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poccil
October 27th, 2007, 10:51 PM
I checked my script code, and in principle nothing prevents you from assuming that there are more than eight badges, though in the Trainer Card and for the purpose of hidden moves, only the first eight badges are important.

Oh, one tiny change in the "numbadges" function in script section PokeBattle_Trainer:


def numbadges # Number of badges
ret=0
for i in 0...@badges.length
ret+=1 if @badges[i]
end
return ret
end

mackoo
October 27th, 2007, 11:45 PM
I've got a question - I know I can change player graphics only by calling script like in intro. (0) means Red (I know I can change graphics by materialbase), and (1) means Crystal. But I want also to add some images to (2), (3) etc, because I need more characters for game, how can I do that?

|Maximus|
October 28th, 2007, 05:06 AM
I've got a question - I know I can change player graphics only by calling script like in intro. (0) means Red (I know I can change graphics by materialbase), and (1) means Crystal. But I want also to add some images to (2), (3) etc, because I need more characters for game, how can I do that?Edit the sprites in paint.

Poccil I would just add that in the script?

EDIT:The script doesn't work when I add it.

mackoo
October 28th, 2007, 05:58 AM
Argh, you didn't read what I wrote! I want to have possibillity to change player into 3 or 4 sprites. For Esample 3 characters playable, with this I can make only 2, so how can I add 3rd sprite to a script, that changes player.

|Maximus|
October 28th, 2007, 06:10 AM
Oh sorry Poccil could answer that.

OblivionMew
October 28th, 2007, 08:06 AM
hey poccil, couldn't you make a national dex by editing the script so in the pokemon.txt where it says it's dex number
eg. Treeko
[252]
Name=TREECKO
InternalName=TREECKO

change it to
[001, 252]
Name=TREECKO
InternalName=TREECKO

The first number being the region dex and the second being the national dex.

Would you be able to do this?

poccil
October 28th, 2007, 08:32 AM
Oblivion Mew:

Thank you for the idea. I was wondering about the best way to support a regional Pokedex. I will consider supporting it.

mackoo
October 28th, 2007, 08:46 AM
Then, poccil, did you see my question?

NytewolfAU2k7
October 28th, 2007, 09:21 AM
One feature I'd like in the kit would be a coin case script or something to that effect, it'd be kinda cool for ingame mini-games, not necessarily gambling...

|Maximus|
October 28th, 2007, 09:34 AM
Poccil this is what I ahve for the badge thing: <>Script: Trainer.badges[0]=true

poccil
October 28th, 2007, 09:41 AM
axibar:

That's "$Trainer", with a "$" sign.

NytewolfAU2k7:

One feature I'd like in the kit would be a coin case script or something to that effect, it'd be kinda cool for ingame mini-games, not necessarily gambling...

That feature is already supported. Using $PokemonGlobal.coins in a script retrieves the current number of coins. Example:


Text: Here are some coins.
Script: $PokemonGlobal.coins+=10
Text: Obtained 10 game coins!


(It may be useful here to add code to enforce a maximum number of coins:)


Script: $PokemonGlobal.coins+=10
: : if $PokemonGlobal.coins>9999
: : $PokemonGlobal.coins=9999
: : end


However, a player can't obtain Coins without a Coin Case, so that case should be checked first.


Conditional Branch: Script: $PokemonBag.pbQuantity(PBItems::COINCASE)==0
Text: Oops! Forgot the Coin Case!
Exit Event Processing
Branch End


Another example:


Script: $game_variables[1]=
: : $PokemonGlobal.coins
Text: You have \v[1] game coin(s).

mackoo
October 28th, 2007, 09:52 AM
1) How can I add 3rd playable character, script for change player works only with 2 graphics.
2) How can I remove all player Pokemon from party and box?

|Maximus|
October 28th, 2007, 09:55 AM
Thank you so much Poccil.

poccil
October 28th, 2007, 10:13 AM
To add a third player character, edit the file metadata.txt and add a "PlayerC" setting
to the section titled [000]. For reference, the following describes the setting:


PlayerA, PlayerB, PlayerC, PlayerD: Information on the player characters in the game. This setting consists of a number of comma-separated fields, described below:

* Field 1: Trainer type. This is an internal name of the trainer type and has one of the values defined in trainernames.txt. The file Graphics/Characters/trainerXXX.png, where XXX is the ID of that trainer type, should match the defined trainer type.
* Field 2: Character sprite, as found in Graphics/Characters.
* Field 3: Character sprite when mounted on a bicycle.
* Field 4: Back of the Trainer, for use in battles. The size is 128x128 and the file must be located in Graphics/Pictures.
* Field 5: Surfing character sprite.
* Field 6: Running character sprite.
* Field 7: Diving character sprite.

Backmaster
October 28th, 2007, 11:38 AM
what about a casino game script?^^
I could rip the graphics... I think the scripting shouldn't be this complicate.

@poccil: pls send me a list of sounds and sprites you need...

blueguy
October 28th, 2007, 11:45 AM
I wanted to make another character follow the player, but I'm not sure what to type in the 0 of the script.

Kernel.pbAddDependency(
get_character(0))

I tried typing the name of the character sprite sheet and the name of the event, but it didn't work.

phoenixprime88b5
October 28th, 2007, 11:56 AM
@Blueguy
I just wanted to say good job with the PokeChow comics, it's hilarious.

@Poccil
Why is it when I have maps connected, when I walk, run and ride a bike between the maps, they work, but when I surf between them, the character stops after crossing over and can't move as well as his surfing sprite changing to the normal sprite. Is it something i didn't do in the metadata or is it something else.

poccil
October 28th, 2007, 01:43 PM
That is a problem with the current version. I will get to work on a fix.

--Edit: Problem fixed. It will be part of the next release.

|Maximus|
October 28th, 2007, 01:58 PM
Poccil could I just add some graphics and some scripts to update the background of the battlescene.

poccil
October 28th, 2007, 02:12 PM
I have already done so, in the latest version. The function that decides the battle background is called pbBackdrop, in the script section PokeBattle_ActualScene.

|Maximus|
October 28th, 2007, 02:13 PM
Could you PM me what I would have to do instead of download the new starterkit?

poccil
October 28th, 2007, 02:18 PM
blueguy:

The "0" in "get_character(0)" refers to the event that the Script event command is on. It is not a placeholder for something else, but is part of the actual code.

blueguy
October 28th, 2007, 02:55 PM
blueguy:

The "0" in "get_character(0)" refers to the event that the Script event command is on. It is not a placeholder for something else, but is part of the actual code.

XD I tried! But anyways, thank you. I've gotten it to work.

O.G. Duke
October 28th, 2007, 05:53 PM
Sometimes when I make map connection, there is a black line separate the two map when I stop moving...When I start moving, the line dissappear. But when I stop again, it appear again:
http://img153.imageshack.us/img153/5498/bugpw5.png

phoenixprime88b5
October 28th, 2007, 06:00 PM
Yeah I get that line too, what's up with that?

O.G. Duke
October 28th, 2007, 06:09 PM
I dont know, I'm just waiting for Poccil to help, but I think he already offline...

phoenixprime88b5
October 28th, 2007, 07:38 PM
@ Poccil
I have another question, I am making a multi Regional pokemon game, the maps are in the graphics/picture folder and the data was entered using the townmap generator, into the metadata and townmap.txt but how do I switch between maps during game play, like if the caharcter is in johto the johto map is shown or in Kanto the map to kanto is shown, etc.

poccil
October 28th, 2007, 09:02 PM
@ Poccil
I have another question, I am making a multi Regional pokemon game, the maps are in the graphics/picture folder and the data was entered using the townmap generator, into the metadata and townmap.txt but how do I switch between maps during game play, like if the caharcter is in johto the johto map is shown or in Kanto the map to kanto is shown, etc.

Each RPG Maker XP map needs to contain a MapPosition setting in the metadata. The MapPosition setting consists of three numbers: the ID of the regional map and the X and Y coordinates of the RPGXP map's place within the regional map.

Aqua Mudkip
October 29th, 2007, 03:47 AM
Poccil, I downloaded the update of the Starter Kit and IT WORKED! But the bad thing is, that I can't warp out of the Intro, because of an error...

.houndoomed
October 29th, 2007, 07:14 AM
Alright, this shouldn't be too hard.

In the script PokeBattle_ActualScene, I've changed the sprite messagebox. The new backround is white, but the text is white too. How do I change the font to black?

poccil
October 29th, 2007, 08:39 AM
The colors used in the battle message box are as follows:


Base Color: Color.new(248,248,248)
Shadow Color: Color.new(104,88,112)


In the current version, however, the color directives are scattered throughout the script section:


Near line 740
Near line 71
Near line 156

phoenixprime88b5
October 29th, 2007, 08:45 AM
Each RPG Maker XP map needs to contain a MapPosition setting in the metadata. The MapPosition setting consists of three numbers: the ID of the regional map and the X and Y coordinates of the RPGXP map's place within the regional map.

I read the metadata, and put the number but it's not working

.houndoomed
October 29th, 2007, 09:00 AM
The colors used in the battle message box are as follows:


Base Color: Color.new(248,248,248)
Shadow Color: Color.new(104,88,112)


In the current version, however, the color directives are scattered throughout the script section:


Near line 740
Near line 71
Near line 156


Thanks for that. Now I have them, do you know what I replace them with to make them black?

poccil
October 29th, 2007, 09:10 AM
Here:


Base color: Color.new(24,24,24)
Shadow color: Color.new(144,144,144)

.houndoomed
October 29th, 2007, 09:25 AM
Thanks again, but now every time I battle this comes up before it starts:

http://i22.tinypic.com/2evs2me.jpg

poccil
October 29th, 2007, 10:02 AM
You likely made a mistake when editing the pbSetMessageMode function in the script section. Here is how it should look like:



def pbSetMessageMode(mode)
@messagemode=mode
msgwindow=@sprites["messagewindow"]
if mode # Within Pokemon command
msgwindow.baseColor=Color.new(72,72,72)
msgwindow.shadowColor=Color.new(208,208,208)
msgwindow.windowskin=@spriteskin
msgwindow.x=0
msgwindow.y=224
msgwindow.width=480
msgwindow.height=96
else
msgwindow.baseColor=Color.new(24,24,24)
msgwindow.shadowColor=Color.new(144,144,144)
msgwindow.windowskin=nil
msgwindow.x=16
msgwindow.y=224
msgwindow.width=448
msgwindow.height=96
end
end


Near line 70 and near line 156:


@baseColor=Color.new(24,24,24)
@shadowColor=Color.new(144,144,144)
@menuBaseColor=Color.new(72,72,72)
@menuShadowColor=Color.new(208,208,208)

Lorem Ipsum
October 29th, 2007, 10:24 AM
Howdy poccil, I've got to that time where I create trainer and gym battles.

So I have a few questions!

1. HOW DO I MAKE A TRAINER BATTLE
I know how to do wild Pokémon battles, and that is OK, but not how to do a set battle.

2. HOW DO I MAKE NPCs WALK TOWARDS YOU?
They just stand still as events; how do they walk?

3. HOW DO I ASSIGN GYM BADGES TO LEADERS, AND EQUIP A BADGE SPRITE AND BADGE CASE?
Speaks for itself.

4. HOW DO I GIVE THE POKéDEX TO THE HERO?

5. HOW DO I CHANGE THE TRAINER CARD TEMPLATE?

6. HOW DO I CHANGE THE POKéDEX INTERFACE?

EDIT: 7. HOW DO I HAVE WEATHER EFFECTED EVOLUTIONS?

