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mackoo
November 18th, 2007, 09:53 AM
What do I have to do to make backgrounds this one from battlebg folder?

Atomic Reactor
November 18th, 2007, 01:15 PM
grr...
i tried changing the male hero sprite in the metadeta thing. bu i got an error after startign the game. so i changed it back, but i still get an error. here it is.
http://i181.photobucket.com/albums/x19/atomicreactor334/pkmnproblem.jpg

.houndoomed
November 18th, 2007, 01:54 PM
I have sent you a private message too.

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

Guys, I think you should PM poccil if you have any questions.

DarkBass
November 18th, 2007, 02:19 PM
.............This Starter Kit Is An Answer To My Problem........... I've Been Wanting To Make A Pokemon Game For Quite A While...........Thank You For Making It.

phoenixprime88b5
November 18th, 2007, 03:36 PM
@Anyone:
Do you know how to make the character follow someone else. Unlike the dependancy event in the notes that makes an event follow the player, I want the opposite, does anyone know how?

Atomic Reactor
November 18th, 2007, 03:51 PM
phoenixprime88b5, i just finished doing that this weekend. you have to set the move route of the event. and you must do the same for the player. they will happen at the same time. pm if you still need help.

O.G. Duke
November 18th, 2007, 05:36 PM
I have big question:
My battlebackground for encounter in grass become battlebg 6 same as Trainer battle.
How to change it become battlebg 1 or 2 ?

poccil
November 18th, 2007, 05:45 PM
As in the actual game, the choice of battle background is made depending on where the player happens to be: Grass--1; Tall Grass--2; Moving Water--3; Still Water--4; Underwater--5;
Rocks--7; Cave--8; Sand--9. There are also two other battle backgrounds, one for outdoor maps (0) and another for indoor maps (6). The script section PokeBattle_ActualScene contains a function pbBackdrop (starting at line 977) which decides which battle background to use.

O.G. Duke
November 18th, 2007, 06:11 PM
It work for me^^
Thanks!
And I think you should add this information onto the notes.htm^^

OblivionMew
November 19th, 2007, 11:26 AM
The other day I edited the pokegear script to make it look more attractive. All you need to do is import the images into the picture folder then replace the pokegear script with this edit.

Backmaster
November 19th, 2007, 12:06 PM
The other day I edited the pokegear script to make it look more attractive. All you need to do is import the images into the picture folder then replace the pokegear script with this edit.

i like these sprites , i worked with them before.
And i sprited a pokegear much better than the actual one...
I have to fix it a little, and then poccil could implent it.

Flameguru
November 19th, 2007, 12:17 PM
That PokeGear interface is very nice but I think it needs a few more tweaks. Maybe add in an arrow and move the text box the whole way down and show the edges of it on the right.

poccil
November 19th, 2007, 01:04 PM
OblivionMew:

Thank you for the modification. I have finished incorporating it.

Mitchio
November 19th, 2007, 03:30 PM
How is it possible to change the exp level?

poccil
November 19th, 2007, 04:16 PM
Change the level of a Pokemon, or change the amount of experience earned?

Mitchio
November 19th, 2007, 06:22 PM
The amount of exp gained from defeating a pokemon
because its like 3 times too much...

poccil
November 19th, 2007, 07:57 PM
Oh, I see. To do that, edit the file pokemon.txt, and edit the "BaseEXP=" settings of any species in that file.

phoenixprime88b5
November 19th, 2007, 09:09 PM
The Pokegear scrip and grapchics, is excellent, thanks alot OblivionMew. I'm still wondering if anyone will make the Phone feature in the Pokegear yet?

And when i use the debug menu to change the terrain to ice, i save the changes. It doesn't work when i first do it, i have to leave the map then come back fo it to work, then when i save the playtest game and return to it, i can't slide on the ice anymore and it's like i never edit the terrain tags, what's up with that? (I don't mean to sound aggrivated or mad, just wondering)

poccil
November 20th, 2007, 06:40 PM
Unfortunately, RPG Maker XP has its own version of the data in memory (independent of the game's editor), so that it overwrites it when the project is saved again.

phoenixprime88b5
November 20th, 2007, 08:10 PM
So then how will the terrain tag stay if you can only use it in the debug menu, since the regular rpg maker xp system can't go past 7?

poccil
November 20th, 2007, 09:58 PM
As I already know, RPG Maker XP doesn't force any terrain tags to be 7 or less, but merely displays
them as blank in its tileset editor. For example, if a terrain tag is 10, it is still considered to
be 10, but it's merely displayed as blank.

I will find a way to solve this problem in the next release, which will likely involve creating a
temporary data file.

Mitchio
November 20th, 2007, 11:21 PM
So what can we expect from the next release?

mackoo
November 21st, 2007, 05:37 AM
By the way poccil, can you add in next release a way to do the animations by the standard RMXP system, no this animeditor...

|Maximus|
November 21st, 2007, 08:26 PM
How would I remove let's say the Sinnoh region out of my game.

Mitchio
November 22nd, 2007, 01:45 AM
Just curious...

Does pokemon essetntials have a berry system?

Backmaster
November 22nd, 2007, 04:36 AM
I know it´s very hard to script but will there ever be a contest script?
or something like this?
I think i could rip the graphics for this.

poccil
November 22nd, 2007, 04:54 AM
All those requests for new features, and so little time. I'm very busy improving on it, so I won't be checking on this thread often. What I can say is that I will add Pokeball animations and a visual editor to the next version.

Backmaster
November 22nd, 2007, 04:58 AM
All those requests for new features, and so little time. I'm very busy improving on it, so I won't be checking on this thread often. What I can say is that I will add Pokeball animations and a visual editor to the next version.

yeah i know it´s very hard. Maybe i could help you with essentials.
Indeed iam not good at scripting. Can you tell me where to learn?^^

mad.array
November 22nd, 2007, 05:03 AM
I've been looking at the exp calculations after reading Sharpedo's post and I'm stumped. All of the variables are what they should be but the exp you get is higher than iy should be. Does anyone have any ideas?

*EDIT* I don't want to edit the base exp rate as it's correct as far as the Pokemon GBA/DS games go.

poccil
November 22nd, 2007, 05:41 AM
It's a bug. To fix it, find this line near line 1761 of PokeBattle_Battle script section:


dexdata.pos=76*species+17


Replace it with:


dexdata.pos=76*(species-1)+17

|Maximus|
November 22nd, 2007, 06:28 AM
How would I remove let's say the Sinnoh region out of my game. Can you answer my question. I PMed you and no reply.

NytewolfAU2k7
November 22nd, 2007, 08:50 AM
You'd remove anything that relates to it... Just do it carefully...

OblivionMew
November 22nd, 2007, 12:35 PM
I have updated my Nice Lookin' Pokegear Script to have an arrow cursor and some buttons which look as though they are being pressed.

mad.array
November 22nd, 2007, 01:10 PM
Ah, thanks for that. I was beginning to think I'd gone loopy!

phoenixprime88b5
November 22nd, 2007, 08:18 PM
This happens everytime i walk around the pokemart, the game freezes and this message pops up:

undefined method `>' for nil:NilClass
Game_Map*:300:in `terrain_tag'
Game_Map*:296:in `each'
Game_Map*:296:in `terrain_tag'
Spriteset_Map:78:in `update'
Spriteset_Map:232:in `_animationSprite_update'
Spriteset_Map:231:in `each'
Spriteset_Map:231:in `_animationSprite_update'
AnimationSprite:128:in `update'
Scene_Map:49:in `updateSpritesets'
Scene_Map:43:in `each'
Scene_Map:43:in `updateSpritesets'
Scene_Map:109:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71

NoOb GaMeMaKeR
November 23rd, 2007, 05:03 AM
I have updated my Nice Lookin' Pokegear Script to have an arrow cursor and some buttons which look as though they are being pressed. Nice one, but you just stole those from gscplatinum .

OblivionMew
November 23rd, 2007, 08:20 AM
Nice one, but you just stole those from gscplatinum .

sorry... I forgot to give credit to gscplatinum! My bad! By the way only the map, phone, radio and exit icons - and the background are from gscplatinum, the buttons and arrow are mine.

poccil
November 23rd, 2007, 03:40 PM
A new release is available.

Moved background music code to PokemonUtilities and made
music event commands work with that code.
Added more battle sounds
Made tileset editor more reliable with RPGXP.
Added Pokeball graphics and catch animations
Replaced encounter editor with a much more versatile visual
editor
New look for Pokegear thanks to OblivionMew
Fixed bug where wrong base EXP values were used
Improved path functions in animation editor

The next release will see more graphical improvements in battle
and likely support for the phone.

Added: PokemonEditor
Changed: PokemonMap
Changed: PokeBattle_Pokemon
Changed: PokemonDayCare
Changed: PokemonPokedex
Changed: PokemonAnimEditor
Changed: PokeBattle_MoveEffects
Changed: PBIntl
Changed: Pokegear
Changed: EventScene
Changed: PokemonField
Changed: PokemonSave
Changed: Game_Map*
Changed: PokeBattle_ActualScene
Changed: PokemonTrainers
Changed: PokemonTilesetEditor
Changed: PBMoves
Changed: Compiler
Changed: PBAnimation
Changed: PokemonEvolution
Changed: Game_Character 1
Changed: PokemonMessages
Changed: PokemonSummary
Changed: SpriteWindow
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonItems
Changed: PokemonStorage
Changed: PokemonDebug

wallen07
November 23rd, 2007, 05:49 PM
hey great work just downloaded lastest release... the game freezes when i get the rod.

mad.array
November 23rd, 2007, 06:02 PM
Hey Poccil, can you tell me whether the new Battle Animations in the Database can be used or do you still have to use the anim editor (which keeps crashing on me)

*EDIT* Also I can't get the time based encounters to work. I've tried a few combinations, including not having a Land section and placing the LandMorning etc sections right underneath the Land section but no joy. For each different way I put it I get an error, usually about the length of the previous entries. Does anyone have any clues?

Mitchio
November 23rd, 2007, 06:54 PM
Is there a berry system?

I havnt found one yet in it?

ali madan
November 23rd, 2007, 09:52 PM
hi can I have a nice picture of the pokedex that I can use in my game? And can you remove this black end?

(Sorry if I was rude)

And every time I want to save an error comes to me...

The Send and don't send part!!!!! And when I want to load this part show:

undefined method `setMapChanged' for "":String
PokemonLoad:194:in `pbStartLoadScreen'
PokemonLoad:173:in `open'
PokemonLoad:173:in `pbStartLoadScreen'
PokemonLoad:142:in `loop'
PokemonLoad:210:in `pbStartLoadScreen'
Scene_Intro:121:in `to_title_update'
Scene_Intro:55:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71

NoOb GaMeMaKeR
November 24th, 2007, 05:24 PM
Once again, dude not the right spot.

venom12
November 25th, 2007, 12:55 AM
I have problem.
http://img513.imageshack.us/img513/448/problemlb9.png

mad.array
November 25th, 2007, 04:32 AM
Hey Venom12. There are three main suspects as far as I can see.

Trainer type not defined in trainernames.txt

Error with trainer info in trainers.txt

A syntax or other error in the map event.




The map event should call something like this:

pbTrainerBattle(PBTrainers::HIPPY,"Nillson",_I("Not only did I not crash, but I didn't win either!"))

Nillson would be replaced with whatever your leaders name is (the one you defined in trainers.txt). You must also make sure that you have the trainer type (in my case HIPPY) defined in trainernames.txt, which may look something like this:

83,HIPPY,Hippy,50,Hippy.mid,HippyVictory.mid


Ok, the first three fields are required. Field one is the internal number used by the game to recognise this trainer (and find their sprite), field two is used to reference the trainer type from the script (as above with Nillson), field three is the trainer type that appears during the game (Hippy, Picknicker, Alien, Cheese monster).

After that the other three are optional. The fourth field is for calculating money received (multiply the value by the highest level pokemon in that trainers squad), the fifth and six are for custom battle music and custom victory music.

I'm sorry if any of that was confusing.

If you're still stuck try posting the event info and the txt files.

Sorry if that didn't help.

|Maximus|
November 25th, 2007, 05:47 AM
Guys, don't post here. PM poccil, he doesn't have time for this thread. He said it himself.

mad.array
November 25th, 2007, 06:23 AM
That doesn't necessarily mean that the thread is useless. Poccil said that he wouldn't have chance to check the thread very often, but that doesn't mean the other people who come on here can't help each other. I hope I've just helped Venom12 solve their problem and if I have, it's one less PM for Poccil to read (God knows he's probably got tons anyway).

I realise I addressed my previous question about time based encounters at Poccil in particular, but it is open to anybody who comes on here.

Anyway, back to the creation process :)

Glitchfinder
November 25th, 2007, 11:54 AM
I'm going to aim this question at Poccil, but if you feel you know the answer, feel free to say what you think it is.

What's the point of a particle system in a Pokemon game? Specifically, in a 2D Pokemon game. There are some in the platform ones, but why put it in a starter kit for 2D games? It seems very un-pokemon-ish. I'm just wondering, because I may be about to switch back to my old computer, which has 512 MB of RAM, and the particle system, as well as several other things, will make it about as fast as molasses on a snowy day. (Sorry for the colloquialism, I just thought it was a very apt description)

Also, the starter kit is progressing very well, but I have a problem with the current advancements. Specifically, why work on relatively unnecessary frills like animations when other things, like scripted systems, will actually need to be done beforehand, as well as fully tested.

