps, and list their ids, then list your connections file, that will help us see whats wrong.

crzyone9584
July 12th, 2008, 01:16 PM
I really, really need help now.

How would you make your Rival have the starter opposite to yours? I've tried having switches and BattleIDs, but they just get ignored when the event is processed.

ok couple pages back i posted a starter pokemon event. its easy on each event you have just add a move route to the opsite and have the rival to that then just say your rival has so and so pokemon then go tyo trainer.txt in the pbs folder make a new trainer name him what you want and all. add the pokemon that you want.do it three times so he can have any of them. hope that helps.

Lorem Ipsum
July 13th, 2008, 08:08 AM
That's exactly what I have done, except when I use switches to initiate the battle, it will always have the Pokémon specified on the first page.

PoKéMaKeR
July 13th, 2008, 08:23 AM
I've got a question about camera movement..?
how is it possible to make the camera move to right (and follow an other character then yours)
thanks in advance
PoKéMaKeR

BallisticBlastoise
July 13th, 2008, 04:51 PM
Is it possible to implement online battling in this starter kit?

crzyone9584
July 13th, 2008, 06:25 PM
That's exactly what I have done, except when I use switches to initiate the battle, it will always have the Pokémon specified on the first page.

ok tonight ill sit and figure this out for both of us. I dont use switches because i dont like them lol.

Hall Of Famer
July 13th, 2008, 10:30 PM
I know it might be a little bit difficult to answer, but how can make my pokemon game able to trade on-line? I mean, some specific Pokemon only evolve after trades so it's significant to make my game project on-line tradable...

partyghoul2000
July 13th, 2008, 11:28 PM
I know it might be a little bit difficult to answer, but how can make my pokemon game able to trade on-line? I mean, some specific Pokemon only evolve after trades so it's significant to make my game project on-line tradable...

i believe it already supports online trading. read the serversetup.html.

crzyone9584
July 13th, 2008, 11:37 PM
the server isn't that great. but it does work. it just needs some major work/editing files to get it working 100%

Hall Of Famer
July 14th, 2008, 02:15 AM
i believe it already supports online trading. read the serversetup.html.

Thanks a lot. I didn't know about this before and hopefully it will support on-line trading for my pokemon game.

Kevvviiinnn
July 14th, 2008, 11:12 AM
I can't get the online trading to work. I've turned off my firewalls, forwarded all the required ports, downloaded everything and followed directions exactly, too. I can get to the register screen, but the server disconnects before I try to log in or submit my registration :^/

I'm using Windows Vista.

Also, does anyone know if an online battling system is being worked on? :^)

crzyone9584
July 14th, 2008, 11:46 AM
I can't get the online trading to work. I've turned off my firewalls, forwarded all the required ports, downloaded everything and followed directions exactly, too. I can get to the register screen, but the server disconnects before I try to log in or submit my registration :^/

I'm using Windows Vista.

Also, does anyone know if an online battling system is being worked on? :^)

like i said before the online trading system is really bad. i had trouble with it on xp and i dont even want to see how bad it is for vista

and as far as i know no online fighting system is being made.

Kevvviiinnn
July 14th, 2008, 12:32 PM
Aww, such a shame... Hopefully it will improve, though.

Question: How do you set the IVs for Pokemon?

partyghoul2000
July 14th, 2008, 01:16 PM
Aww, such a shame... Hopefully it will improve, though.

Question: How do you set the IVs for Pokemon?

i believe the IVs can be set in the pokemon.txt in the PBS folder

Kevvviiinnn
July 14th, 2008, 01:25 PM
No, no, those are the base stats! I want to change the Pokemon's Individual Value (it's the value from 0 to 31). For example, setting the IVs for a Pokemon before a forced wild encounter or changing the IVs of a Pokemon in your party--things like that.

poccil
July 14th, 2008, 02:55 PM
Each Pokemon has an array named "iv" which specifies the Individual Values of the Pokemon. Be sure to set each of them
from 0 through 31 and to call the "calcStats" method to recalculate the Pokemon's stats. Here is an example that sets the Individual Values of the first Pokemon in the party.


# Get first Pokemon
pokemon=$Trainer.party[0]
# Set all IVs to 20
pokemon.iv[0]=20 # HP
pokemon.iv[1]=20 # Attack
pokemon.iv[2]=20 # Defense
pokemon.iv[3]=20 # Speed
pokemon.iv[4]=20 # Special Attack
pokemon.iv[5]=20 # Special Defense
# Recalculate stats
pokemon.calcStats


To change a wild Pokemon's IVs, you must create an event handler for the onWildPokemonCreate event,
which runs code only if a certain switch (here, switch 30) is on. (You would set the switch to ON before
a wild battle, and set it to OFF after.) Here's an example:

Events.onWildPokemonCreate+=proc {|sender,e|
# Get the wild Pokemon
pokemon=e[0]
# Run only if switch 30 is on
if $game_switches[30]
# Set all IVs to 20
pokemon.iv[0]=20 # HP
pokemon.iv[1]=20 # Attack
pokemon.iv[2]=20 # Defense
pokemon.iv[3]=20 # Speed
pokemon.iv[4]=20 # Special Attack
pokemon.iv[5]=20 # Special Defense
# Recalculate stats
pokemon.calcStats
end
}


The "onWildPokemonCreate" event is very flexible. It allows you to dynamically modify the Pokemon battle according to the situation. For example, you can randomly change its Pokemon species or make its level fluctuate somewhat.

Similar events include "onStepTaken", whenever the player takes a step, and "onMapChange", whenever the map changes.

Razer Rage
July 14th, 2008, 07:36 PM
I must say, bravo. I haven't actually tried it yet, but I'm sure it's quite good. But there are a few things I am wondering about it.

1) Would it be possible for you to make a patch file to download every time you update Pokemon essentials for those who already have it? It would take so much less time then to have to download the whole thing over and over again. Better yet, make it automatically or manually check for, download, and install updates. :D

2) Why Pokemon Ruby/Sapphire and not others? Why not ADD Leaf Green/Fire Red, etc.?

3) Will you be making poke essentials compatible with RMVX?

Kevvviiinnn
July 14th, 2008, 07:40 PM
Thank you, poccil! Words cannot describe just how incredible you are :^)

poccil
July 14th, 2008, 11:58 PM
Razor Rage:

There are change log files with each release. They can't be used like patch files, unfortunately.

---

The following add-on I created today implements moves that require keyboard input in order to use. Put the code below in a new script section in the script editor.

class PokeBattle_Move_Blitz < PokeBattle_Move
KEYHASH={
:A=>0x41,:B=>0x42,:C=>0x43,:D=>0x44,
:E=>0x45,:F=>0x46,:G=>0x47,:H=>0x48,
:I=>0x49,:J=>0x4a,:K=>0x4b,:L=>0x4c,
:M=>0x4D,:N=>0x4e,:O=>0x4f,:P=>0x50,
:Q=>0x51,:R=>0x52,:S=>0x53,:T=>0x54,
:U=>0x55,:V=>0x56,:W=>0x57,:X=>0x58,
:Y=>0x59,:Z=>0x5a,:NUM_0=>0x30,:NUM_1=>0x31,
:NUM_2=>0x32,:NUM_3=>0x33,:NUM_4=>0x34,:NUM_5=>0x35,
:NUM_6=>0x36,:NUM_7=>0x37,:NUM_8=>0x38,:NUM_9=>0x39,
:UP=>0x26,:DOWN=>0x28,:LEFT=>0x25,:RIGHT=>0x27,
:SPACE=>0x20,:ENTER=>0x0D,:TAB=>0x09
}
def pbDisplayUseMessage(attacker)
ret=super
if @battle.pbOwnedByPlayer?(attacker.index)
@time=@battle.scene.pbBlitz(@keys)
if @time<0
@battle.pbDisplay(_INTL("But it failed!"))
return -1
end
else
@time=@battle.pbRandom(30)*@keys.length
end
return ret
end
def pbBaseDamage(basedmg,attacker,opponent)
return 20 if !@time || @time<0
timeAverage=@time/[1,@keys.length].max
return 20 if timeAverage>30
return 40 if timeAverage>25
return 60 if timeAverage>20
return 80 if timeAverage>15
return 100 if timeAverage>10
return 150 if timeAverage>5
return 200
end
def self.triggerKeyState(key)
# -1: no keys pressed; 0: wrong key pressed; 1: correct key pressed
correctKey=(KEYHASH[key]) ? KEYHASH[key] : 0x20
# check wrong keys first
for i in KEYHASH.values
if i!=correctKey
return 0 if Input.triggerex?(i)
end
end
# then check correct key
return (Input.triggerex?(correctKey)) ? 1 : -1
end
def self.getKey(key)
return (KEYHASH[key]) ? KEYHASH[key] : 0x20
end
end

class PokeBattle_Move_110 < PokeBattle_Move_Blitz
def initialize(battle,move)
super
@keys=[:A,:B,:UP,:DOWN]
end
end

class PokeBattle_Move_111 < PokeBattle_Move_Blitz
def initialize(battle,move)
super
@keys=[:X,:W,:LEFT,:RIGHT]
end
end

class PokeBattle_Move_112 < PokeBattle_Move_Blitz
def initialize(battle,move)
super
@keys=[:Z,:Q,:P,:M]
end
end


