PDA

View Full Version : [Engine] Pokémon Essentials DS


Pages : [1] 2

venom12
December 24th, 2010, 11:44 AM
http://img3.imageshack.us/img3/9139/essentialsdslogo.png

Welcome here is my gift for christmas :D so its a dual screen, edited from pokemon essentials,
its first version so it can have some bugs.
Pokegear is not finished, stortage system almost done need to fix some things.

First version have:
Changed Resolution
Pokedex, bag, Pokemon Screen, Summary Screen, vs sequence, Menu on map finished.
Animated pokemons, animated trainers.
Two registered items.
Mouse support

Not Finished:
Pokegear.


Next Relase WIll have:
Possibly Pokegear will be finished
Fixed Bugs
And some other features

if anyone want can add his edits or new systems to this kit so post scripts or link here.

Link:Pokemon Essentials DS v0.3.8 (http://dl.dropbox.com/u/4212314/ds%20kit/Pokemon%20essentials%20DS%200.3.9.rar)


Credits
Poccil and Flameguru - For Pokemon Essentials
Luka Sj - For vs sequence, help, and mouse modules and modyfications. And for the Logo.
Cybersam & Astro_Mech - Mouse module
Alexandre
Mad.array for pedapp
zingzags
CNG - Battle moves select menu.
Help-14 - Pokemon Following and Pokedex
CollosalPokemon
Wichu - Sprites
FL - Egg Types Script and Unova pokemons
KitsuneKouta
venom12 - for Pokemon Essentials DS

me2hack
December 24th, 2010, 11:53 AM
Isn't this a project Luka is working on? o_O

venom12
December 24th, 2010, 11:54 AM
Nope i doing it myself, some things are from peoples which i credited.

me2hack
December 24th, 2010, 12:00 PM
Hmm.. Because Luka, was working on something like this with the exact same name and same goal like dual screen and all.

venom12
December 24th, 2010, 12:04 PM
Yeah right, but i wanted to do this and i asked luka if its ok and he told yes so i started working on this few days ago.

me2hack
December 24th, 2010, 12:06 PM
The system is still a bit buggy though. But yea it's still v0.1. Good luck on this project.

carmaniac
December 24th, 2010, 12:54 PM
I've tried the kit but I've noticed a slight mistake you've done when coding the hg/ss menu. You did it entirely in scene_map giving it horrendous amount of lag compared to coding it outside the map code and having the map call and refresh the code. That way would reduce the lag alot. Other than that I say cudos to you on the effort of getting the code done.

venom12
December 24th, 2010, 01:10 PM
Yeah carmaniac but menu like you have been done wasnt updating like i want this wokrs perfectly and luka sj told me what is better to update graphics.

Btw updated version fixed few bugs.

me2hack
December 24th, 2010, 01:21 PM
Just calling the window reducing a lot of lag. And it's easier too.

venom12
December 24th, 2010, 01:23 PM
if anyone want can add his edits or new systems to this kit post scripts or links here.

One thing please dont change the mouse module.

carmaniac
December 24th, 2010, 01:27 PM
if anyone want can add his edits or new systems to this kit post scripts or links here.

One thing please dont change the mouse module.

I'll try add in the window style method to reduce lag for you if you need. It updates perfectly fine with the map when done correctly :P.

zingzags
December 24th, 2010, 03:03 PM
Hmm nice kit. Yea noticed bugs tooo!
But still good. Noticed the Mouse is not updated when text boxes are displayed.

Luka S.J.
December 24th, 2010, 03:04 PM
I think what you're doing when updating the bottom screen on the map is refreshing the full def, which is where the lag comes from. It is a good idea to use the bottom screen on the scene_map, since the menu is always available, but make sure just to update the bitmaps instead of refreshing the full def, which creates a whole new set of sprites and commands, causing the lag. If coded properly it works perfect :)

help-14
December 24th, 2010, 08:43 PM
It is using Pokemon following character v2.1, i think you should update to v3.1 :)

Geeked
December 26th, 2010, 06:34 AM
Whats up with this? I would really like to use it, but there's so much lag. Help!!

IceGod64
December 26th, 2010, 12:00 PM
Whats up with this? I would really like to use it, but there's so much lag. Help!!
There can be a huge number of different reasons for that, including something as expensive as needing a new computer altogether, or something as simple as closing other programs.

Geeked
December 26th, 2010, 12:15 PM
No, it's due to this system. As stated above.

me2hack
December 26th, 2010, 12:31 PM
Yep, it's how he made it.

zingzags
December 26th, 2010, 01:05 PM
use this for now if you dont want to lag, I removed the menu from it



=begin

Modified Scene_Map class for Pokemon.

=end
class Scene_Map
def spriteset
for i in @spritesets.values
return i if i.map==$game_map
end
return @spritesets.values[0]
end
def disposeSpritesets
return if !@spritesets
for i in @spritesets.keys
if @spritesets[i]
@spritesets[i].dispose
@spritesets[i]=nil
end
end
@spritesets.clear
@spritesets={}
end
def createSpritesets
@spritesets={}
for map in $MapFactory.maps
@spritesets[map.map_id]=Spriteset_Map.new(map)
end
$MapFactory.setSceneStarted(self)
updateSpritesets
end
def updateMaps
for map in $MapFactory.maps
map.update
end
$MapFactory.updateMaps(self)
end
def updateSpritesets
@spritesets={} if !@spritesets
keys=@spritesets.keys.clone
for i in keys
if !$MapFactory.hasMap?(i)
@spritesets[i].dispose if @spritesets[i]
@spritesets[i]=nil
@spritesets.delete(i)
else
@spritesets[i].update
end
end
for map in $MapFactory.maps
if !@spritesets[map.map_id]
@spritesets[map.map_id]=Spriteset_Map.new(map)
end
end
Events.onMapUpdate.trigger(self)
end
def main

createSpritesets
Graphics.transition
loop do
Graphics.update
Input.update
update
# self.dualscreen
$mouse.update
if $scene != self
break
end
end
Graphics.freeze
disposeSpritesets
if $game_temp.to_title
Graphics.transition
Graphics.freeze
end
end
def miniupdate
$PokemonTemp.miniupdate=true if $PokemonTemp
loop do
updateMaps
$game_player.update
$game_system.update
$game_screen.update
unless $game_temp.player_transferring
break
end
transfer_player
if $game_temp.transition_processing
break
end
end
updateSpritesets
$PokemonTemp.miniupdate=false if $PokemonTemp
end
def update
loop do
updateMaps
pbMapInterpreter.update
$game_player.update
$game_system.update
$game_screen.update
unless $game_temp.player_transferring
break
end
transfer_player
if $game_temp.transition_processing
break
end
end
updateSpritesets
if $game_temp.to_title
$scene = pbCallTitle
return
end
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if $game_temp.message_window_showing
return
end
if Input.trigger?(Input::C)
unless pbMapInterpreterRunning?
$PokemonTemp.hiddenMoveEventCalling=true
end
end
if Input.trigger?(Input::B)
unless pbMapInterpreterRunning? or
$game_system.menu_disabled
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
if Input.trigger?(Input::F5)
unless pbMapInterpreterRunning?
$PokemonTemp.keyItemCalling = true if $PokemonTemp
end
end
if $DEBUG and Input.press?(Input::F9)
$game_temp.debug_calling = true
end
unless $game_player.moving?
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
elsif $PokemonTemp && $PokemonTemp.keyItemCalling
$PokemonTemp.keyItemCalling=false
$game_player.straighten
Kernel.pbUseKeyItem
elsif $PokemonTemp && $PokemonTemp.keyItemCalling2
$PokemonTemp.keyItemCalling2=false
$game_player.straighten
pbUseKeyItem2
elsif $PokemonTemp && $PokemonTemp.hiddenMoveEventCalling
$PokemonTemp.hiddenMoveEventCalling=false
$game_player.straighten
Kernel.pbHiddenMoveEvent
end
end
end
def call_name
$game_temp.name_calling = false
$game_player.straighten
$game_map.update
end
def call_menu
$game_temp.menu_calling = false
$game_player.straighten
$game_map.update
# sscene=PokemonMenu_Scene.new
# sscreen=PokemonMenu.new(sscene)
# sscreen.pbStartPokemonMenu
end
def call_debug
$game_temp.debug_calling = false
pbPlayDecisionSE()
$game_player.straighten
$scene = Scene_Debug.new
end
def autofade(mapid)
playingBGM=$game_system.playing_bgm
playingBGS=$game_system.playing_bgs
return if !playingBGM && !playingBGS
map=pbLoadRxData(sprintf("Data/Map%03d", mapid))
if playingBGM && map.autoplay_bgm
if playingBGM.name!=map.bgm.name
pbBGMFade(0.8)
end
end
if playingBGS && map.autoplay_bgs
if playingBGS.name!=map.bgs.name
pbBGMFade(0.8)
end
end
Graphics.frame_reset
end
def transfer_player(cancelVehicles=true)
$game_temp.player_transferring = false
if cancelVehicles
Kernel.pbCancelVehicles($game_temp.player_new_map_id)
end
autofade($game_temp.player_new_map_id)
if $game_map.map_id != $game_temp.player_new_map_id
$MapFactory.setup($game_temp.player_new_map_id)
end
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
case $game_temp.player_new_direction
when 2
$game_player.turn_down
when 4
$game_player.turn_left
when 6
$game_player.turn_right
when 8
$game_player.turn_up
end
$game_player.straighten
$game_map.update
disposeSpritesets
GC.start
createSpritesets
if $game_temp.transition_processing
$game_temp.transition_processing = false
Graphics.transition(20)
end
$game_map.autoplay
Graphics.frame_reset
Input.update
end
end

class PokemonGlobalMetadata
attr_accessor :menubitmap
attr_accessor :menudexbitmap
attr_accessor :menupokbitmap
attr_accessor :menugearbitmap
end

POKEMONMASTER260
December 26th, 2010, 01:06 PM
This is great! I realize it might be hard, but 1 feature I'd personally suggest is BW compatibility...

zingzags
December 26th, 2010, 01:22 PM
This is great! I realize it might be hard, but 1 feature I'd personally suggest is BW compatibility...

You are lucky enough to get PE remotely close to HG/SS. Just try to get it black and white style yourself.


Replace PokemonMessages with this



#########

class Game_Temp
attr_writer :message_window_showing
attr_writer :player_transferring
attr_writer :transition_processing
def message_window_showing
@message_window_showing=false if !@message_window_showing
return @message_window_showing
end
def player_transferring
@player_transferring=false if !@player_transferring
return @player_transferring
end
def transition_processing
@transition_processing=false if !@transition_processing
return @transition_processing
end
end

class Game_Message
attr_writer :background, :visible
def visible; return @visible ? @visible : false; end
def background; return @background ? @background : 0; end
end

class Game_System
attr_writer :message_position
def message_position
@message_position=2 if !@message_position
return @message_position
end
end


#########

class Scene_Map
def updatemini
oldmws=$game_temp.message_window_showing
oldvis=$game_message ? $game_message.visible : false
$game_temp.message_window_showing=true
$game_message.visible=true if $game_message
loop do
$game_map.update
$game_player.update
$game_system.update
if $game_screen
$game_screen.update
else
$game_map.screen.update
end
unless $game_temp.player_transferring
break
end
transfer_player
if $game_temp.transition_processing
break
end
end
$game_temp.message_window_showing=oldmws
$game_message.visible=oldvis if $game_message
@spriteset.update if @spriteset
@message_window.update if @message_window
end
end

class Scene_Battle
def updatemini
if self.respond_to?("update_basic")
update_basic(true)
update_info_viewport # Update information viewport
if $game_message && $game_message.visible
@info_viewport.visible = false
@message_window.visible = true
end
else
oldmws=$game_temp.message_window_showing
$game_temp.message_window_showing=true
# Update system (timer) and screen
$game_system.update
if $game_screen
$game_screen.update
else
$game_map.screen.update
end
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update if @help_window
@party_command_window.update if @party_command_window
@actor_command_window.update if @actor_command_window
@status_window.update if @status_window
$game_temp.message_window_showing=oldmws
@message_window.update if @message_window
# Update sprite set
@spriteset.update if @spriteset
end
end
end

def pbMapInterpreterRunning?
interp=pbMapInterpreter
return interp && interp.running?
end

def pbMapInterpreter
if $game_map && $game_map.respond_to?("interpreter")
return $game_map.interpreter
elsif $game_system
return $game_system.map_interpreter
end
return nil
end

def pbRefreshSceneMap
if $scene && $scene.is_a?(Scene_Map)
if $scene.respond_to?("miniupdate")
$scene.miniupdate
else
$scene.updatemini
end
elsif $scene && $scene.is_a?(Scene_Battle)
$scene.updatemini
end
end

def pbUpdateSceneMap
if $scene && $scene.is_a?(Scene_Map) && !pbIsFaded?
if $scene.respond_to?("miniupdate")
$scene.miniupdate
else
$scene.updatemini
end
elsif $scene && $scene.is_a?(Scene_Battle)
$scene.updatemini
end
end
#########


module PokemonSkins
@defaultTextSkin=nil
def self.getDefaultTextSkin
textSkin=MessageConfig::TextSkinName
if textSkin==nil
if !@defaultTextSkin
skin=load_data("Data/System.rxdata").windowskin_name rescue nil
skin="../System/Window" if !skin
@defaultTextSkin=skin
end
return @defaultTextSkin
end
end
end


def pbCsvField!(str)
ret=""
str.sub!(/^\s*/,"")
if str[0,1]=="\""
str[0,1]=""
escaped=false
fieldbytes=0
str.scan(/./) do |s|
fieldbytes+=s.length
break if s=="\"" && !escaped
if s=="\\" && !escaped
escaped=true
else
ret+=s
escaped=false
end
end
str[0,fieldbytes]=""
if !str[/^\s*,/] && !str[/^\s*$/]
raise _INTL("Invalid quoted field (in: {1})",ret)
end
str[0,str.length]=$~.post_match
else
if str[/,/]
str[0,str.length]=$~.post_match
ret=$~.pre_match
else
ret=str.clone
str[0,str.length]=""
end
ret.gsub!(/\s+$/,"")
end
return ret
end

def pbCsvPosInt!(str)
ret=pbCsvField!(str)
if !ret[/^\d+$/]
raise _INTL("Field {1} is not a positive integer",ret)
end
return ret.to_i
end

def pbEventCommentInput(*args)
parameters = []
list = *args[0].list # Event or event page
elements = *args[1] # Number of elements
trigger = *args[2] # Trigger
return nil if list == nil
return nil unless list.is_a?(Array)
for item in list
next unless item.code == 108 || item.code == 408
if item.parameters[0] == trigger
start = list.index(item) + 1
finish = start + elements
for id in start...finish
next if !list[id]
parameters.push(list[id].parameters[0])
end
return parameters
end
end
return nil
end

# Gets the value of a variable.
def pbGet(id)
return 0 if !id || !$game_variables
return $game_variables[id]
end
# Sets the value of a variable.
def pbSet(id,value)
if id && id>=0
$game_variables[id]=value if $game_variables
$game_map.need_refresh = true if $game_map
end
end

def pbCurrentEventCommentInput(elements,trigger)
return nil if !pbMapInterpreterRunning?
event=pbMapInterpreter.get_character(0)
return nil if !event
return pbEventCommentInput(event,elements,trigger)
end

module InterpreterMixin
def pbGlobalLock # Freezes all events on the map (for use at the beginning of common events)
for event in $game_map.events.values
event.minilock
end
end
def pbGlobalUnlock # Unfreezes all events on the map (for use at the end of common events)
for event in $game_map.events.values
event.unlock
end
end
def pbRepeatAbove(index)
index=@list[index].indent
loop do
index-=1
if @list[index].indent==indent
return index+1
end
end
end
def pbBreakLoop(index)
indent = @list[index].indent
temp_index=index
# Copy index to temporary variables
loop do
# Advance index
temp_index += 1
# If a fitting loop was not found
if temp_index >= @list.size-1
return index+1
end
if @list[temp_index].code == 413 and @list[temp_index].indent < indent
return temp_index+1
end
end
end
def pbJumpToLabel(index,label_name)
temp_index = 0
loop do
if temp_index >= @list.size-1
return index+1
end
if @list[temp_index].code == 118 and
@list[temp_index].parameters[0] == label_name
return temp_index+1
end
temp_index += 1
end
end
# Gets the next index in the interpreter, ignoring
# certain events between messages
def pbNextIndex(index)
return -1 if !@list || @list.length==0
i=index+1
loop do
if i>=@list.length-1
return i
end
code=@list[i].code
case code
when 118, 108, 408 # Label, Comment
i+=1
when 413 # Repeat Above
i=pbRepeatAbove(i)
when 113 # Break Loop
i=pbBreakLoop(i)
when 119 # Jump to Label
newI=pbJumpToLabel(i,@list[i].parameters[0])
if newI>i
i=newI
else
i+=1
end
else
return i
end
end
end
# Helper function that shows a picture in a script. To be used in
# a script event command.
def pbShowPicture(number,name,origin,x,y,zoomX=100,zoomY=100,opacity=255,blendType=0)
number = number + ($game_temp.in_battle ? 50 : 0)
$game_screen.pictures[number].show(name,origin,
x, y, zoomX,zoomY,opacity,blendType)
end
# Erases an event and adds it to the list of erased events so that
# it can stay erased when the game is saved then loaded again. To be used in
# a script event command.
def pbEraseThisEvent
if $game_map.events[@event_id]
$game_map.events[@event_id].erase
$PokemonMap.addErasedEvent(@event_id) if $PokemonMap
end
@index+=1
return true
end
# Runs a common event. To be used in
# a script event command.
def pbCommonEvent(id)
if $game_temp.in_battle
$game_temp.common_event_id = id
else
commonEvent = $data_common_events[id]
$game_system.battle_interpreter.setup(commonEvent.list, 0)
end
end
# Sets another event's self switch (eg. pbSetSelfSwitch(20,"A",true)). To be used in
# a script event command.
def pbSetSelfSwitch(event,swtch,value)
$game_self_switches[[@map_id,event,swtch]]=value
$game_map.need_refresh = true
end
# Must use this approach to share the methods
# because the methods already defined in a class
# override those defined in an included module
CustomEventCommands=<<_END_
def command_242
pbBGMFade(pbParams[0])
return true
end
def command_246
pbBGSFade(pbParams[0])
return true
end
def command_251
pbSEStop()
return true
end
def command_241
pbBGMPlay(pbParams[0])
return true
end
def command_245
pbBGSPlay(pbParams[0])
return true
end
def command_249
pbMEPlay(pbParams[0])
return true
end
def command_250
pbSEPlay(pbParams[0])
return true
end
_END_
end

def pbButtonInputProcessing(variableNumber=0,timeoutFrames=0)
ret=0
loop do
Graphics.update
Input.update
pbUpdateSceneMap
n = 0
for i in 1..18
if Input.trigger?(i)
n = i
ret=n
end
end
break if ret!=0
if timeoutFrames && timeoutFrames>0
i+=1
break if i>=timeoutFrames
end
end
Input.update
if variableNumber && variableNumber>0
$game_variables[variableNumber]=ret
$game_map.need_refresh = true if $game_map
end
return ret
end