Also, since you seem to be somewhat proficient at making .exe programs, why not build battle editors, as well as other programs that will create the system files necessary for the game. I'm just suggesting this because it seems the majority of the messages in this thread (and of your PMs) is made up of people who did not completely follow directions, and thus need help on fixing their problems. If you had an .exe to build and then compile these files, it would probably make things much simpler.

Finally, to those who see that the second and third paragraphs are quite obviously aimed at Poccil alone, I bring up this point: Poccil said that he would not be able to visit this thread very often. That means that every once in a while, he will see it. This thread won't have enough visits from Poccil to warrant it being a troubleshooting thread, but suggestions don't need to be responded to immediately, and can always wait a while.

Curt200718
November 25th, 2007, 04:27 PM
Hello people im new to Pokecommunity but not to RPG maker 2k3\Xp, anyway i downloaded this starter kit and im having a few problems. Before i reveal my problems i want to say i am using RPG maker XP Postility Knights edition (only free one i could find) any way i download the dll needed.......also i tried to open the starter kit up in RMXP and got an error saying "Project could not be read due incompatiblity between software" but thats not the problem(copied my project Rgss player and the RPGXP prject file over the ones in the Starter Kit and it loaded up fine) My problem is I started creating a new map and when i try to test play the screen pops up for a sec. then disappears and doesnt say anything! Do I have to add some code in order to add new maps ?? Thanks for anyone willing to help !

The Dash
November 25th, 2007, 04:39 PM
Hello people im new to Pokecommunity but not to RPG maker 2k3\Xp, anyway i downloaded this starter kit and im having a few problems. Before i reveal my problems i want to say i am using RPG maker XP Postility Knights edition (only free one i could find) any way i download the dll needed.......also i tried to open the starter kit up in RMXP and got an error saying "Project could not be read due incompatiblity between software" but thats not the problem(copied my project Rgss player and the RPGXP prject file over the ones in the Starter Kit and it loaded up fine) My problem is I started creating a new map and when i try to test play the screen pops up for a sec. then disappears and doesnt say anything! Do I have to add some code in order to add new maps ?? Thanks for anyone willing to help !

You do know that Postality Knights is Illegal right? And that now you have said you are using it you won't be getting much support?

Curt200718
November 25th, 2007, 04:47 PM
no i did not, so the only way around is to buy full version ! :( that sux

Atomic Reactor
November 25th, 2007, 04:48 PM
isn't a free rmxp illegal?

Flameguru
November 25th, 2007, 04:50 PM
There is no Legally Free RMXP. To be legal, you must buy RMXP for $60

Glitchfinder
November 25th, 2007, 06:52 PM
There is no Legally Free RMXP. To be legal, you must buy RMXP for $60

Now that we've solved that issue, let me add something else: Read the instructions that come with the project. They should tell you what you have to do when you create a new map. I was on Vista, which, until I figured out how to use the legal version of RMXP (it kind of requires jusmping through programming hoops), I was using PK's Edition of RMXP. This kit works fine with it, once you port it. (As in, once you copy it into a new project)

Shirayuki Mizore
November 25th, 2007, 06:59 PM
Is this a starter kit that...well, helps people with no knowledge of scripting or coding or anything?

Curt200718
November 25th, 2007, 07:39 PM
Well im using the 30 Day Evaluation and all is well !! This is an awsome Starter Kit !! It has everything !

Yes, it helps alot !!

(Thanks for tip GlitchFinder)
Later

mackoo
November 26th, 2007, 11:21 AM
Why there's no encounters editor in the newest version?

Mitchio
November 26th, 2007, 03:32 PM
What is up with the new map connections, I cant quite understand how this one works,

# Area 4 - Area 3
7,0,0,6,0,15

I know that Area 4 - Area 3 are the maps...
But wheres the South, 6. Or whatever

Curt200718
November 26th, 2007, 06:46 PM
Map Connections are a little tricky at first (I Didnt understand at first) but its really easy
The code should go somthing like this

# Area 1 - Area 2
1,N,0,2,S,0

The letters represent which side up map is connected Eg. North,South,East,West
The 0 represents how the map is lined up

hope that helps :>

Atomic Reactor
November 26th, 2007, 07:03 PM
can anybody explain to me how to change your characters ow sprite?
1. where do i change it?
2. how? just replace "Red" with the name of another sprite? i just dont understand.
please help me, i would really appreciate it.

phoenixprime88b5
November 26th, 2007, 07:47 PM
go to the metadata in the PBS folder and in the beginning line of:

PlayerA=PkMnTRAINER_Male,gold,Gold (Bike),trback1,Gold (Swimming),Gold (Running),Gold (Swimming)

#PlayerA, PlayerB, PlayerC, PlayerD: Information on the player characters in the game. This setting consists of a number of comma-separated fields, described below:
#Field 1: Trainer type. This is an internal name of the trainer type and has one of the values defined in trainernames.txt. The file Graphics/Characters/trainerXXX.png, where XXX is the ID of that trainer type, should match the defined trainer type.
#Field 2: Character sprite, as found in Graphics/Characters.
#Field 3: Character sprite when mounted on a bicycle.
#Field 4: Back of the Trainer, for use in battles. The size is 128x128 and the file must be located in Graphics/Pictures.
#Field 5: Surfing character sprite.
#Field 6: Running character sprite.
#Field 7: Diving character sprite.

.houndoomed
November 27th, 2007, 04:42 AM
go to the metadata in the PBS folder and in the beginning line of:

PlayerA=PkMnTRAINER_Male,gold,Gold (Bike),trback1,Gold (Swimming),Gold (Running),Gold (Swimming)

#PlayerA, PlayerB, PlayerC, PlayerD: Information on the player characters in the game. This setting consists of a number of comma-separated fields, described below:
#Field 1: Trainer type. This is an internal name of the trainer type and has one of the values defined in trainernames.txt. The file Graphics/Characters/trainerXXX.png, where XXX is the ID of that trainer type, should match the defined trainer type.
#Field 2: Character sprite, as found in Graphics/Characters.
#Field 3: Character sprite when mounted on a bicycle.
#Field 4: Back of the Trainer, for use in battles. The size is 128x128 and the file must be located in Graphics/Pictures.
#Field 5: Surfing character sprite.
#Field 6: Running character sprite.
#Field 7: Diving character sprite.

Thanks for that, that answered another one of my questions :)

Backmaster
November 27th, 2007, 08:23 AM
I don´t know but theres a visual map connector or?

.houndoomed
November 27th, 2007, 10:10 AM
This question is for anybody who knows. How do I remove the Debug selection off the menu? Help would be greatly appreciated.

Backmaster
November 27th, 2007, 10:23 AM
This question is for anybody who knows. How do I remove the Debug selection off the menu? Help would be greatly appreciated.

When you run your game from the maker the debug-flag is automatically set.
Run the game normally so it won't appear.
I hope this helps...

.houndoomed
November 27th, 2007, 10:33 AM
I understand that, thanks. But how do I remove the '$DEBUG global variable', or run the game normally?

Glitchfinder
November 27th, 2007, 12:06 PM
I understand that, thanks. But how do I remove the '$DEBUG global variable', or run the game normally?

You double click on Game.exe. (It's that orange gear thing in the project folder)

.houndoomed
November 27th, 2007, 12:42 PM
Oh yeah, forgot about that :p

Thanks for answering.

mad.array
November 28th, 2007, 02:48 PM
Is anyone else having problems with the time based battles? If I put any entries into LandMorning/LandDay etc I get errors. I've tried a number of different things, including not having the Land class and putting the time based entries as sub sections of Land but no joy.

Any help is appreciated.

phoenixprime88b5
November 29th, 2007, 10:03 AM
I looked in the notes that came with the Sk but there was no explaination but Poccil said that Day/Night encounters where in the new release. I have no clue how to do that, so your guess is as good as mine.

|Maximus|
November 29th, 2007, 12:57 PM
How do I encounter a specific pokemon.

EDIT: Fixed

Curt200718
November 29th, 2007, 02:16 PM
I have a small problem when I connect a Map to another and it has water connected how come when you surf over connection point its as if its Land and you hop over then you have to surf again ? Anyway to fix this ?

(Axibar it tells you how in the notes)

Atomic Reactor
November 29th, 2007, 03:42 PM
@axibar: all i did to encounter a certain pokemon was copy and paste the hidden keckleon event from the test map.
then i just deleted everything having to do with the devon scope and stuff.
then edit it so instead of keckleon, type in whatever pokemon you want to fight. make sure its in all caps. then replace "30" with whatever level you want it to be.
hope this helps! =)

phoenixprime88b5
November 29th, 2007, 04:05 PM
@Curt200718: I have that same problem as well. Poccil said he'd fix it the last time I told him about it but when the new releases cameout, the problem still occured. And this happened two releases ago.

|Maximus|
November 29th, 2007, 04:10 PM
Look at my post. It is fixed.

Atomic Reactor
November 29th, 2007, 04:13 PM
owell, i was just trying to help

Curt200718
November 29th, 2007, 04:32 PM
Ok, I guess I will work around it for now !

sHiZ-NaX
November 29th, 2007, 07:01 PM
When i set my trainer up like this i get an error message, any one know why that is?

NINJABOY
Kai
1
ZUBAT,6,LEECHLIFE,POISONSTING

phoenixprime88b5
November 29th, 2007, 08:42 PM
@Shiz-Nax: This is the setup for trainers, your getting an error message because where you have the moves right after the level of the pokemon is the reason you get the error. Read this, you should be able to figure it out afterwards.

LEADER_Jasmine # Internal name of the trainer type
Whitney # Trainer's name and a number to identify the party (0-255), since this Trainer is listed multiple times in this file
1,FULLRESTORE,FULLRESTORE # Number of Pokemon, followed optionally by a comma separated list of up to four items.

(There are also advanced ways to create the Trainers Pokemon, such as the following. Steelix is Level 22 with 20 IVs, it's holding a Sitrus
Berry and knows Sandstorm, Iron Tail, Iron Defense, and Earthquake.)

STEELIX,22,20,SITRUSBERRY,SANDSTORM,IRONTAIL,IRONDEFENSE,EARTHQUAKE

So instead of you having :

NINJABOY
Kai
1
ZUBAT,6,LEECHLIFE,POISONSTING

It would actually setup like this:

NINJABOY
Kai
1
ZUBAT,6,,LEECHLIFE,POISONSTING

The only difference as an extra comma, but the example up above is to show you that in the first coloumn is where the Pokemon's name is, then the level, then IV's, then the list of moves. I hope this helps you out.

sHiZ-NaX
November 30th, 2007, 07:37 AM
Thanks a bunch phoenixprime88b5 every thing works now.

mad.array
November 30th, 2007, 08:37 AM
Well I haven't had any luck with the time based encounters, but I've been looking around at something else.

I've been looking at expanding the SurfingPikachu example given by Poccil earlier in the post so that it contained a custom front sprite. I know that I need to set a new property such as pkmn.unique and then add a new section in the draw sprite section. However this code is more complex than Einstein suffering from paranoia so I haven't had much luck with that either :(.

Does anyone have any ideas?

sprugles555
November 30th, 2007, 11:40 AM
Every time i make a new trianer it comes up with an error saying it can't find the trainer in the trainer data file wheni have edited the PBS trainers.txt and added my trainer!

Backmaster
November 30th, 2007, 03:21 PM
Every time i make a new trianer it comes up with an error saying it can't find the trainer in the trainer data file wheni have edited the PBS trainers.txt and added my trainer!

Just go into the debug menu and choose "compile data"....

Day night encounter problem:
Day and night encounters can be created by using the "visual editor" in the debug menu.
i hope this helps

mad.array
November 30th, 2007, 04:05 PM
I've tried that and unfortunately it doesn't work. I just get this

undefined method '*' for nil:NilClass
PokemonEncounters:84:in 'pbGenerateEncounter'
PokemonField:352:in 'pbOnStepTaken'
Game_Player*:591:in 'UpdateOld'



And so it goes on for another 13 entries which I can't be bothered to write out as it's just gone midnight and I'm beginning to think of sheep jumping over fences.

I'll be darned if I can figure it out.

Glitchfinder
November 30th, 2007, 05:26 PM
I've tried that and unfortunately it doesn't work. I just get this

undefined method '*' for nil:NilClass
PokemonEncounters:84:in 'pbGenerateEncounter'
PokemonField:352:in 'pbOnStepTaken'
Game_Player*:591:in 'UpdateOld'



And so it goes on for another 13 entries which I can't be bothered to write out as it's just gone midnight and I'm beginning to think of sheep jumping over fences.

I'll be darned if I can figure it out.

Close RMXP. Then, edit the text files and save them. Then, open RMXP, and run the game. I'm pretty sure it'll automatically recompile the data if it thinks it's out of date. (Which it should, considering the new edit wasn't recorded by the game until then)

O.G. Duke
November 30th, 2007, 06:33 PM
The visual editor dont work for me for sometimes.
The map connection in visual editor dun work.

Atomic Reactor
November 30th, 2007, 08:20 PM
i have a question about switches or.. something.
heres a pic. of the situation.
http://i181.photobucket.com/albums/x19/atomicreactor334/AfterEvent.jpg
alrite, so after i choose a pokemon, how would i make it so you cant choose another one? can i turn the switches on from a different event?
that would also go for the guard. i want him to leave after you select a pokemon.
any ideas?
ill try to tinker with it, but any help would be appreciated.

