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View Full Version : [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP


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AtlantianTokRa
October 10th, 2008, 01:40 PM
AtlantianTokRa:

Check if you see "onWildPokemonCreate" in the script section PokemonField. If you don't, then you must upgrade your Pokemon Essentials version. If you do, I'm afraid I can't help you further.
thanks, i'll try upgrading. althouh i was sure i was using the latest version

Geeked
October 10th, 2008, 02:41 PM
Thanks Poccil.. I feel like a n00b xP

AtlantianTokRa
October 11th, 2008, 08:51 AM
how could i make it so that an item mimics a trade to make a pokemon evolve, i.e. you use the item on machoke and it evolves but if you use it on scyther it doesn't evolve unless metal coat is equipped

Geeked
October 11th, 2008, 09:02 AM
Poccil, On the triple triad thing, where can I add cards, and stuff?

AtlantianTokRa
October 11th, 2008, 01:25 PM
a few more questions:
In the script PokeBattle_Battle there is a section on snag balls. how do i use them?
How can I make a single pokedex for several regions? (it is technically one region but it's so big i had to break it up into smaller maps)

poccil
October 11th, 2008, 01:47 PM
Use the following script to evolve a Pokemon as though it were traded (pokemon refers to a PokeBattle_Pokemon object). (The script would appear as a Script event command, assuming the variable pokemon was defined beforehand in that same Script event command.)

newspecies=pbTradeCheckEvolution(pokemon)
if newspecies>0
evo=PokemonEvolutionScene.new
evo.pbStartScreen(pokemon,newspecies)
evo.pbEvolution(false)
evo.pbEndScreen
end


Snag Balls are a special type of item which I have only just documented in response to your request. Please see the documentation online (http://upokecenter.com/projects/pokestarter/notes.html) under the section "PBS/items.txt", field 9.

In the normal case, the Pokedex will change depending on the current region. There is a method named "pbGetPokedexRegion" in the script section PokemonPokedex which will determine which region (mode) the Pokedex will be in. However, other than the suggestion for changing the background depending on region (which is commented out in the script section PokemonPokedex), there is no mechanism implemented for the user interface that would change the Pokedex mode.

Xray:

There is no mechanism for adding Triad cards. Cards can only be bought. See the events in the Pokemon Center.

<~F.M.P~>
October 11th, 2008, 01:56 PM
Hey poccil, Do you think you can tell me how to change the lv, name, hp bar, and health shown on the battle box when you encounter a pokemon or trainer so it all fits in the box

http://www.pokecommunity.com/picture.php?albumid=1309&pictureid=11439

AtlantianTokRa
October 11th, 2008, 02:05 PM
so any ball defined as a snag in items.txt ball will be able to catch any trainer pokemon. But then some of the script in the snag section is pointless unless the maker wants every single trainer pokemon to be catchable, yes?

tImE
October 11th, 2008, 10:32 PM
44tim44:

Each Pokemon species in "PBS/pokemon.txt" has three parameters for setting the position of each Pokemon sprite. They are detailed here:

BattlerPlayerY - Specifies the relative position of the back of the sprite on the battle screen. A higher number means the back sprite is placed lower on the screen.
BattlerEnemyY - Specifies the relative position of the front side sprite on the battle screen. A higher number means the front side sprite is placed lower on the screen.
BattlerAltitude - Specifies how far from the ground the front sprite is placed, that is, this value will be higher than 0 if the sprite has the appearance of being suspended in the air. A higher number means the front sprite is placed further from the ground.


Thanks, Poccil, but this doesn't work the way I want,
really...
Because, this way you can't move the Xposition of
a Pokemon, and I want ALL Pokemon to be moved
the same amount upwards and leftwards.

I hope you can help me.


//44tim44

Olimar72
October 12th, 2008, 01:02 PM
tried downloading the october 4 08 version of pokemon essentials. I'm pretty sure that's correct file to open up is game.rxproj right? When I open it up it gives me an error saying "Failed to Load Actor Data". I'm not sure why this is, or if it's just the wrong file. Also, I'm using Windows Vista if that might effect it, i'm not sure. By the way, yes, I do have RMXP. I'm trying to open up the file basically so I just want to know how to access it.

Please someone answer I really wanna know how to open it up.

AtlantianTokRa
October 12th, 2008, 01:28 PM
Please someone answer I really wanna know how to open it up.
the error is happening because the file Actors.rxdata is not in the data folder

Olimar72
October 12th, 2008, 01:40 PM
the error is happening because the file Actors.rxdata is not in the data folder


But it's already in the data folder... ?

AtlantianTokRa
October 12th, 2008, 02:49 PM
But it's already in the data folder... ?
then either the file is corrupt or i have no idea

crzyone9584
October 12th, 2008, 05:35 PM
i have problem with a bidge. cant explain so ill jsut show u.

http://img.photobucket.com/albums/v148/PsYcHoGoTh/untitled.jpg

how would i fix it?

Geeked
October 12th, 2008, 06:29 PM
@Poccil, I realised that 5 mins. after that post XP

Anyways.. I think it would be a great idea for a future released, for it to be possible for a second Pokedex.. I had plans to have a Regional & National Pokedex.. Seeing as it's not possible yet, I guess that plan wont follow through :P

partyghoul2000
October 12th, 2008, 07:28 PM
i have problem with a bidge. cant explain so ill jsut show u.

http://img.photobucket.com/albums/v148/PsYcHoGoTh/untitled.jpg

how would i fix it?

that looks like you have a map layering problem, tile priority problem or possibly, both. >_>

crzyone9584
October 12th, 2008, 10:59 PM
that looks like you have a map layering problem, tile priority problem or possibly, both. >_>

the bridge is on the third, cave/ moutain tiles on second and river/sea on the 1st. how would i go about chaning the tile priority.

Hardy Har Har
October 13th, 2008, 02:19 AM
Just wanted to say that I now have multiple form Pokémon working properly.

However, I'm missing their back sprites.

If someone could find the backsprites of:then it could be implemented in Essentials.

Here's Giratina's forms in-game (obviously, the sprites will be redone in Advance style in the future):
http://i272.photobucket.com/albums/jj197/projectamethyst/Screenshots/Screenshot157.pnghttp://i272.photobucket.com/albums/jj197/projectamethyst/Screenshots/Screenshot160.png
http://i272.photobucket.com/albums/jj197/projectamethyst/Screenshots/Screenshot158.pnghttp://i272.photobucket.com/albums/jj197/projectamethyst/Screenshots/Screenshot159.png
They have the same dex number etc. but different stats and abilities, just like in Platinum.
Backsprites? I compiled some of them in a zip, resized them using GIMP(except for Burmy and Wormadam). It's in the Attachments. For Shellos and Gastrodon:
Shellos: http://bulbapedia.bulbagarden.net/wiki/Shellos_%28Pok%C3%A9mon%29
Gastrodon: http://bulbapedia.bulbagarden.net/wiki/Gastrodon_%28Pok%C3%A9mon%29
its in the bottom of the page.

For my questions:
1. How do I fix this:
http://i252.photobucket.com/albums/hh26/jaqthemouse/helpfixingthis.png
2. I tried to create an "Alternate Formes" script and when summary is viewed, it looks like this:
http://i252.photobucket.com/albums/hh26/jaqthemouse/wheresgiratina.png

imtheomega
October 13th, 2008, 05:52 AM
Hi poccil,

I didn't get an answer to a mail I've sent u 1 week ago, about an intl problem (with the lines with \1 at the end : those lines are not translated), so here it is :

Here a fixed version of the script section PBIntl. You will have to re-extract the game's text. If the script fails to work, then you must use the latest version of Pokemon Essentials and try again.



def pbAddScriptTexts(items,script)
script.scan(/(?:_I)\s*\(\s*\"((?:[^\\\"]*\\\"?)*[^\"]*)\"/){|s|
string=s[0]
string.gsub!(/\\\"/,"\"")
string.gsub!(/\\\\/,"\\")
items.push(string)
}
end

def pbAddRgssScriptTexts(items,script)
script.scan(/(?:_INTL|_ISPRINTF)\s*\(\s*\"((?:[^\\\"]*\\\"?)*[^\"]*)\"/){|s|
string=s[0]
string.gsub!(/\\r/,"\r")
string.gsub!(/\\n/,"\n")
string.gsub!(/\\1/,"\1")
string.gsub!(/\\\"/,"\"")
string.gsub!(/\\\\/,"\\")
items.push(string)
}
end

def pbSetTextMessages
Graphics.update
begin
mapinfos = load_data("Data/MapInfos.rxdata")
t = Time.now.to_i
messages=[]
texts=[]
for script in $RGSS_SCRIPTS
if Time.now.to_i - t >= 5
t = Time.now.to_i
Graphics.update
end
scr=Zlib::Inflate.inflate(script[2])
pbAddRgssScriptTexts(texts,scr)
end
mapnames=[]
for id in mapinfos.keys
mapnames[id]=mapinfos[id].name
end
MessageTypes.setMessages(MessageTypes::MapNames,mapnames)
# Must add messages since this code is shared by game system
# and editor
MessageTypes.addMapMessagesAsHash(0,texts)
for id in mapinfos.keys
if Time.now.to_i - t >= 5
t = Time.now.to_i
Graphics.update
end
filename=sprintf("Data/Map%03d.rxdata",id)
next if !pbRgssExists?(filename)
map = load_data(filename)
items=[]
choices=[]
for event in map.events.values
if Time.now.to_i - t >= 5
t = Time.now.to_i
Graphics.update
end
begin
for i in 0...event.pages.size
neednewline=false
lastitem=""
for j in 0...event.pages[i].list.size
list = event.pages[i].list[j]
if neednewline && list.code!=401
if lastitem!=""
lastitem.gsub!(/([^\.\!\?])\s\s+/){|m| $1+" "}
items.push(lastitem)
lastitem=""
end
neednewline=false
end
if list.code == 101
lastitem+="#{list.parameters[0]}"
neednewline=true
elsif list.code == 102
for k in 0...list.parameters[0].length
choices.push(list.parameters[0][k])
end
neednewline=false
elsif list.code == 401
lastitem+=" #{list.parameters[0]}"
neednewline=true
elsif list.code == 355 || list.code==655
pbAddScriptTexts(items,list.parameters[0])
elsif list.code == 111 && list.parameters[0]==12
pbAddScriptTexts(items,list.parameters[1])
elsif list.code==209
route=list.parameters[1]
for k in 0...route.list.size
if route.list[k].code==45
pbAddScriptTexts(items,route.list[k].parameters[0])
end
end
end
end
if neednewline
if lastitem!=""
items.push(lastitem)
lastitem=""
end
end
end
end
end
if Time.now.to_i - t >= 5
t = Time.now.to_i
Graphics.update
end
items|=[]
choices|=[]
items.concat(choices)
MessageTypes.setMapMessagesAsHash(id,items)
if Time.now.to_i - t >= 5
t = Time.now.to_i
Graphics.update
end
end
rescue Hangup
end
Graphics.update
end


def pbEachIntlSection(file)
lineno=1
re=/^\s*\[\s*([^\]]+)\s*\]\s*$/
havesection=false
sectionname=nil
lastsection=[]
file.each_line {|line|
if lineno==1&&line[0]==0xEF&&line[1]==0xBB&&line[2]==0xBF
line=line[3,line.length-3]
end
if !line[/^\#/] && !line[/^\s*$/]
if line[re]
if havesection
yield lastsection,sectionname
end
lastsection.clear
sectionname=$~[1]
havesection=true
else
if sectionname==nil
raise _INTL("Expected a section at the beginning of the file (line {1})",lineno)
end
lastsection.push(line.gsub(/\s+$/,""))
end
end
lineno+=1
if lineno%500==0
Graphics.update
end
}
if havesection
yield lastsection,sectionname
end
end

def pbGetText(infile)
begin
file=File.open(infile,"rb")
rescue
raise _INTL("Can't find {1}",infile)
end
intldat=[]
begin
pbEachIntlSection(file){|section,name|
index=name
if section.length==0
next
end
if !name[/^([Mm][Aa][Pp])?(\d+)$/]
raise _INTL("Invalid section name {1}",name)
end
ismap=$~[1] && $~[1]!=""
id=$~[2].to_i
itemlength=0
if section[0][/^\d+$/]
intlhash=[]
itemlength=3
if ismap
raise _INTL("Section {1} can't be an ordered list (section was recognized as an ordered list because its first line is a number)",name)
end
if section.length%3!=0
raise _INTL("Section {1}'s line count is not divisible by 3 (section was recognized as an ordered list because its first line is a number)",name)
end
else
intlhash=OrderedHash.new
itemlength=2
if section.length%2!=0
raise _INTL("Section {1} has an odd number of entries (section was recognized as a hash because its first line is not a number)",name)
end
end
i=0;loop do break unless i<section.length
if itemlength==3
if !section[i][/^\d+$/]
raise _INTL("Expected a number in section {1}, got {2} instead",name,section[i])
end
key=section[i].to_i
i+=1
else
key=MessageTypes.denormalizeValue(section[i])
end
intlhash[key]=MessageTypes.denormalizeValue(section[i+1])
i+=2
end
if ismap
intldat[0]=[] if !intldat[0]
intldat[0][id]=intlhash
else
intldat[id]=intlhash
end
}
ensure
file.close
end
return intldat
end

def pbCompileText
outfile=File.open("intl.dat","wb")
begin
intldat=pbGetText("intl.txt")
Marshal.dump(intldat,outfile)
rescue
raise
ensure
outfile.close
end
end



class OrderedHash < Hash
def initialize
@keys=[]
super
end
def keys
return @keys.clone
end
def inspect
str="{"
for i in 0...@keys.length
str+=", " if i>0
str+=@keys[i].inspect+"=>"+self[@keys[i]].inspect
end
str+="}"
return str
end
alias :to_s :inspect
def []=(key,value)
oldvalue=self[key]
if !oldvalue && value
@keys.push(key)
elsif !value
@keys|=[]
@keys-=[key]
end
return super(key,value)
end
def self._load(string)
ret=self.new
keysvalues=Marshal.load(string)
keys=keysvalues[0]
values=keysvalues[1]
for i in 0...keys.length
ret[keys[i]]=values[i]
end
return ret
end
def _dump(depth=100)
values=[]
for key in @keys
values.push(self[key])
end
return Marshal.dump([@keys,values])
end
end

