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Samurott20
April 22nd, 2011, 03:43 PM
can anyone answer my question?? :(

im using pokemon essentials with rpg maker xp, and when i test play the game i created, i cant see my players sprite, it invisible, what is the problem and how can i fix this up?

can anyone answer my question?? :(

im using pokemon essentials with rpg maker xp, and when i test play the game i created, i cant see my players sprite, it invisible, what is the problem and how can i fix this up?

im using Reds sprite if that helps...

Starrodkirby86
April 22nd, 2011, 09:28 PM
can anyone answer my question?? :(

im using pokemon essentials with rpg maker xp, and when i test play the game i created, i cant see my players sprite, it invisible, what is the problem and how can i fix this up?



im using Reds sprite if that helps...

I answered this same question earlier (Just read a few posts up ~), so I'll just quote what I said to ProdigyX.

Well, at default, the actor's all blank. For actor data to be there, a script command needs to occur to define what the hero will be (Such as a boy or a girl).

Looking at the intro event in the example game, that function appears to be:

pbChangePlayer(0)

The number goes from 0-3, 0 being PlayerA and 3 being PlayerD

So you need to make a Call Script that does that script command. You can edit specific names and sprites of what that player choice would be by going into Metadata -> Global within Editor.exe.

If all seems lost, just follow what the example game's intro is like.

For your case, just have some event with Autostart (Like the intro event on the example game) and make sure you have a Call Script with "pbChangePlayer(0)" in it (without the quotes). Then have the event either erase itself or transport to some other map so it won't be looping. If all seems lost, follow the intro event in the example game and everything will go fine~

Boonzeet
April 23rd, 2011, 09:29 AM
Two questions, both regarding battler sprites:

1. Is there a way I can make the battle sprites 2x in the script instead of having to manually edit them all to 2x?

2. GIF files, when used as battlers, are not transparent apart from the first frame, even when they've been made transparent using something like Photoshop. Is there a reason?

Thanks,
Boon

Starrodkirby86
April 23rd, 2011, 09:49 AM
Two questions, both regarding battler sprites:

1. Is there a way I can make the battle sprites 2x in the script instead of having to manually edit them all to 2x?

2. GIF files, when used as battlers, are not transparent apart from the first frame, even when they've been made transparent using something like Photoshop. Is there a reason?

Thanks,
Boon

1. There probably would have to be some part in the script that would double their size. But I frankly don't know where you can find that. However, I do know of a way you can double the size of the files without actually going into each and every single file doubling the Image Size and all...

If you have Photoshop, you can create an automated Action using Image Size set to 200% x 200% Nearest Neighbor. Then you go to File > Automate... > Batch and presto~ Select the folder your files are in, let it Save and Close, and bam, you pretty much saved a long time hour of work.

Details here. http://www.blog.spoongraphics.co.uk/tutorials/free-yourself-with-automate-batch

If you're lost or you don't have Photoshop, you can always ask me to do this for you. xD I don't really mind, just uh, private message or visitor message me about it, if you'd like.

If there's someone that can actually modify the script to scale up the images in RMXP, then be my guest. o:

2. I frankly don't know about this one, since .gif's weren't naturally available for RMXP. :x The Notes do have a section about .gif's, but I'm not sure if that's what you need to fix that transparency thing... Sorry.

Boonzeet
April 23rd, 2011, 11:54 AM
1. There probably would have to be some part in the script that would double their size. But I frankly don't know where you can find that. However, I do know of a way you can double the size of the files without actually going into each and every single file doubling the Image Size and all...

If you have Photoshop, you can create an automated Action using Image Size set to 200% x 200% Nearest Neighbor. Then you go to File > Automate... > Batch and presto~ Select the folder your files are in, let it Save and Close, and bam, you pretty much saved a long time hour of work.

Details here. http://www.blog.spoongraphics.co.uk/tutorials/free-yourself-with-automate-batch

If you're lost or you don't have Photoshop, you can always ask me to do this for you. xD I don't really mind, just uh, private message or visitor message me about it, if you'd like.

If there's someone that can actually modify the script to scale up the images in RMXP, then be my guest. o:

2. I frankly don't know about this one, since .gif's weren't naturally available for RMXP. :x The Notes do have a section about .gif's, but I'm not sure if that's what you need to fix that transparency thing... Sorry.

Thank you for your reply :)

It doesn't seem to work for GIFs either, which is problematic :(

I'm trying to make a kit to support black and white features in RM but animated gifs are the only problem so far :(

FL
April 23rd, 2011, 11:57 AM
im using pokemon essentials with rpg maker xp, and when i test play the game i created, i cant see my players sprite, it invisible, what is the problem and how can i fix this up?

thanks.Have you changed the start point for intro map? Instead of done this change the teleport on intro map event.

You need to have the ]) at the end of your script be on the same line as your Great Ball item. So like this.

pbPokemonMart([
PBItems::POTION,
PBItems::ANTIDOTE,
PBItems::POKeBALL,
PBItems::GREATBALL])You forget two ",":
pbPokemonMart([
PBItems::POTION,
PBItems::ANTIDOTE,
PBItems::POKeBALL,
PBItems::GREATBALL]
----------------------------------------------------------------------
Someone can help me with anyone of this questions?
1-
I want to do a old style item PC without Mailbox. But if I call pbPCItemStorage without a Kernel.pbMessage after, the games freeze! Why? There a fix without I need to use Kernel.pbMessage?
I need to put:
command=1
loop do
(command==1 || command==-1) ? pbPCItemStorage : break
command=Kernel.pbMessage(_INTL("Exit?"),[_INTL("YES"),_INTL("NO")],-1)
end

2-
Has anyone manage to get the bridges working? I can pass for up, but when I try to pass under bridge my characters end surf and got freezie under bridge!

3-How everyone encrypted the Demos in a way that the PBS got compiled too? Any tips will be appreciated.

4-I didn't know if this is a error or not, but if you create a secret map area and put pokémon encounters in it you can see that area via "Area" pokédex command. Someone had a fix for it?

5-Anyone had any anti-lag tips for maps like don't make them huge or put many events? I had lag trouble.

Cilerba
April 23rd, 2011, 12:23 PM
3) I'm pretty sure that once the game is compiled you can delete the PBS files. I may be wrong, though.

5) For anti-lag, you should just use the April version of Essentials. It doesn't lag as much as others do.

As for your other questions, I don't really have an answer for them, sorry.

KitsuneKouta
April 23rd, 2011, 03:53 PM
Still working on the glitch where pokemon other than the last one to battle won't learn new moves when they level up.Sorry for the wait, but I finally got it working right. It was affecting other things besides learning moves as well, such as displaying the stat increases. There's a reference to battler.pokemon that doesn't work (but doesn't throw an error), and replacing it with thispoke fixes it. So in PokeBattle_Battle (around line 2050) look for:
if battler.pokemon && @internalbattle
battler.pokemon.happiness+=2
battler.pokemon.happiness=255 if battler.pokemon.happiness>255
endand change every instance of battler.pokemon to thispoke. Also, remove the battler.pokemon from the first line, since "if thispoke && @internalbattle" doesn't work either. Just leave @internalbattle.

@desbrina: there is a chance that the above MIGHT fix your problem, but don't get your hopes up just yet, since I haven't tested that to make sure.

IceGod64
April 23rd, 2011, 03:59 PM
Okay, I need a little help.

For my own Project, I'm trying to make an NPC play the "!" animation (Like Trainers do, just without the rest of the process). Sadly, everything I've tried had simply caused a crash. Any help here?

Also, is there any script or anything that I could use to change the encounters for a map during game play? Say for example I wanted an area to change wild encounters if a certain switch is on, or when a player touches an event. Is this possible?

FL
April 23rd, 2011, 04:13 PM
3) I'm pretty sure that once the game is compiled you can delete the PBS files. I may be wrong, though.

5) For anti-lag, you should just use the April version of Essentials. It doesn't lag as much as others do.

As for your other questions, I don't really have an answer for them, sorry.3-Thank, I the last week something tell me but I forget to take of in my questions

5-Yeah, I am using this version, but I need help for map lag. I have two maps, both without events, one is 100x300 and another is 400x400. In April 2010 version, when I go to the bottom of the 100x300 the game FPS drops to 10 but in the 400x400 the FPS won't drop! When I am testing the SAME 100x300 map in November 2009 the FPS have no drops!

Okay, I need a little help.

For my own Project, I'm trying to make an NPC play the "!" animation (Like Trainers do, just without the rest of the process). Sadly, everything I've tried had simply caused a crash. Any help here?

Also, is there any script or anything that I could use to change the encounters for a map during game play? Say for example I wanted an area to change wild encounters if a certain switch is on, or when a player touches an event. Is this possible?Are you editing the Trainer Event or using the Event command "Show Animation" and animation 17?

KitsuneKouta
April 23rd, 2011, 04:20 PM
Okay, I need a little help.

For my own Project, I'm trying to make an NPC play the "!" animation (Like Trainers do, just without the rest of the process). Sadly, everything I've tried had simply caused a crash. Any help here?

Also, is there any script or anything that I could use to change the encounters for a map during game play? Say for example I wanted an area to change wild encounters if a certain switch is on, or when a player touches an event. Is this possible?For your first question, change the event's name to Trainer(X) where X is how far away the NPC should notice you. Then add Kernel.pbNoticePlayer(get_character(0)) in a script command. Worked for me. Oh, but make sure the event is set to "Event Touch" or it won't do anything.

For the second problem, I can't really give a definitive answer without playing around with it a bit, but if you look in PokemonEncounters, you can likely set an if statement for the switch you're turning on to change the data from being read from the txt file (look for instances of data=load_data("Data/encounters.dat"), to reading from an array or possibly a different txt file or whatever you can think of. You'd probably have to play with the compiler if you use a different txt file, which would be a pain, but I don't now for sure.

thepsynergist
April 23rd, 2011, 07:32 PM
Also, is there any script or anything that I could use to change the encounters for a map during game play? Say for example I wanted an area to change wild encounters if a certain switch is on, or when a player touches an event. Is this possible?

You could make a copy of the map, and just have the player warp to it without a transition, then you can modify the encounters on that map.

drekhikaru
April 23rd, 2011, 08:43 PM
Thank you very much dood this was a great help for me now I can create my own pokemon game

FL
April 24th, 2011, 05:13 AM
Also, is there any script or anything that I could use to change the encounters for a map during game play? Say for example I wanted an area to change wild encounters if a certain switch is on, or when a player touches an event. Is this possible?Example: Give all wild pokémon +15 levels when the switch 50 is on, in the script PokemonEncounters, below line "level=encounter[1]+rand(1+encounter[2]-encounter[1])" put "level+=15 if $game_switches[50]"

EDIT: Oops, its give +15 for all maps, use "level+=15 if $game_switches[50] && game_map.map_id==70" for map 70 example.

thepsynergist
April 24th, 2011, 06:47 AM
Example: Give all wild pokémon +15 levels when the switch 50 is on, in the script PokemonEncounters, below line "level=encounter[1]+rand(1+encounter[2]-encounter[1])" put "level+=15 if $game_switches[50]"

EDIT: Oops, its give +15 for all maps, use "level+=15 if $game_switches[50] && game_map.map_id==70" for map 70 example.

Isn't it easier to use my method?

IceGod64
April 24th, 2011, 08:13 AM
Example: Give all wild pokémon +15 levels when the switch 50 is on, in the script PokemonEncounters, below line "level=encounter[1]+rand(1+encounter[2]-encounter[1])" put "level+=15 if $game_switches[50]"

EDIT: Oops, its give +15 for all maps, use "level+=15 if $game_switches[50] && game_map.map_id==70" for map 70 example.
Thanks, but I meant changing the actual species encounters. Sorry if I wasn't clear.

Isn't it easier to use my method?
I think FL's suggestion is a little more practical.

dannyboy601
April 24th, 2011, 09:10 AM
Sometimes (not all the time) when I warp from an indoor map to an outdoor map, or start the game on an outdoor map, this error message appears:

Exception: ArgumentError

Message: time must be positive

PokemonUtilities:288:in `at'

PokemonUtilities:288:in `getToneInternal'

PokemonUtilities:287:in `each'

PokemonUtilities:287:in `getToneInternal'

PokemonUtilities:50:in `getTone'

PokemonUtilities:761:in `pbDayNightTint'

Sprite_Character:124:in `update_or'

PerspectiveTilemap:408:in `shadow_update'

Shadow:179:in `update'

Sprite_Character:33:in `perspectivetilemap_initialize'

Does anybody know why this happens and how to fix it?

Turtwig26
April 24th, 2011, 05:14 PM
I am working on a custom menu system for my game and I am working on the buttons. I inserted this code for a pokedex button:

@button1=[email protected] = 380 # to the value of the displayed graphic's verticle appearance
@button1.y = 20 # to the value of the displayed graphic's horizontal appearance
@button1.z = 100 # This sets the priority of the button over other graphics
@button1.bitmap = RPG::Cache.picture("Button1") # defines the graphic
if Mouse.mouse_in_area?(380,20,50,50)
if Mouse.click?(1)
$game_system.se_play
($data_system.decision_se)
pbFadeOutIn(99999)
( scene=PokemonPokedexScene.new
screen=PokemonPokedex.new(scene)
screen.pbStartScreen }
end
end

I keep getting an error every time I start up the game saying that line thirteen has a syntax error. Line thirteen is in bold. Can someone tell me what the error is?

I am working on a custom menu system for my game and I am working on the buttons. I inserted this code for a pokedex button:

@button1=[email protected] = 380 # to the value of the displayed graphic's verticle appearance
@button1.y = 20 # to the value of the displayed graphic's horizontal appearance
@button1.z = 100 # This sets the priority of the button over other graphics
@button1.bitmap = RPG::Cache.picture("Button1") # defines the graphic
if Mouse.mouse_in_area?(380,20,50,50)
if Mouse.click?(1)
$game_system.se_play
($data_system.decision_se)
pbFadeOutIn(99999)
( scene=PokemonPokedexScene.new
screen=PokemonPokedex.new(scene)
screen.pbStartScreen }
end
end

I keep getting an error every time I start up the game saying that line thirteen has a syntax error. Line thirteen is in bold. Can someone tell me what the error is?

IceGod64
April 24th, 2011, 06:53 PM
I am working on a custom menu system for my game and I am working on the buttons. I inserted this code for a pokedex button:

@button1=[email protected] = 380 # to the value of the displayed graphic's verticle appearance
@button1.y = 20 # to the value of the displayed graphic's horizontal appearance
@button1.z = 100 # This sets the priority of the button over other graphics
@button1.bitmap = RPG::Cache.picture("Button1") # defines the graphic
if Mouse.mouse_in_area?(380,20,50,50)
if Mouse.click?(1)
$game_system.se_play
($data_system.decision_se)
pbFadeOutIn(99999)
( scene=PokemonPokedexScene.new
screen=PokemonPokedex.new(scene)
screen.pbStartScreen }
end
end

I keep getting an error every time I start up the game saying that line thirteen has a syntax error. Line thirteen is in bold. Can someone tell me what the error is?

I am working on a custom menu system for my game and I am working on the buttons. I inserted this code for a pokedex button:

@button1=[email protected] = 380 # to the value of the displayed graphic's verticle appearance
@button1.y = 20 # to the value of the displayed graphic's horizontal appearance
@button1.z = 100 # This sets the priority of the button over other graphics
@button1.bitmap = RPG::Cache.picture("Button1") # defines the graphic
if Mouse.mouse_in_area?(380,20,50,50)
if Mouse.click?(1)
$game_system.se_play
($data_system.decision_se)
pbFadeOutIn(99999)
( scene=PokemonPokedexScene.new
screen=PokemonPokedex.new(scene)
screen.pbStartScreen }
end
end

I keep getting an error every time I start up the game saying that line thirteen has a syntax error. Line thirteen is in bold. Can someone tell me what the error is?
http://www.pollsb.com/photos/o/422048-haha_heres_problem_toasters.jpg
Huh-huh! Here's the problem!
"}" should be ")"

Turtwig26
April 25th, 2011, 04:04 PM
Thanks Icegod. Now I get an error saying:

NoMethodError occurred.
Undefined method 'x=' for nil:NilClass

Here is the script again:

@button1=[email protected] = 380 # to the value of the displayed graphic's verticle appearance
@button1.y = 20 # to the value of the displayed graphic's horizontal appearance
@button1.z = 100 # This sets the priority of the button over other graphics
@button1.bitmap = RPG::Cache.picture("Button1") # defines the graphic
if Mouse.mouse_in_area?(380,20,50,50)
if Mouse.click?(1)
$game_system.se_play
($data_system.decision_se)
pbFadeOutIn(99999)
( scene=PokemonPokedexScene.new
screen=PokemonPokedex.new(scene)
screen.pbStartScreen )
end
end

Atomic Reactor
April 25th, 2011, 06:44 PM
So, I have a really old version of Essentials, and have no motive of changing editions...
So I was hoping someone could tell me how to edit the Scene_Intro scripts so it shows Pic_1 for a tad longer than it usually does....

This is the current code #==============================================================================
# Splash Screen
#==============================================================================
# Sephiroth Spawn
# 01.08.06
# Version 2
# Modified by Harshboy/Flameguru
#--------------------------------------------------------------------------
# Call Using $scene = Scene_Intro.new([pics], splash_screen)
#==============================================================================

#==============================================================================
# ** Scene_Intro
#==============================================================================

class Scene_Intro
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(pics, splash = nil)
@pics, @splash = pics, splash
end
def setTitle(sprite,title)
@cache={} if !@cache
if @currentTitle!=title
sprite.setBitmap("Graphics/Titles/#{title}")
@currentTitle=title
end
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Loads Data System and Game System
data_system = pbLoadRxData("Data/System")
game_system = Game_System.new
# Loads the Title.mid in Audio/BGM
game_system.bgm_play(data_system.title_bgm)
# Instance Variables
@item, @speed, @o_speed, @phase = 0, 15, 20, 0
# Background Images
@sprite = GifSprite.new
setTitle(@sprite, @pics[@item])
@sprite.opacity = 5
# Start Logo
@start = GifSprite.new
setTitle(@start,"Start")
@start.y, @start.z, @start.opacity = 250, 10, 0
# Execute transition
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
@sprite.update
case @phase
when 0; intro_update # Into Updating
when 1; splash_update # Splash Updating
when 2; to_splash_update # From Intro To Splash Transition
when 3; to_title_update # From Splash to Title Transtion
when 4; toDeleteUpdate
end
end
# Prepare for transition
Graphics.freeze
# Dispose of Sprites
if @cache
for i in @cache.values
i.dispose
end
end
@sprite.dispose
@start.dispose
end
#--------------------------------------------------------------------------
# * Frame Update : Intro Images
#--------------------------------------------------------------------------
def intro_update
# If C is pressed
if Input.trigger?(Input::C) && @speed>=0
@phase = @splash.nil? ? 3 : 2
end
# Updates Sprite Opacity
@sprite.opacity += @speed
# Changes Direction
@speed *= -1 if @sprite.opacity >= 255
# Change Sprite
if @sprite.opacity <= 0
@item += 1
@speed *= -1
@item == @pics.size ?
@phase = @splash.nil? ? 3 : 2 :
setTitle(@sprite,@pics[@item])
end
end
#--------------------------------------------------------------------------
# * Frame Update : Splash Image
#--------------------------------------------------------------------------
def splash_update
# If C is pressed
if Input.trigger?(Input::C)
@phase = 3
end
if Input.press?(Input::DOWN) &&
Input.press?(Input::CTRL) &&
Input.press?(Input::B)
@phase=4
end
# Loads Sprite Splash Bitmap
setTitle(@sprite,@splash)
# Updates Start Logo Opacity
@start.opacity += @o_speed
# Changes Direction
@o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
# Updates Splash
@sprite.opacity += @speed if @sprite.opacity < 255
end
#--------------------------------------------------------------------------
# * Frame Update : Intro To Splash Transistion
#--------------------------------------------------------------------------
def to_splash_update
@sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
end
#--------------------------------------------------------------------------
# * Frame Update : Splash To Title Transistion
#--------------------------------------------------------------------------
def to_title_update
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
if @sprite.opacity <= 0 && @start.opacity <= 0
Audio.bgm_stop
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartLoadScreen
end
end
def toDeleteUpdate
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
if @sprite.opacity <= 0 && @start.opacity <= 0
Audio.bgm_stop
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartDeleteScreen
end
end
end

Anyone have any idea how to edit this? :/

flamemaster
April 27th, 2011, 10:04 AM
does someone know how i could change my game to the standard ds size, and what size is the ds size. thx.
flamemaster~

MilesG170
April 27th, 2011, 10:05 AM
I was wondering if it was possible to expand the summary screen for abilities using Pokemon Essentials. I am trying to expand the abilities box to two lines so that some of the new abilities will fit. An example showing my issue is in the attachments if I wasn't very clear above.

thepsynergist
April 27th, 2011, 12:04 PM
So, I have a really old version of Essentials, and have no motive of changing editions...
So I was hoping someone could tell me how to edit the Scene_Intro scripts so it shows Pic_1 for a tad longer than it usually does....

This is the current code #==============================================================================
# Splash Screen
#==============================================================================
# Sephiroth Spawn
# 01.08.06
# Version 2
# Modified by Harshboy/Flameguru
#--------------------------------------------------------------------------
# Call Using $scene = Scene_Intro.new([pics], splash_screen)
#==============================================================================

#==============================================================================
# ** Scene_Intro
#==============================================================================

class Scene_Intro
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(pics, splash = nil)
@pics, @splash = pics, splash
end
def setTitle(sprite,title)
@cache={} if !@cache
if @currentTitle!=title
sprite.setBitmap("Graphics/Titles/#{title}")
@currentTitle=title
end
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Loads Data System and Game System
data_system = pbLoadRxData("Data/System")
game_system = Game_System.new
# Loads the Title.mid in Audio/BGM
game_system.bgm_play(data_system.title_bgm)
# Instance Variables
@item, @speed, @o_speed, @phase = 0, 15, 20, 0
# Background Images
@sprite = GifSprite.new
setTitle(@sprite, @pics[@item])
@sprite.opacity = 5
# Start Logo
@start = GifSprite.new
setTitle(@start,"Start")
@start.y, @start.z, @start.opacity = 250, 10, 0
# Execute transition
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
@sprite.update
case @phase
when 0; intro_update # Into Updating
when 1; splash_update # Splash Updating
when 2; to_splash_update # From Intro To Splash Transition
when 3; to_title_update # From Splash to Title Transtion
when 4; toDeleteUpdate
end
end
# Prepare for transition
Graphics.freeze
# Dispose of Sprites
if @cache
for i in @cache.values
i.dispose
end
end
@sprite.dispose
@start.dispose
end
#--------------------------------------------------------------------------
# * Frame Update : Intro Images
#--------------------------------------------------------------------------
def intro_update
# If C is pressed
if Input.trigger?(Input::C) && @speed>=0
@phase = @splash.nil? ? 3 : 2
end
# Updates Sprite Opacity
@sprite.opacity += @speed
# Changes Direction
@speed *= -1 if @sprite.opacity >= 255
# Change Sprite
if @sprite.opacity <= 0
@item += 1
@speed *= -1
@item == @pics.size ?
@phase = @splash.nil? ? 3 : 2 :
setTitle(@sprite,@pics[@item])
end
end
#--------------------------------------------------------------------------
# * Frame Update : Splash Image
#--------------------------------------------------------------------------
def splash_update
# If C is pressed
if Input.trigger?(Input::C)
@phase = 3
end
if Input.press?(Input::DOWN) &&
Input.press?(Input::CTRL) &&
Input.press?(Input::B)
@phase=4
end
# Loads Sprite Splash Bitmap
setTitle(@sprite,@splash)
# Updates Start Logo Opacity
@start.opacity += @o_speed
# Changes Direction
@o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
# Updates Splash
@sprite.opacity += @speed if @sprite.opacity < 255
end
#--------------------------------------------------------------------------
# * Frame Update : Intro To Splash Transistion
#--------------------------------------------------------------------------
def to_splash_update
@sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
end
#--------------------------------------------------------------------------
# * Frame Update : Splash To Title Transistion
#--------------------------------------------------------------------------
def to_title_update
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
if @sprite.opacity <= 0 && @start.opacity <= 0
Audio.bgm_stop
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartLoadScreen
end
end
def toDeleteUpdate
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
if @sprite.opacity <= 0 && @start.opacity <= 0
Audio.bgm_stop
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartDeleteScreen
end
end
end

Anyone have any idea how to edit this? :/

If I had to guess, I'd say just fiddle around with the code anywhere where it says speed. Test out a few numbers. If you notice a change, than you found the right line of code.