Thanks if you answer all of those XD

poccil
October 29th, 2007, 10:47 AM
To answer the first two questions: Pokemon Essentials supports special events called Trainer events. Here is a quote from the documentation (http://upokecenter.com/projects/pokestarter/notes.html):


Trainer events have a name of "Trainer(X)", where X is the maximum range of vision of the Trainer. Trainers normally consist of two event pages. The first has an Event Touch trigger and has the following structure:


Script: Kernel.pbNoticePlayer(
: : get_character(0))
Text: Battle me now!
Conditional Branch: Script: pbTrainerBattle(PBTrainers::CAMPER,"Andrew",_I("A very good battle, indeed."))
-- here you can add event commands to be run when the player wins, but this is not necessary
Control Self Switch: A =ON
Branch End

Notice the parameters to pbTrainerBattle. Here is a list of the parameters:

* Parameter 1: Trainer type.
* Parameter 2: Trainer's name. The Trainer type and Trainer name must be found in the Trainer data file or an exception will be raised.
* Parameter 3: Dialogue that the Trainer says when the player wins. This parameter should be wrapped in _I() (with a capital i), to support localization.
* Parameter 4: Optional. Whether the battle is a double battle. The default is false. If the battle is a double battle, an exception will be raised if the player has only one Pokemon, so this case must be checked before the battle begins. For an example, see the two people to the left of the Pokemon Center's PC.
* Parameter 5: Optional. A number to distinguish Trainers with the same Trainer type and Trainer name.

You can play music when a Trainer wants to battle by adding a "Play ME" event command as the first on the list of commands. Also, the Trainer event need not be named "Trainer(X)" if it only needs to be talked to in order to start a battle, as is the case for Gym Leaders and other special Trainers.

The second event page has a condition of "Self Switch A is ON", and usually contains text that the Trainer says after the battle is over. The trigger must be other than Event Touch.

The game system will automatically handle the case when two Trainers come into contact with the player at the same time; in that case, a multi battle will begin if the player has at least two Pokemon.

For Trainer battles that span two events (as is the case with many double battles), the other event's self switch should be turned on when the player wins. You can use the pbSetSelfSwitch function for this.


To add new Trainers, the file "trainers.txt" must be edited (for details, see the documentation (http://upokecenter.com/projects/pokestarter/notes.html)).

3: To add a Gym Badge, use a Script event command whose text consists of "$Trainer.badges[X]=true", where X is a number from 0 through 7. It is normally set after the player defeats a Gym Leader.

4: Use a Script event command whose text consists of "$Trainer.pokedex=true" to add the Pokedex.

5: The Trainer Card's image is found in Graphics/Pictures/trcard.png , and the badges can be found in Graphics/Pictures/badges.png .

6: Currently, the Pokedex uses the image file found in Graphics/Pictures/pokeselbg.png as the background.

7: There are no evolutions that depend on the weather.

mathewhack2
October 29th, 2007, 11:28 AM
i still dont know how to remove items from the bag i have tryed the scripts that you gave me but i always get an error of somesort it is anoying if you could tell me thaks

Lorem Ipsum
October 29th, 2007, 11:49 AM
I know there aren't any evolutions that depend on it, but what about things like Castform?

Also, I am making my own game, which needs weather evolutions. Is this possible?

phoenixprime88b5
October 29th, 2007, 11:56 AM
I have another question, I am making a multi Regional pokemon game, the maps are in the graphics/picture folder and the data was entered using the townmap generator, into the metadata and townmap.txt but how do I switch between maps during game play, like if the caharcter is in johto the johto map is shown or in Kanto the map to kanto is shown, etc.

@ What POCCIL said:
Each RPG Maker XP map needs to contain a MapPosition setting in the metadata. The MapPosition setting consists of three numbers: the ID of the regional map and the X and Y coordinates of the RPGXP map's place within the regional map.

I found the info in the metadata and put the number in the map position that corresponds with the regional map but when i'm in johto it shows the map for johto but when I'm in hoen or another region it stills shows Johto even though i changed the info to the metadata.

poccil
October 29th, 2007, 12:39 PM
Lorem Ipsum:

The current version does not support custom evolution types; it will be included in the next release.

Minorthreat0987
October 29th, 2007, 01:43 PM
undefined method `map_id' for nil:NilClass
PokemonField:456:in `pbOnMapChange'
PokemonMap:264:in `setMapChanged'
PokemonLoad:194:in `pbStartLoadScreen'
PokemonLoad:173:in `open'
PokemonLoad:173:in `pbStartLoadScreen'
PokemonLoad:142:in `loop'
PokemonLoad:210:in `pbStartLoadScreen'
Scene_Intro:121:in `to_title_update'
Scene_Intro:55:in `main'
Main:30

what exactly does that error mean, because I get that error if I save the game on a map that is connected on both the left and right, At least I think because I have a map that is only connected on the right side and I have no trouble loading the save file.

If you need a more detailed description then just let me know and I'll be happy to supply you with one.

Flameguru
October 29th, 2007, 03:34 PM
undefined method `map_id' for nil:NilClass
PokemonField:456:in `pbOnMapChange'
PokemonMap:264:in `setMapChanged'
PokemonLoad:194:in `pbStartLoadScreen'
PokemonLoad:173:in `open'
PokemonLoad:173:in `pbStartLoadScreen'
PokemonLoad:142:in `loop'
PokemonLoad:210:in `pbStartLoadScreen'
Scene_Intro:121:in `to_title_update'
Scene_Intro:55:in `main'
Main:30

I got that same error in Cherrygrove City when I saved in my game. It never happened anywhere else.

Fix?

phoenixprime88b5
October 29th, 2007, 08:19 PM
@ Poccil
I Figured out what I did, the Maps works. Thanks for your help.

poccil
October 29th, 2007, 08:22 PM
Minorthreat0987, Flameguru:

I have already fixed the error, I guess I should report it here, since it's important:


First delete the save file, because the file will fail to load even after applying the solution below.

In the script section PokemonMap, after line 358 (the one that says "@maps.compact!", add the following:

@mapIndex=getMapIndex($game_map.map_id)

Then save at the same place you were before and tell me whether you could load the file successfully.

NytewolfAU2k7
October 29th, 2007, 10:07 PM
Just wondering, how are the battle animations and the overall starter kit coming along? I can see some great work has been done so far :)

poccil
October 29th, 2007, 10:25 PM
Progress is going very well. Some new features already available include a new windowskin format; location-appropriate battle backgrounds; robust door events; a perspective map-view format; performance improvements; removed dependency on RGSS-RTP; and many more features. The next version will even include custom
evolution types, an encounter editor, and more fixes.

O.G. Duke
October 30th, 2007, 04:12 AM
How about the black line ?
Is it fixed?

poccil
October 30th, 2007, 07:09 AM
OmegaGroudon:

I have managed to find the source of the problem: The WindowAndTilemap and ScriptResizer sections use the rounding function "floor", which I found out can be incorrect sometimes. Both script sections now use "to_i", which give correct results.

mackoo
October 30th, 2007, 07:35 AM
Sorry but I got a small Request: After releasing a next version, can you make especcially for me (I don't think so, that anyone other will want it) version with not standard GBA Resolution as the second one, but 320x240 - I will be pleased, can You?

phoenixprime88b5
October 30th, 2007, 08:45 AM
@Poccil
I read what your including in the next release but when are you going to include the 4th generation pokemon. You said that there were moves and other info that weren't in the current SK that needed to be added and that the individual couldn't add oves and certain pieces of data. So when will you add the complete 493 pokemon into the starter kit.

poccil
October 30th, 2007, 11:01 AM
That will be possible after I determine third-generation equivalents for fourth-generation moves, as well as other ways to adapt the new Pokemon. This will likely happen within the next week. For now, I am short to releasing a new version of Pokemon Essentials.


Now it's available.

Changes:

Added encounter editor in Debug menu
Fixed bug where surfing ends unexpectedly between connected maps
Fixed bug in custom tilemap where a black line can appear between
connected maps
Added Ice terrain tag (12)
Added more box graphics and included ability to jump to and rename boxes
Added more evolution types and included support for custom evolution
types
Fixed bug where save file can fail to load in connected maps
Corrected placement of Pokemon sprites in battle
RegionalNumbers setting in pokedex.txt

Modified scripts:

Deleted: Interpreter 3
Deleted: aa
Added: DebugConsole
Added: PerspectiveTilemap
Added: Interpreter 3 *
Added: PokemonDebug
Changed: PokemonMap
Changed: PokeBattle_Pokemon
Changed: PokemonOption
Changed: PokemonMapAlias
Changed: PokemonMenu
Changed: PokeBattle_MoveEffects
Changed: Scene_Debug
Changed: Scene_Map
Changed: RPGCache
Changed: PokemonSave
Changed: PokemonField
Changed: Game_Map*
Changed: PokeBattle_ActualScene
Changed: PokemonTrainers
Changed: PokemonTilesetEditor
Changed: PokeBattle_Trainer
Changed: SpriteResizer
Changed: Game_Map
Changed: Interpreter 7 *
Changed: Main
Changed: BitmapCache
Changed: WindowAndTilemap
Changed: Compiler
Changed: Game_Player*
Changed: PokemonEvolution
Changed: Spriteset_Map
Changed: PokemonMessages
Changed: PBAbilities
Changed: Game_Character 1
Changed: SpriteWindow
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: Interpreter 2 *
Changed: PokemonRegionMap
Changed: PokemonEncounters
Changed: PokemonStorage
Changed: PokeBattle_Scene

There may be a small mistake in the PokemonStorage script section; if you get an error message like "full? not defined for String", then near line 48 of PokemonStorage, replace
@boxes[i]="box#{i}.png"
with
@boxes[i].background="box#{i}.png"

Minorthreat0987
October 30th, 2007, 05:04 PM
Hey I have a question, In the tileset editor in the Debug menu, is it possible for you to add a command that would allow you to get to the bottom of the tileset faster, because my game uses custom tiles but I put them all on the bottom of the complete johto tileset so it takes a really long time to get to the custom tile, I would hope it isn't an inconvnience.

Thank you so much either way this kit is really nice.

.:EDIT:.
Script error within event 3, map 1 (Pokemon Center):
Section146:76:in `load_bitmap'Failed to load bitmap: Graphics/Pictures/box0.png.png
Section070:11:in `pbExecuteScript'
Section177:1057:in `getBoxBitmap'
Section177:1069:in `initialize'
Section177:1169:in `new'
Section177:1169:in `pbStartBox'
Section177:504:in `pbStartScreen'
Section177:1817:in `pbPokeCenterPC'
Section177:1814:in `pbFadeOutIn'
Section177:1814:in `pbPokeCenterPC'
Section177:1798:in `loop'
Section177:1822:in `pbPokeCenterPC'
(eval):1:in `pbExecuteScript'
Section075:272:in `eval'
Section070:11:in `pbExecuteScript'
Section075:272:in `command_355'
Section070:235:in `execute_command'
Section069:199:in `update'
Section069:113:in `loop'
Section069:204:in `update'
Section079:97:in `update'
Section079:95:in `loop'
Section079:108:in `update'
Section079:64:in `main'
Section079:61:in `loop'
Section079:68:in `main'
Section194:26

Interpreter 2 *:22:in `pbExecuteScript'
Interpreter 7 *:272:in `command_355'
Interpreter 2 *:235:in `execute_command'
Interpreter 1:199:in `update'
Interpreter 1:113:in `loop'
Interpreter 1:204:in `update'
Scene_Map:97:in `update'
Scene_Map:95:in `loop'
Scene_Map:108:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:26

I get that error when I try to open the POKeMON storage system, I'm not to sure what that means but I did the fix you had in your post and I still get that error. Please help.

