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  #576    
Old January 25th, 2014, 10:31 AM
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Quote:
Originally Posted by WackyTurtle View Post
I'm also having this issue, and it's preventing me from releasing a demo. How do I fix this?
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  #577    
Old February 1st, 2014, 03:11 AM
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In version 12 in the Bug Contest the buttons "Pokémon" and "Ball" were reversed, this was changed in version 13, but now nothing happens when you click on Ball, it just count down the amount of Sport Balls.
I've looked in the scripts, but the PokemonBugContest script wasn't changed, so i can't find out what to do.
Can someone tell me how to repair this?
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  #578    
Old February 21st, 2014, 09:28 PM
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In the Safari Zone, when you start any safari battle, the game crashes (a problem related to mega evolutions, it seems)

Code:
Message: undefined method `isMega?' for #<PokeBattle_FakeBattler:0x98aa5f0>
PokeBattle_ActualScene:748:in `refresh'
PokeBattle_ActualScene:651:in `initialize'
PokeBattle_ActualScene:1886:in `new'
PokeBattle_ActualScene:1886:in `pbStartBattle'
PokeBattle_SafariZone:101:in `pbStartBattle'
PokemonSafari:114:in `pbSafariBattle'
PokemonSafari:113:in `pbSceneStandby'
PokemonSafari:115:in `pbSafariBattle'
PokemonSafari:112:in `pbBattleAnimation'
PokemonSafari:112:in `pbSafariBattle'
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  #579    
Old February 24th, 2014, 03:23 PM
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When crossing a bridge, running pbBridgeOff makes every bridge tile (terrain tag 15) become transparent, which is really weird.

EDIT: The situation with the bridges is not as general as I previously reported. The problem only happens when one of the dimensions of the map is greater than 100 tiles.

I used route 2 as an exemple. The problem doesnt happen there, unless you increase the map's height to a value greater than 100 (120 in my exemple).



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scheme.png‎   problem.png‎  
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Last edited by Giu; February 24th, 2014 at 05:43 PM.
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  #580    
Old February 24th, 2014, 03:28 PM
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Quote:
Originally Posted by Giu View Post
When crossing a bridge, running pbBridgeOff makes every bridge tile (terrain tag 15) become transparent, which is really weird.
Can you provide screenshots of this?
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  #581    
Old February 24th, 2014, 05:43 PM
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Quote:
Originally Posted by Maruno View Post
Can you provide screenshots of this?
Sure, I'll edit my last post and add more details.
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  #582    
Old February 24th, 2014, 08:45 PM
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I've noticed that if I set a trainertype's pre-battle ME in the PBS file, and the battle begins while the ME is still playing, Essentials will stop playback of the ME and fail to load the battle BGM. This occurs both with midis and mp3s/wavs. If the ME is allowed to play all the way through before the battle begins, such that the regular BGM resumes playing, things will proceed as expected.

I'm not really sure why this occurs, but I can say for sure that it kind of defeats the purpose of having an encounter ME if it stops other music from playing unless it finishes first. Any suggestions?
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  #583    
Old February 26th, 2014, 01:21 PM
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Quote:
Originally Posted by jim42 View Post
I've noticed that if I set a trainertype's pre-battle ME in the PBS file, and the battle begins while the ME is still playing, Essentials will stop playback of the ME and fail to load the battle BGM. This occurs both with midis and mp3s/wavs. If the ME is allowed to play all the way through before the battle begins, such that the regular BGM resumes playing, things will proceed as expected.