class Game_Temp
attr_accessor :background
end

class Game_Interpreter
include InterpreterMixin
eval(InterpreterMixin::CustomEventCommands)
@@immediateDisplayAfterWait=false
@buttonInput=false
def command_105
return false if @buttonInput
@buttonInput=true
pbButtonInputProcessing(@list[@index].parameters[0])
@buttonInput=false
@index+=1
return true
end
def command_101
if $game_temp.message_window_showing
return false
end
$game_message=Game_Message.new if !$game_message
message=""
commands=nil
numInputVar=nil
numInputDigitsMax=nil
text=""
facename=@list[@index].parameters[0]
faceindex=@list[@index].parameters[1]
if facename && facename!=""
text+="\\ff[#{facename},#{faceindex}]"
end
if $game_message
$game_message.background=@list[@index].parameters[2]
end
$game_system.message_position=@list[@index].parameters[3]
message+=text
messageend=""
loop do
nextIndex=pbNextIndex(@index)
code=@list[nextIndex].code
if code == 401
text=@list[nextIndex].parameters[0]
text+=" " if text!="" && text[text.length-1,1]!=" "
message+=text
@index=nextIndex
else
if code == 102
commands=@list[nextIndex].parameters
@index=nextIndex
elsif code == 106 && @@immediateDisplayAfterWait
params=@list[nextIndex].parameters
if params[0]<=10
nextcode=@list[nextIndex+1].code
if nextcode==101||nextcode==102||nextcode==103
@index=nextIndex
else
break
end
else
break
end
elsif code == 103
numInputVar=@list[nextIndex].parameters[0]
numInputDigitsMax=@list[nextIndex].parameters[1]
@index=nextIndex
elsif code == 101
messageend="\1"
end
break
end
end
message=_MAPINTL($game_map.map_id,message)
@message_waiting=true
if commands
cmdlist=[]
for cmd in commands[0]
cmdlist.push(_MAPINTL($game_map.map_id,cmd))
end
command=Kernel.pbMessage(message+messageend,cmdlist,commands[1])
@branch[@list[@index].indent] = command
elsif numInputVar
params=ChooseNumberParams.new
params.setMaxDigits(numInputDigitsMax)
params.setDefaultValue($game_variables[numInputVar])
$game_variables[numInputVar]=Kernel.pbMessageChooseNumber(message+messageend,params)
$game_map.need_refresh = true if $game_map
else
Kernel.pbMessage(message+messageend)
end
@message_waiting=false
return true
end
def command_102
@message_waiting=true
command=Kernel.pbShowCommands(nil,@list[@index].parameters[0],@list[@index].parameters[1])
@message_waiting=false
@branch[@list[@index].indent] = command
Input.update # Must call Input.update again to avoid extra triggers
return true
end
def command_103
varnumber=@list[@index].parameters[0]
@message_waiting=true
params=ChooseNumberParams.new
params.setMaxDigits(@list[@index].parameters[1])
params.setDefaultValue($game_variables[varnumber])
$game_variables[varnumber]=Kernel.pbChooseNumber(nil,params)
$game_map.need_refresh = true if $game_map
@message_waiting=false
return true
end
end

class Interpreter
include InterpreterMixin
eval(InterpreterMixin::CustomEventCommands)
@@immediateDisplayAfterWait=false
@buttonInput=false
def command_105
return false if @buttonInput
@buttonInput=true
pbButtonInputProcessing(@list[@index].parameters[0])
@buttonInput=false
@index+=1
return true
end
def command_101
if $game_temp.message_window_showing
return false
end
message=""
commands=nil
numInputVar=nil
numInputDigitsMax=nil
text=""
firstText=nil
if @list[@index].parameters.length==1
text+=@list[@index].parameters[0]
firstText=@list[@index].parameters[0]
text+=" " if text[text.length-1,1]!=" "
message+=text
else
facename=@list[@index].parameters[0]
faceindex=@list[@index].parameters[1]
if facename && facename!=""
text+="\\ff[#{facename},#{faceindex}]"
message+=text
end
end
messageend=""
loop do
nextIndex=pbNextIndex(@index)
code=@list[nextIndex].code
if code == 401
text=@list[nextIndex].parameters[0]
text+=" " if text[text.length-1,1]!=" "
message+=text
@index=nextIndex
else
if code == 102
commands=@list[nextIndex].parameters
@index=nextIndex
elsif code == 106 && @@immediateDisplayAfterWait
params=@list[nextIndex].parameters
if params[0]<=10
nextcode=@list[nextIndex+1].code
if nextcode==101||nextcode==102||nextcode==103
@index=nextIndex
else
break
end
else
break
end
elsif code == 103
numInputVar=@list[nextIndex].parameters[0]
numInputDigitsMax=@list[nextIndex].parameters[1]
@index=nextIndex
elsif code == 101
if @list[@index].parameters.length==1
text=@list[@index].parameters[0]
if text[/^\\ignr/] && text==firstText
text+=" " if text[text.length-1,1]!=" "
message+=text
@index=nextIndex
continue
end
end
messageend="\1"
end
break
end
end
@message_waiting=true # needed to allow parallel process events to work while
# a message is displayed
message=_MAPINTL($game_map.map_id,message)
if commands
cmdlist=[]
for cmd in commands[0]
cmdlist.push(_MAPINTL($game_map.map_id,cmd))
end
command=Kernel.pbMessage(message+messageend,cmdlist,commands[1])
@branch[@list[@index].indent] = command
elsif numInputVar
params=ChooseNumberParams.new
params.setMaxDigits(numInputDigitsMax)
params.setDefaultValue($game_variables[numInputVar])
$game_variables[numInputVar]=Kernel.pbMessageChooseNumber(message+messageend,params)
$game_map.need_refresh = true if $game_map
else
Kernel.pbMessage(message+messageend,nil)
end
@message_waiting=false
return true
end
def command_102
@message_waiting=true
command=Kernel.pbShowCommands(nil,@list[@index].parameters[0],@list[@index].parameters[1])
@message_waiting=false
@branch[@list[@index].indent] = command
Input.update # Must call Input.update again to avoid extra triggers
return true
end
def command_103
varnumber=@list[@index].parameters[0]
@message_waiting=true
params=ChooseNumberParams.new
params.setMaxDigits(@list[@index].parameters[1])
params.setDefaultValue($game_variables[varnumber])
$game_variables[varnumber]=Kernel.pbChooseNumber(nil,params)
$game_map.need_refresh = true if $game_map
@message_waiting=false
return true
end
end


def pbEventFacesPlayer?(event,player,distance)
return false if distance<=0
# Event can't reach player if no coordinates coincide
return false if event.x!=player.x && event.y!=player.y
deltaX = (event.direction == 6 ? 1 : event.direction == 4 ? -1 : 0)
deltaY = (event.direction == 2 ? 1 : event.direction == 8 ? -1 : 0)
# Check for existence of player
curx=event.x
cury=event.y
found=false
for i in 0...distance
curx+=deltaX
cury+=deltaY
if player.x==curx && player.y==cury
found=true
break
end
end
return found
end
def pbEventCanReachPlayer?(event,player,distance)
return false if distance<=0
# Event can't reach player if no coordinates coincide
return false if event.x!=player.x && event.y!=player.y
deltaX = (event.direction == 6 ? 1 : event.direction == 4 ? -1 : 0)
deltaY = (event.direction == 2 ? 1 : event.direction == 8 ? -1 : 0)
# Check for existence of player
curx=event.x
cury=event.y
found=false
realdist=0
for i in 0...distance
curx+=deltaX
cury+=deltaY
if player.x==curx && player.y==cury
found=true
break
end
realdist+=1
end
return false if !found
# Check passibility
curx=event.x
cury=event.y
for i in 0...realdist
if !event.passable?(curx,cury,event.direction)
return false
end
curx+=deltaX
cury+=deltaY
end
return true
end

class ChooseNumberParams
def initialize
@maxDigits=0
@minNumber=0
@maxNumber=0
@skin=nil
@messageSkin=nil
@negativesAllowed=false
@initialNumber=0
@cancelNumber=nil
end
def setMessageSkin(value)
@messageSkin=value
end
def messageSkin
@messageSkin
end
def setSkin(value)
@skin=value
end
def skin
@skin
end
def setNegativesAllowed(value)
@negativeAllowed=value
end
def negativesAllowed
@negativeAllowed ? true : false
end
def setRange(minNumber,maxNumber)
maxNumber=minNumber if minNumber>maxNumber
@maxDigits=0
@minNumber=minNumber
@maxNumber=maxNumber
end
def setDefaultValue(number)
@initialNumber=number
@cancelNumber=nil
end
def setInitialValue(number)
@initialNumber=number
end
def setCancelValue(number)
@cancelNumber=number
end
def initialNumber
return clamp(@initialNumber,self.minNumber,self.maxNumber)
end
def cancelNumber
return @cancelNumber ? @cancelNumber : self.initialNumber
end
def minNumber
ret=0
if @maxDigits>0
ret=-((10**@maxDigits)-1)
elsif
ret=@minNumber
end
ret=0 if !@negativeAllowed && ret<0
return ret
end
def maxNumber
ret=0
if @maxDigits>0
ret=((10**@maxDigits)-1)
elsif
ret=@maxNumber
end
ret=0 if !@negativeAllowed && ret<0
return ret
end
def setMaxDigits(value)
@maxDigits=[1,value].max
end
def maxDigits
if @maxDigits>0
return @maxDigits
else
return [numDigits(self.minNumber),numDigits(self.maxNumber)].max
end
end
private
def clamp(v,mn,mx)
return v<mn ? mn : (v>mx ? mx : v)
end
def numDigits(number)
ans = 1
number=number.abs
while number >= 10
ans+=1
number/=10;
end
return ans
end
end

def pbChooseNumber(msgwindow,params)
return 0 if !params
ret=0
maximum=params.maxNumber
minimum=params.minNumber
defaultNumber=params.initialNumber
cancelNumber=params.cancelNumber
cmdwindow=Window_InputNumberPokemon.new(params.maxDigits)
cmdwindow.z=99999
cmdwindow.visible=true
cmdwindow.setSkin(params.skin) if params.skin
cmdwindow.sign=params.negativesAllowed # must be set before number
cmdwindow.number=defaultNumber
curnumber=defaultNumber
pbPositionNearMsgWindow(cmdwindow,msgwindow,:right)
command=0
loop do
Graphics.update
Input.update
pbUpdateSceneMap
cmdwindow.update
msgwindow.update if msgwindow
yield if block_given?
if Input.trigger?(Input::C)
ret=cmdwindow.number
if ret>maximum
pbPlayBuzzerSE()
elsif ret<minimum
pbPlayBuzzerSE()
else
pbPlayDecisionSE()
break
end
elsif Input.trigger?(Input::B)
pbPlayCancelSE()
ret=cancelNumber
break
end
end
cmdwindow.dispose
Input.update
return ret
end

def Kernel.pbShowCommandsWithHelp(msgwindow,commands,help,cmdIfCancel=0,defaultCmd=0)
msgwin=msgwindow
if !msgwindow
msgwin=Kernel.pbCreateMessageWindow(nil)
end
oldlbl=msgwin.letterbyletter
msgwin.letterbyletter=false
if commands
cmdwindow=Window_CommandPokemonEx.new(commands)
cmdwindow.z=99999
cmdwindow.visible=true
cmdwindow.resizeToFit(cmdwindow.commands)
cmdwindow.height=msgwin.y if cmdwindow.height>msgwin.y
cmdwindow.index=defaultCmd
command=0
msgwin.text=help[cmdwindow.index]
loop do
Graphics.update
Input.update
oldindex=cmdwindow.index
cmdwindow.update
if oldindex!=cmdwindow.index
msgwin.text=help[cmdwindow.index]
end
msgwin.update
yield if block_given?
if Input.trigger?(Input::B)
if cmdIfCancel>0
command=cmdIfCancel-1
break
elsif cmdIfCancel<0
command=cmdIfCancel
break
end
end
if Input.trigger?(Input::C)
command=cmdwindow.index
break
end
pbUpdateSceneMap
end
ret=command
cmdwindow.dispose
Input.update
end
msgwin.letterbyletter=oldlbl
if !msgwindow
msgwin.dispose
end
return ret
end

def Kernel.pbShowCommands(msgwindow,commands=nil,cmdIfCancel=0,defaultCmd=0)
ret=0
if commands
cmdwindow=Window_CommandPokemonEx.new(commands)
cmdwindow.z=99999
cmdwindow.visible=true
cmdwindow.resizeToFit(cmdwindow.commands)
pbPositionNearMsgWindow(cmdwindow,msgwindow,:right)
cmdwindow.index=defaultCmd
command=0
loop do
Graphics.update
Input.update
cmdwindow.update
msgwindow.update if msgwindow
yield if block_given?
if Input.trigger?(Input::B)
if cmdIfCancel>0
command=cmdIfCancel-1
break
elsif cmdIfCancel<0
command=cmdIfCancel
break
end
end
if Input.trigger?(Input::C)
command=cmdwindow.index
break
end
pbUpdateSceneMap
end
ret=command
cmdwindow.dispose
Input.update
end
return ret
end

def pbPositionFaceWindow(facewindow,msgwindow)
return if !facewindow
if msgwindow
if facewindow.height<=msgwindow.height
facewindow.y=msgwindow.y
else
facewindow.y=msgwindow.y+msgwindow.height-facewindow.height
end
facewindow.x=Graphics.width-facewindow.width
msgwindow.x=0
msgwindow.width=Graphics.width-facewindow.width
else
facewindow.height=$Graphics_height if facewindow.height>$Graphics_height
facewindow.x=0
facewindow.y=0
end
end

def pbPositionNearMsgWindow(cmdwindow,msgwindow,side)
return if !cmdwindow
if msgwindow
height=[cmdwindow.height,$Graphics_height-msgwindow.height].min
if cmdwindow.height!=height
cmdwindow.height=height
end
cmdwindow.y=msgwindow.y-cmdwindow.height
if cmdwindow.y<0
cmdwindow.y=msgwindow.y+msgwindow.height
if cmdwindow.y+cmdwindow.height>$Graphics_height
cmdwindow.y=msgwindow.y-cmdwindow.height
end
end
case side
when :left
cmdwindow.x=msgwindow.x
when :right
cmdwindow.x=msgwindow.x+msgwindow.width-cmdwindow.width
else
cmdwindow.x=msgwindow.x+msgwindow.width-cmdwindow.width
end
else
cmdwindow.height=$Graphics_height if cmdwindow.height>$Graphics_height
cmdwindow.x=0
cmdwindow.y=0
end
end

def pbGetMapNameFromId(id)
begin
map = pbLoadRxData("Data/MapInfos")
return "" if !map
return map[id].name
rescue
return ""
end
end

def Kernel.pbMessage(message,commands=nil,cmdIfCancel=0,skin=nil,defaultCmd=0,&block)
ret=0
msgwindow=Kernel.pbCreateMessageWindow(nil,skin)
if commands
ret=Kernel.pbMessageDisplay(msgwindow,message,true,
proc {|msgwindow|
next Kernel.pbShowCommands(msgwindow,commands,cmdIfCancel,defaultCmd,&block)
},&block)
else
Kernel.pbMessageDisplay(msgwindow,message,&block)
end
Kernel.pbDisposeMessageWindow(msgwindow)
Input.update
return ret
end

def Kernel.pbMessageChooseNumber(message,params,&block)
msgwindow=Kernel.pbCreateMessageWindow(nil,params.messageSkin)
ret=Kernel.pbMessageDisplay(msgwindow,message,true,
proc {|msgwindow|
next Kernel.pbChooseNumber(msgwindow,params,&block)
},&block)
Kernel.pbDisposeMessageWindow(msgwindow)
return ret
end

def Kernel.pbConfirmMessage(message,&block)
return (Kernel.pbMessage(message,[_INTL("YES"),_INTL("NO")],2,&block)==0)
end

def Kernel.pbConfirmMessageSerious(message,&block)
return (Kernel.pbMessage(message,[_INTL("NO"),_INTL("YES")],1,&block)==1)
end


def Kernel.pbCreateStatusWindow(viewport=nil)
msgwindow=Window_AdvancedTextPokemon.new("")
if !viewport
msgwindow.z=99999
else
msgwindow.viewport=viewport
end
msgwindow.visible=false
msgwindow.letterbyletter=false
pbBottomLeftLines(msgwindow,2)
skinfile=PokemonSkins.getDefaultTextSkin
msgwindow.setSkin("Graphics/Windowskins/#{skinfile}")
return msgwindow
end

def Kernel.pbCreateMessageWindow(viewport=nil,skin=nil)
msgwindow=Window_AdvancedTextPokemon.new("")
if !viewport
msgwindow.z=99999
else
msgwindow.viewport=viewport
end
msgwindow.visible=true
msgwindow.letterbyletter=true
msgwindow.back_opacity=MessageConfig::WindowOpacity
pbBottomLeftLines(msgwindow,2)
$game_temp.message_window_showing=true if $game_temp
$game_message.visible=true if $game_message
skin=PokemonSkins.getDefaultTextSkin if !skin
msgwindow.setSkin("Graphics/Windowskins/#{skin}")
return msgwindow
end

def Kernel.pbDisposeMessageWindow(msgwindow)
$game_temp.message_window_showing=false if $game_temp
$game_message.visible=false if $game_message
msgwindow.dispose
end

def isDarkBackground(background,rect=nil)
if !background || background.disposed?
return true
end
rect=background.rect if !rect
if rect.width<=0 || rect.height<=0
return true
end
xSeg=(rect.width/16)
xLoop=(xSeg==0) ? 1 : 16
xStart=(xSeg==0) ? rect.x+(rect.width/2) : rect.x+xSeg/2
ySeg=(rect.height/16)
yLoop=(ySeg==0) ? 1 : 16
yStart=(ySeg==0) ? rect.y+(rect.height/2) : rect.y+ySeg/2
count=0
y=yStart
r=0; g=0; b=0
yLoop.times {
x=xStart
xLoop.times {
clr=background.get_pixel(x,y)
if clr.alpha!=0
r+=clr.red; g+=clr.green; b+=clr.blue
count+=1
end
x+=xSeg
}
y+=ySeg
}
return true if count==0
r/=count
g/=count
b/=count
return (r*0.299+g*0.587+b*0.114)<128
end

def isDarkWindowskin(windowskin)
if !windowskin || windowskin.disposed?
return true
end
if windowskin.width==192 && windowskin.height==128
return isDarkBackground(windowskin,Rect.new(0,0,128,128))
elsif windowskin.width==128 && windowskin.height==128
return isDarkBackground(windowskin,Rect.new(0,0,64,64))
else
clr=windowskin.get_pixel(windowskin.width/2, windowskin.height/2)
return (clr.red*0.299+clr.green*0.587+clr.blue*0.114)<128
end
end

class FaceWindowVX < SpriteWindow_Base
def initialize(face)
super(0,0,128,128)
faceinfo=face.split(",")
facefile=pbResolveBitmap("Graphics/Faces/"+faceinfo[0])
facefile=pbResolveBitmap("Graphics/Pictures/"+faceinfo[0]) if !facefile
self.contents.dispose if self.contents
@faceIndex=faceinfo[1].to_i
@facebitmaptmp=AnimatedBitmap.new(facefile)
@facebitmap=BitmapWrapper.new(96,96)
@facebitmap.blt(0,0,@facebitmaptmp.bitmap,Rect.new(
(@faceIndex % 4) * 96,
(@faceIndex / 4) * 96, 96, 96
))
self.contents=@facebitmap
end
def update
super
if @facebitmaptmp.totalFrames>1
@facebitmaptmp.update
@facebitmap.blt(0,0,@facebitmaptmp.bitmap,Rect.new(
(@faceIndex % 4) * 96,
(@faceIndex / 4) * 96, 96, 96
))
end
end
def dispose
@facebitmaptmp.dispose
@facebitmap.dispose if @facebitmap
super
end
end

def itemIconTag(item)
return "" if !item
if item.respond_to?("icon_name")
return sprintf("<icon=%s>",item.icon_name)
else
ix=item.icon_index % 16 * 24
iy=item.icon_index / 16 * 24
return sprintf("<img=Graphics/System/Iconset|%d|%d|24|24>",ix,iy)
end
end

def getSkinColor(windowskin,color,isDarkSkin)
if !windowskin || windowskin.disposed? ||
windowskin.width!=128 || windowskin.height!=128
textcolors=[
isDarkSkin ? "<c2=7FFF5EF7>" : "<c2=318c675a>",
"<c2=7E105D08>",
"<c2=421F2117>",
"<c2=43F022E8>",
"<c2=7FF05EE8>",
"<c2=7E1F5D17>",
"<c2=43FF22F7>",
"<c2=63184210>",
"<c2=7FFF5EF7>"
]
color=0 if color>textcolors.length
return textcolors[color]
else # VX windowskin
color=0 if color>=32
x = 64 + (color % 8) * 8
y = 96 + (color / 8) * 8
pixel=windowskin.get_pixel(x, y)
return shadowctagFromColor(pixel)
end
end

