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


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Anuhrima
December 22nd, 2008, 02:29 PM
Now can someone help me with my other problem
http://i439.photobucket.com/albums/qq113/ross61_2008/anim000.jpg

Mrchewy
December 23rd, 2008, 04:10 AM
Would anyone perchance know how to change the length of text in a message window before it automatically starts a new line? For example...

http://img261.imageshack.us/img261/6568/90651500pn7.png

I'm not using the default screen resolution, so I'd obviously like my text lines to be a bit longer. Does anyone know how to modify this?

poccil
December 23rd, 2008, 08:31 AM
Mrchewy:

Normally, the full extent of the text box is used when displaying text. However, when a text message would span two lines, the game system automatically equalizes the size of the two lines to achieve a better appearance on the screen. This behavior is by design.

victorspvl
December 23rd, 2008, 08:35 AM
Poccil you are preparing to update Pokémon Essentials?

Mrchewy
December 23rd, 2008, 05:46 PM
Many thanks for the reply, Poccil. After playing around with it, it's actually a pretty good system. I'll just try and use lengthy dialogue ^^.

Den
December 23rd, 2008, 08:10 PM
When I talk to an NPC I get this error:

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'
Exception: NoMethodError
Message: undefined method `pokedex' for nil:NilClass
PokemonMenu:107:in `pbStartPokemonMenu'
Scene_Map:183:in `call_menu'
Scene_Map:157:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'
Scene_Map:71:in `main'
Main:48:in `mainFunctionDebug'
Main:23:in `mainFunction'
Main:23:in `pbCriticalCode'
Main:23:in `mainFunction'
Exception: NoMethodError
Message: undefined method `pokedex' for nil:NilClass
PokemonMenu:107:in `pbStartPokemonMenu'
Scene_Map:183:in `call_menu'
Scene_Map:157:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'
Scene_Map:71:in `main'
Main:48:in `mainFunctionDebug'
Main:23:in `mainFunction'
Main:23:in `pbCriticalCode'
Main:23:in `mainFunction'
Exception: NoMethodError
Message: undefined method `pokedex' for nil:NilClass
PokemonMenu:107:in `pbStartPokemonMenu'
Scene_Map:183:in `call_menu'
Scene_Map:157:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'
Scene_Map:71:in `main'
Main:48:in `mainFunctionDebug'
Main:23:in `mainFunction'
Main:23:in `pbCriticalCode'
Main:23:in `mainFunction'

Can someone help me with this?

Wichu
December 24th, 2008, 01:07 AM
It seems you haven't initialised the trainer...
Have you included both the pbSetTrainer and pbTrainerName methods in your intro event?

Anuhrima
December 24th, 2008, 06:31 AM
How do i do that.
Can you show me the lines i am supposed to do that with

marfil92
December 24th, 2008, 11:39 AM
How I do for the floor of the cave slip???

Thanks


Help me please!! I need that someone help me

Thanks

CollosalPokemon
December 24th, 2008, 11:41 AM
How would one make an animated title screen? I have been searching sources forever and cannot find the script(s) for it.

<~F.M.P~>
December 24th, 2008, 12:02 PM
How would one make an animated title screen? I have been searching sources forever and cannot find the script(s) for it.

Animated as in how? What sort of animation are you going for?

CollosalPokemon
December 24th, 2008, 12:16 PM
Animated as in how? What sort of animation are you going for?

Like adding an intro directly before the titlescreen; Like in Firered how it shows a Intro Copyrights, Game Freak Presents, shows charactors walking etc..... IN MULTIPLE screens though, not just 2.

EDIT: Alright; I made a script for it, but it gets this error method:

Script 'Scene_Intro' Line 256: Syntax Error occured

The script is:

#==============================================================================
# ¡ Scene_Title Edited Pokemon Style By CollosalPokemon
#------------------------------------------------------------------------------
# @ƒ^ƒCƒgƒ‹‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Title

#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def delay(seconds)
for i in 0...(seconds * 10)
sleep 0.1
Graphics.update
end
end

def update

if @sprite.bitmap == RPG::Cache.title("Pic_1")
@sprite.bitmap = RPG::Cache.title("Pic_1.1")
elsif @sprite.bitmap == RPG::Cache.title("Pic_1.2")
@sprite.bitmap = RPG::Cache.title("Pic_1.3")
elsif @sprite.bitmap == RPG::Cache.title("Pic_1.4")
@sprite.bitmap = RPG::Cache.title("Pic_1.5")
elsif @sprite.bitmap == RPG::Cache.title("Pic_2")
end
def main
# ??
if $BTEST
battle_test
return
end
# ƒf[ƒ^ƒx[ƒX‚ðƒ[ƒh
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# ƒVƒXƒeƒ€ƒIƒuƒWƒFƒNƒg‚ðì¬
$game_system = Game_System.new
# ƒ^ƒCƒgƒ‹ƒOƒ‰ƒtƒBƒbƒN‚ðì¬
@viewport1 = Viewport.new(0, 240, 640, 240)
@viewport5 = Viewport.new(0, 0, 640, 480)
@characters = Plane.new(@viewport5)
@characters.bitmap = RPG::Cache.title("Title-Characters")
@bg1 = Plane.new(@viewport3)
@bg1.bitmap = RPG::Cache.title("Title-Background")
@meteor = Plane.new(@viewport3)
@meteor.bitmap = RPG::Cache.title("Title-Meteor")
@viewport2 = Viewport.new(0, - 40, 640, 240)
@viewport3 = Viewport.new(0, - 94, 640, 240)
@viewport4 = Viewport.new(0, 40, 640, 240)
@bg1.opacity = @meteor.opacity = 200
@characters.opacity = 60
@title = Sprite.new
@title.bitmap = RPG::Cache.title("Title-Text")
@title.x = 0
@title.y = 0
@scene = Sprite.new
@scene.opacity = 0
@scene.zoom_x = @scene.zoom_y = 10
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
s1 = "Start Story"
s2 = "Continue"
s3 = "Exit"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 330 - @command_window.width / 2
@command_window.y = 250
# ƒRƒ“ƒeƒBƒjƒ…[—LŒø”»’è
# ƒZ[ƒuƒtƒ@ƒCƒ‹‚ª‚Ð‚Æ‚Â‚Å‚à‘¶Ý‚·‚é‚©‚Ç‚¤‚©‚𒲂ׂé
# —LŒø‚È‚ç @continue_enabled ‚ð trueA–³Œø‚È‚ç false ‚É‚·‚é
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.sav")
@continue_enabled = true
end
end
# ƒ^ƒCƒgƒ‹ BGM ‚ð‰‰‘t
$game_system.bgm_play($data_system.title_bgm)
# MEABGS ‚̉‰‘t‚ð’âŽ~
Audio.me_stop
Audio.bgs_stop
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
Graphics.transition
# ƒƒCƒ“ƒ‹[ƒv
loop do
# ƒQ[ƒ€‰æ–Ê‚ðXV
Graphics.update
# “ü—͏î•ñ‚ðXV
Input.update
# ƒtƒŒ[ƒ€XV
update
# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
if $scene != self
break
end
end
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
Graphics.freeze
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ð‰ð•ú
@command_window.dispose
# ƒ^ƒCƒgƒ‹ƒOƒ‰ƒtƒBƒbƒN‚ð‰ð•ú
@title.dispose
@bg1.dispose
@meteor.dispose
@characters.dispose
@scene.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
if @command_window.active
update_command
else
update_start
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_command
@characters.oy += 1
@bg1.ox += 1
@meteor.ox -=1
@meteor.oy -=1
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE

What did I do wrong?

ForeverRed
December 24th, 2008, 10:21 PM
i dont know if someone asked this already but do you have the dpp item PBS?

<~F.M.P~>
December 24th, 2008, 10:45 PM
Like adding an intro directly before the titlescreen; Like in Firered how it shows a Intro Copyrights, Game Freak Presents, shows charactors walking etc..... IN MULTIPLE screens though, not just 2.

EDIT: Alright; I made a script for it, but it gets this error method:

Script 'Scene_Intro' Line 256: Syntax Error occured

The script is:

#==============================================================================
# ¡ Scene_Title Edited Pokemon Style By CollosalPokemon
#------------------------------------------------------------------------------
# @ƒ^ƒCƒgƒ‹‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Title

#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def delay(seconds)
for i in 0...(seconds * 10)
sleep 0.1
Graphics.update
end
end

def update

if @sprite.bitmap == RPG::Cache.title("Pic_1")
@sprite.bitmap = RPG::Cache.title("Pic_1.1")
elsif @sprite.bitmap == RPG::Cache.title("Pic_1.2")
@sprite.bitmap = RPG::Cache.title("Pic_1.3")
elsif @sprite.bitmap == RPG::Cache.title("Pic_1.4")
@sprite.bitmap = RPG::Cache.title("Pic_1.5")
elsif @sprite.bitmap == RPG::Cache.title("Pic_2")
end
def main
# ??
if $BTEST
battle_test
return
end
# ƒf[ƒ^ƒx[ƒX‚ðƒ[ƒh
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# ƒVƒXƒeƒ€ƒIƒuƒWƒFƒNƒg‚ðì¬
$game_system = Game_System.new
# ƒ^ƒCƒgƒ‹ƒOƒ‰ƒtƒBƒbƒN‚ðì¬
@viewport1 = Viewport.new(0, 240, 640, 240)
@viewport5 = Viewport.new(0, 0, 640, 480)
@characters = Plane.new(@viewport5)
@characters.bitmap = RPG::Cache.title("Title-Characters")
@bg1 = Plane.new(@viewport3)
@bg1.bitmap = RPG::Cache.title("Title-Background")
@meteor = Plane.new(@viewport3)
@meteor.bitmap = RPG::Cache.title("Title-Meteor")
@viewport2 = Viewport.new(0, - 40, 640, 240)
@viewport3 = Viewport.new(0, - 94, 640, 240)
@viewport4 = Viewport.new(0, 40, 640, 240)
@bg1.opacity = @meteor.opacity = 200
@characters.opacity = 60
@title = Sprite.new
@title.bitmap = RPG::Cache.title("Title-Text")
@title.x = 0
@title.y = 0
@scene = Sprite.new
@scene.opacity = 0
@scene.zoom_x = @scene.zoom_y = 10
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
s1 = "Start Story"
s2 = "Continue"
s3 = "Exit"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 330 - @command_window.width / 2
@command_window.y = 250
# ƒRƒ“ƒeƒBƒjƒ…[—LŒø”»’è
# ƒZ[ƒuƒtƒ@ƒCƒ‹‚ª‚Ð‚Æ‚Â‚Å‚à‘¶Ý‚·‚é‚©‚Ç‚¤‚©‚𒲂ׂé
# —LŒø‚È‚ç @continue_enabled ‚ð trueA–³Œø‚È‚ç false ‚É‚·‚é
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.sav")
@continue_enabled = true
end
end
# ƒ^ƒCƒgƒ‹ BGM ‚ð‰‰‘t
$game_system.bgm_play($data_system.title_bgm)
# MEABGS ‚̉‰‘t‚ð’âŽ~
Audio.me_stop
Audio.bgs_stop
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
Graphics.transition
# ƒƒCƒ“ƒ‹[ƒv
loop do
# ƒQ[ƒ€‰æ–Ê‚ðXV
Graphics.update
# “ü—͏î•ñ‚ðXV
Input.update
# ƒtƒŒ[ƒ€XV
update
# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
if $scene != self
break
end
end
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
Graphics.freeze
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ð‰ð•ú
@command_window.dispose
# ƒ^ƒCƒgƒ‹ƒOƒ‰ƒtƒBƒbƒN‚ð‰ð•ú
@title.dispose
@bg1.dispose
@meteor.dispose
@characters.dispose
@scene.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
if @command_window.active
update_command
else
update_start
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_command
@characters.oy += 1
@bg1.ox += 1
@meteor.ox -=1
@meteor.oy -=1
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE

What did I do wrong?

Well try this. change the class Scene_Title line to class Scene_Intro That may be the problem, but seeing as how I just started learning how to script. I could be wrong.

CollosalPokemon
December 24th, 2008, 10:56 PM
Well try this. change the class Scene_Title line to class Scene_Intro That may be the problem, but seeing as how I just started learning how to script. I could be wrong.

Now its getting a syntax error for line #138.

ultron90
December 25th, 2008, 06:04 AM
does anyone know how to change the color of the text?

Wichu
December 25th, 2008, 06:08 AM
Now its getting a syntax error for line #138.

That's because that's the Scene_Title script from the default RMXP scripts, which are generally incompatible with Essentials.

redozano
December 25th, 2008, 07:07 AM
I have a hole arsonal of animations now with after effects but each animation is in image sequence not sprite format. Is there any way I could load up all of my animations in sequence png format instead of sprite sheet format?


Oh I'm posting it here because there are more people.

CollosalPokemon
December 25th, 2008, 08:38 AM
That's because that's the Scene_Title script from the default RMXP scripts, which are generally incompatible with Essentials.

Oh, I get it now; Then how did you do it?

EDIT: I found a way to bypass that; It won't work EXACTLY like Pokemon Essentials, but it should work.

-Testing it out now; Will Update if it works -

Pika Storm
December 25th, 2008, 09:44 AM
what is the script to edit change which map the pokegear shows when you select map?

EDIT- also, how do you take an in game picture?

CollosalPokemon
December 25th, 2008, 09:53 AM
what is the script to edit change which map the pokegear shows when you select map?

EDIT- also, how do you take an in game picture?

Pokegear: Do you mean change the World Map?

In Game Snapshot: It's in the Essentials Notes; But its F8 to take a snapshot.

InMooseWeTrust
December 25th, 2008, 10:56 AM
Is it possible to give a Pokemon two different abilities at the same time? For example, Magnemite with Magnet Pull and Levitate.

CollosalPokemon
December 25th, 2008, 11:13 AM
Is it possible to give a Pokemon two different abilities at the same time? For example, Magnemite with Magnet Pull and Levitate.

Unfortunately not unless your as skilled as Poccil because the area where it shows the ability is too small to fit two ability names and details.

InMooseWeTrust
December 25th, 2008, 11:20 AM
Unfortunately not unless your as skilled as Poccil because the area where it shows the ability is too small to fit two ability names and details.

What if you could hide one?

CollosalPokemon
December 25th, 2008, 11:35 AM
What if you could hide one?

Possibly, but that script would be difficult. I can only think of 3 people might be able to script it.

