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Wichu
December 28th, 2007, 09:13 AM
The format of the file is:
[Map ID]
Pokemon,level (x12)
Anything after a # is a comment.
eg
[1]
# Route 1
Pidgey,2
Pidgey,3
Pidgey,2
Ratatta,2
Ratatta,2
Ratatta,2
Ratatta,3
Ratatta,3
Ratatta,3
Pikachu,3
Pikachu,2
Pikachu,2
Larvitar,4

The lower down it is, the rarer it is. The number of entries changes depending on the encounter type - see notes.html.

Krobelus
December 28th, 2007, 09:17 AM
Wow, Player's PC already? That's amazingly fast! I wonder what features you'll implement once all the Pokemon features are in already.

Anyway, I still would like to know the call script to removing a Pokemon from your party permanently. Because I have a random NPC trade Pokemon with you. Perhaps that could be another thing to implement?

Thanks.
-Krobe

Youji
December 28th, 2007, 12:29 PM
Can someone help me? I want to add an event which is only active at night. Everyday of course...

Atomic Reactor
December 28th, 2007, 12:41 PM
tuen switch: s:Time.now.hour<6||Time.now.hour>=20
on. that way it's only active between 8pm and 6am

Devil_Silver
December 28th, 2007, 12:41 PM
@ Metroid P:

This should work:

Set the event conditions on 'Switch 0009: s:Time.now.hour<6||Time.now.hour>=20

Greetz,
Devil_Silver

Oh, and I also have a question:

Is it possible to, if you load a saved file in the game, you get a "Previously on your quest...", like in FireRed & LeafGreen?

MR.GLITCH_KING
December 28th, 2007, 12:44 PM
does anyone have the very first release of poke essentials?

Devil_Silver
December 28th, 2007, 12:47 PM
does anyone have the very first release of poke essentials?

Uhm...
Yes, I have the first release.

Why?

Youji
December 28th, 2007, 01:09 PM
Another question/problem

I want to have a different Music Playing at night (Like in D/P) so this is my script:
http://pokecommunity.po.ohost.de/event1.PNGhttp://pokecommunity.po.ohost.de/event2.PNG
The script is doing its work but my hero can't move anymore...Which settings do I have to do?(The 2nd one the setting is AutoRun, too I must changed it before taking screenshot)

Devil_Silver
December 28th, 2007, 01:19 PM
I think it should look like this:



PAGE I

Conditions: Switch 0009 = on

AUTORUN

Play BGM: - Insert Night BGM here -


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

Or if that doesn't work, try the same with 'PARALLEL PROCES'

Youji
December 28th, 2007, 01:25 PM
I still can't walk with your method

Devil_Silver
December 28th, 2007, 01:27 PM
Oh?
Then I think Poccil has a way to do it, with some sort of script or somethin'.

Youji
December 28th, 2007, 01:33 PM
Wait it even don't work correctly.

@>Conditional Branch: Switch[0009: s:Time.now.hour<6||Time.now.Hour>=20=ON
@>PlayNightmusic
@>
: Else
@>
: Branch end

Autorun is on.

Wichu
December 28th, 2007, 02:17 PM
Try putting "Exit Event Processing" after the Play BGM command.

Youji
December 28th, 2007, 02:37 PM
Well I think I set the Event wrong...Now I can walk but the music doesn't change...Maybe someone could make a sample script and post it if not than it doesn't matter. I'll don't add it than.

But thanks for all your help^^

Wichu
December 28th, 2007, 02:51 PM
I might try editing poccil's scripts tomorrow to support day/night music. I'll post it here if I succeed.

Youji
December 28th, 2007, 02:53 PM
Oh wow thanks. You are great^^

Shirayuki Mizore
December 28th, 2007, 02:59 PM
Wichu, you rock! Thanks! :D

(Mind if I use your example for my first route? :P)


*FEELS LIKE A IDIOT*

My map ID is the number when I create the new map at the end?

How can I make the Pokemon choice thing?

Land/Water/whatever goes on top of the new encounters, right? Land counts for safari grass too?

sinisterbutt
December 28th, 2007, 04:51 PM
Hi guys, I get this error when i use the item storage on the PC.

Script error within event 3, map 29 (Pokecentre):
Section088:635:in `pbStartScene'undefined method `pbPrepareWindow' for #<WithdrawItemScene:0x45ae9e0>
Section018:238:in `pbExecuteScript'
Section088:992:in `pbWithdrawItemScreen'
Section095:1821:in `pbPCItemStorage'
Section095:1818:in `pbFadeOutIn'
Section095:1818:in `pbPCItemStorage'
Section095:1811:in `loop'
Section095:1843:in `pbPCItemStorage'
Section095:1903:in `pbTrainerPCMenu'
Section095:1896:in `loop'
Section095:1909:in `pbTrainerPCMenu'
Section095:1963:in `pbPokeCenterPC'
Section095:1922:in `loop'
Section095:1967:in `pbPokeCenterPC'
(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


Also, how on earth do i set up a gym leader event, every way i tried to do it wouldnt work, i can make the battle and everything, but the rest, like giving a TM and the badge, it doesnt happen, if you get what i mean lol.

Krobelus
December 28th, 2007, 06:14 PM
Also, how on earth do i set up a gym leader event, every way i tried to do it wouldnt work, i can make the battle and everything, but the rest, like giving a TM and the badge, it doesnt happen, if you get what i mean lol.

I don't know about the Item Withdrawing part, but setting up a Gym Leader is easy! Just make him/her like you would any trainer, except, after you set the self switch to A (or whichever one you want) create a new page, and have it only activated if Self Switch A is on (or whichever one you put it as). Then have that page auto run, and have whatever your Gym Leader wants to say, also where he gives the main character his badge/TM. Then create another self switch, (B,C,D, or whatever you didn't use for the first page), and create a new page activated by that self switch, and have it Action Trigger, then whatever you want the Gym Leader to do.

I know my writing is a little confusing.. so here's an example:


http://i82.photobucket.com/albums/j250/Razmazter/FalknerPg1.png
Page 1

http://i82.photobucket.com/albums/j250/Razmazter/FalknerPg2.png
Page 2

http://i82.photobucket.com/albums/j250/Razmazter/FalknerPg3.png
Page 3

As you can see, it's just common sense.
Hope it helped!

Now, that I've done that, Karma should repay me and tell me how to remove a Pokemon from your party permanently! >.>

-Krobe

poccil
December 28th, 2007, 06:32 PM
I uploaded a new zip file because the item storage system had a few bugs which I have corrected, notably the bug where key items could be tossed.

Also I want to take the time to mention the syntax used by the message system in Pokemon Essentials. Many of the new commands I've added will add significantly to the gameplay experience, such as playing a sound or music effect during a message, or showing a character's face within the message. Here is the full list of message commands.

* \PN - Displays the player's name.
* \G - Displays a window showing the player's current money.
* \PM - Displays the player's current money within the message. (example: $1000)
* \v[n] - Displays the value of variable number n.
* \f[X] - Displays the face picture X near the message. The image specified must be in the Graphics/Pictures/ folder.
* \c[n] - Displays the text that follows in color number n. 0=Black; 1=Blue; 2=Red; 3=Green; 4=Cyan; 5=Magenta; 6=Yellow; 7=Gray; 8=White.
* \[XXXXYYYY] - Displays the text in the base color XXXX and shadow color YYYY. Each color is a hexadecimal 15-bit RGB color. Examples:
o \[043c3aff] - Red
o \[06644bd2] - Green
o \[65467b14] - Blue
o \[318c675a] - Gray
* \ch[a,b,choices] - Displays a list of choices. _a_ is the number of a variable to store the chosen choice (the first choice is 0, etc.), _b_ is the default choice in case the player cancels (or 0 if the player can't cancel; the first choice is 1, etc.), and _choices_ is a comma-separated list of choices. This command is designed to support more than four choices, but the existing choice system can still be used if desired.
* \1 - Pauses the message. This is usually not necessary unless pauses are desired within a message.
* \n - Causes a line break.
* \b - Male dialogue colors.
* \r - Female dialogue colors.
* \wt[X] - Waits X frames, where a frame is equal to 1/20 of a second.
* \wtnp[X] - Wait and no pause. Waits X frames, and makes the message close without pausing.
* \se[X] - Plays the sound effect (SE) named X.
* \me[X] - Plays the music effect (ME) named X.
* \\ - Displays the backslash character "\".
* \w[X] - Displays the message in the windowskin X. If this field is blank, no windowskin will be used in the message display.

Krobelus
December 28th, 2007, 08:16 PM
I uploaded a new zip file because the item storage system had a few bugs which I have corrected, notably the bug where key items could be tossed.

Also I want to take the time to mention the syntax used by the message system in Pokemon Essentials. Many of the new commands I've added will add significantly to the gameplay experience, such as playing a sound or music effect during a message, or showing a character's face within the message. Here is the full list of message commands.


I would like to make a suggestion. What about variables that store names for Rival Characters that can be called through commands?(Ex. \RN[X] where X is the number that defines where the name of the Rival is stored) Something like that anyway..

-Krobe

poccil
December 28th, 2007, 09:00 PM
Thanks for the suggestion, but that's technically unnecessary, since variables can be used here (variables can hold not just numbers but other Ruby objects such as strings) -- with the \v[X] command.

Shirayuki Mizore
December 28th, 2007, 09:22 PM
I feel VERY stupid at the moment..

I don't under stand the "Internal Names" or something. For example, I am making a gym leader. His pokemon are Pidgey and Pidgeotto, but I don't get what you mean by that..

Krobelus
December 28th, 2007, 09:25 PM
Thanks for the suggestion, but that's technically unnecessary, since variables can be used here (variables can hold not just numbers but other Ruby objects such as strings) -- with the \v[X] command.

I knew there was another way, but how would one put names into those kinds of variables? (Never done it before)

-Krobe

Shirayuki Mizore
December 28th, 2007, 09:28 PM
OOH, Poccil, I did what you said, moved it to the Graphics, but I got:


Failed to load bitmap: Graphics/Pictures/C:/Users/**NAME HERE**/Desktop/Pokemon Essentials/Graphics/001
BitmapCache:83:in `load_bitmap'
SpriteWindow:2784:in `setBitmapPriv'
SpriteWindow:2767:in `initialize'
PokemonMessages:655:in `new'
PokemonMessages:655:in `pbDisplayMessageFancy'
PokemonMessages:651:in `each'
PokemonMessages:651:in `pbDisplayMessageFancy'
PokemonMessages:469:in `pbMessage'
PokemonMessages:178:in `command_101'
Interpreter:276: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

Thanks. :)

Krobelus
December 28th, 2007, 09:36 PM
hey idk if u can help me but i have no idea how to script can u help please

Your not allowed to post a message in thread if it has nothing to do with the thread's topic. If you wish to learn to script, there are various places that teach you, but this is the wrong place to ask.

-Krobe


P.S. Poccil, is there even a command for removing a Pokemon from your party permanently?

poccil
December 28th, 2007, 09:37 PM
Legend of Awesome:

You have been sent a private message. The problem here was very unexpected.

Krobelus:

That's relatively easy to do: $Trainer.party.delete_at(X) where X is the index of the Pokemon to delete.

Also, setting a variable to a string is as easy as setting a variable to a number: $game_variables[1]="string". Some functions, like pbTextEntry (within the Name Rater's event), include a variable ID as a parameter and store a string of the entered text into that variable.

Krobelus
December 28th, 2007, 09:51 PM
Well, it's not THAT easy if I couldn't find it on Notes.HTML. =P

Also, I recently ran into a problem each time I try to test my game, and I can't seem to understand the error.
PBIntl:38:in 'pbSetTextMessages'
PBIntl:37:in 'each'
PBIntl:37:in 'pbSetTextMessages'
Compiler:2294

And this when I try to use some custom trainers(during battle):
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:470: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

Also, may I suggest another feature? Trading Pokemon with Npcs. Even though you could do it with events and such, you don't really get the same result. Plus you could make it where you define the Npcs Pokemon, and whatever Pokemon he wants, and you get his Pokemon at whatever Lv. your old one was.

-Krobe

Shirayuki Mizore
December 28th, 2007, 10:09 PM
Yay, I am understanding switches some more! :D

I gotsa question though. How can I remove "cheat codes" when I click on a pokemon in my Selection Menu?

Krobelus
December 28th, 2007, 10:12 PM
Yay, I am understanding switches some more! :D

I gotsa question though. How can I remove "cheat codes" when I click on a pokemon in my Selection Menu?

That, among other features (including the Debug menu and Show IV/EVs) are only accessible in Test Play. So if you just start your game from it's directory, then you wont be able to see that.

-Krobe

WeissRaben
December 29th, 2007, 02:39 AM
Uhm...downloaded the last version and it's great, but how can I return to the old name input? The one in which you could write the name with the keyboard?

