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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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  #2826  
Unread August 5th, 2008, 09:31 AM
yaoimutt
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does anyone know how to make the picture of the berry plants appear as they grow, because i ripped about half of them, but don't know how to implement them.
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  #2827  
Unread August 5th, 2008, 10:06 AM
Darksun's Avatar
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triple rainbow, yo
 
Join Date: Jul 2008
Location: 22nd floor of the Carrot Tower in Setagaya, Tokyo, Japan
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Thanks for the help A-R. Is it okey that I call you that? xD

How do I add a shiny pokèmon, instead of just a normal pokèmon?
I've tried changing "Kernel.pbAddPokemon(PBSpecies:OKEMON,5)"
to "Kernel.pbAddPokemon(PBSpecies:HINX,SHINY,5)" and
Kernel.pbAddPokemon(PBSpecies:HINXSHINY,5),
but nothing works.

I'd really appreciate help.
Thanks.
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  #2828  
Unread August 5th, 2008, 10:58 AM
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Quote:
Originally Posted by Darksun View Post
Thanks for the help A-R. Is it okey that I call you that? xD

How do I add a shiny pokèmon, instead of just a normal pokèmon?
I've tried changing "Kernel.pbAddPokemon(PBSpecies:OKEMON,5)"
to "Kernel.pbAddPokemon(PBSpecies:HINX,SHINY,5)" and
Kernel.pbAddPokemon(PBSpecies:HINXSHINY,5),
but nothing works.

I'd really appreciate help.
Thanks.
Look in the notes.html, there it says how to do that
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  #2829  
Unread August 5th, 2008, 11:31 AM
yaoimutt
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By the way, is anyone else having issues with the sound? when i play test my game, the sound breaks every couple seconds, and it didn't do that before the update.
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  #2830  
Unread August 5th, 2008, 02:57 PM
Darksun's Avatar
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triple rainbow, yo
 
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Quote:
Originally Posted by PoKéMaKeR View Post
Look in the notes.html, there it says how to do that

I've searched through the notes quite a long time now, and I can't find anything about it.
Where did you see it?
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  #2831  
Unread August 5th, 2008, 03:06 PM
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Quote:
Originally Posted by Darksun View Post
I've searched through the notes quite a long time now, and I can't find anything about it.
Where did you see it?
Shiny Wild Pokemon

To allow shiny wild battles, you first need to define a switch for shiny Pokemon, say, 50. Now, create a new script section that contains the following:
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[50]
pokemon.makeShiny end}

Then, enable the switch (in this case, 50) before a wild battle with a shiny Pokemon, and disable the switch when the battle is over. Example:

Control Switches: [0050: Shiny] = ON
Script: pbWildBattle(:BSpecies::GYARADOS,30,1)
Control Switches: [0050: Shiny] = OFF

This copied right from the notes.html..
So next time, look a little bit better ok

PoKéMaKeR
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  #2832  
Unread August 5th, 2008, 03:17 PM
Darksun's Avatar
Darksun
triple rainbow, yo
 
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Location: 22nd floor of the Carrot Tower in Setagaya, Tokyo, Japan
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That's just for a pokèmon battle, not for adding a shiny pokèmon to the party.
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  #2833  
Unread August 5th, 2008, 03:26 PM
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Quote:
Originally Posted by Darksun View Post
That's just for a pokèmon battle, not for adding a shiny pokèmon to the party.
Yes true..
I thought that was what you wanted..
But then just try to turn on the switch, add the pokemon and then urn the switch off..
I'm not sure about that though..
Just try that..
If it still doesn't work..
I'll try to work that out, but that can take a few days so..

PoKéMaKeR
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  #2834  
Unread August 5th, 2008, 10:17 PM
Hall Of Famer's Avatar
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I think I've asked this question for one time but received no valuable answer. I mean, how do I add background music for Bicycle theme and Surfing theme? Now the music doesn't change when I use surf or start to ride on a bicycle. Please help.
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  #2835  
Unread August 6th, 2008, 01:21 AM
Starry Night's Avatar
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Another question. How do you add music to a map?
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  #2836  
Unread August 6th, 2008, 01:31 AM
shinylugia249's Avatar
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You right click on the name of the map on the left and select MAP PROPERTIES.
The auto-change Bgm is the music.
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  #2837  
Unread August 6th, 2008, 02:17 AM
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Ok, I was originally going to answer a few questions before asking my own but I realised that mine would be lost underneath the answers. So I'm putting mine first

1. Is there a way to make it appear as if an NPC has used Flash? Obviously I wouldn't want the 'X has used Flash' or the animation to appear. It's basically going to be part of a cutscene.