class PokeBattle_Scene
def pbBlitz(keys)
@briefmessage=false
blitzwindow=Window_AdvancedTextPokemon.newWithSize("",0,Graphics.height-96-64,Graphics.width*2/3,64)
blitzwindow.z=100001
keystates=[0,0,0,0]
start=Graphics.frame_count
time=0
penalty=0
blitzCount=0
blitzCurrent=0
shownTime=0
failures=0
loop do
Graphics.update
Input.update
blitzwindow.update
needRefresh=false
if shownTime%30 == 0
blitzCount+=1
needRefresh=true
if blitzCount>keys.length
Audio.se_play("Audio/SE/buzzer.wav")
time=-1
break
end
end
keyState=PokeBattle_Move_Blitz.triggerKeyState(keys[blitzCurrent])
if keyState>=0
if keyState==1 # Correct
Audio.se_play(pbGetDecisionSE)
keystates[blitzCurrent]=1
else # Incorrect
Audio.se_play("Audio/SE/buzzer.wav")
keystates[blitzCurrent]=2
penalty+=30
failures+=1
end
blitzCurrent+=1
if blitzCurrent>=keys.length
if failures==keys.length
time=-1
penalty=0
end
break
end
shownTime=0
blitzCount=blitzCurrent+1 if blitzCount<blitzCurrent+1
needRefresh=true
end
if needRefresh
newtext=""
for i in 0...blitzCount
newtext+=" " if i>0
if keystates[i]==1 #Correct
newtext+="<c2=06644bd2>"+keys[i].to_s+"</c2>"
elsif keystates[i]==2 # Incorrect
newtext+="<c2=043c3aff>"+keys[i].to_s+"</c2>"
else
newtext+=keys[i].to_s
end
end
blitzwindow.text=newtext
end
time+=1
shownTime+=1
end
blitzwindow.dispose
return time+penalty
end
end


In addition, add the following three lines to the end of the file PBS/moves.txt . These are three moves that use the new keyboard input functionality and whose damage depends on skill and timing.

355,FIREBLITZ,FIRE BLITZ,110,1,FIRE,Special,100,15,0,00,0,bef,Cool,"A fire move whose damage depends on skill and timing."
356,ICEBLITZ,ICE BLITZ,111,1,ICE,Special,100,15,0,00,0,bef,Cool,"An ice move whose damage depends on skill and timing."
357,THUNDERBLITZ,THUNDERBLITZ,112,1,ELECTRIC,Special,100,15,0,00,0,bef,Cool,"A thunder move whose damage depends on skill and timing."

yaoimutt
July 15th, 2008, 08:40 AM
Ok, i have a HUGE question to ask,

How would i make it so that when you catch one kind of pokemon, you automatically get the information for another pokemon. (i am planing on making "sub spiesies" of pokemon. brock is always saying that this pokemon or that pokemon might be a new one of that spiecies. for instance, at one point he says that he thinks that ash's buterfree is a diffrent type of butterfree then the others in the area.)

partyghoul2000
July 15th, 2008, 09:52 AM
Razor Rage:

There are change log files with each release. They can't be used like patch files, unfortunately.

---

The following add-on I created today implements moves that require keyboard input in order to use. Put the code below in a new script section in the script editor.

class PokeBattle_Move_Blitz < PokeBattle_Move
KEYHASH={
:A=>0x41,:B=>0x42,:C=>0x43,:D=>0x44,
:E=>0x45,:F=>0x46,:G=>0x47,:H=>0x48,
:I=>0x49,:J=>0x4a,:K=>0x4b,:L=>0x4c,
:M=>0x4D,:N=>0x4e,:O=>0x4f,:P=>0x50,
:Q=>0x51,:R=>0x52,:S=>0x53,:T=>0x54,
:U=>0x55,:V=>0x56,:W=>0x57,:X=>0x58,
:Y=>0x59,:Z=>0x5a,:NUM_0=>0x30,:NUM_1=>0x31,
:NUM_2=>0x32,:NUM_3=>0x33,:NUM_4=>0x34,:NUM_5=>0x35,
:NUM_6=>0x36,:NUM_7=>0x37,:NUM_8=>0x38,:NUM_9=>0x39,
:UP=>0x26,:DOWN=>0x28,:LEFT=>0x25,:RIGHT=>0x27,
:SPACE=>0x20,:ENTER=>0x0D,:TAB=>0x09
}
def pbDisplayUseMessage(attacker)
ret=super
if @battle.pbOwnedByPlayer?(attacker.index)
@time=@battle.scene.pbBlitz(@keys)
if @time<0
@battle.pbDisplay(_INTL("But it failed!"))
return -1
end
else
@time=@battle.pbRandom(30)*@keys.length
end
return ret
end
def pbBaseDamage(basedmg,attacker,opponent)
return 20 if !@time || @time<0
timeAverage=@time/[1,@keys.length].max
return 20 if timeAverage>30
return 40 if timeAverage>25
return 60 if timeAverage>20
return 80 if timeAverage>15
return 100 if timeAverage>10
return 150 if timeAverage>5
return 200
end
def self.triggerKeyState(key)
# -1: no keys pressed; 0: wrong key pressed; 1: correct key pressed
correctKey=(KEYHASH[key]) ? KEYHASH[key] : 0x20
# check wrong keys first
for i in KEYHASH.values
if i!=correctKey
return 0 if Input.triggerex?(i)
end
end
# then check correct key
return (Input.triggerex?(correctKey)) ? 1 : -1
end
def self.getKey(key)
return (KEYHASH[key]) ? KEYHASH[key] : 0x20
end
end

class PokeBattle_Move_110 < PokeBattle_Move_Blitz
def initialize(battle,move)
super
@keys=[:A,:B,:UP,:DOWN]
end
end

class PokeBattle_Move_111 < PokeBattle_Move_Blitz
def initialize(battle,move)
super
@keys=[:X,:W,:LEFT,:RIGHT]
end
end

class PokeBattle_Move_112 < PokeBattle_Move_Blitz
def initialize(battle,move)
super
@keys=[:Z,:Q,:P,:M]
end
end


class PokeBattle_Scene
def pbBlitz(keys)
@briefmessage=false
blitzwindow=Window_AdvancedTextPokemon.newWithSize("",0,Graphics.height-96-64,Graphics.width*2/3,64)
blitzwindow.z=100001
keystates=[0,0,0,0]
start=Graphics.frame_count
time=0
penalty=0
blitzCount=0
blitzCurrent=0
shownTime=0
failures=0
loop do
Graphics.update
Input.update
blitzwindow.update
needRefresh=false
if shownTime%30 == 0
blitzCount+=1
needRefresh=true
if blitzCount>keys.length
Audio.se_play("Audio/SE/buzzer.wav")
time=-1
break
end
end
keyState=PokeBattle_Move_Blitz.triggerKeyState(keys[blitzCurrent])
if keyState>=0
if keyState==1 # Correct
Audio.se_play(pbGetDecisionSE)
keystates[blitzCurrent]=1
else # Incorrect
Audio.se_play("Audio/SE/buzzer.wav")
keystates[blitzCurrent]=2
penalty+=30
failures+=1
end
blitzCurrent+=1
if blitzCurrent>=keys.length
if failures==keys.length
time=-1
penalty=0
end
break
end
shownTime=0
blitzCount=blitzCurrent+1 if blitzCount<blitzCurrent+1
needRefresh=true
end
if needRefresh
newtext=""
for i in 0...blitzCount
newtext+=" " if i>0
if keystates[i]==1 #Correct
newtext+="<c2=06644bd2>"+keys[i].to_s+"</c2>"
elsif keystates[i]==2 # Incorrect
newtext+="<c2=043c3aff>"+keys[i].to_s+"</c2>"
else
newtext+=keys[i].to_s
end
end
blitzwindow.text=newtext
end
time+=1
shownTime+=1
end
blitzwindow.dispose
return time+penalty
end
end


In addition, add the following three lines to the end of the file PBS/moves.txt . These are three moves that use the new keyboard input functionality and whose damage depends on skill and timing.

355,FIREBLITZ,FIRE BLITZ,110,1,FIRE,Special,100,15,0,00,0,bef,Cool,"A fire move whose damage depends on skill and timing."
356,ICEBLITZ,ICE BLITZ,111,1,ICE,Special,100,15,0,00,0,bef,Cool,"An ice move whose damage depends on skill and timing."
357,THUNDERBLITZ,THUNDERBLITZ,112,1,ELECTRIC,Special,100,15,0,00,0,bef,Cool,"A thunder move whose damage depends on skill and timing."


are the three blitz moves examples of the new script or are they dp moves? and will this be added in the next update?

imtheomega
July 15th, 2008, 10:38 AM
Hi,

I would like to add a priority of superposition in the chipsets but I dont know how to do it. It goes from 0 to 5 and I would like to add a sixth but I have not found how to do it :/ .

Someone can help?

Wichu
July 15th, 2008, 12:18 PM
The three moves are examples of the script. It tells you how to install them.

Kevvviiinnn
July 15th, 2008, 03:48 PM
Can someone point me to the script that sets the position for the "trbackXXX" file? My trainer is a little off to the right, and I would like to move him left some.

EDIT: poccil, in the newest release, upon capturing a new Pokemon, the Pokemon's description no longer shows. I'm assuming this has something to do with the new AdvancedText thing that has been added, perhaps?

BallisticBlastoise
July 15th, 2008, 08:59 PM
I have that problem too. Also, all of the maps I made are not showing in the editor when I go to the set encounters option. I then decided to list encounters for one of my maps in encounters.txt file and when I playtested it, no pokemon showed up. I already have grass tiles terrain tagged as 2.

poccil
July 15th, 2008, 10:00 PM
Kevvviiinnn:

I was already aware of the bug and I have fixed it.

Kevvviiinnn
July 15th, 2008, 11:15 PM
Great! Can we get the fix? Or do we have to wait for the next release?