Windsong
December 29th, 2007, 05:21 AM
ITS SO COOL!
I have an small question about this starterkit.
How can i activate Day and Night on an Map ?
Can anyone tell me this please?

sinisterbutt
December 29th, 2007, 06:15 AM
read through the notes.html file that came in the zip file, it has tutorials for almost anything, and look through this thread for anything thats not in there, as alot of the more advanced stuff is covered here.

Windsong
December 29th, 2007, 06:17 AM
...-.-

Jes i have takeed a look on the notes.html, there is nothing about the activating from day and night on new maps...-.-

Youji
December 29th, 2007, 06:36 AM
Open up PBS/metadata.txt

Add below the last line:

[MAPID]
# MapName (Just a comment)
Outdoor=true
ShowArea=true

Wichu
December 29th, 2007, 07:04 AM
Okay, like I said I would, I edited the scripts to support day/night music. To use it, replace the BGM/BGS section of Game_Map (near lines 134-144) with this:
#--------------------------------------------------------------------------
# ● BGM / BGS 自動切り替え
#--------------------------------------------------------------------------
def autoplay
if @map.autoplay_bgm # Checks whether the map has an autoplay BGM
if (Time.now.hour<6||Time.now.hour>=20) && # Checks if it's night time - the values are editable
FileTest.audio_exist?("Audio/BGM/"+ @map.bgm.name+ "n") # Checks whether a BGM file with the filename [normal BGM]n exists
$game_system.bgm_play(@map.bgm.name+"n") # Plays it
else
$game_system.bgm_play(@map.bgm) # Plays the normal BGM
end
end
if @map.autoplay_bgs
$game_system.bgs_play(@map.bgs)
end
end
To use it, save the night BGM for the map with the same name as the day BGM, except with an "n" on the end. For example, 018-Field01.mid would be the day BGM, and 018-Field01n.mid would be the night. If it can't find the night BGM, it will play the day BGM instead.

Youji
December 29th, 2007, 07:20 AM
The script doesn't work...
SEQ_TOWN01_D
SEQ_TOWN01_Dn

And it plays nothing...at night. And the Route without the night music file plays.

Here's screen:

http://img168.imageshack.us/img168/1840/showbg1.png

And the files are excatly so in my Audio/BGM folder, too.

Lorem Ipsum
December 29th, 2007, 07:22 AM
I am having trouble with the Kernel.pbReceiveItem command. I keep getting an error whenever I use it.

Wichu
December 29th, 2007, 07:32 AM
Metroid P: I PMed you.
Lorem: What actual script command are you using? And what is the error?

Youji
December 29th, 2007, 07:45 AM
Well yeah your script's working fine...It was an error of the system. It deleted the content of my .mid...it had at least 0kb...somehow. Now I fixed it and I love you dude^^. Thank you soo much.

MisterTdK
December 29th, 2007, 07:48 AM
Does anyone know if the /PBS/trainers.txt is bugged?

I added a trainer to it by typing in it and by using the test-play method.
And the trainer is in the file but, everytime I restart the game it says it doesn't know a trainer with that name.

I think the problem excist because my trainer name is "?????". Is that possible?

Youji
December 29th, 2007, 07:50 AM
Trainers are no Problem but new Trainer Types are...Poccil we can't add new trainer types...it ever says bad Trainer...

@MisterTdK: Post the part of your Trainers.txt

MisterTdK
December 29th, 2007, 07:54 AM
then that's the problem because my trainer is a new Trainer Type:

Here's the part of trainers.txt

#-------------------
RIVAL
?????,3
1
CYNDAQUIL,5
#-------------------
RIVAL
?????,2
1
TOTODILE,5
#-------------------
RIVAL
?????,1
1
CHIKORITA,5
and this is the Line I added to trainernames.txt
83,RIVAL,RIVAL,60,,,,Male

Shirayuki Mizore
December 29th, 2007, 07:56 AM
...:P

What is the trainer number..or the internal names?

Youji
December 29th, 2007, 07:57 AM
You can't add new trainer types up to now...Poccil has to fix this in the next release.

Shirayuki Mizore
December 29th, 2007, 08:01 AM
Was that to me, or the guy above me?

Because I am adding a Leader. Leader_Fingdo (Fighting Pokemon. XD)

MisterTdK
December 29th, 2007, 08:01 AM
OK,

so the fact it isn't working isn't my mistake, but just a bug?

Youji
December 29th, 2007, 08:03 AM
You'll get this error when you add a new tainer type. You can edit the existing but not adding new ones:

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:470: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

Or does anybody know how to do that..I did it exactly like in his notes.html and this error comes

Shirayuki Mizore
December 29th, 2007, 08:15 AM
For the TM, I am pretty sure you would use the item command. Not sure about the badge..

Wait, I remember a girl saying something about it on the test map..Look around! :)

Oh, er, another question..

Anywhere on the OverWorld tileset is there those mountain..tiles? Like, the Rock ones for on the side?

MisterTdK
December 29th, 2007, 08:25 AM
Ty, I think I understand why it isn't working now :)

btw I know why it isn't working, somehow my data is writed in the trainers.dat file (/data/trainers.dat)

Does anyone know why that isn't working? (and how to fix)

and Poccol , could you tell me what programm you used to write those .dat files, maybe I can fix it if I know how to edit them.

Shirayuki Mizore
December 29th, 2007, 09:21 AM
Uh..I can't install the fonts..Literally..

I opened with WinRAR and extracted. ERROR "Cannot Create" or whatever.

When I drag them it says it works but it doesn't..Help?
Using Vista

Can't Notepad open .dat files?

Krobelus
December 29th, 2007, 10:08 AM
Ty, I think I understand why it isn't working now :)

btw I know why it isn't working, somehow my data is writed in the trainers.dat file (/data/trainers.dat)

Does anyone know why that isn't working? (and how to fix)

and Poccol , could you tell me what programm you used to write those .dat files, maybe I can fix it if I know how to edit them.

It does work. For me anyway.

Follow this format: (# = comments that aren't read by the system)

#############################
PkMn_TRAINER #The internal name of the trainer
??? #The name of the trainer, only consists of letters and some symbols
1 # Number of Pokemon he/she has
CYNDAQUIL,5 #The Pokemon that you defined above, seperated by a comma to define the level. You can also add Ivs, items, and move sets, but read the actual PBTrainers at the top to understand how to.
#############################

My Gym leader/Rival works, but my Sage and PkMn_MASTER internal names don't work, then I get that error before. Which reminds me, I should quote it so someone doesn't miss it, and they could help.

Error I get, and because of it, I can't test play, ever.

PBIntl:38:in 'pbSetTextMessages'
PBIntl:37:in 'each'
PBIntl:37:in 'pbSetTextMessages'
Compiler:2294
-Krobe

[Edit]
Oh yea, and the format for PBTrainernames.txt is:
#######################
88,PkMn_MASTER,PkMn Master
#Line one defines the picture shown in battle. (It must appear in your graphics/characters folder as Trainer088 (or whatever number)),
#Line two is the Internal name stored for this trainer, so if you call it in anything, use the Internal name (call script wise)
#Line three is what appears in battle as the trainer's name.
#######################

Make sure your Internal Name for the trainer matches in PBTrainers.txt, otherwise you'll get the bad trainer type error. There are other features.. just read the Trainernames.txt.

poccil
December 29th, 2007, 10:14 AM
The problem with the trainer types is a bug in the data compiler. It occurs when the IDs of the trainer types are not in sequential order, because the function that tries to retrieve the names assumes that they are in sequential order. These are the fixed versions of the Compiler (http://upokecenter.com/projects/pokestarter/Compiler.txt) and PokemonTrainers (http://upokecenter.com/projects/pokestarter/PokemonTrainers.txt) script sections. (The links are underlined because they may be impossible to distinguish due to the current style settings.) The files Data/trainernames.dat and Data/trainers.dat must be deleted first.

Krobelus
December 29th, 2007, 10:26 AM
Poccil... I don't have Data/trainernames.dat and Data/trainers.dat. Which.. is weird. Unless I'm not supposed to have it?

-Krobe

poccil
December 29th, 2007, 10:30 AM
I meant to say: If they exist, those files should be deleted so the game can rebuild them.

By the way, this thread is getting messy again--it's grown by about 3 pages within the last two days. Next time, problems should be reported by sending me a private message.

Shirayuki Mizore
December 29th, 2007, 10:46 AM
Uh...Will somebody just give the template for this?

The Gym leaders name is Ratsner.
He has a Pidgey(Lvl. 13) , a Pidgeotto. Lvl.19)

Thats all I need..I think..;\

MR.GLITCH_KING
December 29th, 2007, 10:54 AM
devil silver can u plz upload it somewhere for me?

i need it becuase i want some features that were changed

please and thank you

Krobelus
December 29th, 2007, 10:55 AM
Uh...Will somebody just give the template for this?

The Gym leaders name is Ratsner.
He has a Pidgey(Lvl. 13) , a Pidgeotto. Lvl.19)

Thats all I need..I think..;\

#####################
LEADER_Ratsner #If that's your Internal Name for Gym Leaders
Ratsner
2,FULLRESTORE,FULLRESTORE #Items are optional, Max 4 (I think)
GEODUDE,16
NOSEPASS,16
#####################

From now on, all problems, like Poccil said, should be Pmed to him instead of being cluttered up in this thread.

-Krobe

Wichu
December 29th, 2007, 11:11 AM
Poccil (and everyone else), do you think I should make a thread for a couple of add-ons to Essentials I'm making/have made? For example, the day/night BGM script one or two pages back. I've also done a Sunshine weather effect (like on Ruby), and am planning a few more.
However, I'm not sharing all my customisations, sorry. I need something to keep my game different :P.
So, make a thread or not?

Krobelus
December 29th, 2007, 11:22 AM
Poccil (and everyone else), do you think I should make a thread for a couple of add-ons to Essentials I'm making/have made? For example, the day/night BGM script one or two pages back. I've also done a Sunshine weather effect (like on Ruby), and am planning a few more.
However, I'm not sharing all my customisations, sorry. I need something to keep my game different :P.
So, make a thread or not?

If you can make other kewl features, then sure why not? But you should also be open to suggestions too.

-Krobe

MR.GLITCH_KING
December 29th, 2007, 11:24 AM
wichu i suggest pmin poccil and he will add them to the game

Windsong
December 29th, 2007, 12:31 PM
How can i edit the Starter Hiros?
I´ve been looking everywehre, but i cant do that....

Krobelus
December 29th, 2007, 12:49 PM
How can i edit the Starter Hiros?
I´ve been looking everywehre, but i cant do that....

What do you mean by edit? If you want to change his battle sprite, you can find it in Graphics/Pictures.

-Krobe

Youji
December 29th, 2007, 12:56 PM
And for the OW's look in the metadata and read this file:

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.

Windsong
December 29th, 2007, 02:03 PM
Oh Thanks, and here is the last question:

A have made an Hiro Haus. After a few steps walking there is this error:

Party 1 has no Pokemon.
PokeBattle_Battle:234:in `initialize'
PokemonField:221:in `new'
PokemonField:221:in `pbWildBattle'
PokemonField:429:in `pbOnStepTaken'
Game_Player*:618: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

How can i fix that?

Shirayuki Mizore
December 29th, 2007, 02:03 PM
Thanks.

Err, I have a problem. I don't understand on the trainernames.txt.

Like, I put 83,LEADER_Ratsner, LEADER, ???,,,,MALE

What should I put for that number..Like for the Elite Four ones it says "100". He is the first gym leader, what should I put there?

Youji
December 29th, 2007, 02:24 PM
Thanks.

Err, I have a problem. I don't understand on the trainernames.txt.

Like, I put 83,LEADER_Ratsner, LEADER, ???,,,,MALE

What should I put for that number..Like for the Elite Four ones it says "100". He is the first gym leader, what should I put there?

The number is the multiplier for the money. The highest level will be multiplied with that.

So for example: 83,LEADER_Ratsner, LEADER, 80,,,,Male
Strongest Pokémon of him is Lv. 14 --> 14*80= You'll get 1,120$. Also write 'Male' not 'MALE' or you'll get an error

Nice Poccil Thanks. All works fine now.

Wichu
December 29th, 2007, 02:31 PM
Sascha: Try editing the Metadata.txt and Encounters.txt files, as you seem to have data left from the demo. Read notes.html - it will tell you what to change.

Lorem Ipsum
December 29th, 2007, 03:05 PM
OK, I've just learnt Ruby, so should be able to help some people out with scripting related questions (hopefully).

Shirayuki Mizore
December 29th, 2007, 04:17 PM
Thanks. :)

Beh..Another Question..When I go to a map, I can still see the black behind stuff. I fill in the whole map, yet I still can see black. For example, when I go towards trees and it scrolls and everything, then you can see black..I don't want that. :(

Atomic Reactor
December 29th, 2007, 04:26 PM
LoA: is it on the edges?
if so then you need to increase the size of the map and fill in the edges with trees or whatevere is on the outside preventing you from going there.
or just add more trees so you cant get as close to the edge

Wichu
December 29th, 2007, 11:13 PM
The easiest way to do it is to make your map normally. Say you have 2x2 tile trees around all the edges. Then, right click on the map name in the window on the left, and increase it by 2*(7-2), where the first 2 means both the edges, 7 is how far your character can see (in tiles), and the second 2 is the closest the character can get to the map edge (2 because you have at least one 2x2 size tree separating the player from the edge). For this example, I would increase them by 10. Click OK.
You may notice the map is not centered. To fix this, right click on the map name again, and click Shift. Shift it down by half the amount you enlarged it by in the first part. Then do the same again, but shift it right instead.
Finally, fill in the blank space.
Tip: you can select tiles off the map by dragging with the right mouse button. I use this by selecting two trees from a diagonal grid, then use the Fill tool to create a non-square forest.
Hope I helped!