Flameguru
November 30th, 2007, 08:28 PM
Turn on a switch, make a new event page on every ball, make it so that its activated when a switch is turned on, set text to it like "This ball contains a Pokemon)

Same goes for the guard. Make a new page, set it to a switch, and make it so he walks away or disappears, whatever you want.

Atomic Reactor
November 30th, 2007, 08:30 PM
thanks flameguru, that helped alot. =)

mad.array
December 1st, 2007, 04:22 AM
I've tried both encounters.txt in the PBS folder and the visual editor. I take about three steps onto the affected map and then get that error. Has anybody else tried to edit the day/night encounters and have they had any luck? I want to know if it's just me.

Oh, I've also tried replacing the scripts.rxdata and letting it recompile the PBS files. :(. Somebody up there doesn't like me.

Shirayuki Mizore
December 1st, 2007, 08:23 AM
How do I use this? I try to open the "Game.exe" and nothing happens. Then I try to open up the other game then a RPGMXP error comes up.


(Btw, do I need to know any scripting for this? o.o)

|Maximus|
December 1st, 2007, 08:28 AM
No, you need to have rpgmakerxp smart one.

Shirayuki Mizore
December 1st, 2007, 09:05 AM
I DO have it. The loading thing comes, then an error. What is "Game.exe" anyways? O.o

The Dash
December 1st, 2007, 09:32 AM
Game.exe is the actual game itself and it would be helpful if you actually told us WHAT error you're getting.

Shirayuki Mizore
December 1st, 2007, 11:33 AM
"Failed To Load Actor Data"

Glitchfinder
December 1st, 2007, 03:41 PM
I've tried both encounters.txt in the PBS folder and the visual editor. I take about three steps onto the affected map and then get that error. Has anybody else tried to edit the day/night encounters and have they had any luck? I want to know if it's just me.

Oh, I've also tried replacing the scripts.rxdata and letting it recompile the PBS files. :(. Somebody up there doesn't like me.

If you're playtesting in a specific way, this happens. In other words, If you make the character start in that map (and skip the intro), then you get an error that sounds just like that. That's not the only way to make it happen, just the only one I've found.

mad.array
December 1st, 2007, 04:08 PM
Oh ok, thanks for that Glitchfinder. I'll see if I can work around that. Here's hoping!

Shirayuki Mizore
December 1st, 2007, 04:46 PM
...*twitch*

Anybody know about Blizzys Starter Kit? How do I edit the text in the intro..? Also, Can I have a complete tut about NPCs, and how to make the Text box not the default RMXP one?

Whoops, wrong thread. Whenever I try to open the essentials rmxp project, it says "Actors can't load" or something

O.G. Duke
December 1st, 2007, 05:31 PM
Hey, the set terrain tag not work for me!
When i tried set and it work, but when I try exit the map and re-enter the map, It turn into default.
I'm talking about the "set terrain tag" in debug menu.
Anyone help please. I'm sure when I wanna exit the menu, it ask to save and I did.
But it still the same. Any idea??

sHiZ-NaX
December 1st, 2007, 06:32 PM
I was just wondering is there a way to make a battle where you lose with out having to go to a pokemon center but instead move forward in the game?

NytewolfAU2k7
December 3rd, 2007, 02:59 AM
If you are experiencing problem with the kit PM POCCIL LIKE HE HOLD YOU TO EARLIER IN THE THREAD TO KEEP THIS THREAD CLEAN...

I was just wondering is there a way to make a battle where you lose with out having to go to a pokemon center but instead move forward in the game?

Mine does that automatically, but my copy could be bugged, since I've made many other customisations...

The Smell
December 3rd, 2007, 12:51 PM
Hey! I need help with updating the kit to a newer version. Whenever I try, it's either the new version or the old version with errors.

Thanks,

~Smell

poccil
December 3rd, 2007, 08:41 PM
A new version is available.

Changes:

Implemented the phone function
Included a simplified way to add Trainer events
Made sliding on ice a little more realistic
Made walking in grass a little more realistic
Combined Interpreter scripts into one section
Fixed bug in data compiler where day/night land encounters failed to work
Fixed subtle bug in jumping function
Implemented AI in double battles
Changed name entry screen and made that and other
screens "skinnable"
Can now convert RPGXP animations to battle animations;
implemented a mechanism for custom move animations

Please report problems to me through private messaging. Thanks.

The Smell
December 3rd, 2007, 10:10 PM
A new version is available.

Changes:

Implemented the phone function
Included a simplified way to add Trainer events
Made sliding on ice a little more realistic
Made walking in grass a little more realistic
Combined Interpreter scripts into one section
Fixed bug in data compiler where day/night land encounters failed to work
Fixed subtle bug in jumping function
Implemented AI in double battles
Changed name entry screen and made that and other
screens "skinnable"
Can now convert RPGXP animations to battle animations;
implemented a mechanism for custom move animations

Please report problems to me through private messaging. Thanks.

Nice update, poccil! I sent you a PM. I need help with something, thanks!

~Smell

MR.GLITCH_KING
December 4th, 2007, 01:17 PM
nice update

btw anyone knows how to make the game start at the screen size of 240 x 160

Atomic Reactor
December 4th, 2007, 01:52 PM
im sure that some of you have done this already.
after downloading the latest version of the essentials, how do you send all of your game over to it or whatever?
well, so you don't have to delete all your work.

-BlackShadow-
December 4th, 2007, 02:57 PM
im sure that some of you have done this already.
after downloading the latest version of the essentials, how do you send all of your game over to it or whatever?
well, so you don't have to delete all your work.

Simply Copy The Maps And A Files (Pokemon,Encounters,Trainers,etc.) And All Custom Graphic Files, Media, etc. Pretty Much A Edited/Custom Things To The Game. Hope I Helped.

Flameguru
December 4th, 2007, 03:14 PM
Simply Copy The Maps And A Files (Pokemon,Encounters,Trainers,etc.) And All Custom Graphic Files, Media, etc. Pretty Much A Edited/Custom Things To The Game. Hope I Helped.

I find it easier to just copy the updated scripts file and whatever new files were added. Takes less time ;)

Atomic Reactor
December 4th, 2007, 03:41 PM
you know, both of those ideas ran through my head, but i htink i'll go with flamegurus, thanks though.

grr, do you know shich script files were updated? idk were to look. =/

mad.array
December 5th, 2007, 12:55 PM
Sorry to kick this back up again, but I'm still having problems with the time based encounters. It doesn't crash any more, but I just don't get any encounters when I'm on a map that has the LandMorning/LandDay/LandNight entries. >.<

Atomic Reactor
December 5th, 2007, 02:15 PM
after doing that, save the game, then exit
then play it again, it should work, then.
or have you done that already?

mad.array
December 5th, 2007, 03:05 PM
I've tried that already. It DID recompile all of the PBS data when I restarted but I still didn't get any encounters on the affected map.

I appreciate all of the suggestions though. It's a process of elimination and one by one we're eliminating the possibilities.

Atomic Reactor
December 5th, 2007, 03:17 PM
hmm.
thats weird, have you spoke to poccil about this?

mad.array
December 5th, 2007, 03:40 PM
I know how busy he must be, I don't want to bog him down if I'm the only one having this problem. I was hoping somebody might know something off the top of their heads but that hasn't yielded results so I'll probably PM him.

Cheers anyway.

Atomic Reactor
December 5th, 2007, 05:27 PM
i was looking at the "trainers" notepad or whatever, and i thought maybe i could add my own(cuz thats how i thought you did it, but im not sure yet)
and i saved it. i added
HIKER
Ralph
2
SANDSHREW,9
GEODUDE,8

and now i cant playtest!
it keeps saying, "failed to complete process"
so then i deleteed what i added. so all that was left was well, everything that was there before. and it still wont work.
i really need help.
anybody kno what to do?

mad.array
December 6th, 2007, 03:25 AM
Well based on what you've said there's no reason for it to mess up. I'd recommend restoring the default PBS data (from the zip) and then recompiling from within RMXP.

Is there any other text you get or have you changed any of the other info in the PBS folder?

travis0198
December 6th, 2007, 04:12 PM
Hey, I wanted to know how do i deposit a pokemon into the computer, like when the person is putting it in the pokemon center desposit thing. And how can i make it where when i withdraw the pokemon it will still be the same level and everything from when i desposited it and stuff. And i'm using rpgmaker2k3, not sure if any of you know, but thanks.

Thanks. Haha.

sHiZ-NaX
December 6th, 2007, 04:37 PM
cant use 2k3 guy, you need to use RMXP cause Pokemon essentials is made up of RGSS sqipts which are only compat with RMXP sorry.

jarell
December 6th, 2007, 05:10 PM
ok how do i make my mom give her number?

travis0198
December 6th, 2007, 05:22 PM
cant use 2k3 guy, you need to use RMXP cause Pokemon essentials is made up of RGSS sqipts which are only compat with RMXP sorry.

Yea but I downloaded a rpgmaker 2k3 starter kit and it worked for it. The person made it where i could deposit a pokemon into a computer and it would be the same level and everything whenever i took it out, so yea. What should I do?..like the game that i downloaded was on rpgmaker 2k3 and he did it. so yea not sure....what should i do?

Thanks

jarell
December 6th, 2007, 05:25 PM
how do i make people give out there numbers i dont get it?

|Maximus|
December 7th, 2007, 03:00 PM
"Failed To Load Actor Data"Extract the damn animeditor folder!

Flameguru
December 7th, 2007, 03:04 PM
Yea but I downloaded a rpgmaker 2k3 starter kit and it worked for it. The person made it where i could deposit a pokemon into a computer and it would be the same level and everything whenever i took it out, so yea. What should I do?..like the game that i downloaded was on rpgmaker 2k3 and he did it. so yea not sure....what should i do?

Thanks

What kind of question is...

What should i do?

...when there is no specification of what you want to know...

I am guessing you're asking how he accomplished this? If so, it's because he's not a noob and he knows what he is doing. I am certain it involved Common Events. But this isn't what you and I should be discussing in this thread, so... I'm done.

|Maximus|
December 7th, 2007, 03:20 PM
How would you change the terrain tag for the grass tile to a different terrain tag but still with the animation?

poccil
December 7th, 2007, 09:48 PM
How would you change the terrain tag for the grass tile to a different terrain tag but still with the animation?

Unfortunately, that's not easy in the current version. Namely, it requires changing the value of the terrain tag (in this case, 2) wherever it appears (mostly in the PokemonField script section).

Mitchio
December 7th, 2007, 10:02 PM
Since you popped up for once in a while Poccil, I'd just like to say thanks a whole bunch for making this starter kit, I know there are others involved like flameguru but you brought it together and its amazing and just...thanks, great job

Mitchio
December 8th, 2007, 03:36 PM
Hey sorry for the dp,

Does anyone know how the new map connections work?

# Area 1 - Area 2
4,0,0,5,-26,0

Puzzles me to no end?

Atomic Reactor
December 8th, 2007, 11:42 PM
all i do for map connections is play test the game
open up debug menu
visual editor
hit "a" to add a map(the one you want to connect)
and put the 2 maps together at there connectiong spots.

poccil
December 9th, 2007, 12:01 AM
Mitchio:

I have sent a private message. The changes were made in order to support the visual editor.

victorspvl
December 9th, 2007, 10:19 AM
Mitchio:

I have sent a private message. The changes were made in order to support the visual editor.



Send me a PM to me explaining how to use the right visual editor.
I am having problems in connections
Thanks

poccil
December 9th, 2007, 11:09 AM
A new version is available.

Changes:

Made evolution and load screens "skinnable".
Forced map to update to reflect changes in terrain tag editor
Added character sprites for some Trainers
Implemented Battle Tower/Battle Palace
Various bug fixes in battle system (such as Choice Band)
Added a game option to change the speech frame

Modified scripts:

Added: PokemonOrgBattle
Changed: PokemonMap
Changed: PokeBattle_Pokemon
Changed: PokemonOption
Changed: PokeBattle_BattleArena
Changed: PokemonDayCare
Changed: PokeBattle_Effects
Changed: PBMove
Changed: PokeBattle_MoveEffects
Changed: PokeBattle_Move
Changed: PokemonField
Changed: PokemonSave
Changed: Game_Map*
Changed: PokeBattle_ActualScene
Changed: PokemonTilesetEditor
Changed: PokemonLoad
Changed: Game_Character 3*
Changed: PokeBattle_AI
Changed: Compiler
Changed: PokeBattle_BattlePalace
Changed: PokemonEvolution
Changed: PBTrainers
Changed: PokemonEditor
Changed: PokemonMessages
Changed: PBDebug
Changed: SpriteWindow
Changed: PokemonSummary
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonItems
Changed: PokemonScreen
Changed: PokeBattle_Battler
Changed: Scene_Intro
Changed: PokeBattle_Scene
Changed: PokemonDebug

MR.GLITCH_KING
December 9th, 2007, 11:17 AM
nice poccil keep up the great work\

btw poccil how do u make the game start in 240 x 160 n perspective
insead of having to go n swich to them?

poccil
December 9th, 2007, 11:43 AM
It involves modifying the PokemonSystem class (in the script section PokemonMap) as follows. Assuming there is no save file, the game will start with the settings defined here.


class PokemonSystem
attr_accessor :textspeed
attr_accessor :battlestyle
attr_accessor :frame
attr_accessor :font
attr_accessor :screensize
attr_accessor :battlescene
attr_accessor :tilemap
attr_accessor :textskin
def textskin
return (!@textskin) ? 0 : @textskin
end
def initialize
@frame=0
@battlestyle=0
@battlescene=0
@textspeed=2
@screensize=0
@font=0
@tilemap=2
@textskin=0
end
end

MR.GLITCH_KING
December 9th, 2007, 11:54 AM
It involves modifying the PokemonSystem class (in the script section PokemonMap) as follows. Assuming there is no save file, the game will start with the settings defined here.


class PokemonSystem
attr_accessor :textspeed
attr_accessor :battlestyle
attr_accessor :frame
attr_accessor :font
attr_accessor :screensize
attr_accessor :battlescene
attr_accessor :tilemap
attr_accessor :textskin
def textskin
return (!@textskin) ? 0 : @textskin
end
def initialize
@frame=0
@battlestyle=0
@battlescene=0
@textspeed=2
@screensize=0
@font=0
@tilemap=2
@textskin=0
end
end


k thx poccil
let me go try it out

edit:
it works
im sure this will help a lot of ppl

|Maximus|
December 11th, 2007, 01:37 PM
How do I make it so that I can make a movie in the beginning of the SK.

