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  #2701  
Unread July 23rd, 2008, 10:14 PM
Kevvviiinnn
Beginning Trainer
 
Join Date: Jul 2008
I just upgraded, but now I'm getting this error:

Quote:
Exception: RuntimeError
Message: Undefined value in PBMoves (section 494, key Moves)
Compiler:1892:in `checkEnumField'
Compiler:1917:in `csvEnumField!'
Compiler:2217:in `pbCompilePokemonData'
Compiler:2196:in `each'
Compiler:2196:in `pbCompilePokemonData'
Compiler:2194:in `loop'
Compiler:2263:in `pbCompilePokemonData'
Compiler:2183:in `each'
Compiler:2183:in `pbCompilePokemonData'
Compiler:2182:in `each'
Can someone help?

EDIT: Never mind, I fixed it

Last edited by Kevvviiinnn; July 23rd, 2008 at 10:23 PM.
  #2702  
Unread July 25th, 2008, 10:30 AM
PoKéMaKeR's Avatar
PoKéMaKeR
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Quote:
Originally Posted by PoKéMaKeR View Post
Ok I tried to add a new HM myself but I still get this error:

Message: Script error within event 7, map 78 (Ice Rock Den):
(eval)in `pbExecuteScript'undefined method `pbSNOWPLOW' for Kernel:Module
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
Interpreter:250:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
Can some one finally answer this question, I've waited a week right now..
And I'm still not able to fix it myself..
Thanks in advance!
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  #2703  
Unread July 25th, 2008, 02:00 PM
mad.array's Avatar
mad.array
Eeveelutions... need more...
 
Join Date: Nov 2007
Location: Birmingham, UK
Age: 28
Gender: Male
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Hi again.

I don't know if anyone else is having this problem, but when I use the autotile 'Sandy Dirt' it doesn't show up in game. I've tried on the lower and middle layer just to make sure, but nothing. Does anyone have any ideas?

@PoKéMaKeR: What did you add to the scripts? You probably won't be able to get any help with a problem like that unless you show what you've changed. At a guess (from a real amateurs perspective and presuming you're making a cut type move) you'll need something like this in PokemonField:

Quote:
def Kernel.pbSNOWPLOW
if $DEBUG || $Trainer.badges[BADGEFORSNOWPLOW] #IF you need a badge to use the HM
movefinder=Kernel.pbCheckMove(PBMoves:NOWPLOW)
if $DEBUG || movefinder
Kernel.pbMessage(_INTL("Your message saying that the HM could be used."))
if Kernel.pbConfirmMessage(_INTL("A would you like to use it message."))
speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
Kernel.pbMessage(_INTL("{1} used SNOWPLOW!",speciesname))
pbHiddenMoveAnimation(movefinder)
return true
end
else
Kernel.pbMessage(_INTL("Your message saying that the HM could be used."))
end
else
Kernel.pbMessage(_INTL("Your message saying that the HM could be used."))
end
return false
end
Then if you need a badge to use your HM you should define that at the top of PokemonField, in the same place that the other badges are defined.

Quote:
BADGEFORSNOWPLOW = 4
4 Is just an example.

After that, you'll want to define some parameters for your HM. Look for def Kernel.pbCanUseHiddenMove?(pkmn,move) in PokemonField and put this in before the end.

Quote:
when PBMoves:NOWPLOW
if !$DEBUG && !$Trainer.badges[BADGEFORSNOWPLOW]
Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
return false
end
facingEvent=$game_player.pbFacingEvent
if !facingEvent || facingEvent.name!="Snow"
Kernel.pbMessage(_INTL("Can't use that here."))
return false
end
The part from "facingEvent=$game_player.pbFacingEvent" to "return false" assumes that your character must be facing an event named "Snow" (minus the quotation marks) for the HM to work. You could change "Snow" to whatever you wanted to call the event.

I hope that my shot in the dark solves the problem.

Last edited by mad.array; July 25th, 2008 at 06:16 PM.
  #2704  
Unread July 25th, 2008, 02:19 PM
PoKéMaKeR's Avatar
PoKéMaKeR
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Quote:
Originally Posted by LokiFerne View Post
Hi again.

I don't know if anyone else is having this problem, but when I use the autotile 'Sandy Dirt' it doesn't show up in game. I've tried on the bottom and lower layer just to make sure, but nothing. Does anyone have any ideas?

@PoKéMaKeR: What did you add to the scripts? You probably won't be able to get any help with a problem like that unless you show what you've changed. At a guess (from a real amateurs perspective and presuming you're making a cut type move) you'll need something like this in PokemonField:



Then if you need a badge to use your HM you should define that at the top of PokemonField, in the same place that the other badges are defined.



4 Is just an example.

After that, you'll want to define some parameters for your HM. Look for def Kernel.pbCanUseHiddenMove?(pkmn,move) in PokemonField and put this in before the end.



The part from "facingEvent=$game_player.pbFacingEvent" to "return false" assumes that your character must be facing an event named "Snow" (minus the quotation marks) for the HM to work. You could change "Snow" to whatever you wanted to call the event.