I also have been getting this error with the same script.
Script error within event 3, map 1 (Pokemon Center):
Section177:1049:in `getBoxBitmap'undefined method `background' for "box0.png":String
Section070:11:in `pbExecuteScript'
Section177:1069:in `initialize'
Section177:1169:in `new'
Section177:1169:in `pbStartBox'
Section177:504:in `pbStartScreen'
Section177:1817:in `pbPokeCenterPC'
Section177:1814:in `pbFadeOutIn'
Section177:1814:in `pbPokeCenterPC'
Section177:1798:in `loop'
Section177:1822:in `pbPokeCenterPC'
(eval):1:in `pbExecuteScript'
Section075:272:in `eval'
Section070:11:in `pbExecuteScript'
Section075:272:in `command_355'
Section070:235:in `execute_command'
Section069:199:in `update'
Section069:113:in `loop'
Section069:204:in `update'
Section079:97:in `update'
Section079:95:in `loop'
Section079:108:in `update'
Section079:64:in `main'
Section079:61:in `loop'
Section079:68:in `main'
Section194:26

Interpreter 2 *:22:in `pbExecuteScript'
Interpreter 7 *:272:in `command_355'
Interpreter 2 *:235:in `execute_command'
Interpreter 1:199:in `update'
Interpreter 1:113:in `loop'
Interpreter 1:204:in `update'
Scene_Map:97:in `update'
Scene_Map:95:in `loop'
Scene_Map:108:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:26

poccil
October 30th, 2007, 05:58 PM
Sorry. The correct fix for the line is:


@boxes[i].background="box#{i}"


The second exception message is a cascading problem to the original problem, where the code accidentally treated a box as a string instead of as a box when the storage data structure was created. A new game needs to be started.

Thank you for the suggestion for the tileset editor.

Minorthreat0987
October 30th, 2007, 06:03 PM
well i added the lastest fix and i still got the second error.

poccil
October 30th, 2007, 06:06 PM
As I mentioned, a new game needs to be started, since it stems from the game accidentally treating a box as a string.

EDIT: [sigh] I don't like making last-second changes.


backid=i%16
@boxes[i].background="box#{backid}"

Minorthreat0987
October 30th, 2007, 06:27 PM
oh sorry, I forgot to read that part, It works dandy now. Thank you for your time on the matter.

poccil
October 30th, 2007, 10:59 PM
EXTRA: I just added all fourth-generation Pokemon to Pokemon Essentials and released a new ZIP file.

Demonic Budha
October 30th, 2007, 11:09 PM
Hey, Poccil, the New Ice Terrain Tag you added, dose that make it so that you slide on Ice tiles?
Thanks, and Awsome work BTW.

poccil
October 30th, 2007, 11:20 PM
Yes, the player can slide on tiles with the Ice terrain tag (which is 12; thus you need to use the terrain tag editor in the game's F9 debug menu.)

Backmaster
October 31st, 2007, 06:53 AM
@Aqua Mudkip
I said that some pages before...

Maybe Poccil could add this to the game later...

I hope the next release will contain the new moves.
I found the 343 move animations from the game...
Is there anyone who wants them to create the animations for the SK?

mackoo
October 31st, 2007, 09:52 AM
Maybe you can upload them into http://speedyshare.com so before next release all people can try do some themselves :) I can also try do this, but I'm not sure I can...

|Maximus|
October 31st, 2007, 11:31 AM
In my game there is black tiles at the end of a map.How do I take it out?

mackoo
October 31st, 2007, 11:42 AM
Just make maps bigger and give them tree borders.

poccil
October 31st, 2007, 11:45 AM
In general, the border of a map needs to be wide enough so that the player can remain centered without any black spots on the edges. That means 7 tiles on the left and right edges of the map and six tiles on the top and bottom edges. You can easily add more room to a map using the following steps:


Right-click on the map's name and select "Map Properties". You can set the width and height of the map to allow more room for edges.
Right-click on the map's name and select "Shift". You can use this feature to move the map to the right and down as needed to allow more room for edges. You can then draw the edges with trees, etc.


On the other hand, this behavior of a black area outside the map is desired for indoor maps.

|Maximus|
October 31st, 2007, 11:49 AM
Alright thanks I already got it anyway.

Nastara
October 31st, 2007, 11:53 AM
I'm having a problem. My maps aren't connecting anymore. And yes I checked if I connected the maps properly.

Minorthreat0987
October 31st, 2007, 12:11 PM
if I didnt want the 4th gen pokes in my game (cuz no offense but the sprites are just a pain in the butt, they are either too big[80x80] or when you stretch them smaller the look really bad[64x64]), since the new releases will have them, all i have to do is not copy the pokemon.txt file or the graphics over right?

poccil
October 31st, 2007, 12:13 PM
Minorthreat0987:

Yes, it's that simple.

phoenixprime88b5
October 31st, 2007, 01:49 PM
Thank you so much for adding the 493 pokemon. Now that this is available. I wont be bugging you anymore, lol. Thanks again Poccil.

|Maximus|
October 31st, 2007, 04:50 PM
Would I just copy all of the grapchis and the pokemon.txt to the old poccil's starter kit instead of making the whole Titanium over again.

O.G. Duke
October 31st, 2007, 05:00 PM
No, you no need to make over...
Well, what you have to do is copy map data in Data folder example from copy "map001 to map100" and also Mapinfo and Tileset and system. ANd paste them in the new starter kit. Then copy some useful file, I mean like some picture or BGM or anything else....
Then copy the .txt file like connection, townmap, trainer, or anything else you changed into the new starter kit.
Then it done^^

Glitchfinder
October 31st, 2007, 05:48 PM
If some of you think that there will never be an Online RGSS Game... THINK AGAIN!!! I have found a netplay 2.0 script for RPG MAKER XP! And it's right here! This script was made by french people. Thank you french people. This was translated by the Yahoo! Translator. Here is the script: http://74.6.146.244/babelfish/translate_url_content?lp=pt_en&trurl=http%3a%2f%2fbr.geocities.com%2fFlaepru%2frmxp_online

SPAM, and, well, incorrect. Pretty much all forms of Netplay were made by english speaking people from www.rmxp.org (http://www.rmxp.org) and similar sites. (I think) I certainly went tyo their site before it went down from lack of attention. In fact, if you go to rmxp.org or creationasylum.net, you'll find out that they have links to the newest version that could be found after the original creators quit. In fact, I can get you a link to the RMXP.org Netplay PLUS thread.

Netplay PLUS and other info (http://www.rmxp.org/forums/showthread.php?t=24968&highlight=netplay)

Aqua Mudkip
November 1st, 2007, 03:39 AM
Oops, sorry. I messed up big time. I thought that was netplay, and I was wrong. Oh and thanks for putting the real thing. :D

Minorthreat0987
November 1st, 2007, 07:00 PM
I got to thinking. Is there a function in the Kit that allows the player to recieve an egg with a specific pokemon in it. For example the togepi egg event in G/S/C or the special egg given to you by the daycare man in G/S/C. ect. If not you should add one, its a nice little feature to have.

WeissRaben
November 2nd, 2007, 01:01 AM
If I put water in the first level, then a bridge in the second, I can surf on it.
This is quite a bug, I think...Ways to resolve it?

BlakAdder
November 2nd, 2007, 01:57 PM
I have a quick question...
Can you tell me how to program it so that the trainers will throw Pokeballs instead of the Pokemon just appearing?

blueguy
November 2nd, 2007, 07:45 PM
I'm really glad you added regional numbers, but I'm not sure how to use them.

Could you clarify, please and thanks?

Mitchio
November 2nd, 2007, 09:30 PM
hey there,
sorry if the typing is bad, its on the ps3.
i was wondering why in the starter kit text doesn't show up and in the event the text is written in french.

NytewolfAU2k7
November 3rd, 2007, 12:11 AM
If I put water in the first level, then a bridge in the second, I can surf on it.
This is quite a bug, I think...Ways to resolve it?

I used grassy tiles, or tiles the same colour as the bridge on Layer 1. Then painted the bridge over the top on layer 2.

I have a quick question...
Can you tell me how to program it so that the trainers will throw Pokeballs instead of the Pokemon just appearing?

You have to make an animation, but if you are a game designer, that's one thing you should learn the hard way: by doing.

hey there,
i was wondering why in the starter kit text doesn't show up.

Because you have not installed the fonts from the pokefonts.zip package included in the starter kit

in the starter kit there are instructions for how to do this. Installing fonts is easy. Also windows does tell you how to do so...

Simply drag the unpackaged fonts into the control panel's 'Fonts' folder.

Mitchio
November 3rd, 2007, 02:19 AM
Also just wondering, is there like a retards guide to this starter kit?

|Maximus|
November 3rd, 2007, 12:37 PM
If I put water in the first level, then a bridge in the second, I can surf on it.
This is quite a bug, I think...Ways to resolve it? Yeah I am wondering the same myself.

Also just wondering, is there like a retards guide to this starter kit?

Yeah, it's called the Notes.html file. It would make great use to you.

@Poccil, Is there a way I can stop the NPC's in my game from "jiggling?"

Glitchfinder
November 3rd, 2007, 12:46 PM
I remember that somewhere in this thread, someone mentioned that some of the functions in this starter kit do not work properly when you add a great deal of additional Pokemon, because they only read up to 386. Has this been resolved? I really wouldn't want to have to wade through the quagmire of scripts in this project looking for exactly which things I need to edit. Thanks!

Mitchio
November 3rd, 2007, 01:15 PM
Ok I read some of that and it is still pretty crazy!

|Maximus|
November 3rd, 2007, 01:18 PM
Well then if you can't understand that don't use poccil's starter kit.It isn't for noobs.

Glitchfinder
November 3rd, 2007, 01:28 PM
Well then if you can't understand that don't use poccil's starter kit.It isn't for noobs.

Do you actually try to be rude? All you have to do is tell them that maybe thay could stand to learn more about how to script, etc. before using the starter kit, instead of just calling them a n00b.

Edit: sorry! I am kinda irked right now (don't ask, it's not a orum-related thing). Anyway, I meant to say that you could actually word things better, so that people aren't as likely to be offended.

OblivionMew
November 3rd, 2007, 02:35 PM
I need help with the trainers!

How do you make it so say for example you battle your rival and you choose the fire starter, then the rival has the water etc. Is this possible?

|Maximus|
November 3rd, 2007, 03:07 PM
Make a switch ON when you choose your starter for e.g.:

Fire starter: Switch:Fire on
Water starter: Switch:Water On
Grass starter: Switch Fire on

And then make three rival battles and when you battle the rival make a condition branch like this"

@>Conditional Branch:Fire starter on
@>Conditional Branch:#Make the hero battle the one of the three rival battles in trainers.txt you made with the oposite typ and in this case water
@>Else
@>Jump to label:Water starter

@>Label:Water starter
@>Conditional Branch: Water starter on
@>Condition Branch:#Make the hero battle the one of the three rival battles in trainers.txt you made with the oposite typ and in this case grass
@>Else:
@>Jump to label:Grass starter

@>Label:Grass starter
@>Conditional Branch: Grass starter on
@>Condition Branch:#Make the hero battle the one of the three rival battles in trainers.txt you made with the oposite typ and in this case fire
@>Else:
@>

Mitchio
November 3rd, 2007, 11:31 PM
I didn't get offended, I don't know knowing about scripts and stuff. But I could probley sprite alot better than some people who can script good.