I'm not really sure why this occurs, but I can say for sure that it kind of defeats the purpose of having an encounter ME if it stops other music from playing unless it finishes first. Any suggestions?
I am using PE v13 and I am using pre-battle ME's just fine.
It must be a problem on your end.
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  #584    
Old February 27th, 2014, 12:25 AM
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It occurs in a clean Essentials build as well, FWIW. There's a chance I've done it incorrectly but I don't believe there much opportunity to do so. It should simply be a matter of inserting a string equal to the filename of an ME into the seventh field and then recompiling, no? The rest should be handled by the pbTrainerIntro based on that data.
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  #585    
Old February 27th, 2014, 12:43 AM
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Yeah, but in that case, why do I not have the problem?
I assume you have tried staring a new save-file, as well?
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  #586    
Old February 27th, 2014, 01:51 AM
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Yes, I did. Starting a new file had no effect. I wonder if it is related to the unusually long time it takes to load audio at random times. This often occurs the first time an audio file is played after beginning execution. I had thought this might have been just my computer performing poorly, but now with this second issue...
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  #587    
Old February 27th, 2014, 04:44 AM
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Quote:
Originally Posted by jim42 View Post
Yes, I did. Starting a new file had no effect. I wonder if it is related to the unusually long time it takes to load audio at random times. This often occurs the first time an audio file is played after beginning execution. I had thought this might have been just my computer performing poorly, but now with this second issue...
I have only had the music take a longtime to load when I'm using midi's, but mp3's seem to work fine - I also thought I was the only one to have that problem
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  #588    
Old February 27th, 2014, 10:14 AM
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Which type of audio-files are the ME-files and the battle theme you are using?
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  #589    
Old February 27th, 2014, 03:39 PM
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The battle themes are all midis, and the MEs I've tested include both midis and mp3s/wavs. Also, I'll note that the aforementioned 'long time to load' problem hangs the game while occuring, so I know the missing battle BGM isn't loading at all as opposed to just still loading.
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  #590    
Old February 28th, 2014, 12:47 AM
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Well, I am using MP3's for all my music, so that might be it.

Try substituting your BGM and Intro-ME with placeholder music in mp3 format, and see if that works.
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  #591    
Old February 28th, 2014, 07:36 PM
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Hmm, quite curious. I did as you said and substituted the map BGM, intro ME, and battle BGM with three different mp3 files and all functioned correctly. Furthermore, there wasn't so much as a single second of lag or hang time when they were played. It sounds to me like either Essentials or RMXP itself has a problem handling midi files.
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  #592    
Old March 1st, 2014, 05:19 AM
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It's Windows 7 (and presumably 8), actually, that can't deal with midi. As far as I understand it, they no longer have native support for midi files, so they have to "render" the whole midi file before they can play them. This takes time.

Wav is the quickest audio format to use, but obviously it's also the biggest in file size.
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  #593    
Old March 1st, 2014, 08:26 AM
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Hmm, that's quite interesting. I hadn't even considered that that could be a problem, much less that it would be. I guess it's time to figure out some mp3/wav replacement files. Thanks for pointing that out, Maruno.
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  #594    
Old March 1st, 2014, 08:35 AM
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Off-Topic, but while we're still on the topic of soundfiles:
Whenever an mp3 file is loaded (when I transfer to, enter an area or an event starts it) a weird snap or static sound is played, before the actual song or sound starts for me.
Is this a problem with Essentials, RMXP or Windows, and is it fixable? Also, does the same happen to .wav files?
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  #595    
Old March 5th, 2014, 02:25 PM
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Quote:
Originally Posted by tImE View Post
Enemy Spearow's sprite disappears when it uses Aerial Ace. Not sure if this bug affect every enemy that uses Aerial Ace or if it's only Spearow, just happened to notice it when testing my game.

EDIT: It reappeared during the following round, after being hit by my attack.

Not sure if it matters, but the first move I used was Dragon Rage, when it disappeared, and Ember when it reappeared. I was using a Charmeleon
I found this same problem too. When the opponent uses Aerial Ace with a Heracross, the Heracross disappears from the screen. If the Heracross moves first, the attack of my Ralts/Combusken/Whismur (tried several times) is skipped (although Whismur fainted before being able to attack). Ralts fainted from one of the second Aerial Ace, and disappeared as well (right before fainting).

Because I didn't see this answered yet, I decided to post it again. I did my own research: I did not find Aerial Ace in the code (in a place other than just a list [compiler: def pbTMRS, around line 1528; PokemonOrgBattleGenerator: def addMove, around line 47]), and Aerial Ace seems to work using it myself with a Poochyena (debuged it to the poor fellow). Thus, I suspect the problem to lie within the animation (there is a separate animation for the opponent), but I did not find a solution. I am not so familiar (yet) with creating/adjusting animations. Any help?

Regards,

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  #596    
Old March 5th, 2014, 05:42 PM
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Quote:
Originally Posted by Ratty524 View Post
Has anyone had weird errors with the animation pack that is currently included in v13? For some animations, such as defense curl and harden, the animation cels appear at the upper left hand corner of the screen as oppose to center when playtesting both my game and another fangame that I recently picked up. Other animations like growl or sand-attack don't seem to leave the center of the allied battler, and instead clump together weirdly.

