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zingzags
October 18th, 2010, 03:02 PM
Does Someone has an older version of essentials thats older than may 7th?

pokehackster
October 18th, 2010, 03:29 PM
I wish people who actually go back a page to read, poccil said very clearly he's run out on the payments for the site so, if people do what cng said, then everyone would get the kit again.

well im really sorry that i dont like searching through pages of 1 post to find out but i plan on donating some money cause if it werent for the starter kit i wouldnt have half as much progress on my game as i do

edit: donated $2.50 hope it helps

Maruno
October 19th, 2010, 02:24 PM
For anyone who somehow can't look back a couple of pages for the download links I've provided, I have now make a page on the wiki specifically for them: Essentials downloads (http://pokemonessentials.wikia.com/wiki/Essentials_downloads). A reminder is also in my signature.

Please contribute by providing mirrors for the downloads - Megaupload won't keep those files up forever! More versions would also be nice, but priority should be given to newer ones.

zingzags
October 19th, 2010, 04:08 PM
OMG MARUNO THANKS I DIDNT NOE U HAD THIS ON YOUR WIKI :D
Also can u help fix the problem I have with showing the % of the exp

MagitekElite
October 19th, 2010, 06:28 PM
Oh wow, thanks for uploading the files Maruno! I was looking for it everywhere xD
(Wants to start a youtube show lol)

pokehackster
October 19th, 2010, 08:16 PM
thanks for the upload maruno im just hoping more people donate to poccils site so we can have it up and running again o.o

Maruno
October 20th, 2010, 11:29 AM
OMG MARUNO THANKS I DIDNT NOE U HAD THIS ON YOUR WIKI :D
Also can u help fix the problem I have with showing the % of the exp
I'd like to think it's not "my" wiki, it's everyone's - but it seems I'm the only one contributing. I'm working on rectifying that...

The downloads weren't on the wiki until a few minutes before I make that post announcing it.

As for your percentage question, I've already answered it further up this page.

zingzags
October 20th, 2010, 12:59 PM
I'd like to think it's not "my" wiki, it's everyone's - but it seems I'm the only one contributing. I'm working on rectifying that...

The downloads weren't on the wiki until a few minutes before I make that post announcing it.

As for your percentage question, I've already answered it further up this page.

LOL community GG, umm the css styling of the download page is bugged, my new question was if i show the text like this?

([_INTL("{1}%",@battler.pokemon.refreshExpLevel.exppercentage),@spritebaseX+100,@spritebaseY+50,true,base,shadow])



ohh yea is there a fix for the double battle, or battle factory?

Maruno
October 20th, 2010, 01:34 PM
LOL community GG, umm the css styling of the download page is bugged, my new question was if i show the text like this?

([_INTL("{1}%",@battler.pokemon.refreshExpLevel.exppercentage),@spritebaseX+100,@spritebaseY+50,true,base,shadow])



ohh yea is there a fix for the double battle, or battle factory?
No, that's not quite how it works. "exppercentage" is a stand-alone variable, not one connected to the Pokémon. Just use the following:

if @showexp
startexp=PBExperience.pbGetStartExperience(@battler.pokemon.level,growthrate)
endexp=PBExperience.pbGetStartExperience(@battler.pokemon.level+1,growthrate)
exppercentage=(@battler.pokemon.exp-startexp)/(endexp-startexp)).floor
pbDrawTextPositions(self.bitmap,[_INTL("{1}%",exppercentage),@spritebaseX+100,@spritebaseY+50,true,base,shadow])
end


The wiki page looks fine to me. This isn't the appropriate thread for it, though. If you can PM me a screenshot of what the page looks like to you, I'll look into it.

I don't know about double battles/the Battle Factory, because I don't use the latest version (I don't even really know what the problem is, let alone what causes it and how to fix it).

zingzags
October 20th, 2010, 02:44 PM
I get this error when I use the textpostions


ssage: Section058:1243:in `text_size'cannot convert Fixnum into String
***Full script:
pbTrainerBattle(PBTrainers::LEADER_Roxanne,"Roxanne",_I("I enjoyed it."),false,0)
Interpreter:239:in `pbExecuteScript'
SpriteWindow:1243:in `pbDrawTextPositions'
SpriteWindow:1242:in `each'
SpriteWindow:1242:in `pbDrawTextPositions'
PokeBattle_ActualScene:502:in `refreshExpLevel'
PokeBattle_ActualScene:527:in `appear'
PokeBattle_ActualScene:1734:in `pbTrainerSendOut'
PokeBattle_ActualScene:1728:in `loop'
PokeBattle_ActualScene:1744:in `pbTrainerSendOut'
PokeBattle_Battle:2189:in `pbSendOut'

Interpreter:274:in `pbExecuteScript'
Interpreter:785:in `command_111'
Interpreter:318:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'

Maruno
October 20th, 2010, 03:00 PM
You're putting it in the wrong place. Search PokeBattle_ActualScene for the text "@battler.gender==0". This will only appear in one place, in a def called refresh. Put the new code at the end of that def. You can include the middle four lines in the existing "if @showexp" clause that is at the end of that def if you want.

abnegation
October 23rd, 2010, 05:22 AM
Within the messaging system, you have the ability to set your own colours for text, which works fine for me, however, the command would be for example; \[318c675a], yet I'm unsure of how to end it as I want it to go around one word rather than an entire sentence.

\[318c675a]text ???

Anyone have an idea?

Cykes
October 23rd, 2010, 11:30 AM
Within the messaging system, you have the ability to set your own colours for text, which works fine for me, however, the command would be for example; \[318c675a], yet I'm unsure of how to end it as I want it to go around one word rather than an entire sentence.

\[318c675a]text ???

Anyone have an idea?
While there's probably another way that I might be forgetting, try using <c=RRGGBBAA>words</c> for the coloured text, as you can wrap it. Alternatively, you can use the \[XXXXXXXX] right after the coloured word, with the regular colour in place, thus returning your text to normal. I don't have the values off the top of my head, though. Sorry about that.

chriskid198
October 24th, 2010, 12:20 AM
None of the links work for me. It comes up with a 404 Error, someone help please.

Rai Rai
October 24th, 2010, 03:20 AM
None of the links work for me. It comes up with a 404 Error, someone help please.

Read back a few pages, you might notice poccil said the site needs payments again.

Worldslayer608
October 24th, 2010, 12:12 PM
So I am using animated water auto tiles, but it makes layers on my map flicker on and off at a steady pulsing pace.

Anyone know how to fix this?

EDIT

The auto tiles will all flicker. My water is transparent and the others are not, I was reading that the starter kit has issues with transparent autotiles, any idea how to fix this?

aSeRo141414
October 24th, 2010, 07:19 PM
why the starter kit is lagging in me..... but the last time is not.. :(

thepsynergist
October 24th, 2010, 10:25 PM
So I am using animated water auto tiles, but it makes layers on my map flicker on and off at a steady pulsing pace.

Anyone know how to fix this?

EDIT

The auto tiles will all flicker. My water is transparent and the others are not, I was reading that the starter kit has issues with transparent autotiles, any idea how to fix this?

Just don't make them transparent?

Florio
October 24th, 2010, 11:37 PM
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `+' for nil:NilClass

PokemonUtilities:289:in `getRoughLatLon'

PokemonUtilities:386:in `getLatLong'

PokemonUtilities:586:in `getToneInternal'

PokemonUtilities:584:in `each'

PokemonUtilities:584:in `getToneInternal'

PokemonUtilities:353:in `getTone'

PokemonUtilities:2095:in `pbDayNightTint'

Sprite_Character:124:in `update_or'

PerspectiveTilemap:408:in `shadow_update'

Shadow:179:in `update'



This exception was logged in ./errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
It has to do with shadows, because the message came up in an outdoor map and a map with a lightpost in it, also this is the September version of essentials, can someone please help me out?

IceGod64
October 25th, 2010, 08:33 AM
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `+' for nil:NilClass

PokemonUtilities:289:in `getRoughLatLon'

PokemonUtilities:386:in `getLatLong'

PokemonUtilities:586:in `getToneInternal'

PokemonUtilities:584:in `each'

PokemonUtilities:584:in `getToneInternal'

PokemonUtilities:353:in `getTone'

PokemonUtilities:2095:in `pbDayNightTint'

Sprite_Character:124:in `update_or'

PerspectiveTilemap:408:in `shadow_update'

Shadow:179:in `update'



This exception was logged in ./errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
It has to do with shadows, because the message came up in an outdoor map and a map with a lightpost in it, also this is the September version of essentials, can someone please help me out?
This is a well-known bug in Pokemon Essentials newer versions.

It only happens on Windows XP from my experience.

KitsuneKouta
October 25th, 2010, 04:50 PM
Exception: NoMethodError
Message: undefined method `+' for nil:NilClass
PokemonUtilities:289:in `getRoughLatLon'
PokemonUtilities:386:in `getLatLong'
PokemonUtilities:586:in `getToneInternal'
PokemonUtilities:584:in `each'
PokemonUtilities:584:in `getToneInternal'
PokemonUtilities:353:in `getTone'
PokemonUtilities:2095:in `pbDayNightTint'
Sprite_Character:124:in `update_or'
PerspectiveTilemap:408:in `shadow_update'
Shadow:179:in `update'

It has to do with shadows, because the message came up in an outdoor map and a map with a lightpost in it, also this is the September version of essentials, can someone please help me out?You'll find the solution to that here (http://www.pokecommunity.com/showthread.php?t=226557).
And on a side note, it'd be cool if you removed the spaces and extra junk the error message introduces (as I did above) for the sake of readability/space.

aSeRo141414
October 26th, 2010, 02:31 AM
why the starter kit is lagging in me..... but the last time is not.. :(


Answer me please *bump* :D

but add more question, is it only lagging in new version? because when I use the old one, (I think) doesn't lag

Dexta
October 26th, 2010, 03:20 AM
What is the link for the pokemon starter kit rpg maker xp please

Himalama
October 26th, 2010, 07:03 AM
I'm getting this error:


---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: '{0}' is not a defined type (PBS/types.txt, Rock, Immunities)

Compiler:2064:in `pbCompileTypes'

Compiler:2063:in `each'

Compiler:2063:in `pbCompileTypes'

Compiler:2055:in `each'

Compiler:2055:in `pbCompileTypes'

Compiler:3890:in `pbCompileAllData'

Compiler:4034



This exception was logged in ./errorlog.txt.

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


It's not located in the fix errors thingie, can anyone help me?

KitsuneKouta
October 26th, 2010, 10:57 AM
Answer me please *bump* :D

but add more question, is it only lagging in new version? because when I use the old one, (I think) doesn't lagI think it's just a problem with the new one. I'd recommend holding off on using new versions right when they come out until there's been time to find and correct problems with them (although some versions remain unusable anyways). Besides, there's usually not a whole lot added to make it worthwhile to constantly upgrade.

@Dexta: look for Maruno's post on the last page (or maybe the page before). He provided a link for whatever kit he had.

@Himalama: Is that from an unmodified kit, or were you adding new types or something like that?

aSeRo141414
October 26th, 2010, 05:30 PM
Okay, I will use the older version.. but what? the May or April one? XD

Cilerba
October 26th, 2010, 05:53 PM
The April Version shouldn't have any lag. Try using that.

aSeRo141414
October 26th, 2010, 06:15 PM
The April Version shouldn't have any lag. Try using that.


Are you using that? anyway, I tried the old version since april.. XD

chriskid198
October 27th, 2010, 12:07 AM
For anyone who somehow can't look back a couple of pages for the download links I've provided, I have now make a page on the wiki specifically for them: Essentials downloads (http://pokemonessentials.wikia.com/wiki/Essentials_downloads). A reminder is also in my signature.

Please contribute by providing mirrors for the downloads - Megaupload won't keep those files up forever! More versions would also be nice, but priority should be given to newer ones.

Thank you so much for this! :)

Conan Edogawa
October 27th, 2010, 12:12 PM
I have a pretty basic question, but it's been bothering me. I want to use the HGSS text box, but when I import it in place of the fr/lg one, and the r/s one, it doesn't change in game. What file do I replace to get it to work in game?

Cilerba
October 27th, 2010, 01:05 PM
Are you using that? anyway, I tried the old version since april.. XD

No, I'm not using that version. Just try using that and see for yourself if it lags or not.

I have a pretty basic question, but it's been bothering me. I want to use the HGSS text box, but when I import it in place of the fr/lg one, and the r/s one, it doesn't change in game. What file do I replace to get it to work in game?

In the script SpriteWindow, go to line 7 and you should find this:
TextSkinName="frlgtextskin"
Replace "'frlgtextskin'" with whatever skin you want to use. I'm pretty sure that's what you're looking for.

thepsynergist
October 27th, 2010, 03:45 PM
In the script SpriteWindow, go to line 7 and you should find this:
TextSkinName="frlgtextskin"Replace "'frlgtextskin'" with whatever skin you want to use. I'm pretty sure that's what you're looking for.


Or you could just rename the skin to frlgtextskin.

Conan Edogawa
October 27th, 2010, 05:22 PM
No, I'm not using that version. Just try using that and see for yourself if it lags or not.



In the script SpriteWindow, go to line 7 and you should find this:
TextSkinName="frlgtextskin"Replace "'frlgtextskin'" with whatever skin you want to use. I'm pretty sure that's what you're looking for.

Or you could just rename the skin to frlgtextskin.

I did replace "frlgtextskin" with the HGSS one, but it still shows up as the original one.

Canderis
October 27th, 2010, 07:34 PM
I am trying to make a gif for the game's intro. But it won't play. I read in this thread it needs to be a png. How do I make a gif a png?

KittenCry66
October 28th, 2010, 07:28 AM
I made a new trainer type, and it has Shadow Pokemon. But whenever I open the editor to add the Snag ball, and it starts "compiling trainer data" I get this error message:
---------------------------
Pokemon Editor
---------------------------
Exception: RuntimeError

Message: Expected a number for the number of Pokémon

File PBS/trainers.txt, line 5

ARON,12,false,true



Compiler:1354:in `pbCompileTrainers'

Compiler:1337:in `loop'

Compiler:1400:in `pbCompileTrainers'

Compiler:3914:in `pbCompileAllData'

Compiler:4034



This exception was logged in

C:\Users\Administrator\Saved Games/Pokemon_ Shadow Heat Version/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
Now this is what my trainer.txt looks like:
# See the documentation at notes.html to learn how to edit this file.
#-------------------
CIPHER
Member
ARON,12,false,true
STARLY,5
What do I have to change?

I'm using the September 2010 release.

Maruno
October 28th, 2010, 10:07 AM
I made a new trainer type, and it has Shadow Pokemon. But whenever I open the editor to add the Snag ball, and it starts "compiling trainer data" I get this error message:
---------------------------
Pokemon Editor
---------------------------
Exception: RuntimeError
Message: Expected a number for the number of Pokémon
File PBS/trainers.txt, line 5
ARON,12,false,true

Compiler:1354:in `pbCompileTrainers'
Compiler:1337:in `loop'
Compiler:1400:in `pbCompileTrainers'
Compiler:3914:in `pbCompileAllData'
Compiler:4034

This exception was logged in
C:\Users\Administrator\Saved Games/Pokemon_ Shadow Heat Version/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
Now this is what my trainer.txt looks like:
# See the documentation at notes.html to learn how to edit this file.
#-------------------
CIPHER
Member
ARON,12,false,true
STARLY,5
What do I have to change?

I'm using the September 2010 release.
PLEASE edit your error messages to remove unnecessary spaces!

Your problem is that you haven't followed the required layout. Just before you start listing the Pokémon, there should be a line that shows the total number of Pokémon that trainer has (along with any items the trainer has).

Furthermore, you've put the "false,true" part in the wrong place.

Use the following:

CIPHER
Member
2
ARON,12,,,,,,,false,true
STARLY,5The empty parts in Aron's line are for the IVs, held item and known moves - leave them blank to ignore them. You can't just get rid of those blank parts, though.

KittenCry66
October 29th, 2010, 01:33 AM
PLEASE edit your error messages to remove unnecessary spaces!

Your problem is that you haven't followed the required layout. Just before you start listing the Pokémon, there should be a line that shows the total number of Pokémon that trainer has (along with any items the trainer has).

Furthermore, you've put the "false,true" part in the wrong place.

Use the following:

CIPHER
Member
2
ARON,12,,,,,,,false,true
STARLY,5The empty parts in Aron's line are for the IVs, held item and known moves - leave them blank to ignore them. You can't just get rid of those blank parts, though.


OK, thanks Maruno!