EDIT: Never mind fixed...

Shirayuki Mizore
December 11th, 2007, 06:03 PM
Hey, thanks for the new version!

NytewolfAU2k7
December 12th, 2007, 04:35 AM
To switch or not to switch, that is the question...

- wolf

poccil
December 12th, 2007, 10:20 AM
Recently I made it possible to add move animations to the battle system, as well as
support for doing so within RPG Maker XP. I want users to send me finished move animations
so that I can add them to Pokemon Essentials. Here are some things to consider when
making battle animations.


Battle animations for moves must be named Move:XXX, where XXX is the internal
name of the move as defined in PBS/moves.txt. For instance, the animation for
Fire Punch will be named Move:FIREPUNCH .
When creating animations that involve an attacker and an opponent, the
point at (-160,80) is considered to be the attacker, and the point at (160,-80)
is considered to be the opponent. The animation must have a "position" of "Screen."


I have also made myself aware that there is much that is now possible with Pokemon Essentials.
Therefore I want to ask users for any tips and tricks when using Pokemon Essentials,
especially in regard to special event-based systems or other special effects, and I may
add them to the documentation.

Shirayuki Mizore
December 12th, 2007, 01:04 PM
That's cool!

I was wondering, in the next version, can you try and get some more door animations? I mean like one for Pokemart/Center, and some other doors?

That'd be awesome, Thanks!

Atomic Reactor
December 12th, 2007, 02:31 PM
@ Legend of awesome: door animations are really easy...
try doing some yourself.
just replace the door given. and put in your door.
then color the opening part of door appropriately...

Shirayuki Mizore
December 12th, 2007, 06:53 PM
:\

I don't get what you mean..XD

How do I replace the title screen in the beginning, but make it so the "Press Enter" thing stays?

Atomic Reactor
December 12th, 2007, 07:20 PM
make your own animations.

for the title screen all you have to do is open up the title on paint.
then edit it how you want.
if "press enter" is on that screen, just leave it there.
otherwise edit how you want.

Shirayuki Mizore
December 12th, 2007, 08:04 PM
Thank you. :D

Anyways, Poccil, I'm looking for the thing, but can you tell me all the items you have in it? For the first Pokemart I am taking/adding some things and I don't wanna add something that isn't there..XD

Wichu
December 12th, 2007, 10:55 PM
Look in PBS/items.txt. Hope it helps!

Krobelus
December 13th, 2007, 08:50 PM
Hmmm is there anyway to disable a feature in the battle system temporarily? Like, if your in a tournament, then the item choice is not useable until your outta the tourney?

Thanks

-Krobe

sinisterbutt
December 13th, 2007, 10:00 PM
Hi,
Im using the latest version of your starter kit poccil, (9th december) and i keep getting this error message when i select new game.

Script error within map 51 (Intro):
Section113:272:in `pbStart'undefined method `party' for nil:NilClass
Section018:238:in `pbExecuteScript'
Section113:362:in `pbStart'
(eval):1:in `pbExecuteScript'
Section018:1614:in `eval'
Section018:238:in `pbExecuteScript'
Section018:1614:in `command_355'
Section018:466:in `execute_command'
Section018:190:in `update'
Section018:104:in `loop'
Section018:195:in `update'
Section020:97:in `update'
Section020:95:in `loop'
Section020:108:in `update'
Section020:64:in `main'
Section020:61:in `loop'
Section020:68:in `main'
Section119:56:in `mainFunction'
Section119:45:in `pbCriticalCode'
Section119:59:in `mainFunction'
Section119:63
Section119:62:in `loop'
Section119:71

Interpreter:253:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:97:in `update'
Scene_Map:95:in `loop'
Scene_Map:108:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71

How can i fix this?
Thanks in advance

poccil
December 14th, 2007, 12:53 AM
That happened when you decided to start a new game during a battle challenge. The game system inadvertently runs the game's map interpreter, continuing the event. To prevent this, add the line in bold near line 149 of the script section PokemonLoad:


if cmdNewGame>=0 && command==cmdNewGame
@scene.pbEndScene
$scene = Scene_Map.new
Graphics.frame_count = 0
$game_system=Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new


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


A new version is available.

New: Online trade system

For this version, I implemented a rudimentary online trade system
using Netplay 2.0. For this functionality to work, the Netplay
server must be modified by replacing functions.rb in the LIB folder
with the one contained in the distribution. Because the server
is in Ruby, though, I am not able to install it myself.
Please notify me when you have set up the server so I can do
more tests on it. The modified Netplay server includes some
additional commands added to support player-to-player communication.
By default the trade system will be available as soon as the player
has obtained at least one Badge, and any Netplay servers must be
added to the servers.txt file.

Other changes:

Support for recording and playing back battles
More bug fixes in battle system
Added shift/summary menu to in-battle Pokemon list
Fixed bug where day/night land encounters failed to work
properly (for real this time, I hope)
Fixed bug where starting a new game can fail
during the running of an event

Modified scripts:

Added: PokeBattle_BattleRecord
Added: PokemonNetwork
Changed: PokemonMap
Changed: PokeBattle_DamageState
Changed: PokeBattle_MoveEffects
Changed: Sprite_Character
Changed: PokeBattle_Confusion
Changed: PokeBattle_ActualScene
Changed: PokemonTrainers
Changed: Sockets
Changed: PokeBattle_Trainer
Changed: PokemonLoad
Changed: PokeBattle_AI
Changed: PokemonEntry
Changed: Compiler
Changed: PokeBattle_BattlePalace
Changed: PBTrainers
Changed: PokemonMessages
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokeBattle_Battler
Changed: Win32API*
Changed: PokeBattle_Scene
Changed: Scene_Movie
Changed: PokemonOrgBattle

Backmaster
December 14th, 2007, 03:59 AM
Sounds good. At Rmxp.org is a c++ server for netplay... Maybe this will help...

Iam downloading the newest version right now...

Krobelus
December 14th, 2007, 09:33 AM
Awesome! I'll download when I have time!

One question, to use the newer version, how would I save all the stuff I did on the previous version and put it onto the newer version without messing with anything?

Thanks
-Krobe

MR.GLITCH_KING
December 14th, 2007, 09:36 AM
you can copy scripts over to ur old project or go in the data folder of ur old project n copy over stuff like maps,comment events etc. etc.

Atomic Reactor
December 14th, 2007, 01:43 PM
yeah,
what i did was just delte ALL scripts, then copy and paste in the new ones.
that way i woodnt miss anything.
it only took, like 15 minutes

Shirayuki Mizore
December 14th, 2007, 03:59 PM
File Data/Map022.rxdata not found.
Game_Map*:52:in `load_data'
Game_Map*:52:in `setup'
PokemonMap:505:in `setup'
PokemonMap:476:in `initialize'
PokemonLoad:163:in `new'
PokemonLoad:163:in `pbStartLoadScreen'
PokemonLoad:144:in `loop'
PokemonLoad:216:in `pbStartLoadScreen'
Scene_Intro:121:in `to_title_update'
Scene_Intro:55:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71

It says that the map is missing..But, I looked and..What should I do?

I added the Map 22 from the old one, and now I got this:
undefined method `party' for nil:NilClass
PokemonField:331:in `pbOnStepTaken'
Game_Player*:591:in `update_old'
Walk/Run:25:in `update'
Scene_Map:98:in `update'
Scene_Map:95:in `loop'
Scene_Map:108:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71

I added what you said to the other guy, but it didn't work...

Krobelus
December 15th, 2007, 11:52 AM
Hmmm I've never used the online feature yet, but how would one get their own server?

-Krobe

Flameguru
December 15th, 2007, 12:11 PM
Hmmm I've never used the online feature yet, but how would one get their own server?

-Krobe

Install Ruby on your computer. Download Netplay Plus 2.0. Extract the "Server" Folder. Run main.rb.

Simple enough for you?

poccil
December 15th, 2007, 12:13 PM
I just want to note here that I've converted the documentation to a help file (http://upokecenter.com/projects/pokestarter/notes.chm) for convenience and easy reference.

MR.GLITCH_KING
December 15th, 2007, 01:54 PM
poccil
where is this help file?
well it doesnt matter rly to me
i'll stick with the notes.html file

btw
keep up the great work!

Shirayuki Mizore
December 15th, 2007, 02:05 PM
Poccil you're getting better and better. :P

Except maybe on then next update, for the map generator, maybe a couple other map images? Like we can pick one then do the naming and stuff?

MR.GLITCH_KING
December 15th, 2007, 02:13 PM
but if u do that
u would have an old map with a new name
big whoop
make a new map
there is a lil sheet with sprites n colors
to make ur own map somewhere round here

poccil
December 15th, 2007, 02:14 PM
Sorry, you may not have noticed the link text "help file". Here:

http://upokecenter.com/projects/pokestarter/notes.chm

MR.GLITCH_KING
December 15th, 2007, 02:25 PM
oh
thx poccil

2 thumbs up =D

sinisterbutt
December 15th, 2007, 05:18 PM
Hey poccil thanks for the help on that! Great new version too by the way! Ok, i have these 2 questions,
1. How would i make a one off event that only happens at night, for example if you go to oaks lab at night, a different starting pokemon would be offered?
2. how do i set certain pokemon to only be encountered at night in the wild?

And i have one suggestion, will you be adding support for more than one set of league badges? If so will you have like a scrollable list of trainer cards for each region in a game? i think that would be useful for alot of designers.

Thanks in advance poccil

bryce

O.G. Duke
December 15th, 2007, 05:27 PM
Well, can someone post a mini tutorial about the server set up?
I really get confuse of it...

Pidg
December 16th, 2007, 01:32 AM
How do you make the event for the PC?

Wichu
December 16th, 2007, 02:40 AM
Try copying the PC event from the demo, if you still have it.
Poccil, I have a question: with the Netplay function, would it be possible to make an auto-register and login function? Your Trainer ID could be your username, and the password could be blank or your Secret ID.
Also, is there a way for the both your game and the server to keep records, like battle results and number of trades? The server should not allow you to connect if the records don't match, as that means you've copied your saved game.
I think I sent this in a PM a while ago, but I'm not sure.

poccil
December 16th, 2007, 03:12 AM
sinisterbutt:

To create an event page that runs only at night, use a condition named Switch s:Time.new<6||Time.new>=20 is ON in the Conditions section of that event page

To add a set of Pokemon available only at night, you need to add a LandNight encounter type in addition to a Land encounter type. You can do this either using the visual editor or by editing encounters.txt

Wichu:

As with any Netplay server, the system requires a username and password. However, adding the function you request (auto-login) is rather simple to do.

Wichu
December 16th, 2007, 03:38 AM
But could you do auto-register too?

poccil
December 16th, 2007, 03:42 AM
Auto-register and auto-login, I meant both.

Wichu
December 16th, 2007, 03:56 AM
Great! I think I'll make it so the username is your name followed by your ID number, so it's still easy to see who you're trading/battling, but everone's user is different.
Would the record system be possible? You would be able to see others' battle records, plus it would prevent cloning. Maybe a ranking system?

mackoo
December 16th, 2007, 04:26 AM
How can I delete this fire animation and use just nothing like in pokemon Raptor?

Krobelus
December 18th, 2007, 04:29 PM
How come the Evolution doesn't work for me? o.o

-Krobe

Lorem Ipsum
December 19th, 2007, 02:45 AM
I have forgotten. How do you implement trainer battles, and more importantly, gym battles with badges?

On the matter of badges as well, how do you change the badge sprites (eg. where are they located?)?

Before I forget, how do you create your own switch?

poccil
December 19th, 2007, 05:40 AM
I have forgotten. How do you implement trainer battles, and more importantly, gym battles with badges?

On the matter of badges as well, how do you change the badge sprites (eg. where are they located?)?

See the sections "Trainers" and "Badges" in the documentation (notes.html) for more information.

Lorem Ipsum
December 19th, 2007, 06:58 AM
I have read the section "Trainers", but I don't understand it. That's why I asked.

poccil
December 19th, 2007, 02:09 PM
A new version is available.

Changes:

* Restructured the documentation and created an HTML Help version.
* Defined "counter events"
* Implemented the Safari Zone
* Implemented the Bug Catching Contest
* Added debug menu option for setting the player's money
* Begun to add comments to scripts within event commands, explaining what they do.

