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]

Awkward Squirtle
November 14th, 2011, 06:35 AM
Can't you use the Plane graphics class? IIRC it automatically tiles itself over the whole screen, and you can change its relative position by changing the origin (ox and oy). I don't know whether Essentials has a custom version like the IconSprite class above.

KitsuneKouta
November 14th, 2011, 06:39 PM
Can't you use the Plane graphics class? IIRC it automatically tiles itself over the whole screen, and you can change its relative position by changing the origin (ox and oy). I don't know whether Essentials has a custom version like the IconSprite class above.Probably, but he doesn't want to worry about scripting, so I kept it simple (the part that could have used a plane, the clouds, was already pretty simple anyways). I've also never bothered to look into planes (and it was 2am so I probably would have been vegging out if I tried to look into it), but I'm kind of interested now. I wouldn't be surprised if Poccil changed it for Essentials though, as he played with the tilemap and spriteset (which has caused me some headaches when trying to port cool stuff I figure out in standard RMXP). Guess I better look into that. Thanks for the suggestion.

KoolKat vs. Lucas
November 15th, 2011, 03:38 PM
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.

I did that exactly. It doesn't help. I added a metadata called "Rival Data" that uses the same trainer to create multiple battles easily, but I can't create my own script. I am pretty good at this.

I did that exactly. It doesn't help. I added a metadata called "Rival Data" that uses the same trainer to create multiple battles easily, but I can't create my own script. I am pretty good at this.

Never Mind. Got it under control. Now I have THIS error. It happens every time i create a trainer type/battle. What does it mean?----------------------------
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\Roberts\Saved Games/Pokemon Essentials/errorlog.txt.

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

Yero
November 15th, 2011, 06:12 PM
Hi all,
Does someone know the additional script for an autonomous movement towards an event. Instead of for an event; 'move towards the player' - 'move towards EV001'??? It must be possible somehow, but probably only with a specific script for in the script option.

Maruno
November 16th, 2011, 01:23 PM
Never Mind. Got it under control. Now I have THIS error. It happens every time i create a trainer type/battle. What does it mean?----------------------------
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\Roberts\Saved Games/Pokemon Essentials/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
It means you should wait for the next release, or at least search this thread for the answer I provided maybe last week. Or edit trainertypes.txt manually rather than using the Debug option in-game.

Three choices for you. Pick one.

KitsuneKouta
November 16th, 2011, 09:50 PM
Hi all,
Does someone know the additional script for an autonomous movement towards an event. Instead of for an event; 'move towards the player' - 'move towards EV001'??? It must be possible somehow, but probably only with a specific script for in the script option.Actually, no script is needed. Just some eventing (so from that you should be able to tell this question doesn't really belong here). In an event, set up a control variable whose value equals the desired event's x, another for that event's y, one for the player's x, and the last for the player's y. Then make a conditional branch that compares these values (i.e. if variable1 (event's x) > variable3 (player's x)), then does a set move route (if variable1 > variable3, move player right). You'd have something similar for the y values (variable2 and variable4), and you'd have to check < and > on both. Then just loop this, and check to see if the player's position (you'll have to update variable3 and variable4 each time you loop in case the player moves) is where you want it in relation to the event so you can break the loop and continue the game. You can probably figure it out from here.

ultimatewolf
November 17th, 2011, 05:56 AM
but if i try to load it it sas
failed to load actor data
i have no idea what to do

IceGod64
November 19th, 2011, 12:03 AM
So, I thought of something and I have a question. Not sure if it belongs here, but...

Say on my bag screen I want the item description for TM's and HM's to automatically grab the moves description from moves.txt instead of the item description.

Would this be possible? I have 110 combined TMs and HMs in my game and that a lot to go through and manually paste the descriptions.

Maruno
November 19th, 2011, 03:24 PM
So, I thought of something and I have a question. Not sure if it belongs here, but...

Say on my bag screen I want the item description for TM's and HM's to automatically grab the moves description from moves.txt instead of the item description.

Would this be possible? I have 110 combined TMs and HMs in my game and that a lot to go through and manually paste the descriptions.
It's a question about Essentials, so it definitely belongs here (at least until we get a new forum sub-section). I haven't tested this but:

In PokemonBag, find the following code (line 421):
@sprites["itemtextwindow"].text=(itemwindow.item==0) ? _INTL("Close bag.") :
pbGetMessage(MessageTypes::ItemDescriptions,itemwindow.item)Replace it with:
if pbIsMachine?(itemwindow.item)
description=pbGetMessage(MessageTypes::MoveDescriptions,$ItemData[itemwindow.item][ITEMMACHINE])
else
description=pbGetMessage(MessageTypes::ItemDescriptions,itemwindow.item)
end
@sprites["itemtextwindow"].text=(itemwindow.item==0) ? _INTL("Close bag.") : descriptionThere are 3 other places that will also need to be edited, two of which in a similar way to above (all four cases are: viewing the Bag, choosing from the Bag, item storage in the PC, and in the Mart). Search the scripts for ItemDescriptions to find them, and do so.

You can now write any old rubbish for a TM's/HM's description, and it won't be shown.

IceGod64
November 19th, 2011, 04:56 PM
You can now write any old rubbish for a TM's/HM's description, and it won't be shown.

Way ahead of you there :t135:

Some of these emoticons are pretty amusing, actually.

And uh, back on a related note, there is a nomethod error sadly. Here you go:

Exception: RuntimeError
Message: Script error within map 96 (CHUBUTO UN.):
Exception: NoMethodError
Message: Section102:421:in `pbRefresh'undefined method `pbIsMachine?' for #<PokemonBag_Scene:0xb09d2f8>
***Full script:
pbShowBag

Interpreter:239:in `pbExecuteScript'
PokemonBag:367:in `pbStartScene'
PokemonBag:1013:in `pbStartScreen'
Menu Display Methods:9:in `pbShowBag'
Menu Display Methods:8:in `pbFadeOutIn'
Menu Display Methods:8:in `pbShowBag'
(eval):1:in `pbExecuteScript'
Interpreter:1583:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `command_355'

Interpreter:279:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'

It's probably a simple fix, nomethod errors usually are, but I'm no good at fixing this stuff normally...

Possibly related, this IS still on an old version of essentials. (It's on the September 2010 version) I'm waiting for a few versions to pass before I roll my main project over to the new essentials.

Maruno
November 19th, 2011, 05:29 PM
Ah, old version. I don't like old versions. I don't support them, on the whole.

The method that your inferior version can't find, and a few other ones, were added recently. In the script section PokemonItems, you'll want to add the following two defs:

def pbIsMachine?(item)
return $ItemData[item] && (pbIsTechnicalMachine?(item) || pbIsHiddenMachine?(item))
end

def pbIsTechnicalMachine?(item)
return $ItemData[item] && ($ItemData[item][ITEMUSE]==3)
endThe hidden machine one already exists.

IceGod64
November 19th, 2011, 07:58 PM
Ah, old version. I don't like old versions. I don't support them, on the whole.

The method that your inferior version can't find, and a few other ones, were added recently. In the script section PokemonItems, you'll want to add the following two defs:

def pbIsMachine?(item)
return $ItemData[item] && (pbIsTechnicalMachine?(item) || pbIsHiddenMachine?(item))
end

def pbIsTechnicalMachine?(item)
return $ItemData[item] && ($ItemData[item][ITEMUSE]==3)
endThe hidden machine one already exists.
There we go, that does the job.

Yeah, believe me, I look forward to the upgrade.

dracoflare
November 20th, 2011, 04:12 AM
How do I change the Menu such a way that I get icons instead of the usual text?
If anyone can show me a small example on how to put icons ,I can figure the rest out myself :D

(I hope That way I'll also learn how to make a Pokemon summary screen,Pokedex etc.,I want it to be different from the usual stuff)

FL
November 20th, 2011, 05:21 AM
Anyone know how to items that are stoled by Thief and Covet (and maybe Trick and Knock Off) can be restored at the end of battle?

KoolKat vs. Lucas
November 23rd, 2011, 02:45 PM
Weird Glitch. I have a max-size city. The only events there so far are two OWs and an event that pits you against a wild Murkrow to save the trainer (can't escape). I loaded my save file to beta test a few times, it worked just fine. Then I added a few things and when I loaded the save file it showed up but i couldn't move or do anything but look at it. Then I started a new game and when I entered the map the screen turned black and froze. Any fixes?

unrivaledneo
November 24th, 2011, 12:19 AM
Request hopefully maybe someone could make a tutorial for it.

For evolution I always wanted to see it more animated see them "morph" into the next pokemon instead of the glow and poof he is there. If someone could write a tutorial on how to use the battle animation or something to run during the evolution part be great.

Also I used a Gif to animated my characters in battle instead of the little bounce, it works great however it looks like it is rendering two gifs on top of eachother giving it this blur laggy look. Any fix?

HJLFgamer
November 25th, 2011, 02:06 PM
Looking for sprites etc...
Need help with intro menus and oaks lecture.
Need sprites:
Ash: battle (as ash)
Oak: overworld
Ash's mum: overworld
Nure joy: overworld
Officer Jenny: overworld
Gary: overworld and battle (against)
Pikachu: overworld

Also help with getting pikachu to follow you.
Thanks.

KoolKat vs. Lucas
November 25th, 2011, 08:57 PM
Looking for sprites etc...
Need help with intro menus and oaks lecture.
Need sprites:
Ash: walking and battle (as ash and against ash)
Oak: walking
Ash's mum: walking
Nure joy: walking
Officer Jenny: walking
Gary: walking and battle (against)
Pikachu: walking

Also help with getting pikachu to follow you.
Thanks.

I have Ash OW, and battle. You can use if you give me credit!

HJLFgamer
November 26th, 2011, 05:15 AM
I have Ash OW, and battle. You can use if you give me credit!
Ok I will add you in the credits.

dracoflare
November 26th, 2011, 07:14 AM
Request hopefully maybe someone could make a tutorial for it.

For evolution I always wanted to see it more animated see them "morph" into the next pokemon instead of the glow and poof he is there. If someone could write a tutorial on how to use the battle animation or something to run during the evolution part be great.

Also I used a Gif to animated my characters in battle instead of the little bounce, it works great however it looks like it is rendering two gifs on top of eachother giving it this blur laggy look. Any fix?
Umm..I am a newbie so ignore your advice if it's silly I think it can be done by placing the two sprites on each other and slowly fading out the pre evolution sprite and fading in the evolved form.

I am just imagining it I don't know how to change stuff like Icons,Menus etc.(For now I will have to use Pokessential :( )

1ninjadude1701
November 26th, 2011, 07:39 AM
how do i make an event that makes the sprite dissappear of the map and make sure the event never happens again?

KoolKat vs. Lucas
November 26th, 2011, 03:40 PM
Ok I will add you in the credits.

I have a .zip to save all my Custom Graphics-
Here's the sub-zip for Ash. No backsprite yet.:nervous:

http://www.mediafire.com/?8sbo1ggzk408za5

HJLFgamer
November 27th, 2011, 06:44 AM
I can't open it since my winzip trial has run out.