class Messages
def initialize(filename=nil,delayLoad=false)
@messages=nil
@filename=filename
if @filename && !delayLoad
loadMessageFile(@filename)
end
end
def delayedLoad
if @filename && !@messages
loadMessageFile(@filename)
@filename=nil
end
end
def self.stringToKey(str)
if str[/[\r\n\t\1]|^\s+|\s+$|\s{2,}/]
key=str.clone
key.gsub!(/^\s+/,"")
key.gsub!(/\s+$/,"")
key.gsub!(/\s{2,}/," ")
return key
end
return str
end
def self.normalizeValue(value)
if value[/[\r\n\t\x01]|^[\[\]]/]
ret=value.clone
ret.gsub!(/\r/,"<<r>>")
ret.gsub!(/\n/,"<<n>>")
ret.gsub!(/\t/,"<<t>>")
ret.gsub!(/\[/,"<<[>>")
ret.gsub!(/\]/,"<<]>>")
ret.gsub!(/\x01/,"<<1>>")
return ret
end
return value
end
def self.denormalizeValue(value)
if value[/<<[rnt1\[\]]>>/]
ret=value.clone
ret.gsub!(/<<1>>/,"\1")
ret.gsub!(/<<r>>/,"\r")
ret.gsub!(/<<n>>/,"\n")
ret.gsub!(/<<\[>>/,"[")
ret.gsub!(/<<\]>>/,"]")
ret.gsub!(/<<t>>/,"\t")
return ret
end
return value
end
def self.writeObject(f,msgs,secname,origMessages=nil)
return if !msgs
if msgs.is_a?(Array)
f.write("[#{secname}]\r\n")
for j in 0...msgs.length
next if msgs[j]==nil || msgs[j]==""
value=Messages.normalizeValue(msgs[j])
origValue=""
if origMessages
origValue=Messages.normalizeValue(origMessages.get(secname,j))
else
origValue=Messages.normalizeValue(MessageTypes.get(secname,j))
end
f.write("#{j}\r\n")
f.write(origValue+"\r\n")
f.write(value+"\r\n")
end
elsif msgs.is_a?(OrderedHash)
f.write("[#{secname}]\r\n")
keys=msgs.keys
for key in keys
next if msgs[key]==nil || msgs[key]==""
value=Messages.normalizeValue(msgs[key])
valkey=Messages.normalizeValue(key)
# key is already serialized
f.write(valkey+"\r\n")
f.write(value+"\r\n")
end
end
end
def messages
return @messages || []
end
def extract(outfile)
return if !@messages
origMessages=Messages.new("Data/messages.dat")
File.open(outfile,"wb"){|f|
f.write(0xef.chr)
f.write(0xbb.chr)
f.write(0xbf.chr)
f.write("# To localize this text for a particular language, please\r\n")
f.write("# translate every second line of this file.\r\n")
if @messages[0]
for i in 0...@messages[0].length
msgs=@messages[0][i]
Messages.writeObject(f,msgs,"Map#{i}",origMessages)
end
end
for i in 1...@messages.length
msgs=@messages[i]
Messages.writeObject(f,msgs,i,origMessages)
end
}
end
def setMessages(type,array)
arr=[]
@messages=[] if !@messages
for i in 0...array.length
arr[i]=(array[i]) ? array[i] : ""
end
@messages[type]=arr
end
def self.createHash(type,array)
arr=OrderedHash.new
for i in 0...array.length
if array[i]
key=Messages.stringToKey(array[i])
arr[key]=array[i]
end
end
return arr
end
def self.addToHash(type,array,hash)
if !hash
hash=OrderedHash.new
end
for i in 0...array.length
if array[i]
key=Messages.stringToKey(array[i])
hash[key]=array[i]
end
end
return hash
end
def setMapMessagesAsHash(type,array)
@messages=[] if !@messages
@messages[0]=[] if !@messages[0]
@messages[0][type]=Messages.createHash(type,array)
end
def addMapMessagesAsHash(type,array)
@messages=[] if !@messages
@messages[0]=[] if !@messages[0]
@messages[0][type]=Messages.addToHash(type,array,@messages[0][type])
end
def setMessagesAsHash(type,array)
@messages=[] if !@messages
@messages[type]=Messages.createHash(type,array)
end
def saveMessages(filename=nil)
filename="Data/messages.dat" if !filename
File.open(filename,"wb"){|f|
Marshal.dump(@messages,f)
}
end
def loadMessageFile(filename)
begin
Kernel.pbRgssOpen(filename,"rb"){|f|
@messages=Marshal.load(f)
}
raise "Corrupted data" if !@messages.is_a?(Array)
return @messages
rescue
@messages=nil
return nil
end
end
def set(type,id,value)
delayedLoad
return if !@messages
return if !@messages[type]
@messages[type][id]=value
end
def get(type,id)
delayedLoad
return "" if !@messages
return "" if !@messages[type]
return "" if !@messages[type][id]
return @messages[type][id]
end
def getFromHash(type,key)
delayedLoad
return key if !@messages
return key if !@messages[type]
id=Messages.stringToKey(key)
return key if !@messages[type][id]
return @messages[type][id]
end
def getFromMapHash(type,key)
delayedLoad
return key if !@messages
return key if !@messages[0]
return key if !@messages[0][type]
id=Messages.stringToKey(key)
return key if !@messages[0][type][id]
return @messages[0][type][id]
end
end

module MessageTypes
Species=1
Items=2
Entries=3
Kinds=4
Moves=5
StorageCreator=6
TrainerTypes=7
TrainerNames=8
RegionNames=9
PlaceNames=10
ItemDescriptions=11
MoveDescriptions=12
Abilities=13
AbilityDescs=14
PhoneMessages=15
MapNames=16
@@messages=Messages.new
@@messagesFallback=Messages.new("Data/messages.dat",true)
def self.stringToKey(str)
return Messages.stringToKey(str)
end
def self.normalizeValue(value)
return Messages.normalizeValue(value)
end
def self.denormalizeValue(value)
Messages.denormalizeValue(value)
end
def self.writeObject(f,msgs,secname)
Messages.denormalizeValue(str)
end
def self.extract(outfile)
@@messages.extract(outfile)
end
def self.setMessages(type,array)
@@messages.setMessages(type,array)
end
def self.createHash(type,array)
Messages.createHash(type,array)
end
def self.addMapMessagesAsHash(type,array)
@@messages.addMapMessagesAsHash(type,array)
end
def self.setMapMessagesAsHash(type,array)
@@messages.setMapMessagesAsHash(type,array)
end
def self.setMessagesAsHash(type,array)
@@messages.setMessagesAsHash(type,array)
end
def self.saveMessages(filename=nil)
@@messages.saveMessages(filename)
end
def self.loadMessageFile(filename)
@@messages.loadMessageFile(filename)
end
def self.get(type,id)
ret=@@messages.get(type,id)
if ret==""
ret=@@messagesFallback.get(type,id)
end
return ret
end
def self.getOriginal(type,id)
return @@messagesFallback.get(type,id)
end
def self.getFromHash(type,key)
@@messages.getFromHash(type,key)
end
def self.getFromMapHash(type,key)
@@messages.getFromMapHash(type,key)
end
end

def pbLoadMessages(file)
return MessageTypes.loadMessageFile(file)
end
def pbGetMessage(type,id)
return MessageTypes.get(type,id)
end
def pbGetMessageFromHash(type,id)
return MessageTypes.getFromHash(type,id)
end

# Replaces first argument with a localized version and
# formats the other parameters by replacing {1}, {2}, etc.
# with those placeholders.
def _INTL(*arg)
begin
string=MessageTypes.getFromMapHash(0,arg[0])
rescue
string=arg[0]
end
string=string.clone
for i in 1...arg.length
string.gsub!(/\{#{i}\}/,"#{arg[i]}")
end
return string
end

# Replaces first argument with a localized version and
# formats the other parameters by replacing {1}, {2}, etc.
# with those placeholders.
# This version acts more like sprintf, supports e.g. {1:d} or {2:s}
def _ISPRINTF(*arg)
begin
string=MessageTypes.getFromMapHash(0,arg[0])
rescue
string=arg[0]
end
string=string.clone
for i in 1...arg.length
string.gsub!(/\{#{i}\:([^\}]+?)\}/){|m|
next sprintf("%"+$1,arg[i])
}
end
return string
end

def _I(str)
return _MAPINTL($game_map.map_id,str)
end

def _MAPINTL(mapid,*arg)
string=MessageTypes.getFromMapHash(mapid,arg[0])
string=string.clone
for i in 1...arg.length
string.gsub!(/\{#{i}\}/,"#{arg[i]}")
end
return string
end

def _MAPISPRINTF(mapid,*arg)
string=MessageTypes.getFromMapHash(mapid,arg[0])
string=string.clone
for i in 1...arg.length
string.gsub!(/\{#{i}\:([^\}]+?)\}/){|m|
next sprintf("%"+$1,arg[i])
}
end
return string
end




I had no problem to put the script on my game. But it has not solved the problem :s .

partyghoul2000
October 13th, 2008, 09:15 AM
the bridge is on the third, cave/ moutain tiles on second and river/sea on the 1st. how would i go about chaning the tile priority.

tile priority can be found in the database under tilesets. the n just click priority on the right side. the higher the number, the "higher" the tile is.

crzyone9584
October 13th, 2008, 09:24 AM
tile priority can be found in the database under tilesets. the n just click priority on the right side. the higher the number, the "higher" the tile is.


ok ill check it once i get home from my class today. thanks alot.

Olimar72
October 13th, 2008, 09:48 AM
tried downloading the october 4 08 version of pokemon essentials. I'm pretty sure that's correct file to open up is game.rxproj right? When I open it up it gives me an error saying "Failed to Load Actor Data". I'm not sure why this is, or if it's just the wrong file. Also, I'm using Windows Vista if that might effect it, i'm not sure. By the way, yes, I do have RMXP. I'm trying to open up the file basically so I just want to know how to access it.


Please help me!!! I can't even open it up because of this error.

DamianLeonhart
October 13th, 2008, 10:26 AM
Please help me!!! I can't even open it up because of this error.

I don't know if this has been asked or not, but do you have the RMXP RTP installed too? RMXP RTP (http://tkool.jp/products/rpgxp/eng/rtp_download.html)

AtlantianTokRa
October 13th, 2008, 10:33 AM
Please help me!!! I can't even open it up because of this error.
have you tried copying an older version of the actors.rxdata file into the data folder and replace. or try redownloading the .zip file

Olimar72
October 13th, 2008, 11:51 AM
I don't know if this has been asked or not, but do you have the RMXP RTP installed too? RMXP RTP (http://tkool.jp/products/rpgxp/eng/rtp_download.html)


Is there a difference between RMXP and RMXP RTP?

AtlantianTokRa
October 13th, 2008, 12:08 PM
Is there a difference between RMXP and RMXP RTP?
the rtp is basically all the default tilesets, charsets ect. and not having it would not stop the program from loading, it would stop a game from playing. but only if the game uses it

Olimar72
October 13th, 2008, 12:38 PM
the rtp is basically all the default tilesets, charsets ect. and not having it would not stop the program from loading, it would stop a game from playing. but only if the game uses it


... when I try downloading it it says I already hav RMXP downloaded. But I have the normal version, not RTP version. Should I delete RMXP and replace it with RMXP RTP?

AtlantianTokRa
October 13th, 2008, 12:44 PM
... when I try downloading it it says I already hav RMXP downloaded. But I have the normal version, not RTP version. Should I delete RMXP and replace it with RMXP RTP?
there is no rtp version. RTP is not a seperate version it is just a lot of image files that can be used in rmxp

partyghoul2000
October 13th, 2008, 07:54 PM
Please help me!!! I can't even open it up because of this error.

if you're using vista, this (http://www.pokecommunity.com/showpost.php?p=3075148&postcount=1) might be able to solve your problem. :D

ryushin5
October 14th, 2008, 05:59 AM
I want to know is their anyway to change the heroes backsprite and ow sprite including the battle graphic in the game for a short while for example like the hero uses a disguise to get into an evil team's base or something like that.

crzyone9584
October 14th, 2008, 07:29 AM
I want to know is their anyway to change the heroes backsprite and ow sprite including the battle graphic in the game for a short while for example like the hero uses a disguise to get into an evil team's base or something like that.

top of the page poccil answered it. its possible only through a small event. Because of the different sprites for surfing and fishing.

apolloman
October 14th, 2008, 11:09 AM
Hi poccil. i have a small question about modifing the scripts. I would like to change the word "pokemon" used on every screen it appears on, such as the start menu, pokedex page, pokemon summary etc. how would i go about it without damaging the game? (hope this makes sense 2 u)

delyemerald2
October 15th, 2008, 10:06 AM
Where can you edit on wich place you see the pokemon in battle?

imtheomega
October 15th, 2008, 10:44 AM
Where can you edit on wich place you see the pokemon in battle?

It has been answered before, look in the topic before answering...

44tim44:

Each Pokemon species in "PBS/pokemon.txt" has three parameters for setting the position of each Pokemon sprite. They are detailed here:

BattlerPlayerY - Specifies the relative position of the back of the sprite on the battle screen. A higher number means the back sprite is placed lower on the screen.
BattlerEnemyY - Specifies the relative position of the front side sprite on the battle screen. A higher number means the front side sprite is placed lower on the screen.
BattlerAltitude - Specifies how far from the ground the front sprite is placed, that is, this value will be higher than 0 if the sprite has the appearance of being suspended in the air. A higher number means the front sprite is placed further from the ground.


AtlantianTokRa:

Check if you see "onWildPokemonCreate" in the script section PokemonField. If you don't, then you must upgrade your Pokemon Essentials version. If you do, I'm afraid I can't help you further.

If it's not the answer to your question, just say it, I will take a look at the scripts to answer it better.

crzyone9584
October 15th, 2008, 01:04 PM
tile priority can be found in the database under tilesets. the n just click priority on the right side. the higher the number, the "higher" the tile is.


ok ill check it once i get home from my class today. thanks alot.

tried it found out that the endsof the moutain things are one so i made my bridge two. but now i just go behind it and cant walk on it. :'( ugh so many things keeping me from progressing lol. if anyone got any answeres for me that will be great.

partyghoul2000
October 15th, 2008, 08:47 PM
ok ill check it once i get home from my class today. thanks alot.

tried it found out that the endsof the moutain things are one so i made my bridge two. but now i just go behind it and cant walk on it. :'( ugh so many things keeping me from progressing lol. if anyone got any answeres for me that will be great.

can you elaborate a bit? also maybe another pic?

Ravecat
October 16th, 2008, 01:14 AM
Where can I change the script so that the screen stays the default size, but the size of sprites,etc isn't doubled?

The best I can do is keep the screen size, but the GBA size screen is in the corner with the rest of the screen just filled with black.

Thanks; I'm not too great at Ruby.

crzyone9584
October 16th, 2008, 07:55 AM
can you elaborate a bit? also maybe another pic?

pictures say more than words so here u go

http://img.photobucket.com/albums/v148/PsYcHoGoTh/withprioritysetto2.jpg

and before u go on it

http://img.photobucket.com/albums/v148/PsYcHoGoTh/before.jpg

imtheomega
October 16th, 2008, 08:36 AM
pictures say more than words so here u go

http://img.photobucket.com/albums/v148/PsYcHoGoTh/withprioritysetto2.jpg

and before u go on it

http://img.photobucket.com/albums/v148/PsYcHoGoTh/before.jpg

That's just a problem of priority of superposition...
Go into tools=> Data basis => chipsets (dont know if the names are exactly the same since I use the french version), select your chipset and look for your bridge in it. Look if there is a superposition priority on it (*1, *2, ...), if yes, delete it.

crzyone9584
October 16th, 2008, 09:36 AM
That's just a problem of priority of superposition...
Go into tools=> Data basis => chipsets (dont know if the names are exactly the same since I use the french version), select your chipset and look for your bridge in it. Look if there is a superposition priority on it (*1, *2, ...), if yes, delete it.

if u look at the first post on this page (which is mine i had a didfferent problem) partyghoul suggested to change priority so i did now i have this problem but the old problem is fixed.

imtheomega
October 16th, 2008, 09:43 AM
if u look at the first post on this page (which is mine i had a didfferent problem) partyghoul suggested to change priority so i did now i have this problem but the old problem is fixed.

Yes I've looked and that's exactly what I'm saying. This problem can only come from a superposition problem. Show us a screenshot of your chipset with the superpositions.

crzyone9584
October 16th, 2008, 09:49 AM
Yes I've looked and that's exactly what I'm saying. This problem can only come from a superposition problem. Show us a screenshot of your chipset with the superpositions.

its the default tileset with the bridge going from no superposition nothing to *2 thats all i changed.

imtheomega
October 16th, 2008, 10:02 AM
its the default tileset with the bridge going from no superposition nothing to *2 thats all i changed.

Uh, sorry, but you have just been saying that you've changed it to *2 and it must have no superposition... If it's 2, the player is then under the bridge like here...

delyemerald2
October 16th, 2008, 10:23 AM
Can someone give me the attacks.html?

crzyone9584
October 16th, 2008, 11:16 AM
Uh, sorry, but you have just been saying that you've changed it to *2 and it must have no superposition... If it's 2, the player is then under the bridge like here...

exactly. i did what partyghoul said to change. i changed the priority to be higher than the ledge of the rocks.

delyemerald2
October 16th, 2008, 12:01 PM
When i was changing characters so there were 4 and changed the bgm and window i got this error while saving:

Exception: NoMethodError
Message: undefined method `name' for nil:NilClass
PokemonEditor:1594:in `serializeConnectionData'
PokemonEditor:1592:in `each'
PokemonEditor:1592:in `serializeConnectionData'
PokemonEditor:1591:in `open'
PokemonEditor:1591:in `serializeConnectionData'
PokemonEditor:1974:in `pbMapScreenLoop'
PokemonEditor:1968:in `loop'
PokemonEditor:1983:in `pbMapScreenLoop'
PokemonEditor:1993:in `pbEditorScreen'
PokemonEditor:1990:in `pbCriticalCode'

Can someone help please?

imtheomega
October 16th, 2008, 12:15 PM
exactly. i did what partyghoul said to change. i changed the priority to be higher than the ledge of the rocks.

If you want it to be higher than the edge of the rocks, put this edge on the 2d layer of the map and the bridge on the 3rd, but don't change the superposition priorities to do it or you will have problems like you have now.

If you do like I've just said, it should solve your problem.

PoKéMaKeR
October 16th, 2008, 01:39 PM
When i was changing characters so there were 4 and changed the bgm and window i got this error while saving:

Exception: NoMethodError
Message: undefined method `name' for nil:NilClass
PokemonEditor:1594:in `serializeConnectionData'
PokemonEditor:1592:in `each'
PokemonEditor:1592:in `serializeConnectionData'
PokemonEditor:1591:in `open'
PokemonEditor:1591:in `serializeConnectionData'
PokemonEditor:1974:in `pbMapScreenLoop'
PokemonEditor:1968:in `loop'
PokemonEditor:1983:in `pbMapScreenLoop'
PokemonEditor:1993:in `pbEditorScreen'
PokemonEditor:1990:in `pbCriticalCode'

Can someone help please?