Does anyone know of like, a default game that has a Menu system and A battle

NytewolfAU2k7
November 4th, 2007, 02:38 AM
One comes with the starter kit itself o.0

Rm2k3Guy
November 4th, 2007, 04:12 AM
Hey I think what you're doing is great, however I need a little help.
I would like to know if there is a way to permently change the battle music, I know it can be changed for individual trainers i.e Gym Leaders however I would like just regular trainers having a bog standard theme, I have the music but I can't find the script to change.
Help would be appreciated,
Rm2k3guy

OblivionMew
November 4th, 2007, 05:58 AM
Make a switch ON when you choose your starter for e.g.:

Fire starter: Switch:Fire on
Water starter: Switch:Water On
Grass starter: Switch Fire on

And then make three rival battles and when you battle the rival make a condition branch like this"

@>Conditional Branch:Fire starter on
@>Conditional Branch:#Make the hero battle the one of the three rival battles in trainers.txt you made with the oposite typ and in this case water
@>Else
@>Jump to label:Water starter

@>Label:Water starter
@>Conditional Branch: Water starter on
@>Condition Branch:#Make the hero battle the one of the three rival battles in trainers.txt you made with the oposite typ and in this case grass
@>Else:
@>Jump to label:Grass starter

@>Label:Grass starter
@>Conditional Branch: Grass starter on
@>Condition Branch:#Make the hero battle the one of the three rival battles in trainers.txt you made with the oposite typ and in this case fire
@>Else:
@>

I already tried that and it doesn't work because the script reads the first rival I made and not the other ones with the different pokemon.

|Maximus|
November 4th, 2007, 06:06 AM
Then make three different rivals with three same trainer sprites.Pretty much you're going to have 3 clones of a rival.And name each of them trainerXXX,trainerXXX,trainerXXX.Then in trainernames.txt you would have to make three different rivals.Which would be all the same.And when you go into trainers.txt you would make it so that you would battle one rival and make that rival have a fire type.Then the other rival with a water starter.Then the other rival with a grass starter.Then once you do that you have to do what I said in the event process.

EDIT:How do you change the sprite of a hero running when you press the shift key.

phoenixprime88b5
November 4th, 2007, 07:22 PM
With this Pokemon Starter Kit out, all I can say is, I hope that good and decent Pokemon Fan games are made. This power shouldn't be abused but there's a possibility that it may be. My god have mercy on us all...

poccil
November 5th, 2007, 06:07 AM
Sorry for not responding these few days, somehow my Internet connection was lost a few days ago.

Backmaster
November 5th, 2007, 06:14 AM
Poccil have you read the PM I sent you?

How is Work going on?

Rm2k3Guy
November 5th, 2007, 09:08 AM
Hey I think what you're doing is great, however I need a little help.
I would like to know if there is a way to permently change the battle music, I know it can be changed for individual trainers i.e Gym Leaders however I would like just regular trainers having a bog standard theme, I have the music but I can't find the script to change.
Help would be appreciated,
Rm2k3guy
I posted this earlier and since you were away I guess you didn't see it.

WeissRaben
November 5th, 2007, 09:47 AM
If I put water in the first level, then a bridge in the second, I can surf on it.
This is quite a bug, I think...Ways to resolve it?

Same as above. Ways to resolve it?

Glitchfinder
November 5th, 2007, 12:03 PM
I remember that somewhere in this thread, someone mentioned that some of the functions in this starter kit do not work properly when you add a great deal of additional Pokemon, because they only read up to 386. Has this been resolved? I really wouldn't want to have to wade through the quagmire of scripts in this project looking for exactly which things I need to edit. Thanks!

I'm pretty sure this hasn't been addressed. It should really be a quick answer anyway.

poccil
November 5th, 2007, 01:06 PM
Thank you all for reminding me.

Rm2k3Guy:

The default battle music can be changed by adding the appropriate settings
to section 000 of metadata.txt, like this:

TrainerBattleBGM=trainer.mid
WildBattleBGM=battle.mid
TrainerVictoryME=trainervictory.mid
WildVictoryME=battlevictory.mid

The names are pretty self-explanatory. The BGM files mentioned in the file
are to be placed in the Audio/BGM/ directory, and the ME files to the
Audio/ME/ directory.

WeissRaben:

Water tiles have terrain tag 7, but due to the way the RPGXP map system
works, tiles without terrain tags are ignored in determining what terrain tag an area
has. In this case, bridge tiles have no terrain tag, but since a water tile is underneath
it, the bridge is inappropriately considered to have terrain tag 7 and could
thus be surfed on. To work around this, define a terrain tag for bridges (such as 13). To do so,
open the game from RPG Maker XP, then open the in-game menu and select "Debug", then
"Edit Terrain Tags." (Setting terrain tags higher than 7 is not possible in RPG Maker XP.)

Glitchfinder:

The problem with the constant species count was already resolved. Now any
number of custom Pokemon can be added.

|Maximus|
November 5th, 2007, 01:27 PM
How do you change the sprite when you run?

poccil
November 5th, 2007, 01:37 PM
pokemonhacker12345:

Trainers can be edited using the Trainers.txt file. The documentation (notes.html)
contains sections named "Trainers", "PBS/trainernames.txt", and "PBS/trainers.html"
that go into more detail on this.

axibar:

It's part of the PlayerA, PlayerB, etc. setting of metadata.txt. The Player A, etc.
setting is divided into comma-separated fields. Field 6 of that setting specifies
the running character sprite. Here is an example:


PlayerA=PkMnTRAINER_Male,Red,onbike,trback,RedSurfing,RedRunning,RedDiving


Here, "RedRunning" is the name of the character sprite to use when running.

Glitchfinder
November 5th, 2007, 01:38 PM
Thank you all for reminding me.

Glitchfinder:

The problem with the constant species count was already resolved. Now any
number of custom Pokemon can be added.

Thanks! That will be a huge help!

Backmaster
November 5th, 2007, 01:40 PM
@poccil will there be the new moves in the next release? And will you include or change the system sprites i´ve given you? The best thing would be that you can choose the menu (pokedex,bag etc.) style of the game.

I also thought of a additional radio script where you can set the Frequency, Playtime and music and playtime of the shows in a txt which you can compile with the maker and save to the PBS folder.
For example:
Frequency= 12
Shows:
Name: "Morning Show"
Time: 8-11h
bgmusic: show1.mid
Text " Hello and welcome to the morning show, blablabla...."

This is just an example but it would be nice if you add this...

Glitchfinder
November 5th, 2007, 01:46 PM
@poccil will there be the new moves in the next release? And will you include or change the system sprites i´ve given you? The best thing would be that you can choose the menu (pokedex,bag etc.) style of the game.

I also thought of a additional radio script where you can set the Frequency, Playtime and music and playtime of the shows in a txt which you can compile with the maker and save to the PBS folder.
For example:
Frequency= 12
Shows:
Name: "Morning Show"
Time: 8-11h
bgmusic: show1.mid
Text " Hello and welcome to the morning show, blablabla...."

This is just an example but it would be nice if you add this...

I personally like the radio idea. It sdounds like it would be quite a bit of fun if properly implemented. Still, it would be too "hard" for all of these beginners who think that they can actually create a Pokemon game without any work using this kit. (My advice to them is to simply try to make it from scratch, and then try the kit when they fail. It's like putting a cold kid out in the snow for a minute or two to make them appreciate the temperature of the house)

Minorthreat0987
November 5th, 2007, 02:55 PM
I got to thinking. Is there a function in the Kit that allows the player to recieve an egg with a specific pokemon in it. For example the togepi egg event in G/S/C or the special egg given to you by the daycare man in G/S/C. ect. If not you should add one, its a nice little feature to have.

Just Repeating my question about receiveing eggs.

poccil
November 5th, 2007, 03:50 PM
Minorthreat0987:

You can use the function pbGenerateEgg to add an egg to the Trainer's party. Here's an example.


Conditional Branch: Script: $Trainer.party.length>=6
Text: You have no room to store the Egg...
Exit Event Processing
Branch End
Script: Kernel.pbGenerateEgg(
: : PBSpecies::TOGEPI,5
: : )
Text: Received a Pokemon Egg.
Text: Take good care of this Egg!


There are also ready-made events for the Day-Care Man and the Day-Care Lady in the demo project, so you can use those as well.

poccil
November 5th, 2007, 04:29 PM
I mentioned that further up this page (http://www.pokecommunity.com/showpost.php?p=3052070&postcount=604).

|Maximus|
November 5th, 2007, 04:37 PM
Oh, alright thanks alot poccil!

phoenixprime88b5
November 5th, 2007, 05:25 PM
Will the phone be added in the next release

O.G. Duke
November 5th, 2007, 05:30 PM
Please add in the D/P style battle scene in the next release, its hard for others to ripped and put it on.

phoenixprime88b5
November 5th, 2007, 11:29 PM
@Poccil:
In Battle, The Pokémon's status' when Pokémon level up doesn't show the stats that they gain.

And The Phone option isn't working (I know there's no script) but is there one in the making?

Backmaster
November 6th, 2007, 04:07 AM
@poccil will there be the new moves in the next release? And will you include or change the system sprites i´ve given you? The best thing would be that you can choose the menu (pokedex,bag etc.) style of the game.

I also thought of a additional radio script where you can set the Frequency, Playtime and music and playtime of the shows in a txt which you can compile with the maker and save to the PBS folder.
For example:
Frequency= 12
Shows:
Name: "Morning Show"
Time: 8-11h
bgmusic: show1.mid
Text " Hello and welcome to the morning show, blablabla...."

This is just an example but it would be nice if you add this...

hey poccil could you please answer my question?

WeissRaben
November 6th, 2007, 08:12 AM
Nope. You can still surf on it. Aaaw...this is no good...

OblivionMew
November 6th, 2007, 11:23 AM
I Was wondering if you could put d/p atyled old pokemon in.

I don't see the point because they woul have to be resized and will look horrible. It would be best to stick with what's given!

|Maximus|
November 6th, 2007, 12:45 PM
When I make the hero try to run it won't show the sprite. This is what I have.

PlayerA=PkMnTRAINER_Male,Red,onbike,trback,RedSurfing,RunningRED,RedDiving

poccil
November 6th, 2007, 05:11 PM
A new version was just released.