Awkward Squirtle
November 27th, 2011, 07:20 AM
Download 7-Zip. It's free and better than WinZip.

treecko's awesomeness
November 27th, 2011, 02:14 PM
I've been trying to make a game with Pokemon essentials, but as soon as I try to walk through a door, I get this message:

Exception: TypeError

Message: cannot convert Fixnum into String

Sprite_Character:95:in `+'

Sprite_Character:95:in `update_or'

PerspectiveTilemap:430:in `shadow_update'

Shadow:179:in `update'

Sprite_Character:37:in `perspectivetilemap_initialize'

PerspectiveTilemap:424:in `shadow_initialize'

Shadow:152:in `initialize'

Spriteset_Map:172:in `new'

Spriteset_Map:172:in `_animationSprite_initialize'

AnimationSprite:43:in `shadow_initialize'

Anybody know what this is and how to fix it?

KoolKat vs. Lucas
November 28th, 2011, 03:01 PM
I can't open it since my winzip trial has run out.

zips always open for me.... Try winrar I guess. The trial end is avoidable

unrivaledneo
November 28th, 2011, 07:58 PM
Umm..I am a newbie so ignore your advice if it's silly I think it can be done by placing the two sprites on each other and slowly fading out the pre evolution sprite and fading in the evolved form.

I am just imagining it I don't know how to change stuff like Icons,Menus etc.(For now I will have to use Pokessential :( )

I have actual animations to use example below
Though 18+ as it has nudity

i47.photobucket.com/albums/f175/unrivaledneo/Sexymon/vanc.gif...
remove the ... at the end.


Kinda want my evolve animations like that.

Bigpokemonfan0
November 30th, 2011, 10:59 AM
Can someone give me a script about encountering a wild Dratini and Misdreavus on a single battle which is 47 times for Dratini and 47 times for Misdreavus, and then a event encounter level 70 Giratina appear on the cave map? I was so confused. Especially a Global Variable.

Maruno
November 30th, 2011, 12:29 PM
I have actual animations to use example below
Though 18+ as it has nudity

i47.photobucket.com/albums/f175/unrivaledneo/Sexymon/vanc.gif...
remove the ... at the end.


Kinda want my evolve animations like that.
We all want that, but it'd require a smegload of graphics (either separate ones or in the form of gifs). It's just not reasonable.

The existing animation involves a lot of spinning, and even though everything's better with spinning (http://tvtropes.org/pmwiki/pmwiki.php/Main/EverythingsBetterWithSpinning), I'd like to see that taken out eventually. There's also some sprite fading in the animation which can be expanded on, and perhaps a bit of mosaic-ing would look nice too. If someone wants to have a go, please do so. The animation sequence is relatively straightforward. I'm a little preoccupied with other matters.


Can someone give me a script about encountering a wild Dratini and Misdreavus on a single battle which is 47 times for Dratini and 47 times for Misdreavus, and then a event encounter level 70 Giratina appear on the cave map? I was so confused. Especially a Global Variable.
I have already responded to this in the wiki thread:
Are you basically asking for a way to not have an event Pokémon appear until the player has encountered X number of Pokémon Y?

That's a very specialised request, and that kind of feature won't be added to Essentials. However, achieving this would be rather simple: in the script section PokemonField is the def pbBattleOnStepTaken. This decides which Pokémon to encounter (called encounter[0] and encounter2[0]), and starts a battle with it/them. What you would need to do is include a line or so that checks the value of those variables (which are the species numbers) and to add 1 to a Global Variable if it's a Dratini (or whatever). Then, in the regular event encounter for Giratina, make it only appear if that Global Variable is greater than 46.
If you know a bit of scripting and how to use RMXP (i.e. you know what a Global Variable is), then it's quite easy to follow my instructions. If you don't know, learn.

unrivaledneo
November 30th, 2011, 07:23 PM
Ok thanks.

I was looking through the wiki after i had found
pbAddDependency(get_character(0))
curious on to how to get it to use the 1st slotted pokemon to follow you around instead of an event on the map. Maybe i just missed it.

EDIT: Testing safaris I get this as soon as i go into a battle
Exception: NoMethodError
Message: undefined method `owned' for #<PokeBattle_FakeBattler:0xa2e81b8>
PokeBattle_ActualScene:592:in `refresh'
PokeBattle_ActualScene:511:in `initialize'
PokeBattle_ActualScene:1543:in `new'
PokeBattle_ActualScene:1543:in `pbStartBattle'
PokeBattle_SafariZone:94:in `pbStartBattle'
PokemonSafari:114:in `pbSafariBattle'
PokemonSafari:113:in `pbSceneStandby'
PokemonSafari:115:in `pbSafariBattle'
PokemonSafari:112:in `pbBattleAnimation'
PokemonSafari:112:in `pbSafariBattle'

Maruno
December 1st, 2011, 03:34 PM
Ok thanks.

I was looking through the wiki after i had found
pbAddDependency(get_character(0))
curious on to how to get it to use the 1st slotted pokemon to follow you around instead of an event on the map. Maybe i just missed it.
That script makes a given event follow the player. This is the basis of mods that allow Pokémon to follow the player - every map has an event (or several) specifically put aside, which shows the Pokémon and it follows the player.

It's figuring out how to make the event show whichever Pokémon is at the front of your party that's the trick.


EDIT: Testing safaris I get this as soon as i go into a battle
Exception: NoMethodError
Message: undefined method `owned' for #<PokeBattle_FakeBattler:0xa2e81b8>
PokeBattle_ActualScene:592:in `refresh'
PokeBattle_ActualScene:511:in `initialize'
PokeBattle_ActualScene:1543:in `new'
PokeBattle_ActualScene:1543:in `pbStartBattle'
PokeBattle_SafariZone:94:in `pbStartBattle'
PokemonSafari:114:in `pbSafariBattle'
PokemonSafari:113:in `pbSceneStandby'
PokemonSafari:115:in `pbSafariBattle'
PokemonSafari:112:in `pbBattleAnimation'
PokemonSafari:112:in `pbSafariBattle'
That's a very big problem. Fortunately I just came up with the solution, which is simple.

In the script section PokeBattle_SafariZone, at the top is the class PokeBattle_FakeBattler. In the initialize def right at the top there, add in the line @owned=$Trainer.owned[pokemon.species]. Also add def owned; return @owned; end alongside the other defs just below that. Fixed.

Naturally, this fix will be in the next release of Essentials, which will come when there's a new sub-section to announce it in (http://www.pokecommunity.com/showthread.php?t=267049).

Awkward Squirtle
December 1st, 2011, 05:21 PM
No point in making a new variable for it; you should just define an owned method that returns whether the trainer owns it directly.

movieguy12
December 1st, 2011, 10:44 PM
Hello 2 things I'm curious about :). Any help would be great!

1.a feature I've always wanted to do but I have noooo clue as to how to do it is basically almost get rid it "bills pc" except to get Pokemon or w/e. anyways back in w/e town you start in, maybe a area around it is like a "farm" a safari zone type place where all the Pokemon I catch go to their respected habitats like water a field grass a cave sand dirt w/e an I can go up to them and maybe "pick" them o be in my party or give them an item or just make them happy. I would just use bills pc when I'm not near it. Idk I just feel having my caught Pokemon in a computer is sorta lame. I want to see them all outside :). Kinda lame to you guys but idk I like it.

2.now this is about Pokemon essentials but also hacking or editing so I'm sorry if I break some rules. My I've found a edited white version called pokemon delux the creator basically added every Pokemon from all 5 gens into the game he edited trainers and I believe added some. Now ky question is could I use Pokemon essentials Pokemon pmb files (the files with all the Pokemon, base stats, moves they learn, and so forth and "edit" and add newer pokemon to maybe a older version ? Like pearl or Ruby or something? Jw.

Thanks!

Kasek
December 2nd, 2011, 07:12 AM
hi there im just starting to try and make a pokemon game (http://www.pokecommunity.com/showthread.php?p=6950419#). I want to make some over world pokemon encounters, the file image i dwonloaded with the sprites when i load it into my material database and try and insert one the selection box is huge. How do i resize this so that I can select just the one single sprite that I want to use.

thanks for your help

so i found out i have to resize my picture the picture i am using is from here

spriters-resource.com/ds/pokeheartgoldsoulsilver/sheet/26828.......

whats the easiest way to resize this and in waht program im a noob

Maruno
December 2nd, 2011, 11:12 AM
No point in making a new variable for it; you should just define an owned method that returns whether the trainer owns it directly.
That's practically what I did, isn't it? Besides, it was only two lines, and it fits with what I'd added previously to make the caught icon appear at all.

If you have your own solution, please share.


Hello 2 things I'm curious about :). Any help would be great!

1.a feature I've always wanted to do but I have noooo clue as to how to do it is basically almost get rid it "bills pc" except to get Pokemon or w/e. anyways back in w/e town you start in, maybe a area around it is like a "farm" a safari zone type place where all the Pokemon I catch go to their respected habitats like water a field grass a cave sand dirt w/e an I can go up to them and maybe "pick" them o be in my party or give them an item or just make them happy. I would just use bills pc when I'm not near it. Idk I just feel having my caught Pokemon in a computer is sorta lame. I want to see them all outside :). Kinda lame to you guys but idk I like it.

2.now this is about Pokemon essentials but also hacking or editing so I'm sorry if I break some rules. My I've found a edited white version called pokemon delux the creator basically added every Pokemon from all 5 gens into the game he edited trainers and I believe added some. Now ky question is could I use Pokemon essentials Pokemon pmb files (the files with all the Pokemon, base stats, moves they learn, and so forth and "edit" and add newer pokemon to maybe a older version ? Like pearl or Ruby or something? Jw.

Thanks!
1. Highly impractical to the point of being a really bad idea. Assuming you walked around on maps in the fields to look at your Pokémon, there would need to be one event per Pokémon, which could easily get into the "loads 'n' loads of 'em" realm. Then there's defining how they behave, e.g. how often they move around, how they respond to items, etc. Then there's the issue of the player needing to walk up to them; other Pokémon may block the way, they may move around too quickly, and you'd lose track of which one was which (if you ever had track of that). Then there's coming up with a way of showing their information (summary screens).

What you may want instead is a slight modification of the PC storage boxes, where each box is themed and holds different kinds of Pokémon, each individual box holds fewer Pokémon but they can move around a bit. It's still very difficult to do, and you still wouldn't know which Pokémon is which. In any case, using a keyboard to try and select entities that are moving around is really quite ridiculous.

2. You're right, that's a hacking question. The simple answer is no, because Essentials works differently to ROMs.


hi there im just starting to try and make a pokemon game (http://www.pokecommunity.com/showthread.php?p=6950419#). I want to make some over world pokemon encounters, the file image i dwonloaded with the sprites when i load it into my material database and try and insert one the selection box is huge. How do i resize this so that I can select just the one single sprite that I want to use.

thanks for your help

so i found out i have to resize my picture the picture i am using is from here

spriters-resource.com/ds/pokeheartgoldsoulsilver/sheet/26828.......

whats the easiest way to resize this and in waht program im a noob
Since I'm already answering questions here, I might as well answer this non-Essentials-related one too.

Paint works just fine, and it comes with every version of Windows. You'll need a separate charset for each Pokémon - look up what a charset it and how it works. It's a lot of boring work, and I really doubt you'll find a pre-made set of charsets precisely because they're tedious to make.

HJLFgamer
December 2nd, 2011, 12:25 PM
can you help me split these overworlds up.
go to:
spriters-resource.com click on ds then p then pokemon heartgold/soulsilver then trainer overworlds

movieguy12
December 2nd, 2011, 03:35 PM
1. Highly impractical to the point of being a really bad idea. Assuming you walked around on maps in the fields to look at your Pokémon, there would need to be one event per Pokémon, which could easily get into the "loads 'n' loads of 'em" realm. Then there's defining how they behave, e.g. how often they move around, how they respond to items, etc. Then there's the issue of the player needing to walk up to them; other Pokémon may block the way, they may move around too quickly, and you'd lose track of which one was which (if you ever had track of that). Then there's coming up with a way of showing their information (summary screens).