Shirayuki Mizore
December 29th, 2007, 11:26 PM
O_o...Sounds a bit complicated...:P

Wichu
December 29th, 2007, 11:42 PM
It's easy once you get the hang of it, trust me.

MisterTdK
December 30th, 2007, 12:55 AM
I have a question: My trainer is in the Trainernames.txt file , in the trainers.txt file, in the trainernames.dat file and in the trainers.dat file and still my game says: "Can't find trainer RIVAL ?????,1"

What am I doing wrong?

poccil
December 30th, 2007, 02:16 AM
MisterTdK:

Just so you know: In the more recent releases, that error message would be replaced with a message asking whether to add the Trainer.

Lorem Ipsum
December 30th, 2007, 07:16 AM
Is there a way to have a Town Map instead of a Pokégear? If not, how would you add Pokégear to the Menu?

Youji
December 30th, 2007, 07:59 AM
I don't know if you noticed that but the Cherim Backsprites are with messed up colors...I don't know if it's just me but...I made ones with right colors. Just replace them:

Here is the normal one:

1. With hard pixel || 128x128
http://www.phcompany.nl/img/uploads/9e2df401e5.png
And with smoothed pixel(Looks better like the one above)
http://www.phcompany.nl/img/uploads/c770e5e4dd.png

2. Shiny with hard pixel || 128x128
http://www.phcompany.nl/img/uploads/9eae65cc54.png
And with smoothing
http://www.phcompany.nl/img/uploads/9be0be055a.png

Just hit right click on them and save them in pokestarter/Garphics/Battlers

The names are
421b.png
421sb.png

Lorem Ipsum
December 30th, 2007, 08:31 AM
In Paint, you don't stretch the backsprites that way.

You hit CTRL+A, then CTRL+W, to Sketch and Skew it. In the top two boxes, type 200, and then hit enter. It is perfectly resized.

Youji
December 30th, 2007, 08:45 AM
These both are also perfectly resized....lol. But the bottom one I used Smoothing borders to make it look better because D/P resizes of 128x128 look not so good.... x_x
And here for D/P fans:
http://www.phcompany.nl/img/uploads/f046f21496.png
http://www.phcompany.nl/img/uploads/14915cb5fe.png

I'll do the playerbase0, too to have the set complete. The first one is battlebg0.png the second one is enemybase0.png

Add: Here so it looks in game:

http://www.phcompany.nl/img/uploads/3f3808f633.bmp

.houndoomed
December 30th, 2007, 10:14 AM
Thanks Metroid P, that'll come in handy but is this the place to post it in?

Youji
December 30th, 2007, 10:23 AM
Well since I designed that for the Starter kit here...I think so^^. If not than poccil please PM me to remove that stuff and I'll do. And thanks for your help. I guess this can be helpful for everyone. I asked poccil to help me with a trainer that only fight at night so here you go. His original message:

Is it possible to make trainers which are only fight at Night or Day?

Yes, here is an example of a nightly Trainer:

Event Page 1
Trigger: Action Button
Condition: None

@>Conditional Branch: Script: Time.now.hour<6||Time.now.hour>=20
@>Text: Halt! Who goes there?
@>Conditional Branch: Script: pbTrainerBattle(PBTrainers::POKeMANIAC,"Andrew",_I("Whoops..."),false,0)
@>Control Self Switch: A =ON
@>
: Branch End
@>
: Else
@>Text: I'm on guard for suspicious activity.
@>
: Branch End
@>


Event Page 2
Trigger: Action Button
Condition: Self Switch A is ON


@>Conditional Branch: Script: Time.now.hour<6||Time.now.hour>=20
@>Text: Oh, sorry. You may proceed.
@>
: Else
@>Text: I'm on guard for suspicious activity.
@>
: Branch End
@>

|Maximus|
December 30th, 2007, 10:27 AM
How do I add an animation in the beginning of the game?

Windsong
December 30th, 2007, 12:08 PM
When comes ne newest release from Pokemon Essentials?

Youji
December 30th, 2007, 01:02 PM
Well when poccil tinks so..

Also I noticed that the battle Manu option is called POKeMON instead of POKéMON. If you want to change that, than go to the script editor and search PokeBattle_ActualScene. At Line 1561 stands _INTL("POKeMON"),. Simply exchange the 'e' with 'é'.

Also like I promised here is playerbase0.png
http://www.phcompany.nl/img/uploads/ec9a2c29c4.png

Sorry that it isn't round at the left...

Oh and so it looks in game by me actually:
http://www.phcompany.nl/img/uploads/95f202edc1.bmp

Oh and I forgot: Please add credit if you use any of my images.

poccil
December 30th, 2007, 05:06 PM
Metroid P:

A very good job. I am impressed on how versatile my Pokemon Essentials is.

Shirayuki Mizore
December 30th, 2007, 05:44 PM
:D

I have been having event problems lately..Or more like, need help. :P

I am trying to make it so After you pick your Pokemon and everything, you go to exit. but then Professor Oak remembers that he has a quest for you, to Find The Legendary time traveling pokemon, Celebi. He talks to you and everything, but I don't want him to say it again..I know it is switches...er, something, but I try everything and it never works..:P

poccil
December 30th, 2007, 05:54 PM
Could you please show us the event you tried to use (preferably as a link to an image)?

Shirayuki Mizore
December 30th, 2007, 06:00 PM
M'kay, hold on for a moment..

(Post will be edited with links.)


Nevermind. How do I COMPLETELY delete an event when it is done?

O.G. Duke
December 30th, 2007, 08:30 PM
@Metroid P : Well, I already have all battle background and bases in my game^^

MisterTdK
December 31st, 2007, 02:07 AM
MisterTdK:

Just so you know: In the more recent releases, that error message would be replaced with a message asking whether to add the Trainer.

I know, but that's the message I get all the time: "Can't find trainer RIVAL ????? , do you want to add this trainer now?"

What am I doing wrong ( I am using your latest version )

Lorem Ipsum
December 31st, 2007, 04:22 AM
Is there any way you can use a separate Town Map, and if not, how would you add a Pokégear?

MR.GLITCH_KING
December 31st, 2007, 05:08 AM
legend of awesome,
anywhere
preferably somewhere in the very begining
maybe the intro add
tab 1>Control switches>turn switch 000 on
replace 000 with any non used switch
where the event it
on the right where it says conditions
hit switch
make it 000 is on (same as above)
after the event turn the switch off
then turn switch 001 switch on
replace 001 with an unused switch
make a new event page
on the right
under conditions
if switch 001 is on
and just leave that page blank

lorem ipsum
this is the script to add ur pokegear
use thecall script event
$Trainer.pokegear=true
im not sure about calling the map tho sry

Lorem Ipsum
December 31st, 2007, 05:31 AM
Mr. Glitch King, that doesn't delete the event, it just hides it.

Legend of Awesome: There is a command in the event command list called "Delete Event" on the first page. That does the trick quite nicely.

MR.GLITCH_KING
December 31st, 2007, 05:40 AM
oh lol its basically the same thing cuz the page is empty
but thx

Lorem Ipsum
December 31st, 2007, 06:00 AM
I bring back my old question: How do you add Pokégear, and a new one. My credits won't work. Here is the error given.

Failed to load bitmap: 1
RPGCache:52:in `load_bitmap'
RPGCache:103:in `title'
Scene_Credits:85:in `main'
Main:39

poccil
December 31st, 2007, 07:21 AM
Lorem Ipsum:

You will be sent a private message. That particular message shouldn't appear in the current release.

Lorem Ipsum
December 31st, 2007, 09:52 AM
poccil, I don't have the current release, and am not entirely sure on how to update (I have read notes.html).

Shirayuki Mizore
December 31st, 2007, 09:54 AM
To update your starter kit, you download the newer release and move everything from your old game file to your new game file.

.houndoomed
December 31st, 2007, 12:03 PM
poccil, I don't have the current release, and am not entirely sure on how to update (I have read notes.html).

Just learn how to update, it's easy actually. Here, I'll forward you a PM.

MR.GLITCH_KING
January 1st, 2008, 07:32 AM
anyone know how to call the map

for example

i made an event on the wall(where a map is)

if they click on it

i want the map to show

but the one from the pokegear just not a picture

any help?

Windsong
January 1st, 2008, 08:05 AM
I have a question. How can I interconnect 2 maps?
Thus for example as in Pokemon golden Heights.
Warps always make problems.
To me can someone the solution say here or to me ne pns send?
Thanks

Wichu
January 1st, 2008, 09:03 AM
Play the game from within RPG Maker. Then, on the Start menu, choose DEBUG, then VISUAL EDITOR.
Hope this helps!

poccil
January 1st, 2008, 09:50 AM
A new version is available.

Changes:

Fixed bug in data compiler for generated trainer
type data
Fixed bugs in item storage system
Added the Town Map as an item
Incorporated Wichu's changes to PokemonWeather and
PokemonRegionMap
Solved problem where changed weather was not applied
when game is reloaded
Added item handlers as a way of implementing new items
Female and male signs were added to Pokemon fonts;
Nidoran species were renamed accordingly
Nightly music, thanks to Wichu

Modified scripts:

Changed: PokemonMap
Changed: PokemonMenu
Changed: PBIntl
Changed: AnimationSprite
Changed: Resolution*
Changed: PokemonField
Changed: PokemonSave
Changed: Game_Map*
Changed: PokemonMart
Changed: PokeBattle_ActualScene
Changed: PokemonTrainers
Changed: PokeBattle_Trainer
Changed: PokemonTilesetEditor
Changed: PokeBattle_SafariZone
Changed: PokemonLoad
Changed: Main
Changed: WindowAndTilemap
Changed: PokemonEntry
Changed: PokemonWeather
Changed: Game_Event*
Changed: Game_System
Changed: Compiler
Changed: PBItems
Changed: Spriteset_Map
Changed: PokemonEditor
Changed: PokemonMessages
Changed: PBDebug
Changed: SpriteWindow
Changed: PokemonSummary
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonRegionMap
Changed: PokemonBag
Changed: PokemonItems
Changed: PokemonScreen
Changed: PokemonStorage
Changed: PokemonDebug
Changed: Sprite_Timer
Changed: PokemonBugContest
Changed: PokemonOrgBattle

Krobelus
January 1st, 2008, 10:54 AM
Thanks Poccil! (And Wichu)

The fixed compiler might help my problem.

-Krobe

poccil
January 1st, 2008, 11:13 AM
Just a late-breaking correction. Add the lines in bold to the top of the script section Compiler, if not there already:

def pbPrintException(e)
emessage=e.message
if e.is_a?(Hangup)
emessage="The script is taking too long. The game will restart."
elsif e.is_a?(Errno::ENOENT)
filename=emessage.sub("No such file or directory - ", "")
emessage="File #{filename} not found."
end
s=""
e.backtrace[0,10].each do |i|
s=s+"#{i}\r\n"
end
s.gsub!(/Section(\d+)/){$RGSS_SCRIPTS[$1.to_i][1]}
message="Exception: #{e.class}\r\nMessage: #{emessage}\r\n#{s}"
print("#{message}\r\nThis exception was logged in errorlog.txt.")
e.backtrace.each do |i|
s=s+"#{i}\r\n"
end
message="Exception: #{e.class}\r\nMessage: #{emessage}\r\n#{s}"
File.open("errorlog.txt","wb"){|f| f.write(message) }
end

Wichu
January 1st, 2008, 11:22 AM
Poccil, I'd just like to point out the bug in my Sunlight weather effect - if you included the section for changing the weather back to norml at night, that is.
After you enter a sunny map, all weather-free maps become sunny. I was going to fix it either by having an additional weather type, which sunlight changes to at night, and which sunlight changes back into in the day; or by just stopping the sunlight effect on the map, but not in battle (you can still use Sunny Day at night).

Sorry if you've already fixed the bug.

Come to think of it, I've thought of a better solution.
REMINDER TO SELF: Edit the PokemonField and PokemonTrainers scripts to ignore sunlight at night, and edit the PokemonWeather script to not show the effect.

poccil
January 1st, 2008, 11:26 AM
Thanks for telling me, but I didn't believe that was a problem for sunlight to be active at night, even though it's illogical. It may even be treated as very strong moonlight instead.

MR.GLITCH_KING
January 1st, 2008, 12:05 PM
poccil how do u call the map in the middle of an event such as a map on the wall

poccil
January 1st, 2008, 12:11 PM
poccil how do u call the map in the middle of an event such as a map on the wall

I mentioned it on the notes. Add a Script event command consisting of the text "pbShowMap".

