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Pokémon Essentials All questions and discussion about Pokémon Essentials, the Pokémon game kit for RPG Maker XP, go in here. Also contains links to the latest downloads and the Essentials Wiki.


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  #251    
Old October 1st, 2007, 02:15 AM
Ryruyin's Avatar
Ryruyin
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Dude, do you speak English? Use proper sentences.
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  #252    
Old October 1st, 2007, 04:37 AM
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mackoo
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Where can I download version with GBA resolution - please give me direct link.
  #253    
Old October 1st, 2007, 04:41 AM
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Ryruyin
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If you go into options in the game, you can select the resolution.
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  #254    
Old October 1st, 2007, 05:03 AM
Pokê Fan
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I am from Germany i cannot good English ^__^"
  #255    
Old October 1st, 2007, 05:06 AM
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BlueEew
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Quote:
Originally Posted by Pokê Fan View Post
I war that not… Flameguru

you can show me it
with pictures with 1,2,3 and so on?
Please

I Mean in the pokestarter is 386 pokemons i will a new paste it is 387 pokemons become ^__^

I will Tuwtwig paste.


hope can me help Pokê Fan
Heya, I think I know what you mean now. You know that there are 386 Pokemon in the game Bulbasaur to Deoxys, but you want to add more i.e Turwig to the game.

If thats what you mean let us know and someone will help you. Also poccil thanks for answering my questions.
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  #256    
Old October 1st, 2007, 06:17 AM
poccil
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As I regret to say, in the current version, even though it is possible to create custom Pokemon, some portions of the script still assume a maximum of 386 species. I will edit the code to remove that limit.
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  #257    
Old October 1st, 2007, 06:21 AM
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So if you would want to have all 386 and new ones you would not be able to do so? Unless you delete some older Pokemon, and replace them for new Pokemon?
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  #258    
Old October 1st, 2007, 06:24 AM
poccil
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In the current version, practically, yes. However, I can easily solve this problem by reading the data compiled data files and getting the total number of species, instead of relying on a constant.
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  #259    
Old October 1st, 2007, 06:34 AM
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So basically you can edit the scripts to allow more then 386 Pokemon. Are you going to make it so you can add as many Pokemon any wants, or a certain amount per person?
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  #260    
Old October 1st, 2007, 06:36 AM
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mackoo
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Join Date: Mar 2007
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I've tried to transfer player to other map than test map, after intro - this happened:

Spoiler:
undefined method `*' for nil:NilClass
WindowAndTilemap:564:in `refresh'
WindowAndTilemap:544:in `each'
WindowAndTilemap:544:in `refresh'
WindowAndTilemap:543:in `each'
WindowAndTilemap:543:in `refresh'
WindowAndTilemap:542:in `each'
WindowAndTilemap:542:in `refresh'
WindowAndTilemap:391:in `update'
Spriteset_Map:196:in `_animationSprite_update'
AnimationSprite:113:in `update'
Spriteset_Map:61:in `_animationSprite_initialize'
AnimationSprite:41:in `initialize'
Scene_Map:21:in `new'
Scene_Map:21:in `createSpritesets'
Scene_Map:20:in `each'
Scene_Map:20:in `createSpritesets'
Scene_Map:210:in `transfer_player'
Scene_Map:103:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:62:in `main'
Scene_Map:59:in `loop'
Scene_Map:66:in `main'
Main:41



What should I do?
  #261    
Old October 1st, 2007, 06:48 AM
poccil
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Maybe this will work: Go to lines 564 and 581 of the script section WindowAndTilemap and replace them with this line:
Code:
     spriteZ=(@priorities[id]==0||!@priorities[id]) ? 0 : zOffset+@priorities[id]*32
To answer BlueEew's question, I will make the species count practically unlimited; or more accurately, as high as the highest numbered species on the pokemon.txt file.
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  #262    
Old October 1st, 2007, 09:48 AM
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lightou
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Hey !
First, I just want to say one thing : this script is F-A-N-T-A-S-T-I-C !
Thank you so much, now, I can make my own Pokémon game !

But I have got a problem. I want to change the name of the map, which pop up when we arrive in a new map (for example, after the intro, you can see "Test Map" on the top.)