2. Has anyone got the pokeball to appear in the battle window if the pokemon you are facing has been caught? I'm tending to get confused myself about whether I've caught pokemon when playtesting.

3. Every time I launch my project from within RMXP, any animations I've edited revert back to the converted RMXP ones. Is there a way to stop this from happening?

Ok, time to answer some (and hopefully get the m right)

@Hall of Famer: Go into the metadata,txt in the PBS folder. You should see a section that defines what the music is for wild and trainer battles. Underneath those put lines:

# SurfBGM=yoursurftune.mid
# BicycleBGM=yourbiketune.mid

Obviously what comes after the equals sign will be whatever your midi files are named.

QUOTE]@Yaoimutt: The information about the D/P berry trees hasn't been put in notes.html yet and I can't make head nor tail of it. Hopefully the information will be released soon. Or someone wiser than I might already know.

@Yuoaman: The information for setting up trainers isn't in the editor, as it's a heavy customisation of the normal RMXP. The information can be changed in the editor.txt (when it works) or by manually editing the trainers.txt and trainernames.txt files in the PBS folder. If it is a new type of trainer not already entered then Read this quote. If not go straight on ahead to the end of it.

Quote:
Go into trainernames.txt and go right to the bottom. The last one should be 082. Add 083 on the next line and add your information in this style, obviously ignoring everything in brackets:

083(which you should have already added),SITHLORD(The name that the engine looks for, not seen by the player and not allowed to have spaces),Sith Lord(Class used on the battle screen),80(Optional. This is the money the player gets, multiplied by the level of the highest pokemon that this character uses),Sithbattle.mid(Optional. Used if custom battle music is going to be played),SithVictory.mid(Optional. If victory music is played),DarkEncounter.mid(Optional. Music to play when the character approaches you on the map after they get the exclamation mark above their heads),MALE(Or FEMALE, depending)
Ok, so you've either read the quote or not. Now we move on. Open trainers.txt and once again go to the bottom. You'll see some other custom trainers from the default starter kit. Add a new one and edit like so (again replacing my info with whatever you want and ignoring stuff in brackets)

SITHLORD(Internal class name of enemy)
Darth Loki(Name used in battle)
3(number of Pokémon)
TYRANITAR,67(Species,level)
EMPOLEON,71
TYPHLOSION,73

If you had more or fewer pokemon in the guys squad then you'd need to add/remove lines. There is other information you can add to the pokemons data, but I usually leave it as it is.

Ok. Last step. Look at the way poccil makes a trainer in rmxp, on one of the test maps. You can basically copy and paste the event onto your map, changing the graphic if need be. Then look for the class/name of the trainer and change them to yours. You may also want to change the text used. I hope that wasn't too confusing (or so late that someones sent you a PM).

Thanks for slogging through guys.
  #2838  
Unread August 6th, 2008, 04:52 AM
partyghoul2000's Avatar
partyghoul2000
Intermediate Game Designer
 
Join Date: Jan 2006
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Quote:
Originally Posted by LokiFerne View Post
3. Every time I launch my project from within RMXP, any animations I've edited revert back to the converted RMXP ones. Is there a way to stop this from happening?
i've noticed this myself and the only way i've found around this for the time being is to use the RMXP animation editor.
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Credit is expected, if used.
  #2839  
Unread August 6th, 2008, 07:59 AM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
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Darksun: Copy and paste this script into a new script section, above Main.
Code:
def pbAddPokemon(species,level)
  if pbBoxesFull?
   Kernel.pbMessage(_INTL("There's no more room for Pokemon!\1"))
   Kernel.pbMessage(_INTL("The Pokemon Boxes are full and can't accept any more!"))
   return false
  end
  speciesname=PBSpecies.getName(species)
  Kernel.pbMessage(_INTL("{1} obtained {2}!\1",$Trainer.name,speciesname))
  pokemon=PokeBattle_Pokemon.new(species,level,$Trainer)
  pokemon.makeShiny if $game_switches[50]
  pbNicknameAndStore(pokemon)
  return true
end
Then use the same code as previously given, replacing the pbWildBattle with pbAddPokemon.
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  #2840  
Unread August 6th, 2008, 08:14 AM
yaoimutt
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Quote:
Originally Posted by LokiFerne View Post
Ok, I was originally going to answer a few questions before asking my own but I realised that mine would be lost underneath the answers. So I'm putting mine first :P

1. Is there a way to make it appear as if an NPC has used Flash? Obviously I wouldn't want the 'X has used Flash' or the animation to appear. It's basically going to be part of a cutscene.

