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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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  #2776    
Old July 31st, 2008, 08:58 PM
Kevvviiinnn
Beginning Trainer
 
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Quote:
Originally Posted by yaoimutt View Post
you haven't been able to make trainer events with just comments in a long time, (the last time i updated my game was 6 months ago, and i can't make trainer events with just comments) i don't think you really ever could, you need the condition branch as well.
Really? The first release I got was dated July 1, 2008, and I was able to make trainers with just comments. :^S
  #2777    
Old July 31st, 2008, 10:45 PM
brianhoorn
Beginning Trainer
 
Join Date: Aug 2007
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How do I make connected maps?
I looked through the Notes and couldn't find an explanation.
  #2778    
Old August 1st, 2008, 10:33 AM
partyghoul2000's Avatar
partyghoul2000
Intermediate Game Designer
 
Join Date: Jan 2006
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Age: 27
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Quote:
Originally Posted by Kevvviiinnn View Post
Really? The first release I got was dated July 1, 2008, and I was able to make trainers with just comments. :^S
so im not the only one who's noticed this...

Quote:
Originally Posted by brianhoorn View Post
How do I make connected maps?
I looked through the Notes and couldn't find an explanation.
well, make your maps. go to the debug/editor menu and go to visual editor. use the gui to put your maps together. F5 will tell you what buttons do what.

Check out my Super Gothic Bros hack here.
My ripped pokemon music in MP3 format can be found here.
My custom battle animations and whatnot can be found here.
Credit is expected, if used.
  #2779    
Old August 1st, 2008, 01:32 PM
brianhoorn
Beginning Trainer
 
Join Date: Aug 2007
Gender:
Oh, ok.
Thanks a bunch partyghuol2000!
  #2780    
Old August 1st, 2008, 02:39 PM
PokemonOI's Avatar
PokemonOI
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Join Date: May 2008
Location: INSULA
Nature: Brave
I get this Error when starting doing a partner two on two battle:

Exception: SyntaxError
Message: (eval)in `pbExecuteScript'compile error
(eval) syntax error
ENDAN,"BRENDAN",0)
^
(eval) syntax error
ENDAN,"BRENDAN",0)
^
Interpreter:238:in `pbExecuteScript'
Interpreter:1614:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'
  #2781    
Old August 1st, 2008, 02:43 PM
Atomic Reactor's Avatar
Atomic Reactor
@atomicreactor
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try putting a BR in front of ENDAN
maybe that's why?
  #2782    
Old August 1st, 2008, 02:46 PM
PokemonOI's Avatar
PokemonOI
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Quote:
Originally Posted by Atomic_Reactor View Post
try putting a BR in front of ENDAN
maybe that's why?
BR is in front of it thats just how the error came out
  #2783    
Old August 1st, 2008, 02:49 PM
Kevvviiinnn
Beginning Trainer
 
Join Date: Jul 2008
It's funny seeing the word "eval" next to that cute Teddiursa X^)

Anyway, are you calling the script with a Call Script command or a Conditional Branch? The Call Script command will cut it off, so try placing it in the script section on the fourth page of the Conditional Branch.
  #2784    
Old August 1st, 2008, 02:49 PM
Atomic Reactor's Avatar
Atomic Reactor
@atomicreactor
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oh alright.
That's all i got. i just noticed that it was missing.
Good luck on fixing it lol :P
  #2785    
Old August 1st, 2008, 02:53 PM
PokemonOI's Avatar
PokemonOI
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Quote:
Originally Posted by Kevvviiinnn View Post
It's funny seeing the word "eval" next to that cute Teddiursa X^)

Anyway, are you calling the script with a Call Script command or a Conditional Branch? The Call Script command will cut it off, so try placing it in the script section on the fourth page of the Conditional Branch.
I get this now