(God, I've been such a n00b about this over the past three days...D:)

DarkShadow21
October 29th, 2010, 05:44 PM
every time i try to compile data after i try to make a pokemon i get this error
Compiler:1586:in `pbEachFileSectionEx'
Compiler:1569:in `each_line'
Compiler:1569:in `pbEachFileSectionEx'
Compiler:1607:in `pbEachFileSection'
Compiler:2165:in `pbCompilePokemonData'
Compiler:2163:in `open'
Compiler:2163:in `pbCompilePokemonData'
Compiler:3908:in `pbCompileAllData'
Compiler:4034
Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 493, key WildItemRare
can someone please help me. i need to be able to work this out.

KitsuneKouta
October 29th, 2010, 06:04 PM
every time i try to compile data after i try to make a pokemon i get this error
Compiler:1586:in `pbEachFileSectionEx'
Compiler:1569:in `each_line'
Compiler:1569:in `pbEachFileSectionEx'
Compiler:1607:in `pbEachFileSection'
Compiler:2165:in `pbCompilePokemonData'
Compiler:2163:in `open'
Compiler:2163:in `pbCompilePokemonData'
Compiler:3908:in `pbCompileAllData'
Compiler:4034
Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 493, key WildItemRarecan someone please help me. i need to be able to work this out.I haven't seen that one in a while. Try looking here (http://www.pokecommunity.com/showthread.php?t=105731&page=289). And a tip: if there's a particularly important line in the error, you can google it in literal quotes instead of the forums search function. So in this case, I went to google, typed in "File PBS/pokemon.txt, section 493, key WildItemRare" (with the quotes), and got exactly what I was looking for in a couple of seconds.

DarkShadow21
October 29th, 2010, 06:47 PM
i figured out what was wrong thanks for the help

Mortalis
October 31st, 2010, 03:17 PM
Hey guys, I've got a quick question. How do you change the text color correctly? It doesn't seem right when I use \c[#]. Thanks.

IceGod64
October 31st, 2010, 07:51 PM
Hey guys, I've got a quick question. How do you change the text color correctly? It doesn't seem right when I use \c[#]. Thanks.
/c[#] is correct. Wrong slash.

Mortalis
November 1st, 2010, 08:44 AM
/c[#] is correct. Wrong slash.

No, when I call it with \c[#] the color still comes up, but you can barley read the text. But it's okay, I found out how to do it correctly.

abnegation
November 1st, 2010, 09:11 AM
No, when I call it with \c[#] the color still comes up, but you can barley read the text. But it's okay, I found out how to do it correctly.

\ is the right slash.
At any rate, the way I do this is, by using the \c[#] and then ending it by adding another \c[#] to go back to the original colour. Have you found a better alternative?

Pablo49
November 1st, 2010, 09:47 PM
When using Scene_intro, is there a way to check if I certain image has been viewed. Like in my case I have a good number of slides, which I use like an intro movie. I want them to be able to skip to the New Game/Continue screen during this, but only after they have seen the slides with the team logo and the © Nintendo, Game Freak slides. This is a two part question, too. The check for image part, and then how to skip from the intro to the load screen. I don't want it to skip to the splash screen unless the finish the whole intro. I see how closeSplash transfers to the load screen, but I'm not quite sure how to apply that to this. perhaps definite a new function only for that and call it? I don't know much about this scripting language.

EDIT: Well, I tried some more. Made a function that would take you to the load screen if it was called. And in openPic I set an if statement that checks for the file name of the pic I want to be unskipable (right now it checks only the first image, but I can always nest more in later) right before it calls closePic. If the pic was the name I expected, then it would open closePic. And the else had the call for the new function instead of closePic. But the image on screen never updates or responds to keypresses, it only stays on the first image. I'm assuming the if statement is what is holding it up. Can I do: if @pic.name="Graphics/Titles/Pic_1" with Pic_1 being the filename I'm checking, or do I need to do it differently? Or am I doing this completely wrong?

EDIT again: Just went back and took out the if statement and had my new function being called instead of closePic and it worked properly. So I definitely isolated it to the if statement, it seems. I love debugging.

More EDIT: Well, late night debugging ended up solving my problem. I needed to do: if @index,=x with x being the number of images I didn't want skipped, assuming they were all first. This post became pointless, but I won't delete it in case someone comes around asking the same thing. :)

[Your Name Here]
November 2nd, 2010, 06:50 AM
Is there any other place where I can download this?

Rai Rai
November 2nd, 2010, 08:46 AM
For anyone who somehow can't look back a couple of pages for the download links I've provided, I have now make a page on the wiki specifically for them: Essentials downloads (http://pokemonessentials.wikia.com/wiki/Essentials_downloads). A reminder is also in my signature.

Please contribute by providing mirrors for the downloads - Megaupload won't keep those files up forever! More versions would also be nice, but priority should be given to newer ones.

Just thought I might quote this again as people are just too lazy to even look back a few pages.

me2hack
November 2nd, 2010, 10:32 AM
I've got this problem and I'm not sure what is causing.
Whenever I try to use a different battle bg, like ones for gen 4, as well as playerbase and enemybase. The background is fully black. Only thing I see is the controls, hpguage and the Pokemon themselves. What am I doing wrong?
I changed them in the Picture folder, in the editor.exe.
I'm using the Sep '10 release.

Maruno
November 2nd, 2010, 01:50 PM
I've got this problem and I'm not sure what is causing.
Whenever I try to use a different battle bg, like ones for gen 4, as well as playerbase and enemybase. The background is fully black. Only thing I see is the controls, hpguage and the Pokemon themselves. What am I doing wrong?
I changed them in the Picture folder, in the editor.exe.
I'm using the Sep '10 release.
It sounds as if the background is black because it can't find a picture to use.

The editor won't move any files around or rename anything. You need to make sure your background pictures are in the right place with the right name. I can't be sure (because you've given very little information), but that might be your problem.

Canderis
November 2nd, 2010, 04:29 PM
I have 2 issues. Number one, can anyone help with my problem from last page:
I am trying to make a gif for the game's intro. But it won't play. I read in this thread it needs to be a png. How do I make a gif a png?

And does anyone have the latest version of the documentation?

Cykes
November 2nd, 2010, 07:58 PM
And does anyone have the latest version of the documentation?
Whilst poccil's site is down, I've uploaded the notes that came with the September 5th 2010 version of Essentials to my site. notes.html (http://daed.comeze.com/notes.html) advanced.html (http://daed.comeze.com/advanced.html)

When poccil's site is back, you can find the notes on his site here (http://upokecenter.com/projects/pokestarter/notes.html).

Pablo49
November 2nd, 2010, 10:00 PM
In Scene_Credits, if I wanted it to start up a new scene at completion, how would I do so? I can't seem to find a place to put the call and get it to work.

har
November 3rd, 2010, 05:23 AM
Hey, I'm new to the forums and my first experience with RPG Maker (though I am experienced with modding other games). Anyways I'm am essentially making a new pokemon game with a select few pokemon and a couple of new ones. To be specific I'm using 250 total with around 40 new ones. So according to my logic I should be able to do everything I want (as far as getting a new list of pokemon) by rearranging the pokemon.txt file. For example Treecko is number 1, Charmander is number 4, and Totodile is number 7. My problem is trying to compile, I've already spent a few hours fixing errors but this one has me stumped, here's my error:

---------------------------
Pokemon: Endtime
---------------------------
Exception: RuntimeError

Message: Bad line syntax (expected syntax like XXX=YYY)

File PBS/pokemon.txt, section 143, key WildItemRare





Compiler:1586:in `pbEachFileSectionEx'

Compiler:1569:in `each_line'

Compiler:1569:in `pbEachFileSectionEx'

Compiler:1607:in `pbEachFileSection'

Compiler:2165:in `pbCompilePokemonData'

Compiler:2163:in `open'

Compiler:2163:in `pbCompilePokemonData'

Compiler:3908:in `pbCompileAllData'

Compiler:4034



This exception was logged in

C:\Users\Harrison\Saved Games/Pokemon_ Endtime/errorlog.txt.

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


And here is a copy of the entry I believe it is complaining about:

[143]
Name=LAVADRA
InternalName=LAVADRA
Kind=FLAME
Pokedex=Lavadra rarely comes out of it's natural habitate, the core of a volcano. If it does usually it's because something stands to claim it's territory.
Type1=FIRE
Type2=GROUND
BaseStats=80,120,70,80,110,70
Rareness=45
BaseEXP=209
Happiness=70
GrowthRate=Parabolic
StepsToHatch=5120
Color=Red
Habitat=Grassland
EffortPoints=0,3,0,0,0,0
Abilities=BLAZE
Compatibility=5,5
Height=1.9
Weight=52.0
GenderRate=FemaleOneEighth
Moves=1,SCRATCH,1,GROWL,7,EMBER,19,LEER,24,ROCKTHROW,31,SLASH,37,BITE,43,FLAMEWHEEL,49,EARTHQUAKE,55,AGILITY,60,CRUNCH,65,FLAMETHROWER,70,ROCKSLIDE
EggMoves=
Evolutions=
BattlerPlayerY=1
BattlerEnemyY=1
BattlerAltitude=0

Does anyone know what's going and a way to fix it?

Rai Rai
November 3rd, 2010, 08:02 AM
I have 2 issues. Number one, can anyone help with my problem from last page:


And does anyone have the latest version of the documentation?

Simple for the .gif problem use U-lead and when you save as just put .png at the end of the name and it will act as another extension of .png in a .gif type.

Conan Edogawa
November 3rd, 2010, 08:42 AM
I can't seem to find the image for the background of the pop up menu, can anyone give me the name?

Crazyninjaguy
November 3rd, 2010, 09:25 AM
If by the popup menu you mean the menu which gives you the options of choosing pokemon/pokedex/bag etc, then that's a windowskin.

Graphics/Windowskins/skin1.png i think :D

Conan Edogawa
November 3rd, 2010, 09:53 AM
If by the popup menu you mean the menu which gives you the options of choosing pokemon/pokedex/bag etc, then that's a windowskin.

Graphics/Windowskins/skin1.png i think :D

On a related note, would you happen to know if fightbox is the correct image to edit if I want a new look for the battle system(Keep the same script but have a new look)?

Maruno
November 3rd, 2010, 09:54 AM
Whilst poccil's site is down, I've uploaded the notes that came with the September 5th 2010 version of Essentials to my site. notes.html (http://daed.comeze.com/notes.html) advanced.html (http://daed.comeze.com/advanced.html)

When poccil's site is back, you can find the notes on his site here (http://upokecenter.com/projects/pokestarter/notes.html).
The notes are also part of each Essentials download. Clever, that.


On a related note, would you happen to know if fightbox is the correct image to edit if I want a new look for the battle system(Keep the same script but have a new look)?
It depends entirely on what look you want. "fightbox.png" is the whole of the bar along the bottom while you're choosing a move to use. "commandbox.png" is the whole of the bar along the bottom while you're choosing Fight/Pokémon/Bag/Run.

By default they aren't used. If you want to use them, find and edit the following two lines in PokeBattle_ActualScene (to equal "true", of course):

class PokeBattle_Scene

USECOMMANDBOX=false # If true, expects a file named Graphics/Pictures/commandbox.png
USEFIGHTBOX=false # If true, expects a file named Graphics/Pictures/fightbox.png
MESSAGEBASECOLOR=Color.new(248,248,248)
MESSAGESHADOWCOLOR=Color.new(104,88,112)
MENUBASECOLOR=Color.new(72,72,72)
The battle screen is vastly complicated, so it may be difficult to get it to your liking.

lark125
November 3rd, 2010, 12:54 PM
please help me
i have this pokegear script eddited but i want to set the keys different that when i press left or right the cursor moves over the screen and not with up and down please help me
#==============================================================================
# - Scene_Pokegear
#------------------------------------------------------------------------------
# Modified By Harshboy
# Modified by Peter O.
# Also Modified By OblivionMew
#==============================================================================
class Scene_Pokegear
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# main
#--------------------------------------------------------------------------
def main
# Main Menu settings you can add or change these
commands=[
_INTL("Map"),
_INTL("Radio"),
_INTL("Phone"),
_INTL("Exit")
]
@sprites={}
@sprites["command_window"] = Window_CommandPokemon.new(commands,160)
@sprites["command_window"].index = @menu_index
@sprites["command_window"].x = (Graphics.width - @sprites["command_window"].width) - 8
@sprites["command_window"].y = 640
@sprites["card"] = IconSprite.new(0,0)
@sprites["card"].setBitmap("Graphics/Pictures/Pokegearback")
@sprites["map_icon"] = IconSprite.new(48,22)
@sprites["map_icon"].setBitmap("Graphics/Pictures/mapicon")
@sprites["button_up"] = IconSprite.new(320,80)
@sprites["button_up"].setBitmap("Graphics/Pictures/buttonunp")
@sprites["button_down"] = IconSprite.new(320,165)
@sprites["button_down"].setBitmap("Graphics/Pictures/buttonunp")
@sprites["arr_icon"] = IconSprite.new(48,5)
@sprites["arr_icon"].z = 99999
@sprites["arr_icon"].setBitmap("Graphics/Pictures/pointer")
@sprites["radio_icon"] = IconSprite.new(144,22)
@sprites["radio_icon"].setBitmap("Graphics/Pictures/radicon")
@sprites["phone_icon"] = IconSprite.new(240,22)
@sprites["phone_icon"].setBitmap("Graphics/Pictures/phonicon")
@sprites["exit_icon"] = IconSprite.new(336,22)
@sprites["exit_icon"].setBitmap("Graphics/Pictures/exicon")
@sprites["trainer"] = IconSprite.new(360,80)
@sprites["trainer"].setBitmap(sprintf("Graphics/Characters/trainer%03d",$Trainer.trainertype))
@sprites["trainer"].z = 99999
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
pbDisposeSpriteHash(@sprites)
end
#--------------------------------------------------------------------------
# update the scene
#--------------------------------------------------------------------------
def update
pbUpdateSpriteHash(@sprites)
if Input.press?(Input::UP)
@sprites["button_up"].setBitmap("Graphics/Pictures/buttonp")
else
@sprites["button_up"].setBitmap("Graphics/Pictures/buttonunp")
end
if Input.press?(Input::DOWN)
@sprites["button_down"].setBitmap("Graphics/Pictures/buttonp")
else
@sprites["button_down"].setBitmap("Graphics/Pictures/buttonunp")
end
case @sprites["command_window"].index
when 0
@sprites["map_icon"].x = 48
@sprites["radio_icon"].x = 144
@sprites["phone_icon"].x = 240
@sprites["exit_icon"].x = 336
@sprites["arr_icon"].x= 48
when 1
@sprites["map_icon"].x = 48
@sprites["radio_icon"].x = 144
@sprites["phone_icon"].x = 240
@sprites["exit_icon"].x = 336
@sprites["arr_icon"].x= 144
when 2
@sprites["map_icon"].x = 48
@sprites["radio_icon"].x = 144
@sprites["phone_icon"].x = 240
@sprites["exit_icon"].x = 336
@sprites["arr_icon"].x= 240
when 3
@sprites["map_icon"].x = 48
@sprites["radio_icon"].x = 144
@sprites["phone_icon"].x = 240
@sprites["exit_icon"].x = 336
@sprites["arr_icon"].x= 336
end
#update command window and the info if it's active
if @sprites["command_window"].active
update_command
return
end

end
#--------------------------------------------------------------------------
# update the command window
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
pbPlayCancelSE()
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
case @sprites["command_window"].index
when 0
pbPlayDecisionSE()
pbFadeOutIn(99999) {
scene=PokemonRegionMapScene.new
screen=PokemonRegionMap.new(scene)
screen.pbStartScreen
}
when 1
pbPlayDecisionSE()
$scene = Scene_Jukebox.new
when 2
pbPlayDecisionSE()
pbFadeOutIn(99999) {
PokemonPhoneScene.new.start
}
when 3
pbPlayDecisionSE()
$scene = Scene_Map.new
end
return
end
end
end

i have already tryed to change the (inputt:up) and (input::down) into right and left but then only the image moves on that so please help me

Maruno
November 3rd, 2010, 01:38 PM
please help me
i have this pokegear script eddited but i want to set the keys different that when i press left or right the cursor moves over the screen and not with up and down please help me

i have already tryed to change the (inputt:up) and (input::down) into right and left but then only the image moves on that so please help me
Use ... for when you want to show some code, not a quote box. The code box starts scrolling if it gets too long, whereas the quote box doesn't (and takes up a lot of room).

The PokéGear screen is little more than a command list (like the pause menu or the "summary/switch/item/cancel" menu in the party screen) with a few graphics that change depending on which option you've highlighted. The command list itself is placed just offscreen so you can't see it.

