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Hardy Har Har
May 10th, 2009, 10:04 PM
When my foe uses a multi-turn move during battles, an error pops up. Here's the error:
Exception: ArgumentError
Message: wrong number of arguments(0 for 1)
PokeBattle_Battler:1462:in `pbNumHits'
PokeBattle_Battler:1462:in `pbUseMove'
PokeBattle_Battler:1449:in `loop'
PokeBattle_Battler:1475:in `pbUseMove'
PokeBattle_Battler:1733:in `pbProcessTurn'
PokeBattle_Battler:1732:in `logonerr'
PokeBattle_Battler:1732:in `pbProcessTurn'
PokeBattle_Battle:2556:in `pbAttackPhase'
PokeBattle_Battle:2555:in `each'
PokeBattle_Battle:2555:in `pbAttackPhase'
Any help on fixing this will be appreciated.

Worldslayer608
May 11th, 2009, 10:44 AM
I was wondering where I would locate the pbHeadbutt script. I am planning on changing it a bit but cannot seem to locate it :S. Any help would be awesome.

partyghoul2000
May 11th, 2009, 11:23 AM
I was wondering where I would locate the pbHeadbutt script. I am planning on changing it a bit but cannot seem to locate it :S. Any help would be awesome.

pbHeadbutt would be in the PokemonField script on lines 1795, 1815, 1821, 2090, 2091 and 2501. if you press control, shift and F, it'll allow you to search all the scripts for certain snippets and whatnot. it makes finding stuff a flash.

ok, for all those in the essentials community, i have come across a script that would allow more than 999 maps. i believe this would come in handy for those devs who are trying to make all regions plus they're own, or something to that effect. anyways, the problem is, when i tried to insert the script, i came across an error. if this script can be intergrated into essentials, it would help alot of devs, including myself, with large projects that span across alot of maps. well here's the original script:
#==============================================================================
# ** Disc Changer script (Designed for Legend of Harpine)
#------------------------------------------------------------------------------
# Zeriab
# 1.05
# 2008-09-20
#------------------------------------------------------------------------------
# Allows you to change the disc, where each disc can contain 999 maps
#==============================================================================
=begin
INSTRUCTIONS
------------
If you do not have the SDK then you have to change Game_Map
In the Game_Map setup method change the load_data line to this: (Line 50)

# Load map from file and set @map
@map = load_data(sprintf("Data/%sMap%03d.rxdata", $game_system.disc, @map_id))

After you have done this the below will work.

This script enables the change_disc command. Use script calls to change the disc.
For disc 1 create a subfolder in your data folder called 'disc1' and place the
map files for disc 1 in there.
For disc 2 you should create a subfolder called 'disc2' and place the map files
for disc 2 in there. And so on for each of your discs.
The syntax is:

change_disc(number, id = nil, x = nil, y = nil, direction = nil)

The nil numbers mean that those arguments are optional. When you don't use them
then they are set to whatever the current map_id, x, y and direction are at the
moment.

If you want to change to disc 2 then you can put this in a script call:

change_disc(2)

You will then be transfered to disc 2 with the same map id and coordinates as
what the player currently has.
If you want to be more precise and say you want to change to disc 2 on the map
with id 10 and the player must be placed at the tile with x = 6 and y = 13 then
you should put this in a call script:

change_disc(2, 10, 6, 13)

Note that when you start the game the maps directly in the data folder is used.
You can back to them by changing to disc number 0.
Basically, disc number 0 is the maps directly in the data folder and not in any
of the sub folders.

The final argument is the direction. By default the player retains the current
direction. You can put 6 different values as direction:

0, 10 : No change
2 : Turn Down
4 : Turn Left
6 : Turn Right
8 : Turn Up

If you for example want to transfer the player to disc 1, map 43 at x = 30 and
y = 4 with the player looking down you should put this in a call script:

change_disc(1, 43, 30, 4, 2)

*hugs*
- Zeriab
=end

class Game_System
attr_writer :disc
def disc
@disc ||= ''
@disc
end
end

class Game_Temp
attr_accessor :disc_changing
end

class Game_Map
attr_writer :map_id
if Module.constants.include?('SDK')
def setup_load
# Load map from file and set @map
@map = load_data(sprintf("Data/%sMap%03d.rxdata", $game_system.disc, @map_id))
end
end
end

def change_disc(number, id = nil, x = nil, y = nil, direction = nil)
# Change disc
if number.is_a?(Integer)
$game_system.disc = "disc#{number}/"
else
disc = number.to_s
disc += '/' unless disc[-1] == 47
$game_system.disc = disc
end
# Process arguments
map_id = id.is_a?(Integer) ? id : $game_map.map_id
x = $game_player.x unless x.is_a?(Integer)
y = $game_player.y unless y.is_a?(Integer)
direction = $game_player.direction unless direction.is_a?(Integer)
# Set transferring player flag
$game_temp.player_transferring = true
# Set transferring player flag
$game_temp.disc_changing = true
# Set player move destination
$game_temp.player_new_map_id = map_id
$game_temp.player_new_x = x
$game_temp.player_new_y = y
$game_temp.player_new_direction = direction
# Change the current map id in case the new and old are identical.
$game_map.map_id = 0
end

and the error:
Exception: ArgumentError
Message: invalid value for Integer: ""
Game_Map_:33:in `sprintf'
Game_Map_:33:in `setup'
PokemonMap:640:in `setup'
PokemonLoad:376:in `pbStartLoadScreen'
PokemonLoad:349:in `open'
PokemonLoad:349:in `pbStartLoadScreen'
PokemonLoad:293:in `loop'
PokemonLoad:395:in `pbStartLoadScreen'
Scene_Intro:139:in `to_title_update'
Scene_Intro:62:in `main'

Meowth
May 11th, 2009, 06:08 PM
How do I set up a shop? I don't see an example in the demo...

EDIT: Nevermind, card shop. :P

Wichu
May 11th, 2009, 11:54 PM
pbHeadbutt would be in the PokemonField script on lines 1795, 1815, 1821, 2090, 2091 and 2501. if you press control, shift and F, it'll allow you to search all the scripts for certain snippets and whatnot. it makes finding stuff a flash.

ok, for all those in the essentials community, i have come across a script that would allow more than 999 maps. i believe this would come in handy for those devs who are trying to make all regions plus they're own, or something to that effect. anyways, the problem is, when i tried to insert the script, i came across an error. if this script can be intergrated into essentials, it would help alot of devs, including myself, with large projects that span across alot of maps. well here's the original script:
#==============================================================================
# ** Disc Changer script (Designed for Legend of Harpine)
#------------------------------------------------------------------------------
# Zeriab
# 1.05
# 2008-09-20
#------------------------------------------------------------------------------
# Allows you to change the disc, where each disc can contain 999 maps
#==============================================================================
=begin
INSTRUCTIONS
------------
If you do not have the SDK then you have to change Game_Map
In the Game_Map setup method change the load_data line to this: (Line 50)

# Load map from file and set @map
@map = load_data(sprintf("Data/%sMap%03d.rxdata", $game_system.disc, @map_id))

After you have done this the below will work.

This script enables the change_disc command. Use script calls to change the disc.
For disc 1 create a subfolder in your data folder called 'disc1' and place the
map files for disc 1 in there.
For disc 2 you should create a subfolder called 'disc2' and place the map files
for disc 2 in there. And so on for each of your discs.
The syntax is:

change_disc(number, id = nil, x = nil, y = nil, direction = nil)

The nil numbers mean that those arguments are optional. When you don't use them
then they are set to whatever the current map_id, x, y and direction are at the
moment.

If you want to change to disc 2 then you can put this in a script call:

change_disc(2)

You will then be transfered to disc 2 with the same map id and coordinates as
what the player currently has.
If you want to be more precise and say you want to change to disc 2 on the map
with id 10 and the player must be placed at the tile with x = 6 and y = 13 then
you should put this in a call script:

change_disc(2, 10, 6, 13)

Note that when you start the game the maps directly in the data folder is used.
You can back to them by changing to disc number 0.
Basically, disc number 0 is the maps directly in the data folder and not in any
of the sub folders.

The final argument is the direction. By default the player retains the current
direction. You can put 6 different values as direction:

0, 10 : No change
2 : Turn Down
4 : Turn Left
6 : Turn Right
8 : Turn Up

If you for example want to transfer the player to disc 1, map 43 at x = 30 and
y = 4 with the player looking down you should put this in a call script:

change_disc(1, 43, 30, 4, 2)

*hugs*
- Zeriab
=end

class Game_System
attr_writer :disc
def disc
@disc ||= ''
@disc
end
end

class Game_Temp
attr_accessor :disc_changing
end

class Game_Map
attr_writer :map_id
if Module.constants.include?('SDK')
def setup_load
# Load map from file and set @map
@map = load_data(sprintf("Data/%sMap%03d.rxdata", $game_system.disc, @map_id))
end
end
end

def change_disc(number, id = nil, x = nil, y = nil, direction = nil)
# Change disc
if number.is_a?(Integer)
$game_system.disc = "disc#{number}/"
else
disc = number.to_s
disc += '/' unless disc[-1] == 47
$game_system.disc = disc
end
# Process arguments
map_id = id.is_a?(Integer) ? id : $game_map.map_id
x = $game_player.x unless x.is_a?(Integer)
y = $game_player.y unless y.is_a?(Integer)
direction = $game_player.direction unless direction.is_a?(Integer)
# Set transferring player flag
$game_temp.player_transferring = true
# Set transferring player flag
$game_temp.disc_changing = true
# Set player move destination
$game_temp.player_new_map_id = map_id
$game_temp.player_new_x = x
$game_temp.player_new_y = y
$game_temp.player_new_direction = direction
# Change the current map id in case the new and old are identical.
$game_map.map_id = 0
end

and the error:
Exception: ArgumentError
Message: invalid value for Integer: ""
Game_Map_:33:in `sprintf'
Game_Map_:33:in `setup'
PokemonMap:640:in `setup'
PokemonLoad:376:in `pbStartLoadScreen'
PokemonLoad:349:in `open'
PokemonLoad:349:in `pbStartLoadScreen'
PokemonLoad:293:in `loop'
PokemonLoad:395:in `pbStartLoadScreen'
Scene_Intro:139:in `to_title_update'
Scene_Intro:62:in `main'

Did you do this?
If you do not have the SDK then you have to change Game_Map
In the Game_Map setup method change the load_data line to this: (Line 50)

# Load map from file and set @map
@map = load_data(sprintf("Data/%sMap%03d.rxdata", $game_system.disc, @map_id))

After you have done this the below will work.
In this case, I guess it would be line 33 you have to change instead.

Crazyninjaguy
May 12th, 2009, 02:37 AM
I have 2 questions and i hope someone can help, because they're sort of essential lol.

1 - Is there any way to edit the max level that a Pokemon can be?
I've seen it somewhere before, but I can't remember where, and it was when I wasn't really developing...

2 - Also how can i make the exp gain animation in battles go the other way up the battle box, from right to left instead of from left to right.

Any help would be appreciated ^_^
Thanks.

partyghoul2000
May 12th, 2009, 06:13 AM
Did you do this?
If you do not have the SDK then you have to change Game_Map
In the Game_Map setup method change the load_data line to this: (Line 50)

# Load map from file and set @map
@map = load_data(sprintf("Data/%sMap%03d.rxdata", $game_system.disc, @map_id))

After you have done this the below will work.
In this case, I guess it would be line 33 you have to change instead.

yep, i did that. hence the invalid value error on line 33. :P

Maruno
May 12th, 2009, 10:43 AM
I have 2 questions and i hope someone can help, because they're sort of essential lol.

1 - Is there any way to edit the max level that a Pokemon can be?
I've seen it somewhere before, but I can't remember where, and it was when I wasn't really developing...

2 - Also how can i make the exp gain animation in battles go the other way up the battle box, from right to left instead of from left to right.

Any help would be appreciated ^_^
Thanks.
1 - Yes, and it's completely easy. It was also asked in here not that long ago. I'm surprised your searching for answers before asking the questions didn't come up with anything.

PBExperience, line 67. Go. The EXP curves are even already programmed in, so line 67 is literally all you need to change.


2 - I'm not so sure on this. You'll be wanting to look in PokeBattle_ActualScene, from line 534 and vaguely onwards from there. It's rather complicated. Lines 544 and 629 look interesting, though (the first is the calculation for how long the bar is, and the second is the line that makes the coloured bar).

You'll be wanting to set the EXP bar coordinates (which correspond to the top-left corner of the bar) to depend on the level EXP. At a rough guess, add in the first line below and change line 629 to something like the second:


expFullBar=PokeBattle_Scene::EXPGAUGESIZE


self.bitmap.fill_rect(@spritebaseX+expGaugeX+expFullBar-self.exp,@spritebaseY+expGaugeY,self.exp,4,PokeBattle_Scene::EXPCOLOR)
The first line is inserted around line 620, amongst the similar-looking lines that define expGaugeX and so forth, i.e. just before line 629

If that's correct, it should work with just that change. Note now that I don't (yet) know how everything fits together, and that there may be a load more changes required. This is just a starter, and you can take it from there.

thepsynergist
May 12th, 2009, 10:48 AM
I have 2 questions and i hope someone can help, because they're sort of essential lol.

1 - Is there any way to edit the max level that a Pokemon can be?
I've seen it somewhere before, but I can't remember where, and it was when I wasn't really developing...

2 - Also how can i make the exp gain animation in battles go the other way up the battle box, from right to left instead of from left to right.

Any help would be appreciated ^_^
Thanks.

For the max level edit, go to your pbExperience tab in your script editor. There should be a number called max level. Just change it to what you want. If the level is higher than 100 the script automatically changes the exp table to a formula. About the exp gain animation, i have no idea...sorry.

Maruno
May 12th, 2009, 10:52 AM
I'd like to take the opportunity to bump my question.

I have a question. How does the Regional Dex numbers thing work? I've tried putting the following line (or similar) into pokemon.txt in a handful of the pokémon sections, but when I go to compile I get the error below.

RegionalNumbers=19,2,0

This particular line is supposed to mean there are three regional Dexes, and the pokémon in question is number 19 in region A, number 2 in region B and is not in region C. The notes don't give much information about how to implement Regional Numbers (it doesn't give an example), but from what I can tell multiple Regional Dexes are allowed.

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError
Message: Regional Pokédex number cannot be 0 (section {2}, PBS/pokemon.txt)
Compiler:2330:in `pbCompilePokemonData'
Compiler:2293:in `each'
Compiler:2293:in `pbCompilePokemonData'
Compiler:2291:in `loop'
Compiler:2362:in `pbCompilePokemonData'
Compiler:2279:in `each'
Compiler:2279:in `pbCompilePokemonData'
Compiler:2278:in `each'
Compiler:2278:in `pbCompilePokemonData'
Compiler:2264:in `pbEachFileSection'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------Sine it's an optional line, I figured it didn't matter that not all of the pokémon had this line in (which would naturally take me a while to insert; I will do eventually, but at the moment I just want to test it).

lezebulon
May 12th, 2009, 01:12 PM
Hi
I'm doing a move that multiplies by 3 the damages done during a critical hit. I tried to look into the scripts to see where the damage were calculated during a critical hit. Here's what I found :

Pokebattle_move line 247 :
#Stat Stages
#back
atkstage=attacker.stages[PBStats::ATTACK]+6
spatkstage=attacker.stages[PBStats::SPATK]+6
defstage=opponent.stages[PBStats::DEFENSE]+6
spdefstage=opponent.stages[PBStats::SPDEF]+6
if opponent.damagestate.critical
atkstage=6 if atkstage>6
spatkstage=6 if spatkstage>6
defstage=6 if defstage<6
spdefstage=6 if spdefstage<6
end

So.... I don't get it : why is the attacker's attack lowered when you're supposed to do a critical hit ?? thanks !

Wichu
May 13th, 2009, 01:37 AM
I think it's a mistake in the code. I guess it should say this:
if opponent.damagestate.critical
atkstage=6 if atkstage<6
spatkstage=6 if spatkstage<6
defstage=6 if defstage>6
spdefstage=6 if spdefstage>6
end

Luka S.J.
May 13th, 2009, 06:24 AM
Just thought I might add one thing to the max level editing discussion. Even if you change the maximum level to be above 100 you will be able to get wild pokemon and your own pokemon to a level above 100, but the starter kit blocks you from entering trainers with a level higher than 100. I've tried this myself and the editor gives me the message that the value for trainer pokemon cannot be above 100. If you try to do this by hand and manually define the trainers in \PBS\trainers.txt the game crashes.

Worldslayer608
May 13th, 2009, 09:45 AM
I have a couple questions.

1. I have a sign tile, which is marked 'X' in the passage part of the database. I placed an invisible event over it, to trigger a message when the player uses the action key on it. My problem is, that the player can walk right over the sign still. This happens with other tiles as well, such as trees, rocks, and even houses... yet all of the passage settings are telling me it should not be happening. Any idea why this is happening and how I can fix it?

2. How exactly do I get the animation title screen to work? It won't load a .GIF extension... and from what I understand .MNG is not supported.

Maruno
May 13th, 2009, 02:24 PM
Just thought I might add one thing to the max level editing discussion. Even if you change the maximum level to be above 100 you will be able to get wild pokemon and your own pokemon to a level above 100, but the starter kit blocks you from entering trainers with a level higher than 100. I've tried this myself and the editor gives me the message that the value for trainer pokemon cannot be above 100. If you try to do this by hand and manually define the trainers in \PBS\trainers.txt the game crashes.
I don't think that should be the case. A quick look in Compiler yields lines 1306/1307:


raise _INTL("Bad level: {1} (must be from 1-{2})\r\n{3}",poke[1],
PBExperience::MAXLEVEL,FileLineData.linereport) if poke[1]<=0 || poke[1]>PBExperience::MAXLEVEL

That's the error message for if you've got a trainer's pokémon with a weird level, and it includes MAXLEVEL as mentioned earlier, so there shouldn't be a problem.

Did you change the MAXLEVEL and then immediately jump into editing the trainers? If so, try do one thing at a time. Change just the MAXLEVEL and see if things still work. If they do (they should) then give one trainer one pokémon with level 100, then 101, then expand on it. You may also need to compile the game a few times over to make sure all the new changes are in place.


I have a couple questions.

1. I have a sign tile, which is marked 'X' in the passage part of the database. I placed an invisible event over it, to trigger a message when the player uses the action key on it. My problem is, that the player can walk right over the sign still. This happens with other tiles as well, such as trees, rocks, and even houses... yet all of the passage settings are telling me it should not be happening. Any idea why this is happening and how I can fix it?

2. How exactly do I get the animation title screen to work? It won't load a .GIF extension... and from what I understand .MNG is not supported.


1 - Is the event itself non-passable (i.e. the "Passable" checkbox in the event needs to be unticked)? Apart from that, I can't offer any advice other than to make it again. My events work just fine, in exactly the same situation as yours. If the tile has an X on it in "Tilesets" in F9, then you shouldn't be able to walk through it.

Although I seem to recall a problem like this earlier in this thread. As I recall, the trick was to paint over the sign in any layers above it with the blank tile (top left in the tileset). It's something to do with terrain tags - you need anything above your sign to be terrain tag 0, I think.



2 - Sorry, I know nothing about this. Wouldn't mind knowing about it myself, eventually.

Worldslayer608
May 13th, 2009, 03:32 PM
1 - Is the event itself non-passable (i.e. the "Passable" checkbox in the event needs to be unticked)? Apart from that, I can't offer any advice other than to make it again. My events work just fine, in exactly the same situation as yours. If the tile has an X on it in "Tilesets" in F9, then you shouldn't be able to walk through it.

Although I seem to recall a problem like this earlier in this thread. As I recall, the trick was to paint over the sign in any layers above it with the blank tile (top left in the tileset). It's something to do with terrain tags - you need anything above your sign to be terrain tag 0, I think.



2 - Sorry, I know nothing about this. Wouldn't mind knowing about it myself, eventually.

Yes the event is non passable. The tile is marked with an 'X' in F9, and it is the top layer o.O. I suppose I could just make it a new event and add the image, I just wanted to refrain from doing that if it was possible. Funny thing is, is that it worked fine till I loaded it today...

Wichu
May 14th, 2009, 01:10 AM
I have a couple questions.

1. I have a sign tile, which is marked 'X' in the passage part of the database. I placed an invisible event over it, to trigger a message when the player uses the action key on it. My problem is, that the player can walk right over the sign still. This happens with other tiles as well, such as trees, rocks, and even houses... yet all of the passage settings are telling me it should not be happening. Any idea why this is happening and how I can fix it?

I think this sometimes happens when you add a new tileset or extend an existing one. I'm not 100% sure on this, but try recompiling the data (hold Ctrl while starting up the game).
It could also be because you're not deleting using the right tile. You have to use the very top-left tile to delete, since that tile has no passability. Using another blank tile to delete would mean that the passability would become that of the tile (not what you want).

2. How exactly do I get the animation title screen to work? It won't load a .GIF extension... and from what I understand .MNG is not supported.

You'll need to write a script to display each frame in order. I think there is actually a way to use GIFs (there's a GifSprite class defined in the scripts), but I'd go with a custom script.

Darkgoalie
May 14th, 2009, 10:14 AM
I can't get past the start of the game it keeps coming up with this:

[---------------------------
Pokemon Essentials
---------------------------
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 exception was logged in errorlog.txt.

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


Please Please Please help so i can get on with the game creation

Worldslayer608
May 14th, 2009, 10:48 AM
I think this sometimes happens when you add a new tileset or extend an existing one. I'm not 100% sure on this, but try recompiling the data (hold Ctrl while starting up the game).
It could also be because you're not deleting using the right tile. You have to use the very top-left tile to delete, since that tile has no passability. Using another blank tile to delete would mean that the passability would become that of the tile (not what you want).