Exception: SyntaxError
Message: (eval)in `pbExecuteScript'compile error
(eval) syntax error
pbRegisterPartner(PBTrainers::RIVAL_BR
^
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'
  #2786    
Old August 1st, 2008, 02:59 PM
Kevvviiinnn
Beginning Trainer
 
Join Date: Jul 2008
Try placing the partner registration in a Conditional Branch, too.
  #2787    
Old August 1st, 2008, 03:02 PM
PokemonOI's Avatar
PokemonOI
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Heres the script I've been using

pbRegisterPartner(PBTrainers::RIVAL_BR
ENDAN,"BRENDAN",0)

but the error keeps coming up.
  #2788    
Old August 1st, 2008, 03:04 PM
Kevvviiinnn
Beginning Trainer
 
Join Date: Jul 2008
Quote:
Originally Posted by PokemonOI View Post
Heres the script I've been using

pbRegisterPartner(PBTrainers::RIVAL_BR
ENDAN,"BRENDAN",0)

but the error keeps coming up.
Did you try placing that in a Conditional Branch? It looks like it's just cutting off.
  #2789    
Old August 1st, 2008, 03:08 PM
PoKéMaKeR's Avatar
PoKéMaKeR
Pokemon Rancher creator!
 
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Quote:
Originally Posted by PokemonOI View Post
Heres the script I've been using

pbRegisterPartner(PBTrainers::RIVAL_BR
ENDAN,"BRENDAN",0)

but the error keeps coming up.
Just turn it into this
pbRegisterPartner(
PBTrainers::RIVAL_BRENDAN,"BRENDAN",0)

Then it'll be over i think
(Click for the thread)



Last update on the Rancher thread: February 26th 2009

  #2790    
Old August 1st, 2008, 03:10 PM
PokemonOI's Avatar
PokemonOI
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Join Date: May 2008
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Nature: Brave
Quote:
Originally Posted by Kevvviiinnn View Post
Did you try placing that in a Conditional Branch? It looks like it's just cutting off.
yeah I get this


Exception: SyntaxError
Message: (eval)in `pbExecuteScript'compile error
(eval) syntax error
pbRegisterPartner(PBTrainers::RIVAL_BR
^
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'
  #2791    
Old August 1st, 2008, 03:13 PM
partyghoul2000's Avatar
partyghoul2000
Intermediate Game Designer
 
Join Date: Jan 2006
Location: USA
Age: 27
Gender: Male
Nature: Calm
Quote:
Originally Posted by PokemonOI View Post
yeah I get this


Exception: SyntaxError
Message: (eval)in `pbExecuteScript'compile error
(eval) syntax error
pbRegisterPartner(PBTrainers::RIVAL_BR
^
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'
did you try poccil's little extendtext.exe?

Check out my Super Gothic Bros hack here.
My ripped pokemon music in MP3 format can be found here.
My custom battle animations and whatnot can be found here.
Credit is expected, if used.
  #2792    
Old August 1st, 2008, 03:15 PM
PokemonOI's Avatar
PokemonOI
Back To WORK!
 
Join Date: May 2008
Location: INSULA
Nature: Brave
Quote:
Originally Posted by partyghoul2000 View Post
did you try poccil's little extendtext.exe?
no I dont know what that is what is that?
  #2793    
Old August 1st, 2008, 03:16 PM
Kevvviiinnn
Beginning Trainer
 
Join Date: Jul 2008
When you copy and paste it into the Conditional Branch, are you sure you're pasting all of it?

Quote:
Originally Posted by PoKéMaKeR View Post
Just turn it into this
pbRegisterPartner(
PBTrainers::RIVAL_BRENDAN,"BRENDAN",0)

Then it'll be over i think
This should work, too.
  #2794    
Old August 1st, 2008, 03:25 PM
PokemonOI's Avatar
PokemonOI
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Nature: Brave
Thanks Dude that was a big help but now my partner trainer back wont appear?
  #2795    
Old August 1st, 2008, 04:40 PM
Kevvviiinnn
Beginning Trainer
 
Join Date: Jul 2008
Just upload a 512x128 picture consisting of the four parts you would like to be animated into your Picture folder. Name it trbackXXX, where XXX = the number of said partner. Make sure to include zeros if it's a one/two-digit number :^)
  #2796    
Old August 2nd, 2008, 02:30 AM
Darksun's Avatar
Darksun
triple rainbow, yo
 
Join Date: Jul 2008
Location: 22nd floor of the Carrot Tower in Setagaya, Tokyo, Japan
Gender: Male
Nature: Relaxed
How do I change the colour of the text in battle?