Command lists work by scrolling up and down. It doesn't support left/right. You'll need to create a new way to record which option you're highlighting. Fortunately you could probably get away with a simple "index-inna-variable" thing rather than faffing around with making a new 2D command array (which is complicated), but unfortunately you probably won't know how to do even that.

Your options are to: A) learn a bit of scripting and go for the "index-inna-variable" thing, or B) redesign your PokéGear so you only need to use up and down.

lark125
November 3rd, 2010, 02:27 PM
alright thanks for your answer i am still learning ruby and i think i will use option b change it so i have to use up and down.

pokehackster
November 3rd, 2010, 02:28 PM
so any news on how much more poccil needs to get the site back up o.o?

PokemonTACOTAS
November 3rd, 2010, 07:53 PM
I have a question: For the professor's lecture, how do we access all the text (like "I'm Oak" or "We use Pokemon to..." that stuff)? I don't mean the script, I meant the dialogue.

Pablo49
November 3rd, 2010, 09:37 PM
I have a question: For the professor's lecture, how do we access all the text (like "I'm Oak" or "We use Pokemon to..." that stuff)? I don't mean the script, I meant the dialogue.In the map "intro" there is an event. All of the speech is in there.

Martinixon
November 3rd, 2010, 10:37 PM
I get this error when I try to use the Battle Factory:



Exception: RuntimeError
Message: Script error within event 1, map 81 (Battle Factory):
Exception: NoMethodError
Message: (eval):1:in `pbExecuteScript'undefined method `pbPrepareRentals' for nil:NilClass
***Full script:
pbBattleChallenge.extra.pbPrepareRentals

Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'

Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'

This appears when I am going to make the swap.

Any help appreciated.

halen2020
November 4th, 2010, 08:01 AM
I'm trying to incorporate special genetically modified pokemon as kind of alternates to the normal ones. But I don't want to have to create brand new pokemon, just alter the shiny ones so that they are slightly stronger, but still treated the same by the internal systems. The nearest thing I can think of is to simply not include these pokemon in the Pokedex system, or to modify the Shadow system to make the Genetics more powerful. Only I don't know how to do either of those things. Help!

Pablo49
November 4th, 2010, 09:44 AM
This seems like such a ridiculously easy question, but it really has me stumped. When I call $PokemonGlobal.runningShoes=true I still can't run. The only time it does work if I am in the included "test map2" Even if I directly copy/paste that event into one of my maps, I still can't get it to function. Someone else asked this in this thread, but didn't get an answer besides saying to set $PokemonGlobal.runningShoes=true. I'm quite confused, I hate being hung up on something so trivial.

Rai Rai
November 4th, 2010, 10:35 AM
This seems like such a ridiculously easy question, but it really has me stumped. When I call $PokemonGlobal.runningShoes=true I still can't run. The only time it does work if I am in the included "test map2" Even if I directly copy/paste that event into one of my maps, I still can't get it to function. Someone else asked this in this thread, but didn't get an answer besides saying to set $PokemonGlobal.runningShoes=true. I'm quite confused, I hate being hung up on something so trivial.

O_O Ever thought of looking at the editor.exe and actually setting the maps you make as outdoors otherwise you can't run.

PokemonTACOTAS
November 4th, 2010, 06:34 PM
Hey, guys. How can we loop the music?

Pablo49
November 4th, 2010, 08:41 PM
Background music loops by default.

EDIT: I shouldn't ask questions when I'm too sleepy to think. I edited out my stupid question.

For Light and Outdoorlight, is it possible to change the shape or position of the light? Like make the light off center in the tile. I can't seem to find the script that controls that lighting.

PokemonTACOTAS
November 4th, 2010, 08:56 PM
Background music loops by default.


Nono, like, say the Professor's lecture. It has an "intro" and then the part that loops begin.

Erm... like this

oiejr (The beginning) hwiruhgrlhfrrhjenor (The body) hwiruhgrlhfrrfjenor (The body looped)

Also, how do we add abilities?

IceGod64
November 4th, 2010, 11:41 PM
Nono, like, say the Professor's lecture. It has an "intro" and then the part that loops begin.

Erm... like this

oiejr (The beginning) hwiruhgrlhfrrhjenor (The body) hwiruhgrlhfrrfjenor (The body looped)

Also, how do we add abilities?
Look in:
PBS/abilities.txt

PokemonTACOTAS
November 5th, 2010, 01:55 AM
Look in:
PBS/abilities.txt

No, I mean, like effects and such.

bigtukker
November 5th, 2010, 05:24 AM
Hello, I'm trying the default level of the Pokemon Essentials, but the Double Battle algorythm seems off. When I use Pikachu's Double Team, he attacks immediately, and Squirtle nor the opponents attack. is there someway to fix this?

whoopa
November 5th, 2010, 12:39 PM
Hmm, when I edit the townmap text file, it doesnt show it on the region map in game, and when I type in the name of locations in debug mode, it doesnt save, and sets the townmap text file back to the default simple maps.um whats goin on lol

Java's Missingno.
November 5th, 2010, 01:07 PM
I recommend simply creating an entire redundant species for what you need, and adjusting the base stats from there. You can justify a second Pokedex entry relevant to the genetweaked Pokemon that way as well.

Maruno
November 5th, 2010, 05:11 PM
No, I mean, like effects and such.
Abilities have such wide-ranging effects that there can't possibly be a comprehensive guide to them. You'll just have to find where in the scripts you want the ability to work, and put in some code. If your new ability is similar to an existing one, see how the existing one works and copy it.


Hmm, when I edit the townmap text file, it doesnt show it on the region map in game, and when I type in the name of locations in debug mode, it doesnt save, and sets the townmap text file back to the default simple maps.um whats goin on lol
Don't use the debug mode editor, and remember to compile your game after editing townmap.txt.

Mortalis
November 5th, 2010, 06:02 PM
\ is the right slash.
At any rate, the way I do this is, by using the \c[#] and then ending it by adding another \c[#] to go back to the original colour. Have you found a better alternative?

Using \c[#] makes it hard to read. I found the better way is using \r and \b for red and blue respectively.

http://i941.photobucket.com/albums/ad260/SooperTrooperGFX/Compare-1.png

First screenshot I used \r ... second screenshot I used \c[2].

There's also another way I found by searching the forum;

\[XXXXYYYY] - Displays the text in the base color XXXX and shadow color YYYY. Each color is a hexadecimal 15-bit RGB color. Examples:

* \[043c3aff] - Red
* \[06644bd2] - Green
* \[65467b14] - Blue
* \[318c675a] - Gray

PokemonTACOTAS
November 5th, 2010, 10:02 PM
Abilities have such wide-ranging effects that there can't possibly be a comprehensive guide to them. You'll just have to find where in the scripts you want the ability to work, and put in some code. If your new ability is similar to an existing one, see how the existing one works and copy it.

So do you know where the abilities that affect battle (e.g attacks) can be located?

thepsynergist
November 6th, 2010, 12:24 AM
So do you know where the abilities that affect battle (e.g attacks) can be located?

PokemonEffects, I think.........

tasmania12
November 6th, 2010, 09:07 AM
What do I do to fix this error?


---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Bad line syntax (expected syntax like XXX=YYY)

File PBS/pokemon.txt, section 493, key WildItemRare





Compiler:1586:in `pbEachFileSectionEx'

Compiler:1569:in `each_line'

Compiler:1569:in `pbEachFileSectionEx'

Compiler:1607:in `pbEachFileSection'

Compiler:2165:in `pbCompilePokemonData'

Compiler:2163:in `open'

Compiler:2163:in `pbCompilePokemonData'

Compiler:3908:in `pbCompileAllData'

Compiler:4034



This exception was logged in ./errorlog.txt.

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

It would appear that in the File PBS/pokemon.txt, I did something wrong with the line WildItemRare on Arceus, but i didn't even put that line on Arceus.

KitsuneKouta
November 6th, 2010, 07:30 PM
What do I do to fix this error?


Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 493, key WildItemRare

Compiler:1586:in `pbEachFileSectionEx'
Compiler:1569:in `each_line'
Compiler:1569:in `pbEachFileSectionEx'
Compiler:1607:in `pbEachFileSection'
Compiler:2165:in `pbCompilePokemonData'
Compiler:2163:in `open'
Compiler:2163:in `pbCompilePokemonData'
Compiler:3908:in `pbCompileAllData'
Compiler:4034


It would appear that in the File PBS/pokemon.txt, I did something wrong with the line WildItemRare on Arceus, but i didn't even put that line on Arceus.This was on the last page. You might find the solution here (http://www.pokecommunity.com/showthread.php?t=105731&page=289). I'm not sure exactly what causes it, but read the last three posts on that page and it should point you in the right direction. Also, please format the error as I did above, so that it's easier to read and takes up less space.

Conan Edogawa
November 7th, 2010, 05:55 PM
I'm back with another question. Can someone point me in the direction of the script that holds the locations of the commands in the battle system? I need to move the words run, fight, pokemon, and bag around a little, so any help would be appreciated.

Cilerba
November 8th, 2010, 02:02 PM
This seems like such a ridiculously easy question, but it really has me stumped. When I call $PokemonGlobal.runningShoes=true I still can't run. The only time it does work if I am in the included "test map2" Even if I directly copy/paste that event into one of my maps, I still can't get it to function. Someone else asked this in this thread, but didn't get an answer besides saying to set $PokemonGlobal.runningShoes=true. I'm quite confused, I hate being hung up on something so trivial.

In the editor, select "Edit Metadata" and make sure that the Outdoor option is true.

I'm back with another question. Can someone point me in the direction of the script that holds the locations of the commands in the battle system? I need to move the words run, fight, pokemon, and bag around a little, so any help would be appreciated.

I'm pretty sure they are located in the script 'PokeBattle_ActualScene.'

Maruno
November 8th, 2010, 02:04 PM
I'm back with another question. Can someone point me in the direction of the script that holds the locations of the commands in the battle system? I need to move the words run, fight, pokemon, and bag around a little, so any help would be appreciated.
PokeBattle_ActualScene is where it's at (as usual). Firstly, find a def called pbCommandMenu. That lists all the menu options. You'll be swapping them around, but not yet!

Instead, look up a bit at the def pbCommandMenuEx. In there you'll see two instances of the number sequence [0,2,1,3] - this is the order the commands are positioned in. 0 is "Fight", 2 is "Bag", etc., and the order is top left, top right, bottom left, bottom right. Swap the numbers around here to swap the options around. Now you can swap the command options from above around as well, so make sure you swap them in the same way as you did the numbers. The list of commands changes where the text is placed, while the numbers change what happens when you click on one (they're not linked together, so you could end up with clicking "Bag" but end up choosing a move to use).

That's probably not what you wanted, though, but it did serve to introduce the commands. While we're here, the commands can be shifted around as a whole by editing the coordinates of the command box (coloured below) at the top of the class CommandMenuDisplay:
@window=Window_CommandPokemon.newWithSize([],
Graphics.width-240,Graphics.height-96,240,96);That's probably not what you wanted either, but I threw it in for completeness. Or may it is what you wanted, in which case, everything below is for completeness instead. Take your pick.

Let's assume, now, that you wanted a way to freely position each command (e.g. put them all in a line, or in a <> shape, or whatever). Unfortunately, you can't do this (not easily, anyway). The positioning is done by the class Window_CommandPokemon (in SpriteWindow), but the fight screen also uses this (as do the menus in the party screen, and the confirmation yes/no message box, and lots of other things throughout the game). So you can't simply edit that class to make it look how you want.

However, there is an alternative. You have the class CommandMenuDisplay to work with (very top of ActualScene). What you can cunningly do is move the existing commands window off-screen, and draw some other stuff instead. The cunning part lies in making sure the graphics refresh themselves properly (see the end of that class for the refresh def).

But wait. Even if you do this, you'll still be restricted to the four corner design of the original command window, i.e. you can only go right and down from the "Fight" option, etc. Surely this limits how creative you can be? Actually, no (and don't call me Shirley). There's a def called pbNextIndex, and that decides what happens when you press a direction key. Simply (well, cunningly) edit this to suit your new command layout.



There's your answer. It's not pretty, but then, neither is the whole battle system. You'll need a significant amount of scripting knowledge to pull it off (particularly when making sure everything refreshes properly).

As an aside, I learnt all that just now by studying the scripts. I may be bragging about that just by mentioning it. It'd probably make for a nice tutorial, actually.

Mortalis
November 8th, 2010, 03:54 PM
Hey guys, I have a quick question;
Yesterday I went to the Database to edit the tileset to set the 'Priority' of a building so that when the character is behind it, he is actually behind it. In this case, I set the whole of the building as priority 1, because I want the character to walk under the building. As I went to go test it out, I made the player walk under the building but something happened;

When going under the building, my character's head was still shown over-top of the building. Is there a way to fix this?

http://i941.photobucket.com/albums/ad260/SooperTrooperGFX/Glitch1.png

Conan Edogawa
November 8th, 2010, 04:09 PM
Hey guys, I have a quick question;
Yesterday I went to the Database to edit the tileset to set the 'Priority' of a building so that when the character is behind it, he is actually behind it. In this case, I set the whole of the building as priority 1, because I want the character to walk under the building. As I went to go test it out, I made the player walk under the building but something happened;

When going under the building, my character's head was still shown over-top of the building. Is there a way to fix this?

http://i941.photobucket.com/albums/ad260/SooperTrooperGFX/Glitch1.png


When using priorities, one star is the lowest, and five is the highest. In your case, you want to use five, because you want the tiles to have a higher priority than the player, so they'll be on top.

Mortalis
November 8th, 2010, 04:52 PM
When using priorities, one star is the lowest, and five is the highest. In your case, you want to use five, because you want the tiles to have a higher priority than the player, so they'll be on top.

Wow, I can't believe I didn't even try that. Thanks.

Cilerba
November 8th, 2010, 05:15 PM
Also, on the tiles that a player can't pass though, you should remove the priority on those. Having a priority on them will be useless.

Mortalis
November 8th, 2010, 05:46 PM
Also, on the tiles that a player can't pass though, you should remove the priority on those. Having a priority on them will be useless.

Actually I'm keeping the priority's there for a reason. I'm actually writing a script right now that has to do with non-passable objects, and I need the priority there. Don't want to reveal too much right now, but yes, there's a reason.

jim42
November 8th, 2010, 10:32 PM
When using priorities, one star is the lowest, and five is the highest. In your case, you want to use five, because you want the tiles to have a higher priority than the player, so they'll be on top.

Hrm, I was sure the numbers meant how many tiles difference between the object and the player there are (that's probably worded really badly). For example, *1 means that it will cover you up if you are on that tile only. *2 will cover you up if you are on it or 1 tile around it. *3 covers you up if you're on it or within a two tile radius of it (not that you'd need that for a PC) and so on.

Can anyone clarify on this? What I thought may just be coincidence.

Martinixon
November 8th, 2010, 11:48 PM
Can anyone tell me in which part of the scripts are the bases for the trainer and the enemy?

chetalitha
November 9th, 2010, 08:46 AM
Help error 404 noot found please help

Rai Rai
November 9th, 2010, 09:07 AM
Posting this information yet again cause people wont read back a few pages. THE SITE IS DOWN DUE TO UN-SUFFICIENT FUNDS. Might help if people would donate if they can instead of bickering about it being down.

Maruno
November 9th, 2010, 01:03 PM
Hrm, I was sure the numbers meant how many tiles difference between the object and the player there are (that's probably worded really badly). For example, *1 means that it will cover you up if you are on that tile only. *2 will cover you up if you are on it or 1 tile around it. *3 covers you up if you're on it or within a two tile radius of it (not that you'd need that for a PC) and so on.

Can anyone clarify on this? What I thought may just be coincidence.
The priority is how high up a tile is considered to be. The higher the priority, the higher up in the air it is, and the less likely it is to be obscured by anything else.

When setting priorities for a building/tree/whatever, use higher priorities for tiles towards the top. Take a look at the tilesets in the original RPG Maker, because those are set up properly, and see how they do priority.

I imagine (based on no factual knowledge whatsoever) that the top of the player's head, because the image spans more than one tile vertically, is treated as priority 1 (it's higher up), and the player character's priority always trumps tile priorities of the same value. That's why the hat is shown over the building - they're the same priority, but the player is more important.

Or at the least, that's just how I figure it. Seems to work, though.


Can anyone tell me in which part of the scripts are the bases for the trainer and the enemy?
PokeBattle_Actual Scene. As is everything else to do with the appearance of the battle screen. If you can see it, it's in there.