# internal function
def pbRepositionMessageWindow(msgwindow, linecount=2)
msgwindow.height=32*linecount+msgwindow.borderY
msgwindow.y=($Graphics_height)-(msgwindow.height)
if $game_temp && $game_temp.in_battle &&
!$scene.respond_to?("update_basic")
msgwindow.y=0
elsif $game_system && $game_system.respond_to?("message_position")
case $game_system.message_position
when 0 # up
msgwindow.y=0
when 1 # middle
msgwindow.y=($Graphics_height/2)-(msgwindow.height/2)
when 2
msgwindow.y=($Graphics_height)-(msgwindow.height)
end
end
if $game_system && $game_system.respond_to?("message_frame")
if $game_system.message_frame != 0
msgwindow.opacity = 0
end
end
if $game_message
case $game_message.background
when 1 # dim
msgwindow.opacity=0
when 2 # transparent
msgwindow.opacity=0
end
end
end

# internal function
def pbUpdateMsgWindowPos(msgwindow,event,eventChanged=false)
if event
if eventChanged
msgwindow.resizeToFit2(msgwindow.text,
Graphics.width*2/3,msgwindow.height)
end
msgwindow.y=event.screen_y-48-msgwindow.height
if msgwindow.y<0
msgwindow.y=event.screen_y+24
end
msgwindow.x=event.screen_x-(msgwindow.width/2)
msgwindow.x=0 if msgwindow.x<0
if msgwindow.x>Graphics.width-msgwindow.width
msgwindow.x=Graphics.width-msgwindow.width
end
else
curwidth=msgwindow.width
if curwidth!=Graphics.width
msgwindow.width=Graphics.width
msgwindow.width=Graphics.width
end
end
end

# internal function


def pbGetGoldString
moneyString=""
if $Trainer
moneyString=_INTL("${1}",$Trainer.money)
else
if $data_system.respond_to?("words")
moneyString=_INTL("{1} {2}",$game_party.gold,$data_system.words.gold)
else
moneyString=_INTL("{1} {2}",$game_party.gold,Vocab.gold)
end
end
return moneyString
end

def pbDisplayGoldWindow(msgwindow)
moneyString=pbGetGoldString()
goldwindow=Window_UnformattedTextPokemon.newWithSize(
_INTL("MONEY:\n{1}",moneyString),0,0,32,32,msgwindow.viewport)
goldwindow.resizeToFit(goldwindow.text,Graphics.width)
if msgwindow.y==0
goldwindow.y=$Graphics_height-goldwindow.height
else
goldwindow.y=0
end
goldwindow.viewport=msgwindow.viewport
goldwindow.z=msgwindow.z
return goldwindow
end



def pbRecord(arg); end
def pbMessageWaitForInput(msgwindow,frames,showPause=false)
return if !frames || frames<=0
if msgwindow && showPause
msgwindow.startPause
end
frames.times do
Graphics.update
Input.update
msgwindow.update if msgwindow
pbUpdateSceneMap
if Input.trigger?(Input::C) || Input.trigger?(Input::B)
break
end
end
if msgwindow && showPause
msgwindow.stopPause
end
end

def Kernel.pbMessageDisplay(msgwindow,message,letterbyletter=true,commandProc=nil)
return if !msgwindow
oldletterbyletter=msgwindow.letterbyletter
msgwindow.letterbyletter=(letterbyletter ? true : false)
ret=nil
count=0
commands=nil
facewindow=nil
goldwindow=nil
cmdvariable=0
cmdIfCancel=0
msgwindow.waitcount=0
autoresume=false
text=message.clone
msgback=nil
linecount=($Graphics_height>400) ? 3 : 2
### Text replacement
text.gsub!(/\\\\/,"\5")
if $game_actors
text.gsub!(/\\[Nn]\[([1-8])\]/){
m=$1.to_i
next $game_actors[m].name
}
end
text.gsub!(/\\[Ss][Ii][Gg][Nn]\[([^\]]*)\]/){
next "\\op\\cl\\ts[]\\w["+$1+"]"
}
text.gsub!(/\\[Pp][Nn]/,$Trainer.name) if $Trainer
text.gsub!(/\\[Pp][Mm]/,_INTL("${1}",$Trainer.money)) if $Trainer
text.gsub!(/\\[Nn]/,"\n")
text.gsub!(/\\\[([0-9A-Fa-f]{8,8})\]/){ "<c2="+$1+">" }
text.gsub!(/\\[Bb]/,"<c2=6546675A>")
text.gsub!(/\\[Rr]/,"<c2=043C675A>")
text.gsub!(/\\1/,"\1")
colortag=""
isDarkSkin=isDarkWindowskin(msgwindow.windowskin)
if ($game_message && $game_message.background>0) ||
($game_system && $game_system.respond_to?("message_frame") &&
$game_system.message_frame != 0)
colortag=getSkinColor(msgwindow.windowskin,0,true)
else
colortag=getSkinColor(msgwindow.windowskin,0,isDarkSkin)
end
text.gsub!(/\\[Cc]\[([0-9]+)\]/){
m=$1.to_i
next getSkinColor(msgwindow.windowskin,m,isDarkSkin)
}
begin
last_text = text.clone
text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
end until text == last_text
begin
last_text = text.clone
text.gsub!(/\\[Ll]\[([0-9]+)\]/) {
linecount=[1,$1.to_i].max;
next ""
}
end until text == last_text
text=colortag+text
### Controls
textchunks=[]
controls=[]
while text[/(?:\\([WwFf]|[Ff][Ff]|[Tt][Ss]|[Cc][Ll]|[Mm][Ee]|[Ss][Ee]|[Ww][Tt]|[Ww][Tt][Nn][Pp]|[Cc][Hh])\[([^\]]*)\]|\\([Gg]|[Ww][Dd]|[Ww][Mm]|[Oo][Pp]|[Cc][Ll]|[Ww][Uu]|[\.]|[\|]|[\!]|[\x5E])())/i]
textchunks.push($~.pre_match)
if $~[1]
controls.push([$~[1].downcase,$~[2],-1])
else
controls.push([$~[3].downcase,"",-1])
end
text=$~.post_match
end
textchunks.push(text)
for chunk in textchunks
chunk.gsub!(/\005/,"\\")
end
textlen=0
for i in 0...controls.length
control=controls[i][0]
if control=="wt" || control=="wtnp" || control=="." || control=="|"
textchunks[i]+="\2"
elsif control=="!"
textchunks[i]+="\1"
end
textlen+=toUnformattedText(textchunks[i]).scan(/./m).length
controls[i][2]=textlen
end
text=textchunks.join("")
unformattedText=toUnformattedText(text)
signWaitCount=0
haveSpecialClose=false
specialCloseSE=""
for i in 0...controls.length
control=controls[i][0]
param=controls[i][1]
if control=="f"
facewindow.dispose if facewindow
facewindow=PictureWindow.new("Graphics/Pictures/#{param}")
elsif control=="op"
signWaitCount=21
elsif control=="cl"
text=text.sub(/\001$/,"")
haveSpecialClose=true
specialCloseSE=param
elsif control=="se" && controls[i][2]==0
startSE=param
controls[i]=nil
elsif control=="ff"
facewindow.dispose if facewindow
facewindow=FaceWindowVX.new(param)
elsif control=="ch"
cmds=param.clone
cmdvariable=pbCsvPosInt!(cmds)
cmdIfCancel=pbCsvField!(cmds).to_i
commands=[]
while cmds.length>0
commands.push(pbCsvField!(cmds))
end
elsif control=="wtnp" || control=="^"
text=text.sub(/\001$/,"")
end
end
if startSE!=nil
pbSEPlay(pbStringToAudioFile(startSE))
elsif signWaitCount==0 && letterbyletter
pbPlayDecisionSE()
end
########## Position message window ##############
pbRepositionMessageWindow(msgwindow,linecount)
if $game_message && $game_message.background==1
msgback=IconSprite.new(0,msgwindow.y,msgwindow.viewport)
msgback.z=msgwindow.z-1
msgback.setBitmap("Graphics/System/MessageBack")
end
if facewindow
pbPositionNearMsgWindow(facewindow,msgwindow,:left)
facewindow.viewport=msgwindow.viewport
facewindow.z=msgwindow.z
end
atTop=(msgwindow.y==0)
########## Show text #############################
msgwindow.text=text
Graphics.frame_reset if Graphics.frame_rate>40
begin
if signWaitCount>0
signWaitCount-=1
if atTop
msgwindow.y=-(msgwindow.height*(signWaitCount)/20)
else
msgwindow.y=$Graphics_height-(msgwindow.height*(20-signWaitCount)/20)
end
end
for i in 0...controls.length
if controls[i] && controls[i][2]<=msgwindow.position && msgwindow.waitcount==0
control=controls[i][0]
param=controls[i][1]
if control=="f"
facewindow.dispose if facewindow
facewindow=PictureWindow.new("Graphics/Pictures/#{param}")
pbPositionNearMsgWindow(facewindow,msgwindow,:left)
facewindow.viewport=msgwindow.viewport
facewindow.z=msgwindow.z
elsif control=="ts"
if param==""
msgwindow.textspeed=-999
else
msgwindow.textspeed=param.to_i
end
elsif control=="ff"
facewindow.dispose if facewindow
facewindow=FaceWindowVX.new(param)
pbPositionNearMsgWindow(facewindow,msgwindow,:left)
facewindow.viewport=msgwindow.viewport
facewindow.z=msgwindow.z
elsif control=="g" # Display gold window
goldwindow.dispose if goldwindow
goldwindow=pbDisplayGoldWindow(msgwindow)
elsif control=="wu"
msgwindow.y=0
atTop=true
msgback.y=msgwindow.y if msgback
pbPositionNearMsgWindow(facewindow,msgwindow,:left)
msgwindow.y=-(msgwindow.height*(signWaitCount)/20)
elsif control=="wm"
atTop=false
msgwindow.y=($Graphics_height/2)-(msgwindow.height/2)
msgback.y=msgwindow.y if msgback
pbPositionNearMsgWindow(facewindow,msgwindow,:left)
elsif control=="wd"
atTop=false
msgwindow.y=($Graphics_height)-(msgwindow.height)
msgback.y=msgwindow.y if msgback
pbPositionNearMsgWindow(facewindow,msgwindow,:left)
msgwindow.y=$Graphics_height-(msgwindow.height*(20-signWaitCount)/20)
elsif control=="."
msgwindow.waitcount+=Graphics.frame_rate/4
elsif control=="|"
msgwindow.waitcount+=Graphics.frame_rate
elsif control=="wt" # Wait
param=param.sub(/^\s+/,"").sub(/\s+$/,"")
msgwindow.waitcount+=param.to_i*2
elsif control=="w" # Windowskin
if param==""
msgwindow.windowskin=nil
else
msgwindow.setSkin("Graphics/Windowskins/#{param}")
end
elsif control=="^" # Wait, no pause
autoresume=true
elsif control=="wtnp" # Wait, no pause
param=param.sub(/^\s+/,"").sub(/\s+$/,"")
msgwindow.waitcount=param.to_i*2
autoresume=true
elsif control=="se" # Play SE
pbSEPlay(pbStringToAudioFile(param))
elsif control=="me" # Play ME
pbMEPlay(pbStringToAudioFile(param))
end
controls[i]=nil
end
end
break if !letterbyletter
Graphics.update
Input.update
facewindow.update if facewindow
if $DEBUG && Input.trigger?(Input::F6)
pbRecord(unformattedText)
end
if autoresume && msgwindow.waitcount==0
msgwindow.resume if msgwindow.busy?
break if !msgwindow.busy?
end
if (Input.trigger?(Input::C) || Input.trigger?(Input::B))
if msgwindow.busy?
pbPlayDecisionSE() if msgwindow.pausing?
msgwindow.resume
else
break if signWaitCount==0
end
end
pbUpdateSceneMap
msgwindow.update
yield if block_given?
end until (!letterbyletter || commandProc || commands) && !msgwindow.busy?
Input.update # Must call Input.update again to avoid extra triggers
msgwindow.letterbyletter=oldletterbyletter
if commands
$game_variables[cmdvariable]=Kernel.pbShowCommands(
msgwindow,commands,cmdIfCancel)
$game_map.need_refresh = true if $game_map
end
if commandProc
ret=commandProc.call(msgwindow)
end
msgback.dispose if msgback
goldwindow.dispose if goldwindow
facewindow.dispose if facewindow
if haveSpecialClose
pbSEPlay(pbStringToAudioFile(specialCloseSE))
atTop=(msgwindow.y==0)
for i in 0..20
if atTop
msgwindow.y=-(msgwindow.height*(i)/20)
else
msgwindow.y=$Graphics_height-(msgwindow.height*(20-i)/20)
end
Graphics.update
Input.update
pbUpdateSceneMap
msgwindow.update
end
end
return ret
end

def pbFacingTileRegular(direction=nil,event=nil)
event=$game_player if !event
return [0,0,0] if !event
x=event.x
y=event.y
direction=event.direction if !direction
case direction
when 1; y+=1; x-=1
when 2; y+=1
when 3; y+=1; x+=1
when 4; x-=1
when 6; x+=1
when 7; y-=1; x-=1
when 8; y-=1
when 9; y-=1; x+=1
end
return [$game_map ? $game_map.map_id : 0,x,y]
end

def pbFacingTile(direction=nil,event=nil)
if $MapFactory
return $MapFactory.getFacingTerrainTag(direction,event)
else
return pbFacingTileRegular(direction,event)
end
end



def pbFacingEachOther(event1,event2)
return false if !event1 || !event2
if $MapFactory
tile1=$MapFactory.getFacingTile(nil,event1)
tile2=$MapFactory.getFacingTile(nil,event2)
return false if !tile1 || !tile2
if tile1[0]==event2.map.map_id &&
tile1[1]==event2.x && tile1[2]==event2.y &&
tile2[0]==event1.map.map_id &&
tile2[1]==event1.x && tile2[2]==event1.y
return true
else
return false
end
else
tile1=Kernel.pbFacingTile(nil,event1)
tile2=Kernel.pbFacingTile(nil,event2)
return false if !tile1 || !tile2
if tile1[1]==event2.x && tile1[2]==event2.y &&
tile2[1]==event1.x && tile2[2]==event1.y
return true
else
return false
end
end
end

def pbGetTerrainTag(event=nil)
event=$game_player if !event
return 0 if !event
if $MapFactory
return $MapFactory.getTerrainTag(event.map.map_id,event.x,event.y)
else
$game_map.terrain_tag(event.x,event.y)
end
end

def Kernel.pbFacingTerrainTag
if $MapFactory
return $MapFactory.getFacingTerrainTag
else
return 0 if !$game_player
facing=pbFacingTile()
return $game_map.terrain_tag(facing[1],facing[2])
end
end

def pbTurnTowardEvent(event,otherEvent)
sx=0
sy=0
if $MapFactory
relativePos=$MapFactory.getThisAndOtherEventRelativePos(otherEvent,event)
sx = relativePos[0]
sy = relativePos[1]
else
sx = event.x - otherEvent.x
sy = event.y - otherEvent.y
end
if sx == 0 and sy == 0
return
end
if sx.abs > sy.abs
sx > 0 ? event.turn_left : event.turn_right
else
sy > 0 ? event.turn_up : event.turn_down
end
end

def Kernel.pbMoveTowardPlayer(event)
maxsize=[$game_map.width,$game_map.height].max
return if !pbEventCanReachPlayer?(event,$game_player,maxsize)
loop do
x=event.x
y=event.y
event.move_toward_player
break if event.x==x && event.y==y
while event.moving?
Graphics.update
Input.update
pbUpdateSceneMap
end
end
$PokemonMap.addMovedEvent(event.id) if $PokemonMap
end

def Kernel.pbJumpToward(dist=1,playSound=false)
x=$game_player.x
y=$game_player.y
case $game_player.direction
when 2 # down
$game_player.jump(0,dist)
when 4 # left
$game_player.jump(-dist,0)
when 6 # right
$game_player.jump(dist,0)
when 8 # up
$game_player.jump(0,-dist)
end
if $game_player.x!=x || $game_player.y!=y
if playSound
pbSEPlay("jump")
end
while $game_player.jumping?
Graphics.update
Input.update
pbUpdateSceneMap
end
return true
end
return false
end

def pbWait(numframes)
numframes.times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end


