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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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  #2501  
Unread July 6th, 2008, 05:37 PM
DamianLeonhart's Avatar
DamianLeonhart
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Quote:
Originally Posted by JJMcay View Post


..... thats a bit of a problem... white background......... how do i fix that?
you need to make the background transparent and I am fairly sure save it as a PNG file. to get the transparency effect to occur.
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  #2502  
Unread July 6th, 2008, 08:05 PM
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Why does my Female Trainer Back end up invisible in battle.
I set the picture to trback001...
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  #2503  
Unread July 6th, 2008, 08:37 PM
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Quote:
Originally Posted by poccil View Post
I have finished making a command line program for generating RPGXP compatible animations from sprites. It is to be run from the command line. See this address:

http://upokecenter.com/projects/animmaker.exe
Can u explain how it works? I've created a xml file in wich I put the names of two images of the same pokemon but in two different positions and I used the command prompt to use animmaker. But it has juste created two empty images animation.png and animation2.png....
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  #2504  
Unread July 6th, 2008, 08:55 PM
PokemonPlatnum's Avatar
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Quote:
Originally Posted by AJ™ View Post
Why does my Female Trainer Back end up invisible in battle.
I set the picture to trback001...
AJ Set it to trback002 for the girl...
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  #2505  
Unread July 6th, 2008, 11:00 PM
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PoKéMaKeR
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Quote:
Originally Posted by PokemonPlatnum View Post
AJ Set it to trback002 for the girl...
Nope the trback001 is for the girl trainer..
But what did you do with it, cause it's really odd it doesn't show up
PoKéMaKeR
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  #2506  
Unread July 6th, 2008, 11:04 PM
partyghoul2000's Avatar
partyghoul2000
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i have some somewhat advanced questions about the scripts.

as somebody mentioned before, they wanted to add more player metadata than what was available. i've looked through the scripts and seen meta data player used in a few other scripts. if one were to add more meta data players, would it still work with the other scripts? and how would one go about putting more players in? below is the metadata script from PokemonMap lines 415 to 437.
Quote:
MetadataHome=1
MetadataPlayerA=2
MetadataPlayerB=3
MetadataPlayerC=4
MetadataPlayerD=5
MetadataStorageCreator=6
MetadataWildBattleBGM=7
MetadataTrainerBattleBGM=8
MetadataWildVictoryME=9
MetadataTrainerVictoryME=10
MetadataTextSkin=11

MetadataOutdoor=1
MetadataEscapePoint=2
MetadataShowArea=3
MetadataBicycle=4
MetadataBicycleAlways=5
MetadataHealingSpot=6
MetadataWeather=7
MetadataMapPosition=8
MetadataDiveMap=9
MetadataDarkMap=10
MetadataSafariMap=11
would for example, MetadataPlayerE go under =12? and so forth for other players?

also, how would one input another pocket or two on the bag?
Quote:
class PokemonBag
attr_reader :registeredItem
attr_accessor :lastpocket
attr_reader :pockets
MAXPERSLOT=99
MAXPOCKETSIZE=[0,256,-1,-1,-1,-1]
def initialize
@lastpocket=1
@pockets=[]
@pockets[0]=[]
@pockets[1]=[]
@pockets[2]=[]
@pockets[3]=[]
@pockets[4]=[]
@pockets[5]=[]
@choices=[0,0,0,0,0,0]
@registeredItem=0
end
would i just add another -1 in maxpocketsize, another 0 to choices and @pockets[6]=[]to this? i believe i already grasp what else needs to be done for this.

i was also wondering where the piece of script is for the exclamation mark that appears above the trainer before battle. i moved the animation down on the list of animations and now it doesn't appear before trainer battles. i need to find this piece of script to change it accordly.

also, would there be a way to force a pokemon within the player's party to evolve? i've played around with scripts and conditional branches with no avail.

i was also wondering how pbDebugBattle is supposed to be called. i tried script and conditional branch and neither worked. getting this to work would help alot with the battle animations.

i was also curious as to when different pokemon forms will be implemented. this would be a big plus in the next release. :D


thanks for your answers in advance.

*EDIT*
i just noticed that the animation editor in the editor/debug menu doesn't save any animations. is anybody else having this problem?