For the bases, search for "enemybase" and "playerbase" - these are the names of the pictures used for them, so clearly they're going to be referred to somewhere.

blasterfx5
November 9th, 2010, 02:56 PM
Okay, my question is this, I want it to be, so when you first face your rival, you lose. and the game continues, without you being sent, but i only want it to happen just this one time. How can i do it?

Maruno
November 9th, 2010, 03:17 PM
Okay, my question is this, I want it to be, so when you first face your rival, you lose. and the game continues, without you being sent, but i only want it to happen just this one time. How can i do it?
The wiki has the answer (http://pokemonessentials.wikia.com/wiki/Trainers#Structure_of_trainer_events). Specifically, the last optional parameter for pbTrainerBattle determines whether the player blacks out and goes to a healing spot (false) or gets healed on the spot and continues with the dialogue (true). Default is false.

In other words, put the red bit in:

pbTrainerBattle(PBTrainers::HIKER,"Arthur",_I("Where's my towel?"),false,0,true)

blasterfx5
November 9th, 2010, 03:34 PM
Sorry that i have to be such a noob about this..

but it's still in comments form? even after i run the game it's still comments.. the green stuffs.. O.o

Mortalis
November 9th, 2010, 03:52 PM
Sorry that i have to be such a noob about this..

but it's still in comments form? even after i run the game it's still comments.. the green stuffs.. O.o
I'm pretty sure after you write the comments, then you need to write another set of dialogue in normal text or use a switch telling the game that the battle is over and doesn't need to call on the comments.

blasterfx5
November 9th, 2010, 04:10 PM
Huh? I put text in after the comments, ran the game, and still nothin. it's still in comment form, it lets me battle the trainer, but i still can't modify like true false and blah blah blah. i tried to post images, but nooo i need 15 post's first.. bleh.

Martinixon
November 9th, 2010, 08:56 PM
Can anyone help me, when I playtest my game, the textbox appears fine, but when I encrypt the file to give it to others, the textbox is a little bit bigger, about a line bigger.

Any way to fix this?

Maruno
November 10th, 2010, 11:03 AM
Sorry that i have to be such a noob about this..

but it's still in comments form? even after i run the game it's still comments.. the green stuffs.. O.o
Try getting rid of everything but the comments, then compiling the game. Add your extra things back in afterwards.

Alternatively, just put the lines in from scratch. They're readily available on the wiki and in the example that comes with Essentials - just copy-paste it.

Cilerba
November 10th, 2010, 02:05 PM
Can anyone help me, when I playtest my game, the textbox appears fine, but when I encrypt the file to give it to others, the textbox is a little bit bigger, about a line bigger.

Any way to fix this?

I've seen this error a few times before. I'm not sure how to fix it, but when I find something I'll let you know.

Martinixon
November 10th, 2010, 02:11 PM
I've seen this error a few times before. I'm not sure how to fix it, but when I find something I'll let you know.

Thanks.

another bug:
Only one of my testers has this problem when he goes to an outdoor map.

Script 'PokemonUtilities' line 289: NoMethodError occurred.
undefined method ´+' for nil:NilClass

I know it has something to do with the day/night cycle, and since he is the only one reporting it, I think it has something to do with a setting on his computer.

Any ideas?

Cilerba
November 10th, 2010, 02:21 PM
Hm. Try upgrading to the latest version of Essentials.
This thread here (http://www.pokecommunity.com/showthread.php?t=226557) should help you when it comes to reading error messages.

me2hack
November 13th, 2010, 05:40 AM
Is it possible to delete the script DayNight in PokemonUtilities, without causing problems with other environments. Since I keep getting the error, because of outdoor being true.

Is it possible to increase the framerate?

Also when I create an event on a map for the BGM, why is it that it lags after I pass by an other event, e.g. NPCs.

abnegation
November 13th, 2010, 05:48 AM
You can set the outdoor to false and then make your own D/N system by using events. That's what most people do and it's the best option. Not sure on framerate but for BGM, it's an issue with essentials sadly. Most people dislike essentials because it's pretty bad when it comes to music, it always lags with events. However, if someone had a solution it would be both news and beneficial to me as well as you. But yeah, essentials has a few bugs. D/N being ugly is one of them, BGM is another sadly.

Cilerba
November 13th, 2010, 07:02 AM
Is it possible to delete the script DayNight in PokemonUtilities, without causing problems with other environments. Since I keep getting the error, because of outdoor being true.

Is it possible to increase the framerate?

Also when I create an event on a map for the BGM, why is it that it lags after I pass by an other event, e.g. NPCs.

Your other questions were already answered, but for changing the framerate, go to the script RGSS2Compatibility and go to line 63.
You should see "Graphics.frame_rate=#." Edit that number to whatever you want the framerate to be.

me2hack
November 13th, 2010, 07:14 AM
@Abnegation: I see, that's what I did, but from what I get out of outdoor being false, means you can't fly or run right?
@Cilerba: Thnx. =]

Canderis
November 13th, 2010, 07:37 AM
Try setting the priority to *2

ryukishin
November 13th, 2010, 08:17 AM
Hey guys, im wondering if there is some way for example, through events, that before a gym battle i can limit the size of a players pokemon party. Im mainly looking for the ability to limit the number of pokemon used in a gym battle by a player to 3 in his party.
Is limiting levels in battles possible as well? For example a gym leader using baby pokemon, level limit to allow access to gym is lv20, and your only allowed to take 3 pokemon into the gym with you.
The idea behind these limits is to increase the challenge and selection of a pokemon team for gym battles, and later, league matches. (similar to Pokemon stadium matches).

Martinixon
November 13th, 2010, 09:35 AM
Hey guys, im wondering if there is some way for example, through events, that before a gym battle i can limit the size of a players pokemon party. Im mainly looking for the ability to limit the number of pokemon used in a gym battle by a player to 3 in his party.
Is limiting levels in battles possible as well? For example a gym leader using baby pokemon, level limit to allow access to gym is lv20, and your only allowed to take 3 pokemon into the gym with you.
The idea behind these limits is to increase the challenge and selection of a pokemon team for gym battles, and later, league matches. (similar to Pokemon stadium matches).

Make a Conditional branch something like this:

@>Conditional Branch: Script: $Trainer.ablePokemonCount>=4
@>Text: (Any message saying they need a maximum of 3 Pokemon)
@>Exit Event Processing
@>
: Branch End

@>(Your gym leader battle goes here)



Play with the number 4 in the Pokemon count, until you get what you want.

me2hack
November 14th, 2010, 12:50 PM
Why is that when I use pbTrainerIntro at the start of a trainer event, that it keeps playing when I advance in battle, and even after the battle?

Canderis
November 14th, 2010, 04:10 PM
I am getting an error. I have not modified any PBS file and I get this. I didnt use to get this, then it just started popping up one day. Without me editing anything. I replaced all my pbs files and then i added a trainer and this happened.


---------------------------
Pokemon: Endtime
---------------------------
Exception: RuntimeError

Message: Undefined species constant name: [ECHSERTO]

Name must consist only of letters, numbers, and

underscores and can't begin with a number.

Make sure the name is defined in

PBS/pokemon.txt.

File PBS/tm.txt, line 2

BULBASAUR,IVYSAUR,VENUSAUR,CHARMANDER,CHARMELEON,CHARIZARD,BEEDRILL,RATTATA,RATICATE,SANDSHREW,SANDSLASH,NIDORANfE,NIDORINA,NIDOQUEEN,NIDORANmA,NIDORINO,NIDOKING,ODDISH,GLOOM,VILEPLUME,PARAS,PARASECT,...



Compiler:906:in `pbGetConst'

Compiler:925:in `parseSpecies'

Compiler:1478:in `pbCompileMachines'

Compiler:1475:in `each'

Compiler:1475:in `pbCompileMachines'

Compiler:1460:in `each_line'

Compiler:1460:in `pbCompileMachines'

Compiler:3911:in `pbCompileAllData'

Compiler:4034



This exception was logged in ./errorlog.txt.

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

IceGod64
November 14th, 2010, 04:29 PM
if pokemon.ev[0] > 24
@sprites["EVHP"].setBitmap("Graphics/Pictures/ballstatus")
imagepos=[444,108]
end

Using this on page 2 of the Summary screen as part of an EV chart viewer sort of thing. The idea here is to give players a rough idea of what EV's have gone where, but even with this small amount done, I get this error:

Exception: NoMethodError
Message: undefined method `setBitmap' for nil:NilClass
PokemonSummary:414:in `drawPageTwo'
PokemonSummary:822:in `pbScene'
PokemonSummary:763:in `loop'
PokemonSummary:827:in `pbScene'
PokemonSummary:844:in `pbStartScreen'
PokemonScreen:819:in `pbSummary'
PokemonScreen:1271:in `pbPokemonScreen'
PokemonScreen:1180:in `loop'
PokemonScreen:1440:in `pbPokemonScreen'
PokemonMenu:155:in `pbStartPokemonMenu'


How can I fix this? It confuses me, because the same command is used earlier in the script for the background.

Maruno
November 15th, 2010, 07:32 AM
if pokemon.ev[0] > 24
@sprites["EVHP"].setBitmap("Graphics/Pictures/ballstatus")
imagepos=[444,108]
endUsing this on page 2 of the Summary screen as part of an EV chart viewer sort of thing. The idea here is to give players a rough idea of what EV's have gone where, but even with this small amount done, I get this error:



How can I fix this? It confuses me, because the same command is used earlier in the script for the background.
You haven't defined what @sprites["EVHP"] actually is. But you don't need to go that far anyway. Just use a line as follows:
imagepos.push(["Graphics/Pictures/ballstatushp",444,108,0,0,-1,-1]) if pokemon.ev[0]>24Make sure you put it between the lines saying imagepos=[] and pbDrawImagePositions(overlay,imagepos). Depending on what your chart actually looks like, tweak/repeat as necessary for the other EVs.

IceGod64
November 15th, 2010, 02:07 PM
You haven't defined what @sprites["EVHP"] actually is. But you don't need to go that far anyway. Just use a line as follows:
imagepos.push(["Graphics/Pictures/ballstatushp",444,108,0,0,-1,-1]) if pokemon.ev[0]>24Make sure you put it between the lines saying imagepos=[] and pbDrawImagePositions(overlay,imagepos). Depending on what your chart actually looks like, tweak/repeat as necessary for the other EVs.
Wow, it worked! Thanks a million, Maruno!

Well, it's not really a finished product, as the current graphic is ugly and the numbers showing how many EV's are used will be a gauge when done, but I got this, thanks to your help:
http://img593.imageshack.us/img593/189/capture003.png
The red text is used to indicate a maxed out EV, which as you can clearly see, I just made an NPC that maxed out everything for testing.

Martinixon
November 16th, 2010, 08:06 PM
Is there any way to force a Save without having to ask the player yes or no?

IceGod64
November 17th, 2010, 03:36 AM
Is there any way to force a Save without having to ask the player yes or no?
It depends on what you mean. Do you mean remove the "Would you like to save the game?" message permanently, or just in 1 case?

Martinixon
November 17th, 2010, 08:10 AM
It depends on what you mean. Do you mean remove the "Would you like to save the game?" message permanently, or just in 1 case?

I just need to do it once.

KitsuneKouta
November 17th, 2010, 08:50 AM
I just need to do it once.Just put a script command in an event and type pbSave. It won't give a message, but will still save the game for you.

@Canderis: you probably made an error when you created a new pokemon. If I remember right, certain parts require you to leave in the necessary number of comas, even if there's nothing in between them. If I were you, I'd copy/past an existing pokemon and just swap out the data, and any parts you leave blank you should leave the comas in anyways.

Canderis
November 17th, 2010, 08:18 PM
The thing is, I have not added a new pokemon yet. Nor even tried doing it.

KitsuneKouta
November 17th, 2010, 09:58 PM
The thing is, I have not added a new pokemon yet. Nor even tried doing it.In that case, I recommend getting a different pokemon.txt file. It may not have been properly extracted or something, who knows. So just unzip a new kit and copy the file over. If that doesn't work, then you have two options: put all of your stuff into a fresh kit or go back through every recent change you made and revert it in the hopes of fixing the issue (which is more trouble than it's worth).

IceGod64
November 18th, 2010, 05:50 AM
Okay, here we go again. I have kind of an unusual thing I want to do in my game: Certain shiny Pokemon actually change types. I'm not worried about move sets or anything else, just types.

So, say a player finds a shiny Jolteon... How would I, instead of just Electric, make a shiny Jolteon be Electric and Steel? Just use this for example.

Maruno
November 18th, 2010, 03:00 PM
Okay, here we go again. I have kind of an unusual thing I want to do in my game: Certain shiny Pokemon actually change types. I'm not worried about move sets or anything else, just types.

So, say a player finds a shiny Jolteon... How would I, instead of just Electric, make a shiny Jolteon be Electric and Steel? Just use this for example.
You want alternate forms that depend on shininess. Shellos works just the same, except it depends on maps (see Wormadam for how to change a type depending on the form). You need to use the procedures "getFormOnCreation" and "type2" to edit your Jolteon in the way you describe.

me2hack
November 18th, 2010, 03:31 PM
Why is that when I use pbTrainerIntro at the start of a trainer event, that it keeps playing when I advance in battle, and even after the battle?

I didn't get a reply for this. So bumping it up.

Canderis
November 18th, 2010, 03:50 PM
In that case, I recommend getting a different pokemon.txt file. It may not have been properly extracted or something, who knows. So just unzip a new kit and copy the file over. If that doesn't work, then you have two options: put all of your stuff into a fresh kit or go back through every recent change you made and revert it in the hopes of fixing the issue (which is more trouble than it's worth).

I only created a trainer and changed the player sprite. And this happened once before after I made no changes then. And I am using a new pokemon.txt file since then.

1ninjadude1701
November 18th, 2010, 06:58 PM
can somebody help me with this error,

---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError
Message: undefined method `map_interpreter' for Game_System:Class
PokemonMessages:114:in `pbMapInterpreter'
Compiler:2784:in `pbTrainerTypeCheck'
Compiler:2795:in `pbTrainerBattleCheck'
Compiler:3729:in `pbConvertToTrainerEvent'
Compiler:2838:in `pbCompileTrainerEvents'
Compiler:2833:in `each'
Compiler:2833:in `pbCompileTrainerEvents'
Compiler:2828:in `each'
Compiler:2828:in `pbCompileTrainerEvents'
Compiler:3938:in `pbCompileAllData'

This exception was logged in
C:\Users\Josh\Saved Games/Pokemon Essentials/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

KitsuneKouta
November 18th, 2010, 08:53 PM
I didn't get a reply for this. So bumping it up.I think it's an audio related problem. Have you erased the Audio.dll file? If not, try that and it might fix the problem. We went over it a while back in this thread, and I'll help you find it if that doesn't fix it.

@Canderis: How long have you been using that kit, and which version is it? You may want to try a different version if you haven't been using that one long, since some of the kits don't work very well. Of course, Essentials can be pretty finicky anyways, where errors will sometimes pop up or even resolve themselves for no apparent reason. There have been times when simply copy/pasting something in exactly as it already was and saving it corrected an error. Otherwise, could you tell us more about the error, such as when it occurs? And you mentioned replacing all of your PBS files; were they from the same version as the kit you were using?

@1ninjadude1701: That error's been ignored for an awfully long time now. It was posted about 30 pages back and never got answered. I'll ask the same thing I asked above: when does it occur, and is there anything else about it that might help us figure it out?

Pablo49
November 19th, 2010, 01:36 AM
Which script contains class PokemonGlobal?

I'm always terrible about finding stuff that's right in my face. :(

1ninjadude1701
November 19th, 2010, 05:47 AM
@1ninjadude1701: That error's been ignored for an awfully long time now. It was posted about 30 pages back and never got answered. I'll ask the same thing I asked above: when does it occur, and is there anything else about it that might help us figure it out?[/QUOTE]



I was using Curts region kit and when i tested it said stuff like, add type BUG_CATCHER. when i clicked no or yes it gave me that error.

Martinixon
November 19th, 2010, 08:39 AM
Does anyone know how to make a dark map, like RockTunnel.

I tried the DarkMap=true as in the notes but didn't do anything.

me2hack
November 19th, 2010, 09:39 AM
Does anyone know how to make a dark map, like RockTunnel.

I tried the DarkMap=true as in the notes but didn't do anything.
Did you edit this in the PBS/metadata.txt or in the Editor.exe?

Maruno
November 19th, 2010, 09:55 AM
Does anyone know how to make a dark map, like RockTunnel.

I tried the DarkMap=true as in the notes but didn't do anything.
Did you recompile the game after making that change?

