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  #1    
Old December 19th, 2012, 01:14 PM
carmaniac's Avatar
carmaniac
Where the pickle surprise at?
 
Join Date: Apr 2009
Location: England
Age: 19
Nature: Relaxed
Yes, this is a public resource for anyone who wants to use it, only tested with version 10 of essentials, please credit me if used.



Anyway, I present to you, B/W styled loading screen for essentials. To install this script, go to the script, PokémonLoad in the script editor, and replace the entire script with this new one below, download the graphics folder and put all the graphics into the Graphics/Pictures folder of your game.

http://www.mediafire.com/?olw1l5t5o6lfu8t

Code:
class PokemonLoadScene # :doc:
  def pbUpdate
    pbUpdateSpriteHash(@sprites)
  end

  def pbStartScene
    @sprites={}
    @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
    @viewport.z=99998
    savefile=RTP.getSaveFileName("Game.rxdata")
    
    @sprites["overlay"]=BitmapSprite.new(Graphics.width, Graphics.height)
    @sprites["overlay"].z = 99999
    @overlay=@sprites["overlay"].bitmap
    @overlay.clear
    baseColor=Color.new(239, 239, 239)
    shadowColor=Color.new(140,140,140)
    pbSetSystemFont(@sprites["overlay"].bitmap)
        
    if safeExists?(savefile)      
      @sprites["Continue"] = Sprite.new
      @sprites["Continue"].x = 52
      @sprites["Continue"].y = 4
      @sprites["Continue"].z = 99998
      @sprites["Continue"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Continue")
      @sprites["Continue"].opacity = 210
      
      @sprites["NewGame"] = Sprite.new
      @sprites["NewGame"].x = 68
      @sprites["NewGame"].y = 232
      @sprites["NewGame"].z = 99998
      @sprites["NewGame"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
      @sprites["NewGame"].opacity = 210
      
      @sprites["Options"] = Sprite.new
      @sprites["Options"].x = 68
      @sprites["Options"].y = 282
      @sprites["Options"].z = 99998
      @sprites["Options"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
      @sprites["Options"].opacity = 210
      
      textpos=[
      [_INTL("CONTINUE"),84,10,false,baseColor,shadowColor],
      [_INTL("NEW GAME"),84,238,false,baseColor,shadowColor],
      [_INTL("OPTIONS"),84,288,false,baseColor,shadowColor],
      #[_INTL(
      ]
      pbDrawTextPositions(@overlay,textpos)
    else
      @sprites["NewGame"] = Sprite.new
      @sprites["NewGame"].x = 68
      @sprites["NewGame"].y = 142
      @sprites["NewGame"].z = 99998
      @sprites["NewGame"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
      @sprites["NewGame"].opacity = 210
      
      @sprites["Options"] = Sprite.new
      @sprites["Options"].x = 68
      @sprites["Options"].y = 192
      @sprites["Options"].z = 99998
      @sprites["Options"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
      @sprites["Options"].opacity = 210
      
      textpos=[
      [_INTL("NEW GAME"),84,148,false,baseColor,shadowColor],
      [_INTL("OPTIONS"),84,198,false,baseColor,shadowColor],
      ]
      pbDrawTextPositions(@overlay,textpos)
      
    end
    
    addBackgroundOrColoredPlane(@sprites,"background","loadbg",
       Color.new(96,96,248),@viewport)
    @sprites["locwindow"]=Window_AdvancedTextPokemon.new("")
    @sprites["locwindow"].viewport=@viewport
    @sprites["locwindow"].visible=false
    @sprites["cmdwindow"]=Window_CommandPokemon.new([])
    @sprites["cmdwindow"].x=512
    @sprites["cmdwindow"].y=0
    @sprites["cmdwindow"].viewport=@viewport
    @sprites["cmdwindow"].visible=false
    pbFadeInAndShow(@sprites) { pbUpdate }
  end

  def pbSetAuxiliaryWindow(loctext)
     @sprites["locwindow"].resizeToFit(loctext,Graphics.width-@sprites["cmdwindow"].width)
     @sprites["locwindow"].width=228 if @sprites["locwindow"].width<228
     @sprites["locwindow"].height=Graphics.height
     @sprites["locwindow"].x=512#Graphics.width-@sprites["locwindow"].width
     @sprites["locwindow"].visible=true
     @sprites["locwindow"].text=loctext
  end

  def pbSetParty(trainer,hasPokedex=false)
    for i in 0...trainer.party.length
      @sprites["party#{i}"]=PokemonIconSprite.new(trainer.party[i])
      @sprites["party#{i}"].z=99999
      @sprites["party#{i}"].x=80+60*i
      @sprites["party#{i}"].y=150
    end
  end