*EDIT2*
ummm...i also need to know where the script for the grass & dust animation are, so i can change them accordly. >_<
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Last edited by partyghoul2000; July 6th, 2008 at 11:43 PM.
  #2507  
Unread July 6th, 2008, 11:47 PM
imtheomega's Avatar
imtheomega
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Quote:
Originally Posted by partyghoul2000 View Post
i have some somewhat advanced questions about the scripts.

as somebody mentioned before, they wanted to add more player metadata than what was available. i've looked through the scripts and seen meta data player used in a few other scripts. if one were to add more meta data players, would it still work with the other scripts? and how would one go about putting more players in? below is the metadata script from PokemonMap lines 415 to 437.

would for example, MetadataPlayerE go under =12? and so forth for other players?

also, how would one input another pocket or two on the bag?

would i just add another -1 in maxpocketsize, another 0 to choices and @pockets[6]=[]to this? i believe i already grasp what else needs to be done for this.

i was also wondering where the piece of script is for the exclamation mark that appears above the trainer before battle. i moved the animation down on the list of animations and now it doesn't appear before trainer battles. i need to find this piece of script to change it accordly.

also, would there be a way to force a pokemon within the player's party to evolve? i've played around with scripts and conditional branches with no avail.

i was also wondering how pbDebugBattle is supposed to be called. i tried script and conditional branch and neither worked. getting this to work would help alot with the battle animations.

i was also curious as to when different pokemon forms will be implemented. this would be a big plus in the next release. :D


thanks for your answers in advance.

*EDIT*
i just noticed that the animation editor in the editor/debug menu doesn't save any animations. is anybody else having this problem?

For the exclamation animation, look at the line 13 in PokemonField, there is EXCLAMATION_ANIMATION_ID. That's what u are looking for.

For the players, I think it should work if u put MetadataPlayerE=12 and so on.

For the bag, it should e like u said, but pay attention because the last value is used in some of the functions below.
For example :
Spoiler:
def setChoice(pocket,value)
raise ArgumentError.new(_INTL("Invalid pocket: {1}",pocket.inspect)) if pocket<=0 || pocket>5
@choices[pocket]=value if value<@pockets[pocket].length
end

U muste replace the pocket>5 by a pocket>6

For the forced evolution, add
Spoiler:
def pbForcedEvolution(species)
return -1 if species<=0
ret=-1
pbRgssOpen("Data/evolutions.dat","rb"){|f|
f.pos=(species-1)*8
offset=f.fgetdw
length=f.fgetdw
if length>0
f.pos=offset
i=0; loop do break unless i<length
evo=f.fgetb
evonib=evo&EVOTYPEMASK
level=f.fgetw
poke=f.fgetw
if (evo&EVODATAMASK)==EVONEXTFORM
return poke
end
i+=5
end
end
}
return ret
end

def pbForceEvolve(pokemon)
newspecies=pbForcedEvolution(pokemon.species)
if newspecies<=0
Kernel.pbMessage(_INTL("This Pokemon can't evolve."))
return false
else
$game_system.bgm_memorize
$game_system.bgm_fade(1.0)
pbFadeOutIn(99999){
evo=PokemonEvolutionScene.new
evo.pbStartScreen(pokemon,newspecies)
evo.pbEvolution(false)
evo.pbEndScreen
}
$game_system.bgm_restore
return true
end
end

in PokemonField.
To use it, put the script :
Spoiler:
for i in 0...$Trainer.party.length
pokemon=$Trainer.party[i]
pbForceEvolve(pokemon) if pokemon.species==yourpokemonid
end

where yourpokemonid is the id of the pokemon wich must evolve.

Quote:
*EDIT2*
ummm...i also need to know where the script for the grass & dust animation are, so i can change them accordly. >_<
Are u speaking about the animation? Because u can find it in the same place as the exclamation animation...
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  #2508  
Unread July 6th, 2008, 11:56 PM
partyghoul2000's Avatar
partyghoul2000
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yea, i found the animations a few mins before this post. i feel kinda stupid considering it was at the top of the script. >.<

thanks for answering my questions. you've been a ton of help. :D thank you. thank you.

*EDIT*
i editted the PokemonBag script so it would have another pocket, but it didn't work. i didn't have any errors what so ever. but when i tried to go to that certain area of the bag, it would close without cause back to the map. i don't believe i missed anything unless the bag script has pieces in other scripts. any answers?
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My custom battle animations and whatnot can be found here.
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Last edited by partyghoul2000; July 7th, 2008 at 01:16 AM.
  #2509  
Unread July 7th, 2008, 01:22 AM
crzyone9584
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is there a way to make the weather randomly generated instead of having it preset in the meta txt file.