Turtwig26
April 27th, 2011, 02:14 PM
hey peoples

So I've been writing a script for a custom menu for my game and I have the buttons all set, but I keep getting an error saying:

Script 'Dual Screen' line 102: NoMethodError occured.

undefined method 'mouse_in_area?' for Mouse:Module


How do I fix this?

blasterfx5
April 27th, 2011, 02:52 PM
Okay. I am not a noob to making games, just throwing that out there. I want to make a serious game about triple triad, but it's not working >.< I downloaded the pokemon essentials, i had used it before and made pokemon gmaes, but i wanted to make a game 100% about triple triad. Getting badges by beating champion duelists, going to the card shop, buying booster packs, but i seem to have a few problems.
1. After the player buys cards, it doesn't give them to him.
I tried copying the original event, putting the player in the starting pokecenter after the beginning with oak, i tried redownloading and such. They buy the cards (they pick what they want, and give the money) but don't get any. I tried hitting the sale button, but it says i have no cards. I bought five and tried to play, but it says i didn't have neough. So i bough more. Still didn't have enough. So i came to the problem that i just wasn't being given the cards i bought. I tried new saves, and multiple things.

2. I want a way to hide the pokemon option (looking at party ect) but i can deal with this one.

3. Buying cards of pokemon you don't have. Right now i am just giving the player pokemon they could use , like giving 25 pokemon for the shop to carry, they have to battle for the rest. Ect.

If you have a solution to any of these, please help me.

Cilerba
April 27th, 2011, 03:19 PM
Moved into the Essentials thread.

IceGod64
April 27th, 2011, 03:23 PM
I was wondering if it was possible to expand the summary screen for abilities using Pokemon Essentials. I am trying to expand the abilities box to two lines so that some of the new abilities will fit. An example showing my issue is in the attachments if I wasn't very clear above.
Look in: PokemonSummary
Search for the line:
[abilitydesc,176,176,0,Color.new(0,0,0),Color.new(208,208,200)]
For me it's line 195. I'm not entirely sure what needs to be done exactly, but that IS the section that displays the ability description, so it's a step in the right direction.

Martinixon
April 27th, 2011, 07:26 PM
Does anyone now a way to fix the text box.
What happens is that after compiling, the text box automatically changes to 3 lines tall, I believe this is a default error, so you should compile your project and test it out too. It's not that bad, but it makes the game look kinda weird.

MilesG170
April 27th, 2011, 09:15 PM
Look in: PokemonSummary
Search for the line:
[abilitydesc,176,176,0,Color.new(0,0,0),Color.new(208,208,200)]
For me it's line 195. I'm not entirely sure what needs to be done exactly, but that IS the section that displays the ability description, so it's a step in the right direction.
Thank you. That will help so much. I should be able to work it out. Thank you very much.

Sometimes (not all the time) when I warp from an indoor map to an outdoor map, or start the game on an outdoor map, this error message appears:

Exception: ArgumentError

Message: time must be positive

PokemonUtilities:288:in `at'

PokemonUtilities:288:in `getToneInternal'

PokemonUtilities:287:in `each'

PokemonUtilities:287:in `getToneInternal'

PokemonUtilities:50:in `getTone'

PokemonUtilities:761:in `pbDayNightTint'

Sprite_Character:124:in `update_or'

PerspectiveTilemap:408:in `shadow_update'

Shadow:179:in `update'

Sprite_Character:33:in `perspectivetilemap_initialize'

Does anybody know why this happens and how to fix it?

Hey, I'm having the same issue. I did notice that it worked perfect in the original essentials demo, and the only scripting I've changed has been the different eggs for different groups. I also have made sure that the editor is set to outdoor instead of indoor when I am outside. Any tips? Also, Dannyboy, have you changed any scripts? We may have done the same thing wrong.

Veeper
April 27th, 2011, 10:48 PM
Hi there, I'm developping a game since a few days and I can figure out pretty much anything I want with the Pkmn Essentials Wiki, but this time I'm really stuck:

I've been trying to find a variable in the scripts that would enable messages to be displayed lightning-fast, since even in FAST mode it's waaay to slow.

Do you know precisely what file I should check out or even the name of the variable that commands directly the text speed? Several variables are related to text speed, but I can't seem to find the one directly related to the actual speed.

Thanks a lot.

DarkDoom3000
April 28th, 2011, 01:21 AM
Okay. I am not a noob to making games, just throwing that out there. I want to make a serious game about triple triad, but it's not working >.< I downloaded the pokemon essentials, i had used it before and made pokemon gmaes, but i wanted to make a game 100% about triple triad. Getting badges by beating champion duelists, going to the card shop, buying booster packs, but i seem to have a few problems.
1. After the player buys cards, it doesn't give them to him.
I tried copying the original event, putting the player in the starting pokecenter after the beginning with oak, i tried redownloading and such. They buy the cards (they pick what they want, and give the money) but don't get any. I tried hitting the sale button, but it says i have no cards. I bought five and tried to play, but it says i didn't have neough. So i bough more. Still didn't have enough. So i came to the problem that i just wasn't being given the cards i bought. I tried new saves, and multiple things.

2. I want a way to hide the pokemon option (looking at party ect) but i can deal with this one.

3. Buying cards of pokemon you don't have. Right now i am just giving the player pokemon they could use , like giving 25 pokemon for the shop to carry, they have to battle for the rest. Ect.

If you have a solution to any of these, please help me.

Wait- what!? starter kit has Triple Triad minigame? The one from FF8?
Respect +100 to whoever programmed that in.

dannyboy601
April 28th, 2011, 08:50 AM
Thank you. That will help so much. I should be able to work it out. Thank you very much.



Hey, I'm having the same issue. I did notice that it worked perfect in the original essentials demo, and the only scripting I've changed has been the different eggs for different groups. I also have made sure that the editor is set to outdoor instead of indoor when I am outside. Any tips? Also, Dannyboy, have you changed any scripts? We may have done the same thing wrong.

I don't think so, I've only ever edited the regional map script and added my own apricorn case script.

Also, does anybody know why the regional Pokédex number error appears, even though I've already deleted the line of script I need to. It only ever appears when I try to use the editor, not the game.

Martinixon
April 28th, 2011, 09:27 AM
Wait- what!? starter kit has Triple Triad minigame? The one from FF8?
Respect +100 to whoever programmed that in.

Yes it has it, but there is a small error, it doesn't let the player buy cards, it is really easy to fix, it's just 2 or 3 characters missing in the script, I can't remember where it is, try looking at the script, but that is the only error of it, once you fix that, you will be good to go.

IceGod64
April 28th, 2011, 10:12 AM
Wait- what!? starter kit has Triple Triad minigame? The one from FF8?
Respect +100 to whoever programmed that in.

Well then, thank Poccil, because it's part of the generic Starter Kit, and it's been known about for forever.

Yes it has it, but there is a small error, it doesn't let the player buy cards, it is really easy to fix, it's just 2 or 3 characters missing in the script, I can't remember where it is, try looking at the script, but that is the only error of it, once you fix that, you will be good to go.

Somebody already made a fix in either the Tutorials or resources section. Go hit the search button before you ask.

Maruno
April 28th, 2011, 01:10 PM
Thanks Icegod. Now I get an error saying:

NoMethodError occurred.
Undefined method 'x=' for nil:NilClass

Here is the script again:

@button1=[email protected] = 380 # to the value of the displayed graphic's verticle appearance
@button1.y = 20 # to the value of the displayed graphic's horizontal appearance
@button1.z = 100 # This sets the priority of the button over other graphics
@button1.bitmap = RPG::Cache.picture("Button1") # defines the graphic
if Mouse.mouse_in_area?(380,20,50,50)
if Mouse.click?(1)
$game_system.se_play
($data_system.decision_se)
pbFadeOutIn(99999)
( scene=PokemonPokedexScene.new
screen=PokemonPokedex.new(scene)
screen.pbStartScreen )
end
end
You've got two lines in one there. Separate them.


I was wondering if it was possible to expand the summary screen for abilities using Pokemon Essentials. I am trying to expand the abilities box to two lines so that some of the new abilities will fit. An example showing my issue is in the attachments if I wasn't very clear above.
I decided that the description text for moves works exactly like this, so I copied it. More specifically, use this code:

drawTextEx(overlay,172,240,308,0,
pbGetMessage(MessageTypes::AbilityDescs,pokemon.ability),
Color.new(0,0,0),Color.new(208,208,200))You'll want to change the coordinates and size of the text (the numbers in the first line).


Hi there, I'm developping a game since a few days and I can figure out pretty much anything I want with the Pkmn Essentials Wiki, but this time I'm really stuck:

I've been trying to find a variable in the scripts that would enable messages to be displayed lightning-fast, since even in FAST mode it's waaay to slow.

Do you know precisely what file I should check out or even the name of the variable that commands directly the text speed? Several variables are related to text speed, but I can't seem to find the one directly related to the actual speed.

Thanks a lot.
A quick look at the Options screen scripts tells me that the code you want is this:

MessageConfig.pbSetTextSpeed(pbSettingToTextSpeed(3))This is several times faster than the "fast" speed, and should be fine for your needs.


I don't think so, I've only ever edited the regional map script and added my own apricorn case script.

Also, does anybody know why the regional Pokédex number error appears, even though I've already deleted the line of script I need to. It only ever appears when I try to use the editor, not the game.
The editor is separate to RPG Maker XP, although it works in much the same way. The editor still has that line you deleted in it, which means it will throw the error up.

The editor can only do a few things that the debug option in Essentials itself can't, namely editing individual trainers and items, and repositioning battle sprites. The first two are just as easy to do in the PBS files, and the repositioning can be done before you put in the regional numbers. Basically, don't use the editor after you put in the regional numbers, and the only thing you'd want to use it for anyway is easily moving battle sprites around (a one-time thing).

blasterfx5
April 28th, 2011, 01:49 PM
Just gonna throw this out there.. I did hit the search. this forum is what came up >.> Don't go making accusations with no knowledge outside of posts. But thanks for directing me to the forum/tutorials, i have been searching for hours.

Edit: :'( I went through the four pages of tutorials and a bunch in resources and found nothing. If anybody finds the fix, please help me because i really can't find it.

IceGod64
April 28th, 2011, 06:08 PM
Are you editing the Trainer Event or using the Event command "Show Animation" and animation 17?

Oops, completely missed your response.

To be honest with you, reading what you said made me take another look at the event commands and realize there was something I completely missed, heh. I've fixed it now, thank you.

For the second problem, I can't really give a definitive answer without playing around with it a bit, but if you look in PokemonEncounters, you can likely set an if statement for the switch you're turning on to change the data from being read from the txt file (look for instances of data=load_data("Data/encounters.dat"), to reading from an array or possibly a different txt file or whatever you can think of. You'd probably have to play with the compiler if you use a different txt file, which would be a pain, but I don't now for sure.
I'll look into that, I haven't really had the chance to yet.

desbrina
April 29th, 2011, 04:27 AM
Thats how i have encounters change mid game. This should help you out

http://pokemonessentials.wikia.com/wiki/Changing_Encounters_Mid-Game

dannyboy601
April 29th, 2011, 08:26 AM
The editor is separate to RPG Maker XP, although it works in much the same way. The editor still has that line you deleted in it, which means it will throw the error up.

The editor can only do a few things that the debug option in Essentials itself can't, namely editing individual trainers and items, and repositioning battle sprites. The first two are just as easy to do in the PBS files, and the repositioning can be done before you put in the regional numbers. Basically, don't use the editor after you put in the regional numbers, and the only thing you'd want to use it for anyway is easily moving battle sprites around (a one-time thing).

Thanks! This will help a lot!

Martinixon
April 29th, 2011, 10:39 AM
Well then, thank Poccil, because it's part of the generic Starter Kit, and it's been known about for forever.



Somebody already made a fix in either the Tutorials or resources section. Go hit the search button before you ask.

I wasn't asking for the fix, I was just telling him that there is a simple way to fix it, I just can't remember exactly how.
I already have it working in my game.

IceGod64
April 29th, 2011, 12:53 PM
Thats how i have encounters change mid game. This should help you out

http://pokemonessentials.wikia.com/wiki/Changing_Encounters_Mid-Game

Wow, that's so helpful! Thank you very much, I'll definitely be using this!

blasterfx5
April 29th, 2011, 01:57 PM
so nobody cares that i STILL HAVENT FOUND the fix? >.>

LifeLux
April 29th, 2011, 02:14 PM
nice software
will definitely use it!

Maruno
April 29th, 2011, 04:21 PM
For those who are interested, I have fixed the double battles bug, where not all battlers could do something. The fix is on the wiki on the Battles page (http://pokemonessentials.wikia.com/wiki/Battles) (credit to me please).

It's quite amusing to see that this bug, like so many problems, is caused by money. It's also interesting that it's such a simple fix, too. Took me long enough to figure out, though.


so nobody cares that i STILL HAVENT FOUND the fix? >.>
Do you want the short answer or the honest answer? Actually, they're both the same.

I had a look at it, and aside from finding that storing Triad cards works the same as the Bag, I couldn't find anything. Not that I'm particularly interested in it anyway.

MilesG170
April 29th, 2011, 04:34 PM
so nobody cares that i STILL HAVENT FOUND the fix? >.>
That's not how you get your answer. Honestly, I would say just mess with as much as you can. Sometimes, learning Ruby can help as well. I don't know, but good luck finding it.

flamemaster
April 29th, 2011, 04:34 PM
ok, i now know how to resize the screen to my proportians, but i have a problem, how do i make the sprites fit this new size, i'm guessing i have to resize everything, but the thing that really stumps me is how i can resize the tileset? any ideas?
flamemaster~

IceGod64
April 29th, 2011, 05:32 PM
Is it simple to stop the Surf BGM from playing on a specific map?

Map 056 in my project if the map that lead to the Pokemon league in my project, and there is a surfing section. I don't want the surfing music to play in that specific area, however. What I've done to try to put this code:

elsif $game_map.map_id==056in every If block in "PokemonField" and "PokemonHiddenMoves" that mentions surfBGM. Basically, the look similar to this:

if $PokemonGlobal.surfing && surfbgm
pbBGMPlay(surfbgm)
elsif $PokemonGlobal.bicycle && bikebgm
pbBGMPlay(bikebgm)
elsif $game_map.map_id==056
$game_map.autoplay
else
$game_map.autoplay
endIt doesn't throw me any errors, and the game runs fine, but the desired effect is not achieved. What am I forgetting or doing wrong?

PS:
For those who are interested, I have fixed the double battles bug, where not all battlers could do something. The fix is on the wiki on the Battles page (http://pokemonessentials.wikia.com/wiki/Battles) (credit to me please).
Credit you will receive. I'm not sure yet how many if any double battles I want in my project, but the fix is in place regardless.

Sichlor
April 30th, 2011, 02:46 AM
if $PokemonGlobal.surfing && surfbgm
pbBGMPlay(surfbgm)
elsif $PokemonGlobal.bicycle && bikebgm
pbBGMPlay(bikebgm)
elsif $game_map.map_id==056
$game_map.autoplay
else
$game_map.autoplay
end

It doesn't have the desired effect, because the first IF-block is already returning true, so the game ignores whatever ELSEIF you throw in there.

You should rearrange it to something like that:


if $game_map.map_id==056
$game_map.autoplay
elsif $PokemonGlobal.surfing && surfbgm
pbBGMPlay(surfbgm)
elsif $PokemonGlobal.bicycle && bikebgm
pbBGMPlay(bikebgm)
else
$game_map.autoplay
end

dannyboy601
April 30th, 2011, 03:13 AM
Does anybody know if it is possible to make an item usable only 3 times, and make it change its sprite each time the player uses it?

FL
April 30th, 2011, 01:00 PM
Isn't it easier to use my method?
A good programmer avoids code duplicity.
And the more methods, the better is.

So, I have a really old version of Essentials, and have no motive of changing editions...
So I was hoping someone could tell me how to edit the Scene_Intro scripts so it shows Pic_1 for a tad longer than it usually does....

This is the current code #==============================================================================
# Splash Screen
#==============================================================================
# Sephiroth Spawn
# 01.08.06
# Version 2
# Modified by Harshboy/Flameguru
#--------------------------------------------------------------------------
# Call Using $scene = Scene_Intro.new([pics], splash_screen)
#==============================================================================

#==============================================================================
# ** Scene_Intro
#==============================================================================

class Scene_Intro
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(pics, splash = nil)
@pics, @splash = pics, splash
end
def setTitle(sprite,title)
@cache={} if !@cache
if @currentTitle!=title
sprite.setBitmap("Graphics/Titles/#{title}")
@currentTitle=title
end
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Loads Data System and Game System
data_system = pbLoadRxData("Data/System")
game_system = Game_System.new
# Loads the Title.mid in Audio/BGM
game_system.bgm_play(data_system.title_bgm)
# Instance Variables
@item, @speed, @o_speed, @phase = 0, 15, 20, 0
# Background Images
@sprite = GifSprite.new
setTitle(@sprite, @pics[@item])
@sprite.opacity = 5
# Start Logo
@start = GifSprite.new
setTitle(@start,"Start")
@start.y, @start.z, @start.opacity = 250, 10, 0
# Execute transition
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
@sprite.update
case @phase
when 0; intro_update # Into Updating
when 1; splash_update # Splash Updating
when 2; to_splash_update # From Intro To Splash Transition
when 3; to_title_update # From Splash to Title Transtion
when 4; toDeleteUpdate
end
end
# Prepare for transition
Graphics.freeze
# Dispose of Sprites
if @cache
for i in @cache.values
i.dispose
end
end
@sprite.dispose
@start.dispose
end
#--------------------------------------------------------------------------
# * Frame Update : Intro Images
#--------------------------------------------------------------------------
def intro_update
# If C is pressed
if Input.trigger?(Input::C) && @speed>=0
@phase = @splash.nil? ? 3 : 2
end
# Updates Sprite Opacity
@sprite.opacity += @speed
# Changes Direction
@speed *= -1 if @sprite.opacity >= 255
# Change Sprite
if @sprite.opacity <= 0
@item += 1
@speed *= -1
@item == @pics.size ?
@phase = @splash.nil? ? 3 : 2 :
setTitle(@sprite,@pics[@item])
end
end
#--------------------------------------------------------------------------
# * Frame Update : Splash Image
#--------------------------------------------------------------------------
def splash_update
# If C is pressed
if Input.trigger?(Input::C)
@phase = 3
end
if Input.press?(Input::DOWN) &&
Input.press?(Input::CTRL) &&
Input.press?(Input::B)
@phase=4
end
# Loads Sprite Splash Bitmap
setTitle(@sprite,@splash)
# Updates Start Logo Opacity
@start.opacity += @o_speed
# Changes Direction
@o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
# Updates Splash
@sprite.opacity += @speed if @sprite.opacity < 255
end
#--------------------------------------------------------------------------
# * Frame Update : Intro To Splash Transistion
#--------------------------------------------------------------------------
def to_splash_update
@sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
end
#--------------------------------------------------------------------------
# * Frame Update : Splash To Title Transistion
#--------------------------------------------------------------------------
def to_title_update
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
if @sprite.opacity <= 0 && @start.opacity <= 0
Audio.bgm_stop
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartLoadScreen
end
end
def toDeleteUpdate
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
if @sprite.opacity <= 0 && @start.opacity <= 0
Audio.bgm_stop
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartDeleteScreen
end
end
end

Anyone have any idea how to edit this? :/I had posted a fix a little ago.

In Scene_Intro bellow
@item, @speed, @o_speed, @phase = 0, 15, 20, 0
put
@delay=0
And the
def intro_update
# If C is pressed
if Input.trigger?(Input::C) && @speed>=0
@phase = @splash.nil? ? 3 : 2
end
# Updates Sprite Opacity
@sprite.opacity += @speed
# Changes Direction
@speed *= -1 if @sprite.opacity >= 255
# Change Sprite
if @sprite.opacity <= 0
@item += 1
@speed *= -1
@item == @pics.size ?
@phase = @splash.nil? ? 3 : 2 :
setTitle(@sprite,@pics[@item])
end
end
For

def intro_update
delaymax=100
# If C is pressed
if Input.trigger?(Input::C) && @speed>=0
@phase = @splash.nil? ? 3 : 2
end
# Updates Sprite Opacity
@delay=0 if @sprite.opacity==5
if @sprite.opacity >= 255 && @delay<delaymax
@delay%2==0 ? @sprite.opacity += 1 : @sprite.opacity -= 1
@delay+=1
else
@sprite.opacity += @speed
end
# Changes Direction
@speed *= -1 if @sprite.opacity >= 255 && @delay==delaymax
# Change Sprite
if @sprite.opacity <= 0
@item += 1
@speed *= -1
@item == @pics.size ?
@phase = @splash.nil? ? 3 : 2 :
setTitle(@sprite,@pics[@item])
end
end

You can change the line "delaymax=100" to other value if you like to the pictures to stay longer on screen.
Okay. I am not a noob to making games, just throwing that out there. I want to make a serious game about triple triad, but it's not working >.< I downloaded the pokemon essentials, i had used it before and made pokemon gmaes, but i wanted to make a game 100% about triple triad. Getting badges by beating champion duelists, going to the card shop, buying booster packs, but i seem to have a few problems.
1. After the player buys cards, it doesn't give them to him.
I tried copying the original event, putting the player in the starting pokecenter after the beginning with oak, i tried redownloading and such. They buy the cards (they pick what they want, and give the money) but don't get any. I tried hitting the sale button, but it says i have no cards. I bought five and tried to play, but it says i didn't have neough. So i bough more. Still didn't have enough. So i came to the problem that i just wasn't being given the cards i bought. I tried new saves, and multiple things.

2. I want a way to hide the pokemon option (looking at party ect) but i can deal with this one.

3. Buying cards of pokemon you don't have. Right now i am just giving the player pokemon they could use , like giving 25 pokemon for the shop to carry, they have to battle for the rest. Ect.

If you have a solution to any of these, please help me.I need to update the error page in wikia...

I'm sorry if I sound impatient, but does no one know what could be wrong? This appears to be an out-of-the-box error for me... I redownloaded Pokemon Essentials with no modifications from the latest version listed on the Wiki and even that version does not want to give me Triad cards. Does anyone have any idea? Sorry for asking twice, but I'd like to at least have some clue how to fix this becuase it really puzzles me... other data stored in $PokemonGlobal variables seem to store fine... for example, the PC works fine.

I could try posting a recording of the issue I'm having if it helps.

AH! Got it, fixed my own problem. If anyone else has this error, it stems on for some reason there being a bug in the code out of the box that reinitializes the triad variable each time it is called... to fix change this line of text:

def triads
@triads=TriadStorage.new
return @triads
end


to this:

def triads
@triads=TriadStorage.new if !@triads
return @triads
end


For those who are interested, I have fixed the double battles bug, where not all battlers could do something. The fix is on the wiki on the Battles page (http://pokemonessentials.wikia.com/wiki/Battles) (credit to me please).

It's quite amusing to see that this bug, like so many problems, is caused by money. It's also interesting that it's such a simple fix, too. Took me long enough to figure out, though.Very good! I thinks that this also fix the same bug at Battle Tower.


Does anybody know if it is possible to make an item usable only 3 times, and make it change its sprite each time the player uses it?Maybe you can use differents itens witch same extrernal name! Every time that one item be use just put in script a silent add to other.

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

















Someone can help me with anyone of this questions?
1-
I want to do a old style item PC without Mailbox. But if I call pbPCItemStorage without a Kernel.pbMessage after, the games freeze! Why? There a fix without I need to use Kernel.pbMessage?
I need to put:
command=1
loop do
(command==1 || command==-1) ? pbPCItemStorage : break
command=Kernel.pbMessage(_INTL("Exit?"),[_INTL("YES"),_INTL("NO")],-1)
end

2-
Has anyone manage to get the bridges working? I can pass for up, but when I try to pass under bridge my characters end surf and got freezie under bridge!

4-I didn't know if this is a error or not, but if you create a secret map area and put pokémon encounters in it you can see that area via "Area" pokédex command. Someone had a fix for it?

5-Anyone had any anti-FPS down tips for maps like don't make them huge or put many events? I had FPS down trouble.

Maruno
April 30th, 2011, 04:35 PM
I want to do a old style item PC without Mailbox. But if I call pbPCItemStorage without a Kernel.pbMessage after, the games freeze! Why? There a fix without I need to use Kernel.pbMessage?
I need to put:
command=1
loop do
(command==1 || command==-1) ? pbPCItemStorage : break
command=Kernel.pbMessage(_INTL("Exit?"),[_INTL("YES"),_INTL("NO")],-1)
end
I'm not entirely sure how you're using that code, but I can tell you how to access item storage straight from the PC main menu (where it displays "Bill's PC" and "Player's PC").

In the script section PokemonStorage, at the bottom are the PC-related scripts. There are two points where "pbTrainerPCMenu" is called (search for the phrase) - replace those two lines with "pbPCItemStorage" instead. This cuts out the secondary menu asking "Item storage", "Mailbox" or "Turn off", and jumps straight to item storage. Then just use the PCs as normal.



I haven't looked into bridges yet, but it's on my To Do list.

