hey poccil i think your starter kit is awsome. Would it be possible that you input all the 4th generation pokemon so that people have all those to work with when they start?
I just got to mess around with the new version. I think it is awsome even more now with the cries. That is cool that you can upload boxes from pokemon ruby. Where is the code for the debug menu? I was thinking about trying to add some stuff to it. Keep up the awsome work.
Sorry poccil if i answer wrong. phoenixprime88b5 the reason why some of the attacks aren't working is because the 4th generation attacks aren't programmed in the game as of yet. Which means you are trying to use data that dosen't exist. The reason that the items for eveolution aren't working is because the fact that you might not of created the items in items.txt (i think thats the name).
Blueguy that is something that happens to me. The reason it happens is because something dosen't intilize properly I seem to find it the most common error that it gives me. Make sure you don't have alot of other programs running when you are playing. It seems to cut down on it happing.
I don't know if it is just me but my game experinces extremely detrimental lag while on outside maps using the Essentials Kit, does anyone else have this problem or know how to fix it, i have a maximun of like 15-20 events per map(most have way less like 5-10) so i dont think its overloaded, but i dont know. please help thanks.
.:EDIT:.
Just so you'll know I have the same problem in an unedited version of the Essentials kit, but not in other game files of mine that dont use the essentials kit.
Minorthreat0987:
Part of what I believe is causing lag is the custom Tilemap class I created. Even though I've improved its performance recently, I worry that it may not be enough yet. That's why starting with the next version, the custom class will be enabled only when the screen size is being shrunk. I may even make it a game option in the near future. But thanks for your offer on letting me investigate the problem.
For an easy way to add a Pokemon, call pbAddPokemon(X,Y) where X is the species number of the Pokemon, and Y is its level. You can modify that function, which is located in PokemonUtilities, to remove the messages. Adding a Pokemon may fail, so this statement should appear in a "Conditional Branch" event command.