Shirayuki Mizore
January 1st, 2008, 12:11 PM
Niiice.
Ehh, I have a problem now..:P

I want to drag only my maps and everything in Data except for Scripts, right? :[ To the new release?



UGH

I moved everything over except for "scripts" and guess what? It is the starter kit with none of my things in it..>______<

Exception: RuntimeError
Message: In encounters.txt, expected a species entry line,
got "Pidgey,2" instead (probably too few entries in an encounter type).
Please check the format of the section numbered 0029,
which is just before this line.
Compiler:816:in `pbCompileEncounters'
Compiler:808:in `loop'
Compiler:822:in `pbCompileEncounters'
Compiler:779:in `loop'
Compiler:843:in `pbCompileEncounters'
PokemonDebug:936:in `pbDebugMenu'
PokemonDebug:712:in `loop'
PokemonDebug:953:in `pbDebugMenu'
PokemonMenu:219:in `pbStartPokemonMenu'
PokemonMenu:218:in `pbFadeOutIn'
PokemonMenu:218:in `pbStartPokemonMenu'
PokemonMenu:132:in `loop'
PokemonMenu:233:in `pbStartPokemonMenu'
Scene_Map:182:in `call_menu'
Scene_Map:179:in `logonerr'
Scene_Map:179:in `call_menu'
Scene_Map:155:in `update'
Scene_Map:65:in `main'
Scene_Map:62:in `loop'
Scene_Map:69:in `main'
Main:19:in `mainFunction'
Main:8:in `pbCriticalCode'
Main:22:in `mainFunction'
Main:26
Main:25:in `loop'
Main:34

??

Youji
January 2nd, 2008, 03:19 AM
Poccil is there a way to change the male ad female signs? They're much too big.
I found out why...:D

@LoA: I move all Map data + MapInfo + Audio + Graphics. Also I add my lines of my encounters to encounter.txt and my trainernames + trainers to the new release and of course metadata and connections. That's all I move and it works perfect.

MisterTdK
January 2nd, 2008, 04:02 AM
Can anyone help me. I need a event for my RIVAL, it's name is currently ????? (the player has to choose it after the battle).

He needs to use the kind of POKéMON the player is weak against. (P:Fire R: Water, P: WATER R:GRASS etc.)

Can anyone show me how to do that? (If it helps: When my Player has a Grass Pokémon the swicht : "Grass" is on, when my player has Fire the switch "Fire" is on etc.

Youji
January 2nd, 2008, 04:20 AM
Than you can use Conditional Brenches.
Like:
@>Conditional Branch: Switch [SwitchID: Water]== ON
@>Comment: Battle: Text
@>Comment: Type: RIVAL_Grass
@>Comment: Name: ???
@>Comment: EndSpeech: Text
@>Comment: EndBattle: Text
@>
: Else
@>
: Branch End
@>Conditional Branch: Switch [SwitchID: Fire]== ON
@>Comment: Battle: Text
@>Comment: Type: RIVAL_Water
@>Comment: Name: ???
@>Comment: EndSpeech: Text
@>Comment: EndBattle: Text
@>
: Else
@>
: Branch End
@>Conditional Branch: Switch [SwitchID: Grass]== ON
@>Comment: Battle: Text
@>Comment: Type: RIVAL_Fire
@>Comment: Name: ???
@>Comment: EndSpeech: Text
@>Comment: EndBattle: Text
@>
: Else
@>
: Branch End


This is not tested.
You would hav to add 3 new Trainertypes in Trainernames.txt

ID,RIVAL_Grass,RIVAL,100,,,,Gender
ID,RIVAL_Fire,RIVAL,100,,,,Gender
ID,RIVAL_Water,RIVAL,100,,,,Gender

And you would need 3 Trainers in Trainer.txt
#----------------
RIVAL_Grass
???
1
POKEMONNAMEGRASS, LV
#----------------
RIVAL_Fire
???
1
POKEMONNAMEFIRE, LV
#---------------
RIVAL_Water
???
1
POKEMONNAMEWATER, LV


Read poccils post below

poccil
January 2nd, 2008, 04:35 AM
I'm afraid that won't work properly, as the game system assumes that one such set exists.

A better way would be to use trainer battle IDs that uniquely identify battles conducted by the same person:


Conditional Branch: Switch [????: Fire] == ON
Comment: Fire Pokemon chosen
Conditional Branch: Script: pbTrainerBattle(PBTrainers::RIVAL,"?????",_I("..."),false,1)
Comment: Rest of event
Branch End
Exit Event Processing
Branch End
Conditional Branch: Switch [????: Water] == ON
Comment: Water Pokemon chosen
Conditional Branch: Script: pbTrainerBattle(PBTrainers::RIVAL,"?????",_I("..."),false,2)
Comment: Rest of event
Branch End
Exit Event Processing
Branch End
Conditional Branch: Switch [????: Grass] == ON
Comment: Grass Pokemon chosen
Conditional Branch: Script: pbTrainerBattle(PBTrainers::RIVAL,"?????",_I("..."),false,3)
Comment: Rest of event
Branch End
Exit Event Processing
Branch End


Trainer battle IDs would appear in trainers.txt like this:


RIVAL
?????,1
1
POKEMONNAMEGRASS,5

Youji
January 2nd, 2008, 04:44 AM
Yeah I worte that it's not tested.
Do you have an idea how to do that?

Oh and if I give a trainer encounter music, than it's playing it until it's over and than the battle music starts...but sometimes you just have to hit enter or C 2 times kauz the text isn't that long...and than the Battle Music starts when the batlle has already started and the Pokémon are on the field. Could you fix that that the encounter music stopps when the battle begins and that the Bettle BG plays immediately?

poccil
January 2nd, 2008, 04:55 AM
As for the untested event, I already explained how, above.

As for the bug, thanks for telling me. Add the line in bold near line 324 of the script section PokemonTrainers:


playingBGS=$game_system.getPlayingBGS
playingBGM=$game_system.getPlayingBGM
Audio.me_stop
$game_system.bgm_stop
$game_system.bgs_stop

Devil_Silver
January 2nd, 2008, 05:17 AM
Hi everyone,
First of all, thanks Poccil for the new version!

I've got a couple of questions.

1. I'm normally using the first release for my game. Can I update to the latest version immediatly? I mean without downloading the ones after the first release?

2. How can you make certain events only appear when it's a certain weather, like someone who's outside when it's raining?

3. How do you add new key items, like a book?

4. How can you add new music to the PokéGear?

5. Can someone PM me on how exactly to update?

Thanks alot in advance.
Grtz

Oh, and I'm also looking for team magma and aqua charasets, but I don't think this is the right place for asking resources.

Youji
January 2nd, 2008, 05:17 AM
Sorry that doesn't work. It stops the Encounter music but it doesn't play the battle music.

Wichu
January 2nd, 2008, 05:30 AM
Poccil, next time you release a new update, would it be too much trouble for you to comment the lines you edited in the scripts in the newest update?
Because at the moment, when I update my scripts, I have to find all my modifications from the older version, and copy them to the newer version.
If you commented all the changed lines, with for example "# Change", it might make updating a little easier for the people who have edited the scripts, since instead of searching for and copying many of our custom modifications, we'd just have to copy a few lines over from the new version. For example, I showed you my edited PokemonMenu script - it would be a lot easier to just copy the few changed lines in the newest release over than to copy all my modifications.

Edit: Devil_Silver, you can use the latest version immediately, as long as you move all your map data and stuff over.

poccil
January 2nd, 2008, 05:33 AM
I had to find out the hard way that stopping an ME merely means setting the ME's volume to 0. Here -- Change the pbPlayTrainerIntroME function on PokemonUtilities (starting at line 254):


def pbPlayTrainerIntroME(trainertype)
pbRgssOpen("Data/trainernames.dat","rb"){|f|
trainernames=Marshal.load(f)
if trainernames[trainertype]
bgm=trainernames[trainertype][6]
if bgm && bgm!=""
bgm=pbStringToAudioFile(bgm)
Audio.bgm_play("Audio/ME/#{bgm.name}",bgm.volume,bgm.pitch)
end
end
}
end

Youji
January 2nd, 2008, 05:37 AM
Thanks dude. It works perfect.

Devil_Silver
January 2nd, 2008, 05:56 AM
I hate to moan, but I had some questions.
So sorry for moaning :D
Here are my questions again:

Hi everyone,
First of all, thanks Poccil for the new version!

I've got a couple of questions.

1. I'm normally using the first release for my game. Can I update to the latest version immediatly? I mean without downloading the ones after the first release?

2. How can you make certain events only appear when it's a certain weather, like someone who's outside when it's raining?
SOLVED

3. How do you add new key items, like a book?

4. How can you add new music to the PokéGear?

5. Can someone PM me on how exactly to update?

Thanks alot in advance.
Grtz

Oh, and I'm also looking for team magma and aqua charasets, but I don't think this is the right place for asking resources.

poccil
January 2nd, 2008, 05:57 AM
Devil_Silver:

Example of an event page that appears only during a certain weather.

Trigger: Action Button
Condition: Switch s:$game_screen.weather_type==1 is ON

Text: It is raining.



The "1" after "s:$game_screen.weather_type" refers to the "Rain" weather condition.

Wichu
January 2nd, 2008, 05:58 AM
Poccil, I've just noticed you forgot to add these lines to PokemonTrainers:
elsif $game_screen.weather_type==5 # Edit
battle.weather=PBWeather::SUNNYDAY
battle.weatherduration=-1
at line 292.

Devil_Silver
January 2nd, 2008, 06:08 AM
Thanks, Poccil!


Does anyone know the answer to the other questions?

poccil
January 2nd, 2008, 06:08 AM
Thanks, I was already aware of that.

Wichu
January 2nd, 2008, 07:01 AM
Oh, OK.
Anyway, I added two more scripts to my thread: they are a random name generator I made, and a change map view (normal/custom/perspective) script poccil sent me once.

Devil_Silver
January 2nd, 2008, 07:34 AM
Nice work, Wichu!

Can someone tell me how to update properly? I tried, but then my game changed to an exact copy of the demo! (Glad I made a copy)

Wichu
January 2nd, 2008, 09:37 AM
I think you just have to move any custom graphics and music over to Essentials. Then if you have no custom scripts/Pokémon etc, copy the System.rxdata, Mapinfos.rxdata and Map###.rxdata files from the original project to Essentials.
In PBS, copy any files you edited (especially metadata, encounters and trainers).
If you have custom Pokémon/items/moves etc, copy those files over, too.
Scripts are harder - you have to carefully copy and paste each of your edits.
Finally, run the game from within RPG Maker. If it doesn't do the "Compiling..." thing, run it again while holding CTRL.
It should be exactly

Devil_Silver
January 2nd, 2008, 10:13 AM
It works!

Thanks ALOT, Wichu! :)
Now I can insert your add-ons!

-Edit-

Is it possible to:

- Make weather effects change with the time of day?
Like in the morning, it's rain (20%)
And at night, it's rain (80%)

- Make events appear on certain days only?
Like a pokémon that only appears on Wednesday?

Shirayuki Mizore
January 2nd, 2008, 03:17 PM
Another Error..Except this time when I try to run the .exe file...

Script 'SpriteWindow' line 1269: Errno::ENOENT occurred

No Such File or Directory-Data/dexdata.dat

Also, I got this error when I tried the Testplay:

Exception: RuntimeError
Message: Undefined Trainer constant name: FISHERMAN'
Compiler:710:in `pbGetConst'
Compiler:743:in `parseTrainer'
Compiler:1036:in `pbCompileTrainers'
Compiler:1035:in `loop'
Compiler:1091:in `pbCompileTrainers'
Compiler:2331
Section112:710:in `pbGetConst'
Section112:743:in `parseTrainer'
Section112:1036:in `pbCompileTrainers'
Section112:1035:in `loop'
Section112:1091:in `pbCompileTrainers'
Section112:2331
...

Can I have the Event Template for a battle?

poccil
January 2nd, 2008, 03:23 PM
Legend of Awesome:

You will receive a private message.

Devil_Silver:

That can also be achieved using a script-based switch.

Trigger: Action Button
Condition: Switch s:Time.now.wday==1 is ON

Text: Today is Monday.

The number after "Time.now.wday" can be 0 for Sunday, 1 for Monday, and so on.

Also, making weather effects change with the time of day is not supported.

Shirayuki Mizore
January 2nd, 2008, 04:00 PM
Ahh, I see now.

But what about the other error? Does that go with the Fisherman error?

ANOTHER Error..