Hall Of Famer
July 16th, 2008, 07:23 AM
I don't know whether this question has been asked before but how can I make the move effects of those newly implemented D/P moves working? Now I have to change some value like "10A", "10B" to "0" or "1" or the game will crash(appears to be an undefined method error). Please tell me how to make this work and I'll appreciate it very much.

partyghoul2000
July 16th, 2008, 08:33 AM
i have a few things here.
1)how do i call pbDebugBattle? i've tried conditionals and scripts and it doesn't seem to work.
2)for the battle animations, how would one go about shaking the screen or flashing colors? i tried adding in a flash in the rmxp animation editor, but it didn't show up ingame.
3)how would you implement another terrain tag? when i was playing leaf green yesterday, i noticed going up and down stairs slows down the character a bit. can this be implemented into say, terrain tag 14?
4)how would one go about giving the player random items from a certain set of items? for example, let's say i wanted to give the player one item from the numbers 3,15,288,341. what kind of script would that need?

thanks in advance.

imtheomega
July 16th, 2008, 09:27 AM
4)how would one go about giving the player random items from a certain set of items? for example, let's say i wanted to give the player one item from the numbers 3,15,288,341. what kind of script would that need?

thanks in advance.

Use this script in an event :

i=rand(4)
Kernel.pbReceiveItem(3) if i==0
Kernel.pbReceiveItem(15) if i==1
Kernel.pbReceiveItem(288) if i==2
Kernel.pbReceiveItem(341) if i==3

I've not tested it, but it should work.

partyghoul2000
July 16th, 2008, 09:57 AM
Use this script in an event :

i=rand(4)
Kernel.pbReceiveItem(3) if i==0
Kernel.pbReceiveItem(15) if i==1
Kernel.pbReceiveItem(288) if i==2
Kernel.pbReceiveItem(341) if i==3

I've not tested it, but it should work.

it works perfectly. :D thanks. would it be possible to add probability to it? for example item 3, 50%. item 15, 10%. item 288, 30%. item 341, 10%. if it can't be done, i can do without it.

thanks in advance.

*EDIT*
would it be possible to give a random item from 100 different items? the script only allows 10 different items. is it possible to extend the script length?

imtheomega
July 16th, 2008, 11:30 AM
it works perfectly. :D thanks. would it be possible to add probability to it? for example item 3, 50%. item 15, 10%. item 288, 30%. item 341, 10%. if it can't be done, i can do without it.

thanks in advance.

*EDIT*
would it be possible to give a random item from 100 different items? the script only allows 10 different items. is it possible to extend the script length?


100 items?! Well, u can do it easily if the number of the items form a sequence by doing

i=rand(100)
Kernel.pbReceiveItem(i+number1)

where number1 is the number of the first item of the sequence.

But if u want to put items with other numbers, u should add a script like

def Kernel.pbRandomItem
i=rand(100)
Kernel.pbReceiveItem(3) if i==0
Kernel.pbReceiveItem(15) if i==1
Kernel.pbReceiveItem(288) if i==2
Kernel.pbReceiveItem(341) if i==3
...
end

in PokemonField and then, u could add the script

Kernel.pbRandomItem

in your event.

partyghoul2000
July 16th, 2008, 12:10 PM
100 items?! Well, u can do it easily if the number of the items form a sequence by doing

i=rand(100)
Kernel.pbReceiveItem(i+number1)

where number1 is the number of the first item of the sequence.

But if u want to put items with other numbers, u should add a script like

def Kernel.pbRandomItem
i=rand(100)
Kernel.pbReceiveItem(3) if i==0
Kernel.pbReceiveItem(15) if i==1
Kernel.pbReceiveItem(288) if i==2
Kernel.pbReceiveItem(341) if i==3
...
end

in PokemonField and then, u could add the script

Kernel.pbRandomItem

in your event.

you are truly awesome. you always seem to have the answer. :D thanks.

Curt200718
July 16th, 2008, 05:04 PM
To begin with I have read through the Notes.html and cant seem to solve my problem.....
I have two questions.

First : How do I associate the point on the "Town Map" with what area im in..?

Second : How do I switch between Region Maps ?

Thanks to anyone with a little help......:>

Later Guyz

crzyone9584
July 16th, 2008, 05:38 PM
i had the same questions. open townmap.txt and look at how it set up. it has two different regions and they change automatically. now to asscoiate the townmap and place your at go to the visual editor and i think its in the metadata of the map you want to asscoiate yourself with.

now a question some one i forget who its liek 5 or so pages back told me to use this for random weather.
i=rand(4)
$game_screen.weather(i,9.0,20)

but it does all the weather all at the same time. now is there a way to randomaly generate the weather you want. and have it carry over to the next map ass well?

crzyone9584
July 16th, 2008, 07:02 PM
Hey can you tell me how to get the proper attack effects on it, not just a star thing? Thanks!

if you mean the attack animaitons then use the animation editor.

Ashje
July 16th, 2008, 09:53 PM
So it'll just make it automatically?

sonic smash down
July 16th, 2008, 09:58 PM
he was thinking of the editor in the database those are only for the pics it shows when you use the attack. but i cant help you wit that cause i havent added any new attacks yet myself

Ashje
July 16th, 2008, 11:24 PM
Oh. Ok... Thanks anyway. Does anyone know a script to turn the character away (90 degree angle Left Turn) if they don't have any pokemon?

EDIT:
Found a way

imtheomega
July 17th, 2008, 12:15 AM
now a question some one i forget who its liek 5 or so pages back told me to use this for random weather.


but it does all the weather all at the same time. now is there a way to randomaly generate the weather you want. and have it carry over to the next map ass well?

I was the one who gave u the answer with the random weather. What I gave u is a random weather generator with all the weathers...
If u want to choose randomly among a small part of the weathers, what u need to do is something like :

i=rand(5)
if (i==0||i==3)
$game_screen.weather(i,0,20)
else
$game_screen.weather(i,9.0,20)
end

In this example, there is all the weathers except snow (number 3). So, when the random number is 0 or 3, there is no special weather, and when it's different, there is rain, storm or sandstorm (i had forgotten we needed a rand(5) to have i=4 sometimes and have the sandstorm).
If u dont want normal weather, u can do something like

i=rand(3)
$game_screen.weather(1,9.0,20) if i==0 #for rain
$game_screen.weather(2,9.0,20) if i==1 #for storm
$game_screen.weather(4,9.0,20) if i==2 #forsandstorm


(Pay attention with the comments, each line must remain on a single line in the script in the event, that's why I have not put a space between for and sandstorm because if I do, the word sandstorm will go on the line below and the game will give an error, saying that sandstorm is an unknown variable.)

Ashje
July 17th, 2008, 01:37 AM
Conditional Branches only working once?
------------------------------------------------
Whenever I put a conditional branch in, it only works once... Is this normal? Can someone please help me to get it to work all the time? Thanks...

yaoimutt
July 17th, 2008, 05:48 AM
does anyone know how to automatically raise a pokemons lvl? ( want to make an event where pikachu's lvl goes up.)

Conditional Branches only working once?
------------------------------------------------
Whenever I put a conditional branch in, it only works once... Is this normal? Can someone please help me to get it to work all the time? Thanks...

that depends, if you have a self switch activated in the event, or an erase event in it, then yes, it only happens once, but if not, then no, you should be able to repeat the event.

Hall Of Famer
July 17th, 2008, 06:47 AM
I don't know whether this question has been asked before but how can I make the move effects of those newly implemented D/P moves working? Now I have to change some value like "10A", "10B" to "0" or "1" or the game will crash(appears to be an undefined method error). Please tell me how to make this work and I'll appreciate it very much.

I don't know whether I'm requesting too much but I wish to have my question answered.

yaoimutt
July 17th, 2008, 07:13 AM
I don't know whether I'm requesting too much but I wish to have my question answered.

what do you mean you have to change the valuse, and what effects are you talking about?

Hall Of Famer
July 17th, 2008, 07:45 AM
what do you mean you have to change the valuse, and what effects are you talking about?

Okay. You may take a look at this in the new Moves.txt file:

461,LUNARDANCE,Lunar Dance,10E,0,PSYCHIC,Status,0,10,0,10,0,,Cool,"The user faints. In return, the Pokémon taking its place will have its status and HP fully restored."

Notice the value "10E" I underlined. This is the value that determines the moves effect like increase the atk by 1 and reduce the def by 1(in this case, the effect is to sacrifice the current pokemon and restore the hp for another Pokemon).

Unfortunately, the current starterkit doesn't support this specific move effect and the value "10E" is therefore undefined (as you will get an undefined method error when using this move). I have to change the value into something like 0 and 1 to make it able to use in starterkit. I don't know whether it's possible to fix this error but I wish I can implement some new move effects appeared in D/P in starterkit.

yaoimutt
July 17th, 2008, 10:27 AM
Okay. You may take a look at this in the new Moves.txt file:

461,LUNARDANCE,Lunar Dance,10E,0,PSYCHIC,Status,0,10,0,10,0,,Cool,"The user faints. In return, the Pokémon taking its place will have its status and HP fully restored."

Notice the value "10E" I underlined. This is the value that determines the moves effect like increase the atk by 1 and reduce the def by 1(in this case, the effect is to sacrifice the current pokemon and restore the hp for another Pokemon).

Unfortunately, the current starterkit doesn't support this specific move effect and the value "10E" is therefore undefined (as you will get an undefined method error when using this move). I have to change the value into something like 0 and 1 to make it able to use in starterkit. I don't know whether it's possible to fix this error but I wish I can implement some new move effects appeared in D/P in starterkit.

oh, ok, well, it seems more like a glitch that poccil forgot to fix, mostlikly it will be fixed in the next release.