And I would recommend that you do NOT use the Editor to make changes, partly because you can't be sure it worked properly, and partly because editing the PBS files directly is not difficult in the first place.

Martinixon
November 19th, 2010, 01:08 PM
Did you recompile the game after making that change?

And I would recommend that you do NOT use the Editor to make changes, partly because you can't be sure it worked properly, and partly because editing the PBS files directly is not difficult in the first place.

I don't use the editor, I edited the PBS files with notepad.
But what I did was to edit the metadata.txt and then open RPGMaker Xp and compile the game, now it works, thanks.

Canderis
November 19th, 2010, 02:20 PM
Oh! I think the PBS files were from an older version. I will try replacing them and see what happens.

me2hack
November 19th, 2010, 04:11 PM
I think it's an audio related problem. Have you erased the Audio.dll file? If not, try that and it might fix the problem. We went over it a while back in this thread, and I'll help you find it if that doesn't fix it.

I don't have an audio.dll in my essentials folder.

Pablo49
November 19th, 2010, 05:02 PM
When playtesting from RMXP the game hangs and then crashes when I try to enter a map set as outdoor. But it works if I play it straight from game.exe. The only changes I made were a couple NPC events, which only display text. My backup copy of teh game works fine from in RMXP and game.exe Any reason why it is suddenly failing to play?

KitsuneKouta
November 19th, 2010, 05:59 PM
@1ninjadude1701: That error's been ignored for an awfully long time now. It was posted about 30 pages back and never got answered. I'll ask the same thing I asked above: when does it occur, and is there anything else about it that might help us figure it out?

I was using Curts region kit and when i tested it said stuff like, add type BUG_CATCHER. when i clicked no or yes it gave me that error.Ok, I think I understand now. There should be a bug catcher in the Viridian Forest map. Erasing it should fix the problem. I helped with fixing that kit before, and I still have my working version if that's not your problem.

@me2hack: thepsynergist came up with a solution a while back. It's on this (http://www.pokecommunity.com/showthread.php?p=5689475#post5689475) page. Took a while to find it. The important part is about halfway down the page.

me2hack
November 19th, 2010, 06:28 PM
@me2hack: thepsynergist came up with a solution a while back. It's on this (http://www.pokecommunity.com/showthread.php?p=5689475#post5689475) page. Took a while to find it. The important part is about halfway down the page.
Thnx. I fixed it using pbMEStop() in PokemonTrainer.
Just have to see how I'm gonna do map bgms.

IceGod64
November 20th, 2010, 06:56 AM
So, nobody's used the daycare center. Am I to assume this?

If you try to get an egg from the daycare, you get two errors.

The first one is an undefined method/Variable "pokemon1" in pbIsditto?. It's and easy fix, but the second error(that I know of) is this:

Message: Script error within event 31, map 11 (Test Map):
Exception: NameError
Message: Section106:330:in `pbDayCareGenerateEgg'undefined local variable or method `eggsteps' for #<Interpreter:0x9758d98>
***Full script:
pbDayCareGenerateEgg
$PokemonGlobal.daycareEgg=0
$PokemonGlobal.daycareEggSteps=0

Interpreter:239:in `pbExecuteScript'
(eval):1:in `pbExecuteScript'
Interpreter:1583:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'

Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'


When I did this, I had a Lucario M and Lucario F in the daycare, but I've tried it with Pikachu and ditto before, too.

Martinixon
November 23rd, 2010, 10:32 AM
So, nobody's used the daycare center. Am I to assume this?

If you try to get an egg from the daycare, you get two errors.

The first one is an undefined method/Variable "pokemon1" in pbIsditto?. It's and easy fix, but the second error(that I know of) is this:

Message: Script error within event 31, map 11 (Test Map):
Exception: NameError
Message: Section106:330:in `pbDayCareGenerateEgg'undefined local variable or method `eggsteps' for #<Interpreter:0x9758d98>
***Full script:
pbDayCareGenerateEgg
$PokemonGlobal.daycareEgg=0
$PokemonGlobal.daycareEggSteps=0

Interpreter:239:in `pbExecuteScript'
(eval):1:in `pbExecuteScript'
Interpreter:1583:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'

Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'


When I did this, I had a Lucario M and Lucario F in the daycare, but I've tried it with Pikachu and ditto before, too.

Yeah, I already got that error, I tried fixing the script, and I got another error, I tried erasing the Ditto compatibility part, and I got another error, so I decided to remove it from my game until I can find a way to fix it.

Maybe if someone more skilled than me can find a way to fix it (or just remove the Ditto compatibility, is fine for me) could share it with us.

Maruno
November 23rd, 2010, 10:57 AM
So, nobody's used the daycare center. Am I to assume this?

If you try to get an egg from the daycare, you get two errors.

The first one is an undefined method/Variable "pokemon1" in pbIsditto?. It's and easy fix, but the second error(that I know of) is this:

Message: Script error within event 31, map 11 (Test Map):
Exception: NameError
Message: Section106:330:in `pbDayCareGenerateEgg'undefined local variable or method `eggsteps' for #<Interpreter:0x9758d98>
***Full script:
pbDayCareGenerateEgg
$PokemonGlobal.daycareEgg=0
$PokemonGlobal.daycareEggSteps=0

Interpreter:239:in `pbExecuteScript'
(eval):1:in `pbExecuteScript'
Interpreter:1583:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'

Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
When I did this, I had a Lucario M and Lucario F in the daycare, but I've tried it with Pikachu and ditto before, too.
The first error is easily solved by finding the def pbIsDitto? and taking the 1 off the pokemon1 that appears somewhere in there. But you already knew that.


The second error occurs because the def that generates the egg is trying to give the egg a value (eggsteps) that it hasn't defined. It has nothing to do with Ditto.

Somewhere in the def pbDayCareGenerateEgg (but not too early), add in the following four lines:
dexdata=pbOpenDexData
pbDexDataOffset(dexdata,species,21)
eggsteps=dexdata.fgetw
dexdata.closeI suggest you put these lines just before the line that mentions eggsteps.



Some interesting trivia: The only difference between a Pokémon and an egg is that an egg has a non-zero value for its eggsteps attribute. The game looks at this value and then decides how it behaves. eggsteps is, of course, the number of steps left until the egg hatches.

KitsuneKouta
November 23rd, 2010, 01:06 PM
Does anyone know how to display the type graphic for moves in battle in place of the text?

IceGod64
November 23rd, 2010, 01:35 PM
]I suggest you put these lines just before the line that mentions eggsteps.
Okay, done. Now it tells me that "Species" is undefined, oddly enough.
I did as you said and put it right before the first line in pbGenerateEgg that mentions eggsteps.

]Some interesting trivia: The only difference between a Pokémon and an egg is that an egg has a non-zero value for its eggsteps attribute. The game looks at this value and then decides how it behaves. eggsteps is, of course, the number of steps left until the egg hatches.

That's a really nice of doing it, actually. Clever, clever.

Does anyone know how to display the type graphic for moves in battle in place of the text?
I'd imagine that wouldn't be too hard. Also, whether the move is Physical or special for that extra professional look.

Maruno
November 23rd, 2010, 03:47 PM
Okay, done. Now it tells me that "Species" is undefined, oddly enough.
I did as you said and put it right before the first line in pbGenerateEgg that mentions eggsteps.
Use babyspecies insead. I just copy-pasted the code from elsewhere, and it didn't occur to me that it'd need fixing.


Does anyone know how to display the type graphic for moves in battle in place of the text?
The place you need to look at is in PokeBattle_ActualScene, in the refresh def of the class FightMenuDisplay (near the top). In there is the following line:

@info.text=_ISPRINTF("{1:s}PP: {2: 2d}/{3: 2d}<br>TYPE/{4:s}",
@ctag,selmove.pp,selmove.totalpp,movetype)
The simplest thing to do is delete the parts in red, and then whip up a bit of code to display an image based on the value of selmove.type. I'm not entirely sure which method of displaying an image would work here, although it might work with an IconSprite type (search PokemonPokedex for "icon", including the quote marks, for an example). Remember to define it too, and remember that you'll need a case for when you're not selecting a move (because there'll be no type image to display).

I can't help you much more here, as displaying graphics is my weak point.

KitsuneKouta
November 23rd, 2010, 05:56 PM
The place you need to look at is in PokeBattle_ActualScene, in the refresh def of the class FightMenuDisplay (near the top). In there is the following line:

@info.text=_ISPRINTF("{1:s}PP: {2: 2d}/{3: 2d}<br>TYPE/{4:s}",
@ctag,selmove.pp,selmove.totalpp,movetype)The simplest thing to do is delete the parts in red, and then whip up a bit of code to display an image based on the value of selmove.type. I'm not entirely sure which method of displaying an image would work here, although it might work with an IconSprite type (search PokemonPokedex for "icon", including the quote marks, for an example). Remember to define it too, and remember that you'll need a case for when you're not selecting a move (because there'll be no type image to display).

I can't help you much more here, as displaying graphics is my weak point.Thanks, I guess I was on the right track then. I've had problems putting anything to display images in refresh though, as it disables the ability to select "fight." I'll try and fix it up though and see if it won't work.

Cilerba
November 24th, 2010, 05:34 PM
How would I extend the amount of "players?"
I've already edited module PokemonMetadata, and the code before that, but is there anything else that I need to do?

KingRazor
November 24th, 2010, 08:01 PM
I'm encountering a problem where pokemon that level up from shared exp don't learn new moves.

To elaborate,

Say I start a battle with a level 12 Pikachu (who will learn quick attack at level 13). I switch to Blastoise in the middle of the fight and defeat the enemy pokemon with Blastoise. The experience for defeating the enemy pokemon is split between the two and Pikachu grows to level 13, but does not learn quick attack.

What can I do?

Martinixon
November 25th, 2010, 12:28 PM
What software can I use to Resize the Images from 96x96 to 128x128.

me2hack
November 25th, 2010, 01:43 PM
What software can I use to Resize the Images from 96x96 to 128x128.
I don't think this is the right place to ask this.. But I answered anyway..

You can use Paint I believe. You can also use Photoshop, alas it'll cost you money. But there are some other free software like Gimp (http://www.gimp.org/downloads/) and Paint.net (http://www.getpaint.net/download.html).

persian_17
November 25th, 2010, 05:53 PM
can i have the download link sir? tnx =^^=

KitsuneKouta
November 25th, 2010, 07:13 PM
can i have the download link sir? tnx =^^=If you'll notice, the words Gimp and Paint.net are oddly colored, which means it's a link. If you click them, it takes you directly to the respective download pages. Hopefully that's what you were talking about. If you were looking for the kit, then please, check the wiki.

IceGod64
November 26th, 2010, 02:30 PM
What software can I use to Resize the Images from 96x96 to 128x128.
Get Xnview for that. It's free, and it can do it with literally as many images as you want. At once.

http://www.xnview.com/

To do that, start up xnview and go to the folder with the images you want to resize. Select every one you want resized using CTRL+Shift+Click(if it's all of them, press CTRL+A) and right click one. You should see an option labeled "Batch processing" select that.

In the "general" tab where you start, set the directory to where ever you want to put the processed images. In Format, you should choose "PNG - Portable Network Graphics". That is the optimal format for retaining quality, Transparency, and keeping the file size decently small.

Do NOT click go yet. Select the "Transformations" tab. This has some alteration options you can do you image if you want. Right now, all you need is Resize. Click that, and hit the "Add >" button. It will appear in the box to the right.

You're ALMOST ready. Under width and height, you should see two boxes for each. The right box resizes the image to a percentage. The left sets it to an exact size. In your case, you'll want to leave the right boxes alone, and just type "128"(without quotes) inside the left boxes. Now, this part is critical to remember - It could both make your output images much larger in filesize than desired, and make it look ugly in-game if you don't remember this. In the dropdown box beside "Resample" MAKE SURE Nearest Neighbor is selected. This retained the pixelation, which flows much better with the art in Pokemon Esssential.

Now, once all this is done, click go. You should have a window with a progress bar appear. Wait for it to finish.

And ya done! But Ice God, is the post over? Yes it is! I hope we all learned about Xnview. Have a good one!

Edit: I forgot to post my question. This is mainly meant for someone with advanced scripting knowledge I know, but I feel like I'm really on the right track with this...

What I want to do is give a specific Pokémon Trainers specific Pokémon specific IV's.
Here's what I know:
Such data is stored in "PokemonTrainers" and the section of script looks like:

for poke in trainer[3]
species=poke[0]
level=poke[1]
pokemon=PokeBattle_Pokemon.new(species,level,opponent)
iv=poke[2]
pokemon.iv[0]=iv&0x1F
pokemon.iv[1]=iv&0x1F
pokemon.iv[2]=iv&0x1F
pokemon.iv[3]=iv&0x1F
pokemon.iv[4]=iv&0x1F
pokemon.iv[5]=iv&0x1F
pokemon.ev[0]=[85,level*3/2].min
pokemon.ev[1]=[85,level*3/2].min
pokemon.ev[2]=[85,level*3/2].min
pokemon.ev[3]=[85,level*3/2].min
pokemon.ev[4]=[85,level*3/2].min
pokemon.ev[5]=[85,level*3/2].min
pokemon.item=poke[3]
pokemon.calcStats

I'm not sure how the syntax for this works for this sort of code... Any advice?

Dark: Random Guy
November 26th, 2010, 02:47 PM
to be honest. i had this. i could never figure out what to do with it though.

i prefer using different battle systems to be quite honest. Like the Legend Of Zelda styled one and the final fantasy ones.

regardless i'm curious to see what could be done with it.

KingRazor
November 26th, 2010, 05:49 PM
I'm encountering a problem where pokemon that level up from shared exp don't learn new moves.

To elaborate,

Say I start a battle with a level 12 Pikachu (who will learn quick attack at level 13). I switch to Blastoise in the middle of the fight and defeat the enemy pokemon with Blastoise. The experience for defeating the enemy pokemon is split between the two and Pikachu grows to level 13, but does not learn quick attack.

What can I do?Alright, I'm brand new to ruby but I've had experience with html and some very brief experience with C code in the past.

I'm looking through the game's script editor to find anything related to my issue.

I came across this, I'm not sure if it's exactly what I'm supposed to be looking for though:

# Update Pokémon who will gain EXP if this battler is defeated
def pbUpdateParticipants
return if hp<=0 # can't update if already fainted
if @battle.pbIsOpposing?(@index)
found1=false
found2=false
for i in @participants
found1=true if i==pbOpposing1.pokemonIndex
found2=true if i==pbOpposing2.pokemonIndex
end
if !found1&& pbOpposing1.hp>0
@participants[@participants.length]=pbOpposing1.pokemonIndex
end
if !found2&& pbOpposing2.hp>0
@participants[@participants.length]=pbOpposing2.pokemonIndex
end
end
end

me2hack
November 26th, 2010, 08:05 PM
I got this problem after adding a dual screen, in the battle scene, the battlers always go to the bottom of the screen. I've tried fixing it by changing the Graphics.height to a global variable that holds the y-size of the top screen. The graphics, commandbox, fightbox all go back to their original place, expect for the battlers. I also tried editing it in the Editor, but that doesn't give any better result. Can someone help?

KitsuneKouta
November 26th, 2010, 08:08 PM
Alright, I'm brand new to ruby but I've had experience with html and some very brief experience with C code in the past.

I'm looking through the game's script editor to find anything related to my issue.

I came across this, I'm not sure if it's exactly what I'm supposed to be looking for though:

# Update Pokémon who will gain EXP if this battler is defeated
def pbUpdateParticipants
return if hp<=0 # can't update if already fainted
if @battle.pbIsOpposing?(@index)
found1=false
found2=false
for i in @participants
found1=true if i==pbOpposing1.pokemonIndex
found2=true if i==pbOpposing2.pokemonIndex
end
if !found1&& pbOpposing1.hp>0
@participants[@participants.length]=pbOpposing1.pokemonIndex
end
if !found2&& pbOpposing2.hp>0
@participants[@participants.length]=pbOpposing2.pokemonIndex
end
end
endI haven't messed around too much with the battle system, since it's fairly complex, but I think I may have an idea of the problem. This code you have here determines who gains experience, and from what you've said, it works just fine. However, you should look for the code that handles learning moves after level up. Since it works in individual battles (as far as I know), it's probably just that a couple lines of code that check for new moves to learn and try to add them weren't put in the section for double battles. The fix is likely a copy/paste, just finding the lines that are in the single battle portion that are absent from the double battle portion and putting them in there. It'll probably be close by too, so you shouldn't have to look too far.

me2hack
November 27th, 2010, 09:09 AM
I got this problem after adding a dual screen, in the battle scene, the battlers always go to the bottom of the screen. I've tried fixing it by changing the Graphics.height to a global variable that holds the y-size of the top screen. The graphics, commandbox, fightbox all go back to their original place, expect for the battlers. I also tried editing it in the Editor, but that doesn't give any better result. Can someone help?
Nevermind, already found the problem.

