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Mitchman
July 30th, 2008, 01:42 AM
Ok i downloaded the latest vesion of poccils pokestarter from the front page of his site. Thats all i need right?

darkerarceus
July 30th, 2008, 02:03 AM
and RMXP short for RPG Maker XP

PoKéMaKeR
July 30th, 2008, 02:53 AM
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)

You changed it from the "intro map" to an other one right?
If so change it back to the "intro map" because else the game doesn't initialise some of the nessecary things, that's why you probably get that error, I'm not sure though!

PoKéMaKeR

lightou
July 30th, 2008, 03:13 AM
I've got a problem.

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

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

[UP] Nobody can help me ?

PoKéMaKeR
July 30th, 2008, 03:17 AM
[UP] Nobody can help me ?

Play any Pokemon game on the gbc gba or ds..
I think it's quite normal..

R a i n n s a n雨
July 30th, 2008, 03:32 AM
Hey. I was on and I edited a map on the Starter Kit. I made it so the surrounding when you left the house was all grass. But when I ran it it said that The surround was the same but as the begging but when I walked around there was grass.

Oh and how to you Edit text. I just got RPG maker Xp yesterday...

Atomic Reactor
July 30th, 2008, 06:59 AM
You need to edit the encounters for that map to make pokemon show up.
If you just got RMXP, mess around with it before you use this SK.

WhippedCream
July 30th, 2008, 08:17 AM
Anyway Atomic, I'm merely stating that I can't script a game like...at all. Too confusing. Not only that, but not many people are willing to script. X/

partyghoul2000
July 30th, 2008, 08:22 AM
I'm sorry I have to say it again but I wish to have my question answered...

by the look of the error, it looks like you tried to load a move that didn't have a animation sheet linked to it. to get around this open up the database and go to that animation editor and choose which sheet you need there. that should fix your problem. :)

Ok i downloaded the latest vesion of poccils pokestarter from the front page of his site. Thats all i need right?

besides the starter kit, you also need the basic rpg maker xp program. google it if you don't have it.

Mitchman
July 30th, 2008, 09:06 AM
Aha sweet. And i will probably be making a game soon. Can i edit the pokemon screen to how i want. Like custom graphics and everything?

Atomic Reactor
July 30th, 2008, 09:18 AM
Yes, you can edit everything.
Graphics, scripts, all that jazz

Mitchman
July 30th, 2008, 09:26 AM
YAY! Wait i already have the trail vesion of rpgxp. Does that mean i can start?

lightou
July 30th, 2008, 09:44 AM
Play any Pokemon game on the gbc gba or ds..
I think it's quite normal..

I played every Pokémon game, and I can tell you that it is not normal. u_u'

partyghoul2000
July 30th, 2008, 10:02 AM
YAY! Wait i already have the trail vesion of rpgxp. Does that mean i can start?

yea, until the trial runs out.

Darksun
July 30th, 2008, 10:50 AM
Is there a way to make it day everytime my game start? Sometimes it's night,
and that's so freaking annoying. xD

Second question. How do I change so the screen size is 240x160 instead of 480x320,
when my game start?

Thanks. ^^

JollyRoger25
July 30th, 2008, 08:07 PM
Aggg, yet another road block, I am at the point were you battle your rival for the first time in the prof.'s lab, and I can't seem to figure out how to imput his data as a trainer, I know were, just don't know how, I read the Notes.html, still can't get it. If some one can give it to me step by step, that would be great.

Hall Of Famer
July 30th, 2008, 09:06 PM
I still have a question to ask, how do you guys manage to make shiny wild pokemon event? I tried to test the shiny event following the instructions in note.html but got this error:
Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(::PBSpecies::GYARADOS,30,1)
^
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `command_355'
Interpreter:467:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'

partyghoul2000
July 30th, 2008, 09:11 PM
Aggg, yet another road block, I am at the point were you battle your rival for the first time in the prof.'s lab, and I can't seem to figure out how to imput his data as a trainer, I know were, just don't know how, I read the Notes.html, still can't get it. If some one can give it to me step by step, that would be great.

first off, your sig is way too big. it needs to be resized. now about inputting his trainer information, first off, if you haven't downloaded the latest version of the starter kit, please do so. it would make things so much easier for you considering poccil added a new trainer data menu within the debug/editor menu for easier trainer management. ok, now that you've got the lastest sk, go to the trainer data menu i mentioned before. go to [NEW TRAINER BATTLE] and define the type of trainer it is, enter their name and define what pokemon that trainer has. afterwards, your newly entered trainer will now appear on the menu. you can go to that trainer and edit various bits of data besides what you entered in already. i believe it's just items. but anyways, now that you've done that you're ready to enter the script and whatnot under the trainer event on the map. here's what a basic trainer event looks like:

Name: Trainer(X) Page: 1

Script: pbTrainerIntro(YOUNGSTER)
Script: Kernel.pbNoticePlayer(get_character(0))
Text: I just got my first pokemon. Let's battle!
Conditional Branch: Script: pbTrainerBattle(PBTrainers::YOUNGSTER,"Rick",_I("I have training to do."),false,0)
Control Self Switch: A =ON

: Branch End
Script: pbTrainerEnd

Name: Trainer(X) Page: 2 Self Switch: A is ON

Text: I've got some training to do.


you should be able to get the gist of what all that means within the notes.html under Behind the Scenes in the Trainers area. now in order to link this script to the data you entered in earlier, just change the name and type accordling. i haven't tried this personally, but it should work out perfectly.

I still have a question to ask, how do you guys manage to make shiny wild pokemon event? I tried to test the shiny event following the instructions in note.html but got this error:
Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(::PBSpecies::GYARADOS,30,1)
^
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `command_355'
Interpreter:467:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'


did you insert the following code into a new script entry within the ruby script editor?
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[50]
pokemon.makeShiny
end
}
remember it has to be a new entry, not an existing one. also make sure you have switch 50 turned on before the battle and switched off after battle to insure that pokemon aren't always shiny.

poccil
July 30th, 2008, 09:51 PM
The script should read:

pbWildBattle(
::PBSpecies::GYARADOS,30,1)

Note the parenthesis at the end of the first line.

Kevvviiinnn
July 30th, 2008, 10:57 PM
I am getting this error when I walk onto a connected map with different music:

Exception: ArgumentError
Message: wrong number of arguments(4 for 2)
Game_Map*1:99:in `pbCueBGM'
Game_Map*1:99:in `autoplayAsCue'
PokemonField*:1139:in `pbAutoplayOnTransition'
PokemonMap*:780:in `setCurrentMap'
Game_Map*1:290:in `update'
Scene_Map*:34:in `updateMaps'
Scene_Map*:33:in `each'
Scene_Map*:33:in `updateMaps'
Scene_Map*:99:in `update'
Scene_Map*:98:in `loop'


How can I fix this? I've never had this problem until recently (perhaps something missed in the newer version).

EDIT: Never mind, I seemed to have fixed it ^_^

partyghoul2000
July 31st, 2008, 09:33 AM
something i've noticed just now, is that when pokemon hatch from eggs it's the natural level 5 found in the advance games. im curious as to where the script is to change this to DP's natural level 1. i tried searching for it, but i came up with alot of results. >_>

Pokepal2007
July 31st, 2008, 02:13 PM
how do you make the credits screen?

Kevvviiinnn
July 31st, 2008, 04:59 PM
Is it just me or can you not make trainer events with just comments anymore?

yaoimutt
July 31st, 2008, 06:36 PM
Is it just me or can you not make trainer events with just comments anymore?

you haven't been able to make trainer events with just comments in a long time, (the last time i updated my game was 6 months ago, and i can't make trainer events with just comments) i don't think you really ever could, you need the condition branch as well.

Hall Of Famer
July 31st, 2008, 06:42 PM
The script should read:

pbWildBattle(
::PBSpecies::GYARADOS,30,1)
Note the parenthesis at the end of the first line.

It works this time, thanks a lot!

Kevvviiinnn
July 31st, 2008, 08:58 PM
you haven't been able to make trainer events with just comments in a long time, (the last time i updated my game was 6 months ago, and i can't make trainer events with just comments) i don't think you really ever could, you need the condition branch as well.

Really? The first release I got was dated July 1, 2008, and I was able to make trainers with just comments. :^S

brianhoorn
July 31st, 2008, 10:45 PM
How do I make connected maps?
I looked through the Notes and couldn't find an explanation.

partyghoul2000
August 1st, 2008, 10:33 AM
Really? The first release I got was dated July 1, 2008, and I was able to make trainers with just comments. :^S

so im not the only one who's noticed this...

How do I make connected maps?
I looked through the Notes and couldn't find an explanation.

well, make your maps. go to the debug/editor menu and go to visual editor. use the gui to put your maps together. F5 will tell you what buttons do what.

brianhoorn
August 1st, 2008, 01:32 PM
Oh, ok.
Thanks a bunch partyghuol2000!

PokemonOI
August 1st, 2008, 02:39 PM
I get this Error when starting doing a partner two on two battle:

Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
ENDAN,"BRENDAN",0)
^
(eval):2: syntax error
ENDAN,"BRENDAN",0)
^
Interpreter:238:in `pbExecuteScript'
Interpreter:1614:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'

Atomic Reactor
August 1st, 2008, 02:43 PM
try putting a BR in front of ENDAN
maybe that's why?

PokemonOI
August 1st, 2008, 02:46 PM
try putting a BR in front of ENDAN
maybe that's why?

BR is in front of it thats just how the error came out

Kevvviiinnn
August 1st, 2008, 02:49 PM
It's funny seeing the word "eval" next to that cute Teddiursa X^)

Anyway, are you calling the script with a Call Script command or a Conditional Branch? The Call Script command will cut it off, so try placing it in the script section on the fourth page of the Conditional Branch.

Atomic Reactor
August 1st, 2008, 02:49 PM
oh alright.
That's all i got. i just noticed that it was missing.
Good luck on fixing it lol :P

PokemonOI
August 1st, 2008, 02:53 PM
It's funny seeing the word "eval" next to that cute Teddiursa X^)

Anyway, are you calling the script with a Call Script command or a Conditional Branch? The Call Script command will cut it off, so try placing it in the script section on the fourth page of the Conditional Branch.

I get this now

Exception: SyntaxError
Message: (eval):1:in `pbExecuteScript'compile error
(eval):1: syntax error
pbRegisterPartner(PBTrainers::RIVAL_BR
^
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'

Kevvviiinnn
August 1st, 2008, 02:59 PM
Try placing the partner registration in a Conditional Branch, too.

PokemonOI
August 1st, 2008, 03:02 PM
Heres the script I've been using

pbRegisterPartner(PBTrainers::RIVAL_BR
ENDAN,"BRENDAN",0)

but the error keeps coming up.

Kevvviiinnn
August 1st, 2008, 03:04 PM
Heres the script I've been using

pbRegisterPartner(PBTrainers::RIVAL_BR
ENDAN,"BRENDAN",0)

but the error keeps coming up.

Did you try placing that in a Conditional Branch? It looks like it's just cutting off.

PoKéMaKeR
August 1st, 2008, 03:08 PM
Heres the script I've been using

pbRegisterPartner(PBTrainers::RIVAL_BR
ENDAN,"BRENDAN",0)

but the error keeps coming up.

Just turn it into this
pbRegisterPartner(
PBTrainers::RIVAL_BRENDAN,"BRENDAN",0)

Then it'll be over i think

PokemonOI
August 1st, 2008, 03:10 PM
Did you try placing that in a Conditional Branch? It looks like it's just cutting off.

yeah I get this


Exception: SyntaxError
Message: (eval):1:in `pbExecuteScript'compile error
(eval):1: syntax error
pbRegisterPartner(PBTrainers::RIVAL_BR
^
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'

partyghoul2000
August 1st, 2008, 03:13 PM
yeah I get this


Exception: SyntaxError
Message: (eval):1:in `pbExecuteScript'compile error
(eval):1: syntax error
pbRegisterPartner(PBTrainers::RIVAL_BR
^
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'

did you try poccil's little extendtext.exe?

PokemonOI
August 1st, 2008, 03:15 PM
did you try poccil's little extendtext.exe?

no I dont know what that is what is that?

Kevvviiinnn
August 1st, 2008, 03:16 PM
When you copy and paste it into the Conditional Branch, are you sure you're pasting all of it?

Just turn it into this
pbRegisterPartner(
PBTrainers::RIVAL_BRENDAN,"BRENDAN",0)

Then it'll be over i think

This should work, too.

PokemonOI
August 1st, 2008, 03:25 PM
Thanks Dude that was a big help but now my partner trainer back wont appear?

Kevvviiinnn
August 1st, 2008, 04:40 PM
Just upload a 512x128 picture consisting of the four parts you would like to be animated into your Picture folder. Name it trbackXXX, where XXX = the number of said partner. Make sure to include zeros if it's a one/two-digit number :^)

Darksun
August 2nd, 2008, 02:30 AM
How do I change the colour of the text in battle?

