PDA

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


Pages : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 [38] 39

herojelly
August 7th, 2011, 07:38 AM
I need a script to keep the Treecko and Squirtle in my game that you receive near the beginning to not be able to evolve, like they're holding infinite everstones or something :P It is a mystery dungeon game, and I realized that the evolution battle sprites would conflict with the OWs.

Any help is appreciated.

Bill™
August 7th, 2011, 09:10 AM
Well you could edit the species and delete where they evolve or set the level they need to evolve to 101 but this would work on all treeckos and squirtles not just the ones you play as

FL
August 7th, 2011, 09:12 AM
I need a script to keep the Treecko and Squirtle in my game that you receive near the beginning to not be able to evolve, like they're holding infinite everstones or something :P It is a mystery dungeon game, and I realized that the evolution battle sprites would conflict with the OWs.

Any help is appreciated.change the line "return -1 if isConst?(pokemon.item,PBItems,:EVERSTONE)" to "return -1 if isConst?(pokemon.item,PBItems,:EVERSTONE)||pokemon.obtainMap==ZZZ"

Where ZZZ is a map id where only these pokémon can be obtained. Don't let the player to hatch eggs on this map!

herojelly
August 7th, 2011, 09:19 AM
Thanks a lot, I'll do that (:

Maruno
August 8th, 2011, 02:05 PM
Maruno, I looked at the wiki but I don't see a way to keep the game from crashing when I catch a Pokémon in the safari zone. Do you know how to do it, also I made a page about how to set battlebacks since people keep asking about it.
I haven't looked at the Safari Zone yet, but as I'm one of apparently few who actually likes it, I'll definitely look into it at some point.

Thanks for the wiki contribution!

Joshuablevins
August 8th, 2011, 11:40 PM
when i start in the home town of my game the day and night system work but when i go on another map it doesn't work help?

JayKashiki
August 9th, 2011, 12:39 AM
Hmm, I would like to pose a question.

What is the script for the VS Sequence for gym leaders?

taimao
August 9th, 2011, 01:14 AM
I haven't looked at the Safari Zone yet, but as I'm one of apparently few who actually likes it, I'll definitely look into it at some point.
I looked at the script and figured out a quick fix; however, I haven't tested it very much to see if there are any other problems.

in the script section PokeBattle_SafariZone one will find a class by the same name. Add the highlighted areas to the class:

class PokeBattle_SafariZone
attr_accessor :environment
attr_accessor :party1
attr_accessor :party2
[S-HIGHLIGHT]attr_accessor :peer
[/S-HIGHLIGHT] attr_reader :player
include PokeBattle_BattleCommon
def initialize(scene,player,party2)
[S-HIGHLIGHT]@peer=PokeBattle_BattlePeer.create()
[/S-HIGHLIGHT] @scene=scene
@party2=party2
@player=player
Edit: I don't use the most updated version of essentials (I believe I have the Sept 2010 version with many modifications by others and myself).

Bill™
August 9th, 2011, 08:51 AM
I haven't looked at the Safari Zone yet, but as I'm one of apparently few who actually likes it, I'll definitely look into it at some point.

Thanks for the wiki contribution!
Yea I don't think that anyone has made a game with essentials that has a safari zone, unless there is one in Lightning Yellow.

thepsynergist
August 9th, 2011, 12:57 PM
Mine has a bug catching contest, and i'll have a safari zone later. I thought it was standard in fan games to have one. >.>

desbrina
August 9th, 2011, 01:12 PM
Yea I don't think that anyone has made a game with essentials that has a safari zone, unless there is one in Lightning Yellow.

Lightning Yellow will eventually have, i just haven't gotten that far in the story yet

udivision
August 9th, 2011, 02:09 PM
Mine has a bug catching contest, and i'll have a safari zone later. I thought it was standard in fan games to have one. >.>
I didn't think enough fan games made it out the door for their to be a "Standard."

TheMarkCrafter
August 9th, 2011, 09:01 PM
I have a strange problem. I just downloaded the newer version of essentials, 26 July. And every time I see: Continue
PLAYER Dap
etc..
-------------
Can someone solve this for me?

taimao
August 10th, 2011, 03:38 AM
I have a strange problem. I just downloaded the newer version of essentials, 26 July. And every time I see: Continue
PLAYER Dap
etc..
-------------
Can someone solve this for me?
It's not a problem I think that's part of the design. cause for me it shows continue Trewdar

TheMarkCrafter
August 10th, 2011, 02:04 PM
How can I resize the screen?

MaTe9usz6
August 11th, 2011, 12:43 AM
@KingSnivy

You must go to script: SpriteResizer

And search this:

@@width=
@@height =

I this place you set your width and height screen.

Maruno
August 11th, 2011, 03:36 PM
when i start in the home town of my game the day and night system work but when i go on another map it doesn't work help?
Have you made sure those other maps are classified as Outdoor maps?


Hmm, I would like to pose a question.

What is the script for the VS Sequence for gym leaders?
There isn't one.


I looked at the script and figured out a quick fix; however, I haven't tested it very much to see if there are any other problems.

in the script section PokeBattle_SafariZone one will find a class by the same name. Add the highlighted areas to the class:

class PokeBattle_SafariZone
attr_accessor :environment
attr_accessor :party1
attr_accessor :party2
[S-HIGHLIGHT]attr_accessor :peer
[/S-HIGHLIGHT] attr_reader :player
include PokeBattle_BattleCommon
def initialize(scene,player,party2)
[S-HIGHLIGHT]@peer=PokeBattle_BattlePeer.create()
[/S-HIGHLIGHT] @scene=scene
@party2=party2
@player=playerEdit: I don't use the most updated version of essentials (I believe I have the Sept 2010 version with many modifications by others and myself).
Thanks for the help. I'll look into this some more when I get time.


I have a strange problem. I just downloaded the newer version of essentials, 26 July. And every time I see: Continue
PLAYER Dap
etc..
-------------
Can someone solve this for me?
I've attached a screenshot of what I have. Essentials has always shown this (although all in capitals previously). Are you getting something different?

Nickalooose
August 11th, 2011, 05:07 PM
i keep getting this error, but i havent actually edited anything within that script... any ideas what could be causing it, it comes up when a wild battle is supposed to happen


Exception: ArgumentError
Message: wrong number of arguments(5 for 0)
PokemonField:732:in `initialize'
PokemonField:732:in `new'
PokemonField:732:in `pbWildBattle'
PokemonField:1053:in `pbBattleOnStepTaken'
PokemonField:1076:in `pbOnStepTaken'
Game_Player_:430:in `update_old'
Walk_Run:77:in `update'
Scene_Map:97:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'

Joshuablevins
August 11th, 2011, 06:55 PM
Have you made sure those other maps are classified as Outdoor maps?



There isn't one.



Thanks for the help. I'll look into this some more when I get time.



I've attached a screenshot of what I have. Essentials has always shown this (although all in capitals previously). Are you getting something different?

how do i classify a map as an outdoor map?

seeker
August 12th, 2011, 12:30 PM
i keep getting this error, but i havent actually edited anything within that script... any ideas what could be causing it, it comes up when a wild battle is supposed to happen


Exception: ArgumentError
Message: wrong number of arguments(5 for 0)
PokemonField:732:in `initialize'
PokemonField:732:in `new'
PokemonField:732:in `pbWildBattle'
PokemonField:1053:in `pbBattleOnStepTaken'
PokemonField:1076:in `pbOnStepTaken'
Game_Player_:430:in `update_old'
Walk_Run:77:in `update'
Scene_Map:97:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'

When is this happening? When going into a wild battle? Could you elaborate on how it happens.

how do i classify a map as an outdoor map?
Go into the Editor within your project folder, then go down to visual editor, you should find your map, just double click it to find your options and you'll be able to set it to an outdoor one, amongst other options.

Joshuablevins
August 12th, 2011, 12:49 PM
Thank you that did work i have 2 more questions though.

how do you delete an event forever after it is executed and how do you make one event dependant on antoher?

Nickalooose
August 12th, 2011, 01:39 PM
When is this happening? When going into a wild battle? Could you elaborate on how it happens.



its happening when i go into a wild battle yeah, i'm just walking in grass, no battle appears, just this error, then game closes.

Himalama
August 13th, 2011, 06:43 AM
Hello there. I've just changed my screen dimensions to make using bigger sprites a tad less impossible (XD), but I don't know how to fix the battle screen, pokédex et cetera. They remain their old size, which looks quite... well, not good.

Right now I'm getting this error:
http://img535.imageshack.us/img535/4614/battleerrors.png

If anyone could tell me how to fix this I'd be incredibly happy.

Maruno
August 13th, 2011, 08:25 AM
Hello there. I've just changed my screen dimensions to make using bigger sprites a tad less impossible (XD), but I don't know how to fix the battle screen, pokédex et cetera. They remain their old size, which looks quite... well, not good.

Right now I'm getting this error:
http://img535.imageshack.us/img535/4614/battleerrors.png

If anyone could tell me how to fix this I'd be incredibly happy.
The upcoming release of Essentials will automatically reposition the battle elements depending on the screen size, so no edits are necessary. If you don't mind moving over to the new version, the solution will already be there.

Himalama
August 13th, 2011, 09:52 AM
The upcoming release of Essentials will automatically reposition the battle elements depending on the screen size, so no edits are necessary. If you don't mind moving over to the new version, the solution will already be there.
That's actually quite nice! So when is this update coming? And does it take lots of effort to move over? Because I don't want to lose anything...

My game freezes every time I want to enter a building o.o

Maruno
August 13th, 2011, 01:19 PM
That's actually quite nice! So when is this update coming? And does it take lots of effort to move over? Because I don't want to lose anything...

My game freezes every time I want to enter a building o.o
That depends on how you've been making your modifications. If you've been keeping track of what you're changing, then it should be simple enough (although tedious) to transfer those changes into a fresh version. I think it's better to do that than to figure out what scripts have been changed and apply those to your existing version.

I assume the transfer events are set up properly, and are pointing to maps that exist? "It freezes" is so vague...

Himalama
August 13th, 2011, 02:29 PM
That depends on how you've been making your modifications. If you've been keeping track of what you're changing, then it should be simple enough (although tedious) to transfer those changes into a fresh version. I think it's better to do that than to figure out what scripts have been changed and apply those to your existing version.

I assume the transfer events are set up properly, and are pointing to maps that exist? "It freezes" is so vague...

Ah, okay. I haven't been changing much lately, just a couple of maps... It should be easy to do that.

Yes, I've set everything up properly. It's really weird, everything used to work...

Maruno
August 13th, 2011, 03:14 PM
A new version of Pokémon Essentials has been released!


Link: Pokémon Essentials Wiki (http://pokemonessentials.wikia.com/wiki/Pok%C3%A9mon_Essentials_Wiki)

See the wiki thread (http://www.pokecommunity.com/showthread.php?p=6802665#post6802665) for more details.

dracoflare
August 13th, 2011, 11:37 PM
Well I have downloaded the new version,so..will just copy pasting few stuff I changed like trainers.txt, along with game.rxpoj be enough,or do I have to do something else/start from scratch again?.

Edit:I have another doubt,while creating few maps,for some reason weather is auto set,few maps become caves by default while I want it to be a normal building.Err..do correct me if this the wrong place

Maruno
August 14th, 2011, 08:34 AM
Well I have downloaded the new version,so..will just copy pasting few stuff I changed like trainers.txt, along with game.rxpoj be enough,or do I have to do something else/start from scratch again?.

Edit:I have another doubt,while creating few maps,for some reason weather is auto set,few maps become caves by default while I want it to be a normal building.Err..do correct me if this the wrong place
If you're modifying the latest version of Essentials you just downloaded, then you can copy over your own PBS files and any graphics you've added/changed, and that should be fine. You should also copy over the maps you've made - look in the "Data" folder for them. If you've changed any scripts, you will need to copy those changes across individually (don't simply replace the scripts file in the new version).

The game decides whether a map is a cave map, indoor map or outdoor map by looking at the map's metadata. You've just changed the maps without also changing that metadata. The wiki (http://pokemonessentials.wikia.com/wiki/Maps) has information about this.

Joshuablevins
August 14th, 2011, 08:37 AM
weird problem i have it to where the maps are set as outside maps and i go the first route to catch a pokemon and i dont run into anything after a long time of searching any ideas come to mind?

also i have a script where the player moves and then somebody talks to him/her. the person that is supposed to talk to the player talks while the setroute is happening how do i make a pause in between

Rai Rai
August 14th, 2011, 09:49 AM
weird problem i have it to where the maps are set as outside maps and i go the first route to catch a pokemon and i dont run into anything after a long time of searching any ideas come to mind?

also i have a script where the player moves and then somebody talks to him/her. the person that is supposed to talk to the player talks while the setroute is happening how do i make a pause in between


For the first part have you set any pokemon in the metadata for them? As just setting it as outdoors doesn't make the pokemon able to appear, you need to choose which pokemon are in the ecounters.

Second part, use a Wait for move completion, it's on tab number 2.

Joshuablevins
August 14th, 2011, 10:01 AM
For the first part have you set any pokemon in the metadata for them? As just setting it as outdoors doesn't make the pokemon able to appear, you need to choose which pokemon are in the ecounters.

Second part, use a Wait for move completion, it's on tab number 2.

I'm not going to use the editor program because it does not support morning day and night exclusive pokemon i am editing the txt file

i know that i need to set encounters but i need morning day and night exclusives

taimao
August 14th, 2011, 07:48 PM
I'm not going to use the editor program because it does not support morning day and night exclusive pokemon i am editing the txt file

i know that i need to set encounters but i need morning day and night exclusivesI don't have the most recent essentials, but I thought LandMorning, LandDay, and LandNight encounters were added back in.
I added those into my kit myself, but now that essentials has time specific encounters agian I suggest you look into what the newest has to offer. (at the very least it could save you work many of us had to do ourselves.

dracoflare
August 14th, 2011, 11:12 PM
If you're modifying the latest version of Essentials you just downloaded, then you can copy over your own PBS files and any graphics you've added/changed, and that should be fine. You should also copy over the maps you've made - look in the "Data" folder for them. If you've changed any scripts, you will need to copy those changes across individually (don't simply replace the scripts file in the new version).

The game decides whether a map is a cave map, indoor map or outdoor map by looking at the map's metadata. You've just changed the maps without also changing that metadata. .

Jeez,that was every simple thank you very much,I don't understand why did it set the weather to sand automatically?.Does it decide based on the tiles I use or something like that? It didn't do so for other indoor maps,and I used the same indoor tiles(the one that's given in Pokeessential to make both of them.)

Himalama
August 15th, 2011, 06:19 AM
Is there any way to copy the passage settings of your tilesets?

Joshuablevins
August 15th, 2011, 07:34 AM
I don't have the most recent essentials, but I thought LandMorning, LandDay, and LandNight encounters were added back in.
I added those into my kit myself, but now that essentials has time specific encounters agian I suggest you look into what the newest has to offer. (at the very least it could save you work many of us had to do ourselves.

That is what i thought too, but i added "LandMonring, LandDay, and LandNght" and i don't run into anything.

Himalama
August 15th, 2011, 07:39 AM
It's way too much work to put everything into the new essentials, is it possible to copy some of the new scripts into the old essentials?

seeker
August 15th, 2011, 07:46 AM
Yes, you could just copy and paste over the scripts, but to be honest, you're better off doing it the old fashioned way. If you haven't done much changing in scripts you'll be fine.

Himalama
August 15th, 2011, 08:16 AM
Yes, you could just copy and paste over the scripts, but to be honest, you're better off doing it the old fashioned way. If you haven't done much changing in scripts you'll be fine.

The thing is, I copied everything, but all of my movement permission settings and battle backgrounds don't work anymore. It's a lot of work to do that all again.

Maruno
August 15th, 2011, 09:20 AM
Jeez,that was every simple thank you very much,I don't understand why did it set the weather to sand automatically?.Does it decide based on the tiles I use or something like that? It didn't do so for other indoor maps,and I used the same indoor tiles(the one that's given in Pokeessential to make both of them.)
Weather is determined by one of the metadata for each map. One of the example maps has a sandstorm on it, and that's probably the map you came across.

Essentials will never "guess" at what kind of weather to use.


The thing is, I copied everything, but all of my movement permission settings and battle backgrounds don't work anymore. It's a lot of work to do that all again.
If you're using the new versions of the scripts, battle backgrounds/bases go in a different folder now (Battlebacks). Just move them across. A few other files now go in different folders too, so check through the changelist to see what's been moved.

As for copying tilesets from one game to another, simply right click-"Copy" and right click-"Paste".

TheMarkCrafter
August 15th, 2011, 09:49 AM
Help me.
http://i.imgur.com/0o7Z1.png
What happened to the textbox? I used GIMP.

Himalama
August 15th, 2011, 09:51 AM
Weather is determined by one of the metadata for each map. One of the example maps has a sandstorm on it, and that's probably the map you came across.

Essentials will never "guess" at what kind of weather to use.



If you're using the new versions of the scripts, battle backgrounds/bases go in a different folder now (Battlebacks). Just move them across. A few other files now go in different folders too, so check through the changelist to see what's been moved.

As for copying tilesets from one game to another, simply right click-"Copy" and right click-"Paste".

I have actually already copied my tilesets, but not the priorities etc. which is an awful lot of work...

Never mind... Took some hours but I did it. However, the battle scene is still not fixed. The opponent is still floating above its 'platform'...

TwistedArachnid
August 15th, 2011, 09:19 PM
I apologize if any of these have been posted already, but I searched and found nothing (and with 373 pages, I can't read everything). I just started a game with Essentials and was wondering...

1) The title music doesn't play (despite changing it in the database), is there just a script I could insert? Every search came back telling me to hit up the database... Nevermind, it plays during the game...

2) Is there a way to play an intro or animation before displaying the start screen? Like a mini movie of sorts that people could skip or watch? (Could I just put in an animated gif in my title screen display and it'd show that? Or should I do something different?)

3) Can I change the sound effect of when people select to start or continue a new game (only those choices) to something? I wanted to make it a pokemon cry, kinda like Yellow did with Pikachu and Silver did with Lugia.

Thanks!

(edited: I think I figured the answers to my first two questions (though if I'm wrong, I welcome advice)

AndreasDenAndre
August 16th, 2011, 08:32 AM
I guess this has been asked many times, but where can i find a fully working (nearly completed) tileset from HeartGold/SoulSilver? Can't seem to find one anywhere, and that one i did find had a lot of missplacing.

PS: And yes, credits will be given ;D

TwistedArachnid
August 16th, 2011, 11:13 AM
I guess this has been asked many times, but where can i find a fully working (nearly completed) tileset from HeartGold/SoulSilver? Can't seem to find one anywhere, and that one i did find had a lot of missplacing.

PS: And yes, credits will be given ;D

I did a quick search around the net and I'm not finding a complete set. People seem to only make one or two things (pokemarts or centers or gyms) and that's it.

These are the best two I could find:
triple wnewtiteuf[dot]deviantart[dot]com/art/Pokemon-HG-SS-Tiles-126571116
triple w[dot]pokecommunity[dot]com/showthread.php?t=250695

and a Gym leader guide
triple w[dot]serebii[dot]net/heartgoldsoulsilver/gym.shtml

herojelly
August 16th, 2011, 01:21 PM
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 2, map 50 (Silent Forest BF5):

Section096:567:in `pbCheckEvolutionEx'undefined method `obtainMap' for #<PokeBattle_Pokemon:0x526d978>

Interpreter:238:in `pbExecuteScript'

PokemonEvolution:594:in `pbCheckEvolution'

PokemonField:350:in `pbEvolutionCheck'

PokemonField:347:in `each'

PokemonField:347:in `pbEvolutionCheck'

PokemonTrainers:505:in `pbTrainerBattle'

PokemonTrainers:485:in `pbBattleAnimation'

PokemonTrainers:485:in `pbTrainerBattle'

(eval):1:in `pbExecuteScript'

Interpreter:760:in `eval'



Interpreter:250:in `pbExecuteScript'

Interpreter:760:in `command_111'

Interpreter:293:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

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

I got this message. If anyone can help me decipher what it means and help me fix it, it would be really awesome! Thanks in advance!

Oh, and btw, if you need more information I can post screenies of the events.

udivision
August 16th, 2011, 02:55 PM
Here's your problem:
undefined method `obtainMap' for#<PokeBattle_Pokemon:0x526d978>
That obtainMap call isn't a real method.

Maruno
August 16th, 2011, 03:05 PM
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 2, map 50 (Silent Forest BF5):

Section096:567:in `pbCheckEvolutionEx'undefined method `obtainMap' for #<PokeBattle_Pokemon:0x526d978>

Interpreter:238:in `pbExecuteScript'

PokemonEvolution:594:in `pbCheckEvolution'

PokemonField:350:in `pbEvolutionCheck'

PokemonField:347:in `each'

PokemonField:347:in `pbEvolutionCheck'

PokemonTrainers:505:in `pbTrainerBattle'

PokemonTrainers:485:in `pbBattleAnimation'

PokemonTrainers:485:in `pbTrainerBattle'

(eval):1:in `pbExecuteScript'

Interpreter:760:in `eval'



Interpreter:250:in `pbExecuteScript'

Interpreter:760:in `command_111'

Interpreter:293:in `execute_command'

Interpreter:190:in `update'

Interpreter:104:in `loop'

Interpreter:195:in `update'

Scene_Map:100:in `update'

Scene_Map:98:in `loop'

Scene_Map:111:in `update'

Scene_Map:67:in `main'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------I got this message. If anyone can help me decipher what it means and help me fix it, it would be really awesome! Thanks in advance!

Oh, and btw, if you need more information I can post screenies of the events.
Have a look in PokeBattle_Pokemon to see if you can find the phrase obtainMap. There should be 3 instances: one attr_accessor at the top and two near the bottom. If not, add them in (see the latest version of Essentials for what should be there).

When testing the game, make sure you've started a new game to test with. The newly added obtainMap value won't be set for Pokémon in your old savegame, so when the script tries to compare this value to something (and then stop evolution if the Pokémon was obtained on a particular map, i.e. your starter), it won't find the value and will throw a wobbly instead.

herojelly
August 16th, 2011, 03:57 PM
Thanks for the answer-unfortunately, I can't find obtainMap in PokeBattle_Pokemon. I even used the find tool, which should find an exact result. I think that I might have a completely outdated Essentials, do you think this is the case?

triplures
August 17th, 2011, 09:49 PM
i have the pokemon essential set and i noticed that there the script called scene_movie
as told i made the folder in root called Movies
and have made a successful avi video entitled INTRO as the script says

the part i am confused is how do i call a script from an event?

do i click scripts on the 3rd page on the event and type the input code
Call Script: $scene = Scene_Movie.new("INTRO")

i tried that but my screen remains black when i start it obsly the title came up

i am try to make an opening like those of pokemon game the logo and intro video then of to the screen to press start any idea i am helpless.

Meganium
August 17th, 2011, 10:03 PM
As this is more of a question concerning about Pokemon Essentials, let me move this to the appropriate section as this isn't really an introduction. I think I moved it to the right place >_<

Moved.~

Maruno
August 18th, 2011, 09:08 AM
Thanks for the answer-unfortunately, I can't find obtainMap in PokeBattle_Pokemon. I even used the find tool, which should find an exact result. I think that I might have a completely outdated Essentials, do you think this is the case?
You do, yes. Fortunately, this particular fix is quite easy. As I said, there are 3 instances of it in that script section. Just look in the latest version of Essentials and copy-paste the appropriate lines.