Modified scripts:

Deleted: PokemonMapAlias
Deleted: Base Addon
Deleted: PokemonKeyItems
Deleted: PokemonTemp
Deleted: - Radio
Deleted: --PB2--
Added: PokemonSafari
Added: PokeBattle_SafariZone
Added: Pokegear Radio
Added: PokemonBugContest
Changed: Sprite_Picture
Changed: PokemonMap
Changed: Game_Picture
Changed: PokemonPokedex
Changed: PokemonMenu
Changed: sasa
Changed: Scene_Map
Changed: AnimationSprite
Changed: PokemonPhone
Changed: Game_CommonEvent
Changed: PerspectiveTilemap
Changed: Sprite_Character
Changed: PokemonField
Changed: Scene_Credits
Changed: Game_Switches
Changed: PokemonNetwork
Changed: PokeBattle_ActualScene
Changed: Shadow
Changed: Game_Temp
Changed: PBFile
Changed: PokemonLoad
Changed: Game_Event*
Changed: Compiler
Changed: Game_Player*
Changed: Game_Screen
Changed: Spriteset_Map
Changed: PokemonEditor
Changed: PokemonMessages
Changed: SpriteWindow
Changed: PokemonSummary
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonScreen
Changed: PokemonEncounters
Changed: Win32API*
Changed: Game_Variables
Changed: PokemonDebug
Changed: Game_SelfSwitches

Lorem Ipsum, I will send you a private message.

Krobelus
December 19th, 2007, 02:41 PM
A new version is available.

Changes:

* Restructured the documentation and created an HTML Help version.
* Defined "counter events"
* Implemented the Safari Zone
* Implemented the Bug Catching Contest
* Added debug menu option for setting the player's money
* Begun to add comments to scripts within event commands, explaining what they do.



Oooohh very nice very nice. Is the Notes.html updated? *checks*

Also, could you reply my PM? I have more issues.

Thanks.
-Krobe

victorspvl
December 20th, 2007, 06:59 AM
December 14, 2007
Support for recording and playing back battles

Poccil, As I do this?

Krobelus
December 20th, 2007, 12:40 PM
December 14, 2007
Support for recording and playing back battles

Poccil, As I do this?

I played the demo, and I think it's just for Battle Tower/Battle Palace. Although I'm sure you can call the script, but it would replace the last record. ..I think. o.o

-Krobe

Flameguru
December 20th, 2007, 01:28 PM
Poccil, something is wrong with the Online Trade Script. I have the server up, and can access the registering part, but once i fill everything out and hit Submit the game freezes and gives me this error:

Screenshots: Here (http://i17.photobucket.com/albums/b64/Harshboy/mysql_Pokemon.png) and Here (http://i17.photobucket.com/albums/b64/Harshboy/jjj.png)

Script error within event 1, map 18 (Pokemon Center):
Section048:566:in `check'An existing connection was forcibly closed by the remote host.
Section018:238:in `pbExecuteScript'
Section048:461:in `recv'
Section048:498:in `gets'
Section118:93:in `gets'
Section118:106:in `get_command'
Section118:212:in `authenticate'
Section118:680:in `networkRegister'
Section118:574:in `pbMiddleScene'
Section118:539:in `loop'
Section118:580:in `pbMiddleScene'
Section118:406:in `registerScreen'
Section118:779:in `startRegister'
Section118:771:in `pbFadeOutIn'
Section118:771:in `startRegister'
(eval):1:in `pbExecuteScript'
Section018:1614:in `eval'
Section018:238:in `pbExecuteScript'
Section018:1614:in `command_355'
Section018:466:in `execute_command'
Section018:190:in `update'
Section018:104:in `loop'
Section018:195:in `update'
Section020:98:in `update'
Section020:96:in `loop'
Section020:109:in `update'
Section020:65:in `main'
Section020:62:in `loop'
Section020:69:in `main'
Section119:56:in `mainFunction'
Section119:45:in `pbCriticalCode'
Section119:59:in `mainFunction'
Section119:63
Section119:62:in `loop'
Section119:71

Interpreter:249:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:98:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
Scene_Map:62:in `loop'
Scene_Map:69:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71


It didn't modify my database at all either...

Lorem Ipsum
December 21st, 2007, 03:23 AM
Hi, I can't seem to operate a working PokéCenter or PokéMart system.

MR.GLITCH_KING
December 21st, 2007, 09:33 AM
lorem
re-extract the rar
see if the one already there works

Backmaster
December 21st, 2007, 09:43 AM
@ Lorem Ipsum...
The Mart Guy is just a random NPC standing in front of the house...
Just Copy it and paste it in your Mart Map and change the sprite.
The PC Npc is in the pokecenter.


Nice Feature for sooner release could be the game corner games^^
sprites can be found on spritersresource.

Flameguru
December 21st, 2007, 12:27 PM
I just sent this to Poccil because he asked, but why not share it? 'Tis the Season :)

This might be helpful for some of you if you want Online Trading and future Online stuff working.

My Steps aren't going to releate to anyone else because I used a current Database from AC-Web. But I like it because what's nice is that you don't actually have to install MySQL, Apache, or any other software.

If you wanna do it my way (which is soooooooooo simple), then keep reading:

---------------------------------------
Setup:
---------------------------------------

NOTE: If your Firewall ever asks you to allow access to any program during any stage in this Tutorial, ALLOW IT!!! There is nothing wrong with the files and nothing will happen to your PC.

First, get the Ruby Installer (http://rubyforge.org/frs/download.php/29263/ruby186-26.exe) and install it.

Second, get Netplay Plus (http://rapidshare.com/files/43139697/Netplay_2.0_Server_And_Client.zip) and copy the Server Folder into the Starter Kit folder (Or your game folder)

Third, get AC-Web 7.3 Repack (http://www.ac-web.org/forum/downloads.php?do=file&id=41&act=down) (NOTE: You have to Join) and install it to C: AC Ultimate Repack 7.3 or wherever it wants installed.

Forth, get a SQL Editor, such as SQLyog (http://www.webyog.com/en/download_form.php?url=http%3A%2F%2Fwww.webyog.com%2Fdownloads%2FSQLyog614.exe) and install it.

[OPTIONAL] Get Hamachi (http://www.download.com/LogMeIn-Hamachi/3000-2651_4-10785910.html?tag=lst-1) [OPTIONAL]

Go to your AC Ultimate Repack Folder and go into the Ascent Folder. Open up ascent.conf. Replace everything inside it with:

#######################################################################
# Ascent Configuration File
# Last Update: $Id: ascent.conf 2327 2007-11-14 15:24:51Z burlex $
#######################################################################

/********************************************************************************
* How to use this config file: *
* Config files are in a block->variable->setting format. *
* A < signifies the opening of a block, the block name is expected after that. *
* After the block name, a space and then the settings sperated by = / ' '. *
* *
* e.g. *
* <block setting="0" someval = "1"> *
* *
* Comments can be in C format, e.g. /* some stuff */, with a // at the start *
* of the line, or in shell format (#). *
********************************************************************************/

#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Database Section
#
# Database.Host - The hostname that the database is located on
# Database.Username - The username used for the mysql connection
# Database.Password - The password used for the mysql connection
# Database.Name - The database name
# Database.Port - Port that MySQL listens on. Usually 3306.
# Database.Type - Client to use. 1 = MySQL, 2 = PostgreSQL, 3 = Oracle 10g
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<WorldDatabase Hostname = "localhost" Username = "root" Password = "ascent" Name = "acdb" Port = "3306" Type = "1">
<CharacterDatabase Hostname = "localhost" Username = "root" Password = "ascent" Name = "acdb" Port = "3306" Type = "1">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Listen Config
#
# Host
# This is the address that the server will listen on.
# To listen on all addresses, set it to 0.0.0.0
# Default: 127.0.0.1 (localhost)
#
# WorldServerPort
# This is the port that the world server listens on.
# It has to be the same as what is specified in the
# realms table in the LogonDatabase.
# Default: 8129
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<Listen Host = "0.0.0.0"
WorldServerPort = "8129">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Log Level Setup
#
# Console Logging Level
# This directive controls how much output the server will
# display in it's console. Set to 0 for none, or -1 to disable.
# -1 = Disabled; 0 = Minimum; 1 = Error; 2 = Detail; 3 = Full/Debug
# Default: 3
#
# World server packet logging feature
# If this directive is turned on, a file called `world.log`
# will be created in the server's directory and all packets
# sent and received by clients will be dumped here in bfg
# format.
# Default: 0
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<LogLevel Screen="0" File="-1" World="0">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Server Settings
#
# PlayerLimit
# This directive controls the amount of sessions that will be
# accepted by the server before it starts to add people to
# the server queue.
# Default: 100
#
# Motd
# This message will be displayed by the server in the chat
# box every time any user logs on. Colors can be used in the
# standard WoW format.
# Default: "No MOTD specified
#
# Send Build On Join
# This directive controls whether the server's internal revision
# will be sent to clients upon entering the world. Use it to help
# testers report bugs.
#
# Send Stats On Join
# This directive controls whether the server will send the online player
# count to a cilent when it enters the world.
#
# Breathing Setup
# If the breathing code is causing problems or you want to run a fun server, you can disable
# water checks by enabling this directive.
# Default: 1
#
# Level Cap
# This variable controls the level that stats will be generated up to internally.
# Beyond this level players can still see a higher level visually but their stats won't
# increase beyond this point.
# Default: 60
#
# Expansion 1 Level Cap
# This variable does the same thing as Level Cap above, except it applies to those who
# have the first expansion: The Burning Crusade.
# Default: 70
#
# Seperate Channels Control
# This directive controls whether horde and alliance chats will be seperated across channels.
# Set to 1 for blizzlike seperated channels, or 0 to allow horde/alliance to speak to each other
# across channels.
# Default: 0
#
# Compression Threshold
# This directive controls the limit when update packets will be compressed using deflate.
# For lower-bandwidth servers use a lower value at the cost of cpu time.
# Default: 1000
#
# Queue Update Rate
# This directive controls how many milliseconds (ms) between the updates
# that the queued players receieve telling them their position in the queue.
# Default: 5000 (5 seconds).
#
# Kick AFK Players
# Time in milliseconds (ms) that a player will be kicked after they go afk.
# Default: 0 (disabled)
#
# Connection Timeout
# This directive specifies the amount of seconds that the client will be disconnected
# after if no ping packet is sent. It is advised to leave it at the default.
# Default: 180
#
# Realm Type
# This is the realm type that will be used by the server to handle world pvp.
# Default: 0 (pve)(RPPVE)
# Other values: 1(pvp)(RPPVP)
#
# AdjustPriority
# Set the server to high process priority?
# Default: 0
#
# RequireAllSignatures
# This directive controls whether the full 10 signatures will be required in order
# to turn in a petition. Smaller servers would be better off having it turned off.
# Default: off
#
# ShowGMInWhoList
# This directive controls whether GM's will be shown in player's who lists or not.
# Default: on
#
# MapUnloadTime
# This directive controls whether to unload map cells after an idle period of <x> seconds.
# Use on smaller servers or servers that are memory-limited. The server without cell unloading
# can use over 1.2GB memory with all creatures loaded.
# Default: 0
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<Server PlayerLimit = "1000"
Motd = "Welcome to Darkstar Inc. WoW! Visit dsinc.co.nr today ;)"
SendBuildOnJoin = "1"
SendStatsOnJoin = "1"
EnableBreathing = "1"
LevelCap = "60"
Expansion1LevelCap = "70"
SeperateChatChannels = "0"
CompressionThreshold = "1000"
QueueUpdateInterval = "5000"
KickAFKPlayers = "0"
ConnectionTimeout = "180"
RealmType = "1"
AdjustPriority = "0"
RequireAllSignatures = "0"
ShowGMInWhoList = "1"
MapUnloadTime="0">