I can vaguely imagine what the fix for secret area nest displays would be (it can also depend on the switch used to decide whether to show that map point or not), but I haven't looked into it yet. It'll probably end up being a bug fix, because secret areas are supposed to be hidden until their switch is ON. Once it's up it'll be on the Region map (http://pokemonessentials.wikia.com/wiki/Region_map) wiki page.

I don't have any real tips for improving lag, other than using an older version of Essentials. I don't have any lag myself, so I can't experiment myself with improving it, and people are incessantly unhelpful by not providing as much information as possible about where/when they get lag (e.g. certain times of day, current map size/number of events and adjoining maps, after how much game play, what kind of lag, etc.). All I can do is guess at the causes of lag, and they wouldn't be good guesses either.

I'm sorry if I sound impatient, but does no one know what could be wrong? This appears to be an out-of-the-box error for me... I redownloaded Pokemon Essentials with no modifications from the latest version listed on the Wiki and even that version does not want to give me Triad cards. Does anyone have any idea? Sorry for asking twice, but I'd like to at least have some clue how to fix this becuase it really puzzles me... other data stored in $PokemonGlobal variables seem to store fine... for example, the PC works fine.

I could try posting a recording of the issue I'm having if it helps.

AH! Got it, fixed my own problem. If anyone else has this error, it stems on for some reason there being a bug in the code out of the box that reinitializes the triad variable each time it is called... to fix change this line of text:

def triads
@triads=TriadStorage.new
return @triads
end
to this:

def triads
@triads=TriadStorage.new if !@triads
return @triads
end

Shiny. I do like the simple solutions.

I have added this bug fix to the wiki page Triple Triad (http://pokemonessentials.wikia.com/wiki/Triple_Triad), if that's okay by you. Credit to you, of course.

taimao
April 30th, 2011, 07:24 PM
For those who are interested, I have fixed the double battles bug, where not all battlers could do something. The fix is on the wiki on the Battles page (http://pokemonessentials.wikia.com/wiki/Battles) (credit to me please).

It's quite amusing to see that this bug, like so many problems, is caused by money. It's also interesting that it's such a simple fix, too. Took me long enough to figure out, though.

I have to applogize for forgetting about this bug I fixed it so long ago in my project I forgot about it. I really should contribute more to the wiki.

Blaziquaza
April 30th, 2011, 07:44 PM
May I ask, does anybody have a modified version of Glitchfinder's Resolution Script that works with this? Thanks.

Peeky Chew
May 1st, 2011, 09:50 AM
http://i60.photobucket.com/albums/h5/jippily/errortext.png
I increased the screen size from the standard to a little wider one. Problem is, as you can see in the screen, the text doesn't stretch to the edge any more. How do I fix this?

Maruno
May 1st, 2011, 10:11 AM
Speaking of bug fixes, I have another one people wanted: the bug where levelling up and move learning didn't work properly for non-battlers in battles.

The solution is on the wiki Battles page (http://pokemonessentials.wikia.com/wiki/Battles), and once again it is very simple.

IceGod64
May 1st, 2011, 10:44 AM
It doesn't have the desired effect, because the first IF-block is already returning true, so the game ignores whatever ELSEIF you throw in there.

You should rearrange it to something like that:


if $game_map.map_id==056
$game_map.autoplay
elsif $PokemonGlobal.surfing && surfbgm
pbBGMPlay(surfbgm)
elsif $PokemonGlobal.bicycle && bikebgm
pbBGMPlay(bikebgm)
else
$game_map.autoplay
end

As I expected, that didn't work. You're explanation didn't make any sense anyway to be honest, as using elsif inside any other If blocks I've seen has worked fine. Thanks for the tip, but I guess I'll have to figure it out myself...

I increased the screen size from the standard to a little wider one. Problem is, as you can see in the screen, the text doesn't stretch to the edge any more. How do I fix this?

There should be a file in the same folder as the RMMXP project called extendtext.exe. You will need that.

Speaking of bug fixes, I have another one people wanted: the bug where levelling up and move learning didn't work properly for non-battlers in battles.
Wow, you're doing a lot lately! Unfortunately, I can't seem to find the tutorial....

Peeky Chew
May 1st, 2011, 11:53 AM
There should be a file in the same folder as the RMMXP project called extendtext.exe. You will need that.
There is a file like that, and the instructions for it. I did what it said, opening up a show text box, then opening the application, but it didn't work. It just said it was loading and then didn't appear.

FL
May 1st, 2011, 11:56 AM
I'm not entirely sure how you're using that code, but I can tell you how to access item storage straight from the PC main menu (where it displays "Bill's PC" and "Player's PC").

In the script section PokemonStorage, at the bottom are the PC-related scripts. There are two points where "pbTrainerPCMenu" is called (search for the phrase) - replace those two lines with "pbPCItemStorage" instead. This cuts out the secondary menu asking "Item storage", "Mailbox" or "Turn off", and jumps straight to item storage. Then just use the PCs as normal.This isn't perfect, but is the way.

I haven't looked into bridges yet, but it's on my To Do list.Ok

I can vaguely imagine what the fix for secret area nest displays would be (it can also depend on the switch used to decide whether to show that map point or not), but I haven't looked into it yet. It'll probably end up being a bug fix, because secret areas are supposed to be hidden until their switch is ON. Once it's up it'll be on the Region map (http://pokemonessentials.wikia.com/wiki/Region_map) wiki page.Ok

I don't have any real tips for improving lag, other than using an older version of Essentials. I don't have any lag myself, so I can't experiment myself with improving it, and people are incessantly unhelpful by not providing as much information as possible about where/when they get lag (e.g. certain times of day, current map size/number of events and adjoining maps, after how much game play, what kind of lag, etc.). All I can do is guess at the causes of lag, and they wouldn't be good guesses either.This is hard to find, but my problem is FPS down. I have two maps, both without events, one is 100x300 and another is 400x400. In April 2010 version, when I go to the bottom of the 100x300 the game FPS drops to 10 but in the 400x400 the FPS won't drop! When I am testing the SAME 100x300 map in November 2009 the FPS have no drops! Both map doesn't have any adjoining maps.
And I thinks that someone in this thread create a video about the May 5 version lag.

http://i60.photobucket.com/albums/h5/jippily/errortext.png
I increased the screen size from the standard to a little wider one. Problem is, as you can see in the screen, the text doesn't stretch to the edge any more. How do I fix this?There should be a file in the same folder as the RMMXP project called extendtext.exe. You will need that.The problem is the black space because resolution as you see in this screen. The extendtext.exe only expand the text box in RPG Maker, not in game. I thinks that solution is in PokemonMessages coordenates, but this script is huge! I can't figure out!

Martinixon
May 1st, 2011, 01:02 PM
Does anyone now a way to fix the text box.
What happens is that after compiling, the text box automatically changes to 3 lines tall, I believe this is a default error, so you should compile your project and test it out too. It's not that bad, but it makes the game look kinda weird.

Got it, the game doesn't use the trimming of the text files after compiling it, so you should always use files of the correct height, check it on your projects if you are using the default skins.

EDIT: the other problem with the skins is that the game doesn't save the speech frame skin if you change it in-game, it does save the skin for the pause menu, but not the one of the speech.

Maruno
May 1st, 2011, 01:04 PM
Wow, you're doing a lot lately! Unfortunately, I can't seem to find the tutorial....
It's a bug fix, and it's on the page I linked to.

Peeky Chew
May 1st, 2011, 01:22 PM
The problem is the black space because resolution as you see in this screen. The extendtext.exe only expand the text box in RPG Maker, not in game. I thinks that solution is in PokemonMessages coordenates, but this script is huge! I can't figure out!Ok, thanks for the help. I'll have a look around the script and see if I can find anything.

Sichlor
May 1st, 2011, 04:29 PM
As I expected, that didn't work. You're explanation didn't make any sense anyway to be honest, as using elsif inside any other If blocks I've seen has worked fine. Thanks for the tip, but I guess I'll have to figure it out myself...


Well, actually my explanation makes quite a lot of sense, since it is basic programming knowledge.

Feel free to test this simplified example which simulates surfing on map 56.
The first if block returns "surfing bgm", while the second if block returns "map autoplay"


def elsiftest
surfing=true
onmap56=true
##first IF-block (similar to your code) puts ONLY "surfing bgm"
if surfing
print "surfing bgm"
elsif onmap56
print "map autoplay"
else
print "none"
end
##second IF-block (similar to my code) puts ONLY "map autoplay"
if onmap56
print "map autoplay"
elsif surfing
print "surfing bgm"
else
print "none"
end
end
Since i didn't test your precise problem, i dont know what you did wrong,
but the code you posted first is incapable of achieving your goal.
(if you described the latter properly)

Also please try not to sound like a know-it-all, if you are not completely sure what you are talking about. It nearly kept me from replying again ;)

Cheers,
Sichlor

Martinixon
May 1st, 2011, 05:56 PM
Okay, I solved the problem with the skin of the speech frames not saving, it was really simple, the problem is in the script PokemonOption search for this:

def self.pbDefaultSpeechFrame
if !$PokemonSystem
return pbResolveBitmap("Graphics/Windowskins/"+MessageConfig::TextSkinName)||""
else
return pbResolveBitmap("Graphics/Windowskins/"+$SpeechFrames[$PokemonSystem.frame])||""
end


then change this line from:

return pbResolveBitmap("Graphics/Windowskins/"+$SpeechFrames[$PokemonSystem.frame])||""

to:
return pbResolveBitmap("Graphics/Windowskins/"+$SpeechFrames[$PokemonSystem.textskin])||""

The game should now save the speech frame skin selected by the player.
What was happening was that the game was using the number of the system frame skin selected (the one for all the menus) which is stored in "frame" instead of the number used for the speech skin selected (the one for talking) which is stored in "textskin".

The game also doesn't use the .txt files in the "Windowskins" folder after compiling it with encryption, this is what is causing the skins "frlgtextskin" and "rstextskin" that come by default to look 3 lines tall instead of 2.
The easy way to fix this is to only use regular small skins that don't need any trimming and delete the ones I listed in the "windowskin" folder or change them for newer ones with a smaller size that don't need any trimming.

Also, the game by default repeats one of the speech skins because it's set to use skin "frlgtextskin" (I think) as the default one and as skin #3 at the same time, so it repeats it, the way to fix this is to delete "frlgtextskin" from the list of the skins used which is in PokemonOption around line 185 or to add a new skin and change the default skin used in the script SpriteWindow for a that one.

These are not really big problems, but details that make your game look better. I hope you find this useful for your project.

IceGod64
May 1st, 2011, 06:55 PM
Well, actually my explanation makes quite a lot of sense, since it is basic programming knowledge.

Feel free to test this simplified example which simulates surfing on map 56.
The first if block returns "surfing bgm", while the second if block returns "map autoplay"

Yeah, you were right, in the end I did have to put the map check first. Sorry and Thanks.
It turns out that more so the reason is wasn't working however, was because I was trying to use $game_map.map_id which doesn't work, oddly. What's even stranger is that I did get it working by adding a little code to PokemonField inside of Events.onMapSceneChange+=proc{|sender,e|
That line was:
$MapCurr = $game_map.map_id

I don't know why I couldn't retrieve map_id directly, but setting a variable to it on map change and using that worked.

MilesG170
May 1st, 2011, 07:28 PM
Ok guys, I have been searching and searching, but I just can't find an answer to this question. When I try to load my game, at all, it will pop up with an error that says:

---------------------------
Pokemon Harmony
---------------------------
Exception: ArgumentError

Message: time must be positive

PokemonUtilities:585:in `at'

PokemonUtilities:585: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'

Sprite_Character:33:in `perspectivetilemap_initialize'



This exception was logged in

C:\Users\Miles\Saved Games/Pokemon Harmony/errorlog.txt.

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


It doesn't matter if it's day or night, and I have looked at the script in the lines it says, but I just don't get how to fix it. Please help.

TACHAN
May 2nd, 2011, 04:40 AM
Hello!
How can I put more trainers protagonist in the metadata?

I want to have more trainers protagonists to choose. But I don't know like do it, the metadata.txt only have PlayerA, B, C and D.

KitsuneKouta
May 2nd, 2011, 07:35 AM
Hello!
How can I put more trainers protagonist in the metadata?

I want to have more trainers protagonists to choose. But I don't know like do it, the metadata.txt only have PlayerA, B, C and D.There's a link in my signature that should do the trick.

TACHAN
May 2nd, 2011, 09:38 AM
There's a link in my signature that should do the trick.

Thanks you very much! :nervous:
Already I saw it once.

venom12
May 2nd, 2011, 10:04 AM
How i can make saving position of image in scripts?

KitsuneKouta
May 2nd, 2011, 12:00 PM
How i can make saving position of image in scripts?A little more information would be helpful. Are you displaying the image from a script, or an event? And I'm assuming that the image doesn't have a static position. If it's in a script, you'll have to ensure that the variable is saved in PokemonSave and loaded in PokemonLoad. I've never bothered to try it with variables that aren't global, so I couldn't tell you how to do that without trying it out first. If it's just in an event, assign the position to variables. RMXP's game variables already save and load appropriately, and you can even use them in scripts, so that may be the way to go.

venom12
May 2nd, 2011, 12:42 PM
Its in script, i will look to pokemon save and load.

Maruno
May 2nd, 2011, 03:58 PM
Just to let people know, I've been looking at bridges. I have now gotten them to work almost properly.

I made the attached map to come up with all the ways bridges can be used, and I'm now at the stage where you can walk/surf where you should and only where you should.

There are just a few small problems remaining, all of which I have some idea of how to fix (but they'll take time):


When crossing a bridge over still water, reflections only show if you're on the southmost part of the bridge, and don't show between the gaps in the bridge (if there are any). You can avoid this by only having bridges one tile wide.
The priorities of the bridge tiles aren't all set to below the player, just the one you step on first. You can avoid this by using the same tile for all parts of the bridge. Advice on the styles of bridges you make (i.e. where different bridge tiles go) would be appreciated, otherwise I'll just guess.
Other priority problems, where the bridge appears above the player for a split second before going below them (if you're about to step on it).
If you save the game on a bridge and then load it, you end up underneath the bridge (and probably stuck). Simple solution: don't save on bridges.

As I said, I have some idea of how to fix all these problems. I thought you guys might like to know what I'm up to.

Look forward to bridges!

MilesG170
May 2nd, 2011, 11:44 PM
Ok, so I went into my editor, and got this error message.

---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `[]' for nil:NilClass

Compiler:776:in `pbCompileMetadata'

Compiler:3920:in `pbCompileAllData'

Compiler:4034



This exception was logged in

C:\Users\Miles\Saved Games/Pokemon Harmony/errorlog.txt.

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

Afterwards, I went to check my data, and then noticed a ton of things were gone. What the heck did I do wrong?

Turtwig26
May 3rd, 2011, 01:12 PM
Does anybody know where the update method of scripts are?

Rai Rai
May 3rd, 2011, 01:16 PM
Does anybody know where the update method of scripts are?

They tend to be called what they are XD. def update. They usually contain methods such as Input.update and/or Graphics.update.

Turtwig26
May 3rd, 2011, 04:30 PM
They tend to be called what they are XD. def update. They usually contain methods such as Input.update and/or Graphics.update.

Yeah but where are they? i.e. is there an update method in every script or is there only one?

KitsuneKouta
May 3rd, 2011, 11:21 PM
Yeah but where are they? i.e. is there an update method in every script or is there only one?Not every script has an update method, but several do. It's usually present whenever dealing with non-static graphics or places that the user can perform any kind of input, such as clicking with the mouse or pressing keys. The easiest way to find them is to use Ctrl+Shift+F. It's your best friend when trying to find anything, since it searches through all script sections instead of just the current one like Ctrl+F does.

MilesG170
May 3rd, 2011, 11:27 PM
I just wanted all you guys answering questions to know how helpful you have been. Even with questions I haven't had yet, it's just great to see that I could get help. I feel like you guys really do promote helping people learn how to solve their own problems as well. Keep up the good work, guys.

Opalescent
May 4th, 2011, 05:16 AM
Hey, first off, thanks for this. Its great, and my knowledge of RPG Maker is making this a breeze to use.

Secondly, I'm having a real problem. I tried google, but I'm getting very frustrated and I really hope somebody here can help.

When I try and change the battle backgrounds, its just a black screen during battle. The images are .png format, they're the right size etc. I wanted to change the battle back to something like this: http://ligtherzein.deviantart.com/art/Battlebackground-193424462 (I'll provide the actual image if necessary) since the Notes.html says that the battle background can be any size :/

The images I have all end in GRASS ( example: battlebgGrass.png), and in the Metadata editor I've made it so that that is what it uses. But no matter what I do, its a black screen during battle. Can someone help me please?

MilesG170
May 4th, 2011, 07:34 AM
Hey, first off, thanks for this. Its great, and my knowledge of RPG Maker is making this a breeze to use.

Secondly, I'm having a real problem. I tried google, but I'm getting very frustrated and I really hope somebody here can help.

When I try and change the battle backgrounds, its just a black screen during battle. The images are .png format, they're the right size etc. I wanted to change the battle back to something like this: http://ligtherzein.deviantart.com/art/Battlebackground-193424462 (I'll provide the actual image if necessary) since the Notes.html says that the battle background can be any size :/

The images I have all end in GRASS ( example: battlebgGrass.png), and in the Metadata editor I've made it so that that is what it uses. But no matter what I do, its a black screen during battle. Can someone help me please?
Not sure if it will help, but on the essentials tilesets, they all have battle bg 1 shown.

Like in the attachment.

Rai Rai
May 4th, 2011, 08:03 AM
Hey, first off, thanks for this. Its great, and my knowledge of RPG Maker is making this a breeze to use.

Secondly, I'm having a real problem. I tried google, but I'm getting very frustrated and I really hope somebody here can help.

When I try and change the battle backgrounds, its just a black screen during battle. The images are .png format, they're the right size etc. I wanted to change the battle back to something like this: http://ligtherzein.deviantart.com/art/Battlebackground-193424462 (I'll provide the actual image if necessary) since the Notes.html says that the battle background can be any size :/

The images I have all end in GRASS ( example: battlebgGrass.png), and in the Metadata editor I've made it so that that is what it uses. But no matter what I do, its a black screen during battle. Can someone help me please?

Not sure if it will help, but on the essentials tilesets, they all have battle bg 1 shown.

Like in the attachment.

@MilesG No that doesn't help XD it has no effect on the battles.
Basically within the editor you should see something about backgrounds and being able to set them but really not sure about it since the last time I used essentials.

taimao
May 4th, 2011, 11:09 AM
I just recently posted my update sprites code to the resource center for any still trying to figure out how to change a Pokemons sprite in battle this might help, but some scripting knowledge is still be required to make it work for your project.

Hopefully, I'll have time soon to copy this over to the wiki and expand it.

@Maruno: I'm excited to see a tutorial for bridges. I tried to get them working for myself, but reached the edge of my scripting knowledge.

dannyboy601
May 4th, 2011, 12:44 PM
Does anybody know how to give the player characters a default name if the player leaves the name entry blank?

Opalescent
May 4th, 2011, 01:17 PM
The editor is where I set it all up :/ I double checked spelling etc but that didnt help :/

lx_theo
May 4th, 2011, 01:39 PM
Hey, first off, thanks for this. Its great, and my knowledge of RPG Maker is making this a breeze to use.

Secondly, I'm having a real problem. I tried google, but I'm getting very frustrated and I really hope somebody here can help.

When I try and change the battle backgrounds, its just a black screen during battle. The images are .png format, they're the right size etc. I wanted to change the battle back to something like this: http://ligtherzein.deviantart.com/art/Battlebackground-193424462 (I'll provide the actual image if necessary) since the Notes.html says that the battle background can be any size :/

The images I have all end in GRASS ( example: battlebgGrass.png), and in the Metadata editor I've made it so that that is what it uses. But no matter what I do, its a black screen during battle. Can someone help me please?

Editor inputs it to PBS file wrong. GO to PBS, go to metadata.txt, go to map in question, find the line it has the battle background number, delete the little rectangle thing, and save

Martinixon
May 4th, 2011, 04:23 PM
Does anyone know the way in which the the player's Pokemon is handled when scripting Pokeballs, I believe "battler" is for the opponent, but I can't figure how to use the player's Pokemon.
Any help is appreciated.

EDIT: (some more info)
I want to compare the level of the player's current Pokemon and compare it to the enemy's level.
I know how to do the comparing, but I don't understand where I can get the info to compare it with.

Linkey
May 4th, 2011, 10:14 PM
Does anyone know the way in which the the player's Pokemon is handled when scripting Pokeballs, I believe "battler" is for the opponent, but I can't figure how to use the player's Pokemon.
Any help is appreciated.

EDIT: (some more info)
I want to compare the level of the player's current Pokemon and compare it to the enemy's level.
I know how to do the comparing, but I don't understand where I can get the info to compare it with.
On which script/method/line do you need this comparison?

Opalescent
May 5th, 2011, 02:04 AM
Editor inputs it to PBS file wrong. GO to PBS, go to metadata.txt, go to map in question, find the line it has the battle background number, delete the little rectangle thing, and save

I love you, thankyou so much!


Also, one last question. Is it possible to take a pokemon out of the party and then return the EXACT same pokemon to the player?

KitsuneKouta
May 5th, 2011, 07:16 AM
I love you, thankyou so much!


Also, one last question. Is it possible to take a pokemon out of the party and then return the EXACT same pokemon to the player?It looks like you can call $game_variables[800]=$Trainer.party[0]
$Trainer.party.delete_at(0)
$Trainer.party.compact! to save the Pokemon to variable 800, and then call $Trainer.party[5]=$game_variables[800] later to add them back into your party at the 6th spot. You can obviously make the 5 whatever you want, and will probably need to put it in a conditional branch as with any other script to add new pokemon just in case the party is full. It looks like it works ok.

Martinixon
May 5th, 2011, 11:28 AM
On which script/method/line do you need this comparison?

For making a Pokeball, I want to compare the level of the enemy to the level of the player's current pokemon, I am trying to script a LEVELBALL.
I believe the script would be something like this, but I still need to know the way to get the level of the Player's Pokemon. Correct me if I am wrong (most likely):


})
BallHandlers::ModifyCatchRate.add(:LEVELBALL,proc{|ball,catchRate,battle,battler|
if PLAYER.level>battler.level
catchrate
if PLAYER.level<(battler.level*2)
catchRate*=2
else
if PLAYER.level<(battler.level*4)
catchrate*=4
else
if PLAYER.level>(battler.level*4)
catchrate*=8
end
next catchRate
})

Peeky Chew
May 5th, 2011, 11:31 AM
Does anyone know which lines you change for the position of the enemy's Pokémon in trainer and wild battles? I found the one for your own mon, but can't find this.

And I also haven't been able to figure out my previous problem yet. Sorry, if it was already answered, but I got confused...

IceGod64
May 5th, 2011, 03:14 PM
It looks like you can call $game_variables[800]=$Trainer.party[0]
$Trainer.party.delete_at(0)
$Trainer.party.compact! to save the Pokemon to variable 800, and then call $Trainer.party[5]=$game_variables[800] later to add them back into your party at the 6th spot. You can obviously make the 5 whatever you want, and will probably need to put it in a conditional branch as with any other script to add new pokemon just in case the party is full. It looks like it works ok.

You have just helped me out as well. Thanks!

Linkey
May 5th, 2011, 10:11 PM
For making a Pokeball, I want to compare the level of the enemy to the level of the player's current pokemon, I am trying to script a LEVELBALL.
I believe the script would be something like this, but I still need to know the way to get the level of the Player's Pokemon. Correct me if I am wrong

Ah, well. I don't use the newest version, so i didn't had those methods.
Well, since you have the battle object as parameter it should be really to use it like this:


BallHandlers::ModifyCatchRate.add(:LEVELBALL,proc{|ball,catchRate,battle,battler|
if PLAYER.level>battler.level
catchrate
if battle.battlers[0].level<(battler.level*2)
catchRate*=2
else
if battle.battlers[0].level<(battler.level*4)
catchrate*=4
else
if battle.battlers[0].level>(battler.level*4)
catchrate*=8
end
next catchRate
})


battle.battlers is an array of all battlers... the first position should be always the first pokemon of your party. It should work (:

Martinixon
May 5th, 2011, 11:47 PM
Ah, well. I don't use the newest version, so i didn't had those methods.
Well, since you have the battle object as parameter it should be really to use it like this:


BallHandlers::ModifyCatchRate.add(:LEVELBALL,proc{|ball,catchRate,battle,battler|
if PLAYER.level>battler.level
catchrate
if battle.battlers[0].level<(battler.level*2)
catchRate*=2
else
if battle.battlers[0].level<(battler.level*4)
catchrate*=4
else
if battle.battlers[0].level>(battler.level*4)
catchrate*=8
end
next catchRate
})


battle.battlers is an array of all battlers... the first position should be always the first pokemon of your party. It should work (:

Thank you so much, your method worked, I had to redo the script because I made a mistake when writing it here, but I used your method and now works perfectly.
Thank you, again.