module PBMoveRoute
Down=1
Left=2
Right=3
Up=4
LowerLeft=5
LowerRight=6
UpperLeft=7
UpperRight=8
Random=9
TowardPlayer=10
AwayFromPlayer=11
Forward=12
Backward=13
Jump=14 # xoffset, yoffset
Wait=15 # frames
TurnDown=16
TurnLeft=17
TurnRight=18
TurnUp=19
TurnRight90=20
TurnLeft90=21
Turn180=22
TurnRightOrLeft90=23
TurnRandom=24
TurnTowardPlayer=25
TurnAwayFromPlayer=26
SwitchOn=27 # 1 param
SwitchOff=28 # 1 param
ChangeSpeed=29 # 1 param
ChangeFreq=30 # 1 param
WalkAnimeOn=31
WalkAnimeOff=32
StepAnimeOn=33
StepAnimeOff=34
DirectionFixOn=35
DirectionFixOff=36
ThroughOn=37
ThroughOff=38
AlwaysOnTopOn=39
AlwaysOnTopOff=40
Graphic=41 # Name, hue, direction, pattern
Opacity=42 # 1 param
Blending=43 # 1 param
PlaySE=44 # 1 param
Script=45 # 1 param
ScriptAsync=101 # 1 param
end

class Game_Character
def jumpForward
case self.direction
when 2 # down
jump(0,1)
when 4 # left
jump(-1,0)
when 6 # right
jump(1,0)
when 8 # up
jump(0,-1)
end
end
def jumpBackward
case self.direction
when 2 # down
jump(0,-1)
when 4 # left
jump(1,0)
when 6 # right
jump(-1,0)
when 8 # up
jump(0,1)
end
end
def moveLeft90
case self.direction
when 2 # down
move_right
when 4 # left
move_down
when 6 # right
move_up
when 8 # up
move_left
end
end
def moveRight90
case self.direction
when 2 # down
move_left
when 4 # left
move_up
when 6 # right
move_down
when 8 # up
move_right
end
end
def minilock
@prelock_direction=@direction
@locked=true
end
end

def pbMoveRoute(event,commands,waitComplete=false)
route=RPG::MoveRoute.new
route.repeat=false
route.skippable=true
route.list.clear
route.list.push(RPG::MoveCommand.new(PBMoveRoute::ThroughOn))
i=0;while i<commands.length
case commands[i]
when PBMoveRoute::Wait, PBMoveRoute::SwitchOn,
PBMoveRoute::SwitchOff, PBMoveRoute::ChangeSpeed,
PBMoveRoute::ChangeFreq, PBMoveRoute::Opacity,
PBMoveRoute::Blending, PBMoveRoute::PlaySE,
PBMoveRoute::Script
route.list.push(RPG::MoveCommand.new(commands[i],
[commands[i+1]]))
i+=1
when PBMoveRoute::ScriptAsync
route.list.push(RPG::MoveCommand.new(PBMoveRoute::Script,
[commands[i+1]]))
route.list.push(RPG::MoveCommand.new(PBMoveRoute::Wait,[0]))
i+=1
when PBMoveRoute::Jump
route.list.push(RPG::MoveCommand.new(commands[i],
[commands[i+1],commands[i+2]]))
i+=2
when PBMoveRoute::Graphic
route.list.push(RPG::MoveCommand.new(commands[i],
[commands[i+1],commands[i+2],commands[i+3],commands[i+4]]))
i+=4
else
route.list.push(RPG::MoveCommand.new(commands[i]))
end
i+=1
end
route.list.push(RPG::MoveCommand.new(PBMoveRoute::ThroughOff))
route.list.push(RPG::MoveCommand.new(0))
if event
event.force_move_route(route)
end
return route
end

def pbToneChangeAll(tone, duration)
$game_screen.start_tone_change(tone,duration * 2)
for picture in $game_screen.pictures
picture.start_tone_change(tone,duration * 2) if picture
end
end

def pbShake(power,speed,frames)
$game_screen.start_shake(power,speed,frames * 2)
end

def pbFlash(color,frames)
$game_screen.start_flash(color,frames * 2)
end

def pbScrollMap(direction, distance, speed)
return if !$game_map
if speed==0
case direction
when 2
$game_map.scroll_down(distance * 128)
when 4
$game_map.scroll_left(distance * 128)
when 6
$game_map.scroll_right(distance * 128)
when 8
$game_map.scroll_up(distance * 128)
end
else
$game_map.start_scroll(direction, distance, speed);
oldx=$game_map.display_x
oldy=$game_map.display_y
loop do
Graphics.update
Input.update
if !$game_map.scrolling?
break
end
pbUpdateSceneMap
if $game_map.display_x==oldx &&
$game_map.display_y==oldy
break
end
oldx=$game_map.display_x
oldy=$game_map.display_y
end
end
end





and make a new script file and just put this in there:

$Graphics_height= 384

IceGod64
December 26th, 2010, 02:05 PM
$Graphics_height= 384

Single-screen?
Ice God approves.

However, you mad want to use CODE instead of SPOILER, as the emoticons seem to mess up the copy + paste process.

venom12
December 26th, 2010, 02:09 PM
Tommorow i will work on some updates so check for that, i will try to fix menu.

Geeked
December 26th, 2010, 07:03 PM
I'll look for those updates, I really want to use this.

PietroMaker96
December 27th, 2010, 04:03 PM
-resolved-

pokedex lacking in the balance

sorry for my English but I am Italian =3

tylerab01
December 29th, 2010, 11:58 AM
I noticed there was a lot of lag, and the battle system was kinda buggy but I belive that it will get better as you go!

PietroMaker96
December 29th, 2010, 06:08 PM
but how do you now to enter the menu "Debug"?
with the F9 key does not work

zingzags
December 29th, 2010, 07:54 PM
@ above easy fix:

in Scene_Map

if$DEBUG && Input.trigger?(Input::F6)
pbDebugMenu
end
under:

f Input.trigger?(Input::F5)
unless pbMapInterpreterRunning?
$PokemonTemp.keyItemCalling = true if $PokemonTemp
end
end
Instead of F9 it would b F6 now.

but it works.

Ifan
December 29th, 2010, 11:29 PM
How to add new vs sequence ?

venom12
December 30th, 2010, 03:13 AM
How to add new vs sequence ?

To add new vs sequwnce simply put in Graphics/Vs/bar_here name of trainer like
bar_Brock and face_brock and simply name the event Leader.

Delta Stream
December 30th, 2010, 08:28 AM
I wanna try this. but Dropbox is acting up.

D;

venom12
December 30th, 2010, 10:43 AM
Ok here is new version of DS Kit. Lags are reduced fixed some things.

http://dl.dropbox.com/u/4212314/Pokemon%20Essentials%20DS%20v0.2.rar

EDIT: FIXER!!!
So here is fix just replace scripts.rxdat
http://dl.dropbox.com/u/4212314/ds%20kit/Scripts.rxdata

zingzags
December 30th, 2010, 10:49 AM
two images forgot to be placed inside the graphics folder.
http://dl.dropbox.com/u/7240024/New%20Folder/dexsummary.png (http://dl.dropbox.com/u/7240024/How%20to%20use%20the%20Public%20folder.rtf)
http://dl.dropbox.com/u/7240024/New%20Folder/dexbalance.png

Delta Stream
December 30th, 2010, 11:11 AM
http://dl.dropbox.com/u/7240024/New%20Folder/dexsummary.png

dex summary link fixed

Rassalon
December 30th, 2010, 11:29 AM
Just thought i would point out that opening the bag in battle seems to fail in the sense that the screens turn black only leaving the first pokemon's icon on screen. Another thing is the gender icons seem to be misplaced in battle as well.

Delta Stream
December 30th, 2010, 11:37 AM
Just thought i would point out that opening the bag in battle seems to fail in the sense that the screens turn black only leaving the first pokemon's icon on screen. Another thing is the gender icons seem to be misplaced in battle as well.
The bolded part bothered me...:/

Rassalon
December 30th, 2010, 11:44 AM
In what way? This is what i meant:
http://i628.photobucket.com/albums/uu1/mosssky/gender.png

Delta Stream
December 30th, 2010, 11:48 AM
In what way? This is what i meant:
http://i628.photobucket.com/albums/uu1/mosssky/gender.png
Just like that.

In other news, it won't let me save. I can put up a screenshot if needed.

And now I will, because...
http://img809.imageshack.us/img809/4487/huhd.png (http://img809.imageshack.us/i/huhd.png/)

Uploaded with ImageShack.us (http://imageshack.us)
http://img809.imageshack.us/i/huhd.png/ ...

venom12
December 30th, 2010, 12:30 PM
Updated first post with fix for bag in battle still can't figure why gender icon dont show up.

Rassalon
December 30th, 2010, 12:32 PM
Well there showing just not in the correct place.
Because if you look they are appearing in the areas i have circled in the screenshot 3 posts ago.

venom12
December 30th, 2010, 12:37 PM
Yeah in yours showing look at mine dont showing look.

http://img217.imageshack.us/img217/3223/capture004.png

zingzags
December 30th, 2010, 12:44 PM
Off Topic: Rasslon can you show me how to use that wnidowd thing you made. Ill try to fix icons.

Geeked
December 30th, 2010, 01:02 PM
Wow great job so far you guys!

I'm loving this kit so far the features make this a great project, but my main concern is playability. It's still laggy and I'm wondering if it will ever be able to run as smooth as Pokemon Essentials.

Let me know.

EDIT: It's only laggy in areas with many events(Which can be a problem for really large city maps).
Also, how do I turn on the Pokemon following player script?

venom12
December 30th, 2010, 01:49 PM
I will try to fix lags but now lags are smaller. To get pokemon follow simply use pbPokemonFollow(x) where is X put your event number and remember to call event depedent or something like that.

Geeked
December 30th, 2010, 01:59 PM
I've gotten the Pokemon Following script working however when you click the Pokemon they don't say anything.

I understand lag is small, however it's very annoying.

PietroMaker96
December 30th, 2010, 07:32 PM
@ above easy fix:

in Scene_Map

if$DEBUG && Input.trigger?(Input::F6)
pbDebugMenu
end
under:

f Input.trigger?(Input::F5)
unless pbMapInterpreterRunning?
$PokemonTemp.keyItemCalling = true if $PokemonTemp
end
end
Instead of F9 it would b F6 now.

but it works.

could you post the full script already fix?

then I encountered a problem

*****img839.imageshack.us/img839/4671/problemdex.png

zingzags
December 30th, 2010, 09:04 PM
could you post the full script already fix?

then I encountered a problem

*****img839.imageshack.us/img839/4671/problemdex.png
I already know about that, its very easy to do. I just did not want to do it yet...

Geeked
December 30th, 2010, 09:37 PM
Textbox size? I've noticed it's bigger. How do I change it?

tylerab01
December 30th, 2010, 09:57 PM
I think personally you should try to put these features in PSPds because that would make that kit 100x better and then you just have to code a little and there is almost no lag!

zingzags
December 31st, 2010, 02:09 PM
Its not the menu causing the lag, I removed the menu and checked. Its the map when there is too many events.

PietroMaker96
January 1st, 2011, 11:41 PM
Textbox size? I've noticed it's bigger. How do I change it?

How do I change it? I've noticed it's bigger.

Geeked
January 1st, 2011, 11:59 PM
How do I change it? I've noticed it's bigger.

http://www.pokecommunity.com/showpost.php?p=6361882&postcount=21

I've found many more errors. I don't recommend using this until there's a stable release. It'll be easy to convert to this though.

Here's just a few errors I've found on hand:

Connections don't work - Which is a vital error, this is probably the most serious error with this.

All fishing rods don't work

Your name isn't in the correct font in the touch screen menu

In double battles once you select a target, both their names still appear at the bottom during the remainder of the battle

Still laggy

Once there's a stable release I'll be converting to this, keep up the great work though guys.

carmaniac
January 2nd, 2011, 07:32 AM
How do I change it? I've noticed it's bigger.

All I can say is don't bother using this kit if you have no idea how to code yet. Unfortunately so many people try using something to make a game with but end up having the same look with no knew systems due to people not learning coding basics.

zingzags
January 2nd, 2011, 09:15 AM
All I can say is don't bother using this kit if you have no idea how to code yet. Unfortunately so many people try using something to make a game with but end up having the same look with no knew systems due to people not learning coding basics.

Win from one of my fav person.

Geeked
January 2nd, 2011, 10:42 AM
All I can say is don't bother using this kit if you have no idea how to code yet. Unfortunately so many people try using something to make a game with but end up having the same look with no knew systems due to people not learning coding basics.

Exactly.

[25 Chars.....]

venom12
January 4th, 2011, 07:54 AM
I working on fixes for connections and for save failed after battle.

PietroMaker96
January 4th, 2011, 07:37 PM
and text box? is big

Edit:

bug in EDITOR in "Reposition Sprite"

sprite is invisible

sorry for my inglish i'm but italian xD

venom12
January 5th, 2011, 03:11 AM
I fixed connection error, fishing error, but still no idea about save fail.

p.claydon
January 5th, 2011, 06:55 AM
ok well after a quick look i've noticed a few issues:
1) slight lag no big deal
2) the follow command reorders the pokemon to what they were before i actioned the event (or at least forces pikachu back to the 1st slot)
3) 2 way battles seams to be buggy (health bars messed up and dead opponants still show for target
4) battle pokemon switch menu seams to be missing background image
5) pokegear does not show
6) the mouse screen gets the menu to switch pokemon view there data etc but the mouse does not work on the menu and the keyboard is needed
apart from that good work so far

EDIT
ok issues 2, 4 are solved and 3 partiall solved (fainted pokemon still show in target screen)
dumb me used the normal pokemon kit graphics lol)

MaTe9usz6
January 5th, 2011, 10:20 AM
The PokeGear isn't comleted yet.

p.claydon
January 5th, 2011, 11:25 AM
ok new issue
Evolution seams to be broken - essential

Suggestion
1) instead of the screens being top/bottom can they put left/right?
2) also can the option menu be added to the menu were new game and continue are stored
3) can there be multiple save games (replace continue with load)

zingzags
January 5th, 2011, 11:32 AM
ok new issue
Evolution seams to be broken - essential

Suggestion
1) instead of the screens being top/bottom can they put left/right?
2) also can the option menu be added to the menu were new game and continue are stored
3) can there be multiple save games (replace continue with load)


Evolution is not broken, I was messing w/ it yesterday, It only has to be repositioned.

p.claydon
January 5th, 2011, 11:34 AM
wot do you mean by repostiotioned every time i have a pokemon evolve the game crashes

zingzags
January 5th, 2011, 11:43 AM
wot do you mean by repostiotioned every time i have a pokemon evolve the game crashes

thats wierd mines dont crash.. does it auto save then shut off?

p.claydon
January 5th, 2011, 11:47 AM
no just comes up with an error dialog screen then closes

zingzags
January 5th, 2011, 11:54 AM
no just comes up with an error dialog screen then closes
Post an image please.

Postextend

p.claydon
January 5th, 2011, 11:58 AM
lol just edited last post but here it is again

zingzags
January 5th, 2011, 12:04 PM
lol just edited last post but here it is again

Remove pokemonFollowing v3 in the scripts, and try it again.

p.claydon
January 5th, 2011, 12:07 PM
ok that worked but now pokemon follow is broke :(

zingzags
January 5th, 2011, 12:10 PM
ok that worked but now pokemon follow is broke :(

Help-14'd pokemon Following script is causing a lot of errors so I removed it. I am not saying hes a bad coder, because he could do better than me. But it was left unfinished.

It caused the black map connection issue, and the way how other dependent events worked.

p.claydon
January 5th, 2011, 12:13 PM
ah fair enough
anyway to get the ds to beside by side instead of top/bottom

zingzags
January 5th, 2011, 12:26 PM
ah fair enough
anyway to get the ds to beside by side instead of top/bottom

Yes there is, but you need to get some knowledge of RGSS, but here I will show u one step, Change the Resolution_ script to fit ure needs. where it says width, and height. then you going to have to change alot of values around, and this and that. But I am not going to show u how to do that its too much work.

p.claydon
January 5th, 2011, 12:36 PM
ah so a lot of messing around well thx anyway will work on it.

ok i must be missing something but were can i change the default screen back to 480X320 per screen (or will that cause to many issues?)
(top screen 480X320, bottom screen 480X320)

zingzags
January 10th, 2011, 04:05 PM
*Drum Rolls Please*
Well took a lot of hard work on both sides (weird errors, I mean like very weird *Well that is pokemon Essentials for you* and so forth), but we please no release version three of PEDS (http://dl.dropbox.com/u/7240024/Pokemon%20Essentials%20DS%20v3.zip).
Credits on the first post, and change log...
Please post any errors you get.

Edit V3.1: Fixed evo scene, and made sprite update in map, redownload the link above.
Edit V3.2: Fixed Dependent events completely (Trainer run w/ pokemon, and other events + Jumping over events....)
Didn't expect to do all this fixing today, but yea that is it for tonight.

MaTe9usz6
January 11th, 2011, 07:23 AM
When i click SIZE in Pokedex. This error:

---------------------------
Pokemon DS
---------------------------
Exception: NoMethodError
Message: undefined method `width' for nil:NilClass
PokemonPokedex:755:in `pbBalanceScene'
PokemonPokedex:618:in `pbBalanceEntry'
PokemonPokedex:444:in `pbDexEntry'
PokemonPokedex:366:in `loop'
PokemonPokedex:477:in `pbDexEntry'
PokemonPokedex:363:in `pbActivateWindow'
PokemonPokedex:363:in `pbDexEntry'
PokemonPokedex:235:in `pbPokedex'
PokemonPokedex:81:in `loop'
PokemonPokedex:354:in `pbPokedex'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

End gender display wrong in double battles ( in single battles is doesn;t display in opponent pokemon):

https://dl.dropbox.com/u/12173118/Essentials%20DS/doublesgender.png



P.S.
Sorry for my English. I don't speak very well. I'm Polish.

Rassalon
January 11th, 2011, 09:15 AM
Just trying it now. The archive seems to be corrupted.

PietroMaker96
January 11th, 2011, 11:16 AM
i wait a new version of Starter Kit DS to use

the work is fantastic and cool scripting

Buon Lavoro (italian speak xDD)

venom12
January 11th, 2011, 11:36 AM
Rassalon archives arent corrupted download it again it works great, soon will be new version with beta of pokegear so just wait :P

zingzags
January 11th, 2011, 11:55 AM
When i click SIZE in Pokedex. This error:

---------------------------
Pokemon DS
---------------------------
Exception: NoMethodError
Message: undefined method `width' for nil:NilClass
PokemonPokedex:755:in `pbBalanceScene'
PokemonPokedex:618:in `pbBalanceEntry'
PokemonPokedex:444:in `pbDexEntry'
PokemonPokedex:366:in `loop'
PokemonPokedex:477:in `pbDexEntry'
PokemonPokedex:363:in `pbActivateWindow'
PokemonPokedex:363:in `pbDexEntry'
PokemonPokedex:235:in `pbPokedex'
PokemonPokedex:81:in `loop'
PokemonPokedex:354:in `pbPokedex'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

End gender display wrong in double battles ( in single battles is doesn;t display in opponent pokemon):

https://dl.dropbox.com/u/12173118/Essentials%20DS/doublesgender.png



P.S.
Sorry for my English. I don't speak very well. I'm Polish.
Dexter is not bugged, just start a new game file, or if you know how to start a variable just do that.