Thanks. ^^

fireyboy345
August 2nd, 2008, 09:01 PM
i need help. how do i connec maps so that i dont teleport and when ever i enter a few of my maps why does it start raining.

nvm my last comment i looked at the notes

partyghoul2000
August 2nd, 2008, 10:15 PM
i need help. how do i connec maps so that i dont teleport and when ever i enter a few of my maps why does it start raining.

nvm my last comment i looked at the notes

well, make your maps. go to the debug/editor menu and go to visual editor. use the gui to put your maps together. F5 will tell you what buttons do what.

i posted that a page ago. please search the thread before asking.


anyways, i've been dinking around with some custom pokeballs and whatnot and im trying to figure out how it works and what can be used. i've been goin off of what's already in the script to make what i have so far. for those of you that can't find this, it's under PokeBattle_Battle script. here's the part to look at for customization.
case ball
when PBItems::GREATBALL
rareness=(rareness*3/2).floor
when PBItems::SAFARIBALL
rareness=(rareness*3/2).floor
when PBItems::ULTRABALL
rareness*=2
when PBItems::NETBALL
rareness*=3 if battler.pbHasType?(PBTypes::BUG) || battler.pbHasType?(PBTypes::WATER)
when PBItems::DIVEBALL
rareness=(rareness*7/2).floor if @environment==PBEnvironment::Underwater
when PBItems::TIMERBALL
if @turncount>30
rareness*=4
else
rareness=rareness*(@turncount+10)/10
end
when PBItems::REPEATBALL
rareness*=3 if self.pbPlayer.owned[battler.species]
when PBItems::NESTBALL
if battler.level<30
rareness*=(40-battler.level)/10
end
end
x=(((a*3-b*2)*rareness)/(a*3)).floor
if battler.status==PBStatuses::SLEEP||
battler.status==PBStatuses::FROZEN
x*=2
elsif battler.status!=0
x=(x*3/2).floor
end
shakes=0
if x>255 || ball==PBItems::MASTERBALL
shakes=4
else
y = 0x000FFFF0 / (Math.sqrt(Math.sqrt( 0x00FF0000/x ) ) )
shakes+=1 if pbRandom(65536)<y
shakes+=1 if pbRandom(65536)<y
shakes+=1 if pbRandom(65536)<y
shakes+=1 if pbRandom(65536)<y
end
@scene.pbThrow(ball,shakes,battler.index)
case shakes
when 0
pbDisplay(_INTL("Oh no! The Pokemon broke free!"))
when 1
pbDisplay(_INTL("Aww... it appeared to be caught!"))
when 2
pbDisplay(_INTL("Aargh! Almost had it!"))
when 3
pbDisplay(_INTL("Shoot! It was so close, too!"))
when 4
pbDisplay(_INTL("Gotcha! {1} was caught!",pokemon.name))
@scene.pbThrowSuccess
@decision=4
if isConst?(ball,PBItems,:LUXURYBALL)
pokemon.happiness=200
end

now, just looking at it i was a tad bit confused about how rareness works. ultra ball is rareness*=2 which i gather means x2, which is what it should be. but the dive ball's is rareness=(rareness*7/2).floor. what exactly does that mean? i image it would mean 3.5, but it's an uneven percentage or is that what it should be? an uneven percentage?

another thing is the battler variable. i see that the net ball has battler.pbHasType?. what if i wanted to dictate a certain species? i tried battler.species and i got this error.
Exception: ArgumentError
Message: wrong number of arguments(1 for 0)
PokeBattle_Battle:135:in `species'
PokeBattle_Battle:135:in `pbThrowPokeBall'
PokeBattle_Battle:1670:in `pbRegisterItem'
PokeBattle_Battle:2426:in `pbCommandPhase'
PokeBattle_Battle:2385:in `loop'
PokeBattle_Battle:2440:in `pbCommandPhase'
PokeBattle_Battle:2374:in `each'
PokeBattle_Battle:2374:in `pbCommandPhase'
PokeBattle_Battle:753:in `pbStartBattleCore'
PokeBattle_Battle:752:in `logonerr'


unless i was supposed to do battler.PBSpecies?. also, what if i wanted to call the battler's height or weight? would that be battler.weight & battler.height? also, what if instead of the of pokemon the trainer is battling, i wanted to get a variable or something from the trainer's pokemon? how would that be called?

and the last part of my huge post is the post-capture stuff. as you can see, the luxury ball automatically gives the pokemon 200 happiness. simple to change or add another ball with the same stat. but what if i wanted to change it's attack, speed, IVs, EVs and so on. im not too sure about the IVs and EVs but i do believe the stats would go as such:
pokemon.hp
pokemon.attack
pokemon.defense
pokemon.speed
pokemon.spattack
pokemon.spdefense

correct me if im wrong because i'd really like to know, besides all the other people asking about custom pokeballs. anyways, i know that's alot to read and answer, but i would love to hear some answers. this just might quell some n00bish questions also. >_>

thanks in advance.

Lorem Ipsum
August 3rd, 2008, 06:07 AM
partyghoul2000:
The IVs and EVs question:

To define a Pokémon's IVs or EVs, you would use the following type of statement.

pokemon[0].iv[0] for IVs, and pokemon[0].ev[0] for EVs.

Substitute the first 0 in brackets to reflect the Pokémon number in your party (note, 0 is the first one, 5 is the last one). Then, substitute the second 0 to reflect the IV or EV you want to change (0=HP, 1=Attack, 2=Defence, 3=Sp. Atk, 4=Sp. Def, 5=Speed).

So, if I wanted to change the defence IV of the third Pokémon in my party to 31, then I would simply use this statement.

pokemon[2].iv[2]=31.

______________________________________

Now, for my own question: what are the function codes and their meanings for move effects in moves.txt?

Yuoaman
August 3rd, 2008, 06:43 AM
Okay, I'm quite new at the inner workings of Poccils Starter Kit, so I have several questions:

1: Where is the Edit Trainers option in the Editor.

2: How do I add troops to maps.

partyghoul2000
August 3rd, 2008, 06:47 AM
partyghoul2000:
The IVs and EVs question:

To define a Pokémon's IVs or EVs, you would use the following type of statement.

pokemon[0].iv[0] for IVs, and pokemon[0].ev[0] for EVs.

Substitute the first 0 in brackets to reflect the Pokémon number in your party (note, 0 is the first one, 5 is the last one). Then, substitute the second 0 to reflect the IV or EV you want to change (0=HP, 1=Attack, 2=Defence, 3=Sp. Atk, 4=Sp. Def, 5=Speed).

So, if I wanted to change the defence IV of the third Pokémon in my party to 31, then I would simply use this statement.

pokemon[2].iv[2]=31

the way you specified is for a pokemon in your party, i was talking about post-capture stat changing, but this does give me insight as to what it might be. for ex. pokemon.iv[2]=31, i know it's not much difference, but im trying to adapt it for the pokeball scripts.

i also forgot to mention last night about day, night and location captures. how would these variables be called for a capture rate boost for a ball? i was gonna ask in my last post, but i completely forgot about it. >.<

InMooseWeTrust
August 3rd, 2008, 08:17 AM
How do I add in custom regional Pokedex orders? According to the notes.html, I can put in a field in pokemon.txt for that and it will work.

I can't seem to get it to work...

Darksun
August 3rd, 2008, 12:49 PM
I'm sorry to ask again, but I really need som answers, and I haven't got any.

How do I change the screen size of the game?

and

How do I change the colour on the text that's in the message box in battle?

I'd really appreciate if someone could answer.
Thanks. ^^

Kevvviiinnn
August 3rd, 2008, 01:27 PM
.floor basically means it will round down to the nearest whole number, and it's the opposite with .ceiling, I believe. So if you use a Great Ball on a, say, Bulbasaur, the formula would be:

rareness=(45*3/2).floor, which would yield a rareness of 67 (67.5 rounded down).

Shikamaru88
August 3rd, 2008, 01:39 PM
How do I change the colour on the text that's in the message box in battle?

I'd really appreciate if someone could answer.
Thanks. ^^

you simply g into pictures and change the message box pic

herojelly
August 3rd, 2008, 01:55 PM
Great job! I really like it!

I have a problem with the trainer editor though.

On the Editor.exe, I added a new character called "TEAM ROCKET".

http://i295.photobucket.com/albums/mm159/gregoryjerian/trainer083.png

I named it "trainer083.png" in the "Characters" folder. The picture showed up in the Editor.exe, but when I try to edit it again it says...

http://i295.photobucket.com/albums/mm159/gregoryjerian/Error.png
this. What's up with that?

JollyRoger25
August 3rd, 2008, 03:23 PM
Well, i got my demo all good and ready, but I need to know how to make it playable by itself as a normal game, without the aid of RPGXP, any help anyone?

BallisticBlastoise
August 3rd, 2008, 06:52 PM
A few how to script questions:

1. How to script an event where a NPC gives you a tour of town then gives you a town map?
I want him to approach the player once you step on a certain sqaure.

2. How to make someone notice you have a certain badge and give you an HM for it?

3. And lastly, how to make the nurse at the pokecenter say "Good morning" or "Good night" depedning on the time of day it is. Basically, I want to script it so that she only says good morning the first time you visit in the morning or good night the first the time you visit at night.

Thanks in advance!

yaoimutt
August 3rd, 2008, 10:27 PM
Great job! I really like it!

I have a problem with the trainer editor though.

On the Editor.exe, I added a new character called "TEAM ROCKET".

http://i295.photobucket.com/albums/mm159/gregoryjerian/trainer083.png

I named it "trainer083.png" in the "Characters" folder. The picture showed up in the Editor.exe, but when I try to edit it again it says...

http://i295.photobucket.com/albums/mm159/gregoryjerian/Error.png
this. What's up with that?

did you put a space in the styem name for it? (the first place where the name is) because if you did, get rid of the space.

A few how to script questions:

1. How to script an event where a NPC gives you a tour of town then gives you a town map?
I want him to approach the player once you step on a certain sqaure.

2. How to make someone notice you have a certain badge and give you an HM for it?

3. And lastly, how to make the nurse at the pokecenter say "Good morning" or "Good night" depedning on the time of day it is. Basically, I want to script it so that she only says good morning the first time you visit in the morning or good night the first the time you visit at night.

Thanks in advance!

1, you would do it just like any other rmxp game, set a move route and stuff like that.

2, i think it might tell you how to do that in the note.html, but i'm note sure...

3, read the note.html, it tells you how to make a nightly event, meaning events based on the time of day. that should tell you what to do.

PoKéMaKeR
August 4th, 2008, 04:12 AM
A few how to script questions:

1. How to script an event where a NPC gives you a tour of town then gives you a town map?
I want him to approach the player once you step on a certain sqaure.

2. How to make someone notice you have a certain badge and give you an HM for it?

3. And lastly, how to make the nurse at the pokecenter say "Good morning" or "Good night" depedning on the time of day it is. Basically, I want to script it so that she only says good morning the first time you visit in the morning or good night the first the time you visit at night.

Thanks in advance!

The first and third question are answered already, and I have a simple solution to the 2nd..
The battle with the gymleader, change the switch in the battleswitch, from selfswitch a to a global switch, and then on an other event if that switch is on, give the hm..
Hope you understand what I mean :P!

PoKéMaKeR

InMooseWeTrust
August 4th, 2008, 04:26 AM
How do I add in custom regional Pokedex orders? According to the notes.html, I can put in a field in pokemon.txt for that and it will work.

I can't seem to get it to work...

Somebody PLEASE answer this question.

herojelly
August 4th, 2008, 11:54 AM
did you put a space in the styem name for it? (the first place where the name is) because if you did, get rid of the space.


I didn't. But it fixed itself. Weird. 0_0

Hmm.. Another problem.

I made a Pokemon battle with the new "TEAM ROCKET". The text worked out okay...
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET1.png
And then, it says this: Can't find battle 1(of 5) for the trainer(TEAMROCKET, Grunt) in Trainer data file. So it said I could edit the pokemon there, and I did that. Then it suddenly says...
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET2.png
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET3.png
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET4.png
...and I said "no". Then it went on changing it to 3(of 5) and 4 (of 5)... I wonder how I can disable that.

Here's my script, in case there's something wrong with it...
http://i295.photobucket.com/albums/mm159/gregoryjerian/script.png

fireyboy345
August 4th, 2008, 04:40 PM
whenever i try to open my project file it says it cannot read it. I dont want to lose all my hard work so is there a way to make the file readable. if not is there a way to transfer all of my maps into a different game.

fudgy
August 4th, 2008, 04:42 PM
is their a way to change the battle screen? liek in diamond and pearl or just make everything custom, or will i have to do this in another program?

also

how can i edit the options menu and delete some of the options.

yaoimutt
August 4th, 2008, 08:41 PM
I didn't. But it fixed itself. Weird. 0_0

Hmm.. Another problem.