Exception: RuntimeError
Message: In encounters.txt, expected a species entry line,
got "Pidgey,2" instead (probably too few entries in an encounter type).
Please check the format of the section numbered 0029,
which is just before this line.
Compiler:816:in `pbCompileEncounters'
Compiler:808:in `loop'
Compiler:822:in `pbCompileEncounters'
Compiler:779:in `loop'
Compiler:843:in `pbCompileEncounters'
Compiler:2343
Section112:816:in `pbCompileEncounters'
Section112:808:in `loop'
Section112:822:in `pbCompileEncounters'
Section112:779:in `loop'
Section112:843:in `pbCompileEncounters'
Section112:2343

I put it in just like somebody said..

poccil
January 2nd, 2008, 04:12 PM
Here, the section 0029 has too many entries in it. Simply remove the extra entry, which here is "Pidgey,2", until there are no more errors.

mad.array
January 2nd, 2008, 04:13 PM
nvm, sorted :P Wait, Whaddaya mean I have to have 25 characters in here? Will this do?

Alistair
January 2nd, 2008, 04:22 PM
Hey poccil, when RPG Maker VX comes out, are you going to modify Essentials to work with it?

Shirayuki Mizore
January 2nd, 2008, 04:30 PM
Hey, thanks. Except it just kept asking me to remove and remove and remove..so before I remove anymore, is anything wrong here:

http://i108.photobucket.com/albums/n24/Gizmo1_05/question.png

poccil
January 2nd, 2008, 04:49 PM
For one thing, "Ratatta" is misspelled: it should be "RATTATA". Also, there should be 12 entries
with no blank lines between them.

EDIT: After inspecting the data compiler, I realized that it was reporting the wrong error. The real problem was that "Ratatta" was misspelled, not the number of entries, which was probably correct originally.

Shirayuki Mizore
January 2nd, 2008, 05:31 PM
*Smacks Forehead*
I am being WAAAY to careless..

Dang. ANOTHER ERROR. :P

Script 'PokemonUtilities' line 266:SyntaxError occured

O.o

Devil_Silver
January 3rd, 2008, 06:29 AM
Another problem:

Normally, when I use the 'Show TownMap' thing, it works perfectly.
But now I use a custom map, and this error shows up when I use pbShowMap:

Exception: RuntimeError
Message: Script error within event 2, map 1 (Your house):
Section104:73:in `pbStartScene'undefined method `[]' for nil:NilClass
Section018:238:in `pbExecuteScript'
Section104:215:in `pbStartScreen'
Section115:101:in `pbShowMap'
Section115:98:in `pbFadeOutIn'
Section115:98:in `pbShowMap'
(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'
Section117:19:in `mainFunction'
Section117:8:in `pbCriticalCode'
Section117:22:in `mainFunction'
Section117:26
Section117:25:in `loop'
Section117:34

Wichu
January 3rd, 2008, 07:17 AM
Devil_Silver: Have you updated townmap.txt with the name of the new map? And is the map position in metadata.txt accurate?

.houndoomed
January 3rd, 2008, 04:03 PM
Hey poccil, when RPG Maker VX comes out, are you going to modify Essentials to work with it?

Freakish, I was gonna ask that too o.0

Do you think you will? I think it's basically the same thing to be honest, but a lot of people will be changing to VX (possibly because the screen size has been increased).

poccil
January 3rd, 2008, 04:10 PM
I will wait. The thing is, RPG Maker VX (and RGSS 2) are not yet "ripe".

Shirayuki Mizore
January 3rd, 2008, 05:33 PM
Script 'PokemonUtilities' line 266:SyntaxError occured

??

Also, Poccil, is there a script for adding game corner coins?

Oh, is there a way to make the window gameboy screenish sized so it looks more like a Pokemon game?

poccil
January 3rd, 2008, 05:39 PM
You must have copied the pbPlayTrainerIntroME function I gave in this thread wrong.

As for Game Corner coins, such functionality is already included; see the section "Coin Case and Game Coins" in the documentation for more information.

Reducing the size is one of the options. Select "Option" from the game menu, and set "Screen Size" to "240x160".

Shirayuki Mizore
January 3rd, 2008, 05:42 PM
Uh..ok..

Here is what I have there:

def pbPlayTrainerIntroME(trainertype)
pbRgssOpen("Data/trainernames.dat","rb"){|f|
trainernames=Marshal.load(f)
if trainernames[trainertype]
bgm=trainernames[trainertype][6]
if bgm && bgm!=""
bgm=pbStringToAudioFile(bgm)
Audio.bgm_play("Audio/ME/#{bgm.name}",bgm.volume,bgm.pitch)
end
end
}
end
}
end

poccil
January 3rd, 2008, 05:43 PM
Ah... Delete these lines at the end:

}
end

Shirayuki Mizore
January 3rd, 2008, 05:51 PM
Thank you!

Poccil, me and lots of other people would be NOWHERE without you. I, on behalf on everybody else, THANK YOU! :D

Windsong
January 4th, 2008, 10:15 AM
Hey, whats up?!?

How can i do an Givepokemon Script?
THANKS

Shirayuki Mizore
January 4th, 2008, 11:37 AM
@>pbAddPokemon(PBSpecies::POKEMON,LEVEL)

The Pokemon needs to be in all caps. :)

Gah. Emote. The emote is obviously an :P, but before it is still the other :. I didn't make any mistakes, :P


Oh, even when my character doesn't have a pokemon OR a pokemon with surf I can surf..And it just walks on the water...I'd want it to have the character surfing..? o.o

Also, how do I add battle animations? I probably missed it somewhere.

poccil
January 4th, 2008, 02:28 PM
Next time, make sure "Disable smilies in text" is disabled on posts.

By design, in debug mode, hidden moves, like Surf, can be used any time, even without Badges or Pokemon. To change the surfing sprite, go to PBS/metadata.txt, find the line below, and replace "XXX" below with a character sprite in Graphics/Characters/.

PlayerA=PkMnTRAINER_Male,Red,onbike,trback,XXX,Red,Red


Battle animations are covered in the documentation, under the heading "Animations".

Shirayuki Mizore
January 4th, 2008, 03:04 PM
Nevermind.

Ah. I can't find the Girl sprite for surfing..Did you include it?

poccil
January 4th, 2008, 03:55 PM
Character sprites for surfing, running, and diving are not included.

Shirayuki Mizore
January 4th, 2008, 05:01 PM
Wait..are you sure? O.o

Why do I have a surfing one then?

Oh yeah, I added tons of things..XD

NytewolfAU2k7
January 4th, 2008, 06:46 PM
Hmmm... Maybe, just maybe, I'll port Code Biohazard to the latest kit... :)

Great work Poccil :)

Atomic Reactor
January 4th, 2008, 07:13 PM
that post was pointless...
is you copy one of the time switches and change then umbers. will it work accordingly to those times?

Windsong
January 5th, 2008, 07:16 AM
How can i make an Givepokmeon script?
Please an example with pikachu

Lorem Ipsum
January 5th, 2008, 07:26 AM
With the older versions of Pokémon Essentials, you would give a Pikachu by putting this into an event (assuming you want it to be level 5):


pbAddPokemon(PBSpecies::25,5)


In newer versions, I think you do this though.

pbAddPokemon(PBSpecies::PIKACHU,5)

Windsong
January 5th, 2008, 07:40 AM
Thanks, and hox can i move other sprites in a event?

Lorem Ipsum
January 5th, 2008, 07:58 AM
When selecting an event command, on page 2, there is a "Move Event" command. Set the thing it affects to the event that it needs to move (in this case, your sprite). Then, just enter what you need it to move.

Krobelus
January 5th, 2008, 01:14 PM
Thanks, and hox can i move other sprites in a event?

You know, that type of help should be kept in Private messages to avoid spam, because that has almost nothing to do with Poccil's Starter Kit and Essentials, it's more to do with Rpg Maker.

Poccil, I keep getting a script hanging error, I'll pm you the specifics.

-Krobe

poccil
January 6th, 2008, 12:56 AM
A new version is available.

Changes:

Fixed bug where trainer battle intro music lingers in battle
Move tutor support added
Improvements in visual editor:
-Full-color miniature maps
-Canvas can be dragged
-Global metadata is available by double-clicking
More detailed error reporting in data compiler
Events are stabler while walking in 240x160 mode
Adopted "Graphics.width/Graphics.height" convention
in script code, based on RGSS2
Added "Quick Hatch" and "Trainer types" to debug menu
Added more features to Pokemon debug menus
Mechanism for defining custom TMs and HMs

--
The specifications for items.txt and pokemon.txt have changed; the file
Data/tmRS.dat was replaced with Data/tm.dat.
--

Modified scripts. For details see this diff file (http://upokecenter.com/projects/pokestarter/changed_2008-01-06.txt).

Changed: Particle Engine
Changed: PokeBattle_Pokemon
Changed: PokemonDayCare
Changed: PokemonPokedex
Changed: PokemonAnimEditor
Changed: PokemonMenu
Changed: PBIntl
Changed: Scene_Map
Changed: AnimationSprite
Changed: Interpreter
Changed: Pokegear
Changed: Resolution*
Changed: PerspectiveTilemap
Changed: PokemonField
Changed: PokemonSave
Changed: PokemonNetwork
Changed: PokemonMart
Changed: PokemonTrainers
Changed: SpriteResizer
Changed: PokemonLoad
Changed: Main
Changed: PokeBattle_AI
Changed: WindowAndTilemap
Changed: PokemonWeather
Changed: Game_Event*
Changed: Game_System
Changed: Compiler
Changed: Game_Player*
Changed: PokemonEvolution
Changed: Spriteset_Map
Changed: PokemonEditor
Changed: PBAbilities
Changed: PokemonMessages
Changed: SpriteWindow
Changed: PokemonSystem
Changed: PokemonSummary
Changed: PokemonUtilities
Changed: PokemonRegionMap
Changed: PokemonBag
Changed: PokemonItems
Changed: PokemonScreen
Changed: PokemonStorage
Changed: PokemonDebug
Changed: Sprite_Timer

Shirayuki Mizore
January 6th, 2008, 01:57 AM
What is different about the resolution? :0


I suggest you upload the file..:P it is still the Jan 1st one.

Backmaster
January 6th, 2008, 03:11 AM
What is different about the resolution? :0


I suggest you upload the file..:P it is still the Jan 1st one.

No, it isn´t.
Poccil forgot to update the date at the homepage... but it´s the new version for sure... i downloaded it and looked in the notes file ;)

Mrchewy
January 6th, 2008, 04:50 AM
Hey poccil, big fan of your work :) . I've been using Pokemon Essentials for only a very small time but the amount of effort you put into it is astounding. Hell, you've even added all the seperate Pokemon Exp. rates!

Anyway, I have this one question that has been bothering me lately. I've searched through Google, notes.html and even this topic but can't seem to find an answer. Basically it's this: how do I edit the night time tinting? For me, I think it's currently way too opaque and dark and I would like tone it down a little.

A second question: how would I go about editing the battle system? The changes I want to make are quite trivial (i.e the speed that Pokemon come onto the screen, changing the male/female logos) so it doesn't really matter, but I am curious.

Wichu
January 6th, 2008, 05:20 AM
You have to look in the scripts: PokemonUtilities for the tinting (it's near the top), and PokeBattle_ActualScene for the battle adjustments: look under PokemonDataBox and pbStartBattle.
Oh, and the male/female logos are in the font files.

Youji
January 6th, 2008, 09:30 AM
Poccil do you thinkyou can add all Forms of Arceus? This would be cool...

Wichu
January 6th, 2008, 09:39 AM
While still on the topic, would it be possible to implement Pokémon with different stats, but the same Pokédex number? For example, the different forms of Deoxys, and Wormadam's cloaks.
Also, would it be possible to implement a Pokémon which doesn't appear in the Pokédex? This could be useful for an unknown Pokémon appearing ("Wild ??? appeared"). I'm sure people would appreciate this feature.

Spriter-san
January 6th, 2008, 09:53 AM
How would I get the game to start at a different map after the intro?
I can't figure that out....

Spritah out~

Wichu
January 6th, 2008, 10:15 AM
Change the Transfer Player target in the intro event - it's in the top left corner of the Intro map.

EDIT: Hehe... Look what I did ^_^
http://img86.imageshack.us/img86/163/screenshot000xp4.png
I'm working on an intro animation, like on Emerald.
Yes, that's the male trainer in my game - the one in my avatar. Female trainer coming soon!

I've also got a fully animated title screen.

Spriter-san
January 6th, 2008, 02:20 PM
"Exception: Hangup
Message: The script is taking too long. The game will restart.
Compiler:817:in 'pbAddScript'
Compiler:1006:in 'pbCompileAbilities'
Xompiler:2451:in 'pbCompileAllData'
Compiler:2523"

I get that when I start the test.

Spritah out~

Shirayuki Mizore
January 6th, 2008, 06:05 PM
Oh, OK.

I have a question, to add battle animations I would just put them in the animations thing in the database?

Atomic Reactor
January 6th, 2008, 06:07 PM
legend of awesome: yes, and then to make it work in battle do this.
if the move is tackle. then name it
Move:TACKLE

heres a question.
http://i181.photobucket.com/albums/x19/atomicreactor334/errrr.jpg
how would i stop that from being possible? u cant surf on a rock... what should i do?