Curt200718
July 17th, 2008, 11:14 AM
Thanks crzyone9584 ! :> I also wanted to say that this thread has grown alot.....!!! Its great !


Later Guyz

BallisticBlastoise
July 17th, 2008, 11:40 AM
All of the maps I made are not showing in the editor when I go to the set encounters option. I then decided to list encounters for one of my maps in encounters.txt file and when I playtested it, no pokemon showed up. Can anyone help me out?

partyghoul2000
July 17th, 2008, 11:53 AM
As requested by many, battle animations within the starter kit are little to none. i have finally arranged all the battle animations into usable rmxp sheets. (i didn't use animmaker.exe, sorry poccil. i couldnt' understand how to use it) as someone else requested, i also ripped all the doors from leaf green and arranged them rmxp style. the link to all this is right here. (http://partyghoul2000.4shared.com/) the battle animations that i currently have finished will be uploaded slowly, but surely. any help finishing these animations will be greatly appearated. if used, credit is expected.

*EDIT*
i almost forgot that the battle animations (.anm files) will require the battle animation sheets that i provided.

Wichu
July 17th, 2008, 12:02 PM
yaoimutt: It's not a glitch. As far as I know, poccil has no intention to add the D/P moves. It is, after all a starter kit. I may decide to make a tutorial explaining the basics of adding new moves, so anyone who wants to make D/P moves will have the ability to do so.

Poccil, if you do plan on adding to D/P moves, please PM me first.

crzyone9584
July 17th, 2008, 03:32 PM
As requested by many, battle animations within the starter kit are little to none. i have finally arranged all the battle animations into usable rmxp sheets. (i didn't use animmaker.exe, sorry poccil. i couldnt' understand how to use it) as someone else requested, i also ripped all the doors from leaf green and arranged them rmxp style. the link to all this is right here. (http://partyghoul2000.4shared.com/) the battle animations that i currently have finished will be uploaded slowly, but surely. any help finishing these animations will be greatly appearated. if used, credit is expected.

*EDIT*
i almost forgot that the battle animations (.anm files) will require the battle animation sheets that i provided.

partyghoul2000 - your awesome. thanks for the great work

now for my question. if i where to export the tilesheet from an older version of the starter kit that i have went through and set the passibality settings and imported them (after deleting the tilesin new one) into the recent one would i still have to reset the passbilty settings.

Ash Kéti
July 17th, 2008, 04:27 PM
Hello guys, this is my first post here. This forum is very cool, like the Starter Kit.
I have a question, i dont know if it was questioneted already.
When i created my fourth map and, in the game, tryed to enter in it, a message appears: "Doesn't found the fith map" (something like this), it is strange, becaus its my fourth map, so i go do the data fouder, duplicated the fourth map and named as the fith map, then i entered the game, and when i enter in the map, it was raining and appears the name of the map, know, i want to know, how i disable this things that appears. And i want to know more two things, how to appear the name of the map in the top of the screen when i enter the map, and how to connect two maps.

Sorry about my poor english! I'm brasilian.

Ashje
July 17th, 2008, 04:30 PM
does anyone know how to automatically raise a pokemons lvl? ( want to make an event where pikachu's lvl goes up.)



that depends, if you have a self switch activated in the event, or an erase event in it, then yes, it only happens once, but if not, then no, you should be able to repeat the event.

This is what it looks like:
http://i172.photobucket.com/albums/w11/ashje_photo/ineedhelp-2.jpg
I'm not a scripter guy so I have no idea...

crzyone9584
July 17th, 2008, 05:18 PM
Hello guys, this is my first post here. This forum is very cool, like the Starter Kit.
I have a question, i dont know if it was questioneted already.
When i created my fourth map and, in the game, tryed to enter in it, a message appears: "Doesn't found the fith map" (something like this), it is strange, becaus its my fourth map, so i go do the data fouder, duplicated the fourth map and named as the fith map, then i entered the game, and when i enter in the map, it was raining and appears the name of the map, know, i want to know, how i disable this things that appears. And i want to know more two things, how to appear the name of the map in the top of the screen when i enter the map, and how to connect two maps.

Sorry about my poor english! I'm brasilian.

Before anyone bashes you for not reading the notes.html because your last two answers are in notes.html

and for your first question are you using the lastes pokemon starter kit (released july10th) also did you delete any maps from the starter kit?

Ash Kéti
July 17th, 2008, 05:36 PM
Before anyone bashes you for not reading the notes.html because your last two answers are in notes.html

and for your first question are you using the lastes pokemon starter kit (released july10th) also did you delete any maps from the starter kit?

Sorry about that and yes, i am using the latest starter kit. I will try a thing here, after i come back here, if i have any more questions.
Thanks!

Sorry about my poor english! I'm brasilian.

JollyRoger25
July 17th, 2008, 06:32 PM
Hey, I tride to use the Map generater Program, but I was unable to select points on my map, why??

Ashje
July 17th, 2008, 09:15 PM
I added gary's house but when you try to go to his bedroom it gets this error:
Exception: Errno::ENOENT
Message: File Data/Map005.rxdata not found.
Game_Map*:50:in `load_data'
Game_Map*:50:in `setup'
PokemonMap:714:in `getMap'
PokemonMap:847:in `setMapsInRange'
PokemonMap:841:in `each'
PokemonMap:841:in `setMapsInRange'
Resolution*:13 :in `display_x='
Game_Map*:67:in `setup'
PokemonMap:662:in `setup'
Scene_Map:216:in `transfer_player'
Exception: Errno::ENOENT
Message: File Data/Map005.rxdata not found.
Game_Map*:50:in `load_data'
Game_Map*:50:in `setup'
PokemonMap:714:in `getMap'
PokemonMap:847:in `setMapsInRange'
PokemonMap:841:in `each'
PokemonMap:841:in `setMapsInRange'
Resolution*:13 :in `display_x='
Game_Map*:67:in `setup'
PokemonMap:662:in `setup'
Scene_Map:216:in `transfer_player'


Oh and can anyone help fix my other problem please? Thanks everyone...

partyghoul2000
July 17th, 2008, 09:21 PM
I added gary's house but when you try to go to his bedroom it gets this error:
Exception: Errno::ENOENT
Message: File Data/Map005.rxdata not found.
Game_Map*:50:in `load_data'
Game_Map*:50:in `setup'
PokemonMap:714:in `getMap'
PokemonMap:847:in `setMapsInRange'
PokemonMap:841:in `each'
PokemonMap:841:in `setMapsInRange'
Resolution*:13 :in `display_x='
Game_Map*:67:in `setup'
PokemonMap:662:in `setup'
Scene_Map:216:in `transfer_player'
Exception: Errno::ENOENT
Message: File Data/Map005.rxdata not found.
Game_Map*:50:in `load_data'
Game_Map*:50:in `setup'
PokemonMap:714:in `getMap'
PokemonMap:847:in `setMapsInRange'
PokemonMap:841:in `each'
PokemonMap:841:in `setMapsInRange'
Resolution*:13 :in `display_x='
Game_Map*:67:in `setup'
PokemonMap:662:in `setup'
Scene_Map:216:in `transfer_player'


Oh and can anyone help fix my other problem please? Thanks everyone...

go to your connections.txt in the PBS folder, open it up and delete everything and save it. that should fix all the "map not found" problems.

Demonic Budha
July 18th, 2008, 01:01 AM
Ive noticed the last 3 or 4 people who have complained about a MAPS ERROR, eveytime it says 'MAP05' is the problem. Mabey there is a connection in this....?

DamianLeonhart
July 18th, 2008, 06:39 AM
Ive noticed the last 3 or 4 people who have complained about a MAPS ERROR, eveytime it says 'MAP05' is the problem. Mabey there is a connection in this....?

Yes there is a "connection" to this. The problem is that he deleted all of the maps from the game, but the connections.txt file in the PBS folder still has MAP05 connected to the map he is on. Deleting everything in the connections.txt file will fix his error.... Is this in the Notes file? If it is not, it should be placed in bold font and be the first thing on the list!

.houndoomed
July 18th, 2008, 08:35 AM
I have two extremely urgent questions related to the Bag. These need to be answered as soon as possible please.

Question 1: Which part of the PokemonBag script do I edit to make the text saying the name of the part of the bag that's open e.g 'Pokeballs, Items, Key Items etc. black? It's currently white, but I need it to be black like the rest of the text in the textbox.

Question 2: In the text box in the bag screen, six items appear on the screen at a time. I only need five though, and this makes the screen look weird. What part of PokemonBag to I edit to change this?

Here's a screenshot to help you understand both questions better.

http://img366.imageshack.us/img366/3172/capture001bn4.png

partyghoul2000
July 18th, 2008, 08:56 AM
i believe that there might be an error in the PokemonTrainer script. i've been starting to add trainers to my game and it hasn't really been working. i entered in the basic comments for it to work, the event name is Trainer(5) and it's set at event touch and it doesn't seem to do anything. these are the exact settings i used the last time i made a trainer, so there's gotta be an error somewhere. >.>

yaoimutt
July 18th, 2008, 09:20 AM
Nevermind, i figured it out. :D

PoKéMaKeR
July 18th, 2008, 10:08 AM
I have a question, again :P
How do you add new HM moves..
Like HM09 blabla :P
I want a new one but how?!?
Please help
Thanks in advance

PoKéMaKeR

.houndoomed
July 18th, 2008, 04:42 PM
I have two extremely urgent questions related to the Bag. These need to be answered as soon as possible please.

