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  #1    
Old January 21st, 2013, 06:31 PM
BlackNekos
 
Join Date: Jul 2012

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This tool no longer exists!
Name: Pokémon Essentials Pokémon Creator [PEPC]
Creator: Emil Lowell / BlackNekos
Version: 2

Information:
Pokémon Essentials Pokémon Creator or PEPC for short is a small tool that allows you to create new Pokémon for the Pokémon Essentials Start Kit. This tool makes it easier than having to retype the whole information yourself.

Change Log:
Version 2.0:
  • Added tabs to tidy the system up.
    Moved everything around to make it more user friendly

Version 1.4:
  • Added a reset button to reset the form

Version 1.3:
  • Organised the buttons
    Added a donate button.

Version 1.2:
  • Added the ability to open the Pokemon.txt file to add more pokemon easier.
    Changed the "Done" button to "Add to List" to save confusion

Version 1:
  • Created the System

Plans:
Able to see the moves and evolutions added to the game and edit any mistakes.
Delete moves and evolutions

Bugs:
There seems to be a bug when compiling Evolution Data. The layout is exactly how it is meant to be...

Last edited by BlackNekos; April 29th, 2014 at 10:04 AM.
  #2    
Old January 21st, 2013, 06:37 PM
Cilerba
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Your layout looks very cluttered at the moment and can be even more confusing than just going into the text file and adding Pokémon through there. Grouping the textboxes and drop-down menus into categories (Statistics, General, etc.) would make the program less intimidating for new users.
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  #3    
Old January 21st, 2013, 06:41 PM
BlackNekos
 
Join Date: Jul 2012
I wanted to add tabs but I ended up making it like this before I thought of the idea lol. But tabs will be sometime soon xD
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  #4    
Old January 21st, 2013, 11:12 PM
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Ayutac
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Usually I prefer to do txt-level operations directly, nevertheless this will be a great help for a lot of people. Also I pay a lot of respect to guys who create massive GUIs :)
May I ask which language this is written in?
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  #5    
Old January 22nd, 2013, 03:50 AM
Nintendork15
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This is good.
Despite the program being all cluttered, it's made it FAR more easier to make Pokémon in.
Only problem I see is there's no Erase button, backspace wipes the text, but it all comes back after you click something.
Makes it awkward when having to insert more than one Pokémon.
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  #6    
Old January 22nd, 2013, 05:27 AM
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Hey, new idea! Let's implement a notification message like "Do you really want to create that Mary Sue Pokémon?" when the inserted data exceeds certain parameters :D
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  #7    
Old January 22nd, 2013, 05:33 AM
BlackNekos
 
Join Date: Jul 2012
Quote:
Originally Posted by Ayutac View Post
Usually I prefer to do txt-level operations directly, nevertheless this will be a great help for a lot of people. Also I pay a lot of respect to guys who create massive GUIs
May I ask which language this is written in?
This was written in VisualBasic

Quote:
Originally Posted by Nintendork15 View Post
This is good.
Despite the program being all cluttered, it's made it FAR more easier to make Pokémon in.
Only problem I see is there's no Erase button, backspace wipes the text, but it all comes back after you click something.
Makes it awkward when having to insert more than one Pokémon.
I will add an erase button in the next update.
  #8    
Old January 22nd, 2013, 10:08 AM
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Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
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I think I'd prefer it if it worked like RMXP's database, i.e. there was a list on the left of all Pokémon, and you select one to work on. Also, if it's going to edit the txt file directly (which I think it should), there's no need to show the section text (in the bottom left). It'd also let the window be smaller, or give you more room to spread the options around in.