For completeness, you may also want to do the same for obtainMode and obtainLevel. The three are only used to make up the big of text in the summary screen, so if you're not using that there's no need to do anything other than define them.

herojelly
August 18th, 2011, 12:06 PM
EDIT: Ugh, sorry for being a total scripting noob. V.V I can't figure out where to copy and paste it to. Do I just copy and paste the 3 instances+obtainmode and obtainlevel to the bottom of the script, or do I need to copy + paste to a special area?

My Essentials

http://i295.photobucket.com/albums/mm159/gregoryjerian/scripteditorold.png]

Latest Essentials

http://i295.photobucket.com/albums/mm159/gregoryjerian/scripteditornew.png

TwistedArachnid
August 18th, 2011, 08:08 PM
I can't say for sure (as I haven't tried it yet), but from what I've read, you upload it like BGM and it should open in a new window and play. I dunno if anyone can confirm it. Good luck!

Edit: Here's a walkthrough I found. Just remove the [dots] and replace them with .'s

triple W [dot]rpgrevolution[dot]com/forums/?showtopic=11987

danko Kordic
August 19th, 2011, 07:06 AM
So i want to ask you something. How do you make when you choose a starter to be like in Diamond and Pearl, that little cut-scene. You open it up, 3 Pokeballs apear, you choose a Pokemon and you fight?

COMBOY
August 19th, 2011, 02:39 PM
2-Use the script:
pbChoosePokemon(ZZZ,3)
$game_variables[ZZZ]=pbGetPokemon(ZZZ).happiness
To show in textbox use \v[ZZZ]
Change ZZZ for some variable.
Be sure to check if this choice is cancelled or if this pokémon is an egg.

Thanks for the script, but that shows the happiness by a exact numbered quantity, and I actually want my event to rate the hapinness by phrases like in the games, for example:

"It is super friendly to you! I'm a bit jealous!"
"It is quite friendly to you! You must be a kind person!"
"It's friendly toward you. It looks sort of happy."
"It's quite cute."
"You should treat it better. It's not used to you."
"It doesn't seem to like you at all. It looks mean."

Source: Bulbapedia (http://bulbapedia.bulbagarden.net/wiki/Happiness)

Steevie88
August 19th, 2011, 03:31 PM
Hi,
how can I make my tileset to be the one that comes up when I edit the terrain tags in the editor? It always chose automaticly the wrong tileset ...

NoFatAsiansPlz
August 19th, 2011, 05:19 PM
So I remade my whole pokemon map into a new tile i downloaded, and after I combined two maps using the visual editor option.I tested it out if it works but the problem is the 2nd map doesn't show when im on the very top of the first map, but when I move up a little bit the 2nd map looks like its merging the first one. (I'm sorry I suck at explaining my problems i'll put pictures up)

Derxwna Kapsyla
August 20th, 2011, 02:43 AM
Oi, I got this error when trying to boot up the latest version of Essentials. I didn't edit it at all, but when I tried loading up the saved game, it just crashed on me.


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

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

PokemonField:1246

PokemonField:1241:in `call'

PBEvent:54:in `trigger'

PBEvent:49:in `each'

PBEvent:49:in `trigger'

PokemonMap:652:in `setSceneStarted'

Scene_Map:31:in `createSpritesets'

Scene_Map:63:in `main'

Main:37:in `mainFunctionDebug'

Main:15:in `mainFunction'



This exception was logged in

C:\Users\Andrew_2\Saved Games/Pokemon Essentials/errorlog.txt.

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


Anybody know how to fix it?

Maruno
August 20th, 2011, 01:00 PM
EDIT: Ugh, sorry for being a total scripting noob. V.V I can't figure out where to copy and paste it to. Do I just copy and paste the 3 instances+obtainmode and obtainlevel to the bottom of the script, or do I need to copy + paste to a special area?

My Essentials

Latest Essentials

Just make your scripts look the same as the newest scripts.


So i want to ask you something. How do you make when you choose a starter to be like in Diamond and Pearl, that little cut-scene. You open it up, 3 Pokeballs apear, you choose a Pokemon and you fight?
This can be done by eventing, just like the Intro scene. You'll have to know what you're doing, though.


Oi, I got this error when trying to boot up the latest version of Essentials. I didn't edit it at all, but when I tried loading up the saved game, it just crashed on me.


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

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

PokemonField:1246

PokemonField:1241:in `call'

PBEvent:54:in `trigger'

PBEvent:49:in `each'

PBEvent:49:in `trigger'

PokemonMap:652:in `setSceneStarted'

Scene_Map:31:in `createSpritesets'

Scene_Map:63:in `main'

Main:37:in `mainFunctionDebug'

Main:15:in `mainFunction'



This exception was logged in

C:\Users\Andrew_2\Saved Games/Pokemon Essentials/errorlog.txt.

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


Anybody know how to fix it?
Start a new game. It's trying to load a savegame that doesn't contain a vital variable, and it's crashing because of that. What it's actually doing is trying to load a savegame associated with a game called "Pokémon Essentials", and because you already have one of those (an older version), it's trying to load the older savegame.

I'm thinking I should just make the savegame go in the game's folder, rather than in C:/Users/Dave/Saved Games/<name of game>. That's what it used to do, and I don't think there'd be any harm in it.

Derxwna Kapsyla
August 20th, 2011, 07:48 PM
Alright, but now I've run into quite the... peculiar thing. I try to edit Global Metadata, and it keeps being weird. Not crashing or anything like that, but it's showing values where they shouldn't be. such as "Bill" for "Player A", and a Mid file for "Player C". Any clue how to fix? I tried manual fixing, didn't work :/

herojelly
August 21st, 2011, 08:22 AM
Just make your scripts look the same as newest ones.
Does that mean deleting all the script in my copy of essentials and replacing it with all the script from the new essentials?

Ugh, I'm sorry if this is annoying you D: But I am completely confused right now. I don't actually know where to copy+paste the script because my essentials has the script ordered in a completely different way from the new essentials.

danko Kordic
August 21st, 2011, 11:02 AM
Since no one replyd me, im gonna ask again, since i have to continue with my game and can't without this.How do you make when you choose a starter to be like in Diamond and Pearl, that little cut-scene. You open the briefcase up, 3 Pokeballs apear, you choose a Pokemon and you fight?

Maruno
August 21st, 2011, 01:01 PM
Does that mean deleting all the script in my copy of essentials and replacing it with all the script from the new essentials?

Ugh, I'm sorry if this is annoying you D: But I am completely confused right now. I don't actually know where to copy+paste the script because my essentials has the script ordered in a completely different way from the new essentials.
Have you made any edits to the scripts at all? If not, just use the latest version of Essentials and replace any PBS files/graphics with the one's you've modified.

If you have edited the scripts, have you edited anything in the script section PokeBattle_Pokemon? If no, copy the whole text within that section from the latest version, and paste it over the same section in your game.

If yes, just add into your game any lines which feature the word "obtainMap" as they appear in the latest version. Make sure those lines go in pretty much the same places as they are now in.


Since no one replyd me, im gonna ask again, since i have to continue with my game and can't without this.How do you make when you choose a starter to be like in Diamond and Pearl, that little cut-scene. You open the briefcase up, 3 Pokeballs apear, you choose a Pokemon and you fight?
This can be done by eventing, just like the Intro scene. You'll have to know what you're doing, though.
I answered you. It may not have been the answer you wanted, but it's the answer anyway. Look at how the Intro scene shows pictures and changes them based on the player's input, and do something similar with a briefcase and Poké Balls.

danko Kordic
August 21st, 2011, 01:33 PM
Have you made any edits to the scripts at all? If not, just use the latest version of Essentials and replace any PBS files/graphics with the one's you've modified.

If you have edited the scripts, have you edited anything in the script section PokeBattle_Pokemon? If no, copy the whole text within that section from the latest version, and paste it over the same section in your game.

If yes, just add into your game any lines which feature the word "obtainMap" as they appear in the latest version. Make sure those lines go in pretty much the same places as they are now in.




I answered you. It may not have been the answer you wanted, but it's the answer anyway. Look at how the Intro scene shows pictures and changes them based on the player's input, and do something similar with a briefcase and Poké Balls.I am very sorry, i didn't see that..:S. Thanks for the answer.

TheMarkCrafter
August 21st, 2011, 04:10 PM
Help me.
http://i.imgur.com/0o7Z1.png
What happened to the textbox? I used GIMP.

Asking again, Nobody helped.
CAN ANYBODY HELP ME!!!!!!!

archeops14
August 22nd, 2011, 02:24 AM
Hey guys. What's the script so that you can't do something before you do something else? Also, how do I fix the thing where when I choose a starting Pokemon, the Professor changes sprites? And how do you make things impassable?

Nickalooose
August 22nd, 2011, 05:24 AM
Hey guys. What's the script so that you can't do something before you do something else? Also, how do I fix the thing where when I choose a starting Pokemon, the Professor changes sprites? And how do you make things impassable?


uuh, script to stop you doing things...

Fix what thing to the starter Pokémon?

To make things "impassable" as you ask, are you on about events or your tilesets?


anyone still have any answers for my problem?

Exception: ArgumentError
Message: wrong number of arguments(5 for 0)
PokemonField:732:in `initialize'
PokemonField:732:in `new'
PokemonField:732:in `pbWildBattle'
PokemonField:1053:in `pbBattleOnStepTaken'
PokemonField:1076:in `pbOnStepTaken'
Game_Player_:430:in `update_old'
Walk_Run:77:in `update'
Scene_Map:97:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'

archeops14
August 22nd, 2011, 11:51 AM
Well, I've figured out how to make tilesets impassable, but I still need help with the others.

herojelly
August 22nd, 2011, 12:18 PM
Have you made any edits to the scripts at all? If not, just use the latest version of Essentials and replace any PBS files/graphics with the one's you've modified.

If you have edited the scripts, have you edited anything in the script section PokeBattle_Pokemon? If no, copy the whole text within that section from the latest version, and paste it over the same section in your game.

If yes, just add into your game any lines which feature the word "obtainMap" as they appear in the latest version. Make sure those lines go in pretty much the same places as they are now in.

Thank you so much. I tried to replace PBS files and graphics but ended up screwing up all the maps and stuff, so I decided to follow the instructions in the usage notes of copying the files Scripts.rxdata and EditorScripts.rxdata in the Data folder to my project's Data folder. It works now, yay!

There is a couple of problems though.

http://i295.photobucket.com/albums/mm159/gregoryjerian/problem1.jpg
The battle backgrounds are all missing o:
http://i295.photobucket.com/albums/mm159/gregoryjerian/problem2.jpg
Once again, backgrounds are missing. Plus everything is in a weird pocket, like the Lab Key is in the Berries.

I have a feeling I just screwed myself. D:

archeops14
August 22nd, 2011, 01:02 PM
Oh and how do I add Pokemon cries? And where is the graphic for the text box when you talk to someone? I want to edit it.

Rai Rai
August 23rd, 2011, 02:36 AM
Oh and how do I add Pokemon cries? And where is the graphic for the text box when you talk to someone? I want to edit it.

Are you making an effort to even read the essentials notes? Pokemon cries go by number of the pokedex from the Audio/SE folder.
Text box graphic is found in the Graphics/Pictures folder. It's a big give away in there being more than one image for the text boxes.

Conan Edogawa
August 23rd, 2011, 04:57 AM
Are you making an effort to even read the essentials notes? Pokemon cries go by number of the pokedex from the Audio/SE folder.
Text box graphic is found in the Graphics/Pictures folder. It's a big give away in there being more than one image for the text boxes.

Isn't the text box graphic in the windowskins folder? I'm pretty sure that's where I put my new window last time, but then again we could just have different versions of Essentials.

Rai Rai
August 23rd, 2011, 05:56 AM
Isn't the text box graphic in the windowskins folder? I'm pretty sure that's where I put my new window last time, but then again we could just have different versions of Essentials.

Yeah, I've got an old version :P, but yes, you're right, was a my bad moment XD on that one part.

Maruno
August 23rd, 2011, 01:45 PM
Asking again, Nobody helped.
CAN ANYBODY HELP ME!!!!!!!
What's it supposed to look like, then? Exactly the same but without that wandering chunk of red line in the lower left?

Each text box has an associated txt file in the folder Graphics/Windowskins. They define where the corners and sides of the text box graphic is, so that they can be resized nicely. I don't know how it works, though. Try experimenting.


Hey guys. What's the script so that you can't do something before you do something else? Also, how do I fix the thing where when I choose a starting Pokemon, the Professor changes sprites? And how do you make things impassable?
I'm guessing you want "Wait for move completion", an event command that lets NPCs walk up to you fully before starting to talk at you. Stick it at the end of the move route.

The Professor changing sprites is a very simple eventing thing that you must know if you want to use RMXP at all. Go to the appropriate page of the Professor event and change the graphic.


Once again, backgrounds are missing. Plus everything is in a weird pocket, like the Lab Key is in the Berries.

I have a feeling I just screwed myself. D:
Backgrounds have been moved around and changed in the recent versions of Essentials. Your best bet is to look at the latest version and find out where they are and what they're now called. Battle backgrounds are now in the Graphics/Battlebacks folder where it makes sense, and the Bag background is now called "bagbg.png" which also makes sense. A few more graphics have also changed names, so just look at all the graphics in the newest Essentials and see if they match up to what you have.

The Bag now uses 8 pockets by default, so using an old "items" PBS file with the new scripts will result in misplaced items. It's simply a case of fixing it, either by reducing the number of pockets back to 5 or moving the items into their new pockets.

COMBOY
August 23rd, 2011, 06:40 PM
Just in case you didn't figured out my last post, I'll put it again...

Originally Posted by FL . http://www.pokecommunity.com/images/styles/ForeverStanding2/buttons/viewpost.gif (http://www.pokecommunity.com/showthread.php?p=6788912#post6788912)
2-Use the script:
Code:
pbChoosePokemon(ZZZ,3)
$game_variables[ZZZ]=pbGetPokemon(ZZZ).happiness
To show in textbox use \v[ZZZ]
Change ZZZ for some variable.
Be sure to check if this choice is cancelled or if this pokémon is an egg.Thanks for the script, but that shows the happiness by a exact numbered quantity, and I actually want my event to rate the hapinness by phrases like in the games, for example:

"It is super friendly to you! I'm a bit jealous!"
"It is quite friendly to you! You must be a kind person!"
"It's friendly toward you. It looks sort of happy."
"It's quite cute."
"You should treat it better. It's not used to you."
"It doesn't seem to like you at all. It looks mean."

Source: Bulbapedia (http://bulbapedia.bulbagarden.net/wiki/Happiness)

herojelly
August 23rd, 2011, 07:22 PM
The Bag now uses 8 pockets by default, so using an old "items" PBS file with the new scripts will result in misplaced items. It's simply a case of fixing it, either by reducing the number of pockets back to 5 or moving the items into their new pockets.
Thanks for the answer on graphic backgrounds, I'll do just that.

Can I just replace my "items" PBS file with the new PBS file? Or will that screw it up? And do I have to replace all the PBS files? My version seems to be lacking some, and I wonder if it needs more for certain things to work.

Maruno
August 24th, 2011, 01:48 PM
Thanks for the script, but that shows the happiness by a exact numbered quantity, and I actually want my event to rate the hapinness by phrases like in the games, for example:

"It is super friendly to you! I'm a bit jealous!"
"It is quite friendly to you! You must be a kind person!"
"It's friendly toward you. It looks sort of happy."
"It's quite cute."
"You should treat it better. It's not used to you."
"It doesn't seem to like you at all. It looks mean."

Source: Bulbapedia (http://bulbapedia.bulbagarden.net/wiki/Happiness)
After you've used the scripts to put the happiness number in a Global Variable, do some comparisons. If that number is between 0 and 50, it hates you. if it's between 220 and 255, it loves you. Show different messages depending on what you have. It's not difficult.


Thanks for the answer on graphic backgrounds, I'll do just that.

Can I just replace my "items" PBS file with the new PBS file? Or will that screw it up? And do I have to replace all the PBS files? My version seems to be lacking some, and I wonder if it needs more for certain things to work.
I'm beginning to wonder if you're trying any of this first before asking questions.

The wiki has a page about PBS files. It's called PBS file (http://pokemonessentials.wikia.com/wiki/PBS_file). Read it. In short, you don't need any of the battle challenge ones or "shadowmoves", and since you've got an old version of Essentials you won't need "types" either. Everything else is required. You can use your own versions if you want, but you may need to tweak them slightly to make them work properly. I don't imagine there's much of that required, though, and the wiki explains things anyway.

herojelly
August 24th, 2011, 02:08 PM
I'm beginning to wonder if you're trying any of this first before asking questions.

The wiki has a page about PBS files. It's called PBS file (http://pokemonessentials.wikia.com/wiki/PBS_file). Read it. In short, you don't need any of the battle challenge ones or "shadowmoves", and since you've got an old version of Essentials you won't need "types" either. Everything else is required. You can use your own versions if you want, but you may need to tweak them slightly to make them work properly. I don't imagine there's much of that required, though, and the wiki explains things anyway.
OK, thanks for the answer. (:

I'm really sorry that I'm bothering you with questions. I'll try more stuff before asking in the future? D:

archeops14
August 25th, 2011, 04:37 AM
Hey guys, quick question, once again :(. How do I make it so that the name shows up when you enter another map? I have put a name on the map using Map Properties.

Rai Rai
August 25th, 2011, 04:50 AM
Hey guys, quick question, once again :(. How do I make it so that the name shows up when you enter another map? I have put a name on the map using Map Properties.

Another notes question XD, again this is from memory of using newer versions, you should be able to set a tag to true on outside of the map properties in the essentials editor.

archeops14
August 25th, 2011, 05:04 AM
I just can't seem to find it in the notes. I'm pretty sure this one isn't there, how do I make it so that the Professor gives you multiple items? Like he/she gives you five Pokeballs.

EDIT: I just encountered this problem. While going through the Editor I noticed that the metadata is all mixed up, so I tried to fix it, changing Player A, Player B and so on. Once I saved it, I went to test the game. But every time I played it, there's always an error with the metadata. Help?

desbrina
August 25th, 2011, 10:22 AM
I just can't seem to find it in the notes. I'm pretty sure this one isn't there, how do I make it so that the Professor gives you multiple items? Like he/she gives you five Pokeballs.

That can be found on the wiki
http://pokemonessentials.wikia.com/wiki/Manipulating_items

Anyway, you'd do

$PokemonBag.pbStoreItem(PBItems::ITEM,quantity)
Where ITEM is the item, in your case POKeBALL, and quantity is the amount you want, 5 in your case, so
$PokemonBag.pbStoreItem(PBItems:POKeBALL,5)

Maruno
August 25th, 2011, 11:21 AM
That can be found on the wiki
http://pokemonessentials.wikia.com/wiki/Manipulating_items

Anyway, you'd do

$PokemonBag.pbStoreItem(PBItems::ITEM,quantity)
Where ITEM is the item, in your case POKeBALL, and quantity is the amount you want, 5 in your case, so
$PokemonBag.pbStoreItem(PBItems:POKeBALL,5)
Not any more! In the latest release, the first two scripts in that table on the wiki can be used for multiple items too, and it's preferable that you use those over pbStoreItem. Why? Because pbStoreItem doesn't say what you've been given, and the other two do (and they've even been tweaked to allow good grammar!). The wiki page goes into more detail on this.

Derxwna Kapsyla
August 25th, 2011, 03:52 PM
I don't remember if I asked before, but I'm going to be asking again just incase, with pictures now as well!

The Editor.exe is a bit screwed up. I try looking at Global Metadata, and everything is all messed up (Picture below this explaining how screwed up it is). I am not sure how to fix this or if I did something wrong. Anybody know what I should do? (This is on the new version)

http://img26.imageshack.us/img26/844/globalmetadatapage.png

COMBOY
August 25th, 2011, 06:02 PM
After you've used the scripts to put the happiness number in a Global Variable, do some comparisons. If that number is between 0 and 50, it hates you. if it's between 220 and 255, it loves you. Show different messages depending on what you have. It's not difficult.

Thanks for the advise, it worked perfectly. I made a screenshot of my happiness rater event:

Sorry for the Spanish of my RPGXP, here you have some translations:

Condiciones y Efectos = Conditional Branch
Texto = Text
FIN = END

http://i61.photobucket.com/albums/h63/Optimus_Convoy/happiness_event.jpg

desbrina
August 26th, 2011, 01:55 PM
As well as my last question i've got another.

I've been trying to get pokerus implemented properly and have run into the problem with the ev gains and exp

I have modified a part of the code so that its like
if isConst?(thispoke.item,PBItems,:MACHOBRACE) || thispoke.pokerus>0
evgain*=2
endwhich is fine for pokemon that have pokerus, but for some reason pokemon that don't don't gain exp. i get the usual "x has gained y exp" message but no exp is actually added

As well as this, does anyone know how to remove the sprite from one page of the summary screen? i know how to remove them all, but not just one page.

starlight123
August 27th, 2011, 04:44 PM
I am new to all of this stuff, I have been working on my game for about a week, maybe less, and I am having troubles with the trainers...

My game doesn't acknowledge anything that I write into the trainers text file or trainertypes text file. I have no idea why, it notices when I change any of the text files, but for some reason I can't edit the trainers unless I go into the editor and make one. I can easily do this but it drives me INSANE because I keep wanting trainers to have zigzagoon and wurmple and the editor puts the pokemon in alphabetical order...

Can someone please help me with this? For some reason I can't find anyone else online who has had this problem, and none of my friends know any of this or are even interested in it, so I can't ask them.

taimao
August 27th, 2011, 06:59 PM
I am new to all of this stuff, I have been working on my game for about a week, maybe less, and I am having troubles with the trainers...

My game doesn't acknowledge anything that I write into the trainers text file or trainertypes text file. I have no idea why, it notices when I change any of the text files, but for some reason I can't edit the trainers unless I go into the editor and make one. I can easily do this but it drives me INSANE because I keep wanting trainers to have zigzagoon and wurmple and the editor puts the pokemon in alphabetical order...

Can someone please help me with this? For some reason I can't find anyone else online who has had this problem, and none of my friends know any of this or are even interested in it, so I can't ask them.
You do have RMXP right? if you do go in and play test the game after changing a text file.

Forestpelt
August 27th, 2011, 07:31 PM
Hi everyone.. I need a little help.
I'm trying to make the guy who doesn't let you out of town until you have a Pokemon. I've already gotten him to walk up to me and tell me not to leave, but I've looked around the wiki and the notes page, and I can't find anything about checking for Pokemon first. Does anybody know how to do this, or a certain web page I can look on for help?
Sorry, I'm new at this! Thanks for the help.

Pharetra
August 28th, 2011, 03:15 AM
Hi everyone.. I need a little help.
I'm trying to make the guy who doesn't let you out of town until you have a Pokemon. I've already gotten him to walk up to me and tell me not to leave, but I've looked around the wiki and the notes page, and I can't find anything about checking for Pokemon first. Does anybody know how to do this, or a certain web page I can look on for help?
Sorry, I'm new at this! Thanks for the help.

You can achieve this with switches. Turn a switch on when the player receives a Pokémon, and let the guy who doesn't let you leave the town allow the player to pass when that certain switch is on. I hope I helped C:

majorgames
August 28th, 2011, 07:50 AM
When working on my game, I noticed a problem I really don't know how to fix...the problem was there when I downloaded it but every time I go into a map marked outside I get an error very much similar to this (or the same exact one)


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


I know this is relating to the shadow and day and night tints...but I am unsure how to fix this problem

squidgy617
August 28th, 2011, 02:44 PM
Hiya everybody. I've been using the essentials kit for a while now, and I'm trying to make it pretty much as close to perfect as possible. To do that, I need better support for alternate forms.