Maruno
May 6th, 2011, 04:40 PM
I just recently posted my update sprites code to the resource center for any still trying to figure out how to change a Pokemons sprite in battle this might help, but some scripting knowledge is still be required to make it work for your project.

Hopefully, I'll have time soon to copy this over to the wiki and expand it.

@Maruno: I'm excited to see a tutorial for bridges. I tried to get them working for myself, but reached the edge of my scripting knowledge.
That sprite update code looks like a good contribution. I know Transform works already, but nothing else does, and it's kinda important.

Glad to see someone's interested in bridges. For your information, I've got it to work just fine now, with the sole exception that the player won't have a reflection in still water (I could solve this if people want it, but it's not a big priority). I'll get to putting it in the wiki tomorrow, hopefully. It'll be one of my tutorials. Turns out the "small problems" I mentioned earlier kept twisting around and mutating, and eventually I pretty much wrote the whole thing from scratch using a completely different method.


Does anybody know how to give the player characters a default name if the player leaves the name entry blank?
pbPlayerName sets the player's name. If it's blank, then it will look through the player's computer to find their username, and set that as the name instead. Change that check to whatever name you want.

moudinho
May 7th, 2011, 10:51 AM
I have one question to ask.This may be silly but...here goes.
What will be the file format of the end product of the game produced?Will it be a GBA rom?

Atomic Reactor
May 7th, 2011, 11:00 AM
@Moudinho: No, it will be an .exe because it's made in rpg maker xp. Therefore, it can only be played on the computer :)


Ok, so I was editng my scripts again... which is a poor mistake since i can't read rgss -.-
Anyway, i was deleting the map view, frame, and speech frame option in PokemonOptions. Well, deleting map view option went fine. Then i did the 2 frame options, and it messed everything up. I tried adding them back in, but im not sure if i added them in correctly, or in the right spot.
Because now i keep getting syntax errors.
I get and error on line 314. Can anyone tell me how to fix this? :(
(btw, I'm still using and old version of essentials.)

Here's my current code :/

class Window_PokemonOption < SpriteWindow_Selectable
attr_reader :bag
attr_reader :pocket
attr_reader :baseColor
attr_reader :shadowColor
attr_reader :mustUpdateOptions
def initialize(options,x,y,width,height)
super(x,y,width,height)
@options=options
@selarrow=BitmapCache.load_bitmap("Graphics/Pictures/selarrow.png")
@index=0
@nameBaseColor=Color.new(24*8,15*8,0)
@nameShadowColor=Color.new(31*8,22*8,10*8)
@baseColor=Color.new(9<<3,9<<3,9<<3)
@shadowColor=Color.new(26<<3,26<<3,26<<3)
@selBaseColor=Color.new(31*8,6*8,3*8)
@selShadowColor=Color.new(31*8,17*8,16*8)
@optvalues=[]
@mustUpdateOptions=false
for i in 0...@options.length
@optvalues[i]=0
end
refresh
end
def [](i)
return @optvalues[i]
end
def []=(i,value)
@optvalues[i]=value
refresh
end
def dispose
@selarrow.dispose
super
end
def refresh
@item_max=@options.length+1
dwidth=self.width-32
dheight=self.height-32
if !self.contents || self.contents.disposed? ||
self.contents.height<dheight || self.contents.width<dwidth
self.contents.dispose if self.contents
self.contents=Bitmap.new([1,dwidth].max,[1,dheight].max)
pbSetSystemFont(self.contents)
end
self.contents.clear
contentsWidth=self.contents.width
self.contents.font.color=self.shadowColor
ypos=0
for i in 0..@options.length
if i<self.top_row || i>self.top_row+self.page_row_max
next
end
pbCopyBitmap(self.contents,@selarrow,0,ypos) if self.index==i
optionname=(i==@options.length) ? _INTL("CANCEL") : @options[i].name
self.contents.font.color=@nameShadowColor
optionwidth=(Graphics.width-96)/2
pbDrawShadow(self.contents,16,ypos,optionwidth,32,optionname)
self.contents.font.color=@nameBaseColor
self.contents.draw_text(16,ypos,optionwidth,32,optionname)
next if i==@options.length
if @options[i].is_a?(EnumOption)
if @options[i].values.length>1
totalwidth=0
for value in @options[i].values
totalwidth+=self.contents.text_size(value).width
end
spacing=(optionwidth-totalwidth)/(@options[i].values.length-1)
spacing=0 if spacing<0
xpos=16+optionwidth
ivalue=0
for value in @options[i].values
self.contents.font.color=(ivalue==self[i]) ? @selShadowColor : self.shadowColor
pbDrawShadow(self.contents,xpos,ypos,optionwidth,32,value)
self.contents.font.color=(ivalue==self[i]) ? @selBaseColor : self.baseColor
self.contents.draw_text(xpos,ypos,optionwidth,32,value)
xpos+=self.contents.text_size(value).width
xpos+=spacing
ivalue+=1
end
else
self.contents.font.color=self.shadowColor
pbDrawShadow(self.contents,optionwidth+16,ypos,optionwidth,32,optionname)
self.contents.font.color=self.baseColor
self.contents.draw_text(optionwidth+16,ypos,optionwidth,32,optionname)
end
elsif @options[i].is_a?(NumberOption)
value=_ISPRINTF("{1:d}",@options[i].optstart+self[i])
xpos=16+optionwidth
self.contents.font.color=@selShadowColor
pbDrawShadow(self.contents,xpos,ypos,optionwidth,32,value)
self.contents.font.color=@selBaseColor
self.contents.draw_text(xpos,ypos,optionwidth,32,value)
else
value=@options[i].values[self[i]]
xpos=16+optionwidth
self.contents.font.color=@selShadowColor
pbDrawShadow(self.contents,xpos,ypos,optionwidth,32,value)
self.contents.font.color=@selBaseColor
self.contents.draw_text(xpos,ypos,optionwidth,32,value)
end
ypos+=32
end
end
def update
dorefresh=false
oldindex=self.index
@mustUpdateOptions=false
super
dorefresh=self.index!=oldindex
if self.active && self.index<@options.length
if Input.repeat?(Input::LEFT)
self[self.index]=@options[self.index].prev(self[self.index])
dorefresh=true
@mustUpdateOptions=true
elsif Input.repeat?(Input::RIGHT)
self[self.index]=@options[self.index].next(self[self.index])
dorefresh=true
@mustUpdateOptions=true
end
end
refresh if dorefresh
end
end

module PropertyMixin
def get
@getProc ? @getProc.call() : nil
end
def set(value)
@setProc.call(value) if @setProc
end
end

class EnumOption
include PropertyMixin
attr_reader :values
attr_reader :name
def initialize(name,options,getProc,setProc)
@values=options
@name=name
@getProc=getProc
@setProc=setProc
end
def next(current)
index=current+1
index=@values.length-1 if index>@values.length-1
return index
end
def prev(current)
index=current-1
index=0 if index<0
return index
end
end

class EnumOption2
include PropertyMixin
attr_reader :values
attr_reader :name
def initialize(name,options,getProc,setProc)
@values=options
@name=name
@getProc=getProc
@setProc=setProc
end
def next(current)
index=current+1
index=@values.length-1 if index>@values.length-1
return index
end
def prev(current)
index=current-1
index=0 if index<0
return index
end
end


class NumberOption
include PropertyMixin
attr_reader :name
attr_reader :optstart
def initialize(name,format,optstart,optend,getProc,setProc)
@name=name
@format=format
@optstart=optstart
@optend=optend
@getProc=getProc
@setProc=setProc
end
def next(current)
index=current+@optstart
index+=1
if index>@optend
index=@optstart
end
return index-@optstart
end
def prev(current)
index=current+@optstart
index-=1
if index<@optstart
index=@optend
end
return index-@optstart
end
end

#####################
#
# Stores game options
#
class PokemonSystem
attr_accessor :textspeed
attr_accessor :battlestyle
attr_accessor :frame
attr_accessor :font
attr_accessor :screensize
attr_accessor :battlescene
attr_accessor :tilemap
attr_accessor :textskin
attr_accessor :language
def language
return (!@language) ? 0 : @language
end
def textskin
return (!@textskin) ? 0 : @textskin
end
def initialize
# Default window frame (see also $TextFrames in script SpriteWindow)
@frame=0
# Battle style (0=shift, 1=set)
@battlestyle=0
# Battle scene (animations) (0=on, 1=off)
@battlescene=0
# Text speed (0=slow, 1=mid, 2=fast)
@textspeed=2
# Screen size (0=240x160, 1=480x320, 2=320x240, 3=640x480)
@screensize=1
# Font (see also $VersionStyles in script SpriteWindow)
@font=0
@tilemap=1
# Speech frame
@textskin=0
# Language (see also LANGUAGES in script PokemonSystem)
@language=0
end
end


class PokemonOptionScene

def pbStartScene
@sprites={}
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
@sprites["title"]=Window_UnformattedTextPokemon.newWithSize(
_INTL("OPTION"),0,0,Graphics.width,64,@viewport)
# These are the different options in the game. To add an option, define a setter and
# a getter for that option. To delete an option, comment it out or delete it.
# The game's options may be placed in any order.
@PokemonOptions=[
EnumOption.new(_INTL("TEXT SPEED"),[_INTL("SLOW"),_INTL("MID"),_INTL("FAST")],
proc { $PokemonSystem.textspeed }, # Getter
proc {|value| $PokemonSystem.textspeed=value } # Setter
),
EnumOption.new(_INTL("BATTLE SCENE"),[_INTL("ON"),_INTL("OFF")],
proc { $PokemonSystem.battlescene },
proc {|value| $PokemonSystem.battlescene=value }
),
EnumOption.new(_INTL("BATTLE STYLE"),[_INTL("SHIFT"),_INTL("SET")],
proc { $PokemonSystem.battlestyle },
proc {|value| $PokemonSystem.battlestyle=value }
),
EnumOption.new(_INTL("FONT STYLE"),[_INTL("Em"),_INTL("R/S"),_INTL("FRLG"),_INTL("DP")],
proc { $PokemonSystem.font },
proc {|value| $PokemonSystem.font=value }
),
NumberOption.new(_INTL("FRAME"),_INTL("TYPE%d"),1,$TextFrames.length,
proc { $PokemonSystem.frame },
proc {|value|
$PokemonSystem.frame=value
MessageConfig.pbSetSystemFrame($TextFrames[value])}
),
NumberOption.new(_INTL("SPEECH FRAME"),_INTL("TYPE%d"),1,$SpeechFrames.length,
proc { $PokemonSystem.textskin },
proc {|value| $PokemonSystem.textskin=value;
MessageConfig.pbSetSpeechFrame(
"Graphics/Windowskins/"+$SpeechFrames[value])}
),
EnumOption2.new(_INTL("SCREEN SIZE"),[_INTL("240x160"),_INTL("480x320"),_INTL("320x240"),_INTL("640x480")],
proc { $PokemonSystem.screensize },
proc {|value|
oldvalue=$PokemonSystem.screensize
$PokemonSystem.screensize=value
$ResizeOffsetX=[0,0,80,80][value]
$ResizeOffsetY=[0,0,80,80][value]
pbSetResizeFactor([0.5,1.0,0.5,1.0][value])
if value!=oldvalue
ObjectSpace.each_object(TilemapLoader){|o| next if o.disposed?; o.updateClass }
end
@sprites["option"]=Window_PokemonOption.new(@PokemonOptions,0,
@sprites["title"].height,Graphics.width,
Graphics.height-@sprites["title"].height)
@sprites["option"].viewport=@viewport
@sprites["option"].visible=true
# Get the values of each option
for i in 0...@PokemonOptions.length
@sprites["option"][i]=(@PokemonOptions[i].get || 0)
end
pbFadeInAndShow(@sprites)}
end

def pbOptions
loop do
Graphics.update
Input.update
@sprites["title"].update
@sprites["option"].update
if @sprites["option"].mustUpdateOptions
# Set the values of each option
for i in 0...@PokemonOptions.length
@PokemonOptions[i].set(@sprites["option"][i])
end
end
if Input.trigger?(Input::B)
break
end
if Input.trigger?(Input::C) && @sprites["option"].index==@PokemonOptions.length
break
end
end


end
def pbEndScene
pbFadeOutAndHide(@sprites)
# Set the values of each option
for i in 0...@PokemonOptions.length
@PokemonOptions[i].set(@sprites["option"][i])
end
pbDisposeSpriteHash(@sprites)
pbRefreshSceneMap
@viewport.dispose
end

end

class PokemonOption

def initialize(scene)
@scene=scene
end

def pbStartScreen
@scene.pbStartScene
@scene.pbOptions
@scene.pbEndScene
end

end

tImE
May 7th, 2011, 11:24 AM
@Moudinho: No, it will be an .exe because it's made in rpg maker xp. Therefore, it can only be played on the computer :)


Ok, so I was editng my scripts again... which is a poor mistake since i can't read rgss -.-
Anyway, i was deleting the map view, frame, and speech frame option in PokemonOptions. Well, deleting map view option went fine. Then i did the 2 frame options, and it messed everything up. I tried adding them back in, but im not sure if i added them in correctly, or in the right spot.
Because now i keep getting syntax errors.
I get and error on line 314. Can anyone tell me how to fix this? :(
(btw, I'm still using and old version of essentials.)

Here's my current code :/

class Window_PokemonOption < SpriteWindow_Selectable
attr_reader :bag
attr_reader :pocket
attr_reader :baseColor
attr_reader :shadowColor
attr_reader :mustUpdateOptions
def initialize(options,x,y,width,height)
super(x,y,width,height)
@options=options
@selarrow=BitmapCache.load_bitmap("Graphics/Pictures/selarrow.png")
@index=0
@nameBaseColor=Color.new(24*8,15*8,0)
@nameShadowColor=Color.new(31*8,22*8,10*8)
@baseColor=Color.new(9<<3,9<<3,9<<3)
@shadowColor=Color.new(26<<3,26<<3,26<<3)
@selBaseColor=Color.new(31*8,6*8,3*8)
@selShadowColor=Color.new(31*8,17*8,16*8)
@optvalues=[]
@mustUpdateOptions=false
for i in 0...@options.length
@optvalues[i]=0
end
refresh
end
def [](i)
return @optvalues[i]
end
def []=(i,value)
@optvalues[i]=value
refresh
end
def dispose
@selarrow.dispose
super
end
def refresh
@item_max=@options.length+1
dwidth=self.width-32
dheight=self.height-32
if !self.contents || self.contents.disposed? ||
self.contents.height<dheight || self.contents.width<dwidth
self.contents.dispose if self.contents
self.contents=Bitmap.new([1,dwidth].max,[1,dheight].max)
pbSetSystemFont(self.contents)
end
self.contents.clear
contentsWidth=self.contents.width
self.contents.font.color=self.shadowColor
ypos=0
for i in 0..@options.length
if i<self.top_row || i>self.top_row+self.page_row_max
next
end
pbCopyBitmap(self.contents,@selarrow,0,ypos) if self.index==i
optionname=(i==@options.length) ? _INTL("CANCEL") : @options[i].name
self.contents.font.color=@nameShadowColor
optionwidth=(Graphics.width-96)/2
pbDrawShadow(self.contents,16,ypos,optionwidth,32,optionname)
self.contents.font.color=@nameBaseColor
self.contents.draw_text(16,ypos,optionwidth,32,optionname)
next if i==@options.length
if @options[i].is_a?(EnumOption)
if @options[i].values.length>1
totalwidth=0
for value in @options[i].values
totalwidth+=self.contents.text_size(value).width
end
spacing=(optionwidth-totalwidth)/(@options[i].values.length-1)
spacing=0 if spacing<0
xpos=16+optionwidth
ivalue=0
for value in @options[i].values
self.contents.font.color=(ivalue==self[i]) ? @selShadowColor : self.shadowColor
pbDrawShadow(self.contents,xpos,ypos,optionwidth,32,value)
self.contents.font.color=(ivalue==self[i]) ? @selBaseColor : self.baseColor
self.contents.draw_text(xpos,ypos,optionwidth,32,value)
xpos+=self.contents.text_size(value).width
xpos+=spacing
ivalue+=1
end
else
self.contents.font.color=self.shadowColor
pbDrawShadow(self.contents,optionwidth+16,ypos,optionwidth,32,optionname)
self.contents.font.color=self.baseColor
self.contents.draw_text(optionwidth+16,ypos,optionwidth,32,optionname)
end
elsif @options[i].is_a?(NumberOption)
value=_ISPRINTF("{1:d}",@options[i].optstart+self[i])
xpos=16+optionwidth
self.contents.font.color=@selShadowColor
pbDrawShadow(self.contents,xpos,ypos,optionwidth,32,value)
self.contents.font.color=@selBaseColor
self.contents.draw_text(xpos,ypos,optionwidth,32,value)
else
value=@options[i].values[self[i]]
xpos=16+optionwidth
self.contents.font.color=@selShadowColor
pbDrawShadow(self.contents,xpos,ypos,optionwidth,32,value)
self.contents.font.color=@selBaseColor
self.contents.draw_text(xpos,ypos,optionwidth,32,value)
end
ypos+=32
end
end
def update
dorefresh=false
oldindex=self.index
@mustUpdateOptions=false
super
dorefresh=self.index!=oldindex
if self.active && self.index<@options.length
if Input.repeat?(Input::LEFT)
self[self.index]=@options[self.index].prev(self[self.index])
dorefresh=true
@mustUpdateOptions=true
elsif Input.repeat?(Input::RIGHT)
self[self.index]=@options[self.index].next(self[self.index])
dorefresh=true
@mustUpdateOptions=true
end
end
refresh if dorefresh
end
end

module PropertyMixin
def get
@getProc ? @getProc.call() : nil
end
def set(value)
@setProc.call(value) if @setProc
end
end

class EnumOption
include PropertyMixin
attr_reader :values
attr_reader :name
def initialize(name,options,getProc,setProc)
@values=options
@name=name
@getProc=getProc
@setProc=setProc
end
def next(current)
index=current+1
index=@values.length-1 if index>@values.length-1
return index
end
def prev(current)
index=current-1
index=0 if index<0
return index
end
end

class EnumOption2
include PropertyMixin
attr_reader :values
attr_reader :name
def initialize(name,options,getProc,setProc)
@values=options
@name=name
@getProc=getProc
@setProc=setProc
end
def next(current)
index=current+1
index=@values.length-1 if index>@values.length-1
return index
end
def prev(current)
index=current-1
index=0 if index<0
return index
end
end


class NumberOption
include PropertyMixin
attr_reader :name
attr_reader :optstart
def initialize(name,format,optstart,optend,getProc,setProc)
@name=name
@format=format
@optstart=optstart
@optend=optend
@getProc=getProc
@setProc=setProc
end
def next(current)
index=current+@optstart
index+=1
if index>@optend
index=@optstart
end
return index-@optstart
end
def prev(current)
index=current+@optstart
index-=1
if index<@optstart
index=@optend
end
return index-@optstart
end
end

#####################
#
# Stores game options
#
class PokemonSystem
attr_accessor :textspeed
attr_accessor :battlestyle
attr_accessor :frame
attr_accessor :font
attr_accessor :screensize
attr_accessor :battlescene
attr_accessor :tilemap
attr_accessor :textskin
attr_accessor :language
def language
return (!@language) ? 0 : @language
end
def textskin
return (!@textskin) ? 0 : @textskin
end
def initialize
# Default window frame (see also $TextFrames in script SpriteWindow)
@frame=0
# Battle style (0=shift, 1=set)
@battlestyle=0
# Battle scene (animations) (0=on, 1=off)
@battlescene=0
# Text speed (0=slow, 1=mid, 2=fast)
@textspeed=2
# Screen size (0=240x160, 1=480x320, 2=320x240, 3=640x480)
@screensize=1
# Font (see also $VersionStyles in script SpriteWindow)
@font=0
@tilemap=1
# Speech frame
@textskin=0
# Language (see also LANGUAGES in script PokemonSystem)
@language=0
end
end


class PokemonOptionScene

def pbStartScene
@sprites={}
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
@sprites["title"]=Window_UnformattedTextPokemon.newWithSize(
_INTL("OPTION"),0,0,Graphics.width,64,@viewport)
# These are the different options in the game. To add an option, define a setter and
# a getter for that option. To delete an option, comment it out or delete it.
# The game's options may be placed in any order.
@PokemonOptions=[
EnumOption.new(_INTL("TEXT SPEED"),[_INTL("SLOW"),_INTL("MID"),_INTL("FAST")],
proc { $PokemonSystem.textspeed }, # Getter
proc {|value| $PokemonSystem.textspeed=value } # Setter
),
EnumOption.new(_INTL("BATTLE SCENE"),[_INTL("ON"),_INTL("OFF")],
proc { $PokemonSystem.battlescene },
proc {|value| $PokemonSystem.battlescene=value }
),
EnumOption.new(_INTL("BATTLE STYLE"),[_INTL("SHIFT"),_INTL("SET")],
proc { $PokemonSystem.battlestyle },
proc {|value| $PokemonSystem.battlestyle=value }
),
EnumOption.new(_INTL("FONT STYLE"),[_INTL("Em"),_INTL("R/S"),_INTL("FRLG"),_INTL("DP")],
proc { $PokemonSystem.font },
proc {|value| $PokemonSystem.font=value }
),
NumberOption.new(_INTL("FRAME"),_INTL("TYPE%d"),1,$TextFrames.length,
proc { $PokemonSystem.frame },
proc {|value|
$PokemonSystem.frame=value
MessageConfig.pbSetSystemFrame($TextFrames[value])}
),
NumberOption.new(_INTL("SPEECH FRAME"),_INTL("TYPE%d"),1,$SpeechFrames.length,
proc { $PokemonSystem.textskin },
proc {|value| $PokemonSystem.textskin=value;
MessageConfig.pbSetSpeechFrame(
"Graphics/Windowskins/"+$SpeechFrames[value])}
),
EnumOption2.new(_INTL("SCREEN SIZE"),[_INTL("240x160"),_INTL("480x320"),_INTL("320x240"),_INTL("640x480")],
proc { $PokemonSystem.screensize },
proc {|value|
oldvalue=$PokemonSystem.screensize
$PokemonSystem.screensize=value
$ResizeOffsetX=[0,0,80,80][value]
$ResizeOffsetY=[0,0,80,80][value]
pbSetResizeFactor([0.5,1.0,0.5,1.0][value])
if value!=oldvalue
ObjectSpace.each_object(TilemapLoader){|o| next if o.disposed?; o.updateClass }
end
@sprites["option"]=Window_PokemonOption.new(@PokemonOptions,0,
@sprites["title"].height,Graphics.width,
Graphics.height-@sprites["title"].height)
@sprites["option"].viewport=@viewport
@sprites["option"].visible=true
# Get the values of each option
for i in 0...@PokemonOptions.length
@sprites["option"][i]=(@PokemonOptions[i].get || 0)
end
pbFadeInAndShow(@sprites)}
end

def pbOptions
loop do
Graphics.update
Input.update
@sprites["title"].update
@sprites["option"].update
if @sprites["option"].mustUpdateOptions
# Set the values of each option
for i in 0...@PokemonOptions.length
@PokemonOptions[i].set(@sprites["option"][i])
end
end
if Input.trigger?(Input::B)
break
end
if Input.trigger?(Input::C) && @sprites["option"].index==@PokemonOptions.length
break
end
end


end
def pbEndScene
pbFadeOutAndHide(@sprites)
# Set the values of each option
for i in 0...@PokemonOptions.length
@PokemonOptions[i].set(@sprites["option"][i])
end
pbDisposeSpriteHash(@sprites)
pbRefreshSceneMap
@viewport.dispose
end

end

class PokemonOption

def initialize(scene)
@scene=scene
end

def pbStartScreen
@scene.pbStartScene
@scene.pbOptions
@scene.pbEndScene
end

end

Well, that sucks, dude.

I'd try to help, since I know a little RGSS, but I can't compare this to my script, since like you said: This is an old version of PE.

Do you have a backup which you can copy the old script from and replace the new one?

That's all I can really think of... :/

Atomic Reactor
May 7th, 2011, 11:27 AM
No, i already looked around for one, but ill look again. But i don't think i have another copy :(

Martinixon
May 7th, 2011, 04:11 PM
No, i already looked around for one, but ill look again. But i don't think i have another copy :(

Check the wiki and see if it has a download of the same version of yours.

http://pokemonessentials.wikia.com/wiki/Essentials_downloads

Atomic Reactor
May 7th, 2011, 08:38 PM
I checked, and the oldest edition on there is still newer than mine, with updated scripts :/

StevieJee
May 7th, 2011, 09:41 PM
Hey!
I hope someone can help me. Due to my laptop or whatever it is, the database in RPG Maker XP doesn't work perfectly. The screen size of the database is too small and when it comes to tilesets, it cuts the edge off the right hand side of the tileset by 1 and a half tiles. Now, I've downloaded the recent Essentials kit and I've noticed that the passability and priority haven't been set on all the tiles. I can edit the first 6 and a half tiles and make them whatever I want but I can't edit those remaining 1.5 tiles?

