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  #126    
Old September 20th, 2007, 03:13 AM
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Sorry flameguru. I forgot about that. That thing was so simple yet I did'nt check. (>_@)O *Whacks own head* lol.
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  #127    
Old September 20th, 2007, 03:28 AM
NytewolfAU2k7's Avatar
NytewolfAU2k7
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Quote:
Originally Posted by Isaku View Post
EDIT:
Now i have created the first battle route, but it doesnt work..i used bushes all over the way, but the enemies doesnt appear. do i have to do special settings??
Follow the instructions in the encounters.txt file

should look something like this;

Code:
# This text file is for placing encounter data for each map.  This file will be converted
# to a runtime format when you run a playtest of the game from RPG Maker XP.
# To change the wild Pokemon, edit the file encounters.txt in the game folder, and then run a playtest of the game from RPG Maker XP, since it sets the $DEBUG global variable to true. If you already tried to edit that file, I'm afraid the instructions there weren't clear enough. The game doesn't use the text file directly, but rather accesses the data in a compiled form. If the $DEBUG global variable is set to true when the game starts, the game will compile the text file to a format that it can understand.
# Each section begins with an ID of the map (check the middle of the status bar),
# then contains a line containing the densities for land, caves, and water, then
# one or more subsections.  Each subsection contains one of the following:
#  Land - For grass, etc.
#  Cave - For caves, etc.
#  Water - For water.
#  RockSmash - Encounters after smashing a rock
#  OldRod - Fished with Old Rod
#  GoodRod - Fished with Good Rod
#  SuperRod - Fished with Super Rod
# After that follows the encounter data.  For Land and Cave encounter types,
# each entry must have a species and level, separated by commas.  Rarer
# species should be placed lower in the list.  For all other encounter types,
# each entry must have a species, minimum level, and maximum level, separated by
# commas.  Each species entered must be capitalized with no spaces.  Note
# in particular the following cases:
#   NIDORANmA, NIDORANfE, FARFETCHD, MR_MIME, PORYGON2
# Depending on the encounter type, the number of entries required varies:
#  Land/Cave: 12 entries (20, 20, 10, 10, 10, 10, 5, 5, 4, 1)
#  Water/RockSmash: 5 entries (60,30,5,4,1)
#  OldRod: 2 entries (70, 30)
#  GoodRod: 3 entries (60, 20, 20)
#  SuperRod: 5 entries (40, 40, 15, 4, 1)
011 # ID of the map (check the middle of the status bar)
25,10,10 # Comma-separated line with Land, Cave, Water densities (25 is average)
Land # One of Land/Cave/Water/RockSmash/OldRod/GoodRod/SuperRod
PIDGEY,22
RATTATA,32
PIDGEY,32
RATTATA,32
RATTATA,32
PIDGEY,32
RATTATA,32
RATTATA,42
PIDGEY,42
RATTATA,42
PIDGEY,42
MEW,2
Water
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
Of course, you would change it for your game...
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  #128    
Old September 20th, 2007, 05:43 AM
yaoimutt
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Quote:
Originally Posted by Isaku View Post
lol okay, sorry XD my english is soo bad '

so now a little bit slower:
what i want/need: combination of the event-appearing-function. with the variable and selfswitch i made to let an event appear, after another one was activated. now i want to let the appeared one also activates another event.

and what doesnt work in my game: u go to the house of the prof. (like in the classic game). its the upper one, the big one. there u go to the prof. then a text message appears. then u talk to the prof. then go to the pokeballs, look at them (both). then the profs comes closer. u go to him. then choose one pokemon. and then he should go to the pc. but instead of going to the pc he just goes one step up. and i dont know why.
so good sleep XD i go and get lunch


EDIT:
Now i have created the first battle route, but it doesnt work..i used bushes all over the way, but the enemies doesnt appear. do i have to do special settings??
There is a "notes" file, and an "encounters" files, you need to read them and edit the encounters one, that should fix that problem for you.