Thanks.


Last edited by Darksun; August 2nd, 2008 at 02:53 AM.
  #2797    
Old August 2nd, 2008, 09:01 PM
fireyboy345's Avatar
fireyboy345
Skilled Pokemon Trainer
 
Join Date: Nov 2007
Nature: Modest
i need help. how do i connec maps so that i dont teleport and when ever i enter a few of my maps why does it start raining.

nvm my last comment i looked at the notes

Last edited by fireyboy345; August 2nd, 2008 at 09:26 PM. Reason: Your double post has been automatically merged.
  #2798    
Old August 2nd, 2008, 10:15 PM
partyghoul2000's Avatar
partyghoul2000
Intermediate Game Designer
 
Join Date: Jan 2006
Location: USA
Age: 27
Gender: Male
Nature: Calm
Quote:
Originally Posted by fireyboy345 View Post
i need help. how do i connec maps so that i dont teleport and when ever i enter a few of my maps why does it start raining.

nvm my last comment i looked at the notes
Quote:
Originally Posted by partyghoul2000 View Post
well, make your maps. go to the debug/editor menu and go to visual editor. use the gui to put your maps together. F5 will tell you what buttons do what.
i posted that a page ago. please search the thread before asking.


anyways, i've been dinking around with some custom pokeballs and whatnot and im trying to figure out how it works and what can be used. i've been goin off of what's already in the script to make what i have so far. for those of you that can't find this, it's under PokeBattle_Battle script. here's the part to look at for customization.
Spoiler:
case ball
when PBItems::GREATBALL
rareness=(rareness*3/2).floor
when PBItems:AFARIBALL
rareness=(rareness*3/2).floor
when PBItems::ULTRABALL
rareness*=2
when PBItems::NETBALL
rareness*=3 if battler.pbHasType?(PBTypes::BUG) || battler.pbHasType?(PBTypes::WATER)
when PBItems::DIVEBALL
rareness=(rareness*7/2).floor if @environment==PBEnvironment::Underwater
when PBItems::TIMERBALL
if @turncount>30
rareness*=4
else
rareness=rareness*(@turncount+10)/10
end
when PBItems::REPEATBALL
rareness*=3 if self.pbPlayer.owned[battler.species]
when PBItems::NESTBALL
if battler.level<30
rareness*=(40-battler.level)/10
end
end
x=(((a*3-b*2)*rareness)/(a*3)).floor
if battler.status==PBStatuses:LEEP||
battler.status==PBStatuses::FROZEN
x*=2
elsif battler.status!=0
x=(x*3/2).floor
end
shakes=0
if x>255 || ball==PBItems::MASTERBALL
shakes=4
else
y = 0x000FFFF0 / (Math.sqrt(Math.sqrt( 0x00FF0000/x ) ) )
shakes+=1 if pbRandom(65536)<y
shakes+=1 if pbRandom(65536)<y
shakes+=1 if pbRandom(65536)<y
shakes+=1 if pbRandom(65536)<y
end
@scene.pbThrow(ball,shakes,battler.index)
case shakes
when 0
pbDisplay(_INTL("Oh no! The Pokemon broke free!"))
when 1
pbDisplay(_INTL("Aww... it appeared to be caught!"))
when 2
pbDisplay(_INTL("Aargh! Almost had it!"))
when 3
pbDisplay(_INTL("Shoot! It was so close, too!"))
when 4
pbDisplay(_INTL("Gotcha! {1} was caught!",pokemon.name))
@scene.pbThrowSuccess
@decision=4
if isConst?(ball,PBItems,:LUXURYBALL)
pokemon.happiness=200
end


now, just looking at it i was a tad bit confused about how rareness works. ultra ball is rareness*=2 which i gather means x2, which is what it should be. but the dive ball's is rareness=(rareness*7/2).floor. what exactly does that mean? i image it would mean 3.5, but it's an uneven percentage or is that what it should be? an uneven percentage?