You'll need to write a script to display each frame in order. I think there is actually a way to use GIFs (there's a GifSprite class defined in the scripts), but I'd go with a custom script.

Recompiling did not have any effect :(. I have been using the top left to delete as well.

I just made a new tileset using the exact same tileset image, and reset the passability and it is working, beats redoing the whole map :S. But comparing them side by side, all the settings are the same for both tilesets o.O. Oh well it is fixed now, thanks for the help.

EDIT: Though it fixed the sign, there are still areas that have the same issue. I have part of a tree overlapping a rock, the tile that has the part of the tree is passable with a priority so the player can walk under it. When the rock is in layer 2 and the part of the tree in layer 3, I can walk over the rock still... as if the rock was not there.

Yeah I know you can use .gifs but in the notes for PE it says it needs to be an animated .gif in .png format... well superping is the only .png format that can support animation, and it has the .mng extension... perhaps I am misinformed though :S.

I was just hoping to avoid scripting it to use frames if possible, but I guess that is what I will do :P

|Maximus|
May 14th, 2009, 04:13 PM
I have a problem, I keep getting a black background. I tried to use a script to make the battle background, a grassy look to it, like on Test Map 1. It didn't seem to work, and all of my battles have a black background. Like this: http://i41.tinypic.com/2mm728m.jpg PLEASE help. This is ruining my project. And if I could get help, then can somebody tell me how to change the background like a DP battle background, and not a R/S/E Battle background?

Argonius
May 16th, 2009, 12:35 PM
Hi, Im not really that good at programming in ruby but I was wondering if it was possible to make it so that I can chage the main characters appearance, like change the sprite and player graphic. Im trying to create a clothing system in my game where you can talk to people and change your appearance.
I know that at the intro it sets up a player type but I just want to change the sprite and player graphic not create a whole new player type.
(something like a pbSetPlayerGraphic function)

hellokiddo
May 16th, 2009, 02:59 PM
What do I do, if I want to give Pokemon forms that they can switch into?

Wichu
May 17th, 2009, 01:23 AM
EDIT: Though it fixed the sign, there are still areas that have the same issue. I have part of a tree overlapping a rock, the tile that has the part of the tree is passable with a priority so the player can walk under it. When the rock is in layer 2 and the part of the tree in layer 3, I can walk over the rock still... as if the rock was not there.
The passability is automatically set to the passability of the tile on the uppermost layer. If your rock tile has a lower priority than your tree tile, you can simply put the rock on layer 3 and the tree tile on layer 2; although it will look weird in the editor, it will work in-game.

Hi, Im not really that good at programming in ruby but I was wondering if it was possible to make it so that I can chage the main characters appearance, like change the sprite and player graphic. Im trying to create a clothing system in my game where you can talk to people and change your appearance.
I know that at the intro it sets up a player type but I just want to change the sprite and player graphic not create a whole new player type.
(something like a pbSetPlayerGraphic function)
I think this function is what you are looking for (replacing chname with the name of the character):
$game_player.setDefaultCharName(chname,0)
I have a problem, I keep getting a black background. I tried to use a script to make the battle background, a grassy look to it, like on Test Map 1. It didn't seem to work, and all of my battles have a black background. Like this: http://i41.tinypic.com/2mm728m.jpg PLEASE help. This is ruining my project. And if I could get help, then can somebody tell me how to change the background like a DP battle background, and not a R/S/E Battle background?
There's no need to change the scripts; all you need to do is to change the graphics in the Graphics/Pictures folder. If you want help with the script anyway, it would be more useful if you actually posted your changes...

Malese
May 17th, 2009, 09:12 AM
I have a problem, all blocks are passable, and I already set the passable and not passable

Worldslayer608
May 17th, 2009, 11:53 AM
The passability is automatically set to the passability of the tile on the uppermost layer. If your rock tile has a lower priority than your tree tile, you can simply put the rock on layer 3 and the tree tile on layer 2; although it will look weird in the editor, it will work in-game.

I actually jumped all the priorities up 1, from what they normally were, saved the project, then dropped them back down and everything is fine now. Strange...

Argonius
May 17th, 2009, 02:14 PM
Nevermind, I sorta figured out how to do it.
Heres how incase anyone was wondering:

$Trainer.trainertype = 83 #changes your characters graphic

But Im still not sure how to change your sprite.
I try this:
$game_player.setDefaultCharName(chname,0)
But it just gives errors. Maybe Im not sure what the chname is supposed to be.
Atleast I have it half working now.

<~F.M.P~>
May 17th, 2009, 04:14 PM
I have a problem, all blocks are passable, and I already set the passable and not passable


I've had this problem as well...I just copied my whole Tileset and pasted it into a new image (same size) and saved it under a new name...then set it up in the database...Try that I hope it works for you.

Worldslayer608
May 17th, 2009, 07:24 PM
I've had this problem as well...I just copied my whole Tileset and pasted it into a new image (same size) and saved it under a new name...then set it up in the database...Try that I hope it works for you.

Check your priority settings for each block. The higher number will naturally take priority when the tile determines what block's pass ability setting will be used. Only one pass ability setting is used per tile, despite there being 3 layers.

If your pass ability settings are correct and your priorities are set as they should be, then you are having the issue I had, simply reset all your priorities, save, then set them again and if should fix everything.

Or you could make a new tileset and start from scratch within the database

<~F.M.P~>
May 17th, 2009, 07:46 PM
Check your priority settings for each block. The higher number will naturally take priority when the tile determines what block's pass ability setting will be used. Only one pass ability setting is used per tile, despite there being 3 layers.

If your pass ability settings are correct and your priorities are set as they should be, then you are having the issue I had, simply reset all your priorities, save, then set them again and if should fix everything.

Or you could make a new tileset and start from scratch within the database



lol Mine is fine, I fixed it a while back. Thank you that though ;)

Malese
May 18th, 2009, 11:41 AM
How do you change the character in the middle of the game, for example initialize Player C in the middle of the game

chaostres403
May 19th, 2009, 01:54 PM
How do you change the character in the middle of the game, for example initialize Player C in the middle of the game

Using pbChangeplayer, I believe.

Trikeboy
May 21st, 2009, 12:03 PM
Hi, can somebody help my write a code that turns on a switch if it is day or night. I currently set it to work in events when the player changes a map but it would be better as part of the script. The switch numbers are 51 for day and 52 for night. Please help me. Thanks.

This is the code used in the events (not too awe inspiring, I know)
http://img38.imageshack.us/img38/3919/codea.png

Malese
May 21st, 2009, 12:10 PM
as I do music for a wild pokemon that is already different from, for example I want a song of wild pokemon in a continent and in another

Luka S.J.
May 21st, 2009, 12:29 PM
Hi, can somebody help my write a code that turns on a switch if it is day or night. I currently set it to work in events when the player changes a map but it would be better as part of the script. The switch numbers are 51 for day and 52 for night. Please help me. Thanks.

This is the code used in the events (not too awe inspiring, I know)
http://img38.imageshack.us/img38/3919/codea.png

why don't you just make one switch and name it
s:Time.now.hour<6||Time.now.hour>=20
This way you dont have to do dozen of events. So when it's night, the switch will be on and when its day it will be off.
Or you can just make a common event.

Monorail
May 21st, 2009, 06:40 PM
Hey guys, I just made an account on these forums. My friend and I are trying to put together our own pokemon game, he's the more creative one, and I'm the more computer oriented one, so I'm scripting it...
Anyway, when I try to test my game, two things happen that I really can't get fixed.
1. There is no start menu. I've looked in the notes a bit about the scripts, but nothing is mentioned anywhere about how to implement a start menu... Because of this, it leads to other problems, like not being able to own pokemon, and crashing whenever I get into a trainer battle.
2. Going through doors crash the game.
This is a typical error message from trying to go through a door.
---------------------------
****** Essentials
---------------------------
Exception: RuntimeError

Message: Failed to load bitmap: Graphics/Characters/11

BitmapCache:195:in `load_bitmap'

BitmapCache:235:in `character'

Sprite_Character:62:in `update_or'

PerspectiveTilemap:408:in `shadow_update'

Shadow:167:in `update'

Sprite_Character:6:in `perspectivetilemap_initialize'

PerspectiveTilemap:404:in `shadow_initialize'

Shadow:143:in `initialize'

Spriteset_Map:31:in `new'

Spriteset_Map:31:in `_animationSprite_initialize'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
The maps that are crashing are the ones that came with Pokemon Essentials.

Thanks for any help!

Wichu
May 22nd, 2009, 12:06 AM
why don't you just make one switch and name it
s:Time.now.hour<6||Time.now.hour>=20
This way you dont have to do dozen of events. So when it's night, the switch will be on and when its day it will be off.
Or you can just make a common event.
To elaborate, poccil implemented a system which, if you name a switch 's:_____', it will evaluate the script after the colon. Pretty useful ;)
Hey guys, I just made an account on these forums. My friend and I are trying to put together our own pokemon game, he's the more creative one, and I'm the more computer oriented one, so I'm scripting it...
Anyway, when I try to test my game, two things happen that I really can't get fixed.
1. There is no start menu. I've looked in the notes a bit about the scripts, but nothing is mentioned anywhere about how to implement a start menu... Because of this, it leads to other problems, like not being able to own pokemon, and crashing whenever I get into a trainer battle.
2. Going through doors crash the game.
This is a typical error message from trying to go through a door.
---------------------------
****** Essentials
---------------------------
Exception: RuntimeError

Message: Failed to load bitmap: Graphics/Characters/11

BitmapCache:195:in `load_bitmap'

BitmapCache:235:in `character'

Sprite_Character:62:in `update_or'

PerspectiveTilemap:408:in `shadow_update'

Shadow:167:in `update'

Sprite_Character:6:in `perspectivetilemap_initialize'

PerspectiveTilemap:404:in `shadow_initialize'

Shadow:143:in `initialize'

Spriteset_Map:31:in `new'

Spriteset_Map:31:in `_animationSprite_initialize'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
The maps that are crashing are the ones that came with Pokemon Essentials.

Thanks for any help!

The start menu is accessed using X, instead of the usual Enter. If you mean the Pokémon menu option isn't appearing, then the starter kit is set to automatically show/hide it depending on whether you actually have a Pokémon with you.
As for the error, somebody else had the same error a few pages back. That time, it was caused by the person deleting the intro event, or not starting on the map with the intro event. Check that your starting position is still in the empty map with the intro event in the top-left, and that the pbChangePlayer and pbTrainerName scripts are still called in the event.

Trikeboy
May 22nd, 2009, 02:49 AM
why don't you just make one switch and name it
s:Time.now.hour<6||Time.now.hour>=20This way you dont have to do dozen of events. So when it's night, the switch will be on and when its day it will be off.
Or you can just make a common event.

Thanks for the help. I didn't see it in the notes but I found it now after you told me.

Monorail
May 22nd, 2009, 08:58 AM
As for the error, somebody else had the same error a few pages back. That time, it was caused by the person deleting the intro event, or not starting on the map with the intro event. Check that your starting position is still in the empty map with the intro event in the top-left, and that the pbChangePlayer and pbTrainerName scripts are still called in the event.
I changed both of those, should I just reinstall pokestarter?

Maruno
May 22nd, 2009, 09:11 AM
I changed both of those, should I just reinstall pokestarter?
Nope. The fix is very simple. Just edit the event in the Intro map, and add in two separate "run script" commands, one for each of the following:


pbChangePlayer(0)
pbTrainerName

The first one will actually just set the player graphics to the male trainer. See the original intro for how it works as part of a "boy or girl?" setting.

The second one opens the "name trainer" screen.

Remember to create separate "run script" lines for each of those two.

Monorail
May 23rd, 2009, 01:30 PM
First off, thanks Maruno and Wichu
Next problem of mine: I want to make it so that there's a boulder that you need to push over to go down into a secret tunnel, akin to Zelda.
The problem is that for whatever reason, the transport trigger cancels out the boulder animation and its trigger, is there a way to get around that?
Thanks again.
Edit: Another problem. Trainers always give me the text "SKIPPING BATTLE..." instead of battling, even if i copy the trainers from the starter kit...

Wichu
May 24th, 2009, 01:10 AM
It's because you don't have any Pokémon in your party. You need to give the player a Pokémon in order to battle trainers.

Minorthreat0987
May 24th, 2009, 12:42 PM
Can someone tell me if there is a way to turn a selfswitch on through a script function.

Like I have an autorun event and when it ends I want to turn selfswitches on for all of the events involved so that all the events disappear, not just the event that has the event script in it...understand?

Thank you so much!

Atomic Reactor
May 24th, 2009, 12:46 PM
well, can't you just make a one switch and turn it on s all the events will go away when it's on?
That's what I would do..

abnegation
May 24th, 2009, 12:50 PM
Thanks for this!

It's very helpfull =]

Minorthreat0987
May 24th, 2009, 12:58 PM
well, can't you just make a one switch and turn it on s all the events will go away when it's on?
That's what I would do..

You could yes, but you only have a set number of switches, so for the smaller events in the game that don't affect anything else in the game, for me it makes more sense to use self switches. I know something like what I am asking exists because I used it all the time in Iridium, but I can't remember the script for it..XD

Maruno
May 24th, 2009, 01:04 PM
You could yes, but you only have a set number of switches, so for the smaller events in the game that don't affect anything else in the game, for me it makes more sense to use self switches. I know something like what I am asking exists because I used it all the time in Iridium, but I can't remember the script for it..XD
You can have up to 5000 global switches. Are you seriously saying you're already using all 5000 of them?

SytheXP
May 24th, 2009, 04:00 PM
Can someone tell me if there is a way to turn a selfswitch on through a script function.

Like I have an autorun event and when it ends I want to turn selfswitches on for all of the events involved so that all the events disappear, not just the event that has the event script in it...understand?

Thank you so much!

What I think you are wanting to do is something similar to one of my events.

I added a Youngster chara in my game that wont let you pass to leave the first map unless you have your first pokemon. Ok so Ill tell you what to do to make one similar to this and hopefully it will help you.

Ok first have your autorun event open at the bottom right click and click insert. On the 1st tab 2nd column 1st choice theres a button titled CONTROL SWITCHES click it. Make a New control switch titled so that you will remember the name. Then go to all your other events you want to go away after the autorun event is done and click make new event page. On the top left corner Click the first little circle then select the switch you just made. Now there to ways to erase the event. The easiest is just hit apply after making that event page, Dont add anything except the switch being turned on. Thus it changes the graphic into nothing and it has no text or anything. Next which would be completely pointless but I use on events just to make sure they are gone or if I want them to delete themselves after they are done running is adding the ERASE EVENT command into the event itself. You do this by right clicking the event page, clicking insert, On the first tab first column the 12th button down is the ERASE EVENT button click it to add the command then click apply.

I hope I helped you a little bit

EDIT: Also I was told here to look for repositioned/correctly resized 4th gen pokes. I mean the ones that come with poke essentials work but the pixels are messed up and theyre all a bit choppy looking. Can someone tell me what post its on please?

Maruno
May 25th, 2009, 04:49 AM
EDIT: Also I was told here to look for repositioned/correctly resized 4th gen pokes. I mean the ones that come with poke essentials work but the pixels are messed up and theyre all a bit choppy looking. Can someone tell me what post its on please?
What you want is physically impossible. The 4th Gen sprites are 80x80 pixels, while the 3rd Gen sprites are 64x64 pixels. Some of the sprites, that are only small creatures, can be cropped to that size (thus making them look bigger), but the larger creatures that fill the 80x80 boxes cannot be resized without losing something. They just can't.

And I think you want the Game Development Resources thread for requests like this. It's a sticky, and fairly self-explanatory.

pbellosom
May 25th, 2009, 09:14 AM
Hi, I've run into a small scripting problem. See I've been trying to add Diamond and Pearl moves to my game despite my lack of Ruby knowledge and so far the code has been self-explanatory enough that I've been able to add new classes to the "PokeBattle_MoveEffects" thing relatively easily. The move sucker punch has been causing me problems though, I don't suppose someone could please tell me what code I need to type to make a move miss if your opponent has called a damaging move?

Edit: I just found this thread (http://www.pokecommunity.com/showthread.php?t=164404&highlight=essentials) where someone's doing the same thing only with more experience and is nearly done, so I'll just wait for that.

Minorthreat0987
May 25th, 2009, 05:26 PM
Abandoning my previous question because I was unaware you got 5000 switches ( I thought you only had 999) But now I have two new questions...

1. Is there a way to make the gender choice like DP, where when you have highlighted boy the male sprite is in color but the female is grayscale, and vice versa.

2. Does anyone know a relatively easy was to create a starter selection similar to R/S/E, I could probably figure one out, but having help would definitely make it go a lot faster.

Thanks!

PoKéMaKeR
May 26th, 2009, 11:39 AM
I'm having problems using the pbSetSelfSwitch function it just doesn't work the way I want it to work... Any suggestions?

Thanks in advance!!

PoKéMaKeR

SytheXP
May 26th, 2009, 08:35 PM
Abandoning my previous question because I was unaware you got 5000 switches ( I thought you only had 999) But now I have two new questions...

1. Is there a way to make the gender choice like DP, where when you have highlighted boy the male sprite is in color but the female is grayscale, and vice versa.

2. Does anyone know a relatively easy was to create a starter selection similar to R/S/E, I could probably figure one out, but having help would definitely make it go a lot faster.

Thanks!

The second question you mean like with an event battle? Like how you had to battle poochyena or however its name is spelled? I know you would have to make an autorun event that calls graphics from your pictures folder but how exactly to do it im not sure. Im tinkering with minor events in my game atm. Just made an even where the PC owner is fixing the PC in on of the pokecenters in my game. =] Finally got the frames and stuff right so he actually walks out the pokecenter.

2 questions of my own though.

1. Where is the name of the PC owner located? I found it and changed it but I cant remember where I found it at >.>

2. What are the max height dimensions for tilesets?

What you want is physically impossible. The 4th Gen sprites are 80x80 pixels, while the 3rd Gen sprites are 64x64 pixels. Some of the sprites, that are only small creatures, can be cropped to that size (thus making them look bigger), but the larger creatures that fill the 80x80 boxes cannot be resized without losing something. They just can't.

And I think you want the Game Development Resources thread for requests like this. It's a sticky, and fairly self-explanatory.

I asked there first lol and got refered to this thread. And ty

insers
May 27th, 2009, 05:19 AM
Hello. I'm new here. i downloaded starter kit. and i was created my map.
but i dont know how to use SURF can anybody tell me what i need to set to do some surfing :)

greets


EDIT


ok i know how :D

partyghoul2000
May 27th, 2009, 08:55 AM
ok, for all those in the essentials community, i have come across a script that would allow more than 999 maps. i believe this would come in handy for those devs who are trying to make all regions plus they're own, or something to that effect. anyways, the problem is, when i tried to insert the script, i came across an error. if this script can be intergrated into essentials, it would help alot of devs, including myself, with large projects that span across alot of maps. well here's the original script:
#==============================================================================
# ** Disc Changer script (Designed for Legend of Harpine)
#------------------------------------------------------------------------------
# Zeriab
# 1.05
# 2008-09-20
#------------------------------------------------------------------------------
# Allows you to change the disc, where each disc can contain 999 maps
#==============================================================================
=begin
INSTRUCTIONS
------------
If you do not have the SDK then you have to change Game_Map
In the Game_Map setup method change the load_data line to this: (Line 50)

# Load map from file and set @map
@map = load_data(sprintf("Data/%sMap%03d.rxdata", $game_system.disc, @map_id))

After you have done this the below will work.

This script enables the change_disc command. Use script calls to change the disc.
For disc 1 create a subfolder in your data folder called 'disc1' and place the
map files for disc 1 in there.
For disc 2 you should create a subfolder called 'disc2' and place the map files
for disc 2 in there. And so on for each of your discs.
The syntax is:

change_disc(number, id = nil, x = nil, y = nil, direction = nil)

The nil numbers mean that those arguments are optional. When you don't use them
then they are set to whatever the current map_id, x, y and direction are at the
moment.

If you want to change to disc 2 then you can put this in a script call:

change_disc(2)

You will then be transfered to disc 2 with the same map id and coordinates as
what the player currently has.
If you want to be more precise and say you want to change to disc 2 on the map
with id 10 and the player must be placed at the tile with x = 6 and y = 13 then
you should put this in a call script:

change_disc(2, 10, 6, 13)

Note that when you start the game the maps directly in the data folder is used.
You can back to them by changing to disc number 0.
Basically, disc number 0 is the maps directly in the data folder and not in any
of the sub folders.

The final argument is the direction. By default the player retains the current
direction. You can put 6 different values as direction:

0, 10 : No change
2 : Turn Down
4 : Turn Left
6 : Turn Right
8 : Turn Up

If you for example want to transfer the player to disc 1, map 43 at x = 30 and
y = 4 with the player looking down you should put this in a call script:

change_disc(1, 43, 30, 4, 2)

*hugs*
- Zeriab
=end

class Game_System
attr_writer :disc
def disc
@disc ||= ''
@disc
end
end

class Game_Temp
attr_accessor :disc_changing
end

class Game_Map
attr_writer :map_id
if Module.constants.include?('SDK')
def setup_load
# Load map from file and set @map
@map = load_data(sprintf("Data/%sMap%03d.rxdata", $game_system.disc, @map_id))
end
end
end

def change_disc(number, id = nil, x = nil, y = nil, direction = nil)
# Change disc
if number.is_a?(Integer)
$game_system.disc = "disc#{number}/"
else
disc = number.to_s
disc += '/' unless disc[-1] == 47
$game_system.disc = disc
end
# Process arguments
map_id = id.is_a?(Integer) ? id : $game_map.map_id
x = $game_player.x unless x.is_a?(Integer)
y = $game_player.y unless y.is_a?(Integer)
direction = $game_player.direction unless direction.is_a?(Integer)
# Set transferring player flag
$game_temp.player_transferring = true
# Set transferring player flag
$game_temp.disc_changing = true
# Set player move destination
$game_temp.player_new_map_id = map_id
$game_temp.player_new_x = x
$game_temp.player_new_y = y
$game_temp.player_new_direction = direction
# Change the current map id in case the new and old are identical.
$game_map.map_id = 0
end

and the error:
Exception: ArgumentError
Message: invalid value for Integer: ""
Game_Map_:33:in `sprintf'
Game_Map_:33:in `setup'
PokemonMap:640:in `setup'
PokemonLoad:376:in `pbStartLoadScreen'
PokemonLoad:349:in `open'
PokemonLoad:349:in `pbStartLoadScreen'
PokemonLoad:293:in `loop'
PokemonLoad:395:in `pbStartLoadScreen'
Scene_Intro:139:in `to_title_update'
Scene_Intro:62:in `main'

still looking for a bit of help here. as the script says, i inserted $game_system.disc where it needs to be. anybody help with this?