On my note, I tried another thing; this:

=begin
Graphics.frame_rate=40
window=Window.new
window.x=0
window.y=0
window.width=200
window.height=200
window.windowskin=Bitmap.new("Graphics/Windowskins/Window.png")
window.openness=255
loop do
window.openness=(Graphics.frame_count*3)&0xFF
Graphics.update
end
exit
=end

def pbCallTitle
return Scene_Intro.new(['Pic_1'], ['Pic_1.1'], ['Pic_2'])
end

def mainFunction
if $DEBUG
pbCriticalCode { mainFunctionDebug }
else
mainFunctionDebug
end
return 1
end

def mainFunctionDebug
begin
getCurrentProcess=Win32API.new("kernel32.dll","GetCurrentProcess","","l")
setPriorityClass=Win32API.new("kernel32.dll","SetPriorityClass",%w(l i),"")
getPriorityClass=Win32API.new("kernel32.dll","GetPriorityClass",%w(l),"l")
getCurrentThread=Win32API.new("kernel32.dll","GetCurrentThread","","l")
setThreadPriority=Win32API.new("kernel32.dll","SetThreadPriority",%w(l i),"")
setPriorityClass.call(getCurrentProcess.call(),32768) # "Above normal" priority class
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
setScreenBorderName("border.png")
Graphics.update
Graphics.freeze
$scene = pbCallTitle
while $scene != true
$scene.main
end
Graphics.transition(20)
rescue Hangup
pbEmergencySave
raise
end
end


loop do
retval=mainFunction
if retval==0 # failed
loop do
Graphics.update
end
elsif retval==1 # ended successfully
break
end
end



It says this:

Exception: ArgumentError
Message: Wrong number of Arguments (3 for 2)
Main:18:in 'initialize'
Main:18:in 'new'
Main:18:in 'pbCallTitle'
Main:46:in 'mainFunctionDebug'
Main:23:in 'mainFunction'
Main:23:in 'pbCriticalCode'
Main:23:in 'mainFunction'
Main:59
Main:58:in 'loop'
Main:67

marfil92
December 25th, 2008, 11:48 AM
Quote:
Originally Posted by marfil92 http://www.pokecommunity.com/images/templates/delibird/button/viewpost.gif (http://www.pokecommunity.com/showthread.php?p=4214926#post4214926)
How I do for the floor of the cave slip???

Thanks


Help me please!! I need that someone help me

Thanks
http://www.pokecommunity.com/images/templates/delibird/misc/progress.gif

<~F.M.P~>
December 25th, 2008, 11:56 AM
Quote:
Originally Posted by marfil92 http://www.pokecommunity.com/images/templates/delibird/button/viewpost.gif (http://www.pokecommunity.com/showthread.php?p=4214926#post4214926)
How I do for the floor of the cave slip???

Thanks





Ummm...Do you mean to make your NPC slide across like it's Ice? That would be terrain tag 12 In database.

Pika Storm
December 25th, 2008, 12:30 PM
Pokegear: Do you mean change the World Map?

In Game Snapshot: It's in the Essentials Notes; But its F8 to take a snapshot.

I have made the new world map and I have inserted it, but the pokegear wants to open the old one and causes the game to crash when I open "map" in pokegear, and thanks!

CollosalPokemon
December 25th, 2008, 12:47 PM
I have made the new world map and I have inserted it, but the pokegear wants to open the old one and causes the game to crash when I open "map" in pokegear, and thanks!

Oh, I see now; Did you name your new World map file to simplemap.png?

Pika Storm
December 25th, 2008, 01:23 PM
no, but I will
Also, what do I name the second map, third map, and fourth map?

CollosalPokemon
December 25th, 2008, 01:31 PM
no, but I will
Also, what do I name the second map, third map, and fourth map?

That should do the trick.
I-I Don't really know; I am not sure if its even possible unless Poccil made an update that easily allows more than 1 world map. As far as I know, it'd take numerous complex script lines to do it.

Wichu
December 25th, 2008, 01:43 PM
Edit the Townmap.txt file; the name of each region map is given at the top.

<~F.M.P~>
December 25th, 2008, 01:54 PM
I just have a simple question...Would it be possible to implement a titlescreen similar to the one In D/P where Dialga and Plikia shine every now and then?

CollosalPokemon
December 25th, 2008, 02:46 PM
Edit the Townmap.txt file; the name of each region map is given at the top.

I guess I am stupid for not realizing that xD

I just have a simple question...Would it be possible to implement a titlescreen similar to the one In D/P where Dialga and Plikia shine every now and then?

I saw a game in action on youtube with a working Dialga, but I lost the channel. I remember it was called Pokemon BlueSea (not the one here).

marfil92
December 26th, 2008, 04:24 AM
Ummm...Do you mean to make your NPC slide across like it's Ice? That would be terrain tag 12 In database.

No, I do this and the NPC don't across like it's ice...

mad.array
December 26th, 2008, 10:50 AM
No, I do this and the NPC don't across like it's ice...

If you mean for an NPC to slide as well as the player then you'll either have to add something into the script or simulate them sliding using move routes as it's only the player that's affected by the terrain tag. If it's part of a cutscene then it should be easy enough to do, but if you've given the NPC a random move route then it'll be nigh on impossible.

Mrchewy
December 26th, 2008, 09:25 PM
Another brain tester, folks.

I've got a variable, which I want to set to false whenever the character is in the air after a ledge jump, and set to true whenever he isn't (or when he returns to the ground). I can't actually find Poccil's ledge jumping script, so can anyone help me out?

mad.array
December 27th, 2008, 12:21 AM
@MrChewy: The Ledge script is called pbLedge and is located, strangely, in PokemonMessages. It's called 4 times in the Game_Player* script, each one defining the jump for each direction that the player is facing. Those are the places that you'll want to change the switch/variable.

Hall Of Famer
December 27th, 2008, 04:49 AM
After that, there are a number of lines equal to the number of Pokemon. Each line is a set of fields separated by commas, as defined below:

Field 1: Internal name of the Pokemon's species (see pokemon.txt (file:///D:/Business%20Partition/Ordlad%20Euro/Game/Software/pokestarter2/notes.html#header11) or PBSpecies for internal names). Required.
Field 2: Level of the Pokemon. Required.
Field 3: Individual Value of each stat of the Pokemon. Optional. If not given, this value is 10.
Field 4: Internal name of the item held by the Pokemon (see items.txt (file:///D:/Business%20Partition/Ordlad%20Euro/Game/Software/pokestarter2/notes.html#header13) or PBItems for internal names). Optional.
Field 5-8: Internal names of moves known by the Pokemon (see moves.txt or PBMoves for internal names). Optional. If no moves are given, then it has the same moves as a wild Pokemon of the given level.




Can someone please explain the highlighted part I quoted from notes.html? What do the so-called "stat" and "10" mean in here? I'm completely confused with this sentence...

mad.array
December 27th, 2008, 05:21 AM
If you look up Individual Values on any decent pokemon site, it'll explain them to you. The bare bones is that the higher the number, the more of a 'bonus' that pokemons stats will get as they levels up. They are recorded in this order:

attack, defense, speed, sp attack, sp defense

So if you put:

10,21,9,4,16

Then that pokemon will have an ok attack bonus, a quite good defense bonus, speed is slightly boosted, special attack... ouch & special defense will get a decent bonus.

All pokemon are given IVs to vary the stats between two pokemon of the same level and nature.

delyemerald2
December 27th, 2008, 05:48 AM
Can somebody tell me how to add terain tags? And how make battle backs that will be activated at night or morning? And wich script I must change so the trainer battles background will become the normal background of the terain tag?

Hall Of Famer
December 27th, 2008, 06:09 AM
If you look up Individual Values on any decent pokemon site, it'll explain them to you. The bare bones is that the higher the number, the more of a 'bonus' that pokemons stats will get as they levels up. They are recorded in this order:

attack, defense, speed, sp attack, sp defense

So if you put:

10,21,9,4,16

Then that pokemon will have an ok attack bonus, a quite good defense bonus, speed is slightly boosted, special attack... ouch & special defense will get a decent bonus.

All pokemon are given IVs to vary the stats between two pokemon of the same level and nature.

Thanks a lot for the answer. However, I still have one question to ask. I copied this line from the sample trainer.txt:


STEELIX,22,20,SITRUSBERRY,SANDSTORM,IRONTAIL,IRONDEFENSE,EARTHQUAKE


According to my comprehension, the highlighted value "20" should be the individual value, isn't it? However, it seems to me that I have to enter at least five individual values in here since each pokemon has five stats. Can you please tell me why there's only one single value "20" in this line(I thought it ought to be 20,20,20,20,20 if you want to set the individual for all stats to be 20")? Thanks?

mad.array
December 27th, 2008, 06:35 AM
Oh, sorry about that. NORMALLY you'd have five IVs, one for each stat. For the trainers pokemon you just set one, which will be applied to all of the stats. This can be used to make a rivals lv 32 Raichu more difficult than a normal trainers lv 32 Raichu. I don't know whether this copies the handheld gamess, but I suppose it saves entering a ton of commas or values for each trainers pokemon. So, just put one number in and all of the opposing pokemons stats will be given that IV.

redozano
December 27th, 2008, 04:26 PM
After the intro I keep getting an error and cant start my game in fact this happens every time I do a map transfer. What is the problem?

The error says

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

Message: File Data/Map025.rxdata not found.

Game_Map_:33:in `load_data'

Game_Map_:33:in `setup'

PokemonMap:640:in `setup'

Scene_Map:214:in `transfer_player'

Scene_Map:107:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'

Scene_Map:64:in `loop'

Scene_Map:71:in `main'



This exception was logged in errorlog.txt.

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

mad.array
December 27th, 2008, 05:45 PM
@redozano: You need to change the 'Home' entry in your metadata.txt file in the pbs folder. It tells the game where to send the player if they lose before they've reached a Pokécenter. It's defined as c,x,y.

c is the map ID, x is the x coordinate and y is the y coordinate.

rhevarhe_duh
December 28th, 2008, 06:39 AM
i tried day/night land encounters system on a route in my game. but it doesn't work.
when i walk on the grass on that route, nothing happened (no wild pokemon and no error message appeared).
i set the grass with terrain tag 2.
please... help me!! ^^

Beam Me Up, Furry Bandit!
December 28th, 2008, 11:10 AM
Have you tried the Editor thinghy yet?

Wichu
December 28th, 2008, 02:00 PM
i tried day/night land encounters system on a route in my game. but it doesn't work.
when i walk on the grass on that route, nothing happened (no wild pokemon and no error message appeared).
i set the grass with terrain tag 2.
please... help me!! ^^

Have you got any Pokémon in your party? If you don't have any with you, you can't find wild Pokémon.

~JV~
December 28th, 2008, 05:27 PM
How do I put different battle bases and backs depending on the time of the day? I just couldnt find it on the notes.htm...

ryanhead
December 28th, 2008, 08:52 PM
Hey I have 2 questions, I hope someone can help.

I went through the notes but what it said didn't work. I want the player to choose the starter Pokemon. I tried the add pokemon but I realized it was just to add a new species of Pokemon. I'm not sure if the Trainer got the Pokemon but the button where you check all your Pokemon stats isn't there. How do you make it appear with an event ?

Also somethings I can walk over. I checked in the database and I fixed it but I can still walk over it.

I hope someone can help.
Thanks

marfil92
December 29th, 2008, 05:59 AM
How I can to change the color of text of battle???

Thanks

<~F.M.P~>
December 29th, 2008, 06:09 AM
How do I put different battle bases and backs depending on the time of the day? I just couldnt find it on the notes.htm...

That would be in the pictures folder. simply change the pics called battlebg, enemy base, and player base...to make them change during different times of day you have to set the picture with the corresponding number...for ex. during morning you'd have to change: battlebg0, enemybase0, and playerbase0.

Hey I have 2 questions, I hope someone can help.

I went through the notes but what it said didn't work. I want the player to choose the starter Pokemon. I tried the add pokemon but I realized it was just to add a new species of Pokemon. I'm not sure if the Trainer got the Pokemon but the button where you check all your Pokemon stats isn't there. How do you make it appear with an event ?

Also somethings I can walk over. I checked in the database and I fixed it but I can still walk over it.

I hope someone can help.
Thanks

Hmmm...to answer part of your first question. to give the player a pokemon you'd have to put this into the script: pbAddPokemon(PBSpecies::name of pokemon, level)
your button problem however...I do not know what may be wrong.

the tile problem...just play the game as if it were a normal game, don't play test it...I had the same problem.

How I can to change the color of text of battle???

Thanks

you'd have to edit the scripts...I'm not sure which one, but I can look into it if your that interested?

Theosage
December 29th, 2008, 06:11 AM
Question, how would you say you would implement a path finding script in Essentials?

Or any other scripts for that matter?

Wichu
December 29th, 2008, 06:12 AM
Question, how would you say you would implement a path finding script in Essentials?

Or any other scripts for that matter?

As long as the script doesn't redefine any of the methods changed in Essentials, it should work. Which pathfinding script are you trying to implement?

EDIT: ~JV~, have a look at the pbBackdrop method in PokeBattle_ActualScene. Here's what I added: if @outdoor
pbDayNightTint(@sprites["battlebg"])
pbDayNightTint(@sprites["enemybase"])
pbDayNightTint(@sprites["playerbase"])
end

ryanhead: Make sure you only use the very top-left tile to erase, as using other blank tiles will cause passability problems. The Pokémon option appears automatically when you have a Pokémon with you.

marfil92: In PokeBattle_ActualScene, find and edit these lines:MESSAGEBASECOLOR=Color.new(248,248,248)
MESSAGESHADOWCOLOR=Color.new(104,88,112)
MENUBASECOLOR=Color.new(72,72,72)
MENUSHADOWCOLOR=Color.new(208,208,208)
BOXTEXTBASECOLOR=Color.new(64,64,64)
BOXTEXTSHADOWCOLOR=Color.new(216,208,176)
The first two are for the message box, the next two are for the selection boxes (such as when you choose a move), and the last two are for the text in the Pokémon info boxes.

marfil92
December 29th, 2008, 06:15 AM
you'd have to edit the scripts...I'm not sure which one, but I can look into it if your that interested?

Yes please!! I need change the color becose I want change the box of text and the back of the bos is white and the text is white!!!

Theosage
December 29th, 2008, 06:15 AM
As long as the script doesn't redefine any of the methods changed in Essentials, it should work. Which pathfinding script are you trying to implement?

That's the problem; everything I've tried pretty much "attacks" Game_Character.

How can I bypass that?

Let me fetch one of the scripts I'm trying to insert: Yet Another A* Pathfinding Script (http://www.rmxp.org/forums/index.php?topic=55274.0)

InMooseWeTrust
December 29th, 2008, 06:24 AM
Is it possible to give a Pokemon two different abilities at the same time? For example, Magnemite with Magnet Pull and Levitate.

I know you can't have both in the same screen, so how about having Magnet Pull be the visible ability and Levitate be the hidden one. Is there some way to implement a hidden variable in the \PBS\pokemon.txt that would set Levitate=true or false?