  def pbChoose(commands)
    @sprites["cmdwindow"].resizeToFit(commands)
    @sprites["cmdwindow"].commands=commands
    @sprites["cmdwindow"].x=512
    @sprites["cmdwindow"].y=0
    @sprites["cmdwindow"].visible=true
    loop do
      Graphics.update
      Input.update
      pbUpdate
      savefile=RTP.getSaveFileName("Game.rxdata")
      if safeExists?(savefile)
        if @sprites["cmdwindow"].index==0
          @sprites["NewGame"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Continue"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Continue_S")
          @sprites["Options"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
        elsif @sprites["cmdwindow"].index==1
          @sprites["NewGame"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar_S")
          @sprites["Continue"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Continue")
          @sprites["Options"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
        elsif @sprites["cmdwindow"].index==2
          @sprites["NewGame"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Continue"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Continue")
          @sprites["Options"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar_S")
        end
      else
        if @sprites["cmdwindow"].index==0
          @sprites["NewGame"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar_S")
          @sprites["Options"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
        elsif @sprites["cmdwindow"].index==1
          @sprites["NewGame"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
          @sprites["Options"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar_S")
        end
      end
      
      if Input.trigger?(Input::C)
        return @sprites["cmdwindow"].index
      end
    end
  end

  def pbEndScene
    pbFadeOutAndHide(@sprites) { pbUpdate }
    pbDisposeSpriteHash(@sprites)
    @viewport.dispose
  end

  def pbCloseScene
    pbDisposeSpriteHash(@sprites)
    @viewport.dispose
  end
end



module FontInstaller # :doc:
  # filenames of fonts to be installed
  Filenames = [
     'pkmnem.ttf',
     'pkmnemn.ttf',
     'pkmnems.ttf',
     'pkmnrs.ttf',
     'pkmndp.ttf',
     'pkmnfl.ttf'
  ]    
  # names (not filenames) of fonts to be installed
  Names = [
    'Power Green',
    'Power Green Narrow',
    'Power Green Small',
    'Power Red and Blue',
    'Power Clear',
    'Power Red and Green'
  ]
  # whether to notify player (via pop-up message) that fonts were installed
  Notify = true
  # location of fonts (relative to game folder)
  Source = 'Fonts/'

  def self.getFontFolder
    fontfolder=MiniRegistry.get(MiniRegistry::HKEY_CURRENT_USER,
       "Software\\Microsoft\\Windows\\CurrentVersion\\Explorer\\Shell Folders",
       "Fonts")
    return fontfolder+"\\" if fontfolder
    if ENV['SystemRoot']
      return ENV['SystemRoot'] + '\\Fonts\\'
    elsif ENV['windir']
      return ENV['windir'] + '\\Fonts\\'
    else
      return '\\Windows\\Fonts\\'
    end   
  end

  AFR = Win32API.new('gdi32', 'AddFontResource', ['P'], 'L')
  WPS = Win32API.new('kernel32', 'WriteProfileString', ['P'] * 3, 'L')
  SM = Win32API.new('user32', 'PostMessage', ['L'] * 4, 'L')
  WM_FONTCHANGE = 0x001D
  HWND_BROADCAST = 0xffff

  def self.copy_file(src,dest)
    File.open(src,  'rb') {|r|
       File.open(dest, 'wb') {|w|
          while s = r.read(4096)
            w.write s
          end
       }
    }
  end

  def self.pbResolveFont(name)
    RTP.eachPathFor(Source+name) {|file|
       return file if safeExists?(file)
    }
    return Source+name
  end

