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  #2926    
Old August 22nd, 2008, 08:13 PM
yaoimutt
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Join Date: Sep 2007
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does anyone know how to automaticly change a pokemons lvl? i want to be able to change a pokemons lvl to five (lvling down, not up)

also, i can't seem to get the cut-scene skip to work, is anyone else having this problem?
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  #2927    
Old August 23rd, 2008, 09:36 PM
Demonic Budha's Avatar
Demonic Budha
semi-good RMXPer (not script)
 
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Hey guys, got a question for anyone how knows the limitations of Scripts/events with-in the SK.
Is there a way to add an script (or an auto event) that actervates at the Load/New/Options screen.
What i want, is when the player powers up their game, that a process starts where a Random number is selected, this random number will effect things in ALL maps.
Thanks to any who can offer assistance.
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  #2928    
Old August 24th, 2008, 12:47 AM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 21
Gender: Male
Nature: Naive
BlueEew: There's an invisible event in the top-left corner of the map titled "Intro".
Yaoimutt: Add this script to a new script section in the script editor.
Code:
class PokeBattle_Pokemon
def setLevel(level)
@level=level #Sets the level
calcStats #Recalculates the Pokémon's stats
Kernel.pbMessage(_INTL("{1} became level {2}!",@name,level) #Displays a message
pbTopRightWindow(_INTL("MaxHP: {1}\r\nATTACK: {2}\r\nDEFENSE: {3}\r\nSP. ATK: {4}\r\nSP. DEF: {5}\r\nSPEED: {6}",@totalhp,@attack,@defense,@speed,@spatk,@spdef)) #Displays the stat window
end
end
This is similar to using
Code:
pokemon.level=5
but it also allows other things to be done, such as displaying a message. Use it like this:
Code:
pkmn=$Trainer.party[0]
pkmn.setLevel(5)
changing the number in the square brackets to the index of the Pokémon in the party (0-5), or replacing the $Trainer.party[0] with a PokeBattle_Pokemon object.
Demonic Buddha: Add this to a new script section:
Code:
def randomStartup
rnd=rand(256)
return rand
end
Then, add the line
Code:
randNumber=randomStartup
to the PokemonLoad script at around line 204 (below "@scene.pbStartScene"). Then, add
Code:
$game_variables[26]=randNumber
at lines 293 and 360 (directly above "return"), changing the number to the ID of a variable. Finally, use events to achieve what you want. You can edit the randomStartup method to change how the random number is generated - for example, change 256 to whatever number you want to be the upper limit on the random number.
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  #2929    
Old August 24th, 2008, 03:14 AM
Trace
Trainer
 
Join Date: Oct 2006
I'm having problems with audio...

I have two maps (outdoor, and interior), and they both have the same music file. Now, I start in the interior, the music is fine. So I take the warp to the outside, it's still fine. But when I go back into the interior, it's silent. If I go back out, it's back. And if I go back in...you get the idea.
Anyways, is there any way to fix this? It still runs, but no audio, which is bothersome.
Oh, and it's not any of the events.
And I've tried messing with metatags, connections, and even making new maps.
Thanks.
  #2930    
Old August 24th, 2008, 09:05 AM
sonic smash down's Avatar
sonic smash down
strive for the best
 
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hey yall im having just a little glitch wit the rival event. I was wondering there are two seperate pages one for his victory speech and the other for his losing speech how do i get the battle page to tell the diference. i couldnt find this in the notes.
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  #2931    
Old August 24th, 2008, 11:51 AM
Grifstar's Avatar
Grifstar
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Okay, hopefully this will be my last questions for awhile, I'm getting ahead of myself anyway.

1. How do you make an HM work outside of battle(such as flying, cutting) without getting a badge?(then again, I still don't really know how you assign an HM to a badge to begin with) I imagine that it should just be a simple true/false switch somewhere, and I did find the "BADGEFORCUT", etc. scripts too, which probably has something to do with it, but I still don't know how to put it all together..

2. I can't seem to get the "always shiny" script to work, the one that was in the notes. I tried putting it on a clean script page and also next to the Events.onWildPokemonCreate script in PokemonField, but I always get an error when I use it... I still don't even know if I'm going to be using the feature anyway, but I just wanted to test it out.


And uhh... there was something else, but I don't remember now @_@
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  #2932    
Old August 24th, 2008, 01:37 PM
TKS
Beginning Trainer
 
Join Date: Aug 2008
Age: 23
Gender:
Quote:
Originally Posted by poccil View Post
Sorry, the ability to delete encounter types from the editor hasn't been implemented yet. It will be added shortly.
Alright, thanks. I still don't have anything to complain about, we are more than blessed to have this. lol
  #2933    
Old August 24th, 2008, 02:47 PM
Nero9121's Avatar
Nero9121
Fire Maker
 
Join Date: Aug 2008
Gender:
can someone help me with how to set this up for the starter kit! please

rmxp.org/forums/index.php?topic=43100.0
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  #2934    
Old August 25th, 2008, 02:32 AM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
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Nature: Naive
Grifstar: What error do you get?
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  #2935    
Old August 25th, 2008, 12:33 PM
Grifstar's Avatar
Grifstar
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Oh, nevermind it's working now. I just realised that I didn't have the new page in the right spot. But now it's running fine...