From what I can see the connection data doesn't work any more..
Did you change the Connection.txt file?
And if not what maps did you delete?

PoKéMaKeR

crzyone9584
October 16th, 2008, 01:54 PM
If you want it to be higher than the edge of the rocks, put this edge on the 2d layer of the map and the bridge on the 3rd, but don't change the superposition priorities to do it or you will have problems like you have now.

If you do like I've just said, it should solve your problem.

as stated a few posts after my first the cliff is on the second and the bridge is on the thrid. thats where party ghoul said to try the priority.

AtlantianTokRa
October 16th, 2008, 02:53 PM
as stated a few posts after my first the cliff is on the second and the bridge is on the thrid. thats where party ghoul said to try the priority.
so the bridge is on the third layer, the cliff is on the second and both their priorities are zero? is so then you shouldn't be having a problem

crzyone9584
October 16th, 2008, 03:04 PM
so the bridge is on the third layer, the cliff is on the second and both their priorities are zero? is so then you shouldn't be having a problem


no the default for the cliff that is on the bottom is *1 which is like the back of the house or a building do u go behind it. then the bridge orginally didnt have any priority. so i got the issue i had on the page before this one.

EDIT- i finally got it to work. So no worries. thanks for all the thoughts to get it to work.

delyemerald2
October 16th, 2008, 09:32 PM
I actually deleted all maps but not changed anything to the connections.txt

Curt200718
October 16th, 2008, 11:26 PM
Well delyemerald2, I think I know what your problem is. You should not have deleted the map named "intro". add that back to your project and edit the event to your likings. You could also try deleting all the code in your connections.txt File.

Also I believe changing Party Members is an Event Command that has no effect with this starterkit.

I also wanna give a Shoutout to Poccil and Flamguru, AUESOME STARTER KIT. I've been working on a project and it's coming along great ! I might make thread about it later.

PEACE OUT

PoKéMaKeR
October 17th, 2008, 01:23 AM
I actually deleted all maps but not changed anything to the connections.txt

Just delete the text in the connections.txt, I think that'll help

PoKéMaKeR

delyemerald2
October 17th, 2008, 10:36 AM
Sorry forget to mention except the intro.

crzyone9584
October 17th, 2008, 12:44 PM
could someone go into detail or even post their code for the side way up the cliffs. i tried what the notes say but it just hits the cliff wall and does nothing other than the beeping sound of being blocked.

PoKéMaKeR
October 17th, 2008, 12:53 PM
Sorry forget to mention except the intro.

still just remove the text in the connections.txt ;)
then it'll work, if not PM me

SpawnHyuuga
October 17th, 2008, 02:09 PM
@ Poccil (Spelling?): If I add an additional Color/Form does it need to be made for every Poke'mon or can I make it for only certain Pokemon? (I tried making a situation but only successfully confused myself.)

AtlantianTokRa
October 18th, 2008, 02:55 AM
could someone go into detail or even post their code for the side way up the cliffs. i tried what the notes say but it just hits the cliff wall and does nothing other than the beeping sound of being blocked.
have you set the event to player touch or have you just left it as action button?

crzyone9584
October 18th, 2008, 06:21 AM
have you set the event to player touch or have you just left it as action button?

its player touch. like i said i did what the diagram/event says to do on the notes. but like i said you hit it and you cant go past the cliff side. unless your not ment to put the side in and only the floor. but im pretty sure you put the side in there to.

delyemerald2
October 18th, 2008, 09:48 AM
Well the text was already away so i coppied map data and it worked!
That means one question left. Where i can get the attacks.html?

AtlantianTokRa
October 18th, 2008, 12:17 PM
attacks.html?what is that supposed to be?

SpawnHyuuga
October 18th, 2008, 01:57 PM
I don't remember any 'Attacks.html' but perhaps you mean one of these documents:

Abilities.txt
Tm.txt
AttacksRS.dat
Moves.dat

I Still have some questions on what I need to do and then I can probably shut up, and start working:

1.) If I add an additional Color/Form does it need to be made for every Poke'mon or can I make it for only certain Pokemon? (I tried making a situation but only successfully confused myself.)

2.) What is 'Connections.txt' or whatever for?

3.) How would I go about getting a script / event system for something like a Ru/Sa/Em/Di/Pe/Pla, Underground and/or Hidden Bases?

crzyone9584
October 18th, 2008, 02:12 PM
attacks html is on the upokecenter site. it snot included with the download.

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

thats the one that is refered to in the notes.html.

Connections.txt is to connect the maps so it doesnt have to laod everytime you exit and enter a new map for the world.

eg. in the game you go from the route to the city/town with no loading or fading.

for hidden bases i do believe there is documentaion in the notes.html. and i know it has been asked in this thread so just search for it.

AtlantianTokRa
October 18th, 2008, 02:26 PM
what would i need to make a new poke ball?
is the only script i need to edit "PokeBattle_Battle" and exactly how?
how do i make a pokeball that uses the same variable as an attack already implemented? (like a love ball and attract)

would the following scripts be about right (i'm still learning how to script so be kind) for a quick ball and a dusk ball?

when PBItems::QUICKBALL
if @turncount<5
rareness=(rareness*4).floor
else
if @turncount<10
rareness=(rareness*3).floor
else
if @turncount<15
rareness=(rareness*2).floor
end
end
end


when PBItems::DUSKBALL
rareness=(rareness*4).floor if Time.now.hour<6||Time.now.hour>=20

partyghoul2000
October 18th, 2008, 08:05 PM
3.) How would I go about getting a script / event system for something like a Ru/Sa/Em/Di/Pe/Pla, Underground and/or Hidden Bases?

you script it yourself, unless you can find someone wrote one that i don't know about >_>

what would i need to make a new poke ball?
is the only script i need to edit "PokeBattle_Battle" and exactly how?
how do i make a pokeball that uses the same variable as an attack already implemented? (like a love ball and attract)

would the following scripts be about right (i'm still learning how to script so be kind) for a quick ball and a dusk ball?

when PBItems::QUICKBALL
if @turncount<5
rareness=(rareness*4).floor
else
if @turncount<10
rareness=(rareness*3).floor
else
if @turncount<15
rareness=(rareness*2).floor
end
end
end


when PBItems::DUSKBALL
rareness=(rareness*4).floor if Time.now.hour<6||Time.now.hour>=20

all i see wrong with your code there, is that you're missing the "else" on your duskball and the "end" marks. :D

crzyone9584
October 18th, 2008, 09:09 PM
you script it yourself, unless you can find someone wrote one that i don't know about >_>

thought it was dscussed how to do it some where in the pages before.

Wichu
October 19th, 2008, 12:55 AM
AtlantianTokra: I think that looks fine. Maybe you could do something a bit different for the Quick Ball:rareness=[rareness*(4-(@turncount/5).floor),rareness].maxAlso, for the Dusk Ball, you'll have to check whether the player is in a cave. I can't say how to do that and the Love Ball thing without access to the scripts, though...

StrawyBlood
October 19th, 2008, 02:04 AM
I have a problem with my game T-T

when i try to launch it, it says:

Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 7, key WildItemRare
Compiler:1977:in `pbEachFileSectionEx'
Compiler:1960:in `each_line'
Compiler:1960:in `pbEachFileSectionEx'
Compiler:1998:in `pbEachFileSection'
Compiler:2199:in `pbCompilePokemonData'
Compiler:2197:in `open'
Compiler:2197:in `pbCompilePokemonData'
Compiler:3272:in `pbCompileAllData'
Compiler:3343
And the problem is that the pokemon of the section 7 doesnt have any WildItemRare T-T
Here is the Pokemon:


[7]
Name=FINOX
InternalName=FINOX
Kind=AQUA FOX
Pokedex=No Info
Type1=WATER
BaseStats=44,48,65,43,50,64
Rareness=45
BaseEXP=66
Happiness=70
GrowthRate=Fluctuating
StepsToHatch=5120
Color=Blue
Habitat=WatersEdge
EffortPoints=0,0,1,0,0,0
Abilities=TORRENT
Compatibility=1,2
Height=0.5
Weight=9.0
GenderRate=FemaleOneEighth
Moves=1,TACKLE,4,TAILWHIP,7,BUBBLE,10,WITH
DRAW,13,WATERGUN,18,BITE,23,RAPIDSPIN,28,P
ROTECT,33,RAINDANCE,40,SKULLBASH,47,HYDROPUMP
EggMoves=MIRRORCOAT,HAZE,MIST,FORESIGHT,
FLAIL,REFRESH,MUDSPORT,YAWN
Evolutions=RAINOX,Level,16
BattlerPlayerY=14
BattlerEnemyY=13
BattlerAltitude=0


I dont know where is the problem...

AtlantianTokRa
October 19th, 2008, 03:07 AM
AtlantianTokra: I think that looks fine. Maybe you could do something a bit different for the Quick Ball:rareness=[rareness*(4-(@turncount/5).floor),rareness].maxAlso, for the Dusk Ball, you'll have to check whether the player is in a cave. I can't say how to do that and the Love Ball thing without access to the scripts, though...
thank you. i forgot about the caves :P

well i've had another go at the dusk ball to include caves, and also a love ball

when PBItems::DUSKBALL
if @environment==PBEnvironment::Cave
rarerness=(rareness*4).floor
else
rareness=(rareness*4).floor if Time.now.hour<6||Time.now.hour>=20
end

when PBItems::LOVEBALL
agender=attacker.gender
ogender=opponent.gender
rareness=(rareness*8).floor if agender==2||ogender==2||agender==ogender
(sorry for posting things to be checked but i've just started and balls can't be checked easily through playtesting)

delyemerald2
October 19th, 2008, 05:58 AM
How can you change the font to the normal RMXP font?
I can't find the script section discripted in the help.

partyghoul2000
October 19th, 2008, 06:43 AM
thought it was dscussed how to do it some where in the pages before.

i searched the thread and i only found it mentioned, but no script or event solution. :(

Wichu
October 19th, 2008, 07:03 AM
You've got the Love Ball the wrong way around. This is how it should be:when PBItems::LOVEBALL
agender=attacker.gender
ogender=opponent.gender
rareness=(rareness*8).floor if !(agender==2||ogender==2||agender==ogender )

SpawnHyuuga
October 19th, 2008, 01:22 PM
Alright I searched the thead for the search words (seperately) Base, Secret and Hidden, and turned up few results. Only a couple people suggesting it and another person asking how to do it.

But now I have another question, in my intro I would like it so after the player chooses gender, then they go to a menu or choices for choosing a player sprite, like maybe one of the males from the other games not just Brendan and May. How do I do this?

I also apologize if any of this is in the notes, but I cleared Connections.txt and Encounters.txt so why the heck am I encountering a Zubat in Oak's Lab after I picked up my Bulbasaur?

Better yet, when I save in Pallet Town why does it say Poke Center and why in Oak's Lab does it call it a cave?

poccil
October 19th, 2008, 02:04 PM
There are no plans for implementing "secret bases". "Secret bases" are not supported.

There is no support for changing a player's character sprite currently.

The metadata needs to be updated after maps were deleted, since they now have the IDs of old maps. Please use the "Set Metadata" and "Set Encounters" options in the Pokemon Essentials editor (editor.exe).

Magnemite
October 19th, 2008, 04:16 PM
I've tried to learn more about Alternate Forms, but I can't quite figure it out.

For my game, I want to have different colored Pokemon in certain areas, just like East/West Shellos. Does anyone know how I can do this?

The Pokemon will have the exact same stats, just a different picture and a way for me to differentiate between the recolor and the standard so that I can set them apart in the encounters.txt file.

Anyone?

crzyone9584
October 19th, 2008, 05:15 PM
im still having trouble with the gowing up and down the moutian side. it has three layers so the example is kinda confusing to me since it only covers two layers.

AtlantianTokRa
October 20th, 2008, 07:15 AM
im still having trouble with the gowing up and down the moutian side. it has three layers so the example is kinda confusing to me since it only covers two layers.

if you mean the cliff is three tiles high then you just put the evens at the top and bottom and insert an extra 'move upper/lower right/left

crzyone9584
October 20th, 2008, 07:53 AM
if you mean the cliff is three tiles high then you just put the evens at the top and bottom and insert an extra 'move upper/lower right/left

ok now do i put the ledge there or jut the cliff floor. no matter what i put it still plays the blocking sound. and yes im doing what the notes say and all your guyses advice.

delyemerald2
October 20th, 2008, 10:57 AM
Can somebody tell how i can change the font to the original of the RMXP?

PoKéMaKeR
October 20th, 2008, 11:19 AM
Can somebody tell how i can change the font to the original of the RMXP?

just remove the pokemon fonts from your C:\windows\fonts map ;)

SpawnHyuuga
October 20th, 2008, 12:06 PM
Why when I run Editor.exe from my computer does it freeze up? It always stops at like 'Processing Line 12700.' If it says it's just Pokemon Essentials, is it done, and I close it, because I thought it would start a visual menu for editting things? Or do I start it by trying to 'Test Play' my project?

PoKéMaKeR
October 20th, 2008, 12:55 PM
Why when I run Editor.exe from my computer does it freeze up? It always stops at like 'Processing Line 12700.' If it says it's just Pokemon Essentials, is it done, and I close it, because I thought it would start a visual menu for editting things? Or do I start it by trying to 'Test Play' my project?

You've edited something wrong in one of the .txt files I think..
But I don't know what because I don't know what Processing Line 12700 means because there are multiple options it from what could be

Curt200718
October 20th, 2008, 01:38 PM
Hello everyone, I have a simple question, Has it been implemented for pokemon to level up higher than Level 100 ?

I am including all regions in my game and it occured to me that the player would reach maximum level before advance though all regions.....

PEACE OUT

PS. Sorry if this has been answered before.....

poccil
October 20th, 2008, 01:43 PM
"Processing Line 12700" refers to the end of "pokemon.txt". It merely shows the
progress of compiling the game's data. The best thing to do would be to just wait. Send
me a private message if the problem persists.

Curt200718:

It was recently possible to change the maximum level for a Pokemon. Edit the value
named MAXLEVEL in the script section PBExperience (in more recent versions).

Vampire://Krimm
October 20th, 2008, 02:59 PM
I've got a strange error going on with the fonts...

You see, I just recently reformatted my PC. I, of course, saved the game and Pokemon Essentials on a hard drive and then put it back on my PC. So I got RMXP back and everything loads up and works fine, when I ran the game I installed the fonts, and the fonts work...except for one it seems. For some reason the font in the Editor is a default font on my PC and the font of the Pokemon Names on their battle tabs in battle and in the Selection Screen are a default font as well.

All the other fonts are working; text boxes, summary screens, etc. Just for some reason those two won't work.

Any suggestions? D:

SpawnHyuuga
October 20th, 2008, 04:59 PM
@ Poccil,
Have you ever heard of 'M-Netplay' or Multi-Netplay? Is there anyway you think I could combine your scripts and their to make a poke'mon game on a server my pc runs where they can catch 'em all, walk around town, other functions i implement for the game, and talk to each other for strategy and the like. I don't necessarily want a super-strength function out of it like making other users your battle partners, I just want to see if I could catch 'em all with my friends? If not, I understand compatibility is a hard thing to do, control, and maintain. I just wanted your thoughts.

Also does Editor.exe, run if I have it minimized. It seems like it from my taskbar, but I'm not sure.

Anyways peace out until tomorrow all.

poccil
October 20th, 2008, 05:21 PM
Vampire://Krimm:

The fonts are named "Pokemon Emerald" and "Pokemon Emerald Small". If you don't see those names on the Windows Fonts folder in Control Panel, try adding them manually (go to the folder "Fonts" in the game directory.) I can't help further if they still fail to work.

nightmareninja12:

Pokemon Essentials is likely not compatible with that kind of script. I'm sorry.

The game editor, and actually any RGSS game, will pause when the game's window loses its focus. This includes when the game's window is minimized.

delyemerald2
October 21st, 2008, 02:52 AM
I have an problem: When i use an picture as big as the screen is i can't see it, but if i use him in the first event ( that with prof.Oak ) he works!
Does somebody knows what's the problem?

EDIT:
just remove the pokemon fonts from your C:\windows\fonts map ;) When i do and test play an message comes up saying it will install the necesarry fonts

SpawnHyuuga
October 21st, 2008, 09:22 AM
Alright I tried running my "clean version'" of Pokemon Essentials, for tuts, and stuff obviously but what happens is it goes from compiling town map data, and the taskbar at the top says Pokemon Essentials but its still black? Is that it, or like I said before does it have a visual menu for me to edit things?

EDIT: At the bottom it says Compiling Item Data.