  def self.install
    success = []
    # Check if all fonts already exist
    filesExist=true
    fontsExist=true
    dest=self.getFontFolder()
    for i in 0...Names.size
      if !safeExists?(dest + Filenames[i])
        filesExist=false
      end
      if !Font.exist?(Names[i])
        fontsExist=false
      end
    end
    return if filesExist
    # Check if all source fonts exist
    exist=true
    for i in 0...Names.size
      if !RTP.exists?(Source + Filenames[i])
        exist=false
        break
      end
    end
    return if !exist # Exit if not all source fonts exist
    Kernel.pbMessage(_INTL("One or more fonts used in this game do not exist on the system.\1"))
    Kernel.pbMessage(_INTL("The game can be played, but the look of the game's text will not be optimal.\1"))
    failed=false
    for i in 0...Filenames.size
      f = Filenames[i]
      if safeExists?(dest + f) && !Font.exist?(Names[i])
        File.delete(dest + f) rescue nil
      end
      # check if already installed...
      if not safeExists?(dest + f)
        # check to ensure font is in specified location...
        if RTP.exists?(Source + f)
          # copy file to fonts folder
          succeeded=false
          begin
            copy_file(pbResolveFont(f), dest + f)
            # add font resource
            AFR.call(dest + f)
            # add entry to win.ini/registry
            WPS.call('Fonts', Names[i] + ' (TrueType)', f)
            succeeded=safeExists?(dest + f)
            rescue SystemCallError
            # failed
            succeeded=false
          end
          if succeeded
            success.push(Names[i])
          else
            failed=true
          end
        end
      else
        success.push(Names[i]) # assume success
      end
    end
    if success.length>0 # one or more fonts successfully installed
      SM.call(HWND_BROADCAST,WM_FONTCHANGE,0,0)
      if Notify
        fonts = ''
        success.each do |f|
          fonts << f << ', '
        end
        if failed
          Kernel.pbMessage(_INTL("Some of the fonts were successfully installed.\1"))
          Kernel.pbMessage(_INTL("To install the other fonts, copy the files in this game's Fonts folder to the Fonts folder in Control Panel."))
        else
          Kernel.pbMessage(_INTL("The fonts were successfully installed.\1"))
        end
        if Kernel.pbConfirmMessage(_INTL("Would you like to restart the game and apply the changes?"))
          a = Thread.new { system('Game') }
          exit
        end
      end
    else
      # No fonts were installed.
      Kernel.pbMessage(_INTL("To install the necessary fonts, copy the files in this game's Fonts folder to the Fonts folder in Control Panel."))
    end
  end
end



class PokemonLoad
  def initialize(scene)
    @scene=scene
  end

  def pbDisplay(text,brief=false)
    @scene.pbDisplay(text,brief)
  end

  def pbDisplayPaused(text)
    @scene.pbDisplayPaused(text)
  end

  def pbConfirm(text)
    return @scene.pbConfirm(text)
  end

  def pbTryLoadFile(savefile)
    trainer=nil
    framecount=nil
    game_system=nil
    pokemonSystem=nil
    mapid=nil
    File.open(savefile){|f|
       trainer=Marshal.load(f)
       framecount=Marshal.load(f)
       game_system=Marshal.load(f)
       pokemonSystem=Marshal.load(f)
       mapid=Marshal.load(f)
    }
    raise "Corrupted file" if !trainer.is_a?(PokeBattle_Trainer)
    raise "Corrupted file" if !framecount.is_a?(Numeric)
    raise "Corrupted file" if !game_system.is_a?(Game_System)
    raise "Corrupted file" if !pokemonSystem.is_a?(PokemonSystem)
    raise "Corrupted file" if !mapid.is_a?(Numeric)
    return [trainer,framecount,game_system,pokemonSystem,mapid]
  end

  def pbStartDeleteScreen
    savefile=RTP.getSaveFileName("Game.rxdata")
    @scene.pbStartScene
    if safeExists?(savefile)
      if Kernel.pbConfirmMessageSerious(_INTL("Delete all saved data?"))
        Kernel.pbMessage(_INTL("Once data has been deleted, there is no way to recover it.\1"))
        if Kernel.pbConfirmMessageSerious(_INTL("Delete the saved data anyway?"))
          Kernel.pbMessage(_INTL("Deleting all data.\r\nDon't turn off the power.\\wtnp[0]"))
          begin; File.delete(savefile); rescue; end
          begin; File.delete(savefile+".bak"); rescue; end
          Kernel.pbMessage(_INTL("The save file was deleted."))
        end
      end
    else
      Kernel.pbMessage(_INTL("No save file was found."))
    end
    @scene.pbEndScene
    $scene=pbCallTitle
  end