Changes:

Added all Pokemon new to the fourth generation
Outdoor and indoor light sources
Game data is compiled only when necessary upon test runs, included
compile function and map warping in debug menu
Added a duel minigame similar to Alael's on RMXP.ORG (may be used,
e.g., after defeating a Gym Leader but before conferring a Badge)
Added a way to cancel events designated as cut scenes
using F5
Modified Pokemon screen to support choosing multiple Pokemon
Removed all unused scripts in the distribution
Modified intro screen

Modified scripts:

Deleted: Sprite_Battler
Deleted: Scene_Title
Deleted: Window_SkillStatus
Deleted: Window_DebugRight
Deleted: Window_Steps
Deleted: Window_MenuStatus
Deleted: Scene_Equip
Deleted: ---------------------
Deleted: Scene_End
Deleted: Game_Actors
Deleted: Arrow_Enemy
Deleted: Window_PlayTime
Deleted: Scene_Battle 1
Deleted: Scene_Debug
Deleted: Window_Advanced_Command
Deleted: Scene_Battle 2
Deleted: Game_Battler 1
Deleted: Mouse*
Deleted: Game_BattleAction
Deleted: Window_PartyCommand
Deleted: Scene_Battle 3
Deleted: Game_Battler 2
Deleted: Scene_Gameover
Deleted: Scene_Shop
Deleted: Window_BattleResult
Deleted: Scene_Battle 4
Deleted: Scene_Status
Deleted: Window_ShopSell
Deleted: Game_Battler 3
Deleted: Window_EquipRight
Deleted: Scene_Item
Deleted: Window_SaveFile
Deleted: Window_Item
Deleted: Spriteset_Battle
Deleted: Window_ShopBuy
Deleted: Module: Math
Deleted: Game_Enemy
Deleted: Window_ShopCommand
Deleted: Window_ShopStatus
Deleted: Window_EquipItem
Deleted: Game_Party
Deleted: Window_BattleStatus
Deleted: Window_Target
Deleted: Scene_File
Deleted: Scene_Save
Deleted: Input *
Deleted: Scene_Skill
Deleted: Window_Status
Deleted: Module: Input
Deleted: Window_Skill
Deleted: Window_Gold
Deleted: Arrow_Actor
Deleted: Window_ShopNumber
Deleted: Day/Night
Deleted: Keyboard*
Deleted: Game_Actor
Deleted: Window_EquipLeft
Deleted: Game_Troop
Deleted: Scene_Load
Deleted: Window_DebugLeft
Added: Particle Engine
Added: EventScene
Added: Shadow
Added: Sockets
Added: PokemonDuel
Changed: PokemonMap
Changed: PokemonOption
Changed: PokemonPokedex
Changed: PBExperience
Changed: PokeBattle_MoveEffects
Changed: PokeBattle_Move
Changed: Base Addon
Changed: AnimationSprite
Changed: Resolution*
Changed: Window_InputNumber
Changed: PerspectiveTilemap
Changed: Sprite_Character
Changed: Walk/Run
Changed: PokemonField
Changed: PokeBattle_ActualScene
Changed: PokemonTilesetEditor
Changed: SpriteResizer
Changed: Window_NameInput
Changed: Window_NameEdit
Changed: Interpreter 7 *
Changed: Main
Changed: BitmapCache
Changed: PokeBattle_AI
Changed: WindowAndTilemap
Changed: Game_System
Changed: Compiler
Changed: Credits
Changed: PBSpecies
Changed: PokeBattle_BattlePalace
Changed: Spriteset_Map
Changed: PokemonMessages
Changed: Window_Help
Changed: Readme
Changed: PokemonSummary
Changed: SpriteWindow
Changed: PokemonUtilities
Changed: Window_Command
Changed: PokeBattle_Battle
Changed: PokemonItems
Changed: PokemonBag
Changed: PokemonScreen
Changed: PokemonStorage
Changed: Win32API*
Changed: PokemonDebug
Changed: Sprite_Timer

Also included in the distribution is a ZIP file containing all battle backgrounds in Pokemon Diamond and Pearl. They have not been integrated into Pokemon Essentials, though, in part because some of the backgrounds available do not coincide exactly with those in the Advance generation.

Flameguru
November 6th, 2007, 06:05 PM
Yay a new Release. Continue the great work Poccil :)

PS: Read my PM ;)

phoenixprime88b5
November 6th, 2007, 06:37 PM
The Radio option in the new release doesn't work. This is what pops up: Exception: wrong number of arguments(0 for 1)
- Radio:22:in `initialize'
- Radio:22:in `new'
- Radio:22:in `main'
PokemonUtilities:469:in `pbLoadRpgxpScene'
PokemonMenu:94:in `pbStartPokemonMenu'
PokemonMenu:83:in `loop'
PokemonMenu:150:in `pbStartPokemonMenu'
Scene_Map:181:in `call_menu'
Scene_Map:178:in `logonerr'
Scene_Map:178:in `call_menu'
Scene_Map:154:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:15

wrong number of arguments(0 for 1)
- Radio:22:in `initialize'
- Radio:22:in `new'
- Radio:22:in `main'
Main:15

|Maximus|
November 7th, 2007, 03:30 AM
The running sprite doesn't work.

Backmaster
November 7th, 2007, 06:17 AM
Good work poccil...
Just tell me how you obtained these awesome programming skills?^^


Ive got some ideas for the next release:
-the radio script i mentioned before
-choosing style of menu (Bag, Pokedex, etc.) (R/S/E, FR/LG)
-the naming script
-additional Pokedex Features like playing the cries of pokemon, showing where
seen pokemon can be caught
- some kind of teachy tv (sounds fun)

I hope some of my features can be realized... Pm me if you need the graphics..

poccil
November 7th, 2007, 10:12 AM
phoenixprime88b5:

The Spriteset_Map class was modified to accept an additional optional parameter. Here are the changes to make:

On line 182 of the script section "Shadow", change " def initialize(map)" to " def initialize(map=nil)".

Klingon
November 7th, 2007, 10:14 AM
Nice; work.
Anymore info dude?
8D~

|Maximus|
November 7th, 2007, 12:13 PM
Poccil I have two questions:

The sprite won't change when I run. How can I fix that?

Can I just add some scripts and other things to have the shadow.

Answer in a PM.

poccil
November 7th, 2007, 12:37 PM
axibar:

As I mentioned before in a private message, it is strongly recommended to upgrade to the latest version of Pokemon Essentials. In recent versions, I have made many bug fixes and added many features to Pokemon Essentials, including the fourth-generation Pokemon, a perspective tilemap, and others. The problem you're having is likely fixed as of the latest version.

WeissRaben
November 7th, 2007, 01:23 PM
Setting the bridge tiles to terrain tag 13 isn't enough, you can still surf on it. Even in the new version...

phoenixprime88b5
November 7th, 2007, 02:07 PM
@WeissRaben:
I found a way to make a bridge passage in the game, since I was putting that into my game, I played around with it. All you need is properly placed switches and the bridge made out of events. I found a demo that helped, and I learned from that. It will work with the SK since there's not scripting involved.

Pm me so I can give you the demo from megaupload, cause 'm not sure if I can do it on this forum.

|Maximus|
November 7th, 2007, 04:33 PM
I know but can yoou still please answer my questions.

phoenixprime88b5
November 7th, 2007, 05:55 PM
@Axibar
Did you specifiy the running sprite in the metadata, that's what controls the sprite. If the name in the metadata matches the one in the graphic folder and is in the right spot then it should work. Is it just the running sprite you're having trouble with?

O.G. Duke
November 7th, 2007, 08:03 PM
Hey! I've a question, poccil.
Sometimes the new Starter Kit didnt progress those PBS something.
How can I fix?
Hope you understand...

NytewolfAU2k7
November 8th, 2007, 01:22 AM
Poccil, how may I add additional options to the PokeGear? I plan on adding an ingame journal system...

|Maximus|
November 8th, 2007, 12:52 PM
How do I stop my NPC's from moving while I am walking. In other words how can I stop them from pretty much jiggling?

Atomic Reactor
November 8th, 2007, 01:39 PM
try changing the movment of the event

|Maximus|
November 8th, 2007, 02:30 PM
I meant that they don't stay in place.

Atomic Reactor
November 8th, 2007, 04:09 PM
so they stay in the same spot?
but they're like figgity?

Rm2k3Guy
November 8th, 2007, 04:21 PM
(eval):1:in `command_111'uninitialized constant PBTrainers::CHAMPION
Interpreter 3:263:in `command_111'
Interpreter 2 *:37:in `eval'
Interpreter 3:263:in `command_111'
Interpreter 2 *:37:in `execute_command'
Interpreter 1:199:in `update'
Interpreter 1:113:in `loop'
Interpreter 1:204:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
Scene_Map:60:in `loop'
Scene_Map:67:in `main'
Main:30

I got that when I was trying to add the leage champion any help?
29,CHAMPION_Mike,CHAMPION (In TrainerNames)

CHAMPION_Mike
Mike
IN Trainers

Glitchfinder
November 8th, 2007, 04:34 PM
I was wondering, is there any way to add new moves without horrendous amounts of scripting? Now, I don't mean new effects, just new moves with new combinations of effects currently in the game. I have a friend who wanted to use the starter kit for a new project, and he was hoping for the ability to add new moves for new Pokemon. (Well, new versions of old Pokemon)

poccil
November 8th, 2007, 04:46 PM
Rm2k3Guy:

After you edited the trainernames.txt file, the new internal ID is now called "CHAMPION_Mike", and not "CHAMPION" anymore. You need to update the Trainer event to reflect this, e.g.:


pbTrainerBattle(PBTrainers::CHAMPION_Mike,"Mike","....")


Glitchfinder:

Move data is stored in the file "PBS/rsattacks.dat". Unfortunately, it's a binary file so it requires a hex editor. I will explain the format when I have the chance.

EDIT: Here it is.

The file consists of a number of nine-byte data blocks, one for each move.
It is meant to be edited using a hex editor. Here are the meanings for each byte:

Byte 1: Function code. Moves are categorized according to their function. You can find a list of moves by function code in my attack list (http://upokecenter.com/games/rs/guides/attacks.html).
Byte 2: Base damage.
Byte 3: Type.
Byte 4: Accuracy (up to 100).
Byte 5: Move's total PP.
Byte 6: Additional effect chance (up to 100).
Byte 7: Target (see top of attack list for details).
Byte 8: Priority. Normally equal to 0.
Byte 9: Flags (see top of attack list for details).

I hope this helps.

Also, the file "PBS/moves.txt" contains the text of each move in the game.

Atomic Reactor
November 8th, 2007, 05:09 PM
i didnt understand byte 1.
but would it look something like this?

EARTHQUAKE

Byte 1: ?
Byte 2: 100
Byte 3: ground
Byte 4: 100
Byte 5: 10
Byte 6: 0
Byte 7: 08
Byte 8: 0
Byte 9: b e

pokemon programer
November 8th, 2007, 06:03 PM
It would be something like that but you you can't just type ground. Each type must have its own hex code like 0A = Grass(just a guess)

phoenixprime88b5
November 8th, 2007, 08:09 PM
@Poccil
I tried to add the light source to builds so that the city looks illuminated at night, example by placing them in the window areas and light posts. Butwhen I walk around for like a minute or so, this message pops up and then the games freezes.

undefined method `list' for nil:NilClass
Shadow:221:in `XPML_read'
Shadow:140:in `initialize'
Spriteset_Map:45:in `new'
Spriteset_Map:45:in `_animationSprite_initialize'
Spriteset_Map:44:in `each'
Spriteset_Map:44:in `_animationSprite_initialize'
AnimationSprite:42:in `shadow_initialize'
Shadow:192:in `initialize'
Scene_Map:54:in `new'
Scene_Map:54:in `updateSpritesets'
Scene_Map:52:in `each'
Scene_Map:52:in `updateSpritesets'
Scene_Map:109:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:15

And how do I get rid of the fireballs during the battle, I thought deleting the fire animation in the Database menu would do it but it didn't.