Here's a list of specific points I thought I should make. I know there's quite a few, so please bear with me.
  • You shouldn't let a move be added to the movelist if no level and/or move is given, or if that move/level combination already appears in the movelist. The same goes for egg moves. For the movelist, it would be convenient if you could rearrange the defined moves manually (don't sort them automatically, as some sets of moves like Stockpile/Swallow/Spit Up should be learned in a specific order which isn't necessary alphabetical order).
  • For things like Type2 and Ability, there should be a default [none] option (and the other options should be the display names rather than all caps - it's an extra step, but it looks nicer).
  • Internal name should be definable by the user separately for maximum convenience, but should be reset to an internalised form of the actual name whenever the actual name is changed. The internalised name should also ignore spaces/punctuation, and replace gender symbols with plain text equivalents, e.g. Mr. Mime and Nidoran.
  • You should mark which fields are optional and which ones are necessary. Perhaps highlight the fields of necessary unfilled information red, or at least put a symbol next to the required ones. When trying to save that information, make sure all the required fields have something in them.
  • More generally, make sure the information input in each field is valid. For example, a base stat can only be between 0 and 255 (although you may want to forbid a value of 0 too, for obvious reasons).
  • There's no field for form names or held items.
  • There's no need to include lines which will be blank or undefined. It's tidier that way.
  • There are exactly 2 parts to compatibility, even if both parts are the same, and each value has a specific meaning. It's probably better to have 2 drop-down menus listing the egg groups. Again, make sure weird combinations are not allowed (e.g. Ditto and Can't Breed).
It's a very good start, but can be improved to make it easier to use and more idiot-proof.

Very ideally this would expand into a program which could edit all the PBS files at once, and would use the information in those files rather than some predefined list (e.g. edit the list of abilities, and then you can give it to Pokémon straight away). Of course, that's a huge task, and I'm certainly not expecting anything like that. It's just something to consider before you make multiple little apps for each file which can't interact (should you decide to do so, of course).

Is VisualBasic convenient to use to make this kind of program (with tabs and lists and text fields)?
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  #9    
Old January 22nd, 2013, 12:02 PM
BlackNekos
 
Join Date: Jul 2012
I plan on making more tools for the essentials pack and I have many plans to improve this one too. I still haven't got the read me or the help document sorted as been busy with other stuff.
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  #10    
Old January 23rd, 2013, 11:24 AM
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Although it's fairly cluttered, I gotta hand it to you; very well done. I look forward to seeing improvements and design updates in the future.
  #11    
Old January 23rd, 2013, 01:20 PM
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Quote:
Originally Posted by Maruno View Post
  • You shouldn't let a move be added to the movelist if no level and/or move is given, or if that move/level combination already appears in the movelist. The same goes for egg moves. For the movelist, it would be convenient if you could rearrange the defined moves manually (don't sort them automatically, as some sets of moves like Stockpile/Swallow/Spit Up should be learned in a specific order which isn't necessary alphabetical order).
Some Pokémon learn a move multiple times in their level-up, and especially in Smeargle's case.
Quote:
Originally Posted by Maruno View Post
  • More generally, make sure the information input in each field is valid. For example, a base stat can only be between 0 and 255 (although you may want to forbid a value of 0 too, for obvious reasons).
Why forbid 0? I see no reason to. It's not like it could run into any possible errors. As a matter of fact, the lowest a stat could be with a base of 0, assuming the Pokemon is Level 100 is 4, and the highest is 108. For HP it's 204 and 110.

That's all I wanted to say there.

As for the editor, this is extremely helpful, especially as I am adding Fakemon to my game.
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  #12    
Old January 23rd, 2013, 01:38 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
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Quote:
Originally Posted by WinterKirby View Post
Some Pokémon learn a move multiple times in their level-up, and especially in Smeargle's case.
Yes, that's why I said move/level combination. You shouldn't be able to add "Tackle at level 42" if it's already written down that it learns Tackle at level 42.


Quote:
Originally Posted by WinterKirby View Post
Why forbid 0? I see no reason to. It's not like it could run into any possible errors. As a matter of fact, the lowest a stat could be with a base of 0, assuming the Pokemon is Level 100 is 4, and the highest is 108. For HP it's 204 and 110.
I just didn't know off the top of my head whether 0 values would work properly in Essentials. It also just seems silly for a Pokémon to have a base stat of 0 (which obviously turns out to be non-zero after the calculation), but that's my opinion


I would be happy to help out with this if you wanted.
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  #13    
Old January 23rd, 2013, 04:00 PM
BlackNekos
 
Join Date: Jul 2012
Well, with the new version of PEPC I mean Pokémon Essentials Toolkit, you will be able to edit the following TXTs. Pokemon, TMs, Shadow Moves, Items, Moves, Types and maybe trainers.