Maruno
May 27th, 2009, 09:15 AM
Abandoning my previous question because I was unaware you got 5000 switches ( I thought you only had 999) But now I have two new questions...

1. Is there a way to make the gender choice like DP, where when you have highlighted boy the male sprite is in color but the female is grayscale, and vice versa.

2. Does anyone know a relatively easy was to create a starter selection similar to R/S/E, I could probably figure one out, but having help would definitely make it go a lot faster.

Thanks!
1. Script it. This scene bears an almost exact working resemblance to the PokéGear's menu screen, but instead of the "map" or "radio" buttons, you have "boy" and "girl".

There are a couple of differences, though, and for the first of those you should look towards the more complicated Pokémon Party screen. You want to figure out from there how to change the picture when it's highlighted (note the panel of a pokémon lights up when you're selecting it, as well as moves around). That'll allow you to greyscale the inactive picture (you'll need the greyscale version as a separate picture, remember).

Additionally, remove the ability to cancel the screen (find where the "back" button comes into play and get rid of it) and change what selecting an option will do ("pbChangePlayer(0)" or "(1)", then exit the screen - see how the "back" button would exit to implement this part).


2. Script it. Exactly the same principle as above, except there are three options and the "clicked on one" routine is a bit more in-depth ("Are you sure?" then adding that pokémon to the Party). You may also want to pop up a picture somewhere showing the pokémon you're highlighting, which can be adapted from how the PokéDex does it.


The second question you mean like with an event battle? Like how you had to battle poochyena or however its name is spelled? I know you would have to make an autorun event that calls graphics from your pictures folder but how exactly to do it im not sure. Im tinkering with minor events in my game atm. Just made an even where the PC owner is fixing the PC in on of the pokecenters in my game. =] Finally got the frames and stuff right so he actually walks out the pokecenter.

2 questions of my own though.

1. Where is the name of the PC owner located? I found it and changed it but I cant remember where I found it at >.>

2. What are the max height dimensions for tilesets?



I asked there first lol and got refered to this thread. And ty
1. PBS/metadata.txt, where it says "StorageCreator=". If it's blank, then line 1950 in PokemonStorage will call it "BILL" instead. Just change the PBS file, though.


2. There isn't one. You can only have tilesets of exactly 8 tiles across, but you can have an infinite number going down.


Supplementary: You really shouldn't have been directed here. You weren't asking about Essentials, you were asking for resources.

Trikeboy
May 27th, 2009, 10:41 AM
Hi, I am trying to add an option on the menu that takes you into the Pokemon Storage scene. I have successfully implemented some code to the script but it takes you straight to the "withdraw Pokemon" scene. I want it to start where it does in the PC scene, with the "withdraw, deposit, move" options but I get an error when initialising the game. Here is the code I am trying to implement in PokemonMenu:

cmdStorage=-1


commands[cmdStorage=commands.length]=_INTL("POKéBAG") if $Trainer.party.length>0


loop do
command=@scene.pbShowCommands(commands)
if cmdStorage>=0 && command==cmdStorage
command=Kernel.pbMessage(_INTL("What do you want to do?"),[
_INTL("WITHDRAW POKéMON"),
_INTL("DEPOSIT POKéMON"),
_INTL("MOVE POKéMON"),
_INTL("SEE YA!")
],4)
if command<3
if command==0 && $Trainer.party.length>=6
Kernel.pbMessage(_INTL("Your party is full!"))
next
end
if command==1 && $Trainer.pokemonCount<=1
Kernel.pbMessage(_INTL("Can't deposit the last Pokémon!"))
next
end
pbFadeOutIn(99999){
scene=PokemonStorageScene.new
screen=PokemonStorageScreen.new(scene,$PokemonStorage)
screen.pbStartScreen($Trainer.party,command)
@scene.pbRefresh
}

The error I get is "Script 'PokemonMenu' line 265: SyntaxError occurred." Line 265 is the final end command.

If I just use it like this:

loop do
command=@scene.pbShowCommands(commands)
if cmdStorage>=0 && command==cmdStorage
pbFadeOutIn(99999){
scene=PokemonStorageScene.new
screen=PokemonStorageScreen.new(scene,$PokemonStorage)
screen.pbStartScreen($Trainer.party,command)
}
I get no error but it just goes into the "withdraw" scene. Can anybody help me with this?

Ty 101
May 27th, 2009, 12:37 PM
Hi, I am trying to add an option on the menu that takes you into the Pokemon Storage scene. I have successfully implemented some code to the script but it takes you straight to the "withdraw Pokemon" scene. I want it to start where it does in the PC scene, with the "withdraw, deposit, move" options but I get an error when initialising the game. Here is the code I am trying to implement in PokemonMenu:

cmdStorage=-1


commands[cmdStorage=commands.length]=_INTL("POKéBAG") if $Trainer.party.length>0


loop do
command=@scene.pbShowCommands(commands)
if cmdStorage>=0 && command==cmdStorage
command=Kernel.pbMessage(_INTL("What do you want to do?"),[
_INTL("WITHDRAW POKéMON"),
_INTL("DEPOSIT POKéMON"),
_INTL("MOVE POKéMON"),
_INTL("SEE YA!")
],4)
if command<3
if command==0 && $Trainer.party.length>=6
Kernel.pbMessage(_INTL("Your party is full!"))
next
end
if command==1 && $Trainer.pokemonCount<=1
Kernel.pbMessage(_INTL("Can't deposit the last Pokémon!"))
next
end
pbFadeOutIn(99999){
scene=PokemonStorageScene.new
screen=PokemonStorageScreen.new(scene,$PokemonStorage)
screen.pbStartScreen($Trainer.party,command)
@scene.pbRefresh
}

The error I get is "Script 'PokemonMenu' line 265: SyntaxError occurred." Line 265 is the final end command.

If I just use it like this:

loop do
command=@scene.pbShowCommands(commands)
if cmdStorage>=0 && command==cmdStorage
pbFadeOutIn(99999){
scene=PokemonStorageScene.new
screen=PokemonStorageScreen.new(scene,$PokemonStorage)
screen.pbStartScreen($Trainer.party,command)
}
I get no error but it just goes into the "withdraw" scene. Can anybody help me with this?

I would use the command that essentials gives you in the notes.

pokmontyler
May 27th, 2009, 03:49 PM
who made this thing me is new and has no idea how to use this thing help
plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
zzzzzzzzzzzzzz
zzzz
z
=)

SpawnHyuuga
May 27th, 2009, 06:03 PM
After modifying my PBTypes I get a Syntax Error on Line 43, which I believe is the line for telling the game what is effective against the fighting type. All I did was add some types, and I think I did it correctly. Here's a copy of the script.


class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
LIGHT=18
VOID=19

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

end

Trikeboy
May 27th, 2009, 08:02 PM
I would use the command that essentials gives you in the notes.

Are you referring to:
Script: pbPokeCenterPC

That is the only part of notes that I can see that has anything to do with the PC and storage system. I don't want to emulate the whole PC, just the storage system.

Edit: Never mind, I added "end" after the bracket and it works. Yay. I was half asleep when I started working on this.

SytheXP
May 27th, 2009, 09:08 PM
who made this thing me is new and has no idea how to use this thing help
plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz
zzzzzzzzzzzzzz
zzzz
z
=)

Poke Essentials has everything you need to make a pokemon game using RPG Maker XP. If you dont have rpgmaker XP you need to download it. Also try getting used to the community =] and welcome to PokeCommunity also =D




1. PBS/metadata.txt, where it says "StorageCreator=". If it's blank, then line 1950 in PokemonStorage will call it "BILL" instead. Just change the PBS file, though.


2. There isn't one. You can only have tilesets of exactly 8 tiles across, but you can have an infinite number going down.


Supplementary: You really shouldn't have been directed here. You weren't asking about Essentials, you were asking for resources.

Thanks and I know I was asking for resources, they probably directed me here b/c I mentioned essentials, no idea really =]

Maruno
May 28th, 2009, 09:20 AM
After modifying my PBTypes I get a Syntax Error on Line 43, which I believe is the line for telling the game what is effective against the fighting type. All I did was add some types, and I think I did it correctly. Here's a copy of the script.


class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
LIGHT=18
VOID=19

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

end

In the big table of numbers, each number needs to be separated from each other number. The way it's laid out (like a table) is merely so you can (more) easily see what's happening - you'd get the same effect if you put it all onto one line.

With that said, you're missing commas on the ends of each line. Note that the very last digit in the table shouldn't have a comma after it, because there's no more values to come after it. You want this:


PBTypeChart=[
2,2,2,2,2,1,2,0,1,4,2,2,2,2,2,2,2,2,4,
4,2,1,1,2,4,1,0,4,4,2,2,2,1,4,2,4,2,4,
2,4,2,2,2,1,4,2,1,4,2,4,1,2,2,2,2,4,4,
2,2,2,1,1,1,2,1,0,4,2,4,2,2,2,2,2,4,4,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,4,4,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,4,
2,1,1,1,2,2,2,1,1,4,2,4,2,4,2,2,4,2,4,
0,2,2,2,2,2,2,4,1,4,2,2,2,4,2,2,1,4,4,
2,2,2,2,2,4,2,2,1,4,1,2,1,2,4,2,2,2,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,1,4,
2,2,1,1,4,4,1,2,1,4,4,1,2,2,2,1,2,2,4,
2,2,4,2,0,2,2,2,2,4,4,1,1,2,2,1,2,1,4,
2,4,2,4,2,2,2,2,1,4,2,2,2,1,2,2,0,1,4,
2,2,4,2,4,2,2,2,1,4,1,4,2,2,1,4,2,2,4,
2,2,2,2,2,2,2,2,1,4,2,2,2,2,2,4,2,4,4,
2,1,2,2,2,2,2,4,1,4,2,2,2,4,2,2,1,2,4,
2,1,2,2,2,2,2,4,1,4,2,2,2,4,2,2,1,0,4,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
]

The Void type looks terrible, by the way. It can't do damage to anything, and it takes super effective damage from everything (except itself). :P

Vaskituh
May 28th, 2009, 09:25 AM
Can someone help me ?
I wanted the clock in game to work just like the Computer clock works, i mean, if it's 17:35 in the Computer it will be 17:35 in game too, so it would be 24 hours just like in Real life, is it possible to do so ?
Can anyone help me with it ?

Maruno
May 28th, 2009, 09:52 AM
Can someone help me ?
I wanted the clock in game to work just like the Computer clock works, i mean, if it's 17:35 in the Computer it will be 17:35 in game too, so it would be 24 hours just like in Real life, is it possible to do so ?
Can anyone help me with it ?
That's the default. Essentials does that for you already.

Vaskituh
May 28th, 2009, 10:36 AM
But there seems to be an error, or atleast it's me who is doing something bad, cause i just started a new save and it's 19:38 here, but it's 00:00 in game..

SpawnHyuuga
May 28th, 2009, 01:53 PM
In the big table of numbers, each number needs to be separated from each other number. The way it's laid out (like a table) is merely so you can (more) easily see what's happening - you'd get the same effect if you put it all onto one line.

With that said, you're missing commas on the ends of each line. Note that the very last digit in the table shouldn't have a comma after it, because there's no more values to come after it. You want this:


PBTypeChart=[
2,2,2,2,2,1,2,0,1,4,2,2,2,2,2,2,2,2,4,
4,2,1,1,2,4,1,0,4,4,2,2,2,1,4,2,4,2,4,
2,4,2,2,2,1,4,2,1,4,2,4,1,2,2,2,2,4,4,
2,2,2,1,1,1,2,1,0,4,2,4,2,2,2,2,2,4,4,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,4,4,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,4,
2,1,1,1,2,2,2,1,1,4,2,4,2,4,2,2,4,2,4,
0,2,2,2,2,2,2,4,1,4,2,2,2,4,2,2,1,4,4,
2,2,2,2,2,4,2,2,1,4,1,2,1,2,4,2,2,2,4,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,1,4,
2,2,1,1,4,4,1,2,1,4,4,1,2,2,2,1,2,2,4,
2,2,4,2,0,2,2,2,2,4,4,1,1,2,2,1,2,1,4,
2,4,2,4,2,2,2,2,1,4,2,2,2,1,2,2,0,1,4,
2,2,4,2,4,2,2,2,1,4,1,4,2,2,1,4,2,2,4,
2,2,2,2,2,2,2,2,1,4,2,2,2,2,2,4,2,4,4,
2,1,2,2,2,2,2,4,1,4,2,2,2,4,2,2,1,2,4,
2,1,2,2,2,2,2,4,1,4,2,2,2,4,2,2,1,0,4,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
]

The Void type looks terrible, by the way. It can't do damage to anything, and it takes super effective damage from everything (except itself). :P

I hate to ask then but can you fix, it? Void type is supposed to be super effective against everything, and immune to everything else. I wonder if that makes my Light type screwed up to then.

Vaskituh
May 28th, 2009, 02:51 PM
But there seems to be an error, or atleast it's me who is doing something bad, cause i just started a new save and it's 19:38 here, but it's 00:00 in game..

Once again, could someone help me with it ?

I have another problem too, basically it's the fishing part, i didn't have sprites for my Main characters so i tried to draw the rod on the ones that came with the SK but it just doesn't work right (first it doesn't have transperency but that's my own fault cause i forgot to take it on photoshop.. as i know how to do it..) but the problem is, that when i press the Rod, even if he is looking at left (river or sea or something) the game uses the sprite of the fishing but he seems to look up, down, then left, and just weird stuff.

http://img132.imageshack.us/img132/5898/redx.png (http://img132.imageshack.us/img132/5898/redx.png)

Could someone help me sprite this two characters so it works well with the fishing ? I have been going around and around with this for somedays now and it's killing me..

Thank you once again

Freak A
May 28th, 2009, 08:54 PM
which script do i have to delete to end the day\night system

ist-vorhanden
May 29th, 2009, 02:23 AM
Hello, I've got a problem. I know how to make regions with the Town Map Generator. But how can I see my regions when I use the Town Map in the game? There's shown one region but I don't know tho to switch to another region.

Trikeboy
May 29th, 2009, 08:18 AM
which script do i have to delete to end the day\night system

In PokemonUtilities you could comment out the Tone.new codes in module PBDayNight then in pbSetDayNightTone, comment out all the code that references tones. That way the tones will not display. Then when adding Pokemon to the map in the editor, don't use the morning, day, night options, just the general land field.

I recommend commenting rather than deleting in case you want the function back.

Freak A
May 29th, 2009, 07:55 PM
no ireally need to know how to delete the system i have one of my own that changes the color when you want it to like put in an event the script of day or night and when you use that event day and night will happen because actually i have the whole games story line linked to this because when you complete a days work you have to go to sleep and you cant do that if your playing the game at morning

Soul.//Silver
May 29th, 2009, 08:04 PM
(If only I had the Scripting Expertise that Wichu has...)
Hey guys, I'm having a bit of trouble trying to add a ring menu. I need to know what to replace Window_Base with i.e what is its equivalent in Pokemon essentials?
Here is the script if it helps.
#===================================================
# ■ Ring Menu - Show Player Location - Release #1 (Edited By Dubealex)
#===================================================
# For more infos and update, visit:
# www.dubealex.com [OR] X-RPG V2 Forum
#
# Original Ring Menu by: 和希 (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, just ask, and I will release
# new version of this edited script !
#
# [email protected]
#===================================================


#===================================================
# ▼ CLASS Scene_Menu Begins
#===================================================

class PokemonMenu_Scene
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$location_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]

#---------------------------------------------------------------------------
# ■ Ring Menu Customization Section: (By Dubealex)
#---------------------------------------------------------------------------
# Those variables defines how the script will act.
# Simply change the value by those you want.
# Remember that changing the font size has its limitation due to text space.
#
# ▼ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
$location_text[0]="Tahoma" # Font Type
$location_text[1]=22 # Font Size
$location_text[2]=6 # Location Title Color
$location_text[4]=0 # Map Name Color
$location_text[3]="Location:" # Customize the "Location" Title Text

# ▼ SHOW LOCATION WINDOW SETTINS:
@show_location_window=true #Set to false to not use it !
@window_opacity[0]=255 # Border Opacity
@window_opacity[1]=130 # Background Opacity
$window_location_skin="001-Blue01" # Window Skin
@window_position[0]=20 # X Axis Position
@window_position[1]=20 # Y Axis Position
$window_size[0]=160 # Lengh
$window_size[1]=96 # Heigh

# ▼ TEXT SETTINGS FOR INSIDE THE RING MENU:
$ring_menu_text[0]="Tahoma" # Font Type
$ring_menu_text[7]=0 # Font Color
$ring_menu_text[8]=22 # Font Size
$ring_menu_text[1]="Pokedex" # Items Menu Text
$ring_menu_text[2]="Pokemon" # Skills Menu Text
$ring_menu_text[3]="Bag" # Equip Menu Text
$ring_menu_text[4]="Trainer Card" #Trainer Card Menu Text
$ring_menu_text[5]="Save" # Stats Menu Text
$ring_menu_text[6]="Options" # Save Menu Text
$ring_menu_text[7]="Quit" # Quit Menu Text

# ▼ CHARACTER SELECTION WINDOW SETTINGS :
@chara_select[0]=400 # X Axis Position
@chara_select[1]=0 # Y Axis Position
$chara_select[0]="Tahoma" # Font Type
$chara_select[1]=0 # Font Color
$chara_select[5]=22 # Font Size
$chara_select[2]=255 # Window Border Opacity
$chara_select[3]=130 # Window Background Opacity
$chara_select[4]="001-Blue01" # Window Skin to use
#--------------------------------------------------------------------------

end
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def main

# Show Player Location Feature:
if @show_location_window==true
@window_location = Window_Location.new
@window_location.x = @window_position[0]
@window_location.y = @window_position[1]
@window_location.opacity = @window_opacity[0]
@window_location.back_opacity = @window_opacity[1]
end
#End of Show Player Location

# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
@spriteset = Spriteset_Map.new
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# ƒp[ƒeƒBl”‚ª 0 l‚̏ꍇ
if $game_party.actors.size == 0
# ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
# ƒZ[ƒu‹ÖŽ~‚̏ꍇ
if $game_system.save_disabled
# ƒZ[ƒu‚𖳌ø‚É‚·‚é
@command_window.disable_item(4)
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
# 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
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
@spriteset.dispose
# ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
if @show_location_window==true
@window_location.dispose
end
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
# ƒEƒBƒ“ƒhƒE‚ðXV
if @show_location_window==true
@window_location.update
end
@command_window.update
@status_window.update
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_command ‚ðŒÄ‚Ô
if @command_window.active
update_command
return
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_status ‚ðŒÄ‚Ô
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_command
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Map.new
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒp[ƒeƒBl”‚ª 0 l‚ŁAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚̏ꍇ
if $game_party.actors.size == 0 and @command_window.index < 4
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @command_window.index
when 0 # ƒAƒCƒeƒ€
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Item.new
when 1 # ƒXƒLƒ‹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # ‘•”õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # ƒXƒe[ƒ^ƒX
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # ƒZ[ƒu
# ƒZ[ƒu‹ÖŽ~‚̏ꍇ
if $game_system.save_disabled
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Save.new
when 5 # ƒQ[ƒ€I—¹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_End.new
end
return
end
# ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̏ˆ—‚ðs‚í‚È‚¢
return if @command_window.animation?
# ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_status
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @command_window.index
when 1 # ƒXƒLƒ‹
# ‚±‚̃AƒNƒ^[‚̍s“®§ŒÀ‚ª 2 ˆÈã‚̏ꍇ
if $game_party.actors[@status_window.index].restriction >= 2
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒLƒ‹‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Skill.new(@status_window.index)
when 2 # ‘•”õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ‘•”õ‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Equip.new(@status_window.index)
when 3 # ƒXƒe[ƒ^ƒX
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end

#===================================================
# ▲ CLASS Scene_Menu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenu Begins
#===================================================
class Window_RingMenu < SpriteWindow_Selectable
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX’萔
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64
ICON_ITEM = RPG::Cache.icon("01_Pokedex")
ICON_SKILL = RPG::Cache.icon("02_Pokemon")
ICON_EQUIP = RPG::Cache.icon("03_Bag")
ICON_STATUS = RPG::Cache.icon("04_TrainerCard")
ICON_SAVE = RPG::Cache.icon("05_Save")
ICON_OPTIONS= RPG::Cache.icon("06_Options")
ICON_EXIT = RPG::Cache.icon("07_Quit")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
#--------------------------------------------------------------------------
# › ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $ring_menu_text[0]
self.contents.font.color = text_color($ring_menu_text[7])
self.contents.font.size = $ring_menu_text[8]
self.opacity = 0
self.back_opacity = 0
s1 = $ring_menu_text[1]
s2 = $ring_menu_text[2]
s3 = $ring_menu_text[3]
s4 = $ring_menu_text[4]
s5 = $ring_menu_text[5]
s6 = $ring_menu_text[6]
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# œ ‰æ–ʍĕ`‰æ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ƒAƒCƒRƒ“‚ð•`‰æ
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž)
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž)
#--------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰ñ“]Žž)
# mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
#--------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# œ €–Ú‚Ì•`‰æ
# x :
# y :
# i : €–ڔԍ†
#--------------------------------------------------------------------------
def draw_item(x, y, i)
#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#--------------------------------------------------------------------------
# œ €–ڂ𖳌ø‚É‚·‚é
# index : €–ڔԍ†
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#--------------------------------------------------------------------------
# › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©
#--------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end

#===================================================
# ▲ CLASS Window_RingMenu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenuStatus Begins
#===================================================

class Window_RingMenuStatus < SpriteWindow_Base
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $chara_select[5]
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($chara_select[4])
self.contents.font.name = $chara_select[0]
self.contents.font.color = text_color($chara_select[1])
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y + 24)
end
end
#--------------------------------------------------------------------------
# œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`XV
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#===================================================
# ▲ CLASS Window_RingMenuStatus Ends
#===================================================


#===================================================
# ▼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map

#Dubealex Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end

#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title

#Dubealex Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end

#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Window_Location Begins
#===================================================

class Window_Location < SpriteWindow_Base

def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $location_text[0]
self.contents.font.size = $location_text[1]
refresh
end

def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#===================================================
# ▲ CLASS Window_Location Ends
#===================================================

#===================================================
# ▲ Ring Menu - Show Player Location R1 - Ends
#===================================================
If you can't help me, could someone be kind enough to modify it so I can replace the existing menu script in Pokemon Essentials with it? (I assume its PokemonMenu?)