@Anyone with extensive knowledge of event, switch use and Conditional Branches...
In Pokemon games, after you defeat a high ranking Team Rocket, Aqua, etc. Admin or leader, them and the grunts leave the area they once took over. What do I do to set that situation in my game?

Glitchfinder
November 8th, 2007, 10:20 PM
i didnt understand byte 1.
but would it look something like this?

EARTHQUAKE

Byte 1: ?
Byte 2: 100
Byte 3: ground
Byte 4: 100
Byte 5: 10
Byte 6: 0
Byte 7: 08
Byte 8: 0
Byte 9: b e

Well, since I've done ROM hacking, I understood perfectly. First, you have to know hex. For example, in this case, there is nothing more than 2 digits. A base attack power of 255 would be FF, while 0 (splash, anyone?) would be 00. Ground would also be a 2-digit hex number that gets interpreted as the specific type, as would everything else. The first byte is actually the effect, like freezing the opponent, or an OHKO.

poccil
November 9th, 2007, 01:01 AM
phoenixprime88b5:

I am at work fixing the Shadow script section to support connected maps. When I am finished, I will
attach the finished text file to this post.

The fireballs in battle animations is merely a sample animation, but that animation is not part of
the RPGXP database, but was created using the separate Animation Editor contained in the distribution
(animeditor.zip). When the animation editor is run, it expects a file called PkmnAnimations.rxdata
(which stores the animations) in the Data folder.

The animation is played in the script section PokeBattle_ActualScene, near line 1779. Note that
that portion of the script section loads the file PkmnAnimations.rxdata. You can expand that code
to handle different kinds of animations (assuming you've added them in the animation editor first):


animationid=1
case moveid
when PBMoves::TACKLE
animationid=2
when PBMoves::POUND
animationid=3
# when PBMoves::???
# animationid=???
else
animationid=1
end
animplayer=PBAnimationPlayer.new(
animations[animationid],user,target,@viewport
)


I hope this helps, though admittedly, the animation code isn't well developed due to the lack of samples.

Now to your final question. The situation you describe is normally possible by defining one or more switches
for this purpose, for example: "Team Rocket Gone". Here are some examples:

Event page 1

Condition: None
Trigger: Action Button


Text: Get out of my way!


Event page 2

Condition: Switch "Team Rocket Gone" is ON
Trigger: Action Button
Graphic: None
No event commands


Here is another example (to change the speech due to changing situations, as in the Galactic Veilstone Building:


Text: No job too big, no job too small. That is our policy!
Conditional Branch: Switch [????: Team Rocket Gone] == ON
Text: At least it was our policy, since our Boss is gone...
Branch End


I hope this helps.

EDIT: A fixed version of the Shadow script section, which fairly works now, is attached.

|Maximus|
November 9th, 2007, 03:16 AM
How do I stop my NPC's from figgiting.

And, how do I Change the sprite when I run because it won't work.

poccil
November 9th, 2007, 03:38 AM
Somehow I've mentioned how to change the running sprite before. I will repeat it again. Here are the changes to make in section 000 of the file "PBS/metadata.txt" (please note that all filenames are just examples):


[000]
Home=011,8,9,8
PlayerA=PkMnTRAINER_Male,Red,onbike,trback,Red,fk002-brendan,Red
PlayerB=PkMnTRAINER_Female,Crystal,onbike,trback,Crystal,fk002-may,Crystal
StorageCreator=LANETTE

|Maximus|
November 9th, 2007, 03:41 AM
So, if I just change the one in map 000. It will effect all of my maps?

poccil
November 9th, 2007, 04:13 AM
That is indeed the purpose of section 000, to store settings that are not specific to a particular map.

|Maximus|
November 9th, 2007, 04:46 AM
Thank you, but I tried that and it didn't work!

poccil
November 9th, 2007, 05:02 AM
Then I should also say that you need to run your game from RPG Maker XP, so that the data can be compiled into the game. If you are still having problems, then I am afraid I can't help you without looking at your project's Data and PBS folders.

Wichu
November 9th, 2007, 08:13 AM
Are you planning to implement the DP moves, abilities and items sometime?
And what would I have to modify to make it use 160x160 Pokemon sprites, instead of 128x128?

|Maximus|
November 9th, 2007, 09:42 AM
This is what I have for the PBS folder:

Home=011,8,9,8
PlayerA=PkMnTRAINER_Male,Red,onbike,trback,RunningRED,Red,Red
PlayerB=PkMnTRAINER_Female,Crystal,onbike,trback,Crystal,Crystal,Crystal
StorageCreator=KYLE

RunningRED is the name I named my sprite.

Rm2k3Guy
November 9th, 2007, 10:12 AM
Poccil,
I tried your solution but it isn't working =/
Heres everything that might help;
http://img114.imageshack.us/img114/5902/pbtrainernamescr5.png (http://imageshack.us)
PBTrainerNames
http://img114.imageshack.us/img114/5327/pbtrainerszy2.png (http://imageshack.us)
PBTrainers
http://img112.imageshack.us/img112/2171/theeventjo3.png (http://imageshack.us)
The Script in the event
http://img112.imageshack.us/img112/736/errordu5.png (http://imageshack.us)
The error.

Sorry for bothering you so much.

phoenixprime88b5
November 9th, 2007, 12:01 PM
I just deleted the fire animation until someone makes the animations for the game. I'll try the team Rocket event and get back to you on it. Thanks for the help.

poccil
November 9th, 2007, 12:59 PM
Rm2k3Guy:

The trainers.txt file should read:


CHAMPION_Mike
Mike
6
MEWTWO,70


Finally, to make the changes take effect, the game needs to be run from
RPG Maker XP.

axibar:

You should use the following instead:


Home=011,8,9,8
PlayerA=PkMnTRAINER_Male,Red,onbike,trback,Red,Running RED,Red
PlayerB=PkMnTRAINER_Female,Crystal,onbike,trback,Crystal,Crystal,Crystal
StorageCreator=KYLE

Rm2k3Guy
November 9th, 2007, 01:10 PM
I have a problem, when I try to run the game through RMXP I get this;
http://img86.imageshack.us/img86/4010/nexterrorru1.png (http://imageshack.us)
But if I run it through Game.EXE I don't encounter this.
Any ideas?

poccil
November 9th, 2007, 01:51 PM
It means that the game couldn't compile all the data successfully and you should go to "PBS/pokemon.txt" and add "Habitat=" to the section named [387].

However, in more recent releases, I made "Habitat" an optional part of the pokemon.txt file
as I added all Pokemon from the fourth generation.

phoenixprime88b5
November 9th, 2007, 03:10 PM
I used the example but it only works when I talk to them and only that one character disappears insread of all the members and I did that conditional switch on all of them. What I meant was after defeating the main rocket member, both them and all the members to dissapear after talking to the main Team rocket.

Atomic Reactor
November 9th, 2007, 03:21 PM
after you get a pokenav, and go to map. it shows the test map area, and other spots.
how do i put my own in and make it say stuff when you scroll over it?

|Maximus|
November 9th, 2007, 03:36 PM
axibar:

You should use the following instead:


Home=011,8,9,8
PlayerA=PkMnTRAINER_Male,Red,onbike,trback,Red,Running RED,Red
PlayerB=PkMnTRAINER_Female,Crystal,onbike,trback,Crystal,Crystal,Crystal
StorageCreator=KYLE


I named it without spaces. But I will try.

poccil
November 9th, 2007, 09:04 PM
after you get a pokenav, and go to map. it shows the test map area, and other spots.
how do i put my own in and make it say stuff when you scroll over it?

If I understand what you mean, you can edit the town map by using the town map generator (townmapgen.html). The documentation (notes.html) contains more information about the town map generator and creating regional maps.

Atomic Reactor
November 9th, 2007, 09:25 PM
o yeah, thanks poccil, i didnt even think to look at that =/

mackoo
November 10th, 2007, 12:55 AM
I want to remove naming system from intro, and place it somewhere after it. But it causes an error after one step with not name script used. How can I fix that?

Dyegov
November 10th, 2007, 07:36 AM
I have used it, and it's definitely helpful, really nice. The problem is that I'm very lazy and didn't continue the game . . . Anyway, you should add the door's animations, the computer's animations (The screen turns on), and all those little animations if you can, since they're difficult to do . . .

Backmaster
November 10th, 2007, 09:00 AM
@poccil
I tried to add a new resolution but it isn´t this easy.
Could you please implent a fullscreen resolution in the next release?

I also wondered about the "sockets" script i found in the SK.

Are you planning to implent an online script or some kind of?

Please Post Reply or send me PM.

@Dyegov:
The doors are easy events which you can do by yourself ;)

Dyegov
November 10th, 2007, 09:14 AM
@Dyegov:
The doors are easy events which you can do by yourself ;)

Well, I made them quite some time ago, and they were difficult to me the first time, but then I got the grip of it. Now I try and I don't seem to remember how I did it . . .

phoenixprime88b5
November 10th, 2007, 05:39 PM
You know in pokemon games when you go to (Example) slowpoke well and fight the last team rocket member, all the team rocket members disappear as well as the ones guarding the front of the gym, I wanted to know how to do that. I know it involves switches, but could someone explain throughly how to do this.

O.G. Duke
November 10th, 2007, 06:17 PM
Okay, Do you know what is a switch?
"Switch" is just like switch in our daily life. It means you can turn on or turn off.
What is the function?
You set an NPC to say "Hello!" when talk to him.
You set the NPC to say "We meet before right?" when talk to him when a certain switch is turned on.

That means, you can set the event to do "one thing" when certain switch is off,
it will do "another thing" when the switch is on.

Hope you understand...

Next, to do the "Slowpoke Well" event, just simply add a new event page on each Team Rocket Grunt and set Conditions switch: "001: Dissappear" ( you can name it whatever you want ) and dont add the character set for it.

Then set a switch in the last rocket event command. I mean click "Control switch">"001:Dissappear"> ok

This means when you fight the last rocket grunt, it set the "001: Dissappear" on.
And the second event page of each rocket grunt is set to "When the switch "001: Dissappear" is on, it turn to this event page".

Do you understand?

Atomic Reactor
November 10th, 2007, 07:16 PM
how can you make it so you can recieve more than 8 badges?
because my game is going to have every region, therefore you can get every badge.
or is there no way?

Lorem Ipsum
November 11th, 2007, 03:43 AM
Is there any way of adding an animation to the beginning of the title screen?

O.G. Duke
November 11th, 2007, 04:20 AM
You need to tell Poccil and wait for his next release^^

poccil
November 11th, 2007, 05:37 AM
atomic_reactor:

In the current version, you can safely assume that there are more than eight Badges. The constants
found in the PokemonField script section (like BADGEFORCUT) determine which Badge enables which
hidden move.

Lorem Ipsum:

See "Changing the Title Screen" in the documentation. There you can find a skeleton title scene
for augmenting. The title screen implemented in Pokemon Essentials is found in the script
section Scene_Intro.

Dyegov
November 11th, 2007, 06:17 AM
Is there any tutorial for making the game's animations? Such as the doors, the attacks, using a HM, etc? And why is it kind of laggy when the character walks?

.houndoomed
November 11th, 2007, 06:19 AM
Use the 'notes' file located in the Starter Kit for all of those kind of questions.