Also could some one explain in depth on how to make a reagion map. I know how to make one its the fact it doesnt work with the townmap generator.

also is it possible to edit one of the script so you can catch your opponets pokemon and vice versa.
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  #2510  
Unread July 7th, 2008, 06:39 AM
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Quote:
Originally Posted by DamianLeonhart View Post
you need to make the background transparent and I am fairly sure save it as a PNG file. to get the transparency effect to occur.
how do i make it transparent... i tried in jasc psp but it didnt work...
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  #2511  
Unread July 7th, 2008, 10:09 AM
PokemonPlatnum's Avatar
PokemonPlatnum
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Quote:
Originally Posted by PokemonPlatnum View Post
How do I change the following(circled in red's)text color to white?
Spoiler:


Also how to I fix this error?
Code:
Exception: NoMethodError
Message: undefined method `new' for nil:NilClass
PokeBattle_Move:860:in `pbFromPBMove'
PokeBattle_Battle:336:in `initialize'
PokemonField:382:in `new'
PokemonField:382:in `pbWildBattle'
PokemonField:701:in `pbOnStepTaken'
Game_Player*:623:in `update_old'
Walk/Run:60:in `update'
Scene_Map:101:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
It happens when i walk in grass..
Can someone please help?
It is nessarary for my demo..
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  #2512  
Unread July 7th, 2008, 11:31 AM
imtheomega's Avatar
imtheomega
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Quote:
Originally Posted by crzyone9584 View Post
is there a way to make the weather randomly generated instead of having it preset in the meta txt file.

Also could some one explain in depth on how to make a reagion map. I know how to make one its the fact it doesnt work with the townmap generator.

also is it possible to edit one of the script so you can catch your opponets pokemon and vice versa.
For the weather, insert the script
Spoiler:
i=rand(4)
$game_screen.weather(i,9.0,20)

in an event just on the border of your maps and put a contact trigger.
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  #2513  
Unread July 7th, 2008, 04:05 PM
Wichu's Avatar
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The error occurs because you have a move whose effect isn't defined in PokeBattle_MoveEffects.
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  #2514  
Unread July 7th, 2008, 04:12 PM
Hall Of Famer's Avatar
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Quote:
Originally Posted by Wichu View Post
The error occurs because you have a move whose effect isn't defined in PokeBattle_MoveEffects.
Hi Wichu I heard that you're working on the D/P moves project(modify the moves.txt) so are you going to edit the pokemon.txt as well? just feel a little bit weird if you implement all those D/P moves but no Pokemon can use them.
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  #2515  
Unread July 7th, 2008, 04:20 PM
PokemonPlatnum's Avatar
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nomnomnom.
 
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Quote:
Originally Posted by Wichu View Post
The error occurs because you have a move whose effect isn't defined in PokeBattle_MoveEffects.
How can I fix this?
Please Help..
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  #2516  
Unread July 7th, 2008, 04:28 PM
Wichu's Avatar
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You'll either have to change the move's function to one which is already defined, or add the functions in.

And yeah, poccil kindly gave me the D/P version of the Pokemon.txt file. All D/P moves are already in the text file, thanks to poccil again, but they don't work without the necessary scripts.
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  #2517  
Unread July 7th, 2008, 04:40 PM
Hall Of Famer's Avatar
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Quote:
Originally Posted by Wichu View Post
You'll either have to change the move's function to one which is already defined, or add the functions in.

And yeah, poccil kindly gave me the D/P version of the Pokemon.txt file. All D/P moves are already in the text file, thanks to poccil again, but they don't work without the necessary scripts.
So what scripts do I need to modify in order to get those D/P moves work? Please help.
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  #2518  
Unread July 7th, 2008, 11:55 PM
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DJ91990
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I tried what you said, but still.
~It will not save ANY location names I place on the new maps (Or the Old ones now)
~When I use fly the game STILL crashes and returns this error:
Exception: ArgumentError
Message: wrong number of arguments(0 for 1)
PokemonRegionMap:271:in `pbStartScene'
PokemonRegionMap:271:in `pbStartFlyScreen'
PokemonScreen:1260:in `pbPokemonScreen'
PokemonScreen:1230:in `each'
PokemonScreen:1230:in `pbPokemonScreen'
PokemonScreen:1182:in `loop'
PokemonScreen:1416:in `pbPokemonScreen'
PokemonMenu:150:in `pbStartPokemonMenu'
PokemonMenu:149:in `pbFadeOutIn'
PokemonMenu:149:in `pbStartPokemonMenu

WHY CAN'T I USE FLY!?
I WANA USE FLY!
  #2519  
Unread July 8th, 2008, 09:23 AM
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nomnomnom.
 