Does anyone have a copy of the Essentials kit with the Passage and the Priority for each tile in the map already done? I've tried everything including changing my resolution to downloading a program to fake the resolution of the screen and nothing works. I don't understand why it has done this.

Any help would be great. Thanks in advance.

Hey!
I hope someone can help me. Due to my laptop or whatever it is, the database in RPG Maker XP doesn't work perfectly. The screen size of the database is too small and when it comes to tilesets, it cuts the edge off the right hand side of the tileset by 1 and a half tiles. Now, I've downloaded the recent Essentials kit and I've noticed that the passability and priority haven't been set on all the tiles. I can edit the first 6 and a half tiles and make them whatever I want but I can't edit those remaining 1.5 tiles?

Does anyone have a copy of the Essentials kit with the Passage and the Priority for each tile in the map already done? I've tried everything including changing my resolution to downloading a program to fake the resolution of the screen and nothing works. I don't understand why it has done this.

Any help would be great. Thanks in advance.

tImE
May 8th, 2011, 12:09 AM
I checked, and the oldest edition on there is still newer than mine, with updated scripts :/

Well, then I guess you'll have to update to a newer engine version, dude.
Do you have a lot of custom scripts?

Otherwise, just copy the graphics, tileset-data and map-data over to the new one.

PM me if you need help modifying the new engine, if you decide to do so.
I've got a good base engine, and moderate RGSS knowledge.

Maruno
May 8th, 2011, 07:55 AM
I checked, and the oldest edition on there is still newer than mine, with updated scripts :/
I have a number of older versions of Essentials lying around on my computer. PM me with which version you want, and I'll see if I have it.


Hey!
I hope someone can help me. Due to my laptop or whatever it is, the database in RPG Maker XP doesn't work perfectly. The screen size of the database is too small and when it comes to tilesets, it cuts the edge off the right hand side of the tileset by 1 and a half tiles. Now, I've downloaded the recent Essentials kit and I've noticed that the passability and priority haven't been set on all the tiles. I can edit the first 6 and a half tiles and make them whatever I want but I can't edit those remaining 1.5 tiles?

Does anyone have a copy of the Essentials kit with the Passage and the Priority for each tile in the map already done? I've tried everything including changing my resolution to downloading a program to fake the resolution of the screen and nothing works. I don't understand why it has done this.

Any help would be great. Thanks in advance.
Give us a screenshot of whatever it is you're talking about.

Essentials by default doesn't have all the priorities/terrain tags/etc. set for all tiles. It's incomplete in a lot of respects, which is intentional - it makes you think and do your own work.

Atomic Reactor
May 8th, 2011, 10:17 AM
No worries guys! i got my old copy of my game off my laptop that im letting my mother borrow. So i took that old script and put it back into my current project. All is working again! Thank god for mothers day ^_^

StevieJee
May 8th, 2011, 01:17 PM
Here's an image of what I mean. If I could get it to work I'd gladly go through and do it all myself but everything I've tried just prevents me from fixing it. I think I'd need to hard code the .exe file and I have NO idea how to do that.

Turtwig26
May 8th, 2011, 01:55 PM
Hey, does anybody know how to play a movie? I know how to call the script and I see the script but where do i put in the name of the movie i need to play?

tImE
May 8th, 2011, 02:07 PM
Here's an image of what I mean. If I could get it to work I'd gladly go through and do it all myself but everything I've tried just prevents me from fixing it. I think I'd need to hard code the .exe file and I have NO idea how to do that.

Wow. That certainly is a problem.
I think you're right, one might have to crack open the program itself, and even then, it might not be able to be fixed.

I'd suggest you buy a cheap monitor on at least 1024x768 or 1280x720.
And then hook it up to your laptop.

That's the only solution I can see really. :/

StevieJee
May 8th, 2011, 02:57 PM
I'd suggest you buy a cheap monitor on at least 1024x768 or 1280x720.
And then hook it up to your laptop.

That's the only solution I can see really. :/

Yeah... I tried that, still didn't work. I'm using the same copy of RPG Maker XP I've always used and it worked fine on my old PC but now won't work on my laptop and since the old PC is broken, I can't go back to it. :(

Martinixon
May 8th, 2011, 03:20 PM
Yeah... I tried that, still didn't work. I'm using the same copy of RPG Maker XP I've always used and it worked fine on my old PC but now won't work on my laptop and since the old PC is broken, I can't go back to it. :(

Have you tried changing the resolution of the screen?

StevieJee
May 8th, 2011, 05:27 PM
Have you tried changing the resolution of the screen?

I tried everything. I tried changing the resolution, using a program to make the PC think it's got a bigger resolution than it has, nothing works. It's just weird that the same RPG Maker XP worked perfectly on my PC but doesn't work on my laptop. Obviously, it's a laptop problem.

Martinixon
May 8th, 2011, 06:40 PM
I tried everything. I tried changing the resolution, using a program to make the PC think it's got a bigger resolution than it has, nothing works. It's just weird that the same RPG Maker XP worked perfectly on my PC but doesn't work on my laptop. Obviously, it's a laptop problem.

Well, I use my RMXP in a laptop and it works perfectly fine, so it must be a problem with your laptop.

KitsuneKouta
May 8th, 2011, 07:02 PM
Hey, does anybody know how to play a movie? I know how to call the script and I see the script but where do i put in the name of the movie i need to play?To call it (including the name of the movie) use $scene = Scene_Movie.new("YourMovie"). It will look for the movie with that name in the Movies folder (the folder should be in the main game directory with the .exe file). However, I don't know that the movie script has been corrected in the newest version or not. There was a problem with the videos closing. If you find that to be an issue with your version, look for if Input.trigger?(Input::B), and add movie.call("close FILE",0,0,0) right below it.

Peeky Chew
May 9th, 2011, 11:35 AM
Does anyone know which lines you change for the position of the enemy's Pokémon in trainer and wild battles? I found the one for your own mon, but can't find this.

And I also haven't been able to figure out my previous problem yet. Sorry, if it was already answered, but I got confused...
Just reposting since I didn't get the answer.

thepsynergist
May 9th, 2011, 11:38 AM
Just reposting since I didn't get the answer.

You can just use the editor for vertical shifts.

Peeky Chew
May 9th, 2011, 11:50 AM
You can just use the editor for vertical shifts.But that shows it at the wrong resolution and graphics. Besides, I don't want to do that for hundreds of Pokémon.

Maruno
May 9th, 2011, 01:05 PM
I tried everything. I tried changing the resolution, using a program to make the PC think it's got a bigger resolution than it has, nothing works. It's just weird that the same RPG Maker XP worked perfectly on my PC but doesn't work on my laptop. Obviously, it's a laptop problem.
Try reinstalling RMXP? Your screenshot shows the window's size isn't limited by your screen resolution, and that's the only other thing I can think of. Must be a very rare problem. Reinstalling something that's glitchy usually works (if it normally works properly, of course).

Parismessios3
May 9th, 2011, 02:04 PM
Hello, I have some questions about some bugs that I encoundered. First of all I am using a modified version of PokemonSummary of DS kit (modified by me) and I am getting some errors. The first error is that when I press the down button from the arrow keys I am getting this error


Exception: NoMethodError

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

PokemonSummary:296:in `drawPageOne'

PokemonSummary:1437:in `pbScene'

PokemonSummary:1065:in `loop'

PokemonSummary:1444:in `pbScene'

PokemonSummary:1461:in `pbStartScreen'

PokemonScreen:1047:in `pbSummary'

PokemonFollowingV3:358:in `pbPokemonScreen'

PokemonFollowingV3:259:in `loop'

PokemonFollowingV3:510:in `pbPokemonScreen'

Heart Gold Soul Silver Menu:472:in `update_menu'



Also I have some questions which I wrote on the picture I uploaded with my PokemonSummary script

Atomic Reactor
May 9th, 2011, 07:04 PM
Ok, so... I have an issue...
My Pokedex works all fine and dandy when i acces it from the menu.
But when i catch a new pokemon, and it displays the new dex info, everything is shifted to the right ... a lot. It's in the right spot, on the y axis. But on the x axis it's all shifted.

Any idea what i can do to fix this? Why it's doing it, or what part of the scripts i should be looking at? I have no idea :/

thepsynergist
May 9th, 2011, 09:56 PM
But that shows it at the wrong resolution and graphics. Besides, I don't want to do that for hundreds of Pokémon.

That's what I ended up having to do, as the editor isn't coded to accept 160x160 pokemon, only 128x128.

Jess08
May 10th, 2011, 12:02 PM
Hi! I have a question. What does this mean?....

Exception: NoMethodError
Message: undefined method `play' for #<RPG::SE:0xa8c80e0 @volume=80, @name="Choose", @pitch=100>
SpriteWindow:790:in `pbSEPlay'
SpriteWindow:852:in `pbPlayDecisionSE'
PokemonMessages:1365:in `pbMessageDisplay'
PokemonMessages:994:in `pbMessage'
PokemonMessages:1013:in `pbConfirmMessage'
PokemonTrainers:171:in `pbMissingTrainer'
Compiler:2786:in `pbTrainerBattleCheck'
Compiler:3702:in `pbConvertToTrainerEvent'
Compiler:2811:in `pbCompileTrainerEvents'
Compiler:2806:in `each'

My game was working fine earlier today. I messed with the Pokedex a little (changed a few Pokemons' names and moves), but other than that, I haven't touched a thing. What did I do?

Rai Rai
May 10th, 2011, 12:10 PM
Hi! I have a question. What does this mean?....



My game was working fine earlier today. I messed with the Pokedex a little (changed a few Pokemons' names and moves), but other than that, I haven't touched a thing. What did I do?

Have you tried compiling the game in the editor?

Jess08
May 10th, 2011, 12:17 PM
Yes, I tried that. But it didn't change anything. :(

Linkey
May 10th, 2011, 09:56 PM
Hi! I have a question. What does this mean?....



My game was working fine earlier today. I messed with the Pokedex a little (changed a few Pokemons' names and moves), but other than that, I haven't touched a thing. What did I do?

Looks like there is a sound file missing. Maybe you created/changed the number of a pokemon and forgot to create the "cry file" or you've changed something in the script x.x

Ces soirees-la
May 11th, 2011, 06:14 AM
I'm getting this everytime I use the poke radar

---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `[]' for nil:NilClass

PokemonRadar:75:in `pbPokeRadarHighlightGrass'

PokemonRadar:73:in `each'

PokemonRadar:73:in `pbPokeRadarHighlightGrass'

PokemonRadar:121:in `pbUsePokeRadar'

PokemonRadar:204

PokemonRadar:203:in `call'

PBEvent:146:in `trigger'

PokemonItems:142:in `triggerUseInField'

PokemonItems:342:in `pbUseKeyItemInField'

PokemonMenu:179:in `pbStartPokemonMenu'



This exception was logged in

D:\Saved Games/Pokemon Essentials/errorlog.txt.

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

And one know how to fix this?

Martinixon
May 11th, 2011, 06:45 PM
Is there anyway to make the attack animations be different depending on who is using it (Player/Enemy). For example for growl, I need the animations to be backwards if the enemy uses it, and in the examples there is one called "Growl Hero" and another one called "Growl Enemy", but no animation shows when using growl.
I changed the name of those to "MOVE:GROWL HERO" and "MOVE:GROWL ENEMY" and still nothing. They work if it's just "MOVE:GROWL", but the animation doesn't reverse when used by the enemy.

So, is there any way of making an animation for the Player and one for the enemy for the same move?

Opalescent
May 12th, 2011, 03:54 AM
Sorry to keep asking questions, but I'm having trouble with my map connections. When I put two maps side by side, when you walk halfway across one map, you jump randomly into the one it has been connected too, and the sprite dissapears. The player can move, but you can't see the sprite and it doesn't recognise my passage settings. Basically, you jump from one map to the other in the wrong place and get stuck. I can't fix it :/ are there known problems for the visual editor like this?

kirbio
May 12th, 2011, 08:42 PM
Could anyone give me a Fast Ball,Friend Ball,Lure Ball,Moon Ball,Love Ball and Heavy Ball script?
I'm looking for these script.

COMBOY
May 13th, 2011, 05:53 AM
Could anyone give me a Fast Ball,Friend Ball,Lure Ball,Moon Ball,Love Ball and Heavy Ball script?
I'm looking for these script.

It's not neccesary a script to create those Pokeballs, just create them in items.txt from the PBS folder, and following the instructions from the notes.html file.

Talking about the notes.html file, I have a question, about the "Supplied Name for a Person" instructions.

I understand how to supply a name for a rival for example, I've tried that and it works perfectly, but also I want to supply a name for a "second rival", so I tried to do that by putting again the script next to the first rival name section, but it didnt work.

Is there a method to supply a name for a second rival? and how to do that?

Martinixon
May 13th, 2011, 12:34 PM
It's not neccesary a script to create those Pokeballs, just create them in items.txt from the PBS folder, and following the instructions from the notes.html file.

Talking about the notes.html file, I have a question, about the "Supplied Name for a Person" instructions.

I understand how to supply a name for a rival for example, I've tried that and it works perfectly, but also I want to supply a name for a "second rival", so I tried to do that by putting again the script next to the first rival name section, but it didnt work.

Is there a method to supply a name for a second rival? and how to do that?

Actually, a script is necessary to make those pokeballs work as he wants them to work, if he does as you say so, they will only work as a normal Pokeball.

kirbio
May 13th, 2011, 11:32 PM
It's not neccesary a script to create those Pokeballs, just create them in items.txt from the PBS folder, and following the instructions from the notes.html file.

Talking about the notes.html file, I have a question, about the "Supplied Name for a Person" instructions.

I understand how to supply a name for a rival for example, I've tried that and it works perfectly, but also I want to supply a name for a "second rival", so I tried to do that by putting again the script next to the first rival name section, but it didnt work.

Is there a method to supply a name for a second rival? and how to do that?
I already add item's name,internal name for the balls.I only want a script to make it work.

tImE
May 14th, 2011, 01:31 AM
That's what I ended up having to do, as the editor isn't coded to accept 160x160 pokemon, only 128x128.

That seems really tiresome.

There IS a line which defines standard Y-postion in PokeBattle_Actualscene, y'know.

It's close to line 720 for Pokemon sent out in battles, and
close to line 1585, where they're referred to as "Pokemon1" and "Pokemon3".
I don't remeber wether it's 1 or 3 that is the enemy, though, so you'll have to try, but THOSE are the lines you two are looking for.

IceGod64
May 14th, 2011, 11:32 AM
A question; WHY does everyone believe the editor can't be fixed or adjusted? Editor.EXE is a normal RMXP project, edited to read from \Data\EditorScripts.rxdata
If you rename EditorScripts.rxdata to just Scripts.rxdata , then you can edit, and even test the editor from RMXP by loading your normal projects. The scripts are set up just like the actual Pokemon Essentials game. It's not hard to work with!

FL
May 14th, 2011, 12:46 PM
I can vaguely imagine what the fix for secret area nest displays would be (it can also depend on the switch used to decide whether to show that map point or not), but I haven't looked into it yet. It'll probably end up being a bug fix, because secret areas are supposed to be hidden until their switch is ON. Once it's up it'll be on the Region map (http://pokemonessentials.wikia.com/wiki/Region_map) wiki page.
I manage to fix the Secret Area bug that show the secret area in pokédex even with the switch off! In PokemonArea change

for enc in encdata.keys
enctypes=encdata[enc][1]
if pbFindEncounter(enctypes,species)
mappos=pbGetMetadata(enc,MetadataMapPosition)
points.push(mappos) if mappos
end
end


to:


for enc in encdata.keys
enctypes=encdata[enc][1]
mappos=pbGetMetadata(enc,MetadataMapPosition)
if mappos!=nil
for loc in @map[2]
if loc[0]==mappos[1] && loc[1]==mappos[2]
if !loc[7] || $game_switches[loc[7]]
if pbFindEncounter(enctypes,species)
mappos=pbGetMetadata(enc,MetadataMapPosition)
points.push(mappos) if mappos
end
end
end
end
end



Speaking of bug fixes, I have another one people wanted: the bug where levelling up and move learning didn't work properly for non-battlers in battles.

The solution is on the wiki Battles page (http://pokemonessentials.wikia.com/wiki/Battles), and once again it is very simple.I thinks that this bug won't occurs on 4/3/10 version and before ones.

But that shows it at the wrong resolution and graphics. Besides, I don't want to do that for hundreds of Pokémon.Try in editor "Reposition All", this edit all pokémon in txt, if you use an old version, download the last one, use the reposition and copy/past the pokemon.txt

Ok, so... I have an issue...
My Pokedex works all fine and dandy when i acces it from the menu.
But when i catch a new pokemon, and it displays the new dex info, everything is shifted to the right ... a lot. It's in the right spot, on the y axis. But on the x axis it's all shifted.

Any idea what i can do to fix this? Why it's doing it, or what part of the scripts i should be looking at? I have no idea :/ I thinks pbStartDexEntryScene in PokemonPokedex script.

It's not neccesary a script to create those Pokeballs, just create them in items.txt from the PBS folder, and following the instructions from the notes.html file.

Talking about the notes.html file, I have a question, about the "Supplied Name for a Person" instructions.

I understand how to supply a name for a rival for example, I've tried that and it works perfectly, but also I want to supply a name for a "second rival", so I tried to do that by putting again the script next to the first rival name section, but it didnt work.

Is there a method to supply a name for a second rival? and how to do that?The same that the first one, but instead of using "???" use other string like "!!!" and change the switch that save the string name.

A question; WHY does everyone believe the editor can't be fixed or adjusted? Editor.EXE is a normal RMXP project, edited to read from \Data\EditorScripts.rxdata
If you rename EditorScripts.rxdata to just Scripts.rxdata , then you can edit, and even test the editor from RMXP by loading your normal projects. The scripts are set up just like the actual Pokemon Essentials game. It's not hard to work with!It's really a useful tip, thanks.

Turtwig26
May 14th, 2011, 03:12 PM
To call it (including the name of the movie) use $scene = Scene_Movie.new("YourMovie"). It will look for the movie with that name in the Movies folder (the folder should be in the main game directory with the .exe file). However, I don't know that the movie script has been corrected in the newest version or not. There was a problem with the videos closing. If you find that to be an issue with your version, look for if Input.trigger?(Input::B), and add movie.call("close FILE",0,0,0) right below it.
I did this but when I run the event, the event skips over it and I can't make it run!

KitsuneKouta
May 14th, 2011, 09:17 PM
I did this but when I run the event, the event skips over it and I can't make it run!Is it the only thing in the event, or are there some other procedures involved (like conditional branches, setting self switches, etc.)? I have it working in my project with only that command by itself in the event. If it's not working despite being in a new event by itself, then the movie's file type is not supported, or you may have a problem with your movie script.

Atomic Reactor
May 15th, 2011, 09:38 AM
Is there a way i can edit the battle animations like in a script.. so that when the enemy uses a move, the animation is reflected correctly? or is this just something i can't fix lol

Turtwig26
May 15th, 2011, 10:56 AM
Is it the only thing in the event, or are there some other procedures involved (like conditional branches, setting self switches, etc.)? I have it working in my project with only that command by itself in the event. If it's not working despite being in a new event by itself, then the movie's file type is not supported, or you may have a problem with your movie script.

I think it's the type of video that's not supported. Can you possibly post your movie script so that I can see if mine is the right one?

KitsuneKouta
May 15th, 2011, 01:09 PM
I think it's the type of video that's not supported. Can you possibly post your movie script so that I can see if mine is the right one?Here's the one I have (including the fix):###########################################################
class Scene_Movie
###########################################################
#Created by SoundSpawn
###########################################################
#Fixed by Popper
###########################################################
#Instruction
# 1) Movies must in in a new folder called Movies in your directory
# 2)If you call this script from and event (EG: Call Script: $scene = Scene_Movie.new("INTRO") )
# 3) Have fun playin movies with this script!!!
###########################################################

def initialize(movie)
@movie_name = RTP.getPath("Movies\\"+movie+".avi").gsub(/\//,"\\")
end

def main
@temp = Win32API.pbFindRgssWindow.to_s
movie = Win32API.new('winmm','mciSendString','%w(p,p,l,l)','V')
x=movie.call("open \""+@movie_name+"\" alias FILE style 1073741824 parent " + @temp.to_s,0,0,0)
@message = Win32API.new('user32','SendMessage','%w(l,l,l,l)','V')
@detector = Win32API.new('user32','GetSystemMetrics','%w(l)','L')
@width = @detector.call(0)
if @width == 640
#fullscreen
Graphics.update
sleep(0.1)
Graphics.update
sleep(0.1)
Graphics.update
sleep(0.1)
#fullscreen
end
status = " " * 255
x=movie.call("play FILE",0,0,0)
loop do
sleep(0.1)
@message.call(@temp.to_i,11,0,0)
Graphics.update
@message.call(@temp.to_i,11,1,0)
Input.update
movie.call("status FILE mode",status,255,0)
true_status = status.unpack("aaaa")
if true_status.to_s != "play"
break
end
if Input.trigger?(Input::B)
movie.call("close FILE",0,0,0) #added to make movies stop playing
$scene = Scene_Map.new
break
end
end
$scene = Scene_Map.new
end
end

Parismessios3
May 15th, 2011, 03:00 PM
Hello, I have some questions about some bugs that I encoundered. First of all I am using a modified version of PokemonSummary of DS kit (modified by me) and I am getting some errors. The first error is that when I press the down button from the arrow keys I am getting this error


Exception: NoMethodError

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

PokemonSummary:296:in `drawPageOne'

PokemonSummary:1437:in `pbScene'

PokemonSummary:1065:in `loop'

PokemonSummary:1444:in `pbScene'

PokemonSummary:1461:in `pbStartScreen'

PokemonScreen:1047:in `pbSummary'

PokemonFollowingV3:358:in `pbPokemonScreen'

PokemonFollowingV3:259:in `loop'

PokemonFollowingV3:510:in `pbPokemonScreen'

Heart Gold Soul Silver Menu:472:in `update_menu'



Also I have some questions which I wrote on the picture I uploaded with my PokemonSummary script
Can anybody help me with this? (Only with the error message, I have found how to make the image thing)

Atomic Reactor
May 15th, 2011, 08:26 PM
If you're using the DS kit, wouldn't it make more sense to post in the thread you got it from? Not trying to be rude... But i feel like you'd get more help there. :/



Does anyone know how to make it so instead of the sprites sliding in to place when the battle starts, how would i make it so they just show up there?

COMBOY
May 16th, 2011, 02:41 PM
The same that the first one, but instead of using "???" use other string like "!!!" and change the switch that save the string name.

I've tried that, but I don't know if I made it wrong, or if it doesn't work actually, I'll put a fragment of the PokemonTrainers script from my proyect, so you could verify what could be my mistake.


def pbLoadTrainer(trainerid,trainername,partyid=0)
success=false
items=[]
party=[]
opponent=nil
trainers=load_data("Data/trainers.dat")
for trainer in trainers
name=trainer[1]
thistrainerid=trainer[0]
thispartyid=trainer[4]
next if trainerid!=thistrainerid || name!=trainername || partyid!=thispartyid
items=trainer[2].clone
name=pbGetMessageFromHash(MessageTypes::TrainerNames,name)
if trainerid==PBTrainers::RIVAL && trainername=="???"
name=$game_variables[50] # Replace 50 with the variable number for the name
if trainerid==PBTrainers::PkMnTRAINER_Male && trainername=="!!!"
name=$game_variables[42] # Replace 42 with the variable number for the name
end
end

Opalescent
May 17th, 2011, 02:54 AM
Sorry to keep asking questions, but I'm having trouble with my map connections. When I put two maps side by side, when you walk halfway across one map, you jump randomly into the one it has been connected too, and the sprite dissapears. The player can move, but you can't see the sprite and it doesn't recognise my passage settings. Basically, you jump from one map to the other in the wrong place and get stuck. I can't fix it :/ are there known problems for the visual editor like this?

Reposting because I didn't get help.