What you may want instead is a slight modification of the PC storage boxes, where each box is themed and holds different kinds of Pokémon, each individual box holds fewer Pokémon but they can move around a bit. It's still very difficult to do, and you still wouldn't know which Pokémon is which. In any case, using a keyboard to try and select entities that are moving around is really quite ridiculous.

2. You're right, that's a hacking question. The simple answer is no, because Essentials works differently to ROMs.



I feel like its not "impractical" who wouldn't want to see their Pokemon out in fields and grass areas rather than icons in a "pc"? It doesn't even have to have to have anything to do with items I wouldn't care if I just am able to click them and maybe add them to my party. I mean I get it's a lot of work but to me this seems worth it. I just want to see them out of a pc wandering around. I would add fences to make them unable to wander far. In past Pokemon games there have been Pokemon walking around out in fenced areas. An you can click on them, again I understand it's alot work but im ok with that.

However instead of criticizing and saying how dumb of an idea it is you could just help a fellow human bein out. Thanks.

And ok thanks I wasn't sure so I thought I'd ask.

Nickalooose
December 2nd, 2011, 04:17 PM
I feel like its not "impractical" who wouldn't want to see their Pokemon out in fields and grass areas rather than icons in a "pc"? It doesn't even have to have to have anything to do with items I wouldn't care if I just am able to click them and maybe add them to my party. I mean I get it's a lot of work but to me this seems worth it. I just want to see them out of a pc wandering around. I would add fences to make them unable to wander far. In past Pokemon games there have been Pokemon walking around out in fenced areas. An you can click on them, again I understand it's alot work but im ok with that.

However instead of criticizing and saying how dumb of an idea it is you could just help a fellow human bein out. Thanks.

And ok thanks I wasn't sure so I thought I'd ask.


I feel the same, it does seem a little un-justified in telling somebody else it's some what of a "dumb idea", I'm actually going to attempt to do this myself, looking through how the storage works could be a start, looking into variables and dependant events, they may also be a friend here (I havent looked into this one bit as of yet, so there may be no possible way to do it those ways)...

Just because someone quite knowledgable with this type of scripting says it is a really bad idea, doesn't mean it's not possible, he's just stating it's alot of work, probably the way you explained this is a little ridiculous, i agree, maybe if you fenced the area off and had maybe 2 or 3 Random Pokémon from the box instead, any more than that could be a huge problem, talking to the Pokémon may also be a huge amount of work...

Sometimes the best thing to do, is, attempt this yourself (ALWAYS keep a back up before you start any of your work, note your work, etc.) You get a fine idea on how the scripts work as you play along, and maybe when you've found something new yourself, you can contribute to the community, there's nothing you can do that can make you game worse, right? after all, you have nothing in the first place.

Good Luck! If and When I get around to looking at this, and/if, I get it some what working, I will let you know! (No promises though! This is not high priority for me.)

I do have a question though... How do I make my character or any character jump a little less, my character seems to have low gravity when they jump :\

KitsuneKouta
December 3rd, 2011, 12:35 AM
I feel the same, it does seem a little un-justified in telling somebody else it's some what of a "dumb idea", I'm actually going to attempt to do this myself, looking through how the storage works could be a start, looking into variables and dependant events, they may also be a friend here (I havent looked into this one bit as of yet, so there may be no possible way to do it those ways)...

Just because someone quite knowledgable with this type of scripting says it is a really bad idea, doesn't mean it's not possible, he's just stating it's alot of work, probably the way you explained this is a little ridiculous, i agree, maybe if you fenced the area off and had maybe 2 or 3 Random Pokémon from the box instead, any more than that could be a huge problem, talking to the Pokémon may also be a huge amount of work...

Sometimes the best thing to do, is, attempt this yourself (ALWAYS keep a back up before you start any of your work, note your work, etc.) You get a fine idea on how the scripts work as you play along, and maybe when you've found something new yourself, you can contribute to the community, there's nothing you can do that can make you game worse, right? after all, you have nothing in the first place.

Good Luck! If and When I get around to looking at this, and/if, I get it some what working, I will let you know! (No promises though! This is not high priority for me.)

I do have a question though... How do I make my character or any character jump a little less, my character seems to have low gravity when they jump :\I guess I ought to add my two cents as well. First, I don't recall Maruno calling it a dumb idea. Just impractical (by definition: not realistic. not the same as dumb). First I'll point out some more potential issues, then some suggestions for actually making it work.

First, lag. If you allow players to catch a few hundred Pokemon and expect to have a few hundred running around on one map, good luck. Large maps alone tend to lag (especially with connections), and large maps with large numbers of events are even worse. Even working in standard RMXP with a small 30x20 map and 100 events (haha, don't ask) will cause a little jerkiness. So, implementing something like this will most likely make Essentials lag its brains out. Maruno also mentioned issues that would come from how crowded it'd be, and the large amount of logic needed to drive this system. But, it's not entirely hopeless (with some compromise).

Instead of having one grandiose map filled with potentially more than 649 Pokemon (depends on how many gens you want and how many duplicates the player may have), I'd try breaking it down a bit. In fact, here's what I think would actually work pretty nice, and is somewhere between your idea and Maruno's: have a map that corresponds to each box, which has the usual limit (I don't even remember how many that is anymore). So if a box can only hold 30, that map would never have more than 30 events, and you could have themed maps or even mixed ones (the difficult part will be getting Pokemon to spawn and remain near their respective environments, if you go a mixed map approach). As for how to do this, try logic + trial and error. It works for me (and expect a lot of error. even very proficient developers will make some errors. the proficient ones just happen to learn from them better). And what you might do is make a central location in which you could access all of these different maps that correspond to the boxes, to give the illusion of them all being in the same general area. I'm not sure how connections will handle this though. Lag could still potentially be an issue if you have the maps connected. You might want to use gate houses instead to access them with a hard transition instead of using seamless (mostly) connections. Also, I've done some messing around with creating, moving, modifying, and checking values of events (i.e. mostly names and ids, though pretty much anything is fair game). So I can give some advice on event manipulation through scripts. Though it'd probably be better for me to make a tutorial about it or something. I may if I finally get enough free time. It would be far and above more effective than putting a bunch of empty events on a map and changing their behavior with other events. Simpler too.

A little note on your idea for giving them items: it's fine, but I'd restrict it to just berries or something. And at that, I'd limit the effects to just raising happiness a little or something like that. With event spawning via script, you could actually just create the exact same event over and over (it would just ask the player to give them a berry, to select one, and then raise their happiness if they do, while erasing the item from the bag), but manipulate the graphic depending on the species. Then just give them all generic move behaviors, like lowest frequency + lowest speed + random movement (so they won't wander all that much). If you want to get into modifying move behaviors based on species, natures, or stats, and even things like giving proteins, rare candies, having them hold items, or whatever else you can think of, be my guest. It's doable, but you'll have some programming ahead of you. I'd suggest starting simple, and maybe adding the extras once it's finished (so you don't get overloaded). The only thing I can't stress enough is to not use a single map for all of this. Replicating Oak's lab in one piece isn't practical. Two pieces? Nope. Six? Don't think so. One piece per box? Fine, so long as you don't connect them all (which essentially leaves you with the same thing as one big one in terms of both appearance and lag. Maybe not quite the same, but I don't have much desire to test it out. I don't expect good results from it either way). I probably shouldn't have said this would be a "little note." I'm not very good at those when I find things that need explaining (and I usually find something to explain).

movieguy12
December 3rd, 2011, 12:50 AM
Ok ok first thank you I reall appreciate the help! I have a vision and just don't like when people can't just help sorry I don't mean to be rude.

Ok imagine this is you will.

A small map with a few buildings one building (farm) will be top of the map, so you can't see anything behind the building. You walk into the building and now you have multiple doors. Not necessarily 30 doors lol but for aurgument sake lets say 5 doors, each door is marked with a sign idk top of my head lets say "grass" symbol above one and so forth. You walk into grass door and it leads you to a field or forest type map with 30 give or take sprites just walking around. I really don't care about the options to give or take items I was just throwing that out there. Anyways maybe you could do a happiness thing or a join party option? Then the same situation goes for the other doors/areas. This would make them multiple maps only connected to the building. Not really each other.. I could use fences trees to block stuff off making a smallish map.

My whole point is I hate the "pc" I would love some personalization with "my" Pokemon that I've caught. You know?

Anyways again thanks I'll take help but please if you don't like the idea or think it dumb or just can't add anything to help a fellow gamer out just don't reply, if you can though please I'm all ears Er I guess eyes lol. Unfortuantly I can't trial and error yet I'm really busy and put of town but any info I get I'll be sure to make attempts when I get a chance :) again thanks! I'm one step closer to my dream lol

Maruno
December 3rd, 2011, 08:35 AM
I wasn't feeling very eloquent last night, which is why I came across how I did.

The idea as you originally presented it had many omissions, and it would have taken a lot of planning just to come up with a working model (even before you tried implementing it). The main issue is the number of Pokémon a player could catch, and duplicates of individual species which might be confusing (you could have a whole map of Rattata and not know which one is your HM slave). Working around these problems, as I said, would be difficult and probably unwieldy in the end.

The idea of showing some of the player's Pokémon in the field would be fine if it was only in addition to the PC, as a bit of decoration. There are plenty of things you could do with that, such as letting the player choose which Pokémon are outside and even adding some breeding mechanics. My dislike of the idea is that you want it to replace the PC, which leads to the problems I've mentioned.

Instead of having one grandiose map filled with potentially more than 649 Pokemon (depends on how many gens you want and how many duplicates the player may have), I'd try breaking it down a bit. In fact, here's what I think would actually work pretty nice, and is somewhere between your idea and Maruno's: have a map that corresponds to each box, which has the usual limit (I don't even remember how many that is anymore). So if a box can only hold 30, that map would never have more than 30 events, and you could have themed maps or even mixed ones (the difficult part will be getting Pokemon to spawn and remain near their respective environments, if you go a mixed map approach).
This is the best way forward, I think, but it would mean major changes to how storage works, such as lowering the total number of Pokémon allowed and adding limits on how many Pokémon associated with each environment you can own (e.g. your water field may be empty, but if your cave field is full you can't catch any more Geodudes). You'd also need to bear in mind that they player may also want to store a party Geodude, so those environment limits must also count the party Pokémon.

If lots of events didn't make RMXP lag, there wouldn't be much of a problem with these limits. However, they do, so there is. With 649 species existing nowadays, and a limit of about 30 events per map, you'll need a whole lot of fields. And how many fields of each type should you have? Well, if you're clever, you may be able to let the player change fields to different environments (like they can with box wallpapers).

Some players like to group their Pokémon differently, e.g. "event Pokémon", or "Pokémon that need training". This simply wouldn't be allowed with your idea.

There would still be the management problems, though. The player wouldn't be able to tell at a glance which Rattata is which, they couldn't quickly cycle through all Pokémon in a field to find a particular one, and so forth. It's a lot of work for the player to do, and that's an important thing to remember.

My whole point is I hate the "pc" I would love some personalization with "my" Pokemon that I've caught. You know?