I've already downloaded the most recent version, which includes PokemonMultipleForms in the scripts. Unfortunately, it doesn't support alternate forms having different sprites, so I'm going to need some help there. Does anyone know how to make it so that when a pokemon changes forms, its sprite changes too? I've found some methods, but they were to complicated and not explanatory enough to help. Thanks in advance.

Forestpelt
August 28th, 2011, 03:50 PM
You can achieve this with switches. Turn a switch on when the player receives a Pokémon, and let the guy who doesn't let you leave the town allow the player to pass when that certain switch is on. I hope I helped C:

Wow thanks!! I'll try that. Pokemon Essentials is very useful.

Maruno
August 28th, 2011, 04:27 PM
When working on my game, I noticed a problem I really don't know how to fix...the problem was there when I downloaded it but every time I go into a map marked outside I get an error very much similar to this (or the same exact one)


Exception: NoMethodError
Message: undefined method `+' for nil:NilClass
PokemonUtilities:289:in `getRoughLatLon'
PokemonUtilities:386:in `getLatLong'
PokemonUtilities:586:in `getToneInternal'
PokemonUtilities:584:in `each'
PokemonUtilities:584:in `getToneInternal'
PokemonUtilities:353:in `getTone'
PokemonUtilities:2095:in `pbDayNightTint'
Sprite_Character:124:in `update_or'
PerspectiveTilemap:408:in `shadow_update'
Shadow:179:in `update'
I know this is relating to the shadow and day and night tints...but I am unsure how to fix this problem
Get the newest version of Essentials. The day/night system simply doesn't work in the version you have.


Hiya everybody. I've been using the essentials kit for a while now, and I'm trying to make it pretty much as close to perfect as possible. To do that, I need better support for alternate forms.

I've already downloaded the most recent version, which includes PokemonMultipleForms in the scripts. Unfortunately, it doesn't support alternate forms having different sprites, so I'm going to need some help there. Does anyone know how to make it so that when a pokemon changes forms, its sprite changes too? I've found some methods, but they were to complicated and not explanatory enough to help. Thanks in advance.
It does support different sprites for different forms, and there are plenty of examples already set up (Deoxys, Arceus, Giratina, Unown, Womadam, Rotom, etc.).

What you probably mean is them changing in battle (or not, as the case may be). I haven't looked at that yet, and I would appreciate any insights. squidgy, can you let me know where you found these methods you speak of?

squidgy617
August 28th, 2011, 04:46 PM
Yes, I am looking to make the sprites change in battle.
I can't post links yet, so I'll tell you that its on the Pokemon Essentials Wiki. The page is called "Alternate Forms". Unfortunately, the information is for a previous version of the kit, and it is very vague on exactly where to put the scripts.

taimao
August 28th, 2011, 06:44 PM
Yes, I am looking to make the sprites change in battle.
I can't post links yet, so I'll tell you that its on the Pokemon Essentials Wiki. The page is called "Alternate Forms". Unfortunately, the information is for a previous version of the kit, and it is very vague on exactly where to put the scripts.
Have you looked at this:
http://www.pokecommunity.com/showthread.php?t=251389
I made it for an earlier version of essentials, but it should still work. Hopefully, it's clear enough if not pm me.

majorgames
August 29th, 2011, 01:19 AM
Get the newest version of Essentials. The day/night system simply doesn't work in the version you have.





ok I'll look into it the problem is I think it was the newest version I downloaded...but I'll look again

TheMarkCrafter
August 29th, 2011, 04:10 AM
I have a new problem.
http://www.iaza.com/work/110830C/iaza17149041475600.png
Look at the bar. What should I do for it? Resize it or move it.
Tell me.

desbrina
August 29th, 2011, 08:26 AM
Get the newest version of Essentials. The day/night system simply doesn't work in the version you have.

Is there anyway of just replacing the old day/night system with the new one? I don't really want to update the whole of essentials since i've got most of it customised to my liking.
I've made a lot of custom edits to almost all the other scripts, some of which i forgot to document when i did them and what i did

KitsuneKouta
August 29th, 2011, 09:51 AM
As well as this, does anyone know how to remove the sprite from one page of the summary screen? i know how to remove them all, but not just one page.You should be able to do this by making the sprite visible/invisible depending on the page. Like this:
if Input.trigger?(Input::LEFT) && !@pokemon.egg?
@page==2 ? @sprites["pokemon"].visible=false : @sprites["pokemon"].visible=true
oldpage=@page
@page-=1
@page=0 if @page<0
@page=2 if @page>2
dorefresh=true
if @page!=oldpage # Move to next page
pbPlayCursorSE()
dorefresh=true
end
end
if Input.trigger?(Input::RIGHT) && !@pokemon.egg?
@page==0 ? @sprites["pokemon"].visible=false : @sprites["pokemon"].visible=true
oldpage=@page
@page+=1
@page=0 if @page<0
@page=2 if @page>2
if @page!=oldpage # Move to next page
pbPlayCursorSE()
dorefresh=true
end
endYou could also use the long hand if statement (they do the same thing). In this example, the first addition checks if @page==2 (the 3rd page, as 0 is the first page), and changes the sprites visibility if you press left. The second addition checks if @page==0 (page 1), and sets it to invisible if you press right. The sprite on the second page should disappear, whether you come from page 1 or 3. Say you don't want to make it invisible on the second page though; you could do it to the first page by checking to see if @page==1 (page 2), and setting the page to invisible (under the Input::LEFT portion). Doing the exact same thing, but under the Input::RIGHT portion will make the sprite invisible on page 3.

EDIT: Just to be clear, the only new code there is the red portions. The code is found in PokemonSummary.
About your other issue (the ev gains one): have you applied the fix that corrects the experience display? There was a bug involving non-active battlers where they wouldn't receive experience, and the lvl up stat increase indicator wasn't working. It may potentially be causing your problem, as your solution, without actually testing it, appears to be fine. It should be on the wiki (it's already fixed in the newest Essentials though).

desbrina
August 29th, 2011, 12:28 PM
thanks, i have the summary sorted.

I have all the experience bug fixes applied as far as i can tell. Its not just non active battler its happening to. Even if i have only 1 pokemon without pokerus, it gains no exp even though it says it does, doesn't give evs either it seems

Edit: I have all my other problems solved except the day/night question so its just this one and that

squidgy617
August 31st, 2011, 07:03 PM
It does support different sprites for different forms, and there are plenty of examples already set up (Deoxys, Arceus, Giratina, Unown, Womadam, Rotom, etc.).

What you probably mean is them changing in battle (or not, as the case may be). I haven't looked at that yet, and I would appreciate any insights. squidgy, can you let me know where you found these methods you speak of?
Weeelll, I feel like a noob. While taimao's script works, I still don't know how to change the sprites for 'mons like Giratina and such. I feel dumb, and I'm sure it will be obvious, but could somebody explain to me how to make something like that work?

PokéLegend
September 1st, 2011, 12:11 PM
I get theses two erros wwhen i put in the unopva pack from FL.

I'm using Pokemon Essentials DS

---------------------------
Pokemon DS
---------------------------
Script 'Interpreter' line 274: RuntimeError occurred.

Script error within event 1, map 51 (Intro):

Exception: Errno::ENOENT

Message: File Section059:1599:in `load_data'Data/trainernames.dat not found.

***Full script:

pbTrainerName


Interpreter:239:in `pbExecuteScript'

SpriteWindow:1599:in `pbRgssOpen'

PokemonUtilities:1472:in `pbGetTrainerTypeGender'

PokemonUtilities:1539:in `pbTrainerName'

(eval):1:in `pbExecuteScript'

Interpreter:1583:in `eval'

Interpreter:239:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'


---------------------------
OK
---------------------------

i got this error when i compile data:


---------------------------
Pokemon DS
---------------------------
Exception: RuntimeError

Message: Undefined value TRIATHLETE_MaleRunner in PBTrainers

File PBS/bttrainers.txt, section 090, key Type

TRIATHLETE_MaleRunner



Compiler:1518:in `checkEnumField'

Compiler:1553:in `csvEnumField!'

Compiler:500:in `pbGetCsvRecord'

Compiler:446:in `each'

Compiler:446:in `pbGetCsvRecord'

Compiler:669:in `pbCompileBTTrainers'

Compiler:665:in `each'

Compiler:665:in `pbCompileBTTrainers'

Compiler:663:in `pbEachFileSectionEx'

Compiler:1569:in `each_line'



This exception was logged in ./errorlog.txt.

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

lx_theo
September 1st, 2011, 06:36 PM
The Unova pack is (at least back when I incorporated it) not fully compatible because it was made for the system showing pokemon Poccil used. PE DS uses one that allows animated Pokemon.

http://www.pokecommunity.com/showpost.php?p=6562247&postcount=173
The fix i posted a long time back is how to fix one major issue coming from this. It may not fix your problem in particular with this, but if you haven't done it, it'll fix a problem later down the road if its not set up like this (don't know if newer version are of Unova Pack).

Lalakoops
September 2nd, 2011, 11:58 AM
I have 2 small questions:
1.How do you make an animated GIF work as the Title Screen?
2. In the Animations Editor how do you make the pokemon move? I tried just moving the pokemon's frame but that doesn't seem to work :/ it's just that tackle seems so bland.

dracoflare
September 2nd, 2011, 08:47 PM
I think a gif cannot be used,but few cut scenes can be done.I remember reading it somewhere...it can be done by creating a event on a blank map to which the game will be directed after it starts...I don't remember it correctly but it's a cool idea.

Rai Rai
September 3rd, 2011, 04:23 AM
I think a gif cannot be used,but few cut scenes can be done.I remember reading it somewhere...it can be done by creating a event on a blank map to which the game will be directed after it starts...I don't remember it correctly but it's a cool idea.

A .Gif file can be used, I've done it before with my D/p kit. It usually involves making a new script for the title screen or trying to save the .Gif as a .png which has also been done before.

RaulCortez
September 3rd, 2011, 11:55 AM
Hey people!

I'm new, and i'm sorry if this question was already posted, but this has been bugging me and i don't seem to be able to find an answer:

I'm making a GSC inspired game with the Starter Kit, and, as you know, in battle when you call a pokemon, a blue halo comes first, then the sprite.

The thing is, since i'm making my GSC game, and the battle system graphics are rather simple (it's just a white background) i don't want to go through the hassle of erasing the background of ALL the backsprites of the GSC Pokémon sprites that i resize.

The problem here is, that then, the blue halo that appears for a split second when i or a trainer call a pokemon becomes the whole square of the sprite, because i haven't erased the background (as you sure understand, having to delete 250+ backsprites one by one, by hand is kind of an overkill, specially if it's unnecessary)

So my question is this - How do i delete the blue halo and all the other halos that appear when a pokemon is called or caught?

i've been searching for the script where that information is located and i can't find it. GSC games didn't had any of those, at least colored. (i would upload a link with the picture, but apparently i'm still not able)

Also, don't think this goes here, but since i'm already asking, maybe someone knows:

Not to sound lazy, but does anyone knows if there's a pack with the old pokemon GSC sprites resized for RPG Maker? I just find it strange that so far no one has done it.

In any case, i guess i'll ask this on the resources thread, also.

Thanks!

dracoflare
September 3rd, 2011, 07:54 PM
A .Gif file can be used, I've done it before with my D/p kit. It usually involves making a new script for the title screen or trying to save the .Gif as a .png which has also been done before.

Is it perhaps possible to explain it how you did it exactly?.I don't know how to edit the Opening game event.In the essential there's a event box in the intro map which for some reason is uneditable.How do I redirect it the title screen to a event etc.

Rai Rai
September 4th, 2011, 02:53 AM
Is it perhaps possible to explain it how you did it exactly?.I don't know how to edit the Opening game event.In the essential there's a event box in the intro map which for some reason is uneditable.How do I redirect it the title screen to a event etc.

For an event is kind of awkward as you need to make it so the scripts load up the map before the intro script. And for a .Gif to work I somehow did it, was luck but I basically used a .Gif animator called Ulead, made my .Gif in there and when it came to saving as saved it into the titles folder but I overwritten the existing title image.

Pions
September 4th, 2011, 06:14 AM
I am trying to replace my battlers files with .GIF rather than .PNG. So i replaced the 001.PNG with a .GIF and it worked fine, but with one problem:

The bulbasaur file has around 50+ frames for the animation. It looks great in every viewer/program i can find, but when i set it up in game there is a strange flickering. Essentially, every cycle of the animation, the lower half of the sprite disappears and reveals only the background. So the animation is great apart from every few seconds (seemingly at the same place each animation cycle) a small section of the sprite disappears.

I am well aware that RMXP does not fully support .GIF files, but i was wondering if anyone else has had this problem or has a possible solution. Thanks guys

Derxwna Kapsyla
September 7th, 2011, 01:23 AM
Every time I try to add a Trainer Type, I keep getting this error


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

Message: undefined method `pbSaveTrainerNames' for nil:NilClass

PokemonTrainers:66:in `pbConvertTrainerData'

PokemonEditor:3075:in `pbTrainerTypeEditorNew'

PokemonEditor:3556:in `pbTrainerTypeEditor'

PokemonEditor:3540:in `pbListScreenBlock'

PokemonEditor:1522:in `loop'

PokemonEditor:1547:in `pbListScreenBlock'

PokemonEditor:3540:in `pbTrainerTypeEditor'

EditorMain:238:in `pbEditorMenu'

EditorMain:238:in `pbFadeOutIn'

EditorMain:238:in `pbEditorMenu'



This exception was logged in

C:\Users\Andrew_2\Saved Games/Touhoumon_ Faith _ Prayer Version/errorlog.txt.

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

Is there any way to fix this?

Edit: And now I'm getting this error when I tried the other version of Essentials:


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

Message: Undefined Trainer constant name: T_083

Name must consist only of letters, numbers, and

underscores and can't begin with a number.

In addition, the name must be defined

in trainernames.txt.

File PBS/trainers.txt, line 97

T_083



Compiler:906:in `pbGetConst'

Compiler:939:in `parseTrainer'

Compiler:1339:in `pbCompileTrainers'

Compiler:1337:in `loop'

Compiler:1400:in `pbCompileTrainers'

Compiler:3913:in `pbCompileAllData'

Compiler:4033



This exception was logged in

C:\Users\Andrew_2\Saved Games/Pokemon Essentials/errorlog.txt.

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

ThunderSnow
September 7th, 2011, 07:24 AM
I'm having some troubles with the waterfall script. I don't know how to fix it.
Here is the error log:

Exception: ArgumentError

Message: wrong number of arguments(2 for 0)

PokemonHiddenMoves:355:in `pbFacingTerrainTag'

PokemonHiddenMoves:355:in `pbDescendWaterfall'

PokemonField:1136

PokemonField:1129:in `call'

PBEvent:54:in `trigger'

PBEvent:49:in `each'

PBEvent:49:in `trigger'

Game_Character_2:67:in `update_move'

Game_Character_2:6:in `update_old2'

Walk_Run:95:in `update'

Thanks in advance.

MaTe9usz6
September 7th, 2011, 11:39 AM
Please paste there full script.

zingzags
September 7th, 2011, 01:15 PM
I know what it is(give me a moment for fix).

terrain=Kernel.pbFacingTerrainTag(nil,event)

to

terrain=Kernel.pbFacingTerrainTag

zingzags
September 7th, 2011, 02:23 PM
I have noticed (Wiki Essentials) That if you go to a wild surf battle, and run away, the game tends to lag a lot, I currently do not know what is the issue causing it but I also highly doubt that I changed anything to make it that way, because other wild battles work fine.

ThunderSnow
September 7th, 2011, 03:01 PM
I know what it is(give me a moment for fix).

terrain=Kernel.pbFacingTerrainTag(nil,event)

to

terrain=Kernel.pbFacingTerrainTag

Where can I find it?

Also:
Here is the current waterfall script I have
HiddenMoveHandlers::CanUseMove.add(:WATERFALL,proc{|move,pkmn|
if !$DEBUG &&
!(HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORWATERFALL : $Trainer.badges[BADGEFORWATERFALL])
Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
return false
end
terrain=Kernel.pbFacingTerrainTag
if terrain!=PBTerrain::Waterfall
Kernel.pbMessage(_INTL("Can't use that here."))
return false
end
return true
})

Events.onAction+=proc{|sender,e|
terrain=Kernel.pbFacingTerrainTag
if terrain==PBTerrain::Waterfall
Kernel.pbWaterfall
return
end
if terrain==PBTerrain::WaterfallCrest
Kernel.pbMessage(_INTL("A wall of water is crashing down with a mighty roar."))
return
end
}

desbrina
September 7th, 2011, 03:34 PM
Where can I find it?

In the script pokemon hidden moves, theres a section starting
def Kernel.pbAscendWaterfall(event=nil)
at arround line 238

within that there is the
terrain=Kernel.pbFacingTerrainTag(nil,event)

the next section below it
def Kernel.pbDescendWaterfall(event=nil)

you need to replace the line as well


Edit

Can anyone help with the vanishifwitch on trainer battles

It creates a new page on the event but the page still has the trainer graphic instead of no graphic at all

ツタージャ
September 10th, 2011, 12:57 AM
I need someone to help. Look at the video. I want the lady to stop moving.
http://www.pokecommunity.com/attachment.php?attachmentid=62014&stc=1&d=1315645099

Ratty524
September 10th, 2011, 11:23 PM
Hate to burden the experts with even more questions, but I want to learn how I could go about creating custom abilities in my game. I know it involves scripting, to say the least.

Anyway, these are the abilities I want to create:

Hiker: This would allow a pokemon to be immune to entry hazard damage (stealth rock, spikes, etc.)

Snow Slider: raises a pokemon's speed in hail. A swift swim/chlorophyll equivalent.

Stiff Body: Moves that do physical damage will do half the usual damage on a pokemon with this ability

Frost Power: Boosts the power of ice-type moves under hail.

On the subject of abilities, has anyone figured out how to get Snow Warning to work? Any help is appreciated.

Maruno
September 11th, 2011, 08:43 AM
Every time I try to add a Trainer Type, I keep getting this error


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

Message: undefined method `pbSaveTrainerNames' for nil:NilClass

PokemonTrainers:66:in `pbConvertTrainerData'

PokemonEditor:3075:in `pbTrainerTypeEditorNew'

PokemonEditor:3556:in `pbTrainerTypeEditor'

PokemonEditor:3540:in `pbListScreenBlock'

PokemonEditor:1522:in `loop'

PokemonEditor:1547:in `pbListScreenBlock'

PokemonEditor:3540:in `pbTrainerTypeEditor'

EditorMain:238:in `pbEditorMenu'

EditorMain:238:in `pbFadeOutIn'

EditorMain:238:in `pbEditorMenu'



This exception was logged in

C:\Users\Andrew_2\Saved Games/Touhoumon_ Faith _ Prayer Version/errorlog.txt.

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

Is there any way to fix this?

Edit: And now I'm getting this error when I tried the other version of Essentials:


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

Message: Undefined Trainer constant name: T_083

Name must consist only of letters, numbers, and

underscores and can't begin with a number.

In addition, the name must be defined

in trainernames.txt.

File PBS/trainers.txt, line 97

T_083



Compiler:906:in `pbGetConst'

Compiler:939:in `parseTrainer'

Compiler:1339:in `pbCompileTrainers'

Compiler:1337:in `loop'

Compiler:1400:in `pbCompileTrainers'

Compiler:3913:in `pbCompileAllData'

Compiler:4033



This exception was logged in

C:\Users\Andrew_2\Saved Games/Pokemon Essentials/errorlog.txt.

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

The latest version of essentials renamed "trainernames.txt" to "trainertypes.txt". That may be somewhere to start.


Hate to burden the experts with even more questions, but I want to learn how I could go about creating custom abilities in my game. I know it involves scripting, to say the least.

Anyway, these are the abilities I want to create:

Hiker: This would allow a pokemon to be immune to entry hazard damage (stealth rock, spikes, etc.)

Snow Slider: raises a pokemon's speed in hail. A swift swim/chlorophyll equivalent.

Stiff Body: Moves that do physical damage will do half the usual damage on a pokemon with this ability

Frost Power: Boosts the power of ice-type moves under hail.

On the subject of abilities, has anyone figured out how to get Snow Warning to work? Any help is appreciated.
The number one rule for adding new abilities is that, if there's an existing ability that is similar to what you want to add, copy it. Abilities can do so many completely different things that it's impossible to give a general explanation of how to add them.

Hiker - The Levitate ability makes Pokémon immune to entry hazards. Copy it for that effect.

Snow Slider - As you said, Swift Swim and Chlorophyll do similar things. Copy them.

Stiff Body - In the same place in the scripts that Pure Power doubles a move's damage, put something in to halve the damage if the move is physical and the opponent has Stiff Body.

Frost Power - Copy Huge Power, but add in that it only works for Ice moves in hail.

Snow Warning is the same as Drought and Drizzle, but for hail. Wherever they appear in the scripts, copy them for Snow Warning.

Eventually all abilities will be included in Essentials by default. I couldn't possibly say when, though.

Worldslayer608
September 11th, 2011, 11:27 AM
I am trying to make an NPC walk in place... any ideas how I can do this?

desbrina
September 11th, 2011, 12:01 PM
When creating the npc you select stop animation which enables the walking while standing still

Worldslayer608
September 11th, 2011, 12:05 PM
When creating the npc you select stop animation which enables the walking while standing still

Fixed. Thanks for the help

Ratty524
September 11th, 2011, 11:09 PM
The number one rule for adding new abilities is that, if there's an existing ability that is similar to what you want to add, copy it. Abilities can do so many completely different things that it's impossible to give a general explanation of how to add them.

Hiker - The Levitate ability makes Pokémon immune to entry hazards. Copy it for that effect.

Snow Slider - As you said, Swift Swim and Chlorophyll do similar things. Copy them.

Stiff Body - In the same place in the scripts that Pure Power doubles a move's damage, put something in to halve the damage if the move is physical and the opponent has Stiff Body.

Frost Power - Copy Huge Power, but add in that it only works for Ice moves in hail.

Snow Warning is the same as Drought and Drizzle, but for hail. Wherever they appear in the scripts, copy them for Snow Warning.

Eventually all abilities will be included in Essentials by default. I couldn't possibly say when, though.
Thank you, but I have some questions (I'm not very experienced with RGSS)
if pkmn.pbOwnSide.effects[PBEffects::Spikes] > 0
if !isConst?(pkmn.ability,PBAbilities,:LEVITATE) && !pkmn.pbHasType?(:FLYING) && (pkmn.ability,PBAbilities,:HIKER)
spikesdiv=[0,8,6,4]
pkmn.pbReduceHP(pkmn.hp/spikesdiv[pkmn.pbOwnSide.effects[PBEffects::Spikes]])
pbDisplayPaused(_INTL("{1} is hurt by spikes!",pkmn.pbThis))
This is what I did for PokeBattle_Battle class to implement Hiker. Is this essentially correct, or do I need to do more?

For Stiff Body and Frost Power, I found where the damage is calculated for Huge and Pure Power, but I simply don't understand the proper format for implementing it.

Here's what I attempted for Stiff Body, at least:
if isConst?(opponent.ability,PBAbilities,:STIFFBODY)
atk=(atk/2).floor
end
The problem is I can't figure out how to get it to check whether the attack used was physical. I'm a total noob at this.

Also, I can't seem to find the class where the Swiftswim/chlorophyll abilities are implemented. Can you help me out?