  def pbStartLoadScreen
    $PokemonTemp   = PokemonTemp.new
    $game_temp     = Game_Temp.new
    $game_system   = Game_System.new
    $PokemonSystem = PokemonSystem.new if !$PokemonSystem
    @scene.pbStartScene
    cmdContinue=-1
    cmdNewGame=0
    cmdOption=1
    cmdLanguage=-1
    commands=[]
    savefile=RTP.getSaveFileName("Game.rxdata")
    FontInstaller.install
    data_system = pbLoadRxData("Data/System")
    mapfile=$RPGVX ? sprintf("Data/Map%03d.rvdata",data_system.start_map_id) :
                     sprintf("Data/Map%03d.rxdata",data_system.start_map_id)
    if data_system.start_map_id==0 || !pbRgssExists?(mapfile)
      Kernel.pbMessage(_INTL("No starting position was set in the map editor.\1"))
      Kernel.pbMessage(_INTL("The game cannot continue."))
      @scene.pbEndScene
      $scene=nil
      return
    end
    if safeExists?(savefile)
      trainer=nil
      framecount=0
      showContinue=false
      haveBackup=false
      begin
        trainer, framecount, $game_system, $PokemonSystem, mapid=pbTryLoadFile(savefile)
        showContinue=true
        rescue
        if safeExists?(savefile+".bak")
          begin
            trainer, framecount, $game_system, $PokemonSystem, mapid=pbTryLoadFile(savefile+".bak")
            haveBackup=true
            showContinue=true
            rescue
          end
        end
        if haveBackup
          Kernel.pbMessage(_INTL("The save file is corrupt.  The previous save file will be loaded."))
        else
          Kernel.pbMessage(_INTL("The save file is corrupt, or is incompatible with this game."))
          if !Kernel.pbConfirmMessageSerious(_INTL("Do you want to delete the save file and start anew?"))
            raise "scss error - Corrupted or incompatible save file."
          end
          begin; File.delete(savefile); rescue; end
          begin; File.delete(savefile+".bak"); rescue; end
          $PokemonSystem=PokemonSystem.new if !$PokemonSystem
          $game_system=Game_System.new
          Kernel.pbMessage(_INTL("The save file was deleted."))
        end
      end
      if showContinue
        if !haveBackup
          begin; File.delete(savefile+".bak"); rescue; end
          end
        totalsec = framecount / Graphics.frame_rate
        hour = totalsec / 60 / 60
        min = totalsec / 60 % 60
        mapname=pbGetMapNameFromId(mapid)
        mapname.gsub!(/\\PN/,trainer.name)
        textColor=["0070F8,78B8E8","E82010,F8A8B8","0070F8,78B8E8"][trainer.gender]
        loctext=_INTL("<ac><c2=06644bd2>{1}</c2></ac>",mapname)
        loctext+=_INTL("Player<r><c3={1}>{2}</c3><br>",textColor,fmtescape(trainer.name))
        loctext+=_ISPRINTF("Time<r><c3={1:s}>{2:02d}:{3:02d}</c3><br>",textColor,hour,min)
        loctext+=_INTL("Badges<r><c3={1}>{2}</c3><br>",textColor,trainer.numbadges)
        if trainer.pokedex
          loctext+=_INTL("Pokédex<r><c3={1}>{2}/{3}</c3><br>",textColor,trainer.pokedexOwned,trainer.pokedexSeen)
        end
        
        @sprites={}
        @sprites["overlay"]=BitmapSprite.new(Graphics.width, Graphics.height)
        @sprites["overlay"].z = 99999
        @overlay=@sprites["overlay"].bitmap
        @overlay.clear
        baseColor=Color.new(239, 239, 239)
        shadowColor=Color.new(140,140,140)
        pbSetSystemFont(@sprites["overlay"].bitmap)
    
        textpos=[
        [_INTL("{1}",trainer.name),84,60,false,Color.new(57,165,255),Color.new(57,107,173)],
        [_INTL("{1}",mapname),84,90,false,baseColor,shadowColor],
        [_INTL("Badges: {1}",trainer.numbadges),84,135,false,baseColor,shadowColor],
        [_ISPRINTF("Time: {1:02d}:{2:02d}",hour,min),220,135,false,baseColor,shadowColor],
        ]
        pbDrawTextPositions(@overlay,textpos)
          