Repleace Dependent Events with this, its another fix (will be added in v0.3.3)



class PokemonTemp
attr_accessor :dependentEvents
def dependentEvents
@dependentEvents=DependentEvents.new if !@dependentEvents
return @dependentEvents
end
end

def pbRemoveDependencies()
$PokemonTemp.dependentEvents.removeAllEvents()
pbDeregisterPartner() rescue nil
end

def pbAddDependency(event)
$PokemonTemp.dependentEvents.addEvent(event)
end
def pbRemoveDependency(event)
$PokemonTemp.dependentEvents.removeEvent(event)
end

def pbAddDependency2(eventID, eventName, commonEvent)
$PokemonTemp.dependentEvents.addEvent($game_map.events[eventID],eventName,commonEvent)
end
#
# Gets the Game_Character object associated with a dependent event.
#
def pbGetDependency(eventName)
return $PokemonTemp.dependentEvents.getEventByName(eventName)
end
def pbRemoveDependency2(eventName)
$PokemonTemp.dependentEvents.removeEventByName(eventName)
end

class PokemonGlobalMetadata
attr_accessor :dependentEvents
def dependentEvents
@dependentEvents=[] if !@dependentEvents
return @dependentEvents
end
end

class Game_Event
def pages
return @event.pages
end
def set_starting
@starting=true
end
end

def pbTestPass(follower,x,y,direction=nil)
return $MapFactory.isPassableStrict?(follower.map.map_id,x,y,follower)
end
def removeAllEvents
events=$PokemonGlobal.dependentEvents
events.clear
@realEvents.clear
@lastUpdate+=1
end
def getEventByName(name)
events=$PokemonGlobal.dependentEvents
for i in 0...events.length
if events[i] && events[i][8]==name # Arbitrary name given to dependent event
return @realEvents[i]
end
end
return nil
end


def pbTurnTowardEvent(event,otherEvent)
sx = event.x - otherEvent.x
sy = event.y - otherEvent.y
if sx == 0 and sy == 0
return
end
if sx.abs > sy.abs
sx > 0 ? event.turn_left : event.turn_right
else
sy > 0 ? event.turn_up : event.turn_down
end
end

def pbMoveBehindEvent(leader,follower)
d=leader.direction
newX = leader.x + (d == 6 ? -1 : d == 4 ? 1 : 0)
newY = leader.y + (d == 2 ? -1 : d == 8 ? 1 : 0)
if follower.x!=newX || follower.y!=newY
follower.moveto(newX,newY)
end
case leader.direction
when 2 # down
follower.turn_down
when 4 # left
follower.turn_left
when 6 # right
follower.turn_right
when 8 # up
follower.turn_up
end
end

def pbTestPass(follower,x,y,direction)
oldThrough=follower.through
follower.through=true
ret=follower.passableStrict?(x,y,direction)
follower.through=oldThrough
return ret
end

def moveThrough(follower,direction)
oldThrough=follower.through
follower.through=true
case direction
when 2 # down
follower.move_down
when 4 # left
follower.move_left
when 6 # right
follower.move_right
when 8 # up
follower.move_up
end
follower.through=oldThrough
end

#def moveThrough(follower,direction)
# deltaX=(direction == 6 ? 1 : direction == 4 ? -1 : 0)
# deltaY=(direction == 2 ? 1 : direction == 8 ? -1 : 0)
# newX = follower.x + deltaX
# newY = follower.y + deltaY
# oldThrough=follower.through
# follower.through=true
# case direction
# when 2 # down
# follower.move_down
# when 4 # left
# follower.move_left
# when 6 # right
# follower.move_right
# when 8 # up
# follower.move_up
# end
# follower.through=oldThrough
#end

def moveFancy(follower,direction)
deltaX=(direction == 6 ? 1 : (direction == 4 ? -1 : 0))
deltaY=(direction == 2 ? 1 : (direction == 8 ? -1 : 0))
newX = follower.x + deltaX
newY = follower.y + deltaY
# Move if new position is the player's, or the new
# position is passable, or the current position is
# not passable
if ($game_player.x==newX && $game_player.y==newY) ||
pbTestPass(follower,newX,newY,0) ||
!pbTestPass(follower,follower.x,follower.y,0)
oldThrough=follower.through
follower.through=true
case direction
when 2 # down
follower.move_down
when 4 # left
follower.move_left
when 6 # right
follower.move_right
when 8 # up
follower.move_up
end
follower.through=oldThrough
end
end

def jumpFancy(follower,direction)
deltaX=(direction == 6 ? 2 : (direction == 4 ? -2 : 0))
deltaY=(direction == 2 ? 2 : (direction == 8 ? -2 : 0))
halfDeltaX=(direction == 6 ? 1 : (direction == 4 ? -1 : 0))
halfDeltaY=(direction == 2 ? 1 : (direction == 8 ? -1 : 0))
middle=pbTestPass(follower,follower.x+halfDeltaX,follower.y+halfDeltaY,0)
ending=pbTestPass(follower,follower.x+deltaX, follower.y+deltaY, 0)
if middle
moveFancy(follower,direction)
moveFancy(follower,direction)
elsif ending
if pbTestPass(follower,follower.x,follower.y,0)
follower.jump(deltaX,deltaY)
else
moveThrough(follower,direction)
moveThrough(follower,direction)
end
end
end

def pbFancyMoveTo(follower,newX,newY)
if follower.x-newX==-1 && follower.y==newY
moveFancy(follower,6)
elsif follower.x-newX==1 && follower.y==newY
moveFancy(follower,4)
elsif follower.y-newY==-1 && follower.x==newX
moveFancy(follower,2)
elsif follower.y-newY==1 && follower.x==newX
moveFancy(follower,8)
elsif follower.x-newX==-2 && follower.y==newY
jumpFancy(follower,6)
elsif follower.x-newX==2 && follower.y==newY
jumpFancy(follower,4)
elsif follower.y-newY==-2 && follower.x==newX
jumpFancy(follower,2)
elsif follower.y-newY==2 && follower.x==newX
jumpFancy(follower,8)
elsif follower.x!=newX || follower.y!=newY
follower.moveto(newX,newY)
end
end

def pbFollowEvent(leader,follower)
d=leader.direction
deltaX=(d == 6 ? -1 : d == 4 ? 1 : 0)
deltaY=(d == 2 ? -1 : d == 8 ? 1 : 0)
newX = leader.x + deltaX
newY = leader.y + deltaY
posX = newX + deltaX
posY = newY + deltaY
if (follower.x-newX==-1 && follower.y==newY) ||
(follower.x-newX==1 && follower.y==newY) ||
(follower.y-newY==-1 && follower.x==newX) ||
(follower.y-newY==1 && follower.x==newX) ||
(follower.x-newX==-2 && follower.y==newY) ||
(follower.x-newX==2 && follower.y==newY) ||
(follower.y-newY==-2 && follower.x==newX) ||
(follower.y-newY==2 && follower.x==newX)
pbFancyMoveTo(follower,newX,newY)
elsif follower.x!=posX || follower.y!=posY
pbFancyMoveTo(follower,posX,posY)
pbFancyMoveTo(follower,newX,newY)
end
end



class DependentEvents
def createEvent(eventData)
rpgEvent=RPG::Event.new(eventData[3],eventData[4])
rpgEvent.id=eventData[1]
newEvent=Game_Event.new(eventData[0],rpgEvent,
$MapFactory.getMap(eventData[2]))
newEvent.character_name=eventData[6]
newEvent.character_hue=eventData[7]
# Call common event
if eventData[9]
commonEvent=Game_CommonEvent.new(eventData[9])
newEvent.pages[0].list=commonEvent.list
end
case eventData[5] # direction
when 2 # down
newEvent.turn_down
when 4 # left
newEvent.turn_left
when 6 # right
newEvent.turn_right
when 8 # up
newEvent.turn_up
end
return newEvent
end
attr_reader :lastUpdate
def initialize
# Original map, Event ID, Current map, X, Y, Direction
events=$PokemonGlobal.dependentEvents
@realEvents=[]
@lastUpdate=-1
for event in events
@realEvents.push(createEvent(event))
end
end
def pbEnsureEvent(event, newMapID)
events=$PokemonGlobal.dependentEvents
found=-1
for i in 0...events.length
# Check original map ID and original event ID
if events[i][0]==event.map_id &&
events[i][1]==event.id
# Change current map ID
events[i][2]=newMapID
newEvent=createEvent(events[i])
# Replace event
@realEvents[i]=newEvent
@lastUpdate+=1
return i
end
end
return -1
end
def pbFollowEventAcrossMaps(leader,follower,instant=false,leaderIsTrueLeader=true)
d=leader.direction
areConnected=$MapFactory.areConnected?(leader.map.map_id,follower.map.map_id)
# Get the rear facing tile of leader
facingDirection=[0,0,8,0,6,0,4,0,2][d]
if !leaderIsTrueLeader && areConnected
relativePos=$MapFactory.getThisAndOtherEventRelativePos(leader,follower)
if (relativePos[1]==0 && relativePos[0]==2) # 2 spaces to the right of leader
facingDirection=6
elsif (relativePos[1]==0 && relativePos[0]==-2) # 2 spaces to the left of leader
facingDirection=4
elsif relativePos[1]==-2 && relativePos[0]==0 # 2 spaces above leader
facingDirection=8
elsif relativePos[1]==2 && relativePos[0]==0 # 2 spaces below leader
facingDirection=2
end
end
facings=[facingDirection] # Get facing from behind
facings.push([0,0,4,0,8,0,2,0,6][d]) # Get right facing
facings.push([0,0,6,0,2,0,8,0,4][d]) # Get left facing
if !leaderIsTrueLeader
facings.push([0,0,2,0,4,0,6,0,8][d]) # Get forward facing
end
mapTile=nil
if areConnected
bestRelativePos=-1
oldthrough=follower.through
follower.through=false
for i in 0...facings.length
facing=facings[i]
tile=$MapFactory.getFacingTile(facing,leader)
passable=tile && $MapFactory.isPassableStrict?(tile[0],tile[1],tile[2],follower)
if i==0 && !passable && tile &&
$MapFactory.getTerrainTag(tile[0],tile[1],tile[2])==PBTerrain::Ledge
# If the tile isn't passable and the tile is a ledge,
# get tile from further behind
tile=$MapFactory.getFacingTileFromPos(tile[0],tile[1],tile[2],facing)
passable=tile && $MapFactory.isPassableStrict?(tile[0],tile[1],tile[2],follower)
end
if passable
relativePos=$MapFactory.getThisAndOtherPosRelativePos(
follower,tile[0],tile[1],tile[2])
distance=Math.sqrt(relativePos[0]*relativePos[0]+relativePos[1]*relativePos[1])
if bestRelativePos==-1 || bestRelativePos>distance
bestRelativePos=distance
mapTile=tile
end
if i==0 && distance<=1 # Prefer behind if tile can move up to 1 space
break
end
end
end
follower.through=oldthrough
else
tile=$MapFactory.getFacingTile(facings[0],leader)
passable=tile && $MapFactory.isPassableStrict?(
tile[0],tile[1],tile[2],follower)
mapTile=passable ? mapTile : nil
end
if mapTile && follower.map.map_id==mapTile[0]
# Follower is on same map
newX=mapTile[1]
newY=mapTile[2]
deltaX=(d == 6 ? -1 : d == 4 ? 1 : 0)
deltaY=(d == 2 ? -1 : d == 8 ? 1 : 0)
posX = newX + deltaX
posY = newY + deltaY
follower.move_speed=leader.move_speed # sync movespeed
if (follower.x-newX==-1 && follower.y==newY) ||
(follower.x-newX==1 && follower.y==newY) ||
(follower.y-newY==-1 && follower.x==newX) ||
(follower.y-newY==1 && follower.x==newX)
if instant
follower.moveto(newX,newY)
else
pbFancyMoveTo(follower,newX,newY)
end
elsif (follower.x-newX==-2 && follower.y==newY) ||
(follower.x-newX==2 && follower.y==newY) ||
(follower.y-newY==-2 && follower.x==newX) ||
(follower.y-newY==2 && follower.x==newX)
if instant
follower.moveto(newX,newY)
else
pbFancyMoveTo(follower,newX,newY)
end
elsif follower.x!=posX || follower.y!=posY
if instant
follower.moveto(newX,newY)
else
pbFancyMoveTo(follower,posX,posY)
pbFancyMoveTo(follower,newX,newY)
end
end
pbTurnTowardEvent(follower,leader)
else
if !mapTile
# Make current position into leader's position
mapTile=[leader.map.map_id,leader.x,leader.y]
end
if follower.map.map_id==mapTile[0]
# Follower is on same map as leader
follower.moveto(leader.x,leader.y)
pbTurnTowardEvent(follower,leader)
else
# Follower will move to different map
events=$PokemonGlobal.dependentEvents
eventIndex=pbEnsureEvent(follower,mapTile[0])
if eventIndex>=0
newFollower=@realEvents[eventIndex]
newEventData=events[eventIndex]
newFollower.moveto(mapTile[1],mapTile[2])
newEventData[3]=mapTile[1]
newEventData[4]=mapTile[2]
if mapTile[0]==leader.map.map_id
pbTurnTowardEvent(follower,leader)
end
end
end
end
end
def debugEcho
self.eachEvent {|e,d|
echoln d
echoln [e.map_id,e.map.map_id,e.id]
}
end
def pbMapChangeMoveDependentEvents
events=$PokemonGlobal.dependentEvents
updateDependentEvents
leader=$game_player
for i in 0...events.length
event=@realEvents[i]
pbFollowEventAcrossMaps(leader,event,true,i==0)
# Update X and Y for this event
events[i][3]=event.x
events[i][4]=event.y
events[i][5]=event.direction
# Set leader to this event
leader=event
end
end
def pbMoveDependentEvents
events=$PokemonGlobal.dependentEvents
updateDependentEvents
leader=$game_player
for i in 0...events.length
event=@realEvents[i]
pbFollowEventAcrossMaps(leader,event,false,i==0)
# Update X and Y for this event
events[i][3]=event.x
events[i][4]=event.y
events[i][5]=event.direction
# Set leader to this event
leader=event
end
end
def pbJumpDependentEvents
pbMoveDependentEvents
end
def pbTurnDependentEvents
events=$PokemonGlobal.dependentEvents
updateDependentEvents
leader=$game_player
for i in 0...events.length
event=@realEvents[i]
pbTurnTowardEvent(event,leader)
# Update direction for this event
events[i][5]=event.direction
# Set leader to this event
leader=event
end
end
def eachEvent
events=$PokemonGlobal.dependentEvents
for i in 0...events.length
yield @realEvents[i],events[i]
end
end
def updateDependentEvents
events=$PokemonGlobal.dependentEvents
return if events.length==0
for i in 0...events.length
event=@realEvents[i]
if (event.jumping? || event.moving?) || !($game_player.jumping? || $game_player.moving?) then
event.update
elsif !event.starting
event.set_starting
event.update
event.clear_starting
end
events[i][3]=event.x
events[i][4]=event.y
events[i][5]=event.direction
end
# Check event triggers
if Input.trigger?(Input::C) && !pbMapInterpreterRunning?
# Get position of tile facing the player
facingTile=$MapFactory.getFacingTile()
self.eachEvent {|e,d|
next if !d[9]
if e.x==$game_player.x && e.y==$game_player.y
# On same position
if not e.jumping? # and e.over_trigger? ##TODO: Commented out for VX compat
$game_temp.common_event_id = d[9]
end
elsif facingTile && e.map.map_id==facingTile[0] &&
e.x==facingTile[1] && e.y==facingTile[2]
# On facing tile
if not e.jumping? # and !e.over_trigger? ##TODO: Commented out for VX compat
$game_temp.common_event_id = d[9]
end
end
}
end
end
def removeEvent(event)
events=$PokemonGlobal.dependentEvents
mapid=$game_map.map_id
for i in 0...events.length
if events[i][2]==mapid && # Refer to current map
events[i][0]==event.map_id && # Event's map ID is original ID
events[i][1]==event.id
events[i]=nil
@realEvents[i]=nil
@lastUpdate+=1
end
events.compact!
@realEvents.compact!
end
end
def removeEventByName(name)
events=$PokemonGlobal.dependentEvents
mapid=$game_map.map_id
for i in 0...events.length
if events[i] && events[i][8]==name # Arbitrary name given to dependent event
events[i]=nil
@realEvents[i]=nil
@lastUpdate+=1
end
events.compact!
@realEvents.compact!
end
end
def addEvent(event,eventName=nil,commonEvent=nil)
events=$PokemonGlobal.dependentEvents
for i in 0...events.length
if events[i] && events[i][0]==$game_map.map_id &&
events[i][1]==event.id
# Already exists
return
end
end
# Original map ID, original event ID, current map ID,
# event X, event Y, event direction, event's filename,
# event's hue, event's name, common event ID
eventData=[
$game_map.map_id,event.id,$game_map.map_id,
event.x,event.y,event.direction,
event.character_name.clone,
event.character_hue,eventName,commonEvent
]
newEvent=createEvent(eventData)
events.push(eventData)
@realEvents.push(newEvent)
@lastUpdate+=1
event.erase
end
end

class DependentEventSprites
def refresh
for sprite in @sprites
sprite.dispose
end
@sprites.clear
$PokemonTemp.dependentEvents.eachEvent {|event,data|
if data[0]==@map.map_id # Check original map
@map.events[data[1]].erase
end
if data[2]==@map.map_id # Check current map
@sprites.push(Sprite_Character.new(@viewport,event))
end
}
end
def initialize(viewport,map)
@disposed=false
@sprites=[]
@map=map
@viewport=viewport
refresh
@lastUpdate=nil
end
def update
if $PokemonTemp.dependentEvents.lastUpdate!=@lastUpdate
refresh
@lastUpdate=$PokemonTemp.dependentEvents.lastUpdate
end
for sprite in @sprites
sprite.update
end
end
def dispose
return if @disposed
for sprite in @sprites
sprite.dispose
end
@sprites.clear
@disposed=true
end
def disposed?
@disposed
end
end

Events.onSpritesetCreate+=proc{|sender,e|
spriteset=e[0] # Spriteset being created
viewport=e[1] # Viewport used for tilemap and characters
map=spriteset.map # Map associated with the spriteset (not necessarily the current map).
spriteset.addUserSprite(DependentEventSprites.new(viewport,map))
}

Events.onMapSceneChange+=proc{|sender,e|
scene=e[0]
mapChanged=e[1]
if mapChanged
$PokemonTemp.dependentEvents.pbMapChangeMoveDependentEvents
end
}
R

PietroMaker96
January 15th, 2011, 07:38 PM
There are many bugs

in pokedex

in the double fight

and the coordinates of the signal "male female " are wrong

sorry for my crappy english but I'm Italian = D

zingzags
January 15th, 2011, 07:55 PM
There are many bugs

in pokedex

in the double fight

and the coordinates of the signal "male female " are wrong

sorry for my crappy english but I'm Italian = D
One there is no bugs in the pokedex, two the signs have to be repositioned.