EDIT: I have this thing that comes up every time I start the game from when I saved outsides. If I save in a building, it works fine. But then when I try to go outside, it keeps coming up. It stalls for like 30 seconds, then this pop-up occurs. It won't let me go outside at all.

http://img211.imageshack.us/img211/8604/errorfj0.png

Is it because there is too much going on? Like the shadows/day/night system etc?

poccil
November 11th, 2007, 06:51 AM
Unfortunately, yes. Sometimes it acts like that because it has to load a very large tileset bitmap into memory, which can take more than a few seconds. There is not much I can do to avoid it.

|Maximus|
November 11th, 2007, 07:24 AM
How can I stop my NPCs from figeting when I walk around.

And, is there a way to have shadows on my NPC?

Backmaster
November 11th, 2007, 07:26 AM
@poccil
I tried to add a new resolution but it isn´t this easy.
Could you please implent a fullscreen resolution in the next release?

I also wondered about the "sockets" script i found in the SK.

Are you planning to implent an online script or some kind of?

Please Post Reply or send me PM.

Poccil you haven´t my question answered yet...

Glitchfinder
November 11th, 2007, 12:27 PM
Poccil you haven´t my question answered yet...

Well, let me answer for Poccil.

There are several problems with a fullscreen resolution. The first problem is that you have to automatically detect the size fo the monitor. The second problem is that you have to then resize the screen to those specifications WITHOUT expanding the resolution beyond RMXP default, because RMXP cannot handle larger-than-normal tiles. Then, if you do all of that, you will more than likely have a different window shape than the one being used in the game. Finally, if you just change the monitor's resolution instead, to make the game appear bigger without actually buing bigger, the game stretches to fit the monitor, the mouse gets huge, and the bar at the bottom (or wherever, depending on preferences and OS) gets huge as well. Really, it's a huge hassle for imperfect and unpredictable results. If you're wondering how I know this, look up the Resolution and Window size demo I made. (It requires quite a bit of scripting work to port into a game, so I only suggest it for new projects)

poccil
November 11th, 2007, 12:48 PM
Thanks for answering, Glitchfinder. I will answer the other one.

Pokemon Essentials actually has very few needs for remote access, namely
to enable trading and remote battling. However, I don't know the right way to
proceed with connecting two computers using the Sockets library. The Netplay
scripts can't be used mainly because the game system differs substantially
from the default since there are no actors or enemies.

Backmaster
November 11th, 2007, 02:06 PM
Thanks for your help...
Yeah it's just a little bit different...
maybe you can look somewhere or ask someone who is experienced with making pokemon mmorpg scripts. (Yes there are some, but not rmxp.) But the basic idea for the solution of your connection problem
should be the same..
I also thought about a gts script where you can load pokemon in an online database and then you download the pokemon you are looking for(like in pokemon dp)... this would make things much easier without a direct connection.
My solution for this problem (iam not experienced with networking) ; Maybe you can invite someone via localhost (by ip setting), so that the pcs are connected with each other, if you know what i mean)
some additional online features like online-only maps or a chat for many people would be also nice...
i hope this helps a little maybe...

poccil
November 11th, 2007, 06:14 PM
axibar:

You can make a shadow cast on any event by adding to the event a Comment event command consisting of the text "begin Shadow".

Dyegov
November 11th, 2007, 06:39 PM
Use the 'notes' file located in the Starter Kit for all of those kind of questions.

Oh man, I hadn't noticed I had a really old version and that there was a new one. I downloaded the new one and WOW! I'm more than surprised with all those new things: day/night, light/shadow, Door effects/Pokemon cries, etc. It was such a change to what I had. Thanks for the help.

Rm2k3Guy
November 12th, 2007, 11:56 AM
Hey me again, how can I change the trainer card image, and how can I set which areas are affected by day/night?
Also how do I display the maps name like in a town, I read the notes page but I don't understand what to change in metadata.
Help would be appreciated,
Cheers

poccil
November 12th, 2007, 03:15 PM
The Trainer Card's image is found in Graphics/Pictures/trcard.png , and the background is found in Graphics/Pictures/trcardbg.png .

The day/night-tinting is enabled for all maps with an Outdoor setting of true. The name of the map's location will be displayed if the ShowArea setting is true. This portion of PBS/metadata.txt is an example of a map that enables both settings:


[020]
; 020 here is a map ID (check the middle of the status bar)
Outdoor=true
ShowArea=true


After changing the file, you must run the game from RPG Maker XP in order to apply the changes.

|Maximus|
November 12th, 2007, 05:57 PM
Thanks poccil. Oh and how would I stop my NPCs from figgeting around when I walk.

mackoo
November 13th, 2007, 07:44 AM
Hey, what should i edit in what script to make 2nd resolution (this one with GBA size 240x160) still resazing all to GBA size, but being 320x240?

Rm2k3Guy
November 13th, 2007, 08:05 AM
Ah!
I've got it finally XD
Thanks Poccil

poccil
November 13th, 2007, 10:23 PM
A new release is available.

Changes:

Day/night land encounters
Moved all custom data files to Data instead of PBS
Integrated animation editor in the debug menu
Modified Shadow script to work properly in connected maps
Added more screen size options
Changed main procedure to handle hanging programs
Added face support to the message system.

Modified scripts:

Added: PokemonAnimEditor
Changed: PokemonMap
Changed: PokeBattle_Pokemon
Changed: PokemonOption
Changed: PokemonDayCare
Changed: PBMove
Changed: PokemonMenu
Changed: PokeBattle_Move
Changed: PBIntl
Changed: RTP and Registry
Changed: Scene_Map
Changed: Pokegear
Changed: Sprite_Character
Changed: PokemonField
Changed: Game_Map*
Changed: PokeBattle_ActualScene
Changed: Shadow
Changed: PokemonTrainers
Changed: SpriteResizer
Changed: PokeBattle_Trainer
Changed: PBFile
Changed: PokemonLoad
Changed: Main
Changed: BitmapCache
Changed: Compiler
Changed: Game_Player*
Changed: PBAnimation
Changed: PokemonEvolution
Changed: PBAbilities
Changed: PokemonMessages
Changed: - Radio
Changed: PBDebug
Changed: PokemonSystem
Changed: PokemonSummary
Changed: SpriteWindow
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonRegionMap
Changed: PokemonEncounters
Changed: PokemonItems
Changed: PokemonStorage
Changed: PokemonDebug

phoenixprime88b5
November 14th, 2007, 06:14 AM
Umm, you may have covered this beofre, but how do you up grade the SK with out messing up the game I made from it, file wise.

ali madan
November 14th, 2007, 06:45 AM
hi can you give me the link to the new one please? And did you fix the pokeball problem?

Glitchfinder
November 14th, 2007, 12:04 PM
Umm, you may have covered this beofre, but how do you up grade the SK with out messing up the game I made from it, file wise.

Just download the new version. Then, replace the scripts and delete the old PBS folder. (If you have custom stuff, you may have to do some editing) Then, copy all the non .rgss files from the Data folder of the new kit into yur game. That should be all you have to do.

hi can you give me the link to the new one please? And did you fix the pokeball problem?

There is a link in Poccil's sig. Also, I think that Poccil would say if he inserted an animation. (Especially with so many people complaining about it...)

Backmaster
November 15th, 2007, 03:50 AM
Good work Poccil.
If i can help you with your work pm me.

Is there a possibility to add more than only 2 daytimes like in diamond and pearl?

http://www.psypokes.com/pd/screenshots/011.jpg

What about the online scripts, anything new?

Can you please give me a move list where i can see which move data contains which move?
for example:
PokeBattle_Move_08 = ...

this would be really helpfull.

Wichu
November 15th, 2007, 08:52 AM
Backmaster, go to the link in Poccil's sig (Ultimate Pokemon Center), click "Ruby & Sapphire" in the left hand toolbar, the click "List of attacks".

Rm2k3Guy
November 15th, 2007, 11:00 AM
I need some more help,
I have just set up my 8 Gym leaders however I tried to use different pictures, so I replaced the old ones with mine with the same names, and set up the data in the Trainers.txt and Trainernames.txt file, however when I set it up like this;
LEADER_Alex,LEADER
It would not work
but when I did this;
LEADER,LEADER it works but the problem with this is they all have the same image and I can't fathom why?
Any help would be appreciated =).

Mitchio
November 15th, 2007, 02:14 PM
This is great but I cant work out map connections,

I understand the north south part and such, but how do I get to that point!

poccil
November 15th, 2007, 02:22 PM
Rm2k3guy:

The images for Trainers are found in Graphics/Characters/. They have names like trainerXXX.png, where XXX is the Trainer type's number. The attempt to use the internal name "LEADER" for more than one trainer type fails to work because then the internal name would be ambiguous and would not refer to a specific Trainer type. (That's why some of the internal names have additional information to disambiguate them.) Here is an example the correct way to edit the file:


20,LEADER_Roxanne,LEADER
21,LEADER_Brawly,LEADER


The internal ID (like "LEADER_Roxanne") is the second field in each line, and the name displayed in the game (like "LEADER") is the third field in each line.

Here, "_Roxanne" and "_Brawly" disambiguate the otherwise ambiguous internal ID "LEADER". Their Trainer graphics would be located in Graphics/Characters/trainer020.png and Graphics/Characters/trainer021.png , respectively.

Mitchio
November 15th, 2007, 02:49 PM
Any answers for my post Pocil?

poccil
November 15th, 2007, 03:07 PM
I will give an example:


20,South, 2, 21, North, 0


In this example, the south edge of map 20 connects with the north edge of map 21. More specifically, the second point on the south edge connects with the top left corner of map 21. The following diagrams the result:

| Map 20 |
| 2 |
|----------------------|
|0 Map 21 |
| |

phoenixprime88b5
November 15th, 2007, 04:33 PM
@ Poccil:
I'm trying to set a wild pokemon event and I followed the notes with the SK, but It keeps showing me this message:

Script error within event 1, map 33 (Ilex Forest):
(eval):1:in `pbExecuteScript'uninitialized constant Interpreter::CELEBI
Section028:11:in `pbExecuteScript'
Section033:271:in `eval'
Section028:11:in `pbExecuteScript'
Section033:271:in `command_355'
Section028:235:in `execute_command'
Section027:199:in `update'
Section027:113:in `loop'
Section027:204:in `update'
Section036:97:in `update'
Section036:95:in `loop'
Section036:108:in `update'
Section036:64:in `main'
Section036:61:in `loop'
Section036:68:in `main'
Section138:15

Interpreter 2 *:22:in `pbExecuteScript'
Interpreter 7 *:271:in `command_355'
Interpreter 2 *:235:in `execute_command'
Interpreter 1:199:in `update'
Interpreter 1:113:in `loop'
Interpreter 1:204:in `update'
Scene_Map:97:in `update'
Scene_Map:95:in `loop'
Scene_Map:108:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:15

poccil
November 15th, 2007, 04:56 PM
Use "PBSpecies::CELEBI" instead of merely "CELEBI". A good example of a wild Pokemon event is found in the invisible event between the ledges, on the southeast side of the demo map.

phoenixprime88b5
November 15th, 2007, 05:01 PM
@ Poccil
It works but how do I add special music when I battle through the wild pokemon event?

Mitchio
November 15th, 2007, 05:40 PM
And I do this in the script?