And i found the movement problem, your movement route for prof. isn't right. you need to edit it.
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Last edited by yaoimutt; September 20th, 2007 at 07:03 AM.
  #129    
Old September 20th, 2007, 10:58 AM
venom12's Avatar
venom12
Pokemon Crystal Rain Relased
 
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What is the meta? How to use that?
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  #130    
Old September 20th, 2007, 12:16 PM
yaoimutt
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Quote:
Originally Posted by venom12 View Post
What is the meta? How to use that?
The Meta thing controles stuff like where you go when you die, or weather or not you have to be on the bike on the map.



Now for my question, is there a way to make the map look like it's raining? like the tree top place in Pokemon sapphire? (i think it was raining...)
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  #131    
Old September 20th, 2007, 12:27 PM
poccil
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The metadata doesn't currently have a setting for weather effects, though that's a good idea.
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  #132    
Old September 20th, 2007, 01:46 PM
Flameguru's Avatar
Flameguru
Pokemon: Metallic Silver
 
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A new release? O.O

Downloading! Yayz for Poccil
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  #133    
Old September 20th, 2007, 02:00 PM
yaoimutt
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Quote:
Originally Posted by poccil View Post
The metadata doesn't currently have a setting for weather effects, though that's a good idea.
ack! (i just ment if it's possable to make things on the board itself, as an event) anyways, HELP!

you can see one of the other boards from another board! what happened?
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  #134    
Old September 20th, 2007, 02:42 PM
-BlackShadow-'s Avatar
-BlackShadow-
Shadow King
 
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Age: 19
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Once Again I Need Your Help Flameguru. Can You Tell Me.....
|
|
V
1) How Can I Change The Starting Pokemon?

2) How Can I Change The Main Characters Sprite? I All Ready Have The Sprite Set.

3) How Can I Edit The Intro?

Thank You In Advance.....
  #135    
Old September 20th, 2007, 03:16 PM
Flameguru's Avatar
Flameguru
Pokemon: Metallic Silver
 
Join Date: Oct 2005
Location: Amish country, PA
Age: 22
Gender: Male
Nature: Rash
Quote:
Originally Posted by -BlackShadow- View Post
Once Again I Need Your Help Flameguru. Can You Tell Me.....
|
|
V
1) How Can I Change The Starting Pokemon?

2) How Can I Change The Main Characters Sprite? I All Ready Have The Sprite Set.

3) How Can I Edit The Intro?

Thank You In Advance.....
I have a guide on my forums, check it out
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  #136    
Old September 21st, 2007, 09:13 AM
.:Sam:.'s Avatar
.:Sam:.
The road goes ever on and on!
 
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Whoa! This is progressing really smoothly Poccil, I sadly have yet another question. >.<;;

How do you give characters unique music in battles?
For example I want a certain BGM for normal trainers.
A certain one for Gym leaders and a certain one for Rivals.

Btw: The custom item, "Lab Key" Did you put that there for me? xD

Also, the newly implented Day/Night System. Is there anyeay to control it?
For example can you automattically change the time of day through an event?
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Last edited by .:Sam:.; September 21st, 2007 at 09:29 AM.
  #137    
Old September 21st, 2007, 09:34 AM
poccil
Trainer
 
Join Date: Jan 2007
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Nature: Adamant
Quote:
Originally Posted by Tiger778 View Post
Whoa! This is progressing really smoothly Poccil, I sadly have yet another question. >.<;;

How do you give characters unique music in battles?
For example I want a certain BGM for normal trainers.
A certain one for Gym leaders and a certain one for Rivals.

Btw: The custom item, "Lab Key" Did you put that there for me? xD

Also, the newly implented Day/Night System. Is there anyeay to control it?
For example can you automattically change the time of day through an event?
Changing the music for a Trainer is relatively easy. Go the event page for the Trainer and insert an event command called "Play ME" to the top of the list of event commands.

The "Lab Key" is just an illustration of a custom Key Item.