Mrchewy
January 6th, 2008, 07:26 PM
Hmm... I think I've found a bug (albeit a minor one). When using "\b" or "\r" in text messages to color text, some of the text tends to fall out of the box (attachment 1)

Some freaky things also happen on the intro screen when using colored text (attachment 2)

Is there anyway I can fix this? Cheers.

Wichu
January 7th, 2008, 08:35 AM
Atomic_reactor - change the terrain tag of the rock to 13.

Lorem Ipsum
January 7th, 2008, 10:07 AM
Is there a way that instead of having the choices in a choice menu script show on the left hand side display on the right?

Shirayuki Mizore
January 7th, 2008, 12:45 PM
Hiya, can I have a list of every terrain tag? I imported like 6 tilesets..:P

.houndoomed
January 7th, 2008, 01:29 PM
This what you want?

1: Ledges
2: Grass
3: Sand
4: Rocky ground
5: Deep water
6: Still water (events will be reflected by these tiles)
7: Normal water
8: Waterfall
9: Crest of waterfall
10: Tall grass
11: Underwater grass
12: Ice (The player may slide on these tiles)
13: Neutral (For use on tiles that the player could walk on but have special tiles underneath them.)

It was in the notes.. do you ever try checking them?

Atomic Reactor
January 7th, 2008, 01:30 PM
legend of awesome: im pretty sure that the terrain tag details are in the notes

Shirayuki Mizore
January 7th, 2008, 02:02 PM
O_o...I definatly missed that in there somewhere..Thanks

Firemaker
January 7th, 2008, 04:13 PM
I lost to the magma grunt and paid $2400, then I got this message
Exception: RuntimeError
Message: Script error within map 1 (Pokemon Center):
Section081:1256:in `pbTrainerEnd'undefined method `erase_route' for nil:NilClass
Section018:238:in `pbExecuteScript'
(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'

Section018:253: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'
The game freezes except the music, that's fine.

Krobelus
January 7th, 2008, 04:35 PM
I lost to the magma grunt and paid $2400, then I got this message
Exception: RuntimeError
Message: Script error within map 1 (Pokemon Center):
Section081:1256:in `pbTrainerEnd'undefined method `erase_route' for nil:NilClass
Section018:238:in `pbExecuteScript'
(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'

Section018:253: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'
The game freezes except the music, that's fine.

I think because you didn't define where the player respawns after he/she loses a battle.

You can edit that in PBS>Metadata.txt

-Krobe

poccil
January 7th, 2008, 09:28 PM
Hmm... I think I've found a bug (albeit a minor one). When using "\b" or "\r" in text messages to color text, some of the text tends to fall out of the box (attachment 1)

Some freaky things also happen on the intro screen when using colored text (attachment 2)

Is there anyway I can fix this? Cheers.

I was already aware of that problem and have fixed it.

Mrchewy
January 7th, 2008, 10:52 PM
So you've already uploaded the fix to your site? Great, thanks.

Edit: Just noticed that your forums are now controlled by porn-bots, lol.

phoenixprime88b5
January 9th, 2008, 03:12 PM
I din't know if it has been incorporated or in the works, but is there a way to add music when the player is surfing or riding a bike, like in the games?

Firemaker
January 9th, 2008, 04:05 PM
I'm having a bit of trouble following the notes. I'm a noob to this. Maybe you could give examples of the codes. Otherwise, great job! It looks very somewhat authentic.

Question: When adding a new pokemon, what type of file should the images be, especially the icon?

Editagain: sorry for this barrage of ignorance, but I get this message with my new pokemon when I try to playtest
Section111:178:in `csvPosInt!'
Section111:1911:in `pbCompilePokemonData'
Section111:1896:in `each'
Section111:1896:in `pbCompilePokemonData'
Section111:1894:in `loop'
Section111:1968:in `pbCompilePokemonData'
Section111:1883:in `each'
Section111:1883:in `pbCompilePokemonData'
Section111:1882:in `each'
Section111:1882:in `pbCompilePokemonData'
Exception: RuntimeError
Message: Field is not a positive integer
File PBS/pokemon.txt, section 494, key Compatibility
[494]
Name=CADINARL
InternalName=CADINARL
Kind=Eggshell
Pokedex=This pokemon has recently hatched from an egg and uses it for defensive bulk.
Color=White
Type1=NORMAL
Type2=FLYING
Height=0.2
Weight=1.3
GenderRate=Female50Percent
BaseStats=40,35,50,30,25,50
Rareness=200
BaseEXP=53
Happiness=65
GrowthRate=Medium
StepsToHatch=2048
WildItemCommon=
WildItemRare=IRON
Compatibility=15
EffortPoints=0,0,2,0,0,1
Abilities=EARLYBIRD
Moves=1,WITHDRAW,4,TACKLE,20,ROLLOUT,24,FEATHERDANCE
Evolutions=CAHIBREK,Level,16
EggMoves=PECK, FURYATTACK
[495]
Name=CAHIBREK
InternalName=CAHIBREK
Kind=Cardinal
Pokedex=CAHIBREK enjoy there new flying ability and compete in big flock races.
Color=Red
Type1=NORMAL
Type2=FLYING
Height=0.4
Weight=6.8
GenderRate=Female50Percent
BaseStats=55,65,65,45,60
Rareness=189
BaseEXP=109
Happiness=70
GrowthRate=Medium
StepsToHatch=2048
WildItemCommon=
WildItemRare=
Compatibility=5,5
EffortPoints=0,0,3,0,0,1
Abilities=EARLYBIRD
Moves=1,WITHDRAW,1,TACKLE,16,GUST,20,WHIRLWIND,24,FEATHERDANCE,28,AIRCUTTER,32,WINGATTACK,39,AIRSLASH,45,FLY,53,MIRRORMOVE
Evolutions=CAHIREG,Level,33
EggMoves=
[496]
Name=CAHIREG
InternalName=CAHIREG
Kind=Cardinal
Pokedex=CAHIREG have great stamina and use such energy for their favorite activity: Flying.
Color=Red
Type1=NORMAL
Type2=FLYING
Height=1.9
Weight=44
GenderRate=Female50Percent
BaseStats=90,80,75,85,55,85
Rareness=100
BaseEXP=239
Happiness=80
GrowthRate=Medium
StepsToHatch=2048
WildItemCommon=
WildItemRare=
Compatibility=5,5
Effort Points=0,0,1,3,0,1
Abilities=EARLYBIRD
Moves=1,WITHDRAW,1,TACKLE,1,GUST,1,WHIRLWID,1,FEATHERDANCE,1,AIRCUTTER,30,WINGATTACK,35,QUICKATTACK,41,AIRSLASH,47,FLY,51,MIRRORMOVE,55,EXTREMESPEED
Evolutions=
EggMoves=
I have all their sprites, 64x64, shiny, back, and shiny back, they're pngs, but I don't have icons yet. Is this a problem?

mad.array
January 9th, 2008, 05:49 PM
@Firemaker.

Your images should be 128 * 128 I believe but that's not the problem here. You need to have two egg groups (in Compatibility) but you can have 15 twice so don't worry about that.

Not having an icon may be a problem when you open the POKeMON screen but it's easy enough to put a placeholder in, just make copy of another pokemons icon, rename it to icon494.png (I find Ditto quite an appropriate placeholder, but maybe that's just me).

Hope that sorts your problem out.

sinisterbutt
January 10th, 2008, 12:06 AM
Darn it, no matter what i do i cant get my map connections to work, Can somebody gimme a hand, heres what i have

# Mangrove Village - Route 1
14,North,0,27,South,29
#Route1 - KrabbyClaw City
27,North,0,28,South,39

I copied it exactly as the examples given in the .txt file and i still get a black map edge and cant see the next map in the connection. Any help?

Wichu
January 10th, 2008, 08:23 AM
Firemaker - they should be .png files.
Besides, apart from the 2 egg groups thing, I see some more mistakes.
1. Cahibrek only has 5 base stats.
2. Spelling mistakes in the movelists - some erroneous spaces, and WHIRLWID.
3. Air Slash. As far as I know, D/P moves aren't in Essentials.
4. Minor, but still - in Cahibrek's dex entry, "there" should be "their".

Sinisterbutt - use the Visual Editor (It's in the Debug menu).

Shirayuki Mizore
January 10th, 2008, 01:14 PM
Got this error...
Exception: Hangup
Message: The script is taking too long. The game will restart.
Section049:44:in `pbSetTextMessages'
Section049:37:in `each'
Section049:37:in `pbSetTextMessages'
Section111:2485:in `pbCompileAllData'
Section111:2523

Atomic Reactor
January 10th, 2008, 01:18 PM
legend of awesome: all it means is that it was taking to long to load. it happens every once in awhile. just restart the game.

Krobelus
January 10th, 2008, 01:23 PM
legend of awesome: all it means is that it was taking to long to load. it happens every once in awhile. just restart the game.

Actually, it happens to me so much, that I can't even test play anymore, resulting in a halt in my game progress. It's an annoying error in which I hope gets solved soon. =/

-Krobe

Shirayuki Mizore
January 10th, 2008, 01:27 PM
..Same. I just tried again, and again and I got the error..D:

Atomic Reactor
January 10th, 2008, 01:52 PM
do you keep exiting out?
leave the window up after the error.
itll restart itself

Shirayuki Mizore
January 10th, 2008, 04:48 PM
Nope, I leave it. It pops up again.

Firemaker
January 10th, 2008, 04:51 PM
I still feel fairly nooby, but after making several corrections to my pokemon, I still get one error I can't seem to fix.
Section111:1686:in `pbEachFileSectionEx'
Section111:1669:in `each_line'
Section111:1669:in `pbEachFileSectionEx'
Section111:1707:in `pbEachFileSection'
Section111:1872:in `pbCompilePokemonData'
Section111:1870:in `open'
Section111:1870:in `pbCompilePokemonData'
Section111:2457:in `pbCompileAllData'
Section111:2523
Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 495, key WildItemRare

Here is the pokemon again

[495]
Name=CAHIBREK
InternalName=CAHIBREK
Kind=Cardinal
Pokedex=CAHIBREK enjoy there new flying ability and compete in big flock races.
Color=Red
Type1=NORMAL
Type2=FLYING
Height=0.4
Weight=6.8
GenderRate=Female50Percent
BaseStats=55,65,65,45,60,55
Rareness=189
BaseEXP=109
Happiness=70
GrowthRate=Medium
StepsToHatch=2048
WildItemCommon=IRON
WildItemRare=CARBOS
Compatibility=5,5
EffortPoints=0,0,3,0,0,1
Abilities=EARLYBIRD
Moves=1,WITHDRAW,1,TACKLE,16,GUST,20,WHIRLWIND,24,FEATHERDANCE,28,AIRCUTTER,32,WINGATTACK,39,TAKEDOWN,45,FLY,53,MIRRORMOVE
Evolutions=CAHIREG,Level,33
EggMoves=

Again, sorry for being troublesome, and future thanks to anyone who helps me.

emblem
January 10th, 2008, 06:02 PM
First and foremost, I would like to say this.
This is ABSOLUTELY AMAZING! I have never seen anything work so well, and it gets updated so often. I just updated my game and another one came out O.o

Now, to my question:
Would there be any way to add a shiny Pokemon to the party? (pbAddPokemon(), but it adds a shiny).
If no, then would it be possible to script it? (To lazy to check myself :P)
- Emblem

{First post, woot}

Krobelus
January 10th, 2008, 06:13 PM
First and foremost, I would like to say this.
This is ABSOLUTELY AMAZING! I have never seen anything work so well, and it gets updated so often. I just updated my game and another one came out O.o

Now, to my question:
Would there be any way to add a shiny Pokemon to the party? (pbAddPokemon(), but it adds a shiny).
If no, then would it be possible to script it? (To lazy to check myself :P)
- Emblem

{First post, woot}

I would actually like to know how to do that as well.

do you keep exiting out?
leave the window up after the error.
itll restart itself

That doesn't work, only on some errors does it actually restart itself. But in this case, it doesn't, it just hangs there, hence the error.