PEPC is just focusing on adding new pokemon to the game but PET will be for many things <3

Also, this is a solo project as this is more practice for when I develop my engine so I will only need help with certain stuff.
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  #14    
Old January 23rd, 2013, 04:25 PM
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DaSpirit
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This is interesting but I don't like the design of the program very much. The program is very large. Approximately 56% of all PC users won't be able to see the program (I calculated in-depth resolution statistics from W3) and you aren't even able to resize the window. In addition, I would suggest you use a toolbar and/or a menu bar for saving/loading and all of those other buttons on the side. These changes make a huge difference in the user experience.

lol you've still done a good job. It's usable and it's a start. How long did it take you to make this?

Also, do you have an approximation when your Toolkit is coming out?
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Old January 23rd, 2013, 04:28 PM
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How about abilities.txt and trainertypes.txt as well, for the sake of completion?
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  #16    
Old January 23rd, 2013, 04:48 PM
BlackNekos
 
Join Date: Jul 2012
Yes, good idea, I didn't think of those lol.

Also, it will be a while before it is released. One of the issues I have noticed is that the documents need to be compiled perfectly, for example, if you added a starter pokemon and it's evolutions. If you set it's evolutions, the compiler doesn't know what it is going to evolve into which returns an error. So, I am going to see if it is possible to build in a compiler for that.
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  #17    
Old January 24th, 2013, 02:15 PM
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Quote:
Originally Posted by DaSpirit View Post
This is interesting but I don't like the design of the program very much. The program is very large. Approximately 56% of all PC users won't be able to see the program (I calculated in-depth resolution statistics from W3) and you aren't even able to resize the window. In addition, I would suggest you use a toolbar and/or a menu bar for saving/loading and all of those other buttons on the side. These changes make a huge difference in the user experience.

lol you've still done a good job. It's usable and it's a start. How long did it take you to make this?

Also, do you have an approximation when your Toolkit is coming out?
So uh, did you ignore my questions or do you not want to answer them? Also, why is donating necessary for making your program possible? Your link doesn't work anyway.
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  #18    
Old January 25th, 2013, 09:00 AM
BlackNekos
 
Join Date: Jul 2012
I didn't answer most the question because it is all going to be part of the Toolkit. The smallest screensize is 800,600. Also, resizing the window messed up the look of it.

It took me about 2 hours to make the first version then an addition 2 hours to update it.

Also, the donations is mainly because I am jobless and making a free program doesn't really help that out. So donations allow me to pay the bills and stuff while I make it.
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  #19    
Old February 10th, 2013, 06:22 AM
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can this be used to edit current pokémon also would be nice to show the pokemons sprites
  #20    
Old February 19th, 2013, 05:19 PM
BlackNekos
 
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This has been finished as the Pokemon Essentials Toolkit is being developed to make everything easier for all.
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  #21    
Old February 22nd, 2013, 03:17 PM
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how do you change the graphic for the new pokemon you put into the game?
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  #22    
Old February 23rd, 2013, 09:21 AM
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Quote:
Originally Posted by fantasykisala View Post
how do you change the graphic for the new pokemon you put into the game?
You go to the folder Graphics/Battlers and name the graphic the number the Pokémon is in the PokéDex.
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  #23    
Old July 3rd, 2013, 04:15 AM
BlackNekos
 
Join Date: Jul 2012
First of all, apologies for lack of updates on this been really busy, but I just wanted to say the I am working on a large scale Pokémon Essentials Toolkit for all of you to play with. This time it is much more detailed and allows you to edit nearly all of the PBS files.

My planned release for version 1.0 is middle of July. I am going to also create a document to explain the best way to use this tool and issues with compiling as people had problems with this one.