Maruno
September 12th, 2011, 03:45 PM
Thank you, but I have some questions (I'm not very experienced with RGSS)

This is what I did for PokeBattle_Battle class to implement Hiker. Is this essentially correct, or do I need to do more?
if pkmn.pbOwnSide.effects[PBEffects::Spikes] > 0
if !isConst?(pkmn.ability,PBAbilities,:LEVITATE) && !pkmn.pbHasType?(:FLYING) && !isConst?(pkmn.ability,PBAbilities,:HIKER)
spikesdiv=[0,8,6,4]
pkmn.pbReduceHP(pkmn.hp/spikesdiv[pkmn.pbOwnSide.effects[PBEffects::Spikes]])
pbDisplayPaused(_INTL("{1} is hurt by spikes!",pkmn.pbThis))
end
endAlmost right. The red bit is what you want.

For Stiff Body and Frost Power, I found where the damage is calculated for Huge and Pure Power, but I simply don't understand the proper format for implementing it.

Here's what I attempted for Stiff Body, at least:

The problem is I can't figure out how to get it to check whether the attack used was physical. I'm a total noob at this.
if isConst?(opponent.ability,PBAbilities,:STIFFBODY) && pbIsPhysical?(type)
atk=(atk/2).floor
endPut that in next to where Huge Power is mentioned.

if weather==PBWeather::HAIL
if isConst?(type,PBTypes,:ICE) && isConst?(attacker.ability,PBAbilities,:FROSTPOWER)
damage=(damage*1.5).floor
end
endPut that in a bit further down, next to where the other weather stuff is handled.


Also, I can't seem to find the class where the Swiftswim/chlorophyll abilities are implemented. Can you help me out?
A Pokémon's speed is calculated in the script section PokeBattle_Battler, in the def pbSpeed. Copy Chlorophyll/Swift Swim exactly, but just change the ability and the weather.

I think you did very well for "a total noob".

Ratty524
September 12th, 2011, 08:42 PM
Thanks a a lot. Going to test this stuff out right now.

victorspvl
September 15th, 2011, 04:41 AM
How I can move Dependent events?? I need much this answer!

Thanks!

TACHAN
September 17th, 2011, 08:12 AM
Hello!
I could have done variants of Wild Pokemon Shiny focused on other things.
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
pokemon.makeShiny
end
}

Here a few examples that I share:

Wild Pokemon with upset condition.
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
pokemon.status=PBStatuses::SLEEP/POISON/FROZEN/PARALYSIS/BURN
end
}
X = Switch Number
Only it chooses a status condition, Obviously.


Wild Pokemon with Moves to choice.
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
pbAutoLearnMove(pokemon,PBMoves::Y)
pbAutoLearnMove(pokemon,PBMoves::Y)
pbAutoLearnMove(pokemon,PBMoves::Y)
pbAutoLearnMove(pokemon,PBMoves::Y)
end
}
X = Switch Number
Y = Movements of the Wild Pokemon


Wild Pokemon with equipped item.
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
pokemon.item=PBItems::Y
end
}

X = Swicth Number
Y = Item Name


Wild Pokemon with all IVS to 31.
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
# Set all IVs to 31 for example
pokemon.iv[0]=31 # HP
pokemon.iv[1]=31 # Attack
pokemon.iv[2]=31 # Defense
pokemon.iv[3]=31 # Speed
pokemon.iv[4]=31 # Special Attack
pokemon.iv[5]=31 # Special Defense
# Recalculate stats
pokemon.calcStats
end
}
X = Switch Number

Wild Pokemon with all EVS to 255. (HACK HACK HACK :laugh:)

Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
pokemon.ev[0]=255
pokemon.ev[1]=255
pokemon.ev[2]=255
pokemon.ev[3]=255
pokemon.ev[4]=255
pokemon.ev[5]=255
# Recalculate stats
pokemon.calcStats
end
}
X = Swicth Number


After all that, I have a few questions.
-Does it form someone of doing that the Wild Pokemon has the ability that you choose?
-Does it form someone of doing that the Wild Pokemon has the alternative form that you choose?
-How might all that do with a pokemon of a trainer without touching anything of the metadata?

Bill™
September 18th, 2011, 11:03 AM
In Raptor EX, you can trade pokemon. Is there a way to do this in the newest essentials?

ManCharmander
September 19th, 2011, 12:37 PM
Hi, I'm new to all this stuff. Like three days.. I'm wondering how to make it so that the wild encounters aren't level 25? Please reply. Thanks.

Tranitar
September 19th, 2011, 12:45 PM
How do I raise my chances of finding a shiny instead of it being
1/5876 or whtever i want it to be 1/25

Hi, I'm new to all this stuff. Like three days.. I'm wondering how to make it so that the wild encounters aren't level 25? Please reply. Thanks. On the Encounters notepad file inside of PBS. Whatever pokémon you want should look like this for an example.
WEEDLE,1,3
or if you wanted it to be like this
BEEDRILL,100
it would only be level 100. while the weedle would be levels 1 - 3.

jim42
September 20th, 2011, 01:46 AM
Hey guys, I've been having some trouble in regards to my BGMs. I've found that during a certain sequence in which I've altered the BGM to differ from the default one for the map, saving and reloading causes the BGM to revert to the default map one. It's rather annoying and it becomes impractical to have an event to do it all the time.

Is there are way by which I can memorise the BGM playing when one clicks save, and then have it automatically start that BGM again when the save is loaded? Oh, and before anyone suggests it, I've tried using the Memorise/Restore BGM events, which failed (unless I went about it wrong). I'm useless at scripting but if it comes to that then I'll try my best to understand it. Thanks in advance guys.

Maruno
September 20th, 2011, 03:41 PM
After all that, I have a few questions.
-Does it form someone of doing that the Wild Pokemon has the ability that you choose?
-Does it form someone of doing that the Wild Pokemon has the alternative form that you choose?
-How might all that do with a pokemon of a trainer without touching anything of the metadata?
You can only set a Pokémon's ability to be either of the ones that species can have, by setting the Pokémon's property abilityflag to 0 (the first ability) or 1 (the second ability). You can't just give a Pokémon any ability you like. I've toyed with the idea of letting people set a Pokémon's ability to anything (e.g. Pikachu with Overgrow), but then what happens when that Pokémon evolves?

You can set a Pokémon's form easily, by setting form for it.

You can't easily set any properties of a trainer's Pokémon that you can't already set in the PBS file. That would require clever and tedious scripting. On the one hand I'd like users to be able to set lots of things, but on the other hand that's a lot of variables for each trainer-owned Pokémon.


In Raptor EX, you can trade pokemon. Is there a way to do this in the newest essentials?
You mean with other real people between games? No. In-game trades are all you've got, unless someone clever comes up with a GTS-style thingy (which is a whole bucket o' worms). I'm not that interested in code-trading, though, so I'm not likely to try putting it in.

thepsynergist
September 20th, 2011, 08:45 PM
Hello!
I could have done variants of Wild Pokemon Shiny focused on other things.


Here a few examples that I share:

Wild Pokemon with upset condition.

X = Switch Number
Only it chooses a status condition, Obviously.


Wild Pokemon with Moves to choice.

X = Switch Number
Y = Movements of the Wild Pokemon


Wild Pokemon with equipped item.


X = Swicth Number
Y = Item Name


Wild Pokemon with all IVS to 31.

X = Switch Number

Wild Pokemon with all EVS to 255. (HACK HACK HACK :laugh:)

X = Swicth Number


After all that, I have a few questions.
-Does it form someone of doing that the Wild Pokemon has the ability that you choose?
-Does it form someone of doing that the Wild Pokemon has the alternative form that you choose?
-How might all that do with a pokemon of a trainer without touching anything of the metadata?

Actually tachan, that won't work with the EV show. You have to have a different variable for each stat. The way you have it now will show the same stat for each output.

ManCharmander
September 22nd, 2011, 12:08 PM
Hey, I'm just wondering how to make a Rival with Conditional Branch. Please help. Would be much obliged.

Maruno
September 24th, 2011, 10:03 AM
Hey, I'm just wondering how to make a Rival with Conditional Branch. Please help. Would be much obliged.
How do you mean? Do you mean how to make the rival use different Pokémon depending on which starter the player chose?

The wiki has a page about that.

zingzags
September 25th, 2011, 12:19 PM
Is there any way to make a sort of a Word break (Line break), for example I have this sentence:

"I Like Pie"

to:

"I
Like Pie"

I have a certain text displaying, but the sentence runs too long, I want to be able to cut it and place the other half right under because this text is loaded from the PBS files.

pokemonmasteraaron
September 25th, 2011, 03:40 PM
I've got 2 things to ask about essentials.
I'm blind, so I'm making, and have already made, pokemon game(s) with no map but the pokecenter, but complete storyline, but this isn't the place to discuss that, I just thought that may be handy for those whom help me.
1: I wish to creat a password system like on pokemon rumble.
Normally, this would not be a problem.
Input number 8 digits.
Conditional branch variable 51 password is 11297381
if so, conditional branch giving away a pokémon of my choice, of my level choice.
However, in essentials, instead of letting you enter a number as with pokemon rumble, you have to select a number.
It doesn't work out!
I need a way for you to be able to enter a password and if correct, than the conditional branch will happen.
Please tell me if you can help me with that.
2: On, what I hope, is a more easy task, I am having trouble with control timer.
The steller empire is going to bomb the place and explode everything if you don't beat so many people in a certen amount of time.
However, I can't ever get it to work properly.
It rresults like you did it in time no matter what.
Any help?
What I do.
Control Timer start 0 min 0 sec.
Conditional branch if 10 min or longer, than
play se explosion
return to title screen.
Else
Storyline contenues.


If you'd help, I'd be very greatful!

Atomic Reactor
September 26th, 2011, 07:31 PM
How does one go about editing the red squares that show you a pokemons area on the region map from the pokedex?

Pharetra
September 26th, 2011, 09:49 PM
How does one go about editing the red squares that show you a pokemons area on the region map from the pokedex?
Yeah, I'd like to know if that's possible too.

Maruno
September 27th, 2011, 03:23 PM
Is there any way to make a sort of a Word break (Line break), for example I have this sentence:

"I Like Pie"

to:

"I
Like Pie"

I have a certain text displaying, but the sentence runs too long, I want to be able to cut it and place the other half right under because this text is loaded from the PBS files.
The wiki's page on messages tells you how to inset a line break. It's \n by the way.


I've got 2 things to ask about essentials.
I'm blind, so I'm making, and have already made, pokemon game(s) with no map but the pokecenter, but complete storyline, but this isn't the place to discuss that, I just thought that may be handy for those whom help me.
1: I wish to creat a password system like on pokemon rumble.
Normally, this would not be a problem.
Input number 8 digits.
Conditional branch variable 51 password is 11297381
if so, conditional branch giving away a pokémon of my choice, of my level choice.
However, in essentials, instead of letting you enter a number as with pokemon rumble, you have to select a number.
It doesn't work out!
I need a way for you to be able to enter a password and if correct, than the conditional branch will happen.
Please tell me if you can help me with that.
2: On, what I hope, is a more easy task, I am having trouble with control timer.
The steller empire is going to bomb the place and explode everything if you don't beat so many people in a certen amount of time.
However, I can't ever get it to work properly.
It rresults like you did it in time no matter what.
Any help?
What I do.
Control Timer start 0 min 0 sec.
Conditional branch if 10 min or longer, than
play se explosion
return to title screen.
Else
Storyline contenues.


If you'd help, I'd be very greatful!
1. You can use pbEnterText("Enter code:",1,8) to let the player type in a code. Save it to a variable, and then compare it to whichever codes you have in your conditional branches.

2. This should be done in the scripts rather than events, because events won't check the time constantly. The Bug Catching Contest has a timer in it (20 minutes by default). You can copy how this works. Basically, save the starting time to a variable, then use an Events.onMapUpdate procedure to compare the start time + 10 minutes to the current time. If greater, game over!


How does one go about editing the red squares that show you a pokemons area on the region map from the pokedex?
Edit them how? The squares are in the script section PokemonNestsMap, and look like:

@point.fill_rect(0,0,20,20,Color.new(255,0,0))The def pbUpdate just below that changes the opacity of the squares to make them glow. That's all there is to them.

I'd like to know how you'd rather see them work.

Atomic Reactor
September 27th, 2011, 03:49 PM
And that's all I needed. I just wanted to make it so they don't overlap, and change them to a different color. Thank you very much :)

Now... This problem started showing up before i edited that... So it has nothing to do wit that script change. But for some reason... the use of scrolling menus is really acting up... Like... The pokedex and bag menus are acting strange. I can't get all the way to the bottom of the bag if it's off the screen, and i can't go below the fourth pokemon on my pokedex. If i go up from the top, it will go to the very bottom and scroll back up to the top really fast. I've never had this problem until now, and I haven't changed any scripts in months... Any idea what the problem could be?

Nevermind... I restarted my computer..and it fixed the problem..

pokemonmasteraaron
September 28th, 2011, 10:39 AM
Thanks for the help, but I still need to know one thing.
How do I save something to a variable?

IceGod64
September 28th, 2011, 11:41 AM
Thanks for the help, but I still need to know one thing.
How do I save something to a variable?

It's extremely easy to that, probabl the simplest thing in RGSS.

VARIABLENAME = VALUE

So, for example

NumberOfCheezits = 0
COLOR = "Red"

Magnus Vale
September 28th, 2011, 02:40 PM
I'm having some issues with the Day/Night system in my game.

When I load up the game to test, the night tint only shows up for aoout 5 seconds and then vanishes.

I am using the latest version of Pokemon Essentials downloaded from the wiki. I have not made any changes to the day/night system.

I would very much appreciate any advice on how to go about fixing this.

pokemonmasteraaron
September 28th, 2011, 05:11 PM
VARIABLENAME = VALUE?
I'm not sure if that exactly answers my question.
I need to save something that someone typed in, or something the clock started in a variable so that the game can function properly.
See the answer to my first question to see exactly what I want to know.

KitsuneKouta
September 28th, 2011, 06:27 PM
VARIABLENAME = VALUE?
I'm not sure if that exactly answers my question.
I need to save something that someone typed in, or something the clock started in a variable so that the game can function properly.
See the answer to my first question to see exactly what I want to know.I was about to get into a whole spiel on how variables work and such, but instead I'll show you. You can set the value of a variable (save something to it) by simply using the equals sign. You can even save it to the value returned by a method. So in this case, it would look like: $game_variables[123]=pbEnterText("text",0,10)

The method is automatically called when you do this, which is even more convenient. That one line will call pbEnterText, get whatever the user inputs, and save it in $game_variables[123]. Be aware that calling pbEnterText will allow the user to enter text, numbers and symbols though. It's the same method used for the name entry screen. $game_variables are the variables built-in to RMXP (in the Game_Variables script section), and are in fact the same ones that you see in events. So setting variable 001 in an event to "pie" is the same thing as writing $game_variables[1]="pie"

To touch a little more on what IceGod64 said, in a method you can type whatever name you want for a variable (as long as it's not a keyword), like VARIABLENAME, as per his example (although that's used for constants. not important in this case though). However, that variable cannot be used anywhere but in the method you created it, unless you use it as a parameter when calling another method from the one it's in (or a method it was passed to as a parameter). That's probably getting a little complex, so just use $game_variables for now. The "$" in front of it turns it into a global variable which can be used anywhere and everywhere in the code, even in other script sections, in case you were curious. You have to specifically use $game_variables if you want it useable in an event though. Just be careful not to use it for something else in your game by accident, since giving it a value in code somewhere won't be apparent when looking at the variables through event commands. Those names you can give them in events are just for show.

pokemonmasteraaron
September 29th, 2011, 05:38 AM
I was about to get into a whole spiel on how variables work and such, but instead I'll show you. You can set the value of a variable (save something to it) by simply using the equals sign. You can even save it to the value returned by a method. So in this case, it would look like: $game_variables[123]=pbEnterText("text",0,10)

The method is automatically called when you do this, which is even more convenient. That one line will call pbEnterText, get whatever the user inputs, and save it in $game_variables[123]. Be aware that calling pbEnterText will allow the user to enter text, numbers and symbols though. It's the same method used for the name entry screen. $game_variables are the variables built-in to RMXP (in the Game_Variables script section), and are in fact the same ones that you see in events. So setting variable 001 in an event to "pie" is the same thing as writing $game_variables[1]="pie"

To touch a little more on what IceGod64 said, in a method you can type whatever name you want for a variable (as long as it's not a keyword), like VARIABLENAME, as per his example (although that's used for constants. not important in this case though). However, that variable cannot be used anywhere but in the method you created it, unless you use it as a parameter when calling another method from the one it's in (or a method it was passed to as a parameter). That's probably getting a little complex, so just use $game_variables for now. The "$" in front of it turns it into a global variable which can be used anywhere and everywhere in the code, even in other script sections, in case you were curious. You have to specifically use $game_variables if you want it useable in an event though. Just be careful not to use it for something else in your game by accident, since giving it a value in code somewhere won't be apparent when looking at the variables through event commands. Those names you can give them in events are just for show.


Okay, I'm starting to get the hang of it, but what about setting the clock's start time several replies ago to a variable?

KitsuneKouta
September 29th, 2011, 03:39 PM
Okay, I'm starting to get the hang of it, but what about setting the clock's start time several replies ago to a variable?You would use variable=Time.now.to_i. If you print the results that gives you (you could type print Time.now.to_i or just shorten print to p), you get a large string of numbers. So it needs to be comparative when checking the time (i.e. if variable==(Time.now.to_i + desiredtimeinseconds)). variable is whatever variable you choose to use, such as a $game_variable. And just in case you weren't already aware of this, using one "=" as opposed to two mean different things. One "=" sets a variable to a value, two of them tests equality. You may want to look in PokemonBugContest for more information like Maruno suggested, since that's where I pulled the Time.now.to_i function from. It's all there. It's just a little confusing until you get used to it.

pokemonmasteraaron
September 29th, 2011, 06:23 PM
And one last thing and im outa here! :P haha.
Don't wanna be a bother.
I just need to know how to set a conditional branch to happen when a serten variable is a certen thing.
e.g.
If on my password variable, they type 11o2ab1cc87 how do I make a conditional branch that will happen when the variable equals above combonation?
Conditional branch variable don't work.
Even for just numbers.
conditional branch only works for me if you set, add, subtract, etc. with control variables.

Worshy
September 29th, 2011, 11:44 PM
Hey! I'm kinda new to all this stuff. I do have previous experience making games on Warcraft 3 using its editor and minimal GameMaker experience as well as some Java knowledge. What I'm trying to say is I understand the basics of programming.

Anyways I'm working on a game using the Essentials Kit and RMXP and I was wondering if someone could answer some questions. (I know that some of these questions are general RMXP questions but it'd be nice if someone could link me to the appropriate tutorial rather than saying "This is an RMXP specific question so go ask somewhere else").

1. I want to add some sprites such as those of a policeman but how would I do this? Suppose I have a sprite sheet such as this, how do I make these into NPCs? First thing I notice is that it's the wrong size.
(Won't let me post links til I have 15 posts so please copy/paste: ("spriters-resource.com/gameboy_advance/pokeem/sheet/8329")

2. With the tilesets, how do I add more tiles from, say, a tileset I've downloaded? I can't switch between tilesets on the same map.

3. How do I make a cutscene where when the player steps onto a square he freezes and an NPC runs at him then jumps and the animation of the exclamation mark (like a trainer battle) appears then he says something then the player goes back 1 square?

4. How do I make it that when the player spawns at the start of the game (after choosing their name and gender) their mother runs up to them and gives a short speech? At the moment I set an event to autorun and made the mother Move Towards Player and say something however she just keeps walking into obstacles and when the speech finish she starts again.

5. I'm still a bit sketchy on variables in RMXP. I seem to only be able to make a max of 50 Boolean and 50 Integer variables and most of these are already use by the Essentials Kit. How would I go about making my own? (Is there a limit as to how many variables I should use?). Also what are Self-Switches? And lastly, does the save/load system that comes with the Essentials Kit automatically save any variables I make myself or do I need to individually add each one to the system?

pokemonmasteraaron
September 30th, 2011, 06:12 AM
Hey! I'm kinda new to all this stuff. I do have previous experience making games on Warcraft 3 using its editor and minimal GameMaker experience as well as some Java knowledge. What I'm trying to say is I understand the basics of programming.

Anyways I'm working on a game using the Essentials Kit and RMXP and I was wondering if someone could answer some questions. (I know that some of these questions are general RMXP questions but it'd be nice if someone could link me to the appropriate tutorial rather than saying "This is an RMXP specific question so go ask somewhere else").

1. I want to add some sprites such as those of a policeman but how would I do this? Suppose I have a sprite sheet such as this, how do I make these into NPCs? First thing I notice is that it's the wrong size.
(Won't let me post links til I have 15 posts so please copy/paste: ("spriters-resource.com/gameboy_advance/pokeem/sheet/8329")

2. With the tilesets, how do I add more tiles from, say, a tileset I've downloaded? I can't switch between tilesets on the same map.

3. How do I make a cutscene where when the player steps onto a square he freezes and an NPC runs at him then jumps and the animation of the exclamation mark (like a trainer battle) appears then he says something then the player goes back 1 square?

4. How do I make it that when the player spawns at the start of the game (after choosing their name and gender) their mother runs up to them and gives a short speech? At the moment I set an event to autorun and made the mother Move Towards Player and say something however she just keeps walking into obstacles and when the speech finish she starts again.

5. I'm still a bit sketchy on variables in RMXP. I seem to only be able to make a max of 50 Boolean and 50 Integer variables and most of these are already use by the Essentials Kit. How would I go about making my own? (Is there a limit as to how many variables I should use?). Also what are Self-Switches? And lastly, does the save/load system that comes with the Essentials Kit automatically save any variables I make myself or do I need to individually add each one to the system?


Well, I don't no nothing about mapping, animations, tilesets, or any of that, cause I'm blind.
However, I do know quite a lot about eventing.
A self switch is like a normal switch, accept it can only be used for one event (the event of which you are on)
Example.
You may want to use a normal switch for storyline events, so you can change stuff.
For a trainer; however, it may be wiser to use a self switch to avoid clutter.
And now...on to variables.
pokemon essentials uses only about 50 variables, I'm notsure what boolean is supposed to mean.
There is a thing that says "change maximum"
Use that to increase to however many variables you wish.
I usually start out with 100, same goes for switches

taimao
September 30th, 2011, 11:12 AM
@pokemonmasteraaron a boolean is a variable that is only true or false. it's what a switch would be considered.

KitsuneKouta
September 30th, 2011, 04:57 PM
And one last thing and im outa here! :P haha.
Don't wanna be a bother.
I just need to know how to set a conditional branch to happen when a serten variable is a certen thing.
e.g.
If on my password variable, they type 11o2ab1cc87 how do I make a conditional branch that will happen when the variable equals above combonation?
Conditional branch variable don't work.
Even for just numbers.
conditional branch only works for me if you set, add, subtract, etc. with control variables.Control variables are those variables I mentioned before. Control variable 001 is the exact same thing as $game_variables[1]. So when you click conditional branch, on the first tab click variable, choose the variable you want (remember that those are actually $game_variables), set the condition (equal to, greater than, etc.), and set the exact value it should be (it can only be numbers if you use events. if you want letters as well, you have to use code only). I would actually suggest using code instead, and lucky for you, I already played around with a cheat codes type of thing before. Here's a generic idea of what it will look like (with sound effects already programmed into it):

def pbCheatCodes
code=pbEnterText("Enter a Code",0,10)
if code=="ABC"
pbSEPlay("itemlevel")
#do something cheat-like here
elsif code=="GENIUS"
pbSEPlay("itemlevel")
#do some other cool thing here
else
pbSEPlay("buzzer")
Kernel.pbMessage("Invalid code.")
end
endIn my example, I used the variable code, since it's not necessary to reference it anywhere else but in that particular script, but you can replace it with $game_variables[whichever] if you prefer. And in place of a conditional branch, you have the more useful if statement here. You can add as many elsif code==whatever clauses as you want, as long as they are before the final else clause. Just drop this in a new script section or wherever, then just use a script command in an event and type pbCheatCodes. RMXP will take care of it from there.