        loctext+=_INTL("Party") if trainer.party.length>0
        @scene.pbSetAuxiliaryWindow(loctext)
        @scene.pbSetParty(trainer,trainer.pokedex)
      end
      commands[cmdContinue=commands.length]=_INTL("Continue") if showContinue
      commands[cmdNewGame=commands.length]=_INTL("New Game")
      commands[cmdOption=commands.length]=_INTL("Options")
    else
      commands[cmdNewGame=commands.length]=_INTL("New Game")
      commands[cmdOption=commands.length]=_INTL("Options")
    end
    if LANGUAGES.length>=2
      commands[cmdLanguage=commands.length]=_INTL("Language")
    end
    loop do
      command=@scene.pbChoose(commands)
      if cmdNewGame>=0 && command==cmdNewGame
        savefile=RTP.getSaveFileName("Game.rxdata")
        if safeExists?(savefile)
          @sprites["overlay"].opacity = 0
        end
        @scene.pbEndScene
        if $game_map && $game_map.events
          for event in $game_map.events.values
            event.clear_starting
          end
        end
        $game_temp.common_event_id=0 if $game_temp
        $scene               = Scene_Map.new
        Graphics.frame_count = 0
        $game_system         = Game_System.new
        $game_switches       = Game_Switches.new
        $game_variables      = Game_Variables.new
        $game_self_switches  = Game_SelfSwitches.new
        $game_screen         = Game_Screen.new
        $game_player         = Game_Player.new
        $ItemData            = readItemList("Data/items.dat")
        $PokemonMap          = PokemonMapMetadata.new
        $PokemonGlobal       = PokemonGlobalMetadata.new
        $PokemonStorage      = PokemonStorage.new
        $PokemonEncounters   = PokemonEncounters.new
        $PokemonTemp.begunNewGame=true
        $data_system         = pbLoadRxData("Data/System")
        $MapFactory          = PokemonMapFactory.new($data_system.start_map_id) # calls setMapChanged
        $game_player.moveto($data_system.start_x, $data_system.start_y)
        $game_player.refresh
        $game_map.autoplay
        $game_map.update
        return
      elsif cmdLanguage>=0 && command==cmdLanguage
        @scene.pbEndScene
        $PokemonSystem.language=pbChooseLanguage
        pbLoadMessages("Data/"+LANGUAGES[$PokemonSystem.language][1])
        savedata=[]
        if safeExists?(savefile)
          File.open(savefile,"rb"){|f|
             14.times {    savedata.push(Marshal.load(f)) }
          }
          savedata[3]=$PokemonSystem
          begin
            File.open(RTP.getSaveFileName("Game.rxdata"),"wb"){|f|
               14.times {|i| Marshal.dump(savedata[i],f) }
            }
          rescue; end
        end
        $scene=pbCallTitle
        return
      elsif cmdContinue>=0 && command==cmdContinue
        unless safeExists?(savefile)
          pbPlayBuzzerSE()
          next
        end
        @sprites["overlay"].opacity = 0
        @scene.pbEndScene
        metadata=nil
        File.open(savefile){|f|
           $Trainer             = Marshal.load(f)
           Graphics.frame_count = Marshal.load(f)
           $game_system         = Marshal.load(f)
           Marshal.load(f) # PokemonSystem already loaded
           Marshal.load(f) # Current map id no longer needed
           $game_switches       = Marshal.load(f)
           $game_variables      = Marshal.load(f)
           $game_self_switches  = Marshal.load(f)
           $game_screen         = Marshal.load(f)
           $MapFactory          = Marshal.load(f)
           $game_map            = $MapFactory.map
           $game_player         = Marshal.load(f)
           $PokemonGlobal       = Marshal.load(f)
           metadata             = Marshal.load(f)
           $ItemData            = readItemList("Data/items.dat")
           $PokemonBag          = Marshal.load(f)
           $PokemonStorage      = Marshal.load(f)
           magicNumberMatches=false
           if $data_system.respond_to?("magic_number")
             magicNumberMatches=($game_system.magic_number==$data_system.magic_number)
           else
             magicNumberMatches=($game_system.magic_number==$data_system.version_id)
           end
           if !magicNumberMatches || $PokemonGlobal.safesave
             if pbMapInterpreterRunning?
               pbMapInterpreter.setup(nil,0)
             end
             begin
               $MapFactory.setup($game_map.map_id) # calls setMapChanged
               rescue Errno::ENOENT
               if $DEBUG
                 Kernel.pbMessage(_INTL("Map {1} was not found.",$game_map.map_id))
                 map=pbWarpToMap()
                 if map
                   $MapFactory.setup(map[0])
                   $game_player.moveto(map[1],map[2])
                 else
                   $game_map=nil
                   $scene=nil
                   return
                 end
               else
                 $game_map=nil
                 $scene=nil
                 Kernel.pbMessage(_INTL("The map was not found. The game cannot continue."))
               end
             end
             $game_player.center($game_player.x, $game_player.y)
           else
             $MapFactory.setMapChanged($game_map.map_id)
           end
        }
        if !$game_map.events # Map wasn't set up
          $game_map=nil
          $scene=nil
          Kernel.pbMessage(_INTL("The map is corrupt. The game cannot continue."))
          return
        end
        $PokemonMap=metadata
        $PokemonEncounters=PokemonEncounters.new
        $PokemonEncounters.setup($game_map.map_id)
        pbAutoplayOnSave
        $game_map.update
        $PokemonMap.updateMap
        $scene = Scene_Map.new
        return
      elsif cmdOption>=0 && command==cmdOption
        scene=PokemonOptionScene.new
        screen=PokemonOption.new(scene)
        pbFadeOutIn(99999) { screen.pbStartScreen }
      end
    end
    @sprites["overlay"].opacity = 0
    @scene.pbEndScene
    return
  end
end
__________________

Pokémon: Lost Souls.







Developed by Carmaniac.