Wichu
December 29th, 2008, 06:25 AM
That's the problem; everything I've tried pretty much "attacks" Game_Character.

How can I bypass that?

Let me fetch one of the scripts I'm trying to insert: Yet Another A* Pathfinding Script (http://www.rmxp.org/forums/index.php?topic=55274.0)

Ah. That script only overwrites the move_route_custom method, which is practically unchanged in Essentials. The only difference is that $game_map.need_refresh = true is replaced with self.map.need_refresh = true, so change that.

Otherwise, it should work; I'm using that script too without problems.

Forever Forbidden
December 29th, 2008, 06:27 AM
... still waiting for someone to tell me how to make a rival...

Wichu
December 29th, 2008, 06:28 AM
Is it possible to give a Pokemon two different abilities at the same time? For example, Magnemite with Magnet Pull and Levitate.

I know you can't have both in the same screen, so how about having Magnet Pull be the visible ability and Levitate be the hidden one. Is there some way to implement a hidden variable in the \PBS\pokemon.txt that would set Levitate=true or false?

I don't think there's a way without making heavy edits to the scripts, unfortunately. The ability is checked using pokemon.ability==; I'm not sure if you can overwrite the == method just for the Pokémon's ability. Let me check, I may be wrong.
EDIT: Nope, you can't make an ability== method. But I think there might still be a way...

PokeBud
December 29th, 2008, 06:32 AM
i've got a Problem. I don't know how I can make a Key Item With a uhh Effect or something. I want to make A Quest log but the Item won't work but how do I make a Key Item that's working

Theosage
December 29th, 2008, 06:33 AM
Ah. That script only overwrites the move_route_custom method, which is practically unchanged in Essentials. The only difference is that $game_map.need_refresh = true is replaced with self.map.need_refresh = true, so change that.

Otherwise, it should work; I'm using that script too without problems.

Mmm.

Exception: ArgumentError
Message: wrong number of arguments(1 for 0)
Game_Event_:9:in `initialize'
Game_Event_:9:in `nf_particles_game_map_initialize'
Particle_Engine:541:in `initialize'
Game_Map_:56:in `new'
Game_Map_:56:in `setup'
Game_Map_:55:in `each'
Game_Map_:55:in `setup'
PokemonMap:640:in `setup'
PokemonMap:610:in `initialize'
PokemonLoad:318:in `new'

This seems to come up. :/

Wichu
December 29th, 2008, 06:37 AM
Mmm.

Exception: ArgumentError
Message: wrong number of arguments(1 for 0)
Game_Event_:9:in `initialize'
Game_Event_:9:in `nf_particles_game_map_initialize'
Particle_Engine:541:in `initialize'
Game_Map_:56:in `new'
Game_Map_:56:in `setup'
Game_Map_:55:in `each'
Game_Map_:55:in `setup'
PokemonMap:640:in `setup'
PokemonMap:610:in `initialize'
PokemonLoad:318:in `new'

This seems to come up. :/

Ah, I forgot that it aliased the initialize method, which has an argument in Essentials. Replace the Game_Character initialize method in the pathfinding script with def initialize(*arg)
a_star_pathfinder_old_initialize(*arg)
@a_star_paths = []
end

EDIT: PokeBud, you'll have to add an entry to the Kernel.pbUseKeyItemInField method in PokemonItem. I wouldn't suggest adding new key items without good scripting knowledge, though.

~JV~
December 29th, 2008, 06:46 AM
Thx for solving it Wichu, now I have another question, Is there anyway to make the player/enemy box stop shaking in the middle of the fight?

Theosage
December 29th, 2008, 07:06 AM
Ah, I forgot that it aliased the initialize method, which has an argument in Essentials. Replace the Game_Character initialize method in the pathfinding script with def initialize(*arg)
a_star_pathfinder_old_initialize(*arg)
@a_star_paths = []
end

EDIT: PokeBud, you'll have to add an entry to the Kernel.pbUseKeyItemInField method in PokemonItem. I wouldn't suggest adding new key items without good scripting knowledge, though.

weee. it works. Thanks. : )

InMooseWeTrust
December 29th, 2008, 08:31 AM
http://spreadsheets.google.com/pub?key=pjuW0njaN1SmoXddNg5EfRA

If I renumber the Pokémon the way I made them in that spreadsheet, will I need to change any hard data besides the numbers in the \PBS\pokemon.txt, the numbers of the battlers, back sprites, and icons?

Wichu
December 29th, 2008, 08:58 AM
I think that's enough, as there are no hard references within the scripts (they all use PBSpecies as reference, which will change when you compile it).

EDIT: About that double ability question you asked earlier, is the only secondary ability Levitate? I don't think it would be that hard to implement if it's just a single ability.

ryanhead
December 29th, 2008, 09:39 AM
Thanks I got it to work now.

I just have one more question.

At thee beginning og my game if you lose a battle the player ends goes to a screen that is all black. How do I make him go in front of his house? ( This is because he hasn't reached a Pokemon center yet )

Wichu
December 29th, 2008, 09:45 AM
In the Visual Editor, double-click on an empty spot. The Home option is at the top.

~JV~
December 29th, 2008, 09:51 AM
In the pokebattle active scene script I changed the size of the exp gauge, everything is working fine, but whenever my pokemon gets xp, the gauge goes over its limits then get back to normal, do I have to change anything else?

InMooseWeTrust
December 29th, 2008, 10:05 AM
I think that's enough, as there are no hard references within the scripts (they all use PBSpecies as reference, which will change when you compile it).

EDIT: About that double ability question you asked earlier, is the only secondary ability Levitate? I don't think it would be that hard to implement if it's just a single ability.

Yes, that's what I meant about the double ability thing.

Wichu
December 29th, 2008, 10:21 AM
Yes, that's what I meant about the double ability thing.

In that case, you could so it quite easily. Make a new constant of all the levitating Pokémon in an array, like this (in a new script section):
LEVITATORS=[:CHARIZARD,:BUTTERFREE,:BEEDRILL]
with all the levitating Pokémon.
Then, create a new method in the same script section:
def pbIsLevitator?(pkmn)
for i in LEVITATORS
if pkmn.species==PBSpecies.const_get(i)
return true
end
end
return false
end

In PokeBattle_Battler, find this line:
if target.ability==PBAbilities::LEVITATE && type==PBTypes::GROUND
Replace it with:
if (target.ability==PBAbilities::LEVITATE || target.pbIsLevitator?) && type==PBTypes::GROUND

Then, in PokeBattle_Battle, replace
if pkmn.ability!=PBAbilities::LEVITATE && !pkmn.pbHasType?(PBTypes::FLYING)
with
if pkmn.ability!=PBAbilities::LEVITATE && !pkmn.pbIsLevitator? && !pkmn.pbHasType?(PBTypes::FLYING)
and
if !thispkmn.pbHasType?(PBTypes::FLYING) && thispkmn.ability!=PBAbilities::LEVITATE
with
if !thispkmn.pbHasType?(PBTypes::FLYING) && thispkmn.ability!=PBAbilities::LEVITATE && !thispkmn.pbIsLevitator?

I haven't tested it, but I see no reason as to why it shouldn't work. If you get any problems, tell me.

Forever Forbidden
December 29th, 2008, 11:27 AM
Is it possible to give a Pokemon two different abilities at the same time? For example, Magnemite with Magnet Pull and Levitate.

I know you can't have both in the same screen, so how about having Magnet Pull be the visible ability and Levitate be the hidden one. Is there some way to implement a hidden variable in the \PBS\pokemon.txt that would set Levitate=true or false?


i think levetate wo'nt be needed, as magnamite is electric type and ground moves wo'nt effect it, so no need for levetate.

InMooseWeTrust
December 29th, 2008, 11:48 AM
In that case, you could so it quite easily. Make a new constant of all the levitating Pokémon in an array, like this (in a new script section):
LEVITATORS=[:CHARIZARD,:BUTTERFREE,:BEEDRILL]
with all the levitating Pokémon.
Then, create a new method in the same script section:
def pbIsLevitator?(pkmn)
for i in LEVITATORS
if pkmn.species==PBSpecies.const_get(i)
return true
end
end
return false
end

In PokeBattle_Battler, find this line:
if target.ability==PBAbilities::LEVITATE && type==PBTypes::GROUND
Replace it with:
if (target.ability==PBAbilities::LEVITATE || target.pbIsLevitator?) && type==PBTypes::GROUND

Then, in PokeBattle_Battle, replace
if pkmn.ability!=PBAbilities::LEVITATE && !pkmn.pbHasType?(PBTypes::FLYING)
with
if pkmn.ability!=PBAbilities::LEVITATE && !pkmn.pbIsLevitator? && !pkmn.pbHasType?(PBTypes::FLYING)
and
if !thispkmn.pbHasType?(PBTypes::FLYING) && thispkmn.ability!=PBAbilities::LEVITATE
with
if !thispkmn.pbHasType?(PBTypes::FLYING) && thispkmn.ability!=PBAbilities::LEVITATE && !thispkmn.pbIsLevitator?

I haven't tested it, but I see no reason as to why it shouldn't work. If you get any problems, tell me.

Does the new script have to have any specific name, or can I just name it anything?

i think levetate wo'nt be needed, as magnamite is electric type and ground moves wo'nt effect it, so no need for levetate.

Three things:
1. Don't try to give people advice on things you don't understand.
2. Use some common sense. Why would electric types be immune to ground types?
3. Type with proper spelling and grammar.

ryanhead
December 29th, 2008, 11:58 AM
Ok I think it worked thanks.

But when I leave Oak's Lab and I come back the Pokemon balls come back how domake it so that the event is gone and doesnt come back when I change map ? I put erase event but it still comes back when I switch maps.

~JV~
December 29th, 2008, 12:01 PM
i think levetate wo'nt be needed, as magnamite is electric type and ground moves wo'nt effect it, so no need for levetate.

What you said is totally wrong, take a look:
http://pokemon.marriland.com/diamond_pearl/pokedex/magnemite&dexmode=all

Wichu
December 29th, 2008, 12:01 PM
Does the new script have to have any specific name, or can I just name it anything?
Nope, name it what you want. Technically, it doesn't even have to be in a new section, as long as it's not in the middle of another script and above the 'Main' section. I've got a section for any miscellaneous scripts I make; this could be a good choice.
3. Type with proper spelling and grammer.
I love it when people say this and spell grammar wrong. I believe there's even a 'Good spelling and grammer supporter' userbar :P

EDIT: ryanhead, add a new page at the end of the event with the condition of a self switch, and leave the rest blank. Then, set the self switch to 'ON' when you need to get rid of the event, and it will switch to the blank page, effectively deleting it.

Theik
December 29th, 2008, 01:55 PM
LEVITATORS=[:CHARIZARD,:BUTTERFREE,:BEEDRILL]

Minor detail, but charizard and butterfree are completely obsolete, they're already immune thanks to their flying sub-type, and Beedrill itself can't actually have levitate.

General approach seems logical though. :P

Wichu
December 29th, 2008, 02:43 PM
Minor detail, but charizard and butterfree are completely obsolete, they're already immune thanks to their flying sub-type, and Beedrill itself can't actually have levitate.

General approach seems logical though. :P
IMWT is changing the types of some Pokémon, e.g. Charizard to Fire/Dragon and Butterfree to Bug/Light (I think). And the purpose of the script is not to implement the Levitate ability; it's to allow levitating Pokémon without the ability to still avoid Ground attacks, while retaining the use of their existing ability.

<~F.M.P~>
December 30th, 2008, 03:03 AM
Would anyone know where to edit the enemies position in the PokeBattle_ActualScene script? I've fixed everything else up, but I'm seeming to have trouble locating that bit of the script.

marfil92
December 30th, 2008, 03:12 AM
How I can to change the color of text of battle???

Thanks


Can help my someone please???

<~F.M.P~>
December 30th, 2008, 04:05 AM
Can help my someone please???

Wichu answered your question a while back.

quote From WICHU:

marfil92: In PokeBattle_ActualScene, find and edit these lines:

Code:
MESSAGEBASECOLOR=Color.new(248,248,248)
MESSAGESHADOWCOLOR=Color.new(104,88,112)
MENUBASECOLOR=Color.new(72,72,72)
MENUSHADOWCOLOR=Color.new(208,208,208)
BOXTEXTBASECOLOR=Color.new(64,64,64)
BOXTEXTSHADOWCOLOR=Color.new(216,208,176) The first two are for the message box, the next two are for the selection boxes (such as when you choose a move), and the last two are for the text in the Pokémon info boxes.

Side note: Those numbers stand for values of the three main colors (Red, Green, Blue)

ryanhead
December 30th, 2008, 01:35 PM
Thanks a lot it finally worked but when I come back in the other 2 Pokeballs r still there and you can still take those ones. Also when I choose my Pokemon it waits a bit and then when I move there r 2 pokeballs next to the trainer. When I change map it goes away. Hoiw can I fix these issues ?

The thing about when the player blacks out still doesn't work. I went to the visual editor and I set the healing center to in front of the players house but it still brings the player to a black screen. I don't understand how to make that work.

I appreciate all your help.

Mrchewy
December 30th, 2008, 01:48 PM
Would anyone know where to edit the enemies position in the PokeBattle_ActualScene script? I've fixed everything else up, but I'm seeming to have trouble locating that bit of the script.

I'm also interested in this.

Wichu
December 30th, 2008, 01:55 PM
I'll find it for you tomorrow; I haven't got access to the scripts right now.

ryanhead
December 30th, 2008, 05:40 PM
I have a few problems with pokemon essentials that I can't figure out.


1-

I made the 3 starters. When you choose one the other 2 pokeballs follow you until you change map. WHen you change map and go back into the lab you are still able to pick the other 2 pokeballs. How can I change that and not make the pokeballs follow you ?

WICHU what you said worked but the other 2 pokeballs are still there.

2-

I added 2 more characters you can play with. It now says BOY,GIRL,OLD MAN,OLD LADY.I used the editor and fixed the sprite. This is the script :

@>Show Choices: BOY,GIRL,OLD MAN,OLD LADY

: When [BOY]
@>Script: pbChangePlayer (0)
@>
: When [GIRL]
@>Script: pbChangePlayer (1)
@>
: When [OLD MAN]
@>Script: pbChangePlayer (37)
@>
: When [OLD LADY]
@>Script: pbChangePlayer (38)
@>
: Branch End
@>Script: pbShowPicture(2,pbGetPlayerGraphic,1,230,160)


What I didn't change what the
@>Script: pbShowPicture(2,pbGetPlayerGraphic,1,230,160)
but I'm not sure if its because of that.


I don't know if anyone can help me with this but I would really appreciate it.