Question 1: Which part of the PokemonBag script do I edit to make the text saying the name of the part of the bag that's open e.g 'Pokeballs, Items, Key Items etc. black? It's currently white, but I need it to be black like the rest of the text in the textbox.

Question 2: In the text box in the bag screen, six items appear on the screen at a time. I only need five though, and this makes the screen look weird. What part of PokemonBag to I edit to change this?

Here's a screenshot to help you understand both questions better.

http://img366.imageshack.us/img366/3172/capture001bn4.png

I'd be so grateful if anyone could answer either of these two question as soon as possible - the demo of Pokémon Scarlet is set to come out tomorrow and I need to fix these problems very quickly.

Atomic Reactor
July 18th, 2008, 05:03 PM
Well for the six item thing, why don't you just edit the bag screen, so the selection menu is further down? (the white space)

shinylugia249
July 18th, 2008, 05:22 PM
For the white text, i think it's either lines 443 and 444 or lines 451 and 452 in the Pokemon Bag script.

Ashje
July 18th, 2008, 07:11 PM
Thanks partyghoul. But now you can get to the map but you can walk through walls:
http://i172.photobucket.com/albums/w11/ashje_photo/iarehelp.jpg
The things in green are the things you can walk on. Not including the T.V or stack of books. The tags are set to X's but it still won't work... Please help...

.houndoomed
July 18th, 2008, 09:47 PM
For the white text, i think it's either lines 443 and 444 or lines 451 and 452 in the Pokemon Bag script.

OK, thanks.. do you know what exactly I replace it with though?

Well for the six item thing, why don't you just edit the bag screen, so the selection menu is further down? (the white space)

For quite a lot of reasons :P

I need to know how to make it 5 items, and I can't edit it.

Youji
July 19th, 2008, 02:53 AM
Could someone attach the DP battle backgrounds and bases if it's not already attached here?

Thank you.

PoKéMaKeR
July 19th, 2008, 07:49 AM
Ok I tried to add a new HM myself but I still get this error:

Message: Script error within event 7, map 78 (Ice Rock Den):
(eval):1:in `pbExecuteScript'undefined method `pbSNOWPLOW' for Kernel:Module
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293: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'
Interpreter:250:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293: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'
Scene_Map:111:in `update'
Scene_Map:67:in `main'

Help, anyone!?!
Thanks :)

PokemonOI
July 19th, 2008, 08:27 AM
how do you make 2 on 2 battles?

partyghoul2000
July 19th, 2008, 08:40 AM
how do you make 2 on 2 battles?

please read the notes.html

BallisticBlastoise
July 19th, 2008, 01:48 PM
Can anyone help? I can't find any of my maps in the Editor. I'm trying to set the encounter rates pokemon on each route btw.

InMooseWeTrust
July 19th, 2008, 07:13 PM
What is the name of the savefile? I can't find it.

JollyRoger25
July 19th, 2008, 08:53 PM
I'm sure someone asked this before, but how do you get your rival, or someone else to add a pokemon to there party?

Atomic Reactor
July 19th, 2008, 08:56 PM
You wouldn't necessarily add a pokemon to there party. Just make a new trainer in the trainer.txt file.

sonic smash down
July 19th, 2008, 08:56 PM
wat i did was just completely set up a new trainer but with the same name (1 2 or something for the difference in the game

PoKéMaKeR
July 20th, 2008, 08:46 AM
Ok I tried to add a new HM myself but I still get this error:

Message: Script error within event 7, map 78 (Ice Rock Den):
(eval):1:in `pbExecuteScript'undefined method `pbSNOWPLOW' for Kernel:Module
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293: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'
Interpreter:250:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293: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'
Scene_Map:111:in `update'
Scene_Map:67:in `main'

Help, anyone!?!
Thanks :)

I really need help guys..
So please answer this question..!

yaoimutt
July 20th, 2008, 10:05 AM
yaoimutt: It's not a glitch. As far as I know, poccil has no intention to add the D/P moves. It is, after all a starter kit. I may decide to make a tutorial explaining the basics of adding new moves, so anyone who wants to make D/P moves will have the ability to do so.

Poccil, if you do plan on adding to D/P moves, please PM me first.

i didn't say that the moves not being in the system was a glitch, i said that the new moves that poccil put into the starter kit that are not working, are most likely not working because of a glitch.

This is what it looks like:
http://i172.photobucket.com/albums/w11/ashje_photo/ineedhelp-2.jpg
I'm not a scripter guy so I have no idea...
in that event, the condition branch will go to the "else" the first time, and the "if" every time after that, because the switch got pokemon isn't on until the end of that event, so you would have to touch it 2 times to get the events INSIDE the if part to work, but they would ALWAYS happen after that because the got pokemon switch is on.

Hello guys, this is my first post here. This forum is very cool, like the Starter Kit.
I have a question, i dont know if it was questioneted already.
When i created my fourth map and, in the game, tryed to enter in it, a message appears: "Doesn't found the fith map" (something like this), it is strange, becaus its my fourth map, so i go do the data fouder, duplicated the fourth map and named as the fith map, then i entered the game, and when i enter in the map, it was raining and appears the name of the map, know, i want to know, how i disable this things that appears. And i want to know more two things, how to appear the name of the map in the top of the screen when i enter the map, and how to connect two maps.

Sorry about my poor english! I'm brasilian.

naming that map fifth map doesn't actually effect this, the map id is set automaticly by the system it's self, you can't really control that,

anyway, go to the folder of your game, and go to the pbs folder, find both the metadata file, and the connections file, then erase them. the connections data connects 2 or more maps togeather, and the metadata states what is going on in a map, like if the map has weather, or a divemap.

Senjistar
July 20th, 2008, 10:18 AM
I need to know what scripts you need to get started. Like, I was testing the mart. I have nothing done except a mart, noothing at all. I just wanted to see if it'd work. I had the coding right, but I think I needed to add something so you can obtain items right?

yaoimutt
July 20th, 2008, 10:19 AM
i believe that there might be an error in the PokemonTrainer script. i've been starting to add trainers to my game and it hasn't really been working. i entered in the basic comments for it to work, the event name is Trainer(5) and it's set at event touch and it doesn't seem to do anything. these are the exact settings i used the last time i made a trainer, so there's gotta be an error somewhere. >.>

can you give us a screenshot?

cooluke21
July 20th, 2008, 11:22 AM
you are the best graphics dude evr :P i am using them write now :P Sweet

InMooseWeTrust
July 20th, 2008, 12:50 PM
---------------------------
Pokemon Hall Of Fame
---------------------------
Exception: RuntimeError
Message: Script error within event 36, map 30 (OAK POKEMON RESEARCH LAB):
Section064:860:in `pbFromPBMove'undefined method `new' for nil:NilClass
Interpreter:238:in `pbExecuteScript'
PokeBattle_Battle:336:in `initialize'
PokemonTrainers:426:in `new'
PokemonTrainers:426:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Interpreter:754:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293:in `execute_command'
Interpreter:190:in `update'
Interpreter:250:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293: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'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This error never happened to me before so I have no idea what's wrong.

Also, what is the name of the savefile? I think it's something.rxdata but I have no idea

partyghoul2000
July 20th, 2008, 01:04 PM
can you give us a screenshot?

i even tried it out in the original starter kit. it's gotta be an script error somewhere.
anyways, screenshot below. certain things have been blacked out for my own reasons.
http://i77.photobucket.com/albums/j76/partyghoul2000/trainererror.png

Kevvviiinnn
July 20th, 2008, 01:55 PM
@partyghoul

I had the exact same error too when I changed to the latest release. Pokemon PokeDex entries weren't showing either, and the Editor didn't seem to save anything. I've switched back to an earlier release for now. I think the latest release is having problems compiling/sending out the data, but I'm not sure, since I know moot about scripting :^/

Ashje
July 20th, 2008, 04:56 PM
i didn't say that the moves not being in the system was a glitch, i said that the new moves that poccil put into the starter kit that are not working, are most likely not working because of a glitch.


in that event, the condition branch will go to the "else" the first time, and the "if" every time after that, because the switch got pokemon isn't on until the end of that event, so you would have to touch it 2 times to get the events INSIDE the if part to work, but they would ALWAYS happen after that because the got pokemon switch is on.



naming that map fifth map doesn't actually effect this, the map id is set automaticly by the system it's self, you can't really control that,

anyway, go to the folder of your game, and go to the pbs folder, find both the metadata file, and the connections file, then erase them. the connections data connects 2 or more maps togeather, and the metadata states what is going on in a map, like if the map has weather, or a divemap.

So sorry but what do I have to do to make it happen all the time unless you have pokemon? I'm trying to make it say The door is locked unless you have pokemon. If you do then you go into oak's lab.

rubyrulez
July 20th, 2008, 05:59 PM
As requested by many, battle animations within the starter kit are little to none. i have finally arranged all the battle animations into usable rmxp sheets. (i didn't use animmaker.exe, sorry poccil. i couldnt' understand how to use it) as someone else requested, i also ripped all the doors from leaf green and arranged them rmxp style. the link to all this is right here. (http://partyghoul2000.4shared.com/) the battle animations that i currently have finished will be uploaded slowly, but surely. any help finishing these animations will be greatly appearated. if used, credit is expected.

*EDIT*
i almost forgot that the battle animations (.anm files) will require the battle animation sheets that i provided.