-Krobe

Atomic Reactor
January 10th, 2008, 06:31 PM
at my moms it always restarts.
but i never have that problem at my dads(it runs programs fast here but slow at my moms[incase anyone cared lol])

Krobelus
January 10th, 2008, 07:53 PM
at my moms it always restarts.
but i never have that problem at my dads(it runs programs fast here but slow at my moms[incase anyone cared lol])

Lol, still, the fact remains, I can't work on my game without the cure! Poccil shoulda pmed me by now... which reminds me, I wonder where he is? o.o

-Krobe

Mrchewy
January 11th, 2008, 03:55 AM
Oh noes. Another error :/ (see attachment 1)

This comes up when I tried to delete all Pokemon beyond Jirachi, and then tried to do a playtest. Here is my first Pokemon entry in pokemon.txt (it says it encountered the error on line 1: I have no idea why):

[1]
Name=BULBASAUR
InternalName=BULBASAUR
Kind=SEED
Pokedex=BULBASAUR can be seen napping in bright sunlight. There is a seed on its back. By soaking up the sun's rays, the seed grows progressively larger.
Type1=GRASS
Type2=POISON
BaseStats=45,49,49,45,65,65
Rareness=45
BaseEXP=64
Happiness=70
GrowthRate=Fluctuating
StepsToHatch=5120
Color=Green
Habitat=Grassland
EffortPoints=0,0,0,0,1,0
Abilities=OVERGROW
Compatibility=1,7
Height=0.7
Weight=6.9
GenderRate=FemaleOneEighth
Moves=1,TACKLE,4,GROWL,7,LEECHSEED,10,VINEWHIP,15,POISONPOWDER,15,SLEEPPOWDER,20,RAZORLEAF,25,SWEETSCENT,32,GROWTH,39,SYNTHESIS,46,SOLARBEAM
EggMoves=LIGHTSCREEN,SKULLBASH,SAFEGUARD,CHARM,PETALDANCE,MAGICALLEAF,GRASSWHISTLE,CURSE
Evolutions=IVYSAUR,Level,16
BattlerPlayerY=16
BattlerEnemyY=14
BattlerAltitude=0


Another problem (attachment 2). This comes up when I try to play it using the RGSS Player.

All these errors make mrchewy a very unhappy man. As a web programmer myself, nothing is more frustrating then getting errors that make no sense.



EDIT: Oh, and one other misc. question: how is Attack and Sp. Attack handled? Are they like D/P (where some moves are classified as "Physical" or "Special") or are they like the older games (based on move type only)?

For example, in Pokemon Essentials, would Shadow Claw rely on Attack (D/P) or Special Attack (older games)?

Wichu
January 11th, 2008, 08:20 AM
The second error can't be fixed until the first error has been fixed, as the file dexdata.dat is only compiled when run in Test Play mode.

Attack and Special Attack are handled as in the older games, based on move type. As to Shadow Claw, it's not included in Essentials anyway (D/P moves, abilities and items aren't included). Ghost is physical anyway :P.

golden_rex
January 11th, 2008, 11:53 AM
can someone help please? i want to make my own pokemon game but am having trouble making a hack so i tried downloading rpg maker xp but when i install it it says there was an error getting trial code from ntitles server or something similar. do i have to be connected to the internet. hope you can help.(i hope this is the right place for this)

Krobelus
January 11th, 2008, 12:30 PM
can someone help please? i want to make my own pokemon game but am having trouble making a hack so i tried downloading rpg maker xp but when i install it it says there was an error getting trial code from ntitles server or something similar. do i have to be connected to the internet. hope you can help.(i hope this is the right place for this)

This actually isn't the right place to ask. If you want to hack, yet downloaded Rpg Maker XP, then your probably confused on the term 'hack'. Hacking is when you use tools to change around an already existing game/rom. In this case however, you create your own game using Rpg Maker XP. Rpg Maker XP isn't free btw, you have to pay for it. When you download it, you get a free 30 day trial on it, which I don't think would be enough time to make a full game. So, either buy it, or go to the hacking section (Clicky (http://www.pkmncommunity.com/forumdisplay.php?f=37)) of these forums and learn to hack, as it's free.

-Krobe

Wichu
January 11th, 2008, 01:11 PM
Yeah, you need an internet connection first time you use it, and when you register.
Or could it be you're using Vista? If so, read the thread in the Tutorials section.

golden_rex
January 11th, 2008, 02:22 PM
ok thanks peeps. one last one can you make it with 2k3?

Krobelus
January 11th, 2008, 02:43 PM
ok thanks peeps. one last one can you make it with 2k3?

Again... not supposed to ask that here. Your questions/comments must be related to the thread topic. Please read the rules, so there's less spam in the future.

I would like to point out, Rpg Maker Xp is not compatible with Rpg Maker 2K3. If you want to start making a Pokemon game with Rm2K3, then you should go here (Clicky (http://www.pkmncommunity.com/forumdisplay.php?f=112))

There's tutorials there that might help you.

-Krobe

Firemaker
January 11th, 2008, 03:02 PM
I still feel fairly nooby, but after making several corrections to my pokemon, I still get one error I can't seem to fix.
Section111:1686:in `pbEachFileSectionEx'
Section111:1669:in `each_line'
Section111:1669:in `pbEachFileSectionEx'
Section111:1707:in `pbEachFileSection'
Section111:1872:in `pbCompilePokemonData'
Section111:1870:in `open'
Section111:1870:in `pbCompilePokemonData'
Section111:2457:in `pbCompileAllData'
Section111:2523
Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 495, key WildItemRare

Here is the pokemon again

[495]
Name=CAHIBREK
InternalName=CAHIBREK
Kind=Cardinal
Pokedex=CAHIBREK enjoy there new flying ability and compete in big flock races.
Color=Red
Type1=NORMAL
Type2=FLYING
Height=0.4
Weight=6.8
GenderRate=Female50Percent
BaseStats=55,65,65,45,60,55
Rareness=189
BaseEXP=109
Happiness=70
GrowthRate=Medium
StepsToHatch=2048
WildItemCommon=IRON
WildItemRare=CARBOS
Compatibility=5,5
EffortPoints=0,0,3,0,0,1
Abilities=EARLYBIRD
Moves=1,WITHDRAW,1,TACKLE,16,GUST,20,WHIRLWIND,24,FEATHERDANCE,28,AIRCUTTER,32,WINGATTACK,39,TAKEDOWN,45,FLY,53,MIRRORMOVE
Evolutions=CAHIREG,Level,33
EggMoves=

Again, sorry for being troublesome, and future thanks to anyone who helps me.
Mrchewy-In the scripts section, go to a script called PBSpecies. Make sure you have deleted those pokemon too and reset the returned number.

I too am suffering from pokemon problems. My cahibrek seems to be troubled with RGSS. My last post shows.

Mrchewy
January 11th, 2008, 05:29 PM
Mrchewy-In the scripts section, go to a script called PBSpecies. Make sure you have deleted those pokemon too and reset the returned number.

I too am suffering from pokemon problems. My cahibrek seems to be troubled with RGSS. My last post shows.

I removed all pokemon beyond 250 in pokemon.txt (Ho-oh was the last one), went into PBSpecies, removed all pokemon beyond 250 and changed the return number. I am still getting the exact same error :/

Exception: RuntimeError
Message: Expected a section at the beginning of the file (line 1)
Compiler:1561:in `pbEachFileSectionEx'
Compiler:1547:in `each_line'
Compiler:1547:in `pbEachFileSectionEx'
Compiler:1585:in `pbEachFileSection'
Compiler:1716:in `pbCompilePokemonData'
Compiler:1715:in `open'
Compiler:1715:in `pbCompilePokemonData'
Compiler:2328

Firemaker
January 11th, 2008, 05:40 PM
in the PBSpecies, there should be a line at the top before the list of pokemon, right?

Mrchewy
January 11th, 2008, 10:12 PM
in the PBSpecies, there should be a line at the top before the list of pokemon, right?

Yes, there is. Here is my complete PBSpecies file:

module PBSpecies
BULBASAUR=1
IVYSAUR=2
VENUSAUR=3
CHARMANDER=4
CHARMELEON=5
CHARIZARD=6
SQUIRTLE=7
WARTORTLE=8
BLASTOISE=9
CATERPIE=10
METAPOD=11
BUTTERFREE=12
WEEDLE=13
KAKUNA=14
BEEDRILL=15
PIDGEY=16
PIDGEOTTO=17
PIDGEOT=18
RATTATA=19
RATICATE=20
SPEAROW=21
FEAROW=22
EKANS=23
ARBOK=24
PIKACHU=25
RAICHU=26
SANDSHREW=27
SANDSLASH=28
NIDORANfE=29
NIDORINA=30
NIDOQUEEN=31
NIDORANmA=32
NIDORINO=33
NIDOKING=34
CLEFAIRY=35
CLEFABLE=36
VULPIX=37
NINETALES=38
JIGGLYPUFF=39
WIGGLYTUFF=40
ZUBAT=41
GOLBAT=42
ODDISH=43
GLOOM=44
VILEPLUME=45
PARAS=46
PARASECT=47
VENONAT=48
VENOMOTH=49
DIGLETT=50
DUGTRIO=51
MEOWTH=52
PERSIAN=53
PSYDUCK=54
GOLDUCK=55
MANKEY=56
PRIMEAPE=57
GROWLITHE=58
ARCANINE=59
POLIWAG=60
POLIWHIRL=61
POLIWRATH=62
ABRA=63
KADABRA=64
ALAKAZAM=65
MACHOP=66
MACHOKE=67
MACHAMP=68
BELLSPROUT=69
WEEPINBELL=70
VICTREEBEL=71
TENTACOOL=72
TENTACRUEL=73
GEODUDE=74
GRAVELER=75
GOLEM=76
PONYTA=77
RAPIDASH=78
SLOWPOKE=79
SLOWBRO=80
MAGNEMITE=81
MAGNETON=82
FARFETCHD=83
DODUO=84
DODRIO=85
SEEL=86
DEWGONG=87
GRIMER=88
MUK=89
SHELLDER=90
CLOYSTER=91
GASTLY=92
HAUNTER=93
GENGAR=94
ONIX=95
DROWZEE=96
HYPNO=97
KRABBY=98
KINGLER=99
VOLTORB=100
ELECTRODE=101
EXEGGCUTE=102
EXEGGUTOR=103
CUBONE=104
MAROWAK=105
HITMONLEE=106
HITMONCHAN=107
LICKITUNG=108
KOFFING=109
WEEZING=110
RHYHORN=111
RHYDON=112
CHANSEY=113
TANGELA=114
KANGASKHAN=115
HORSEA=116
SEADRA=117
GOLDEEN=118
SEAKING=119
STARYU=120
STARMIE=121
MR_MIME=122
SCYTHER=123
JYNX=124
ELECTABUZZ=125
MAGMAR=126
PINSIR=127
TAUROS=128
MAGIKARP=129
GYARADOS=130
LAPRAS=131
DITTO=132
EEVEE=133
VAPOREON=134
JOLTEON=135
FLAREON=136
PORYGON=137
OMANYTE=138
OMASTAR=139
KABUTO=140
KABUTOPS=141
AERODACTYL=142
SNORLAX=143
ARTICUNO=144
ZAPDOS=145
MOLTRES=146
DRATINI=147
DRAGONAIR=148
DRAGONITE=149
MEWTWO=150
MEW=151
CHIKORITA=152
BAYLEEF=153
MEGANIUM=154
CYNDAQUIL=155
QUILAVA=156
TYPHLOSION=157
TOTODILE=158
CROCONAW=159
FERALIGATR=160
SENTRET=161
FURRET=162
HOOTHOOT=163
NOCTOWL=164
LEDYBA=165
LEDIAN=166
SPINARAK=167
ARIADOS=168
CROBAT=169
CHINCHOU=170
LANTURN=171
PICHU=172
CLEFFA=173
IGGLYBUFF=174
TOGEPI=175
TOGETIC=176
NATU=177
XATU=178
MAREEP=179
FLAAFFY=180
AMPHAROS=181
BELLOSSOM=182
MARILL=183
AZUMARILL=184
SUDOWOODO=185
POLITOED=186
HOPPIP=187
SKIPLOOM=188
JUMPLUFF=189
AIPOM=190
SUNKERN=191
SUNFLORA=192
YANMA=193
WOOPER=194
QUAGSIRE=195
ESPEON=196
UMBREON=197
MURKROW=198
SLOWKING=199
MISDREAVUS=200
UNOWN=201
WOBBUFFET=202
GIRAFARIG=203
PINECO=204
FORRETRESS=205
DUNSPARCE=206
GLIGAR=207
STEELIX=208
SNUBBULL=209
GRANBULL=210
QWILFISH=211
SCIZOR=212
SHUCKLE=213
HERACROSS=214
SNEASEL=215
TEDDIURSA=216
URSARING=217
SLUGMA=218
MAGCARGO=219
SWINUB=220
PILOSWINE=221
CORSOLA=222
REMORAID=223
OCTILLERY=224
DELIBIRD=225
MANTINE=226
SKARMORY=227
HOUNDOUR=228
HOUNDOOM=229
KINGDRA=230
PHANPY=231
DONPHAN=232
PORYGON2=233
STANTLER=234
SMEARGLE=235
TYROGUE=236
HITMONTOP=237
SMOOCHUM=238
ELEKID=239
MAGBY=240
MILTANK=241
BLISSEY=242
RAIKOU=243
ENTEI=244
SUICUNE=245
LARVITAR=246
PUPITAR=247
TYRANITAR=248
LUGIA=249
HOOH=250
def PBSpecies.getName(id)
return pbGetMessage(MessageTypes::Species,id)
end
def PBSpecies.getCount
return 250
end
end

mad.array
January 12th, 2008, 06:25 AM
Hi again everyone. Does anyone know if it's safe to start adding the D/P and/or custom moves/abilities yet? (That was a lot of slashes in one sentence) I know in previous versions it wasn't advised and I was wondering if that had changed.