I made a Pokemon battle with the new "TEAM ROCKET". The text worked out okay...
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET1.png
And then, it says this: Can't find battle 1(of 5) for the trainer(TEAMROCKET, Grunt) in Trainer data file. So it said I could edit the pokemon there, and I did that. Then it suddenly says...
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET2.png
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET3.png
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET4.png
...and I said "no". Then it went on changing it to 3(of 5) and 4 (of 5)... I wonder how I can disable that.

Here's my script, in case there's something wrong with it...
http://i295.photobucket.com/albums/mm159/gregoryjerian/script.png

The problem is, you have a phone trainer information, meaning it's set up so that you can have several battles with the trainer when they call you. to fix this so that it's a 1 time trainer, do this:

get rid of 4 of the "comment: battle:"s, so that there is only 1.
get rid of the "comment: regspeech"
get rid of the "script:kernel.pnTrainerCheck"
and lastly, get rid of the "script: pbPhoneRegisterBattle".
and there, all fixed. :D

Atomic Reactor
August 4th, 2008, 08:49 PM
you simply g into pictures and change the message box pic

No -_-
that doesn't change the text color -_-

It has been mentioned in this thread previously though. use the search engine.

yaoimutt
August 5th, 2008, 01:31 AM
does anyone know how to make the picture of the berry plants appear as they grow, because i ripped about half of them, but don't know how to implement them.

Darksun
August 5th, 2008, 02:06 AM
Thanks for the help A-R. Is it okey that I call you that? xD

How do I add a shiny pokèmon, instead of just a normal pokèmon?
I've tried changing "Kernel.pbAddPokemon(PBSpecies::POKEMON,5)"
to "Kernel.pbAddPokemon(PBSpecies::SHINX,SHINY,5)" and
Kernel.pbAddPokemon(PBSpecies::SHINXSHINY,5),
but nothing works.

I'd really appreciate help.
Thanks. ^^

PoKéMaKeR
August 5th, 2008, 02:58 AM
Thanks for the help A-R. Is it okey that I call you that? xD

How do I add a shiny pokèmon, instead of just a normal pokèmon?
I've tried changing "Kernel.pbAddPokemon(PBSpecies::POKEMON,5)"
to "Kernel.pbAddPokemon(PBSpecies::SHINX,SHINY,5)" and
Kernel.pbAddPokemon(PBSpecies::SHINXSHINY,5),
but nothing works.

I'd really appreciate help.
Thanks. ^^

Look in the notes.html, there it says how to do that

yaoimutt
August 5th, 2008, 03:31 AM
By the way, is anyone else having issues with the sound? when i play test my game, the sound breaks every couple seconds, and it didn't do that before the update.

Darksun
August 5th, 2008, 06:57 AM
Look in the notes.html, there it says how to do that


I've searched through the notes quite a long time now, and I can't find anything about it.
Where did you see it?

PoKéMaKeR
August 5th, 2008, 07:06 AM
I've searched through the notes quite a long time now, and I can't find anything about it.
Where did you see it?

Shiny Wild Pokemon

To allow shiny wild battles, you first need to define a switch for shiny Pokemon, say, 50. Now, create a new script section that contains the following:
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[50]
pokemon.makeShiny end}

Then, enable the switch (in this case, 50) before a wild battle with a shiny Pokemon, and disable the switch when the battle is over. Example:

Control Switches: [0050: Shiny] = ON
Script: pbWildBattle(::PBSpecies::GYARADOS,30,1)
Control Switches: [0050: Shiny] = OFF

This copied right from the notes.html..
So next time, look a little bit better ok;)

PoKéMaKeR

Darksun
August 5th, 2008, 07:17 AM
That's just for a pokèmon battle, not for adding a shiny pokèmon to the party. :P

PoKéMaKeR
August 5th, 2008, 07:26 AM
That's just for a pokèmon battle, not for adding a shiny pokèmon to the party. :P

Yes true..
I thought that was what you wanted.. :P
But then just try to turn on the switch, add the pokemon and then urn the switch off..
I'm not sure about that though..
Just try that..
If it still doesn't work..
I'll try to work that out, but that can take a few days so..:P

PoKéMaKeR

Hall Of Famer
August 5th, 2008, 02:17 PM
I think I've asked this question for one time but received no valuable answer. I mean, how do I add background music for Bicycle theme and Surfing theme? Now the music doesn't change when I use surf or start to ride on a bicycle. Please help.

herojelly
August 5th, 2008, 05:21 PM
Another question. How do you add music to a map?

shinylugia249
August 5th, 2008, 05:31 PM
You right click on the name of the map on the left and select MAP PROPERTIES.
The auto-change Bgm is the music.

mad.array
August 5th, 2008, 06:17 PM
Ok, I was originally going to answer a few questions before asking my own but I realised that mine would be lost underneath the answers. So I'm putting mine first :P

1. Is there a way to make it appear as if an NPC has used Flash? Obviously I wouldn't want the 'X has used Flash' or the animation to appear. It's basically going to be part of a cutscene.

2. Has anyone got the pokeball to appear in the battle window if the pokemon you are facing has been caught? I'm tending to get confused myself about whether I've caught pokemon when playtesting.

3. Every time I launch my project from within RMXP, any animations I've edited revert back to the converted RMXP ones. Is there a way to stop this from happening?

Ok, time to answer some (and hopefully get the m right)

@Hall of Famer: Go into the metadata,txt in the PBS folder. You should see a section that defines what the music is for wild and trainer battles. Underneath those put lines:

# SurfBGM=yoursurftune.mid
# BicycleBGM=yourbiketune.mid

Obviously what comes after the equals sign will be whatever your midi files are named.

QUOTE]@Yaoimutt: The information about the D/P berry trees hasn't been put in notes.html yet and I can't make head nor tail of it. Hopefully the information will be released soon. Or someone wiser than I might already know.

@Yuoaman: The information for setting up trainers isn't in the editor, as it's a heavy customisation of the normal RMXP. The information can be changed in the editor.txt (when it works) or by manually editing the trainers.txt and trainernames.txt files in the PBS folder. If it is a new type of trainer not already entered then Read this quote. If not go straight on ahead to the end of it.

Go into trainernames.txt and go right to the bottom. The last one should be 082. Add 083 on the next line and add your information in this style, obviously ignoring everything in brackets:

083(which you should have already added),SITHLORD(The name that the engine looks for, not seen by the player and not allowed to have spaces),Sith Lord(Class used on the battle screen),80(Optional. This is the money the player gets, multiplied by the level of the highest pokemon that this character uses),Sithbattle.mid(Optional. Used if custom battle music is going to be played),SithVictory.mid(Optional. If victory music is played),DarkEncounter.mid(Optional. Music to play when the character approaches you on the map after they get the exclamation mark above their heads),MALE(Or FEMALE, depending)

Ok, so you've either read the quote or not. Now we move on. Open trainers.txt and once again go to the bottom. You'll see some other custom trainers from the default starter kit. Add a new one and edit like so (again replacing my info with whatever you want and ignoring stuff in brackets)

SITHLORD(Internal class name of enemy)
Darth Loki(Name used in battle)
3(number of Pokémon)
TYRANITAR,67(Species,level)
EMPOLEON,71
TYPHLOSION,73

If you had more or fewer pokemon in the guys squad then you'd need to add/remove lines. There is other information you can add to the pokemons data, but I usually leave it as it is.

Ok. Last step. Look at the way poccil makes a trainer in rmxp, on one of the test maps. You can basically copy and paste the event onto your map, changing the graphic if need be. Then look for the class/name of the trainer and change them to yours. You may also want to change the text used. I hope that wasn't too confusing (or so late that someones sent you a PM).

Thanks for slogging through guys.

partyghoul2000
August 5th, 2008, 08:52 PM
3. Every time I launch my project from within RMXP, any animations I've edited revert back to the converted RMXP ones. Is there a way to stop this from happening?

i've noticed this myself and the only way i've found around this for the time being is to use the RMXP animation editor.

Wichu
August 5th, 2008, 11:59 PM
Darksun: Copy and paste this script into a new script section, above Main.def pbAddPokemon(species,level)
if pbBoxesFull?
Kernel.pbMessage(_INTL("There's no more room for Pokemon!\1"))
Kernel.pbMessage(_INTL("The Pokemon Boxes are full and can't accept any more!"))
return false
end
speciesname=PBSpecies.getName(species)
Kernel.pbMessage(_INTL("{1} obtained {2}!\1",$Trainer.name,speciesname))
pokemon=PokeBattle_Pokemon.new(species,level,$Trainer)
pokemon.makeShiny if $game_switches[50]
pbNicknameAndStore(pokemon)
return true
endThen use the same code as previously given, replacing the pbWildBattle with pbAddPokemon.

yaoimutt
August 6th, 2008, 12:14 AM
Ok, I was originally going to answer a few questions before asking my own but I realised that mine would be lost underneath the answers. So I'm putting mine first :P

1. Is there a way to make it appear as if an NPC has used Flash? Obviously I wouldn't want the 'X has used Flash' or the animation to appear. It's basically going to be part of a cutscene.

2. Has anyone got the pokeball to appear in the battle window if the pokemon you are facing has been caught? I'm tending to get confused myself about whether I've caught pokemon when playtesting.

3. Every time I launch my project from within RMXP, any animations I've edited revert back to the converted RMXP ones. Is there a way to stop this from happening?

Ok, time to answer some (and hopefully get the m right)

@Hall of Famer: Go into the metadata,txt in the PBS folder. You should see a section that defines what the music is for wild and trainer battles. Underneath those put lines:

# SurfBGM=yoursurftune.mid
# BicycleBGM=yourbiketune.mid

Obviously what comes after the equals sign will be whatever your midi files are named.

QUOTE]@Yaoimutt: The information about the berry trees hasn't been put in notes.html yet and I can't make head nor tail of it. Hopefully the information will be released soon. Or someone wiser than I might already know.

@Yuoaman: The information for setting up trainers isn't in the editor, as it's a heavy customisation of the normal RMXP. The information can be changed in the editor.txt (when it works) or by manually editing the trainers.txt and trainernames.txt files in the PBS folder. If it is a new type of trainer not already entered then Read this quote. If not go straight on ahead to the end of it.



Ok, so you've either read the quote or not. Now we move on. Open trainers.txt and once again go to the bottom. You'll see some other custom trainers from the default starter kit. Add a new one and edit like so (again replacing my info with whatever you want and ignoring stuff in brackets)

SITHLORD(Internal class name of enemy)
Darth Loki(Name used in battle)
3(number of Pokémon)
TYRANITAR,67(Species,level)
EMPOLEON,71
TYPHLOSION,73

If you had more or fewer pokemon in the guys squad then you'd need to add/remove lines. There is other information you can add to the pokemons data, but I usually leave it as it is.

Ok. Last step. Look at the way poccil makes a trainer in rmxp, on one of the test maps. You can basically copy and paste the event onto your map, changing the graphic if need be. Then look for the class/name of the trainer and change them to yours. You may also want to change the text used. I hope that wasn't too confusing (or so late that someones sent you a PM).

Thanks for slogging through guys.

well.... that doesn't answer my question at all, we have a lot of scripters on this topic that CAN answer the question. i know the information isn't in the note.html, or else i wouldn't ask. (and as far as i know, they berry trees never really worked in dp, they only actually did what they were supposed to in ruby/sapphire)

i've noticed this myself and the only way i've found around this for the time being is to use the RMXP animation editor.

same here, i have over 63 battle animations done, i did them the first time around in the editor, but for some reason, that never really worked, so i ended up doing them in the normal rmxp.

Dose anyone know how to make 1 animation be for the enimy and one for the hero? (for the same move, just one happens when the hero attacks, and the other happens when the enemy attacks)

and lastly, does anyone know how to make a reacuring attack animation? (for instance, the wrap attack happens several times, but after the first time, there is never another animation for some reason)

Darksun
August 6th, 2008, 12:54 AM
Wichu: It works perfectly, thanks a bunch. ^^

Another question, how do I animate the title screen?

Wichu
August 6th, 2008, 12:59 AM
Yaoimutt: the recurring animations haven't been implemented in the scripts yet, as the pbAnimation method is only called when the move is used and not when it says "OPPONENT was hurt by WRAP!".
To fix this, search for "pbDisplay(_INTL("{1} is hurt by {2}!",i.pbThis,movename))" in the PokeBattle_Battle script, and add "pbAnimation(i.effects[PBEffects::MultiTurnAttack],@battlers[i.effects[PBEffects::MultiTurnUser]],i)"
directly before it (without the speech marks). I haven't tested it, but give it a go.