Theosage
December 30th, 2008, 08:33 PM
Another question, how would one go about of showing the current time. What script command would do that?

PokeBud
December 31st, 2008, 02:29 AM
I have got a problem with my Water AutoTile. The problem is that I can walk over It. (sorry my english isn't very good) By the Editor you can't give autotiles a number or something. And I have done that you cannot walk on it. but that does not work :( Maybe you guys can help me with my problem

Wichu
December 31st, 2008, 02:52 AM
WICHU what you said worked but the other 2 pokeballs are still there.

2-

I added 2 more characters you can play with. It now says BOY,GIRL,OLD MAN,OLD LADY.I used the editor and fixed the sprite. This is the script :

@>Show Choices: BOY,GIRL,OLD MAN,OLD LADY

: When [BOY]
@>Script: pbChangePlayer (0)
@>
: When [GIRL]
@>Script: pbChangePlayer (1)
@>
: When [OLD MAN]
@>Script: pbChangePlayer (37)
@>
: When [OLD LADY]
@>Script: pbChangePlayer (38)
@>
: Branch End
@>Script: pbShowPicture(2,pbGetPlayerGraphic,1,230,160)


What I didn't change what the
@>Script: pbShowPicture(2,pbGetPlayerGraphic,1,230,160)
but I'm not sure if its because of that.


I don't know if anyone can help me with this but I would really appreciate it.
For the first one, after picking your starter, turn a switch on (the same one for all three starters). Then, for all three events, add a new page before the blank page, but after the first page. Change its graphic, and make its condition the switch you turned on. Then, you can just add the text to display if you've already picked a Pokémon.
For the second, I'm not really sure what problem you've got. However, I'm pretty sure the pbChangePlayer script uses the numbers defined in the editor, not the trainer types. Use pbChangePlayer(3) and pbChangePlayer(4) for the older players.

Another question, how would one go about of showing the current time. What script command would do that?
Use Time.now to get the current time, and Time.strftime to convert it to a string. For example:
time=Time.now
timestr=time.strftime("%I:%M %p")
$game_variables[1]=timestr
Then, you can use the Show Text command as such:
Show Text: The current time is \v[1].
The strftime formatting can be found in RMXP's help file; just search strftime.

I have got a problem with my Water AutoTile. The problem is that I can walk over It. (sorry my english isn't very good) By the Editor you can't give autotiles a number or something. And I have done that you cannot walk on it. but that does not work :( Maybe you guys can help me with my problem

Use RMXP's database (press F9) to change tile passability and give autotiles terrain tags.

PokeBud
December 31st, 2008, 03:14 AM
Use RMXP's database (press F9) to change tile passability and give autotiles terrain tags.

That doesn't work :( I have every thing the same as the normal tilset (the one called Outside) But I doesn't work

Theosage
December 31st, 2008, 03:35 AM
Ooh, cool. By the way, how would you go about on inserting a window to show the time? I've been trying to analyze PokemonMenu and it's being a pain. haha.

Wichu
December 31st, 2008, 06:01 AM
That doesn't work :( I have every thing the same as the normal tilset (the one called Outside) But I doesn't work
Check that you're only using the top-left autotile to erase; using other blank tiles messes up passability.
Ooh, cool. By the way, how would you go about on inserting a window to show the time? I've been trying to analyze PokemonMenu and it's being a pain. haha.
You need a new class for the time window:
class Window_Time < Window_AdvancedTextPokemon
def initialize
super("")
self.x=0
self.y=256
@time=0
update
end
def update
time=Time.now
if time.to_i!=@time
@time=time.to_i
self.text=time.strftime("%H:%M:%S")
self.resizeToFit(self.text)
end
super
end
end
Just put that at the top of PokemonMenu. You can edit the strftime string to what you want. Then, edit the pbShowCommands and pbStartScene methods to create and update the window; pbStartScene should create, then hide it, while pbShowCommands should make it visible and update it.

Anyway, I've created a modified version of PokeBattle_ActualScene which allows the repositioning of the player and enemy sprites. If anyone's interested, replace your PokeBattle_ActualScene script with this (http://www.2shared.com/file/4553754/2a6a8cc0/PokeBattle_ActualScene.html), and edit the constants between lines 1079 and 1095.

EDIT: Anyway, as I said earlier, I created a script to make creating a regional dex easier. Here it is:
def addRegionalEntries(num,file)
dex=[]
curnum=1
begin
File.open(file,"rb"){|f|
f.each_line{|l|
dex.push([PBSpecies.const_get(l[/(\w*)/].to_sym),curnum])
curnum+=1
}
}
rescue
raise "Undefined species constant name: #{$1}"
end
pokemon=[]
regionalnumbers=[]
curspecies=0
dex.sort!{|x,y|x[0]<=>y[0]}
File.open("PBS/Pokemon.txt","rb"){|f|
f.each_line{|l|
if l[/\[(\d*)\]/]
curspecies=$1.to_i
pokemon[curspecies]=[]
regionalnumbers[curspecies]=[0]
elsif l[/RegionalNumbers\=(\w*)/]
regionalnumbers[curspecies]=$1.split(",")
else
pokemon[curspecies].push(l)
end
}
}
for i in dex
regionalnumbers[i[0]][num]=i[1]
end
File.open("PBS/Pokemon.txt","wb"){|f|
for i in 0...pokemon.length
next if !pokemon[i]
f.write("[#{i}]\r\n")
for line in pokemon[i]
f.write(line)
end
f.write("RegionalNumbers=")
for j in 0...regionalnumbers[i].length
f.write(regionalnumbers[i][j] ? regionalnumbers[i][j] : "0")
f.write(",") if j<regionalnumbers[i].length-1
end
f.write("\r\n")
end
}
end
To use it, you need a text file with the names of the Pokémon in the regional dex, in order. For example, it could start like this:
TREECKO
GROVYLE
SCEPTILE
TORCHIC
COMBUSKEN
BLAZIKEN
MUDKIP
MARSHTOMP
SWAMPERT
Then, put it in the game's main folder, and call addRegionalEntries(num,file) in a script. Num is the number of the regional dex you want to add to (zero-based; i.e. the first regional dex would be 0), and file is the text file with the Pokémon names (in upper case). The script will add them to the Pokemon.txt file, saving you loads of time. Make sure you back up your Pokemon.txt file beforehand, as although I've tested it and it works properly, you never know what might go wrong.

Pika Storm
December 31st, 2008, 07:41 AM
how do you take a picture of an entire map? This would be incredibly helpful for my thread

Pokepal2007
December 31st, 2008, 08:14 AM
can you make it so you cant give your Pokémon a nickname?

Wichu
December 31st, 2008, 08:38 AM
how do you take a picture of an entire map? This would be incredibly helpful for my thread
Try this script (http://rmxp.org/forums/viewtopic.php?f=11&t=58344).
can you make it so you cant give your Pokémon a nickname?
Do you mean that you can't give any Pokémon a nickname?

Pokepal2007
December 31st, 2008, 09:24 AM
Do you mean that you can't give any Pokémon a nickname?

So that when you catch any Pokémon you can NOT give ANY pokemon a nickname

Wichu
December 31st, 2008, 09:34 AM
So that when you catch any Pokémon you can NOT give ANY pokemon a nickname

Okay, in PokeBattle_Battle, find and delete these lines:
if pbDisplayConfirm(_INTL("Would you like to give a nickname to {1}?",pokemon.name))
species=PBSpecies.getName(pokemon.species)
nickname=@scene.pbNameEntry(_INTL("{1}'s nickname?",species))
pokemon.name=nickname if nickname!=""
end
That should do it. If you want it to be impossible to nickname obtained Pokémon, find and delete these lines in PokemonUtilities:
if Kernel.pbConfirmMessage(_INTL("Would you like to give a nickname to {1}?",speciesname))
helptext=_INTL("{1}'s nickname?",speciesname)
newname=pbEnterText(helptext,0,10)
pokemon.name=newname if newname!=""
end

Pokepal2007
December 31st, 2008, 09:50 AM
Okay, in PokeBattle_Battle, find and delete these lines:
if pbDisplayConfirm(_INTL("Would you like to give a nickname to {1}?",pokemon.name))
species=PBSpecies.getName(pokemon.species)
nickname=@scene.pbNameEntry(_INTL("{1}'s nickname?",species))
pokemon.name=nickname if nickname!=""
end
That should do it. If you want it to be impossible to nickname obtained Pokémon, find and delete these lines in PokemonUtilities:
if Kernel.pbConfirmMessage(_INTL("Would you like to give a nickname to {1}?",speciesname))
helptext=_INTL("{1}'s nickname?",speciesname)
newname=pbEnterText(helptext,0,10)
pokemon.name=newname if newname!=""
end

Thank you Wichu It worked.

Lady Berlitz
December 31st, 2008, 10:09 AM
Alright, I've been practicing with RPG Maker XP, and am just using the FR/LG style temporarily. So, I would like to know a few things; I will be replicating the FR/LG system, so it should be almost exactly the same as if it were to be a ROM. So, there's two things I would like to know.

1. I noticed that in FireRed and LeafGreen, there is a certain character for "...", instead of there just being three "."s. If it is in the FR/LG font, which character is it? And, if it is not in the FR/LG font, how would I go about adding it?

2. I also noticed that in FireRed and LeafGreen, when male characters speak, their text is blue, and when female characters speak, their text is red. How would I change the color of text in the game?

Wichu
December 31st, 2008, 10:28 AM
2. I also noticed that in FireRed and LeafGreen, when male characters speak, their text is blue, and when female characters speak, their text is red. How would I change the color of text in the game?
I think you can just use \r and \b in a text event command to make it red or blue. I'm not sure on the other one, though; try using Character Map (Start → All Programs → Accessories → System Tools).

Anuhrima
December 31st, 2008, 12:06 PM
how do i make double battles

~JV~
December 31st, 2008, 12:23 PM
2 questions:

1-Is there anyway to put something like a hidden pokemon, that dont show up on the pokedex even if you battle him?

2-Is there anyway to force wild double battles without the need of partners?

Anuhrima
December 31st, 2008, 03:12 PM
Also is it possible to make a different scenerio of the game based on a yes or no choice

ryanhead
December 31st, 2008, 07:12 PM
Thanks for the help. I finally got it to work.

Actually I have 2 more small questions if its not to much trouble.

1-

How do you make connected maps ? I saw something in the starter kit and it has connected maps but doesn't really say how to do it. What I was doing was putting transfer player and just transfering him to another map but its all messed up like that because the road doesnt continue properly.


2-

How do you change the music of when you catch a Pokemon. I changed the wild battle,trainer battles,wild battle vistory,trainer battle vistory but I don't know how to change the music after you catch a Pokemon.


Thanks again for all the help.

Edit: Oppps oha ya the trainer can surf without getting the hm how do I fix that ?

Mrchewy
December 31st, 2008, 08:02 PM
@ross61: Your question is poorly worded. Are you asking how to use choice boxes? For simple choice boxes, the SK uses the standard RMXP events.

http://img291.imageshack.us/img291/5051/22743687bd6.png

Using more advanced ones are covered in notes.html.

@ryanhead:

1. There are two ways, using connections.txt or using Editor.exe. Both methods are very straight forward and both are covered in notes.html and advanced.html.

2. Edit line 2466 of PokeBattle_ActualScene:

$game_system.bgm_play("../ME/PkmRS-Caught.mid")

Oddly enough, the file isn't even included by default within Essentials.

3. When Playtesting the game, Debug mode is active. It allows you to use HMs without any Pokémon knowing them and unlocks access to the special Debug menu. When you compile the game, Debug mode will be turned off, meaning that HMs will work as per normal.

ryanhead
December 31st, 2008, 09:33 PM
Thanks a lot Mrchewy it worked.

But how come when I look at the visual editor my map looks like 1 big nice map, all perfectly placed together but when I play there are peices of 2 maps missing and all of the other map missing.Also one of the maps I can walk right over everything.

How come it does that ?

WorldOfPokemon
December 31st, 2008, 10:40 PM
I have a problem here and I cannot solve it. During the use of test map , running shoes can be activited when I go out of the room. However, to the actual map that I am using , the running shoes cannot be activited outside the room . Hope anyone that know, please tell me.
Thanks

Anuhrima
December 31st, 2008, 11:13 PM
@ross61: Your question is poorly worded. Are you asking how to use choice boxes? For simple choice boxes, the SK uses the standard RMXP events.

http://img291.imageshack.us/img291/5051/22743687bd6.png

Using more advanced ones are covered in notes.html.

@ryanhead:

1. There are two ways, using connections.txt or using Editor.exe. Both methods are very straight forward and both are covered in notes.html and advanced.html.

2. Edit line 2466 of PokeBattle_ActualScene:

$game_system.bgm_play("../ME/PkmRS-Caught.mid")Oddly enough, the file isn't even included by default within Essentials.

3. When Playtesting the game, Debug mode is active. It allows you to use HMs without any Pokémon knowing them and unlocks access to the special Debug menu. When you compile the game, Debug mode will be turned off, meaning that HMs will work as per normal.
It was not poorly worded but you misread it. I am saying that you can do something 2 different things from a yes or no choice

Mrchewy
January 1st, 2009, 12:01 AM
Actually ross, it was poorly worded. And yes, I think I understand. You want two different things to happen based on when a player selects 'Yes' or 'No', correct? In that case, use the example I have shown.

Anuhrima
January 1st, 2009, 12:39 AM
I am saying how to do it

O.G. Duke
January 1st, 2009, 01:13 AM
I am saying how to do it

It's pretty easy.
Click on the "Show Choices" in the event tab.
And then follow Mr.Chewy's example.
It should work.
You should study RMXP tutorial somewhere.
You asked something not related to Pokemon Essential in this thread.
That's not a good action.

WorldOfPokemon
January 1st, 2009, 01:17 AM
Does anyone know how or does this question(running shoes) appear before? If so , can anyone please give me the link to that page? thanks

O.G. Duke
January 1st, 2009, 01:21 AM
Does anyone know how or does this question(running shoes) appear before? If so , can anyone please give me the link to that page? thanks

What question do you mean?

WorldOfPokemon
January 1st, 2009, 01:33 AM
About running shoes not able to work.

Wichu
January 1st, 2009, 01:59 AM
About running shoes not able to work.

Use the visual editor to set the map to an outdoor or a cave map.

WorldOfPokemon
January 1st, 2009, 04:09 AM
Thanks, it works but the the map becomes purple. I wonder if I click anything wrong by accident. Please Guide me along. Thanks

Wichu
January 1st, 2009, 05:35 AM
Thanks, it works but the the map becomes purple. I wonder if I click anything wrong by accident. Please Guide me along. Thanks

On outdoor maps, the day/night system is turned on. That's probably why.