@Worshy: I was about to direct you to the general game making help thread, but it looks like it was locked since it got flooded with Essentials related stuff. Fantastic. Normally I would just say to ask in a different thread, but I didn't find a new help thread when searching, so I'll just leave you a message with the answers.

Magnus Vale
September 30th, 2011, 05:53 PM
Okay, so while making my sprites for pokemon trainers, I accidentally made them a little too tall and they're getting cut off on the top.

Is there any way to edit the pokemon battle scene to nudge down the enemy trainer a few pixels?

tom_table
October 3rd, 2011, 03:14 PM
So when I use the "EDIT TRAINER" function in the editor included with essentials, it throws this error at me when I try and save:

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

Message: undefined method `pbSaveTrainerNames' for nil:NilClass

PokemonTrainers:66:in `pbConvertTrainerData'

PokemonTrainers:99:in `pbNewTrainer'

PokemonEditor:3411:in `pbTrainerBattleEditor'

PokemonEditor:3368:in `pbListScreenBlock'

PokemonEditor:1522:in `loop'

PokemonEditor:1547:in `pbListScreenBlock'

PokemonEditor:3368:in `pbTrainerBattleEditor'

EditorMain:252:in `pbEditorMenu'

EditorMain:252:in `pbFadeOutIn'

EditorMain:252:in `pbEditorMenu'

OK
---------------------------"

Does anyone know how to fix this? Any help is greatly appreciated.

TACHAN
October 4th, 2011, 09:24 AM
Hi again!

I have just realised that from the MoveEffect 115 ahead the message always is "but it failed" in the battle. I don't understand, for example, if I move the effect to MoveEffect 114, it works.

I believed that with the solution that FL gave to me the problem had been ended.
Does someone know because there do not work the new effects that I add?

Are you using a version before 2010 May? These versions don't had a fix to unimplemented moves work.
If you do, in "PokeBattle_Move", in the end change

def PokeBattle_Move.pbFromPBMove(battle,move)
move=PBMove.new(0) if !move
movedata=PBMoveData.new(move.id)
return eval(sprintf("PokeBattle_Move_%02X.new(battle,move)",
movedata.function)) rescue PokeBattle_FailedMove.new(battle,move)
endTo:

def PokeBattle_Move.pbFromPBMove(battle,move)
move=PBMove.new(0) if !move
movedata=PBMoveData.new(move.id)
className=sprintf("PokeBattle_Move_%02X",movedata.function)
if Object.const_defined?(className)
return Kernel.const_get(className).new(battle,move)
else
return PokeBattle_UnimplementedMove.new(battle,move)
end
end
And around line 34 in "PokeBattle_MoveEffects" put

# Superclass for an unimplemented move. If it's a damaging move
# it has no additional effect. If it's a nondamaging move, it always fails.
class PokeBattle_UnimplementedMove < PokeBattle_Move
def pbEffect(attacker,opponent)
if @basedamage>0
return super(attacker,opponent)
else
@battle.pbDisplay("But it failed!")
return -1
end
end
endBoth codes are made by poccil.

Maruno
October 4th, 2011, 10:23 AM
So when I use the "EDIT TRAINER" function in the editor included with essentials, it throws this error at me when I try and save:

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

Message: undefined method `pbSaveTrainerNames' for nil:NilClass

PokemonTrainers:66:in `pbConvertTrainerData'

PokemonTrainers:99:in `pbNewTrainer'

PokemonEditor:3411:in `pbTrainerBattleEditor'

PokemonEditor:3368:in `pbListScreenBlock'

PokemonEditor:1522:in `loop'

PokemonEditor:1547:in `pbListScreenBlock'

PokemonEditor:3368:in `pbTrainerBattleEditor'

EditorMain:252:in `pbEditorMenu'

EditorMain:252:in `pbFadeOutIn'

EditorMain:252:in `pbEditorMenu'

OK
---------------------------"

Does anyone know how to fix this? Any help is greatly appreciated.
If you want to edit the External Editor's scripts, go into PokemonTrainers, find line 66 and make it say pbSaveTrainerTypes instead of pbSaveTrainerNames.

If you don't want to edit that yourself, the fix will be in the next update.


Hi again!

I have just realised that from the MoveEffect 115 ahead the message always is "but it failed" in the battle. I don't understand, for example, if I move the effect to MoveEffect 114, it works.

I believed that with the solution that FL gave to me the problem had been ended.
Does someone know because there do not work the new effects that I add?
Older versions of Essentials only use the last 2 digits of the function code (as written in the PBS file) to determine which effect it has (in PokeBattle_MoveEffects). What it's actually doing is looking at class PokeBattle_Move_15, rather than PokeBattle_Move_115. I think that's part of your problem.

The latest version of Essentials (released yesterday) uses 3-digit function codes, which allows over 4000 different effects. Use that instead. If/when you do, do NOT replace moves.txt with your own. Instead, add your new moves to the moves.txt that's already there. Make sure to check which function codes you can use for your new effects - see the Function codes page on the wiki for more details.

jim42
October 5th, 2011, 04:09 AM
Maruno, would you suggest that it would be worth moving my work to this new release of essentials? I haven't changed much in the way of scripts, just a few X and Y values here and there mostly. All my work lies in maps, tilesets and events. Oh, and seeing as no one replied to my earlier post, here it is again:

"Hey guys, I've been having some trouble in regards to my BGMs. I've found that during a certain sequence in which I've altered the BGM to differ from the default one for the map, saving and reloading causes the BGM to revert to the default map one. It's rather annoying and it becomes impractical to prevent saving in this sequence.

Is there are way by which I can memorise the BGM playing when one clicks save, and then have it automatically start that BGM again when the save is loaded? Oh, and before anyone suggests it, I've tried using the Memorise/Restore BGM events, which failed (unless I went about it wrong). I'm useless at scripting but if it comes to that then I'll try my best to understand it. Thanks in advance guys."

pokemonmasteraaron
October 5th, 2011, 10:42 AM
How can I start out the battle with the apposing pokemon already on the field?
Basically, here's what I'm doing.
The boss of my game is a person who has become superpowerful by deceiving arceus, suicune, and landorus.
Basically, I've put him as a trainer to easily munipulate certen aspects of him.
e.g.
a.i, held item, etc.
I need it to skip the introduction of normal trainer battles cause this would look weird.
roshatoe sent out roshatoe.
yeah, don't look good.
hahaha.
One other thing.
To give him extra stuff, I need to know how to give him a massive hp stat, above the base 255,
and I wish to give him more than 4 moves.
How can I do all of this?

Maruno
October 5th, 2011, 11:09 AM
Maruno, would you suggest that it would be worth moving my work to this new release of essentials? I haven't changed much in the way of scripts, just a few X and Y values here and there mostly. All my work lies in maps, tilesets and events.
Yes, that would be best (assuming you want the new features). The vast majority of changes are in the scripts, so your maps and tilesets can just be copied over. I hope you've marked which scripts you've changed (I put #CHANGED at the end of every line I tweak in my game), so that you know what to edit in the new version. It'll be much easier to put your changes into the new Essentials than it will be to upgrade your version.

I don't know about your music problem.

taimao
October 5th, 2011, 09:31 PM
I found a small error in the move effect for Heat Crash and Heavy Slam.

In PokeBattle_MoveEffects for the class PokeBattle_Move_09B in def pbBaseDamage the returned value is the variable damage, but should be basedmg.

I'm gonna send this to Maruno as a PM, so it makes it into the next update of essentials.

Edit: the same error occurs for the Electro Ball, class PokeBattle_Move_099

TACHAN
October 6th, 2011, 04:33 AM
Older versions of Essentials only use the last 2 digits of the function code (as written in the PBS file) to determine which effect it has (in PokeBattle_MoveEffects). What it's actually doing is looking at class PokeBattle_Move_15, rather than PokeBattle_Move_115. I think that's part of your problem.

The latest version of Essentials (released yesterday) uses 3-digit function codes, which allows over 4000 different effects. Use that instead. If/when you do, do NOT replace moves.txt with your own. Instead, add your new moves to the moves.txt that's already there. Make sure to check which function codes you can use for your new effects - see the Function codes page on the wiki for more details.

But if I update my Pokemon Essential, I am going to lose all the changes that I did in the script... :'(
Some parts of the game that I am doing use parts of the script with switches and other things that I have added.

There is another way of doing that the MoveEffects it has 3 digits?

Maruno
October 7th, 2011, 07:53 AM
I found a small error in the move effect for Heat Crash and Heavy Slam.

In PokeBattle_MoveEffects for the class PokeBattle_Move_09B in def pbBaseDamage the returned value is the variable damage, but should be basedmg.

I'm gonna send this to Maruno as a PM, so it makes it into the next update of essentials.

Edit: the same error occurs for the Electro Ball, class PokeBattle_Move_099
Thanks for the bug report. These will be fixed in the next release.


But if I update my Pokemon Essential, I am going to lose all the changes that I did in the script... :'(
Some parts of the game that I am doing use parts of the script with switches and other things that I have added.

There is another way of doing that the MoveEffects it has 3 digits?
If you replace all the PokeBattle script sections with the new ones, that will add in the new function codes. You should also use the new version of moves.txt, and add onto that.

I'm improving Essentials. It's up to you to make sure you can upgrade your games (if you want to) - as I've said, the easiest way I think to do this is to mark every line you change. It's good practise to keep a record of what you've done.

RikuCrafter
October 7th, 2011, 03:33 PM
So is it Poccil or Maruno who is working on Pokemon Essentials these days?

Have to ask as Upokecenter is down and I don't know where to get the new Essentials.

Cilerba
October 7th, 2011, 04:23 PM
Poccil has handed Essentials over to the members at Essentials Wiki, so basically it's Maruno, and anyone who wants to contribute, who's working on it. ... I think.

Maruno
October 7th, 2011, 05:02 PM
So is it Poccil or Maruno who is working on Pokemon Essentials these days?

Have to ask as Upokecenter is down and I don't know where to get the new Essentials.
As Cilerba said. A link to the downloads is in my signature, which incidentally appears right above your post.

jim42
October 7th, 2011, 09:22 PM
Maruno, I got the new Essentials and copied everything over. It took a bit of time to re-import my graphics and such, as well as to redirect my map transfers, but everything was successful. I also made note to put "#CHANGED *what I changed* ON *date*" on any script alterations I've made. Thanks for the advice.

RikuCrafter
October 7th, 2011, 09:45 PM
Oh, lol, silly me. Well, I started making my game, and I'm not sure which version I'm not. I got this error when trying to create a new trainer type.

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

Message: undefined method `pbSaveTrainerNames' for nil:NilClass

PokemonTrainers:66:in `pbConvertTrainerData'

PokemonEditor:3075:in `pbTrainerTypeEditorNew'

PokemonEditor:3396:in `pbTrainerBattleEditor'

PokemonEditor:3368:in `pbListScreenBlock'

PokemonEditor:1522:in `loop'

PokemonEditor:1547:in `pbListScreenBlock'

PokemonEditor:3368:in `pbTrainerBattleEditor'

EditorMain:252:in `pbEditorMenu'

EditorMain:252:in `pbFadeOutIn'

EditorMain:252:in `pbEditorMenu'



This exception was logged in

C:\Users\Kyle\Saved Games/Pokemon Essentials/errorlog.txt.

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

And this when trying to make a new trainer battle using an existing type:

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

Message: undefined method `pbSaveTrainerNames' for nil:NilClass

PokemonTrainers:66:in `pbConvertTrainerData'

PokemonTrainers:99:in `pbNewTrainer'

PokemonEditor:3411:in `pbTrainerBattleEditor'

PokemonEditor:3368:in `pbListScreenBlock'

PokemonEditor:1522:in `loop'

PokemonEditor:1547:in `pbListScreenBlock'

PokemonEditor:3368:in `pbTrainerBattleEditor'

EditorMain:252:in `pbEditorMenu'

EditorMain:252:in `pbFadeOutIn'

EditorMain:252:in `pbEditorMenu'



This exception was logged in

C:\Users\Kyle\Saved Games/Pokemon Essentials/errorlog.txt.

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

Yero
October 8th, 2011, 02:05 AM
Hi guys, maybe a silly question, but I was trying to get these pre-battle mugshots, but for some reason, I can not find the file or code that links to the pictures and their location...
Can somebody tells me step by step how to set up one?

Maruno
October 8th, 2011, 06:25 AM
Oh, lol, silly me. Well, I started making my game, and I'm not sure which version I'm not. I got this error when trying to create a new trainer type.
See the previous page.

We do appreciate people looking around at least a little for answers before asking the same questions again and again.

RikuCrafter
October 8th, 2011, 05:11 PM
I tried that. My line 66 of PokemonTrainers says PbSaveTrainerBattles, line 65 is already PbSaveTrainerTypes. Anything?

dracoflare
October 8th, 2011, 09:14 PM
Well I have few doubts
1)I make a event which should stay in a particular area for just that one time.I implement it by putting the event in some tree or some other surrounding are with opacity 0 and move the character to the desired location and set opacity to 255.Doing so can make the event appear only once.While this works well normally if I happen to save the game in the middle..every thing is reset. That is the event will return to the tree I placed it originally with opacity set 0.Ofcourse to prevent this all I have to do is make sure the player doesn't get a chance to save but..I wanted to know from you guys is there any other method for this?

2)I have read somewhere on the forums how to use scene_movie to play a avi video.I have did the same thing used this command
$scene = Scene_Movie.new("INTRO")
Ofcourse I placed a video in the suitable format in the movies folder.Howver I couldn't understand where to place the movies folder..so I placed it both in the graphics folder and in the main folder where the project is saved.Unfortunately the video didn't play and all that appeared to me is a black screen.

I tried my best to explain my problems but if you want me to explain better i'll provide screen shots and the exact script I used.

Ratty524
October 11th, 2011, 12:48 AM
I have two questions:

1) How can I stop that bouncing effect with the pokemon battle sprite and Health Bar during a Pokemon battle? you know how when you select a pokemon and they sort of bounce up and down?

2) For some reason, the BGM for pokemon battles seems to play at a lower volume than the original track, because when I play the battle bgm through RMXP's sound test, the volume is perfect. How can I fix this?

AmaranthProject
October 11th, 2011, 11:23 PM
Pretty simple question here:

PBDayNight.isNight?() returns as either true or false

The documentation says that you should be able to use the method in a conditional branch, the question is how?

Here's the error I have been getting, guess there must be some other syntax to use......

-EDIT- Got it working, there was already a predefined switch for certain time periods, derp.

http://img10.imageshack.us/img10/9852/problemdy.png

krofty
October 14th, 2011, 10:53 AM
anyone know how to change the resolution of the battle scene?

leolionstar2
October 15th, 2011, 06:28 AM
would it be possible to create an online battle option on this?

Nickalooose
October 16th, 2011, 06:13 AM
how do i make an event appear on certain day? the wiki doesn't help...

zingzags
October 16th, 2011, 12:02 PM
how do i make an event appear on certain day? the wiki doesn't help...

I think its something like PBDay.isWeekday?() or something check out the notes in the starter kit.

Nickalooose
October 17th, 2011, 06:40 AM
Thanx ZingZags, but i can't actually find anything on specific days of the week, alot of time events and such. x


EDIT: Is there a way i can receive an item, i.e. Potion or Doll, but it goes straight into the PC like on the games when your mother buys things with your money?

Thanks in advance.

Pharetra
October 20th, 2011, 05:54 AM
Simple question I guess:

I want to set the default screensize to 240x160 pixels, but when I set the values DEFAULTSCREENWIDTH, DEFAULTSCREENHEIGHT and DEFAULTSCREENZOOM to 240, 160 and 0,5 respectively, only the screensize is changed but it isn't zoomed out.

Maruno
October 20th, 2011, 12:19 PM
Thanx ZingZags, but i can't actually find anything on specific days of the week, alot of time events and such. x
pbIsWeekday(-1,2,4,6) is used for the Bug Catching Contest, and is TRUE if the day is Tuesday (2), Thursday (4) or Saturday (6). It is already a switch and is used as part of the Bug Catching Contest, so look at how it works. The def itself is in the script section PokemonTime.

It seemed so obvious too...


Simple question I guess:

I want to set the default screensize to 240x160 pixels, but when I set the values DEFAULTSCREENWIDTH, DEFAULTSCREENHEIGHT and DEFAULTSCREENZOOM to 240, 160 and 0,5 respectively, only the screensize is changed but it isn't zoomed out.
Use a decimal point, not a comma.

Pharetra
October 20th, 2011, 12:22 PM
Use a decimal point, not a comma.
My bad, I did use a decimal point, I'm used to type commas in those situations xD

Atomic Reactor
October 21st, 2011, 05:38 PM
Is there a way to edit the "option" menu script to where you can have music being muted/ not muted.... like... so you can turn it on and off in options?

Vampire://Krimm
October 22nd, 2011, 07:50 PM
Is there a specific reason why the opacity of images vary depending on location on the map, regardless of whether or not the opacity number is the same?

For instance I'll have a single image event that has the opacity of 150. It looks the way I want. I make a copy of this event somewhere else on the map, with the same opacity. Except when I activate that event, the opacity is blatantly different - it's either much lighter or much darker. These inconsistencies mostly appear on connected maps it seems. I've been working around, but I was wondering if anyone has a solution?

TACHAN
October 23rd, 2011, 04:14 AM
There is some way of doing that the battles have more speed?

And there is some way of changing the Wild Battle Music depending on the region?

Pharetra
October 23rd, 2011, 06:24 AM
Wanted to point out that changing the Global Metadata with the editor messes up the metadata.txt file. It's pretty frustrating to constantly having to change the metadata.

Maruno
October 23rd, 2011, 09:04 AM
Is there a specific reason why the opacity of images vary depending on location on the map, regardless of whether or not the opacity number is the same?

For instance I'll have a single image event that has the opacity of 150. It looks the way I want. I make a copy of this event somewhere else on the map, with the same opacity. Except when I activate that event, the opacity is blatantly different - it's either much lighter or much darker. These inconsistencies mostly appear on connected maps it seems. I've been working around, but I was wondering if anyone has a solution?
I suspect that this is because the first image is loaded and its opacity is halved (say), and then for the second instance that first image is copied and its opacity halved again, resulting in a quarter opacity for the second instance of the image.

You'd have to use your workarounds, unless you can figure out how to force a fresh reload of the image each time it is used instead of it using a previous existing use of it.


There is some way of doing that the battles have more speed?

And there is some way of changing the Wild Battle Music depending on the region?
Speed, not at all easily. If I knew at all how to do it, I'd be putting it into Essentials.

Just set the music for each map. The property is WildBattleBGM.


Wanted to point out that changing the Global Metadata with the editor messes up the metadata.txt file. It's pretty frustrating to constantly having to change the metadata.
Then don't use the Editor. It's easy to just edit the text file, you know.

Your problem should have been fixed in the latest release anyway.

=========================================================

Does anyone have any experience with the attack animation editor? I've played around with it a little, but I can't seem to get it to save the changes. It's useful to have, as you can move the Pokémon sprites around with it (I think that's the only advantage over the RMXP animation editor in the Database, along with the larger screen).

Vampire://Krimm
October 23rd, 2011, 03:14 PM
I figured it would be something like that.

But I do have another question - er, where exactly in the script do you set the maximum size for sprites in battle? For instance I want to expand it from 128x128 to 160x160. Also where do you control the placement of the battle sprites and backsprites and whatnot? This is all probably very obvious but for the life of me I can't seem to find the scripts.

KitsuneKouta
October 23rd, 2011, 07:48 PM
I figured it would be something like that.

But I do have another question - er, where exactly in the script do you set the maximum size for sprites in battle? For instance I want to expand it from 128x128 to 160x160. Also where do you control the placement of the battle sprites and backsprites and whatnot? This is all probably very obvious but for the life of me I can't seem to find the scripts.If you want to use larger sprites, you just have to resize them to the size you want (which will likely distort them). If you didn't already know, you need a paint program to do that (like MS Paint). There is no script to automatically make sprites smaller or larger (though it could be done with zoom commands, but that requires scripting), and likewise there's no script that requires a specific sprite size (it could be a 500x500 sprite for all it matters, it just wouldn't completely fit on screen is all).

If you want to reposition them, open the debug menu while playtesting, or open the editor. Choose the "Reposition Sprites" option. This brings up a tool to help you easily reposition them (one at a time). If you want to move all of them at once, look for instances of "spriteY" or "spriteX" in PokeBattle_ActualScene. You'll want the ones around line 650~700 or so, several lines below "class PokeballSendOutAnimation" as well as the ones around 800~900 or so, several lines below "class PokeballPlayerSendOutAnimation."

@Atomic Reactor: You could probably look for instances of pbSEPlay, etc., and whatever portions of code events use to play sounds/music (unless poccil directed those to his methods as well), and use a switch to determine the value of the volume variable (i.e. check if the switch is true on the first line of the method, and set the value to 0 if it is). I don't know how to add that to the options menu off hand, but it's probably simple enough (add another entry along with the rest of them in the list, and just make it turn the switch on/off depending on the switch's status).

KoolKat vs. Lucas
October 25th, 2011, 02:55 PM
The demo uses the function pbCreatePokemon, found in the script section --PB2-- (now called PBUtilities.)