The day-and-night system relies on the system time and not on an internal timing mechanism. I don't believe there is a way to set the system time in RGSS.

I should also note by the way, that I have managed to shrink the size of the game screen by half. This feature is available in the game's "Screen Size" option and will be part of the next release.
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  #138    
Old September 21st, 2007, 09:42 AM
.:Sam:.'s Avatar
.:Sam:.
The road goes ever on and on!
 
Join Date: Apr 2006
Location: United Kingdom
Age: 21
Gender: Male
Nature: Calm
Quote:
Changing the music for a Trainer is relatively easy. Go the event page for the Trainer and insert an event command called "Play ME" to the top of the list of event commands.

The "Lab Key" is just an illustration of a custom Key Item.

The day-and-night system relies on the system time and not on an internal timing mechanism. I don't believe there is a way to set the system time in RGSS.
Thanks Pocill, That helpled allot!
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  #139    
Old September 21st, 2007, 10:33 AM
yaoimutt
Trainer
 
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So, Pocill, what features have you thought up so far that you are PLANING on putting in the S.K.? (i said planning because i mean features that arn't yet in it)
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  #140    
Old September 21st, 2007, 10:51 AM
venom12's Avatar
venom12
Pokemon Crystal Rain Relased
 
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Maybe pocill put. Pokenav, contests, weathers, trading for pokemons.
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  #141    
Old September 21st, 2007, 10:21 PM
Isaku
Beginning Trainer
 
Join Date: Sep 2007
lol okay now im not the only one whos asking so many questions :D now i feel better XDD ahm.. the one who asked how to change starter pokemon, it was already answered here on page 5 i have asked it before, if u still have the problem: go to scripts, scroll all down, the one before main (i think its pokemonutilities) and there u can change the starter pokemon, just scroll down slowly till u see the number 6, change it to one and the pokemon numbers to the ones u want.

and i have a new question i want to create a game exactly like the original story (only with new routes and cities, the same name but they look different than in the original games...) and so i want to have misty and rocko walking behind me. i just made it with events, so that misty join me. and the running thing i did with move action - walk to the player. but it only works for one map. and when it came to a new map, then i have to do the same event again, where i step on, then the character runs behind me. but i dont have enough fields left on some maps to set it xd and then theres the problem with disappearing after i went with her to her arena, now i thought to use an item, that she gives me and i lose when she lefts, and so on..but thats soo complicated, isnt there an easy way? i think some years ago i found a script for xpmaker 2000, where this problem was solved. but there they where group members. and i cant set misty and rocko as pokemon to my group XDD

and thanks for the encouter tip! i will try it right now.

and that i also want to say i dont like all the extras in the last games like contests, breeding and so on. my absolute favourite game was pokemon yellow, because it was like the original story. but it would have been so great to rerelease it in color q.q
  #142    
Old September 21st, 2007, 10:29 PM
poccil
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
Here's the latest update: I've managed to implement a mechanism for defining custom Pokemon. Here's a portion of the text file, pokemon.txt, for doing so:

Code:
# This text file describes each Pokemon in the game.  
# The file is divided into sections, and each section's title is the
# Pokemon's number enclosed by two square brackets like this:  [120]
#
# Each section can have any number of entries.  The entry's name and
# the entry's value are separated by an equal sign (=).
#
# Here are the possible entry types:
#
# Name - Name of the Pokemon.
# Kind - The kind of Pokemon.
# Pokedex - Description of the Pokemon as shown in the Pokedex.
# Color - Body color of the Pokemon.  One of Red, Blue, Yellow, Green,
#  Black, Brown, Purple, Gray, White, Pink.
# Type1 - Type 1 of the Pokemon.  Required.
# Type2 - Type 2 of the Pokemon.  If this is omitted, this Pokemon
#  has a single type.
# Height - Height in meters, rounded to the nearest tenth of a meter.
# Weight - Weight in kilograms, rounded to the nearest tenth of a kilogram.
# GenderRate - Gender rate of the Pokemon.  One of FemaleOneEighth, 
#  Female25Percent, Female50Percent, Female75Percent, 
#  AlwaysMale, AlwaysFemale, or Genderless.
# BaseStats - Base stats of the Pokemon for HP, Attack, Defense, Speed,
#  Special Attack, and Special Defense.
# Rareness - Catch rate.  A higher number means the species is easier
#  to catch.
# BaseEXP - Base experience.  A higher number means more experience
#  is gained when the species is defeated.
# Happiness - Starting happiness when caught.  Normally equal to 70.
# GrowthRate - Growth rate.  One of Fast, Medium, Slow, Parabolic, Erratic,
#  or Fluctuating.
# StepsToHatch - Number of steps required before egg hatches.  Should
#  be a multiple of 256.
# WildItemCommon - Item commonly found in this species in the wild.
# WildItemRare - Item rarely found in this species in the wild.
# Compatibility - Compatibility with other species for breeding purposes.
#  A comma-separated list of two numbers.  If either number is 15, this
#  species cannot breed.
# EffortPoints - Effort values for HP, Attack, Defense, Speed,
#  Special Attack, and Special Defense, earned when the species
#  is defeated.  From 0 through 3.
# Abilities - One or two abilities possible for this species.
# Moves - Third-generation moves learned by this species by gaining levels.
#  This is a comma-separated list consisting of pairs of move-level entries.
# Evolutions - Evolved forms of this species. 
#  This is a comma-separated list consisting of triples of entries, where
#  the first is the evolved form, the second is the evolution type, and the
#  third is data that depends on the evolution type.  Evolution types are:
#      Field 2's value         Field 3's value
#   Happiness               ---
#   HappinessDay         ---
#   HappinessNight      ---
#   Level                       Level
#   Trade                     ---
#   TradeItem              Item's internal name
#   Item                        Item's internal name
#   AttackGreater       Level
#   AtkDefEqual            Level
#   DefenseGreater     Level
#   Silcoon                    Level
#   Cascoon                  Level
#   Ninjask                    Level
#   Shedinja                   Level
#   Beauty                    Minimum Beauty factor
# EggMoves - Third-generation moves that the species can learn only as 
#  an egg.  This data is valid only if the species is in its lowest evolutionary form.
# Machines - A comma-separated list of third generation TMs and HMs 
#  that can be taught to this species.
#  TMs 01 through 50 have IDs of 1 through 50, and HMs 01 through 08 have
#  IDs of 51 through 58.
#
#  --- Image Files ---
#  There should be five different image files for new Pokemon (XXX is the
#  Pokemon's number):
#  Graphics/Battlers/XXX.png - Front of the Pokemon.
#  Graphics/Battlers/XXXs.png - Shiny front of the Pokemon.
#  Graphics/Battlers/XXXb.png - Back of the Pokemon.
#  Graphics/Battlers/XXXsb.png - Shiny back of the Pokemon.
#  Graphics/Icons/iconXXX.png - Icon of the Pokemon.  This is a two-frame animation.
[1]
Name=BULBASAUR
InternalName=BULBASAUR
Kind=SEED
Pokedex=BULBASAUR can be seen napping in bright sunlight. There is a seed on its back. By soaking up the sun's rays, the seed grows progressively larger. 
Type1=GRASS
Type2=POISON
BaseStats=45,49,49,45,65,65
Rareness=45
BaseEXP=64
Happiness=70
GrowthRate=Fluctuating
StepsToHatch=5120
Color=Green
Habitat=Grassland
EffortPoints=0,0,0,0,1,0
Abilities=OVERGROW
Compatibility=1,7
Height=0.7
Weight=6.9
GenderRate=FemaleOneEighth
Moves=1,TACKLE,4,GROWL,7,LEECHSEED,10,VINEWHIP,15,POISONPOWDER,15,SLEEPPOWDER,20,RAZORLEAF,25,SWEETSCENT,32,GROWTH,39,SYNTHESIS,46,SOLARBEAM
EggMoves=LIGHTSCREEN,SKULLBASH,SAFEGUARD,CHARM,PETALDANCE,MAGICALLEAF,GRASSWHISTLE,CURSE
Machines=6,9,10,11,17,19,21,22,27,32,36,42,43,44,45,51,54,55,56
Evolutions=IVYSAUR,Level,16
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  #143    
Old September 21st, 2007, 11:11 PM
Flame Claw's Avatar
Flame Claw
Flaminator
 