Edit: I figured out the Window_Base problem, its SpriteWindow_Base.

Edit2: New Problem, now I get this when I try entering the menu in-game. I replaced PokemonMenu with the above script.
---------------------------
Pokemon Essentials
---------------------------
Exception: NameError

Message: uninitialized constant Scene_Map::PokemonMenu

Scene_Map:182:in `call_menu'

Scene_Map:157:in `update'

Scene_Map:67:in `main'

Scene_Map:64:in `loop'

Scene_Map:71:in `main'

Main:56:in `mainFunctionDebug'

Main:31:in `mainFunction'

Main:31:in `pbCriticalCode'

Main:31:in `mainFunction'

Main:67



This exception was logged in errorlog.txt.

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

SytheXP
May 29th, 2009, 10:45 PM
Once again, could someone help me with it ?

I have another problem too, basically it's the fishing part, i didn't have sprites for my Main characters so i tried to draw the rod on the ones that came with the SK but it just doesn't work right (first it doesn't have transperency but that's my own fault cause i forgot to take it on photoshop.. as i know how to do it..) but the problem is, that when i press the Rod, even if he is looking at left (river or sea or something) the game uses the sprite of the fishing but he seems to look up, down, then left, and just weird stuff.

http://img132.imageshack.us/img132/5898/redx.png (http://img132.imageshack.us/img132/5898/redx.png)

Could someone help me sprite this two characters so it works well with the fishing ? I have been going around and around with this for somedays now and it's killing me..

Thank you once again

Im not 100% sure about this but I think it works like this. It goes down the first row of sprites then ends. Or Plays the first row then 1st in the 2nd one. Not sure but its something like that. Anyway Im not sure how to fix it 100% actually I dont really know how to fix it lol.

Vaskituh
May 30th, 2009, 02:12 AM
Im not 100% sure about this but I think it works like this. It goes down the first row of sprites then ends. Or Plays the first row then 1st in the 2nd one. Not sure but its something like that. Anyway Im not sure how to fix it 100% actually I dont really know how to fix it lol.

I tried but it doesn't seem to work like that for some reason : (

Could someone help me with it ? I am having huge problems with it..

Maruno
May 30th, 2009, 08:28 AM
I tried but it doesn't seem to work like that for some reason : (

Could someone help me with it ? I am having huge problems with it..
The best thing to do is to copy the file with the fishing animation, mark each tile in a different way (say, number them), and then test it. The marks will help you determine which tile is used when. This is only a test file, so it doesn't matter if you scribble all over it.

Once you know that, put each appropriate tile in its right place.

The female fishing sprites you have don't look right anyway. They show the character walking while holding a rod, not standing still while casting it.

Mor'ton
May 30th, 2009, 08:46 AM
Hi I was wondering If there is a way to change the way the start menu looks in this system. Also is there a way to change the way the battle selection looks. Ya know the "Fight" "Pokemon" "Item" "Run" options and the moves. I hope there is...so can someone tell me how if there is.

By the way I love the starter kit.

Maruno
May 30th, 2009, 03:13 PM
Hi I was wondering If there is a way to change the way the start menu looks in this system. Also is there a way to change the way the battle selection looks. Ya know the "Fight" "Pokemon" "Item" "Run" options and the moves. I hope there is...so can someone tell me how if there is.

By the way I love the starter kit.
Of course there is. After all, it was designed to be like that in the first place.

It is, however, very difficult to significantly change these things. Without knowing even vaguely what you want, all I can say is that it involves a lot of scripting.

Mor'ton
May 30th, 2009, 04:14 PM
Whats the point of the command box picture in the picture folder for then. I edited it and it did nothing... But I guess i might have to learn to script then. Thanks anyway.;) Know any good places to learn?

Maruno
May 30th, 2009, 06:29 PM
Whats the point of the command box picture in the picture folder for then. I edited it and it did nothing... But I guess i might have to learn to script then. Thanks anyway.;) Know any good places to learn?
The command box is usable, just not by default. Look in PokeBattle_ActualScene, lines 1051 and 1052.

As for learning how to script, it's RGSS. Go Google it. And it helps to have a logical mind, because that's all programming is (note that logic =/= common sense).

Pheya
May 31st, 2009, 03:29 AM
When I open "Game" RMXP Project, it says:

Failed to obtain a trial serial number from the nTiles server.

What do I have to do?

Worldslayer608
May 31st, 2009, 08:37 AM
When I open "Game" RMXP Project, it says:

Failed to obtain a trial serial number from the nTiles server.

What do I have to do?

I was having the same problem when I installed it on my Laptop which uses Vista :D.

Wichu linked me to this thread and it worked fine, so give it a try.

http://www.pokecommunity.com/showthread.php?t=165326&highlight=glitchfinder

SytheXP
May 31st, 2009, 09:52 AM
I was having the same problem when I installed it on my Laptop which uses Vista :D.

Wichu linked me to this thread and it worked fine, so give it a try.

http://www.pokecommunity.com/showthread.php?t=165326&highlight=glitchfinder


When I open "Game" RMXP Project, it says:

Failed to obtain a trial serial number from the nTiles server.

What do I have to do?


You guys are running VISTA more than ikely RPGMXP was made for Windows XP. Needless to say that doesnt mean you can't use it. Go to your Program files folder after installing RPGMXP and in the ENTERBRAIN FOLDER there will be a folder titled RPGMXP open it. In that folder right clock the icon with the dragon on it that would normally launch RPGMXP. Click PROPERTIES then click the COMPATABILITY tab check the "Run this program in compatabilty mode for:" And from the drop down list select "Windows XP (Service Pack 2) Then at the bottom where it says privledge level click the "Run as Administraitor" button. Then click apply and Ok and there you go it should work now.

Hope I helped you =]

Worldslayer608
May 31st, 2009, 10:16 AM
You guys are running VISTA more than ikely RPGMXP was made for Windows XP. Needless to say that doesnt mean you can't use it. Go to your Program files folder after installing RPGMXP and in the ENTERBRAIN FOLDER there will be a folder titled RPGMXP open it. In that folder right clock the icon with the dragon on it that would normally launch RPGMXP. Click PROPERTIES then click the COMPATABILITY tab check the "Run this program in compatabilty mode for:" And from the drop down list select "Windows XP (Service Pack 2) Then at the bottom where it says privledge level click the "Run as Administraitor" button. Then click apply and Ok and there you go it should work now.

Hope I helped you =]

Huh... yeah I already know this hence the link in my post linking him to the instructions on how to run it on Vista ;) thanks for repeating everything though

+1

Mor'ton
May 31st, 2009, 02:15 PM
How can I change the position of the text in the pokemon battles(the fight, item, etc.). What section of script and what line?

Thanks in advance.

SytheXP
May 31st, 2009, 10:33 PM
Ive run into a minor graphical error of my own. I made cut and rocksmash animations. I changed the events so they would use the charsets for rocksmash and cut. I test em and it plays the animation before it asks if the player wants to use cut/rocksmash. What do I need to make my event page look like to make it play the animation if the player uses the HM move?

Also another problem again for the most part minor. I made a cave. It has the rain weather effect on inside the cave and IDK why there is no event portaining to rain anywhere near the cave. Help pleesh =]

BlazingLink
May 31st, 2009, 10:52 PM
Also another problem again for the most part minor. I made a cave. It has the rain weather effect on inside the cave and IDK why there is no event portaining to rain anywhere near the cave. Help pleesh =]

I can answer this.

You need to edit the metadata. It happens sometimes, like it makes it sandstorm in my house >_<

Worldslayer608
June 1st, 2009, 06:44 AM
I can answer this.

You need to edit the metadata. It happens sometimes, like it makes it sandstorm in my house >_<

You can manually edit the metdata, or you can open the editor.exe in your project folder, then navigate to the metdata section and edit that map to be an indoor map.
*if that was what you meant BlazingLink, sorry for repeating it :)*

Maruno
June 1st, 2009, 09:20 AM
Ive run into a minor graphical error of my own. I made cut and rocksmash animations. I changed the events so they would use the charsets for rocksmash and cut. I test em and it plays the animation before it asks if the player wants to use cut/rocksmash. What do I need to make my event page look like to make it play the animation if the player uses the HM move?
What kind of animation? A sprite that shows the bits of rock/tree flying all over the place? Or a sprite that shows slashing going on?

This is the default code for a rock you can smash.

@>Conditional Branch: Kernel.pbRockSmash
@>Script: pbEraseThisEvent
@>Script: Kernel.pbRockSmashRandomEncounter
: Else
@>
: Branch End
@>
The Kernel.pbRock Smash decides whether you're going to smash it, and if yes, it erases the event and may spawn a random encounter.

However, you want the rock to explode (I'm assuming), rather than simply vanish. What you need to do is set a route. One of the options in route setting is the ability to change the graphic.

I'm entirely guessing at most of this in the following example, but the basic premise is sound.


@>Conditional Branch: Kernel.pbRockSmash
@>Set Move Route: This event
: : $>Graphic: "rocksmash",0,2,0
: : $>Wait: 4 frame(s)
: : $>Turn left
: : $>Wait: 4 frame(s)
: : $>Turn right
: : $>Wait: 4 frame(s)
: : $>Turn up
: : $>Wait: 4 frame(s)
@>Wait for Move's Completion
@>Script: pbEraseThisEvent
@>Script: Kernel.pbRockSmashRandomEncounter
: Else
@>
: Branch End
@>
When you change to a different graphic, change to the first frame of the animation (I'm assuming it's "down" here, corresponding to the "2" in that line - change as necessary). Then, between each direction change, make sure you wait a few frames, otherwise it won't wait at all (and the whole thing will be over in 0.2 seconds, which is way too fast) - I'm guessing at 4 frames; again, change as you see fit.

Finally, the "Wait for Move's Completion" is something you should be throwing all over the place. You want to make sure all the animation is complete first before you erase the event.

Note also that you're not limited to 4 animation frames. If you have more, just change the graphic again to the next frame along and keep going.



The above is entirely an intuitive guess based on what very little scripting I've done. I'm very intuitive, though, so I'm betting this works.

Alexandre
June 1st, 2009, 12:09 PM
What kind of animation? A sprite that shows the bits of rock/tree flying all over the place? Or a sprite that shows slashing going on?

This is the default code for a rock you can smash.

@>Conditional Branch: Kernel.pbRockSmash
@>Script: pbEraseThisEvent
@>Script: Kernel.pbRockSmashRandomEncounter
: Else
@>
: Branch End
@>
The Kernel.pbRock Smash decides whether you're going to smash it, and if yes, it erases the event and may spawn a random encounter.

However, you want the rock to explode (I'm assuming), rather than simply vanish. What you need to do is set a route. One of the options in route setting is the ability to change the graphic.

I'm entirely guessing at most of this in the following example, but the basic premise is sound.


@>Conditional Branch: Kernel.pbRockSmash
@>Set Move Route: This event
: : $>Graphic: "rocksmash",0,2,0
: : $>Wait: 4 frame(s)
: : $>Turn left
: : $>Wait: 4 frame(s)
: : $>Turn right
: : $>Wait: 4 frame(s)
: : $>Turn up
: : $>Wait: 4 frame(s)
@>Wait for Move's Completion
@>Script: pbEraseThisEvent
@>Script: Kernel.pbRockSmashRandomEncounter
: Else
@>
: Branch End
@>
When you change to a different graphic, change to the first frame of the animation (I'm assuming it's "down" here, corresponding to the "2" in that line - change as necessary). Then, between each direction change, make sure you wait a few frames, otherwise it won't wait at all (and the whole thing will be over in 0.2 seconds, which is way too fast) - I'm guessing at 4 frames; again, change as you see fit.

Finally, the "Wait for Move's Completion" is something you should be throwing all over the place. You want to make sure all the animation is complete first before you erase the event.

Note also that you're not limited to 4 animation frames. If you have more, just change the graphic again to the next frame along and keep going.



The above is entirely an intuitive guess based on what very little scripting I've done. I'm very intuitive, though, so I'm betting this works.
That probably wouldn't work as you are setting a conditional branch to start the event if this script is currently being used. It, however, isn't.

Edit: Never-mind me, I didn't read properly. I made a system however that plays animations (only for fly currently) using scripts and common events. I don't intend to release it publicly though as it is part of Pokemon Blue Chrome.

Vaskituh
June 1st, 2009, 02:07 PM
Im not 100% sure about this but I think it works like this. It goes down the first row of sprites then ends. Or Plays the first row then 1st in the 2nd one. Not sure but its something like that. Anyway Im not sure how to fix it 100% actually I dont really know how to fix it lol.

Can someone help me with the sprites ? I have been trying and trying but just can't make it work :( Plus i don't know how to sprite..

http://img168.imageshack.us/img168/9036/errop.jpg

For some reason.. when i walk by ALL my chars they don't notice me unless i talk with them, but i have the exact same script for chars inside gyms (not gym leaders..) and they notice me..

What is wrong ?

Maruno
June 1st, 2009, 02:40 PM
That probably wouldn't work as you are setting a conditional branch to start the event if this script is currently being used. It, however, isn't.

Edit: Never-mind me, I didn't read properly. I made a system however that plays animations (only for fly currently) using scripts and common events. I don't intend to release it publicly though as it is part of Pokemon Blue Chrome.
But did it work or not? It helps to have closure.


Can someone help me with the sprites ? I have been trying and trying but just can't make it work :( Plus i don't know how to sprite..


For some reason.. when i walk by ALL my chars they don't notice me unless i talk with them, but i have the exact same script for chars inside gyms (not gym leaders..) and they notice me..

What is wrong ?

The trigger needs to be "Event Touch", not "Action Button".

np7261
June 1st, 2009, 11:59 PM
Hey I was wonderering if it was possible to make secret bases. I can do them with events but it is hard to make the furniture move around. In case no one knows what secret bases are they are hid outs were the character can create there own little room. If anyone has a script or event system for this please tell me...

Mor'ton
June 2nd, 2009, 04:56 AM
How can I change the position of the text in the pokemon battles(the fight, item, etc.). What section of script and what line?

Thanks in advance.

I still need some help. Please help

Fraot
June 2nd, 2009, 09:02 AM
It's me again... i don't like the GBA resolution so, is there any way to change the screen resolution to be like de DS's?
I've been checking on the scripts but i haven't found anything.

Alexandre
June 2nd, 2009, 09:59 AM
It's me again... i don't like the GBA resolution so, is there any way to change the screen resolution to be like de DS's?
I've been checking on the scripts but i haven't found anything.
Yes its possible, its been done. I took a crack at it. But the problem was I couldn't find a way to move where the map displayed :/

delyemerald2
June 2nd, 2009, 10:03 AM
How do I make a folder ready to play? I mean without given the Graphics folder etc.

Luka S.J.
June 2nd, 2009, 10:53 AM
I still need some help. Please help

Any changes to the battle script should be handled in PokeBattle_ActualScene. I don't know where to edit the text, but if you enabled the use of the command box, you can just change the position (the x and y values) or extend it or just make it transparent and the text inside should change according to the position of the text box (I don't think the text can go outside of the box).

Mor'ton
June 2nd, 2009, 01:51 PM
Thanks. I found where it is but... now when I click on Pokemon in brings up the bag. And Bag brings Pokemon menu.:cer_eek:

Also iv been searching for an hour now... how do u change(hard to explain[for me]) When my arrow is on fight how can i change where the arrow goes when i push "right arrow" "left arrow" etc. Please help. Sorry if im getting annoying.:paranoid:

thepsynergist
June 2nd, 2009, 01:52 PM
I have a really important question. I need to know how I can show a Pokemon's IV's and EV's ingame. I know you can check them when your debugging, but I want to create an event that lets me check. If anyone can help me out with this, it will be greatly appreciated.

Mor'ton
June 2nd, 2009, 02:50 PM
Thanks. I found where it is but... now when I click on Pokemon in brings up the bag. And Bag brings Pokemon menu.:cer_eek:

Also iv been searching for an hour now... how do u change(hard to explain[for me]) When my arrow is on fight how can i change where the arrow goes when i push "right arrow" "left arrow" etc. Please help. Sorry if im getting annoying.:paranoid:

I figured out the first thing, but i really really need the second one.

@thepsynergist

I looked around in the script and notes.html and couldn't find any thing that would allow you to show the IV's and EV's in game. I don't think it was designed to do so. I may be wrong I'll look around a bit more for you.

SytheXP
June 2nd, 2009, 03:02 PM
Quick question its nothing big and if I had the time I would browse the scripts but Im a little caught up at the moment with my game. The screenshots save to the main folder, How would I edit that so that they are saved to a folder titled Screenshots?

Maruno
June 2nd, 2009, 03:44 PM
It's me again... i don't like the GBA resolution so, is there any way to change the screen resolution to be like de DS's?
I've been checking on the scripts but i haven't found anything.
This question was asked very recently. I'll be nice and answer it once again.

SpriteResizer, lines 12 and 13. Go.


Yes its possible, its been done. I took a crack at it. But the problem was I couldn't find a way to move where the map displayed :/
I fixed that. You want to look at PokemonRegionMap.

Lines 56-59 decide how many blocks the map is, in size. One block is the size of a small town. You shouldn't need to change these numbers (aside from bottom - make it 18 so the bottom two rows of the map can be used).

Then you want to set where on the screen the map is displayed (now that you know what size it is). So go to lines 92 and 93, and add however many pixels you want to those two lines to shift the map around. Then go to lines 195 and 196 and make the same changes.

All that changes where the cursor goes and can go. As for the map itself, crack open Paint and move the map around to where you want it to go.


I have a really important question. I need to know how I can show a Pokemon's IV's and EV's ingame. I know you can check them when your debugging, but I want to create an event that lets me check. If anyone can help me out with this, it will be greatly appreciated.
The EVs and IVs are stored as separate values of each pokémon. Use something like the following:


$game_variables[2]=$Trainer.party[$game_variables[1]].iv[2]
This particular line finds the first pokémon in your party (the "$game_variables[1]" bit, finds its IV stored in array block 2 (see below) and stores it to game variable 2. Then all you need to do is say "\v[2]" is your pokémon's DEF IV".

To change which pokémon to look at, change the "[1]". To change between looking at EVs and IVs, change "iv" to "ev". To change which ev/iv to find, change the "[2]" according to this table:

0=HP
1=Attack
2=Defense
3=Speed
4=Special Attack
5=Special Defense

Please note that this is just the basic idea. I may have randomly actually gotten the correct code you need, but that wasn't intentional. I have no experience with this so far, so I'm just taking an informed guess here.

This answer was derived from the Essentials Advanced Topics notes (under PokeBattle_Pokemon) and one of the example computers in the Essentials pre-included "game" (top row, second from left - it reveals how to find out which pokémon is first in your party).

delyemerald2
June 2nd, 2009, 08:55 PM
How do I make a folder ready to play? I mean without giving the Graphics folder etc.

Fraot
June 2nd, 2009, 09:58 PM
@Maruno
Thanx man! I'll look for that script.

Update: Wow, i'm stupid or what? I didn't notice that script, i was looking on "Resolution", actually i changed the tiles' size but that wasn't what i wanted.

Again: Thanx Maruno!!!


EDIT: I changed the resolution but now it's all messed. fortunately, I did changed the Enemy and Player Box(the ones showing the HP) they look good, but... I changed the enemy base position but the pokemon enemy sprite only changes along X axys... not Y, why?.

Sorry for the double post but i have this problem, i wanted to show you pictures but seems that i can't directly upload pics... i'll put the links.

Now i feel great with the resolution but the battle screen looks like this:
http://i536.photobucket.com/albums/ff329/Diegomio/battle0.png

But i want it to looke like this:
http://i536.photobucket.com/albums/ff329/Diegomio/battle.png

Also, on the pokemon battle screen, the enemy sprite is not positioned where it must be, i want it to looks like this:
http://i536.photobucket.com/albums/ff329/Diegomio/Ea.png
Actually i changed the position but when i change the Y one, the sprite still remains on its original one.

I'm so sorry if this bothers you but you're the one who knows about this... i'm still a n00b.

Alexandre
June 3rd, 2009, 01:36 AM
I fixed that. You want to look at PokemonRegionMap.

Lines 56-59 decide how many blocks the map is, in size. One block is the size of a small town. You shouldn't need to change these numbers (aside from bottom - make it 18 so the bottom two rows of the map can be used).