(I'm osrry for my bad english, but I'm french ')
  #263    
Old October 1st, 2007, 10:36 AM
poccil
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That can be done in RPG Maker XP. Select the name of the map, in this case "Test Map", and press the Space bar. You will then see a box where you can edit the map's name.
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  #264    
Old October 1st, 2007, 12:27 PM
Nastara
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This really needs a tutorial. I have no clue on how to link maps together, make trainer battles, and a lot of other things. =(
  #265    
Old October 1st, 2007, 12:28 PM
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Flameguru
Pokemon: Metallic Silver
 
Join Date: Oct 2005
Location: Amish country, PA
Age: 22
Gender: Male
Nature: Rash
Quote:
Originally Posted by Nastara View Post
This really needs a tutorial. I have no clue on how to link maps together, make trainer battles, and a lot of other things. =(
I can make a tutorial for all the noobs out there if Poccil wants me to.
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  #266    
Old October 1st, 2007, 12:37 PM
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FlameGuru that'd be great I know many of us could use one as I still can't figure out how to tell the co-ords....
  #267    
Old October 1st, 2007, 01:03 PM
poccil
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Here's a section I just wrote regarding coordinates:
Quote:
The status bar on the bottom of RPG Maker XP contains information about the map.
Here is an example of a status bar:

011: Test Map (30 x 28)

The middle of the status bar shows the map ID (011), the name of the map (Test Map),
and the width and height of the map (30 x 28).

Now move your mouse over the map. Notice how another area on the status bar
changes. This shows the X and Y coordinates of the point where the mouse currently
is. Example: 013, 014 means that the mouse is pointing to the tile at X coordinate
13 and Y coordinate 14.
Flameguru, you are welcome to create a tutorial on Pokemon Essentials. It can serve
as a supplement to my own documentation.
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  #268    
Old October 1st, 2007, 02:01 PM
Nastara
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I believe the term is newbie but thanks!
  #269    
Old October 1st, 2007, 02:06 PM
Flameguru's Avatar
Flameguru
Pokemon: Metallic Silver
 
Join Date: Oct 2005
Location: Amish country, PA
Age: 22
Gender: Male
Nature: Rash
I made one but it's not quite finished yet. Anyway...

Download the Guide
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  #270    
Old October 1st, 2007, 02:08 PM
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Ryruyin
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Good on ya Flameguru! Lol, you and Poccil have turned into my favourite people on this forum in a very short space of time. =]
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  #271    
Old October 1st, 2007, 02:12 PM
poccil
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Here is documentation I just wrote on editing the intro screen.
Quote:
The introduction screen when the game starts is found in the map titled Intro.
This map should be where the starting position is placed. It also contains an event
with an autorun trigger. The event may appear long, but that's only because it's a
representative appearance of the intro screen only. The most fundamental introduction
event looks like the following:

Script: pbChangePlayer(0) -- initializes the player character
Text: Choose a name.
Script: pbTrainerName -- opens the name entry screen and initializes the Trainer object
Text: Hello, \PN. -- displays the player's name.
Control Self Switch: A =ON -- Stops autorun event
Transfer Player:[011: Test Map], (009,009), Down -- Transfers player to start position

Of course, it can be expanded to include multiple player characters and
to show the character on screen:

Text: Are you a boy or a girl?
Show Choices: BOY, GIRL
When [BOY]
Script: pbChangePlayer(0) -- initializes player 0 (PlayerA)
When [GIRL]
Script: pbChangePlayer(1) -- initializes player 1 (PlayerB)
Branch End
Script: pbShowPicture(2,pbGetPlayerGraphic,1,230,120) -- shows the character's picture
Text: Choose a name.
Script: pbTrainerName -- opens the name entry screen and initializes the Trainer object
Text: Hello, \PN. -- displays the player's name.
Erase Picture: 2 -- erases the character's picture
Control Self Switch: A =ON -- Stops autorun event
Transfer Player:[011: Test Map], (009,009), Down -- Transfers player to start position

In the file metadata.txt you can enter data for each player character
in the settings PlayerA, PlayerB, etc. within section [000] of that file.
See metadata.txt for more details.
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  #272    
Old October 1st, 2007, 02:17 PM
Ryruyin's Avatar
Ryruyin
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Hey Poccil, could you write me a script/code to turn on/off the light/time effect easily?
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  #273    
Old October 1st, 2007, 02:25 PM
poccil
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I'm not sure what you mean by light/time effect, but if you mean the tinting of the screen to correspond with the time of day, that's easy to deactivate. In the script section AnimationSprite, go to line 112 and uncomment the line "tintScreen" by adding a "#" sign before the word "tintScreen".
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  #274    
Old October 1st, 2007, 02:34 PM
Ryruyin's Avatar
Ryruyin
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Yeah, that's what I mean, but I want to disable it in certain parts of the game, so do you have a script I can use for that?
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  #275    
Old October 1st, 2007, 02:53 PM
koolkats109@hotmail.com's Avatar
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xD Sorry to bug you guys again but can anyone tell me how to compress a file for a demo? And add my own icon in the top left screen of the game?I would realy appreciate it
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