Dark: Random Guy
November 27th, 2010, 09:28 AM
this actually helps me quite alot with one of my main problems (trying to create an actual moveset for the pokemon trainers i add in aside) so thanks! =D

Konekodemon
November 27th, 2010, 10:53 AM
How do I delete the stuff that's already there, like all those computers and doors that are in the room I start in?

Dark: Random Guy
November 27th, 2010, 11:19 AM
you mean the events for them? just click on them and press delete.

FL
November 27th, 2010, 02:04 PM
How I can centralize the 160x160 sprites (like raptor)? If I put a 160x160 Sprite I need to put a big BattlerAltitude in all pokémon, and they became a little right positioned.
If this can work on 192x192, is better.
How would I extend the amount of "players?"
I've already edited module PokemonMetadata, and the code before that, but is there anything else that I need to do?I also wondered this question.

Wichu
November 28th, 2010, 08:19 AM
Some interesting trivia: The only difference between a Pokémon and an egg is that an egg has a non-zero value for its eggsteps attribute. The game looks at this value and then decides how it behaves. eggsteps is, of course, the number of steps left until the egg hatches.

Incidentally, this is completely different to how the actual Pokémon games handle eggs. They lack a variable containing the exact number of steps the egg needs to hatch. Instead, a flag tells the game whether or not a Pokémon is an egg, and the happiness variable is set to a certain value when the egg is obtained (the steps needed to hatch/255). Each time the player takes 255 steps, the happiness of all eggs in the party is decreased by 1 (2 with Magma Armor or Flame Body), or if the egg's happiness is already 0, it hatches (and its happiness is reset to the Pokémon's base happiness). It's very similar to how a Pokémon's happiness increases as you walk around with it, except from that happiness increases happen every 128 steps.

Conan Edogawa
November 29th, 2010, 04:25 PM
I feel pretty stupid asking this, but what graphic would I edit to change the New Game screen? I've searched, but I can't seem to find it.

neltazero
November 29th, 2010, 10:07 PM
Is there a way to speed up the whole battle process, such as text, the transition time between screen (like from the battle screen to the choose pokemon screen) and the attack speed?

Also, can I add some effect, such as flashing, or move left and right, when the player's pokemon make a move (attack using Tackle)?

Kaylee Krysteenah Fynch
November 30th, 2010, 11:09 AM
Could somebody help me? I need to make a... REALLY long list of choices. Like, REALLY long. Specifically, a list of almost every unevolved Pokémon (not including Unown, Rotom (is that bugger legendary or not?), or legendaries).

Is there some way I could make a choice command like that? I don't want to immediately give the Pokémon, either, I just want to save the choice to a variable.

carmaniac
November 30th, 2010, 11:34 AM
I feel pretty stupid asking this, but what graphic would I edit to change the New Game screen? I've searched, but I can't seem to find it.

There isn't one, can't remember the name of the graphic neither think it was something like Loadbg.png.

thepsynergist
November 30th, 2010, 11:56 AM
Yeah, just change the loadbg.png in your Pictures folder to whatever you want, keeping in mind to keep the same dimensions.

Conan Edogawa
November 30th, 2010, 04:18 PM
Yeah, just change the loadbg.png in your Pictures folder to whatever you want, keeping in mind to keep the same dimensions.

Weird. I don't have a loadbg.png in Essentials. I'll keep looking into that. But also, is there a way to remove the need for a border? when I use the screen at half size?

Arma
November 30th, 2010, 04:44 PM
Weird. I don't have a loadbg.png in Essentials. I'll keep looking into that. But also, is there a way to remove the need for a border? when I use the screen at half size?

If you set the resolution to 240x160 (pres left once from default settings) you shouldn't have a border.

I don't have loadbg.png either, but I'm interested on how I'm supposed to change the new game screen myself. Let me know when you find out okay?

Soul.//Silver
November 30th, 2010, 05:29 PM
Just create a loadbg, make sure its in the Pictures folder and make sure it is the same resolution as your game screen (default 480x320)

KitsuneKouta
November 30th, 2010, 05:29 PM
If you set the resolution to 240x160 (pres left once from default settings) you shouldn't have a border.

I don't have loadbg.png either, but I'm interested on how I'm supposed to change the new game screen myself. Let me know when you find out okay?Essentials doesn't have that file by default. Just give an image that name and put it in the pictures folder, and it'll find it.

EDIT: ^ ninja'd.

me2hack
December 1st, 2010, 09:38 AM
I get this error when trying to open the PokeGear. Could some tell what this means and how to fix it?
Exception: NoMethodError
Message: undefined method `bitmap=' for nil:NilClass
SpriteWindow:2554:in `privRefresh'
SpriteWindow:2553:in `each'
SpriteWindow:2553:in `privRefresh'
SpriteWindow:2251:in `visible='
PokemonUtilities:1964:in `pbHideVisibleObjects'
PokemonUtilities:1961:in `each_object'
PokemonUtilities:1961:in `pbHideVisibleObjects'
PokemonUtilities:1999:in `pbLoadRpgxpScene'
PokemonMenu:149:in `pbStartPokemonMenu'
PokemonMenu:139:in `loop'

FL
December 1st, 2010, 11:51 AM
Could somebody help me? I need to make a... REALLY long list of choices. Like, REALLY long. Specifically, a list of almost every unevolved Pokémon (not including Unown, Rotom (is that bugger legendary or not?), or legendaries).

Is there some way I could make a choice command like that? I don't want to immediately give the Pokémon, either, I just want to save the choice to a variable.Create a Event like event 6 on test map 2. Put every conditional branch for the number of choices or more, like a 500.

use a method like this (I don't test, but if you get the idea...).

def checknumber(n)
case n
when 150
return false
when 151
return false
when 249
return false
when 250
return false
when 251
return false
else
return true
end
#Put one for each number that you didn't want to put (like 150 for Mewtwo above)
end

def pokemonlister
s="\ch[1,-1"
t=""
cont=1;
while(cont<MAXNUMBER)#Change MAXNUMBER for the max number (like 500)
if(checknumber(cont))
t=PBSpecies.getName(cont)
s+=","+t
end
end
s+="]"
$game_variables[2]=s
end

Put a text message with $game_variables[2] (\v[2]) . To scroll for top to bottom will be much boring...

Someone can answer my question on page top?

KingRazor
December 1st, 2010, 12:07 PM
I haven't messed around too much with the battle system, since it's fairly complex, but I think I may have an idea of the problem. This code you have here determines who gains experience, and from what you've said, it works just fine. However, you should look for the code that handles learning moves after level up. Since it works in individual battles (as far as I know), it's probably just that a couple lines of code that check for new moves to learn and try to add them weren't put in the section for double battles. The fix is likely a copy/paste, just finding the lines that are in the single battle portion that are absent from the double battle portion and putting them in there. It'll probably be close by too, so you shouldn't have to look too far.
Alright I think I found the right section of code.

def pbLearnMove(pkmnIndex,move)
pokemon=@party1[pkmnIndex]
return if !pokemon
pkmnname=pokemon.name
battler=pbFindPlayerBattler(pkmnIndex)
movename=PBMoves.getName(move)
for i in 0..3
if pokemon.moves[i].id==move
return
end
if pokemon.moves[i].id==0
pokemon.moves[i]=PBMove.new(move)
battler.moves[i]=PokeBattle_Move.pbFromPBMove(self,pokemon.moves[i]) if battler
pbDisplayPaused(_INTL("{1} learned {2}!",pkmnname,movename))
return
end
end
loop do
pbDisplayPaused(_INTL("{1} is trying to learn {2}.",pkmnname,movename)) #Replaces current/total PP
pbDisplayPaused(_INTL("But {1} can't learn more than four moves.",pkmnname))
if pbDisplayConfirm(_INTL("Delete a move to make room for {1}?",movename))
pbDisplayPaused(_INTL("Which move should be forgotten?"))
forgetmove=@scene.pbForgetMove(pokemon,move)
if forgetmove >=0
oldmovename=PBMoves.getName(pokemon.moves[forgetmove].id)
pokemon.moves[forgetmove]=PBMove.new(move)#Replaces current/total PP
battler.moves[forgetmove]=PokeBattle_Move.pbFromPBMove(self,pokemon.moves[forgetmove]) if battler
pbDisplayPaused(_INTL("1, 2, and... ... ..."))
pbDisplayPaused(_INTL("Poof!"))
pbDisplayPaused(_INTL("{1} forgot {2}.",pkmnname,oldmovename))
pbDisplayPaused(_INTL("And..."))
pbDisplayPaused(_INTL("{1} learned {2}!",pkmnname,movename))
return
elsif pbDisplayConfirm(_INTL("Should {1} stop learning {2}?",pkmnname,movename))
pbDisplayPaused(_INTL("{1} did not learn {2}.",pkmnname,movename))
return
end
elsif pbDisplayConfirm(_INTL("Should {1} stop learning {2}?",pkmnname,movename))
pbDisplayPaused(_INTL("{1} did not learn {2}.",pkmnname,movename))
return
end
end
end

def pbGainEXP
return if !@internalbattle
successbegin=true
for i in 0..3 # Not ordered by priority
if !@doublebattle && pbIsDoubleBattler?(i)
@battlers[i].participants=[]
next
end
if pbIsOpposing?(i) && @battlers[i].participants.length>0 && @battlers[i].hp<=0
dexdata=pbOpenDexData
battlerSpecies=@battlers[i].species
# Current species, not original species; also using R/S base EXP
pbDexDataOffset(dexdata,battlerSpecies,17)
baseexp=dexdata.fgetb
level=@battlers[i].level
dexdata.close
# First count the number of participants
partic=0
expshare=0
for j in @battlers[i].participants
@participants[j]=true # Add participant to global list
end
for j in @battlers[i].participants
next if !@party1[j] || !pbIsOwner?(0,j)
partic+=1 if @party1[j].hp>0 && !@party1[j].egg?
end
for j in 0..@party1.length-1
next if !@party1[j] || !pbIsOwner?(0,j)
expshare+=1 if @party1[j].hp>0 && !@party1[j].egg? &&
isConst?(@party1[j].item,PBItems,:EXPSHARE)
end
# Now calculate EXP for the participants
if partic>0
if !@opponent && successbegin && pbAllFainted?(@party2)
@scene.pbWildBattleSuccess
successbegin=false
end
for j in 0..@party1.length-1
thispoke=@party1[j]
next if !@party1[j] || !pbIsOwner?(0,j)
ispartic=0
level=@battlers[i].level
haveexpshare=(isConst?(thispoke.item,PBItems,:EXPSHARE)) ? 1 : 0
for k in @battlers[i].participants
ispartic=1 if k==j
end
if thispoke.hp>0 && !thispoke.egg?
exp=0
if expshare>0
exp=((level*baseexp/7).floor/2).floor
exp=(exp/partic).floor*ispartic+(exp/expshare).floor*haveexpshare
elsif ispartic==1
exp=((level*baseexp/7).floor/partic).floor
end
isOutsider=(thispoke.trainerID!=self.pbPlayer.id || (thispoke.language!=0 && thispoke.language!=self.pbPlayer.language))
exp=(exp*3/2).floor if @opponent
exp=(exp*3/2).floor if isOutsider
exp=(exp*3/2).floor if isConst?(thispoke.item,PBItems,:LUCKYEGG)
growthrate=thispoke.growthrate
newexp=PBExperience.pbAddExperience(thispoke.exp,exp,growthrate)
exp=newexp-thispoke.exp;
if exp > 0
if isOutsider
pbDisplayPaused(_INTL("{1} gained a boosted\r\n{2} Exp. Points!",thispoke.name,exp))
else
pbDisplayPaused(_INTL("{1} gained\r\n{2} Exp. Points!",thispoke.name,exp))
end
#Gain effort value points, using RS effort values
totalev=0
for k in 0..5
totalev+=thispoke.ev[k]
end
dexdata=pbOpenDexData
pbDexDataOffset(dexdata,battlerSpecies,23)
for k in 0..5
evgain=dexdata.fgetb
if isConst?(thispoke.item,PBItems,:MACHOBRACE)
evgain*=2
end
if evgain>0
# Can't exceed overall limit
if totalev+evgain>510
# Bug Fix: must use "-=" instead of "="
evgain-=totalev+evgain-510
end
# Can't exceed stat limit
if thispoke.ev[k]+evgain>255
# Bug Fix: must use "-=" instead of "="
evgain-=thispoke.ev[k]+evgain-255
end
# Add EV gain
thispoke.ev[k]+=evgain
if thispoke.ev[k]>255
print "Single-stat EV limit 255 exceeded.\r\nStat: #{k} EV gain: #{evgain} EVs: #{thispoke.ev.inspect}"
thispoke.ev[k]=255
end
totalev+=evgain
if totalev>510
print "EV limit 510 exceeded.\r\nTotal EVs: #{totalev} EV gain: #{evgain} EVs: #{thispoke.ev.inspect}"
end
end
end
newlevel=PBExperience.pbGetLevelFromExperience(newexp,growthrate)
tempexp=0
curlevel=thispoke.level
thisPokeSpecies=thispoke.species
if newlevel<curlevel
debuginfo="#{thispoke.name}: #{thispoke.level}/#{newlevel} | #{thispoke.exp}/#{newexp} | gain: #{exp}"
raise RuntimeError.new(
_INTL("The new level ({1}) is less than the Pokémon's\r\ncurrent level ({2}), which shouldn't happen.\r\n[Debug: {3}]",
newlevel,curlevel,debuginfo))
return
end
if thispoke.respond_to?("isShadow?") && thispoke.isShadow?
thispoke.exp+=exp
else
tempexp1=thispoke.exp
tempexp2=0
# Find battler
battler=pbFindPlayerBattler(j)
loop do
#EXP Bar animation
startexp=PBExperience.pbGetStartExperience(curlevel,growthrate)
endexp=PBExperience.pbGetStartExperience(curlevel+1,growthrate)
tempexp2=(endexp<newexp) ? endexp : newexp
thispoke.exp=tempexp2
@scene.pbEXPBar(thispoke,battler,startexp,endexp,tempexp1,tempexp2)
tempexp1=tempexp2
curlevel+=1
break if curlevel>newlevel
oldtotalhp=thispoke.totalhp
oldattack=thispoke.attack
olddefense=thispoke.defense
oldspeed=thispoke.speed
oldspatk=thispoke.spatk
oldspdef=thispoke.spdef
thispoke.calcStats
battler.pbUpdate if battler
@scene.pbRefresh
if battler.pokemon && @internalbattle
battler.pokemon.happiness+=2
battler.pokemon.happiness=255 if battler.pokemon.happiness>255
end
pbDisplayPaused(_INTL("{1} grew to Level {2}!",thispoke.name,curlevel))
@scene.pbLevelUp(thispoke,battler,oldtotalhp,oldattack,
olddefense,oldspeed,oldspatk,oldspdef)
# Finding all moves learned at this level
atkdata=pbRgssOpen("Data/attacksRS.dat","rb")
offset=atkdata.getOffset(thisPokeSpecies-1)
length=atkdata.getLength(thisPokeSpecies-1)>>1
atkdata.pos=offset
for k in 0..length-1
atklevel=atkdata.fgetw
move=atkdata.fgetw
if atklevel==thispoke.level
# Learned a new move
pbLearnMove(j,move)
end
end
atkdata.close
end
end
end
end
end
end
# Now clear the participants array
@battlers[i].participants=[]
end
end
end

Unfortunately I'm still very new to Ruby, I still need to get a hang of the syntax.

Now, when the active pokemon levels up, they learn new moves just fine, it's only when a pokemon that levels up while not being the active pokemon that they don't learn new moves.

BlackArceus
December 1st, 2010, 03:29 PM
If you are surfing on water the tiles reflect the character. Is there an event command for this reflection I could use for other tiles?

Martinixon
December 1st, 2010, 03:58 PM
If you are surfing on water the tiles reflect the character. Is there an event command for this reflection I could use for other tiles?

Set the terrain tags for those tiles to 6.

Arma
December 1st, 2010, 04:47 PM
Set the terrain tags for those tiles to 6.
I've set this tag to puddles, but it still allows me to surf on it. Is there a way to remove the fact that you can use surf on the tiles while still see your reflection?



I was also wandering: How can you start a battle with an opponent's pokemon not at full health??