Q: How long does Editor.exe take to run?

2nd EDIT: Why the heck does my metadata file keep disappearing?

tImE
October 22nd, 2008, 10:31 AM
Is there any body here that knows if there is a
caterpillar script compatible with "the starter kit"?
I've tried several, but they won't work with the Kit.
They do work with original XP but not the Kit...

I really need help...


//44tim44

crzyone9584
October 22nd, 2008, 01:14 PM
Is there any body here that knows if there is a
caterpillar script compatible with "the starter kit"?
I've tried several, but they won't work with the Kit.
They do work with original XP but not the Kit...

I really need help...


//44tim44

most scripts you will find wont work with the kit. alot of the difintions are re defined into something else.

SpawnHyuuga
October 22nd, 2008, 02:18 PM
The Catepillar Scripts are more that likely not able to be compatibles with Pokemon Essentials for one of these two reasons:

1.) Pokemon Essentials has written over just about every other piece of info for RMXP.

2.) Pokemon are referenced as something else but an actor, but that may tie to Number 1. It would be interesting to see a script that made it looks like your pokemon follow you but then you project would be even bigger, because it would need 490+ additional overhead pokemon sprites. :D

Curt200718
October 22nd, 2008, 03:12 PM
srry if this has been asked...A LOT OF PAGES TO BACKTRACK.....anyway I need to know how would i go about setting a vairable to equal what day it is ?

Thanks

AtlantianTokRa
October 22nd, 2008, 03:17 PM
srry if this has been asked...A LOT OF PAGES TO BACKTRACK.....anyway I need to know how would i go about setting a vairable to equal what day it is ?

Thanksif you mean so you can do an event that only happens on certain days then check the help and requests thread cos i just posted it there (i fairly sure i'm right about it)

<~F.M.P~>
October 22nd, 2008, 04:24 PM
Could anyone tell me if theres anyway to add another feature into the pokegear script...Like a pokemon storage system feature...I'm trying to make one but don't know where to begin...

Magnemite
October 22nd, 2008, 04:47 PM
Does anyone know how to make a Bicycle item? I'm pretty noobish at scripting, so I don't understand how to do it...

SpawnHyuuga
October 22nd, 2008, 05:16 PM
Could anyone tell me if theres anyway to add another feature into the pokegear script...Like a pokemon storage system feature...I'm trying to make one but don't know where to begin...

That would be a nice thing, but a Portable Version, maybe like a Poke'etch function without the Watch at the bottom. I'll see if I can take a look and make a guess.

EDIT: 48 Hours and I'll check in with a status report. Poccil could probably do this with his eyes closed. ROFL XD

<~F.M.P~>
October 22nd, 2008, 05:20 PM
Yea! Exactly nightmareninja12, Can you let me know if you find a way, I've tried but end up screwing up the script :(...I'm just not doing something right.

Edit: Yeah your probably right and okay thats fine...I've decided to show how I tried to go at it also so here's my script

#==============================================================================
# - Scene_Pokegear
#------------------------------------------------------------------------------
# Modified By Harshboy
# Modified by Peter O.
# Also Modified By OblivionMew
#==============================================================================
class Scene_Pokegear
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# main
#--------------------------------------------------------------------------
def main

# Main Menu settings you can add or change these
commands=[
_INTL("Map"),
_INTL("Radio"),
_INTL("Storage"),
_INTL("Phone"),
_INTL("Exit")

]
@command_window = Window_CommandPokemon.new(commands,160)
@command_window.index = @menu_index
@command_window.x = (Graphics.width - @command_window.width) - 8
@command_window.y = 640
@card = Sprite.new
@card.bitmap = RPG::Cache.picture("Pokegearback")
@card.x = 0
@card.y = 0


@map_icon = Sprite.new
@map_icon.bitmap = RPG::Cache.picture("mapicon")
@map_icon.x = 0
@map_icon.y = 95
@button_up = Sprite.new
@button_up.bitmap = RPG::Cache.picture("buttonunp")
@button_up.x = 220
@button_up.y = 133
@button_down = Sprite.new
@button_down.bitmap = RPG::Cache.picture("buttonunp")
@button_down.x = 220
@button_down.y = 180
@arr_icon=AnimatedSprite.new("Graphics/Pictures/selarr.png",8,50,50,1)
@arr_icon.x = 60
@arr_icon.y = 57
@arr_icon.start
@radio_icon = Sprite.new
@radio_icon.bitmap = RPG::Cache.picture("radicon")
@radio_icon.x = 0
@radio_icon.y = 115
@storage_icon = sprite.new
@storage_icon.bitmap = RPG::Cache.picture("pcicon")
@storage_icon.x = 0
@storage_icon.y = 125
@arr_icon.z=99999
@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("phonicon")
@phone_icon.x = 0
@phone_icon.y = 135

@exit_icon = Sprite.new
@exit_icon.bitmap = RPG::Cache.picture("exicon")
@exit_icon.x = 0
@exit_icon.y = 145
@trainer = Sprite.new
@trainer.x = 360
@trainer.y = 135
@trainer.zoom_x = 1.0
@trainer.zoom_y = 1.0
@trainer.z = 99999
@trainer.bitmap = RPG::Cache.character(
sprintf("trainer%03d.png",$Trainer.trainertype),0
)
@info = Window_UnformattedTextPokemon.new("")
@info.height = Graphics.height / 4 + 16
@info.width = Graphics.width / 2 + 74
@info.x = 0
@info.y = Graphics.height - @info.height
@info.z = 99999
@info.letterbyletter=false
@target_window = Window_UnformattedTextPokemon.new("")
@target_window.visible = false
@target_window.active = false
@target_window.letterbyletter=false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@target_window.dispose
Graphics.freeze
@command_window.dispose
@trainer.dispose
@card.bitmap.dispose
@info.dispose
@arr_icon.dispose
@map_icon.dispose
@phone_icon.dispose
@radio_icon.dispose
@exit_icon.dispose
@button_up.dispose
@button_down.dispose
end
#--------------------------------------------------------------------------
# update the scene
#--------------------------------------------------------------------------
def update
@arr_icon.update
@command_window.update
@info.update
if Input.press?(Input::UP)
@button_up.bitmap = RPG::Cache.picture("buttonp")
else
@button_up.bitmap = RPG::Cache.picture("buttonunp")
end

if Input.press?(Input::DOWN)
@button_down.bitmap = RPG::Cache.picture("buttonp")
else
@button_down.bitmap = RPG::Cache.picture("buttonunp")
end
case @command_window.index
when 0
@map_icon.x = 32
@phone_icon.x = 0
@storage_icon.x = 0
@radio_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=57
when 1
@map_icon.x = 0
@phone_icon.x = 0
@storage_icon.x = 0
@radio_icon.x = 32
@exit_icon.x = 0
@arr_icon.y=109
when 2
@map_icon.x = 0
@phone_icon.x = 0
@storage_icon.x = 32
@radio_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=161
when 3
@map_icon.x = 0
@phone_icon.x = 32
@storage_icon.x = 0
@radio_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=161
when 4
@map_icon.x = 0
@phone_icon.x = 0
@storage_icon.x = 0
@radio_icon.x = 0
@exit_icon.x = 32
@arr_icon.y=265

end
#update command window and the info if it's active
if @command_window.active
update_command
update_info
return
end

end
#--------------------------------------------------------------------------
# update the command window
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end

if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
pbFadeOutIn(99999) {
scene=PokemonRegionMapScene.new
screen=PokemonRegionMap.new(scene)
screen.pbStartScreen
}
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Jukebox.new
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Storage.new
}
when 3
$game_system.se_play($data_system.decision_se)
pbFadeOutIn(99999) {
PokemonPhoneScene.new.start
}
when 4
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
def update_info
case @command_window.index
when 0
@info.text=_INTL("A Map\r\nShows visited Places.")
when 1
@info.text=_INTL("A Radio\r\nUsed to listen to Music.")
when 2
@info.text=_INTL("A Portable pc \r\nused to switch pokemon.")
when 3
@info.text=_INTL("A Phone\r\nUsed to call People.")
when 4
@info.text=_INTL("Closes the PokeGear and returns to the game.")
end
end
end

and for the storage script, I just copied the pokemonstorage script that was already made :(

SpawnHyuuga
October 23rd, 2008, 12:10 PM
That seems to be the way to do it, I was just looking for the storage call scene function and I think I woould of gotten it, but it seems we're missing a piece of the puzzle. Maybe Poccil can help eventually. Or someone else with RGSS talents.

Flameguru
October 23rd, 2008, 02:43 PM
and for the storage script, I just copied the pokemonstorage script that was already made :(

Try this:

#==============================================================================
# - Scene_Pokegear
#------------------------------------------------------------------------------
# Modified By Harshboy
# Modified By Flameguru aka Harshboy
# Modified By Peter O.
# Modified By OblivionMew
#==============================================================================
class Scene_Pokegear
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# main
#--------------------------------------------------------------------------
def main

# Main Menu settings you can add or change these
commands=[
_INTL("Map"),
_INTL("Radio"),
_INTL("Storage"),
_INTL("Phone"),
_INTL("Exit")

]
@command_window = Window_CommandPokemon.new(commands,160)
@command_window.index = @menu_index
@command_window.x = (Graphics.width - @command_window.width) - 8
@command_window.y = 640
@card = Sprite.new
@card.bitmap = RPG::Cache.picture("Pokegearback")
@card.x = 0
@card.y = 0


@map_icon = Sprite.new
@map_icon.bitmap = RPG::Cache.picture("mapicon")
@map_icon.x = 0
@map_icon.y = 95
@button_up = Sprite.new
@button_up.bitmap = RPG::Cache.picture("buttonunp")
@button_up.x = 220
@button_up.y = 133
@button_down = Sprite.new
@button_down.bitmap = RPG::Cache.picture("buttonunp")
@button_down.x = 220
@button_down.y = 180
@arr_icon=AnimatedSprite.new("Graphics/Pictures/selarr.png",8,50,50,1)
@arr_icon.x = 60
@arr_icon.y = 57
@arr_icon.start
@radio_icon = Sprite.new
@radio_icon.bitmap = RPG::Cache.picture("radicon")
@radio_icon.x = 0
@radio_icon.y = 115
@storage_icon = sprite.new
@storage_icon.bitmap = RPG::Cache.picture("pcicon")
@storage_icon.x = 0
@storage_icon.y = 125
@arr_icon.z=99999
@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("phonicon")
@phone_icon.x = 0
@phone_icon.y = 135

@exit_icon = Sprite.new
@exit_icon.bitmap = RPG::Cache.picture("exicon")
@exit_icon.x = 0
@exit_icon.y = 145
@trainer = Sprite.new
@trainer.x = 360
@trainer.y = 135
@trainer.zoom_x = 1.0
@trainer.zoom_y = 1.0
@trainer.z = 99999
@trainer.bitmap = RPG::Cache.character(
sprintf("trainer%03d.png",$Trainer.trainertype),0
)
@info = Window_UnformattedTextPokemon.new("")
@info.height = Graphics.height / 4 + 16
@info.width = Graphics.width / 2 + 74
@info.x = 0
@info.y = Graphics.height - @info.height
@info.z = 99999
@info.letterbyletter=false
@target_window = Window_UnformattedTextPokemon.new("")
@target_window.visible = false
@target_window.active = false
@target_window.letterbyletter=false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@target_window.dispose
Graphics.freeze
@command_window.dispose
@trainer.dispose
@card.bitmap.dispose
@info.dispose
@arr_icon.dispose
@map_icon.dispose
@phone_icon.dispose
@radio_icon.dispose
@exit_icon.dispose
@button_up.dispose
@button_down.dispose
end
#--------------------------------------------------------------------------
# update the scene
#--------------------------------------------------------------------------
def update
@arr_icon.update
@command_window.update
@info.update
if Input.press?(Input::UP)
@button_up.bitmap = RPG::Cache.picture("buttonp")
else
@button_up.bitmap = RPG::Cache.picture("buttonunp")
end

if Input.press?(Input:OWN)
@button_down.bitmap = RPG::Cache.picture("buttonp")
else
@button_down.bitmap = RPG::Cache.picture("buttonunp")
end
case @command_window.index
when 0
@map_icon.x = 32
@phone_icon.x = 0
@storage_icon.x = 0
@radio_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=57
when 1
@map_icon.x = 0
@phone_icon.x = 0
@storage_icon.x = 0
@radio_icon.x = 32
@exit_icon.x = 0
@arr_icon.y=109
when 2
@map_icon.x = 0
@phone_icon.x = 0
@storage_icon.x = 32
@radio_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=161
when 3
@map_icon.x = 0
@phone_icon.x = 32
@storage_icon.x = 0
@radio_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=161
when 4
@map_icon.x = 0
@phone_icon.x = 0
@storage_icon.x = 0
@radio_icon.x = 0
@exit_icon.x = 32
@arr_icon.y=265

end
#update command window and the info if it's active
if @command_window.active
update_command
update_info
return
end

end
#--------------------------------------------------------------------------
# update the command window
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end

if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
pbFadeOutIn(99999) {
scene=PokemonRegionMapScene.new
screen=PokemonRegionMap.new(scene)
screen.pbStartScreen
}
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Jukebox.new
}
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Storage.new
}
when 3
$game_system.se_play($data_system.decision_se)
pbFadeOutIn(99999) {
PokemonPhoneScene.new.start
}
when 4
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
def update_info
case @command_window.index
when 0
@info.text=_INTL("A Map\r\nShows visited Places.")
when 1
@info.text=_INTL("A Radio\r\nUsed to listen to Music.")
when 2
@info.text=_INTL("A Portable PC \r\nused to switch pokemon.")
when 3
@info.text=_INTL("A Phone\r\nUsed to call People.")
when 4
@info.text=_INTL("Closes the PokeGear and returns to the game.")
end
end
end

If it doesn't work, sorry...It's been awhile since I've played with RPG Maker. I've moved on.

<~F.M.P~>
October 23rd, 2008, 02:47 PM
Thanx flameguru, I'll try it out now...I'll give feedback asap.

Edit: Unfourtunatly it didn't work, but that may be a result of no spaces or something I'll keep trying I guess, thanx for the effort though Flameguru.

SpawnHyuuga
October 23rd, 2008, 03:54 PM
I'll try using his version as a start-up. Let me take another crack, m'kay? I gave up cause I figured FlameGuru got to it, but if it doesn't work I want to take a crack at it. I'll post if I get to a workign solution before someone else.

Atomic Reactor
October 23rd, 2008, 05:45 PM
Is there a way to set what battle background will appear per map?

pokemasterintraining
October 25th, 2008, 04:54 AM
Umm How can I change in the script Where i go when i loseCause it takes me to one of the tutorial maps (The maps that are included)And i want it to go to the house or to the nearest pokemon centerPs. I am a noob.But i do understand and am good at making the games but at scripts I am the worst.

Flameguru
October 25th, 2008, 06:47 AM
Look in the metadata.txt file and change it in there.
- Or -
You could do it in the Editor.exe, but I prefer the manual way ;)

New2Ya
October 25th, 2008, 09:06 AM
Question!

I have this scene envisioned in a game using this starterkit, and it goes like this:
At a certain point, although you have Pokémon, you cant use them. Youre bound to use pokeballs, rocks and bait (SAFARI ZONE style!)

One problem, the pokemon will not be able to be catched. So your pokeballs will not be able to catch the pokemon.

This is a one-time battle. (with the "pbWildBattle(
::PBSpecies::NAME,LEVEL,OPTIONAL RESULT,ESCAPE)" script call)

And basically, when that Pokémon flees, I want a scene to happen afterwards (text and basic events with RPGXP)

Is that possible with the starterskit at thsi point??? If so, how? Im a n00b, though I understand fast, so no worries.

Thanks!

<~F.M.P~>
October 25th, 2008, 10:34 AM
Hey I just wanted to know if there was anyway to add new cries to fakemon that I put in my game? I made custom cries, and named them the # of the fakemon, and tried it out, but It doesn't seem to work...Do I have to edit a script or anything?

PoKéMaKeR
October 25th, 2008, 11:19 AM
Hey I just wanted to know if there was anyway to add new cries to fakemon that I put in my game? I made custom cries, and named them the # of the fakemon, and tried it out, but It doesn't seem to work...Do I have to edit a script or anything?

You've named them ...cry?
E.G 500cry
Because that should do the job..
There is no scripting needed

PoKéMaKeR

<~F.M.P~>
October 25th, 2008, 11:33 AM
Yea I did, but for some reason when They appear they don't make any noises.

cooluke21
October 25th, 2008, 12:34 PM
Sorry to sound like a noob but how do i get pokemon essentials onto rpg maker xp?