For those that are wondering he is something.

Let's say we have create a Pokémon called Bulbasaur2 and it is at ID 650 which evolves into Ivysaur2.
Spoiler:

Code:
[650]
Name=Bulbasaur2
InternalName=BULBASAUR2
Type1=GRASS
Type2=POISON
BaseStats=45,49,49,45,65,65
GenderRate=FemaleOneEighth
GrowthRate=Parabolic
BaseEXP=64
EffortPoints=0,0,0,0,1,0
Rareness=45
Happiness=70
Abilities=OVERGROW
HiddenAbility=CHLOROPHYLL
Moves=1,TACKLE,3,GROWL,7,LEECHSEED,9,VINEWHIP,13,POISONPOWDER,13,SLEEPPOWDER,15,TAKEDOWN,19,RAZORLEAF,21,SWEETSCENT,25,GROWTH,27,DOUBLEEDGE,31,WORRYSEED,33,SYNTHESIS,37,SEEDBOMB
EggMoves=AMNESIA,CHARM,CURSE,ENDURE,GIGADRAIN,GRASSWHISTLE,INGRAIN,LEAFSTORM,MAGICALLEAF,NATUREPOWER,PETALDANCE,POWERWHIP,SKULLBASH,SLUDGE
Compatibility=1,7
StepsToHatch=5355
Height=0.7
Weight=6.9
Color=Green
Habitat=Grassland
RegionalNumbers=1,231
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.
BattlerPlayerY=0
BattlerEnemyY=25
BattlerAltitude=0
Evolutions=IVYSAUR2,Level,16
Code:
[651]
Name=Ivysaur2
InternalName=IVYSAUR2
Type1=GRASS
Type2=POISON
BaseStats=60,62,63,60,80,80
GenderRate=FemaleOneEighth
GrowthRate=Parabolic
BaseEXP=142
EffortPoints=0,0,0,0,1,1
Rareness=45
Happiness=70
Abilities=OVERGROW
HiddenAbility=CHLOROPHYLL
Moves=1,TACKLE,1,GROWL,1,LEECHSEED,3,GROWL,7,LEECHSEED,9,VINEWHIP,13,POISONPOWDER,13,SLEEPPOWDER,15,TAKEDOWN,20,RAZORLEAF,23,SWEETSCENT,28,GROWTH,31,DOUBLEEDGE,36,WORRYSEED,39,SYNTHESIS,44,SOLARBEAM
Compatibility=1,7
StepsToHatch=5355
Height=1.0
Weight=13.0
Color=Green
Habitat=Grassland
RegionalNumbers=2,232
Kind=Seed
Pokedex=To support its bulb, Ivysaur's legs grow sturdy. If it spends more time lying in the sunlight, the bud will soon bloom into a large flower.
BattlerPlayerY=0
BattlerEnemyY=21
BattlerAltitude=0
Evolutions=


Odds are when you compiled you got an error saying that it couldn't find IVYSAUR2?
The reason for this is when the compiler is reading the data it is looking back to see if it has read IVYSAUR2 before.

So the compiler is looking between 1 and 650 for IVYSAUR2 but IVYSAUR2 is at 651.

So the compiler can find IVYSAUR2, you will want to remove IVYSAUR2 from BULBASAUR2's evolution then compile

This way it is able to register there are new pokémon called BULBASAUR2 and IVYSAUR2. Once that is registered you can add IVYSAUR2 back to the evolution as the compiler now knows IVYSAUR2 exists.
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  #24    
Old July 3rd, 2013, 04:46 AM
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Are you talking about your program's compiler or Essentials? Because Essentials goes through and records all the species first before dealing with the evolutions, and this problem doesn't (shouldn't) occur.
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  #25    
Old July 3rd, 2013, 04:58 AM
BlackNekos
 
Join Date: Jul 2012
The compiler when you debug the game itself or open the editor. And unless they updated it so it checks species before evolutions it still reads line by line. But I haven't had a chance to test this theory yet as I have been working on everything but the Pokémon section at this point in time.
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