Anyways again thanks I'll take help but please if you don't like the idea or think it dumb or just can't add anything to help a fellow gamer out just don't reply, if you can though please I'm all ears Er I guess eyes lol. Unfortuantly I can't trial and error yet I'm really busy and put of town but any info I get I'll be sure to make attempts when I get a chance :) again thanks! I'm one step closer to my dream lol
There's nothing wrong with wanting to be different, but this is very different and almost certainly not as good as the existing PC storage system (unless you come up with something really special, which I haven't).

A word about your last paragraph: you should accept all opinions, not just the ones you like. "If you don't like it, don't reply" is not a good thing to say. If anything, you should be wanting constructive criticism only (which can be either good or bad), and I thought mine was that because I pointed out issues you may not have thought of. It doesn't matter whether I like or dislike this idea; I'm still helping you by telling you what you're overlooking, and possibly showing how big a task it is.

KitsuneKouta
December 3rd, 2011, 05:00 PM
@movieguy12: I threw together a basic skeleton for spawning the Pokemon events on the overworld. I commented a bunch of stuff so you ought to be able to figure it out. One thing I can't explain in too much detail is the event commands. SephirothSpawn's event spawner uses a similar methodology to what I've done here (it's how I eventually managed to figure out this was possible, and led me to check the RMXP documentation on it), though his approach uses method calls the create events. You'll be working directly with the events with this code (since his event spawner doesn't work in Essentials. too lazy to work out why):#makes the spritesets character_sprites visible to the rest of the program.
#without this, it doesn't know what character_sprites is and gives an error.
class Spriteset_Map
attr_reader :character_sprites
end

def pbPopulateField
#determines the source of the Pokemon for the current map. here it's the party,
#but it could be a PC box instead. you could also come up with your own place
#to store captured pokemon to use here
pokemonToUse=$Trainer.party

#create an event for every Pokemon in the selected source
for i in 0...pokemonToUse.length
#start event creation. 0,0 is supposed to be the location, but Poccil's
#modifications have rendered it useless. You'll get an error if you
#don't have it there though
event=RPG::Event.new(0,0)
#name the event. here I used the pokemon's id so they can be differentiated.
#be careful here, as using a number instead of a string will get you a
#strange an undescriptive error. hence why I added the .to_s to the end.
#that makes it a string, even if it was a number before
event.name=pokemonToUse[i].personalID.to_s
#assign event id based on how many events are on the map. prevents overlap
event.id=$game_map.events.empty? ? 1 : $game_map.events.keys.max + 1
#create a new page for the event
event.pages[0]=RPG::Event::Page.new
#set the trigger to player touch
event.pages[0].trigger=0
#set the event's graphic. here you use the species.
event.pages[0].graphic.character_name=sprintf("%03d",pokemonToUse[i].species)
#set the pokemon's facing to down
event.pages[0].graphic.pattern=2
#make the pokemon play its cry when you talk to it (this is a Play SE command)
#the 100,100 are volume and pitch
command=RPG::EventCommand.new(250,0,[RPG::AudioFile.new(sprintf("%03dCry",pokemonToUse[i].species),100,100)])
#add the show text command we just made to the current event page
event.pages[0].list.insert(-2, command)
#make the pokemon say something when you talk to it (this is a Show Text command)
command=RPG::EventCommand.new(101,0,[_INTL("{1}",PBSpecies.getName(pokemonToUse[i].species))])#0 is indent(for conditional branches
#if I remember correctly). An indent of 0 means it's not in a branch.
#add the show text command we just made to the current event page
event.pages[0].list.insert(-2, command)
#add event to map
$game_map.events[event.id]=Game_Event.new($game_map.map_id, event)
#move the event to where you want it (you'll need to be more creative with this one)
$game_map.events[event.id].moveto(5,5+i)
#add event to spriteset
if $scene.is_a?(Scene_Map) && $scene.spriteset.is_a?(Spriteset_Map)
$scene.spriteset.character_sprites[$scene.spriteset.character_sprites.length] = Sprite_Character.new(@viewport1, $game_map.events[event.id])
end
#refreshes the spriteset so the event will show up immediately
#dispose gets rid of a duplicated image that doesn't erase right away
$scene.disposeSpritesets
$scene.createSpritesets
end
end
Just call that method (make sure your party isn't empty though), and it should spawn all of them on the current map, each saying their species name and playing their cry. They don't move (I'll have to figure that out later). You can actually figure out some of the event command syntax by creating a command with the appropriate code number (i.e. 101 for Show Text, 250 for Play SE, etc.), then putting p command (command being the variable name used to create the event command)on the next line to see what the output is. It should list out the expected parameters (with nil values), so you can correct it. SephirothSpawn never finished the documentation of his event spawner, which explains a few of the basic ones (he didn't even include conditional branches, which is probably the most common one. it's also the hardest to code though because of it's changing parameters). This is about as much as I can help you. From here, it's up to you to:

-Figure out how to store the captured Pokemon in arrays (or just use the PC but don't give the player access to it anywhere)
-Use the Pokemon from whatever source you want (like the party, or PC boxes. it currently uses the party)
-Strategically place the Pokemon on the current map (you'll probably need to check both passability and terrain tags, save all the tiles that meet the criteria, and spawn them randomly in one of the eligible tiles)
-Make them move around
-Make them react to giving them things and/or manipulate their happiness
-Figure out when this script should be called and how (you'll need to call it each time you enter a designated map)
-Categorize the types of environments and the Pokemon in them accordingly.

An added suggestion to help work around the issue of not being able to see what Pokemon is what: when inside one of those designated maps, change the menu the player calls to bring up a list with info about each of the Pokemon on that map (this is part of the reason I made the event name the Pokemon's ID. I'm sure you'll figure out how to use it), and when the player selects a particular Pokemon (they should be able to see names, moves, stats, levels, and possibly other stuff), make that Pokemon glow or flash or something until the player talks to it. Or however you prefer. You can use the Tint command to manipulate their graphic.

As you can see, this will be very advanced. If you have persistence, you may pull it off. This is about as much as I can help you (since I don't have a bunch of spare hours to work on something like this. and trust me, it will take a whole lot of hours). I really hope you know your way around RMXP and some basic scripting.

Nickalooose
December 4th, 2011, 05:58 AM
@KitsuneKouta and @Maruno

Can I just say, wasn't bein rude or nothing, just say that it was possible with hard work,and clearly you pointed MovieGuy in the right direction, KK (KitsuneKouta, ur name is pretty long to use in a paragrah 3 or 4 times haha) I see Maruno did state he wasn't himself completely, which is fine, everyone has an off day I guess... So don't take my post as a dig at anyone please =)

I see in your script there, you used the party as the event instead of the box, but, how would the graphic be that of the Pokemon selected? (That script is helping me be a better scripter haha, strange but it is) its the adding of graphics and such which I get confuzzled with... Also do you know how to make my character jump less down walls and what have you? X

KitsuneKouta
December 4th, 2011, 08:22 AM
@KitsuneKouta and @Maruno

Can I just say, wasn't bein rude or nothing, just say that it was possible with hard work,and clearly you pointed MovieGuy in the right direction, KK (KitsuneKouta, ur name is pretty long to use in a paragrah 3 or 4 times haha) I see Maruno did state he wasn't himself completely, which is fine, everyone has an off day I guess... So don't take my post as a dig at anyone please =)

I see in your script there, you used the party as the event instead of the box, but, how would the graphic be that of the Pokemon selected? (That script is helping me be a better scripter haha, strange but it is) its the adding of graphics and such which I get confuzzled with... Also do you know how to make my character jump less down walls and what have you? XKK is fine with me (half the time I myself use that instead of the full name anyways, since I'm often too lazy to type it all out). Anyways, the Pokemon's graphics is set as the OW sprite with this:
event.pages[0].graphic.character_name=sprintf("%03d",pokemonToUse[i].species)
The %03d portion tells it to use padded zeroes (it's all over Essentials if you look), and pokemonToUse[i] is the exact same as $Trainer.party[i] (since the party was specified as the source). The image is assigned to the first page of the event (page 0). RMXP uses character_name to figure out which graphic to use (it's just the filename). For the jumping thing, I'll have to look into it when I get some time.

JalordaSerpent
December 4th, 2011, 09:46 AM
The link is gone. Where may I get the Starter Kit?

EDIT: Never mind. I found the link. :)

Linkey
December 5th, 2011, 04:53 AM
Hey there,

someone tried out the "custom animation before battle starts"-function? In PokemoField in pbBattleAnimation (around line 500-600) there is a comment which says that you can use common events for special fights:


#
# Animate the screen ($game_temp.background_bitmap contains
# the current game screen).
#
# The following example runs a common event that does
# a custom animation if some condition is true. The screen
# should fade to black when the common event is finished:
#
#if $game_map && $game_map.map_id==20 # If on map 20
# pbCommonEvent(20)
# handled=true # Note that the battle animation is done
#end
#

I called pbCommonEvent(9) at this point (just after the last command line), but it never gets executed. I put a "p(id)" inside the pbCommonEvent and it's just popping up just before the battle starts, so it must be a problem of the game interpreter, right? Someone used this function and know how to fix it?

fantasykisala
December 5th, 2011, 08:58 AM
I clicked the link but it said that the file was not found.

IceGod64
December 5th, 2011, 09:16 AM
I clicked the link but it said that the file was not found.

To get essentials?

Pokémon essentials is no longer run by poccil, and I don't even know if his website is up. If you tried the first post in this thread, go here instead:
http://pokemonessentials.wikia.com/wiki/Pok%C3%A9mon_Essentials_Wiki

Pokémon essentials is developed by the community(Mostly Maruno) now, and Maruno put up this Wiki as an essentials information website. The latest release is there.

fantasykisala
December 5th, 2011, 09:23 AM
@IceGod64
Thank you very much for giving me the link of where to go.

tylerab01
December 5th, 2011, 05:53 PM
I am currently trying to change the (X,Y) coordinates of the game screen so that the screen is not on top. How would I do that?

unrivaledneo
December 6th, 2011, 11:27 PM
Curious if anyone has a tutorial or could tell me what sections I need to edit if i resized my game screen, having problems finding them.

I change it to 800x600 cause using larger sprites n tiles, now just trying to find out how to move the Enemy battlers and menu options

zingzags
December 7th, 2011, 03:33 AM
I need help with selarrow, every time I try to put a custom one its either cut off or I cannot position it properly.

Batman-Forever
December 7th, 2011, 06:11 AM
thanks a bundle mate, really NOT! the downloads no longer exist, thanks again ya sods!

desbrina
December 7th, 2011, 06:25 AM
thanks a bundle mate, really NOT! the downloads no longer exist, thanks again ya sods!

it can be downloaded from here
http://pokemonessentials.wikia.com/wiki/Downloads

the link in the first post is wrong, thats all

KitsuneKouta
December 7th, 2011, 11:15 AM
thanks a bundle mate, really NOT! the downloads no longer exist, thanks again ya sods!A few things:
-This is supposed to be an all-ages forum, so keep vulgarity to yourself, British or otherwise, mild or strong.
-You should have noticed that the first post is quite old, if you checked the date. Thus the probability of the link being dead was invariably high. The link you were searching for was in the 5th post above your own, quite visible if you would take the time to read.
-This is not the place to be provocative. Courtesy will get you much farther.

Also, to hedge this off before it becomes an issue, for any questions you have about this starter kit you should refer to the wiki first (the link has been posted twice on this page, and you'll find it in Maruno's signature as well. Google also helps), and only ask questions which haven't already been answered there. We get a great deal of novice users who don't read it and ask questions that have been repeated many times over. The search function in this forum will also help. This thread is very cluttered as it is, no need to add more unless it's productive. However, legitimate questions, concerns, and suggestions are very welcome.