MisterTdK
August 6th, 2008, 03:28 AM
Does anyone know how to change the color of the text in the battle menu's? (Also the text of the name of the Pokémon)
Because I changed it to D/P style, but the text is still black so the Pokémons names are hard to read.

yaoimutt
August 6th, 2008, 05:14 AM
Yaoimutt: the recurring animations haven't been implemented in the scripts yet, as the pbAnimation method is only called when the move is used and not when it says "OPPONENT was hurt by WRAP!".
To fix this, search for "pbDisplay(_INTL("{1} is hurt by {2}!",i.pbThis,movename))" in the PokeBattle_Battle script, and add "pbAnimation(i.effects[PBEffects::MultiTurnAttack],@battlers[i.effects[PBEffects::MultiTurnUser]],i)"
directly before it (without the speech marks). I haven't tested it, but give it a go.

thank you very much. i'll try it out!

any does anyone know when the first movie was supposed to take place in the series?

also, i want to make a custom evilution where if the trainer has the 6 of the same specific pokemon in his party, then the one in slot 1 evolves, how would i do that? (i got the idea from salmon, because if a hole population is female, then one or two will turn male, so i thought it would be cool if a pokemon evolved that way)

Hall Of Famer
August 6th, 2008, 06:56 AM
@Hall of Famer: Go into the metadata,txt in the PBS folder. You should see a section that defines what the music is for wild and trainer battles. Underneath those put lines:

# SurfBGM=yoursurftune.mid
# BicycleBGM=yourbiketune.mid

Obviously what comes after the equals sign will be whatever your midi files are named.

Thank you for this answer. However, I tried adding those lines in my metadata.txt file with the correct music track names but it still doesn't work at all. How can I add the background music for Surfing and Bicycle themes, please help!

partyghoul2000
August 6th, 2008, 08:47 AM
Thank you for this answer. However, I tried adding those lines in my metadata.txt file with the correct music track names but it still doesn't work at all. How can I add the background music for Surfing and Bicycle themes, please help!

upgrade to the latest starter kit and then go to the visual editor. using the gui, don't click on any of the maps. instead double click empty space and it'll let you edit the metadata. or you could it the short way and edit metadata straight from the separate editor.

InMooseWeTrust
August 6th, 2008, 08:57 AM
How do I make custom regional Pokedex orders without messing up the National Dex?

The notes.html doesn't really give a way to do this...

Hall Of Famer
August 6th, 2008, 09:15 AM
upgrade to the latest starter kit and then go to the visual editor. using the gui, don't click on any of the maps. instead double click empty space and it'll let you edit the metadata. or you could it the short way and edit metadata straight from the separate editor.

You mean the starterkit I'm using doesn't have this feature yet? If so, I'll have to ask someone to upgrade it for me again. I already sent several to Flameguru who helped me out last time but received no reply. Can someone else help?

brianhoorn
August 6th, 2008, 03:36 PM
Is there a caterpillar script that's compatible with the starter kit? I want Pikachu to follow Ash like in Yellow Version.

Flameguru
August 6th, 2008, 07:12 PM
Is there a caterpillar script that's compatible with the starter kit? I want Pikachu to follow Ash like in Yellow Version.

Make a custom Charset with Ash and Pikachu and have it as PlayerC or PlayerD and set it as the Main Character when appropriate.

@ Hall of Famer:

I've been busy over the last week and I'm leaving for a 1 week vacation Friday so I won't be able to help for another week to a week in a half.

Hall Of Famer
August 6th, 2008, 08:08 PM
Make a custom Charset with Ash and Pikachu and have it as PlayerC or PlayerD and set it as the Main Character when appropriate.

@ Hall of Famer:

I've been busy over the last week and I'm leaving for a 1 week vacation Friday so I won't be able to help for another week to a week in a half.

I see. So can someone please tell me how to implement the Surf and bike background music even without having to upgrade the starterkit? More specifically, what script section do I have to edit and what're the codes?

shinylugia249
August 6th, 2008, 08:28 PM
Can someone tell me how to play an animation while it hails in-battle. I already have the animation i just need it to play in battle.

sonic smash down
August 6th, 2008, 08:54 PM
like wat kind sl. an attack animation? if its an attack one. wat you do is set it in the database. and im pretty sure the pbs has something with the attacks that tell you their animation or something.

shinylugia249
August 6th, 2008, 08:58 PM
Yeah it's set up like an animation in the database. I just want it to play whenever it hails
in-battle (that's not a move it's an in-battle weather change).

partyghoul2000
August 6th, 2008, 10:56 PM
I see. So can someone please tell me how to implement the Surf and bike background music even without having to upgrade the starterkit? More specifically, what script section do I have to edit and what're the codes?

ummm...unless you're planning on going through and changing/adding alot of ruby script, i don't see a way around it. imo, the easiest way to upgrade to is to go to the data folder in the newest starter kit. select and copy the EditorScripts and Scripts files and paste them in your data project folder. before doing this though, if you have made any changes to any of the scripts what so ever, make sure you save those changes within a text file or something of the sort. personally, i paste all my changes in a text file with which script the change is within and what line. alot simpler and faster than what's described in the notes.html.

PokemonPlatnum
August 7th, 2008, 05:08 AM
Is there anyway to make the smallest screen size to the default please help.

shinylugia249
August 7th, 2008, 07:09 AM
To make the small screen default go into the option and change it to the small screen size and them save.

Darksun
August 7th, 2008, 09:58 AM
Solved.

New question: How do I animate the title screen?

Lorem Ipsum
August 7th, 2008, 10:00 AM
Darksun, the error is because there are no Pokémon in your party. To add a Pokémon, use the statement:
pbAddPokemon(PokemonNumber,PokemonLevel)

Replace PokemonNumber and PokemonLevel accordingly.

Darksun
August 7th, 2008, 10:04 AM
Yeah, but it happend in the player's house, and the floor is no terrain tag. Wierd.

Edit: Solved, I took a map from another project and the map I deleted when
I took the other map to this project, had encounter pokèmon on it. Or something like that.
Omg, it's hard to explain in english. xD

Hall Of Famer
August 7th, 2008, 10:05 AM
Can someone please tell me how to implement background music for Surfing and Bicycle event without having to upgrade the starterkit? More specifically, which script sections should I edit and how can I do that?

shinylugia249
August 7th, 2008, 10:09 AM
Just download the new version of the starter kit and copy the scripts from the data floder into the data folder of your game. You might have to edit some scripts again because of the in-battle text color you have in your game though.

herojelly
August 7th, 2008, 02:10 PM
I didn't. But it fixed itself. Weird. 0_0

Hmm.. Another problem.

I made a Pokemon battle with the new "TEAM ROCKET". The text worked out okay...
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET1.png
And then, it says this: Can't find battle 1(of 5) for the trainer(TEAMROCKET, Grunt) in Trainer data file. So it said I could edit the pokemon there, and I did that. Then it suddenly says...
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET2.png
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET3.png
http://i295.photobucket.com/albums/mm159/gregoryjerian/TEAMROCKET4.png
...and I said "no". Then it went on changing it to 3(of 5) and 4 (of 5)... I wonder how I can disable that.

Here's my script, in case there's something wrong with it...
http://i295.photobucket.com/albums/mm159/gregoryjerian/script.png
Can someone PLEASE answer my question?

Darksun
August 8th, 2008, 02:25 AM
Solved.
I'm always asking before I'm trying things. o.O

New Question: How do I animate the title screen?
Thanks. ^^

poccil
August 8th, 2008, 07:29 AM
Also Known as Pokedude:

The presence of multiple "Battle" comments implies that more than one battle exists, which may not be your intent. Instead, use "\m" to separate each message, like this:


@>Comment: Battle: Hey, punk! Give me all you've got! You ain't
: : worth it!\mHey, punk! Give me all you've got! You ain't
: : worth it!\mHey, punk! Give me all you've got! You ain't
: : worth it!\mHey, punk! Give me all you've got! You ain't
: : worth it!

GFA
August 8th, 2008, 02:16 PM
Where can I download this? I checked the first post

JollyRoger25
August 8th, 2008, 08:28 PM
Okay, When I choose to be a girl, I go to battle and the battle back for my caracter is the male one. How do I change this?

Nero9121
August 8th, 2008, 08:59 PM
My server set up is not working...this is what it says


"Entering the Official Netplay Plus Server..."
Database = netplay_p_db, Gamecode = 918302475
++++++++++++++++++++++++++++++++++++++++++++++++++
Local Run?[y:n]
--------------------------------------------------
Server setup 192.168.1.5 - 3306
--------------------------------------------------
Creating Server...
Unknown database 'netplay_p_db'uninitialized class variable @@_mysql in NetplayS
erver
Server has been terminated
Press Enter to Exit.



What do I do please

partyghoul2000
August 8th, 2008, 09:01 PM
Where can I download this? I checked the first post

you can download poccil's starter kit right here. (http://upokecenter.com/projects/pokestarter/) it uses rpg maker xp, so if you don't have the program, you can't use it.

Okay, When I choose to be a girl, I go to battle and the battle back for my caracter is the male one. How do I change this?

this is because the female trainer back isn't set. if you look within the Pictures folder, you will find the file called trback000. the "000" means what trainer id it is. for example, if you wanted to do rich boy trainer back, you'd put as the filename trback014. in the case of the female trainer, which is defaulted as 1 in poccil's kit, the filename would be trback001. now to create this trainer back, you would need to find the female sprites or create your own. the file consists of four 128x128 frames. the resulting file should be 512x128, preferably .png format. that should explain just about everything on trainer backs. good luck!

yaoimutt
August 9th, 2008, 08:50 AM
Can someone PLEASE answer my question?

i DID answer your question:
The problem is, you have a phone trainer information, meaning it's set up so that you can have several battles with the trainer when they call you. to fix this so that it's a 1 time trainer, do this:

get rid of 4 of the "comment: battle:"s, so that there is only 1.
get rid of the "comment: regspeech"
get rid of the "script:kernel.pnTrainerCheck"
and lastly, get rid of the "script: pbPhoneRegisterBattle".
and there, all fixed. :D

partyghoul2000
August 9th, 2008, 09:25 AM
Can someone tell me how to play an animation while it hails in-battle. I already have the animation i just need it to play in battle.

i was wandering about in the PokeBattle_Battle script when i came upon this. i believe that this should answer your question. in the PokeBattle_Battle script lines 731 to 739 are the battle weather text. i believe if you stuck in @battle.pbCommonAnimation("Hail",self,nil) or @battle.pbCommonAnimation("Hail",nil,nil) before the hail weather text, it should play the animation during battle. now i haven't tested this yet, but i do believe this should work. just remember to name the animation within your database "Common:Hail" or it probably won't work.

Nero9121
August 9th, 2008, 10:01 AM
My server set up is not working...this is what it says


"Entering the Official Netplay Plus Server..."
Database = netplay_p_db, Gamecode = 918302475
++++++++++++++++++++++++++++++++++++++++++++++++++
Local Run?[y:n]
--------------------------------------------------
Server setup 192.168.1.5 - 3306
--------------------------------------------------
Creating Server...
Unknown database 'netplay_p_db'uninitialized class variable @@_mysql in NetplayS
erver
Server has been terminated
Press Enter to Exit.



What do I do please



DOES ANYONE KNOW THE ANSWER TO THIS QUESTION??

shinylugia249
August 9th, 2008, 10:14 AM
i was wandering about in the PokeBattle_Battle script when i came upon this. i believe that this should answer your question. in the PokeBattle_Battle script lines 731 to 739 are the battle weather text. i believe if you stuck in @battle.pbCommonAnimation("Hail",self,nil) or @battle.pbCommonAnimation("Hail",nil,nil) before the hail weather text, it should play the animation during battle. now i haven't tested this yet, but i do believe this should work. just remember to name the animation within your database "Common:Hail" or it probably won't work.
I found it, it's line 699. I did what you said but i got this error:

http://img247.imageshack.us/img247/4288/errormx2.png

Can anyone help?

Wichu
August 9th, 2008, 01:02 PM
Try getting rid of the @battle.
It should then begin like this:pbCommonAnimation(...Hope this helps!

I've been updating to the latest version (one came out yesterday, if you don't know yet). I haven't updated for about 2 months, so it's going to take a while...

Nero9121
August 9th, 2008, 01:51 PM
Sat Aug 09 17:44:36 -0400 2008 - Server Error: Only one usage of each socket address (protocol/network address/port) is normally permitted. - bind(2)
./LIB/gserver.rb:193:in `initialize'
./LIB/gserver.rb:193:in `new'
./LIB/gserver.rb:193:in `start'
./LIB/gserver.rb:189:in `synchronize'
./LIB/gserver.rb:189:in `start'


GETTING THISE SERVER ERROR...what do i do?

yaoimutt
August 9th, 2008, 07:41 PM
Sat Aug 09 17:44:36 -0400 2008 - Server Error: Only one usage of each socket address (protocol/network address/port) is normally permitted. - bind(2)
./LIB/gserver.rb:193:in `initialize'
./LIB/gserver.rb:193:in `new'
./LIB/gserver.rb:193:in `start'
./LIB/gserver.rb:189:in `synchronize'
./LIB/gserver.rb:189:in `start'


GETTING THISE SERVER ERROR...what do i do?

get a diffrent internet server, because that error is saying that you have dialup or something simaler that only lets 1 person contact your server address (your ip address). atleast that is what i thing, check to find out if that's what it means by messageing poccil.

by the way, how would i make it so that shiny pokemon could not evolve?

partyghoul2000
August 9th, 2008, 08:55 PM
by the way, how would i make it so that shiny pokemon could not evolve?

make it hold an everstone. lol. :P
but seriously, if you could find the flag that says that the pokemon is shiny, i image that one could type up a script that would force shiny pokemon not to evolve. kinda easier said than done. >_>

Nero9121
August 9th, 2008, 09:05 PM
is there a server that works for everyone that someone can point me in the direction of please?

partyghoul2000
August 9th, 2008, 09:39 PM
how does one call the user's and opponent's gender within the PokeBattle_Battle script? also, how do i call the variable for time within the PokeBattle_Battle script?