Martinixon
December 1st, 2010, 09:09 PM
I've set this tag to puddles, but it still allows me to surf on it. Is there a way to remove the fact that you can use surf on the tiles while still see your reflection?



I was also wandering: How can you start a battle with an opponent's pokemon not at full health??

Tag 6 is for still water, all event will be reflected there, tag 7 is for normal water.

when you set any tile to 6, it's supposed to make it reflective not for surfing.

Kaylee Krysteenah Fynch
December 2nd, 2010, 01:13 AM
KingRazor, thanks for helping with my list problem. At first I was a bit confused (I'm awful with non-descriptive variables), and had this sense of almost knowing what it meant... and feeling like there was some simpler thing that should work...

Then I figured out what you were trying to write. And it would be really cool, but it's actually overcomplicated for what I need - but, you pointed me in the right direction. All I need to do is use a script to assign the horribly long list to a game variable (in order to bypass the text box's limitations :) ). I actually don't need a script to compile that list for me, so that's one less thing for me to figure out (and one less long script that might cause lag)!

Should be pretty simple getting this to work, so thank you!

EDIT: Ohgosh, I thanked the wrong person, I feel like such an idiot... How did I even...
I meant FL. XDXDXDXD

BlackArceus
December 2nd, 2010, 04:01 AM
Quote:
Originally Posted by elarmasecreta http://www.pokecommunity.com/images/templates/generationv/buttons/viewpost.png (http://www.pokecommunity.com/showthread.php?p=6318984#post6318984)
I've set this tag to puddles, but it still allows me to surf on it. Is there a way to remove the fact that you can use surf on the tiles while still see your reflection?



I was also wandering: How can you start a battle with an opponent's pokemon not at full health??


Tag 6 is for still water, all event will be reflected there, tag 7 is for normal water.

when you set any tile to 6, it's supposed to make it reflective not for surfing.

_______
Thnx.
That functions quite well but you will include the "bug" that you could surf on these tiles. And this is a little bit strange to every player who supposed to walk over the indoor floor instead of surfing on it.

Kaylee Krysteenah Fynch
December 2nd, 2010, 04:35 AM
I guess I'll add that you are, in fact (to the best of my knowledge), supposed to be able to surf on tile #6, like you would on the reflective ponds on, for example, ruby and sapphire, rather than to walk on them like the puddles. I think we need a new tile type for puddles... XD

KitsuneKouta
December 2nd, 2010, 08:31 AM
Alright I think I found the right section of code.

*code*

Unfortunately I'm still very new to Ruby, I still need to get a hang of the syntax.

Now, when the active pokemon levels up, they learn new moves just fine, it's only when a pokemon that levels up while not being the active pokemon that they don't learn new moves.It looks like it only checks the active pokemon to see if it needs to learn a new move. I haven't gone deep enough into it to figure all of it out, but it looks like it targets the pokemon returned by the pbFindPlayerBattler(pkmnIndex) method, which checks the active battlers, and only returns one from the player's side. Essentially, it doesn't even look at the player's party to see if the pokemon's atklevel = current level, which is what prompts the move learning sequence. I'll try to get something that works when I get some time.

me2hack
December 2nd, 2010, 10:46 AM
]I get this error when trying to open the PokeGear. Could some tell what this means and how to fix it?
Exception: NoMethodError
Message: undefined method `bitmap=' for nil:NilClass
SpriteWindow:2554:in `privRefresh'
SpriteWindow:2553:in `each'
SpriteWindow:2553:in `privRefresh'
SpriteWindow:2251:in `visible='
PokemonUtilities:1964:in `pbHideVisibleObjects'
PokemonUtilities:1961:in `each_object'
PokemonUtilities:1961:in `pbHideVisibleObjects'
PokemonUtilities:1999:in `pbLoadRpgxpScene'
PokemonMenu:149:in `pbStartPokemonMenu'
PokemonMenu:139:in `loop'
Could someone answer this?

KitsuneKouta
December 2nd, 2010, 10:54 AM
Could someone answer this?Have you made any changes to the pokegear? I don't have any problem with it opening in my kit, so if you haven't made any edits then I can just give you the one I have (which hasn't been modified).

zingzags
December 2nd, 2010, 11:46 AM
Could someone answer this?

a bitmap error post how all the images are shown let see if that's the problem...

KingRazor
December 2nd, 2010, 01:39 PM
It looks like it only checks the active pokemon to see if it needs to learn a new move. I haven't gone deep enough into it to figure all of it out, but it looks like it targets the pokemon returned by the pbFindPlayerBattler(pkmnIndex) method, which checks the active battlers, and only returns one from the player's side. Essentially, it doesn't even look at the player's party to see if the pokemon's atklevel = current level, which is what prompts the move learning sequence. I'll try to get something that works when I get some time.
Cool thanks for looking into it. Let me know if you figure something out, I'm going to keep reading up on tutorials and see where I can get.

Kaylee Krysteenah Fynch
December 2nd, 2010, 06:58 PM
*sigh* As I had started to suspect... though it's a bit discouraging... I can't use a variable to show my huge choice list because the textbox displays the variable exactly as-is. (In other words, the "ch\*insert rest of code*" shows instead of the choices.) Not surprising, as I said, but pretty discouraging... since I have absolutely no idea how to go about making the thing display choices. XD

To be honest what I'm trying to do is let the player, during character setup, select a favorite Pokémon from a list. It would be used once, during setup, but because of what I'm doing with it it, it would eventually have a pretty big impact on the player's game... So the sooner I can figure out how to get it working, the better.

Thanks in advance to anyone who can offer any help with this.

KitsuneKouta
December 2nd, 2010, 08:14 PM
*sigh* As I had started to suspect... though it's a bit discouraging... I can't use a variable to show my huge choice list because the textbox displays the variable exactly as-is. (In other words, the "ch\*insert rest of code*" shows instead of the choices.) Not surprising, as I said, but pretty discouraging... since I have absolutely no idea how to go about making the thing display choices. XD

To be honest what I'm trying to do is let the player, during character setup, select a favorite Pokémon from a list. It would be used once, during setup, but because of what I'm doing with it it, it would eventually have a pretty big impact on the player's game... So the sooner I can figure out how to get it working, the better.

Thanks in advance to anyone who can offer any help with this.You'll probably find it much easier to do that with a script. I whipped one up that you should be able to use:

def pbSelectPokemon(text,variable)
choices=[
_INTL("Bulbasaur"),
_INTL("Charmander"),
_INTL("Squirtle"),
_INTL("Pikachu"),
_INTL("Mewtwo")
]
command=Kernel.pbMessage(text,choices,0)
$game_variables[variable]=command
if $game_variables[variable]==0
Kernel.pbMessage("Bulbasaur was chosen")
#do something here
elsif $game_variables[variable]==1
Kernel.pbMessage("Charmander was chosen")
#do something here
elsif $game_variables[variable]==2
Kernel.pbMessage("Squirtle was chosen")
#do something here
elsif $game_variables[variable]==3
Kernel.pbMessage("Pikachu was chosen")
#do something here
elsif $game_variables[variable]==4
Kernel.pbMessage("Mewtwo was chosen")
#do something here
end
endTo call it, use a script call command in an event like this:

pbSelectPokemon(
_I("Which one is your favorite?"),XX)

XX is the variable you want to store it in. The portions in green optionally allow you to perform an action in the script. Otherwise, you can just check the value of the variable in an event to perform whatever actions you were wanting to. Any red text portions in " " can be freely edited, and you can add more entries in the choices array (i.e. _INTL("Bulbasaur")), but make sure you add commas too. The script can just be put in a new script section. Or anywhere really as long as it's not in a class.


Would anyone know how to edit the EditorScripts.rxdata file, or rather, its contents? It's not really important, but changes to the PokemonEditor script section are only reflected on the in-game editor, which can leave the out of game editor unusable.

Kaylee Krysteenah Fynch
December 2nd, 2010, 10:29 PM
YES!!! Thank you, KitsuneKouta, that was exactly what I was looking for! :D I have to do some serious eventing before I can test to make sure it's using the variable right (I said earlier - it's a long list. A VERY LONG list), but it's displaying the text and choices just fine! So thank you very much!

EDIT: Got my brain working and tested it by using Squirtle instead of adding all the choices before testing. Then confused myself with an eventing error (copy and pasting can be confusing if you forget something...), finally found out what was going on and fixed it, and the script is doing just what I want it to. So thank you, yet again! :D

Maruno
December 3rd, 2010, 05:10 PM
Quote:
Originally Posted by elarmasecreta http://www.pokecommunity.com/images/templates/generationv/buttons/viewpost.png (http://www.pokecommunity.com/showthread.php?p=6318984#post6318984)
I've set this tag to puddles, but it still allows me to surf on it. Is there a way to remove the fact that you can use surf on the tiles while still see your reflection?



I was also wandering: How can you start a battle with an opponent's pokemon not at full health??


Tag 6 is for still water, all event will be reflected there, tag 7 is for normal water.

when you set any tile to 6, it's supposed to make it reflective not for surfing.

_______
Thnx.
That functions quite well but you will include the "bug" that you could surf on these tiles. And this is a little bit strange to every player who supposed to walk over the indoor floor instead of surfing on it.
You'll need to make a new terrain tag that just shows reflections, then.

Firstly, read up on terrain tags in the wiki (http://pokemonessentials.wikia.com/wiki/Tilesets). Note that the editor can give tiles any terrain tag at all, not just the ones listed in the table there, so it's easy to just give your puddles terrain tag 14.

As far as I can imagine, all you need to do is edit a single line near the top of Spriteset_Map:

if @event.map.terrain_tag(@event.x,nextY)!=6 && @event.map.terrain_tag(@event.x,nextY)!=14
Add the stuff in red. I think that's all you really need to do. If you want other effects, such as changing the battle backgrounds to depict a puddle environment, you'll need to make a few other changes too.

Konekodemon
December 4th, 2010, 08:01 AM
How do I add in warps on this?

carmaniac
December 4th, 2010, 08:16 AM
How do I add in warps on this?

That's really simple if you actually mess around with the events. Make a new event with the transfer player command.

FL
December 4th, 2010, 04:51 PM
It's not my specialty to rip data for pokémon.txt . The TMs I can do easily. But, if its delay one month or two I try something.
I already put the pokémon txt in Resource Center.

For more stuff I need help with some questions
Now I discovery that gen 4 Abilities/Moves/Itens weren't implented on Essentials (I see the PBS and thiks thats working util I tested). There any projects or successfulls trys like http://www.pokecommunity.com/showthread.php?t=164404 before stops? Anyone continues this? I need they, especially the Abilities.
I still need help on this:
How I can centralize the 160x160 sprites (like raptor)? If I put a 160x160 Sprite I need to put a big BattlerAltitude in all pokémon, and they became a little right positioned.
If this can work on 192x192, is better.

IceGod64
December 5th, 2010, 08:47 AM
For more stuff I need help with some questions
Now I discovery that gen 4 Abilities/Moves/Itens weren't implented on Essentials (I see the PBS and thiks thats working util I tested).
Well, so far in my own project I've re-implemented Aqua Ring and Magnet Rise. It took a while to figure it out, but It works.

IceGod64
December 5th, 2010, 09:40 AM
I already put the pokémon txt in Resource Center.

For more stuff I need help with some questions
Now I discovery that gen 4 Abilities/Moves/Itens weren't implented on Essentials (I see the PBS and thiks thats working util I tested). There any projects or successfulls trys like http://www.pokecommunity.com/showthread.php?t=164404 before stops? Anyone continues this? I need they, especially the Abilities.
I still need help on this:
Well, I was able to implement Aqua Ring and Magnet Rise in my own Project. It's not a very complicated procedure, really, you just need to pay close attention to what you're doing and there's a lot to keep in mind.

FL
December 5th, 2010, 10:00 AM
Well, I was able to implement Aqua Ring and Magnet Rise in my own Project. It's not a very complicated procedure, really, you just need to pay close attention to what you're doing and there's a lot to keep in mind.Some are just variations like Fire Fang and are easy to put, some are more complicate like Trick Room and I think that is bad to put only the easy ones.
Implement they are time-consuming, especially for testing the bugs with tons of field variations and Abilities that affect they.

IceGod64
December 5th, 2010, 11:58 AM
Edit: Ignore the message. I accidentally double-posted.

me2hack
December 5th, 2010, 12:24 PM
Is there any way to show step count?

thepsynergist
December 5th, 2010, 02:15 PM
You could just make a common event, set a variable to the number of steps you are doing, and call the event every map. I wouldn't know how to script it, but its fairly easy to event.

Conan Edogawa
December 5th, 2010, 05:18 PM
Does anyone know what script holds the fonts for the bag, name selection, and any other fonts? I need to edit them for my game, but I can't find them.

KitsuneKouta
December 6th, 2010, 10:09 AM
Does anyone know what script holds the fonts for the bag, name selection, and any other fonts? I need to edit them for my game, but I can't find them.Honestly, they're all over the place. I'll try to list all of them, but I might miss a few:

PokeBattle_ActualScene
MESSAGEBASECOLOR=Color.new(248,248,248)
MESSAGESHADOWCOLOR=Color.new(104,88,112)
MENUBASECOLOR=Color.new(72,72,72)
MENUSHADOWCOLOR=Color.new(208,208,208)
BOXTEXTBASECOLOR=Color.new(64,64,64)
BOXTEXTSHADOWCOLOR=Color.new(216,208,176)

PokemonMart
@sprites["itemtextwindow"].baseColor=Color.new(31*8,31*8,31*8)
@sprites["itemtextwindow"].shadowColor=Color.new(12*8,12*8,12*8)

PokemonBag (there's two separate places)
ITEMLISTBASECOLOR=Color.new(72,72,72)
ITEMLISTSHADOWCOLOR=Color.new(208,208,208)
ITEMTEXTBASECOLOR=Color.new(31*8,31*8,31*8)
ITEMTEXTSHADOWCOLOR=Color.new(12*8,12*8,12*8)
TITLEBASECOLOR=Color.new(31*8,31*8,31*8)
TITLESHADOWCOLOR=Color.new(12*8,12*8,12*8)
-------------------------------
ITEMLISTBASECOLOR=Color.new(72,72,72)
ITEMLISTSHADOWCOLOR=Color.new(208,208,208)
ITEMTEXTBASECOLOR=Color.new(31*8,31*8,31*8)
ITEMTEXTSHADOWCOLOR=Color.new(12*8,12*8,12*8)
TITLEBASECOLOR=Color.new(31*8,31*8,31*8)
TITLESHADOWCOLOR=Color.new(12*8,12*8,12*8)

PokemonOption
@nameBaseColor=Color.new(24*8,15*8,0)
@nameShadowColor=Color.new(31*8,22*8,10*8)

I'm not 100% sure on PokemonEntry, but you'll find numerous lines that are similar to this:
[@helptext,144,64,false,
Color.new(12*8,12*8,12*8), Color.new(26*8,26*8,25*8)]
or this:
[_INTL("+: MOVE C: OK X: BACK"),0,4,false,
Color.new(248,248,248), Color.new(12*8,12*8,12*8)],
The different entries have different text in them though. Judging by looks, the instances of Color.new define the text for the related portion.

Pokemon Trainer Card
baseColor=Color.new(12*8,12*8,12*8)
shadowColor=Color.new(26*8,26*8,25*8)

That might be all of them. You can generally see what they apply to based on the names.

IceGod64
December 6th, 2010, 11:24 AM
Does anyone know what script holds the fonts for the bag, name selection, and any other fonts? I need to edit them for my game, but I can't find them.
Try looking in the script:
sprite_window
The fonts should be stored there.

KitsuneKouta
December 6th, 2010, 03:08 PM
Try looking in the script:
sprite_window
The fonts should be stored there.Oh, you're right. I thought he was talking about changing the color, since it had been asked so much. It's in SpriteWindow, RPG__Sprite, DrawText, and a few instances in PokemonOption, PokemonStorage, and PokemonSummary. Just look for the word "Arial" in all sections, since that's the default.

KatsuLynx
December 7th, 2010, 10:42 AM
Hey everyone,
I startet my work last week and worked hard to get as much as possible done ^^ but now I have a problem. I try to add the origin form of Giratina, the wiki tells me to add the script right under the clauses of unown and spinda, the same with the icons, but I am to stupid to find those lines...
Also my Spinda looks kind like a freaky desaster, more like a monster, than a pokémon... maybe someone is able to explain me why?

thepsynergist
December 7th, 2010, 01:30 PM
Hey everyone,
I startet my work last week and worked hard to get as much as possible done ^^ but now I have a problem. I try to add the origin form of Giratina, the wiki tells me to add the script right under the clauses of unown and spinda, the same with the icons, but I am to stupid to find those lines...
Also my Spinda looks kind like a freaky desaster, more like a monster, than a pokémon... maybe someone is able to explain me why?