#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Power regeneration multiplier setup
#
# These directives set up the multiplier in which regen values will be
# multiplied by every 2 seconds.
# Powers:
# Power1 = Mana, Power2 = Rage, Power3 = Energy
#
# Reputation:
# Kill = Rep gained on kill, Quest = rep gained from quests
#
# Honor:
# Honor = multiplier used to calculate honor per-kill.
#
# PvP:
# PvPTimer = in ms, the timeout for pvp after turning it off. default: 5mins (300000)
#
# XP:
# The xp that a player receives from killing a creature will be multiplied
# by this value in order to get his xp gain.
#
# RestXP:
# Value is the amount of rest XP a player will recieve per minute of rest time.
#
# Drop(Color):
# These values will be multiplied by the drop percentages of the items for creatures
# to determine which items to drop. All default to 1.
# To allow you better control of drops, separate multipliers have been created for items
# of each quality group.
#
# DropMoney:
# This value will be multiplied by any gold looted and pickpocketed
#
# Save:
# Value in milliseconds (ms) that will be between player autosaves.
# Default: 300000 (5 minutes)
#
# SkillChance:
# The chance that you have to level up a skill in melee or a profession is multiplied
# by this value.
# Default: 1
#
# SkillRate:
# The amount of "levels" your skill goes up each time you gain a level is multiplied
# by this value.
#
# ArenaMultiplier
# Every week/day the arena points gained by a player will be multiplied by this value.
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<Rates Health="9999"
Power1="9999"
Power2="9999"
Power3="9999"
QuestReputation="99"
KillReputation="99"
Honor="99999"
PvPTimer="300000"
Compression="1"
XP="9999999"
QuestXP="9999999"
RestXP="1"
DropGrey="1"
DropWhite="1"
DropGreen="1"
DropBlue="999"
DropPurple="999"
DropOrange="999"
DropArtifact="999"
DropMoney="999"
Save="300000"
SkillChance="1"
SkillRate="1"
ArenaMultiplier2x="1"
ArenaMultiplier3x="1"
ArenaMultiplier5x="1">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# GM Client Channel
#
# This should be set to 'gm_sync_channel' for the My_Master addon to work.
# Default: gm_sync_channel
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<GMClient ReqGmClient = "0" GmClientChannel = "gm_sync_channel">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Terrain Configuration
#
# Set the path to the map_xx.bin files and whether unloading should be enabled
# for the main world maps here. Unloading the main world maps when they go idle
# can save a great amount of memory if the cells aren't being activated/idled
# often. Instance/Non-main maps will not be unloaded ever.
#
# Default:
# MapPath = "maps"
# UnloadMaps = 1
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<Terrain MapPath = "maps" UnloadMaps = "1">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Log Settings
#
# Cheaters:
# This directive sets up the cheater logging file, if turned on any
# cheat / packet exploit / speedhack attempts will be logged here.
#
# GMCommands:
# These two directives set up the GM command logging fie. If turned on,
# most gm commands will be logged for this file for abuse investigation, etc.
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<Log Cheaters="0" GMCommands="0">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Mail System Setup
#
# These directives control the limits and behaviour of the ingame mail system.
# All options must have Mail prefixed before them.
#
# ReloadDelay
# Controls the delay at which the database is "refreshed". Use it if you're
# inserting mail from an external source, such as a web-based interface.
# 0 turns it off.
# Default: 0
#
# DisablePostageCostsForGM
# Enables/disables the postage costs for GM's. DisablePostageCosts overrides this.
# Default: 1
#
# DisablePostageCosts
# Disables postage costs for all players.
# Default: 0
#
# DisablePostageDelayItems
# Disables the one hour wait time when sending mail with items attached.
# Default: 1
#
# DisableMessageExpiry
# Turns off the 30 day / 3 day after read message expiry time.
# WARNING: A mailbox still cannot show more than 50 items at once
# (stupid limitation in client).
# Default: 0
#
# EnableInterfactionMail
# Removes the faction limitation for sending mail messages. Applies to all players.
# Default: 1
#
# EnableInterfactionMailForGM
# Removes the faction limitation for sending mail messages, but only applies
# to GM's. EnableInterfactionMail overrides this.
# Default: 1
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<Mail ReloadDelay="0"
DisablePostageCostsForGM="1"
DisablePostageCosts="0"
DisablePostageDelayItems="1"
DisableMessageExpiry="0"
EnableInterfactionMail="1"
EnableInterfactionMailForGM="1">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Status Dumper Config
#
# These directives set up the status dumper plugin. Filename is an
# absolute or relative path to the server binary. Interval is the
# time that the stats will be dumped to xml.
# Default: stats.xml / 120000 (2 minutes)
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<StatDumper FileName = "C:/AC Web Ultimate Repack/Server/htdocs/stats/stats.xml" Interval = "120000">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Startup Options
#
# Preloading
# This directive controls whether the entire world will be spawned at server
# startup or on demand. It is advised to leave it disabled unless you are a
# developer doing testing.
# Default: off
#
# Background Loot Loading
# This directive controls whether loot will be loaded progressively during
# startup or in the background in a seperate thread. Turning it on will
# result in much faster startup times.
# Default: on
#
# Multithreaded Startup
# This controls whether the server will spawn multiple worker threads to
# use for loading the database and starting the server. Turning it on
# increases the speed at which it starts up for each additional cpu in your
# computer.
# Default: on
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<Startup Preloading = "0"
BackgroundLootLoading = "1"
EnableMultithreadedLoading = "1">

#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Flood Protection Setup
#
# Lines
# This is the number of "messages" or lines that it will allow before stopping messages from
# being sent. This counter is reset every "Seconds" seconds.
# Default: 0 (disabled)
#
# Seconds
# This is the number of seconds inbetween the Line counter being reset.
# Default: 0 (disabled)
#
# SendMessage
# If this is enabled, a "Your message has triggered serverside flood protection. You can speak again in %u seconds."
# message will be sent upon flood triggering.
# Default: 0
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<FloodProtection Lines = "0" Seconds = "0" SendMessage = "0">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# LogonServer Setup
#
# DisablePings
# This directive controls whether pings will be sent to the logonserver to check
# if the connection is still "alive". Expect problems if it is disabled.
# Default: 0
#
# RemotePassword
# This directive controls the password used to authenticate with the logonserver.
# It must be the same between the two configs. If it is not, your server will
# not register.
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<LogonServer DisablePings = "0"
RemotePassword = "ascent">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# AntiHack Setup
#
# Teleport
# This directive controls anti-teleport hack checks will be enabled or not.
# Default: 1
#
# Speed
# This directive controls anti-speed hack checks will be performed on player movement or not.
# Default: 1
#
# FallDamage
# This directive controls anti-fall damage hack checks will be performed on player movement or not.
# Default: 1
#
# Flying
# This directive controls whether flight hacks will be performed on players or not.
# Default: 1
#
# DisableOnGM
# This directive controls hack checks will be disabled for GM's or not.
# Default: 0
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<AntiHack Teleport="1"
Speed="1"
FallDamage="1"
Flying="1"
DisableOnGM="0">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Period Setup
#
# These are the periods that the server will wait before doing periodic duties. At the moment only
# arena point calculation and honor point calculation are used here.
#
# Default:
# Arena: weekly
# Honor: daily
# (blizzlike values)
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<Periods HonorUpdate="daily"
ArenaUpdate="weekly">

#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# AscentStats Setup *** PRIVACY NOTE: READ ME CAREFULLY ***
#
# These are the values that the AscentStats client uses while communicating with an AscentStats server.
# Statistics will be sent anonymously if a server guid is not set.
# If you do not want your ascent client communicating with AscentStats servers, disable it here.
# No personally-identifiable information is sent in these transmissions. The actual data sent is:-
# stats=Ascent|PLATFORM|CONFIG|ARCH|REV|PLAYER|QUEUE|ALLIANCE|HORDE|AVGLAT|PEAK
#
# If you don't mind your server transmitting this information, please leave AscentStats enabled. It
# allows our developers to understand our users needs better and in the end provide you with a better
# product.
#
# Enable
# To disable stat transmission completely, set this to 0.
#
# ServerGUID
# This is the GUID assigned to your server by the AscentStats server. To register your server, go
# to http://www.example.com/ascentstats/register_server.php
#
# ServerKey
# This is the key used to secure stats sent by your server so they can't be forged. This key is
# obtained after registering your server.
#
# Default:
# Enabled
# Server Key "NONE"
# Server GUID "NONE"
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<AscentStats Enable="1"
ServerGUID="NONE"
ServerKey="NONE">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Channels Setup
#
# These directives control some of the aspects in the channel system.
#
# BannedChannels
# If you would like to ban users from creating or joining a channel specify them here in a ';'
# seperated list.
# Default: ""
#
# GeneralChannels
# These are the default channels that the client joins and cannot have leaders.
# Default: "General -;Trade -;LookingForGroup;GuildRecruitment;LocalDefense;WorldDefense;"
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<Channels BannedChannels=""
GeneralChannels="General -;Trade -;LookingForGroup;GuildRecruitment;LocalDefense;WorldDefense;">


#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# VoiceChat Setup
#
# These directives control some of the aspects in the voice chat system.
#
# Enabled
# If you want to enable the voice chat system, this must be set to 1.
# Default: "0"
#
# ServerIP
# This is the IP of the voice chat server.
# Default: "127.0.0.1"
#
# ServerPort
# This is the TCP port of the voice chat server.
# Default: "3727"
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<VoiceChat Enabled="0"
ServerIP="127.0.0.1"
ServerPort="3727">



#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#
# Localization Setup
#
# LocaleBindings
# This is a list of locale names and the other locale you want to associate with them.
# For example, to make the European client always use the french language, "enGB=frFR"
#
# Must be terminated by a space.
#
# Default: ""
#
#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

<Localization LocaleBindings="frFR=enGB ">



Fifth, goto the AC Ultimate Repack 7.3 Folder in the C Drive or wherever you installed it and run Control Panel.exe

Sixth, From the Server Dropdown menu, click on MySQL. It should start MySQL on your Computer.

Now you will want to replace the functions file in Netplay Plus's folder (Server folder in Kit) with the one Poccil included in his kit.

Now open the config.conf file in notepad and edit it to this:

Host = "localhost"

Port = 3306

ServerName = "Netplay Plus Server"
ServerVersion = "3.0"
GameCode = "918302475"

WebServer = "localhost/www/Netplay"
SMTPServer = "localhost"
AdminEmail = "[email protected]"

DB_server = "localhost"
DB_user = "root"
DB_password ="ascent"
DB_name = "netplay_p_db"

Message = "Entering the Official Netplay Plus Server..."

Now Open the server.txt file included with Poccils Essentials and replace everything with:

#########################################
# Servers File
# input only one server per line
#
# Format: Server IP or Hostname, Port, Server Name
# Example:
# 120.120.120.120:4661,ServerName
# myserver.yi.org:4662,Testserver2
#
# Comment lines begin with #
localhost:3306,Server



Now Open up SQLyog (MAKE SURE MySQL IS STILL RUNNING!!!) and login using:

Username: root
Password: ascent

Then Right Click on root@localhost in the Left Side Window and click on "Create Database" (Or Press Ctrl-D).

Name it: netplay_p_db

Now right click on netplay_p_db (The newly created Database) and click "Restore from SQL dump"

Locate the file sqlfile.sql (May also be sqlfile.txt, if so, make it so you can see All files instead of just sql and backup files) and start the restore.

When it's done, exit SQLyog and close anything running (To free up clutter) EXCEPT MySQL.

Now go into the Netplay Plus Server Folder (Server folder in Starter kit folder or your game folder) and double click main.rb.

It should ask you a question, press n and then Enter.

If you did everything right, it should say this at the very bottom of the Command Window.

Server Running

Close the Command Line and anything else that is open.


---------------------------------------
Running:
---------------------------------------
Start MySQL (From Control Panel.exe)

Run main.rb in the Netplay Plus Server Folder

Start a game, and try to register. It might fail, if so, I can't help. Sorry.

---------------------------------------
"True" Online:
---------------------------------------

Atm, we can't have anyone connect to our game. If you want someone to connect to your game, you have two options.

NOTE: You must be registered to view these forums.

1) Easy - Using Hamachi (Virtual LAN) (http://www.ac-web.org/forum/showthread.php?t=101)

2) Hard - Windows (Built-In Server Host) (http://www.ac-web.org/forum/showthread.php?t=142)

Lorem Ipsum
December 21st, 2007, 12:41 PM
OK, the centre and mart worked. Now I need help with the switches. They don't seem to work. I want the professor to say something different once a Pokéball is taken. How do I do this?

Backmaster
December 21st, 2007, 12:44 PM
umm... what about using the netplay c++ server...?
but i will try this too...

Flameguru
December 21st, 2007, 12:45 PM
OK, the centre and mart worked. Now I need help with the switches. They don't seem to work. I want the professor to say something different once a Pokéball is taken. How do I do this?

1) In the Pokeball events, make a switch set to ON (In the Event Commands)

2) Make a new Event Page on the Professor's Event

3) Set it to "If [SWITCH] is ON"

4) Insert Event Commands

umm... what about using the netplay c++ server...?
but i will try this too...

It's outdated and unsupported by Netplay + 2.0. It probably won't work.


If you guys want, I can upload everything I have (Modified AC Ultimate Repack files, Modified Netplay + Server, etc.)

Backmaster
December 21st, 2007, 01:04 PM
If you guys want, I can upload everything I have (Modified AC Ultimate Repack files, Modified Netplay + Server, etc.)

So could you please upload it. Would be nice ;)

Lorem Ipsum
December 21st, 2007, 01:19 PM
I am rubbish at this business. I have only one more question!

Is there a way that you can have an event command happen only if you beat or capture a wild Pokémon? If so, how?

Flameguru
December 21st, 2007, 01:28 PM
Ok, here it is. Enjoy this guide. NOTE, I cannot guarantee any success you may or may not have, so....um, sorry.

Download Pokemon Essentials Server Setup Files [COMPLETE] (http://www.megaupload.com/?d=4AF34F9H)
Download Ruby Installer (http://rubyforge.org/frs/download.php/29263/ruby186-26.exe)

First, Install the Ruby Installer

Second, Extract the AC Web Ultimate Repack Folder to the C:/ Drive (It should be C:/AC Web Ultimate Repack)

http://i17.photobucket.com/albums/b64/Harshboy/Starter%20Kit/1.png

Third, Extract Starter Kit anywhere.

http://i17.photobucket.com/albums/b64/Harshboy/Starter%20Kit/6.png

Now go into C:/ AC Web Ultimate Repack Folder and Run Control Panel.exe. Click on Server, and then MySQL

http://i17.photobucket.com/albums/b64/Harshboy/Starter%20Kit/2.png

You should see this Window:

http://i17.photobucket.com/albums/b64/Harshboy/Starter%20Kit/3.png

...minimize it.