This is excellent, however, I'm not sure how to use the .anm files...

partyghoul2000
July 20th, 2008, 07:32 PM
This is excellent, however, I'm not sure how to use the .anm files...

you just import them via animation editor from the editor/debug menu.

yaoimutt
July 21st, 2008, 08:53 AM
Thanks partyghoul. But now you can get to the map but you can walk through walls:
http://i172.photobucket.com/albums/w11/ashje_photo/iarehelp.jpg
The things in green are the things you can walk on. Not including the T.V or stack of books. The tags are set to X's but it still won't work... Please help...

it could just be that the passability is wrong, if it is, all you do is go to the tileset editor (either in the rmxp or in the sk editor) and change it, it will be fixed.

it could also be that you have a invisable tile over it that alows passing. make sure it's just the invisable tile in the upper left hand corner.

Hall Of Famer
July 21st, 2008, 08:57 AM
---------------------------
Pokemon Hall Of Fame
---------------------------
Exception: RuntimeError
Message: Script error within event 36, map 30 (OAK POKEMON RESEARCH LAB):
Section064:860:in `pbFromPBMove'undefined method `new' for nil:NilClass
Interpreter:238:in `pbExecuteScript'
PokeBattle_Battle:336:in `initialize'
PokemonTrainers:426:in `new'
PokemonTrainers:426:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Interpreter:754:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293:in `execute_command'
Interpreter:190:in `update'
Interpreter:250:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293: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'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This error never happened to me before so I have no idea what's wrong.

Also, what is the name of the savefile? I think it's something.rxdata but I have no idea

Can someone please answer this question?

yaoimutt
July 21st, 2008, 09:00 AM
i even tried it out in the original starter kit. it's gotta be an script error somewhere.
anyways, screenshot below. certain things have been blacked out for my own reasons.
http://i77.photobucket.com/albums/j76/partyghoul2000/trainererror.png

lol, you're missing over half of the trainer event.
download the sk again, and look at the trainer events in it. or go to the note.html and read the "Behind the Scenes" part of the trainer event.

So sorry but what do I have to do to make it happen all the time unless you have pokemon? I'm trying to make it say The door is locked unless you have pokemon. If you do then you go into oak's lab.

get rid of the "got pokemon" switch at the end of the event, i don't mean turn it off, i mean delete the part where it's turning it on, and have it turned on in the event that you actually get the pokemon.

Can someone please answer this question?

well, we can't really help until you get a screenshot of event 36 in that map (it's pritymuch just saying that there is an error in that event.

partyghoul2000
July 21st, 2008, 09:45 AM
lol, you're missing over half of the trainer event.
download the sk again, and look at the trainer events in it. or go to the note.html and read the "Behind the Scenes" part of the trainer event.

the script displayed there is supposed to be generated by the comments. that's how i've done trainers before. :\

Wichu
July 21st, 2008, 10:14 AM
HOF: Are you using the newest version of Essentials? You shouldn't be getting that error... If you don't want to upgrade, pastedef PokeBattle_Move.pbFromPBMove(battle,move)
move=PBMove.new(0) if !move
movedata=PBMoveData.new(move.id)
return eval(sprintf("PokeBattle_Move_%02X.new(battle,move)",movedata.function))
endinto a new script section, above Main.

Lorem Ipsum
July 21st, 2008, 11:22 AM
For the Trainer Battle Comment 'EndIfSwitch', how do you specify a switch? Is it literally 50: Blahblahblah, or is it more complex than that?

Hall Of Famer
July 21st, 2008, 11:25 AM
HOF: Are you using the newest version of Essentials? You shouldn't be getting that error... If you don't want to upgrade, pastedef PokeBattle_Move.pbFromPBMove(battle,move)
move=PBMove.new(0) if !move
movedata=PBMoveData.new(move.id)
return eval(sprintf("PokeBattle_Move_%02X.new(battle,move)",movedata.function))
endinto a new script section, above Main.

Thank you very much for this.

yaoimutt
July 21st, 2008, 12:37 PM
the script displayed there is supposed to be generated by the comments. that's how i've done trainers before. :\

i can't remember it ever being just those commands, unless you only recently upgraded past the second release, they've always had more to them then just the comment lines.

anyway, my characters sprite doesn't change for fishing, why is that? o.0

mad.array
July 22nd, 2008, 04:03 PM
For those of you who have been having problems with the Pokédex in the last version of the starter kit, poccil has released a fix. As I haven't tested the other problems (not having a Hall of Fame as of yet) I can't speak to whether they are sorted, but it's nice to see the Pokémon info back in the dex.

Kevvviiinnn
July 23rd, 2008, 02:14 PM
I just upgraded, but now I'm getting this error:

Exception: RuntimeError
Message: Undefined value in PBMoves (section 494, key Moves)
Compiler:1892:in `checkEnumField'
Compiler:1917:in `csvEnumField!'
Compiler:2217:in `pbCompilePokemonData'
Compiler:2196:in `each'
Compiler:2196:in `pbCompilePokemonData'
Compiler:2194:in `loop'
Compiler:2263:in `pbCompilePokemonData'
Compiler:2183:in `each'
Compiler:2183:in `pbCompilePokemonData'
Compiler:2182:in `each'

Can someone help?

EDIT: Never mind, I fixed it ^_^

PoKéMaKeR
July 25th, 2008, 02:30 AM
Ok I tried to add a new HM myself but I still get this error:

Message: Script error within event 7, map 78 (Ice Rock Den):
(eval):1:in `pbExecuteScript'undefined method `pbSNOWPLOW' for Kernel:Module
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293: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'
Interpreter:250:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293: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'
Scene_Map:111:in `update'
Scene_Map:67:in `main'


Can some one finally answer this question, I've waited a week right now..:(
And I'm still not able to fix it myself..
Thanks in advance!

mad.array
July 25th, 2008, 06:00 AM
Hi again.

I don't know if anyone else is having this problem, but when I use the autotile 'Sandy Dirt' it doesn't show up in game. I've tried on the lower and middle layer just to make sure, but nothing. Does anyone have any ideas?

@PoKéMaKeR: What did you add to the scripts? You probably won't be able to get any help with a problem like that unless you show what you've changed. At a guess (from a real amateurs perspective and presuming you're making a cut type move) you'll need something like this in PokemonField:

def Kernel.pbSNOWPLOW
if $DEBUG || $Trainer.badges[BADGEFORSNOWPLOW] #IF you need a badge to use the HM
movefinder=Kernel.pbCheckMove(PBMoves::SNOWPLOW)
if $DEBUG || movefinder
Kernel.pbMessage(_INTL("Your message saying that the HM could be used."))
if Kernel.pbConfirmMessage(_INTL("A would you like to use it message."))
speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
Kernel.pbMessage(_INTL("{1} used SNOWPLOW!",speciesname))
pbHiddenMoveAnimation(movefinder)
return true
end
else
Kernel.pbMessage(_INTL("Your message saying that the HM could be used."))
end
else
Kernel.pbMessage(_INTL("Your message saying that the HM could be used."))
end
return false
end


Then if you need a badge to use your HM you should define that at the top of PokemonField, in the same place that the other badges are defined.

BADGEFORSNOWPLOW = 4

4 Is just an example.

After that, you'll want to define some parameters for your HM. Look for def Kernel.pbCanUseHiddenMove?(pkmn,move) in PokemonField and put this in before the end.

when PBMoves::SNOWPLOW
if !$DEBUG && !$Trainer.badges[BADGEFORSNOWPLOW]
Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
return false
end
facingEvent=$game_player.pbFacingEvent
if !facingEvent || facingEvent.name!="Snow"
Kernel.pbMessage(_INTL("Can't use that here."))
return false
end

The part from "facingEvent=$game_player.pbFacingEvent" to "return false" assumes that your character must be facing an event named "Snow" (minus the quotation marks) for the HM to work. You could change "Snow" to whatever you wanted to call the event.

I hope that my shot in the dark solves the problem.

PoKéMaKeR
July 25th, 2008, 06:19 AM
Hi again.

I don't know if anyone else is having this problem, but when I use the autotile 'Sandy Dirt' it doesn't show up in game. I've tried on the bottom and lower layer just to make sure, but nothing. Does anyone have any ideas?

@PoKéMaKeR: What did you add to the scripts? You probably won't be able to get any help with a problem like that unless you show what you've changed. At a guess (from a real amateurs perspective and presuming you're making a cut type move) you'll need something like this in PokemonField:



Then if you need a badge to use your HM you should define that at the top of PokemonField, in the same place that the other badges are defined.



4 Is just an example.

After that, you'll want to define some parameters for your HM. Look for def Kernel.pbCanUseHiddenMove?(pkmn,move) in PokemonField and put this in before the end.



The part from "facingEvent=$game_player.pbFacingEvent" to "return false" assumes that your character must be facing an event named "Snow" (minus the quotation marks) for the HM to work. You could change "Snow" to whatever you wanted to call the event.

I hope that my shot in the dark solves the problem.

Yes yes yes!!!
This works!!!
Thanks, I'm sooo happy!! :D
and about your problem.. i don't have the same problem
so I can't help you about that:(

PoKéMaKeR

mad.array
July 25th, 2008, 07:14 AM
I'm glad to hear that it works. I've taken a look at your project and it looks like it could be one to keep an eye on. :)

Keep it up man.

PoKéMaKeR
July 25th, 2008, 12:14 PM
hello, again :P
What terrain tags do you need to use to make a bridge..?
like if you move vertical over it you're on top and if you move horizontal under it, your're below the bridge
Thanks!
PoKéMaKeR

Atomic Reactor
July 25th, 2008, 12:22 PM
I believe that there is already an example of bridges in one of the maps that came with the SK.
the bridge is blue incase that helps when you look

PoKéMaKeR
July 25th, 2008, 12:29 PM
I believe that there is already an example of bridges in one of the maps that came with the SK.
the bridge is blue incase that helps when you look

yes that's true i found it..
but i don't get it, can you explain it :P?