Wichu
August 9th, 2008, 10:18 PM
Yaoimutt: In the Scripts window, press Ctrl+Shift+F (search all scripts), then search EVERSTONE. One of the results should look similar to this:if pokemon.item==PBItems::EVERSTONE
return false
endCopy and paste them, but change the first toif pokemon.isShiny?I don't have the scripts in front of me, so I'm not sure...
Partyghoul: I'm not sure about the user / opponent, but pokemon.gender returns the gender.
Time's easy. If you need the hour, use Time.now.hour, otherwise replace hour with min or sec.

Pokehero22
August 10th, 2008, 12:18 AM
I'm just wondering, How do I change the characters look, and the picture shown up in the intro >.> I want to know.

partyghoul2000
August 10th, 2008, 11:32 AM
I'm just wondering, How do I change the characters look, and the picture shown up in the intro >.> I want to know.

copy them out of their respective folders and edit them within a graphics program

Hall Of Famer
August 10th, 2008, 12:30 PM
I have a question to ask... Is it possible to implement a Boulder-based event as in Victory road the player must push the boulders into a specific area to make it possible to advance to further area. Also in Seaform Island the boulder must be pushed down to the flowing water to access Articuno. Please help.

Pokehero22
August 10th, 2008, 02:32 PM
I meant when you select Boy, I want a picture to show up!

((In my case, a Team Rocket Grunt

partyghoul2000
August 10th, 2008, 02:58 PM
I have a question to ask... Is it possible to implement a Boulder-based event as in Victory road the player must push the boulders into a specific area to make it possible to advance to further area. Also in Seaform Island the boulder must be pushed down to the flowing water to access Articuno. Please help.

i think it's possible with switches. once the event boulder gets pushed into the event hole, have the event turn on a switch so a boulder will appear down below. just make sure to have the top boulder disappear. and when you leave the floor or cave, reset the switches. sounds good, in theory.

I meant when you select Boy, I want a picture to show up!

((In my case, a Team Rocket Grunt

alright, go into the metadata.txt within the PBS folder and edit PkMnTRAINER_Male to say whatever you have your rocket defined as within the trainernames.txt

fudgy
August 10th, 2008, 05:32 PM
how do i get rid of certain options in the options menu and make the battle system look different?

Mike2494
August 11th, 2008, 04:59 AM
To change the Battle, just open the Script Editor and scroll down to the PokeBattle_...-Scripts.
I dont know exatly about the Options-Menu. But when looking around in the scripting Editor of the RPG MK you should find something.

Wichu
August 11th, 2008, 06:11 AM
The PokemonOption script, perhaps? :P

Lorem Ipsum
August 11th, 2008, 06:49 AM
Question: When implementing new moves, what are the function codes for defining what the moves actually do?

Wichu
August 11th, 2008, 08:02 AM
Lorem: Poccil made a list on his site here: http://upokecenter.com/games/rs/guides/attacks.html

fudgy
August 11th, 2008, 08:41 AM
To change the Battle, just open the Script Editor and scroll down to the PokeBattle_...-Scripts.
I dont know exatly about the Options-Menu. But when looking around in the scripting Editor of the RPG MK you should find something.


ok but how would i change it so my battle scene looks simular to this 0.o..

http://img144.imageshack.us/img144/5189/cbsek3.png
and with all of the dp menu system and everythhing, or make a window pop up when a battle occurs and have the fight, bag, run, and pokemon options under the screen, how would i do this. (including how to make the menu look like this)
file:///C:/DOCUME%7E1/HGJ/LOCALS%7E1/Temp/moz-screenshot.jpg

Mike2494
August 11th, 2008, 08:55 AM
fugdy, IMO you just change the graphics...just look at the /Graphics/Pictures-Folder....

yaoimutt
August 11th, 2008, 10:07 AM
is there a way to give shiny pokemon special abilities?

fudgy
August 11th, 2008, 10:31 AM
is there a way to give shiny pokemon special abilities?

i dont think so, but you could just go head and give each pokemon a shiny(ex: CHARMANDER_SHINY ( info info info) ) or you could add the shiny to the ability (TM & HM) and make them able to have more moves, just an idea, but i dont think so.

partyghoul2000
August 11th, 2008, 10:52 AM
is there a way to give shiny pokemon special abilities?

ok, here's what i've come up with. within the PokeBattle_Pokemon on line 279 to 285 in the latest release of the sk is where isShiny? is defined. i believe if you put any boosts to stats or whatever within this area, it should take effect on shiny pokemon. i haven't tested this out, but i believe it should work.

Wichu
August 11th, 2008, 11:42 AM
What kind of effect are you trying to give them? Stronger stats? Or something else?

herojelly
August 11th, 2008, 02:26 PM
Also Known as Pokedude:

The presence of multiple "Battle" comments implies that more than one battle exists, which may not be your intent. Instead, use "\m" to separate each message, like this:


@>Comment: Battle: Hey, punk! Give me all you've got! You ain't
: : worth it!\mHey, punk! Give me all you've got! You ain't
: : worth it!\mHey, punk! Give me all you've got! You ain't
: : worth it!\mHey, punk! Give me all you've got! You ain't
: : worth it!

Gee, thanks! I copied the script from "Camper Andrew". Maybe he hhas multiple battles... Thanks again!

PokemonOI
August 11th, 2008, 04:12 PM
Pokemon Trading. Does anyone know how to make this work in the game?

fudgy
August 11th, 2008, 04:18 PM
Pokemon Trading. Does anyone know how to make this work in the game?


read athe notes.html included in the starter kit, but here is how :

Adding a Pokemon

For an easy way to add a Pokemon, call pbAddPokemon(X,Y) where X is the species number of the Pokemon, and Y is its level. You can modify that function, which is located in PokemonUtilities, to remove the messages. Adding a Pokemon may fail, so this statement should appear in a "Conditional Branch" event command.
Adding an Egg

You can use the function pbGenerateEgg to add an egg to the Trainer's party. Here's an example.
@>Conditional Branch: Script: $Trainer.party.length>=6
@>Text: You have no room to store the Egg...
@>
: Else
@>Script: Kernel.pbGenerateEgg(
: : PBSpecies::TOGEPI,5
: : )
@>Text: Received a Pokemon Egg.
@>
: Branch End
@>

Removing a Pokemon

To remove a Pokemon from the party, use the script $Trainer.party.delete_at(X) where X is the Pokemon's position. For example, to remove the first Pokemon in the party, use 0 for X.

Atomic Reactor
August 11th, 2008, 04:43 PM
how do i edit the battlebox stuff?
i edited "fightbox" and "commandbox"
i cant seem to change it :(
http://i181.photobucket.com/albums/x19/atomicreactor334/battlegraphics.png
how do you edit it :(

fudgy
August 11th, 2008, 04:44 PM
how do i edit the battlebox stuff?
i edited "fightbox" and "commandbox"
i cant seem to change it :(
http://i181.photobucket.com/albums/x19/atomicreactor334/battlegraphics.png
how do you edit it :(


go to your game folder

Graphics > Pictures > commandbox.png

there you go.

Atomic Reactor
August 11th, 2008, 04:48 PM
i stated previously that i tried that.
i tried it again, no good.

:(

fudgy
August 11th, 2008, 04:54 PM
i stated previously that i tried that.
i tried it again, no good.

:(


make sure your overwriting it as "commandbox.png" and not making it "commandbox copy.png" just make sure your overwriting it.

Atomic Reactor
August 11th, 2008, 05:00 PM
yes, i know how to do things like this lol.
i did replace it, and it is still showing up as the old one.

fudgy
August 11th, 2008, 05:01 PM
yes, i know how to do things like this lol.
i did replace it, and it is still showing up as the old one.

ok but are you saving it in the right folder, like the game you are editing, is reffering to this folder for your images. just double check the obvious them post back here.

Atomic Reactor
August 11th, 2008, 05:05 PM
yep, re-imported it.
into the picture folder. same name.
still not working :/

fudgy
August 11th, 2008, 05:11 PM
yep, re-imported it.
into the picture folder. same name.
still not working :/


dang >:| then i dont know sorry

partyghoul2000
August 11th, 2008, 07:00 PM
how do i edit the battlebox stuff?
i edited "fightbox" and "commandbox"
i cant seem to change it :(
http://i181.photobucket.com/albums/x19/atomicreactor334/battlegraphics.png
how do you edit it :(

play around with some of the script in PokeBattle_ActualScene. you might just find your answer.

fudgy
August 11th, 2008, 07:24 PM
i am having the problem of putting a tile set together may anyone help me?

Pokehero22
August 11th, 2008, 10:54 PM
I tried to change it, and I got this

http://i61.photobucket.com/albums/h59/Gizmopoo/ERROR.jpg

Wichu
August 12th, 2008, 12:26 AM
Pokehero: Did you use the name from Trainernames.txt? It seems like you don't have "Rocket" defined... Or perhaps you're not using the internal name.
Atomic_Reactor: Essentials no longer uses fightbox.png and commandbox.png. You want to edit messagebox.png instead.

Soul.//Silver
August 12th, 2008, 12:28 AM
How do I change the X Y position of this, check the attachment. The thing I want to change is circled in red.

Atomic Reactor
August 12th, 2008, 07:15 AM
thanks Wichu, it works now.
now i have 2 questions.

1. how do you edit the skins in battle? like the thing that says fight,run,bag,pokemon
and the attacks. cause its the same as the frame skin your using =/


2. how do you edit the color of the ttext that says "what will XXX do next" its white. i want it to be black.
i saw it somewhere before, so ill search it. but im hoping someone answering it would be quicker.
thanks in advance :P

fudgy
August 13th, 2008, 01:50 AM
thanks Wichu, it works now.
now i have 2 questions.

1. how do you edit the skins in battle? like the thing that says fight,run,bag,pokemon
and the attacks. cause its the same as the frame skin your using =/


2. how do you edit the color of the ttext that says "what will XXX do next" its white. i want it to be black.
i saw it somewhere before, so ill search it. but im hoping someone answering it would be quicker.
thanks in advance :P

1) i think that is also the same thing that you had problems editing (the background for that is basically just edited i think or you edit the template of that.)

2) once again look in the same thing that you looked in last time pokebattle_script thingy. and find "What Will $pokemon Do Next" or w.e and just add attributes to that snippet.

(once again i am not sure about these answers)

~Red
August 13th, 2008, 02:38 AM
How do i make an outside light so that the shadow will only appear at night? It looks kinda weird with a shadow coming from an unknown light source during the day...

fudgy
August 13th, 2008, 03:45 AM
How do i make an outside light so that the shadow will only appear at night? It looks kinda weird with a shadow coming from an unknown light source during the day...


use the tiles of a lightpost, and then set the event on the lightpost like so.

set the event name as "OutdoorLight" or "Light" the difference is that the "OutdoorLight" will change according to time.

Wichu
August 13th, 2008, 06:38 AM
Atomic_Reactor, for the first question, search for@spriteskin=Bitmap.new($TextFrames[$PokemonSystem.frame])in the PokeBattle_ActualScene script. Change the "$TextFrames[$PokemonSystem.frame]" to the filename of the skin you want to use (e.g. Graphics/Windowskins/BattleSkin.png), which should in the same format as a standard skin.

As for the second question, still in PokeBattle_ActualScene, search forMESSAGEBASECOLOR=Color.new(248,248,248)Then edit the numbers in that, and the lines beneath, to the hex codes for the desired colour (between 0 and 255 in the order red, green, blue - in this case, 248,248,248 means white).

Atomic Reactor
August 13th, 2008, 08:39 AM
Alright, i got the text changed.
But i did the other thing and i get this error. :(
http://i181.photobucket.com/albums/x19/atomicreactor334/Error-1.png

Shikamaru88
August 13th, 2008, 09:42 PM
thanks Wichu, it works now.
now i have 2 questions.

1. how do you edit the skins in battle? like the thing that says fight,run,bag,pokemon
and the attacks. cause its the same as the frame skin your using =/


2. how do you edit the color of the ttext that says "what will XXX do next" its white. i want it to be black.
i saw it somewhere before, so ill search it. but im hoping someone answering it would be quicker.
thanks in advance :P

you should also make sure that you editing the right graphic lcause some look the same ren your game look at the graphic then make they look exactly alike

Wichu
August 14th, 2008, 07:29 AM
Did you put quotes around it? As in "Graphics/Windowskins/Skin.png". If you don't put quotes, RMXP doesn't recognise it as a string. It thinks you're referring to a non-existent constant called Windowskins (there's already a class called Graphics).