Welcome to the game dev forum.

pacoparrot
December 7th, 2011, 06:42 PM
This happens when I try to start up.

It asks me to define bug catcher and when I do this pops up even if I say no.
---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `map_interpreter' for Game_System:Class

PokemonMessages:127:in `pbMapInterpreter'

Compiler:2873:in `pbTrainerTypeCheck'

Compiler:2885:in `pbTrainerBattleCheck'

Compiler:3814:in `pbConvertToTrainerEvent'

Compiler:2927:in `pbCompileTrainerEvents'

Compiler:2922:in `each'

Compiler:2922:in `pbCompileTrainerEvents'

Compiler:2917:in `each'

Compiler:2917:in `pbCompileTrainerEvents'

Compiler:4022:in `pbCompileAllData'



This exception was logged in

KitsuneKouta
December 8th, 2011, 09:29 AM
This happens when I try to start up.

It asks me to define bug catcher and when I do this pops up even if I say no.I would try either erasing the event that's causing the problem, or manually adding that trainer to the txt file (I don't know if the editor actually works correctly in-game for adding trainers).

IceGod64
December 9th, 2011, 01:58 PM
Is it possible to assign text/shadow colors to a command list in essentials?

I tried "@cmdwindow.color", but that just made the entire list, both main text and shadows, and all related graphics(e.g the selection arrow) the given color...

zingzags
December 13th, 2011, 08:28 PM
For some reason some wild pokemon causes the battle to lag, so far I found out that PARAS, Goldeen, Magickarp, and Feebass causes my game to lag inside battle, but other pokemon are fine. Is there a reason for this?

charizard124
December 20th, 2011, 09:03 AM
Does anyone knows how to make a server to make trades or battles, i dont like essentials online because it is complety different, can someone help me?

BadSamaritan
December 20th, 2011, 07:02 PM
I have kind of a more specific version of a genreic question, and this comes from me not having essentials anymore(even when I did I used it like two times, but that's irrelavent).

Anyways, I'm doing some side-work for a fan-game on here, and one of those things includes making an animated start screen a la lugia/ho-oh flying in SSHG or zekrom/reshiram standing on the platform in BW, and while I know many people have posted in here talking about adding one to their game, they all generally say they used gif. files. However, due to the program I'm making the intro with, gif is not an available file type.(although I can convert it using another program if neccessary, I just fear a drop in quality, so I'd like to avoid that)

So basically my questions are what file types other than .gif can essentials handle, and from that, which ones are ideal. Plus, if anyone knows from experience any other problems, such as lag from too big of file size and the such.

In addition, if its more a simple matter then I think, if someone would be kind enough to show me the code(or where its located in essentials as the case may be), or present me with a tutorial or reply that details it so I can hand that over to the project coordinator.

Thanks for any and all help!

Elyssia
December 21st, 2011, 03:08 PM
I am a little new to this, but for some reason the External Editor Application keeps crashing with a Fade in/out event in script.
This crash happens when i try to save the changes on most things.
But as example, this crash came from the Trainer Type editor...
Anyone knows how to fix this?

Error crash message displays as follows:

Exception: NoMethodError
Message: undefined method `pbSaveTrainerNames' for nil:NilClass
PokemonTrainers:66:in `pbConvertTrainerData'
PokemonEditor:3019:in `pbTrainerTypeEditorSave'
PokemonEditor:3568: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'

Thank you ^^


*Note: I haven't changed anything in the scripts.
It's still in standard values in the latest download...

IceGod64
December 21st, 2011, 05:56 PM
I am a little new to this, but for some reason the External Editor Application keeps crashing with a Fade in/out event in script.
This crash happens when i try to save the changes on most things.
But as example, this crash came from the Trainer Type editor...
Anyone knows how to fix this?

Error crash message displays as follows:

Exception: NoMethodError
Message: undefined method `pbSaveTrainerNames' for nil:NilClass
PokemonTrainers:66:in `pbConvertTrainerData'
PokemonEditor:3019:in `pbTrainerTypeEditorSave'
PokemonEditor:3568: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'Thank you ^^


*Note: I haven't changed anything in the scripts.
It's still in standard values in the latest download...

The latest version of essentials has that bug, and Maruno has made a fix, which he will provide in the upcoming release of essentials. Expect to see that once gets its own section. Since the editor isn't newbie-friendly, your best bet is to hold out if possible and ask Cilerba to make an essentials section. Sorry.

Edit: For the fix itself, just edit the editorss scripts and find and change all instances of "pbSaveTrainerNames" to "pbSaveTrainerTypes".

Elyssia
December 22nd, 2011, 02:38 AM
For some reason I don't find anything linked to 'pbSaveTrainerNames'.
I say Control + F fail... :/
Meh, I'll just wait for the next release, no TBA/Announcement yet?


Cheers

Maruno
December 22nd, 2011, 09:43 AM
For some reason I don't find anything linked to 'pbSaveTrainerNames'.
I say Control + F fail... :/
Meh, I'll just wait for the next release, no TBA/Announcement yet?


Cheers
You're probably looking at the main scripts, then, not the External Editor's scripts. In the Data folder there's a file called EditorScripts. Rename that to Scripts (after moving the existing Scripts file out of the way), and try again.

Alternatively, just edit the PBS file trainertypes. It's not difficult.

The next version is to be released when Essentials gets its own section, or at least when I hear something about whether the section is ever going to be made. I want to launch the section properly if it's going to exist.

zingzags
December 22nd, 2011, 12:46 PM
Well I managed to fix the other problem, well Now I have a new one, for pokemon with there level one moves. Well lets say I create a Pokemon and it has A level one move like scratch, the pokemon stats get messed up if its in my party, for example when I click ABRA and try to use teleport it wont let me me use it, or when i try to go to its summary screen the stats are messed up. But if i dont have teleport anymore with the pokemon, the pokemon itself is fine.

Elyssia
December 22nd, 2011, 02:19 PM
You're probably looking at the main scripts, then, not the External Editor's scripts. In the Data folder there's a file called EditorScripts. Rename that to Scripts (after moving the existing Scripts file out of the way), and try again.

Alternatively, just edit the PBS file trainertypes. It's not difficult.

The next version is to be released when Essentials gets its own section, or at least when I hear something about whether the section is ever going to be made. I want to launch the section properly if it's going to exist.

Thank You for the tip.
Seems to be fixed now...

JalordaSerpent
December 22nd, 2011, 07:01 PM
Ok....

In the Script Editor, in the PokemonOptions section, I changed the @screensize to 0 so it would stay as the small version. When I loaded the game, it was big at first just as it opened (as usual), then it got smaller like it's supposed to like above, but almost immediatly it changed back to the 480px X 320px version. Can someone tell me what's going on?

IceGod64
December 22nd, 2011, 08:05 PM
Ok....

In the Script Editor, in the PokemonOptions section, I changed the @screensize to 0 so it would stay as the small version. When I loaded the game, it was big at first just as it opened (as usual), then it got smaller like it's supposed to like above, but almost immediatly it changed back to the 480px X 320px version. Can someone tell me what's going on?

You're on the right track, however, you are changing the wrong Variable. Try looking in the section "Settings" (If you're using the latest version). Find the variable DEFAULTSCREENZOOM and change it to 0.5

That should do it. If not, I have some further ideas, but try this first.

JalordaSerpent
December 23rd, 2011, 01:13 PM
That worked without fail! Thanks so much, IceGod!:D

-JS7

Dave.
December 24th, 2011, 03:21 PM
Hi all,

May sound like kinda a noobish question, but in the little project I'm currently involved with, I wish for the player to cycle between four different characters, each with different stats and Pokémon, etc.

I'm having a little trouble with how to change from, say, PlayerA to PlayerB, without losing any data. For example, if a Pokémon has levelled up and learnt a new move in A's party, after switching to B for a bit and then back to A (while changing $Trainer.party or whatever it is that needs doing), I can find no easy way of storing and remembering that change in A's party. There must be a simple way of doing this (if you can understand the question!) but my lack of experience in coding in Ruby is proving an obstacle in achieving this on my own.

Many thanks, and Merry Christmas!

IceGod64
December 24th, 2011, 03:51 PM
Hi all,

May sound like kinda a noobish question, but in the little project I'm currently involved with, I wish for the player to cycle between four different characters, each with different stats and Pokémon, etc.

I'm having a little trouble with how to change from, say, PlayerA to PlayerB, without losing any data. For example, if a Pokémon has levelled up and learnt a new move in A's party, after switching to B for a bit and then back to A (while changing $Trainer.party or whatever it is that needs doing), I can find no easy way of storing and remembering that change in A's party. There must be a simple way of doing this (if you can understand the question!) but my lack of experience in coding in Ruby is proving an obstacle in achieving this on my own.

Many thanks, and Merry Christmas!

You might want to try saving the player's party to a variable. For example, assume Red is Player A and Blue is players B. If you want to change to Blue...

$Game_Variables[637] = $Trainer.party
pbChangePlayer(B)

From there, you simply remove the players entire party and replace it with the new trainers. However, note that I haven't tested this - I don't know if it will work, but it's worth a try.

Maruno
December 24th, 2011, 03:58 PM
IceGod's solution is correct, except you will then need to put $Trainer.party = $Game_Variables[638], where variable 638 is the new player's party (player B in this example) that was previously saved there.

You may also want to do a similar thing with money,and perhaps even Bag contents, unless the four of them have communal pockets. I don't know how far you're going with this idea.

Dave.
December 24th, 2011, 04:47 PM
I'm not getting any exceptions thrown or anything, but the system seems unable to fill the party with what had been stored in $game_variables[637]. I've tried deleting the entire party first to see if that worked, rather than just replacing straight out, but even after then attempting to refill it, there is no 'Pokemon' option on the menu (ie the party is empty).

Thanks to both for helping me out, and hopefully we'll be able to work this problem out. I'm going to try it with something else, such as the money or badges, and see if it just the way the party Pokémon are stored that is causing this not to work. I'd be very grateful if you had any further suggestions, but thank you all the same!

Maruno
December 24th, 2011, 05:08 PM
Global Variable 81 corresponds to Player A's party.
Global Variable 82 corresponds to Player B's party.
Global Variable 83 corresponds to Player C's party.
Global Variable 84 corresponds to Player D's party.

Whenever you change the player, use these three lines of code:

$game_variables[81+$PokemonGlobal.playerID]=$Trainer.party
pbChangePlayer(1)
$Trainer.party=$game_variables[81+$PokemonGlobal.playerID]All you need to change each time is the red number, which is the ID of the player you're turning into (0=Player A, 1=Player B, 2=Player C, etc.).

If you want to replace the entire trainer array (which records the party, money, badges, Pokédex progress, and ownership of a Dex/Gear), simply delete both instances of .party from the code above.

I've not tested this, but logically it should work.

IceGod64
December 24th, 2011, 05:30 PM
I'm not getting any exceptions thrown or anything, but the system seems unable to fill the party with what had been stored in $game_variables[637]. I've tried deleting the entire party first to see if that worked, rather than just replacing straight out, but even after then attempting to refill it, there is no 'Pokemon' option on the menu (ie the party is empty).

Thanks to both for helping me out, and hopefully we'll be able to work this problem out. I'm going to try it with something else, such as the money or badges, and see if it just the way the party Pokémon are stored that is causing this not to work. I'd be very grateful if you had any further suggestions, but thank you all the same!
Funny - the same happens to me.