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I really need your help on this one..
Exception: NameError
Message: uninitialized constant PokeBattle_Scene::MESSAGEBASECOLOR
PokeBattle_ActualScene:151:in `initialize'
PokeBattle_ActualScene:1494:in `new'
PokeBattle_ActualScene:1494:in `pbStartBattle'
PokeBattle_Battle:570:in `pbStartBattleCore'
PokeBattle_Battle:542:in `pbStartBattle'
PokemonField:395:in `pbWildBattle'
PokemonField:394:in `pbSceneStandby'
PokemonField:396:in `pbWildBattle'
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Last edited by PokemonPlatnum; July 8th, 2008 at 10:26 AM.
  #2520  
Unread July 8th, 2008, 01:43 PM
AshersTheDragon
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Hey guys, I need some help on a few things with my game I'm making. First, sometimes when I lay out a map, when I go into gameplay, I can walk ontop of things that are supposed to be solid, like rocks, Pokeballs, ect. Is there a coding to fix this, or am I just putting it in the wrong layer?

Also, on my maps I've set up different songs to play by using the BGM option in the Map Properties, but sometimes they won't play or you'll hear the beginning for a second and then it'll fade away...would it fix the problem if I used a code to play the music? If so, what's the code?

Thanks for everyone's time!
~Ash
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  #2521  
Unread July 8th, 2008, 02:27 PM
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Sup Dudes? i was just wondering if anyone new a good place to get custom and unique buildings for my upcomming game: Pokèmon-Dawn of the Dinosaurs, also dose anyone know where i can get the frames for an explision animation to put over a building if it gets "Blowen up" so to speak...

Thanks in advance!
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An untold tale of the high seas...
A tale of the dawn of exploration...
A tale that spans time...
A tale, never told before...


Pokémon: Age of Exploration
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~~~~

  #2522  
Unread July 8th, 2008, 02:53 PM
Atomic Reactor's Avatar
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@Ash: Go into the database of RMXP and go to tileset.
put an "X" on all the things you can't wlak over. don't put Xs on dorrs though.
\this will solve your walking problem.
idk about the BGM.

@JJMcay: uh... you could, make the buildings? or go to the pixel art section. look from there.
youll probably run across something if you look long enough.
spriters resurce has pokemon animations if thats what you wanna use for the explosion. im sure thats in there too.
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  #2523  
Unread July 8th, 2008, 02:58 PM
Exiled~Shadow's Avatar
Exiled~Shadow
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k thanks... i allready had made 2 buildings but i wanted to see if anyone else had some...
Woooo!!! i finaly made a working userbar! this 1 is awesome!

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~~~~

An untold tale of the high seas...
A tale of the dawn of exploration...
A tale that spans time...
A tale, never told before...


Pokémon: Age of Exploration
Coming Soon...

~~~~


Last edited by Exiled~Shadow; July 8th, 2008 at 03:05 PM.
  #2524  
Unread July 8th, 2008, 03:43 PM
BallisticBlastoise
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I downloaded the 7/1/08 version of Pokemon Essentials and I had trouble opening the rpgxpoj file that comes with pokestarter zip. The first time I opened it, I got an error saying that "actor data cannot be found". I read pe's notes and saw something that said to change this file in notepad to rpgxp1.01 or rpgxp1.00 if it doesn't open. I changed the file to rpgxp1.01 but when I open the file again notepad opens up with "Rpgxp1.01" on it.

Has anyone had this problem? Is there something I'm doing wrong? Oh and I'm using Vista btw.
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  #2525  
Unread July 8th, 2008, 03:58 PM
Wichu's Avatar
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HoF: the PokeBattle_MoveEffects script contains the move effect info.
JJM: try using one of the RTP animations.
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