Now go into the Server Folder found in the Extracted Starter Kit Folder and run main.rb. It will ask you a question, press n and then Enter. Then start up the Starter kit, get some Pokemon, and go upstairs in the PC and talk to this lady.

http://i17.photobucket.com/albums/b64/Harshboy/Starter%20Kit/4.png

Click on Register and enter your Info, if all goes well you should be good to go ;)

http://i17.photobucket.com/albums/b64/Harshboy/Starter%20Kit/5.png

Yay :)

victorspvl
December 22nd, 2007, 07:05 AM
I only wanted the event appear that the Pokémon Celebi were in the group.
As I do this?

Atomic Reactor
December 22nd, 2007, 02:37 PM
anyone have an idea how i would make an evnt appear only once a day.
like berry bushes. once you take it you cant have another till the next day.
how would i do that kinda evnt?

mad.array
December 22nd, 2007, 02:46 PM
At the end of the event you want to happen (picking up the berry for example) runs the Script pbSetEventTime via the Script command on page 3.

Create a new event page with Event Switch A on (the script will automatically turn the switch on). In there put whatever you want in there (Message saying "The berry tree is empty" or something like that).

On the third event page set the condition to 'Switch "s:expired?&&tsOff?("A")" is ON'. Set the run type to Autostart. The script should read (as the notes.html says)

Control Self Switch: A =OFF
Script: setTempSwitchOn("A")

This will check whether it's been a day and sets the event back to event page 1.

I hope that helps.

Atomic Reactor
December 22nd, 2007, 02:56 PM
thank you loki!
that helped me alot!
=D

mad.array
December 22nd, 2007, 03:46 PM
@victorspvl

Depending on what kind of event it is you have a couple of ways of running this.

If it is a part of an already running script (i.e. if a character checks your party out and says something different if they find Celebi) then you can put this:

Conditional Branch:Script: pbHasSpecies?(251)
-- Stuff to happen when Celebi is in party

Else

--Stuff to happen when Celebi isn't present.

End

The Script part of the conditional branch is (I believe) on the last page of options for it. Just put that script in (with 251 being Celebis Pokedex/pokemon.txt number)

If you only wanted an event to start if Celebi was present then the easiest way I can think of is to have a Parallel Process check whether Celebi is present and if it is, set a switch ON and have your character/cut scene to be dependant on that switch.

If anyone else can think of an easier method for the second option then kudos.

victorspvl
December 22nd, 2007, 05:01 PM
@victorspvl

Depending on what kind of event it is you have a couple of ways of running this.

If it is a part of an already running script (i.e. if a character checks your party out and says something different if they find Celebi) then you can put this:

Conditional Branch:Script: pbHasSpecies?(251)
-- Stuff to happen when Celebi is in party

Else

--Stuff to happen when Celebi isn't present.

End

The Script part of the conditional branch is (I believe) on the last page of options for it. Just put that script in (with 251 being Celebis Pokedex/pokemon.txt number)

If you only wanted an event to start if Celebi was present then the easiest way I can think of is to have a Parallel Process check whether Celebi is present and if it is, set a switch ON and have your character/cut scene to be dependant on that switch.

If anyone else can think of an easier method for the second option then kudos.



THANK´S VERY MUCH!!!!!!!!!!!!!!!!!

sinisterbutt
December 22nd, 2007, 06:19 PM
Ok, i have a question. I would like to know how to make an event that starts a battle with a wild SHINY pokemon, you know like the red gyarados in gold/silver. How would i accomplish that?

poccil
December 22nd, 2007, 11:43 PM
Wild Pokemon battles can be started using the function pbWildBattle (located in the PokemonField script section). The default implementation, however, doesn't support having a shiny Pokemon battle. It is easy to add such functionality, however. In the script section Pokemon Field, add the following just before line 218, the one that reads "wildpoke=[genwildpoke]":


if $game_switches[10]
genwildpoke.makeShiny
end


Assuming you use switch number 10 (as above), a wild Pokemon battle with a shiny Pokemon will begin if switch 10 is set to ON.

Example:

@>Control Switch: [0010] = ON
@>Script: pbWildBattle(
: : ::PBSpecies::GYARADOS,30,1)
@>Control Switch: [0010] = OFF
@>Comment: If won
@>Conditional Branch: Variable [0001] == 1
@>
: Branch End
@>Comment: If escaped
@>Conditional Branch: Variable [0001] == 3
@>
: Branch End
@>Comment: If caught
@>Conditional Branch: Variable [0001] == 4
@>
: Branch End
@>


EDIT: Example fixed.

Devil_Silver
December 23rd, 2007, 02:40 AM
Hey everyone,

I have a question about pokémon essentials.
It goes like this: i use the 'teleport' command in an event, and i get this:
a ring of light appears around my character, and the rest is black (kinda like if you enter a dark cave in the pokémon games),
and after i take a few steps, i get this error:

Party 1 has no Pokemon.
PokeBattle_Battle:73:in `initialize'
PokemonField:182:in `new'
PokemonField:182:in `pbWildBattle'
PokemonField:387:in `pbOnStepTaken'
Game_Player*:591:in `update_old'
Walk/Run:25:in `update'
Scene_Map:98:in `update'
Scene_Map:95:in `loop'
Scene_Map:108:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71

Can anyone help me fix this problem?
Thanks in progress!

Wichu
December 23rd, 2007, 03:48 AM
It's because you're walking around a cave with no Pokémon. When you'd find a Pokémon normally, you get the error.

Try changing the target of the Teleport event, or give the player a Pokémon.

Actually, I get the feeling you haven't changed the Encounters.txt and Metadata.txt files - read Notes.html and change them.

Devil_Silver
December 23rd, 2007, 04:09 AM
It's because you're walking around a cave with no Pokémon. When you'd find a Pokémon normally, you get the error.

Try changing the target of the Teleport event, or give the player a Pokémon.

Actually, I get the feeling you haven't changed the Encounters.txt and Metadata.txt files - read Notes.html and change them.

Oh...
Yeah, i didn't know you had to change encounters.txt and metadata.txt.
Thanks, i think i got it now.

poccil
December 23rd, 2007, 09:25 AM
For anyone interested, I have compiled details on the protocol used by the online trade system. It can be found at:

http://upokecenter.com/projects/po (http://upokecenter.com/projects/pokestarter/protocol.txt)kestarter/protocol.txt (http://upokecenter.com/projects/pokestarter/protocol.txt)

Any server that follows this protocol is compatible with the trade system, whether it is Netplay 2.0 or a custom-made one.

Lorem Ipsum
December 23rd, 2007, 09:55 AM
poccil, where did you learn to script RGSS? I'm really really interested in learning another coding language, and am fluent in HTML and CSS, and proficient in C, C# and PHP.

PM me the reply, so it doesn't clutter up the thread.

Shadez
December 24th, 2007, 05:18 AM
i'm not sure this is allowed but i'll try anyway you'll never know

i'm using a other version of RMXP called postality knights or something
and with this i can't use your starter kit is there anyway how i can still use this
except from buying RMXP

MR.GLITCH_KING
December 24th, 2007, 06:19 AM
hitsugaya if u got rmxp illegaly u wont get a lot of support here or anywhere

u can use it by doing the following

tsukuuru is basically the same thing

If you are using RPG Tsukuuru XP in Japanese and you cannot open the project, then open Game.rxproj in Notepad and change "RPGXP 1.02" to "RPGXP 1.01" or, if necessary "RPGXP 1.00", then save the file.

but i really suggest going out n buying rmxp or
coughillegalydownloadbytorrentordarkstarforumcough
*winks*

Shadez
December 24th, 2007, 07:31 AM
thanks for the info
i already thought that it wasn't allowed to talk about illegal stuff here but thank anyway

Lorem Ipsum
December 24th, 2007, 09:18 AM
poccil, I left you a PM about something. Also, I don't want to have to replace my starter kit. How would I implement cries? Is there a page of the scripts I need to edit, or a page I need to add?

mad.array
December 24th, 2007, 09:23 AM
@Lorem

If you're trying to add a cry for a new Pokemon then you need to name it XXXcry.wav, where xxx is the number of the Pokemon in pokemon.txt/the Pokedex. If you're trying to make a pokemon use it's cry during an event then you can just play the sound effect in the event.

If you're trying to make the pokemon use it's cry in one of the menus then you will have to edit the scripts.

Lorem Ipsum
December 24th, 2007, 09:28 AM
That's why I asked about the SCRIPTS, because I need to use it in the battle; I know about cries.

poccil
December 24th, 2007, 09:31 AM
The following function can play a cry for a Pokemon species:


def pbPlayCry(species)
pkmnwav=sprintf("Audio/SE/%03dCry",species)
Audio.se_play(pkmnwav,100,100)
end


It can be used in a Script event command like this:


pbPlayCry(PBSpecies::SNORLAX)

Lorem Ipsum
December 24th, 2007, 09:41 AM
No, I don't think you understand me. I don't need an event, I want the cries assigned to each Pokémon, so that when they go into battle, as in actually IN the battle, you would hear their cry as they get sent out.

poccil
December 24th, 2007, 09:59 AM
The newer releases already play cries during battle as you requested, at least since the November 23 release

Lorem Ipsum
December 24th, 2007, 10:04 AM
poccil, I left you a PM about something. Also, I don't want to have to replace my starter kit. How would I implement cries? Is there a page of the scripts I need to edit, or a page I need to add?

That's what I asked in the first place, and I asked which script pages I would need to add to my current project.

Also, I left you a PM.

Aqua Mudkip
December 24th, 2007, 10:07 AM
Aqua Mudkip:/ I have a problem... how come I can't stop an event that's been put at Parallel Process because I want the event to run without the player doing anything... ex: Mom giving Pokegear... :\

Krobelus
December 24th, 2007, 12:06 PM
Aqua Mudkip:/ I have a problem... how come I can't stop an event that's been put at Parallel Process because I want the event to run without the player doing anything... ex: Mom giving Pokegear... :\

Well, you need to put it on Auto Run rather than Parallel Process because Parallel Process plays through the whole event right away. Auto Start goes from top to bottom.

If you need more details on events just PM me =P

-Krobe

poccil
December 24th, 2007, 09:38 PM
A new version is available.

Changes:

Changes in trainer event system for supporting
move routes, etc.
Fixed performance bug in evolution animation
Many edits to server and trade system,
released protocol
Fixed bug when game causes error after storing
Pokemon in daycare

Modified scripts:

Changed: PokeBattle_Pokemon
Changed: PokemonDayCare
Changed: PBExperience
Changed: PokeBattle_Effects
Changed: PokeBattle_Move
Changed: Sprite_Character
Changed: PokemonField
Changed: PokemonNetwork
Changed: PokeBattle_ActualScene
Changed: PokemonTrainers
Changed: Sockets
Changed: PokeBattle_Trainer
Changed: Game_Character 3*
Changed: PokemonEntry
Changed: Game_Event*
Changed: Compiler
Changed: Game_Player*
Changed: PokemonEvolution
Changed: PBTrainers
Changed: PokemonEditor
Changed: PokemonMessages
Changed: SpriteWindow
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonItems
Changed: PokemonScreen
Changed: PokeBattle_Battler
Changed: PokemonStorage
Changed: Scene_Intro
Changed: PokemonDebug
Changed: PokemonBugContest

Aqua Mudkip
December 24th, 2007, 10:29 PM
Well, you need to put it on Auto Run rather than Parallel Process because Parallel Process plays through the whole event right away. Auto Start goes from top to bottom.

If you need more details on events just PM me =P

-Krobe
Aqua Mudkip:/ But sometimes, it just keeps on continuing...

mad.array
December 25th, 2007, 08:12 AM
At the end of the event set a local switch to on, then create a blank event page dependant on that switch being on and have it run via any method than auto start or parallel process. then when the auto event has finished, the switch will come on, triggering the new event which won't do anything and will leave the player able to run around.

Devil_Silver
December 25th, 2007, 12:59 PM
Hey guys, it's me again and i brought myself a question:
If I want the game to play a BGM (like "Auto-play BGM" when entering map, or "Play BGM" in wild battle or trainer battle), it keeps playing the same one: 'Mom
Theme' from the demo. I tried by taking away the audio file from the BGM-folder but it doesn't work. How do I fix this?


Thanks in advance,
Greets

Glitchfinder
December 25th, 2007, 05:40 PM
poccil, where did you learn to script RGSS? I'm really really interested in learning another coding language, and am fluent in HTML and CSS, and proficient in C, C# and PHP.

PM me the reply, so it doesn't clutter up the thread.

My suggestion would be to look up the scripting boards of various forums like rmxp.org. On the other hand, HTML and CSS aren't real biggies. (I learned HTML format in about 1 minute, and learned HTML, in totality, in 3 days. About the same thing for CSS. They're too simple to be called scripting languages. All they really do is format a page.) On the other hand, where did you learn PHP? I would really like to delve into that, Javascript, and Perl. (If you haven't already figured it out, I want to learn most of the web languages. Mainly because I like designing webpages and want to end up with a lucrative career designing them.)

Devil_Silver
December 26th, 2007, 01:10 AM
Sorry for repeating myself, but i still got problems with the BGM thing, and it's really hard to make a good game without proper audio.
Can someone help me?

BGM problem was that everytime a certain BGM has to play (like in a battle or when entering a map), the BGM 'Mom Theme' from the Starterkit begins to play.

shuppet_is_dumb
December 26th, 2007, 04:43 AM
Loved it. I am definetly going to use it. Oh, and Devil_Silver, right click on the map you want to add a BGM, select map Properties and change the BGM to the one you want.