I used $game_variables[800]=$Trainer.party to take the party and that worked, but then I tried to restore it with $Trainer.party =$game_variables[800] and it failed and gave me nothing. I tried using Variable 801 to store the party length too, and it sort-of worked, however, it only save the number of Pokémon and not the party itself, so I got an exception trying to access the party.

Dave.
December 24th, 2011, 05:43 PM
Global Variable 81 corresponds to Player A's party.
Global Variable 82 corresponds to Player B's party.
Global Variable 83 corresponds to Player C's party.
Global Variable 84 corresponds to Player D's party.

Whenever you change the player, use these three lines of code:

$game_variables[81+$PokemonGlobal.playerID]=$Trainer.party
pbChangePlayer(1)
$Trainer.party=$game_variables[81+$PokemonGlobal.playerID]All you need to change each time is the red number, which is the ID of the player you're turning into (0=Player A, 1=Player B, 2=Player C, etc.).

If you want to replace the entire trainer array (which records the party, money, badges, Pokédex progress, and ownership of a Dex/Gear), simply delete both instances of .party from the code above.

I've not tested this, but logically it should work.

The logic seems spot-on to me, and should work. However, for some reason, it doesn't, and I'm not quite sure why... Maybe I'm missing something blindingly simple, which is generally the case for me with things like this.


Funny - the same happens to me.

I used $game_variables[800]=$Trainer.party to take the party and that worked, but then I tried to restore it with $Trainer.party =$game_variables[800] and it failed and gave me nothing. I tried using Variable 801 to store the party length too, and it sort-of worked, however, it only save the number of Pokémon and not the party itself, so I got an exception trying to access the party.

Yeah I tried that too.. I'm starting to worry that the only way of doing this may be to save every aspect of each of the Pokémon in the party in a different variable (stats, level, moves, etc), but hopefully there is a simpler way of doing it!

Ratty524
December 24th, 2011, 08:40 PM
I'm getting a strange syntax error every time I try to run my game, on line 723 of PokeBattle_Move, and it's the last line that says "end".

This is exactly what the line and the text above it looks like:
[removed]

EDIT: Nevermind, I did some playing around and got it to work perfectly.

Worldslayer608
December 25th, 2011, 10:30 PM
Oops? I figured I could get away with porting over my entire Spriteset_Map scripts but apparently it was changed with the latest release?


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

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

PokemonFieldWeather:118:in `type='

Spriteset_Map:444:in `_animationSprite_update'

AnimationSprite:84:in `update'

Spriteset_Map:288:in `_animationSprite_initialize'

AnimationSprite:43:in `shadow_initialize'

Shadow:221:in `initialize'

Scene_Map:29:in `new'

Scene_Map:29:in `createSpritesets'

Scene_Map:28:in `each'

Scene_Map:28:in `createSpritesets'



This exception was logged in

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

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

Elyssia
December 26th, 2011, 03:57 AM
Hello again...

I've noticed there's a weird thing going on with the battle sound with Trainers and Wild being way much lower in volume then the Map music is...
Any way(s) of changing this?

*Edit: Are their also kind of online features being planned?
Such as Online duels, Partner battles, WFC Mystery Gifts etc?
Just wondering ^^

Pharetra
December 28th, 2011, 01:35 PM
I'd like to know in which script the location and name of a Pokemon's sprite is defined. I want to put the frontsprites in \Graphics\Battlers\Front, the backsprites in \Graphics\Battlers\Back, the shiny frontsprites in \Graphics\Battlers\ShinyFront and the shiny backsprites in \Graphics\Battlers\ShinyBack.

Thank you in advance.

pkmn.master
December 28th, 2011, 05:12 PM
Now that I have time, I decided to work more on my game. I've done more work than I've done testing on battles. I finally made some custom graphics for the battle system and tested it out. This happens when I attempt to battle any trainer. It happens to every Pokemon, not just Starly.

http://i684.photobucket.com/albums/vv204/Mew339/NewBitmapImage-5.jpg

Any ideas?

DarkShadow21
December 28th, 2011, 05:29 PM
I'd like to know in which script the location and name of a Pokemon's sprite is defined. I want to put the frontsprites in \Graphics\Battlers\Front, the backsprites in \Graphics\Battlers\Back, the shiny frontsprites in \Graphics\Battlers\ShinyFront and the shiny backsprites in \Graphics\Battlers\ShinyBack.

Thank you in advance.

in PokemonUtilities just search Graphics/Battlers and edit the scripts around some. also you may need to edit a few things in BitmapCache

Pharetra
December 28th, 2011, 06:26 PM
Now that I have time, I decided to work more on my game. I've done more work than I've done testing on battles. I finally made some custom graphics for the battle system and tested it out. This happens when I attempt to battle any trainer. It happens to every Pokemon, not just Starly.

http://i684.photobucket.com/albums/vv204/Mew339/NewBitmapImage-5.jpg

Any ideas?
Open Editor.exe in your game's folder and go down, to Resize Sprites. There, you can lower Starly's position.

pkmn.master
December 28th, 2011, 08:02 PM
Open Editor.exe in your game's folder and go down, to Resize Sprites. There, you can lower Starly's position.

It's odd, but on everyone, including Starly, the positioning is correct on the editor. The sprites work correctly on wild battles, but they all work like the photo I supplied during a trainer battle. What else could I try?

Pharetra
December 29th, 2011, 02:09 AM
It's odd, but on everyone, including Starly, the positioning is correct on the editor. The sprites work correctly on wild battles, but they all work like the photo I supplied during a trainer battle. What else could I try?
Did you change the screen resolution or the enemybases?
I think the problem is that A) your enemybases need to be changed or B) your screen resolution is wrong.

Maruno
December 29th, 2011, 05:03 AM
It's odd, but on everyone, including Starly, the positioning is correct on the editor. The sprites work correctly on wild battles, but they all work like the photo I supplied during a trainer battle. What else could I try?
Enemy sprites for wild battles are different to enemy sprites for trainer battles, in terms of what sets their positions. You've clearly fiddled with the scripts that set the basic positions of enemy sprites for trainer battles. Change it back.

pkmn.master
December 29th, 2011, 07:55 AM
I don't remember editing any scripts, but I am going to just upgrade my version of pokemon essentials today anyway, so it should fix the problem.

EDIT:

Just updated my essentials version to the newest one. Everything seems to work well. Now I have the problem of updating my trainers. When I try to copy over my trainer PBS files (trainertypes, trainers, etc.), I get an error. Is there any way that I could properly copy over my trainers from my old file to the new version of Pokeessentials without getting an error? This is also important to know: I havn't updated my essentials version in 3 years.

Elyssia
December 29th, 2011, 01:20 PM
Hello again...

I've noticed there's a weird thing going on with the battle sound with Trainers and Wild being way much lower in volume then the Map music is...
Any way(s) of changing this?

*Edit: Are their also kind of online features being planned?
Such as Online duels, Partner battles, WFC Mystery Gifts etc?
Just wondering ^^

^ still waiting for an reply... :/ ^

Pharetra
December 29th, 2011, 01:30 PM
Hello again...

I've noticed there's a weird thing going on with the battle sound with Trainers and Wild being way much lower in volume then the Map music is...
Any way(s) of changing this?

*Edit: Are their also kind of online features being planned?
Such as Online duels, Partner battles, WFC Mystery Gifts etc?
Just wondering ^^
The problem can be the volume of the music used. You can try to normalize the tracks using software. You might want to check the volume of the BGM in RPG Maker XP too.

Elyssia
December 29th, 2011, 02:20 PM
I did... the volumes aren't the same.....
If testing in RPG MAKER XP it can go up to 100 as example, but in the Actual game the Battle music sounds like 60% or 70%.
Where can i find the script that controls the BGM in a Trainer battle or a Wild PKMN battle?

Yero
December 29th, 2011, 11:30 PM
Hi all, first of all, Maruno, thanks greatly for the new version you made. Remarkable! However, I wasn't able to fix a small comment problem I have. In my game, I included a sort of 'midgame encounters' in which the player face a wild/Legendary Pokemon directly, before turning it into a regular battle. In this, I use animations which need to be dodged. However, I can't get this right. I mean, the animation is there, but how do you create the game that the animation really has in impact on the player when touched.

On the other hand, you are able to make an event when the player touch an event, but can you either do something like Conditional Branch: if EV001 touch/hit EV002 then ...?

pkmn.master
December 31st, 2011, 08:35 AM
Just updated my essentials version to the newest one. Everything seems to work well. Now I have the problem of updating my trainers. When I try to copy over my trainer PBS files (trainertypes, trainers, etc.), I get an error. Is there any way that I could properly copy over my trainers from my old file to the new version of Pokeessentials without getting an error? This is also important to know: I havn't updated my essentials version in 3 years.

Still need help with this problem. It is halting my game's production severely.

Pharetra
December 31st, 2011, 09:00 AM
Still need help with this problem. It is halting my game's production severely.
It'd help if you posted the error ;)

pkmn.master
January 2nd, 2012, 02:07 PM
I copied over Trainers.txt and trainertypes.txt from my old project and I get this error when I try to run the game:

---------------------------
Project Crimson S
---------------------------
Exception: RuntimeError
Message: Undefined species constant name: [MRMIME]
Name must consist only of letters, numbers, and
underscores and can't begin with a number.
Make sure the name is defined in
PBS/pokemon.txt.
File PBS/shadowmoves.txt, line 36
MRMIME=SHADOWSTORM,SHADOWSHED


Compiler:928:in `pbGetConst'
Compiler:947:in `parseSpecies'
Compiler:652:in `pbCompileShadowMoves'
Compiler:647:in `pbCompilerEachCommentedLine'
Compiler:613:in `each_line'
Compiler:613:in `pbCompilerEachCommentedLine'
Compiler:610:in `open'
Compiler:610:in `pbCompilerEachCommentedLine'
Compiler:647:in `pbCompileShadowMoves'
Compiler:4016:in `pbCompileAllData'

This exception was logged in
C:\Users\Derek\Saved Games/Project Crimson S/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

Maruno
January 2nd, 2012, 03:18 PM
Hi all, first of all, Maruno, thanks greatly for the new version you made. Remarkable! However, I wasn't able to fix a small comment problem I have. In my game, I included a sort of 'midgame encounters' in which the player face a wild/Legendary Pokemon directly, before turning it into a regular battle. In this, I use animations which need to be dodged. However, I can't get this right. I mean, the animation is there, but how do you create the game that the animation really has in impact on the player when touched.

On the other hand, you are able to make an event when the player touch an event, but can you either do something like Conditional Branch: if EV001 touch/hit EV002 then ...?
That's very much not an Essentials question. Any RMXP game could have something like that happen. It just requires clever eventing, since there's no way to decide whether an animation "touches" anything.


I copied over Trainers.txt and trainertypes.txt from my old project and I get this error when I try to run the game:

---------------------------
Project Crimson S
---------------------------
Exception: RuntimeError
Message: Undefined species constant name: [MRMIME]
Name must consist only of letters, numbers, and
underscores and can't begin with a number.
Make sure the name is defined in
PBS/pokemon.txt.
File PBS/shadowmoves.txt, line 36
MRMIME=SHADOWSTORM,SHADOWSHED


Compiler:928:in `pbGetConst'
Compiler:947:in `parseSpecies'
Compiler:652:in `pbCompileShadowMoves'
Compiler:647:in `pbCompilerEachCommentedLine'
Compiler:613:in `each_line'
Compiler:613:in `pbCompilerEachCommentedLine'
Compiler:610:in `open'
Compiler:610:in `pbCompilerEachCommentedLine'
Compiler:647:in `pbCompileShadowMoves'
Compiler:4016:in `pbCompileAllData'

This exception was logged in
C:\Users\Derek\Saved Games/Project Crimson S/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
In the latest version I renamed Mr Mime's internal name to MRMIME. It used to be MR_MIME. Make sure it shows as the new version (no underscore) in pokemon.txt, as well as in trainers.txt if any trainers use it.