PietroMaker96
January 15th, 2011, 08:10 PM
instead there is a bug in the pokedex

here it is when you click on "size"

http://img88.imageshack.us/img88/5529/errorgh.png

zingzags
January 15th, 2011, 08:48 PM
instead there is a bug in the pokedex

here it is when you click on "size"

http://img88.imageshack.us/img88/5529/errorgh.png

did u start new game?, or set the gender variable to your gender 1 = male, 2 = female.

PietroMaker96
January 15th, 2011, 09:50 PM
what is the "call script" to get the pokedex?

oh sorry!

the problem is in "continue"

in New game no problem =)

O.T. : How do I delete the old save?

zingzags
January 15th, 2011, 10:04 PM
what is the "call script" to get the pokedex?

oh sorry!

the problem is in "continue"

in New game no problem =)

O.T. : How do I delete the old save?

No the real problem is that the variable wasn't defined, to delete the old save, save in new game or delete the game.rxdata. Well I am going to sleep now bye...

PietroMaker96
January 20th, 2011, 05:45 AM
new's?

resolved Pokègear Bug?

impossible entry in pokegear

click the bottom left in Game = Debug is it BUG!

carmaniac
January 20th, 2011, 08:01 AM
new's?

resolved Pokègear Bug?

impossible entry in pokegear

click the bottom left in Game = Debug is it BUG!

Do you even know how to code? Or have you even looked into the menu script, you might find something interesting like a debug button coded into it... so no it's not a bug.

Parismessios3
January 21st, 2011, 04:11 PM
Hello, I copied some scripts and now I am getting this error:

Exception: NoMethodError

Message: undefined method `isDarkWindowskin' for #<Window_AdvancedTextPokemon:0xb9d3228>

SpriteWindow (EDIT):914:in `getDefaultTextColors'

SpriteWindow (EDIT):3371:in `initialize'

PokemonLoad:30:in `new'

PokemonLoad:30:in `pbStartScene'

PokemonLoad:313:in `pbStartLoadScreen'

DebugIntro:6:in `main'

Main:38:in `mainFunctionDebug'

Main:16:in `mainFunction'

Main:16:in `pbCriticalCode'

Main:16:in `mainFunction'

How can I fix it?

carmaniac
January 21st, 2011, 04:19 PM
Hello, I copied some scripts and now I am getting this error:

Exception: NoMethodError

Message: undefined method `isDarkWindowskin' for #<Window_AdvancedTextPokemon:0xb9d3228>

SpriteWindow (EDIT):914:in `getDefaultTextColors'

SpriteWindow (EDIT):3371:in `initialize'

PokemonLoad:30:in `new'

PokemonLoad:30:in `pbStartScene'

PokemonLoad:313:in `pbStartLoadScreen'

DebugIntro:6:in `main'

Main:38:in `mainFunctionDebug'

Main:16:in `mainFunction'

Main:16:in `pbCriticalCode'

Main:16:in `mainFunction'

How can I fix it?

Not helpful when you say you copied some scripts, you copied some scripts from what to where? Cause if you're copying the scripts from here to a different project you'll find that will happen when this isn't exactly a script resource.

Parismessios3
January 21st, 2011, 04:34 PM
I mean that I copied the menu from this starter kit to a game which I will never upload (I'm doing it just for fan) and I had to copy SpriteWindow script (I was using an old starter kit) and now I have that error above

agus_my9
January 21st, 2011, 06:07 PM
Hello!
There is an error in the Pokemon Following character, when you browse in the game, the pokemon disappears and there is no way to do that you continue again. In the original script by pressing "A" may return to appear, but this script doesn't. Try to fix it, but I couldn't because if I modify the Pokemon Following character, the script spriteset_map is corrupted.

Sorry for my English, I am Argentine.

carmaniac
January 22nd, 2011, 03:19 AM
I mean that I copied the menu from this starter kit to a game which I will never upload (I'm doing it just for fan) and I had to copy SpriteWindow script (I was using an old starter kit) and now I have that error above

You got that error for the simple fact it's only compatible for this kit XD. But you can make your own menu script like this one quite easy if you know only basic coding then I can give you a hand of making one.

Parismessios3
January 23rd, 2011, 02:14 PM
No, thank you, I decided to convert my game completely to this kit. BTW, I think I have fixed the genders in battles

venom12
January 24th, 2011, 04:45 AM
Ok new version probably coming today.
Here is change log.

LINK:
http://dl.dropbox.com/u/4212314/ds%20kit/Pokemon%20essentials%20DS%200.3.4.rar

Talk button on map.
Fixed Save failing issue thanks to luka sj
Some things done in pokegear so its first beta of pokegear
Added gender selection on intro.
Edited Graphics for Pokemon Screen
Fixed Inputs for Pokemon Entry
8 pockets in bag, i just edited it little to work with old version of starter kit.
Honey Trees by venom12
Unown Puzzles Help-14 Need tobe finished

Parismessios3
January 25th, 2011, 10:49 AM
I have found a bug in the pokemon summary. If you have a Pokemon at level 100, then pokemonsummary will display an error Division by zero at line 418 at PokemonSummary script.

Geeked
January 26th, 2011, 01:26 AM
Wow, I'm impressed. Lag still hasn't been reduced, but the features are superb. Next release or the one after the next could be a 1.0 release, because it's only smaller things needed now. I'm glad to say that I've finally converted my project over to this since It's progressing well, just keep up the great work. Here's my bug report though:

More Double battles Errors:
Seems that double battles always have errors >_>

Picture 1: When selecting a target with your second Pokemon there's no BG behind the left selection.
Side Note: Wow I manage to capture it when Magnemite disappears for a slight second, because of him being hovered over in the selection.

Picture 2: It gives you an option with blank BG's when selecting a target with your second Pokemon even after one of your opponents Pokemon has fainted.

Other Errors:

You can't select any buttons once you've selected the Map Icon in Pokegear.

I'll keep you guys posted if I come across anymore bugs.

zingzags
January 26th, 2011, 04:20 PM
Hey Guys, I am back sorry i did not have any internet connection while in my short period break.

I will start helping on the kit around this week, but right now I want to relax.

@ above: Venom said it was a beta of the pokegear.

Geeked
January 26th, 2011, 04:25 PM
@Zingzags, yea I know I was just pointing it in case it was a mistake. Also, do you mind getting on MSN?

helmy96
February 2nd, 2011, 08:22 PM
Dang i cant wait for this!!!

PokemonManiac1
February 3rd, 2011, 10:59 AM
How can i use the unown puzzle???

oldsnake90
February 5th, 2011, 06:39 AM
in battle if you press c (the action comand) it will keep the pokemons image on the moves screen.

Good job with it.

SkyLink
February 5th, 2011, 08:27 AM
How can I start a wild battle with an event.
I used the following commands:

pbWildBattle(261,02)
pbWildBattle(POOCHYENA,02)
pbWildBattle(PBSpecies::261,02)
pbWildBattle(PBSpecies:: POOCHYENA,02)

with every command I got errors

venom12
February 6th, 2011, 08:20 AM
Time for update, so i want to get 4th gen moves, abilities to work with essentials ds, it will take some time.

PietroMaker96
February 6th, 2011, 09:12 AM
I look forward to a new version: D

oldsnake90
February 6th, 2011, 09:19 AM
Will you be able in the future to use the keyboard to use moves like the ds games in battle.

SkyLink
February 7th, 2011, 09:45 AM
Hello?
Do I get an answer please?

carmaniac
February 7th, 2011, 09:56 AM
Hello?
Do I get an answer please?

You can't do anything about it unless you're a scriptor as it's just an essentials problem due to the latest version.

SkyLink
February 7th, 2011, 01:49 PM
In the version of Poccil it works.

There is a map-event because of a
Scene of the story, a wild battle would to start.

Ok I am not a scriptor.
But why does not work in the DS version?

carmaniac
February 7th, 2011, 01:54 PM
In the version of Poccil it works.

There is a map-event because of a
Scene of the story, a wild battle would to start.

Ok I am not a scriptor.
But why does not work in the DS version?

Because this kit uses parts of the latest version of essentials which has annoying bugs like the one you are experiencing where there is no known way to set up a wild battle. My guess would be to wait a bit until there is a fix for it.

venom12
February 7th, 2011, 02:48 PM
Meh it very simple, pbWildBattle(PBSpecies::POOCHYENA,5,10)

where is 5 is level where 10 is variable.

EDIT:
If you have propositions what i could add into Essentials DS post.

Geeked
February 7th, 2011, 03:55 PM
How about fixed double battles, and wild double battles.

SkyLink
February 7th, 2011, 04:06 PM
@ Carmaniac
Ok well I have to wait.

@ Venom12
Even with the 10... Error!

Propositions:
- The bike button in the HGSS menue
- Animated title screen
- Remove the Pokemon Character Sets

The number of Pokemon character sets is overkill!
You have the Overworld Character Sets total of 3 in the kit.
Far too much memory and too large RAR / ZIP archive

Not every person has a high-quality Internet
______________________________________________________________

Here is the Error.

Exception: RuntimeError
Message: Script error within event 19, map 44 (ROUTE 104):
Exception: SyntaxError

Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(PBSpecies::POOCHYENA,5,10)
^

***Line '(PBSpecies::POOCHYENA,5,10)' shouldn't begin with '(', try putting '(' at the end of the last line

***Full script:
pbWildBattle
(PBSpecies::POOCHYENA,5,10)

Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Heart Gold Soul Silver Menu:124:in `main


Stupid automatic Smileys..... -.-

venom12
February 9th, 2011, 03:34 AM
SkyLink put it like this in event.


pbWildBattle(
PBSpecies::POOCHYENA,5,10)

SkyLink
February 9th, 2011, 02:16 PM
Exception: RuntimeError

Message: Script error within event 20, map 44 (ROUTE 104):

Exception: NameError

Message: Section065:649:in `pbFromPBMove'(eval):1:in `pbFromPBMove'uninitialized constant PokeBattle_Move::PokeBattle_Move_FE

***Full script:

pbWildBattle(
PBSpecies::POOCHYENA,5,10)

Interpreter:239:in `pbExecuteScript'
PokeBattle_Battle:316:in `eval'
PokeBattle_Move:649:in `pbFromPBMove'
PokeBattle_Battle:316:in `initialize'
PokemonField:870:in `new'
PokemonField:870:in `pbWildBattle'

(eval):2:in `pbExecuteScript'

Interpreter:1583:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Heart Gold Soul Silver Menu:131:in `main'


I would find it great if you would revise the problem in the next update

gsorby
February 10th, 2011, 03:57 PM
Probably just a minor bug that could easily be fixed. I'll look into it.

SkyLink
February 11th, 2011, 06:59 AM
Ok the thing with the event wild battle has been fixed.
I would just have to compile data.

Now I have another problem ..

pbAddPokemonSilent(PBSpecies::MUDKIP,5)


Exception: RuntimeError
Message: Script error within event 3, map 39 (ROUTE 101):
Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
***Line '(PBSpecies::MUDKIP,5)' shouldn't begin with '(', try putting '(' at
the end of the last line
***Full script:
pbAddPokemonSilent
(PBSpecies::MUDKIP,5)


Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Heart Gold Soul Silver Menu:131:in `main'

oldsnake90
February 12th, 2011, 10:45 AM
Hopefully you can get a update for it soon

carmaniac
February 12th, 2011, 11:23 AM
Ok the thing with the event wild battle has been fixed.
I would just have to compile data.

Now I have another problem ..

pbAddPokemonSilent(PBSpecies::MUDKIP,5)


Exception: RuntimeError
Message: Script error within event 3, map 39 (ROUTE 101):
Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
***Line '(PBSpecies::MUDKIP,5)' shouldn't begin with '(', try putting '(' at
the end of the last line
***Full script:
pbAddPokemonSilent
(PBSpecies::MUDKIP,5)


Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Heart Gold Soul Silver Menu:131:in `main'


You've got that problem because your doing it wrong.
It should be:
pbAddPokemonSilent(
PBSpecies::MUDKIP,5)

oldsnake90
February 13th, 2011, 07:16 PM
I found out you dont get EX to level up.

SkyLink
February 15th, 2011, 12:03 PM
@carmaniac

Thx... it works....^^


Here is my next question.

How to start a TrainerBattle with the VS sequence?

venom12
February 15th, 2011, 12:44 PM
simply name the event with leader "Leader", remember to put the graphics in folder Pictures/Vs like bar_Roxanne face_roxanne

nmorr
February 15th, 2011, 02:17 PM
Looks cool,
The only thing I don't like is the LAG.

SkyLink
February 17th, 2011, 08:08 AM
Ok thanks.

This brings me to more questions.

1.
How can I remove the Sinnoh Pokemon from the index?
My game is a remake of Pokemon Emerald and I don´t need the
Sinnoh Pokemon.

2.
How I can light up the windows of my buildings at night?
With MapEvents ...
I know called "RegularTone"
But the lighted windows should be gone when it is day.

Is there a switch or a variable??

carmaniac
February 17th, 2011, 08:19 AM
Ok thanks.

This brings me to more questions.

1.
How can I remove the Sinnoh Pokemon from the index?
My game is a remake of Pokemon Emerald and I don´t need the
Sinnoh Pokemon.

2.
How I can light up the windows of my buildings at night?
With MapEvents ...
I know called "RegularTone"
But the lighted windows should be gone when it is day.

Is there a switch or a variable??

You're asking normal essential questions now xD, I believe if you want to make a specific house light glow you would have to find in the scripts where Outdoorlight is defined.
And removing Sinnoh Pokemon is easy, if you know all the names just going into the pokemon .txt file and simply remove their names from it and every other file that contains them.

SkyLink
February 17th, 2011, 05:22 PM
Yes, I just wanted to ask for it^^

The outdoor light script controls only a Picture ..
But I want to do with events and character sets.

Ok

triggerhappymonk
February 20th, 2011, 11:56 AM
I have a major problem. hopefully someone could help me out.

Exception: TypeError
Message: cannot convert nil into String
PokemonField:628:in `+'
PokemonField:628:in `pbBattleAnimation'
PokemonField:858:in `pbWildBattle'
PokemonDebug:1050:in `pbDebugMenu'
PokemonDebug:849:in `loop'
PokemonDebug:1069:in `pbDebugMenu'
Heart Gold Soul Silver Menu:343:in `update_menu'
Heart Gold Soul Silver Menu:342:in `pbFadeOutIn'
Heart Gold Soul Silver Menu:342:in `update_menu'
Heart Gold Soul Silver Menu:133:in `main'

I've tried everything i could think of. and all i was trying to do was try out the 5th gen pokemon with Pokemon Essentails DS.

carmaniac
February 20th, 2011, 02:14 PM
I have a major problem. hopefully someone could help me out.

Exception: TypeError
Message: cannot convert nil into String
PokemonField:628:in `+'
PokemonField:628:in `pbBattleAnimation'
PokemonField:858:in `pbWildBattle'
PokemonDebug:1050:in `pbDebugMenu'
PokemonDebug:849:in `loop'
PokemonDebug:1069:in `pbDebugMenu'
Heart Gold Soul Silver Menu:343:in `update_menu'
Heart Gold Soul Silver Menu:342:in `pbFadeOutIn'
Heart Gold Soul Silver Menu:342:in `update_menu'
Heart Gold Soul Silver Menu:133:in `main'

I've tried everything i could think of. and all i was trying to do was try out the 5th gen pokemon with Pokemon Essentails DS.
An obvious question but have you tried to compile the game once you added the file?

triggerhappymonk
February 20th, 2011, 03:48 PM
Thanks for the help. I've tried that about 5 times, and i guess the 6th time's the charm. The problem acually started over me trying to put gif images in place of the first fram sprites. but everything's back in order now. thanks.

sorry for being a pest (and this is not a double post), Ive encountered this problem when in a battle:

Exception: NameError
Message: (eval):1:in `pbFromPBMove'uninitialized constant PokeBattle_Move::PokeBattle_Move_E3
PokeBattle_Move:649:in `pbFromPBMove'
PokeBattle_Battler:174:in `eval'
PokeBattle_Move:649:in `pbFromPBMove'
PokeBattle_Battler:174:in `__shadow_pbInitPokemon'
PokemonShadow:364:in `pbInitPokemon'
PokeBattle_Battler:345:in `pbInitialize'
PokeBattle_Battle:699:in `pbStartBattleCore'
PokeBattle_Battle:493:in `pbStartBattle'
PokemonField:860:in `pbWildBattle'
PokemonField:859:in `pbSceneStandby'


I know I seem like a noob. (Whitch I'm a noob to Pokemon Essentails DS) so i was wondering if anybody could explane this to me so i know how to fix this problem?

p.s. I DID Compile the data.

SkyLink
February 27th, 2011, 06:14 PM
Hey it's me again ^ ^ '

This time, around the Battle System.
The distance of the PP in the Move button.

In the first Move button is the distance between the type and the PP
wider than the distance at the second Move button right next to it.

Example is in the Attachments

Which is the script for this where I can set it?
And in which line?

TheMarkCrafter
March 1st, 2011, 07:10 AM
---------------------------
Pokemon DS
---------------------------
Exception: NoMethodError

Message: undefined method `width' for nil:NilClass

PokemonSpritePos:62:in `refresh'

PokemonSpritePos:181:in `pbSpecies'

PokemonSpritePos:174:in `loop'

PokemonSpritePos:194:in `pbSpecies'

PokemonSpritePos:300:in `pbStart'

PokemonSpritePos:299:in `loop'

PokemonSpritePos:307:in `pbStart'

EditorMain:236:in `pbEditorMenu'

EditorMain:234:in `pbFadeOutIn'

EditorMain:234:in `pbEditorMenu'

Help!!!!!!!!!!!!!!!!!!

agus_my9
March 2nd, 2011, 10:43 AM
that I do with this error?

---------------------------
Pokemon Ligth Ways
---------------------------
Exception: NoMethodError

Message: undefined method `addUserSprite' for #<Spriteset_Map:0x9c8dd90>

PokemonField:1279

PokemonField:1268:in `call'

PBEvent:58:in `trigger'

PBEvent:52:in `each'

PBEvent:52:in `trigger'

PokemonField:1283:in `pbOnSpritesetCreate'

Spriteset_Map:160:in `initialize'

Scene_Map:27:in `new'

Scene_Map:27:in `cng_map_create_sprites'

Scene_Map:26:in `each'



This exception was logged in errorlog.txt.

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

thepsynergist
March 2nd, 2011, 03:57 PM
that I do with this error?

---------------------------
Pokemon Ligth Ways
---------------------------
Exception: NoMethodError

Message: undefined method `addUserSprite' for #<Spriteset_Map:0x9c8dd90>

PokemonField:1279

PokemonField:1268:in `call'

PBEvent:58:in `trigger'

PBEvent:52:in `each'

PBEvent:52:in `trigger'

PokemonField:1283:in `pbOnSpritesetCreate'

Spriteset_Map:160:in `initialize'

Scene_Map:27:in `new'

Scene_Map:27:in `cng_map_create_sprites'

Scene_Map:26:in `each'



This exception was logged in errorlog.txt.