Then you want to set where on the screen the map is displayed (now that you know what size it is). So go to lines 92 and 93, and add however many pixels you want to those two lines to shift the map around. Then go to lines 195 and 196 and make the same changes.

All that changes where the cursor goes and can go. As for the map itself, crack open Paint and move the map around to where you want it to go.

Na, thats easy to do. I meant the physical map you see (rmxp terms :p). The area where you walk about in. Or am I just missing an easy step?

Wichu
June 3rd, 2009, 03:41 AM
How do I make a folder ready to play? I mean without given the Graphics folder etc.
Go to File->Compress Game Data, then select Create Encrypted Archive.
Na, thats easy to do. I meant the physical map you see (rmxp terms :p). The area where you walk about in. Or am I just missing an easy step?
As far as I know, it adjusts automatically. I didn't have to change anything to make the map centre on the player after changing the resolution.

ultron90
June 3rd, 2009, 04:24 AM
can anyone help me with making a calendar system for my game? please reply via pm, thank you :)

delyemerald2
June 3rd, 2009, 10:03 AM
Go to File->Compress Game Data, then select Create Encrypted Archive.

Small problem, when I extract it it doesn't work. The only thing it says is "Extracting failed".

Maruno
June 3rd, 2009, 11:34 AM
@Maruno
Thanx man! I'll look for that script.

Update: Wow, i'm stupid or what? I didn't notice that script, i was looking on "Resolution", actually i changed the tiles' size but that wasn't what i wanted.

Again: Thanx Maruno!!!


EDIT: I changed the resolution but now it's all messed. fortunately, I did changed the Enemy and Player Box(the ones showing the HP) they look good, but... I changed the enemy base position but the pokemon enemy sprite only changes along X axys... not Y, why?.

Sorry for the double post but i have this problem, i wanted to show you pictures but seems that i can't directly upload pics... i'll put the links.

Now i feel great with the resolution but the battle screen looks like this:
http://i536.photobucket.com/albums/ff329/Diegomio/battle0.png

But i want it to looke like this:
http://i536.photobucket.com/albums/ff329/Diegomio/battle.png

Also, on the pokemon battle screen, the enemy sprite is not positioned where it must be, i want it to looks like this:
http://i536.photobucket.com/albums/ff329/Diegomio/Ea.png
Actually i changed the position but when i change the Y one, the sprite still remains on its original one.

I'm so sorry if this bothers you but you're the one who knows about this... i'm still a n00b.
This is what I want to do in my game, but I haven't gotten around to it yet. Therefore I doubt I'll be of any specific help here.

PokeBattle_ActualScene is where the battle window is described. From my very brief poking about I find the section around line 500, which (apparently) describes where the databoxes go (that thing with the health bar in). It also includes coordinates, that may do something when changed.

Line 577 onwards describes how the bits of the databox show up, and where. But that's not important at the moment. It's good to know, though.

Line 695 onwards is where the Poké Balls are described, for throwing purposes. They'll need to be changed (somehow - there are coordinates mentioned but Sod's Law says it won't be that easy). There also seems to be several things relating to this from line 793 - for instance, I notice a "pictureBall.moveCurve", but I don't know what the numbers mean. They're probably relevant, though. Line 1764 also probably has something to do with Ball throwing.

The lines around 896 look quite interesting. They probably say where the pokémon sprites go.

The first half of the def starting at line 1468 also appears to be relevant. That is, it features numbers that are probably coordinates but aren't simply changes to existing numbers.

Other than that, find references to "playerbase" and "enemybase" to move the ground patches around.

That's about as much help as I can be at the moment. Have a play around, see what happens. And if possible, write down how to do things and put it up as a tutorial - it's only polite, and very helpful.

Vaskituh
June 3rd, 2009, 12:47 PM
Could someone PLEASE ! help me with the fishing sprites ? I can't get them to work :(

Fraot
June 3rd, 2009, 06:49 PM
This is what I want to do in my game, but I haven't gotten around to it yet. Therefore I doubt I'll be of any specific help here.

PokeBattle_ActualScene is where the battle window is described. From my very brief poking about I find the section around line 500, which (apparently) describes where the databoxes go (that thing with the health bar in). It also includes coordinates, that may do something when changed.

Line 577 onwards describes how the bits of the databox show up, and where. But that's not important at the moment. It's good to know, though.

Line 695 onwards is where the Poké Balls are described, for throwing purposes. They'll need to be changed (somehow - there are coordinates mentioned but Sod's Law says it won't be that easy). There also seems to be several things relating to this from line 793 - for instance, I notice a "pictureBall.moveCurve", but I don't know what the numbers mean. They're probably relevant, though. Line 1764 also probably has something to do with Ball throwing.

The lines around 896 look quite interesting. They probably say where the pokémon sprites go.

The first half of the def starting at line 1468 also appears to be relevant. That is, it features numbers that are probably coordinates but aren't simply changes to existing numbers.

Other than that, find references to "playerbase" and "enemybase" to move the ground patches around.

That's about as much help as I can be at the moment. Have a play around, see what happens. And if possible, write down how to do things and put it up as a tutorial - it's only polite, and very helpful.

Yep, i agree, indeed i did changed some lines, i'm kinda blind because i'm doing thigs just by... instinct?, whatever... the enemy base can be reposiotioned on both axys, but the pokemon/trainer(enemies) sprites can be only modified along X axys and that drives me crazy!

I'm looking for lines with this arguments: "X=--- Y=---", within PokeBattle_ActualScene...

Trikeboy
June 4th, 2009, 03:42 AM
One thing I am adding to my game is a difficulty system. One of the things I want it to do is make the experience gain change depending on whether playing an easy (more exp), normal or hard (less exp). Switches 54, 55 and 56 are named respectively. I know that this is something that has to be coded and I think it will be along these lines:

if $game_switches[54]
exp*200
end
if $game_switches[56]
exp*0.5
end

The problem is I can't figure out where to put the code if it is correct. I have attempted to put this is several places in PBExperience but they haven't worked. Oh, the exp*200 is only a temporary number, it was placed there to see if it worked. Does anybody know a solution to my problem/.

Wichu
June 4th, 2009, 06:58 AM
I guess you want to change the experience gained in battle, right? Then you should modify PokeBattle_Battle, as that's where the modifications for traded Pokémon and Lucky Egg are. Find these lines:
exp=(exp*3/2).floor if @opponent
exp=(exp*3/2).floor if thispoke.trainerID!=self.pbPlayer.id
exp=(exp*3/2).floor if thispoke.item==PBItems::LUCKYEGG
Then, just add similar lines for the switches.

Trikeboy
June 4th, 2009, 07:39 AM
Perfect, thanks Wichu. That worked exactly like I wanted it to.

Mor'ton
June 4th, 2009, 09:18 AM
Is it possible to change which direction the arrow moves during a pokemon battle. I customized the battle appearance and now BAG is to the left of FIGHT but i still have to press right to move to it.

Maruno
June 4th, 2009, 09:21 AM
Could someone PLEASE ! help me with the fishing sprites ? I can't get them to work :(
Take a look in here (http://upokecenter.com/projects/pokestarter/notes.html#fishinganimation). It certainly looks like it's all there in the notes...


Yep, i agree, indeed i did changed some lines, i'm kinda blind because i'm doing thigs just by... instinct?, whatever... the enemy base can be reposiotioned on both axys, but the pokemon/trainer(enemies) sprites can be only modified along X axys and that drives me crazy!

I'm looking for lines with this arguments: "X=--- Y=---", within PokeBattle_ActualScene...
I went on the Internet, and I found this (http://upokecenter.com/projects/pokestarter/notes.html#pokemongraphicsandicons) (no, it's not Jeremy Clarkson's porn). Note the "Placement of Sprites" part. That looks exactly like what you're looking for.

Sometimes the answer is easier than you think.


Is it possible to change which direction the arrow moves during a pokemon battle. I customized the battle appearance and now BAG is to the left of FIGHT but i still have to press right to move to it.
Depends how you customised it.

I noted, in PokeBattle_ActualScene, line 1873 and onwards, in particular the parts that have "[0,2,1,3]" (they only show up twice). Scrolling down a little bit reveals what those numbers mean, and a bit of logical thinking will reveal that the numbers go [topleft,topright,bottomleft,bottomright]. Fiddling with these numbers should help (don't fiddle with lines 1915 onwards, though, for simplicity). I'd give you the answer, but I don't know what your desired layout is.

Alexandre
June 4th, 2009, 09:25 AM
Take a look in here (http://upokecenter.com/projects/pokestarter/notes.html#fishinganimation). It certainly looks like it's all there in the notes...



I went on the Internet, and I found this (http://upokecenter.com/projects/pokestarter/notes.html#pokemongraphicsandicons) (no, it's not Jeremy Clarkson's porn). Note the "Placement of Sprites" part. That looks exactly like what you're looking for.

Sometimes the answer is easier than you think.
Hehe, I got dual screen working on the battle 100% now thanks to you guys. I'm now working on a D/P/Pt move selection system.

Maruno
June 4th, 2009, 09:35 AM
Hehe, I got dual screen working on the battle 100% now thanks to you guys. I'm now working on a D/P/Pt move selection system.
Feel free to share your knowledge, as we're doing. No one likes an elitist.

Luka S.J.
June 4th, 2009, 10:05 AM
Feel free to share your knowledge, as we're doing. No one likes an elitist.

Umm...yea...but since he is acctually scripting for Blue Chrome, the dual screen might only be used in our game and not for public purposes. But we'll see how he feels about it.

P.S. I don't see the problem with people not always sharing everything they do. I mean...they put a lot of effort in those things and dont want everyone to be ripping their creations. Look at the more successful games, they won't post you their most important scripts for everyone to use.
No hard feelings though.

Maruno
June 4th, 2009, 11:25 AM
Umm...yea...but since he is acctually scripting for Blue Chrome, the dual screen might only be used in our game and not for public purposes. But we'll see how he feels about it.

P.S. I don't see the problem with people not always sharing everything they do. I mean...they put a lot of effort in those things and dont want everyone to be ripping their creations. Look at the more successful games, they won't post you their most important scripts for everyone to use.
No hard feelings though.
I didn't ask for the script, I asked for the knowledge. Pointers, tips, hints, that's all fine by me. A list of things to consider when making your prized feature, and hints about what kinds of things could be changed, etc.. Credit is still where credit's due, but it's sharing ideas, not stealing work.

Otherwise, why have a community, with places to share such information?

For the record, I'm not interested in the dual screen. I just think that other people may benefit from the insight of someone's who's achieved what they want to do.

Luka S.J.
June 4th, 2009, 12:05 PM
I didn't ask for the script, I asked for the knowledge. Pointers, tips, hints, that's all fine by me. A list of things to consider when making your prized feature, and hints about what kinds of things could be changed, etc.. Credit is still where credit's due, but it's sharing ideas, not stealing work.

Otherwise, why have a community, with places to share such information?

For the record, I'm not interested in the dual screen. I just think that other people may benefit from the insight of someone's who's achieved what they want to do.

True...True...and I really didnt mean to direct what I said myself at anyone particulary, and yes anyone that should be credited will be credited. And I agree, sharing knowledge benefits many.

godseeker23
June 4th, 2009, 03:53 PM
I have searched in many places for the answer to this: how do I go about customizing the areas in which it is night for the beginning of my game? When you start as the main character, an important aspect of the plot is the fact that it is night outside, in your hometown and in the town north of it. My desire is that I may cause the map to retain the look of night as long as you are on a certain journey (to retrieve some bread and other items from the store for your father). You travel northward to town, pick up the items, and bring them to your father. After that, time can flow normally, and the exterior maps do not have to stay dark. So I have two main questions:
1) How can I cause certain maps to stay dark (until, I assume, I set a switch to make time run normally after the items are delivered to the father); and
2)afterwards, how would I go about causing time to run in accordance with some internal clock, so that I do not have to constantly program it on every map?

Honestly, I am only beginning to learn scripting, so I am attempting to do as much as possible without it. If this requires scripting, please explain it in gradual, simple steps. I'm a little slow when it comes to scripting, as of now. Thank you very much!

thepsynergist
June 4th, 2009, 09:01 PM
The EVs and IVs are stored as separate values of each pokémon. Use something like the following:


$game_variables[2]=$Trainer.party[$game_variables[1]].iv[2]
This particular line finds the first pokémon in your party (the "$game_variables[1]" bit, finds its IV stored in array block 2 (see below) and stores it to game variable 2. Then all you need to do is say "\v[2]" is your pokémon's DEF IV".

To change which pokémon to look at, change the "[1]". To change between looking at EVs and IVs, change "iv" to "ev". To change which ev/iv to find, change the "[2]" according to this table:

0=HP
1=Attack
2=Defense
3=Speed
4=Special Attack
5=Special Defense

Please note that this is just the basic idea. I may have randomly actually gotten the correct code you need, but that wasn't intentional. I have no experience with this so far, so I'm just taking an informed guess here.

This answer was derived from the Essentials Advanced Topics notes (under PokeBattle_Pokemon) and one of the example computers in the Essentials pre-included "game" (top row, second from left - it reveals how to find out which pokémon is first in your party).

Thank you very much Maruno. I'll get back to you to see if this works. It should as your help with my other questions have been right. Thank you again. I figured if people want to max out iv's, it would help to know what they are w/out having to use an iv calculator.

delyemerald2
June 4th, 2009, 09:23 PM
Uhm, I have a small problem with making an .exe extracting file with the RMXP. When I use it on my project, everything goes normal. But then when I try to extract it, it gives a "Extracting Failed" message. Does somebody know what's going on?

Fraot
June 4th, 2009, 10:53 PM
Take a look in here (http://upokecenter.com/projects/pokestarter/notes.html#fishinganimation). It certainly looks like it's all there in the notes...



I went on the Internet, and I found this (http://upokecenter.com/projects/pokestarter/notes.html#pokemongraphicsandicons) (no, it's not Jeremy Clarkson's porn). Note the "Placement of Sprites" part. That looks exactly like what you're looking for.

Sometimes the answer is easier than you think.



Depends how you customised it.

I noted, in PokeBattle_ActualScene, line 1873 and onwards, in particular the parts that have "[0,2,1,3]" (they only show up twice). Scrolling down a little bit reveals what those numbers mean, and a bit of logical thinking will reveal that the numbers go [topleft,topright,bottomleft,bottomright]. Fiddling with these numbers should help (don't fiddle with lines 1915 onwards, though, for simplicity). I'd give you the answer, but I don't know what your desired layout is.

Ok, thanx, i'll test it... but my desired layout is like D/P/Pt's... except for the energy bars and stuff... the enemy trainer and its pokemon where they should go... i dunno, just see at a pokémon battle on D/P/Pt.

Maybe i'd show you a pic? i'll upload later, i've got VERY busy with my game: changing pictures, scripts programming(even me being a n00b), adding pokémon, and you know, the usual.

Luka S.J.
June 5th, 2009, 12:21 AM
I have searched in many places for the answer to this: how do I go about customizing the areas in which it is night for the beginning of my game? When you start as the main character, an important aspect of the plot is the fact that it is night outside, in your hometown and in the town north of it. My desire is that I may cause the map to retain the look of night as long as you are on a certain journey (to retrieve some bread and other items from the store for your father). You travel northward to town, pick up the items, and bring them to your father. After that, time can flow normally, and the exterior maps do not have to stay dark. So I have two main questions:
1) How can I cause certain maps to stay dark (until, I assume, I set a switch to make time run normally after the items are delivered to the father); and
2)afterwards, how would I go about causing time to run in accordance with some internal clock, so that I do not have to constantly program it on every map?

Honestly, I am only beginning to learn scripting, so I am attempting to do as much as possible without it. If this requires scripting, please explain it in gradual, simple steps. I'm a little slow when it comes to scripting, as of now. Thank you very much!

The day and night system is a script that tints the screen according to the time of the day. So with this in mind you can go about solving your problems. Check under the first line in PokemonUtilities for the colour of the screen during your desired time (for example: 5 o'clock in the morning would be the 5th line in the module PBDayNight, so the colour there is -119,-96.3,-45.3,45.3). Now on your map that you want it to stay this colour forever you could set up a simple event that calls up the "Change Screen Color Tone" and set the values according to the line in the code (so it would be RED=-119, GREEN=-96.3, BLUE=-45.3 and GRAY=45.3). Now set the event to Autorun, and after the "Change Screen Color Tone" command click "Control Self Switch" and select A to be on. Now make a new event page and check the box that says "Control Self Switch" and select A. This makes the map you want to change color. Now you have to go to the map that is joined with your map that changes colour tone, and copy the event you made. But this time for the colours set all to 0, so when you leave the map with the changed color, the map color changes to its normal one again.

For the clock part, Pokemon Essentials checks the time on your computer and operates with that value. It uses the code "Time.now.hour" and i guess you could just put a "=" sign afterwards to manipulate the time that the game engine thinks it is.

Wichu
June 5th, 2009, 12:45 AM
I have searched in many places for the answer to this: how do I go about customizing the areas in which it is night for the beginning of my game? When you start as the main character, an important aspect of the plot is the fact that it is night outside, in your hometown and in the town north of it. My desire is that I may cause the map to retain the look of night as long as you are on a certain journey (to retrieve some bread and other items from the store for your father). You travel northward to town, pick up the items, and bring them to your father. After that, time can flow normally, and the exterior maps do not have to stay dark. So I have two main questions:
1) How can I cause certain maps to stay dark (until, I assume, I set a switch to make time run normally after the items are delivered to the father); and
2)afterwards, how would I go about causing time to run in accordance with some internal clock, so that I do not have to constantly program it on every map?

Honestly, I am only beginning to learn scripting, so I am attempting to do as much as possible without it. If this requires scripting, please explain it in gradual, simple steps. I'm a little slow when it comes to scripting, as of now. Thank you very much!
Here's a small script I wrote for somebody else. It will allow you to set the time to something else while a certain switch is on.
class Time
def self.now
ret=self.new
if $game_switches[1]
return self.local(ret.year,ret.month,ret.day,0,0) # Year, month, day, hour, minute
end
return ret
end
end
In this case, if switch 1 is on, the time will be set to midnight on the current day. Change the switch ID and values in the brackets to suit what you need. You can also expand it using elsif statements if needed.
Uhm, I have a small problem with making an .exe extracting file with the RMXP. When I use it on my project, everything goes normal. But then when I try to extract it, it gives a "Extracting Failed" message. Does somebody know what's going on?
If your game is over 128 MB in size, it won't extract successfully. RMXP actually compresses everything in the game's folder. This means that if you have unnecessary files such as screenshots or help files in your folder, they will contribute towards that limit. Back up those files, and remove them from the game's folder. I'm guessing a large proportion of your game is the music, right? Music isn't added to the encrypted archive, as RGSS cannot play encrypted music. Move your Audio folder somewhere else while you encrypt it. Now that you have cleared your game folder of unnecessary material, encrypt it. Then, extract it to a new folder. You'll notice that the Graphics and Data folders have been replaced by a Game.rgssad file. Copy the Audio folder back into the newly created game folder. Now, use a program such as WinZIP, WinRAR or 7ZIP to add the entire folder to an archive. You can now host this on a website; keep in mind that anyone who wants to play the game will also need a program to decompress it.

Soul.//Silver
June 5th, 2009, 02:14 AM
Can someone help me? I've having a bit of trouble with this script.
@>Control Variables: [0026: Regi Defeat] +=1
@>Play SE: '378Cry',80,100
@>Change Battle BGM: 'SEQ_BA_DPOKE1',100,100
@>Script: pbWildBattle(
: : ::PBSpecies::REGICE,50)
@>
When ever I test out the battle (the battle works perfectly, nothing wrong there) the default Wild Pokemon battle music plays. I actually want different music to play, now I read in the Notes that I could use Change Battle BGM but it still isn't working. Can someone help me? If you need more information just tell me.

Luka S.J.
June 5th, 2009, 03:18 AM
Can someone help me? I've having a bit of trouble with this script.

When ever I test out the battle (the battle works perfectly, nothing wrong there) the default Wild Pokemon battle music plays. I actually want different music to play, now I read in the Notes that I could use Change Battle BGM but it still isn't working. Can someone help me? If you need more information just tell me.

The problem might acctually be in the battle script. What I do, and it always works, is this
Set up a conditional branch and choose the script part on tab 4 (because the full script has to be on one line) and type the following
pbRoamingPokemonBattle(X,Y)

Replace X with the Number of the Pokemon (from 1 to 493) and Y with the level of the Pokemon (from 1 to 100). And use this instead of the WildPokemonBattle script and the music should definately change. So for Regice lv. 40 you would type
pbRoamingPokemonBattle(378,40)

ultron90
June 5th, 2009, 03:24 AM
can anyone tell me how to implement a calendar system? is there a script for it?

Alexandre
June 5th, 2009, 05:44 AM
can anyone tell me how to implement a calendar system? is there a script for it?
You are being too vague, tell us what you want the calendar to do, what it does to notify you, where you can access it, etc.

godseeker23
June 5th, 2009, 07:21 AM
The day and night system is a script that tints the screen according to the time of the day. So with this in mind you can go about solving your problems. Check under the first line in PokemonUtilities for the colour of the screen during your desired time (for example: 5 o'clock in the morning would be the 5th line in the module PBDayNight, so the colour there is -119,-96.3,-45.3,45.3). Now on your map that you want it to stay this colour forever you could set up a simple event that calls up the "Change Screen Color Tone" and set the values according to the line in the code (so it would be RED=-119, GREEN=-96.3, BLUE=-45.3 and GRAY=45.3). Now set the event to Autorun, and after the "Change Screen Color Tone" command click "Control Self Switch" and select A to be on. Now make a new event page and check the box that says "Control Self Switch" and select A. This makes the map you want to change color. Now you have to go to the map that is joined with your map that changes colour tone, and copy the event you made. But this time for the colours set all to 0, so when you leave the map with the changed color, the map color changes to its normal one again.