Ookiiushidesu
January 2nd, 2012, 07:24 PM
I'm sorry if this has been asked before....

But is there a way to put an animation for puddles like there is with the grass? I have the animation made and stuff.. Just not sure how to apply it and all that.

Any help/tutorials?

Maruno
January 3rd, 2012, 08:55 AM
I'm sorry if this has been asked before....

But is there a way to put an animation for puddles like there is with the grass? I have the animation made and stuff.. Just not sure how to apply it and all that.

Any help/tutorials?
Putting the animation in is as easy as making grass rustle while walking through it. However, the trick is to make the ripple animation appear below the player. I don't know how to do that, which is the main reason I haven't already done it.

Said technique would also be useful for making footprints in sand/snow.

Pia Carrot
January 3rd, 2012, 11:43 AM
I couldn't find an example, so I was just wondering how to correctly buy a Pokémon from a vendor (similar to the Magikarp Salesman in RBY). I figure it's simple, and I made a makeshift event that's kind dinky. Any help here?

Ho-oh 112
January 3rd, 2012, 05:00 PM
I couldn't find an example, so I was just wondering how to correctly buy a Pokémon from a vendor (similar to the Magikarp Salesman in RBY). I figure it's simple, and I made a makeshift event that's kind dinky. Any help here?


Conditional branch if money is Greater than or equal to price subtract the money then use an Add Pokemon Script with the pokemon and level

thepsynergist
January 4th, 2012, 05:23 AM
Hey guys, I've a question for you all.

I'm trying to make a push block puzzle for Pokemon Pyrite, and I've hit a bit of a snag.

I have a block that is set to Event Touch, and an event that tells it to move away from the player by one square. This works great but for one thing. When I am up against a wall, and I continue to push it, it stays there. This is what I want it to do, but, when I move away from it, up or down for example, it then moves away from me.

This can be problematic, as this means you could push the block when its stuck in a corner.

Any thoughts?

Ratty524
January 4th, 2012, 01:54 PM
Hello. For my game, I am trying to give the player a starter that is holding an Oran Berry. When I attempted it, following the wiki, I got this error:
---------------------------
Pokemon PC Version
---------------------------
Exception: RuntimeError

Message: Script error within event 14, map 89 (lecture1):

Exception: SyntaxError

Message: (eval):4:in `pbExecuteScript'compile error
(eval):2: syntax error
(PBSpecies::TADOLEDON,5,$Trainer)
^

***Line '(PBSpecies::TADOLEDON,5,$Trainer)' shouldn't begin with '(', try

putting '(' at the end of the last line

***Full script:

poke=PokeBattle_Pokemon.new
(PBSpecies::TADOLEDON,5,$Trainer)
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)




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\Jordan\Saved Games/Pokemon PC Version/errorlog.txt.

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



This is the exact script I have in the event:
poke=PokeBattle_Pokemon.new
(PBSpecies::TADOLEDON,5,$Trainer)
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)

Did I do something wrong here? D:

Maruno
January 4th, 2012, 02:22 PM
Hello. For my game, I am trying to give the player a starter that is holding an Oran Berry. When I attempted it, following the wiki, I got this error:
---------------------------
Pokemon PC Version
---------------------------
Exception: RuntimeError
Message: Script error within event 14, map 89 (lecture1):
Exception: SyntaxError
Message: (eval):4:in `pbExecuteScript'compile error
(eval):2: syntax error (PBSpecies::TADOLEDON,5,$Trainer)
^
***Line '(PBSpecies::TADOLEDON,5,$Trainer)' shouldn't begin with '(', try
putting '(' at the end of the last line

***Full script:
poke=PokeBattle_Pokemon.new
(PBSpecies::TADOLEDON,5,$Trainer)
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)

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\Jordan\Saved Games/Pokemon PC Version/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
This is the exact script I have in the event:
poke=PokeBattle_Pokemon.new
(PBSpecies::TADOLEDON,5,$Trainer)
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)Did I do something wrong here? D:
The error message you deftly posted contains both the error, cause and solution. I would say what you did wrong was not read it.

Ratty524
January 4th, 2012, 03:51 PM
It's not that I didn't read it, is that usually when I get that message, there is something more fundamentally wrong with the way I called the script. Anyway, I removed the parenthesis at the beginning, and got another syntax error:

---------------------------
Pokemon PC Version
---------------------------
Exception: RuntimeError

Message: Script error within event 14, map 89 (lecture1):

Exception: SyntaxError

Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
PBSpecies::TADOLEDON,5,$Trainer)
^

***Full script:

poke=PokeBattle_Pokemon.new
PBSpecies::TADOLEDON,5,$Trainer)
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)




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\Jordan\Saved Games/Pokemon PC Version/errorlog.txt.

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

Nickalooose
January 4th, 2012, 04:20 PM
It's not that I didn't read it, is that usually when I get that message, there is something more fundamentally wrong with the way I called the script. Anyway, I removed the parenthesis at the beginning, and got another syntax error:

---------------------------
Pokemon PC Version
---------------------------
Exception: RuntimeError
Message: Script error within event 14, map 89 (lecture1):
Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
PBSpecies::TADOLEDON,5,$Trainer)
^
***Full script:
poke=PokeBattle_Pokemon.new
PBSpecies::TADOLEDON,5,$Trainer)
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)
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\Jordan\Saved Games/Pokemon PC Version/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
OK


The highlighted red needs to be;

poke=PokeBattle_Pokemon.new(
PBSpecies::TADOLEDON,5,$Trainer)
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)

notice where the bracket starts... The error itself soley explains, as Maruno so nicely said... Again, all you needed to do was READ the error... Although error messages are quite cryptic, the solution is sometimes within the error, I fix LOTS of my errors by reading them. x

Ratty524
January 4th, 2012, 04:46 PM
The highlighted red needs to be;

poke=PokeBattle_Pokemon.new(
PBSpecies::TADOLEDON,5,$Trainer)
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)

notice where the bracket starts... The error itself soley explains, as Maruno so nicely said... Again, all you needed to do was READ the error... Although error messages are quite cryptic, the solution is sometimes within the error, I fix LOTS of my errors by reading them. x
Isn't that back to what I originally did? Anyway, I'll try that.
EDIT: It actually worked. It's weird, though. So it makes a difference if the bracket starts at the top line as oppose to the same one as pbwhatever. When the error states "Line '(PBSpecies::TADOLEDON,5,$Trainer)' shouldn't begin with '('" I figured it meant that I was to move the beginning bracket to the last line on the bottom and the beginning bracket shouldn't be before PB at all.

Ho-oh 112
January 4th, 2012, 07:56 PM
Ok, a new one.... The Pokemon/levels get screwed up after it reaches 100+ (3 digits)


def pbWriteGift
shiny = 1 # shiny 1 anything else no
form = 0 # which form it is
species=pbChooseSpecies(1)
if species!=0
Kernel.pbMessage(_INTL("{1}", species))
params=ChooseNumberParams.new
params.setRange(1,PBExperience::MAXLEVEL)
params.setInitialValue(5)
params.setCancelValue(0)
level=Kernel.pbMessageChooseNumber(
_INTL("Set the Pokémon's level."),params)
if level>0
end
end
dat1=[species, level, shiny, form]
dat2=dat1.pack("CvM^*07")
filename="Gifts/Gift.MG"
File.open(filename,"wb"){|f|
f.write(i)
f.write(dat2)
}
end

def pbLoadMGift
data = nil
if $Trainer.party.length==6
Kernel.pbMessage(_INTL("Sorry, you have 6 pokemon in the party."))
return
end
File.open("Gifts/Gift.MG","rb"){|f|
data=f.read
}
if data == nil
Kernel.pbMessage(_INTL("Data is corrupt."))
return false
end
# decompiles
species=dat[0]
level=dat[1]
shiny=dat[2]
form=dat[3]
# checks
if level > PBExperience::MAXLEVEL || level < 0
Kernel.pbMessage(_INTL("gift is corrupt. {1}", level))
return false
end
if species > 493 || species < 0
Kernel.pbMessage(_INTL("Gift is corrupt. {1}", species))
return false
end
# the gift passed
Kernel.pbMessage(_INTL("A gift was found"))
p=PokeBattle_Pokemon.new(species,level,$Trainer)
p.form = form
if shiny = 2
p.makeShiny
end
pbAddToParty(p)
end

Maruno
January 5th, 2012, 09:22 AM
Isn't that back to what I originally did? Anyway, I'll try that.
EDIT: It actually worked. It's weird, though. So it makes a difference if the bracket starts at the top line as oppose to the same one as pbwhatever. When the error states "Line '(PBSpecies::TADOLEDON,5,$Trainer)' shouldn't begin with '('" I figured it meant that I was to move the beginning bracket to the last line on the bottom and the beginning bracket shouldn't be before PB at all.
I pre-empted your confusion, and changed that error message in future versions to be a bit clearer.

The opening bracket tells the game to expect some parameters, so it looks to the next line to find them, rather than assume the next line is a separate command in itself. It will only stop looking for parameters once it hits the closing bracket at the end of the second line. In effect, it treats the two lines as one as required.

Or, y'know, use the Extend Text thingy.

Maruno
January 5th, 2012, 09:35 AM
Line 87, which reads File.open(Gifts/Gift.MG,"rb"){|f|. Put quote marks around "Gifts/Gift.MG" like I just did.

I may just be reading this wrong, but it looks like your pbWriteGift will end up writing the details of the gift Pokémon over 8 million times (899*8999). I can't help but think that's not right.

Finally, one of your checks is if @level < 101 || @level < 0, when it probably should be if @level > PBExperience::MAXLEVEL || @level < 0. And you don't need PBSpecies:: when adding the new Pokémon, because species is a number.

Just a few observations.

Ho-oh 112
January 5th, 2012, 09:48 AM
Line 87, which reads File.open(Gifts/Gift.MG,"rb"){|f|. Put quote marks around "Gifts/Gift.MG" like I just did.

I may just be reading this wrong, but it looks like your pbWriteGift will end up writing the details of the gift Pokémon over 8 million times (899*8999). I can't help but think that's not right.

Finally, one of your checks is if @level < 101 || @level < 0, when it probably should be if @level > PBExperience::MAXLEVEL || @level < 0. And you don't need PBSpecies:: when adding the new Pokémon, because species is a number.

Just a few observations.

Wow lot's of errors, anyways I'll try them.

Ratty524
January 5th, 2012, 11:17 AM
I pre-empted your confusion, and changed that error message in future versions to be a bit clearer.

The opening bracket tells the game to expect some parameters, so it looks to the next line to find them, rather than assume the next line is a separate command in itself. It will only stop looking for parameters once it hits the closing bracket at the end of the second line. In effect, it treats the two lines as one as required.

Or, y'know, use the Extend Text thingy.
Oooh-kay. It's helpful that I understand how the compiler is reading these things, thank you.