It is defined like this:


def pbCreatePokemon
party=[3,6,9,12,15,18] # Species IDs of the Pokemon to be created
for i in 0...party.length
species=party[i]
# Generate Pokemon with species and level 20
$Trainer.party[i]=PokeBattle_Pokemon.new(species,20,$Trainer)
$Trainer.seen[species]=true # Set this species to seen and owned
$Trainer.owned[species]=true
end
end


This function, not defined in the latest release, can make it easier to add Pokemon to a party:


def pbAddPokemon(species,level)
if $Trainer.party.length==6 && $PokemonStorage.full?
Kernel.pbDisplayMessage("There's no more room for Pokemon!\1")
Kernel.pbDisplayMessage("The Pokemon Boxes are full and can't accept any more!")
return false
end
speciesname=PBSpecies.getName(species)
Kernel.pbDisplayMessage("#{$Trainer.name} obtained #{speciesname}!\1")
pokemon=PokeBattle_Pokemon.new(species,level,$Trainer)
$Trainer.seen[species]=true
$Trainer.owned[species]=true
if Kernel.pbConfirmMessage("Would you like to give a nickname to #{speciesname}?")
helptext="#{speciesname}'s nickname?"
newname=pbEnterText(helptext,0,10)
pokemon.name=newname if newname!=""
end
if $Trainer.party.length<6
$Trainer.party[$Trainer.party.length]=pokemon
else
oldcurbox=$PokemonStorage.currentBox
storedbox=$PokemonStorage.pbStoreCaught(pokemon)
curboxname=$PokemonStorage[oldcurbox].name
boxname=$PokemonStorage[storedbox].name
if storedbox!=oldcurbox
Kernel.pbDisplayMessage("Box \"#{curboxname}\" on someone's PC was full.\1")
Kernel.pbDisplayMessage("#{pokemon.name} was transferred to box \"#{boxname}.\"")
else
Kernel.pbDisplayMessage("#{pokemon.name} was transferred to someone's PC.\1")
Kernel.pbDisplayMessage("It was stored in box \"#{boxname}.\"")
end
end
return true
end


I used the original and this error occurred-

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

Message: Script error within event 1, map 32 (Professor's Lab):

Exception: SyntaxError

Message: (eval):12:in `pbExecuteScript'compile error
(eval):2: syntax error
(eval):4: dynamic constant assignment
Cyndaquil=party[1]
^
(eval):5: syntax error
155 level 5
^
(eval):7: syntax error
=PokeBattle_Pokemon.new(Cyndaquil,5,
^
(eval):9: syntax error
$Trainer.seen[Cyndaquil]=true 155
^
(eval):12: syntax error

***Full script:

def pcCreatePokemon
party=[3,6,9,12,15,18] 155
for i in 0...party.length
Cyndaquil=party[1]
155 level 5
$Trainer.party[1]
=PokeBattle_Pokemon.new(Cyndaquil,5,
$Trainer)
$Trainer.seen[Cyndaquil]=true 155
Set this species to be seen and owned
$Trainer.owned[Cyndaquil]=true
end




Interpreter:275:in `pbExecuteScript'

Interpreter:1592:in `command_355'

Interpreter:493:in `execute_command'

Interpreter:193:in `update'

Interpreter:106:in `loop'

Interpreter:198:in `update'

Scene_Map:103:in `update'

Scene_Map:101:in `loop'

Scene_Map:114:in `update'

Scene_Map:68:in `main'



This exception was logged in

C:\Users\Roberts\Saved Games/Pokemon Essentials/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
What happened here?

Poccil, PM me because I have no idea how to script it. Just PM the scripts to receive a Cyndaquil from the Professor. I am in seriously.

IceGod64
October 25th, 2011, 04:03 PM
I used the original and this error occurred-

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

Message: Script error within event 1, map 32 (Professor's Lab):

Exception: SyntaxError

Message: (eval):12:in `pbExecuteScript'compile error
(eval):2: syntax error
(eval):4: dynamic constant assignment
Cyndaquil=party[1]
^
(eval):5: syntax error
155 level 5
^
(eval):7: syntax error
=PokeBattle_Pokemon.new(Cyndaquil,5,
^
(eval):9: syntax error
$Trainer.seen[Cyndaquil]=true 155
^
(eval):12: syntax error

***Full script:

def pcCreatePokemon
party=[3,6,9,12,15,18] 155
for i in 0...party.length
Cyndaquil=party[1]
155 level 5
$Trainer.party[1]
=PokeBattle_Pokemon.new(Cyndaquil,5,
$Trainer)
$Trainer.seen[Cyndaquil]=true 155
Set this species to be seen and owned
$Trainer.owned[Cyndaquil]=true
end




Interpreter:275:in `pbExecuteScript'

Interpreter:1592:in `command_355'

Interpreter:493:in `execute_command'

Interpreter:193:in `update'

Interpreter:106:in `loop'

Interpreter:198:in `update'

Scene_Map:103:in `update'

Scene_Map:101:in `loop'

Scene_Map:114:in `update'

Scene_Map:68:in `main'



This exception was logged in

C:\Users\Roberts\Saved Games/Pokemon Essentials/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
What happened here?

Poccil, PM me because I have no idea how to script it. Just PM the scripts to receive a Cyndaquil from the Professor. I am in seriously.

1: You typo'd. It's "pbCreatePokemon"
2: You can't define functions inside scripts in events, and the function you're trying to recall alrready exists. To use it ingame, all you need to type is pbCreatePokemon

KitsuneKouta
October 26th, 2011, 09:45 AM
Exception: RuntimeError
Message: Script error within event 1, map 32 (Professor's Lab):
Exception: SyntaxError
Message: (eval):12:in `pbExecuteScript'compile error
(eval):2: syntax error
(eval):4: dynamic constant assignment
Cyndaquil=party[1]
^
(eval):5: syntax error
155 level 5
^
(eval):7: syntax error
=PokeBattle_Pokemon.new(Cyndaquil,5,
^
(eval):9: syntax error
$Trainer.seen[Cyndaquil]=true 155
^
(eval):12: syntax error

***Full script:

def pcCreatePokemon
party=[3,6,9,12,15,18] 155
for i in 0...party.length
Cyndaquil=party[1]
155 level 5
$Trainer.party[1]
=PokeBattle_Pokemon.new(Cyndaquil,5,
$Trainer)
$Trainer.seen[Cyndaquil]=true 155
Set this species to be seen and owned
$Trainer.owned[Cyndaquil]=true
end

Interpreter:275:in `pbExecuteScript'
Interpreter:1592:in `command_355'
Interpreter:493:in `execute_command'
Interpreter:193:in `update'
Interpreter:106:in `loop'
Interpreter:198:in `update'
Scene_Map:103:in `update'
Scene_Map:101:in `loop'
Scene_Map:114:in `update'
Scene_Map:68:in `main'

What happened here?

Poccil, PM me because I have no idea how to script it. Just PM the scripts to receive a Cyndaquil from the Professor. I am in seriously.KoolKat, Poccil no longer supports Pokemon Essentials. It is now managed by the Pokemon Essentials Wiki, which is mostly taken care of by Maruno. Also, this script is not what you're looking for (and you made some syntax errors in the code). pbCreatePokemon by default adds six Pokemon to your party, and is for demo purposes only. To add a Cyndaquil to your party, use pbAddPokemon(155,5). The 155 is Cyndquil's species number, and 5 is the level it will be when you receive it. For future reference, the post you found was very old (poccil hasn't been active here for a very long time. The kit changed hands about a year ago). Please search the wiki (http://pokemonessentials.wikia.com/wiki/Pok%C3%A9mon_Essentials_Wiki) first, rather than this thread, from now on. This thread has been here since 2007, and subsequently contains some outdated information. The wiki remains current.

Also, please clean up your error messages like I have done above when you post them. It's more readable (especially without the smilies), and doesn't clutter the thread so badly.

Maruno
October 26th, 2011, 10:34 AM
The kit changed hands about a year ago).
I disagree. The wiki picked up the kit in July (the wiki says so). Poccil just hadn't done anything with it since September 2010.

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

EDIT: Does anyone know how to force the map to redraw itself? I want to update the map immediately after changing a tile during the game (due to stepping on it), but I can't figure out how to make it happen immediately. It happens randomly when walking around, but it could take between a few and a lot of steps and then all the changes are refreshed at once. Alternatively, where in the scripts does it refresh the map? I'm not talking about autotiles here, I mean regular tiles.

This is an expert-level question, I know, but there may yet be someone who could answer, or at least make a suggestion.

KitsuneKouta
October 27th, 2011, 09:26 AM
I disagree. The wiki picked up the kit in July (the wiki says so). Poccil just hadn't done anything with it since September 2010.Fair enough. My memory isn't long enough to remember that far back too well. People had still been suggesting fixes or pointing out bugs (especially FL. Where'd he go?) and such in that time between Poccil ceasing to update and him passing it on, so the transition was smooth.

EDIT: Does anyone know how to force the map to redraw itself? I want to update the map immediately after changing a tile during the game (due to stepping on it), but I can't figure out how to make it happen immediately. It happens randomly when walking around, but it could take between a few and a lot of steps and then all the changes are refreshed at once. Alternatively, where in the scripts does it refresh the map? I'm not talking about autotiles here, I mean regular tiles.

This is an expert-level question, I know, but there may yet be someone who could answer, or at least make a suggestion.This is actually an issue I ran into as well, and only found the solution to after looking just now after you asked. In standard RMXP, it does this automatically (and Poccil renamed some stuff, so I couldn't just cut/paste what I figured out in a standard project). I actually first tried opening menus, since I figured that should update the screen, but the Pokegear is the only one I noticed that actually updated the map. It was just a $scene=Scene_Map.new call. However, this has a fade effect (oddly, existing sprites don't fade at all. Only the changes fade in). I tried every update method in Scene_Map (there's 4 or 5 different ones I think, with the last being the solution), and found what works (without the fade effect at that). Use $scene.disposeSpritesets, followed by $scene.createSpritesets. That's the only thing that seems to do it.

At times I've found myself tempted to go back and rename stuff or modify things that Poccil did to be compatible with standard RMXP commands. Some of the changes or renaming don't seem to be necessary, and broken features (like Button Input Processing) don't seem to cause any issues when fixed. Of course, I wouldn't dream of trying that on the battle system.

Maruno
October 27th, 2011, 02:45 PM
This is actually an issue I ran into as well, and only found the solution to after looking just now after you asked. In standard RMXP, it does this automatically (and Poccil renamed some stuff, so I couldn't just cut/paste what I figured out in a standard project). I actually first tried opening menus, since I figured that should update the screen, but the Pokegear is the only one I noticed that actually updated the map. It was just a $scene=Scene_Map.new call. However, this has a fade effect (oddly, existing sprites don't fade at all. Only the changes fade in). I tried every update method in Scene_Map (there's 4 or 5 different ones I think, with the last being the solution), and found what works (without the fade effect at that). Use $scene.disposeSpritesets, followed by $scene.createSpritesets. That's the only thing that seems to do it.
Shiny!

It seems that disposeSpritesets causes a bit of lag, but it seems to work without it. I also built on what you said to remove a bit more potential lag (by making the spriteset refresh only for the current map). The only problem now is that creating a new spriteset wipes out any animations that were going on at the time (namely the grass rustling animation). I have yet to find a solution to that, but it's cosmetic. You're welcome to see my code if you want to help look for a solution to this last bit.

So rejoice! This probably means we'll have sooty grass in the next update. Get your Soot Sacks at the ready. :)

Incidentally, the same kind of thing can be used to implement Cut's old grass-mowing effect (but I won't be putting that in myself).


At times I've found myself tempted to go back and rename stuff or modify things that Poccil did to be compatible with standard RMXP commands. Some of the changes or renaming don't seem to be necessary, and broken features (like Button Input Processing) don't seem to cause any issues when fixed. Of course, I wouldn't dream of trying that on the battle system.
That's an interesting idea. Some of the useless event commands could be reinstated. On further inspection, though, it'd probably just be a waste of time unless things were radically changed (which they won't be).

What's wrong with Button Input Processing?

KitsuneKouta
October 27th, 2011, 03:38 PM
Shiny!

It seems that disposeSpritesets causes a bit of lag, but it seems to work without it. I also built on what you said to remove a bit more potential lag (by making the spriteset refresh only for the current map). The only problem now is that creating a new spriteset wipes out any animations that were going on at the time (namely the grass rustling animation). I have yet to find a solution to that, but it's cosmetic. You're welcome to see my code if you want to help look for a solution to this last bit.

So rejoice! This probably means we'll have sooty grass in the next update. Get your Soot Sacks at the ready. :)

Incidentally, the same kind of thing can be used to implement Cut's old grass-mowing effect (but I won't be putting that in myself).



That's an interesting idea. Some of the useless event commands could be reinstated. On further inspection, though, it'd probably just be a waste of time unless things were radically changed (which they won't be).

What's wrong with Button Input Processing?I didn't actually bother to check if both were necessary, I just figured they were meant to be paired and left them both since it worked. Now I know to only use one.

Now, this is just off the top of my head, but would it be possible to create a second spriteset strictly for animations? I haven't delved too far into that yet (and it might be terribly complicated), but if animations were somehow kept separate from everything else, it could be controlled. I could probably say more if I checked into how the individual elements are handled in the spriteset (there's probably just a for loop that displays or disposes all at once). It may be possible to just exempt certain sprites if they have an animation tag of some kind, but I'd have to look into how RMXP recognizes animations vs other graphics (or if it differentiates at all).

Button Input Processing doesn't (or at least didn't the last time I used it months ago) function correctly (it always interpreted every input as down, if I remember correctly). If I'm not mistaken, that's actually what my entire first post on this community was about. I later just commented out Poccil's code related to it, which made it work again and didn't seem to break anything. However, I ought to find and analyze what I was actually commenting out now that I understand scripting better (it may have had some importance). It's actually the command that Pokemon Raptor used for its evented menu system. I personally found it a helpful command when I was doing mostly event-related stuff, but now that I'm scripting more it's become fairly irrelevant to me.

On a final note, we seem to be in the 3rd gen spirit today, as I think I may have found an adequate solution for implementing a functional Secret Base system to go along with that sooty grass (which is actually how you procure a couple of decorations in gen 3). Without the incredibly long and complex (and only half functional) events I tried last time.



Edit: It keeps slipping my mind, but I've found that Windows 7 (and presumably Vista) lag quite a bit. The processor on my W7 machine is comparable to (or maybe even slightly better than) the one on my XP machine, but it runs much faster on XP. Even the initial loading of the RGSS window is fairly slow. So all that talk of lag we had here before might have been because of the users choice of OS, rather than Essentials itself. I can have 10 programs and a browser with 20+ tabs running in XP and Essentials hardly lags. In W7 with RMXP being the only open program, it still lags (most noticeably at startup though).

jim42
October 27th, 2011, 07:10 PM
In lieu of my music problem, I've decided to just avoid the problem by radically changing the scene in which it occurs. However, I have also found the same issue occurs for my Pokemon Centres, Marts, and other buildings with different music to the town theme. At present, I've put all the building inners for a town on the same map, with an approximate layout congruency. I found it to be convenient and also reduces the amount of maps I need, but now the music problem affecting it irks me. Unless someone can come up with a solution, I think it's best if I just make separate maps for those buildings affected by the situation.

Onto something else. Can someone explain how the tone changes function? Also, how would one define "periods" of the day? What I want to achieve is to have four time periods of the day; Night from 9pm to 5am, Morning from 5am to 9am, Day from 9am to 5pm, and Evening from 5pm to 9pm, each with their own single tone for the whole time period. I'm not sure how the tone updates but if it were a smooth fade lasting about a second or two that would be nice.

EDIT: Oh and one other thing, with the PbPokeCenterPC script is it possible to add an extra option called say "Internet" that calls an event I have set up on a different map? I already have a system in place for said "Internet" on the computer in the player's room, and if it were able to be accessed elsewhere it would be really nice.

KitsuneKouta
October 27th, 2011, 10:27 PM
In lieu of my music problem, I've decided to just avoid the problem by radically changing the scene in which it occurs. However, I have also found the same issue occurs for my Pokemon Centres, Marts, and other buildings with different music to the town theme. At present, I've put all the building inners for a town on the same map, with an approximate layout congruency. I found it to be convenient and also reduces the amount of maps I need, but now the music problem affecting it irks me. Unless someone can come up with a solution, I think it's best if I just make separate maps for those buildings affected by the situation.

Onto something else. Can someone explain how the tone changes function? Also, how would one define "periods" of the day? What I want to achieve is to have four time periods of the day; Night from 9pm to 5am, Morning from 5am to 9am, Day from 9am to 5pm, and Evening from 5pm to 9pm, each with their own single tone for the whole time period. I'm not sure how the tone updates but if it were a smooth fade lasting about a second or two that would be nice.

EDIT: Oh and one other thing, with the PbPokeCenterPC script is it possible to add an extra option called say "Internet" that calls an event I have set up on a different map? I already have a system in place for said "Internet" on the computer in the player's room, and if it were able to be accessed elsewhere it would be really nice.I would suggest making them all separate maps anyways, since incredibly large maps (most especially when populated with numerous events) tend to have more lag. However, the music problem could possibly be corrected by using switches or variables. So if you enter the PokeCenter, turn on switch 123, or the PokeMart, turn on switch 456 and so on. Then have a parallel process common event that checks the switches/variables and plays the appropriate BGM accordingly (I don't event much anymore, so I can't come up with something specific off hand).

For the second issue, if you are referring to Poccil's day/night system that comes with Essentials, I don't suggest trying to edit it without plenty of scripting knowledge. However, since you said you don't want to script if you don't have to, you can disable the day/night feature (the wiki explains this I believe), then set up a parallel process common event that checks the time of day and activates a screen tone change command accordingly.

Your third issue can also be a common event (not parallel process this time. I don't normally suggest making them parallel process anyways because of lag). You can't call an event on a different map, however you could just put the contents of that event into a common event, and call the common event at the PC. However, you will have to script if you want to make it a part of the pbPokeCenterPC script. But, there's an easier solution. At the PC, make a Show Choices command to let the player choose between starting up the PC (just put the whole pbPokeCenterPC script command under that choice), or start the internet function (put the common event call under that choice).

jim42
October 28th, 2011, 03:24 AM
I would suggest making them all separate maps anyways, since incredibly large maps (most especially when populated with numerous events) tend to have more lag. However, the music problem could possibly be corrected by using switches or variables. So if you enter the PokeCenter, turn on switch 123, or the PokeMart, turn on switch 456 and so on. Then have a parallel process common event that checks the switches/variables and plays the appropriate BGM accordingly (I don't event much anymore, so I can't come up with something specific off hand).

For the second issue, if you are referring to Poccil's day/night system that comes with Essentials, I don't suggest trying to edit it without plenty of scripting knowledge. However, since you said you don't want to script if you don't have to, you can disable the day/night feature (the wiki explains this I believe), then set up a parallel process common event that checks the time of day and activates a screen tone change command accordingly.

Your third issue can also be a common event (not parallel process this time. I don't normally suggest making them parallel process anyways because of lag). You can't call an event on a different map, however you could just put the contents of that event into a common event, and call the common event at the PC. However, you will have to script if you want to make it a part of the pbPokeCenterPC script. But, there's an easier solution. At the PC, make a Show Choices command to let the player choose between starting up the PC (just put the whole pbPokeCenterPC script command under that choice), or start the internet function (put the common event call under that choice).
I already tried that suggestion with the music, parallel process events with variables and what not. The kind of stuff I used to use on 2k3. However when I loaded a game with them in effect, it just hanged the game. I'm at a loss to explain why. Perhaps I'll give it another go.

For the second thing, I disable the included system and make a common event with four clauses for each time period, and put a screen change event right? How do I set the conditions for the time? It would be a script wouldn't it...

And the third thing, you're basically saying copy paste my existing event into a common event, and instead of having the original event run, have the event page just call the common event, yes? The show choices part is easy enough for the other PCs.

Thanks very much for the advice.

KitsuneKouta
October 28th, 2011, 05:21 AM
I already tried that suggestion with the music, parallel process events with variables and what not. The kind of stuff I used to use on 2k3. However when I loaded a game with them in effect, it just hanged the game. I'm at a loss to explain why. Perhaps I'll give it another go.

For the second thing, I disable the included system and make a common event with four clauses for each time period, and put a screen change event right? How do I set the conditions for the time? It would be a script wouldn't it...

And the third thing, you're basically saying copy paste my existing event into a common event, and instead of having the original event run, have the event page just call the common event, yes? The show choices part is easy enough for the other PCs.

Thanks very much for the advice.I'm not surprised it hangs. Without actually trying it, I think it's probably just calling the BGM over and over (since it always meets the condition to trigger unless you turn off the switch/change the variable or whatever). So you'll probably need to add something to the bottom of the common event to basically tell it to quit after the first check (like turning off the switch).

There should be a page on time sensitive events on the wiki. I don't know the actual commands off hand, but you can use them in an event (the wiki should tell you what the exact commands are so you can copy/paste them).

And for the third thing, that's exactly what I was meaning. Events are restricted to only the map they are on (though you could script a workaround to this.), but common events work anywhere. They're basically just glorified events.

Konekodemon
October 28th, 2011, 08:25 AM
Does anyone have any HeartGold/SoulSilver tilesets for inside and outside?

Maruno
October 28th, 2011, 08:29 AM
Now, this is just off the top of my head, but would it be possible to create a second spriteset strictly for animations? I haven't delved too far into that yet (and it might be terribly complicated), but if animations were somehow kept separate from everything else, it could be controlled. I could probably say more if I checked into how the individual elements are handled in the spriteset (there's probably just a for loop that displays or disposes all at once). It may be possible to just exempt certain sprites if they have an animation tag of some kind, but I'd have to look into how RMXP recognizes animations vs other graphics (or if it differentiates at all).

Button Input Processing doesn't (or at least didn't the last time I used it months ago) function correctly (it always interpreted every input as down, if I remember correctly). If I'm not mistaken, that's actually what my entire first post on this community was about. I later just commented out Poccil's code related to it, which made it work again and didn't seem to break anything. However, I ought to find and analyze what I was actually commenting out now that I understand scripting better (it may have had some importance). It's actually the command that Pokemon Raptor used for its evented menu system. I personally found it a helpful command when I was doing mostly event-related stuff, but now that I'm scripting more it's become fairly irrelevant to me.

On a final note, we seem to be in the 3rd gen spirit today, as I think I may have found an adequate solution for implementing a functional Secret Base system to go along with that sooty grass (which is actually how you procure a couple of decorations in gen 3). Without the incredibly long and complex (and only half functional) events I tried last time.



Edit: It keeps slipping my mind, but I've found that Windows 7 (and presumably Vista) lag quite a bit. The processor on my W7 machine is comparable to (or maybe even slightly better than) the one on my XP machine, but it runs much faster on XP. Even the initial loading of the RGSS window is fairly slow. So all that talk of lag we had here before might have been because of the users choice of OS, rather than Essentials itself. I can have 10 programs and a browser with 20+ tabs running in XP and Essentials hardly lags. In W7 with RMXP being the only open program, it still lags (most noticeably at startup though).
I was thinking more like save the animations to a temporary variable, create the spriteset again and copy the animations back in. There might be a bit of an issue with where they end up displaying, but I haven't looked into that yet.

If you find out what you did to fix Button Processing, let me know and I'll look into it. It's supposed to work (it's not on the list of "event commands that don't work any more"), so it really should work properly.

The secret base thing should be nice.

I'm using W7, but aside from what I mentioned regarding disposeSpritesets, I haven't experienced any lag (that I've noticed). It may well be the case that lag is just something Essentials can't fix, as the problem is with the user's computer instead. I haven't heard any complaints recently since I downgraded the day/night system, so maybe there's nothing left to it (I can always hope).


EDIT: Oh and one other thing, with the PbPokeCenterPC script is it possible to add an extra option called say "Internet" that calls an event I have set up on a different map? I already have a system in place for said "Internet" on the computer in the player's room, and if it were able to be accessed elsewhere it would be really nice.
Look in the script section PokemonStorage, and look at the very bottom. Add a similar line for your Internet there, and have it call the class that deals with the Internet. The StorageSystemPC and TrainerPC classes that are used are just above those lines, so have a look at them to see how they work (TrainerPC is as simple as it gets).

I shouldn't think there's a need to fiddle around with events as KitsuneKouta suggests.

KitsuneKouta
October 28th, 2011, 12:22 PM
I was thinking more like save the animations to a temporary variable, create the spriteset again and copy the animations back in. There might be a bit of an issue with where they end up displaying, but I haven't looked into that yet.

If you find out what you did to fix Button Processing, let me know and I'll look into it. It's supposed to work (it's not on the list of "event commands that don't work any more"), so it really should work properly.

The secret base thing should be nice.

I'm using W7, but aside from what I mentioned regarding disposeSpritesets, I haven't experienced any lag (that I've noticed). It may well be the case that lag is just something Essentials can't fix, as the problem is with the user's computer instead. I haven't heard any complaints recently since I downgraded the day/night system, so maybe there's nothing left to it (I can always hope).