Curt200718
October 25th, 2008, 12:46 PM
open up the folder with Essentials in it and simply click on Game.rxproj it should open it up in RMXP or just open RMXP and open it from there....

EDIT : Forgot to mention you must extract it if you have not done so.

<~F.M.P~>
October 25th, 2008, 12:55 PM
You've named them ...cry?
E.G 500cry
Because that should do the job..
There is no scripting needed

PoKéMaKeR

I feel challenged I figured out what was wrong, It works now, but thanx for the help.

cooluke21
October 25th, 2008, 12:57 PM
ermm its says "failed to load tileset data" what do i do now?

Magnemite
October 25th, 2008, 02:13 PM
I'm trying to add a partner trainer, and when the game tries to run the script to register him, I get this error. I checked to make sure everything is spelled and formatted properly, and I'm pretty sure it is, unless I missed something. Any help?

---------------------------
Pokemon: Purple Sky
---------------------------
Exception: SyntaxError

Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(PBTrainers::LEADER_Jay,"Jay",0)
^

Interpreter:238:in `pbExecuteScript'

Interpreter:1623:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1623: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'



This exception was logged in errorlog.txt.

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

Mikel88
October 26th, 2008, 05:14 AM
Hi people, I have a problem.

When I use HM02 fly the game still crashes and returns this error:

Exception: ArgumentError
Message: wrong number of arguments(0 for 1)
PokemonRegionMap:271:in `pbStartScene'
PokemonRegionMap:271:in `pbStartFlyScreen'
PokemonScreen:1260:in `pbPokemonScreen'
PokemonScreen:1230:in `each'
PokemonScreen:1230:in `pbPokemonScreen'
PokemonScreen:1182:in `loop'
PokemonScreen:1416:in `pbPokemonScreen'
PokemonMenu:150:in `pbStartPokemonMenu'
PokemonMenu:149:in `pbFadeOutIn'
PokemonMenu:149:in `pbStartPokemonMenu

How can I fix it? Please help me!!

PoKéMaKeR
October 26th, 2008, 05:34 AM
I'm trying to add a partner trainer, and when the game tries to run the script to register him, I get this error. I checked to make sure everything is spelled and formatted properly, and I'm pretty sure it is, unless I missed something. Any help?

---------------------------
Pokemon: Purple Sky
---------------------------
Exception: SyntaxError

Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(PBTrainers::LEADER_Jay,"Jay",0)
^

Interpreter:238:in `pbExecuteScript'

Interpreter:1623:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1623: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'



This exception was logged in errorlog.txt.

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


what script did you use?

is it like
pbTrainerBattle(PBTrainers::LEADER_Jay,"Jay",_I("your text here"),false,0)?

Or is it like
pbTrainerBattle(PBTrainers::LEADER_Jay,"Jay",_I("your text here"),0) (without the "false" because you nee either false or true in that place

Mikel88
October 26th, 2008, 06:13 AM
Hi people, I have two problem.

1. When I use HM02 fly the game still crashes and returns this error:

Exception: ArgumentError
Message: wrong number of arguments(0 for 1)
PokemonRegionMap:271:in `pbStartScene'
PokemonRegionMap:271:in `pbStartFlyScreen'
PokemonScreen:1260:in `pbPokemonScreen'
PokemonScreen:1230:in `each'
PokemonScreen:1230:in `pbPokemonScreen'
PokemonScreen:1182:in `loop'
PokemonScreen:1416:in `pbPokemonScreen'
PokemonMenu:150:in `pbStartPokemonMenu'
PokemonMenu:149:in `pbFadeOutIn'
PokemonMenu:149:in `pbStartPokemonMenu

How can I fix the problem?

2. How can I check the happiness?

Please help me!!

<~F.M.P~>
October 26th, 2008, 10:15 AM
Question, How would I make it so that one event would occur after another?...Should I explain more?

Curt200718
October 26th, 2008, 10:26 AM
At the end of your first event turn a switch on that activates the second event, set the second event to autorun, you will have to shut the switch off at the end of the second event. Unless you dont want it to run automatically after the first event, in that case set it to Action Button.

?Alistair?
October 26th, 2008, 12:42 PM
I want to create a Rival event. I've edited the trainers.txt file (using the Pokemon Editor) so the there are three trainers whose trainer type is Rival (each with one of the starter pokémon).

I've set it so that when the player chooses their starter pokémon a variable is set (water pokemon means variable is set to 1, fire mon means variable is set to 2 etc).

Then when the time comes for the rival's battle with the player, i made an event with 4 pages. The event pages are the same as a normal trainer battle except that each one is for a different rival (because i made 3 identical trainers who have different pokemon).

The conditions for each page are corresponding to the variable that was set when the player chose a certain pokemon.

If the player chose the water pokemon (and so set the variable to 1) then the trainer event for the rival with the grass pokemon is called upon (in theory). All the pages are set on Autorun when a switch is tripped (after talking to the professor).

Is this all wrong? Is there a simpler way to make a trainer have different pokemon depending on choices made by the player?

<~F.M.P~>
October 26th, 2008, 02:05 PM
At the end of your first event turn a switch on that activates the second event, set the second event to autorun, you will have to shut the switch off at the end of the second event. Unless you dont want it to run automatically after the first event, in that case set it to Action Button.

And now the problems solved ^^. Thanx!

PoKéMaKeR
October 26th, 2008, 02:10 PM
I want to create a Rival event. I've edited the trainers.txt file (using the Pokemon Editor) so the there are three trainers whose trainer type is Rival (each with one of the starter pokémon).

I've set it so that when the player chooses their starter pokémon a variable is set (water pokemon means variable is set to 1, fire mon means variable is set to 2 etc).

Then when the time comes for the rival's battle with the player, i made an event with 4 pages. The event pages are the same as a normal trainer battle except that each one is for a different rival (because i made 3 identical trainers who have different pokemon).

The conditions for each page are corresponding to the variable that was set when the player chose a certain pokemon.

If the player chose the water pokemon (and so set the variable to 1) then the trainer event for the rival with the grass pokemon is called upon (in theory). All the pages are set on Autorun when a switch is tripped (after talking to the professor).

Is this all wrong? Is there a simpler way to make a trainer have different pokemon depending on choices made by the player?

No from what I can see there is nothing wrong with this way, doesn't it work?
Of course there is an easier way, but that'll be by coding it and I don't know about you but I kinda suck at it so, this will do just fine!

PoKéMaKeR

Magnemite
October 26th, 2008, 02:14 PM
what script did you use?

is it like
pbTrainerBattle(PBTrainers::LEADER_Jay,"Jay",_I("your text here"),false,0)?

Or is it like
pbTrainerBattle(PBTrainers::LEADER_Jay,"Jay",_I("your text here"),0) (without the "false" because you nee either false or true in that place

I'm not using a battle script. I'm trying to register him as a partner trainer. When I use this script, I get the following error:

Script:
pbRegisterPartner(PBTrainers::LEADER_Jay,"Jay")

Error:
---------------------------
Pokemon: Purple Sky
---------------------------
Exception: SyntaxError

Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error

Interpreter:238:in `pbExecuteScript'

Interpreter:1623:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1623: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'



This exception was logged in errorlog.txt.

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




And when I use this script, I get this error:

Script
pbRegisterPartner
(PBTrainers::LEADER_Jay,"Jay",0)

Error:
---------------------------
Pokemon: Purple Sky
---------------------------
Exception: SyntaxError

Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(PBTrainers::LEADER_Jay,"Jay",0)
^

Interpreter:238:in `pbExecuteScript'

Interpreter:1623:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1623: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'



This exception was logged in errorlog.txt.

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


I believe the second error is just because I don't have multiple parties for Jay, so it can't find party "0".

But for the first error, I'm still completely lost. Any suggestions?

PoKéMaKeR
October 26th, 2008, 02:22 PM
I'm not using a battle script. I'm trying to register him as a partner trainer. When I use this script, I get the following error:

Script:
pbRegisterPartner(PBTrainers::LEADER_Jay,"Jay")

Error:
---------------------------
Pokemon: Purple Sky
---------------------------
Exception: SyntaxError

Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error

Interpreter:238:in `pbExecuteScript'

Interpreter:1623:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1623: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'



This exception was logged in errorlog.txt.

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




And when I use this script, I get this error:

Script
pbRegisterPartner
(PBTrainers::LEADER_Jay,"Jay",0)

Error:
---------------------------
Pokemon: Purple Sky
---------------------------
Exception: SyntaxError

Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(PBTrainers::LEADER_Jay,"Jay",0)
^

Interpreter:238:in `pbExecuteScript'

Interpreter:1623:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1623: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'



This exception was logged in errorlog.txt.

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


I believe the second error is just because I don't have multiple parties for Jay, so it can't find party "0".

But for the first error, I'm still completely lost. Any suggestions?

Make sure the text in the script is like this:
pbRegisterPartner(PBTrainers::
LEADER_Jay,"Jay",0)
The red part of the text needs to be on one line, else it won't work.
Try that and PM if it still doesn't work, but don't expect an answer to soon, it's almost midnight here so.. :P!

PoKéMaKeR

<~F.M.P~>
October 26th, 2008, 02:31 PM
Okay now I have a new problem, I can't figure out how to create a follow script...Like where you have to follow someone back to a certain place. can I get some help on that please?

Pokehero22
October 26th, 2008, 09:15 PM
I was wondering.

Is there anyway to implement different Character Back sprites

Like, a back for the male hero, and a back for the female hero?

Hardy Har Har
October 26th, 2008, 10:05 PM
How can I make the menu like this:
http://img230.imageshack.us/img230/9472/menuzk7.png
(Ignore the Option Window at the right...)

Shikamaru88
October 26th, 2008, 10:43 PM
u cant unless u know ruby/RGSS that is custom made raptor's scriptor ask them form the code though i doubt they will give it 2 u

Wichu
October 27th, 2008, 12:19 AM
I was wondering.

Is there anyway to implement different Character Back sprites

Like, a back for the male hero, and a back for the female hero?

If your male character is tr000.png and your female character is tr001.png (as by default), then the male backsprite would be trback000.png and the female one would be trback001.png. Basically, the back sprite should be named the same as the front, but with trback instead of tr.

Shun
October 27th, 2008, 07:19 AM
Is it possible to make it so you can catch a shadow pokémon from a trainer?

crzyone9584
October 27th, 2008, 09:13 AM
i asked this a while back. unforuntally it only made every weather activate. I was wondering how to make it a random weather. out of the snow/rain/clear and what ever other one they have in the starter kit.

Curt200718
October 27th, 2008, 11:51 AM
i asked this a while back. unforuntally it only made every weather activate. I was wondering how to make it a random weather. out of the snow/rain/clear and what ever other one they have in the starter kit.


This is pretty simple to do and you can do it with events.

Just make a new event set it as Parellel Process, set a wait command on it (how ever long you want the weather to last) then set the weather vairable(any vairable you want) to a random number between 1 and 10 and put a branch there for each number. Inside the branches put you desired weather effect. If you put three Rain effects in three differnt branches then you would have a 30% chance of rain. 3/10. Just make sure you put a few No weather effects to have clear weather. After you make the first event just copy and paste it to every map that will have weather effects. If you dont understand PM me and I will help you out.

New2Ya
October 27th, 2008, 12:45 PM
Someone PLEASE help! My player doesnt run. I enabled the running script by the call command $PokemonGlobal.runningShoes=true and I press any button in combination with the walking controls, yet I dont speed up (I even edited the MetaDeta to adjust a running animation with it)

Another problem is that I changed the surfing sprite in the metadeta, and when I surf, the sprite doesnt change into the surfing sprite. Weird.

So if anyone can help out, big thanks!

(I didnt edit any scripts, btw)

Curt200718
October 27th, 2008, 12:51 PM
Someone PLEASE help! My player doesnt run. I enabled the running script by the call command $PokemonGlobal.runningShoes=true and I press any button in combination with the walking controls, yet I dont speed up (I even edited the MetaDeta to adjust a running animation with it)

Another problem is that I changed the surfing sprite in the metadeta, and when I surf, the sprite doesnt change into the surfing sprite. Weird.

So if anyone can help out, big thanks!

(I didnt edit any scripts, btw)

I noticed in the new version when you Edit something manually in the PBS folder, when you test play it stays the sames as before . I dont know if it was just me but all I did was compile the data during test play and everything worked fine.

As for you problem you have to set the maps you will be running on to Outdoors in the Meta File.

It should look something like this :

[023] (the ID of Your Map)
# PALLET TOWN
Bicycle=true
Outdoor=true
ShowArea=true

Hope this helps.

Magnemite
October 27th, 2008, 01:39 PM
Make sure the text in the script is like this:
pbRegisterPartner(PBTrainers::
LEADER_Jay,"Jay",0)
The red part of the text needs to be on one line, else it won't work.
Try that and PM if it still doesn't work, but don't expect an answer to soon, it's almost midnight here so.. :P!

PoKéMaKeR

Thanks so much. I can't believe it was something so simple.

PoKéMaKeR
October 27th, 2008, 02:06 PM
Thanks so much. I can't believe it was something so simple.

You're ofcourse welcome ;)

PoKéMakeR

New2Ya
October 27th, 2008, 02:28 PM
I noticed in the new version when you Edit something manually in the PBS folder, when you test play it stays the sames as before . I dont know if it was just me but all I did was compile the data during test play and everything worked fine.

As for you problem you have to set the maps you will be running on to Outdoors in the Meta File.

It should look something like this :

[023] (the ID of Your Map)
# PALLET TOWN
Bicycle=true
Outdoor=true
ShowArea=true

Hope this helps.
Thanks a LOT, it worked! Phew, I was getting worried, lol.

Another question, does anyone know how to make a Pokémon uncatchable?

Magnemite
October 27th, 2008, 06:45 PM
How do I make all HMs usable from the beginning of the game? In my game, gym battles are optional, and I want you to be able to use any HM no matter what.

How can I do this?

EDIT: One more question:

Can I add a non-trainer NPC into my phone in the Pokegear? I really need to add Professor Oak to my phone. I can have a common event for what Oak will say, I just need to know how to call that common event using a script in the Phone, if possible. Or if it's not possible this way, then is there another way?

<~F.M.P~>
October 27th, 2008, 09:31 PM
How do I make all HMs usable from the beginning of the game? In my game, gym battles are optional, and I want you to be able to use any HM no matter what.

How can I do this?

EDIT: One more question:

Can I add a non-trainer NPC into my phone in the Pokegear? I really need to add Professor Oak to my phone. I can have a common event for what Oak will say, I just need to know how to call that common event using a script in the Phone, if possible. Or if it's not possible this way, then is there another way?

For the first question, I'm pretty sure that all HMs are useable at the beginning of the game automatically, just try it out like in water or something, I did and I ended up swiming on top of an invisible pokemon ^^.

Second question I think you just make a script like this "pbPhoneRegisterBattle(get_character(0),PBTrainers:: Professor,OAK)"

And that might do the trick, of course I could be wrong.

Now my question: If I wanted to make a custom menu for my game I would have to be educated in Rgss, and Ruby scripting right? Or is there more to it than that?

Magnemite
October 27th, 2008, 10:17 PM
For the first question, I'm pretty sure that all HMs are useable at the beginning of the game automatically, just try it out like in water or something, I did and I ended up swiming on top of an invisible pokemon ^^.

Second question I think you just make a script like this "pbPhoneRegisterBattle(get_character(0),PBTrainers:: Professor,OAK)"

And that might do the trick, of course I could be wrong.

Now my question: If I wanted to make a custom menu for my game I would have to be educated in Rgss, and Ruby scripting right? Or is there more to it than that?

I'm pretty sure that HMs are usable when playtesting the game, but when you actually play, it works normally. That's just a feature poccil included to make playtesting easier.

And the thing about making Oak a trainer probably won't work because when you call a character, it just draws from a random bank of phone calls, so I wouldn't be able to specify what he says each time.

AtlantianTokRa
October 28th, 2008, 04:00 AM
Thanks a LOT, it worked! Phew, I was getting worried, lol.

Another question, does anyone know how to make a Pokémon uncatchable?for a single pokemon uncatchable all the time set their rareness to 0 in pokemon.txt
but i assume you mean for a single battle so, and it's rather crude, insert this code at line 1707 of PokeBattle_Battle
if $game_switches[49]
pbDisplay(_INTL("The Pokemon cannot be caught."))
else

and then set up the battle something like this (with switch 49 called something like Uncatchable)
Control Switches: [0049: Uncatchable] = ON
Script: pbWildBattle(
::PBSpecies::GYARADOS,30,1)
Control Switches: [0049: Uncatchable] = OFF

Wichu
October 28th, 2008, 04:56 AM
If it's an entire species, then you could set its catch rate to 0. But then there's the problem of the Master Ball catching anything... Just go with AT's suggestion.