There's a whole section of code dedicated to the spinda pattern. However, it was made with the 128x128 size sprite. I think it works with 160x160, but not smaller than 128x128.

KatsuLynx
December 7th, 2010, 01:49 PM
thanks, but can you may tell me where this section is? May I can get it work for my 80x80 size sprite or at least delete it out, so I have a spinda, that looks quite normal, not like a clown

IceGod64
December 7th, 2010, 03:38 PM
If I wanted to add code to change the music in-battle when the Player is down to one Pokémon, where would the ideal place for this code be?

lezebulon
December 8th, 2010, 04:43 PM
Hi guys
Where are the new releases of the starter kit? The website seems down, is it mirrored?
thanks

DAWJ
December 8th, 2010, 07:36 PM
Hi guys
Where are the new releases of the starter kit? The website seems down, is it mirrored?
thanks

Try the Pokemon essentials wiki. I can't post a link so just search it on google.

IceGod64
December 9th, 2010, 09:36 AM
Eidt: Ignore this post. The information I provided was faulty. I apologize.

KatsuLynx
December 9th, 2010, 10:12 AM
I have another question,
For each animation you create, name it MOVE:"move name".
and

When creating animations that involve an attacker and an opponent, the point at (-160,80) is considered to be the attacker, and the point at (160,-80) is considered to be the opponent.[...]

But when there is one animation for the attacker and one for the opponent, how they have to be named? There are also some examples of animations in Pokemon Essential, but i don't think they work properly because they have false names...

venom12
December 9th, 2010, 10:30 AM
Hi anyone have idea how in editor i can do changing position for sprites for X not only for Y?

KatsuLynx
December 9th, 2010, 10:38 AM
Hi anyone have idea how in editor i can do changing position for sprites for X not only for Y?
should be somewhere in the "PokeBattle_ActualScene"-Script I think, but I don't know exactly where..

Cynder The Bloody Angel
December 9th, 2010, 12:34 PM
the download link dosnt work anymore ... 0o

me2hack
December 9th, 2010, 12:39 PM
the download link dosnt work anymore ... 0o
*sigh* It isn't so difficult to go a few pages back.
Click here. (http://pokemonessentials.wikia.com/wiki/Essentials_downloads)

thepsynergist
December 9th, 2010, 02:03 PM
*sigh* It isn't so difficult to go a few pages back.
Click here. (http://pokemonessentials.wikia.com/wiki/Essentials_downloads)

Can we just make the essentials wiki a sticky? I mean that isn't an unusual request or anything...

me2hack
December 9th, 2010, 06:29 PM
Or a mod should edit Poccil's first post.

thepsynergist
December 9th, 2010, 07:44 PM
I was talking with Yuoaman a while back and suggested that there should be a whole forum section for Pokemon Essentials, rather than a cluttered thread like we have now. But I don't see that happening. But, there should definitely be a sticky for the wiki. It would help a bunch.

IceGod64
December 9th, 2010, 08:51 PM
I was talking with Yuoaman a while back and suggested that there should be a whole forum section for Pokemon Essentials, rather than a cluttered thread like we have now. But I don't see that happening. But, there should definitely be a sticky for the wiki. It would help a bunch.

At this point, I'm willing to support this. This is all just getting to be too much of the same questions over and over again.

Cilerba
December 10th, 2010, 01:13 PM
A sticky for the wiki would be pointless. There's a sticky for the rules and some people still don't pay attention to that either. There's a sticky for general help as well, but people still create threads asking for help.

thepsynergist
December 10th, 2010, 02:31 PM
A sticky for the wiki would be pointless. There's a sticky for the rules and some people still don't pay attention to that either. There's a sticky for general help as well, but people still create threads asking for help.

Which is why a subforum for essentials would be better than a forum topic. And the wiki sticky could go in there. Just some food for thought.

KingRazor
December 10th, 2010, 08:17 PM
A sticky for the wiki would be pointless. There's a sticky for the rules and some people still don't pay attention to that either. There's a sticky for general help as well, but people still create threads asking for help.
That's just part of running a forum.

FL
December 11th, 2010, 12:01 PM
Or a mod should edit Poccil's first post.I agree

If I wanted to add code to change the music in-battle when the Player is down to one Pokémon, where would the ideal place for this code be?When a pokémon failed (oponent) or when a pokémon is send (oponent). You can also create a boolean variable that set false every time that a battle start, and checks every turn (pbCommandPhaseCore) the oponent pokémon, when he has only one, set the variable true and play the music.


I still need help on this
I already put the pokémon txt in Resource Center.

For more stuff I need help with some questions
Now I discovery that gen 4 Abilities/Moves/Itens weren't implented on Essentials (I see the PBS and thiks thats working util I tested). There any projects or successfulls trys like http://www.pokecommunity.com/showthread.php?t=164404 before stops? Anyone continues this? I need they, especially the Abilities.
I still need help on this:

How I can centralize the 160x160 sprites (like raptor)? If I put a 160x160 Sprite I need to put a big BattlerAltitude in all pokémon, and they became a little right positioned.
If this can work on 192x192, is better.

me2hack
December 11th, 2010, 12:27 PM
Did you try the "Reposition All"?

FL
December 12th, 2010, 07:44 AM
Did you try the "Reposition All"?After much searching I fond this in the new Essentials version (I have used a 2009 version).
Thank you, but, in the next time be a little more specific

zingzags
December 12th, 2010, 08:46 AM
After much searching I fond this in the new Essentials version (I have used a 2009 version).
Thank you, but, in the next time be a little more specific

Do you have a clean version of the 09?, and is it around December because i need it. The wiki only has the 2010 version of essentials, and poccil site is still down....

FL
December 12th, 2010, 11:43 AM
Do you have a clean version of the 09?, and is it around December because i need it. The wiki only has the 2010 version of essentials, and poccil site is still down....Sorry but I think that I've changed some files in the zip. If you still want this send a PM with your e-mail that I send you.
This version have even the Sever.zip

thepsynergist
December 12th, 2010, 02:30 PM
I have the '09 version on my old hard drive. I can't get it atm but I will when I get home.

me2hack
December 12th, 2010, 02:52 PM
I have the '09 version on my old hard drive. I can't get it atm but I will when I get home.
Could you send me too? =O

IceGod64
December 12th, 2010, 08:44 PM
EDITED OUT.

Alright, I just figured out something. First off, I learned how to edit the external editor, and in doing so, I've also figured out how to make essentials tell what Trainers Pokemon should be what gender.. How very handy!

I suppose I'll figure out giving Trainers Pokémon nicknames next. I'm glad I god this thing figured out.

Aqua Mudkip
December 14th, 2010, 05:36 PM
Aqua Mudkip: Hey guys, newly re-spawned here! Okay... so you enter the grass, water, rock, whatever, and a Pokemon attacks you. Here's the problem for me.

When the person steps on the terrain tag, I want the game to transport the player into a map not to the Pokemon CBS because I want to take full functionality of this new Action Battle System I just acquired. The reason I'm not making a new system from scratch is because I need some of the scripts and programming of the engine. I.E: The EV stats, EXP, HP, etc.

So how do I take the transition before the battle to a map instead of the usual CBS and how do I make it affect the Pokemon's EXP points, HP, status, etc?

thepsynergist
December 14th, 2010, 06:41 PM
Aqua Mudkip: Hey guys, newly re-spawned here! Okay... so you enter the grass, water, rock, whatever, and a Pokemon attacks you. Here's the problem for me.

When the person steps on the terrain tag, I want the game to transport the player into a map not to the Pokemon CBS because I want to take full functionality of this new Action Battle System I just acquired. The reason I'm not making a new system from scratch is because I need some of the scripts and programming of the engine. I.E: The EV stats, EXP, HP, etc.

So how do I take the transition before the battle to a map instead of the usual CBS and how do I make it affect the Pokemon's EXP points, HP, status, etc?

You'd have to use another script kit. Pokemon Essentials custom battle scripts are too embedded for that I think.

Could you send me too? =O

I'll just put up a topic on PlanetDev.

BlackArceus
December 18th, 2010, 04:56 PM
Hi!
I would like to find out how to create a device being able to count the steps the player has taken as in diamond and perl. But how can the computer find out how many steps the player has taken? There must be a counter for hatching eggs but I would like to display the full amount of steps the player has ever taken.
Thanx!

IceGod64
December 18th, 2010, 05:26 PM
Here we go, another crazy one from the desk of Ice God64:

I've made a field for it in Pokebattle MoveEffects already, but here's what I'm trying to make:
A move will have a randomly generated Type, and Base power.
The range of base power the move can have is: 1,2,3,4,5,6,7,8,9,10,15,20,25,30,35,40,45,50,55,60,70,80,90,100,120,140
Got the base damages working though so it doesn't matter.
And the possible types are:
Normal,Psychic,Dark,Grass,Fire,Water,Electric,Ice,Light
(I've already defined a Light type, so no worries there.)

I have a feeling this move will be abusing the pbRandom command a lot. Incidentally, the move is called "Troll".

thepsynergist
December 18th, 2010, 08:28 PM
Here we go, another crazy one from the desk of Ice God64:

I've made a field for it in Pokebattle MoveEffects already, but here's what I'm trying to make:
A move will have a randomly generated Type, and Base power.
The range of base power the move can have is: 1,2,3,4,5,6,7,8,9,10,15,20,25,30,35,40,45,50,55,60,70,80,90,100,120,140
Got the base damages working though so it doesn't matter.
And the possible types are:
Normal,Psychic,Dark,Grass,Fire,Water,Electric,Ice,Light
(I've already defined a Light type, so no worries there.)

I have a feeling this move will be abusing the pbRandom command a lot. Incidentally, the move is called "Troll".

I'd have a look at the move Hidden Power and study how it works. I know it's not random, but it would show you how to deal with different types for the same move.

Cykes
December 18th, 2010, 10:43 PM
How do I modify the font size [the custom font I'm using for my game is too big], and how do I remove the font shadow?

Cilerba
December 19th, 2010, 07:05 AM
How do I modify the font size [the custom font I'm using for my game is too big], and how do I remove the font shadow?

The font size, I'm not so sure about but for removing the font shadow, just go to SpriteWindow and change
DARKTEXTSHADOW=Color.new(189,189,199)
to whatever your messagebox color is. However, that's not for the entire game, it's just for messages and command boxes.

FL
December 19th, 2010, 07:44 AM
Hi!
I would like to find out how to create a device being able to count the steps the player has taken as in diamond and perl. But how can the computer find out how many steps the player has taken? There must be a counter for hatching eggs but I would like to display the full amount of steps the player has ever taken.
Thanx!
You could just make a common event, set a variable to the number of steps you are doing, and call the event every map. I wouldn't know how to script it, but its fairly easy to event.The RPG Maker had a option to put the steps number in one variable.

IceGod64
December 19th, 2010, 11:33 AM
I'd have a look at the move Hidden Power and study how it works. I know it's not random, but it would show you how to deal with different types for the same move.

That's a good idea, I didn't even think about that!

Bigpokemonfan0
December 19th, 2010, 03:42 PM
I needed help with this error:

Exception: NoMethodError
Message: undefined method `+' for nil:NilClass
PokemonUtilities:289:in `getRoughLatLon'
PokemonUtilities:386:in `getLatLong'
PokemonUtilities:586:in `getToneInternal'
PokemonUtilities:584:in `each'
PokemonUtilities:584:in `getToneInternal'
PokemonUtilities:353:in `getTone'
PokemonUtilities:2095:in `pbDayNightTint'
Sprite_Character:124:in `update_or'
PerspectiveTilemap:408:in `shadow_update'
Shadow:179:in `update'

Will you help me?

me2hack
December 19th, 2010, 04:21 PM
I needed help with this error:

Exception: NoMethodError
Message: undefined method `+' for nil:NilClass
PokemonUtilities:289:in `getRoughLatLon'
PokemonUtilities:386:in `getLatLong'
PokemonUtilities:586:in `getToneInternal'
PokemonUtilities:584:in `each'
PokemonUtilities:584:in `getToneInternal'
PokemonUtilities:353:in `getTone'
PokemonUtilities:2095:in `pbDayNightTint'
Sprite_Character:124:in `update_or'
PerspectiveTilemap:408:in `shadow_update'
Shadow:179:in `update'

Will you help me?
An error that's very familiar, this is caused by a map being set outdoor = true. You can fix this by
1. Getting the latest release.
2. Setting the maps to outdoor = false.
3. Or what I did, is putting a "#", no quotes, infront of the pbDayNighTint in: Sprite_Character line 124, AnimationSprite line 71, 76.

Bigpokemonfan0
December 20th, 2010, 04:56 AM
An error that's very familiar, this is caused by a map being set outdoor = true. You can fix this by
1. Getting the latest release.
2. Setting the maps to outdoor = false.
3. Or what I did, is putting a "#", no quotes, infront of the pbDayNighTint in: Sprite_Character line 124, AnimationSprite line 71, 76.

Thanks Me2Hack!

But I was meant using Route 1, which is outside. And can you tell me about pbDayNightTint means? Because I don't know.

me2hack
December 20th, 2010, 05:00 AM
Thanks Me2Hack!

But I was meant using Route 1, which is outside. And can you tell me about pbDayNightTint means? Because I don't know.
Oh, it's in the scripts just go the script names I told you.

Conan Edogawa
December 20th, 2010, 06:12 PM
Hey again. I was wondering if anyone could help me find the coordinates of the pokemon sprite in the pokedex, or even better the box coordinates that they sprites fit into. I think I may have found the section of code, but if I did, I can't decipher it. It's lines 156-183

def pbStartScene
@sprites={}
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
@sprites["pokedex"]=Window_Pokedex.new(
160,0,Graphics.width-160,Graphics.height)
@sprites["pokedex"].viewport=@viewport
@sprites["dexentry"]=IconSprite.new(0,0,@viewport)
@sprites["dexentry"].setBitmap("Graphics/Pictures/dexentry")
@sprites["dexentry"].visible=false
@sprites["overlay"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
pbSetSystemFont(@sprites["overlay"].bitmap)
@sprites["overlay"].x=0
@sprites["overlay"].y=0
@sprites["overlay"].visible=false
@sprites["iconback"]=IconWindow.new(0,0,160,160)
@sprites["iconback"].viewport=@viewport
@sprites["auxlist"]=Window_CommandPokemon.newEmpty(272,0,208,224,@viewport)
@sprites["searchlist"]=Window_ComplexCommandPokemon.newEmpty(0,0,272,224,@viewport)
@sprites["infowindow"]=Window_UnformattedTextPokemon.newWithSize("",0,160,160,160,@viewport)
@sprites["messagebox"]=Window_UnformattedTextPokemon.new("")
pbBottomLeftLines(@sprites["messagebox"],2)
@sprites["messagebox"].letterbyletter=false
@sprites["messagebox"].visible=false
@sprites["messagebox"].viewport=@viewport
@sprites["auxlist"].visible=false
@sprites["searchlist"].visible=false
addBackgroundPlane(@sprites,"searchbg","searchbg",@viewport)

rheiss.kasjan
December 21st, 2010, 01:40 AM
I need a download link for this. Ultimate Pokemon Center has been taken off, so there's no way for me to download it.

phenox
December 21st, 2010, 05:56 AM
If anyone know how to change MAP'S NAME skin ?

Cavou
December 21st, 2010, 07:15 AM
I need a download link for this. Ultimate Pokemon Center has been taken off, so there's no way for me to download it.

I can't get it either.I wish someone woud upload the .zip or something.:disappoin

Sichlor
December 21st, 2010, 07:23 AM
Hey,
I would like to display a Hidden Move in the Pokemon Menu in a blue color, like in FR/LG.

http://bulbapedia.bulbagarden.net/wiki/File:Fly_demo.gifhttp://bulbapedia.bulbagarden.net/wiki/File:Fly_demo.gifhttp://archives.bulbagarden.net/media/upload/7/74/Fly_demo.gif

I already figured out that the line of code is in PokemonScreen, line 1210:


commands[cmdMoves[i]=commands.length]=PBMoves.getName(move.id)
I tried this:


commands[cmdMoves[i]=commands.length]=_INTL("<c2=65467b14>{1}</c2>",PBMoves.getName(move.id))
but it seems like in this format the <c2> tag is just getting ignored and displayed as well as the movename...

does anybody know how to do this?

Thanks, Sichlor