Obviously I don't want to start playing around if it's going to cause problems but there are some pretty cool moves out there.

Backmaster
January 12th, 2008, 07:24 AM
Glitchfinder:

Move data is stored in the file "PBS/rsattacks.dat". Unfortunately, it's a binary file so it requires a hex editor. I will explain the format when I have the chance.

EDIT: Here it is.

The file consists of a number of nine-byte data blocks, one for each move.
It is meant to be edited using a hex editor. Here are the meanings for each byte:

Byte 1: Function code. Moves are categorized according to their function. You can find a list of moves by function code in my attack list (http://upokecenter.com/games/rs/guides/attacks.html).
Byte 2: Base damage.
Byte 3: Type.
Byte 4: Accuracy (up to 100).
Byte 5: Move's total PP.
Byte 6: Additional effect chance (up to 100).
Byte 7: Target (see top of attack list for details).
Byte 8: Priority. Normally equal to 0.
Byte 9: Flags (see top of attack list for details).

I hope this helps.

Also, the file "PBS/moves.txt" contains the text of each move in the game.

This has been discussed earlier... But still it would require an amount of programming skills... Look up in the Battle System and how it´s programmed... Maybe you can imagine ;)

Krobelus
January 12th, 2008, 08:38 AM
Hi again everyone. Does anyone know if it's safe to start adding the D/P and/or custom moves/abilities yet? (That was a lot of slashes in one sentence) I know in previous versions it wasn't advised and I was wondering if that had changed.

Obviously I don't want to start playing around if it's going to cause problems but there are some pretty cool moves out there.

Just make a backup of your game, and mess around, I don't know if it'll work, but it might, so just mess around and you never know.

Does anyone know where Poccil has been lately? Hope he didn't get hit by a bus... (jk)

-Krobe

Firemaker
January 12th, 2008, 09:44 AM
I now have another problem. I get this message now:
Message: uninitialized constant PBSpecies::VAMBSPAN
Section111:1209:in `const_get'
Section111:1209:in `pbCompileMachines'
Section111:1205:in `each'
Section111:1205:in `pbCompileMachines'
Section111:1190:in `each_line'
Section111:1190:in `pbCompileMachines'
Section111:2460:in `pbCompileAllData'
Section111:2523

But I don't know why. How do I fix this?

Wichu
January 12th, 2008, 11:10 AM
Did you spell the Pokémon's name right in both files?

And it is possible to add D/P moves - I've done quite a lot already. A lot of them have the same effect as older moves - they're easy to implement. It's the new effects that put your skills to the test.
Trick Room was quite hard. :P

Please don't ask me for the scripts - if you want your game to be good, you have to be prepared to put some effort in yourself.

Firemaker
January 12th, 2008, 11:22 AM
What's the second file? There is PBS/Pokemon, and what else?

Edit: Poccil's online

Wichu
January 12th, 2008, 02:04 PM
The second one is the TM/HM Compatibility list (can't remember the file name). Sorry for not making myself clear.

Firemaker
January 12th, 2008, 03:17 PM
It worked! Thanks Wichu, I will need to remember that for future reference.

Vampsban is a tricky name to spell.

EDIT: My game finally completely loaded!

Mrchewy
January 12th, 2008, 06:14 PM
I'm too scared to PM Poccil with my problem (I've already bothered him too much lol), so does anyone have any idea how to fix this? (see this post) (http://pokecommunity.com/showpost.php?p=3240161&postcount=1217),

EDIT: Congrats on getting your game up and running, Firemaker :D. Lol, seems like you haven't had a great deal of luck so far (error after error).

Firemaker
January 12th, 2008, 06:23 PM
Well I'm not too gifted in this scripting language yet.
Try my problem. Go to PBS/tms.txt and remove all the new pokemon
Also, script PokemonOrgBattle.
Go through all txt's and scripts and remove pokemon.

Anyways, I got another error when I try to teleport.
Exception: Errno::ENOENT
Message: File Data/Map000.rxdata not found.
Section020:195:in `load_data'
Section020:195:in `autofade'
Section020:211:in `transfer_player'
Section020:105:in `update'
Section020:96:in `loop'
Section020:109:in `update'
Section020:65:in `main'
Section020:62:in `loop'
Section020:69:in `main'
Section116:18:in `mainFunction'
When I try to teleport to another map without a fade
Sometimes it teleports me back to the town I was in about 10 back and 5 blocks left
Other times it teleports and then it freezes
Its not majorly important yet, I still can function the game and everything else works okay.

Mrchewy
January 12th, 2008, 08:32 PM
Thanks for the help ;) . I'll try it out tonight; it's gonna take a loooong time to sort through tm.txt and remove all unwanted Pokemon.

Edit: Tried both. Still get the error.

emblem
January 12th, 2008, 09:14 PM
I successfully modified pbWildBattle and added another parameter that makes the Pokemon you battle automatically shiny. (It was a very easy edit, a if and a .makeShiny) Now I'm working on the fact that this kit doesn't display the shiny Pokemon anim or even play the noise.

So, anyone know how to play a animation? :P (Poccil, I guess this is basically directed at you).

I love editing the scripts of this starter kit! I might re-program the PokeGear to make it more like the G/S/E versions.

Mrchewy
January 12th, 2008, 09:31 PM
I love editing the scripts of this starter kit! I might re-program the PokeGear to make it more like the G/S/E versions.

Ooh, sounds good. Will you be releasing this revamped Pokegear? Because the standard one isn't very good at this stage.

And does ANYONE have ANY idea why I am STILL getting that error, even though I have removed all references of any Pokemon beyond number 251? It just doesn't make sense; my first line in pokemon.txt is exactly the same as normal, yet when booting up the standard starter kit I don't encounter this error.

Krobelus
January 12th, 2008, 09:31 PM
I successfully modified pbWildBattle and added another parameter that makes the Pokemon you battle automatically shiny. (It was a very easy edit, a if and a .makeShiny) Now I'm working on the fact that this kit doesn't display the shiny Pokemon anim or even play the noise.

So, anyone know how to play a animation? :P (Poccil, I guess this is basically directed at you).

I love editing the scripts of this starter kit! I might re-program the PokeGear to make it more like the G/S/E versions.

Finally... someone different posting =P

Is there a call script for the encounter shiny Pokemon anyway? If not, then that, apart from the animation of shinies, is what Poccil could work on?

-Krobe

Mrchewy
January 12th, 2008, 09:33 PM
It would be quite easy to make a shiny animation as-is. Just play around in the animation editor with the original Tackle picture (i.e make a couple of little Tackle pictures fly around the Pokemon like stars and play a noise)

Firemaker
January 13th, 2008, 05:59 AM
The animation editor doesn't seem to work for me. It shows me a picture, yet I am still in the field.
Mrchewy- Who said it was related to your pokemon? Maybe any .txt file is flawed. You may need to check them all.
Sorry if you are misguided.

Lorem Ipsum
January 13th, 2008, 06:36 AM
Which script page is the one where it assigns a type to each Pokémon? I wish to edit it so it can assign triple types.

Firemaker
January 13th, 2008, 06:37 AM
I believe it is Pokemon.txt, in PBS folder

Lorem Ipsum
January 13th, 2008, 06:42 AM
I know you can edit that, but it only allows you to assign two types. I need to edit the script page so that I can have three types.

Wichu
January 13th, 2008, 06:44 AM
You'll have to edit most of the PokeBattle scripts, the PokemonSummary script, and the Compiler (so you can put Type3= in pokemon.txt) to do that. I may have missed some out though.

.houndoomed
January 13th, 2008, 09:05 AM
Anyone know which place(s) I go to to add a new type? If you need to know, it is the light type.

Lorem Ipsum
January 13th, 2008, 10:10 AM
PBTypes, then edit the image accordingly. I've just implemented a three type option successfully, with my own script! :D

EDIT: I can't seem to get the type showing in the summary. I set Bulbasaur as GRASS/POISON/GROUND, but the GROUND image won't show.

emblem
January 13th, 2008, 10:23 AM
It would be quite easy to make a shiny animation as-is. Just play around in the animation editor with the original Tackle picture (i.e make a couple of little Tackle pictures fly around the Pokemon like stars and play a noise)

Its not that I can't make it, its how to script it so that it plays when a shiny Pokemon appears. (pbAnimation?)

And yes, If it is any good I'll release it. (Edit: The PokeGear)

Mrchewy
January 13th, 2008, 02:21 PM
Mrchewy- Who said it was related to your pokemon? Maybe any .txt file is flawed. You may need to check them all.
Sorry if you are misguided.

Because it gets stuck on "Compiling Pokemon data", I presume it's having problems doing just that :/ lol

As for the animation editor, just use the RPGXP one (read: the one not in-game).


No one has any solution?

Firemaker
January 13th, 2008, 02:22 PM
83,TEAMAMBERGRUNTm,TEAM AMBER,60,semifinal,,PkmRS_MagmaAquaE,Male
84,TEAMAMBER_MaleA,TEAM AMBER,40,semifinal,,PkmRS_MagmaAquaE,Male
These two trainer names are giving me the most stress of all. I can't figure out the problem. They have images.
Section111:777:in `pbGetConst'
Section111:808:in `parseTrainer'
Section111:1089:in `pbCompileTrainers'
Section111:1087:in `loop'
Section111:1147:in `pbCompileTrainers'
Section111:2463:in `pbCompileAllData'
Section111:2523
Exception: RuntimeError
Message: Undefined Trainer constant name: TEAMAMBERGRUNTm
File PBS/trainers.txt, line 113
TEAMAMBERGRUNTm
EDIT: They aren't scriptized I think,

Mrchewy
January 13th, 2008, 02:25 PM
Just a question: why do you have both? What would be difference between a Team Amber Grunt and a Team Amber Male?

emblem
January 13th, 2008, 03:01 PM
Yes, it looks like the constants aren't scripted.
I don't have it open right now so I can't really help. (Lazyness FTW).

Firemaker
January 13th, 2008, 04:32 PM
Nevermind, the problem was fixed.

A new one though. All my 64x64 sprites are mini compared to the ingame ones. Why?

Mrchewy
January 13th, 2008, 04:54 PM
Nevermind, the problem was fixed.

A new one though. All my 64x64 sprites are mini compared to the ingame ones. Why?

Double their size ;) . All the sprites in Pokemon Essentials are twice their normal size (so you can play at 480x320). That means Pokemon sprites should be 128x128.

Lorem Ipsum
January 14th, 2008, 09:02 AM
I am developing a Pokémon contest script for Essentials, for a feature in my game. Any help with it would be appreciated.

Oh, and I need a readable and editable copy of attacksRS.dat so that I can add the contest details to it.

poccil
January 14th, 2008, 04:53 PM
A new version is available.

Changes:

Audio module was replaced with a custom one
More changes to adapt to "Graphics.width/
Graphics.height" convention
Various bug fixes in data compiler
Fixed bugs in animation generation routine
Added option "Use PC" to debug menu
Input module was replaced

For detailed changes, see this diff file (http://upokecenter.com/projects/pokestarter/changed_2008-01-14.txt).

Explanation of the strange error by Mrchewy:

The data compiler expects the text files in the PBS folder to be encoded
in UTF-8. If this is not the case, please resave all files to UTF-8 and perhaps
removing any square boxes or strange characters that may result.

MR.GLITCH_KING
January 14th, 2008, 04:56 PM
nice poccil n as always thank you

Mrchewy
January 14th, 2008, 05:16 PM
HUZZAH! MY PLAY TEST FINALLY WORKS!

Much <3 to you, poccil!

EDIT: Even better, you've finally released that fabled release with the 'fall-out text' fix! This day, is a good one ;)

Shirayuki Mizore
January 14th, 2008, 05:59 PM
Erm...Is it fatal to update? It doesn't seem like much has changed, and I don't really want to update unless I need to.

Krobelus
January 14th, 2008, 06:13 PM
Erm...Is it fatal to update? It doesn't seem like much has changed, and I don't really want to update unless I need to.

It's not hard to update, all I do is copy the scripts from the Data folder, and if anything else is updated, then I just copy it over (including graphics and such).

-Krobe

Poccil, is it possible for you to make it compatible with the latest version of SDK?

gotron228
January 14th, 2008, 10:55 PM
this has to be the greatest starter kit 1 week ago i was a noob at this stuff but now im intermediate lol
oh and what is the Sript taht has professor Oaks texts becuase I wanna edit what he says

EDIT:Don't worry i figured it out!

Mrchewy
January 15th, 2008, 01:11 AM
this has to be the greatest starter kit 1 week ago i was a noob at this stuff but now im intermediate lol
oh and what is the Sript taht has professor Oaks texts becuase I wanna edit what he says

EDIT:Don't worry i figured it out!

Lol, by the looks of things I think you're still somewhat a noob xD

No offense, of course: I'm somewhat a noob myself!

gotron228
January 15th, 2008, 01:46 AM
None taken man anyway Ive decided to create my own game by using his starter kit!

EDIT:Tie for the noob to come out lol how do I change the female character to ahve a different battle back instead of having a male battleback?