another thing is the battler variable. i see that the net ball has battler.pbHasType?. what if i wanted to dictate a certain species? i tried battler.species and i got this error.
Spoiler:
Exception: ArgumentError
Message: wrong number of arguments(1 for 0)
PokeBattle_Battle:135:in `species'
PokeBattle_Battle:135:in `pbThrowPokeBall'
PokeBattle_Battle:1670:in `pbRegisterItem'
PokeBattle_Battle:2426:in `pbCommandPhase'
PokeBattle_Battle:2385:in `loop'
PokeBattle_Battle:2440:in `pbCommandPhase'
PokeBattle_Battle:2374:in `each'
PokeBattle_Battle:2374:in `pbCommandPhase'
PokeBattle_Battle:753:in `pbStartBattleCore'
PokeBattle_Battle:752:in `logonerr'


unless i was supposed to do battler.PBSpecies?. also, what if i wanted to call the battler's height or weight? would that be battler.weight & battler.height? also, what if instead of the of pokemon the trainer is battling, i wanted to get a variable or something from the trainer's pokemon? how would that be called?

and the last part of my huge post is the post-capture stuff. as you can see, the luxury ball automatically gives the pokemon 200 happiness. simple to change or add another ball with the same stat. but what if i wanted to change it's attack, speed, IVs, EVs and so on. im not too sure about the IVs and EVs but i do believe the stats would go as such:
pokemon.hp
pokemon.attack
pokemon.defense
pokemon.speed
pokemon.spattack
pokemon.spdefense

correct me if im wrong because i'd really like to know, besides all the other people asking about custom pokeballs. anyways, i know that's alot to read and answer, but i would love to hear some answers. this just might quell some n00bish questions also.

thanks in advance.

Check out my Super Gothic Bros hack here.
My ripped pokemon music in MP3 format can be found here.
My custom battle animations and whatnot can be found here.
Credit is expected, if used.
  #2799    
Old August 3rd, 2008, 06:07 AM
Lorem Ipsum's Avatar
Lorem Ipsum
 
Join Date: Oct 2007
Gender:
partyghoul2000:
The IVs and EVs question:

To define a Pokémon's IVs or EVs, you would use the following type of statement.

pokemon[0].iv[0] for IVs, and pokemon[0].ev[0] for EVs.

Substitute the first 0 in brackets to reflect the Pokémon number in your party (note, 0 is the first one, 5 is the last one). Then, substitute the second 0 to reflect the IV or EV you want to change (0=HP, 1=Attack, 2=Defence, 3=Sp. Atk, 4=Sp. Def, 5=Speed).

So, if I wanted to change the defence IV of the third Pokémon in my party to 31, then I would simply use this statement.

Code:
pokemon[2].iv[2]=31
.

______________________________________

Now, for my own question: what are the function codes and their meanings for move effects in moves.txt?
[CENTER]
Pokémon Acanthite: Coming Soon

Last edited by Lorem Ipsum; August 3rd, 2008 at 06:08 AM. Reason: Your double post has been automatically merged.
  #2800    
Old August 3rd, 2008, 06:43 AM
Yuoaman's Avatar
Yuoaman
Legen- wait for it...
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Gender: Male
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Okay, I'm quite new at the inner workings of Poccils Starter Kit, so I have several questions:

1: Where is the Edit Trainers option in the Editor.

2: How do I add troops to maps.

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