Devil_Silver
December 26th, 2007, 06:56 AM
Yeah, you're right, but I mean when the game should play a BGM that isn't 'Mom theme', it plays 'Mom theme' anyway.

Like when you enter a certain city (like Floraville in my project), and the BGM GSCRoute23 should play, it plays 'Mom theme', or like when I want to play GSC battle in a trainer battle, it plays 'Mom theme'.

But thanks for helping anyway. :)

Krobelus
December 26th, 2007, 09:00 AM
Yeah, you're right, but I mean when the game should play a BGM that isn't 'Mom theme', it plays 'Mom theme' anyway.

Like when you enter a certain city (like Floraville in my project), and the BGM GSCRoute23 should play, it plays 'Mom theme', or like when I want to play GSC battle in a trainer battle, it plays 'Mom theme'.

But thanks for helping anyway. :)

Did you happen to change the PokeGear's Radio to "Mom's Theme"? Because if you don't change it to default, it wont change back, (annoying I know =P)

-Krobe

Devil_Silver
December 26th, 2007, 10:27 AM
Nope, I didn't change the PokéGear's radio, it just automatically plays 'Mom theme' whenever it should play a BGM, no matter what that BGM is.

It's quite disturbing, and I tried all sort of things but it doesn't appear to have anything to do with scripts or PBS-files... at least; not that I know.

Krobelus
December 26th, 2007, 10:48 AM
Nope, I didn't change the PokéGear's radio, it just automatically plays 'Mom theme' whenever it should play a BGM, no matter what that BGM is.

It's quite disturbing, and I tried all sort of things but it doesn't appear to have anything to do with scripts or PBS-files... at least; not that I know.

Well then perhaps there's an event on that page, that plays it automatically, that you don't know of? Because sometimes I find it hard to find events that don't have pictures what with the transparency.

The only other thing I could think of, is that it keeps playing because it's set like that in the maps settings. Either or, it shouldn't be playing. If any of those aren't the case, then I can't help.

-Krobe

Pidg
December 26th, 2007, 10:51 AM
Try copying the PC event from the demo, if you still have it.


Yeah that works but if its for the PC in the players room, how do you make it to not have 'Someones PC' but have 'Players PC'?

Devil_Silver
December 26th, 2007, 10:59 AM
Well then perhaps there's an event on that page, that plays it automatically, that you don't know of? Because sometimes I find it hard to find events that don't have pictures what with the transparency.

The only other thing I could think of, is that it keeps playing because it's set like that in the maps settings. Either or, it shouldn't be playing. If any of those aren't the case, then I can't help.

-Krobe

Well, it isn't the maps setting and can't be events, because it happens in every map and in any battle I set.

But thanks for trying to help anyway, I appreciate

Krobelus
December 26th, 2007, 10:59 AM
Yeah that works but if its for the PC in the players room, how do you make it to not have 'Someones PC' but have 'Players PC'?

Player's PC is not included in the demo I don't think. Meaning you can't withdraw/store items, but that's not too hard what with event's and all.

-Krobe

Pidg
December 26th, 2007, 11:25 AM
Ok, thanks anyway, I'll try to make some events.

Krobelus
December 26th, 2007, 11:36 AM
Ok, thanks anyway, I'll try to make some events.

I could probably find an item depositing event bank thingy, but I don't think it would work, seeing as how each item is scripted, so I don't think it'd work. I think you should just wait until Poccil implements it, if he does of course.

Pidg
December 26th, 2007, 12:46 PM
Yeah, probably best to wait.
THanks anyway.

|Maximus|
December 26th, 2007, 04:21 PM
I get this error when I teleport to a map.

stack level too deep
SpriteResizer:87:in `initialize'
SpriteWindow:1027:in `new'
SpriteWindow:1027:in `initialize'
SpriteWindow:1026:in `each'
SpriteWindow:1026:in `initialize'
SpriteWindow:1471:in `initialize'
SpriteWindow:1847:in `initialize'
PokemonMessages:561:in `new'
PokemonMessages:561:in `pbCreateMessageWindow'
PokemonMessages:453:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'
Scene_Map:80:in `miniupdate'
Scene_Map:79:in `loop'
Scene_Map:91:in `miniupdate'
PokemonMessages:7:in `pbUpdateSceneMap'
PokemonMessages:689:in `pbDisplayMessageFancy'
PokemonMessages:465:in `pbMessage'
PokemonMessages:175:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Game_Event*:293:in `update'
Game_Map*:405:in `update'
Game_Map*:403:in `each'
Game_Map*:403:in `update'
Scene_Map:33:in `updateMaps'
Scene_Map:32:in `each'
Scene_Map:32:in `updateMaps'

Then it keeps repeating

Shirayuki Mizore
December 26th, 2007, 09:56 PM
Hmm...That is a long error..:P

Is the grass like..automatically made so that pokemon just appear...Like, how do you make pokemon appear in grass?

poccil
December 26th, 2007, 10:03 PM
axibar:

I can suggest a fix. The problem was that there was a Text event command within a parallel process event (which I don't recommend). In the script section PokemonMessages, line 132 (after the one that reads " def command_101", add the following:


if $game_temp.message_window_showing
return false
end


Devil_Silver:

Somehow you set the music in the Pokegear radio, which may have prevented you from using other music files. If that is the case, then select "Pokegear" from the menu, then select "Custom" and "(Default)".

Devil_Silver
December 27th, 2007, 03:42 AM
Ow, thanks, that works!

Do you know a way to use it in an event, like when the event starts, music will change automatically to default?

Shirayuki Mizore
December 27th, 2007, 05:50 AM
You can (I think) just go into the..*looks* 2nd tab of events, click "Play BGM", then I guess when you are done the event you could try the Fade BGM..but I'm not sure. I'll check it out late.

Devil_Silver
December 27th, 2007, 06:10 AM
'Kay, I'll give it a try, thanks.

Well, it doesn't work, but when I set the radio to default it stays that way.

It would be nice if I could do it in an event, but whatever.
Hey, I've got a question, if you add new trainertypes (like Rival), how can you give the trainer type a certain battler sprite?

Youji
December 27th, 2007, 06:52 AM
I'll get this error while walking to a new route:

undefined method `[]' for nil:NilClass
PokemonEncounters:140:in `pbEncounteredPokemon'
PokemonEncounters:174:in `pbGenerateEncounter'
PokemonField:430:in `pbOnStepTaken'
Game_Player*:616:in `update_old'
Walk/Run:25:in `update'
Scene_Map:99:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
Scene_Map:62:in `loop'
Scene_Map:69:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71

That's the part of my encounter file I've added(Route 301 has ID no. 27):
027 # ROUTE 301
Land
STARLY,2
STARLY,3
STARLY,4
BIDOOF,2
BIDOOF,3
BIDOOF,4

Can anyone help?

Devil_Silver
December 27th, 2007, 07:17 AM
I'll get this error while walking to a new route:

undefined method `[]' for nil:NilClass
PokemonEncounters:140:in `pbEncounteredPokemon'
PokemonEncounters:174:in `pbGenerateEncounter'
PokemonField:430:in `pbOnStepTaken'
Game_Player*:616:in `update_old'
Walk/Run:25:in `update'
Scene_Map:99:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
Scene_Map:62:in `loop'
Scene_Map:69:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71

That's the part of my encounter file I've added(Route 301 has ID no. 27):
027 # ROUTE 301
Land
STARLY,2
STARLY,3
STARLY,4
BIDOOF,2
BIDOOF,3
BIDOOF,4

Can anyone help?

I think it has to do with the encounter file, because 'Land' should have 12 encounters.

Example:

Land
Poké1
Poké2
Poké3
.....
Poké12

Youji
December 27th, 2007, 08:06 AM
Ohh lol yeah my mistake...Thank you so much. ow it works.^^

[...]Hey, I've got a question, if you add new trainertypes (like Rival), how can you give the trainer type a certain battler sprite?
Open up trainernames.txt and add him like this:
ID|GROUPNAME|DISPLAYNAME|MoneyMultiplier|4x,|Gender
83,RIVAL,RIVAL,30,,,,male

83 is the ending of your Riavl sprite:
trainer083.png

Note: I haven't tried it but I think so because the numbers in there matches with the treainers number of the sprite name.

Shirayuki Mizore
December 27th, 2007, 08:46 AM
Hey, Flaminguru, I installed everything from your Guide for the setup, but I can't open the ascent.config file...

Youji
December 27th, 2007, 09:21 AM
I've tried it now but it every says this:

Exception: Bad trainer type
PokeBattle_Trainer:25:in `trainerTypeName'
PokeBattle_Trainer:25:in `logonerr'
PokeBattle_Trainer:25:in `trainerTypeName'
PokeBattle_Trainer:53:in `fullname'
PokeBattle_Battle:2064:in `pbReplace'
PokeBattle_Battle:2054:in `pbRecallAndReplace'
PokeBattle_Battle:2031:in `pbSwitch'
PokeBattle_Battle:2012:in `each'
PokeBattle_Battle:2012:in `pbSwitch'
PokeBattle_Battler:1709:in `pbProcessTurn'
PokeBattle_Battle:2309:in `pbAttackPhase'
PokeBattle_Battle:2308:in `each'
PokeBattle_Battle:2308:in `pbAttackPhase'
PokeBattle_Battle:518:in `pbStartBattleCore'
PokeBattle_Battle:517:in `logonerr'
PokeBattle_Battle:517:in `pbStartBattleCore'
PokeBattle_Battle:497:in `loop'
PokeBattle_Battle:526:in `pbStartBattleCore'
PokeBattle_Battle:373:in `pbStartBattle'
PokemonTrainers:251:in `pbTrainerBattle'
PokemonTrainers:250:in `pbBattleAnimation'
PokemonTrainers:250:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Interpreter:753:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:98:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
Scene_Map:62:in `loop'
Scene_Map:69:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71
Here is the trainername.txt where my new trainergroup is located
112,ELITEFOUR_Lucas,ELITE FOUR,100,,,,Male

Here is my Trainers.txt where the trainer is located:
#-------------------
ELITEFOUR_Lucas
Lucas
3
TURTWIG,5
CHIMCHAR,5
PIPLUP,5

And the sprite has the id trainer112.png.

All works but when it will load ELITE FOUR Lucas it says the error above and name him PKMN TRAINER Lucas...the rest of the battle works fine.

Shirayuki Mizore
December 27th, 2007, 09:28 AM
That is weird..o.o

Also, is grass like..automatically have wild pokemon in it? xD, Like I don't have to put an event in every thing of grass or water or anything, right? O_o

Tehe. Thanks.

Youji
December 27th, 2007, 09:31 AM
No just open up encounters.txt and edit it it.

Read this to get information how to do: http://upokecenter.com/projects/pokestarter/notes.html

Shirayuki Mizore
December 27th, 2007, 09:43 AM
K, That is what I thought. :P

Uh, I got an error that wasn't in my error log..Well I'll explain: I am in the middle of doing the Online Server thing and I was doing the test play. It was weird..It said in the thing on the top of the window tons of stuff like "Compiling....." "Processing..." and stuff. Then a weird error came up, but since it didn't go to the error log I can't get it..

"Undefined method for `events' for #<String:0x67285f8>
Compiler:2019:in'PBCompileTrainerEvents'
Compiler:2015:in 'each'
Compiler:2015:in 'pbCompileTrainerEvents'
Compiler:2297

Help..?
I didn't mess with anything..*twitch*

Krobelus
December 27th, 2007, 11:50 AM
What's the command for removing said Pokemon from party?

Thanks.
-Krobe

Devil_Silver
December 27th, 2007, 11:51 AM
Well sorry, I can't help you with that, because I don't know anything about the whole online server thing. :)

Shirayuki Mizore
December 27th, 2007, 12:03 PM
I dunno if it has to do with the online thing or not..

Just one insy tinsy winsy bit of help..I got "Server Can't run because of an error in its creation" and I did step by step what you said..Lemme retry...


Ugh..I feel like an idiot...I have no clue what I am doing wrong, but I am mad as crude. Now when I click "main.rb" it opens for maybe 1/3 of a second then closes..>.<

|Maximus|
December 27th, 2007, 03:48 PM
Does anybody know how to make an animation in the begining of the game, fast.

poccil
December 28th, 2007, 08:13 AM
Changes:

Small changes to trade system
Small change to variable section in debug menu
Implemented mail and the mailbox
Added more features to message system
Changed money loss method to make it less grave;
money won was set for each trainer type
Added a special script-based transition system
Changed first screen and project title to
"Pokemon Essentials"
Small bug fix in rubyscreen.dll
Pressing F8 will take a screenshot of the game
Implemented item storage
Implemented the player's PC

Modified scripts:

Changed: PokemonMap
Changed: PokeBattle_Pokemon
Changed: PokemonField
Changed: PokemonNetwork
Changed: WindowAndTilemap
Changed: PokemonEntry
Changed: Compiler
Changed: PokemonMessages
Changed: SpriteWindow
Changed: PokemonSystem
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonBag
Changed: PokemonScreen
Changed: PokemonStorage
Changed: PokemonDebug

Shirayuki Mizore
December 28th, 2007, 08:57 AM
Cool, poccil.

Also, what if you want certain pokemon to show up on certain maps, though? Say for example, on your home town and the next few routes, how would you make it so only LOW leveled pokemon show up? In encounters.txt, would I put the Map Number then it's name then put the whole pokemon thing?