Sichlor
May 17th, 2011, 08:04 AM
def pbLoadTrainer(trainerid,trainername,partyid=0)
success=false
items=[]
party=[]
opponent=nil
trainers=load_data("Data/trainers.dat")
for trainer in trainers
name=trainer[1]
thistrainerid=trainer[0]
thispartyid=trainer[4]
next if trainerid!=thistrainerid || name!=trainername || partyid!=thispartyid
items=trainer[2].clone
name=pbGetMessageFromHash(MessageTypes::TrainerNames,name)
if trainerid==PBTrainers::RIVAL && trainername=="???"
name=$game_variables[50] # Replace 50 with the variable number for the name
if trainerid==PBTrainers::PkMnTRAINER_Male && trainername=="!!!"
name=$game_variables[42] # Replace 42 with the variable number for the name
end
end



Try this:


if trainerid==PBTrainers::RIVAL && trainername=="???"
name=$game_variables[50] # Replace 50 with the variable number for the name
elsif trainerid==PBTrainers::PkMnTRAINER_Male && trainername=="!!!"
name=$game_variables[42] # Replace 42 with the variable number for the name
end
Your code only checks for PkMnTRAINER_Male if trainerid already equals RIVAL - it can never be true.

BlackHakumen
May 18th, 2011, 11:55 AM
Hello everyone, this is my first post here, and I am having a problem with Pokemon Essentials Online. I know that this is not the thread for it, but since they are similar, I thought that I'd be able to get help here. This is the error message I get whenever I enter a battle
---------------------------
Pokemon Essentials : Online
---------------------------
Script 'Interpreter' line 279: RuntimeError occurred.

Script error within event 13, map 25 (Test Map 2):

Section072:270:in `initialize'undefined method `getConst' for #<PokeBattle_Battle:0x9fb0fa0>

***Full script:

pbTrainerBattle(PBTrainers::LEADER_Roxanne,"Roxanne",_I("I enjoyed it."),false,0)

Interpreter:238:in `pbExecuteScript'

PokemonTrainers:459:in `new'

PokemonTrainers:459:in `pbTrainerBattle'

(eval):1:in `pbExecuteScript'

Interpreter:793:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:793:in `command_111'

Interpreter:322:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'


---------------------------
OK
---------------------------
I've been trying to fix it, but I'm not too good with Ruby, and I'm not sure how to fix it. Is anyone willing to help me?.

COMBOY
May 18th, 2011, 03:55 PM
Problem solved. Thank you, FL . and Sichlor :)

Another question, I was wondering if there is a method to change the sprite of a trainer for a moment in the game.

For example, in RGBY, the Rival occasionally changes his battle sprite, one for the beggining, the second when you meet him into the S.S. Anne, and finally in the last battle when he is the Pokemon League Champion.

Do I need a script to make that possible, or there's a more simple method?

BlackHakumen
May 18th, 2011, 04:02 PM
Problem solved. Thank you, FL . and Sichlor :)

Another question, I was wondering if there is a method to change the sprite of a trainer for a moment in the game.

For example, in RGBY when the Rival occassionaly changes his battle sprite, one for the beggining, the second when you meet him into the SS. Anne, and finally in the last battle when he is the Pokemon League Champion.

Do I need a script to make that possible, or there's a more simple method?

I'm not sure about it, but couldn't you just make different versions of the trainer with their team that they have for the moment and the different sprite?

COMBOY
May 18th, 2011, 08:58 PM
I'm not sure about it, but couldn't you just make different versions of the trainer with their team that they have for the moment and the different sprite?

My reason is that the rivals of my proyect have to be named by the player at the beginning of the game, so if I create other versions of those rivals, they won't grab the names given by the player because those names are defined by variables for each one.

To create other versions of my rivals with the different sprites, I would have to create other trainer types, but they won't grab the names given to the originals...

Well... That was the best I could explain for now. :\

Sichlor
May 19th, 2011, 07:54 AM
My reason is that the rivals of my proyect have to be named by the player at the beginning of the game, so if I create other versions of those rivals, they won't grab the names given by the player because those names are defined by variables for each one.

To create other versions of my rivals with the different sprites, I would have to create other trainer types, but they won't grab the names given to the originals...

Well... That was the best I could explain for now. :\

Here's what I did:


if trainerid==PBTrainers::RIVAL && trainername=="GARY"
name=$game_variables[48] # Replace 48 with the variable number for the name
end
if trainerid==PBTrainers::RIVAL2 && trainername=="GARY"
name=$game_variables[48] # Replace 48 with the variable number for the name
end
if trainerid==PBTrainers::CHAMPION_GARY && trainername=="GARY"
name=$game_variables[48] # Replace 48 with the variable number for the name
end

BlackHakumen
May 19th, 2011, 04:50 PM
---------------------------
Pokemon Essentials : Online
---------------------------
Script 'Interpreter' line 279: RuntimeError occurred.

Script error within event 13, map 25 (Test Map 2):

Section072:270:in `initialize'undefined method `getConst' for #<PokeBattle_Battle:0x9fb0fa0>

***Full script:

pbTrainerBattle(PBTrainers::LEADER_Roxanne,"Roxanne",_I("I enjoyed it."),false,0)

Interpreter:238:in `pbExecuteScript'

PokemonTrainers:459:in `new'

PokemonTrainers:459:in `pbTrainerBattle'

(eval):1:in `pbExecuteScript'

Interpreter:793:in `eval'

Interpreter:238:in `pbExecuteScript'

Interpreter:793:in `command_111'

Interpreter:322:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'


---------------------------
OK
---------------------------
Can anyone help me with this?

EDIT: I fixed it. the fix was on page 7 of the Pokemon Essentials Online thread.

COMBOY
May 19th, 2011, 08:09 PM
Here's what I did:


if trainerid==PBTrainers::RIVAL && trainername=="GARY"
name=$game_variables[48] # Replace 48 with the variable number for the name
end
if trainerid==PBTrainers::RIVAL2 && trainername=="GARY"
name=$game_variables[48] # Replace 48 with the variable number for the name
end
if trainerid==PBTrainers::CHAMPION_GARY && trainername=="GARY"
name=$game_variables[48] # Replace 48 with the variable number for the name
end


Thank you again Sichlor, it worked perfectly! http://i61.photobucket.com/albums/h63/Optimus_Convoy/Crimson-animated.gif?t=1305862922

FL
May 21st, 2011, 01:20 PM
If you're using the DS kit, wouldn't it make more sense to post in the thread you got it from? Not trying to be rude... But i feel like you'd get more help there. :/



Does anyone know how to make it so instead of the sprites sliding in to place when the battle starts, how would i make it so they just show up there?I know how to make it more faster, maybe you can find the answer with it:

Script: PokeBattle_ActualScene

@sprites["enemybase"].x+=4
@sprites["playerbase"].x-=4
@sprites["shadow1"].x+=4
@sprites["shadow3"].x+=4 if @sprites["shadow3"]
trainersprite1.x+=4
trainersprite2.x+=4 if trainersprite2
@sprites["player"].x-=4
@sprites["playerB"].x-=4 if @sprites["playerB"]
pbGraphicsUpdate
pbInputUpdate
break if @sprites["enemybase"].x>=224

You need to change every one of the '=4's to another number. I recommend 6 or 8, do NOT use odd numbers or higher that 8. If you use more that 8 the black mask won't fully disappears.

COMBOY
May 21st, 2011, 04:22 PM
The Bicycle item doesn't work in 2010-05-07 version of PkMn Essentials, even if I put "True" to use bicycle in any map metadata. How could I solve this problem?

FL
May 22nd, 2011, 05:42 AM
The Bicycle item doesn't work in 2010-05-07 version of PkMn Essentials, even if I put "True" to use bicycle in any map metadata. How could I solve this problem?Rename the internal name to "MACHBIKE"

dannyboy601
May 22nd, 2011, 07:06 AM
Okay this error is really getting on my nerves now :cer_pissed::

Exception: ArgumentError
Message: time must be positive
PokemonUtilities:288:in `at'
PokemonUtilities:288:in `getToneInternal'
PokemonUtilities:287:in `each'
PokemonUtilities:287:in `getToneInternal'
PokemonUtilities:50:in `getTone'
PokemonUtilities:761:in `pbDayNightTint'
Sprite_Character:124:in `update_or'
PerspectiveTilemap:408:in `shadow_update'
Shadow:179:in `update'
Sprite_Character:33:in `perspectivetilemap_initialize'

Can somebody please tell me how to solve it!

ChaosLord
May 22nd, 2011, 08:20 AM
Does anybody know which script section handles the trainer backs and cameras? When going in battle,I want the trback to stay there with the Pokemon instead of disappearing,and the camera to kinda turn a little more to center things.

FL
May 22nd, 2011, 08:44 AM
Does anybody know which script section handles the trainer backs and cameras? When going in battle,I want the trback to stay there with the Pokemon instead of disappearing,and the camera to kinda turn a little more to center things. Change only the "playerbase" line in:
I know how to make it more faster, maybe you can find the answer with it:

Script: PokeBattle_ActualScene

@sprites["enemybase"].x+=4
@sprites["playerbase"].x-=4
@sprites["shadow1"].x+=4
@sprites["shadow3"].x+=4 if @sprites["shadow3"]
trainersprite1.x+=4
trainersprite2.x+=4 if trainersprite2
@sprites["player"].x-=4
@sprites["playerB"].x-=4 if @sprites["playerB"]
pbGraphicsUpdate
pbInputUpdate
break if @sprites["enemybase"].x>=224

You need to change every one of the '=4's to another number. I recommend 6 or 8, do NOT use odd numbers or higher that 8. If you use more that 8 the black mask won't fully disappears.

IceGod64
May 22nd, 2011, 08:50 AM
Rename the internal name to "MACHBIKE"

Another fix is to go to the script "PokemonDefaultItems'. and search for the text string "MACHBIKE", and replace every instance with "BICYCLE".

Does anybody know which script section handles the trainer backs and cameras? When going in battle,I want the trback to stay there with the Pokemon instead of disappearing,and the camera to kinda turn a little more to center things.

There is no "Camera"... It's just a single, 2d scene. As for removing the Trainer Back, that's kind of complex, but the answer will be found in the script "Pokebattle_ActualScene".

Victory!
May 22nd, 2011, 06:25 PM
Thanks for this :D I might make one... any tips?

Wizered67
May 22nd, 2011, 06:42 PM
I'm having a bug and I was wondering if anyone else is having this problem or could help me with it. In the battle scene, when you choose which move to attack with, if you are on the top right move and hit the right arrow again, the cursor will move to the next move, but it will still use the second one. I have been trying to fix this all day, but to no avail. I always seem to mess things up more. I believe the error is in PokeBattle_ActualScene and has something to do with the method def pbNextIndex. I would appreciate any help or advice.

Sonicspeed500
May 23rd, 2011, 07:06 PM
my autotiles wont show up in game! they are there in RPGXP, but when playing the actual game or playtesting they dont appear. I have no tiles over them, just grass underneath and it isnt x'd out on the database or anything. Any help?

TACHAN
May 24th, 2011, 01:30 AM
Hi!
I have a problem. I believe that I use the Pokemon Essential of January 2010.
I saw this: http://pokemonessentials.wikia.com/wiki/Summary_screens
and I want to fix the Experience bar and I added this (in blue):

pbDrawTextPositions(overlay,textpos)
overlay.fill_rect(336,292,(pokemon.exp-startexp)*128/(endexp-startexp),2,Color.new(80,160,232))
overlay.fill_rect(336,294,(pokemon.exp-startexp)*128/(endexp-startexp),4,Color.new(136,200,248))
pbSetSmallFont(overlay)
textpos=[
[_INTL("ITEM"),196,42,0,base,shadow],
[_INTL("STATS"),196,90,0,base,shadow],
[_INTL("EXPERIENCE"),196,202,0,base,shadow],
[_INTL("RIBBONS"),356,42,0,base,shadow],
]
pbDrawTextPositions(overlay,textpos)
end

But, Error in the Summary Egg!
http://a.yfrog.com/img834/6500/dibujosel.png

I did not put this because the RPG MAKER say Method Error in Summary Info:
drawMarkings(overlay,80,40,72,20,pokemon.markings)

How can I do that it works well?

EpicRob
May 24th, 2011, 08:37 AM
How do make the game allow you walk behind trees; it either makes me walk on them or disallows me to walk behind!

-is there an event to solve this?

Sonicspeed500
May 24th, 2011, 08:41 AM
I got another one.... I was just playtesting last night and my game just crashed when entering a new cave i had built.
"WINDOWS HAS ENCOUNTERED AN ERROR AND NEEDS TO CLOSE"
send report, etc...

It only happens with a few random tilesets of mine, My Overworld one, and my two Cave Tilesheets. Ive tried replacing my scripts fresh from another version of Essentials, I've tried with and without Debug and I can't figure this one out at all. Any ideas what this could be? Like a .png that Rpg Maker dosent support? but what stumps me is that it worked fine before.

How do make the game allow you walk behind trees; it either makes me walk on them or disallows me to walk behind! -is there an event to solve this?

@EpicRob: Go to the Tools tab of RPG Maker and click on Database, find the tileset that map is using and put a +1 priority on the back side of the tree. This should allow it to appear above your character when in gameplay.

danko Kordic
May 24th, 2011, 10:06 AM
Hi guys, i have a problem...

I've made my character check his pc and he read a message and so on. And now i want his rival to get inside his room the moment i pressed to log off of PC. How do i make an event like that. You know like, i want to put an event, but i want that event to happen AFTER my character has done some other event. How do i do that? I really need help.

venom12
May 24th, 2011, 01:47 PM
Hi anyone have idea how ability Illusion could be scripted?

desbrina
May 24th, 2011, 02:03 PM
Anyone know how to check the happiness of a pokemon in the party when you don't know what slot its in?

KitsuneKouta
May 24th, 2011, 02:07 PM
Hi guys, i have a problem...

I've made my character check his pc and he read a message and so on. And now i want his rival to get inside his room the moment i pressed to log off of PC. How do i make an event like that. You know like, i want to put an event, but i want that event to happen AFTER my character has done some other event. How do i do that? I really need help.I think that's more of a general game development question, but I have a general idea of how to do it so i'll help you out anyways. Create your rival event the way you're wanting, but set the condition for it's activation to a switch of your choice. Then, in the PC event, you can turn the switch on after the script call for the PC. So it should start the rival event right after you close. But, I'm assuming it's a PC that's not dedicated to just that one instance, so you'll need another switch. So, set up another event that turns on a new switch when the player has made sufficient progress (it's entirely up to you how and where to do this. It depends on how your particular game progresses). Then, in the PC event, set the first page to the normal PC call, and make a second page whose condition is the new switch, and include the PC call AND activate the switch to trigger the rival event. I hope that makes sense.

danko Kordic
May 24th, 2011, 02:09 PM
I think that's more of a general game development question, but I have a general idea of how to do it so i'll help you out anyways. Create your rival event the way you're wanting, but set the condition for it's activation to a switch of your choice. Then, in the PC event, you can turn the switch on after the script call for the PC. So it should start the rival event right after you close. But, I'm assuming it's a PC that's not dedicated to just that one instance, so you'll need another switch. So, set up another event that turns on a new switch when the player has made sufficient progress (it's entirely up to you how and where to do this. It depends on how your particular game progresses). Then, in the PC event, set the first page to the normal PC call, and make a second page whose condition is the new switch, and include the PC call AND activate the switch to trigger the rival event. I hope that makes sense.Yes! Thank you! I did it..:D

danko Kordic
May 25th, 2011, 12:24 PM
Sorry to bother you guys but i have another question. How do you make that Pokemon follows you like in Heart gold? :S

ChaosLord
May 25th, 2011, 12:50 PM
Sorry to bother you guys but i have another question. How do you make that Pokemon follows you like in Heart gold? :S
Last I checked,Pokemon Essentials doesn't have that feature.The only one kit that does is Venom 12's starter kit.

KitsuneKouta
May 25th, 2011, 08:31 PM
Last I checked,Pokemon Essentials doesn't have that feature.The only one kit that does is Venom 12's starter kit.Venom uses Help14's script in his kit. You can just find the original script and drop it into whatever version of essentials you have (and of course following the directions for its use in his thread). For the most part, Venom's kit is, from what I can tell, a compilation of many different scripts provided by different users, putting it all in one simple package.

venom12
May 26th, 2011, 03:23 AM
Hi what is wrong with bad dreams ability?

for i in 0..1
@battlers[i].effects[PBEffects::BadDreams]=0
end
for i in 0..3
@battlers[i].pbOpposingSide.effects[PBEffects::BadDreams]+=1 if isConst?(@battlers[i].ability,PBAbilities,:BADDREAMS)
end
for i in 0..3
if @battlers[i].status==PBStatuses::SLEEP && @battlers[i].pbOwnSide.effects[PBEffects::BadDreams]==0
@battlers[i].pbReduceHP(@battlers[i].totalhp/8.floor) if @battlers[i].pbOwnSide.effects[PBEffects::BadDreams]==1
@battlers[i].pbReduceHP(@battlers[i].totalhp/4.floor) if @battlers[i].pbOwnSide.effects[PBEffects::BadDreams]==2
if !pbOwnedByPlayer?(i)
if @opponent
pbDisplay(_INTL("{1} is being tormented by the foe DARKRAI's Bad Dreams!",@battlers[i].pbThis))
else
pbDisplay(_INTL("{1} is being tormented by the wild DARKRAI's Bad Dreams!",@battlers[i].pbThis))
end
else
pbDisplay(_INTL("{1} is being tormented by DARKRAI's Bad Dreams!",@battlers[i].pbThis))
end
end
end

danko Kordic
May 26th, 2011, 04:12 AM
Okay guys, but Venom can you send me the script so that i know? I don't wanna bother download it because i still wouldn't know where is the script and stuff..

I really wanna make it available that Pokemon can walk with you.

FL
May 27th, 2011, 12:01 PM
I found several new bugs in essentials, before listing I am trying to fix they because is better to list they with their fixes!
One of they is the Rain Dance/Sunny Day bug that incorrectelly put they damage, but I found a very strange line:
if weather==PBWeather::RAINDANCE
if isConst?(type,PBTypes,:FIRE)
damage>>=1
What did the "damage>>=1" line mean?

I'm having a bug and I was wondering if anyone else is having this problem or could help me with it. In the battle scene, when you choose which move to attack with, if you are on the top right move and hit the right arrow again, the cursor will move to the next move, but it will still use the second one. I have been trying to fix this all day, but to no avail. I always seem to mess things up more. I believe the error is in PokeBattle_ActualScene and has something to do with the method def pbNextIndex. I would appreciate any help or advice.
I also noted this before:

Move Cursor Glitch
Versions: All
How activate: Have a pokémon with 3/4 moves, press up when selecting a move in top.
Effect: The cursor goes down, but the move selected doesn't change.
How fix: Unknown

my autotiles wont show up in game! they are there in RPGXP, but when playing the actual game or playtesting they dont appear. I have no tiles over them, just grass underneath and it isnt x'd out on the database or anything. Any help?
Checks the passability and the order of tiles. If this won't work check the "Options" menu if the "Custom" is selected


How do make the game allow you walk behind trees; it either makes me walk on them or disallows me to walk behind!

-is there an event to solve this?
In tilesets put the passability "O" and the priority at least 1.

Anyone know how to check the happiness of a pokemon in the party when you don't know what slot its in?

pbChoosePokemon(1,3)
$game_variables[ZZZ]=
pbGetPokemon(1).happiness
Where ZZZ is the number where you want that value be store. You can also change the "happiness" on code for the other PokeBattle_Pokemon atributes like pokerus, level, exp, item (number), etc... , checks the advanced topics on essentials documentation.

Okay guys, but Venom can you send me the script so that i know? I don't wanna bother download it because i still wouldn't know where is the script and stuff..

I really wanna make it available that Pokemon can walk with you.
http://www.pokecommunity.com/showthread.php?t=239486 Essentials DS thread
http://www.pokecommunity.com/showthread.php?t=202478 Pokemon Following Character Script

Maruno
May 28th, 2011, 11:20 AM
I found several new bugs in essentials, before listing I am trying to fix they because is better to list they with their fixes!
One of they is the Rain Dance/Sunny Day bug that incorrectelly put they damage, but I found a very strange line:
if weather==PBWeather::RAINDANCE
if isConst?(type,PBTypes,:FIRE)
damage>>=1What did the "damage>>=1" line mean?
It's a combination of a bitwise shift and an assignment. It's basically shorthand for:

damage=(damage/2).floorBitwise shifts deal with binary numbers. If you knock off the last digit of a binary number, you've halved that number (just like when you knock the last digit off a decimal number, you've divided it by 10). That's rounded down, of course. The "1" part means you just knock the last 1 digit off.

Other examples:


damage>>=2 means to divide by 4 (knock the last 2 digits off the binary number).
damage<<=1 means to double the number (same as damage*=2). Here you're adding a digit (a "0") onto the end of the binary number.

Surprisingly I can't find anywhere on the Interweb that actually defines this function; it's just listed in tables with no explanation of what it actually does. It makes sense, though, when you know what ">>" does (bitwise shift down) and you relate that to how it affects the damage of the move (i.e. it must change the value by itself, hence the "=" part). It's literally a combination of ">>" and "=".

danko Kordic
May 29th, 2011, 03:19 AM
How do i put a different music for a pokemon trainer battle? It just plays som,e random crap.

FL
May 29th, 2011, 04:27 AM
Anyone had any custom Pokédex/Status screen/Bag screen/Item PC screen script?
I personally prefer the ones that can support big moves/abilities/item descriptions
Hi!
I have a problem. I believe that I use the Pokemon Essential of January 2010.
I saw this: http://pokemonessentials.wikia.com/wiki/Summary_screens
and I want to fix the Experience bar and I added this (in blue):



But, Error in the Summary Egg!
http://a.yfrog.com/img834/6500/dibujosel.png

I did not put this because the RPG MAKER say Method Error in Summary Info:
drawMarkings(overlay,80,40,72,20,pokemon.markings)

How can I do that it works well?Have you done right? Im my version this is working with Experience bar fix, but may be for January Version.
Testing your problem lets me found another bug ofr 3th April 2010 version (and not the lastest ones)! In PokeBattle_Pokemon, after the attr_accessor group put "attr_accessor(:abilityflag)" or the game crash when you receive an egg for Day Care!

It's a combination of a bitwise shift and an assignment. It's basically shorthand for:

damage=(damage/2).floorBitwise shifts deal with binary numbers. If you knock off the last digit of a binary number, you've halved that number (just like when you knock the last digit off a decimal number, you've divided it by 10). That's rounded down, of course. The "1" part means you just knock the last 1 digit off.

Other examples:


damage>>=2 means to divide by 4 (knock the last 2 digits off the binary number).
damage<<=1 means to double the number (same as damage*=2). Here you're adding a digit (a "0") onto the end of the binary number.

Surprisingly I can't find anywhere on the Interweb that actually defines this function; it's just listed in tables with no explanation of what it actually does. It makes sense, though, when you know what ">>" does (bitwise shift down) and you relate that to how it affects the damage of the move (i.e. it must change the value by itself, hence the "=" part). It's literally a combination of ">>" and "=".Thank you Maruno! I asked several people but only you know the solution!

How do i put a different music for a pokemon trainer battle? It just plays som,e random crap.Here two ways:
-Use the event command "Change Battle BGM" (for the next battle only)
-In trainernames.txt edit the Field 5 (for every time that yor battle versus this trainer type)

danko Kordic
May 29th, 2011, 04:34 AM
Anyone had any custom Pokédex/Status screen/Bag screen/Item PC screen script?
I personally prefer the ones that can support big moves/abilities/item descriptions
Have you done right? Im my version this is working with Experience bar fix, but may be for January Version.
Testing your problem lets me found another bug ofr 3th April 2010 version (and not the lastest ones)! In PokeBattle_Pokemon, after the attr_accessor group put "attr_accessor(:abilityflag)" or the game crash when you receive an egg for Day Care!

Thank you Maruno! I asked several people but only you know the solution!

Here two ways:
-Use the event command "Change Battle BGM" (for the next battle only)
-In trainernames.txt edit the Field 5 (for every time that yor battle versus this trainer type)Thanks dude..:D...........................

titiy
May 29th, 2011, 12:15 PM
I've been wondering, I've downloaded the latest version and no matter what I do, I cant set a map to ''outdoor'' with the metadata or else it'll crash. I even tried with the Kit alone and it crashes as soon as you get to a map with ''outdoor=true''. And Also I can't get the running shows to work. (I am using the script to add them and everything.
So I was wondering what's was up with that.

Thanks.

FL
May 29th, 2011, 12:28 PM
I've been wondering, I've downloaded the latest version and no matter what I do, I cant set a map to ''outdoor'' with the metadata or else it'll crash. I even tried with the Kit alone and it crashes as soon as you get to a map with ''outdoor=true''. And Also I can't get the running shows to work. (I am using the script to add them and everything.
So I was wondering what's was up with that.

Thanks.http://pokemonessentials.wikia.com/wiki/Error_messages . To disable line Day and Night system: 314 of PokemonUtilities says "ENABLESHADING = true". Make it false instead
Essentials have gen III mecanics of running, you can't run at inner maps. To change this: http://pokemonessentials.wikia.com/wiki/Tutorial:Run_anywhere

titiy
May 29th, 2011, 12:57 PM
Thanks for the quick reply. I'll be sure to check the Pokemon Essentials Wikia next time.