Atomic Reactor
November 15th, 2007, 06:10 PM
if i want to update the pokemon sprites to the D/P version. all i have to do is open the original sprite. delete it, then put in the new one right? or is it more complicated then that?

poccil
November 15th, 2007, 09:50 PM
@ Poccil
It works but how do I add special music when I battle through the wild pokemon event?

Unfortunately, I don't provide a way to change the background music for a battle, so that has to be done using a script. In the Script Editor, find the script section PokemonField, and go to near line 64. Add the code in bold to that part of the script:


wildbgm=pbGetMetadata(0,MetadataWildBattleBGM)
if wildbgm
wildbgm="#{wildbgm}"
end
if species==PBSpecies::CELEBI
wildbgm="celebi.mid"
end
restorebgm=true
decision=0


(The file "celebi.mid" is just an example.)

Mitchio
November 15th, 2007, 10:54 PM
Pocil, where do I go to input that map connection information?

poccil
November 15th, 2007, 11:18 PM
Map connection data is stored in the file PBS/metadata.txt . That file also has instructions for editing that file. After editing it, run the game from RPG Maker XP in order to apply the changes.

Mitchio
November 15th, 2007, 11:27 PM
Thanks! This is the next step for me!

I am sure I will bug you when I get another problem with your awesome starter kit!

Rm2k3Guy
November 16th, 2007, 10:47 AM
I'm getting this error when I try to load up the game how you said to;
I understand the basics, it's just these errors are confusing =/
http://img249.imageshack.us/img249/8093/damerrortv1.png (http://imageshack.us)

poccil
November 16th, 2007, 12:42 PM
Remember: Whenever you change, add, or remove a Trainer type in trainernames.txt, you need to modify the Trainer events to match, since the internal names of certain Trainer events may no longer exist.

Atomic Reactor
November 16th, 2007, 01:32 PM
can you answer my post poccil? or anyone?
pleae and thank you

Rm2k3Guy
November 16th, 2007, 04:52 PM
Thanks Poccil!
I can't believe I didn't check that >_>

poccil
November 16th, 2007, 04:58 PM
Pokemon images are located in Graphics/Battlers/ and measure 128x128 pixels.

.houndoomed
November 16th, 2007, 05:10 PM
This is quite a quick question, so I hope you don't mind me not PMing you. Will the way Diamond/Pearl sprites automatically resize be fixed in the next release?

O.G. Duke
November 16th, 2007, 05:53 PM
I hope there will be a next release with all D/P pokemon sprite in 160x160 instead of 128x128.

Atomic Reactor
November 16th, 2007, 09:29 PM
hey poccil, im having a real hard time understanding how you connect maps. i jsut dont understand. can you explain step by step what i have to do? i would really appreciate it. thank you

O.G. Duke
November 17th, 2007, 12:31 AM
Here is a error I get when I edit my encounter text, but I checked and checked, nothing wrong...
http://img521.imageshack.us/img521/2518/errorjz9.png

And this is my encounter.txt for map 26:
http://img213.imageshack.us/img213/3516/textoo9.png

Rm2k3Guy
November 17th, 2007, 03:20 AM
OmegaGroundon;
Your format is wrong.
This is how it should be;
026 # Route 03
25, 10, 10
Land
SPEAROW,5
SPEAROW,3
MEOWTH,5
HOOTHOOT,4
HOOTHOOT,3
SPEAROW,2
SPEAROW,6
HOOTHOOT,5
RATTATA,4
RATTATA,6
RATTATA,4
PIDGEY,4


The problem was that you had not added the '25, 10, 10' which must be added in some form to all encounters and you must format the first part like I did above;
Map ID # MAPNAME

O.G. Duke
November 17th, 2007, 04:33 AM
It not work! still the same error!
Somebody please help!

Rm2k3Guy
November 17th, 2007, 04:35 AM
Did you put Route 3 or 03
If you put 3 it's my mistake it has to be 03.

O.G. Duke
November 17th, 2007, 04:39 AM
The text after "#" is just description, it doesn't run in script!
I dunno what is the problem...

Rm2k3Guy
November 17th, 2007, 04:43 AM
Can you post what your encounters looks like after changing what I said?

O.G. Duke
November 17th, 2007, 04:45 AM
http://img146.imageshack.us/img146/9830/erroryx7.png
Take a look.

Rm2k3Guy
November 17th, 2007, 04:48 AM
Perhaps the route below is causing problems?
Make sure all of the ecounters.txt file is formatted how the first one I showed you is.
That could cause problems aswell.

O.G. Duke
November 17th, 2007, 05:00 AM
Nah~ Same result!
Same error...
What wrong with it??

Rm2k3Guy
November 17th, 2007, 05:01 AM
I'm stumped then =/
Everything seems correct.
I'll step back and let Poccil answer.

O.G. Duke
November 17th, 2007, 05:02 AM
Okay...
Anyway, thanks for your attempt to help me^^

Rm2k3Guy
November 17th, 2007, 08:49 AM
Poccil, is there any way I can display a Variable on the trainer card?
Because I have a Reputation system run by Variable named Rep.
And I wanted to know if I could somehow place it on the trainer card next to
the name with Reputation : then the current Rep
Sorry if this is a difficult request but it would really help

The Smell
November 17th, 2007, 10:56 AM
http://img146.imageshack.us/img146/9830/erroryx7.png
Take a look.

I reckon it could be that there are spaces between the numbers:

25, 25, 10

needs to be

25,25,10 :)

poccil
November 17th, 2007, 11:51 AM
OmegaGroudon:

You should check the section just before the one named "026". Send me a private message with the file if necessary.

Rm2k3Guy:

Try modifying the script section "PokemonTrainerCard" as follows:


textPositions=[
[_INTL("NAME: {1}",$Trainer.name),48,84,false,baseColor,shadowColor],
[_INTL("MONEY"),48,130,false,baseColor,shadowColor],
[_INTL("REPUTATION"),48,162,false,baseColor,shadowColor],
[_INTL("TIME"),48,194,false,baseColor,shadowColor],
[_INTL("${1}",$Trainer.money),272,130,true,baseColor,shadowColor],
[_INTL("{1}",$game_variables[10]),272,162,true,baseColor,shadowColor],
[time,272,194,true,baseColor,shadowColor],
[_INTL("IDNo. {1}",pubid),300,34,false,baseColor,shadowColor]
]


In "$game_variables[10]", replace 10 with the ID of a variable.

NoOb GaMeMaKeR
November 17th, 2007, 12:52 PM
I get this error when I start up my game:

http://img440.imageshack.us/img440/3265/qyestip3.png

Glitchfinder
November 17th, 2007, 12:59 PM
I've been pondering a possible suggestion for this starter kit for a few days now, and I've finally decided to post it. Anyway, first I want to start off with a reference to certain games. Specifically, in Pokemon Colosseum and Pokemon XD, you know how they have "Shadow Pokemon" and their regular counterparts? Well, I've been thinking of a way to pull off something similar. Basically, what would be needed is a script that will take a Pokemon (Any Pokemon) away from the trainer and replace it with any other Pokemon, with identical stats, IVs, Evs, and Moves, or prespecified changes. (Changes being like how when a shadow Pokemon was purified it forgot it's last shadow move and learned a real one) This tool could also be slightly edited to give special Pokemon, like the famed Surfing Pikachu, or Amnesia Psyduck. (The Psyduck was a gift from Pokemon Stadium 1, I believe for getting every Pokemon into their hall of fame)

poccil
November 17th, 2007, 02:07 PM
NoOb GaMeMaKeR:

Most likely you changed a map's tileset, but the map hasn't changed to that tileset.

For now, go to Game_Map in the script editor and make line 300 read:

elsif @terrain_tags[tile_id] && @terrain_tags[tile_id] > 0

If error messages persist, then you must start a new game.

Glitchfinder:

That's already quite easy to do with scripts. Here are some examples:


def clonePokemon(pkmn,newspecies)
pkmn=pkmn.clone
pkmn.species=newspecies
# Recalculate EXP since new species may have different
# growth rate
pkmn.exp=PBExperience.pbGetStartExperience(
pkmn.level,pkmn.growthrate)
pkmn.calcStats
return pkmn
end

def pbSurfingPikachu(level)
pkmn=PokeBattle_Pokemon.new(PBSpecies::PIKACHU,level,$Trainer)
pkmn.moves[0]=PBMove.new(PBMoves::SURF)
return pkmn
end

NoOb GaMeMaKeR
November 17th, 2007, 02:17 PM
It says this when i put it in: Script 'Game_Map*' line 432: Syntax Error Occured

poccil
November 17th, 2007, 02:20 PM
I have sent you a private message.

Rm2k3Guy
November 17th, 2007, 02:21 PM
Poccil, for what you said the Reputation area is overlapping the money area
How do I stop this?

poccil
November 17th, 2007, 02:34 PM
I have sent you a private message too.

[sigh] I've been getting so many messages that it's inconvenient to respond
to them in this thread. If anyone has any problems or errors, I request them to be sent to
me through private messaging, instead of to this thread.

Backmaster
November 17th, 2007, 03:05 PM
i see: that there are many errors with setting up the PBS... Maybe you can add some html generators (like the townmapgenerator) for generate the PBS settings... then you will just have to copy and paste the text into your PBS file.
I think this would make the sk easier to use...

poccil
November 17th, 2007, 03:10 PM
I am already working on adding more functions like that, Backmaster, such as a visual map connection editor.

NoOb GaMeMaKeR
November 17th, 2007, 03:37 PM
Poccil, are you going to make a fangame of your own with your own SK?

poccil
November 17th, 2007, 03:53 PM
That's a good question. No, I won't make one.

O.G. Duke
November 17th, 2007, 04:31 PM
Poccil, check your inbox!
I've PMed you...

NoOb GaMeMaKeR
November 17th, 2007, 04:57 PM
That's a good question. No, I won't make one. Oh, why not? It would seem really cool.

phoenixprime88b5
November 17th, 2007, 05:50 PM
how do you set up a situation where (in pokemon games) when you defeat the gym leader, if there are trainers that you didn't battle then if you see them afterwards they won't battle you.

O.G. Duke
November 17th, 2007, 07:00 PM
Just use switch.
First control a switch at the end of the battle of a GYM leader.
Then add a new page for the trainer that wont battle you.
Then set the condition to "switch" is on...Then leave it blank or add some text there...
You've done it!!

NoOb GaMeMaKeR
November 18th, 2007, 06:44 AM
Do you think poccil that you could make DP style font?

NytewolfAU2k7
November 18th, 2007, 07:15 AM
Do you think poccil that you could make DP style font?

That font is already available in the Pokefonts.zip package in the kit o.O

NoOb GaMeMaKeR
November 18th, 2007, 07:38 AM
No but make it actually look like the DP font.

.houndoomed
November 18th, 2007, 07:42 AM
It is the DP font.. that's what it looks like.

Sharpedo
November 18th, 2007, 08:05 AM
Great starterkit! I like it very much! Keep up the great work. I've got a question related to the exp.points. I was fiddling around and at a certain point I battled a Magikarp of level 14, and it gave me a total of 300 exp. points!! I find it alot for a magikarp and not realistic in a certain way. At least I cannot remember that it gives that much EXP in a battle on the GBA. Where do I have to modify the amount of EXP.points you get for certain pokémon? I was thinking I should be changing the baseEXP in the pokemon.txt file. Where do I have to look?

NoOb GaMeMaKeR
November 18th, 2007, 09:45 AM
It just changes the size of the text.