Atomic Reactor
July 25th, 2008, 12:38 PM
lol. i dont get it either. i never cared to use it. i jsut know that thats what you do.

put one of those events on one side and the other event on the other side..

idk

PoKéMaKeR
July 25th, 2008, 12:39 PM
ah nevermind, I'll do just like you, leave the bridge out :P
thanks anyways!

yaoimutt
July 25th, 2008, 05:12 PM
does anyone know how the new berry event works? because it's not in the note file and there are no images for it, so i'm a little confused...

Jackreyes
July 26th, 2008, 03:26 AM
I have made all 5 sprites for some new pokemon and added their details to pokemon.txt but i try pbAddPokemon on one of the new ones from the professor and then the game gives an error saying cannot find pokemon #494 of 493

So I assume there is a file that says how many pokemon there are, so what is the file?

Thanks,
Jack

mad.array
July 26th, 2008, 04:18 AM
@Jackreyes: Just having a quick look (I'm 'borrowing' a PC) I think the code you need to change is in the scripts section, under Compiler. You should find three instances of the number 493 (each of them saying something like:

for #random variable# in 1..493.

If I'm right you just need to change the 493 to your total number. If I'm wrong you need to change it back =P

I hope that sorts it.

Jackreyes
July 26th, 2008, 05:21 AM
Thanks
I've now tried editing that,
and I think this is a different error message to before.

Sorry for being such a 'noob'
but I'm not that bright.

Anyone know the problem?
(also if anyone wants to fix it for me then pm me and i'll send the files)

Thanks again,
Jackreyes

Lorem Ipsum
July 26th, 2008, 07:43 AM
How would you go about implementing new moves? I don't even know where you would start to code in the move effects, let alone move names and etc.

yaoimutt
July 26th, 2008, 08:22 AM
Thanks
I've now tried editing that,
and I think this is a different error message to before.

Sorry for being such a 'noob'
but I'm not that bright.

Anyone know the problem?
(also if anyone wants to fix it for me then pm me and i'll send the files)

Thanks again,
Jackreyes

try doing it with the species name insted, i have found that sometimes the game wont find a new pokemon if you do it by number, but will do it fine if you do it by name, and i would change the coding back to what is was before LokiFerne told you to change it. just to be on the safe side, because i have my own pokemon in the game i'm making, and all i had to do was make the piktures and edit the pokemon.txt file.

if the problem continues, get a screenshot of the event coding, and the new pokemon information.

How would you go about implementing new moves? I don't even know where you would start to code in the move effects, let alone move names and etc.

simply edit the move.txt file, but you might also have to put coding in the PokeBattle_MoveEffects part of the scripts.

Windsong
July 26th, 2008, 11:37 AM
Hey,

i have a few questions >->
First, how can i edit the bag-picture in the "bag-menu"?
For example, by choosing an male hero there should be an other bag-picture as the picture from the female hero.

Second, how can i make an givepokemon script? @.o

And the last, how can i make something like "Flags"?
Example, the hero touches an event. After the Event, it should be "erase'ed"
That meands, that the event is only 1 times aviable.

And sorry for my crappy english, im german >_>

Atomic Reactor
July 26th, 2008, 02:10 PM
There is something wrong with your move "hypercutter"
something is missing from it or something... im not sure.
You may wanna take another look at it.

Fangking Omega
July 26th, 2008, 04:02 PM
FANG'S QUESTION TIME: Is there a manner in which I could call a Safari style battle with a specific Pokémon through an event?

A.I
July 26th, 2008, 04:21 PM
First off I would like to say thanks to Poccil and Flamguru, and others whom may have contributed to the essentials. It's almost like Heaven.

Now for me question!

I am making a pokemon game, of course, and I had the idea of buying and selling Pokemon.

I was wondering exactly how I would go about doing that.
Would I have to duplicate and then edit the PokemonMart script?

partyghoul2000
July 26th, 2008, 08:45 PM
FANG'S QUESTION TIME: Is there a manner in which I could call a Safari style battle with a specific Pokémon through an event?

i imagne that you would just have to make sure the map is safari marked when you call this specfic pokemon event. i haven't tried it, but i think that should work. >.>

Hall Of Famer
July 26th, 2008, 11:41 PM
I've been getting errors like this and I've completely lost confidence in my ability to solve it. Please help:

---------------------------
Pokemon Hall Of Fame
---------------------------
Exception: NameError

Message: (eval):1:in `pbFromPBMove'uninitialized constant PokeBattle_Move_FE

new:4:in `pbFromPBMove'

PokeBattle_Battle:336:in `eval'

new:4:in `pbFromPBMove'

PokeBattle_Battle:336:in `initialize'

PokemonField:384:in `new'

PokemonField:384:in `pbWildBattle'

PokemonField:678:in `pbOnStepTaken'

Game_Player*:623:in `update_old'

Walk/Run:60:in `update'

Scene_Map:101:in `update'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

PoKéMaKeR
July 27th, 2008, 04:24 AM
Hey,

i have a few questions >->
First, how can i edit the bag-picture in the "bag-menu"?
For example, by choosing an male hero there should be an other bag-picture as the picture from the female hero.

Second, how can i make an givepokemon script? @.o

And the last, how can i make something like "Flags"?
Example, the hero touches an event. After the Event, it should be "erase'ed"
That meands, that the event is only 1 times aviable.

And sorry for my crappy english, im german >_>

What you mean by a givepokemon script..?
Like you get a Pokemon from the Prof.?
Then it's : pbAddPokemon(X,Y) where X is the species number of the Pokemon, and Y is its level.

For the flag, just make sure that at the end of the event, you put a switch i.e :
your event
set self switch a on
then make a new event page
make sure self switch a needs to be on for it to work..
then turn on the player touch
and put in "erase event"
then it'll work only one time

Hope I helped

PoKéMaKeR

Jackreyes
July 27th, 2008, 04:58 AM
I have a pokemon 494 in my pokemon.txt, I have the 5 sprites for it and I even changed some script from 493 to 494 and it still won't let me pbAddPokemon(494,5)

I've attached a screenshot of my events code,
Any help much appreciated.
Jackreyes

PoKéMaKeR
July 27th, 2008, 05:22 AM
Do you also have a new cry..?
Possibly that's the problem..

Jackreyes
July 27th, 2008, 05:36 AM
Ok tried that, nothing.

Can you just type out the script that should allow me to add a new pokemon with everything already defined, just make it a level 5 bulbasaur or something.

I may then be able to work off of this.

Lorem Ipsum
July 27th, 2008, 05:40 AM
pbAddPokemon(1,5)

That adds a level five Bulbasaur for you.

Jackreyes
July 27th, 2008, 05:42 AM
ok, I got that working.
So now I need to add 494, which will not work...
Anyone wanna try editing my files if I upload them somewhere?

Hall Of Famer
July 27th, 2008, 05:45 AM
Well, I have a question to ask... I don't know how to create battle tents event. I mean, to make the protagonist battle with random trainers with defined pokemon levels and the protagonist will be awarded after winning those battles? I'm not sure how to implement this kind of random event so please help.

PoKéMaKeR
July 27th, 2008, 06:06 AM
ok, I got that working.
So now I need to add 494, which will not work...
Anyone wanna try editing my files if I upload them somewhere?

I'm not that good, but i'll give it a try, if you upload them!

Jackreyes
July 27th, 2008, 06:18 AM
Thanks.
I want the pokeball in Birch's Lab to give the player pokemon number 494.

rapidshare.com/files/132844990/Pokemon_2.zip.html
(not allowed to post actual links yet, need 15+ posts.)
Jackreyes

PoKéMaKeR
July 27th, 2008, 07:08 AM
Thanks.
I want the pokeball in Birch's Lab to give the player pokemon number 494.

rapidshare.com/files/132844990/Pokemon_2.zip.html
(not allowed to post actual links yet, need 15+ posts.)
Jackreyes

Yes I tried, and it worked out just as you would
so good luck :)

PoKéMaKeR

Well, I have a question to ask... I don't know how to create battle tents event. I mean, to make the protagonist battle with random trainers with defined pokemon levels and the protagonist will be awarded after winning those battles? I'm not sure how to implement this kind of random event so please help.

isn't there is a demo event like that in the sk ?
Else, I can't really help you :P!

Jackreyes
July 27th, 2008, 07:09 AM
Yes I tried, and it worked out just as you would
so good luck :)

PoKéMaKeR

yeah,
thanks a million.

thats my problem solved...

PoKéMaKeR
July 27th, 2008, 08:18 AM
I've encountered a bug in the Pokemon catching Area system (in the pokedex)
I don't know if it's fixed in the newest release, because I don't use the newest release..
but I have 2 regions in my game, so two region maps aswell
If I take a look at where I can catch a voltorb i.e.. and I can only catch it on the second region map but it also shows it like I can catch it on the other region map aswell.. but that's not the case..!

PokéMaKeR

InMooseWeTrust
July 27th, 2008, 09:01 AM
What file stores the game save in Pokemon Essentials?

Hall Of Famer
July 27th, 2008, 09:28 AM
Pokemon Hall Of Fame
---------------------------
Exception: Hangup
Message: The script is taking too long. The game will restart.
WindowAndTilemap:1012:in `each'
WindowAndTilemap:1012:in `refresh_autotiles'
WindowAndTilemap:1010:in `each'
WindowAndTilemap:1010:in `refresh_autotiles'
WindowAndTilemap:1009:in `each'
WindowAndTilemap:1009:in `refresh_autotiles'
WindowAndTilemap:688:in `update'
WindowAndTilemap:1535:in `update'
Spriteset_Map:227:in `_animationSprite_update'
AnimationSprite:91:in `update'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.