TACHAN
May 30th, 2011, 05:39 AM
Have you done right? Im my version this is working with Experience bar fix, but may be for January Version.
Testing your problem lets me found another bug ofr 3th April 2010 version (and not the lastest ones)! In PokeBattle_Pokemon, after the attr_accessor group put "attr_accessor(:abilityflag)" or the game crash when you receive an egg for Day Care!


LOL!:laugh::laugh::laugh:
"xtPositions(overlay,textpos)"
I erased accidentally a part of the "pbDrawTextPositions(overlay,textpos)"

FAIL! :embarrass

Everything is OK. Thank you for trying to help. ;)

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

One Question:
How can I do that it could not gain experience in a place that is not the Battle Tower?

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

Hey!
I found a bug about the Experience bar bugfix:
http://pokemonessentials.wikia.com/wiki/Summary_screens

If a Pokemon is of level 100 this happens:
http://img233.imageshack.us/img233/5228/dibujocig.png

Nickalooose
May 30th, 2011, 10:23 AM
Exception: NoMethodError
Message: undefined method `x=' for nil:NilClass
Pokegear:97:in `update'
Pokegear:71:in `main'
Pokegear:68:in `loop'
Pokegear:75:in `main'
PokemonUtilities:669:in `pbLoadRpgxpScene'
PokemonMenu:151:in `pbStartPokemonMenu'
PokemonMenu:141:in `loop'
PokemonMenu:250:in `pbStartPokemonMenu'
Scene_Map:182:in `call_menu'
Scene_Map:153:in `update'

Anyone know what this error is about, it comes up when i click PokéGear in the menu, this error has never existed until now!

i cant tell you what version im using because i downloaded it so long ago... this is irritating me so much as im trying to release a demo...

danko Kordic
May 31st, 2011, 07:37 AM
Hi guys, im trying to make attack animations, but i just can't it always gets screwed up, does anyone have finished attacks?

BlackHakumen
May 31st, 2011, 02:48 PM
I'm trying to combine a Visual Equipment script with Pokemon Essentials.
#==============================================================================
# ** Visual_Equipment Re-Edited (version Kappa)
#------------------------------------------------------------------------------
# Written by Rataime
# New Edits by DerVVulfman
# February 10, 2008
#------------------------------------------------------------------------------
#
#------------------------------------------------------------------------------
# Revisions to note:
# 1) Added formatted headers and comments throughout the script.
# 2) Encapsulated the working code in a Visual Equipment module.
# 3) Set the equipment array into an instance value to lower resource costs.
# 4) Discovered a 'nil' $game_party bug. Added 'return if...' statements.
# 5) Removed unnecessary Window_SaveFile edit.
# 6) Interpreter routine for 'Change Equipment' now aliased.
# 7) Interpreter routine for 'Change Equipment' now changes visible equipment.
# 8) Support for 'Change Party Members' now works, even w/ Large Party systems.
# 9) 'Change Equipment' now compatible with Fukuyama's Train Actor script.
# 10) System should now be usable with or without RMXP SDK.
#------------------------------------------------------------------------------
# ** Changing party members or equipment while still visible on the map will
# ** force the map to refresh, giving a slight pause.
#==============================================================================



#==============================================================================
# ** module Visual Equipment
#------------------------------------------------------------------------------
# This module handles the image name and equipment drawing process.
#==============================================================================

module Visual_Equipment
module_function
#--------------------------------------------------------------------------
# * Update Visual Equipment
#--------------------------------------------------------------------------
def equip_update
@visual_equipment = Array.new
for i in 0..$game_party.actors.size
@visual_equipment[i+1] = []
end

#========================================================================
# ** C O N F I G U R A T I O N S Y S T E M ** #
#========================================================================
#
# Syntax to set weapons or armors in this script are as follows:
# add_weapon_sprite(weaponID, characterset)
# -or- add_armor_sprite(armorID, characterset)
#
# The ID number is the same as the ID number in the database.
# The charactersets are the extra graphics for the weapon/armor that is
# stored in the 'Graphics\Characterset' folder of your project.

# WEAPON LISTINGS
#add_weapon_sprite(33, "tpl_helmet_1") # <-didn't make a weapon image :P

# ARMOR LISTINGS
add_armor_sprite( 6, "tpl_helmet_1")
add_armor_sprite( 7, "tpl_helmet_2")
add_armor_sprite(20, "tpl_armor_white")
add_armor_sprite(15, "tpl_armor_blue")
add_armor_sprite(21, "tpl_armor_cape")

#========================================================================
# **** E N D O F C O N F I G U R A T I O N S Y S T E M **** #
#========================================================================

#------------------------------------------------------------------------
# * Visual Equipment Functions
#------------------------------------------------------------------------
RPG::Cache.clear
return if $game_party == nil
for i in 0...$game_party.actors.size
for img in @visual_equipment[i+1]
bitmap = RPG::Cache.character($game_party.actors[i].character_name,
$game_party.actors[i].character_hue)
if img!=true and img!=false
add_equip(bitmap,img,i)
end
end
end
end
#--------------------------------------------------------------------------
# * Add Equipment
# sprite : Original sprite bitmap
# to_add : Equipment characterset
# character : Member in party
#--------------------------------------------------------------------------
def add_equip(sprite, to_add, character)
return if $game_party == nil
bmp = Sprite.new
bmp.visible = false
bmp.bitmap = RPG::Cache.character(to_add,
$game_party.actors[character].character_hue)
color = bmp.bitmap.get_pixel(0, 0)
x = sprite.width
y = sprite.height
if @visual_equipment[0]
x = x/4
y = y/4
end
for i in 0..x
for j in 0..y
color_get = bmp.bitmap.get_pixel(i, j)
if color_get != color
sprite.set_pixel(i, j ,color_get)
end
end
end
bmp = nil
end
#--------------------------------------------------------------------------
# * Add Weapon Sprite
# id : Weapon ID
# sprite : Weapon characterset
#--------------------------------------------------------------------------
def add_weapon_sprite(id, sprite)
return if $game_party == nil
for i in 0...$game_party.actors.size
if $game_party.actors[i].weapon_id == id
@visual_equipment[i+1].push(sprite)
end
end
end
#--------------------------------------------------------------------------
# * Add Armor Sprite
# id : Armor ID
# sprite : Armor characterset
#--------------------------------------------------------------------------
def add_armor_sprite(id, sprite)
return if $game_party == nil
for i in 0...$game_party.actors.size
if $game_party.actors[i].armor1_id == id or
$game_party.actors[i].armor2_id == id or
$game_party.actors[i].armor3_id == id or
$game_party.actors[i].armor4_id == id
@visual_equipment[i+1].push(sprite)
end
end
end
end



#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
# This class handles temporary data that is not included with save data.
# Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :visual_transfer # Equipment changed in field switch
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias visual_initialize initialize
def initialize
# Perform the original call
visual_initialize
@visual_transfer = false # Equipment changed in field
end
end



#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_update_right update_right
#--------------------------------------------------------------------------
# * Frame Update (when right window is active)
#--------------------------------------------------------------------------
def update_right
# If B button was pressed
if Input.trigger?(Input::B)
# Update with the equipment
Visual_Equipment.equip_update
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(2)
return
end
# Perform the original call
visual_update_right
end
end



#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
# This class handles the player. Its functions include event starting
# determinants and map scrolling. Refer to "$game_player" for the one
# instance of this class.
#==============================================================================

class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Do not perform during equipment transfer
return if $game_temp.visual_transfer == true
# Perform the original call
visual_update
end
end



#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
# This interpreter runs event commands. This class is used within the
# Game_System class and the Game_Event class.
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_command_129 command_129
alias visual_command_319 command_319
#--------------------------------------------------------------------------
# * Change Party Member
#--------------------------------------------------------------------------
def command_129
# Perform the original call
visual_command_129
# Update with the equipment
Visual_Equipment.equip_update
# Continue
return true
end
#--------------------------------------------------------------------------
# * Change Equipment
#--------------------------------------------------------------------------
def command_319
# Perform the original call
visual_command_319
# Update with the equipment
Visual_Equipment.equip_update
# Turns the transfer system on
$game_temp.visual_transfer = true
# Switch to map screen
$scene = Scene_Map.new
# Continue
return true
end
end



#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================

class Scene_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Perform the original call
visual_update
# Turns equipment transfer system off
$game_temp.visual_transfer = false if $game_temp.visual_transfer == true
end
end



#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :character_hue
end



#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_setup setup
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
# Perform the original call
visual_setup(actor_id)
@character_hue = (@character_hue+1)%256
end
end



#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# This class performs load screen processing.
#==============================================================================

class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_read_save_data read_save_data
alias visual_on_cancel on_cancel
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Update with the equipment
Visual_Equipment.equip_update
# Perform the original call
visual_on_cancel
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
# Perform the original call
visual_read_save_data(file)
# Update with the equipment
Visual_Equipment.equip_update
end
end



#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
# This class performs save screen processing.
#==============================================================================

class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_on_decision on_decision
alias visual_on_cancel on_cancel
#--------------------------------------------------------------------------
# * Cancel Processing
#--------------------------------------------------------------------------
def on_cancel
# Update with the equipment
Visual_Equipment.equip_update
# Perform the original call
visual_on_cancel
end
#--------------------------------------------------------------------------
# * Decision Processing
#--------------------------------------------------------------------------
def on_decision(file)
# Update with the equipment
Visual_Equipment.equip_update
# Perform the original call
visual_on_decision(file)
end
end



#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias visual_command_new_game command_new_game
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Perform the original call
visual_command_new_game
# Update with the equipment
Visual_Equipment.equip_update
end
end
What I want to do is show the trainer wearing different clothes based on what he or she has equipped. I also want to change the way the trainer command on the pause menu works. I want it to show what the trainer has equipped for their clothes and allow them to equip different clothes. Does anyone know how I would go about doing this? If it's too confusing, I can post a mockup of what I mean, and if this doesn't belong here, I can make a new thread for it.

Wizered67
May 31st, 2011, 03:14 PM
Move Cursor Glitch
Versions: All
How activate: Have a pokémon with 3/4 moves, press up when selecting a move in top.
Effect: The cursor goes down, but the move selected doesn't change.
How fix: Unknown

I'm glad I'm not the only one with this problem. Do you have any idea how to fix it?

bj117
May 31st, 2011, 10:25 PM
Well, at default, the actor's all blank. For actor data to be there, a script command needs to occur to define what the hero will be (Such as a boy or a girl).

Looking at the intro event in the example game, that function appears to be:

pbChangePlayer(0)The number goes from 0-3, 0 being PlayerA and 3 being PlayerD

So you need to make a Call Script that does that script command. You can edit specific names and sprites of what that player choice would be by going into Metadata -> Global within Editor.exe.

If all seems lost, just follow what the example game's intro is like.

I'm having what I think is the same problem in that my character in the example game is invisible. I can see the 'splash' around his motion when I move him but not the character himself. In the instructions in the quote I can find the global metadata from the editor, but do I add the pbChangePlayer(0) code here or somewhere else? Where do I look to see how the example game's intro is setup? I am not familiar yet with how to make a call script.

Update - It may be that I should be asking a different question as I understand that I'm supposed to talk with Professor Oak at the beginning of the intro to get a character and this isn't happening.

KitsuneKouta
June 1st, 2011, 09:55 AM
I'm having what I think is the same problem in that my character in the example game is invisible. I can see the 'splash' around his motion when I move him but not the character himself. In the instructions in the quote I can find the global metadata from the editor, but do I add the pbChangePlayer(0) code here or somewhere else? Where do I look to see how the example game's intro is setup? I am not familiar yet with how to make a call script.

Update - It may be that I should be asking a different question as I understand that I'm supposed to talk with Professor Oak at the beginning of the intro to get a character and this isn't happening.You should have a map called Intro by default in Essentials, which has the player's starting position and an event at the top left that handles the intro functions (i.e. the speech, selecting your gender, entering your name). The event has to be on autorun, and the end of the event should include a transfer player command to send them to where you want them to start playing from (like the player's house). So as long as you have pbChangePlayer(0), pbTrainerName, and a transfer player command, your intro event should be fine. And if you don't already know, the script command is the last event command on the 3rd tab.

titiy
June 1st, 2011, 10:39 AM
Hello again, I've got another problem.
When a Pokémon is poisoned, when you walk around for long enough he finaly gets back to his normal status but the text saying he recovered says ''{1}'' (number in the party, first Pokémon) instead of the Pokémon Name.

I've looked around quite a bit but couldn't find anything yet so I'm asking here.

Thanks

zingzags
June 1st, 2011, 04:27 PM
I am somewhat stumped here myself, I checked both my pokemon_battle, and pokemon_AcutalScene but for some reason when I click any type of catching tool for example a pokeball, it would not catch my pokemon. It would just exit my bag scene, then return to the battle scene as if nothing ever happened.

Junebug
June 1st, 2011, 08:03 PM
I have a few problems I can't figure out how to fix in my game.

First my character bounces over grass, only over grass, and the not the tall kind. I was trying to get wild encounters set-up for a new map and that happened.

Next, I was wondering if anyone knows how to get sprites you make yourself to the troop or enemies or whatever it is to get them to be encountered.

Thanks..
, J-bug

Martinixon
June 1st, 2011, 09:00 PM
Hello again, I've got another problem.
When a Pokémon is poisoned, when you walk around for long enough he finaly gets back to his normal status but the text saying he recovered says ''{1}'' (number in the party, first Pokémon) instead of the Pokémon Name.

I've looked around quite a bit but couldn't find anything yet so I'm asking here.

Thanks

Go to the script section PokemonField, and search for this: "poison faded away" (without quotes)
It should be in about line 1016. I really can't remember how that line looks by default, but you should edit it to make it look like this:
else
i.hp=1
i.status=0
Kernel.pbMessage(_INTL("{1} survived the poisoning.\\nThe poison faded away!\\1",i.name))
end

Opalescent
June 2nd, 2011, 10:34 AM
Hey ya guys, quick question!

Is it possible to change the menu in game? And what scripts would one have to change to accomplish this?

zingzags
June 2nd, 2011, 11:58 AM
Hey ya guys, quick question!

Is it possible to change the menu in game? And what scripts would one have to change to accomplish this?

Yes it possible with good scripting knowledge, just take a look in PokemonMenu.

danko Kordic
June 3rd, 2011, 07:26 AM
Okay, so whenever i encounter my rival i make it so that the rival music from Heart gold starts. But when the convo finishes and my rival leaves, the music continues to play, i can't stop it until i talk to someone with different music or something.

thepsynergist
June 3rd, 2011, 01:26 PM
Okay, so whenever i encounter my rival i make it so that the rival music from Heart gold starts. But when the convo finishes and my rival leaves, the music continues to play, i can't stop it until i talk to someone with different music or something.


That's easy. Just add a Change BGM event to the end of the Event that your Rival Battle contains.

FL
June 3rd, 2011, 01:51 PM
LOL!:laugh::laugh::laugh:
"xtPositions(overlay,textpos)"
I erased accidentally a part of the "pbDrawTextPositions(overlay,textpos)"

FAIL! :embarrass

Everything is OK. Thank you for trying to help. ;)

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

One Question:
How can I do that it could not gain experience in a place that is not the Battle Tower?

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

Hey!
I found a bug about the Experience bar bugfix:
http://pokemonessentials.wikia.com/wiki/Summary_screens

If a Pokemon is of level 100 this happens:
http://img233.imageshack.us/img233/5228/dibujocig.png
I thinks that in PBExperience find line "def PBExperience.pbAddExperience(currexp,expgain,growth)". Change to:

def PBExperience.pbAddExperience(currexp,expgain,growth)
if $game_switches[ZZZ]
return currexp
else
if growth>=6 || growth<0
return ArgumentError.new("The growth rate is invalid.")
end
exp=currexp+expgain
maxexp=pbGetExpInternal(MAXLEVEL,growth)
exp=maxexp if exp>maxexp
return exp
end
end
Where ZZZ is one switch that when ON you don't receive exp

Change the EXP bar fix to:

overlay.fill_rect(336,292,(pokemon.exp-startexp)*128/(endexp-startexp),2,Color.new(80,160,232)) if pokemon.level!=100
overlay.fill_rect(336,294,(pokemon.exp-startexp)*128/(endexp-startexp),4,Color.new(136,200,248)) if pokemon.level!=100


I'm glad I'm not the only one with this problem. Do you have any idea how to fix it?
I thinks that be in PokeBattle_ActualScene, def pbFightMenu(index) or def pbCommandMenuEx(index,texts), something with index or windowns

Okay, so whenever i encounter my rival i make it so that the rival music from Heart gold starts. But when the convo finishes and my rival leaves, the music continues to play, i can't stop it until i talk to someone with different music or something.See the ME part in http://pokemonessentials.wikia.com/wiki/Trainers

Wizered67
June 3rd, 2011, 02:53 PM
I thought the problem had something to do with def pbNextIndex, but when I tried to fix it, I just messed it up more.

FL
June 3rd, 2011, 03:21 PM
I thought the problem had something to do with def pbNextIndex, but when I tried to fix it, I just messed it up more.I tried before, but messed with the fist choose "Fight, Bag, Pokémon, Run". Now I find the fix that is split by two!
In PokeBattle_ActualScene, around line 1950 change

nextindex=pbNextIndex(cw.index)
if cw.index!=nextindex # Move cursor
pbPlayCursorSE()
cw.setIndex(nextindex)
end
end
end

to

nextindex=pbNextIndexFight(cw.index)
if cw.index!=nextindex # Move cursor
pbPlayCursorSE()
cw.setIndex(nextindex)
end
end
end

def pbNextIndexFight(curindex)
if Input.trigger?(Input::LEFT)
curindex-=1
elsif Input.trigger?(Input::RIGHT)
curindex+=1
elsif Input.trigger?(Input::UP)
curindex-=2
elsif Input.trigger?(Input::DOWN)
curindex+=2
end
curindex+=4 if curindex<0
curindex-=4 if curindex>3
return curindex
end

Wizered67
June 3rd, 2011, 07:42 PM
Yay, that fixed it! Thank you so much!

TACHAN
June 4th, 2011, 09:04 AM
FL, thank you very much for the help.
;)

FL
June 4th, 2011, 01:21 PM
I found 14 errors in essentials. The majority I found a fix, click on spoiler to check. I use the 4/3/2010 version to test.


Weather Damage Glitch
How activate: Use a Fire/Water move on Rain Dance/Sunny Day.
Effect: The Fire moves on Sunny Day and Water moves on Rain dance have 200% damage when the right is 150%.
How fix: In PokeBattle_Move, around line 386 change

#Weather
weather=@battle.pbWeather
if weather==PBWeather::SUNNYDAY
if isConst?(type,PBTypes,:FIRE)
damage*=2
elsif isConst?(type,PBTypes,:WATER)
damage>>=1
end
end
if weather==PBWeather::RAINDANCE
if isConst?(type,PBTypes,:FIRE)
damage>>=1
elsif isConst?(type,PBTypes,:WATER)
damage=(damage*2)
end
end
to

#Weather
weather=@battle.pbWeather
if weather==PBWeather::SUNNYDAY
if isConst?(type,PBTypes,:FIRE)
damage=(damage*1.5).floor
elsif isConst?(type,PBTypes,:WATER)
damage=(damage*0.5).floor
end
end
if weather==PBWeather::RAINDANCE
if isConst?(type,PBTypes,:FIRE)
damage=(damage*0.5).floor
elsif isConst?(type,PBTypes,:WATER)
damage=(damage*1.5).floor
end
end

Barriers Glitch
How activate: Use Reflect/Light Screen.
Effect: Both moves cuts half ATK AND SATK insteady of just one.
How fix: In PokeBattle_Move, around line 430 change

#Reflect
oppside=opponent.pbOwnSide
if oppside.effects[PBEffects::Reflect] > 0
if opponent.pbPartner.hp>0 # if opponent has a partner [TODO: should apply even if partner faints during an attack]
damage=(damage*2/3).floor
else
damage=(damage/2).floor
end
end
#Light Screen
if oppside.effects[PBEffects::LightScreen] > 0
if opponent.pbPartner.hp>0 # if opponent has a partner [TODO: should apply even if partner faints during an attack]
damage=(damage*2/3).floor
else
damage=(damage/2).floor
end
end
to

#Reflect fix
oppside=opponent.pbOwnSide
if oppside.effects[PBEffects::Reflect] > 0
if opponent.pbPartner.hp>0 # if opponent has a partner [TODO: should apply even if partner faints during an attack]
atk=(atk*2/3).floor
else
atk=(atk/2).floor
end
end
#Light Screen fix
if oppside.effects[PBEffects::LightScreen] > 0
if opponent.pbPartner.hp>0 # if opponent has a partner [TODO: should apply even if partner faints during an attack]
spatk=(spatk*2/3).floor
else
spatk=(spatk/2).floor
end
end


SolarBeam Double Message Glitch
How activate: Use SolarBeam .
Effect: BThe move message has displayed twice.
How fix: In PokeBattle_Move, around line 2350 delete the last three lines in:

class PokeBattle_Move_97 < PokeBattle_Move
def pbTwoTurnAttack(attacker)
return attacker.effects[PBEffects::TwoTurnAttack]==0
end
def pbEffect(attacker,opponent)
if attacker.effects[PBEffects::TwoTurnAttack]>0 && @battle.pbWeather!=PBWeather::SUNNYDAY
@battle.pbAnimation(@id,attacker,nil)
@battle.pbDisplay(_INTL("{1} took in sunlight!",attacker.pbThis))
return 0
else
@battle.pbDisplayBrief(_INTL("{1} used {2}!",attacker.pbThis,
self.name))


Draw Exp Glitch
How activate: You need to put two or more pokémon to participate in battle (to gain exp). Have a pokémon that defeat the opponent and goes faint in the same turn (like when using Explosion).
Effect: The other pokémon don't gain exp.
How fix: Unknown

Item Index Glitch
How activate: Sort, toss, sell an item or use the PC item.
Effect: The item graphics and description won't update if an item will be removed.
How fix: In PokemonBag, around line 420 change

def pbChooseItem
@sprites["helpwindow"].visible=false
itemwindow=@sprites["itemwindow"]
itemwindow.refresh
sorting=false

to

def pbChooseItem
pbRefresh
@sprites["helpwindow"].visible=false
itemwindow=@sprites["itemwindow"]
itemwindow.refresh
sorting=false

And around line 480 in the same script change

if sorting
sorting=false
tmp=thispocket[itemwindow.index]
thispocket[itemwindow.index]=thispocket[sortindex]
thispocket[sortindex]=tmp
@sprites["itemwindow"].sortIndex=-1
next
else
pbRefresh

to

if sorting
sorting=false
tmp=thispocket[itemwindow.index]
thispocket[itemwindow.index]=thispocket[sortindex]
thispocket[sortindex]=tmp
@sprites["itemwindow"].sortIndex=-1
pbRefresh
next
else
pbRefresh

And around line 590 in the same script change

def pbChooseItem
@sprites["helpwindow"].visible=false
itemwindow=@sprites["itemwindow"]
itemwindow.refresh
pbActivateWindow(@sprites,"itemwindow"){
loop do

to

def pbChooseItem
pbRefresh
@sprites["helpwindow"].visible=false
itemwindow=@sprites["itemwindow"]
itemwindow.refresh
pbActivateWindow(@sprites,"itemwindow"){
loop do


Double Battle Use Item Glitch
How activate: Use an item like potion in double battle.
Effect: The selection screen is like single battle with only one active pokémon insteady of two.
How fix: In PokeBattle_ActualScene, around line 1970, change "pkmnlist.pbStartScene(@battle.party1,_INTL("Use on which Pokémon?"))" to "pkmnlist.pbStartScene(@battle.party1,_INTL("Use on which Pokémon?"),@battle.doublebattle)".