Nero9121
August 14th, 2008, 08:32 AM
Does anyone have a server that works for them and is easy to set up? I am about done for my game and I want to make it into a mmorpg...I need server so badly...the one in the starter kit doesnt work for me...post link to good server if u know one please

Grifstar
August 14th, 2008, 09:23 PM
Okay, I need help on a few things...

How do you make a wild pokemon encounter(like the ones you would do for legendaries and so on) that you can't run away from? I looked into the notes and tried just about everything but I'm still able to run away from the battle, which I don't want.

Secondly, having to do with the same similair problem though, I noticed that if the script command exceeds over the first row of text and goes on to the second row, it registers it as and enter rather than a word wrap(and than when you finally get to the event, the game has an error heartattack and dies). Which doesn't matter for pokemon with very short names, such as Mew, but it's a big problem if it something like... Houndour, which is the pokemon I was trying to use for this.


Overall I absolutely love this thing, and I have some VERY INTERESTING ideas with it now(as if I don't have enough projects I should be doing). There's just a couple things I wish to fix/figure out, this being one of them DX

poccil
August 14th, 2008, 10:28 PM
It is possible to create Pokemon battles where the player cannot escape, but a bug prevents this. To fix this, find
the method "def pbPrepareBattle" in the script section PokemonField, and delete the following line, which is found in
that method:


battle.cantescape=false

Now it should work properly.

The problem with script lines is a problem with RPG Maker XP. To work around the problem, use the "expandtext" utility
that comes with Pokemon Essentials; namely, open "expandtext" while the Script dialog box is showing.

fudgy
August 14th, 2008, 10:55 PM
how do you make wild pokemon battles in grass.
how do you add menu icons to the menu/make the menu transparent like whichus game.

poccil
August 15th, 2008, 04:39 AM
Recently, editing Trainer battles using comments failed to work because of a bug in saving the converted maps. If this is the case, you will see many files named "mapXXX" with no file extensions. To fix it, find the following lines in the script section Compiler (near the bottom):


filename=sprintf("Data/map%03d",id)
map=pbLoadRxData(filename)


Change those lines to the following:


filename=sprintf("Data/map%03d",id)
if $RPGVX
filename+=".rvdata"
else
filename+=".rxdata"
end
map=load_data(filename)


To edit wild Pokemon battles, open the Pokemon Essentials Editor ("editor.exe") and select "Set Encounters."

Blazers
August 15th, 2008, 06:28 AM
Kind of off topic here...
But, I was wondering if there is a certain program used to make pokemon music for games?
I have a program i am using, but was wondering if there was anything better.

Grifstar
August 15th, 2008, 12:38 PM
Thanks, I got it to work now~ <3 (espeically love the extended text thing, that really helps a lot)

Second question though (which I'm sure this gets asked a lot) will this ever get updated to look more like D/P? Such as just upgraded battle sprites/graphics and newer movests at least. I tried changing some of the pokemon sprites already but they come out looking too big or too small.. Unless I want to have them pixelated weirdly. Changing movests I could maybe do on my own, but it'll just take a very long time.. Not to mention will have to try adding the newer attacks D:

Xiderwong
August 15th, 2008, 02:22 PM
Hey,

i have three questions.
The first, how can i put 2 or 3 worldmaps into the game?
The second, how can i edit the bag picute for each male? (The male had anotherbag than the female)
The last, i forgot.. ^^

Thanks, Xiderwong

TKS
August 16th, 2008, 04:27 PM
Kind of off topic here...
But, I was wondering if there is a certain program used to make pokemon music for games?
I have a program i am using, but was wondering if there was anything better.
I would just suggest that you get any kind of MIDI sequencer. There is no such program to make music specifically for Pokemon games. GBA games themselves have used certain trackers, but it's easier to just simulate the sounds with MIDIs. If you're looking for 8bit though, then MIDI won't do. That gets a lot more complicated...

yaoimutt
August 16th, 2008, 05:04 PM
Thanks, I got it to work now~ <3 (espeically love the extended text thing, that really helps a lot)

Second question though (which I'm sure this gets asked a lot) will this ever get updated to look more like D/P? Such as just upgraded battle sprites/graphics and newer movests at least. I tried changing some of the pokemon sprites already but they come out looking too big or too small.. Unless I want to have them pixelated weirdly. Changing movests I could maybe do on my own, but it'll just take a very long time.. Not to mention will have to try adding the newer attacks D:

graphics: no, you have to do that your self, thats not actually very hard, its actually really easy.

moves: you can do these yourself as well.

ddensu_pda
August 17th, 2008, 04:04 PM
Hello, im new in this forum.

My question is, how to put two different pokedex in starter kit for RMXP?
I want to put a regional pokedex, the starter kit comes with the national pokedex, but... i want to put another pokedex for the region of my game.

please, i really need help.

PD: sorry for my bad english.

TKS
August 21st, 2008, 09:04 AM
I have one question, I couldn't find it in the notes. I want to delete my LandNight encounter list because I made it by accident. And yes, I tried the delete key, lol.

poccil
August 21st, 2008, 09:46 AM
Sorry, the ability to delete encounter types from the editor hasn't been implemented yet. It will be added shortly.

BlueEew
August 21st, 2008, 06:14 PM
Where do I edit the actual story line. I mean from where Oak talks to you and you choose you gender etc to the very end of the league?

yaoimutt
August 22nd, 2008, 08:13 PM
does anyone know how to automaticly change a pokemons lvl? i want to be able to change a pokemons lvl to five (lvling down, not up)

also, i can't seem to get the cut-scene skip to work, is anyone else having this problem?

Demonic Budha
August 23rd, 2008, 09:36 PM
Hey guys, got a question for anyone how knows the limitations of Scripts/events with-in the SK.
Is there a way to add an script (or an auto event) that actervates at the Load/New/Options screen.
What i want, is when the player powers up their game, that a process starts where a Random number is selected, this random number will effect things in ALL maps.
Thanks to any who can offer assistance.

Wichu
August 24th, 2008, 12:47 AM
BlueEew: There's an invisible event in the top-left corner of the map titled "Intro".
Yaoimutt: Add this script to a new script section in the script editor.class PokeBattle_Pokemon
def setLevel(level)
@level=level #Sets the level
calcStats #Recalculates the Pokémon's stats
Kernel.pbMessage(_INTL("{1} became level {2}!",@name,level) #Displays a message
pbTopRightWindow(_INTL("MaxHP: {1}\r\nATTACK: {2}\r\nDEFENSE: {3}\r\nSP. ATK: {4}\r\nSP. DEF: {5}\r\nSPEED: {6}",@totalhp,@attack,@defense,@speed,@spatk,@spdef)) #Displays the stat window
end
endThis is similar to usingpokemon.level=5but it also allows other things to be done, such as displaying a message. Use it like this:pkmn=$Trainer.party[0]
pkmn.setLevel(5)changing the number in the square brackets to the index of the Pokémon in the party (0-5), or replacing the $Trainer.party[0] with a PokeBattle_Pokemon object.
Demonic Buddha: Add this to a new script section:def randomStartup
rnd=rand(256)
return rand
endThen, add the linerandNumber=randomStartupto the PokemonLoad script at around line 204 (below "@scene.pbStartScene"). Then, add$game_variables[26]=randNumberat lines 293 and 360 (directly above "return"), changing the number to the ID of a variable. Finally, use events to achieve what you want. You can edit the randomStartup method to change how the random number is generated - for example, change 256 to whatever number you want to be the upper limit on the random number.

Trace
August 24th, 2008, 03:14 AM
I'm having problems with audio...

I have two maps (outdoor, and interior), and they both have the same music file. Now, I start in the interior, the music is fine. So I take the warp to the outside, it's still fine. But when I go back into the interior, it's silent. If I go back out, it's back. And if I go back in...you get the idea.
Anyways, is there any way to fix this? It still runs, but no audio, which is bothersome.
Oh, and it's not any of the events.
And I've tried messing with metatags, connections, and even making new maps.
Thanks.

sonic smash down
August 24th, 2008, 09:05 AM
hey yall im having just a little glitch wit the rival event. I was wondering there are two seperate pages one for his victory speech and the other for his losing speech how do i get the battle page to tell the diference. i couldnt find this in the notes.

Grifstar
August 24th, 2008, 11:51 AM
Okay, hopefully this will be my last questions for awhile, I'm getting ahead of myself anyway.

1. How do you make an HM work outside of battle(such as flying, cutting) without getting a badge?(then again, I still don't really know how you assign an HM to a badge to begin with) I imagine that it should just be a simple true/false switch somewhere, and I did find the "BADGEFORCUT", etc. scripts too, which probably has something to do with it, but I still don't know how to put it all together..

2. I can't seem to get the "always shiny" script to work, the one that was in the notes. (http://upokecenter.com/projects/pokestarter/notes.html#header113) I tried putting it on a clean script page and also next to the Events.onWildPokemonCreate script in PokemonField, but I always get an error when I use it... I still don't even know if I'm going to be using the feature anyway, but I just wanted to test it out.


And uhh... there was something else, but I don't remember now @_@

TKS
August 24th, 2008, 01:37 PM
Sorry, the ability to delete encounter types from the editor hasn't been implemented yet. It will be added shortly.
Alright, thanks. I still don't have anything to complain about, we are more than blessed to have this. lol

Nero9121
August 24th, 2008, 02:47 PM
can someone help me with how to set this up for the starter kit! please

rmxp.org/forums/index.php?topic=43100.0

Wichu
August 25th, 2008, 02:32 AM
Grifstar: What error do you get?

Grifstar
August 25th, 2008, 12:33 PM
Oh, nevermind it's working now. I just realised that I didn't have the new page in the right spot. But now it's running fine...

Although, still need help on the HM thing..

memyselforwho
August 25th, 2008, 07:54 PM
Absolutely amazing! I am actually surprised at how easy this is to use, especially since this is my first encounter with RMXP (I just purchased it, it's quite fun to play with/pass the time).

How would I go about changing the opening speech/encounter?




And @ Blazers08 (http://www.pokecommunity.com/member.php?u=71789)
Fruity Loops isn't a bad program for editing music/working with midi. Try the demo out, if you like it... buy it =D (It's the easiest program I know, though.. I could recommend others depending on your music writing ability)

Wichu
August 26th, 2008, 03:02 AM
Invisible event in the top-left corner of the "Intro" map...

memyselforwho
August 26th, 2008, 10:41 AM
Invisible event in the top-left corner of the "Intro" map...


Thanks bud ; ) that's simple enough.

Lady Berlitz
August 26th, 2008, 11:46 AM
I'm kind of lazy to try it out, so I'll just ask here.

Are all of the Status Effects already implemented?
Such as Burned, Asleep, etc.?

Youji
August 26th, 2008, 12:09 PM
I'm kind of lazy to try it out, so I'll just ask here.

Are all of the Status Effects already implemented?
Such as Burned, Asleep, etc.?

Yup. That's all in. But no aniomations for those are in, such like the birds (Confused), Ice, etc. You would have to implent them your own.

Demonic Budha
August 26th, 2008, 02:42 PM
OK, this is prolly going to get me yelled at, but ima ask anyway.
When updating, is it better to copy the *new* scripts over (or ALL the scripts)
Or is it easyier to copy the Maps from the OLD project????
Thanks

Nero9121
August 26th, 2008, 05:28 PM
what are the changes for the latest issue of pokemon essentials that was released yesterday?

partyghoul2000
August 26th, 2008, 08:47 PM
OK, this is prolly going to get me yelled at, but ima ask anyway.
When updating, is it better to copy the *new* scripts over (or ALL the scripts)
Or is it easyier to copy the Maps from the OLD project????
Thanks

well, i find it easier to copy EditorScripts and Scripts from the new data folder to your game rather than copy all the maps and switches and whatnot. the only problem with this tactic, is that any changes that YOU personally changed within the scripts will be gone. be sure to note these changes you make within a separate text document so you don't lose these changes. that's just my method though and it works perfect.

what are the changes for the latest issue of pokemon essentials that was released yesterday?

i noticed this too and i went investigating. poccil uploaded the changes, but musta forgot to add the link to the pokestarter page. the link can be found here

---> http://upokecenter.com/projects/pokestarter/changed-2008-08-25.txt

Demonic Budha
August 27th, 2008, 03:05 AM
well, i find it easier to copy EditorScripts and Scripts from the new data folder to your game rather than copy all the maps and switches and whatnot. the only problem with this tactic, is that any changes that YOU personally changed within the scripts will be gone. be sure to note these changes you make within a separate text document so you don't lose these changes. that's just my method though and it works perfect.

Ah, thats cool, i was assuming i would lose any modifycations, and planned to just re-add at the end of mapping, and i had sucured a version i was happy with :D
Thanks for the help partyghoul2000

InMooseWeTrust
August 27th, 2008, 03:13 AM
There is a field in \PBS\pokemon.txt about regional dex numbers (it's mentioned in the notes.html). I tried entering them in but I have no idea how to make regional dexes work.