Shun
October 28th, 2008, 05:13 AM
please someone help me how can i make a catchable pokémon durring TRAINER BATTLE LIKE ON COLLISIUM

AtlantianTokRa
October 28th, 2008, 05:38 AM
please someone help me how can i make a catchable pokémon durring TRAINER BATTLE LIKE ON COLLISIUM

to catch a trainer's pokemon then you in the file items.txt you define the balls that can catch trainer pokemon as snag balls
however i don't think you can make it so that only certain pokemon are catchable (at least not yet)

Shun
October 28th, 2008, 07:13 AM
okay i will try and find a way

pokemasterintraining
October 28th, 2008, 11:37 AM
Look in the metadata.txt file and change it in there.
- Or -
You could do it in the Editor.exe, but I prefer the manual way ;)

Thank you flame guru. PS. i love your game mettalic silver!!

Ty 101
October 28th, 2008, 01:05 PM
I am having a problem that when you go behind the lighthouse in the outside tileset you can see the top of the player.
Please help!

Magnemite
October 28th, 2008, 02:38 PM
Since they didn't really get answered before, I'll ask again:

How do I make all HMs usable from the beginning of the game? In my game, gym battles are optional, and I want you to be able to use any HM no matter what. How can I do this?

Can I add a non-trainer NPC into my phone in the Pokegear? I really need to add Professor Oak to my phone. I can have a common event for what Oak will say, I just need to know how to call that common event using a script in the Phone, if possible. Or if it's not possible this way, then is there another way?

Absola
October 28th, 2008, 03:02 PM
I am having a problem that when you go behind the lighthouse in the outside tileset you can see the top of the player.
Please help!

Ah seems like a basic RMXP problem, I'll help you out..!

Go to Database and the tab for Tilesets. Press on the Priority button and take a look at the lighthouse - it may have the priority 1. You may change the priority on tall buildings and towers, so change the priority (by clicking on them) like this:

5 5 5 5
4 4 4 4
3 3 3 3
2 2 2 2
1 1 1 1 <-- The first line should remain

Just increase the priority number for each level. I'm not good at explaining things but hope that helped!

~ Absola

Soul.//Silver
October 28th, 2008, 11:04 PM
Would someone be able to tell me what this means? And possibly how to fix it?
---------------------------
Pokemon Silver Sea
---------------------------
Exception: NoMethodError

Message: undefined method `x=' for nil:NilClass

Pokegear:152:in `update'

Pokegear:110:in `main'

Pokegear:107:in `loop'

Pokegear:114:in `main'

PokemonUtilities:954:in `pbLoadRpgxpScene'

PokemonMenu:143:in `pbStartPokemonMenu'

PokemonMenu:132:in `loop'

PokemonMenu:233:in `pbStartPokemonMenu'

Scene_Map:183:in `call_menu'

Scene_Map:157:in `update'



This exception was logged in errorlog.txt.

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

I'm was trying to add new features to the PokeGear, I got the icons working and I haven't yet created the new features. And it looks like I've hit a road block :(

Hardy Har Har
October 28th, 2008, 11:48 PM
u cant unless u know ruby/RGSS that is custom made raptor's scriptor ask them form the code though i doubt they will give it 2 u
For me, you always say that!:t157:

:t201-i:
:t201-a: :t201-m:
:t201-m: :t201-a: :t201-d:
:t201-n: :t201-o: :t201-w:
:t201-!:

It's hard to do that, you know. I can't even ask my schoolmate who is an expert at programming, since I tried to ask him once, saying me a big NO! I hope you understand why I'm very angry.

?Alistair?
October 29th, 2008, 03:52 AM
I want to create a Rival event. I've edited the trainers.txt file (using the Pokemon Editor) so the there are three trainers whose trainer type is Rival (each with one of the starter pokémon).

I've set it so that when the player chooses their starter pokémon a variable is set (water pokemon means variable is set to 1, fire mon means variable is set to 2 etc).

Then when the time comes for the rival's battle with the player, i made an event with 4 pages. The event pages are the same as a normal trainer battle except that each one is for a different rival (because i made 3 identical trainers who have different pokemon).

The conditions for each page are corresponding to the variable that was set when the player chose a certain pokemon.

If the player chose the water pokemon (and so set the variable to 1) then the trainer event for the rival with the grass pokemon is called upon (in theory). All the pages are set on Autorun when a switch is tripped (after talking to the professor).

Is this all wrong? Is there a simpler way to make a trainer have different pokemon depending on choices made by the player?

Still not working. Can anyone whois making a game and done the first rival event help me? e.g. What you did?

Magnemite
October 29th, 2008, 04:08 AM
Still not working. Can anyone whois making a game and done the first rival event help me? e.g. What you did?

I don't have a rival event like this, but I might have some advice.

Instead of putting the battles on separate pages for the rival, include them as a part of a "Control" event. For example, the professor says something, then you have a Conditional Branch. The first branch will be Variable=1, then for the "Else" portion, Variable=2, then another "Else" for Variable=3. Understand?

Using control events is usually the easiest and most logical way to set up things like this. Just make events with sprites for each character, then make one Control event that will run everything.

If you want to talk to the rival to start a battle, you could have the same conditional branches within the rival event.

Here's a screenshot just to make everything clear.
http://img.photobucket.com/albums/v103/roadkill856/sample.jpg

And now for my questions:

How do I make all HMs usable from the beginning of the game? In my game, gym battles are optional, and I want you to be able to use any HM no matter what. How can I do this?

Can I add a non-trainer NPC into my phone in the Pokegear? I really need to add Professor Oak to my phone. I can have a common event for what Oak will say, I just need to know how to call that common event using a script in the Phone, if possible. Or if it's not possible this way, then is there another way?

PoKéMaKeR
October 29th, 2008, 04:36 AM
I don't have a rival event like this, but I might have some advice.

Instead of putting the battles on separate pages for the rival, include them as a part of a "Control" event. For example, the professor says something, then you have a Conditional Branch. The first branch will be Variable=1, then for the "Else" portion, Variable=2, then another "Else" for Variable=3. Understand?

Using control events is usually the easiest and most logical way to set up things like this. Just make events with sprites for each character, then make one Control event that will run everything.

If you want to talk to the rival to start a battle, you could have the same conditional branches within the rival event.

Here's a screenshot just to make everything clear.
http://img.photobucket.com/albums/v103/roadkill856/sample.jpg

And now for my questions:

How do I make all HMs usable from the beginning of the game? In my game, gym battles are optional, and I want you to be able to use any HM no matter what. How can I do this?

Can I add a non-trainer NPC into my phone in the Pokegear? I really need to add Professor Oak to my phone. I can have a common event for what Oak will say, I just need to know how to call that common event using a script in the Phone, if possible. Or if it's not possible this way, then is there another way?

HM thing : in the beginning of the game call an event which is like this :
http://i434.photobucket.com/albums/qq63/Jdgcreations/Naamloos.jpg

Shun
October 29th, 2008, 08:00 AM
Hello guys i fouind a part off a script which says:
def pbIsSnagBall?(item)

Line 11 of the PokemonItems script.

how do i make it so i can use it in battle to steal opponents pokemon?

AtlantianTokRa
October 29th, 2008, 08:58 AM
Hello guys i fouind a part off a script which says:
def pbIsSnagBall?(item)

Line 11 of the PokemonItems script.

how do i make it so i can use it in battle to steal opponents pokemon?

that was answered a while back by poccil, and it's in the notes. but here it is again:
in the file items.txt you put a 3 in field 9 so if you have a pokeball that can steal trainer's pokemon it would look something like this
1,POKEBALL,Poké Ball,2,200,"A device for catching wild Pokémon. It is designed as a capsule system.",0,2,3
but it cannot distinguish between different pokemon (i.e if one trainer pokemon is catchable then so is every other trainer pokemon in the game)

Shun
October 29th, 2008, 09:11 AM
Thanks i needed that but can you make it so you choose the pokémon you are going to steal? (in a double battle) and is it possible to make it so can only catch a certain pokémon like on colosseum an XD where you can only catch a Shadow pokémon?

AtlantianTokRa
October 29th, 2008, 11:15 AM
Thanks i needed that but can you make it so you choose the pokémon you are going to steal? (in a double battle) and is it possible to make it so can only catch a certain pokémon like on colosseum an XD where you can only catch a Shadow pokémon?

there is no easy way to do either without re-writing or adding a decent amount of script. i know roughly what needs to be done but not how to do it

Shun
October 29th, 2008, 12:16 PM
kool do you think you can help?

AtlantianTokRa
October 29th, 2008, 12:36 PM
I can have a go at making it so you can catch a pokemon in double battles, but as for limiting the pokemon you can catch with snag balls that would require too much work, most of which is far too complex for me (if you want to limit it to shadow pokemon. if not then i have no idea how to limit it)

Shun
October 29th, 2008, 12:59 PM
okay i will just have to have it to snag from double battles. please

AtlantianTokRa
October 29th, 2008, 01:24 PM
Sorry, I found the line that stops the player from being able to use poke balls in double battles and removing it will allow you to use them, but i can't work out how to allow the player to choose the pokemon to target

Magnemite
October 29th, 2008, 01:40 PM
HM thing : in the beginning of the game call an event which is like this :
http://i434.photobucket.com/albums/qq63/Jdgcreations/Naamloos.jpg

Well first, I keep getting a syntax error when I try to run this script, and secondly, won't this just give the player all the badges right off the bat?

AtlantianTokRa
October 29th, 2008, 01:45 PM
Well first, I keep getting a syntax error when I try to run this script, and secondly, won't this just give the player all the badges right off the bat?(i think) you get sytax error because you don't define i you just give it limits. and yes it would be more likely that that script would just give you all the badges
i think to allow all HMs you need to remove a few pieces of code from Pokemon_Field i'll show you the bit for cut on line 1489(the rest should just be the same) || $Trainer.badges[BADGEFORCUT]without those lines then the game won't check to see whether the player has a certain badge

PoKéMaKeR
October 29th, 2008, 01:57 PM
Well first, I keep getting a syntax error when I try to run this script, and secondly, won't this just give the player all the badges right off the bat?

yeah your right.. sorry about that..
I'll try to fix it tommorow ok?

PoKéMaKeR

New2Ya
October 29th, 2008, 02:07 PM
Poccil or anyone who can help! (But I think only Poccil can)

Could you make the Editor also read OGG files when selecting personal trainer songs in the Trainer Types commanding? Right now it only reads MP3 and MIDI files.

Props.

Shun
October 29th, 2008, 02:24 PM
Poccil or anyone who can help! (But I think only Poccil can)

Could you make the Editor also read OGG files when selecting personal trainer songs in the Trainer Types commanding? Right now it only reads MP3 and MIDI files.

Props.
I wouldn't think it is possible due to RMXP only uses certain file formats and OGG files only work on RMVX sorry to disappoint you

but if it is possible then do it that way

Soul.//Silver
October 30th, 2008, 12:13 AM
Would someone be able to tell me what this means? And possibly how to fix it?
---------------------------
Pokemon Silver Sea
---------------------------
Exception: NoMethodError

Message: undefined method `x=' for nil:NilClass

Pokegear:152:in `update'

Pokegear:110:in `main'

Pokegear:107:in `loop'

Pokegear:114:in `main'

PokemonUtilities:954:in `pbLoadRpgxpScene'

PokemonMenu:143:in `pbStartPokemonMenu'

PokemonMenu:132:in `loop'

PokemonMenu:233:in `pbStartPokemonMenu'

Scene_Map:183:in `call_menu'

Scene_Map:157:in `update'



This exception was logged in errorlog.txt.

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

I'm was trying to add new features to the PokeGear, I got the icons working and I haven't yet created the new features. And it looks like I've hit a road block :(

Can someone please answer my question, cause its causing a road block in the development of Pokemon Silver Sea.

Thanks,
Destined

Wichu
October 30th, 2008, 03:40 AM
I wouldn't think it is possible due to RMXP only uses certain file formats and OGG files only work on RMVX sorry to disappoint you

but if it is possible then do it that way

OGG works fine in RMXP... I prefer it over MP3, as it loops better.

PoKéMaKeR
October 30th, 2008, 04:51 AM
Errm is it possible to make a trainer use shiny Pokémon?
If so how should I do that?

New2Ya
October 30th, 2008, 06:52 AM
OGG works fine in RMXP... I prefer it over MP3, as it loops better.
Exactly. In the legal version of RMXP it works fine.

Ok well, it's not really necessary I found out, since you can edit it in the PBS folder -> Trainers

========

One question regarding screenfading. The change screen tone option doesnt always work, is that correct? Because when I used it in a scene it worked, but when I implemented it with 'teleporting' (transfer player to map) it doesnt work at all.

Wichu
October 30th, 2008, 07:04 AM
Did you put a Wait command after the screen tone change? It doesn't wait for the screen to finish fading automatically.

New2Ya
October 30th, 2008, 07:12 AM
Did you put a Wait command after the screen tone change? It doesn't wait for the screen to finish fading automatically.
Look at that, it works. Turns out I have to put the Wait command after the screen turns dark, and also after the screen turns normal...

Thanks a lot!

Shun
October 30th, 2008, 03:10 PM
I have found a part of a script which lets you choose the Target or opponent but i don't know how tomake it work during a double batle (Linking to my snag ball in double battles)
it is under te script

PokeBattle_ActualScene

line 2084 - 2128

so how would i put this script in?

Soul.//Silver
October 30th, 2008, 11:14 PM
Can someone (like poccil) tell me if there is anything wrong with this PokeGear script that I edited to try and add new features? Its in a spoiler because of its size.
#==============================================================================
# - Scene_Pokegear
#------------------------------------------------------------------------------
# Modified By Harshboy
# Modified by Peter O.
# Also Modified By OblivionMew
#==============================================================================
class Scene_Pokegear
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# main
#--------------------------------------------------------------------------
def main

# Main Menu settings you can add or change these
commands=[
_INTL("Map"),
_INTL("Radio"),
_INTL("Phone"),
_INTL("Notepad"),
_INTL("Calendar"),
_INTL("Digital Clock"),
_INTL("Exit")
]
@command_window = Window_CommandPokemon.new(commands,160)
@command_window.index = @menu_index
@command_window.x = (Graphics.width - @command_window.width) - 8
@command_window.y = 640
@card = Sprite.new
@card.bitmap = RPG::Cache.picture("Pokegearback")
@card.x = 0
@card.y = 0


@map_icon = Sprite.new
@map_icon.bitmap = RPG::Cache.picture("mapicon")
@map_icon.x = 0
@map_icon.y = 57
@button_up = Sprite.new
@button_up.bitmap = RPG::Cache.picture("buttonunp")
@button_up.x = 320
@button_up.y = 80
@button_down = Sprite.new
@button_down.bitmap = RPG::Cache.picture("buttonunp")
@button_down.x = 320
@button_down.y = 165
@arr_icon=AnimatedSprite.new("Graphics/Pictures/selarr.png",8,50,50,1)
@arr_icon.x = 60
@arr_icon.y = 57
@arr_icon.start
@radio_icon = Sprite.new
@radio_icon.bitmap = RPG::Cache.picture("radicon")
@radio_icon.x = 0
@radio_icon.y = 109
@arr_icon.z=99999
@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("phonicon")
@phone_icon.x = 0
@phone_icon.y = 161

@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("noteicon")
@phone_icon.x = 100
@phone_icon.y = 57

@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("clockicon")
@phone_icon.x = 100
@phone_icon.y = 109

@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("calendicon")
@phone_icon.x = 100
@phone_icon.y = 161

@exit_icon = Sprite.new
@exit_icon.bitmap = RPG::Cache.picture("exicon")
@exit_icon.x = 0
@exit_icon.y = 265