My friend told me that he gets this error frequently but not always when walking into another map. I don't have this error in my computer so I'm confused with it. Please tell me what's wrong with this and is there a way to fix it. Besides, why this error happens to some people but not to everyone and why it doesn't occur all the time but for sometimes?

partyghoul2000
July 27th, 2008, 10:28 AM
What file stores the game save in Pokemon Essentials?

the save file is called game.rxdata. rpg maker xp creates this saved format and as far as i know it can't be manually editted without ruining the save.

Pokemon Hall Of Fame
---------------------------
Exception: Hangup
Message: The script is taking too long. The game will restart.
WindowAndTilemap:1012:in `each'
WindowAndTilemap:1012:in `refresh_autotiles'
WindowAndTilemap:1010:in `each'
WindowAndTilemap:1010:in `refresh_autotiles'
WindowAndTilemap:1009:in `each'
WindowAndTilemap:1009:in `refresh_autotiles'
WindowAndTilemap:688:in `update'
WindowAndTilemap:1535:in `update'
Spriteset_Map:227:in `_animationSprite_update'
AnimationSprite:91:in `update'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.


My friend told me that he gets this error frequently but not always when walking into another map. I don't have this error in my computer so I'm confused with it. Please tell me what's wrong with this and is there a way to fix it. Besides, why this error happens to some people but not to everyone and why it doesn't occur all the time but for sometimes?

it's quite possible that he doesn't have rpgmxp installed on his computer meaning that he wouldn't have the required .dll file for some ruby scripts. it's usually called RGSS102E.dll or something to that effect. i believe it can be found in the folder you installed rpgmxp to or can just do a file search for it. once you find the .dll file, just put in the same folder as your game. this might just solve your problem.

Hall Of Famer
July 27th, 2008, 10:51 AM
the save file is called game.rxdata. rpg maker xp creates this saved format and as far as i know it can't be manually editted without ruining the save.



it's quite possible that he doesn't have rpgmxp installed on his computer meaning that he wouldn't have the required .dll file for some ruby scripts. it's usually called RGSS102E.dll or something to that effect. i believe it can be found in the folder you installed rpgmxp to or can just do a file search for it. once you find the .dll file, just put in the same folder as your game. this might just solve your problem.

Thanks for this answer and I'll inform my friend about the solution.

Trace
July 27th, 2008, 11:55 PM
A few things...

1. I get this error when I move from one map to another via connection. Any way to fix?
Exception: ArgumentError
Message: wrong number of arguments(4 for 2)
Game_Map*:139:in `pbCueBGM'
Game_Map*:139:in `autoplayAsCue'
PokemonMap:776:in `setCurrentMap'
Game_Map*:337:in `update'
Scene_Map:34:in `updateMaps'
Scene_Map:33:in `each'
Scene_Map:33:in `updateMaps'
Scene_Map:98:in `update'
Scene_Map:97:in `loop'
Scene_Map:110:in `update'

2. I've looked through the scripts...Where do I change what the default res, and font style (like emerald, FR, DP etc)?

3. Again, looked through the scripts...where do I edit the player's starting money?

delyemerald2
July 28th, 2008, 12:11 AM
How can i make more than 8 badgeds?

PoKéMaKeR
July 28th, 2008, 02:27 AM
How can i make more than 8 badgeds?

just add more, it'll work!
You don't have the pictures but if you save you can see you have i.e. 10 badges :)!

Hall Of Famer
July 28th, 2008, 03:33 AM
I may have a weird question to ask. How can I manage to create a pokemon with special ability in this game. For instance, in Pokemon Crystal the Dratini you obtain from an elder learns extremespeed, which is generally not learned by any Dratini in Pokemon Video game. I'd also like to create a special crystal Onix(Steel and Water type) in Sunburst Island, which is completely different from the other Onix. Please help.

PoKéMaKeR
July 28th, 2008, 04:33 AM
I may have a weird question to ask. How can I manage to create a pokemon with special ability in this game. For instance, in Pokemon Crystal the Dratini you obtain from an elder learns extremespeed, which is generally not learned by any Dratini in Pokemon Video game. I'd also like to create a special crystal Onix(Steel and Water type) in Sunburst Island, which is completely different from the other Onix. Please help.

I'm not sure about it, but one solution can be creating an other onix with a new pokedex entry.. else I don't have a clue

PoKéMaKeR

Pokepal2007
July 28th, 2008, 04:35 AM
this is a good system and starter kit

heres a queston for you

How do change the battle background?

delyemerald2
July 28th, 2008, 07:23 AM
within the file pictures you have three background things:
Playerbase ( place where pokemon stands on)
Enemy base ( place where enemy stands on)
and the background blocks ( background )

lightou
July 28th, 2008, 09:37 AM
I've got a problem.

I think that Pokemon give too much experience. For example : when my Chikorita lvl9 kill a Geodude lvl 9, chikorita go lvl 10 (50%). After (it's my first gym) when he kill an Onix lvl 9, he go lvl 12...

Isn't it too much ? How can I change the growth rate, to make him more realistic.

Hall Of Famer
July 28th, 2008, 09:40 AM
I got an error with using the animation editor and it looks ridiculous:
Exception: RuntimeError
Message: Failed to load bitmap: Graphics/Animations/
BitmapCache:367:in `load_bitmap'
BitmapCache:392:in `animation'
PokemonAnimEditor:1034:in `loadAnimation'
PokemonAnimEditor:1006:in `initialize'
PokemonAnimEditor:2611:in `new'
PokemonAnimEditor:2611:in `animationEditorMain'
PokemonAnimEditor:2790:in `pbAnimationEditor'
PokemonDebug:901:in `pbDebugMenu'
PokemonDebug:901:in `pbFadeOutIn'
PokemonDebug:901:in `pbDebugMenu'

Please help...

WhippedCream
July 28th, 2008, 10:16 AM
That's great and all poccil, but I'm currently just starting to work on developing a game that makes use of D/P sprites and tiles. Does this starter kit still apply or what? I'm sorry I'm so nooby.. =_='

Demonic Budha
July 28th, 2008, 03:16 PM
Well im using this starter kit with KYLEDOVES custom Sinnoh set, and im using normal D/P NPC and Overworld sprites. So yes, this can be done with the SK. Just need to add in the NEW tiles/sprites ETC.

WhippedCream
July 28th, 2008, 04:03 PM
Well im using this starter kit with KYLEDOVES custom Sinnoh set, and im using normal D/P NPC and Overworld sprites. So yes, this can be done with the SK. Just need to add in the NEW tiles/sprites ETC.

No way, really!?

I hate to sound like a complete and utter annoying noob, but can you help me with the scripting?? I had no idea that the starter kit could have the D/P tiles and such! I just can't script if my life depended on it... if I'm not too much of a bother, do you think you can help me with my project? As in... be a part of my unfinished team? =d

Atomic Reactor
July 28th, 2008, 04:05 PM
you dont need scripting to insert tiles and overworlds...

WhippedCream
July 28th, 2008, 04:54 PM
you dont need scripting to insert tiles and overworlds...

And this is why I'm a complete noob. =_=;'

Pok'eMaster
July 28th, 2008, 07:26 PM
Im kinda new, and i was wondering if there was any way to like make it so that it all the info thats usualy in the trainer card and make it so it apears in the PokeGear in the part when you first open it. And like get rid of the trainer card. For exaple see attachments.

If anyone can help they will be credited if they want and thanks in advance.

Darksun
July 29th, 2008, 01:29 AM
How do I change the battle layout? The only that change when I change it,
is "messagebox".

Thanks.

(Sorry for my bad grammar, english isn't my first language.)

Lorem Ipsum
July 29th, 2008, 02:28 AM
How would you change the resolution of the screen? It's FRLG resolution at the moment, but I need to make it bigger to accommodate the DPP resolution.

evanescencelord
July 29th, 2008, 02:35 AM
Thank you so much for your great starter kit. Without you i couldnt make a game, youre awesome!

fireyboy345
July 29th, 2008, 06:39 PM
i get this error log when i change my starting position

---------------------------
Pokemon Holon
---------------------------
Exception: NoMethodError

Message: undefined method `party' for nil:NilClass

PokemonField:643: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'

Scene_Map:67:in `main'

Scene_Map:64:in `loop'

Scene_Map:71:in `main'

Main:44:in `mainFunctionDebug'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
(IM NEW)

Darksun
July 30th, 2008, 12:48 AM
On the "National Park" map or "Safarizone" map, there's a grass background in battle, but when I'm making my own maps It's another background.
How do I change the battlle background? I'm a little bit confused,
so help would be appreciated.

Thanks.

And

How do I change the battle layout? The only that change when I change it,
is "messagebox" and the healh bars.

Thanks.

(Sorry for my bad grammar, english isn't my first language.)

Hall Of Famer
July 30th, 2008, 12:51 AM
I got an error with using the animation editor and it looks ridiculous:
Exception: RuntimeError
Message: Failed to load bitmap: Graphics/Animations/
BitmapCache:367:in `load_bitmap'
BitmapCache:392:in `animation'
PokemonAnimEditor:1034:in `loadAnimation'
PokemonAnimEditor:1006:in `initialize'
PokemonAnimEditor:2611:in `new'
PokemonAnimEditor:2611:in `animationEditorMain'
PokemonAnimEditor:2790:in `pbAnimationEditor'
PokemonDebug:901:in `pbDebugMenu'
PokemonDebug:901:in `pbFadeOutIn'
PokemonDebug:901:in `pbDebugMenu'Please help...

I'm sorry I have to say it again but I wish to have my question answered...