WorldOfPokemon
January 1st, 2009, 06:13 AM
May I know where it is? sorry , I am new at this.

ryanhead
January 1st, 2009, 06:33 AM
How come on the editor my maps are connected perfectly and it looks like one nice big map but when I play it its like missing pieces and one of the maps is all black.

EDIT: The first route I connected to the first town, I can walk over everything, even over the trainers I added.WHy does it do that ?

Maruno
January 1st, 2009, 01:02 PM
I want to resize the game screen to something bigger (either the maximum RPG Maker XP will allow - 640x480 - or something even bigger, if it's possible).

How would I go about doing this?

Changing the values on lines 11 and 12 of the script SpriteResizer to 640x480 gets me the attached picture. The viewable area is the right size, but there's the extra black bottom and edge, and the stripy border. There are also some tiles that appear in the black area - they are tiles set to appear above the player (but if the window is resized properly, then there's no problem, because they'll be outside the window).

Ignore the imperfect join between two maps near the top.


EDIT: Just as an observation, funnily enough, not all the tiles set to appear above the player actually appear in the black parts. It seems only the ones from roughly the top quarter of each map do this. Any lower will behave just fine.

Hall Of Famer
January 1st, 2009, 01:17 PM
I don't know if this is a bug but everything when we try to merge all the maps of Pokecenter and pokemart into one large map, the game crashes. Please help.

ryanhead
January 1st, 2009, 02:53 PM
Well I got the connecting maps to work but there is still a problem. When I go up to route 1 everything is fine but when I go baack to the first town the character keeps walking but doesnt go to the town map. The route map above is moving around and I dont know how to fix it.

Does anybody know how to fix this ?

PokeBud
January 2nd, 2009, 01:43 AM
I want to know how to give a beta Without giving the Graphics. Maybe one of you know how ?

rhevarhe_duh
January 2nd, 2009, 02:35 AM
i got this error when i tried to walk on the grass (testing wild pokemon encounter)

---------------------------
Pokemon Essentials
---------------------------
Exception: NameError
Message: (eval):1:in `pbFromPBMove'uninitialized constant PokeBattle_Move::PokeBattle_Move_FE
PokeBattle_Move:644:in `pbFromPBMove'
PokeBattle_Battle:336:in `eval'
PokeBattle_Move:644:in `pbFromPBMove'
PokeBattle_Battle:336:in `initialize'
PokemonField:401:in `new'
PokemonField:401:in `pbWildBattle'
PokemonField:726:in `pbOnStepTaken'
Game_Player*:447:in `update_old'
Walk/Run:66:in `update'
Scene_Map:101:in `update'

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

can anybody help?

mad.array
January 2nd, 2009, 02:38 AM
Have you used somebody elses moves.txt? The FE hex code is the new code for Struggle, which the game looks for at the start of a battle. If you've made no changes to the code and you're using someone elses moves.txt then it will be looking for an effect that isn't there. If that's the case, find Struggle in your moves file and change the FE part of it back to C6.

WorldOfPokemon
January 2nd, 2009, 07:32 AM
Anyone know where I can find the map editor. I cant find it.

ryanhead
January 2nd, 2009, 10:11 AM
I have a little problem. I added me own Poemon. I changed his evolving lv,moves,stats and wtv.When I find him in the grass his cry works and he has the right moves. When I throw a pokeball an error message pops up and the trainer doesn`t throw the Pokeball.

How can I fix this É

Wichu
January 2nd, 2009, 10:35 AM
I have a little problem. I added me own Poemon. I changed his evolving lv,moves,stats and wtv.When I find him in the grass his cry works and he has the right moves. When I throw a pokeball an error message pops up and the trainer doesn`t throw the Pokeball.

How can I fix this É

It might help if you posted the error message...

Forever Forbidden
January 2nd, 2009, 12:28 PM
im having a bridge trouble, how do i make an up/down bridge and how do i make it 3 tiles wide?

tehman
January 2nd, 2009, 12:45 PM
Hi everyone. Essentials is great and very easy to use. However, sometimes the BGM or ME plays twice at slightly different times. There really doesn't seem to be a pattern here, maybe 50%-75% it ends up playing twice. An example of what I mean by "playing twice" is if you had two youtube videos with music playing at the same time, but you started playing one video earlier than the other. I know I am not the only one having this problem. Thanks in advance! Also I will try to help other people as I know a few things.

Wichu
January 2nd, 2009, 02:22 PM
Hi everyone. Essentials is great and very easy to use. However, sometimes the BGM or ME plays twice at slightly different times. There really doesn't seem to be a pattern here, maybe 50%-75% it ends up playing twice. An example of what I mean by "playing twice" is if you had two youtube videos with music playing at the same time, but you started playing one video earlier than the other. I know I am not the only one having this problem. Thanks in advance! Also I will try to help other people as I know a few things.
poccil's custom Audio module is a bit buggy; for now, I'd just use RMXP's default one. To do this, simply rename the Audio.dll file in the game's folder to something else. As far as I know, the only advantage of using the custom dll is that it allows pausing and resuming of music; for example, pausing the OW music before battle, then starting where it left of afterwards.

ryanhead
January 2nd, 2009, 07:14 PM
Sorry here is the error message :

Exception: ZeroDivisionError
Message: divided by 0
PokeBattle_Battle:135:in `/'
PokeBattle_Battle:135:in `pbThrowPokeBall'
PokeBattle_Battle:1639:in `pbRegisterItem'
PokeBattle_Battle:2439:in `pbCommandPhase'
PokeBattle_Battle:2398:in `loop'
PokeBattle_Battle:2453:in `pbCommandPhase'
PokeBattle_Battle:2387:in `each'
PokeBattle_Battle:2387:in `pbCommandPhase'
PokeBattle_Battle:722:in `pbStartBattleCore'
PokeBattle_Battle:721:in `logonerr'

So when I throw the pokeball to the pokemon I added this is what happens. How can I fix it ?? If anybody knows I would really appreciate it.

Mrchewy
January 2nd, 2009, 07:24 PM
@ryanhead: Is line 135 in PokeBattle_Battle exactly like this?

y = 0x000FFFF0 / (Math.sqrt(Math.sqrt( 0x00FF0000/x ) ) )

@WorldofPokemon: Do you mean Editor.exe? That's in the default Essentials folder presuming you're using the latest version. To edit actual maps themselves, use RMXP.

ryanhead
January 2nd, 2009, 07:37 PM
Yup exactly the same

y = 0x000FFFF0 / (Math.sqrt(Math.sqrt( 0x00FF0000/x ) ) ) = yours

y = 0x000FFFF0 / (Math.sqrt(Math.sqrt( 0x00FF0000/x ) ) ) = mine

WorldOfPokemon
January 2nd, 2009, 11:31 PM
Anyone know where I can find the map editor. I cant find it.

Anyone know how or where I can change the sound of the wild Pokemon battle?
Moreover, I have a problem here when I use a female character , when encounter wild Pokemon , a male character appear at the battle scene . Anyone know how to change it so that when I use a female character , a female battle scene will appear?
Thanks and also the stated problem above.

Hardy Har Har
January 3rd, 2009, 02:07 AM
In the battle system, how can I make the messagebox into the speech frame currently used, like on Diamond/Pearl/Platinum?

Mrchewy
January 3rd, 2009, 02:26 AM
Anyone know how or where I can change the sound of the wild Pokemon battle?
Moreover, I have a problem here when I use a female character , when encounter wild Pokemon , a male character appear at the battle scene . Anyone know how to change it so that when I use a female character , a female battle scene will appear?
Thanks and also the stated problem above.

WorldofPokemon, instead of asking in this topic about every single issue you have, read notes.html. Both those issues are covered in the notes file, and I suggest you have a good read through it before filling the topic with question after question.

PokeBud
January 3rd, 2009, 02:30 AM
I want to give a beta but I don't want that other people stealing my graphics. But I don't now how to give a beta without giving the Graphic map and the audio map

Pleas help me

Mrchewy
January 3rd, 2009, 02:42 AM
@Shaggy Typhlosion: Essentials uses a static image for the battle message box, and unfortunately what you asked isn't possible unless extra scripting is done.

@PokeBud: In RMXP, go to File > Compress Game Data. This is how you should distribute your games, but remember not to delete the original project files as you cannot edit this compressed data. Unfortunately this doesn't compress the Audio files, but it'll secure all your graphics.

As a query for anyone who's knowledgeable about RGSS, I was wondering if it was possible to fix Sprite_Resizer and stop the annoying event "jiggling" that occurs when viewing the game in half-size. It's been in Essentials for ages, and at one stage it was supposedly fixed, but in the latest version it's still very noticeable.

WorldOfPokemon
January 3rd, 2009, 03:15 AM
WorldofPokemon, instead of asking in this topic about every single issue you have, read notes.html. Both those issues are covered in the notes file, and I suggest you have a good read through it before filling the topic with question after question.

I dont know where it is. Mind telling me where it is?

Mrchewy
January 3rd, 2009, 04:01 AM
Search for "wild pokemon" and "trback" respectively.

We're happy to help you if you have any problems, but seriously, we can't keep telling you how to change very basic things that are covered in the notes. Try to be more independent.

WorldOfPokemon
January 3rd, 2009, 05:57 AM
sorry here ,I am quite new at using Pokemon starter kit. Dont really know that there are help(note).

I am sorry to ask you this but I cant find this in the note(help). I am making a game similar to PokemonYellow version where Pikachu follows the character but when it lost in battle , it will disappear. I use a script something similar to this pbAddDependency2(@event_id,"Brawly",2) which enable me to have Pikachu following me . After this , I have no idea how to link it so that when Pikachu lose in battle , it will disappear.

ryanhead
January 3rd, 2009, 06:51 AM
Line 135 is the same as the one you posted. What can I do to fix it ?

WorldOfPokemon
January 3rd, 2009, 07:39 AM
Oh ok . Does it mean that it is impossible to make something like Pokemon yellow in this kit?

Anuhrima
January 3rd, 2009, 02:07 PM
Yo poccil i was thinking of this places in my game the looks like a fountain that restores your pokemon health once i touch it. how can i make this happen.

Mrchewy
January 3rd, 2009, 06:55 PM
Oh ok . Does it mean that it is impossible to make something like Pokemon yellow in this kit?

Not at all! With some scripting, it's sound really quite doable. You could ask around for someone to help you script it or read up on RGSS yourself, but what you're doing doesn't sound too tricky.

@ross61: Just use Recover All in the third event tab. That's it.

@ryanhead: Don't get impatient, someone will get to your question eventually. I think you've missed a field in pokemon.txt related to your custom Pokemon - probably Rareness, which controls the catch rate. Make sure you've added all fields required:

# Name - Name of the Pokemon.
# InternalName - Internal name of the Pokemon.
# Kind - The kind of Pokemon.
# RegionalNumbers - The order of this Pokemon in one or more regional Pokedexes; for example, Treecko is number 1 in the Hoenn Pokedex. This is a comma-separated list of numbers. If at least one of the numbers is 0, then a species doesn't exist in at least one regional Pokedex. This setting is optional. To manipulate regional and national Pokedex numbers, use the functions pbAllRegionalSpecies, pbGetNationalNumber, and pbGetRegionalNumber in the script section PokemonUtilities. See the comments within those functions for more information.
# Pokedex - Description of the Pokemon as shown in the Pokedex.
# Color - Body color of the Pokemon. One of Red, Blue, Yellow, Green, Black, Brown, Purple, Gray, White, Pink.
# Type1 - Type 1 of the Pokemon. Required.
# Type2 - Type 2 of the Pokemon. If this is omitted, this Pokemon has a single type.
# Height - Height in meters, rounded to the nearest tenth of a meter.
# Weight - Weight in kilograms, rounded to the nearest tenth of a kilogram.
# GenderRate - Gender rate of the Pokemon. One of FemaleOneEighth, Female25Percent, Female50Percent, Female75Percent, AlwaysMale, AlwaysFemale, or Genderless.
# BaseStats - Base stats of the Pokemon for HP, Attack, Defense, Speed, Special Attack, and Special Defense. A comma-separated list of six numbers, each ranging from 0 through 255.
# Rareness - Catch rate. A higher number means the species is easier to catch.
# BaseEXP - Base experience. A higher number means more experience is gained when the species is defeated.
# Happiness - Starting happiness when caught. Normally equal to 70.
# GrowthRate - Growth rate. One of Fast, Medium, Slow, Parabolic, Erratic, or Fluctuating.
# StepsToHatch - Number of steps required before egg hatches. Should be a multiple of 256.
# WildItemCommon - Item commonly found in this species in the wild.
# WildItemRare - Item rarely found in this species in the wild.
# Compatibility - Compatibility with other species for breeding purposes. A comma-separated list of two numbers. If either number is 15, this species cannot breed.
# EffortPoints - Effort values for HP, Attack, Defense, Speed, Special Attack, and Special Defense, earned when the species is defeated. A comma-separated list of six numbers, each ranging from 0 through 3.
# Abilities - One or two abilities possible for this species.
# Moves - Third-generation moves learned by this species by gaining levels. This is a comma-separated list consisting of pairs of move-level entries.
# Evolutions - Evolved forms of this species. This is a comma-separated list consisting of triples of entries, where the first is the evolved form, the second is the evolution type, and the third is data that depends on the evolution type.

Anuhrima
January 4th, 2009, 03:59 AM
what third event tab. I don't know what you are talking about

PokeBud
January 4th, 2009, 04:16 AM
I've a problem again pfff. I want to make more hero's so I edit the Metadata with the editor the trainer number is 83. on the screen you can see how it is into my Intro

http://img155.imageshack.us/my.php?image=problemts9.png

Does somebody know how to fix it

~PB~

Mrchewy
January 4th, 2009, 04:38 AM
@ross61:

http://img241.imageshack.us/img241/4055/rossfn2.png

Poccil recently added support for using Recover All it in one of the latest versions.

@PokeBud: I understand what you're trying to do but you never told us what your problem actually was.

PokeBud
January 4th, 2009, 04:43 AM
Oh uhh foregotten uhh I get a error

This is the error in the test game

Exception: TypeError
Message: cannot convert Fixnum into String
BitmapCache:171:in `+'
BitmapCache:171:in `load_bitmap'
BitmapCache:235:in `character'
Sprite_Character:62:in `update_or'
PerspectiveTilemap:408:in `shadow_update'
Shadow:169:in `update'
PerspectiveTilemap:404:in `shadow_initialize'
Shadow:145:in `initialize'
Spriteset_Map:31:in `new'
Spriteset_Map:31:in `_animationSprite_initialize'

This is the error in the normal .EXE game

http://img155.imageshack.us/my.php?image=errorey0.png

So this is my problem

Ty 101
January 4th, 2009, 10:16 AM
When I try to run my game or the editor the following error message comes up.