2. Has anyone got the pokeball to appear in the battle window if the pokemon you are facing has been caught? I'm tending to get confused myself about whether I've caught pokemon when playtesting.

3. Every time I launch my project from within RMXP, any animations I've edited revert back to the converted RMXP ones. Is there a way to stop this from happening?

Ok, time to answer some (and hopefully get the m right)

@Hall of Famer: Go into the metadata,txt in the PBS folder. You should see a section that defines what the music is for wild and trainer battles. Underneath those put lines:

# SurfBGM=yoursurftune.mid
# BicycleBGM=yourbiketune.mid

Obviously what comes after the equals sign will be whatever your midi files are named.

QUOTE]@Yaoimutt: The information about the berry trees hasn't been put in notes.html yet and I can't make head nor tail of it. Hopefully the information will be released soon. Or someone wiser than I might already know.

@Yuoaman: The information for setting up trainers isn't in the editor, as it's a heavy customisation of the normal RMXP. The information can be changed in the editor.txt (when it works) or by manually editing the trainers.txt and trainernames.txt files in the PBS folder. If it is a new type of trainer not already entered then Read this quote. If not go straight on ahead to the end of it.



Ok, so you've either read the quote or not. Now we move on. Open trainers.txt and once again go to the bottom. You'll see some other custom trainers from the default starter kit. Add a new one and edit like so (again replacing my info with whatever you want and ignoring stuff in brackets)

SITHLORD(Internal class name of enemy)
Darth Loki(Name used in battle)
3(number of Pokémon)
TYRANITAR,67(Species,level)
EMPOLEON,71
TYPHLOSION,73

If you had more or fewer pokemon in the guys squad then you'd need to add/remove lines. There is other information you can add to the pokemons data, but I usually leave it as it is.

Ok. Last step. Look at the way poccil makes a trainer in rmxp, on one of the test maps. You can basically copy and paste the event onto your map, changing the graphic if need be. Then look for the class/name of the trainer and change them to yours. You may also want to change the text used. I hope that wasn't too confusing (or so late that someones sent you a PM).

Thanks for slogging through guys.
well.... that doesn't answer my question at all, we have a lot of scripters on this topic that CAN answer the question. i know the information isn't in the note.html, or else i wouldn't ask. (and as far as i know, they berry trees never really worked in dp, they only actually did what they were supposed to in ruby/sapphire)

Quote:
Originally Posted by partyghoul2000 View Post
i've noticed this myself and the only way i've found around this for the time being is to use the RMXP animation editor.
same here, i have over 63 battle animations done, i did them the first time around in the editor, but for some reason, that never really worked, so i ended up doing them in the normal rmxp.

Dose anyone know how to make 1 animation be for the enimy and one for the hero? (for the same move, just one happens when the hero attacks, and the other happens when the enemy attacks)

and lastly, does anyone know how to make a reacuring attack animation? (for instance, the wrap attack happens several times, but after the first time, there is never another animation for some reason)
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Last edited by yaoimutt; August 6th, 2008 at 08:23 AM. Reason: Your double post has been automatically merged.
  #2841  
Unread August 6th, 2008, 08:54 AM
Darksun's Avatar
Darksun
triple rainbow, yo
 
Join Date: Jul 2008
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Nature: Relaxed
Wichu: It works perfectly, thanks a bunch.