Look in the script section PokemonStorage, and look at the very bottom. Add a similar line for your Internet there, and have it call the class that deals with the Internet. The StorageSystemPC and TrainerPC classes that are used are just above those lines, so have a look at them to see how they work (TrainerPC is as simple as it gets).

I shouldn't think there's a need to fiddle around with events as KitsuneKouta suggests.I just tried it out in the 8-13-11 kit, with the same results. I found my old kit I fixed it in, applied the same fix, and it worked fine. On line 574 of PokemonMessages, command_105 is redefined, and just as I remembered, EVERY input is considered down. I had a little evented menu back then which would change the picture and script call based on the player hitting either up or down. Left and right directed the menu to its current state, so it should visually show nothing. However, leaving Button Input Processing as is resulted in every input up, down, left, right, and even X, C, enter and space, being interpreted as down (and so saves 2 as the value in the variable every time). Commenting out that small redefinition doesn't affect the text entry screen, nor does it affect choice selections or Input Number. It just fixes Button Input Processing from what I can tell. I thought maybe it was because of the method it calls, but commenting out that call makes no difference.

I'm also using a different version of RMXP on 7, so maybe that has something to do with it.

And of course, the scripted solution to jim42's problem is far superior to the evented one. I only suggested an event solution since he didn't want to code (though I think everyone should at least attempt to code at some point. It's not too hard once you get the hang of it).

jim42
October 28th, 2011, 08:52 PM
Alright, here's what I did following Maruno's advice about the script:
#CHANGED to insert following 12 lines of code, 29 OCT 2011 1504 HOURS

class InternetPC
def shouldShow?
return true
end

def name
return _INTL("Sarubyaa.net")
end

def access
Kernel.pbMessage(_INTL("\\se[accesspc]The Sarubyaa.net News Feed was accessed."))
pbTrainerPCMenu
end
end



def pbPokeCenterPC
Kernel.pbMessage(_INTL("\\se[computeropen]{1} booted up the PC.",$Trainer.name))
loop do
commands=PokemonPCList.getCommandList()
command=Kernel.pbMessage(_INTL("Which server should be accessed?"), #CHANGED "PC" TO "server" in preceding _INTL(text), 29 OCT 2011 1506 HOURS
commands,commands.length)
if !PokemonPCList.callCommand(command)
break
end
end
pbSEPlay("computerclose")
end

PokemonPCList.registerPC(StorageSystemPC.new)
PokemonPCList.registerPC(TrainerPC.new)
PokemonPCList.registerPC(InternetPC.new)How's that? The inserted code displays the new option in the choice window and what not, the only concern I have now is that in my new code I don't know what to do in relation to calling my event. At present, I have made each of the existing pages of the event their own common event, named "Sarubyaa.net1/2/3/etc...". Each of the events displays an image depicting "Sarubyaa.net" and a series of lines of text formatted to fit the image.

What I would like to do is after selecting Sarubyaa.net from the PC menu, the player can choose to read the current news story or quit the browser. When the player completes certain parts of the story (i.e. activating certain switches) the current story will update, and they will be informed as such when they try to access the site. Once the story has been read, the event changes to note this and ask if the player wants to read it again anyway.

Maruno
October 29th, 2011, 07:04 AM
I just tried it out in the 8-13-11 kit, with the same results. I found my old kit I fixed it in, applied the same fix, and it worked fine. On line 574 of PokemonMessages, command_105 is redefined, and just as I remembered, EVERY input is considered down. I had a little evented menu back then which would change the picture and script call based on the player hitting either up or down. Left and right directed the menu to its current state, so it should visually show nothing. However, leaving Button Input Processing as is resulted in every input up, down, left, right, and even X, C, enter and space, being interpreted as down (and so saves 2 as the value in the variable every time). Commenting out that small redefinition doesn't affect the text entry screen, nor does it affect choice selections or Input Number. It just fixes Button Input Processing from what I can tell. I thought maybe it was because of the method it calls, but commenting out that call makes no difference.

I'm also using a different version of RMXP on 7, so maybe that has something to do with it.

And of course, the scripted solution to jim42's problem is far superior to the evented one. I only suggested an event solution since he didn't want to code (though I think everyone should at least attempt to code at some point. It's not too hard once you get the hang of it).
I wonder why Poccil changed it, then? Perhaps he originally used it for inputting, then came up with a better way but forgot to put Button Processing back.


Alright, here's what I did following Maruno's advice about the script:
#CHANGED to insert following 12 lines of code, 29 OCT 2011 1504 HOURS

class InternetPC
def shouldShow?
return true
end

def name
return _INTL("Sarubyaa.net")
end

def access
Kernel.pbMessage(_INTL("\\se[accesspc]The Sarubyaa.net News Feed was accessed."))
pbTrainerPCMenu
end
end



def pbPokeCenterPC
Kernel.pbMessage(_INTL("\\se[computeropen]{1} booted up the PC.",$Trainer.name))
loop do
commands=PokemonPCList.getCommandList()
command=Kernel.pbMessage(_INTL("Which server should be accessed?"), #CHANGED "PC" TO "server" in preceding _INTL(text), 29 OCT 2011 1506 HOURS
commands,commands.length)
if !PokemonPCList.callCommand(command)
break
end
end
pbSEPlay("computerclose")
end

PokemonPCList.registerPC(StorageSystemPC.new)
PokemonPCList.registerPC(TrainerPC.new)
PokemonPCList.registerPC(InternetPC.new)How's that? The inserted code displays the new option in the choice window and what not, the only concern I have now is that in my new code I don't know what to do in relation to calling my event. At present, I have made each of the existing pages of the event their own common event, named "Sarubyaa.net1/2/3/etc...". Each of the events displays an image depicting "Sarubyaa.net" and a series of lines of text formatted to fit the image.

What I would like to do is after selecting Sarubyaa.net from the PC menu, the player can choose to read the current news story or quit the browser. When the player completes certain parts of the story (i.e. activating certain switches) the current story will update, and they will be informed as such when they try to access the site. Once the story has been read, the event changes to note this and ask if the player wants to read it again anyway.
That's exactly what you would do to add a new option to the PC menu. The line I coloured in red is what actually starts the storage screen/item screen/whatever, and you'd need to change that.

As for what you want, that'd be a bit more complicated. You'd need a def (that is called by whatever you replace the red line with, e.g. pbNewsItemList), which lists all available articles and marks the unread ones, and then depending on what the player chooses, call one of the common events (or integrate the articles themselves into the def).

It's an interesting challenge, not too difficult for those who know scripting, and involves things like remembering which articles are visible and read, sorting a list of commands (possibly), displaying screens of text and so forth.

jim42
October 29th, 2011, 09:38 PM
That's exactly what you would do to add a new option to the PC menu. The line I coloured in red is what actually starts the storage screen/item screen/whatever, and you'd need to change that.

As for what you want, that'd be a bit more complicated. You'd need a def (that is called by whatever you replace the red line with, e.g. pbNewsItemList), which lists all available articles and marks the unread ones, and then depending on what the player chooses, call one of the common events (or integrate the articles themselves into the def).

It's an interesting challenge, not too difficult for those who know scripting, and involves things like remembering which articles are visible and read, sorting a list of commands (possibly), displaying screens of text and so forth.

I'd figured I'd need to change that red line, can't have my new function calling the item storage can we? As for the def, that would just go in the same script page thing I assume, and it would take the form of:
def pbNewsItemList
*code depicting the news stories*
endWhat to put in the actual def is where I get stuck though, being as inexperienced as I am. At present the articles are a series of text boxes over an image, formatted with <centre> and <br> and what not to make them fit the image. I presume scripting instead would allow the text to draw itself within the desired area of the image automatically, without fiddling around with <code> or having that stupid extra line after the centering closes.

Alternatively, I already have a working system with my common events that sets a variable "StoriesRead" to the number of the article, which triggers a condition in the respective common event to ask the player if they want to reread the article, quitting the event if no is selected and jumping to the article events if yes is selected. Of course, what this does not do is allow the player to read articles older than the current one.

I figure this variable would easily be integrated into a scripted alternative, as well as its activation. As for notification of new stories, I think it would work to check the aforementioned variable value, and based on it, check to see if the respective switch for the next article to be activated is on. Then a conditional thing would say whether or not a new article is available. Ooh boy this is heading quickly into scripting territory... probably a stupid question, but figuring out how to script the articles instead would be easier and more accessible in the long run, wouldn't it?

Konekodemon
October 30th, 2011, 04:26 PM
You know I am still waiting for those tilesets.

jim42
October 30th, 2011, 08:49 PM
Mate there's plenty of tile sets around, you just have to look. You can't just sit back and expect everyone to hand you free stuff. Try deviantart and make sure the tiles you find are noted as being PUBLIC. Try Google Images, you can at times find stuff in there. Try the resources section of this very site, tile sets abound in there. If it doesn't have what you want on it, try making it yourself, it's not that hard even without a tutorial.

KitsuneKouta
October 30th, 2011, 09:07 PM
You know I am still waiting for those tilesets.You should ask for resources in the Help & Resource Center (http://www.pokecommunity.com/forumdisplay.php?f=222) rather than here (which jim42 also pointed out). But before you ask there either, you should use the search function and see if that resource has already been requested and linked to (which it probably has).

Yero
October 31st, 2011, 06:09 PM
G'day, I have a short script question, which I wasn't able to find in the other forums. Is it possible, when you have DarkMap=true, to place several lighted locations such a fire-hazard in the screen. I believe they had it in HG/SS in the Ghostcity gym. I can't find the script for doing that, any ideas?

IceGod64
November 1st, 2011, 10:58 PM
Is it possible to trigger evolution within an event?

I essentially want a moss rock in my game, except instead of triggering the evolution by leveling up near it, the rock will sparkle or shine, and the player will check it and be given the option to let their pokemon evolve. For example..

A mossy rock in Entragreen Forest:
"This odd rock is covered in moss."
"EEVEE seems to be attracted to the rock."
"Will you let it touch the rock?"
>Yes
*Trigger evolution to Leafeon*
>No
"You didn't let it touch the mossy rock."

Pharetra
November 1st, 2011, 11:10 PM
I'd like to have some help with MGC's NeoMode7 script. I want to use it in my Pokémon Essentials game, but it shows the following error:

Exception: NameError
Message: uninitialized constant Game_Player::CENTER_Y
Neo Mode 7 Part 1:186:in `neoM7_reset'
Neo Mode 7 Part 1:178:in `initialize_neoM7Plus_game_system'
Neo Mode 7 Plus:33:in `initialize'
Main:31:in `new'
Main:31:in `mainFunctionDebug'
Main:15:in `mainFunction'
Main:15:in `pbCriticalCode'
Main:15:in `mainFunction'
Main:48
Main:47:in `loop'

I'd like to know where and how I can initialize Game_Player::CENTER_Y.

In case you´re wondering, the reason I´ve posted this here is because this error only shows up in Pokémon Essentials, not in standard RPG Maker XP.

Thank you in advance!

jim42
November 2nd, 2011, 02:29 AM
Is it possible to trigger evolution within an event?

I essentially want a moss rock in my game, except instead of triggering the evolution by leveling up near it, the rock will sparkle or shine, and the player will check it and be given the option to let their pokemon evolve. For example..

A mossy rock in Entragreen Forest:
"This odd rock is covered in moss."
"EEVEE seems to be attracted to the rock."
"Will you let it touch the rock?"
>Yes
*Trigger evolution to Leafeon*
>No
"You didn't let it touch the mossy rock."

I'm no expert, but wouldn't you be able to define an evolution method that evolves when a certain switch is turned on? After that just make the event turn the switch on when you click yes, and have it turn off again afterwards so it can be reused.

Rayquaza.
November 2nd, 2011, 12:33 PM
Hi can anyone tell me how to fix this problem iv'e got with the 'outdoor' metadata setting, it won't let me play the game, but at random times it will;
here's the error message:

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'

desbrina
November 2nd, 2011, 12:51 PM
There no fix for that error other than replacing your PokemonUtilities script with that of the latest version

Rayquaza.
November 2nd, 2011, 12:56 PM
Okay thanks. I got an update now

movieguy12
November 2nd, 2011, 03:00 PM
hello im new to this so please be patient and understanding :) ..

i was tinkering around with the files today, my goal was to Create a NEW species out of a sprite i already have which is of a "fakemon" i made. NOW, i just wanted to mainly test out if i could do it so i took all the "bulbasaur" info from the pbs pokemon text folder, i replaced Most of the info of bulbasaur and replaced it with some of the info i had for my "fakemon" now instead of adding it right after the last listed pokemon "493" i think i added it as number "650" since that would be the next pokemon after all the BLACK AND WHITE pokemon. now i left info about bulbasaur alone like i said i only replaced some just to "test" it out. i added 2 sprites in the battelers section, should be correctly labled. they were sizes 129x132 not sure it that matters. ok so thats all i bascialy did. now when i tried to upload the editor to see the "fakemon" in the "repostion sprites" it would say error the names of all the pokemon were replaced by ??????...before that when i added the info about my "fakemon" into the text it wouldnt even load into the editor. i lowered the "pokedex" info and then it would error again but this time it mentioned about the "evolution" form i had listed was the error. so i removed that and now it worked all the up till the reposition part...so now im lost i dont know what to do now...i hope this makes sense....if not please ask ill try to clarify it more...or maybe give me step by step instructions as to how to make my own "fakemon" again i only wanted to test it out by just seeing it in the editor to know at least i can do it....please help!!

geo978
November 2nd, 2011, 04:44 PM
can anyone show me how to make rival chose a starter pokemon

movieguy12
November 2nd, 2011, 06:29 PM
Can someone please help me create a new species?! :( I cant seem to figure it out even after I followed the wiki page....I couldn't find the in game editor part to create a Pokemon.

Also the f9 button just won't work to get the menu up....only worked once please help!!

jim42
November 2nd, 2011, 07:48 PM
can anyone show me how to make rival chose a starter pokemon

Not sure if you're referring to a sprite walking up and removing a pokeball from the desk/ground/whatever else or if you mean a trainer whose pokemon vary based on what you pick. So here's both.

For the first, have an event with the rivals sprite on the map, and another for the pokeball. When the player selects a starter pokemon, add an action so that a variable is defined as one of three values that you'll remember. Then when the time comes for your rival to select their pokemon, create a conditional branch for each variable value that makes the event move to the respective pokeball, and activate a switch. On the pokeball event, have an event page for that switch with no graphic. All done.

For the latter, you actually need to make three trainers for every encounter you would have with them, one for each starter choice. As before assign a variable when you select a pokemon, except this time you put a conditional branch whenever you go to battle them and put have each branch contain the respective trainer battle for each starter. Shouldn't be too complicated.

Also it's probably a bit far along the way now, but does anyone else think it might be appropriate to have two threads like this? One for beginner questions and one for pro questions?

movieguy12
November 3rd, 2011, 10:31 AM
When I try and create my own species this is the error I get...anyone able to help me please! :)

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


Compiler:1600:in `pbEachFileSectionEx'
Compiler:1583:in `each_line'
Compiler:1583:in `pbEachFileSectionEx'
Compiler:1621:in `pbEachFileSection'
Compiler:2178:in `pbCompilePokemonData'
Compiler:2176:in `open'
Compiler:2176:in `pbCompilePokemonData'
Compiler:3920:in `pbCompileAllData'
Compiler:4046

geo978
November 3rd, 2011, 12:14 PM
Sorry i wasnt clear enough i mean picking pokemon from desk

Maruno
November 3rd, 2011, 01:03 PM
G'day, I have a short script question, which I wasn't able to find in the other forums. Is it possible, when you have DarkMap=true, to place several lighted locations such a fire-hazard in the screen. I believe they had it in HG/SS in the Ghostcity gym. I can't find the script for doing that, any ideas?
Nope. The darkness is drawn over the screen itself, not the map - it assumes the player will always be in the middle of the screen, which they should be. It'd take some fancy scripting to add in pools of light, and I'm not going to be doing that myself.


hello im new to this so please be patient and understanding :) ..

i was tinkering around with the files today, my goal was to Create a NEW species out of a sprite i already have which is of a "fakemon" i made. NOW, i just wanted to mainly test out if i could do it so i took all the "bulbasaur" info from the pbs pokemon text folder, i replaced Most of the info of bulbasaur and replaced it with some of the info i had for my "fakemon" now instead of adding it right after the last listed pokemon "493" i think i added it as number "650" since that would be the next pokemon after all the BLACK AND WHITE pokemon. now i left info about bulbasaur alone like i said i only replaced some just to "test" it out. i added 2 sprites in the battelers section, should be correctly labled. they were sizes 129x132 not sure it that matters. ok so thats all i bascialy did. now when i tried to upload the editor to see the "fakemon" in the "repostion sprites" it would say error the names of all the pokemon were replaced by ??????...before that when i added the info about my "fakemon" into the text it wouldnt even load into the editor. i lowered the "pokedex" info and then it would error again but this time it mentioned about the "evolution" form i had listed was the error. so i removed that and now it worked all the up till the reposition part...so now im lost i dont know what to do now...i hope this makes sense....if not please ask ill try to clarify it more...or maybe give me step by step instructions as to how to make my own "fakemon" again i only wanted to test it out by just seeing it in the editor to know at least i can do it....please help!!
So you skip a bunch of numbers and you're getting problems? The two are related, you know. It's why the wiki says you shouldn't skip numbers. Either add in all the BW Pokémon, or make your fakemon 494.


Also it's probably a bit far along the way now, but does anyone else think it might be appropriate to have two threads like this? One for beginner questions and one for pro questions?
If and when we get a section just for Essentials, people can make new threads for their questions, so they're not confined to just one or two threads.

Your suggestion would be nice, but sadly the masses can't tell the difference between a simple and a complex question (which is somewhat understandable if they don't know how things work to start with). They can't even tell the difference between an Essentials-related question and a general game-making question (which is never understandable in my book), so I just assume they have no intuition. That's partly why there is now a script section specifically for common settings (and why it's the first one you see when opening the scripts editor).


Sorry i wasnt clear enough i mean picking pokemon from desk
Do as jim42 said above, then. The key point is to save a number to a particular variable depending on which starter the player chose, and then having an autorun event that depends on this variable being non-zero. The autorun event should then have conditional branches that moves the rival in different ways depending on what the actual value is (i.e. which starter the player chose). Read Choosing a starter (http://pokemonessentials.wikia.com/wiki/Choosing_a_starter) on the wiki for more detail about some of this.

I would say this is a moderate difficulty generic RMXP thing to do - it's not something specific to Essentials. I also recommend you learn how to use RMXP first.

geo978
November 3rd, 2011, 01:45 PM
JIm42 can you show me an event screen so i can get an idea of what to do

maruno i know how to move the characters all i want to see is a event screenshot so i can have an idea of what to do

maruno i know how to move the characters all i want to see is a event screenshot so i can have an idea of what to do

movieguy12
November 3rd, 2011, 05:37 PM
Maruno, I Changed the number of the "fakemon" to 494 which follows the next Pokemon and it still gives me a error

jim42
November 3rd, 2011, 10:56 PM
JIm42 can you show me an event screen so i can get an idea of what to do

This is as basic as it gets. You make an event with the graphic as a pokeball. Insert something resembling the stuff in the first attachment. Note I assume the variable will be set to 1 for the grass starter, 4 for the fire and 7 for the water. Make a second and third page for the event, setting their conditions like in the second and third attachments. Now for what all this means.

The first page is the pokeball you click on. Selecting no does nothing. Selecting yes will firstly change the variable to a number (1 like in the pic, 4 or 7). What this will do is make the pokeball you selected disappear, as if you took it. After that, the script adds a pokemon for you, then the text and move routes affect the rival event. Change the path to suit wherever your rival must walk. Ideally you would include a "wait for move's completion" thing in there.

After the rival finishes talking, a switch turns on. Note in the third image that the switch condition is active as well as a variable, which is 7. This means if the player picked the water starter, the grass starter's pokeball will disappear when the rival "selects" their pokemon. All you have to do from there is duplicate the whole event for two more pokeballs, and change the variables and text accordingly.

I must say, this is how it goes AT ITS MOST BASIC. You're going to need to something more impressive than that if you intend to make a good game. Fiddle around with it and see what you can come up with. If need be, look at how it's done in the default maps in the kit. And next time you ask, some good grammar and spelling, as well as some evidence that you've given it a shot first, would be nice. Good luck.

geo978
November 4th, 2011, 11:59 AM
This is as basic as it gets. You make an event with the graphic as a pokeball. Insert something resembling the stuff in the first attachment. Note I assume the variable will be set to 1 for the grass starter, 4 for the fire and 7 for the water. Make a second and third page for the event, setting their conditions like in the second and third attachments. Now for what all this means.

The first page is the pokeball you click on. Selecting no does nothing. Selecting yes will firstly change the variable to a number (1 like in the pic, 4 or 7). What this will do is make the pokeball you selected disappear, as if you took it. After that, the script adds a pokemon for you, then the text and move routes affect the rival event. Change the path to suit wherever your rival must walk. Ideally you would include a "wait for move's completion" thing in there.

After the rival finishes talking, a switch turns on. Note in the third image that the switch condition is active as well as a variable, which is 7. This means if the player picked the water starter, the grass starter's pokeball will disappear when the rival "selects" their pokemon. All you have to do from there is duplicate the whole event for two more pokeballs, and change the variables and text accordingly.

I must say, this is how it goes AT ITS MOST BASIC. You're going to need to something more impressive than that if you intend to make a good game. Fiddle around with it and see what you can come up with. If need be, look at how it's done in the default maps in the kit. And next time you ask, some good grammar and spelling, as well as some evidence that you've given it a shot first, would be nice. Good luck.

Sorry about grammar needed to go somewhere was in a rush and thanks but about the actual battle i make different type of rival like with grass and fire and water starter and other different Pokemon but when i do the thing to set up rival do i make a branch for each starter?

zingzags
November 5th, 2011, 08:55 AM
Sorry about grammar needed to go somewhere was in a rush and thanks but about the actual battle i make different type of rival like with grass and fire and water starter and other different Pokemon but when i do the thing to set up rival do i make a branch for each starter?

You going to have to make three different rival's each comes with a different starter, then as you said make a conditional branch depending on which starter you choose is the rival you going to face, for example I own a fire type my rival is going to own a water type, or if you own a water type are the going to own a grass type, like Jim said fiddle with the events and stuff, look for tutorials online, youtube, read, even in pokemon essentials there are tutorials on how to do this and that.

mustafa505
November 5th, 2011, 08:59 AM
i am having problem with battle background i wanted to change it so i edited it on editor but its not working instead showing black background, how can i change this pls help ?

movieguy12
November 5th, 2011, 04:36 PM
Exception: RuntimeError
Message: Required entry BaseStats is missing or empty in section 494 (PBS/pokemon.txt)
Compiler:2202:in `pbCompilePokemonData'
Compiler:2193:in `each'
Compiler:2193:in `pbCompilePokemonData'
Compiler:2192:in `each'
Compiler:2192:in `pbCompilePokemonData'
Compiler:2178:in `pbEachFileSection'
Compiler:1621:in `pbEachFileSectionEx'
Compiler:1621:in `pbEachFileSection'
Compiler:2178:in `pbCompilePokemonData'
Compiler:2176:in `open'


this is the stats i used.....whats wrong now? :(.....im getting a headache lol...