How do I do this?

poccil
August 27th, 2008, 01:56 PM
Regional Pokedex numbers have been included for a long time, but I didn't write any support functions for them. Now I've done so. Put the code below in the script section PokemonUtilities, and read the comments to learn how to use these functions.

def pbGetRegionalNumber(region, nationalSpecies)
# Gets the regional Pokedex number of
# the national species for the specified region.
# The parameter "region" is zero-based. For
# example, if two regions are defined, they would
# each be specified as 0 and 1.
if nationalSpecies<=0 || nationalSpecies>PBSpecies.getCount
# Return 0 if national species is outside range
return 0
end
pbRgssOpen("Data/regionals.dat","rb"){|f|
numRegions=f.fgetw
numDexDatas=f.fgetw
if region>=0 && region<numRegions
f.pos=4+region*numDexDatas*2
f.pos+=nationalSpecies*2
return f.fgetw
end
}
return 0
end

def pbGetNationalNumber(region, regionalSpecies)
# Gets the national Pokedex number of
# the specified species and region.
# The parameter "region" is zero-based. For
# example, if two regions are defined, they would
# each be specified as 0 and 1.
pbRgssOpen("Data/regionals.dat","rb"){|f|
numRegions=f.fgetw
numDexDatas=f.fgetw
if region>=0 && region<numRegions
f.pos=4+region*numDexDatas*2
# "i" specifies the national species
for i in 0...numDexDatas
regionalNum=f.fgetw
if regionalNum==regionalSpecies
return i
end
end
end
}
return 0
end

def pbAllRegionalSpecies(region)
# Gets an array of all national species
# within a regional Pokedex, sorted by
# regional Pokedex number.
# The number of items in the array should be
# the number of species in the regional Pokedex plus
# 1, since index 0 is considered to be empty.
# The parameter "region" is zero-based. For
# example, if two regions are defined, they would
# each be specified as 0 and 1.
ret=[0]
pbRgssOpen("Data/regionals.dat","rb"){|f|
numRegions=f.fgetw
numDexDatas=f.fgetw
if region>=0 && region<numRegions
f.pos=4+region*numDexDatas*2
# "i" specifies the national species
for i in 0...numDexDatas
regionalNum=f.fgetw
ret[regionalNum]=i if regionalNum!=0
end
# Replace unspecified regional
# numbers with zeros
for i in 0...ret.length
ret[i]=0 if !ret[i]
end
end
}
return ret
end

Nero9121
August 27th, 2008, 04:51 PM
is there any way to use the scripts for the battle system on the website on projects page in an mmorpg maker? I cant get a server to work with my version and I would like to make a mmorpg

yaoimutt
August 27th, 2008, 10:44 PM
is there a way to turn off the national dex, and on the regional dex (or plurl)

PoKéMaKeR
August 28th, 2008, 07:12 AM
Here I am again, now with an other question:P
Does anybody know how to make an animated title screen?
Thanks in advance!

PoKéMaKeR

WhippedCream
August 28th, 2008, 07:30 AM
I have a quick question. Using the updated script, is there a way to use D/P sprites and graphics? I'm making a game and I want to use D/P sprites and screens.. using the script, is there a way to input the D/P graphics in instead of what is there?

Thank you in advance. ^^

Atomic Reactor
August 28th, 2008, 08:03 AM
Yeah, but you may wanna edit the scripts so everything fits in well.

WhippedCream
August 28th, 2008, 08:12 AM
Aw man... I suck at editing scripts... in fact, I suck at scripts in general... xDD

Grifstar
August 28th, 2008, 04:41 PM
Actually, DP sprites are really easy to add. But depending on how 'nice' you want them to look, you'll need to use Photoshop or something like it though. But updating them takes some time. But basically all you need to do is find the sprite you want to use, make sure the background is transparent, enlarge it to the same size as the sprites being used already(128x128 for me), then save it over the older sprite in the graphics folder. The interface and menus though might be a little more tricky to do..

I found it best though to just only upgrade the sprites you have in game currently and worry about the others later... Instead of doing 493 different pokemon and a bunch of trainers all at the same. Not to mention for pokemon you keep better track of which ones you need to add into the wild still.

Wichu
August 28th, 2008, 11:36 PM
You can resize them to 160x160 to keep the quality, but then they'll look a bit too large in-game.

Teck
August 29th, 2008, 06:00 PM
Hola me gustaria saber como puedo poner que se pueda realizar las MO, como cortar, sufear, etc, solo y cuando se tenga la medalla correspondiente, porque empesar el juego ya surfeando sin pokemon con esa mo ni la mo en concreto como que no pega xD, espero respuestas gracias

partyghoul2000
August 29th, 2008, 08:51 PM
Hola me gustaria saber como puedo poner que se pueda realizar las MO, como cortar, sufear, etc, solo y cuando se tenga la medalla correspondiente, porque empesar el juego ya surfeando sin pokemon con esa mo ni la mo en concreto como que no pega xD, espero respuestas gracias

ummmm...translation anybody?

shinylugia249
August 29th, 2008, 08:58 PM
He wants to know how to make the player surf, cut, or use any other hm's with the corresponding badges.

Wichu
August 29th, 2008, 11:48 PM
Script PokemonField, at the top. In Debug mode you can use HMs without the badges, but when you play it with the Game.exe, you won't have that problem.

*Google Translate*


Script PokemonField, en la parte superior. En el modo de depuración puede utilizar MOs sin las medallas, pero cuando juegas con el Game.exe, usted no tendrá ese problema.

venom12
August 30th, 2008, 02:53 AM
Hey i have problem, when i select a healing spot to pokecenter then if i lose the battle i teleport to house, someone can help?

delyemerald2
August 30th, 2008, 12:55 PM
How do you make an minigame?

UltramasterBDX
August 30th, 2008, 01:39 PM
Hey,

i have a question.
How can i edit the colors from the day & night change?
I searched around the scripts, but I can't find it.

Sorry for the "stupid" question, xD

poccil
August 30th, 2008, 05:34 PM
I've added an entry to the documentation in response:

The script section PokemonUtilities contains an array called HourlyTones, which specifies
the screen tints for each hour of the day (in the 24-hour clock), where the first item of
the array specifies the tint for hour 0 (midnight). Each entry has the form "Tone.new(Red,Green,Blue,Gray)", where Red, Green, and Blue specify the change to the intensity of each color on the screen (from -255 to 255, 0 means no change), and Gray specifies the saturation of each color on the screen (0 means fully saturated, and 255 means fully desaturated).

Hall Of Famer
August 30th, 2008, 07:53 PM
Can someone please tell me how to enable on-line trading and trainer battling events for an already existing game? Thx.

Wichu
August 31st, 2008, 04:49 AM
Also, the "online trade system" is unsupported, it is very difficult to test such a system without a different server than the one available. Programmers who want to build a server compatible with the "online trade system" should follow the protocol that comes with Pokemon Essentials.

Since the provided Netplay server doesn't seem to work for most people (if not everyone), there won't be any progress with the online until a new server system is made. I don't think poccil is up to the job, unfortunately.

~Red
August 31st, 2008, 06:13 AM
I don't know of this has already been asked but I'm trying to get Mode7 to work with Pokemon Essentials to give it a D/P look, but it doesnt seem to work. I cannot give links to other forums but just search Neo Mode 7 script in Google.

Wichu
August 31st, 2008, 07:25 AM
There's already a pseudo-mode 7 script in Essentials. Paste into a new script section above Main:def setMapView(mapView)
$PokemonSystem.tilemap=mapView
ObjectSpace.each_object(TilemapLoader){|o|
next if o.disposed?
case mapView
when 0 # Default
o.setClass($ResizeFactor==1.0 ? Tilemap : CustomTilemap)
when 1 # Custom
o.setClass(CustomTilemap)
when 2 # Perspective
o.setClass(Draw_Tilemap)
end
}
endThen use setMapView(2) to change to perspective view, and setMapView(1) to go back to normal. I'm not sure if it still works in the newest versions though.

yaoimutt
August 31st, 2008, 07:32 AM
There's already a pseudo-mode 7 script in Essentials. Paste into a new script section above Main:def setMapView(mapView)
$PokemonSystem.tilemap=mapView
ObjectSpace.each_object(TilemapLoader){|o|
next if o.disposed?
case mapView
when 0 # Default
o.setClass($ResizeFactor==1.0 ? Tilemap : CustomTilemap)
when 1 # Custom
o.setClass(CustomTilemap)
when 2 # Perspective
o.setClass(Draw_Tilemap)
end
}
endThen use setMapView(2) to change to perspective view, and setMapView(1) to go back to normal. I'm not sure if it still works in the newest versions though.

he doesn't even have to do that, he just has to change that option in the menu to perspective. it's already in there.

Wichu
August 31st, 2008, 07:45 AM
he doesn't even have to do that, he just has to change that option in the menu to perspective. it's already in there.

That's to force the change in-game through a script.

~Red
August 31st, 2008, 07:49 AM
But i want to make things like trees and houses stay upright so that it is 2.5d if you get what i mean...

Shikamaru88
August 31st, 2008, 08:44 AM
How do you make an minigame?

through scripting and events

earth 2222
August 31st, 2008, 05:40 PM
man i dont even know how to change the map terrain how do you do it?

delyemerald2
September 1st, 2008, 11:01 AM
through scripting and events

What kind of Commands? And what msut stand in an comand?

Lorem Ipsum
September 1st, 2008, 12:13 PM
To make a minigame, you have to set everything up with windows and pictures and sprites and stuff, which is rather complicated if you are new to RGSS, then you have to bring everything together and activate it in a Call Script event, like:
pbMyMinigame.start

Grifstar
September 1st, 2008, 05:34 PM
... *s-sigh* I'm getting ahead of myself again. But I been working on editing the attacks now(now that I've figured a lot of it out, woot!). But there's still one thing bothering me..

How do you give attacks their own animation? As in, say I made an animation to use for ember, how do I assign it to it? Also, would I have to make a different animation when I'm using it and when the enemy does or does it automatically switch on it's own?


Also, kinda off topic but not really. My BIGGEST pet peeve about the 3rd gen battle system is that it takes way too long for a wild pokemon(or trainer) to scroll from the left side of the screen to the right at the very beginning. It there possibly a way to speed this up?

partyghoul2000
September 1st, 2008, 05:51 PM
How do you give attacks their own animation? As in, say I made an animation to use for ember, how do I assign it to it? Also, would I have to make a different animation when I'm using it and when the enemy does or does it automatically switch on it's own?

okay, to link a move to an animation you must use Move:Whatever. for example, your ember animation would be called Move:EMBER. enemy animation, i believe, is just simply a mirror of the original animation.

yaoimutt
September 2nd, 2008, 10:00 AM
how does the spenda thing work? because i made a new pokemon that i need the same thing to happen to.

Senjistar
September 2nd, 2008, 11:02 AM
Okay I'm sorry guys for the noob question. I'm having troubles with trainer battles. I've read the nots and tried the comment commands after you title the event trainer(4). I know I have to add the trainer for this battle to work. Where do I edit the trainer? I want to do it through pbs. I've tried editing and the game wont run. This is all I want, if someone could tell me where to put it at that'd be awesome.

Type: Lass
Name: Eva
1 (is this the number of pokemon?)
Starly,3

Now what else should I do besides this, and how do I change the moves and stuff?

yaoimutt
September 2nd, 2008, 11:18 AM
Okay I'm sorry guys for the noob question. I'm having troubles with trainer battles. I've read the nots and tried the comment commands after you title the event trainer(4). I know I have to add the trainer for this battle to work. Where do I edit the trainer? I want to do it through pbs. I've tried editing and the game wont run. This is all I want, if someone could tell me where to put it at that'd be awesome.