Hall Of Famer
January 4th, 2009, 11:23 AM
I don't know if this is a bug but everything when we try to merge all the maps of Pokecenter and pokemart into one large map, the game crashes. Please help.

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

Mrchewy
January 4th, 2009, 01:58 PM
@PokeBud: Make sure that you've got a trainer083.png in the Characters folder - don't forget the 'trainer' or the '.png'.

@Ty 101: Have you edited any scripts recently, because that's not a very standard error. What were you doing before you first got the error?

@Hall of Famer: None of us can really help you if you don't actually post the error message.


Folks, a friendly reminder: Me and Wichu are really the only ones who are answering questions here, so for crying out loud be calm and patient. I work through the last few pages and try to answer as many questions as I can, but spamming the thread and using excessive font size won't make us get to you any quicker. We do this only in an attempt to be helpful, and we aren't obligated to answer anything at all.

Anuhrima
January 4th, 2009, 03:11 PM
not to be rude or anything but we never remembered asking you .

Sorry

Mrchewy
January 4th, 2009, 03:28 PM
not to be rude or anything but we never remembered asking you .

Sorry

My, my...

I'm not being all self righteous or anything here, but everytime I've helped you (when I could've just as easily told you to just read the notes), I've got nothing as little as a "thanks". Not even after going to the effort of explaining things slowly and reiterating myself, do I get any indication that you appreciate the help. Of course, I don't ask for it, but the fact that you then say something like that just makes me think "what's the point", since you clearly don't appreciate my attempts to help you and other people who lack basic deduction skills or refuse to read the manual. This doesn't apply to everyone of course, as some people have genuine issues, but you and some other people need to learn not to rely on help all the time. And if you do, don't be horribly rude to them either.

You post in this thread asking for help, and there's only a small handful of people who actually know how to use the kit in depth. I know Poccil isn't around much, and Wichu is often busy with his own game, so I try to help out where I can since I want to see the game development community grow, and I actually enjoy the problem solving aspect of it. I'm not saying I'm really generous or kind or anything, I'm just merely stating that I do it for my own reasons.

If you'd rather, I'd just up and leave this thread immediately and ignore any of your questions. Seriously, be more respectful next time.

Ty 101
January 4th, 2009, 04:24 PM
Thanks for replying to my post.

I was editing the gym leader event then I tried to run the game and I went to the leader and talked to him and a different error message came up.

So I deleted the event and retried the game and this error came up.

I would help answer questions if I could.

Mrchewy
January 4th, 2009, 08:20 PM
Ty 101, thank you for being polite. I'm really sorry though, as I'm stumped as to what would've caused that error. You could try re-downloading Essentials and replace your Scripts.rxdata with a fresh one. That may work, but be sure to back up any custom scripts you're using.

poccil
January 4th, 2009, 08:34 PM
PokeBud:

It appears to be a bug in the character_name method in the script Walk_Run. However, I cannot identify its cause without further information. Though it will not solve the problem, change line 171 of the script section BitmapCache to the following: path = folder_name + filename.to_s Then, tell me the error message (just the error message) you receive after doing so.

Also, "pbChangePlayer" takes a player ID, not a "Trainer ID". The player ID can only be from 0 through 3; the value 83 is not valid. To edit information about a player, choose "Set Metadata" in the Pokemon Essentials Editor and select "Global".

Ty 101:

The problem you have should never occur in practice. Delete the file "messages.dat" in the project's Data folder.

PokeManic77
January 5th, 2009, 12:03 AM
How do I download this, I am new to hacking and I think this will be a good thing to use, I am using Advance Map, right now, so please help me.

Mrchewy
January 5th, 2009, 12:23 AM
How do I download this, I am new to hacking and I think this will be a good thing to use, I am using Advance Map, right now, so please help me.

This is for RPG Maker XP and the creation of actual games, not hacks.

PokeBud
January 5th, 2009, 07:37 AM
Wow thanks Poccil, It works Yay without a error. Now I have 3 Hero's but I want 4 so I have to make that ^^ Realy Realy Tanks

Maruno
January 5th, 2009, 09:17 AM
I want to resize the game screen to something bigger (either the maximum RPG Maker XP will allow - 640x480 - or something even bigger, if it's possible).

How would I go about doing this?

Changing the values on lines 11 and 12 of the script SpriteResizer to 640x480 gets me the attached picture. The viewable area is the right size, but there's the extra black bottom and edge, and the stripy border. There are also some tiles that appear in the black area - they are tiles set to appear above the player (but if the window is resized properly, then there's no problem, because they'll be outside the window).

Ignore the imperfect join between two maps near the top.


EDIT: Just as an observation, funnily enough, not all the tiles set to appear above the player actually appear in the black parts. It seems only the ones from roughly the top quarter of each map do this. Any lower will behave just fine.
Can someone help me with this, please?

Ty 101
January 5th, 2009, 01:31 PM
I have no idea why the error message came up.

I showed my friend the scripts a few hours before the problem but, did not make any changes. For those few hours before the problem the game worked fine.

By the way, will deleting messages.dat cause any side affects.

Mrchewy
January 5th, 2009, 04:08 PM
@Maruno: Just attempted resizing to 640 x 480 in the latest version and encountered zero problems. If you aren't using it already, I'd suggest updating using the method found in notes.html.

Atomic Reactor
January 5th, 2009, 05:45 PM
when adding a pokemon to your team through the pbAddPokemon script, is there a way to specify what moves it has so its not like all the other pokemon of that species?

Mrchewy
January 5th, 2009, 08:36 PM
@Atomic_Reactor: As far as I know, there isn't a proper way to do it, but you could always use this:

@>Conditional Branch: Script: $Trainer.party.length>=6
@>Text: You have no room to store the Pokemon...
@>
: Else
@>Script: Kernel.pbAddPokemon(
: : PBSpecies::DRATINI,10
: : )
@>Script: # Get the Pokemon just added
: : p=$Trainer.party[$Trainer.party.length-1]
: : # Teach the Pokemon a move, TM-style
: : pbLearnMove(p,TACKLE,true)
: : )
@>
: Branch End
@>


What this should do is, immediately after you are given the Pokemon (presuming you have the space for it in your party), you get the prompt "DRATINI wants to learn the move TACKLE". It's not great, I'm not even sure if it works and I don't think you can do it with more then one move, but give it a go.

poccil
January 6th, 2009, 12:29 AM
Atomic_Reactor:

To add to the suggestion of Mrchewy, there is a function in Pokemon Essentials called "pbAutoLearnMove", which does the same thing as "pbLearnMove", only silently. Replace the call to pbLearnMove in the post above with the following:

pbAutoLearnMove(p,PBMoves::TACKLE)

I hope this helps.

PokeBud
January 6th, 2009, 09:42 AM
This time I want to make a Rival But I don't understand how to do it.
I've looked into the Notes.HTML But I don't understand that. So I hope one of you could help me. And could you make more Rivals. So you can choose which Rival you want.

EDIT: Oh uhh Another quetion to how could you make that the Rival Uhh. You choose Turtwig Rival choose Chimchar
That system how to maken that

Forever Forbidden
January 6th, 2009, 10:20 AM
I dunno how to make a rival (asked a billion times but...)
for the second, I'll assume you have to use switches and conditional brances. If you need an example event, tell me.

Maruno
January 6th, 2009, 11:40 AM
@Maruno: Just attempted resizing to 640 x 480 in the latest version and encountered zero problems. If you aren't using it already, I'd suggest updating using the method found in notes.html.
I solved my problem by thinking about it a little more. My problem arose because I had saved the game (while playtesting, obviously) at the maximum resolution (i.e. 480x320 plus a border that pads it to 640x480). Saving it to a lower resolution, then retesting the game makes it work properly. It doesn't work for higher resolutions like 800x600 (and it severely slows the game down if I try), so I suppose I'll just have to be happy with this.

Now I'll have a look into disabling some of the options, so that people can't mess around with the resolution (and other things I'd like to keep fixed).

Wichu
January 6th, 2009, 12:27 PM
I solved my problem by thinking about it a little more. My problem arose because I had saved the game (while playtesting, obviously) at the maximum resolution (i.e. 480x320 plus a border that pads it to 640x480). Saving it to a lower resolution, then retesting the game makes it work properly. It doesn't work for higher resolutions like 800x600 (and it severely slows the game down if I try), so I suppose I'll just have to be happy with this.

Now I'll have a look into disabling some of the options, so that people can't mess around with the resolution (and other things I'd like to keep fixed).

By the way, the RGSS Plane class is capped at 640x480 as well. That could be another reason why it doesn't work. It's a shame, really; I'd like to be able to add more resolutions to my own game...

Mrchewy
January 6th, 2009, 01:58 PM
640 x 480 is by far big enough for anything, really. Any higher and you'll be looking at nothing but a pixelated mess.

Well really, 640 x 480 is big enough for anything. Any higher and it'll be too pixelated anyway.

Atomic_Reactor:

To add to the suggestion of Mrchewy, there is a function in Pokemon Essentials called "pbAutoLearnMove", which does the same thing as "pbLearnMove", only silently. Replace the call to pbLearnMove in the post above with the following:

pbAutoLearnMove(p,PBMoves::TACKLE)

I hope this helps.

I knew I got the syntax wrong. At least I was close ^^. And I never knew about that function either; should actually prove useful.

Anuhrima
January 6th, 2009, 02:33 PM
I have a problem in rmxp. When i move place my tree's(KyleDoves) i get a space between them.

Maruno
January 6th, 2009, 03:39 PM
640 x 480 is by far big enough for anything, really. Any higher and you'll be looking at nothing but a pixelated mess.

Well really, 640 x 480 is big enough for anything. Any higher and it'll be too pixelated anyway.
Not necessarily. You could either keep the same viewing area but expand it, or keep the same resolution and be able to see more of your surroundings.



I was having a look at the Options, and I've noticed something odd. There are two kinds of frames, right? Frames and Speech Frames. The former goes around menu boxes, while the latter goes around the big speech boxes that appear at the bottom.

There are graphics for each of these, located in Graphics/Windowskins. The Frames graphics are called "skin1.png" to "skin28.png", and the Speech Frames are called "textbox0.png" to "textbox19.png". At least, that's what exists in that folder (plus a few more graphics).

In reality, the game assigns "skin1" to "skin28" AND "textbox0" to "textbox4" to Frames (33 options in total), and the Speech Frames option (24 options) is redundant - any change made to it is not saved, and text boxes use "frlgtextskin.png" regardless of what you try to do.

So there's the problem. The window borders aren't being assigned properly, leading to some graphics files that aren't being used and one option that is meaningless (the Speech Frame option).

I may not be an expert at Ruby, but I suspect the bit of script that makes the Speech Frame option redundant appears at lines 231-233 in PokemonOption. Well, that and/or SpriteWindow, around line 89.

Any chance this is going to be fixed?

locosam13
January 6th, 2009, 03:39 PM
how i put new badges and news region maps???

TCKaos
January 7th, 2009, 11:56 AM
This time I want to make a Rival But I don't understand how to do it.
I've looked into the Notes.HTML But I don't understand that. So I hope one of you could help me. And could you make more Rivals. So you can choose which Rival you want.

EDIT: Oh uhh Another quetion to how could you make that the Rival Uhh. You choose Turtwig Rival choose Chimchar
That system how to maken that

I don't know exactly what you're talking about with Rivals, but I can help with the second question. Just use conditional branches and switches in an event, something like:

Conditional Branch - Switch: Player Chose Chimchar = On

-(Movement for Rival to move to Piplup's Pokeball, text, ect)
-(Switch to activate a trainer with Piplup to battle you)

Else

Conditional Branch - Switch: Player Chose Piplup = On

-(Movement for Rival to move to Turtwig's Pokeball, text, ect)
-(Switch to activate a trainer with Turtwig to battle you)

Else

Conditional Branch - Switch: Player Chose Turtwig = On

-(Movement for Rival to move to Chimchar's Pokeball, text, ect)
-(Switch to activate a trainer with Chimchar to battle you)

And, uhm, I have a question too. I've been tinkering with dependent events and managed to get a Pikachu to follow me. The only problem is that it sticks around when I deposit it. Is there a way I can run a box check to make sure that when the Pikachu is in a box, then there is no Pikachu (or changes the event's sprite set?)

I've tried messing with some conditional branches, but nothing I seem to do works. Is there some simple oversight I've made? Thanks ahead of time. =D

~JV~
January 7th, 2009, 12:30 PM
@TCKaos:

That shouldnt be hard, make a common event exactly like that:

http://i43.tinypic.com/2zyhcgk.png


Now make that to the pikachu following event works, the switch "Pikachu on party" must be on. Also, dont forget to activate the pikachu check switch at the start of the game so the common event start working.

Ty 101
January 7th, 2009, 01:00 PM
1. Does anyone know of a working traddeing feature?

2. Is there a way to make patches for the game or upload a game save to a newer version (like a special event pokemon)?

3. Does anyone know how to make a mystery gift?

Anuhrima
January 7th, 2009, 01:55 PM
have a problem in rmxp. When i move place my tree's(KyleDoves) i get a space between them.

Lady Berlitz
January 7th, 2009, 02:01 PM
have a problem in rmxp. When i move place my tree's(KyleDoves) i get a space between them.You shouldn't post the exact same thing twice. o_o Give a better explanation, or post a screenshot of it.

TCKaos
January 7th, 2009, 02:24 PM
@TCKaos:

That shouldnt be hard, make a common event exactly like that:

-Imagesnip-


Now make that to the pikachu following event works, the switch "Pikachu on party" must be on. Also, dont forget to activate the pikachu check switch at the start of the game so the common event start working.

Well, I sorta tried something like that but it didn't work. I'm figuring it's a problem with the event ID, as I'm trying to ID a dependent event, and don't know its ID... Or something like that.

Here's what I have code wise:

The event where I actually obtain Pikachu
img368.imageshack.us/img368/1179/pe3zh3.png

The activated Common Event
img141.imageshack.us/img141/36/pe2bg8.png

The error I keep getting.
img150.imageshack.us/img150/7162/pe1oz6.png

Thanks for the suggestion, though.

(I can't post URLs until I get 15 posts =( )

poccil
January 7th, 2009, 02:45 PM
It's also because of the type of the common event. The dependent event system does not currently support parallel process common events.

TCKaos
January 7th, 2009, 03:35 PM
Oh, so could I add a parallel event to every Pokemon Center instead?

I'll check that now...

EDIT:

Eh, it doesn't work.. I think it kept infinitely making dependent events. I think I could fix it with another switch. I'm making switches up the yang for this, lol.