I hope that my shot in the dark solves the problem.
Yes yes yes!!!
This works!!!
Thanks, I'm sooo happy!! :D
and about your problem.. i don't have the same problem
so I can't help you about that

PoKéMaKeR
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  #2705  
Unread July 25th, 2008, 03:14 PM
mad.array's Avatar
mad.array
Eeveelutions... need more...
 
Join Date: Nov 2007
Location: Birmingham, UK
Age: 28
Gender: Male
Nature: Rash
I'm glad to hear that it works. I've taken a look at your project and it looks like it could be one to keep an eye on.

Keep it up man.
  #2706  
Unread July 25th, 2008, 08:14 PM
PoKéMaKeR's Avatar
PoKéMaKeR
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hello, again
What terrain tags do you need to use to make a bridge..?
like if you move vertical over it you're on top and if you move horizontal under it, your're below the bridge
Thanks!
PoKéMaKeR
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  #2707  
Unread July 25th, 2008, 08:22 PM
Atomic Reactor's Avatar
Atomic Reactor
Criticism, I give it.
 
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Age: 20
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I believe that there is already an example of bridges in one of the maps that came with the SK.
the bridge is blue incase that helps when you look
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  #2708  
Unread July 25th, 2008, 08:29 PM
PoKéMaKeR's Avatar
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Quote:
Originally Posted by Atomic_Reactor View Post
I believe that there is already an example of bridges in one of the maps that came with the SK.
the bridge is blue incase that helps when you look
yes that's true i found it..
but i don't get it, can you explain it ?
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  #2709  
Unread July 25th, 2008, 08:38 PM
Atomic Reactor's Avatar
Atomic Reactor
Criticism, I give it.
 
Join Date: Jul 2007
Location: Minnesota
Age: 20
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lol. i dont get it either. i never cared to use it. i jsut know that thats what you do.

put one of those events on one side and the other event on the other side..

idk
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  #2710  
Unread July 25th, 2008, 08:39 PM
PoKéMaKeR's Avatar
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ah nevermind, I'll do just like you, leave the bridge out
thanks anyways!
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  #2711  
Unread July 26th, 2008, 01:12 AM
yaoimutt
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does anyone know how the new berry event works? because it's not in the note file and there are no images for it, so i'm a little confused...
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  #2712  
Unread July 26th, 2008, 11:26 AM
Jackreyes
Beginning Trainer
 
Join Date: Sep 2007
Gender:
I have made all 5 sprites for some new pokemon and added their details to pokemon.txt but i try pbAddPokemon on one of the new ones from the professor and then the game gives an error saying cannot find pokemon #494 of 493

So I assume there is a file that says how many pokemon there are, so what is the file?

Thanks,
Jack

Last edited by Jackreyes; July 26th, 2008 at 11:37 AM.
  #2713  
Unread July 26th, 2008, 12:18 PM
mad.array's Avatar
mad.array
Eeveelutions... need more...
 
Join Date: Nov 2007
Location: Birmingham, UK
Age: 28
Gender: Male
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@Jackreyes: Just having a quick look (I'm 'borrowing' a PC) I think the code you need to change is in the scripts section, under Compiler. You should find three instances of the number 493 (each of them saying something like:

for #random variable# in 1..493.

If I'm right you just need to change the 493 to your total number. If I'm wrong you need to change it back =P

I hope that sorts it.
  #2714  
Unread July 26th, 2008, 01:21 PM
Jackreyes
Beginning Trainer
 
Join Date: Sep 2007
Gender:
Thanks
I've now tried editing that,
and I think this is a different error message to before.

Sorry for being such a 'noob'
but I'm not that bright.

Anyone know the problem?
(also if anyone wants to fix it for me then pm me and i'll send the files)

Thanks again,
Jackreyes
Attached Thumbnails
pokemon show.jpg‎  
  #2715  
Unread July 26th, 2008, 03:43 PM
Lorem Ipsum's Avatar
Lorem Ipsum
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How would you go about implementing new moves? I don't even know where you would start to code in the move effects, let alone move names and etc.
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  #2716  
Unread July 26th, 2008, 04:22 PM
yaoimutt
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Quote:
Originally Posted by Jackreyes View Post
Thanks
I've now tried editing that,
and I think this is a different error message to before.

Sorry for being such a 'noob'
but I'm not that bright.

Anyone know the problem?
(also if anyone wants to fix it for me then pm me and i'll send the files)

Thanks again,
Jackreyes
try doing it with the species name insted, i have found that sometimes the game wont find a new pokemon if you do it by number, but will do it fine if you do it by name, and i would change the coding back to what is was before LokiFerne told you to change it. just to be on the safe side, because i have my own pokemon in the game i'm making, and all i had to do was make the piktures and edit the pokemon.txt file.

if the problem continues, get a screenshot of the event coding, and the new pokemon information.