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


You'll have to PM CrazyNinjaGuy, as that's his kit you're working with.

dialgadp
March 5th, 2011, 01:11 PM
hello I like your kit (I'm using in my project) it is very good, I even managed to fix some bugs in it, as the indicator of sex that was out of place and others, it was worth doing.

oldsnake90
March 7th, 2011, 06:59 AM
Did anyone fix the EXP thing.

venom12
March 8th, 2011, 04:35 AM
Ok here is fixed exp error, just simply replace yours old script.rxdat

http://dl.dropbox.com/u/4212314/ds%20kit/NewData.rar

TheMarkCrafter
March 9th, 2011, 04:56 AM
---------------------------
Pokemon DS
---------------------------
Exception: NoMethodError

Message: undefined method `width' for nil:NilClass

PokemonSpritePos:62:in `refresh'

PokemonSpritePos:181:in `pbSpecies'

PokemonSpritePos:174:in `loop'

PokemonSpritePos:194:in `pbSpecies'

PokemonSpritePos:300:in `pbStart'

PokemonSpritePos:299:in `loop'

PokemonSpritePos:307:in `pbStart'

EditorMain:236:in `pbEditorMenu'

EditorMain:234:in `pbFadeOutIn'

EditorMain:234:in `pbEditorMenu'

Help!!!!!!!!!!!!!!!!!!
Please!!!

carmaniac
March 9th, 2011, 08:19 AM
---------------------------
Pokemon DS
---------------------------
Exception: NoMethodError

Message: undefined method `width' for nil:NilClass

PokemonSpritePos:62:in `refresh'

PokemonSpritePos:181:in `pbSpecies'

PokemonSpritePos:174:in `loop'

PokemonSpritePos:194:in `pbSpecies'

PokemonSpritePos:300:in `pbStart'

PokemonSpritePos:299:in `loop'

PokemonSpritePos:307:in `pbStart'

EditorMain:236:in `pbEditorMenu'

EditorMain:234:in `pbFadeOutIn'

EditorMain:234:in `pbEditorMenu'

Help!!!!!!!!!!!!!!!!!!
Please!!!

How can we help if you don't tell use what you've done...

venom12
March 9th, 2011, 08:45 AM
Right we dont know when you got this error.

oldsnake90
March 9th, 2011, 02:46 PM
When do you think the next beta will come out?

venom12
March 9th, 2011, 03:13 PM
I dont know im busy with my game, and others things.

Speedblitza
March 10th, 2011, 05:54 AM
Very nice!
I definetivly use this in my game.
@Skylink
Ich habe dir eine PM geschickt :D

mprinz
March 10th, 2011, 02:11 PM
Hello, nice to meet you. I'm working on my game with the SK and i have a problem. I have seen others people projects that they have little windowin their games. I tried to change it but somehow font is too big or something, I dont know what to change. I would be grateful for any help. I really want things to my game was not unpixeled :(

carmaniac
March 10th, 2011, 02:59 PM
Hello, nice to meet you. I'm working on my game with the SK and i have a problem. I have seen others people projects that they have little windowin their games. I tried to change it but somehow font is too big or something, I dont know what to change. I would be grateful for any help. I really want things to my game was not unpixeled :(

Just go into options of the game and change the screen size. And if you're trying to edit codes it would be really helpful to know at least the basics.

TheMarkCrafter
March 10th, 2011, 09:17 PM
How can we help if you don't tell use what you've done...
I was about to reposit sprites cuz i used FL .'s Unova Pack. And it told me this error

mprinz
March 11th, 2011, 02:31 AM
Just go into options of the game and change the screen size. And if you're trying to edit codes it would be really helpful to know at least the basics.

ok i get it before! Window its ok, but font it's all over the window and i only see big letters::(

carmaniac
March 11th, 2011, 11:34 AM
I was about to reposit sprites cuz i used FL .'s Unova Pack. And it told me this error

Ah! Well I think it's an editor bug of the version that was used but not entirely sure, I'll go and look up the error for you.

Speedblitza
March 12th, 2011, 09:16 AM
---------------------------
Pokemon Steingrau Edition
---------------------------
Exception: NoMethodError
Message: undefined method `<' for nil:NilClass
SpriteWindow:3539:in `resizeToFitInternal'
SpriteWindow:3562:in `resizeToFit'
SpriteWindow:3509:in `initialize'
PokemonMessages:1048:in `new'
PokemonMessages:1048:in `pbCreateMessageWindow'
PokemonMessages:1000:in `pbMessage'
Compiler:2660:in `pbTrainerTypeCheck'
Compiler:2676:in `pbTrainerBattleCheck'
Compiler:3600:in `pbConvertToTrainerEvent'
Compiler:2715:in `pbCompileTrainerEvents'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------


:(
Can anyone help me?

Edit:
---------------------------
Pokemon DS
---------------------------
Exception: RuntimeError
Message: Undefined value UP_GRADE in PBItems
File PBS/pokemon.txt, section 233, key WildItemCommon
UP_GRADE

Compiler:1468:in `checkEnumField'
Compiler:1503:in `csvEnumField!'
Compiler:2100:in `pbCompilePokemonData'
Compiler:2085:in `each'
Compiler:2085:in `pbCompilePokemonData'
Compiler:2083:in `loop'
Compiler:2162:in `pbCompilePokemonData'
Compiler:2067:in `each'
Compiler:2067:in `pbCompilePokemonData'
Compiler:2066:in `each'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

zingzags
March 16th, 2011, 12:20 PM
Sup guys, I am like a ghost around here am i?

@ above let me post mines if you are using the 5 bag system version.

carmaniac
March 16th, 2011, 01:01 PM
---------------------------
Pokemon Steingrau Edition
---------------------------
Exception: NoMethodError
Message: undefined method `<' for nil:NilClass
SpriteWindow:3539:in `resizeToFitInternal'
SpriteWindow:3562:in `resizeToFit'
SpriteWindow:3509:in `initialize'
PokemonMessages:1048:in `new'
PokemonMessages:1048:in `pbCreateMessageWindow'
PokemonMessages:1000:in `pbMessage'
Compiler:2660:in `pbTrainerTypeCheck'
Compiler:2676:in `pbTrainerBattleCheck'
Compiler:3600:in `pbConvertToTrainerEvent'
Compiler:2715:in `pbCompileTrainerEvents'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------


:(
Can anyone help me?

Edit:
---------------------------
Pokemon DS
---------------------------
Exception: RuntimeError
Message: Undefined value UP_GRADE in PBItems
File PBS/pokemon.txt, section 233, key WildItemCommon
UP_GRADE

Compiler:1468:in `checkEnumField'
Compiler:1503:in `csvEnumField!'
Compiler:2100:in `pbCompilePokemonData'
Compiler:2085:in `each'
Compiler:2085:in `pbCompilePokemonData'
Compiler:2083:in `loop'
Compiler:2162:in `pbCompilePokemonData'
Compiler:2067:in `each'
Compiler:2067:in `pbCompilePokemonData'
Compiler:2066:in `each'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

Reading the second error you could easily fix it, you're just missing at item called UP_GRADE which is not inside the items.txt.

suprbulbasaur2010
March 18th, 2011, 04:47 PM
Well I have a request for the next version of Pokemon Essentials DS. Can you make a Purification chamber script?
The original Purification chamber Script from September's Version of the original Pokemon Essentials doesn't work.

oldsnake90
March 19th, 2011, 07:22 AM
I am having troubles with pokemon back sprites there to low.http://174.133.255.180/C:\Users\Breits\Pictures\help.jpg

zingzags
March 19th, 2011, 10:32 AM
I am having troubles with pokemon back sprites there to low.http://174.133.255.180/C:\Users\Breits\Pictures\help.jpg

I will post a fix for the editor soon, once my dropbox finish downloading everything from its back up. ( may take awhile)

renekokkie
March 20th, 2011, 10:09 PM
there it's a load bug you can't load your savefile.
and ps how works the unown puzzle and GameCorner Game.

there it's a load bug you can't load your savefile.
and ps how works the unown puzzle and GameCorner Game.

there it's a load bug you can't load your savefile.
and ps how works the unown puzzle and GameCorner Game.

Canderis
March 25th, 2011, 07:39 AM
Im not sure if this has been asked, but can you successfully upgrade to this from an existing game without redoing the whole game? I don't want to start over, but I do want to use this.

venom12
March 25th, 2011, 07:56 AM
Simply just replace scipts.rxdat only.

Canderis
March 25th, 2011, 08:04 AM
What of graphics? What ones do I need to copy?

oldsnake90
March 26th, 2011, 06:44 AM
I will post a fix for the editor soon, once my dropbox finish downloading everything from its back up. ( may take awhile)
I hope you do it soon. Because i like this Ds thing and love hows its put together.

Canderis
March 26th, 2011, 07:29 AM
Well I got it to work, but when playing through my game, a scene that use to work, no longer does.


Exception: RuntimeError
Message: Script error within event 7, map 3 (Harkrock Cavern):
Exception: NameError
Message: Section066:649:in `pbFromPBMove'(eval):1:in `pbFromPBMove'uninitialized constant PokeBattle_Move::PokeBattle_Move_FE
***Full script:
pbTrainerBattle(PBTrainers::RIVAL,"Ashley",_I("Wow! Was this your first battle!?!"))
Interpreter:239:in `pbExecuteScript'
PokeBattle_Battle:269:in `eval'
PokeBattle_Move:649:in `pbFromPBMove'
PokeBattle_Battle:269:in `initialize'
PokemonTrainers:374:in `new'
PokemonTrainers:374:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Interpreter:785:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:785:in `command_111'
Interpreter:274:in `pbExecuteScript'
Interpreter:785:in `command_111'
Interpreter:318:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Heart Gold Soul Silver Menu:131:in `main'
This exception was logged in errorlog.txt.

TheMarkCrafter
March 31st, 2011, 11:51 PM
How can i set where the HP Points are supposed to go?
I want to set them at the middle.

lx_theo
April 2nd, 2011, 08:53 AM
How can i set where the HP Points are supposed to go?
I want to set them at the middle.


Go in scripts, adn go under "PokeBattle_ActualScene"

Right click and use find. Search for "class PokeBattle_Scene"

Under that is data used for the Health bar, experience bar, text colors in battle, and a few other things.

Blaziquaza
April 2nd, 2011, 05:05 PM
Is there any way to have the screen resolution halved automatically?

oldsnake90
April 3rd, 2011, 06:27 PM
I hope you Release a new demo for this. I think you did a really good job with this.

lx_theo
April 3rd, 2011, 06:54 PM
I hope you Release a new demo for this. I think you did a really good job with this.

What? Its not a game. It doesn't have a demo.

oldsnake90
April 3rd, 2011, 07:24 PM
What? Its not a game. It doesn't have a demo.
I ment a newer version with bug fixes. I am not a professenal scripter. but i see what you ment.

venom12
April 5th, 2011, 05:46 AM
So its time for new version ;] So i now 4th gen moves effects are in game ;] Abilities will be soon. I fixed bug with editor.

Here is link.
Pokemon Essentials DS 0.3.5 (http://dl.dropbox.com/u/4212314/ds%20kit/Pokemon%20essentials%20DS%200.3.5.rar)

zingzags
April 5th, 2011, 10:48 AM
@ Above: No need here it is.
http://dl.dropbox.com/u/7240024/EditorScripts.rxdata

oldsnake90
April 5th, 2011, 10:52 AM
@ Above: No need here it is.
http://dl.dropbox.com/u/7240024/EditorScripts.rxdata

I got a question whats this for again?

zingzags
April 5th, 2011, 10:57 AM
Never mind, he fixed it I thought he said he will soon.

oldsnake90
April 5th, 2011, 02:06 PM
The wild pokemon are on the bottom screen.

lx_theo
April 6th, 2011, 04:07 PM
Spite positioning in the editor is fixed, but the Pokemon aren't showing up or are in the wrong place (as in can't see them because of it)

oldsnake90
April 7th, 2011, 06:22 AM
I would have to do all of them because if u press the Spite positioning all they are not in the right place

venom12
April 7th, 2011, 08:35 AM
So here is updated scripts, fixed the sprite position issue and now working on putting 4th gen abilities.

http://dl.dropbox.com/u/4212314/ds%20kit/Scripts07042011.rar

lx_theo
April 7th, 2011, 09:31 AM
I replaced the script, the problem is still occurring. Now the shadow is showing up though.


EDIT:
Actually, scratch that. I figured out what was wrong.

I am using this Unova Kit (http://www.pokecommunity.com/showthread.php?t=238068). It's Battler's graphics are not set up with the animations, just the new Pokemon. So its incompatible with this.

But if you take the normal battlers folder for this, and copy all the Unvoa sprites into the first frame and second frame folders, and use that, it fixes the incompatibility.

IceGod64
April 7th, 2011, 05:34 PM
So here is updated scripts, fixed the sprite position issue and now working on putting 4th gen abilities.

http://dl.dropbox.com/u/4212314/ds%20kit/Scripts07042011.rar

Thank you... I'm putting you and the other contributors in the credits for my game, as I've been very slow at implementing 4th generation moves/abilities into mine own game, plus new content. This will take a lot of work off my own hands!

oldsnake90
April 9th, 2011, 11:08 AM
I am having Music problems. it works in the editor but it dosent work when you play it.

When i transferred my mp3 audio some of them dont work but it works on an older version of this starter kit

lx_theo
April 10th, 2011, 10:46 AM
Major problem I've run into. When I try to catch a Pokemon, it doesn't actually give it to me. It registers as caught in the Pokedex, but it doesn't show up in the party or the PC.

MaTe9usz6
April 12th, 2011, 04:01 AM
If you want delete this problem please copy this def:

def pbGetBallType(ball)
balls=[
:POKeBALL,
:GREATBALL,
:SAFARIBALL,
:ULTRABALL,
:MASTERBALL,
:NETBALL,
:DIVEBALL,
:NESTBALL,
:REPEATBALL,
:TIMERBALL,
:LUXURYBALL,
:PREMIERBALL
]
balltypes=[]
for i in 0...balls.length
if hasConst?(PBItems,balls[i])
value=PBItems.const_get(balls[i])
balltypes[value]=i
end
end
balltype=balltypes[ball]
balltype=0 if !balltype
return balltype
end

Before class PokeBattle_NullBattlePeer in PokeBattle_Battle script.

lx_theo
April 12th, 2011, 12:50 PM
If you want delete this problem please copy this def:



Before class PokeBattle_NullBattlePeer in PokeBattle_Battle script.

Thank you, worked perfectly. I did need to adjust it, since the way you posted it isn't exactly how it needs to be entered into the script.


These are lines 2 to 36 in the area he mentioned. You can copy and paste this directly into it. Paste over lines 2 to 10.


class PokeBattle_NullBattlePeer
def pbGetBallType(ball)
balls=[
:POKeBALL,
:GREATBALL,
:SAFARIBALL,
:ULTRABALL,
:MASTERBALL,
:NETBALL,
:DIVEBALL,
:NESTBALL,
:REPEATBALL,
:TIMERBALL,
:LUXURYBALL,
:PREMIERBALL
]
balltypes=[]
for i in 0...balls.length
if hasConst?(PBItems,balls[i])
value=PBItems.const_get(balls[i])
balltypes[value]=i
end
end
balltype=balltypes[ball]
balltype=0 if !balltype
return balltype
end
def pbStorePokemon(player,pokemon)
if player.party.length<6
player.party[player.party.length]=pokemon
return -1
else
return -1
end
end

oldsnake90
April 13th, 2011, 04:11 PM
In the snapshot i attached when you press C the icon stays on though the battle and afterwards. and is there a way to make it so you can use the keyboard to choose moves and stuff in battle like in the DS. http://www.pokecommunity.com/showthread.php?t=239486&page=8

renekokkie
April 17th, 2011, 12:56 PM
i have read about an unown script from help-14 on this page:
http://www.pokecommunity.com/archive/index.php/t-203595.html
but the link to download it is dead.
can give someone a new link?

oldsnake90
April 17th, 2011, 04:24 PM
You cant Compress the games using this. Please help me if you fix it.

oldsnake90
April 19th, 2011, 06:18 AM
Is there a way to fix it before you finnish the kit.

Gmack
April 20th, 2011, 03:35 AM
This is really great!
I'm actually using this for one of my fan-games,
called Pokemon Vortex! It's turning out really well, so thanks a lot!

venom12
April 21st, 2011, 02:14 PM
Hello There here is new version 0.3.8 i changed numeric and now is 8
http://dl.dropbox.com/u/4212314/ds%20kit/Pokemon%20essentials%20DS%200.3.8.rar

oldsnake90
April 21st, 2011, 03:30 PM
I dont know why i cant finish the project. Because i what to release a demo soon

dialgadp
April 24th, 2011, 09:07 AM
You will put the battle system the pokémon BW?
would be very good.
this a bug in the battle, no enter in the bag or battle screen is black

PokemonManiac1
April 25th, 2011, 01:52 AM
There is an Error on the Unown Puzzle and the Game Corner game.If want to play on Game Corner it says that you havent got any credits.At the unown puzzle if you move a puzzle there is an errror.

TheMarkCrafter
April 25th, 2011, 03:51 AM
In the snapshot i attached when you press C the icon stays on though the battle and afterwards. and is there a way to make it so you can use the keyboard to choose moves and stuff in battle like in the DS. http://www.pokecommunity.com/showthread.php?t=239486&page=8
Don't press enter, press the Fight button.

oldsnake90
April 25th, 2011, 04:29 AM
You cant Compress the game (http://www.pokecommunity.com/showthread.php?t=239486&page=8#) using this you get errors.

renekokkie
April 26th, 2011, 10:52 AM
can you make a neomode 7 feature

fantasyheart213
May 3rd, 2011, 05:33 PM
I downloaded it how do i use it its a .RAR File! please what do i do?!

oldsnake90
May 5th, 2011, 03:26 PM
I found out there is something wrong with the script because i erased the scripts file and replaced it with poccil (http://www.pokecommunity.com/member.php?u=40024)'s kit and it worked when i compressed it.

fantasyheart213
May 6th, 2011, 08:54 AM
PLZ HELP!
somone! i need help!

pkmntrainerpaul
May 7th, 2011, 02:55 AM
PLZ HELP!
somone! i need help!
Use WinRAR or 7-Zip ;)

Also, it's a nice kit, altough I'd fix the graphic of naming the trainer ;)

fantasyheart213
May 7th, 2011, 10:09 AM
Thanks!~
Now i can use it!!~

Parismessios3
May 8th, 2011, 05:35 AM
Hello, where is the sprite positioning script? Some sprites look like they are flying

EDIT: I have repaired and reposition each sprite for every pokemon. I have also fixed the bug in pokemon summary, when you had a 100lvl pokemon, the summary screen was crashing. In pokemonsummary at line 417 under if pokemon.type1!=pokemon.type2 add this


if pokemon.level<100
overlay.fill_rect(144,708, (pokemon.exp-startexp)*128/(endexp-startexp), 6, Color.new(64,200,248))
end

Also, I have figured out how to have the captured icon at the pokemon you have captured during the battle. At PokemonBattle_Battle under def pbStartBattleCore add $game_switcher[42]=(!@opponent)
Credits to Maruno for the icon tip.

venom12
May 16th, 2011, 02:21 PM
Ok here is new version of ds kit, version 0.3.9 version 0.4.0 will have pokegear working but not the hgss one it really hard to script it. Now there is updater in game folder so when update will be i will post here and you will launch updater and download update and replace the files. Here is the link:

http://dl.dropbox.com/u/4212314/ds%20kit/Pokemon%20essentials%20DS%200.3.9.rar

Parismessios3
May 17th, 2011, 06:04 AM
Pokegear has some bugs (the menu disappearing after exit) anyway, I know that this is not the final version of pokegear. You were not able to fix the bug I reported you in PM? (it still exists) Anyway thank you for your good work :)

pkmntrainerpaul
May 19th, 2011, 01:21 AM
You cant Compress the game using this you get errors.