PokeBud
January 8th, 2009, 05:47 AM
I mean that you can choose the name of your rival.... I don't know how to do that. In the notes.HTML I don't understand it :S sorry I'm not realy good in the grammatica from english ^^

Hall Of Famer
January 8th, 2009, 10:43 PM
I have a question to ask. I mean, how to make animated door event? I have this sprite below but I don't know how to generate the animation, please help...

~JV~
January 9th, 2009, 02:14 AM
I have a question to ask. I mean, how to make animated door event? I have this sprite below but I don't know how to generate the animation, please help...

All you need to do is to change the direction where the door turn ;p. This one works for me:
http://i42.tinypic.com/2a7erug.png

marfil92
January 9th, 2009, 07:48 AM
How is the text in Diamante and Perla edition when you are in a battle??
Can somebody change this paragraf please???

MESSAGEBASECOLOR=Color.new(0,0,0)
MESSAGESHADOWCOLOR=Color.new(104,88,112)
MENUBASECOLOR=Color.new(72,72,72)
MENUSHADOWCOLOR=Color.new(208,208,208)
BOXTEXTBASECOLOR=Color.new(64,64,64)
BOXTEXTSHADOWCOLOR=Color.new(216,208,176)
EXPCOLOR=Color.new(64,200,248)
# Green HP color
HPCOLORBASE1=Color.new(14*8,31*8,21*8)
HPCOLORSHADOW1=Color.new(11*8,26*8,16*8)
# Orange HP color
HPCOLORBASE2=Color.new(31*8,28*8,7*8)
HPCOLORSHADOW2=Color.new(25*8,21*8,1*8)
# Red HP color
HPCOLORBASE3=Color.new(31*8,11*8,7*8)
HPCOLORSHADOW3=Color.new(21*8,8*8,9*8)
# Blank HP color
HPCOLORBASE4=Color.new(0,0,0)
HPCOLORSHADOW4=Color.new(0,0,0)

BLANK=0
MESSAGEBOX=1
COMMANDBOX=2
FIGHTBOX=3

THANKS

Beam Me Up, Furry Bandit!
January 9th, 2009, 08:37 AM
Im stuck, making a new game every day because when i open up a project, it says: Uexpected File Format.....what shall I do?

~JV~
January 9th, 2009, 02:30 PM
Is there anyway of instead of displaying one roll with 8 badges on the trainer card, making 2 rolls with 4 badges? I tried doing that, but I didnt get it to work...

Maruno
January 9th, 2009, 03:44 PM
Is there anyway of instead of displaying one roll with 8 badges on the trainer card, making 2 rolls with 4 badges? I tried doing that, but I didnt get it to work...
I did something very similar to this just yesterday, although I was adding on 8 new badges instead of moving them around.

Find line 58 in "PokemonTrainerCard". It should look something like the first half of this:

x=29
for i in 0...4
if $Trainer.badges[i]
imagePositions[imagePositions.length]=[
"Graphics/Pictures/badges.png",x,313,i*32,0,32,32
]
if $Trainer.badges[i+4]
imagePositions[imagePositions.length]=[
"Graphics/Pictures/badges.png",x,387,128+i*32,0,32,32
]
end
end
x+=74
endCopy and paste this over what's there. This should give you a grid, 4 across and 2 down, of your 8 badges. Some of the numbers will need changing, though, so read on. The numbers you should be looking at are noted by bullet points below (but note that not all of them are meant to be changed!).



Right at the top, the "x=29" determines how far right the entire grid of badges goes. It's counted from the left side of the screen (x=0).


Next is each of the two rows. The same notes apply to both of them, so I'll just talk about the first row (the first 4 badges):

x,313,i*32,0,32,32



x - Leave this first number alone. That's calculated for you.
313 - This is how far down from the top edge the badges are located. Change this to move the row of badges up and down the screen. Note that you will need to change this number for the second row to a different number (a bigger number) for the second 4 badges to appear below the first 4. Make the number difference equal to that of x+ (see below) to keep everything looking square.
i*32 - Leave it alone. It tells the game how far along in the badges.png file it should start looking for the current badge it's working on.
0 - The same goes for this, except that it looks how far down in the png file it is instead (i.e. 0 means it's at the top).
32, 32 - These two numbers tell the game how big a badge is, and thus what size area it should take from badges.png (assuming the coordinates of the top left of the square are the coordinates above that I told you to leave alone).


And finally:



At the bottom of the code is "x+=74". This number is the horizontal separation between the top left corners of adjacent badges. It is also equal to the separation between adjacent badges PLUS the width of a badge. Make this number bigger to increase the horizontal gap between badges, and make it smaller to squash them closer together. (You'll probably end up making it smaller, since "74" is a number I'm using in my game that has a big resolution.)


Whatever you make "x+" equal, make sure that the difference between "313 and 387" (as they are in my code) is the same value. This keeps the badges all nice and square.

Have an experiment with the numbers (I suppose you'll have to, really) to see how they all work, and to position the badges where you want them to go.


---------------------------------------------------------------------------------------------


I actually have a problem of my own. I'm looking into the PokéGear's regional map, and I want to move the map's position from 0,0 to 80,80 (so it would be center in a 640x480 screen - my map is 320x240, so the numbers work). However, look as I might, I can't find any line that sets the position of "Map.png". How can I move it?

I'm just looking for how to change the position of the picture itself. I've already done the "hard" part of moving the points and scrolling area and whatnot.

Hall Of Famer
January 9th, 2009, 04:27 PM
All you need to do is to change the direction where the door turn ;p. This one works for me:
http://i42.tinypic.com/2a7erug.png

Thanks a lot for the answer, it works perfectly in my game right now!
:classic:

~JV~
January 9th, 2009, 05:14 PM
I did something very similar to this just yesterday, although I was adding on 8 new badges instead of moving them around.

Find line 58 in "PokemonTrainerCard". It should look something like the first half of this:

x=29
for i in 0...4
if $Trainer.badges[i]
imagePositions[imagePositions.length]=[
"Graphics/Pictures/badges.png",x,313,i*32,0,32,32
]
if $Trainer.badges[i+4]
imagePositions[imagePositions.length]=[
"Graphics/Pictures/badges.png",x,387,128+i*32,0,32,32
]
end
end
x+=74
endCopy and paste this over what's there. This should give you a grid, 4 across and 2 down, of your 8 badges. Some of the numbers will need changing, though, so read on. The numbers you should be looking at are noted by bullet points below (but note that not all of them are meant to be changed!).



Right at the top, the "x=29" determines how far right the entire grid of badges goes. It's counted from the left side of the screen (x=0).


Next is each of the two rows. The same notes apply to both of them, so I'll just talk about the first row (the first 4 badges):

x,313,i*32,0,32,32



x - Leave this first number alone. That's calculated for you.
313 - This is how far down from the top edge the badges are located. Change this to move the row of badges up and down the screen. Note that you will need to change this number for the second row to a different number (a bigger number) for the second 4 badges to appear below the first 4. Make the number difference equal to that of x+ (see below) to keep everything looking square.
i*32 - Leave it alone. It tells the game how far along in the badges.png file it should start looking for the current badge it's working on.
0 - The same goes for this, except that it looks how far down in the png file it is instead (i.e. 0 means it's at the top).
32, 32 - These two numbers tell the game how big a badge is, and thus what size area it should take from badges.png (assuming the coordinates of the top left of the square are the coordinates above that I told you to leave alone).


And finally:



At the bottom of the code is "x+=74". This number is the horizontal separation between the top left corners of adjacent badges. It is also equal to the separation between adjacent badges PLUS the width of a badge. Make this number bigger to increase the horizontal gap between badges, and make it smaller to squash them closer together. (You'll probably end up making it smaller, since "74" is a number I'm using in my game that has a big resolution.)


Whatever you make "x+" equal, make sure that the difference between "313 and 387" (as they are in my code) is the same value. This keeps the badges all nice and square.

Have an experiment with the numbers (I suppose you'll have to, really) to see how they all work, and to position the badges where you want them to go.


---------------------------------------------------------------------------------------------


I actually have a problem of my own. I'm looking into the PokéGear's regional map, and I want to move the map's position from 0,0 to 80,80 (so it would be center in a 640x480 screen - my map is 320x240, so the numbers work). However, look as I might, I can't find any line that sets the position of "Map.png". How can I move it?

I'm just looking for how to change the position of the picture itself. I've already done the "hard" part of moving the points and scrolling area and whatnot.

Thank you, but I found the answer before you replied me =[, anyways, I did it exactly like that and it's working fine:

http://i44.tinypic.com/2v803fb.png

For you problem maybe putting a transparent space of 80x80 on the pic canvas should work, like that:

http://i44.tinypic.com/1joh7k.png


cya ;p

Maruno
January 9th, 2009, 05:20 PM
For you problem maybe putting a transparent space of 80x80 on the pic canvas should work, like that:

cya ;p
Yes, I thought about that, but I'm not sure if that's the best solution quite yet. It depends what I want to do with it all, I think.


Another question, if I may.

I want to get rid of the HM Fly, and replace it with an innate hidden ability of particular pokémon that does the same job (i.e. a big bird will be able to Fly, a Pidgey won't. The option "Fly" should show up in the main menu if I have a big bird in my party. How can I make this happen?

Hardy Har Har
January 9th, 2009, 07:02 PM
There is a bug on the type matchups after I updated my game. During the playtest, when Yanmega uses Air Slash on a Grass-type Pokemon, it displays as "not very effective" and when Absorb is used on Cyndaquil, it displays as "super effective". Anyone knew how to fix this?

marfil92
January 10th, 2009, 02:58 AM
How is the text in Diamante and Perla edition when you are in a battle??
Can somebody change this paragraf please???
MESSAGEBASECOLOR=Color.new(0,0,0)
MESSAGESHADOWCOLOR=Color.new(104,88,112)
MENUBASECOLOR=Color.new(72,72,72)
MENUSHADOWCOLOR=Color.new(208,208,208)
BOXTEXTBASECOLOR=Color.new(64,64,64)
BOXTEXTSHADOWCOLOR=Color.new(216,208,176)
EXPCOLOR=Color.new(64,200,248)
# Green HP color
HPCOLORBASE1=Color.new(14*8,31*8,21*8)
HPCOLORSHADOW1=Color.new(11*8,26*8,16*8)
# Orange HP color
HPCOLORBASE2=Color.new(31*8,28*8,7*8)
HPCOLORSHADOW2=Color.new(25*8,21*8,1*8)
# Red HP color
HPCOLORBASE3=Color.new(31*8,11*8,7*8)
HPCOLORSHADOW3=Color.new(21*8,8*8,9*8)
# Blank HP color
HPCOLORBASE4=Color.new(0,0,0)
HPCOLORSHADOW4=Color.new(0,0,0)

BLANK=0
MESSAGEBOX=1
COMMANDBOX=2
FIGHTBOX=3


THANKS

How is the text in Diamante and Perla edition when you are in a battle??

THANKS

partyghoul2000
January 10th, 2009, 09:08 AM
How is the text in Diamante and Perla edition when you are in a battle??

THANKS

ummmmm...elaborate? i haven't got a clue what you're talking about.

Beam Me Up, Furry Bandit!
January 10th, 2009, 09:45 AM
no one has really answered my question....

marfil92
January 10th, 2009, 10:45 AM
Yes if somebody can elaborate the font of diamante and perla version of the text of battle.

AtlantianTokRa
January 10th, 2009, 01:07 PM
no one has really answered my question....

because it has nothing to do with pokemon essentialsYes if somebody can elaborate the font of diamante and perla version of the text of battle.do you mean you want to change the default font to the DP font?

marfil92
January 10th, 2009, 03:41 PM
because it has nothing to do with pokemon essentialsdo you mean you want to change the default font to the DP font?
yes, want to change the default font to the DP font.

Atomic Reactor
January 10th, 2009, 05:38 PM
Thanks for the help Mrchewy and Poccil...
But uh.. i cant seem to get it to work. :[

Here is my like.. code work..

http://i181.photobucket.com/albums/x19/atomicreactor334/script.png

try it out and see if it works. it wont for me. am i doing something wrong?

ForeverRed
January 11th, 2009, 02:56 AM
i was just wondereing if you know how to do it so that i can make a badge thing like dpp? and add another choice to the menu.

Thanks.

Sincerely,
~Red Gyrados

poccil
January 11th, 2009, 07:45 AM
Atomic_Reactor:

You placed the script wrong, that is the problem: The first Script event command should read:

Script: Kernel.pbAddPokemon(
PBSpecies::TYROGUE, 10 )

Then remove the ")" symbol at the end of the second Script event command.

Exiled~Shadow
January 11th, 2009, 09:18 AM
Hello, i was wondering if how you could have a bridge that you can walk over but also walk or swim under... any help is appreciated

Mikel88
January 11th, 2009, 02:12 PM
How can I edit the EXP Bar in the summary2 picture?

Cykes
January 11th, 2009, 02:36 PM
Is there a way to "silently" add a Pokémon to the player's party?

Anuhrima
January 11th, 2009, 04:33 PM
Here is my problemhttp://i439.photobucket.com/albums/qq113/ross61_2008/anim000-4.jpg

PoKéMaKeR
January 12th, 2009, 07:02 AM
Here is my problemhttp://i439.photobucket.com/albums/qq113/ross61_2008/anim000-4.jpg

What is the problem ?
Because just posting a pic, isn't really going to get you any help at all...

PoKéMaKeR

Forever Forbidden
January 12th, 2009, 08:21 AM
Here is my problemhttp://i439.photobucket.com/albums/qq113/ross61_2008/anim000-4.jpg


Okay, you need to take the middle most tiles there, then repeat them.
I'll make a crude screenshot if you don't understand.

Anuhrima
January 12th, 2009, 01:22 PM
I don't understand what you mean

Maruno
January 12th, 2009, 05:15 PM
Do you want to make a long vertical line of trees that are all connected to each other by the light green grass, instead of having clumps of two trees as your screenshot shows?

Then see my crude screenshot (attached) for help.

Fraot
January 12th, 2009, 05:15 PM
What's up?
I've been checking your kit and i wonder:
How can I add pokémon on that game? I can't find out the way to do it. Also, why my maps don't get dark when at night?

Thanx in advance.

Maruno
January 12th, 2009, 05:21 PM
What's up?
I've been checking your kit and i wonder:
How can I add pokémon on that game? I can't find out the way to do it. Also, why my maps don't get dark when at night?

Thanx in advance.
Adding pokémon is as easy as editing the pokémon.txt file in the PBS folder. There's a lot of settings, so take a look at the Notes (http://upokecenter.com/projects/pokestarter/notes.html#pbspokemontxt) to help you.

As for your maps not getting darker, you'll need to edit metadata.txt. Help for this is also in the Notes. Basically, only outdoor maps are light during the day and dark at night. Use "editor.exe" and use the "Set metadata" option to sort this.