[494]
Name=LEALIL
InternalName=LEALIL
Kind=NORMAL
Pokedex=Nothing can be said about LEALIL.
Type1=GRASS
Type2=POISON
Basestats=50,75,35,40,70,30
Rareness=255
BaseEXP=84
Happiness=70
GrowthRate=Parabolic
Stepstohatch=5120
Color=Green
Habitat=Forrest
EffortPoints=0,1,0,0,0,0
Abilities=CHLOROPHYLL
Compatibilty=7,7
Height=0.7
Weight=4.0
GenderRate=Female50Percent
Moves=1,VINEWHIP,6,GROWTH,11,WRAP,15,19,STUNSPORE,23,ACID,30,SWEETSCENT,37,RAZORLEAF,45,SLAM
EggMoves=
Evolutions=
BattlerplayerY=11
BattlerEnemyY=16
BattlerAltitude=0

Ratty524
November 5th, 2011, 04:39 PM
i am having problem with battle background i wanted to change it so i edited it on editor but its not working instead showing black background, how can i change this pls help ?

http://pokemonessentials.wikia.com/wiki/Backgrounds_and_music
This article should explain everything.

Keep in mind, this applies if you are using an actual PICTURE, not any of the default "bg" files which are just repeated lines.

Maruno
November 5th, 2011, 04:55 PM
i am having problem with battle background i wanted to change it so i edited it on editor but its not working instead showing black background, how can i change this pls help ?
Odds are your background files don't have the exact same name you've supplied in the Editor. Check your PBS file "metadata" to make sure you've got the right names. There's a bug which might be adding in quote marks to what it says in "metadata", so take those out.


Exception: RuntimeError
Message: Required entry BaseStats is missing or empty in section 494 (PBS/pokemon.txt)
Compiler:2202:in `pbCompilePokemonData'
Compiler:2193:in `each'
Compiler:2193:in `pbCompilePokemonData'
Compiler:2192:in `each'
Compiler:2192:in `pbCompilePokemonData'
Compiler:2178:in `pbEachFileSection'
Compiler:1621:in `pbEachFileSectionEx'
Compiler:1621:in `pbEachFileSection'
Compiler:2178:in `pbCompilePokemonData'
Compiler:2176:in `open'


this is the stats i used.....whats wrong now? :(.....im getting a headache lol...


[494]
Name=LEALIL
InternalName=LEALIL
Kind=NORMAL
Pokedex=Nothing can be said about LEALIL.
Type1=GRASS
Type2=POISON
Basestats=50,75,35,40,70,30
Rareness=255
BaseEXP=84
Happiness=70
GrowthRate=Parabolic
Stepstohatch=5120
Color=Green
Habitat=Forrest
EffortPoints=0,1,0,0,0,0
Abilities=CHLOROPHYLL
Compatibilty=7,7
Height=0.7
Weight=4.0
GenderRate=Female50Percent
Moves=1,VINEWHIP,6,GROWTH,11,WRAP,15,19,STUNSPORE,23,ACID,30,SWEETSCENT,37,RAZORLEAF,45,SLAM
EggMoves=
Evolutions=
BattlerplayerY=11
BattlerEnemyY=16
BattlerAltitude=0
Capitalisation is important. See what it's looking for (in red), and see what you put (in red).

movieguy12
November 5th, 2011, 05:04 PM
[QUOTE=Capitalisation is important. See what it's looking for (in red), and see what you put (in red).[/QUOTE]

Yea i just saw that and im pretty sure everything is capatalized now but im still getting the same error.


NEW STATS-
[494]
Name=LEALIL
InternalName=LEALIL
Kind=NORMAL
Pokedex=Nothing can be said about LEALIL.
Type1=GRASS
Type2=POISON
Basestats=50,75,35,40,70,30
Rareness=255
BaseEXP=84
Happiness=70
GrowthRate=Parabolic
Stepstohatch=5120
Color=Green
Habitat=Forest
EffortPoints=0,1,0,0,0,0
Abilities=CHLOROPHYLL
Compatibilty=7,7
Height=0.7
Weight=4.0
GenderRate=Female50Percent
Moves=1,VINEWHIP,6,GROWTH,11,WRAP,15,19,STUNSPORE,23,ACID,30,SWEETSCENT,37,RAZORLEAF,45,SLAM
EggMoves=
Evolutions=
BattlerplayerY=11
BattlerEnemyY=16
BattlerAltitude=0

I GOT IT!!!!IDK HOW BUT I GOT IT!!!! THANK YOU FOR HELPED ME GREATING APPREACIATE IT!!!!

mustafa505
November 5th, 2011, 09:25 PM
Odds are your background files don't have the exact same name you've supplied in the Editor. Check your PBS file "metadata" to make sure you've got the right names. There's a bug which might be adding in quote marks to what it says in "metadata", so take those out.



Capitalisation is important. See what it's looking for (in red), and see what you put (in red).

removed the quotient still not working...
only the default bg is working, not The BattleBack=battlebg8.png

Ratty524
November 6th, 2011, 11:30 AM
I have two questions:

1) How can I stop that bouncing effect with the pokemon battle sprite and Health Bar during a Pokemon battle? you know how when you select a pokemon and they sort of bounce up and down?


This question still remains

Also, I am getting a bizarre bug with the pokemon evolutions. I have a Fakemon in my game that evolves into two separate species depending on gender, and while both evolutions work, the evolved form seems to revert back to the previous level before they evolve.

In the spoiler there is an example as to what precisely happens:

http://i78.photobucket.com/albums/j114/ratty165/bugreport1.png
I just added a level 9 Antrooper to my party. In my game, Antrooper is a pokemon that evolves at level 10 if it is male.
http://i78.photobucket.com/albums/j114/ratty165/bugreport2.png
I train it up a bit, and it reaches level 10!
http://i78.photobucket.com/albums/j114/ratty165/bugreport3.png
It finally evolves into Antmando. So far, everything works perfectly... Untill...
http://i78.photobucket.com/albums/j114/ratty165/bugreport4.png
It seems like Antmando decided it wants to be level 9 instead...

In addition, here is the data for both Antmando and Antrooper:
[510]
Name=ANTROOPER
InternalName=ANTROOPER
Kind=Worker
Pokedex=When it finds food, it secretes a trail of strong-smelling fluid from its end to attract more ANTROOPER to the area.
Type1=BUG
BaseStats=50,80,78,75,20,55
Rareness=255
BaseEXP=50
Happiness=70
GrowthRate=Fast
StepsToHatch=5120
Color=Brown
EffortPoints=0,1,0,0,0,0
Abilities=COMPOUNDEYES, PICKUP
WildItemRare=LEFTOVERS
Compatibility=3,5
Height=0.7
Weight=2.8
GenderRate=Female25Percent
Moves=1,POISONSTING,2,BUGBITE,6,FURYCUTTER,7,POISONJAB,8,DIG,12,ROCKTHROW,13,TAUNT,14,SLASH
EggMoves=TICKLE,STRINGSHOT,PURSUIT,AGILITY,SPIKES,MAGNITUDE,BODYSLAM
Evolutions=ANTMANDO,LevelMale,10,ANQUEEN,LevelFemale,25
BattlerPlayerY=41
BattlerEnemyY=13
BattlerAltitude=0
[511]
Name=ANTMANDO
InternalName=ANTMANDO
Kind=Guardian
Pokedex=They are typically seen guarding an ANTROOPER nest. They fight using their powerful pincers to grapple opponents.
Type1=BUG
Type2=FLYING
BaseStats=65,118,80,105,95,58
Rareness=200
BaseEXP=123
Happiness=70
GrowthRate=Medium
StepsToHatch=5120
Color=Brown
EffortPoints=0,2,0,0,0,0
Abilities=COMPOUNDEYES, HYPERCUTTER
Compatibility=3,5
Height=1.0
Weight=5.2
GenderRate=AlwaysMale
Moves=1,POISONSTING,1,BUGBITE,1,FURYCUTTER,1,POISONJAB,1,DIG,15,QUIVERDANCE,20,XSCISSOR,31,AIRCUTTER,42,AERIALACE,53,BUGBUZZ,64,CLOSECOMBAT
EggMoves=
Evolutions=
BattlerPlayerY=41
BattlerEnemyY=13
BattlerAltitude=0
Any way to fix this?

Maruno
November 6th, 2011, 12:37 PM
removed the quotient still not working...
only the default bg is working, not The BattleBack=battlebg8.png
You don't need to include ".png" - that's added automatically during the game.

BattleBack=Mystic means it will use files called battlebgMystic.png, playerbaseMystic.png and enemybaseMystic.png.


This question still remains

Also, I am getting a bizarre bug with the pokemon evolutions. I have a Fakemon in my game that evolves into two separate species depending on gender, and while both evolutions work, the evolved form seems to revert back to the previous level before they evolve.

In the spoiler there is an example as to what precisely happens:

http://i78.photobucket.com/albums/j114/ratty165/bugreport1.png
I just added a level 9 Antrooper to my party. In my game, Antrooper is a pokemon that evolves at level 10 if it is male.
http://i78.photobucket.com/albums/j114/ratty165/bugreport2.png
I train it up a bit, and it reaches level 10!
http://i78.photobucket.com/albums/j114/ratty165/bugreport3.png
It finally evolves into Antmando. So far, everything works perfectly... Untill...
http://i78.photobucket.com/albums/j114/ratty165/bugreport4.png
It seems like Antmando decided it wants to be level 9 instead...

In addition, here is the data for both Antmando and Antrooper:
[510]
Name=ANTROOPER
InternalName=ANTROOPER
Kind=Worker
Pokedex=When it finds food, it secretes a trail of strong-smelling fluid from its end to attract more ANTROOPER to the area.
Type1=BUG
BaseStats=50,80,78,75,20,55
Rareness=255
BaseEXP=50
Happiness=70
GrowthRate=Fast
StepsToHatch=5120
Color=Brown
EffortPoints=0,1,0,0,0,0
Abilities=COMPOUNDEYES, PICKUP
WildItemRare=LEFTOVERS
Compatibility=3,5
Height=0.7
Weight=2.8
GenderRate=Female25Percent
Moves=1,POISONSTING,2,BUGBITE,6,FURYCUTTER,7,POISONJAB,8,DIG,12,ROCKTHROW,13,TAUNT,14,SLASH
EggMoves=TICKLE,STRINGSHOT,PURSUIT,AGILITY,SPIKES,MAGNITUDE,BODYSLAM
Evolutions=ANTMANDO,LevelMale,10,ANQUEEN,LevelFemale,25
BattlerPlayerY=41
BattlerEnemyY=13
BattlerAltitude=0
[511]
Name=ANTMANDO
InternalName=ANTMANDO
Kind=Guardian
Pokedex=They are typically seen guarding an ANTROOPER nest. They fight using their powerful pincers to grapple opponents.
Type1=BUG
Type2=FLYING
BaseStats=65,118,80,105,95,58
Rareness=200
BaseEXP=123
Happiness=70
GrowthRate=Medium
StepsToHatch=5120
Color=Brown
EffortPoints=0,2,0,0,0,0
Abilities=COMPOUNDEYES, HYPERCUTTER
Compatibility=3,5
Height=1.0
Weight=5.2
GenderRate=AlwaysMale
Moves=1,POISONSTING,1,BUGBITE,1,FURYCUTTER,1,POISONJAB,1,DIG,15,QUIVERDANCE,20,XSCISSOR,31,AIRCUTTER,42,AERIALACE,53,BUGBUZZ,64,CLOSECOMBAT
EggMoves=
Evolutions=
BattlerPlayerY=41
BattlerEnemyY=13
BattlerAltitude=0Any way to fix this?
The problem is the inconsistent growth rate for Antrooper and Antmando. The Pokémon keeps the same amount of experience points, but in the Fast growth rate that amount corresponds to Level 10 while in the Medium growth rate it corresponds to Level 9.

All species in a particular family should have the same growth rate to avoid this problem.

Ratty524
November 6th, 2011, 04:27 PM
Thanks Maruno. That should do the trick.

Nickalooose
November 8th, 2011, 01:39 PM
Yea i just saw that and im pretty sure everything is capatalized now but im still getting the same error.


NEW STATS-
[494]
Name=LEALIL
InternalName=LEALIL
Kind=NORMAL
Pokedex=Nothing can be said about LEALIL.
Type1=GRASS
Type2=POISON
Basestats=50,75,35,40,70,30
Rareness=255
BaseEXP=84
Happiness=70
GrowthRate=Parabolic
Stepstohatch=5120
Color=Green
Habitat=Forest
EffortPoints=0,1,0,0,0,0
Abilities=CHLOROPHYLL
Compatibilty=7,7
Height=0.7
Weight=4.0
GenderRate=Female50Percent
Moves=1,VINEWHIP,6,GROWTH,11,WRAP,15,19,STUNSPORE,23,ACID,30,SWEETSCENT,37,RAZORLEAF,45,SLAM
EggMoves=
Evolutions=
BattlerplayerY=11
BattlerEnemyY=16
BattlerAltitude=0

I GOT IT!!!!IDK HOW BUT I GOT IT!!!! THANK YOU FOR HELPED ME GREATING APPREACIATE IT!!!!

Maybe, check the moves, after wrap you have 2 numbers... Remove one! Just an idea. X

KoolKat vs. Lucas
November 12th, 2011, 01:24 PM
I have a game where you can choose the Rival's Pokemon. (Will have type advantage anyway) and need some help. I am using version of 10-3-11. I want to make it so you battle him with the right Pokemon. I need a script to make it so he gets that Pokemon. Just so you know, his trainer battles are:
RIVAL [it says his name here]
Pokemon: Squirtle Level 5
or
RIVAL [it says his name here]
Pokemon: Totodile Level 5

His trainer sprites show him with his starter, but I need him to get it in the data. Could someone give me a script that could do this?

Maruno
November 12th, 2011, 03:20 PM
I have a game where you can choose the Rival's Pokemon. (Will have type advantage anyway) and need some help. I am using version of 10-3-11. I want to make it so you battle him with the right Pokemon. I need a script to make it so he gets that Pokemon. Just so you know, his trainer battles are:
RIVAL [it says his name here]
Pokemon: Squirtle Level 5
or
RIVAL [it says his name here]
Pokemon: Totodile Level 5

His trainer sprites show him with his starter, but I need him to get it in the data. Could someone give me a script that could do this?
The wiki has a page called Rival. (http://pokemonessentials.wikia.com/wiki/Rival) It helps. There's also a page on choosing a starter (http://pokemonessentials.wikia.com/wiki/Choosing_a_starter), which also helps. Everything else is basic RMXP skills.

Since the rival's sprites are different for each starter option, you will have a different trainer type for each of them (because the trainer's sprite depends on the trainer type). That shouldn't be any problem, but it's just something to bear in mind.

KoolKat vs. Lucas
November 12th, 2011, 04:53 PM
The wiki has a page called Rival. (http://pokemonessentials.wikia.com/wiki/Rival) It helps. There's also a page on choosing a starter (http://pokemonessentials.wikia.com/wiki/Choosing_a_starter), which also helps. Everything else is basic RMXP skills.

Since the rival's sprites are different for each starter option, you will have a different trainer type for each of them (because the trainer's sprite depends on the trainer type). That shouldn't be any problem, but it's just something to bear in mind.

I already know all that stuff. I need a script that basically says pbAddRivalPokemon(dex#,level)

KitsuneKouta
November 12th, 2011, 07:22 PM
I already know all that stuff. I need a script that basically says pbAddRivalPokemon(dex#,level)You seem to misunderstand "what" a rival is. It's not another player. It's the illusion of another player. Your rival is no different from other trainers in your game. You have to add your rival just like you would a normal trainer (you define their name and team), by putting appropriate entries in trainers.txt and trainertypes.txt. No scripts are necessary at all. You'll need to use the script CALLS in the event that handles the intro, trainer check, and trainer end functions. However, these are the exact same as what's in the default trainer events in Essentials (you just need to make sure you change the trainer name and type in the script call that's already in the event). The wiki, as Maruno pointed out, covers this whole topic in general.

So here's the general explanation: your "rival" isn't a "rival" per se. It's just a series of events that call battles based on certain conditions so that it APPEARS to be the same "person." The "rival" event you set up to fight you after choosing your starter is not the same event you encounter later on. They're two different events, in two different places. The illusion that it's the same comes from calling a trainer battle with a trainer of that same name each time. You have trainer Gary 1, who has one weak Pokemon. Then you have trainer Gary 2, who has stronger Pokemon. These Garys are not the same, they just have the same sprite, trainer type, and name. You define them separately.

In short, your idea of using a script called pbAddRivalPokemon(species,level) can't work, since there's no "rival" to give that Pokemon to. It's just a series of consistent events. However, if you really wanted to add Pokemon to the rival trainer without simply typing it in the txt file (check the PBS folder), then you'd have to have enough scripting skill to read the txt data file, send and receive properly formatted parameters, then write it to the txt file (something that takes a sound understanding of programming, or lots of trial and error + tutorials. Though even good programmers may resort the latter when walking into unknown territory). Alternatively (and probably just as complex, albeit in a different way), you could find where the trainer's Pokemon are determined based on the contents of the txt file and inject different Pokemon in there (conditionally, so it doesn't happen to all trainers) when the trainer event is run. Also requires scripting knowledge.

Your best bet is to practice eventing. Everything you're wanting to do can (and is intended to be) done via events.

zingzags
November 12th, 2011, 09:50 PM
You seem to misunderstand "what" a rival is. It's not another player. It's the illusion of another player. Your rival is no different from other trainers in your game. You have to add your rival just like you would a normal trainer (you define their name and team), by putting appropriate entries in trainers.txt and trainertypes.txt. No scripts are necessary at all. You'll need to use the script CALLS in the event that handles the intro, trainer check, and trainer end functions. However, these are the exact same as what's in the default trainer events in Essentials (you just need to make sure you change the trainer name and type in the script call that's already in the event). The wiki, as Maruno pointed out, covers this whole topic in general.

So here's the general explanation: your "rival" isn't a "rival" per se. It's just a series of events that call battles based on certain conditions so that it APPEARS to be the same "person." The "rival" event you set up to fight you after choosing your starter is not the same event you encounter later on. They're two different events, in two different places. The illusion that it's the same comes from calling a trainer battle with a trainer of that same name each time. You have trainer Gary 1, who has one weak Pokemon. Then you have trainer Gary 2, who has stronger Pokemon. These Garys are not the same, they just have the same sprite, trainer type, and name. You define them separately.

In short, your idea of using a script called pbAddRivalPokemon(species,level) can't work, since there's no "rival" to give that Pokemon to. It's just a series of consistent events. However, if you really wanted to add Pokemon to the rival trainer without simply typing it in the txt file (check the PBS folder), then you'd have to have enough scripting skill to read the txt data file, send and receive properly formatted parameters, then write it to the txt file (something that takes a sound understanding of programming, or lots of trial and error + tutorials. Though even good programmers may resort the latter when walking into unknown territory). Alternatively (and probably just as complex, albeit in a different way), you could find where the trainer's Pokemon are determined based on the contents of the txt file and inject different Pokemon in there (conditionally, so it doesn't happen to all trainers) when the trainer event is run. Also requires scripting knowledge.

Your best bet is to practice eventing. Everything you're wanting to do can (and is intended to be) done via events.

The notes or advance notes in the kit also covers rivals, its basically a player supplied name, then like everyone else is saying you make a for example the entire first paragraph kitsune covered its like making a regular old trainer, but this one is a bit more special depending on what you do.

PokemonEssentials
November 13th, 2011, 04:48 AM
Hey guys, i have a big error.. Every time i create a new trainer or select to battle an existing one, i get some error: NoMethodError
Pokemon trainer 66 in pbconverttrainerdata

and some other things. I would post i link to a picture(i posted it on imageshack) but i am not allowed to post link here yet.

aquakip
November 13th, 2011, 09:18 PM
Hey all!

I was wondering if anyone could help me out with a little problem I'm having. I really want to animate our region map (you know, clouds scrolling along above, waves crashing, etc.) and I was wondering if there was any way how that would require as little scripting as possible, unless someone wanted to script it for me (but I don't really want to be a burden).

So if anyone knew how, could they tell me...?

Thanks,
Aquakip ~

KitsuneKouta
November 14th, 2011, 12:11 AM
Hey all!

I was wondering if anyone could help me out with a little problem I'm having. I really want to animate our region map (you know, clouds scrolling along above, waves crashing, etc.) and I was wondering if there was any way how that would require as little scripting as possible, unless someone wanted to script it for me (but I don't really want to be a burden).

So if anyone knew how, could they tell me...?

Thanks,
Aquakip ~If gifs worked ok, you could take that route (since it doesn't require scripting), but otherwise it'll take some scripting. It's not too complex, since you only have to play around in one particular spot, but it depends on how you want to go about it. You're probably going to need a few still shots with the water in different positions to simulate the water animating, but for the clouds you'll want an image with just the clouds on a transparent background (that way you can just move them around). Now, I'll tell you exactly where to work your magic and how (assuming you have the latest kit. the only difference in this case should be the line numbers):
About 2/3 of the way down the PokemonRegionMap script section (line 196 for me), you should find something like this:
def pbMapScene(mode=0)
xOffset=0
yOffset=0
newX=0
newY=0
@sprites["cursor"].x=-8+(@mapX*16)
@sprites["cursor"].y=-8+(@mapY*16)
loop do
Graphics.update
Input.update
pbUpdateThat loop is what you want. You need to make a counter (stick a variable and make it = 0 above the loop) that increments by 1 each time it loops. I'll demonstrate below. Then you need to use that counter to determine when to switch images to get the water animating effect. For the clouds, you can just increment the x/y values to make them move. You could use two instances of the image for a wrapping effect too (which I'll also demonstrate below).
def pbMapScene(mode=0)
xOffset=0
yOffset=0
newX=0
newY=0
@sprites["cursor"].x=-8+(@mapX*16)
@sprites["cursor"].y=-8+(@mapY*16)
clouds=IconSprite.new(0,0,@viewport)
clouds2=IconSprite.new(-Graphics.width,0,@viewport)
clouds.setBitmap("Graphics/Pictures/clouds image")
clouds2.setBitmap("Graphics/Pictures/clouds image again")
frame=0
picture=0
loop do
frame+=1
if frame==20
picture=1
elsif frame==40
picture=2
elsif frame==60
picture=0
frame=0
end
if picture == 0
@sprites["map"].setBitmap("Graphics/Pictures/map image 1")
elsif picture == 1
@sprites["map"].setBitmap("Graphics/Pictures/map image 2")
elsif picture == 2
@sprites["map"].setBitmap("Graphics/Pictures/map image 3")
end
clouds.x+=1
clouds2.x+=1
if clouds.x>Graphics.width
clouds.x=-Graphics.width
end
if clouds2.x>Graphics.width
clouds2.x=-Graphics.width
end
Graphics.update
Input.update
pbUpdateWhen I tested this, there was a 1 pixel gap between the images (no matter how much I played with the x values), so you should make your cloud image 1 pixel wider (the image should be the same size as the screen for this to work as intended) than normal. Add the blue stuff to your PokemonRegionMap script as indicated above, change the red parts to the graphics you want to use, and expand it if necessary (you can use more than three images. Just expand the if statements). Other than that, you can mess with the parts that check frame to speed up/slow down the animation speed. You can also increase the increment on the x value of the clouds so they cross the screen faster.

Poccil also did something to make that cool effect on the PC box background, but it's 2am so I don't know if I could comprehend it right now.



@PokemonEssentials: did you try checking the wiki (http://pokemonessentials.wikia.com/wiki/Pok%C3%A9mon_Essentials_Wiki)? It should have a page on adding new trainers. Also, when adding new ones, it's best to copy existing ones and just edit the values so that you know you got the formatting right. Unless you're using the editor (in which case it might be buggy or something. I don't use it so I wouldn't know).