For the clock part, Pokemon Essentials checks the time on your computer and operates with that value. It uses the code "Time.now.hour" and i guess you could just put a "=" sign afterwards to manipulate the time that the game engine thinks it is.

Thank you, DragoChamp. I completely understand the logic of all of that, but my game does not want to cooperate. There is a backyard that the interior of the character's home leads to, and I wanted to change the color of the backyard. So I first set an event, without character graphic, on some random place on the ground. I wanted it to be about 7:00 PM, so I set the color tone to -36,-75,-13,0. Then I used the "Control Self Switch" command and set A to on. Next, I created a new event page on that same event and checked the box beneath the "Conditions," that was "Self-Switch A is On." I set both event pages to Autorun, also. Did I do something wrong? Whenever I walk from the house to the backyard, my game freezes up. It does not even show the character; the entire screen goes black and stays that way. I'm pretty sure 7:00 PM isn't that dark. Haha. But I've noticed this: whenever I set up an invisible event in my game, and my player enters the map, the game freezes. What am I doing wrong? For this situation, should I simply pin all of the tone-changing attributes to something visible, like a bush? Thank you.

You know, I actually found out my problem, and everything seems to be running smoothly. Thank you very much for everything, DragoChamp. I do have another question, however. Having set the color tone of the backyard, it will stay that way no matter what, right? Even when Pokemon Essentials is checking my computer's time? Also, let's say that the character gets the items for his father at town slightly north of his own, returns to town, and delivers the goods to his father. How would I go about setting a switch for the backyard to stop being dark, and begin to run in accordance with the time on my computer? I know I could set a switch after the father says something like, "Thank you for the goods, \pn!" and then make a new event page on the tone-changing event in the backyard that checks the switch and causes time to run normally. But can anyone walk me through the process? My mind is very muddled about this.

Here's a small script I wrote for somebody else. It will allow you to set the time to something else while a certain switch is on.
class Time
def self.now
ret=self.new
if $game_switches[1]
return self.local(ret.year,ret.month,ret.day,0,0) # Year, month, day, hour, minute
end
return ret
end
end
In this case, if switch 1 is on, the time will be set to midnight on the current day. Change the switch ID and values in the brackets to suit what you need. You can also expand it using elsif statements if needed.



Thank you, Wichu. My only problem is that I wouldn't know where or how to enter that script. I'm very script-inept at the present, but I am learning. Is there a way to do this without the script, or is there a way to make a hybrid of built-in commands and script? Even if there isn't the latter and former, I would greatly appreciate if you could walk me through the process of entering the script you have given me. Even though I am inept, thank you for your reply.

Wichu
June 5th, 2009, 07:55 AM
As it's just redefining a method in a built-in script, it can be placed anywhere (outside of another script). I'd advise making a new script section to keep all your miscellaneous custom scripts in, such as this. It might help to put it near the bottom of the list of scripts, as you might need to redefine a method in another script (which will only work if the new method is after the old one).
Here's a screenshot of my script editor to show you what I mean - here, I've put small scripts into a section called AmethystMisc. I've blurred out some of the script names as they give away some of the features I haven't announced yet.
http://img15.imageshack.us/img15/8026/scripteditor.png

Fraot
June 5th, 2009, 08:13 AM
So, no one of you did find out what can be done about the battle screen?
I think the creators should had added comment on, at least, more script sections, due to not everybody is a master on scripting.

Whataver, i still i'm out of ideas of which lines i should modify.

godseeker23
June 5th, 2009, 08:15 AM
Thanks again, Wichu. But in your earlier post, within that small script, what defines the time as midnight when the switch is on? The 0,0? I apologize; it would help if I had already learned all this stuff. I don't know what def self.now, ret=self.new, return self.local, and everything in the parentheses means. I know these forums aren't used to teach Ruby or anything, but maybe you can just explain your small script bit by bit. One of these days, I will get it. Haha. I'm sorry if my questions are bothersome.

Soul.//Silver
June 5th, 2009, 03:31 PM
I'm still have problems, the music still refuses to play. Here is the script again.
@>Control Variables: [0026]: Regi Defeat] +=1
@>Play SE: '378Cry',80,100
@>Change Battle BGM: 'SEQ_BA_DPOKE1',100,100
@>Conditional Branch: Script: pbRoamingPokemonBattle(378,50)
@>
: Else
@>
: Branch End
@>Control Switches: [0030: Regice Battle] = ON

Waterku
June 5th, 2009, 06:44 PM
Thanks alot for these, It really helped.

Flameguru
June 5th, 2009, 07:37 PM
So, no one of you did find out what can be done about the battle screen?
I think the creators should had added comment on, at least, more script sections, due to not everybody is a master on scripting.

Whataver, i still i'm out of ideas of which lines i should modify.

Check your Inbox, I'll update you sometime tomorrow ;)

Yeah, I won't be seen in this thread for another 50 pages...

Alexandre
June 5th, 2009, 07:49 PM
Helps!
Whenever I try to save a file, it gives me a save failed output. It still creates a file, but when I attempt to load that file, the game crashes. Any idea what could possibly be causing this?

Edit: Never mind, I solved the problem :p.

Fraot
June 5th, 2009, 11:10 PM
Check your Inbox, I'll update you sometime tomorrow ;)

Yeah, I won't be seen in this thread for another 50 pages...


Lol, ok, i already notice you "presence". I'll wait

Vaskituh
June 6th, 2009, 01:01 AM
http://img223.imageshack.us/img223/9651/fishing000.png

Everyone has been saying for me to check the notes and everything but have you even read what i said before ?!

I done the 5 sprites exactly as it says on the Notes, and it works when the char is looking down, but Notes.. plus if i try to fish looking at right, it uses the up sprite, down, left, left, right, and then up again ? Basically strange stuff happen..

Please help me guys !

OH and could someone explain me how do i make a battle HAS to be won or the event won't happen ?

http://img25.imageshack.us/img25/5823/semttuloeef.jpg[/URL]

And on this event, how can i make it appear that the player can choose to buy or not to buy the medicine ? As basically as of now, if the event is ON, he only checks to see if the player has the money, if it has, it like.. makes the player buy it even without asking if he wants, and what not..

http://img38.imageshack.us/img38/8516/semttulo2p.jpg[URL="http://img38.imageshack.us/img38/8516/semttulo2p.jpg"] (http://img25.imageshack.us/img25/5823/semttuloeef.jpg)

Thank you !

Trikeboy
June 6th, 2009, 01:55 AM
And on this event, how can i make it appear that the player can choose to buy or not to buy the medicine ? As basically as of now, if the event is ON, he only checks to see if the player has the money, if it has, it like.. makes the player buy it even without asking if he wants, and what not..

http://img38.imageshack.us/img38/8516/semttulo2p.jpg

Thank you !


You need to add a "Show Choices" option in the script (It's on the first page when creating events). It will look like this:

Show Choices:YES, NO
When [YES]

When [NO]

Branch End

Put your conditional branch in the [YES] part of the code.

Vaskituh
June 6th, 2009, 03:08 AM
Can you help me with the other problems matey ?

Btw, how can i make someone appear only during a certain hour ? From hour X to hour Y ?

Thank you !

Trikeboy
June 6th, 2009, 05:37 AM
Can you help me with the other problems matey ?

Btw, how can i make someone appear only during a certain hour ? From hour X to hour Y ?

Thank you !

Sorry, not too sure about your other problems. The extra question you asked is easy. I only found out about it not too long ago on this thread. You can put scripts in switch names.

If you name a switch "s:Time.now.hour<6||Time.now.hour>=20", your event will only occur between 8pm and 6am. Just fiddle about with the numbers to set the hours. The "s:" tells the program that the switch is a script.

Maruno
June 6th, 2009, 08:01 AM
http://img223.imageshack.us/img223/9651/fishing000.png

Everyone has been saying for me to check the notes and everything but have you even read what i said before ?!

I done the 5 sprites exactly as it says on the Notes, and it works when the char is looking down, but Notes.. plus if i try to fish looking at right, it uses the up sprite, down, left, left, right, and then up again ? Basically strange stuff happen..

Please help me guys !
Basically, fishing hasn't been implemented properly. It'll only display one animation, regardless of the direction you're looking in. Get down to PokemonField, lines 1256 to 1285 and get busy fixing.

Hints: Since fishing uses five sprites, you'll need more than one character sheet. Said character sheets are named "fishing000" and so on (the number corresponds to the player's number - 000=boy, 001=girl), and are in Graphics/Characters.

For the record, your character sheet is still wrong. I would mock up a correct version, but I'm feeling lazy at the moment. The notes tell you how to do it anyway. Hint: you only need the top row and the leftmost sprite on the second row - the rest (currently) are unnecessary.

Vaskituh
June 6th, 2009, 08:46 AM
Seems hard : O

Will have to learn a bit more, hope i can do it :(

Has anyone done it anyway for their games ?

Can someone help me find or get the Sprites for the Ruby Main Char Boy (Brendan) with size for PokeStarter ? Cause all the ones i find are too small and when i try to make them bigger they get really bad :(

Trikeboy
June 6th, 2009, 09:02 AM
Seems hard : O

Will have to learn a bit more, hope i can do it :(

Has anyone done it anyway for their games ?

Can someone help me find or get the Sprites for the Ruby Main Char Boy (Brendan) with size for PokeStarter ? Cause all the ones i find are too small and when i try to make them bigger they get really bad :(

Download Paint.NET, resize the sprites by 200% and they should be big enough to display in Pokestarter. Well, that's what I do.

On a different subject, I am getting a error when trying to add a trainer. It is using the default camper and was added via the editor. Here is the error:
Exception: RuntimeError

Message: Script error within event 49, map 4 (Route 2):

Section001:112:in `effect?'undefined method `>' for nil:NilClass

***Full script:

pbTrainerIntro(:CAMPER)
Kernel.pbNoticePlayer(get_character(0))


Interpreter:238:in `pbExecuteScript'

RPG__Sprite:397:in `effect?'

RPG__Sprite:396:in `each'

RPG__Sprite:396:in `effect?'

AnimationSprite:27:in `update'

AnimationSprite:94:in `update'

AnimationSprite:93:in `each'

AnimationSprite:93:in `update'

Scene_Map:51:in `updateSpritesets'

Scene_Map:45:in `each'



Interpreter:279:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496: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'

Any help here would be good.

Soul.//Silver
June 6th, 2009, 04:15 PM
I'm still have problems, the music still refuses to play. Here is the script again.
@>Control Variables: [0026]: Regi Defeat] +=1
@>Play SE: '378Cry',80,100
@>Change Battle BGM: 'SEQ_BA_DPOKE1',100,100
@>Conditional Branch: Script: pbRoamingPokemonBattle(378,50)
@>
: Else
@>
: Branch End
@>Control Switches: [0030: Regice Battle] = ON

Hmm, my question seems to have gotten pushed back to the previous page. (thats what I get for posting it so late).

thepsynergist
June 6th, 2009, 10:44 PM
maybe if you paste the Change Battle Music code to the beginning of the code, that it will work.

Soul.//Silver
June 7th, 2009, 01:35 AM
I tried that, but it still didn't work.

Trikeboy
June 7th, 2009, 03:10 AM
On a different subject, I am getting a error when trying to add a trainer. It is using the default camper and was added via the editor. Here is the error:


Any help here would be good.

Never mind, got it working.

Vaskituh
June 7th, 2009, 11:32 AM
http://img223.imageshack.us/img223/9651/fishing000.png

Everyone has been saying for me to check the notes and everything but have you even read what i said before ?!

I done the 5 sprites exactly as it says on the Notes, and it works when the char is looking down, but Notes.. plus if i try to fish looking at right, it uses the up sprite, down, left, left, right, and then up again ? Basically strange stuff happen..

Please help me guys !

OH and could someone explain me how do i make a battle HAS to be won or the event won't happen ?

http://img25.imageshack.us/img25/5823/semttuloeef.jpg

Thank you !


Bump, someone help me please.

If the fishing isn't properly done how am i suposed to make it work ? Or how is it supose to appear water pokemon ?

Can someone help me with it ? Am sure someone already did the script for their game..

Amekage
June 7th, 2009, 02:30 PM
Is there a way to change the rate in which the player's frames are animated while running? Because when I run, the frames are being animated at the same speed as walking, which looks pretty awkward.

Maruno
June 7th, 2009, 02:35 PM
Bump, someone help me please.

If the fishing isn't properly done how am i suposed to make it work ? Or how is it supose to appear water pokemon ?

Can someone help me with it ? Am sure someone already did the script for their game..
Your fishing question has already been answered. You need to script it.

The fishing itself works just fine. The only problem is with the graphics. This is the part you need to script. It's relatively simple to do: you make four "if" statements, each saying "if player is facing in direction x", and then make it load graphics as appropriate, using what's already there as a template.

Vaskituh
June 7th, 2009, 04:43 PM
Your fishing question has already been answered. You need to script it.

The fishing itself works just fine. The only problem is with the graphics. This is the part you need to script. It's relatively simple to do: you make four "if" statements, each saying "if player is facing in direction x", and then make it load graphics as appropriate, using what's already there as a template.


def pbFishingBegin
if !pbCommonEvent(FISHINGBEGINCOMMONEVENT)
pattern=0
playertrainer=pbGetPlayerTrainerType
5.times do |pattern|
$game_player.setDefaultCharName(sprintf("fishing%03d",playertrainer),pattern)
2.times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
end


I understood more than perfectly what you meant, but still :( don't know how to do it matey :(

Wichu
June 8th, 2009, 02:44 AM
Try this:
case $game_player.direction
when 2 # Down
when 4 # Left
when 6 # Right
when 8 # Up
end

EDIT: Alternatively, you could edit the sprintf parameters. For example:
def pbFishingBegin
if !pbCommonEvent(FISHINGBEGINCOMMONEVENT)
pattern=0
playertrainer=pbGetPlayerTrainerType
dirs=["down","left","right","up"]
dir=dirs[$game_player.direction/2-1]
5.times do |pattern|
$game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),pattern)
2.times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
end
In this case, your fishing sprites would be named 'fishing000down.png', 'fishing000left.png' etc.

Vaskituh
June 8th, 2009, 05:33 AM
Try this:
case $game_player.direction
when 2 # Down
when 4 # Left
when 6 # Right
when 8 # Up
end

EDIT: Alternatively, you could edit the sprintf parameters. For example:
def pbFishingBegin
if !pbCommonEvent(FISHINGBEGINCOMMONEVENT)
pattern=0
playertrainer=pbGetPlayerTrainerType
dirs=["down","left","right","up"]
dir=dirs[$game_player.direction/2-1]
5.times do |pattern|
$game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),pattern)
2.times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
end
In this case, your fishing sprites would be named 'fishing000down.png', 'fishing000left.png' etc.

Worked MORE than perfectly !! THANK YOU !

One problem though, if i actually get into the fight (by fishing) everything goes ok, if i just wait and don't try to get into the battle (... oh a bite.. (but i don't press any button)) it gives this error:

http://img44.imageshack.us/img44/6591/semttuloc.jpg

Thank you again mate !

PS: Figured out that i still have to have the file Fishing000 (but anyway.. if i fish but don't get into battle, it looks up, right, down and left as it's looking for the sprites on the file Fishing000, but fishing on each direction works more than perfectly !)

Wichu
June 8th, 2009, 05:53 AM
Ah, you'll have to modify pbFishingEnd as well.

def pbFishingEnd(oldpattern)
if !pbCommonEvent(FISHINGENDCOMMONEVENT)
pattern=0
playertrainer=pbGetPlayerTrainerType
dirs=["down","left","right","up"]
dir=dirs[$game_player.direction/2-1]
5.times do |pattern|
$game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
pattern+=1
2.times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
end
That should work.

Vaskituh
June 8th, 2009, 07:05 AM
Ah, you'll have to modify pbFishingEnd as well.

def pbFishingEnd(oldpattern)
if !pbCommonEvent(FISHINGENDCOMMONEVENT)
pattern=0
playertrainer=pbGetPlayerTrainerType
dirs=["down","left","right","up"]
dir=dirs[$game_player.direction/2-1]
5.times do |pattern|
$game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
pattern+=1
2.times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
end
That should work.

Now he looks left if he doesn't go into a battle, strange, but anyway, you have been helping much and i wanted to thank you !

Alexandre
June 8th, 2009, 07:12 AM
Why you making it so hard on yourselves? Activate a switch when fishing starts. That switch in turn can run an event which changes the graphics for you. ;)

Vaskituh
June 8th, 2009, 07:25 AM
Don't really understand what you mean, but if you can help me with my problem i would be thankfull : )

Wichu
June 8th, 2009, 07:25 AM
Hmm... I don't know if this will work, but try this:
def pbFishingEnd(oldpattern)
if !pbCommonEvent(FISHINGENDCOMMONEVENT)
pattern=0
playertrainer=pbGetPlayerTrainerType
dirs=["down","left","right","up"]
dir=dirs[$game_player.direction/2-1]
olddir=$game_player.direction
5.times do |pattern|
$game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
pattern+=1
2.times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
$game_temp.player_new_direction=olddir
end

Vaskituh
June 8th, 2009, 07:46 AM
Hmm... I don't know if this will work, but try this:
def pbFishingEnd(oldpattern)
if !pbCommonEvent(FISHINGENDCOMMONEVENT)
pattern=0
playertrainer=pbGetPlayerTrainerType
dirs=["down","left","right","up"]
dir=dirs[$game_player.direction/2-1]
olddir=$game_player.direction
5.times do |pattern|
$game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
pattern+=1
2.times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
$game_temp.player_new_direction=olddir
end

For some reason it still looks at left matey : O

Alexandre
June 8th, 2009, 09:18 AM
Get rid of any commands that active a change in graphics, put this in the script when u fish: $game_switches[no of switch here] = true. Then set a common event to run parallel to when this switch is activated. Then just set some move routes to change the graphics. Much easier :)

Luka S.J.
June 8th, 2009, 09:31 AM
It's even easier than that...Just rename the fishing graphics to fishingX.png
and replace X with the number of your character (eg.001). That's what it says in the notes and it works fine. I've tried it.

Vaskituh
June 8th, 2009, 10:43 AM
DragoChamp that doesn't help at all.. that is how the game comes.. if you use a Rod it will use the 5 sprites and not more than that.. so either you don't know what you are talking about or we are talking about different things (probably) :P

agentalexandre12 (Are you Portuguese or Brazilian ?), i don't really understand what you mean, could you be more precise ?

Alexandre
June 8th, 2009, 11:12 AM
agentalexandre12 (Are you Portuguese or Brazilian ?), i don't really understand what you mean, could you be more precise ?
Its funny how everyone asks me that.
Change the script to:
def pbFishingEnd(oldpattern)
if !pbCommonEvent(FISHINGENDCOMMONEVENT)
$game_switches[50] = true
Graphics.update
Input.update
pbUpdateSceneMap
end
end
Then create a common event which activates ( on parallel ) when switch number 50 is on ( if you don't know how to do this, you really shouldn't be using RMXP). Then just change the characters graphics however you want inside this event. At the end, just turn switch number 50 off.

SpawnHyuuga
June 8th, 2009, 01:13 PM
Does anyone know how to make a more advanced timign system. As far as I can tell, there are days (of the week) and hours? Can I make a new system and get rid of the current one, or can I add onto it to make things such as birthday events, Christmas, and then make it snow/rain at appropriate times of the year.

Soul.//Silver
June 8th, 2009, 06:26 PM
Looks like it got pushed back to the previous page again.
Here is my previous post again.
I'm still have problems, the music still refuses to play. Here is the script again.

@>Control Variables: [0026]: Regi Defeat] +=1
@>Play SE: '378Cry',80,100
@>Change Battle BGM: 'SEQ_BA_DPOKE1',100,100
@>Conditional Branch: Script: pbRoamingPokemonBattle(378,50)
@>
: Else
@>
: Branch End
@>Control Switches: [0030: Regice Battle] = ON

Mortifiier
June 9th, 2009, 02:09 AM
Just a quick question....How would I go about changing the font size and type for the Trainer Card and the Region Map?

I was able to change the placement and colors easily enough, but I can't figure out the syntax for the font changes.

Trikeboy
June 9th, 2009, 07:35 AM
Does anyone know how to make a more advanced timign system. As far as I can tell, there are days (of the week) and hours? Can I make a new system and get rid of the current one, or can I add onto it to make things such as birthday events, Christmas, and then make it snow/rain at appropriate times of the year.

Well, implementing months is just as easy as implementing days. Here is some code I "created":

def pbIsMonth(monVariable,*arg)
mon=Time.now.mon
ret=false
for mn in arg
ret=true if mn==mon
end
if monVariable>=0
$game_variables[monVariable]=[
_INTL("January"),
_INTL("February"),
_INTL("March"),
_INTL("April"),
_INTL("May"),
_INTL("June"),
_INTL("July"),
_INTL("August"),
_INTL("September"),
_INTL("October"),
_INTL("November"),
_INTL("December")
][mon]
end
return ret
endPut it in PokemonUtilities at line 123. Actually I modified some existing code. Still looking for the correct place to automatically change the weather but I imagine it is not too hard to implement.

Luka S.J.
June 9th, 2009, 09:16 AM
Looks like it got pushed back to the previous page again.
Here is my previous post again.

Are you sure it isn't a problem in your music file? Have you made sure that the music can be played by RMXP? Otherwise it all should work. Have you messed with any battle scene scripts? Is there any interfering event there?
Other than that, I can't thing of what could go wrong.

SpawnHyuuga
June 10th, 2009, 01:35 PM
How do I have the game check the player for an item in the bag, so the event can continue?

Trikeboy
June 11th, 2009, 04:35 AM
How do I have the game check the player for an item in the bag, so the event can continue?