Anuhrima
January 13th, 2009, 04:21 AM
Do you want to make a long vertical line of trees that are all connected to each other by the light green grass, instead of having clumps of two trees as your screenshot shows?

Then see my crude screenshot (attached) for help.
Yeah, I turned my thinking cap on and figured that out

Exiled~Shadow
January 13th, 2009, 05:12 AM
Hello, i was wondering if how you could have a bridge that you can walk over but also walk or swim under... any help is appreciated

Still having trouble with this, all help is appreciated.

Mrchewy
January 13th, 2009, 09:06 AM
@JJMcay: There is a test map included in Essentials that demonstrates how to place a bridge like the one you described. It's not perfect but if you play around with it a little you can improve on it.

poccil
January 13th, 2009, 11:04 AM
PyroYahtzee:

I've recently added how in the Notes for Pokemon Essentials:

The following example shows how to create a Pokemon and add it to the Trainer's party. It also shows how the Pokemon's data can be modified before the Pokemon is added (though this is optional).

@>Conditional Branch: Script: $Trainer.party.length>=6
@>Text: You have no room to store the Pokemon...
@>
: Else
@>Script: p=PokeBattle_Pokemon.new(
: : PBSpecies::MAGIKARP,10,$Trainer
: : )
: : # Make it shiny (optional)
: : p.makeShiny
: : # Add the Pokemon
: : $Trainer.party.push(p)
@>
: Branch End
@>

Anuhrima
January 14th, 2009, 02:57 PM
Can someone help me with this

Script 'RandomMap' line 63: No Method Error
undefined method 'subname' for nil:NilClass

zephadus
January 14th, 2009, 05:25 PM
Hey, does anybody know a way to call a script to change parts of metadata.txt to whatever I want?
For example, changing "PlayerA=PkMnTRAINER_Male,Red,onbike,,Red,Red,Red" to "PlayerA=PkMnTRAINER_Male,Green,onbikeG,,Green,Green,Green".
Basically, I want there to be about 8 different selections for playable characters, and instead of messing with a bunch of script stuff I don't really understand and trying to make the system compatible with more trainers, I could use a quick and easy one-time script call to change the sprite graphics.

EDIT: Also, why doesn't the game display the name of the map when I move from a town to a route?
Does it only do that if I explicitly use the "Transfer Player" event command, or is my game just broken?

poccil
January 15th, 2009, 03:29 AM
zephadus:

The metadata cannot be changed after the fact using a script unfortunately.

To display the name of the map when it is entered, open the Pokemon Essentials Editor (Editor.exe), choose Set Metadata, choose the map, and ensure that the "Show Area" setting is set to TRUE.

zephadus
January 15th, 2009, 02:18 PM
To display the name of the map when it is entered, open the Pokemon Essentials Editor (Editor.exe), choose Set Metadata, choose the map, and ensure that the "Show Area" setting is set to TRUE.

Okay, I've done that, but it still doesn't happen.
It'll say the name of the town int he top-corner when I load my file, but when I walk into the nearby route that I've set up, it doesn't say "ROUTE ##" or anything.
I've linked the maps in the editor as well.

Fraot
January 15th, 2009, 03:32 PM
Adding pokémon is as easy as editing the pokémon.txt file in the PBS folder. There's a lot of settings, so take a look at the Notes (http://upokecenter.com/projects/pokestarter/notes.html#pbspokemontxt) to help you.

As for your maps not getting darker, you'll need to edit metadata.txt. Help for this is also in the Notes. Basically, only outdoor maps are light during the day and dark at night. Use "editor.exe" and use the "Set metadata" option to sort this.

Ok, thanx!
But lets supose I want to add the night-&-day system to my game (not pokémon, one of pure RPGXP... well I'm developing a pokémon game and a game of mine) I copied the script and it didn't work. Do I have to make a .txt file to do it?

BTW: I added a pokémon on the .txt (I knew that it was the right one) months ago and an error appeared and I had to unzip again the kit.

Maruno
January 15th, 2009, 06:15 PM
Okay, I've done that, but it still doesn't happen.
It'll say the name of the town int he top-corner when I load my file, but when I walk into the nearby route that I've set up, it doesn't say "ROUTE ##" or anything.
I've linked the maps in the editor as well.
You've done the "Show Area=TRUE" for each and every outdoor map, right? Because using connections.txt isn't a substitute - it won't say for you that any map connected to map X should also show signposts.

Just check metadata.txt again, find the data for the maps you want, and make sure everything looks up to snuff (the right map ID number, that you've given the maps names, etc. etc.). I presume you're playtesting the game here, and not playing the game standalone.

zephadus
January 15th, 2009, 06:43 PM
You've done the "Show Area=TRUE" for each and every outdoor map, right? Because using connections.txt isn't a substitute - it won't say for you that any map connected to map X should also show signposts.

Just check metadata.txt again, find the data for the maps you want, and make sure everything looks up to snuff (the right map ID number, that you've given the maps names, etc. etc.). I presume you're playtesting the game here, and not playing the game standalone.

Aye, that I am.
Everything looks good, so I donno what's wrong.
Oh well, I'll worry about it later.
For now I'll just get other stuff done, but for now...

I have yet another question:
Is there a way to check how many of any given pokemon you have in your party?
I know you can check if a pokemon species is there, but would I be able to tell if there were, say... 5 Squirtles or just 1?

EDIT: Couple more.
Is there a way to check if a Pokémon is infected with the Pokérus?
and if so, call a common event like for example, a text-box telling you that the pokemon look strange?
Also, is there a way to keep track of how many times an individual Pokémon has fainted?

poccil
January 15th, 2009, 07:30 PM
zephadus:

Use the following code within a Script event command (the code below was not tested):

$game_variables[1]=0
for p in $Trainer.party
$game_variables[1]+=1 if !p.egg? &&
p.species==PBSpecies::MAGIKARP
end

That will put the number of Pokemon of the species Magikarp in variable number 1. Then, you can check the value of that variable using conditional branches, as usual. Of course, you can change the species name and variable number.

Exiled~Shadow
January 15th, 2009, 08:10 PM
I have been trying to figure this out for a while but no one knows if you can... is it possible to have a bridge you can walk over and under??

poccil
January 15th, 2009, 08:36 PM
zephadus:

Use this Ruby idiom to determine whether a Pokemon is infected with Pokérus virus (assuming that
"pokemon" is a PokeBattle_Pokemon object, such as the result of the Ruby script call "$Trainer.party[0]"):

if pokemon.pokerus==1 # Infected
# Pokemon is infected
end


To determine the faint count for a Pokemon, add the following code in a new section before the last one in the Script Editor
(untested).

class PokeBattle_Pokemon
def faintcount; @faintcount ? @faintcount : 0; end
def hp=(value)
# Update faint count
@faintcount=0 if !@faintcount
@faintcount+=1 if @hp!=0 && value==0
@hp=value;
end
end

Then you can print the number of times a Pokemon has fainted using this Ruby idiom (assuming that
"pokemon" is a PokeBattle_Pokemon object, such as the result of the Ruby script call "$Trainer.party[0]"):

print pokemon.faintcount

zephadus
January 15th, 2009, 09:52 PM
zephadus:

Use this Ruby idiom to determine whether a Pokemon is infected with Pokérus virus (assuming that
"pokemon" is a PokeBattle_Pokemon object, such as the result of the Ruby script call "$Trainer.party[0]"):

if pokemon.pokerus==1 # Infected
# Pokemon is infected
end
To determine the faint count for a Pokemon, add the following code in a new section before the last one in the Script Editor
(untested).

class PokeBattle_Pokemon
def faintcount; @faintcount ? @faintcount : 0; end
def hp=(value)
# Update faint count
@faintcount=0 if !@faintcount
@faintcount+=1 if @hp!=0 && value==0
@hp=value;
end
end
Then you can print the number of times a Pokemon has fainted using this Ruby idiom (assuming that
"pokemon" is a PokeBattle_Pokemon object, such as the result of the Ruby script call "$Trainer.party[0]"):

print pokemon.faintcount


Sorry, I'm not sure I quite understand.
I put these where exactly? :\

Exiled~Shadow
January 16th, 2009, 03:33 AM
I am sure i have asked this before but does anyone know how to change the character overworld? I have done it before but forgot how... and i cheked note's html but couldnt find the answer.

GFA
January 16th, 2009, 05:11 AM
A pathetically dumb question, can I use D/P style overworlds and tiles with this?

OblivionMew
January 16th, 2009, 07:49 AM
Quite simply, yes you can.

Anuhrima
January 16th, 2009, 04:18 PM
can someone help me with this problem
Exception: NoMethodError
Message: undefined method `subname' for nil:NilClass
RandomMap:63
RandomMap:58:in `call'
EventScene:580:in `trigger'
EventScene:579:in `each'
EventScene:579:in `trigger'
Game_Map_:53:in `setup'
PokemonMap:640:in `setup'
Scene_Map:214:in `transfer_player'
Scene_Map:107:in `update'
Scene_Map:98:in `loop'

poccil
January 16th, 2009, 05:07 PM
Anuhrima:

To fix this, go to the script section RandomMap in the script editor. On line 62, after the line that reads:

mapinfo = load_data("Data/MapInfos.rxdata")

add this line:

next if !mapinfo[mapID]

If that fails to work, you may need to define the starting position again in RPG Maker XP or delete the save file Game.rxdata.

Anuhrima
January 16th, 2009, 05:31 PM
Ok that fixed it but the new problem is
Exception: TypeError
Message: no implicit conversion from nil to integer
RandomMap:426:in `[]='
RandomMap:426:in `make_random_map'
RandomMap:425:in `each'
RandomMap:425:in `make_random_map'
RandomMap:424:in `each'
RandomMap:424:in `make_random_map'
RandomMap:423:in `each'
RandomMap:423:in `make_random_map'
RandomMap:74
RandomMap:58:in `call'

ryanhead
January 16th, 2009, 07:38 PM
Pokemon NetPlay Plus
( I have seen a post about this but was no help and therfore I am posting here )


hey guys,

I've been trying to set up an online pokemon game for about 2 weeks now. I did some stuff but I am stuck now and have a few questions.

What I know how to do :

- ok so I got the server to run using netplay plus
- I have the pokemon tilsets and characters

What I want to do :

- Use Poccil's starter kit for my online Pokemon game without messing up everything


I think I can just paste most of the scripts but I think some will get messed up. For example like your starting character I want to change it so that its that 1 character you pick and then you have a party. What I would like to know is how I can copy all the scripts without messing up anything.Maybe I can copy the netplay plus files to the starter kit or something. I am sure there is a way I just don't know how. I thought maybe someone here would know. Possibly Poccil would know. Anyways if you think its to hard what is the closest I can get to a Pokemon game using netplay plus. It looks like it can be done but I am not the greatest at understanding all these sricpts. Well not the confusing ones anyway.

I would really appreciate some help. I hope someone has a solution or some tips for me.

Thanks

Mrchewy
January 16th, 2009, 10:54 PM
@Anuhrima: A lot of these errors you're getting shouldn't be happening. Have you edited any of the original code?

Anuhrima
January 16th, 2009, 11:09 PM
do you know what a synax error is

Mrchewy
January 16th, 2009, 11:26 PM
Of course. A syntax error occurs when code (in this case RGSS) isn't entered or processed correctly - in other words, it doesn't have the correct syntax.

The thing is, though, the error you posted relates to a script which normally doesn't even require any input, as far as I know. The fact that it even pops up indicates that either there's a bug with Essentials or you've edited the script incorrectly.

I hate these errors the most; they're very obscure and confusing :( .

Anuhrima
January 16th, 2009, 11:36 PM
well i deleted the not in line 76 of the random map

Luka S.J.
January 17th, 2009, 02:10 AM
have you in any case deleted something else, because lines 72 - 76 in random map should look like this:

72 if map && tileset
73 generator=MapGenerator.new(map,tileset.passages,tileset.priorities)
74 generator.make_random_map(2,mapinfo[mapID].subname(2).to_i,p3,p4)
75 end
76 end

here i cant find the "not" you mentioned before

Anuhrima
January 17th, 2009, 10:05 AM
I think that this is because i did not set the starting point(which i don't know how to)
And i just created a town

~JV~
January 17th, 2009, 01:17 PM
I wanted to ask you guys something... What I have to put in the bag/tr card script to make the background as the overworld, like the save and menu scene?

Hall Of Famer
January 17th, 2009, 10:57 PM
How to add a pokemon with a specific level by its internal name(like Bulbasaur, Charmander, Squirtle) instead of regional number(like 001, 004, 007)?

marfil92
January 18th, 2009, 01:57 AM
How I can change the lenguaje???
I have the INTL translate but now I don't know what do...

Thanks

Wichu
January 18th, 2009, 02:15 AM
How to add a pokemon with a specific level by its internal name(like Bulbasaur, Charmander, Squirtle) instead of regional number(like 001, 004, 007)?

Use PBSpecies::BULBASAUR, like this:
pbAddPokemon(PBSpecies::BULBASAUR,10)
The internal names are actually constants in the PBSpecies module, with the values of the Pokémon's dex number.

Hikari Swordsman
January 18th, 2009, 10:27 AM
Hello
I'd like to ask, how can make an opening screen? Like the one in every Pokemon game (The ones where a GameFreak logo appears)

Ty 101
January 18th, 2009, 11:13 AM
Do you mean editing the pokemon essentials screen, if so just edit the picture in materials>titles then edit the first picture.

Hall Of Famer
January 18th, 2009, 10:16 PM
Use PBSpecies::BULBASAUR, like this:
pbAddPokemon(PBSpecies::BULBASAUR,10)The internal names are actually constants in the PBSpecies module, with the values of the Pokémon's dex number.

Thanks a lot for the reply, Wichu. I will try to use the pokemon internal name in the scripts and see if it works(My fellow Inmoosewetrust changed the Pokedex number so things were messed up a little bit). Have a good week.

Mrchewy
January 18th, 2009, 10:43 PM
Thanks a lot for the reply, Wichu. I will try to use the pokemon internal name in the scripts and see if it works(My fellow Inmoosewetrust changed the Pokedex number so things were messed up a little bit). Have a good week.

Hehe.

"Yay, Pichu.... wait, WHAT THE SPEAROW?"

That was a horrible bug.

Hall Of Famer
January 18th, 2009, 10:51 PM
Hehe.

"Yay, Pichu.... wait, WHAT THE SPEAROW?"

That was a horrible bug.

I know about this, and that's why I still didn't update the first post of my game thread so the latest version available to public is still Version 1.2 by now. I don't know if Moose has fixed all the bugs and illogical issues but I will take a look into them and release a stable version next weekend when I get free time.