As for now, you'd have to compress the game using RPG Maker Encrypter.
It works for me.

sloesty
May 21st, 2011, 06:05 AM
any idea why it freezes as soon Is I press new game?

dannyboy601
May 21st, 2011, 09:19 AM
OK I have a major issue that I really need some help with.
Whenever I go into a wild battle (Overworld transition occurs but it never reaches the actual battle screen) this error occurs:


Exception: TypeError

Message: cannot convert nil into String

PokemonField:628:in `+'

PokemonField:628:in `pbBattleAnimation'

PokemonField:858:in `pbWildBattle'

PokemonField:1149:in `pbBattleOnStepTaken'

PokemonField:1172:in `pbOnStepTaken'

Game_Player_:430:in `update_old'

Walk_Run:45:in `update'

Scene_Map:97:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'



Anybody know how to fix it?

FIXED

TheMarkCrafter
May 22nd, 2011, 06:19 AM
How can i animate sprites/pics instead of GIFS?

venom12
May 26th, 2011, 06:54 AM
Time for update, launch your updater.exe ;]

and unrar Patch.rar thats all.

dialgadp
May 28th, 2011, 04:01 PM
please clean up the link because the description of the project version is 0.3.9 and there is 0.3.8.

danko Kordic
May 29th, 2011, 03:07 AM
Hey guys. How can i put different music when battling a trainer and wild Pokemons? It plays some boss music used by RPG maker, but i want Kanto trainer battle music. So how can i put different music when battling trainer?

TheMarkCrafter
June 3rd, 2011, 09:41 PM
Hey guys. How can i put different music when battling a trainer and wild Pokemons? It plays some boss music used by RPG maker, but i want Kanto trainer battle music. So how can i put different music when battling trainer?

That's an ordinary Essentials Question.
1. Go to Editor.exe
2. Go to Metadata
3. Go to Global
4. You can edit the sprite just choose the music you want.

jaizu
June 8th, 2011, 04:39 AM
traducción del español al inglés


I really like the change, I expect to see errors easy to fix.
This engine so arranged the work usaré.Has many scripts with tactile espeor more versions, the final ofcourse = D

zingzags
June 11th, 2011, 11:20 AM
traducción del español al inglés


I really like the change, I expect to see errors easy to fix.
This engine so arranged the work usaré.Has many scripts with tactile espeor more versions, the final ofcourse = D

Bueno tiene que espera un rato por que nocotros estamo haciendo otra cosas. Bueno Venom - 12 quisa voy a jegra el lag.

ProdigyX
June 12th, 2011, 07:02 PM
link dosen't work anymore?

GFA
June 14th, 2011, 05:44 AM
Wait a minute, I'm lost. Where are people downloading this from?

Rai Rai
June 14th, 2011, 06:06 AM
Wait a minute, I'm lost. Where are people downloading this from?

Urhm, from the main page?
"Link: Pokemon Essentials DS v0.3.8"
Kind of a big give away there.
http://dl.dropbox.com/u/4212314/ds%20kit/Pokemon%20essentials%20DS%200.3.9.rar

GFA
June 14th, 2011, 09:59 AM
Derp a derp. I was looking for something in an alternate color, as that's usually how I find links.

darr123
June 15th, 2011, 07:23 AM
Would anyone know how I can change the position of the icons in the menu ?
Also when I go into a battle I cant see me or the enemy.

oldsnake90
June 17th, 2011, 10:00 AM
Is there a way to fix the name on the lower screen. it doesnt look right

Pharetra
June 22nd, 2011, 06:38 AM
Thank you, worked perfectly. I did need to adjust it, since the way you posted it isn't exactly how it needs to be entered into the script.


These are lines 2 to 36 in the area he mentioned. You can copy and paste this directly into it. Paste over lines 2 to 10.


class PokeBattle_NullBattlePeer
def pbGetBallType(ball)
balls=[
:POKeBALL,
:GREATBALL,
:SAFARIBALL,
:ULTRABALL,
:MASTERBALL,
:NETBALL,
:DIVEBALL,
:NESTBALL,
:REPEATBALL,
:TIMERBALL,
:LUXURYBALL,
:PREMIERBALL
]
balltypes=[]
for i in 0...balls.length
if hasConst?(PBItems,balls[i])
value=PBItems.const_get(balls[i])
balltypes[value]=i
end
end
balltype=balltypes[ball]
balltype=0 if !balltype
return balltype
end
def pbStorePokemon(player,pokemon)
if player.party.length<6
player.party[player.party.length]=pokemon
return -1
else
return -1
end
end

This doesn't work for me. Does someone know how to fix this error?

tresheriff
June 28th, 2011, 12:37 PM
I've been having trouble with catching pokemon as well. Once i catch a new pokemon, its data enters int he pokedex, but it doesn't show up in
my party or pc box. I tried using lx_theo's solution, and it didn't work. *no offense, I know you were trying to help* Please solve this solution asap, thank you if you can, if you can't, thank you for trying.

TheMarkCrafter
June 29th, 2011, 03:01 AM
I used the follow pokemon script, and this error appeared.
---------------------------
Pokemon Shiny Diamond
---------------------------
Exception: RuntimeError

Message: Script error within event 7, map 42 (Sunring Town):

Exception: NoMethodError

Message: Section137:552:in `addEvent'undefined method `x' for nil:NilClass

***Full script:

pbPokemonFollow(35)


Interpreter:239:in `pbExecuteScript'

DependentEvents:22:in `pbAddDependency2'

PokemonFollowingV3:808:in `pbPokemonFollow'

(eval):1:in `pbExecuteScript'

Interpreter:1583:in `eval'

Interpreter:239:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'



Interpreter:274:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'

Heart Gold Soul Silver Menu:131:in `main'

seeker
June 29th, 2011, 04:07 AM
It seems to be an error with whatever event you had created. Make sure the event corresponds to the fact you have a Pokémon following script enabled.

TheMarkCrafter
June 29th, 2011, 04:10 AM
It seems to be an error with whatever event you had created. Make sure the event corresponds to the fact you have a Pokémon following script enabled.
The script was help-14's.

seeker
July 1st, 2011, 04:10 AM
Yes I'm aware it is his, but the issue seems to lie with whatever event you walked on, it doesn't seem to work well with the script. Check the event again.

darkdemon
July 1st, 2011, 04:12 AM
Venom 12 i have a very frustrating problem in your kit, I've made 4 maps the 1st one connects to the second perfectly but when i connect the second with the 3rd there is like an invisible barrier, so then i hold CTRL and go through it then i can walk normaly, but some parts are still blocked. I fixed this by making an exact copy and connecting 2nd map with 4 map, that works perect, but when i want to connect 4th map with 5th map same invisible barrier thing happens and when i try to do the same thing that fixed the older map i get no luck please help fast my entire game is at line.(even thouhgh i just started...)

seeker
July 1st, 2011, 04:16 AM
It could easily be an issue with your tileset, are you using different tilesets for the maps? Because it doesn't sound like an issue with a kit, it sounds like you've been doing something wrong. Some screenshots of your connections and in game would be handy though.

darkdemon
July 1st, 2011, 04:42 AM
I used the follow pokemon script, and this error appeared.
---------------------------
Pokemon Shiny Diamond
---------------------------
Exception: RuntimeError

Message: Script error within event 7, map 42 (Sunring Town):

Exception: NoMethodError

Message: Section137:552:in `addEvent'undefined method `x' for nil:NilClass

***Full script:

pbPokemonFollow(35)


Interpreter:239:in `pbExecuteScript'

DependentEvents:22:in `pbAddDependency2'

PokemonFollowingV3:808:in `pbPokemonFollow'

(eval):1:in `pbExecuteScript'

Interpreter:1583:in `eval'

Interpreter:239:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'



Interpreter:274:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'

Heart Gold Soul Silver Menu:131:in `main'



Im not sure but i think i know what caused it, you wanted to make a pokemon follow you right, so you created a blank event and named it Dependant, then when you get your first pokemon you added this code "pbPokemonFollow(35)"
if what you did was simillar than you should know that the 35, is the event number of your dependant event say your dependant event was event006 than the script you would put is pbPokemonFollow(6).

darkdemon
July 1st, 2011, 04:49 AM
It could easily be an issue with your tileset, are you using different tilesets for the maps? Because it doesn't sound like an issue with a kit, it sounds like you've been doing something wrong. Some screenshots of your connections and in game would be handy though.

well ill try, im using the same tileset, for all of them and i know thats not the issue. Im rlly frustrated. In that pic when you are playing the first tile in the map at the top far right the tile after the black line its inpassible, but when i hold cntrl i can pass through it. BTW can you please tell me where i can like post a thread a bout my game, im very new here...

seeker
July 1st, 2011, 05:15 AM
well ill try, im using the same tileset, for all of them and i know thats not the issue. Im rlly frustrated. In that pic when you are playing the first tile in the map at the top far right the tile after the black line its inpassible, but when i hold cntrl i can pass through it. BTW can you please tell me where i can like post a thread a bout my game, im very new here...
There don't seem to be any problems. But have you checked to make sure that you have not put an impassible tile any where along that line? You need to ensure that your tileset has the correct terrain tags and passable and impassible choices within RMXP. You could have accidentally put an invisible tile across the line which is not passable, within RMXP.

As for making a thread, I recommend that you read the rules first. Since you're new to this you'll probably be looking to post in The Drawing Board. The rules can be found here (http://www.pokecommunity.com/showthread.php?t=204839). Furthermore, you will actually need 15 (non-spam) posts to post images. So I recommend waiting until you have enough progress in your game to post it. However if you are just looking for some team members, take a look at the Game Development Team Recruitment (http://www.pokecommunity.com/showthread.php?t=173059) ‎ thread.

darkdemon
July 1st, 2011, 09:15 AM
Thanx for trying to help but ive checked everything seems to be normal, i even deleted that map and made another one to connect to it, but same place same problem.so i honestly thing its something with the connections script or something.

dietjuice
July 6th, 2011, 01:33 AM
OK I have a major issue that I really need some help with.
Whenever I go into a wild battle (Overworld transition occurs but it never reaches the actual battle screen) this error occurs:


Exception: TypeError

Message: cannot convert nil into String

PokemonField:628:in `+'

PokemonField:628:in `pbBattleAnimation'

PokemonField:858:in `pbWildBattle'

PokemonField:1149:in `pbBattleOnStepTaken'

PokemonField:1172:in `pbOnStepTaken'

Game_Player_:430:in `update_old'

Walk_Run:45:in `update'

Scene_Map:97:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'



Anybody know how to fix it?

FIXED


May I ask how you fixed it cuz im having the same problem

tresheriff
July 6th, 2011, 11:50 AM
May I ask how you fixed it cuz im having the same problem


Start a new game. Then you won't get that error.

This doesn't work for me. Does someone know how to fix this error?


Put the code
pbStorePokemon(pokemon)

in pokebattle_battle
after line 188 where it says @scene.pbThrowSuccess

chimcharsfireworks
July 13th, 2011, 11:22 AM
Hey this looks great and really really helpful, but I'm having problems downloading it. Every time it tells me that Windows can not locate the file. I've tried it on three different computers and I still get similar problems :P

Somni
July 16th, 2011, 02:15 PM
Can the screen size be reduced? Will both screens be able to be reduced?

Rai Rai
July 16th, 2011, 03:05 PM
Can the screen size be reduced? Will both screens be able to be reduced?

Both screens are exactly the same thing, it just has a graphic giving the illusion. But yes screen size can be reduced, but don't see why anyone would want to make it any smaller as that will just make it harder to see the map and what not.

KingCharizard
July 16th, 2011, 04:33 PM
It would be nice if you updated the first post to list the kits current features....

While this isnt bad, its seriously flawed... no one should use this to make their games... here is the flaws that should be fixed before adding any new features...

1. The players pokemon sprite moves higher and higer during battle a fix for this has been posted in Pokemon essentials thread...

2. The ex bar doesnt fill all the way cause the graphics/screen size was increased and the systems need to be fixed to match the grahics..

3. The games starts out as PE's detault 540X??? i dunno but its ugly and big.. this is not a kit its just PE with extras added on you would be better off using CNG's kit and adding Essentials features to it...


the fixes above are easy and i dunno why you avoided them in the first place you had to notice...

tresheriff
July 18th, 2011, 10:35 AM
theres a quick bug u might wanna solve, fly doesnt work. it will bring u the map, but wont let u fly anywhere.

MilesG170
August 17th, 2011, 06:19 PM
Hey, can you still use Shadow Pokemon in this? I have tried, but I can't seem to get them to work. It worked for me on basic, but I haven't been able to work it out on here.

Pions
August 27th, 2011, 02:32 PM
My version (0.3.9) does not include any of the Gen 5 pokemon. This includes no icons, battlers or in the Pokemon.txt. Is this the same with everyone or did i use the wrong link. I used the link in op.

I also assume this means that the moves list is not updated nor are any of the other PBS files. I am sure this is just a miss link venom.

Oh and thanks a lot for this kit, your hard work is very much appreciated

PastushkoFF
August 29th, 2011, 10:19 AM
I have a problem with shadow and shiny pokemon... They looks like normal forms... How can I fix it?((

oldsnake90
September 3rd, 2011, 10:55 AM
When is the new update done. jw

flamespeedy
September 24th, 2011, 04:27 AM
i have #PokeBattle_Scene:<0x45878f0> error on pokemon essentails online v0.8 .. does anyone know how to fix , PM me plz

SkyLink
September 27th, 2011, 10:44 PM
Hello. I'm here again.

So I have the following questions.

1st How can I remove the menu option for selecting the Map View and Font?

2nd How can I change Map View to constant PERSPECTIVE and the Font constand to DP?

3rd Water animation in Perspective Mode?

4thHow can I create an animated title screen? (Frame files or GIF animation)

5th My question from "February 28th 2011" on Page 6

The distance of the PP in the Move button.

In the first Move button is the distance between the type and the PP
wider than the distance at the second Move button right next to it.

Which is the script for this where I can set it?
And in which line?

Example is in my Attachments
|
V


Translated with Google Translator

Sebagomez
October 4th, 2011, 03:49 PM
Sorry for my english, i'm from latinamerican
Hi pepole! I'm furious, i have the same error any time.

Exception: NoMethodError
Message: undefined method `<' for nil:NilClass
SpriteWindow:3539:in `resizeToFitInternal'
SpriteWindow:3562:in `resizeToFit'
SpriteWindow:3509:in `initialize'
PokemonMessages:842:in `new'
PokemonMessages:842:in `pbCreateMessageWindow'
PokemonMessages:731:in `pbMessage'
PokemonTrainers:164:in `pbMissingTrainer'
Compiler:2690:in `pbTrainerBattleCheck'
Compiler:3600:in `pbConvertToTrainerEvent'
Compiler:2715:in `pbCompileTrainerEvents'

How do I fix? Does anyone know?

SkyLink
October 4th, 2011, 07:57 PM
Where does the problem occur?
That's what you need to write.

Sebagomez
October 6th, 2011, 11:03 AM
Oh well...
When I start the game, it starts loading but stops at a time and skip the error mentioned above.
This error:

Exception: NoMethodError
Message: undefined method `<' for nil:NilClass
SpriteWindow:3539:in `resizeToFitInternal'
SpriteWindow:3562:in `resizeToFit'
SpriteWindow:3509:in `initialize'
PokemonMessages:842:in `new'
PokemonMessages:842:in `pbCreateMessageWindow'
PokemonMessages:731:in `pbMessage'
PokemonTrainers:164:in `pbMissingTrainer'
Compiler:2690:in `pbTrainerBattleCheck'
Compiler:3600:in `pbConvertToTrainerEvent'
Compiler:2715:in `pbCompileTrainerEvents'

I guess it must be when the game, tries to "compile" the trainers

clacla$$$
October 12th, 2011, 11:37 AM
---------------------------
Pokemon DS
---------------------------
Exception: RuntimeError

Message: Script error within event 1, map 48 (Gym):

Exception: NameError

Message: (eval):1:in `pbExecuteScript'The trainer 'LEADER_BROCK' is not valid. Please add the trainer

to the list of trainer types in the Editor. See the notes for

more information.

***Full script:

pbTrainerBattle(PBTrainers::LEADER_BROCK,"BROCK",_I("Excellent."),false,0,true)

Interpreter:239:in `pbExecuteScript'

Interpreter:785:in `eval'

Interpreter:239:in `pbExecuteScript'

Interpreter:785:in `command_111'

Interpreter:318:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'



Interpreter:274:in `pbExecuteScript'

Interpreter:785:in `command_111'

Interpreter:318:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'

Heart Gold Soul Silver Menu:131:in `main'



This exception was logged in errorlog.txt.

This is what happens when I try to do a gym battle.
Can someone help please?

ultimatewolf
November 4th, 2011, 01:05 PM
62454
maby you can use this

Wesley FG
November 8th, 2011, 12:15 PM
Sorry for the noob question,
but how can I change the resolution?
Why here in my computer is larger than the screen
and is a part out of sight

Melloeta_Step
December 29th, 2011, 09:52 PM
Does this Starter Kit have Seasons? and does it have animated B/W Sprites
:D

salva123
January 10th, 2012, 07:01 PM
what's the name of the script of VS. battle sequence, because I want to import it to poccils pokemon essentials.

Ho-oh 112
January 13th, 2012, 08:20 AM
Yeah, I'll be using this when PokeGear with touch screen comes out.

Hyuga D
January 16th, 2012, 01:34 PM
hi... I'm want use the DS screens in the Pokemon essentials released in 24 Dec 2011. Which scripts I need to copy???

Rai Rai
January 17th, 2012, 12:01 PM
hi... I'm want use the DS screens in the Pokemon essentials released in 24 Dec 2011. Which scripts I need to copy???

Derp, you need to do more than just copying over scripts... Change the screen resolution script for a bigger screen size then a lower resize factor. Adapt every single bit of modified code in this kit to work and function properly with the new release of ordinary essentials...