What's weird about this is that when I play each default animation in the editor, they work perfectly, and every cel appears at the right position.
Quote:
Originally Posted by desbrina View Post
i'm having the same thing with the animations, from what i've seen its mainly those that change stats, though i've also noticed the opponent version of sand attack points upwards not downwards
This is the same problem I've noticed, yet while playing through Pokemon Zeta, he seems to have all his move effects aligned properly, agility works well same with smokescreen and string shot!
Currently I believe string shot animation appears on the pokemon using it and the rest are shot somewhere off to the top left. Does anyone know or can direct me to the bug fix, assuming there is one since in Zeta it works fine

Last edited by Mike'n'Ike; March 5th, 2014 at 06:45 PM.
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  #597    
Old March 6th, 2014, 12:20 PM
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Quote:
Originally Posted by Mike'n'Ike View Post
This is the same problem I've noticed, yet while playing through Pokemon Zeta, he seems to have all his move effects aligned properly, agility works well same with smokescreen and string shot!
Currently I believe string shot animation appears on the pokemon using it and the rest are shot somewhere off to the top left. Does anyone know or can direct me to the bug fix, assuming there is one since in Zeta it works fine
I don't know a bug fix, but I imagine that if you export the default animation, delete it, then re-import it back in to essentials it might work fine, since I think it's a problem only with the default animations.

I haven't tested this, though.
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  #598    
Old March 9th, 2014, 04:49 PM
The Detonator
 
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Hello! Just joined here. I apologize if this has already been asked but I can't find the search tool for this thread.

I just started making a new game with Essentials today and have encountered a problem. After I select one of my starter Pokemon the game tells me I have received the Pokemon, then the poke ball disappears.

The problem arises when I open the menu and attempt to look at my party by clicking the "Pokemon" button on the menu. I receive this error:

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: filename is nil

SpriteWindow:218:in `initialize'

PokemonSprite:113:in `new'

PokemonSprite:113:in `pokemon='

PokemonSprite:99:in `initialize'

PokemonParty:341:in `new'

PokemonParty:341:in `initialize'

PokemonParty:614:in `new'

PokemonParty:614:in `pbStartScene'

PokemonParty:612:in `each'

PokemonParty:612:in `pbStartScene'



This exception was logged in

C:\Users\David\Saved Games/Pokemon Essentials/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------


Thanks for reading this, and hope you guys can help me!

Last edited by The Detonator; March 9th, 2014 at 04:49 PM. Reason: Spelling error
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  #599    
Old March 9th, 2014, 05:53 PM
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Kyainey
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Quote:
Originally Posted by The Detonator View Post
Hello! Just joined here. I apologize if this has already been asked but I can't find the search tool for this thread.

I just started making a new game with Essentials today and have encountered a problem. After I select one of my starter Pokemon the game tells me I have received the Pokemon, then the poke ball disappears.

The problem arises when I open the menu and attempt to look at my party by clicking the "Pokemon" button on the menu. I receive this error:

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: filename is nil

SpriteWindow:218:in `initialize'

PokemonSprite:113:in `new'

PokemonSprite:113:in `pokemon='

PokemonSprite:99:in `initialize'

PokemonParty:341:in `new'

PokemonParty:341:in `initialize'

PokemonParty:614:in `new'

PokemonParty:614:in `pbStartScene'

PokemonParty:612:in `each'

PokemonParty:612:in `pbStartScene'



This exception was logged in

C:\Users\David\Saved Games/Pokemon Essentials/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------


Thanks for reading this, and hope you guys can help me!
Did you download the Pokemon pack v1? It has the Pokemon graphics, and you don't, that's why you're getting that error.
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  #600    
Old March 10th, 2014, 12:07 PM
The Detonator
 
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Quote:
Originally Posted by Akaran View Post
Did you download the Pokemon pack v1? It has the Pokemon graphics, and you don't, that's why you're getting that error.
Oh thanks! I saw that when I was downloading it, but not sure if I needed it! Is there a specific folder I need to put that into? Like the graphics...etc.?



Also I am extremely new to this (Just started yesterday). Are there any video tutorials that can help me learn, or any tutorials in general? I used this: (Edit: Apparently not allowed to post links....His you tube username is Atomic Reactor, he made Pokemon obsidian) to get me started, but wanted to know if there were others out there? Any other sources besides the wikia?
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