Join Date: May 2005
Location: Broadmoor Hospital
Age: 19
Gender: Male
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How would I add a badge?

Thanks
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  #144    
Old September 22nd, 2007, 01:07 AM
.:Sam:.'s Avatar
.:Sam:.
The road goes ever on and on!
 
Join Date: Apr 2006
Location: United Kingdom
Age: 21
Gender: Male
Nature: Calm
Is there anyway to add in-battle text?
I want something like Pokemon FR/LG where Professor Oak talks to the Player when he starts battling Gary.
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  #145    
Old September 22nd, 2007, 01:58 AM
NytewolfAU2k7's Avatar
NytewolfAU2k7
Game Modder & Creator
 
Join Date: Jul 2006
Location: Perth, Australia
Gender:
Nature: Relaxed
Quote:
Originally Posted by Isaku View Post
i want to have misty and rocko walking behind me. i just made it with events, so that misty join me. and the running thing i did with move action - walk to the player. but it only works for one map. and when it came to a new map, then i have to do the same event again, where i step on, then the character runs behind me. but i don't have enough fields left on some maps to set it xd and then there's the problem with disappearing after i went with her to her arena, now i thought to use an item, that she gives me and i lose when she lefts, and so on..but that's soo complicated, isn't there an easy way? i think some years ago i found a script for maker 2000, where this problem was solved. but there they where group members. and i cant set misty and rocko as pokemon to my group XDD
I'm trying to do the same thing myself, but for making a prologue cutscene, 2 scientists walk to a certain location and do a certain thing which acts as a prequel for the events ingame...
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  #146    
Old September 22nd, 2007, 08:03 AM
Sizzle3003's Avatar
Sizzle3003
Cows = Cool :O
 
Join Date: Sep 2007
Location: United States
Age: 24
Gender:
Nature: Naughty
Finally a starter thats not completely stupid, gj poccil and i guess flame guru to even though u make me mad
  #147    
Old September 22nd, 2007, 10:16 AM
yaoimutt
Trainer
 
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he's updated it, but hasn't uploaded it yet X3
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Geat thread here
  #148    
Old September 22nd, 2007, 11:01 AM
Flame Claw's Avatar
Flame Claw
Flaminator
 
Join Date: May 2005
Location: Broadmoor Hospital
Age: 19
Gender: Male
Nature: Lonely
I got another problem. Sorry peoples


What the heck does this mean?
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  #149    
Old September 22nd, 2007, 11:19 AM
yaoimutt
Trainer
 
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Nature: Impish
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Quote:
Originally Posted by Flame Claw View Post
I got another problem. Sorry peoples


What the heck does this mean?

hm... i think it means that you put in something in the encounter.txt file that you shouldn't have, post it and i'll check for you, other wise, go through it and look very carefully. that's prity much it.
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  #150    
Old September 22nd, 2007, 05:08 PM
-BlackShadow-'s Avatar
-BlackShadow-
Shadow King
 
Join Date: Sep 2007
Location: U.S.
Age: 19
Gender:
Nature: Relaxed
Quote:
Originally Posted by Flame Claw View Post
I got another problem. Sorry peoples

What the heck does this mean?
You Don't Have The Right Amount Of Pokemon Such As "On Land You May Not Go Over 12 Pokemon Or Under 12" Or The Name Could Be Spelled Wrong. If You Need More Help PM Me And I Will Send You A Tutorial.

"I Would Have Kept The Image But, I Have Under 15 Posts...
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