Quote:
Originally Posted by Lorem Ipsum View Post
How would you go about implementing new moves? I don't even know where you would start to code in the move effects, let alone move names and etc.
simply edit the move.txt file, but you might also have to put coding in the PokeBattle_MoveEffects part of the scripts.
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Last edited by yaoimutt; July 26th, 2008 at 04:26 PM. Reason: Your double post has been automatically merged.
  #2717  
Unread July 26th, 2008, 07:37 PM
sascha
Beginning Trainer
 
Join Date: Dec 2007
Gender:
Hey,

i have a few questions >->
First, how can i edit the bag-picture in the "bag-menu"?
For example, by choosing an male hero there should be an other bag-picture as the picture from the female hero.

Second, how can i make an givepokemon script? @.o

And the last, how can i make something like "Flags"?
Example, the hero touches an event. After the Event, it should be "erase'ed"
That meands, that the event is only 1 times aviable.

And sorry for my crappy english, im german
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  #2718  
Unread July 26th, 2008, 10:10 PM
Atomic Reactor's Avatar
Atomic Reactor
Criticism, I give it.
 
Join Date: Jul 2007
Location: Minnesota
Age: 20
Gender: Male
Nature: Rash
There is something wrong with your move "hypercutter"
something is missing from it or something... im not sure.
You may wanna take another look at it.
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  #2719  
Unread July 27th, 2008, 12:02 AM
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Fangking Omega
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FANG'S QUESTION TIME: Is there a manner in which I could call a Safari style battle with a specific Pokémon through an event?
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  #2720  
Unread July 27th, 2008, 12:21 AM
A.I
Just a wee bit obsessed =]
 
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First off I would like to say thanks to Poccil and Flamguru, and others whom may have contributed to the essentials. It's almost like Heaven.

Now for me question!

I am making a pokemon game, of course, and I had the idea of buying and selling Pokemon.

I was wondering exactly how I would go about doing that.
Would I have to duplicate and then edit the PokemonMart script?

Last edited by A.I; July 27th, 2008 at 03:46 AM.
  #2721  
Unread July 27th, 2008, 04:45 AM
partyghoul2000's Avatar
partyghoul2000
Intermediate Game Designer
 
Join Date: Jan 2006
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Age: 25
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Quote:
Originally Posted by Fangking Omega View Post
FANG'S QUESTION TIME: Is there a manner in which I could call a Safari style battle with a specific Pokémon through an event?
i imagne that you would just have to make sure the map is safari marked when you call this specfic pokemon event. i haven't tried it, but i think that should work. >.>
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  #2722  
Unread July 27th, 2008, 07:41 AM
Hall Of Famer's Avatar
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I've been getting errors like this and I've completely lost confidence in my ability to solve it. Please help:

Code:
---------------------------
Pokemon Hall Of Fame
---------------------------
Exception: NameError

Message: (eval):1:in `pbFromPBMove'uninitialized constant PokeBattle_Move_FE

new:4:in `pbFromPBMove'

PokeBattle_Battle:336:in `eval'

new:4:in `pbFromPBMove'

PokeBattle_Battle:336:in `initialize'

PokemonField:384:in `new'

PokemonField:384:in `pbWildBattle'

PokemonField:678:in `pbOnStepTaken'

Game_Player*:623:in `update_old'

Walk/Run:60:in `update'

Scene_Map:101:in `update'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------
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  #2723  
Unread July 27th, 2008, 12:24 PM
PoKéMaKeR's Avatar
PoKéMaKeR
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Quote:
Originally Posted by sascha View Post
Hey,

i have a few questions >->
First, how can i edit the bag-picture in the "bag-menu"?
For example, by choosing an male hero there should be an other bag-picture as the picture from the female hero.

Second, how can i make an givepokemon script? @.o

And the last, how can i make something like "Flags"?
Example, the hero touches an event. After the Event, it should be "erase'ed"
That meands, that the event is only 1 times aviable.

And sorry for my crappy english, im german
What you mean by a givepokemon script..?
Like you get a Pokemon from the Prof.?
Then it's : pbAddPokemon(X,Y) where X is the species number of the Pokemon, and Y is its level.

For the flag, just make sure that at the end of the event, you put a switch i.e :
your event
set self switch a on
then make a new event page
make sure self switch a needs to be on for it to work..
then turn on the player touch
and put in "erase event"
then it'll work only one time

Hope I helped

PoKéMaKeR
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  #2724  
Unread July 27th, 2008, 12:58 PM
Jackreyes
Beginning Trainer
 
Join Date: Sep 2007
Gender:
I have a pokemon 494 in my pokemon.txt, I have the 5 sprites for it and I even changed some script from 493 to 494 and it still won't let me pbAddPokemon(494,5)

I've attached a screenshot of my events code,
Any help much appreciated.
Jackreyes
Attached Thumbnails
events.jpg‎  

Last edited by Jackreyes; July 27th, 2008 at 01:08 PM.
  #2725  
Unread July 27th, 2008, 01:22 PM
PoKéMaKeR's Avatar
PoKéMaKeR
Pokemon Rancher creator!
 
Join Date: Apr 2008
Location: The Netherlands :)
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Do you also have a new cry..?
Possibly that's the problem..
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