Another question, how do I animate the title screen?
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  #2842  
Unread August 6th, 2008, 08:59 AM
Wichu's Avatar
Wichu
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Yaoimutt: the recurring animations haven't been implemented in the scripts yet, as the pbAnimation method is only called when the move is used and not when it says "OPPONENT was hurt by WRAP!".
To fix this, search for "pbDisplay(_INTL("{1} is hurt by {2}!",i.pbThis,movename))" in the PokeBattle_Battle script, and add "pbAnimation(i.effects[PBEffects::MultiTurnAttack],@battlers[i.effects[PBEffects::MultiTurnUser]],i)"
directly before it (without the speech marks). I haven't tested it, but give it a go.
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  #2843  
Unread August 6th, 2008, 11:28 AM
MisterTdK
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Does anyone know how to change the color of the text in the battle menu's? (Also the text of the name of the Pokémon)
Because I changed it to D/P style, but the text is still black so the Pokémons names are hard to read.
  #2844  
Unread August 6th, 2008, 01:14 PM
yaoimutt
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Quote:
Originally Posted by Wichu View Post
Yaoimutt: the recurring animations haven't been implemented in the scripts yet, as the pbAnimation method is only called when the move is used and not when it says "OPPONENT was hurt by WRAP!".
To fix this, search for "pbDisplay(_INTL("{1} is hurt by {2}!",i.pbThis,movename))" in the PokeBattle_Battle script, and add "pbAnimation(i.effects[PBEffects::MultiTurnAttack],@battlers[i.effects[PBEffects::MultiTurnUser]],i)"
directly before it (without the speech marks). I haven't tested it, but give it a go.
thank you very much. i'll try it out!

any does anyone know when the first movie was supposed to take place in the series?

also, i want to make a custom evilution where if the trainer has the 6 of the same specific pokemon in his party, then the one in slot 1 evolves, how would i do that? (i got the idea from salmon, because if a hole population is female, then one or two will turn male, so i thought it would be cool if a pokemon evolved that way)
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Last edited by yaoimutt; August 6th, 2008 at 01:39 PM.
  #2845  
Unread August 6th, 2008, 02:56 PM
Hall Of Famer's Avatar
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Quote:
@Hall of Famer: Go into the metadata,txt in the PBS folder. You should see a section that defines what the music is for wild and trainer battles. Underneath those put lines:

# SurfBGM=yoursurftune.mid
# BicycleBGM=yourbiketune.mid

Obviously what comes after the equals sign will be whatever your midi files are named.
Thank you for this answer. However, I tried adding those lines in my metadata.txt file with the correct music track names but it still doesn't work at all. How can I add the background music for Surfing and Bicycle themes, please help!
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Mysidian's board: www.pokemonmysidia.com/forum

Quote:
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  #2846  
Unread August 6th, 2008, 04:47 PM
partyghoul2000's Avatar
partyghoul2000
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Quote:
Originally Posted by Hall Of Famer View Post
Thank you for this answer. However, I tried adding those lines in my metadata.txt file with the correct music track names but it still doesn't work at all. How can I add the background music for Surfing and Bicycle themes, please help!
upgrade to the latest starter kit and then go to the visual editor. using the gui, don't click on any of the maps. instead double click empty space and it'll let you edit the metadata. or you could it the short way and edit metadata straight from the separate editor.
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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.
  #2847  
Unread August 6th, 2008, 04:57 PM
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How do I make custom regional Pokedex orders without messing up the National Dex?

The notes.html doesn't really give a way to do this...
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  #2848  
Unread August 6th, 2008, 05:15 PM
Hall Of Famer's Avatar
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Quote:
Originally Posted by partyghoul2000 View Post
upgrade to the latest starter kit and then go to the visual editor. using the gui, don't click on any of the maps. instead double click empty space and it'll let you edit the metadata. or you could it the short way and edit metadata straight from the separate editor.
You mean the starterkit I'm using doesn't have this feature yet? If so, I'll have to ask someone to upgrade it for me again. I already sent several to Flameguru who helped me out last time but received no reply. Can someone else help?
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Mysidian's board: www.pokemonmysidia.com/forum

Quote:
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  #2849  
Unread August 6th, 2008, 11:36 PM
brianhoorn
Beginning Trainer
 
Join Date: Aug 2007
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Is there a caterpillar script that's compatible with the starter kit? I want Pikachu to follow Ash like in Yellow Version.
  #2850  
Unread August 7th, 2008, 03:12 AM
Flameguru's Avatar
Flameguru
Pokemon: Metallic Silver
 
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Quote:
Originally Posted by brianhoorn View Post
Is there a caterpillar script that's compatible with the starter kit? I want Pikachu to follow Ash like in Yellow Version.
Make a custom Charset with Ash and Pikachu and have it as PlayerC or PlayerD and set it as the Main Character when appropriate.

@ Hall of Famer:

I've been busy over the last week and I'm leaving for a 1 week vacation Friday so I won't be able to help for another week to a week in a half.
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