It is in the notes but not explained fully. Here is a quick example:
Condition Branch: Script: $PokemonBag.pbQuantity(PBItems::POTION)>0
- enter code if potion is in the bag
Else
- enter code if potion is not in the bag
Branch End

SynjoDeonecros
June 11th, 2009, 09:03 AM
I can't get it to work on RPG Maker XP; it says the tilesets are too big. I tried opening the tilesets on Photoshop, but I get an error when opening the Kanto Outside tileset. What's going on?

Vaskituh
June 11th, 2009, 02:48 PM
Guys how can i make it so if it's an encounter on Land the battle scene will have a type of background and the thingy under Pokemons will be a certain type too, if it's a cave encounter it will be different, and if it's goodrod one, it will be different too, but if it's a trainer battle it will be another one ?

SytheXP
June 11th, 2009, 04:04 PM
I don't recall if Ive asked this already or not and I can't find it (may have been in help thread) Anyway. I am trying to figure out where I need to go to change the name of the Pokegear. Where is the data for the name located?

megasuper123
June 11th, 2009, 05:29 PM
http: //www .youtube. com/ watch?v=_WDOZ8H-2x4

so my pokemart wont work help plz

script : pbPokemonMart([
: PBItems:: POKeBALL,
: PBItems:: POTION,
: PBItems:: ANTIDOTE,
: PBItems:: TM20,
: PBItems:: TM21,
: PBItems:: TM22,
: PBItems:: ICEHEAL,
: PBItems:: REPEL,
: PBItems:: ESCAPEROPE ])

~PokeJosh~
June 12th, 2009, 12:38 AM
Wow this sounds stupid but...

How do you make it stop raining at night and then make it rain again in the morning?

I'm learning RGSS, but i was hoping some one might know how to do this real quick.

-PokeJosh

Oh details. I want to be able to make it so that it only happens on a specific map, not just everywhere.

megasuper123
June 12th, 2009, 03:14 AM
yay i fixd the PokeMart yay yay

Wichu
June 12th, 2009, 03:38 AM
I don't recall if Ive asked this already or not and I can't find it (may have been in help thread) Anyway. I am trying to figure out where I need to go to change the name of the Pokegear. Where is the data for the name located?
If you mean the name in the menu, then it would be in the PokemonMenu script. Specifically, this line:
commands[cmdPokegear=commands.length]=_INTL("POKéGEAR") if $Trainer.pokegear
I believe that's the only time when the PokéGear's name is used in-game.
Wow this sounds stupid but...

How do you make it stop raining at night and then make it rain again in the morning?

I'm learning RGSS, but i was hoping some one might know how to do this real quick.

-PokeJosh

Oh details. I want to be able to make it so that it only happens on a specific map, not just everywhere.
The weather effects only refresh if you leave and enter a map, so it would be hard to make it automatically stop raining at night. However, it's possible to only make a map's weather effect activate during the day quite easily:

if oldid!=0 && oldid!=$game_map.map_id
weather=pbGetMetadata($game_map.map_id,MetadataWeather)
if weather && rand(100)<weather[1]
if $game_map.map_id==1 # Map ID of the desired map
time=Time.now
$game_screen.weather(weather[0],8,20) if time.hour<20 || time.hour>=6
else
$game_screen.weather(weather[0],8,20)
end
else
$game_screen.weather(0,0,0)
end
end

Then, just set the map's weather in the metadata to rain, with a 100% chance, and it should only activate at daytime.

Trikeboy
June 12th, 2009, 04:09 AM
If you mean the name in the menu, then it would be in the PokemonMenu script. Specifically, this line:
commands[cmdPokegear=commands.length]=_INTL("POKéGEAR") if $Trainer.pokegearI believe that's the only time when the PokéGear's name is used in-game.

The weather effects only refresh if you leave and enter a map, so it would be hard to make it automatically stop raining at night. However, it's possible to only make a map's weather effect activate during the day quite easily:

if oldid!=0 && oldid!=$game_map.map_id
weather=pbGetMetadata($game_map.map_id,MetadataWeather)
if weather && rand(100)<weather[1]
if $game_map.map_id==1 # Map ID of the desired map
time=Time.now
$game_screen.weather(weather[0],8,20) if time.hour<20 || time.hour>=6
else
$game_screen.weather(weather[0],8,20)
end
else
$game_screen.weather(0,0,0)
end
end
Then, just set the map's weather in the metadata to rain, with a 100% chance, and it should only activate at daytime.

I was wanting to add something like that to my game and have tried doing it via events but I like this code. I tried adding it in PokemonWeather but got an error when changing the map. I couldn't find where to put it. Can you help be with that?

Vaskituh
June 12th, 2009, 05:36 AM
Wichu could you also help me with my problem once again ? Thank you :D

Wichu
June 12th, 2009, 05:45 AM
I was wanting to add something like that to my game and have tried doing it via events but I like this code. I tried adding it in PokemonWeather but got an error when changing the map. I couldn't find where to put it. Can you help be with that?

Whoops, I forgot to mention where to put it. Find the similar section in PokemonField, and edit it to match my script.

megasuper123
June 12th, 2009, 08:40 AM
so i call it Pokemon Ms1 v0.1alpha(like 21% done)

http: // pokemonms1 . webs . com /

Vaskituh
June 12th, 2009, 09:57 AM
If you want people to know your game and it's website put in on your Sig, and stop posting just to say the site of it.. it's spam !

Could someone help me ?

Maruno
June 12th, 2009, 11:55 AM
Guys how can i make it so if it's an encounter on Land the battle scene will have a type of background and the thingy under Pokemons will be a certain type too, if it's a cave encounter it will be different, and if it's goodrod one, it will be different too, but if it's a trainer battle it will be another one ?
I haven't done this myself, or even looked into it, but I may have a few hints for you.

I seem to recall a script that checks what kind of tile you're standing on. I'm not sure whether it checks which specific tile in the tileset it is, or whether it just checks the terrain tag. But feasibly, you could put this to some use. Grass tile means grass underfoot. Sand tile means beach underfoot. And so on.

Expanding on this, you can check which map the player is in with another script. If you're in map "Viridian Forest", then there should be long grass and a forest in the background. And so on.

You can combine the two, but it'll quickly get very messy. The amount of mess depends on how many different factors you want to use. You could use the aforementioned tile and map checks, and also time of day and a few other things too.

As for where to put all this new code, go look in PokeBattle_ActualScene. That section describes what shows up during battle, including the battle bases and the background. Create a bunch of "if...elsif...else" statements to your heart's content (or something similar). I suspect there's already some there, which describe simple things such as "inside building", "grass", "cave", and so on, so expand on those choices (if there isn't, it shouldn't be difficult to make them).

Hope that gets you thinking.


Wow this sounds stupid but...

How do you make it stop raining at night and then make it rain again in the morning?

I'm learning RGSS, but i was hoping some one might know how to do this real quick.

-PokeJosh

Oh details. I want to be able to make it so that it only happens on a specific map, not just everywhere.
You know weather doesn't work like that, right? :cheeky:

Luka S.J.
June 12th, 2009, 12:24 PM
I haven't done this myself, or even looked into it, but I may have a few hints for you.


Acctually its quite simple. In the event go to the script option type this$PokemonGlobal.nextBattleBack="X"
Replace the X with the extension for the image. For instance, if I wanted to make special backgrounds for Giratina I would write the code
$PokemonGlobal.nextBattleBack="G"
and name the images "battlebgG.png", "enemybaseG.png", "playerbaseG.png" and note that the letter G was the extension I was talking about earlier.

Wow this sounds stupid but...

How do you make it stop raining at night and then make it rain again in the morning?

I'm learning RGSS, but i was hoping some one might know how to do this real quick.

-PokeJosh

Oh details. I want to be able to make it so that it only happens on a specific map, not just everywhere.

You can use this by setting up a parallel event that checks for the time and then initialises the weather specified. So it is possible.

Vaskituh
June 12th, 2009, 12:45 PM
I haven't done this myself, or even looked into it, but I may have a few hints for you.

I seem to recall a script that checks what kind of tile you're standing on. I'm not sure whether it checks which specific tile in the tileset it is, or whether it just checks the terrain tag. But feasibly, you could put this to some use. Grass tile means grass underfoot. Sand tile means beach underfoot. And so on.

Expanding on this, you can check which map the player is in with another script. If you're in map "Viridian Forest", then there should be long grass and a forest in the background. And so on.

You can combine the two, but it'll quickly get very messy. The amount of mess depends on how many different factors you want to use. You could use the aforementioned tile and map checks, and also time of day and a few other things too.

As for where to put all this new code, go look in PokeBattle_ActualScene. That section describes what shows up during battle, including the battle bases and the background. Create a bunch of "if...elsif...else" statements to your heart's content (or something similar). I suspect there's already some there, which describe simple things such as "inside building", "grass", "cave", and so on, so expand on those choices (if there isn't, it shouldn't be difficult to make them).

Hope that gets you thinking.



You know weather doesn't work like that, right? :cheeky:


Well i was thinking it would depend on the Encounter file, If the type of encounter was GoodRod, Land, Cave, National Park, Etc, etc or Trainer Battle.

Could you help me with it ?

Maruno
June 12th, 2009, 04:54 PM
Acctually its quite simple. In the event go to the script option type this$PokemonGlobal.nextBattleBack="X"Replace the X with the extension for the image. For instance, if I wanted to make special backgrounds for Giratina I would write the code
$PokemonGlobal.nextBattleBack="G"and name the images "battlebgG.png", "enemybaseG.png", "playerbaseG.png" and note that the letter G was the extension I was talking about earlier.
So you make an autorun event that uses this script, and put it in a map? Does it apply for as long as you're on that map, because the name kinda suggests it works for the next battle only.

Looks interesting, though, and proves I haven't been looking into it. I may need to find out how this works in more detail (eventually).

Presumably you'd have to make it such that one or another of these is in effect all the time (ideally varying depending on area). Are there any default settings (e.g. surf encounters, grass, cave, etc.)?


Well i was thinking it would depend on the Encounter file, If the type of encounter was GoodRod, Land, Cave, National Park, Etc, etc or Trainer Battle.

Could you help me with it ?
See above for at least a partial solution. You can probably also find a script that checks the encounter type, and run with it.

Although I'm not sure why you'd want to differentiate trainer battles from wild ones, because they could still take place in the same area (i.e. the same background).

Luka S.J.
June 13th, 2009, 02:33 AM
Well you can always go about editing the main script of the game. What I wrote above is for events, for instance if you battle a legendary pokemon as an event then you would go about typing that code in the script function to change the battle background and stuff like that.
If that's not what you want, you can go about editing the script "PokeBattle_ActualScene" and go to the line where it says:
battlebg="Graphics/Pictures/battlebg#{id}.png"
enemybase="Graphics/Pictures/enemybase#{id}.png"
playerbase="Graphics/Pictures/playerbase#{id}.png"

(you can use the find option to get to this quicker)

So what you could do here is just make few more lines of codes containing
if $game_map.map_id==id of your map
battlebg="Graphics/Pictures/battlebgX.png"
enemybase="Graphics/Pictures/enemybaseX.png"
playerbase="Graphics/Pictures/playerbaseX.png"
else
battlebg="Graphics/Pictures/battlebg#{id}.png"
enemybase="Graphics/Pictures/enemybase#{id}.png"
playerbase="Graphics/Pictures/playerbase#{id}.png"
end

As usual replace the X with the specified extension and for the map id type the number that you see in RMXP at the bottom of the window right before the name of the map (don't include the "0" in front of numbers otherwise connections will be disabled). So by this you could define the map for which you want your graphics to change.

Vaskituh
June 13th, 2009, 03:02 AM
Well you can always go about editing the main script of the game. What I wrote above is for events, for instance if you battle a legendary pokemon as an event then you would go about typing that code in the script function to change the battle background and stuff like that.
If that's not what you want, you can go about editing the script "PokeBattle_ActualScene" and go to the line where it says:
battlebg="Graphics/Pictures/battlebg#{id}.png"
enemybase="Graphics/Pictures/enemybase#{id}.png"
playerbase="Graphics/Pictures/playerbase#{id}.png"

(you can use the find option to get to this quicker)

So what you could do here is just make few more lines of codes containing
if $game_map.map_id==id of your map
battlebg="Graphics/Pictures/battlebgX.png"
enemybase="Graphics/Pictures/enemybaseX.png"
playerbase="Graphics/Pictures/playerbaseX.png"
else
battlebg="Graphics/Pictures/battlebg#{id}.png"
enemybase="Graphics/Pictures/enemybase#{id}.png"
playerbase="Graphics/Pictures/playerbase#{id}.png"
end

As usual replace the X with the specified extension and for the map id type the number that you see in RMXP at the bottom of the window right before the name of the map (don't include the "0" in front of numbers otherwise connections will be disabled). So by this you could define the map for which you want your graphics to change.


The code basically is that one, but instead of the number of the map, i wanted it to be for the Type of Encounter found on Encounters.txt, basically, if it's Water, GoodRod, Cave, Land, etc

I guess theres not THAT much to change on the code you gave me, but i still don't know how to do it, so if you could give me one last help : )

Luka S.J.
June 13th, 2009, 03:21 AM
The code basically is that one, but instead of the number of the map, i wanted it to be for the Type of Encounter found on Encounters.txt, basically, if it's Water, GoodRod, Cave, Land, etc

I guess theres not THAT much to change on the code you gave me, but i still don't know how to do it, so if you could give me one last help : )

That you can just change by changing the already given graphics (battlebg1, enemybase1, playerbase1...etc). You would have to look at the individual images and try to figure out what the numbers refer to. If you want to do it by scripting, at the "if" function instead of the code for checking the map id you can choose one of the following
$PokemonEncounters.isCave?

$PokemonEncounters.isGrass?

$PokemonGlobal.diving

$PokemonGlobal.surfing

-------------------------------------------------------------------------------------------------------------------------------------------------------------------
This is on a different note, but few pages ago I said that if you change the PBExperience script's MAXLEVEL only wild Pokemon then can become a level higher than 100 and the trainer's Pokemon cannot. Well...this is true. But I found a way to fix it.

1.) Back up your Script.rmxp file from the "Root\Data" folder onto your desktop or anywhere else. Then delete this script from the Data folder.
2.) Select the RMXP Data called EditorScripts and rename it to Scripts.
3.) Now open your Project but don't launch the game (or it will always crash). You will now have a whole new database of scripts available.
4.) Here go to PBExperience and set your MAXLEVEL to what you have set in the original script file.
5.) Now save and close your project, and rename the Scripts.rmxp back to EditorScripts. Also restore your old scripts from your backup.
Now you can set your new maximum level for trainers too.

~Biel~
June 13th, 2009, 07:24 AM
I wish I had
a script for release before the title screen!
someone could pass me this script?
ah .. I use the pokemon starter kit!

Reck
June 13th, 2009, 04:57 PM
Hey I was wondering how can i add a rival that has a name defined by the player. I have divided this into three sections.

--How can i create the the 3rd player

--What is the call script for entering their name

--What must i put in the text box to came out as their name(ya know like players name is "\PN"

By the way i don't know how to script except a few things. So an easy to understand answer would be nice.

EDIT: Also is their a way to make someone say Morning/day/evening by entering a code in text box ya know like \PN only maybe...\TOD(time of day:D)

SytheXP
June 13th, 2009, 08:40 PM
Hey I was wondering how can i add a rival that has a name defined by the player. I have divided this into three sections.

--How can i create the the 3rd player

--What is the call script for entering their name

--What must i put in the text box to came out as their name(ya know like players name is "\PN"

By the way i don't know how to script except a few things. So an easy to understand answer would be nice.

EDIT: Also is their a way to make someone say Morning/day/evening by entering a code in text box ya know like \PN only maybe...\TOD(time of day:D)

Please look in notes that come with pokemon essentials it explains how to bring up a rival screen and what not. I use one in my project I dont have it opened atm but it tells you in the Notes file included

~Biel~
June 14th, 2009, 02:49 AM
Heloooo! helpe me! T.T
I wish I had
a script for release before the title screen!
someone could pass me this script?
ah .. I use the pokemon starter kit!

Luka S.J.
June 14th, 2009, 12:41 PM
Heloooo! helpe me! T.T
I wish I had
a script for release before the title screen!
someone could pass me this script?
ah .. I use the pokemon starter kit!

That sounds more like a request and is not very helpful too. You should explain a bit deeper about what you really want and how it should be created or handled or whatever. "A script for release before the title screen". I guess by this you mean the intro screen and I presume you want to make it look like the GBA versions?

videogamemaster
June 15th, 2009, 09:22 AM
This might be a really simple question, but here it is.
How do you add sounds to battle moves (scratch, ice beam, etc.)? I already have the sounds i need, but every time i try to add the sound to the attack in the Editor thing it never works.

murkage7
June 15th, 2009, 08:37 PM
Modification of Flameguru's Pokemon starter kit, which incorporates my Pokemon Advance battle system (on a different topic on this forum) along with many new features I added.

Please use the link in my signature to access it.

I would like to make a request: Please report all problems and error logs to me through private messaging, rather than to this thread. It's more convenient for me that way.


Now where is this download at im new thanks

SytheXP
June 15th, 2009, 09:13 PM
Now where is this download at im new thanks

First Post m8 look at the sig and click Pokemon Essentials thats the download link.

Reck
June 16th, 2009, 10:35 AM
How can I get this to work as my command box(see attachment)(GIFed to prevent Theft). I need to change where the courser goes when i press the arrow buttons. (they still move to their default position) here's how i want it to work.

From "fight" i want when i press the down arrow to move to "Run"(left and right do nothing)

When on "run" Up=Fight::Right=Pokemon::Left=Bag

When on "pokemon" Up=fight::Left=run

When on "bag" Up=Fight::Right=run

Any i deas on how to do this?

Vaskituh
June 17th, 2009, 12:49 PM
Guys, are there EV's and IV's in the game ?

Ty 101
June 18th, 2009, 11:38 AM
How can I get this to work as my command box(see attachment)(GIFed to prevent Theft). I need to change where the courser goes when i press the arrow buttons. (they still move to their default position) here's how i want it to work.

From "fight" i want when i press the down arrow to move to "Run"(left and right do nothing)

When on "run" Up=Fight::Right=Pokemon::Left=Bag

When on "pokemon" Up=fight::Left=run

When on "bag" Up=Fight::Right=run

Any i deas on how to do this?

I recommended that you learn to script if you can not.
What you are asking is not an easy task.

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

And for my Question

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

I am changing my mystery gift event to a script.

I am stuck at figuring out how to recreate the show choices yes or no event command in a script.

I would obviously need an if, else statement and a variable but, I need help doing the visual part.

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

All help is greatly appreciated.

venom12
June 18th, 2009, 12:18 PM
Lord of the

And edit this for graphics

class Window_CommandMenuInner < SpriteWindow_Base
attr_reader :index
def index=(value)
@index=value
refresh
end
def setTexts(value)
@choice1=value[1]
@choice2=value[2]
@choice3=value[3]
@choice4=value[4]
refresh
end
def initialize
super(Graphics.width-496,Graphics.height-110,496,110)
self.contents=Bitmap.new(self.width-32,self.height-32)
pbSetSystemFont(self.contents)
@choice1=""
@choice2=""
@choice3=""
@choice4=""
@selarrow2=BitmapCache.load_bitmap("Graphics/Pictures/selarrow2.png")
@selarrow3=BitmapCache.load_bitmap("Graphics/Pictures/selarrow3.png")
@selarrow4=BitmapCache.load_bitmap("Graphics/Pictures/selarrow4.png")
@selarrow5=BitmapCache.load_bitmap("Graphics/Pictures/selarrow5.png")
@index=0
@menuBaseColor=PokeBattle_Scene::MENUBASECOLOR
@menuShadowColor=PokeBattle_Scene::MENUSHADOWCOLOR
refresh
end
def dispose
@selarrow.dispose
super
end
def refresh
self.contents.clear
pbCopyBitmap(self.contents,@selarrow2,0,0) if @index==0
pbCopyBitmap(self.contents,@selarrow4,0,0) if @index==1
pbCopyBitmap(self.contents,@selarrow3,0,0) if @index==2
pbCopyBitmap(self.contents,@selarrow5,0,0) if @index==3
self.contents.font.color=@menuShadowColor
pbDrawShadow(self.contents,20,0,96,32,@choice1)
pbDrawShadow(self.contents,20,32,96,32,@choice2)
pbDrawShadow(self.contents,132,0,96,32,@choice3)
pbDrawShadow(self.contents,132,32,96,32,@choice4)
self.contents.font.color=@menuBaseColor
self.contents.draw_text(20,0,96,32,@choice1)
self.contents.draw_text(20,32,96,32,@choice2)
self.contents.draw_text(132,0,96,32,@choice3)
self.contents.draw_text(132,32,96,32,@choice4)
end
end


This script is for arrows when you want edit inputs like you want you should edit this lines its from 2107 to 2131


if curwindow>=0
if Input.trigger?(Input::RIGHT) || Input.trigger?(Input::DOWN)
loop do
newcurwindow=3 if curwindow==0
newcurwindow=1 if curwindow==3
newcurwindow=2 if curwindow==1
newcurwindow=0 if curwindow==2
curwindow=newcurwindow
next if curwindow==index
break if @battle.battlers[curwindow].hp>0
end
elsif Input.trigger?(Input::LEFT) || Input.trigger?(Input::UP)
loop do
newcurwindow=2 if curwindow==0
newcurwindow=1 if curwindow==2
newcurwindow=3 if curwindow==1
newcurwindow=0 if curwindow==3
curwindow=newcurwindow
next if curwindow==index
break if @battle.battlers[curwindow].hp>0
end
end
end
end
end



Ty 101 here is command for Yes And No
commands=[_INTL("YES"),_INTL("NO")]

Reck
June 18th, 2009, 12:36 PM
Thanks Venom. I thought those lines might do something but I was afraid to mess with them. Thanks again.