Last edited by carmaniac; December 19th, 2012 at 10:48 PM.
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  #2    
Old December 19th, 2012, 01:33 PM
Arma's Avatar
Arma
Actually not mad at all
Community Supporter Tier 2
 
Join Date: Dec 2009
Location: The Hague
Age: 21
Gender: Male
Nature: Jolly
Looks sweet, I'll definitely be using this in my game!
Thanks a lot!
__________________
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  #3    
Old December 19th, 2012, 01:42 PM
carmaniac's Avatar
carmaniac
Where the pickle surprise at?
 
Join Date: Apr 2009
Location: England
Age: 19
Nature: Relaxed
Quote:
Originally Posted by elarmasecreta View Post
Looks sweet, I'll definitely be using this in my game!
Thanks a lot!
No problem at all, I'll probably over the Christmas holidays also do the b/w menu for essentials.
__________________

Pokémon: Lost Souls.







Developed by Carmaniac.
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  #4    
Old December 19th, 2012, 08:01 PM
Rayd12smitty's Avatar
Rayd12smitty
Shadow Maker
 
Join Date: Dec 2011
Gender: Male
It is really nice. I installed it and found an error though. It works fine when resuming a game, but something is wrong with new game.

Code:
---------------------------
Pokemon Melanite
---------------------------
Exception: NoMethodError

Message: undefined method `[]' for nil:NilClass

PokemonLoad:469:in `pbStartLoadScreen'

PokemonLoad:466:in `loop'

PokemonLoad:596:in `pbStartLoadScreen'

DebugIntro:6:in `main'

Main:37:in `mainFunctionDebug'

Main:15:in `mainFunction'

Main:15:in `pbCriticalCode'

Main:15:in `mainFunction'

Main:47

Main:46:in `loop'



This exception was logged in 

C:\Users\Administrator\Saved Games/Pokemon Melanite/errorlog.txt.

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---------------------------
OK   
---------------------------
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  #5    
Old December 19th, 2012, 10:45 PM
carmaniac's Avatar
carmaniac
Where the pickle surprise at?
 
Join Date: Apr 2009
Location: England
Age: 19
Nature: Relaxed
Quote:
Originally Posted by Rayd12smitty View Post
It is really nice. I installed it and found an error though. It works fine when resuming a game, but something is wrong with new game.

Code:
---------------------------
Pokemon Melanite
---------------------------
Exception: NoMethodError

Message: undefined method `[]' for nil:NilClass

PokemonLoad:469:in `pbStartLoadScreen'

PokemonLoad:466:in `loop'

PokemonLoad:596:in `pbStartLoadScreen'

DebugIntro:6:in `main'

Main:37:in `mainFunctionDebug'

Main:15:in `mainFunction'

Main:15:in `pbCriticalCode'

Main:15:in `mainFunction'

Main:47

Main:46:in `loop'



This exception was logged in 

C:\Users\Administrator\Saved Games/Pokemon Melanite/errorlog.txt.

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---------------------------
OK   
---------------------------
At line 469, replace @sprites["overlay"].opacity = 0 with:
Code:
       
        savefile=RTP.getSaveFileName("Game.rxdata")
        if safeExists?(savefile)
          @sprites["overlay"].opacity = 0
        end
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  #6    
Old December 20th, 2012, 05:07 AM
VEGET@
 
Join Date: Feb 2010
Gender: Male
Now works fine, and looks great thanks a lot
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  #7    
Old December 20th, 2012, 09:03 AM
Rayd12smitty's Avatar
Rayd12smitty
Shadow Maker
 
Join Date: Dec 2011
Gender: Male
Thanks it works now. This is awesome will give credit!
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  #8    
Old December 20th, 2012, 09:07 AM
ppooookkkkkkk
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Wow this will defenatly make my game look better thanks a lot!
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  #9    
Old December 20th, 2012, 10:27 AM
XerX's Avatar
XerX
Team Mercury Leader
 
Join Date: Dec 2012
Location: British Columbia, Canada
Age: 17
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Hey, I got the following error when I replaced the script.

Code:
---------------------------
Pokemon Essentials
---------------------------
Exception: NameError

Message: uninitialized constant Scene_DebugIntro::PokemonLoadScene

DebugIntro:4:in `main'

Main:37:in `mainFunctionDebug'

Main:15:in `mainFunction'

Main:15:in `pbCriticalCode'

Main:15:in `mainFunction'

Main:47

Main:46:in `loop'

Main:55



This exception was logged in ./errorlog.txt.

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---------------------------
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---------------------------
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  #10    
Old December 21st, 2012, 03:08 AM
carmaniac's Avatar
carmaniac
Where the pickle surprise at?
 
Join Date: Apr 2009
Location: England
Age: 19
Nature: Relaxed
Quote:
Originally Posted by XerX View Post
Hey, I got the following error when I replaced the script.