@trainer = Sprite.new
@trainer.x = 360
@trainer.y = 80
@trainer.zoom_x = 1.0
@trainer.zoom_y = 1.0
@trainer.z = 99999
@trainer.bitmap = RPG::Cache.character(
sprintf("trainer%03d.png",$Trainer.trainertype),0
)
@info = Window_UnformattedTextPokemon.new("")
@info.height = Graphics.height / 4 + 16
@info.width = Graphics.width / 2 + 74
@info.x = 160
@info.y = Graphics.height - @info.height
@info.z = 99999
@info.letterbyletter=false
@target_window = Window_UnformattedTextPokemon.new("")
@target_window.visible = false
@target_window.active = false
@target_window.letterbyletter=false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@target_window.dispose
Graphics.freeze
@command_window.dispose
@trainer.dispose
@card.bitmap.dispose
@info.dispose
@arr_icon.dispose
@map_icon.dispose
@phone_icon.dispose
@radio_icon.dispose
@exit_icon.dispose
@button_up.dispose
@button_down.dispose
end
#--------------------------------------------------------------------------
# update the scene
#--------------------------------------------------------------------------
def update
@arr_icon.update
@command_window.update
@info.update
if Input.press?(Input::UP)
@button_up.bitmap = RPG::Cache.picture("buttonp")
else
@button_up.bitmap = RPG::Cache.picture("buttonunp")
end

if Input.press?(Input::DOWN)
@button_down.bitmap = RPG::Cache.picture("buttonp")
else
@button_down.bitmap = RPG::Cache.picture("buttonunp")
end
case @command_window.index
when 0
@map_icon.x = 32
@phone_icon.x = 0
@radio_icon.x = 0
@notepad_icon.x = 0
@digitalclock_icon.x = 0
@calendar_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=57
when 1
@map_icon.x = 0
@phone_icon.x = 0
@radio_icon.x = 32
@notepad_icon.x = 0
@digitalclock_icon.x = 0
@calendar_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=109
when 2
@map_icon.x = 0
@phone_icon.x = 32
@radio_icon.x = 0
@notepad_icon.x = 0
@digitalclock_icon.x = 0
@calendar_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=161
when 3
@map_icon.x = 0
@phone_icon.x = 0
@radio_icon.x = 0
@notepad_icon.x = 32
@digitalclock_icon.x = 0
@calendar_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=213
when 4
@map_icon.x = 0
@phone_icon.x = 0
@radio_icon.x = 0
@notepad_icon.x = 0
@digitalclock_icon.x = 32
@calendar_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=265
when 5
@map_icon.x = 0
@phone_icon.x = 0
@radio_icon.x = 0
@notepad_icon.x = 0
@digitalclock_icon.x = 0
@calendar_icon.x = 32
@exit_icon.x = 0
@arr_icon.y=317
when 6
@map_icon.x = 0
@phone_icon.x = 0
@radio_icon.x = 0
@notepad_icon.x = 0
@digitalclock_icon.x = 0
@calendar_icon.x = 0
@exit_icon.x = 32
@arr_icon.y=421
end
#update command window and the info if it's active
if @command_window.active
update_command
update_info
return
end

end
#--------------------------------------------------------------------------
# update the command window
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end

if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
pbFadeOutIn(99999) {
scene=PokemonRegionMapScene.new
screen=PokemonRegionMap.new(scene)
screen.pbStartScreen
}
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Jukebox.new
when 2
$game_system.se_play($data_system.decision_se)
pbFadeOutIn(99999) {
PokemonPhoneScene.new.start
}
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
def update_info
case @command_window.index
when 0
@info.text=_INTL("A Map\r\nShows visited Places.")
when 1
@info.text=_INTL("A Radio\r\nUsed to listen to Music.")
when 2
@info.text=_INTL("A Phone\r\nUsed to call People.")
when 3
@info.text=_INTL("A Notepad\r\nUsed to record Notes.")
when 4
@info.text=_INTL("A Calendar\r\nUsed to check the current date.")
when 5
@info.text=_INTL("A Digital Clock\r\nUsed to check the current time.")
when 6
@info.text=_INTL("Closes the Pokevice and returns to the game")
end
end
end
And this is the error I'm getting when I try to get into the PokeGear when I'm in-game.
---------------------------
Pokemon Silver Sea
---------------------------
Exception: NoMethodError

Message: undefined method `x=' for nil:NilClass

Pokegear:152:in `update'

Pokegear:110:in `main'

Pokegear:107:in `loop'

Pokegear:114:in `main'

PokemonUtilities:954:in `pbLoadRpgxpScene'

PokemonMenu:143:in `pbStartPokemonMenu'

PokemonMenu:132:in `loop'

PokemonMenu:233:in `pbStartPokemonMenu'

Scene_Map:183:in `call_menu'

Scene_Map:157:in `update'



This exception was logged in errorlog.txt.

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

Thanks in advance for anyone that helps me.

Shun
October 31st, 2008, 02:20 AM
Can someone (like poccil) tell me if there is anything wrong with this PokeGear script that I edited to try and add new features? Its in a spoiler because of its size.
#==============================================================================
# - Scene_Pokegear
#------------------------------------------------------------------------------
# Modified By Harshboy
# Modified by Peter O.
# Also Modified By OblivionMew
#==============================================================================
class Scene_Pokegear
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# main
#--------------------------------------------------------------------------
def main

# Main Menu settings you can add or change these
commands=[
_INTL("Map"),
_INTL("Radio"),
_INTL("Phone"),
_INTL("Notepad"),
_INTL("Calendar"),
_INTL("Digital Clock"),
_INTL("Exit")
]
@command_window = Window_CommandPokemon.new(commands,160)
@command_window.index = @menu_index
@command_window.x = (Graphics.width - @command_window.width) - 8
@command_window.y = 640
@card = Sprite.new
@card.bitmap = RPG::Cache.picture("Pokegearback")
@card.x = 0
@card.y = 0


@map_icon = Sprite.new
@map_icon.bitmap = RPG::Cache.picture("mapicon")
@map_icon.x = 0
@map_icon.y = 57
@button_up = Sprite.new
@button_up.bitmap = RPG::Cache.picture("buttonunp")
@button_up.x = 320
@button_up.y = 80
@button_down = Sprite.new
@button_down.bitmap = RPG::Cache.picture("buttonunp")
@button_down.x = 320
@button_down.y = 165
@arr_icon=AnimatedSprite.new("Graphics/Pictures/selarr.png",8,50,50,1)
@arr_icon.x = 60
@arr_icon.y = 57
@arr_icon.start
@radio_icon = Sprite.new
@radio_icon.bitmap = RPG::Cache.picture("radicon")
@radio_icon.x = 0
@radio_icon.y = 109
@arr_icon.z=99999
@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("phonicon")
@phone_icon.x = 0
@phone_icon.y = 161

@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("noteicon")
@phone_icon.x = 100
@phone_icon.y = 57

@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("clockicon")
@phone_icon.x = 100
@phone_icon.y = 109

@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("calendicon")
@phone_icon.x = 100
@phone_icon.y = 161

@exit_icon = Sprite.new
@exit_icon.bitmap = RPG::Cache.picture("exicon")
@exit_icon.x = 0
@exit_icon.y = 265

@trainer = Sprite.new
@trainer.x = 360
@trainer.y = 80
@trainer.zoom_x = 1.0
@trainer.zoom_y = 1.0
@trainer.z = 99999
@trainer.bitmap = RPG::Cache.character(
sprintf("trainer%03d.png",$Trainer.trainertype),0
)
@info = Window_UnformattedTextPokemon.new("")
@info.height = Graphics.height / 4 + 16
@info.width = Graphics.width / 2 + 74
@info.x = 160
@info.y = Graphics.height - @info.height
@info.z = 99999
@info.letterbyletter=false
@target_window = Window_UnformattedTextPokemon.new("")
@target_window.visible = false
@target_window.active = false
@target_window.letterbyletter=false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
@target_window.dispose
Graphics.freeze
@command_window.dispose
@trainer.dispose
@card.bitmap.dispose
@info.dispose
@arr_icon.dispose
@map_icon.dispose
@phone_icon.dispose
@radio_icon.dispose
@exit_icon.dispose
@button_up.dispose
@button_down.dispose
end
#--------------------------------------------------------------------------
# update the scene
#--------------------------------------------------------------------------
def update
@arr_icon.update
@command_window.update
@info.update
if Input.press?(Input::UP)
@button_up.bitmap = RPG::Cache.picture("buttonp")
else
@button_up.bitmap = RPG::Cache.picture("buttonunp")
end

if Input.press?(Input::DOWN)
@button_down.bitmap = RPG::Cache.picture("buttonp")
else
@button_down.bitmap = RPG::Cache.picture("buttonunp")
end
case @command_window.index
when 0
@map_icon.x = 32
@phone_icon.x = 0
@radio_icon.x = 0
@notepad_icon.x = 0
@digitalclock_icon.x = 0
@calendar_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=57
when 1
@map_icon.x = 0
@phone_icon.x = 0
@radio_icon.x = 32
@notepad_icon.x = 0
@digitalclock_icon.x = 0
@calendar_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=109
when 2
@map_icon.x = 0
@phone_icon.x = 32
@radio_icon.x = 0
@notepad_icon.x = 0
@digitalclock_icon.x = 0
@calendar_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=161
when 3
@map_icon.x = 0
@phone_icon.x = 0
@radio_icon.x = 0
@notepad_icon.x = 32
@digitalclock_icon.x = 0
@calendar_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=213
when 4
@map_icon.x = 0
@phone_icon.x = 0
@radio_icon.x = 0
@notepad_icon.x = 0
@digitalclock_icon.x = 32
@calendar_icon.x = 0
@exit_icon.x = 0
@arr_icon.y=265
when 5
@map_icon.x = 0
@phone_icon.x = 0
@radio_icon.x = 0
@notepad_icon.x = 0
@digitalclock_icon.x = 0
@calendar_icon.x = 32
@exit_icon.x = 0
@arr_icon.y=317
when 6
@map_icon.x = 0
@phone_icon.x = 0
@radio_icon.x = 0
@notepad_icon.x = 0
@digitalclock_icon.x = 0
@calendar_icon.x = 0
@exit_icon.x = 32
@arr_icon.y=421
end
#update command window and the info if it's active
if @command_window.active
update_command
update_info
return
end

end
#--------------------------------------------------------------------------
# update the command window
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end

if Input.trigger?(Input::C)
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
pbFadeOutIn(99999) {
scene=PokemonRegionMapScene.new
screen=PokemonRegionMap.new(scene)
screen.pbStartScreen
}
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Jukebox.new
when 2
$game_system.se_play($data_system.decision_se)
pbFadeOutIn(99999) {
PokemonPhoneScene.new.start
}
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Map.new
end
return
end
end
def update_info
case @command_window.index
when 0
@info.text=_INTL("A Map\r\nShows visited Places.")
when 1
@info.text=_INTL("A Radio\r\nUsed to listen to Music.")
when 2
@info.text=_INTL("A Phone\r\nUsed to call People.")
when 3
@info.text=_INTL("A Notepad\r\nUsed to record Notes.")
when 4
@info.text=_INTL("A Calendar\r\nUsed to check the current date.")
when 5
@info.text=_INTL("A Digital Clock\r\nUsed to check the current time.")
when 6
@info.text=_INTL("Closes the Pokevice and returns to the game")
end
end
end
And this is the error I'm getting when I try to get into the PokeGear when I'm in-game.
---------------------------
Pokemon Silver Sea
---------------------------
Exception: NoMethodError

Message: undefined method `x=' for nil:NilClass

Pokegear:152:in `update'

Pokegear:110:in `main'

Pokegear:107:in `loop'

Pokegear:114:in `main'

PokemonUtilities:954:in `pbLoadRpgxpScene'

PokemonMenu:143:in `pbStartPokemonMenu'

PokemonMenu:132:in `loop'

PokemonMenu:233:in `pbStartPokemonMenu'

Scene_Map:183:in `call_menu'

Scene_Map:157:in `update'



This exception was logged in errorlog.txt.

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

Thanks in advance for anyone that helps me.
First have you got all the images need for the pokégear?
Second have you got the Scripts for notepad digitl clock etc?
third nice idea adding more stuff to the pokegear :D

ryanparker
October 31st, 2008, 02:35 AM
every time i load up toenmapgen.html it loads fine i can fill in all the info but i can not click on the map can any one help me cause i kinda need it sorted for my game? if you can help can you e-mail me at [email protected] thank you

Shun
October 31st, 2008, 04:14 AM
This is really important someone MUST help because it is needed in all pokémon games.

i get an error code whch says



Exception: RuntimeError

Message: Script error within event 1, map 32 (Outskirt Stand):

Section068:1383:in `pbBackdrop'undefined method `nextBattleBack' for #<PokemonGlobalMetadata:0x81214c8>

Interpreter:238:in `pbExecuteScript'

PokeBattle_ActualScene:1487:in `pbStartBattle'

PokeBattle_Battle:604:in `pbStartBattleCore'

PokeBattle_Battle:542:in `pbStartBattle'

PokemonTrainers:487:in `pbTrainerBattle'

PokemonTrainers:486:in `pbSceneStandby'

PokemonTrainers:488:in `pbTrainerBattle'

PokemonTrainers:485:in `pbBattleAnimation'

PokemonTrainers:485:in `pbTrainerBattle'

(eval):1:in `pbExecuteScript'



Interpreter:250:in `pbExecuteScript'

Interpreter:754:in `command_111'

Interpreter:293:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'

Wichu
October 31st, 2008, 04:33 AM
@phone_icon.x = 0
@phone_icon.y = 161

@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("noteicon")
@phone_icon.x = 100
@phone_icon.y = 57

@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("clockicon")
@phone_icon.x = 100
@phone_icon.y = 109

@phone_icon = Sprite.new
@phone_icon.bitmap = RPG::Cache.picture("calendicon")
@phone_icon.x = 100
@phone_icon.y = 161
You forgot to change the instances of @phone_icon here :P

PoKéMaKeR
October 31st, 2008, 04:49 AM
Errm is it possible to make a trainer use shiny Pokémon?
If so how should I do that?

Can someone please answer this question?
I really need it:classic:

PoKéMaKeR

Wichu
October 31st, 2008, 04:59 AM
Due to Essentials randomising trainer Pokémon's personality ID every time you fight them, it's not possible to make trainer Pokémon shiny without making heavy changes to the PokemonTrainers script.

PoKéMaKeR
October 31st, 2008, 05:03 AM
Due to Essentials randomising trainer Pokémon's personality ID every time you fight them, it's not possible to make trainer Pokémon shiny without making heavy changes to the PokemonTrainers script.

Ok.. that's a shame..
Can I ask you something other via PM (it's a secret for my game)?

Thanks anyway
PoKéMaKeR

Wichu
October 31st, 2008, 05:07 AM
Well, if you want... I might not be able to help, though.

Shun
October 31st, 2008, 05:12 AM
please someone help read the error code and tell me whats wrong

ryanparker
November 1st, 2008, 12:01 AM
I can not use the town map gen it does not work someone help it is a importent part of the game is it not?

Soul.//Silver
November 1st, 2008, 12:22 AM
You forgot to change the instances of @phone_icon here :P

Thanks for telling me (lol silly me for forgetting to change that) But sadly I'm still getting the same error message.
---------------------------
Pokemon Silver Sea
---------------------------
Exception: NoMethodError

Message: undefined method `x=' for nil:NilClass

Pokegear:153:in `update'

Pokegear:110:in `main'

Pokegear:107:in `loop'

Pokegear:114:in `main'

PokemonUtilities:954:in `pbLoadRpgxpScene'

PokemonMenu:143:in `pbStartPokemonMenu'

PokemonMenu:132:in `loop'

PokemonMenu:233:in `pbStartPokemonMenu'

Scene_Map:183:in `call_menu'

Scene_Map:157:in `update'



This exception was logged in errorlog.txt.

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

Would you, or someone else, go over the PokeGear script and tell me what needs fixing. Cause I have no idea what to look out for.

Thanks in advance to you or anyone else who helps me fix it,
Destined

Shun
November 1st, 2008, 12:27 AM
PLEASE SOMEONE HELP

i get this error

Exception: RuntimeError

Message: Script error within event 1, map 32 (Outskirt Stand):

Section068:1383:in `pbBackdrop'undefined method `nextBattleBack' for #<PokemonGlobalMetadata:0x81214c8>

Interpreter:238:in `pbExecuteScript'

PokeBattle_ActualScene:1487:in `pbStartBattle'

PokeBattle_Battle:604:in `pbStartBattleCore'

PokeBattle_Battle:542:in `pbStartBattle'

PokemonTrainers:487:in `pbTrainerBattle'

PokemonTrainers:486:in `pbSceneStandby'

PokemonTrainers:488:in `pbTrainerBattle'

PokemonTrainers:485:in `pbBattleAnimation'

PokemonTrainers:485:in `pbTrainerBattle'

(eval):1:in `pbExecuteScript'



Interpreter:250:in `pbExecuteScript'

Interpreter:754:in `command_111'

Interpreter:293:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'

what do i do?

Magnemite
November 1st, 2008, 12:47 AM
Quick question: Where do I change the ME played when a wild Pokemon is caught?

Every time I catch one, it shows the message "Cannot find _________.midi. Game will continue playing."

I've looked through all the PBS files, and I can't find it... Help please!

Shun
November 1st, 2008, 12:49 AM
you have to edit the metadata in editor.exe

Magnemite
November 1st, 2008, 02:02 AM
you have to edit the metadata in editor.exe

Thank you so much. I've just been editing the PBS files manually for everything, I completely forgot to check the editor.