Nickalooose
January 5th, 2012, 11:38 AM
I have a 2 questions... not sure if this one is supposed to be here;
my extendtext.exe, doesn't want to work! Any reasons why, you think?
It doesn't do anything with a text box open... For those smart asses out there haha!

Also, I'm trying to do and learn something new! Learning the way Abillities and Moves work, by checking how to read .txt files, but I can't seem to get my game to read the text within my .txt file, and print in-game...

I have my file, I add which ever name to my pokemon.txt file, it does absolutely nothing, but if I remove my .txt file, it errors because it can't find said name in suchandsuch.txt...? And the new line within pokemon.txt causes an error due to an extra "unneccassary" line... So to speak! Any help on how this works is well apprechiated. X

Maruno
January 5th, 2012, 12:16 PM
I have a 2 questions... not sure if this one is supposed to be here;
my extendtext.exe, doesn't want to work! Any reasons why, you think?
It doesn't do anything with a text box open... For those smart asses out there haha!
Simply double-clicking extendtext.exe while a text box or script box in RMXP is open should work. I don't know why it isn't, unless you're missing out some important piece of information (but I don't even know what that might be).


Also, I'm trying to do and learn something new! Learning the way Abillities and Moves work, by checking how to read .txt files, but I can't seem to get my game to read the text within my .txt file, and print in-game...

I have my file, I add which ever name to my pokemon.txt file, it does absolutely nothing, but if I remove my .txt file, it errors because it can't find said name in suchandsuch.txt...? And the new line within pokemon.txt causes an error due to an extra "unneccassary" line... So to speak! Any help on how this works is well apprechiated. X
Abilities/moves/items/Pokémon/etc. are defined by writing them in the PBS files. When the game is compiled, it reads this information, converts it into another form it can use later on, and writes it to one (or more) of the VCD files in the Data folder. When running the game, it is actually using these VCD files to get the required information about a move or ability.

Now, that will only define a "thing" in the game (e.g. Quick Feet is a "thing" it calls an "ability"). It does not define what a particular "thing" actually does (i.e. what the effect of Quick Feet is). Those effects need to be scripted, and are not part of the PBS files.

The PBS files need to remain where they are, because they are checked whenever the game is run from RMXP to see if they've changed. If they've changed, the game recompiles itself. If it can't find a PBS file in the first place, it throws a wobbly.

What the game does when it compiles (i.e. how it moves information around) is very complicated, and easy to muck up. I don't like to touch it, and I'm running the kit!

That's all just for your interest.

You've been unhelpfully non-specific in what you've been trying to add, and what errors you end up with. The best I can guess is that you're trying to give a Pokémon a new move or ability, but it's saying such a move/ability doesn't exist. You need to define them in their respective PBS files as well. You can't just type "GIGADRILLBREAKER" into a Pokémon's moveset and expect it to work - what makes Giga Drill Breaker a move is being defined in moves.txt.

When the game is compiled, there is a specific order to which PBS files are compiled. Moves are compiled before Pokémon (for instance), because the latter depends on having an up-to-date former. First Giga Drill Breaker becomes a "thing" known as a "move", and then the Pokémon are compiled where the moves are checked for the existence of a move called Giga Drill Breaker.

Basically, define your "things" in the appropriate PBS files first (moves in moves.txt, etc.), and then assign moves/abilities to particular Pokémon species (in pokemon.txt).

Nickalooose
January 5th, 2012, 01:01 PM
Simply double-clicking extendtext.exe while a text box or script box in RMXP is open should work. I don't know why it isn't, unless you're missing out some important piece of information (but I don't even know what that might be).



Abilities/moves/items/Pokémon/etc. are defined by writing them in the PBS files. When the game is compiled, it reads this information, converts it into another form it can use later on, and writes it to one (or more) of the VCD files in the Data folder. When running the game, it is actually using these VCD files to get the required information about a move or ability.

Now, that will only define a "thing" in the game (e.g. Quick Feet is a "thing" it calls an "ability"). It does not define what a particular "thing" actually does (i.e. what the effect of Quick Feet is). Those effects need to be scripted, and are not part of the PBS files.

The PBS files need to remain where they are, because they are checked whenever the game is run from RMXP to see if they've changed. If they've changed, the game recompiles itself. If it can't find a PBS file in the first place, it throws a wobbly.

What the game does when it compiles (i.e. how it moves information around) is very complicated, and easy to muck up. I don't like to touch it, and I'm running the kit!

That's all just for your interest.

You've been unhelpfully non-specific in what you've been trying to add, and what errors you end up with. The best I can guess is that you're trying to give a Pokémon a new move or ability, but it's saying such a move/ability doesn't exist. You need to define them in their respective PBS files as well. You can't just type "GIGADRILLBREAKER" into a Pokémon's moveset and expect it to work - what makes Giga Drill Breaker a move is being defined in moves.txt.

When the game is compiled, there is a specific order to which PBS files are compiled. Moves are compiled before Pokémon (for instance), because the latter depends on having an up-to-date former. First Giga Drill Breaker becomes a "thing" known as a "move", and then the Pokémon are compiled where the moves are checked for the existence of a move called Giga Drill Breaker.

Basically, define your "things" in the appropriate PBS files first (moves in moves.txt, etc.), and then assign moves/abilities to particular Pokémon species (in pokemon.txt).

I figured it's this stupid laptop, Windows Vista, I hate the program, I prefer XP... Anyways...

Okay, say for arguments sake, I want;


[1]
Name=BULBASAUR
InternalName=BULBASAUR
Kind=SEED
Pokedex=BULBASAUR can be seen napping in bright sunlight. There is a seed on its back. By soaking up the sun's rays, the seed grows progressively larger.
Type1=GRASS
Type2=POISON
BaseStats=45,49,49,45,65,65
Rareness=45
BaseEXP=64
Happiness=70
GrowthRate=Parabolic
StepsToHatch=5120
Color=Green
Habitat=Grassland
EffortPoints=0,0,0,0,1,0
Abilities=OVERGROW
Likes=RUNNING
Compatibility=1,7
Height=0.7
Weight=6.9
GenderRate=FemaleOneEighth
Moves=1,TACKLE,4,GROWL,7,LEECHSEED,10,VINEWHIP
EggMoves=LIGHTSCREEN,SKULLBASH,SAFEGUARD,CHARM
Evolutions=IVYSAUR,Level,16
BattlerPlayerY=17
BattlerEnemyY=15
BattlerAltitude=0


Then, within a text file called, likes.txt, it looks somewhat like this

1,RUNNING,Running,The Pokemon may attack first.
2,BANANAS,Bananas,The Pokemon may become confused.
3,SOCKS,Socks,The Pokemon will defrost itself if frozen.

I know adding Abillities is a pain, and you say make edits of already scripted abillities if you are goin to add any... So using how Quick Attack would work would be how this is easily scripted obviously with some edit so the Pokémon doesn't always attack first... But the problem I am getting, everything compiles and errors correctly, if RUNNING is spelt wrong or .txt file is missing, but the game itself, is not registering the info about the "thing" or the name, within the Pokédex and the move itself doesn't do anything... For the Pokédex thing, i literally just replaced the "Abillity" scripts with "Likes" info to check if this works, but nothin comes up, if I rename my likes.txt, to abillities.txt... It works! X

Maruno
January 5th, 2012, 01:39 PM
You're trying to do what I feared you might be trying to do: create a new "thing".

The effects of these Likes aren't important, and can be scripted just fine. That would be the very very easy part.

PBS files aren't things you just write and they'll be compiled just because they're in the PBS folder. Search the scripts for "pokemon.txt", and you'll see it mentioned in the Compiler script section. The scripts know beforehand which PBS files it expects, and there are extensive scripts that deal with them and do the compiling. Any files in the PBS folder that it doesn't expect aren't looked at at all.

The same goes for lines within pokemon.txt. The scripts don't say what to do with a line beginning "Likes=", so it ignores that line. The information in the Likes line is never compiled and saved elsewhere for actual use. You can write whatever nonsense you want in pokemon.txt, but the only lines that are actually looked at are the ones beginning "blah=", where "blah" are the words in the tables in the wiki's Defining a species (http://pokemonessentials.wikia.com/wiki/Defining_a_species) page.

You can add some code to make the game recognise a "Likes=" line, and say what to do with the information therein. However, this requires that the information is meaningful (a number or an already-defined "thing"), and that you also know the data structure of a Pokémon species to make sure you save the information correctly and in the right format. You would then need to load the appropriate information later on using this knowledge, and find the appropriate sub-information (i.e. the description based on the ID number), and then display it/use it to determine an effect. That's at the very least. If you want to define a new "thing" for Likes, that's a whole new and much larger kettle of fish in itself.

The reason you got something to work when you renamed "likes.txt" to "abilities.txt" is because the game decided that Bananas and Socks were abilities, and you just happened to use the same PBS data structure to "define" them. That's not a sign that you've done anything right, just that you can edit the list of possible abilities (http://pokemonessentials.wikia.com/wiki/Defining_an_ability) (which frankly, isn't hard).

My point is that there's a lot more involved than you think, and you shouldn't be trying to do anything like this. At all. It's way too easy to mess up, even for me who just explained all this.

Cilerba
January 5th, 2012, 02:20 PM
@Ho-oh 112 - I've moved your thread into the Essentials thread, where it belongs. Post one more thing in the wrong section and it'll just get locked.

Nickalooose
January 5th, 2012, 02:30 PM
You're trying to do what I feared you might be trying to do: create a new "thing".

The effects of these Likes aren't important, and can be scripted just fine. That would be the very very easy part.

PBS files aren't things you just write and they'll be compiled just because they're in the PBS folder. Search the scripts for "pokemon.txt", and you'll see it mentioned in the Compiler script section. The scripts know beforehand which PBS files it expects, and there are extensive scripts that deal with them and do the compiling. Any files in the PBS folder that it doesn't expect aren't looked at at all.

The same goes for lines within pokemon.txt. The scripts don't say what to do with a line beginning "Likes=", so it ignores that line. The information in the Likes line is never compiled and saved elsewhere for actual use. You can write whatever nonsense you want in pokemon.txt, but the only lines that are actually looked at are the ones beginning "blah=", where "blah" are the words in the tables in the wiki's Defining a species (http://pokemonessentials.wikia.com/wiki/Defining_a_species) page.

You can add some code to make the game recognise a "Likes=" line, and say what to do with the information therein. However, this requires that the information is meaningful (a number or an already-defined "thing"), and that you also know the data structure of a Pokémon species to make sure you save the information correctly and in the right format. You would then need to load the appropriate information later on using this knowledge, and find the appropriate sub-information (i.e. the description based on the ID number), and then display it/use it to determine an effect. That's at the very least. If you want to define a new "thing" for Likes, that's a whole new and much larger kettle of fish in itself.

The reason you got something to work when you renamed "likes.txt" to "abilities.txt" is because the game decided that Bananas and Socks were abilities, and you just happened to use the same PBS data structure to "define" them. That's not a sign that you've done anything right, just that you can edit the list of possible abilities (http://pokemonessentials.wikia.com/wiki/Defining_an_ability) (which frankly, isn't hard).

My point is that there's a lot more involved than you think, and you shouldn't be trying to do anything like this. At all. It's way too easy to mess up, even for me who just explained all this.



I see, it was deffinatly worth the question I think! I did think it would be hard, but to learn is to play, I think... But, nevertheless, it was an idea I had, and decided to attempt! If yourself would'nt attempt this, I think I should'nt :P

1ninjadude1701
January 5th, 2012, 05:27 PM
How do i create a Rival Trainer and then a Battle?