Double Item Use Glitch
How activate: Fight in double battle versus a trainer that use item like Hyper Potion. In one turn attack both opponent pokémon, they must be in low HP.
Effect: The opponent use an item on two pokémon, even when he have only one item.
How fix: Unknown

Secret Area Glitch
How activate: Use "Area" on pokédex for a pokémon caught in one area that be only view if one switch is one when this switch is off.
Effect: Show the secret area in pokédex.
How fix: In PokemonArea change

for enc in encdata.keys
enctypes=encdata[enc][1]
if pbFindEncounter(enctypes,species)
mappos=pbGetMetadata(enc,MetadataMapPosition)
points.push(mappos) if mappos
end
end

to:

for enc in encdata.keys
enctypes=encdata[enc][1]
mappos=pbGetMetadata(enc,MetadataMapPosition)
if mappos!=nil
for loc in @map[2]
if loc[0]==mappos[1] && loc[1]==mappos[2]
if !loc[7] || $game_switches[loc[7]]
if pbFindEncounter(enctypes,species)
mappos=pbGetMetadata(enc,MetadataMapPosition)
points.push(mappos) if mappos
end
end
end
end
end


Pokédex Search See Glitch
How activate: Use a Heaviest, Lightest, Tallest or Smallest mode on search while had numeric order.
Effect: The selection sorts pokémon that you don't owned and even pokémon taht you don't see!
How fix: I only discover the "seen" fix.
In PokemonPokedex, around line 250 change

def pbGetDexList()
dexlist=[]
dexdata=pbOpenDexData
region=pbGetPokedexRegion()
regionalSpecies=pbAllRegionalSpecies(region)
if regionalSpecies.length==1
# No regional species defined,
# use national Pokédex order
for i in 1..PBSpecies.maxValue
regionalSpecies.push(i)
end
end
for i in 1...regionalSpecies.length
nationalSpecies=regionalSpecies[i]
if pbCanAddForModeList?($PokemonGlobal.pokedexMode,nationalSpecies)
pbDexDataOffset(dexdata,nationalSpecies,33)
height=dexdata.fgetw

to

def pbGetDexList(search=false)
dexlist=[]
dexdata=pbOpenDexData
region=pbGetPokedexRegion()
regionalSpecies=pbAllRegionalSpecies(region)
if regionalSpecies.length==1
# No regional species defined,
# use national Pokédex order
for i in 1..PBSpecies.maxValue
regionalSpecies.push(i)
end
end
for i in 1...regionalSpecies.length
nationalSpecies=regionalSpecies[i]
if (
pbCanAddForModeList?($PokemonGlobal.pokedexMode,nationalSpecies)&&!search)||
(pbCanAddForModeSearch?($PokemonGlobal.pokedexMode,nationalSpecies)&&search)
pbDexDataOffset(dexdata,nationalSpecies,33)
height=dexdata.fgetw

And around line 330 in the same script change

def pbSearchDexList(params)
dexlist=pbGetDexList
dexdata=pbOpenDexData()
if params[0]!=0 # Filter by name
nameCommands=[

to

def pbSearchDexList(params)
dexlist=pbGetDexList(true)
dexdata=pbOpenDexData()
if params[0]!=0 # Filter by name
nameCommands=[


Z Pokédex Index Glitch
How activate: Press Z and List Top or List Bottom in pokédex
Effect: The pokémon graphics won't update.
How fix: In PokemonPokedex, around line 750 change

pbDexSearch
elsif Input.trigger?(Input::A)
retval=pbMenu
case retval
when 1 # List Top
@sprites["pokedex"].index=1
when 2 # List Bottom
@sprites["pokedex"].index=@sprites["pokedex"].count-1

to

pbDexSearch
elsif Input.trigger?(Input::A)
retval=pbMenu
case retval
when 1 # List Top
$PokemonGlobal.pokedexIndex=0
pbRefreshDexList
when 2 # List Bottom
$PokemonGlobal.pokedexIndex=@sprites["pokedex"].count-1
pbRefreshDexList($PokemonGlobal.pokedexIndex)
This also fix the List Top Glitch

Pokédex Index List Glitch
How activate: Change to other list (Alphabetical, Heaviest, etc...) when the index are in a high pokémon (like 300) and the list is shorter down (like 200) because of limitation of owned and seen.
Effect: Error message and close game:
Exception: NoMethodError

Message: undefined method `[]' for nil:NilClass

PokemonPokedex:18:in `species'

PokemonPokedex:322:in `pbRefreshDexList'

PokemonPokedex:197:in `pbStartScene'

PokemonPokedex:809:in `pbStartScreen'

PokemonMenu:148:in `pbStartPokemonMenu'

PokemonMenu:145:in `pbFadeOutIn'

PokemonMenu:145:in `pbStartPokemonMenu'

PokemonMenu:142:in `loop'

PokemonMenu:241:in `pbStartPokemonMenu'

Scene_Map:180:in `call_menu'

How fix: In PokemonPokedex, around line 680, after the line "$PokemonGlobal.pokedexMode=params[5]" add the line "$PokemonGlobal.pokedexIndex=0"

Battle Tower Attack Glitch
How activate: Attack on Battle Tower.
Effect: Your opponent can't attack on Battle Tower.
How fix: Unknown

Battle Tower Challenge End Glitch
How activate: Finish a challenge at Battle Tower.
Effect: You abruptly exit for tower, but you party remain the same (the pokémon that aren't in the challenge disappeared) and you streak aren't saved.
How fix: Unknown

Battle Tower Level 50 Glitch
How activate: Go to the Level 50 challenge at Battle Tower.
Effect: The opponent are in level 100.
How fix: Unknown

zingzags
June 5th, 2011, 12:12 PM
For some reason when I go into my bag then I click lets say a master ball, once I click master ball then when I click use nothing happens, It still stays in the bag scene.

Landder Olmari
June 5th, 2011, 01:37 PM
the start is confusing, and walking out of the door makes the game crash. how about changing the game into .gba format so us serious hackers can use it in a way that makes more sense than your editors

zingzags
June 5th, 2011, 02:04 PM
the start is confusing, and walking out of the door makes the game crash. how about changing the game into .gba format so us serious hackers can use it in a way that makes more sense than your editors

You made no sense bro, that was just a bug. And this is the wrong section. RMXP allows more freedom and creativity to make something on a whole different level then what you rom hackers can do.

Maruno
June 5th, 2011, 04:33 PM
For some reason when I go into my bag then I click lets say a master ball, once I click master ball then when I click use nothing happens, It still stays in the bag scene.
It may be that you have rearranged the Bag pockets. Essentials decides whether an item is a Poké Ball based on the pocket it is in (pocket 3 by default), but if all your Balls are now in pocket 2, the game will decide it isn't a Ball (it's not in pocket 3) and thus won't allow you to throw it.

Find pbOldPocket in the script section PokemonItems, and specifically the code below. The red number is the Ball pocket number.

elsif pocket==3
return 2 # Balls

zingzags
June 5th, 2011, 05:37 PM
It may be that you have rearranged the Bag pockets. Essentials decides whether an item is a Poké Ball based on the pocket it is in (pocket 3 by default), but if all your Balls are now in pocket 2, the game will decide it isn't a Ball (it's not in pocket 3) and thus won't allow you to throw it.

Find pbOldPocket in the script section PokemonItems, and specifically the code below. The red number is the Ball pocket number.

elsif pocket==3
return 2 # Balls
Well, I found a few of the bugs, in default items they had it set on 2 but I changed it to 3. But it still does not work.

Maruno
June 5th, 2011, 05:50 PM
Well, I found a few of the bugs, in default items they had it set on 2 but I changed it to 3. But it still does not work.
Leave PokemonDefaultItems alone. Just change the red number I mentioned above, and make it the number of the pocket that the Balls are in.

zingzags
June 5th, 2011, 06:04 PM
Leave PokemonDefaultItems alone. Just change the red number I mentioned above, and make it the number of the pocket that the Balls are in.

No, it was already set to 3 in PokemonItems, but in default items it was set to 2.
Nvm, that wasnt the issue. But it was set on 3 before you told me to change it.

pkmntrainerpaul
June 7th, 2011, 04:14 AM
I've got a problem with Pokemon Essentials.
Atcually, I'm using Essentials DS, but since this question is regarding an Essentials Script, I posted it here.

I've downgraded the menu by removing the HGSSMenu and replacing PokemonMenu and Scene_Map with the scripts of Essentials.
However, when I talk to an event with the trigger set on Action Button, I'm getting this error:

Exception: NoMethodError
Message: undefined method `onAction' for Events:Module
Scene_Map:165:in `update'
Scene_Map:63:in `main'
Scene_Map:60:in `loop'
Scene_Map:67:in `main'
Main:45:in `mainFunctionDebug'
Main:16:in `mainFunction'
Main:16:in `pbCriticalCode'
Main:16:in `mainFunction'
Main:56
Main:55:in `loop'

Does someone know how to fix this?

Nevermind, fixed it.

darr123
June 7th, 2011, 11:16 AM
My autotiles go black when I set my screen size to 284,160 and my tile width and hight to 16,16 anyone know how to fix ?

desbrina
June 7th, 2011, 02:15 PM
anyone know how to do the choices via script, not via a message windows. i tried it with the normal message command "\ch[]" but it didn't work

KitsuneKouta
June 7th, 2011, 11:57 PM
anyone know how to do the choices via script, not via a message windows. i tried it with the normal message command "\ch[]" but it didn't workYeah, here's something I posted about 6 months ago. Took a few mins to find it:
def pbChoicesList(text,variable)
choices=[
_INTL("Choice 1"),
_INTL("Choice 2"),
_INTL("Choice 3"),
_INTL("Choice 4"),
_INTL("Choice 5")
]
command=Kernel.pbMessage(text,choices,0)
$game_variables[variable]=command
if $game_variables[variable]==0
Kernel.pbMessage("Choice 1 was chosen")
#do something here
elsif $game_variables[variable]==1
Kernel.pbMessage("Choice 2 was chosen")
#do something here
elsif $game_variables[variable]==2
Kernel.pbMessage("Choice 3 was chosen")
#do something here
elsif $game_variables[variable]==3
Kernel.pbMessage("Choice 4 was chosen")
#do something here
elsif $game_variables[variable]==4
Kernel.pbMessage("Choice 5 was chosen")
#do something here
end
endCall the script with pbChoicesList("insert prompt here", 123). Just input your own text to prompt the player, and pick a variable that's not being used (the "123" in the example). And of course, you'll want to change the red portions to something more appropriate.
I'm assuming this is what you had in mind.

danko Kordic
June 8th, 2011, 12:26 PM
That's easy. Just add a Change BGM event to the end of the Event that your Rival Battle contains.Thanks but it isnt about the battle. You know when you encounter a trainer, a exclamanation point pops out and a music starts playing. then when the battle starts a different music starts, a trainer battle one. Im not talking about a battle, just the encounter, and there is no change BG event except the battle one.


EDIT: BTW, how to make a different window when they are talking, it has a window from Emrald, but i want one from HG/SS.

FL
June 11th, 2011, 12:53 PM
Okay, I solved the problem with the skin of the speech frames not saving, it was really simple, the problem is in the script PokemonOption search for this:

def self.pbDefaultSpeechFrame
if !$PokemonSystem
return pbResolveBitmap("Graphics/Windowskins/"+MessageConfig::TextSkinName)||""
else
return pbResolveBitmap("Graphics/Windowskins/"+$SpeechFrames[$PokemonSystem.frame])||""
end


then change this line from:

return pbResolveBitmap("Graphics/Windowskins/"+$SpeechFrames[$PokemonSystem.frame])||""

to:
return pbResolveBitmap("Graphics/Windowskins/"+$SpeechFrames[$PokemonSystem.textskin])||""

The game should now save the speech frame skin selected by the player.
What was happening was that the game was using the number of the system frame skin selected (the one for all the menus) which is stored in "frame" instead of the number used for the speech skin selected (the one for talking) which is stored in "textskin".

The game also doesn't use the .txt files in the "Windowskins" folder after compiling it with encryption, this is what is causing the skins "frlgtextskin" and "rstextskin" that come by default to look 3 lines tall instead of 2.
The easy way to fix this is to only use regular small skins that don't need any trimming and delete the ones I listed in the "windowskin" folder or change them for newer ones with a smaller size that don't need any trimming.

Also, the game by default repeats one of the speech skins because it's set to use skin "frlgtextskin" (I think) as the default one and as skin #3 at the same time, so it repeats it, the way to fix this is to delete "frlgtextskin" from the list of the skins used which is in PokemonOption around line 185 or to add a new skin and change the default skin used in the script SpriteWindow for a that one.

These are not really big problems, but details that make your game look better. I hope you find this useful for your project.Even if you short the height the text goes too right, in some cases its goes above the windows border. To fix this in SpriteWindow, around line 2150 change the line "@trim=[@skinrect.x,@skinrect.y,@skinrect.x,@skinrect.y]" to "@trim=[@skinrect.x,@skinrect.y,@skinrect.x-16,@skinrect.y]".
This fix the message windows but mess with all others... I think that solution is put a "if" for SpeechFrames and TextFrames, but I don't know how to check this in this script, maybe "if @skinrect[0]==32".

Thanks but it isnt about the battle. You know when you encounter a trainer, a exclamanation point pops out and a music starts playing. then when the battle starts a different music starts, a trainer battle one. Im not talking about a battle, just the encounter, and there is no change BG event except the battle one.


EDIT: BTW, how to make a different window when they are talking, it has a window from Emrald, but i want one from HG/SS.Change the Windowskins folder. If you wish to add and not only switch, add you windows in the list at Options Script. Take a look in the txt in this folder but remeber that if you use the default encryption the txt won't work.
Also:
See the ME part in http://pokemonessentials.wikia.com/wiki/Trainers

danko Kordic
June 12th, 2011, 04:13 AM
Thanks again FL..:D......................


Oh and another question..i know, im getting boring lol..

i want a different font. When i select Diamond and Pearl font, there is no space between words, im using the Poccils DS essentials.(This should be in Pokemon ds thread i know). Anyway, how to fix that?

Derxwna Kapsyla
June 12th, 2011, 08:53 AM
Okay, so, I have a question -- probably a very foolish one of me to ask, and one that's probably been answered in here, but I couldn't find anything in the Thread Search, so...

I'm working on a little project, and I'm trying to figure out how to make it check for an item in the bag to allow access into somewhere in conjunction with a Choice Selection menu. I know how to make it work with Pokemon in the party, but I'm not sure how to do it with Items in the bag.

FL
June 12th, 2011, 09:08 AM
Okay, so, I have a question -- probably a very foolish one of me to ask, and one that's probably been answered in here, but I couldn't find anything in the Thread Search, so...

I'm working on a little project, and I'm trying to figure out how to make it check for an item in the bag to allow access into somewhere in conjunction with a Choice Selection menu. I know how to make it work with Pokemon in the party, but I'm not sure how to do it with Items in the bag.Using the Conditional Branch $PokemonBag.pbQuantity(PBItems::POTION)>0 or http://pokemonessentials.wikia.com/wiki/Tutorial:Easily_choose_an_item_from_the_Bag

Derxwna Kapsyla
June 12th, 2011, 09:39 AM
I used the Conditional Branch, but for some reason it crashed on me. I'm not sure what I did wrong, but lemme get the error log. I get the feeling it was something too simple that I'm just forgetting to do ;-;

---------------------------
Pokemon XD²: Shadows of a Former Chaos
---------------------------
Exception: RuntimeError

Message: Script error within event 2, map 49 (Hell??):

Exception: NoMethodError

Message: (eval):1:in `pbExecuteScript'undefined method `PBItems' for #<Interpreter:0x90a89a0>

***Full script:

$PokemonBag.pbQuantity(PBItems:Hellpass)>0

Interpreter:239:in `pbExecuteScript'

Interpreter:785:in `eval'

Interpreter:239:in `pbExecuteScript'

Interpreter:785:in `command_111'

Interpreter:318: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:785:in `command_111'

Interpreter:318: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 exception was logged in

C:\Users\Andrew_2\Saved Games/Pokemon XD__ Shadows of a Former Chaos/errorlog.txt.

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

Maruno
June 12th, 2011, 11:31 AM
I used the Conditional Branch, but for some reason it crashed on me. I'm not sure what I did wrong, but lemme get the error log. I get the feeling it was something too simple that I'm just forgetting to do ;-;
Use two colons after PBItems, like so:

$PokemonBag.pbQuantity(PBItems::HELLPASS)>0
Also use the internal name of your item (typically an all-caps version of its actual name).

Derxwna Kapsyla
June 12th, 2011, 11:48 AM
Alright, I got it working. Thanks for the help.

TACHAN
June 14th, 2011, 04:24 AM
Hi!
One question.

How can I change the music of WildBattleBGM without modifying anything of the Metadata.txt?
I want different Wild Battle music in every region.

JalordaSerpent
June 14th, 2011, 05:04 AM
In RPG Maker XP using Pokemon Essentials, how do I change the Pokemon Sprites, not icons? And then after that, how do I use my custom sprites in the game???

JalordaSerpent
June 14th, 2011, 07:49 AM
I am creating Pokemon: Swords of Mystery in RPG Maker XP and I was wondering, how do you change the size of the screen to smaller. For example, the Pokemon Raptor Screen:
http://imagedatabase.wikispaces.com/file/view/PokemonRaptorScreenExample.PNG/236569436/PokemonRaptorScreenExample.PNG(Actual Size)
And, also, what is the dimensions of the Pokemon Raptor Screen above???

dannyboy601
June 14th, 2011, 08:25 AM
If you are using the Pokémon Essentials Starter Kit, you can make the screen smaller in the options menu in-game. If not, you'll have to edit some scripts.

seeker
June 14th, 2011, 08:36 AM
In RPG Maker XP using Pokemon Essentials, how do I change the Pokemon Sprites, not icons? And then after that, how do I use my custom sprites in the game???

Go to your battlers folder within graphics. This is where you will be able to change or add new sprites.

As for using custom sprites I'm not entirely sure what you mean? What are you trying to add or change?

dannyboy601
June 14th, 2011, 08:51 AM
how do I use my custom sprites in the game???
If it's Pokémon sprites that you're talking about, open up RMXP, press F10, click on Graphics/Battlers and then click import. Now just select your custom sprite and import it. For information on how to create new Pokémon, trainers etc, have a look around this website (http://pokemonessentials.wikia.com/wiki/Pok%C3%A9mon_Essentials_Wiki). Hope it helps :)

JalordaSerpent
June 14th, 2011, 09:22 AM
Hello, PokeCommunity!

I thought I would make a thread for people to put in their questions and answers about scripting!

To start this tread off, I would like to ask:
How do you edit the very beginning of the game. I mean when you JUST start the game and it says the copyright stuff and the presents slide and so forth. What script is that and how do I edit it so when it says NEW GAME, I can but a background image behind it?

Hope this tread is useful!:)

-JalordaSerpent7

Cilerba
June 14th, 2011, 10:56 AM
Moved a few of the latest posts into the Essentials thread where they should've been in the first place.

Atomic Reactor
June 14th, 2011, 06:17 PM
how can i edit the speed of the running shoes? And the bicycle?

Sichlor
June 15th, 2011, 06:29 AM
how can i edit the speed of the running shoes? And the bicycle?

in the script section "Walk_Run" find:


def update
if !pbMapInterpreterRunning? &&
!moving? && !@move_route_forcing && $PokemonGlobal
if $PokemonGlobal.bicycle
@move_speed = $RPGVX ? 8 : 5.2
elsif pbCanRun?
@move_speed = $RPGVX ? 6.5 : 4.8
else
@move_speed = $RPGVX ? 4.5 : 3.8
end
end
update_old
end
change the green value for bike speed,
the red value for running speed,
and the blue value for walking speed
(brown is the corresponding value for RPG MAKER VX)

JalordaSerpent
June 15th, 2011, 06:35 AM
On my game, when I'm playtesting or or playing the real thing, when ever I walk onto a house, it doesn't stop me from moving. I can walk right on top on the house like the house is paper! I want it to be blocked. I used to hack, and it let edit movement permissions there, but in RMXP, it doesn't have anything like movement permissions!:( Please Help!

Conan Edogawa
June 15th, 2011, 06:55 AM
On my game, when I'm playtesting or or playing the real thing, when ever I walk onto a house, it doesn't stop me from moving. I can walk right on top on the house like the house is paper! I want it to be blocked. I used to hack, and it let edit movement permissions there, but in RMXP, it doesn't have anything like movement permissions!:( Please Help!

I used to have this problem when I first started. There is a way to set permission for tiles under the database tab. Go to tileset, and the very first option should be permissions. Just click on the tiles you want to be blocked until the have an X on them, and leave the passable tiles with a O on them.

JalordaSerpent
June 15th, 2011, 07:02 AM
Thanks! That really helped!

TheMarkCrafter
June 15th, 2011, 07:19 AM
http://i1084.photobucket.com/albums/j403/KingSnivy1/prob.jpg
Where do i move Ghetsis? I need to put him at floor.
I resized.

Crazyninjaguy
June 15th, 2011, 08:56 AM
That would be in the map called "Intro"
Double click the white square at the top left of the map in the event layer, and move the positions of Picture 2 when it's called.

You'll probably want to set the coordinates at about:

X = 260
Y = 180

JalordaSerpent
June 15th, 2011, 09:00 AM
In RMXP, in the Pokemon mart, whenever I click on the counter to talk to the lady, it won't work. Is this a script or something???

Crazyninjaguy
June 15th, 2011, 09:11 AM
You'll need to go into the database (Press F9 in RMXP), and switch to the tab called "Tilesets".

Find the tileset you use, and find the counter tile.
Then, click the button on the right that says "Counter Flag".
Now click on the counter tile on your tileset, and make sure the tile has a diamond shape on it.

Save, then testplay your game, it should work!

pokehackster
June 15th, 2011, 09:18 AM
I've got a strange question that i cant seem to find the answer to is there any way to have special sprites for specific shadow pokemon (IE like shadow lugia was a different color in XD gale of darkness)

Maruno
June 15th, 2011, 09:21 AM
Hello, PokeCommunity!

I thought I would make a thread for people to put in their questions and answers about scripting!

To start this tread off, I would like to ask:
How do you edit the very beginning of the game. I mean when you JUST start the game and it says the copyright stuff and the presents slide and so forth. What script is that and how do I edit it so when it says NEW GAME, I can but a background image behind it?

Hope this tread is useful!:)

-JalordaSerpent7
The wiki has an interesting page called Game intro (http://pokemonessentials.wikia.com/wiki/Game_intro).

As for putting a background picture in the Continue/New Game screen, put your picture in the Graphics/Pictures folder and call it loadbg.png.


In RMXP, in the Pokemon mart, whenever I click on the counter to talk to the lady, it won't work. Is this a script or something???
In the Database (F9), in the Tilesets tab, you can set the passability and priority of tiles. There is also an option called "Counter Flag". This means tiles with this flag behave as desks, and allow the player to "use" those tiles to interact with an event on the other side of it.

In this case, the Mart desk should have the "Counter Flag", and the event behind it is the shopkeeper.

IceGod64
June 15th, 2011, 01:53 PM
Is it possible to make the Trainer have to have a double battle in a cut scene regardless of whether they have two or more Pokémon in their party at the time or not?

JalordaSerpent
June 15th, 2011, 05:41 PM
How do you make an animated title screen? The notes.html is useless to me.

Atomic Reactor
June 15th, 2011, 09:13 PM
So i added a new item to work as an additional evolution stone. I copied the moon stone data in "items" and just added it at the bottom. renamed it. then made it 503 instead of...94 or whatever it was. then i added a graphic for it. but i get an error when i try to pick it up in the game. what else do i have to do to make it work?

TheMarkCrafter
June 15th, 2011, 09:16 PM
That would be in the map called "Intro"
Double click the white square at the top left of the map in the event layer, and move the positions of Picture 2 when it's called.

You'll probably want to set the coordinates at about:

X = 260
Y = 180

I know, but i do this for Ghetsis or the Background

titiy
June 15th, 2011, 09:29 PM
I know, but i do this for Ghetsis or the Background

You do this to the Ghetsis picture you're using.

Atomic Reactor
June 15th, 2011, 09:29 PM
@KingSnivy: You can either create a new background that matches up with where Ghetsis is, or you can edit Ghetsis position like CNG said. So change the coordinates of the Ghetsis graphic

Crazyninjaguy
June 16th, 2011, 12:43 AM
So i added a new item to work as an additional evolution stone. I copied the moon stone data in "items" and just added it at the bottom. renamed it. then made it 503 instead of...94 or whatever it was. then i added a graphic for it. but i get an error when i try to pick it up in the game. what else do i have to do to make it work?

Go to the Script Section "PokemonDefaultItems", go to line 605:

ItemHandlers::UseOnPokemon.copy(:SUNSTONE,:MOONSTONE,:FIRESTONE,
:THUNDERSTONE,:WATERSTONE,:LEAFSTONE)

Then add your item's internal name to the list, for example

ItemHandlers::UseOnPokemon.copy(:SUNSTONE,:MOONSTONE,:FIRESTONE,
:THUNDERSTONE,:WATERSTONE,:LEAFSTONE,:DARKSTONE)

That *should* be all!

Nickalooose
June 16th, 2011, 06:25 AM
Exception: NoMethodError
Message: undefined method `x=' for nil:NilClass
Pokegear:97:in `update'
Pokegear:71:in `main'
Pokegear:68:in `loop'
Pokegear:75:in `main'
PokemonUtilities:669:in `pbLoadRpgxpScene'
PokemonMenu:151:in `pbStartPokemonMenu'
PokemonMenu:141:in `loop'
PokemonMenu:250:in `pbStartPokemonMenu'
Scene_Map:182:in `call_menu'
Scene_Map:153:in `update'

Anyone know what this error is about, it comes up when i click PokéGear in the menu, this error has never existed until now!

i cant tell you what version im using because i downloaded it so long ago... this is irritating me so much as im trying to release a demo...

I still haven't found the fix to this, can anyone help me :(