Soul.//Silver
November 1st, 2008, 03:16 AM
I'm getting the following error when I try opening up editor.exe.
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `hasConst?' for nil:NilClass

Compiler:2588:in `pbConvertToItemEvent'

Compiler:2566:in `pbCompileTrainerEvents'

Compiler:2556:in `each'

Compiler:2556:in `pbCompileTrainerEvents'

Compiler:2547:in `each'

Compiler:2547:in `pbCompileTrainerEvents'

Compiler:2899:in `pbCompileAllData'

Compiler:2941



This exception was logged in errorlog.txt.

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

Can someone tell me why I'm getting this? I have a feeling it might be related to the error I'm getting with the PokeGear.

~JV~
November 1st, 2008, 03:32 AM
I can not use the town map gen it does not work someone help it is a importent part of the game is it not?

With me it only works with Mozilla.

New2Ya
November 1st, 2008, 06:04 AM
I have a question regarding battle animations. How come battle animations that were made (by someone else) with a Particle Engine end up turning the screen black (except for the animation itself), even though I set that background color to 'fully transparent' and 'partially transparent' (when you import it to the animations folder via RMXP)

I cant find a salution.

It's only in the battle system! Not in the cutscenes/overworld...

Help? Otherwise, I need to rely on... well... ugly animations. xD

SpawnHyuuga
November 1st, 2008, 03:20 PM
Can someone rip the rest of the animations from the Pokemon Games?

Ty 101
November 1st, 2008, 03:33 PM
Could someone tell me how to make a first battle against your rival. I want it to be that you face what ever Pokemon your starter is weak to.

Ravecat
November 1st, 2008, 04:19 PM
help on customizing screen size plz thx?

Hardy Har Har
November 1st, 2008, 04:23 PM
every time i load up toenmapgen.html it loads fine i can fill in all the info but i can not click on the map can any one help me cause i kinda need it sorted for my game? if you can help can you e-mail me at [email protected] thank you
Try to open it with Mozilla Firefox. It worked for me.

~JV~
November 2nd, 2008, 05:54 AM
How do i put the 240 x 160 resolution as the default one?

Lady Berlitz
November 2nd, 2008, 06:16 AM
How do i put the 240 x 160 resolution as the default one?What I do is just save the gameplay file with that resolution.
But there has to be another way.

Vampire://Krimm
November 2nd, 2008, 07:05 AM
D:

Alright, so I still have this font problem and I have no idea why it still isn't working. I've manually installed the fonts many times, tried even downloading newer version of Essentials, etc. I've found that when I download the latest Essentials all of the fonts are messed up.

In my version, ALL the fonts work except for the battle fonts, like the font of the Pokemon names in battle and the attacks, including the font in the Pokemon's name in the Pokemon Selection area.

http://i311.photobucket.com/albums/kk460/VisualKei_Krimm/WTF.png

Notice how the fonts are all fine on the second screenshot while in the battle screen everything is messed up.

I honestly have run out of things to do trying to fix it.

Curt200718
November 2nd, 2008, 07:44 AM
ok guys i noticed something and wanted to know if it was just me....I downloaded the new version (8-4-08) (I know theres a new one just havent upgraded yet..) anyway when ever my poke grow's a level during test play and it shows the how much the stats went up, the defense stat is on the line below it....anyone else having this problem or know how to fix it..im gonna attemp to inlude a screenshot..not sure how exactly

Here it is if it works >>: http://i110.photobucket.com/albums/n105/curt200518/Screenshot.png


Later Guyz and Galz

PokemonOI
November 2nd, 2008, 06:11 PM
I need to know how to put d/p pokemon back sprites in the game withoute having to make them really small or cut body parts off. I've gotta know this because the ones in the starter kit are ugly.

Magnemite
November 3rd, 2008, 12:35 AM
I'm getting this error when trying to run a call wild Pokemon battle script.

---------------------------
Pokemon: Purple Sky
---------------------------
Exception: RuntimeError

Message: Script error within event 12, map 123 (Power Plant):

Section082:384:in `pbWildBattle'undefined method `pokemonCount' for nil:NilClass

Interpreter:238:in `pbExecuteScript'

(eval):1:in `pbExecuteScript'

Interpreter:1623:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:1623: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'



Interpreter:250:in `pbExecuteScript'

Interpreter:1623: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'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

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

The code I have is pbWildBattle(100,20,61,true)
I've also tried it without the two optional variables, and I get the same error.
Any ideas?

super arrow
November 3rd, 2008, 12:58 AM
I haven't found any problems
i will keep looking
and can someone tell me if they like my game?
check it out Pokemon blue chill

Ravecat
November 3rd, 2008, 01:35 AM
I need to know how to put d/p pokemon back sprites in the game withoute having to make them really small or cut body parts off. I've gotta know this because the ones in the starter kit are ugly.
This is exactly why I made my screen bigger.

However, this means reorganising everything, which is hard.. :(

New2Ya
November 3rd, 2008, 05:23 AM
Why doesnt the 'add blending' feature on battle animations work in the Battle System?

It works on the overworld map, but its disabled during the battle system.

Result: Animation is shown on a black background OVER the battle system.

Help\??

Shun
November 4th, 2008, 10:25 AM
Is it Possible to have a pokemon contest?

?Alistair?
November 4th, 2008, 10:40 AM
http://i235.photobucket.com/albums/ee20/Belgarath313/eventpagescreenshot.png

Here's my rival event.When yo uchoose a starter pokemon, a variable is set (as shown in the screenshot). However, this event does not work, why?

Wichu
November 4th, 2008, 11:03 AM
I don't think it supports comment-generated battles within conditional branches yet. You could either create each battle event command manually (see the notes), or instead of using conditional branches, use multiple event pages using the variable as a condition. Page one should have it '1 or above', page two '2 or above', and page three '3 or above'.

SpawnHyuuga
November 4th, 2008, 12:48 PM
Pokemon Essentials supports contests only and only if you can make the script(s) and events for it yourself. Please note it has to be compatible. In addition the same rule apply with Secret Bases, unfortunately.

Curt200718
November 4th, 2008, 05:52 PM
ok I have simple question, when i add text to an event and put one work or watever on the top line hit enter and put a few more words on the next line, when i test play all words will be on the top line......I'm sure there is a simple solution to this..an example is a sign saying "ROUTE X
TOWN 1 - TOWN 2" it would

show up as " ROUTE X TOWN 1 - TOWN 2" in test play....thanks if anyone can help..

PoKéMaKeR
November 5th, 2008, 07:07 AM
ok I have simple question, when i add text to an event and put one work or watever on the top line hit enter and put a few more words on the next line, when i test play all words will be on the top line......I'm sure there is a simple solution to this..an example is a sign saying "ROUTE X
TOWN 1 - TOWN 2" it would

show up as " ROUTE X TOWN 1 - TOWN 2" in test play....thanks if anyone can help..

In essentials notes search for message system (use ctrl + F)
It not only tells you how to do this (you should use \n btw) but tells you everything about how to edit the text ;)

~JV~
November 5th, 2008, 10:23 AM
Can someone explain with details how to create a Regional dex? Plz i really need to put this in my game =/...

ForeverRed
November 6th, 2008, 02:31 AM
i really wanna know how you can make an event where like it asks if you have something and you dont it knows you dont and it knows if you do
how do i do this?

Exiled~Shadow
November 6th, 2008, 03:03 AM
im sure ive learnt this somewhere before.... and i know it was on youtube.... look up "rmxp tutorials" on youtube... im sure thats where i saw it!

Ravecat
November 6th, 2008, 03:16 AM
Conditional Branch.

Really, you should at least learn the basics of RMXP before atempting a game..

sHiZ-NaX
November 6th, 2008, 06:45 AM
http://i235.photobucket.com/albums/ee20/Belgarath313/eventpagescreenshot.png

Here's my rival event.When yo uchoose a starter pokemon, a variable is set (as shown in the screenshot). However, this event does not work, why?

What I would do is make 3 switches, one for each of the possible starter pokemon you can choose and than take your rival event and make 3 pages one with each possible choice of pokemon he starts with. So it would be like if you choose charmander it would trigger a switch called choice 1, so when you meet your rival one of the pages will be trigger by choice 1 and the other pages would be ignored because no switch turned them on. If im not explaining this well feel free to send me a PM and I can explain more.

PokemonOI
November 6th, 2008, 05:36 PM
if your making more than one region in your game how do you set it to where after getting 8 badges in the first region the trainer card resets and shows the new badges?
Could someone answer this question for me I really need to know because its important!^^^^^^

ForeverRed
November 7th, 2008, 02:13 AM
ok then -.-
i wanna ask how do i make other pockets in the bag? besides the normal ones

~JV~
November 7th, 2008, 06:39 AM
Is there anyway to make wild double battles?

PoKéMaKeR
November 7th, 2008, 07:00 AM
Is there anyway to make wild double battles?

Add a partner trainer, and wild battles will be automatically double battles!
I don't know an other way to do so though..

PoKéMaKeR

~JV~
November 7th, 2008, 07:26 AM
Thanks for answering PoKeMakeR, also i have another question, is there anyway to make a pokeball only catch one pokemon species (a specific ball)?

partyghoul2000
November 7th, 2008, 08:46 AM
Thanks for answering PoKeMakeR, also i have another question, is there anyway to make a pokeball only catch one pokemon species (a specific ball)?

thats easy, just insert this some part in the pokeball area in the PokeBattle_Battle script:
when PBItems::[SpecficBall]
if @species==PBSpecies::[SpecficSpecies]
rareness*=1 #or higher rate
else
rareness*=0
end

just remember to change the specfic areas :P

ForeverRed
November 7th, 2008, 07:29 PM
[quote]i wanna ask how do i make other pockets in the bag? besides the normal ones [quote]
did anyone answer my question -.-

Curt200718
November 7th, 2008, 11:31 PM
I think this has been asked before, but i searched the thread and didn't find it, any my question is when you have a wild pokemon battle(or any battle for that matter) , how do i get the pokeball to appear next to the pokemon names of the ones you have caught..? thanks if anyone can help.

GFA
November 8th, 2008, 11:34 AM
Umm, up until this point, I've used the premade tiles, but I just started to make some buildings, and so how do you import tiles?

Wichu
November 8th, 2008, 11:43 AM
Just edit the tilesets in the Graphics/Tilesets folder, then set passability etc in the RMXP database.

~JV~
November 8th, 2008, 11:44 AM
Umm, up until this point, I've used the premade tiles, but I just started to make some buildings, and so how do you import tiles?

Export the tileset you are using, open it with paint, add your buildings (WARNING: you have to put it in correctly or it will looks weird in game) then import it back =]

ForeverRed
November 9th, 2008, 02:57 AM
can someone tell me y i can walk through the houses and the rocks?

Ravecat
November 9th, 2008, 03:07 AM
...

You haven't corrected the passability in the tileset part of the menu.

Only the early tiles have been done, you have to do the rest yourself.

ForeverRed
November 9th, 2008, 03:19 AM
then what about the o and x ?
is that what i have to use?
also how do i chaneg the heros ow?

~JV~
November 9th, 2008, 04:06 AM
Try learning the basics of RMXP first, the database is the simplest system in it. To change the heros overworld just open the editor and then set metadata.

PokemonOI
November 9th, 2008, 06:51 AM
if your making more than one region in your game how do you set it to where after getting 8 badges in the first region the trainer card resets and shows the new badges?
^^^^^^^^^^^^^^^^^^^^^^^^^^Can someone please answer this question?^^^

New2Ya
November 9th, 2008, 07:51 AM
Why doesnt the 'add blending' feature on battle animations work in the Battle System?

It works on the overworld map, but its disabled during the battle system.

Result: Animation is shown on a black background OVER the battle system.

Help\??
My battle animations look hideous atm, please help!

(The battle animations are automatically SET to Normal (Add Blending removed))

How do I turn 'add bledning' on in the battle system!

?Alistair?
November 9th, 2008, 08:43 AM
http://i235.photobucket.com/albums/ee20/Belgarath313/untitled-8.png

Someone help me out?

Anuhrima
November 9th, 2008, 09:52 AM
WHAT PROGRAM IS THAT GUY USING AT THE TOP OF THE PAGE, AND CAN SOMEBODY HELP ME WITH THIS PROBLEMhttp://i439.photobucket.com/albums/qq113/ross61_2008/anim009.jpg

?Alistair?
November 9th, 2008, 03:41 PM
I get this error when trying to run the game;

Script 'PokeBattle_Trainer' line 91: NameError occurred

uninitialized constant PokeBattle_Trainer:: PBSpecies

my line 91 of PokeBattle_Trainer looks like this:

for i in 0..PBSpecies.getCount

I haven't intentionally touched the scripts.

Magnemite
November 10th, 2008, 05:10 PM
I've edited a few Pokéballs, and I've made a ball that works better in caves, simply by editing the Dive Ball and changing "Underwater" to "Cave." My question is... How does the game know I'm in a cave? Will the ball automatically work better on a Pokémon listed under the "Cave" encounter type?

Also, I'm trying to make a Dusk Ball. Would it work like this:

when PBItems::DUSKBALL
rareness*=4 if Time.now.hour<6||Time.now.hour>=20

I'm a total script noob, and I sort of just guessed based on other things I looked at within the game.

EDIT: Would this work too?

when PBItems::RAINBALL
rareness*=3 if @battle.pbWeather==PBWeather::RAINDANCE

One more question: Why are there two sections defining each type of ball? If I edit one section, do I need to edit the other as well?

Trace
November 11th, 2008, 12:45 AM
^^^^^^^^^^^^^^^^^^^^^^^^^^Can someone please answer this question?^^^
I'm only guessing, but I think you would have to edit the Trainer Card script, and display the badges depending on the region.

Ty 101
November 11th, 2008, 02:40 PM
I am having trouble with my sister event. Every time I go to test the game it says,"Trainer type sister was not found." I follow the instructions and after I select money this message comes up.

New2Ya
November 11th, 2008, 02:59 PM
Really I need some help here. During battles, I want a battle animation to be in the background (Pokémon images on top) just like in the real games.

http://www.youtube.com/watch?v=1XA0dZiGRlU

See 0:40 - 0:41 for reference (Hydro Pump)

The background is an animation too. Help? Thanks!!!

ForeverRed
November 11th, 2008, 11:56 PM
can someone tell me how do you make it so that you choose a pokemon but you cant nickname it yet.
like in DP.

Magnemite
November 12th, 2008, 05:11 AM
Quick question. I'm using the time-sensitive events to grow berries on trees once a day. However, I want some berries to grow slower. Is there any way I can do this with the time sensitive event script?

?Alistair?
November 12th, 2008, 11:35 AM
---------------------------
Pokemon Essentials
---------------------------
Exception: TypeError

Message: can't clone NilClass

Compiler:2183:in `clone'

Compiler:2183:in `pbCompilePokemonData'

Compiler:2175:in `pbEachFileSection'

Compiler:1974:in `pbEachFileSectionEx'

Compiler:1936:in `each_line'

Compiler:1936:in `pbEachFileSectionEx'

Compiler:1974:in `pbEachFileSection'

Compiler:2175:in `pbCompilePokemonData'

Compiler:2173:in `open'

Compiler:2173:in `pbCompilePokemonData'



This exception was logged in errorlog.txt.

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


Can no-one help me at all?, it's kind of important.

PokemonOI
November 12th, 2008, 06:50 PM
if your making more than one region in your game how do you set it to where after getting 8 badges in the first region the trainer card resets and shows the new badges?
^^^^^Can someone answer this question^^^^^

chessplayer
November 14th, 2008, 11:36 AM
Is there anyway to disable the limited screen size of the kit? How do I utilize the full screen?

jasonresno
November 14th, 2008, 03:34 PM
Can no-one help me at all?, it's kind of important.

Same issue here. Help anywhere? I'll give rep points.

victorspvl
November 14th, 2008, 04:12 PM
ok guys i noticed something and wanted to know if it was just me....I downloaded the new version (8-4-08) (I know theres a new one just havent upgraded yet..) anyway when ever my poke grow's a level during test play and it shows the how much the stats went up, the defense stat is on the line below it....anyone else having this problem or know how to fix it..im gonna attemp to inlude a screenshot..not sure how exactly

Here it is if it works >>: http://i110.photobucket.com/albums/n105/curt200518/Screenshot.png


Later Guyz and Galz

with me too!!!!
how can I fix this?

?Alistair?
November 15th, 2008, 03:47 AM
I get this error when trying to run the game;

Script 'PokeBattle_Trainer' line 91: NameError occurred

uninitialized constant PokeBattle_Trainer:: PBSpecies

my line 91 of PokeBattle_Trainer looks like this:

for i in 0..PBSpecies.getCount

I haven't intentionally touched the scripts.