Type: Lass
Name: Eva
1 (is this the number of pokemon?)
Starly,3

Now what else should I do besides this, and how do I change the moves and stuff?

go to the game folder, then to the pbs files, then go and add the information (don't type the word type, or name, just put them in, and make sure the type is in caps, also, put the pokemon in caps. and yes, that is the number of pokemon.

lastly, the battles don't work on just command lines, people still think it does because they never read on. if you read in the notes, there is a part that says "Behind the Scenes", it tells you of some stuff that you also have to put in the trainer event.:

If you inspect the generated event commands, you will see that Trainer events normally consist of two event pages. The first has an Event Touch trigger and has the following structure:

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

Parameter 1: Trainer type.
Parameter 2: Trainer's name. The Trainer type and Trainer name must be found in the Trainer data file.
Parameter 3: Dialogue that the Trainer says when the player wins. This parameter should be wrapped in _I() (with a capital i), to support localization of the text.
Parameter 4: Optional. Whether the battle is a double battle. The default is false. If the battle is a double battle, an exception will be raised if the player has only one Pokemon, so this case must be checked before the battle begins. For an example, see the two people to the left of the Pokemon Center's PC.
Parameter 5: Optional. A number to distinguish Trainers with the same Trainer type and Trainer name. Specify 0 if there is only one such Trainer.
Parameter 6: Optional. If true, the game will continue where the battle began even if the player loses the battle. If the player loses, the option "Set handling when conditions do not apply" should be active for the conditional branch and commands to run when the player loses should be placed in the Else part of that branch.

hope that helps

Senjistar
September 2nd, 2008, 11:26 AM
go to the game folder, then to the pbs files, then go and add the information (don't type the word type, or name, just put them in, and make sure the type is in caps, also, put the pokemon in caps. and yes, that is the number of pokemon.

lastly, the battles don't work on just command lines, people still think it does because they never read on. if you read in the notes, there is a part that says "Behind the Scenes", it tells you of some stuff that you also have to put in the trainer event.:

If you inspect the generated event commands, you will see that Trainer events normally consist of two event pages. The first has an Event Touch trigger and has the following structure:

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

Parameter 1: Trainer type.
Parameter 2: Trainer's name. The Trainer type and Trainer name must be found in the Trainer data file.
Parameter 3: Dialogue that the Trainer says when the player wins. This parameter should be wrapped in _I() (with a capital i), to support localization of the text.
Parameter 4: Optional. Whether the battle is a double battle. The default is false. If the battle is a double battle, an exception will be raised if the player has only one Pokemon, so this case must be checked before the battle begins. For an example, see the two people to the left of the Pokemon Center's PC.
Parameter 5: Optional. A number to distinguish Trainers with the same Trainer type and Trainer name. Specify 0 if there is only one such Trainer.
Parameter 6: Optional. If true, the game will continue where the battle began even if the player loses the battle. If the player loses, the option "Set handling when conditions do not apply" should be active for the conditional branch and commands to run when the player loses should be placed in the Else part of that branch.

hope that helps

Yeah that'll help, thanks so much. Yeah I knew there was more to do and I think it was that I wasn't typing in caps and I had the words "Type:" and "Name:"

poccil
September 2nd, 2008, 12:37 PM
Senjistar, yaiomutt:

For simple trainer battles, editing Trainer battles using comments is the recommended method.
In fact, I have added a note to the "Behind the Scenes" section to that effect:


Please note that the instructions above [that is, using comments to define Trainer battles]
are sufficient for simple Trainer battles. Using the method shown below [that is, using scripts]
is appropriate only for more complex battles, such as Gym Leader battles.


In older releases of Pokemon Essentials, editing Trainer battles using comments failed to work
because of a bug in saving the converted maps. If this is the case, you will see many files
named "mapXXX" with no file extensions. To fix it, find the following lines in the script
section Compiler (near the bottom):

filename=sprintf("Data/map%03d",id)
map=pbLoadRxData(filename)

Change those lines to the following:

filename=sprintf("Data/map%03d",id)
if $RPGVX
filename+=".rvdata"
else
filename+=".rxdata"
end
map=load_data(filename)

You may have to hold the CTRL key the next time you run the game from RPG Maker XP to make
the changes take effect.

Teck
September 2nd, 2008, 04:02 PM
me gustaria saber como es el script correpto para que se registre un entrenador en el telefono, perdon por no hablar ingles pero mi ingles es muy pobre :P

poccil
September 2nd, 2008, 05:48 PM
Teck:

I can read Spanish well enough to understand you.

To allow a Trainer to be registered on the Phone, you must put more than one Comment on the Trainer beginning with Battle. In the example below, you see two such Comment event commands:


Comment: Battle: Hello, this is the first battle.
Comment: Battle: Hello, this is the second battle.


In addition, you can add a Comment specifying what the Trainer says when registering the Trainer's phone number, like this:


Comment: RegSpeech: Let me register you.

partyghoul2000
September 2nd, 2008, 08:59 PM
once again, another great update poccil. you never cease to amaze me. but i do have one little inquery about the different forms for pokemon. wouldn't it be possible to write a small script that looks for more letters or symbols on the battlers & icons filename? for example, have the script look for, in this case unown, 201_01, 201_02, 201_03 and so forth? or maybe name them as such and type it out in the ruby script to point out which pokemon have different forms and which ones don't, so the script doesn't waste cpu power looking for other extra forms? im really looking forward towards this feature being added to your already incredibly amazing starter kit. :D

Lorem Ipsum
September 3rd, 2008, 06:10 AM
I'm not entirely sure about how to register a phone number... I've read the documentation, but it isn't that clear. I want to register the mum's phone number into the Pokégear...

~Red
September 3rd, 2008, 08:00 AM
Not sure if this is entirely ontopic, but i was wondering where i could find a RGSS/Ruby scripting tutorial? Thanks in advance...

partyghoul2000
September 3rd, 2008, 08:16 AM
Not sure if this is entirely ontopic, but i was wondering where i could find a RGSS/Ruby scripting tutorial? Thanks in advance...

the best place to start learning ruby script would be right here. (http://www.ruby-lang.org/en/) just click one of the links in the "Get Started" section and you're on your way to learning basic ruby.

Teck
September 3rd, 2008, 09:11 AM
Para que te puedan dar por ejemplo dos pociones en vez de una, en el mismo momento cual es el script que hay que poner?

venom12
September 4th, 2008, 12:25 PM
I have problem, The backsprite dont work in my game, i write in metadat.txt trback and i have blank in battle, who help?

tokinini
September 4th, 2008, 06:28 PM
when i am using pokemon essentials, i get this error:




Exception: RuntimeError
Message: Script error within event 15, map 12 (Gabrock Town):
Section041:80:in `initialize'LoadLibrary: rubyscreen.dll

Section019:238:in `pbExecuteScript'
Section041:80:in `new'
Section041:80:in `snap_to_bitmap'
Section080:146:in `pbBattleAnimation'
Section090:314:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Section019:753:in `eval'
Section019:238:in `pbExecuteScript'
Section019:753:in `command_111'
Section019:292:in `execute_command'

Interpreter:249:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'
Scene_Map:110:in `update'
Scene_Map:66:in `main'


what do i do?

yaoimutt
September 4th, 2008, 08:51 PM
when i am using pokemon essentials, i get this error:




Exception: RuntimeError
Message: Script error within event 15, map 12 (Gabrock Town):
Section041:80:in `initialize'LoadLibrary: rubyscreen.dll

Section019:238:in `pbExecuteScript'
Section041:80:in `new'
Section041:80:in `snap_to_bitmap'
Section080:146:in `pbBattleAnimation'
Section090:314:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Section019:753:in `eval'
Section019:238:in `pbExecuteScript'
Section019:753:in `command_111'
Section019:292:in `execute_command'

Interpreter:249:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'
Scene_Map:110:in `update'
Scene_Map:66:in `main'


what do i do?

go to map 12, and find event 15, tell us what it says there.

Pokehero22
September 4th, 2008, 11:48 PM
I have a small problem!

When I go to the pbaddpokemon(025,5) that script,
I get Spearow! X_X

And Number 25 is Pikachu!

Wichu
September 5th, 2008, 08:35 AM
Venom12: You're not supposed to use that. Name your file trback000, changing the 000 depending on the ID of the player's trainer type. Put that file in the Graphics/Pictures folder.
Tokinini: Have you got a file named rubyscreen.dll in the main folder of your game? If not, download Essentials again, and take the one from there.
Pokehero22: Are you sure that you're using this script? Perhaps you made a typo...pbAddPokemon(25,5)

And 3000th reply to the thread :P

Champio30
September 5th, 2008, 12:54 PM
I have a question.
How do I change the main character when he's throwing the pokeball in event mode.
it says traback, but when I change it, it goes to characters
Help

yaoimutt
September 5th, 2008, 08:11 PM
I have a question.
How do I change the main character when he's throwing the pokeball in event mode.
it says traback, but when I change it, it goes to characters
Help

that just means that the image you used is a charset, you need to put down the name of the trainerback

Champio30
September 6th, 2008, 04:51 AM
that just means that the image you used is a charset, you need to put down the name of the trainerback

so lets say i save it as trback1? den i go to editor>metadata>global>the girl char, i click unused to change it, and it goez to char sheets

.houndoomed
September 6th, 2008, 09:22 AM
I have a question regarding the Battle Backrounds.

I want to get D/P style battle backrounds, but since the 'battlebg' files are made to repeat themselves to make the backround, I can't do it. So what script, and which lines do I change to make the backround image just show once?

Thanks in advance.

Champio30
September 6th, 2008, 11:01 AM
k got another question.
On page 38 it shows how to setup netplay, well, after you setit up, can you like reinstall everything you downloaded???

yaoimutt
September 6th, 2008, 11:02 AM
I have a question regarding the Battle Backrounds.

I want to get D/P style battle backrounds, but since the 'battlebg' files are made to repeat themselves to make the backround, I can't do it. So what script, and which lines do I change to make the backround image just show once?

Thanks in advance.

you don't need to modify any scripts, all you have to do is replace the images, the reason why you don't need to replace any of the scripts is because the images are ONLY repeated if they are not big enough, and are only repeated enough to fit the screen, meaning you not need to do anything but replace the images.

YEAH! my first script edit! (yes, i know, it's the worlds most simplest script edit, but i'm learning)

anyway, i got tired of the fact that i can't have any area in a dive map that you could move on, but couldn't dive up on, so i edited the script! :D

and i desided to give you the script to.

just go to line 1747 in pokemonfield, and replace that section of coding with this:
def Kernel.pbSurfacing
return if !$PokemonGlobal.diving
divemap=nil
meta=pbLoadMetadata
for i in 0...meta.length
if meta[i] && meta[i][MetadataDiveMap]
if meta[i][MetadataDiveMap]==$game_map.map_id
divemap=i
break
end
end
end
return if !divemap
if $game_switches[150]
movefinder=Kernel.pbCheckMove(PBMoves::DIVE)
if $DEBUG || movefinder
if Kernel.pbConfirmMessage(_INTL("Light is filtering down from above. Would you like to use Dive?"))
speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
Kernel.pbMessage(_INTL("{1} used Dive.",speciesname))
pbHiddenMoveAnimation(movefinder)
pbFadeOutIn(99999){
$game_temp.player_new_map_id=divemap
$game_temp.player_new_x=$game_player.x
$game_temp.player_new_y=$game_player.y
$game_temp.player_new_direction=$game_player.direction
pbCancelVehicles
$PokemonGlobal.surfing=true
pbUpdateVehicle
$scene.transfer_player(false)
surfbgm=pbGetMetadata(0,MetadataSurfBGM)
$game_switches[150]=false
if surfbgm
$game_system.bgm_play(surfbgm)
else
$game_map.autoplayAsCue
end
$game_map.refresh
}
return true
end
else
raise _INTL("Can't find Pokemon with Dive...")
end
else
end
return false
end


then go to lin 1879 (also in pokemonfield) and replace that section of code with this:
def Kernel.pbDive
divemap=pbGetMetadata($game_map.map_id,MetadataDiveMap)
return false if !divemap
if $DEBUG || $Trainer.badges[BADGEFORDIVE]
movefinder=Kernel.pbCheckMove(PBMoves::DIVE)
if $DEBUG || movefinder
if Kernel.pbConfirmMessage(_INTL("The sea is deep here. Would you like to use Dive?"))
speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
Kernel.pbMessage(_INTL("{1} used Dive.",speciesname))
pbHiddenMoveAnimation(movefinder)
pbFadeOutIn(99999){
$game_temp.player_new_map_id=divemap
$game_temp.player_new_x=$game_player.x
$game_temp.player_new_y=$game_player.y
$game_temp.player_new_direction=$game_player.direction
pbCancelVehicles
$PokemonGlobal.diving=true
pbUpdateVehicle
$scene.transfer_player(false)
$game_map.autoplay
$game_map.refresh
}
$game_switches[150]=true
return true
end
else
Kernel.pbMessage(_INTL("The sea is deep here. A Pokemon may be able to go underwater."))
end
else
Kernel.pbMessage(_INTL("The sea is deep here. A Pokemon may be able to go underwater."))
end
return false
end


then, in your game, where ever you want the player to nolonger be able to dive up, make an event that turns switch 150 off (you can change the switch number by editing the 2 scripts above)
then, make a new event that turns that same switch back on in a spote RIGHT before the area where you want the player to stop diving.

this images shows you what i mean about the events:
http://img366.imageshack.us/img366/539/divedhy0.png (http://imageshack.us)

?Alistair?
September 6th, 2008, 02:58 PM
Hey. I've got some experience with RPG Maker Xp and this kit looks great. My version of RPGXP is a Japanese translation and so i changed the text in the game file (via notepad, like you said) to 1.01 and now it loads fine. Except for 2 rather massive things. I can't acess Editor, it just makes the error noise and wont load. Also It wont let me test play the game (the Test Maps) at all, it gives an error message and close the game.

poccil
September 6th, 2008, 04:26 PM
That's because you need the file "RGSS102E.dll (http://google.com/search?q=RGSS102E)", which is not included with Pokemon Essentials. Once you have that file, put it within the game's folder. I will mention that in the documentation.