Code:
---------------------------
Pokemon Essentials
---------------------------
Exception: NameError

Message: uninitialized constant Scene_DebugIntro::PokemonLoadScene

DebugIntro:4:in `main'

Main:37:in `mainFunctionDebug'

Main:15:in `mainFunction'

Main:15:in `pbCriticalCode'

Main:15:in `mainFunction'

Main:47

Main:46:in `loop'

Main:55



This exception was logged in ./errorlog.txt.

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---------------------------
OK   
---------------------------
What version of essentials are you using?
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  #11    
Old December 21st, 2012, 08:30 AM
XerX's Avatar
XerX
Team Mercury Leader
 
Join Date: Dec 2012
Location: British Columbia, Canada
Age: 17
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Quote:
Originally Posted by carmaniac View Post
What version of essentials are you using?
I'm using Pokemon Essentials 10.
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  #12    
Old December 21st, 2012, 09:00 AM
carmaniac's Avatar
carmaniac
Where the pickle surprise at?
 
Join Date: Apr 2009
Location: England
Age: 19
Nature: Relaxed
Quote:
Originally Posted by XerX View Post
I'm using Pokemon Essentials 10.
Not sure why you would be getting that error in debug mode. I guess trying to by-pass that load method might help. Go to the main script, and change line 3 return Scene_DebugIntro.new to return Scene_Intro.new(['intro1'], 'splash') just to see if it lets you play in debug mode.
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  #13    
Old December 21st, 2012, 09:56 AM
XerX's Avatar
XerX
Team Mercury Leader
 
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Location: British Columbia, Canada
Age: 17
Gender: Male
Nature: Modest
Nevermind. I figured it out. I had to delete my old save file.
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  #14    
Old December 28th, 2012, 09:33 AM
ActionReplayer's Avatar
ActionReplayer
 
Join Date: Jun 2012
Gender: Male
Thanks man, certainly gonna user it.
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  #15    
Old December 29th, 2012, 01:36 PM
p.claydon
 
Join Date: Jan 2011
Gender:
is there a way to change the names colour depending on gender?
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  #16    
Old January 11th, 2013, 12:54 PM
Nathan's Avatar
Nathan
too lazy
Community Supporter
 
Join Date: Jul 2012
Location: Earth
Age: 16
Gender: Male
Nature: Timid
Does this work on Essentials 11? If yes, i'm definitely going to use that for my game.
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  #17    
Old January 11th, 2013, 01:40 PM
carmaniac's Avatar
carmaniac
Where the pickle surprise at?
 
Join Date: Apr 2009
Location: England
Age: 19
Nature: Relaxed
Quote:
Originally Posted by JNathan View Post
Does this work on Essentials 11? If yes, i'm definitely going to use that for my game.
In theory it should work just fine, if it doesn't, I can update the script when free to 11.
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  #18    
Old January 11th, 2013, 02:39 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
It'll work, just without the Mystery Gift option.
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  #19    
Old January 19th, 2013, 02:14 PM
Dradier234's Avatar
Dradier234
 
Join Date: Oct 2012
Gender: Male
Nature: Careful
Very nice.. This is awesome. :D
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  #20    
Old January 19th, 2013, 04:43 PM
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Saving Raven
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Nature: Sassy
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I am loving this
I'll be changing the graphics but great job! Thank you for this credible resource
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  #21    
Old February 8th, 2013, 12:40 AM
Kaito123
 
Join Date: Jul 2012
Gender: Male
Quote:
Originally Posted by Maruno View Post
It'll work, just without the Mystery Gift option.
It is possible to make the Mystery Gift in this script? So you can use it for all Features in Essentials 11?
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  #22    
Old May 10th, 2013, 03:54 PM
Obito Uchiha's Avatar
Obito Uchiha
 
Join Date: Apr 2013
Gender: Male
I've tried to make it compatible with v11. The only difficult to make it wrong it the cinditional branch.

Code:
if (trainer.mysterygiftaccess rescue false)
      @sprites["Continue"] = Sprite.new
      @sprites["Continue"].x = 100
      @sprites["Continue"].y = 4
      @sprites["Continue"].z = 99998
      @sprites["Continue"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Continue")
      @sprites["Continue"].opacity = 210
      
      @sprites["NewGame"] = Sprite.new
      @sprites["NewGame"].x = 116
      @sprites["NewGame"].y = 232
      @sprites["NewGame"].z = 99998
      @sprites["NewGame"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
      @sprites["NewGame"].opacity = 210
      
      @sprites["Options"] = Sprite.new
      @sprites["Options"].x = 116
      @sprites["Options"].y = 282
      @sprites["Options"].z = 99998
      @sprites["Options"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
      @sprites["Options"].opacity = 210
      