Edit:

These lines did not change the controls. Any ideas?

if curwindow>=0
if Input.trigger?(Input::RIGHT) || Input.trigger?(Input::DOWN)
loop do
newcurwindow=3 if curwindow==0
newcurwindow=1 if curwindow==3
newcurwindow=2 if curwindow==1
newcurwindow=0 if curwindow==2
curwindow=newcurwindow
next if curwindow==index
break if @battle.battlers[curwindow].hp>0
end
elsif Input.trigger?(Input::LEFT) || Input.trigger?(Input::UP)
loop do
newcurwindow=2 if curwindow==0
newcurwindow=1 if curwindow==2
newcurwindow=3 if curwindow==1
newcurwindow=0 if curwindow==3
curwindow=newcurwindow
next if curwindow==index
break if @battle.battlers[curwindow].hp>0
end
end
end
end
end

Atomic Reactor
June 18th, 2009, 06:45 PM
Where would I have to edit to make the Bike just a notch faster? Cause it's really not that fast...

Btw, does fishing work in essentials? I thought i remembered reading that it doesnt? I haven't gotten around to trying it.

SytheXP
June 18th, 2009, 07:02 PM
IDK what to edit for the bike havn't really looked but I need to know that as well. Also no fishing doesn't successfully work but Fangking Omega or someone who is well on in their project may know how to fix it so seek one of them out and ask if not IDK. Thats one of my next devotions.

Luka S.J.
June 19th, 2009, 02:33 AM
IDK what to edit for the bike havn't really looked but I need to know that as well. Also no fishing doesn't successfully work but Fangking Omega or someone who is well on in their project may know how to fix it so seek one of them out and ask if not IDK. Thats one of my next devotions.

Check lines 58 and 59 in the "Walk_Run" Script. It should look like this
if $PokemonGlobal.bicycle
@move_speed = $RPGVX ? 8 : 5.2

Change the 5.2 to a higher number, but don't change it to 6 or higher than that, because it's just bad like that. I have no idea what the 8 does.

Ty 101
June 19th, 2009, 05:58 AM
Ty 101 here is command for Yes And No
commands=[_INTL("YES"),_INTL("NO")]

I hope that I don't sound stupid but, what would be the variable if you need one for yes or no.

Atomic Reactor
June 19th, 2009, 09:47 AM
Thanks for the help Dragochamp.
I changed it to 6.2 just for kicks, the only problem is that its a little laggy for like 5 seconds, then it works fine. So I'm going to stay with 6.2 and it's a pretty decent speed.

Alexandre
June 19th, 2009, 10:34 AM
the only problem is that its a little laggy for like 5 seconds
I believe this is an Essentials issue. It happens to me with encounters, trainer attacks and surf. I think it is due to the fact that the game is loading alot of code while also attempting to load a huge .midi or whatever sound file is being used.

~JV~
June 19th, 2009, 01:30 PM
I believe this is an Essentials issue. It happens to me with encounters, trainer attacks and surf. I think it is due to the fact that the game is loading alot of code while also attempting to load a huge .midi or whatever sound file is being used.

Yes, but that happens only when you first battle a determined pokémon because somehow it takes sometime to load it's sprite. The next time you battle the same pokemon, there wont be any loading time.

Alexandre
June 19th, 2009, 02:00 PM
Yes, but that happens only when you first battle a determined pokémon because somehow it takes sometime to load it's sprite. The next time you battle the same pokemon, there wont be any loading time.
Ah, that clears up alot. Thanks!

Luka S.J.
June 19th, 2009, 03:12 PM
Yeah, the game tends to lag alot. And the map scrolling while walking isn't very smooth to. Well we should still be thankful that a persont provided us with something like this starter kit.

Atomic Reactor
June 19th, 2009, 04:04 PM
Hmm, mine never really lags that much... I've only had a lagging problem a few times while using it. And yes, we should all be thankful for someone putting together such a fun kit ^_^

TheAliveTrain
June 19th, 2009, 06:07 PM
Is it possible to put different forms for Pokémons? Or, maybe this gets complicated, gender differences?

Luka S.J.
June 20th, 2009, 12:21 AM
It is possible and is not that complicated. Just search a few pages back and you will find a script i posted for form change.

TheAliveTrain
June 20th, 2009, 03:01 AM
It is possible and is not that complicated. Just search a few pages back and you will find a script i posted for form change.
Thanks, I'm going to check it now. But for the gender differences, I'd like something like finding a wild Pokémon with gender differences and I don't know if it is possible.

Luka S.J.
June 20th, 2009, 03:16 AM
Well for the gender sprites (if that's what you are refering too) it can basically work with the same structure. Just make a simple function in the script to check if the pokemon is female and do a code like this:
bitmapFileName=sprintf("Graphics/Battlers/%03df%s%s.png",species,
pokemon.isShiny? ? "s" : "",
back ? "b" : "")
So now it would look for the letter "f" after the number (e.g. "16f.png") and load the female sprites. Ok...I've dug up the script and am posting it again. So here it is:
The script supports shiny Giratina in all forms and changes Giratina back to Another Form if the Torn World switch is deactivated.
Put this script in PokemonUtilities in the def pbLoadSpeciesBitmap
# Giratina form changing script by Luka S.J.
elsif isConst?(species,PBSpecies,:GIRATINA)
d=if $game_switches[96]==true
begin
# Load Origin Form bitmap if found
# Rename the Origin Form images to 487origin (normal), 487sorigin (shiny), 487borigin (back), 487sborigin (shiny back)
return BitmapCache.load_bitmap(
sprintf("Graphics/Battlers/%03d%s%sorigin.png",species,
pokemon.isShiny? ? "s" : "",
back ? "b" : "", d)
)
rescue
# Load plain bitmap as usual (see below)
end
end
Change the number in blue to any number to define the control switch used for the event. This script can be changed and use for other pokemon by just changing the species name and defining the "d=" value as a method for when the forms should take place.

TheAliveTrain
June 20th, 2009, 04:06 AM
[/URL][URL="http://img35.imageshack.us/i/ewrrrf.png/"]http://img35.imageshack.us/img35/4017/ewrrrf.png (http://img35.imageshack.us/i/ewrrrf.png/)

I was going to open my project and... this error appeared... I changed nothing from yesterday, and it was working.

Luka S.J.
June 20th, 2009, 04:26 AM
[/URL][URL="http://img35.imageshack.us/i/ewrrrf.png/"]http://img35.imageshack.us/img35/4017/ewrrrf.png (http://img35.imageshack.us/i/ewrrrf.png/)

I was going to open my project and... this error appeared... I changed nothing from yesterday, and it was working.

Aouch...happened to me many times. It occours in RMXP if it doesnt close properly, so the game data gets corrupted. Do you have a backup? Because you need to restore your data folder from a backup. If you dont, just replace the "CommonEvent.rmxp" inside the data folder by the original Pokemon Essentials one.

TheAliveTrain
June 20th, 2009, 05:06 AM
Aouch...happened to me many times. It occours in RMXP if it doesnt close properly, so the game data gets corrupted. Do you have a backup? Because you need to restore your data folder from a backup. If you dont, just replace the "CommonEvent.rmxp" inside the data folder by the original Pokemon Essentials one.
The problem is solved, I replaced my latest bacukp, so I just lost an event&map (nothing dramatic). So I must say thanks again, you're being much helpful :D

I'm sorry to post again but I got new issues...
First, I'd like to change the font of my whole game as the loading screen(where it says New Game; Continue; Options). I searched on this thread but I just found that the loading screen can be changed on the PokemonLoad, near line 225 (which I knew already). But now I don't know what kind of code I must put, and I don't even know where may I see some scripts explanation just to make my own and not asking others. And about the fonts I found nothing, so I'd like too to have some help here.

Lastly, I changed the resolution of my game (the window, so now it is smaller), but my character walks "the double of its speed" (I know it is because I have set the resolution to half.), what can I do?

Thanks and sorry again.

Ty 101
June 20th, 2009, 02:38 PM
The problem is solved, I replaced my latest bacukp, so I just lost an event&map (nothing dramatic). So I must say thanks again, you're being much helpful :D

I'm sorry to post again but I got new issues...
First, I'd like to change the font of my whole game as the loading screen(where it says New Game; Continue; Options). I searched on this thread but I just found that the loading screen can be changed on the PokemonLoad, near line 225 (which I knew already). But now I don't know what kind of code I must put, and I don't even know where may I see some scripts explanation just to make my own and not asking others. And about the fonts I found nothing, so I'd like too to have some help here.

Lastly, I changed the resolution of my game (the window, so now it is smaller), but my character walks "the double of its speed" (I know it is because I have set the resolution to half.), what can I do?

Thanks and sorry again.

I think that the notes say something about font.

Spira
June 20th, 2009, 02:46 PM
Where can I find the icons used in the D&P main menu? You know, next to bag and so forth. I can't find them in the essentials or anywhere else.

SytheXP
June 20th, 2009, 03:05 PM
Essentials uses R/S/E/Fr/LG icons, bag and menu screens if you want the latest D/P/Pt menus and what not check the spriters resource site (Google Spriters Resource) for system choose DS for game choose either Pokemon D/P or Pokemon Pt then choose the graphics you want right click and save to your compy. Be sure to credit whoever wants credit for ripping them though its usually a nice thing to do and even if they don't require credit it is still a good thing to do b/c they have made things easier for you.

Soul.//Silver
June 20th, 2009, 03:55 PM
Well for the gender sprites (if that's what you are refering too) it can basically work with the same structure. Just make a simple function in the script to check if the pokemon is female and do a code like this:
bitmapFileName=sprintf("Graphics/Battlers/%03df%s%s.png",species,
pokemon.isShiny? ? "s" : "",
back ? "b" : "")
So now it would look for the letter "f" after the number (e.g. "16f.png") and load the female sprites. Ok...I've dug up the script and am posting it again. So here it is:
The script supports shiny Giratina in all forms and changes Giratina back to Another Form if the Torn World switch is deactivated.
Put this script in PokemonUtilities in the def pbLoadSpeciesBitmap
# Giratina form changing script by DragoChamp
elsif isConst?(species,PBSpecies,:GIRATINA)
d=if $game_switches[96]==true
begin
# Load Origin Form bitmap if found
# Rename the Origin Form images to 487origin (normal), 487sorigin (shiny), 487borigin (back), 487sborigin (shiny back)
return BitmapCache.load_bitmap(
sprintf("Graphics/Battlers/%03d%s%sorigin.png",species,
pokemon.isShiny? ? "s" : "",
back ? "b" : "", d)
)
rescue
# Load plain bitmap as usual (see below)
end
end
Change the number in blue to any number to define the control switch used for the event. This script can be changed and use for other pokemon by just changing the species name and defining the "d=" value as a method for when the forms should take place.

About this script, at what line do I put it on in PokemonUtilities. I tried placing it after the Unown one but it wouldn't work, I kept getting a Syntax error on line 486 where elsif isConst?(species,PBSpecies,:GIRATINA) was.

mad.array
June 20th, 2009, 03:59 PM
Destined: It might be as simple as you've placed it one line too high and it's expecting an end instead of your code. try playing around with the placement a little bit and see if that sorts it out.

Spira
June 20th, 2009, 04:02 PM
Essentials uses R/S/E/Fr/LG icons, bag and menu screens if you want the latest D/P/Pt menus and what not check the spriters resource site (Google Spriters Resource) for system choose DS for game choose either Pokemon D/P or Pokemon Pt then choose the graphics you want right click and save to your compy. Be sure to credit whoever wants credit for ripping them though its usually a nice thing to do and even if they don't require credit it is still a good thing to do b/c they have made things easier for you.
I already checked there, they don't have the menu icons there at all (nor animated versions). Thanks though.

Here's what I'm talking about (http://img189.imageshack.us/img189/6361/iconsc.png).

Soul.//Silver
June 20th, 2009, 04:34 PM
Hmm, I tried changing it around a bit by moving it down, but it still won't work. Same Syntax error but with line 487 this time. Here is the script from line 465 to line 502.
bitmapFileName=sprintf("Graphics/Battlers/%03d%s%s.png",species,
pokemon.isShiny? ? "s" : "",
back ? "b" : "")
if isConst?(species,PBSpecies,:SPINDA) && !back
bitmap=Bitmap.new(bitmapFileName)
pbSpindaSpots(pokemon,bitmap)
return bitmap
elsif isConst?(species,PBSpecies,:UNOWN)
d=pokemon.personalID&3
d|=((pokemon.personalID>>8)&3)<<2
d|=((pokemon.personalID>>16)&3)<<4
d|=((pokemon.personalID>>24)&3)<<6
d%=28 # index of letter : ABCDEFGHIJKLMNOPQRSTUVWXYZ!?
begin
# Load special bitmap if found
# Example: 201b_02 for the letter C
return BitmapCache.load_bitmap(
sprintf("Graphics/Battlers/%03d%s%s_%02d.png",species,
pokemon.isShiny? ? "s" : "",
back ? "b" : "", d)
)
# Giratina form changing script by DragoChamp
elsif isConst?(species,PBSpecies,:GIRATINA)
d=if $game_switches[96]==true
begin
# Load Origin Form bitmap if found
# Rename the Origin Form images to 487origin (normal), 487sorigin (shiny), 487borigin (back), 487sborigin (shiny back)
return BitmapCache.load_bitmap(
sprintf("Graphics/Battlers/%03d%s%sorigin.png",species,
pokemon.isShiny? ? "s" : "",
back ? "b" : "", d)
)
rescue
# Load plain bitmap as usual (see below)
end
end
return BitmapCache.load_bitmap(bitmapFileName)
end

mad.array
June 20th, 2009, 04:48 PM
Ok, you need to copy the lines that read

rescue
# Load plain bitmap as usual (see below)
end

And paste them above the line

# Giratina form changing script by DragoChamp

Soul.//Silver
June 20th, 2009, 10:50 PM
Ok, you need to copy the lines that read

rescue
# Load plain bitmap as usual (see below)
end

And paste them above the line

# Giratina form changing script by DragoChamp

Gah, new problem. Syntax error at line 1208. Here is the line:
1208 class WaveData

Luka S.J.
June 20th, 2009, 11:36 PM
Mad.array explained the position. You simply forgot to finish the Unown script. As for your new error, it occours because you didnt end the script at the right place. Simply place another "end" after the last line of the Giratina script. If thats not the case, place the "end" after the last line of the unown script.

Soul.//Silver
June 21st, 2009, 12:15 AM
Ok, I'm pretty sure the Giratina script is working now. But I tried editing it for Shaymin Sky. And for some reason I'm getting a Syntax error at line 519. Line 519 is the second last in the portion of script below.
rescue
# Load plain bitmap as usual (see below)
end
# Shaymin form change script by Destined (edited version of Drago Champs Giratina change script, most credit to him)
elsif isConst?(species,PBSpecies,:SHAYMIN)
d=if $game_switches[97]==true
begin
# Load Sky Form bitmap if found
# Rename the Sky Form images to 487sky (normal), 487ssky (shiny), 487bsky(back), 487ssky (shiny back)
return BitmapCache.load_bitmap(
sprintf("Graphics/Battlers/%03d%s%ssky.png",species,
pokemon.isShiny? ? "s" : "",
back ? "b" : "", d)
)
rescue
# Load plain bitmap as usual (see below)
end
end
return BitmapCache.load_bitmap(bitmapFileName)
end
end

mad.array
June 21st, 2009, 04:50 AM
You should just need to lose that last end, but if the syntax error is on the second last line than there may be something else. Eiter way, you've got more ends there than you should have.

TheAliveTrain
June 21st, 2009, 01:10 PM
And what about the player's speed, how do I change it? The player is going to fast, and I want it to go slower. Is there anyway to chenge it?

Luka S.J.
June 21st, 2009, 01:18 PM
And what about the player's speed, how do I change it? The player is going to fast, and I want it to go slower. Is there anyway to chenge it?

Yes you can change it. To to line 63 in the "Walk_Run" script. It should look like this
@move_speed = $RPGVX ? 4.5 : 3.8
Change the 3.8 to some other speed. As before, I have no idea what the 4.5 does.

mad.array
June 21st, 2009, 01:33 PM
The 4.5 is the move speed if RPG Maker VX is being used instead of XP, they have different speeds so that's the equivalent value..

TheAliveTrain
June 21st, 2009, 01:56 PM
Yes you can change it. To to line 63 in the "Walk_Run" script. It should look like this
@move_speed = $RPGVX ? 4.5 : 3.8Change the 3.8 to some other speed. As before, I have no idea what the 4.5 does.
Hmm, thanks a lot man, again.

And here's a new problem... with the resolution upgrade, now the autotiles show black when I walk, but they only show sometimes for some seconds, then it goes back to normal, but then it goes black again and blablabla...
Why do this happens, and how to solve this?

Luka S.J.
June 21st, 2009, 03:17 PM
Hmm, thanks a lot man, again.

And here's a new problem... with the resolution upgrade, now the autotiles show black when I walk, but they only show sometimes for some seconds, then it goes back to normal, but then it goes black again and blablabla...
Why do this happens, and how to solve this?

Yeah. Now I'm not sure if that's an error with Pokemon Essentials or RMXP itself, but it only accepts certain resolution. It likes everything that is increased or decreased by 0.5.
So the resolutions would be 0.5, 1, 1.5, 2 but it doesn't like other values like 0.75 so it messes up upon the resizing of tiles. I don't know how to fix that, so you better stick to the already given resolutions.

Zephyra
June 21st, 2009, 04:58 PM
I'm a little curious.

Would it be possible for each Pokemon egg to have a different sprite?
Say, an Absol egg would be white with black, and a Poliwag egg would have a spiral.

If so, how would I go about checking which species the egg will hatch into, and then loading the egg sprite for the respective Pokemon?

~JV~
June 21st, 2009, 05:49 PM
Yeah. Now I'm not sure if that's an error with Pokemon Essentials or RMXP itself, but it only accepts certain resolution. It likes everything that is increased or decreased by 0.5.
So the resolutions would be 0.5, 1, 1.5, 2 but it doesn't like other values like 0.75 so it messes up upon the resizing of tiles. I don't know how to fix that, so you better stick to the already given resolutions.

the thing is that the resolution has to be a multiple of the tile width and height so only the entire tile shows on the screen and not half of it (which causes the bugs).

mad.array
June 21st, 2009, 10:48 PM
@Zephyra: In PokemonUtilities, look at the section 'def pbLoadPokemonBitmapSpecies(pokemon, species, back=false)'.

That's where the egg bitmap (as well as the species bitmap) is loaded. If you look at the actual pokémon bitmap code, you'll see that it will find the right bitmap according to the dex number (as well as the shiny/back parameters), all you really need to do is set up something similar for the egg loading section. Though you will need to add a safety feature that loads the default egg sprite if one with the dex number can't be found.

TheAliveTrain
June 22nd, 2009, 04:58 AM
the thing is that the resolution has to be a multiple of the tile width and height so only the entire tile shows on the screen and not half of it (which causes the bugs).
So, If the resolution is 16, what would the height and width be?
Btw, how do I register a pokémon entry in a pokédex? Like an event which shows an image of a Pokémon and then that entry registers in the Pokédex.

Ty 101
June 22nd, 2009, 09:22 AM
I need to remove a specific pokemon from the party.

I need to remove a pidgey from the party.

tImE
June 22nd, 2009, 12:28 PM
Hi,
I'm sorry if this has alredy been answered.
I did search the thread but I didn't find anything.

So, here goes:
What parts of the scripts or/and the textfiles do you need to add/edit to add more/custom HM's and Badges?
Sort of like having 10 Badges & HM's instead of 8.


Thank you on beforehand.


//44tim44

Roconza
June 22nd, 2009, 08:11 PM
I was curious, are mode 7 scripts compatible with this kit? If so what steps would be needed to integrate it? Would it be very heavy scripting?

Soul.//Silver
June 22nd, 2009, 08:52 PM
I am still having trouble with this script, I am still getting Syntax Error on line 519, the line with "end" just before "def pbStringToAudioFile(str)".

rescue
# Load plain bitmap as usual (see below)
end
# Shaymin form change script by Destined (edit of DragoChamps Giratina script)
elsif isConst?(species,PBSpecies,:SHAYMIN)
d=if $game_switches[97]==true
begin
# Load Sky Form bitmap if found
# Rename the Sky Form images to 487sky (normal), 487ssky (shiny), 487bsky (back), 487sbsky (shiny back)
return BitmapCache.load_bitmap(
sprintf("Graphics/Battlers/%03d%s%ssky.png",species,
pokemon.isShiny? ? "s" : "",
back ? "b" : "", d)
)
rescue
# Load plain bitmap as usual (see below)
end
end
return BitmapCache.load_bitmap(bitmapFileName)
end

def pbStringToAudioFile(str)
if str[/^(.*)\:\s*(\d+)\s*\:\s*(\d+)\s*$/]
file=$1
volume=$2.to_i
pitch=$3.to_i
return RPG::AudioFile.new(file,volume,pitch)
elsif str[/^(.*)\:\s*(\d+)\s*$/]
file=$1
volume=$2.to_i
return RPG::AudioFile.new(file,volume,100)
else
return RPG::AudioFile.new(str,100,100)
end
end

thepsynergist
June 23rd, 2009, 01:41 AM
To Ty101

$Trainer.party.delete_if {|pkmn|
pkmn.species==PBSpecies::PIDGEY}

make sure you use extend script.

To Ty101

$Trainer.party.delete_if {|pkmn|
pkmn.species==PBSpecies::X}

X=Any Pokemon you want to delete.

Not sure, but use extendtext.exe if it doesn't work the first time.

Trikeboy
June 23rd, 2009, 09:43 AM
I was curious, are mode 7 scripts compatible with this kit? If so what steps would be needed to integrate it? Would it be very heavy scripting?

Check this out:

http://www.rpg-palace.com/downloads/details.php?id=2