      @sprites["MysteryGift"] = Sprite.new
      @sprites["MysteryGift"].x = 116
      @sprites["MysteryGift"].y = 332
      @sprites["MysteryGift"].z = 99998
      @sprites["MysteryGift"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
      @sprites["MysteryGift"].opacity = 210
      
      textpos=[
      [_INTL("CONTINUE"),132,10,false,baseColor,shadowColor],
      [_INTL("NEW GAME"),132,238,false,baseColor,shadowColor],
      [_INTL("OPTIONS"),132,288,false,baseColor,shadowColor],
      [_INTL("MYSTERY GIFT"),132,338,false,baseColor,shadowColor],
      #[_INTL(
      ]
      pbDrawTextPositions(@overlay,textpos)
But "(trainer.mysterygiftaccess rescue false)" doesn't work and removing the "rescue false" will it end with an error (method mysterygiftaccess doesn'tc exist)

Has someone an idea how the conditional branch should look?
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  #23    
Old May 19th, 2013, 12:28 AM
bleach12's Avatar
bleach12
ProjectM76Creator/AmateurCoder
 
Join Date: Jan 2011
Location: Australia
Gender: Male
I would love to use this, but I'm having a problem. I've put the code in and all, but when I get to the menu screen, the background is correct, but the actual bars and boxes that you selected aren't BW styled, they still look like the default.

EDIT
I put the code in the TrainerCard section not the Loading one xD
Stupid mistake, code works perfectly
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Last edited by bleach12; May 19th, 2013 at 02:03 AM. Reason: Fixed Problem
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  #24    
Old May 20th, 2013, 05:32 AM
Obito Uchiha's Avatar
Obito Uchiha
 
Join Date: Apr 2013
Gender: Male
And I still haven't an idea why "trainer.mysterygiftaccess" as condition at the beginning doesn't work...
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  #25    
Old May 22nd, 2013, 01:06 PM
Nickalooose
--------------------
 
Join Date: Mar 2008
Gender: Female
Quote:
Originally Posted by Obito Uchiha View Post
I've tried to make it compatible with v11. The only difficult to make it wrong it the cinditional branch.

Code:
if (trainer.mysterygiftaccess rescue false)
      @sprites["Continue"] = Sprite.new
      @sprites["Continue"].x = 100
      @sprites["Continue"].y = 4
      @sprites["Continue"].z = 99998
      @sprites["Continue"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Continue")
      @sprites["Continue"].opacity = 210
      
      @sprites["NewGame"] = Sprite.new
      @sprites["NewGame"].x = 116
      @sprites["NewGame"].y = 232
      @sprites["NewGame"].z = 99998
      @sprites["NewGame"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
      @sprites["NewGame"].opacity = 210
      
      @sprites["Options"] = Sprite.new
      @sprites["Options"].x = 116
      @sprites["Options"].y = 282
      @sprites["Options"].z = 99998
      @sprites["Options"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
      @sprites["Options"].opacity = 210
      
      @sprites["MysteryGift"] = Sprite.new
      @sprites["MysteryGift"].x = 116
      @sprites["MysteryGift"].y = 332
      @sprites["MysteryGift"].z = 99998
      @sprites["MysteryGift"].bitmap = BitmapCache.load_bitmap("Graphics/Pictures/Bar")
      @sprites["MysteryGift"].opacity = 210
      
      textpos=[
      [_INTL("CONTINUE"),132,10,false,baseColor,shadowColor],
      [_INTL("NEW GAME"),132,238,false,baseColor,shadowColor],
      [_INTL("OPTIONS"),132,288,false,baseColor,shadowColor],
      [_INTL("MYSTERY GIFT"),132,338,false,baseColor,shadowColor],
      #[_INTL(
      ]
      pbDrawTextPositions(@overlay,textpos)
But "(trainer.mysterygiftaccess rescue false)" doesn't work and removing the "rescue false" will it end with an error (method mysterygiftaccess doesn'tc exist)

Has someone an idea how the conditional branch should look?
Well, first of all, you can't just take pieces of code, throw them together and expect them to work...

if (trainer.mysterygiftaccess rescue false)

That is saying, "can mystery gift be accessed... If yes... Show Mystery Gift option.", not, "if I click this... Do something special."...

If you want it to check whether Mystery Gift is on, you will need to use something else like

commands[cmdMysteryGift=commands.length]=_INTL("Mystery Gift") if (trainer.mysterygiftaccess rescue false)

As it is already...

To add the mystery gift option... Try putting that line of code around line 456... However, then you will need to put how the window will work... What the command MysteryGift will do... Etc. etc.

Try copying the right sections before trying to make something out the blue... There's your start.
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