Although, still need help on the HM thing..
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  #2936    
Old August 25th, 2008, 07:54 PM
memyselforwho
Beginning Trainer
 
Join Date: Aug 2008
Absolutely amazing! I am actually surprised at how easy this is to use, especially since this is my first encounter with RMXP (I just purchased it, it's quite fun to play with/pass the time).

How would I go about changing the opening speech/encounter?




And @ Blazers08
Fruity Loops isn't a bad program for editing music/working with midi. Try the demo out, if you like it... buy it =D (It's the easiest program I know, though.. I could recommend others depending on your music writing ability)
  #2937    
Old August 26th, 2008, 03:02 AM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 21
Gender: Male
Nature: Naive
Invisible event in the top-left corner of the "Intro" map...
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  #2938    
Old August 26th, 2008, 10:41 AM
memyselforwho
Beginning Trainer
 
Join Date: Aug 2008
Quote:
Originally Posted by Wichu View Post
Invisible event in the top-left corner of the "Intro" map...

Thanks bud ; ) that's simple enough.
  #2939    
Old August 26th, 2008, 11:46 AM
Lady Berlitz's Avatar
Lady Berlitz
Cinnamon ♪
 
Join Date: May 2007
Location: An igloo in Canada
Nature: Adamant
I'm kind of lazy to try it out, so I'll just ask here.

Are all of the Status Effects already implemented?
Such as Burned, Asleep, etc.?
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  #2940    
Old August 26th, 2008, 12:09 PM
Youji's Avatar
Youji
Viridian City Gym Leader
Community Supporter
 
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Quote:
Originally Posted by Keyris View Post
I'm kind of lazy to try it out, so I'll just ask here.

Are all of the Status Effects already implemented?
Such as Burned, Asleep, etc.?
Yup. That's all in. But no aniomations for those are in, such like the birds (Confused), Ice, etc. You would have to implent them your own.
  #2941    
Old August 26th, 2008, 02:42 PM
Demonic Budha's Avatar
Demonic Budha
semi-good RMXPer (not script)
 
Join Date: Jun 2005
Location: Taupo, NZ
Age: 27
Gender:
Nature: Naughty
OK, this is prolly going to get me yelled at, but ima ask anyway.
When updating, is it better to copy the *new* scripts over (or ALL the scripts)
Or is it easyier to copy the Maps from the OLD project????
Thanks
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(for those of you who dont know im not the best speller in the world. )
(also i find it funny that im like 10 years older than some of you and im asking you for help. )
  #2942    
Old August 26th, 2008, 05:28 PM
Nero9121's Avatar
Nero9121
Fire Maker
 
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Gender:
what are the changes for the latest issue of pokemon essentials that was released yesterday?
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  #2943    
Old August 26th, 2008, 08:47 PM
partyghoul2000's Avatar
partyghoul2000
Intermediate Game Designer
 
Join Date: Jan 2006
Location: USA
Age: 26
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Nature: Calm
Quote:
Originally Posted by Demonic Budha View Post
OK, this is prolly going to get me yelled at, but ima ask anyway.
When updating, is it better to copy the *new* scripts over (or ALL the scripts)
Or is it easyier to copy the Maps from the OLD project????
Thanks
well, i find it easier to copy EditorScripts and Scripts from the new data folder to your game rather than copy all the maps and switches and whatnot. the only problem with this tactic, is that any changes that YOU personally changed within the scripts will be gone. be sure to note these changes you make within a separate text document so you don't lose these changes. that's just my method though and it works perfect.

Quote:
Originally Posted by Nero9121 View Post
what are the changes for the latest issue of pokemon essentials that was released yesterday?
i noticed this too and i went investigating. poccil uploaded the changes, but musta forgot to add the link to the pokestarter page. the link can be found here

---> http://upokecenter.com/projects/poke...2008-08-25.txt
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  #2944    
Old August 27th, 2008, 03:05 AM
Demonic Budha's Avatar
Demonic Budha
semi-good RMXPer (not script)
 
Join Date: Jun 2005
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Age: 27
Gender:
Nature: Naughty
Quote:
Originally Posted by partyghoul2000 View Post
well, i find it easier to copy EditorScripts and Scripts from the new data folder to your game rather than copy all the maps and switches and whatnot. the only problem with this tactic, is that any changes that YOU personally changed within the scripts will be gone. be sure to note these changes you make within a separate text document so you don't lose these changes. that's just my method though and it works perfect.
Ah, thats cool, i was assuming i would lose any modifycations, and planned to just re-add at the end of mapping, and i had sucured a version i was happy with :D
Thanks for the help partyghoul2000
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(also i find it funny that im like 10 years older than some of you and im asking you for help. )
  #2945    
Old August 27th, 2008, 03:13 AM
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InMooseWeTrust
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There is a field in \PBS\pokemon.txt about regional dex numbers (it's mentioned in the notes.html). I tried entering them in but I have no idea how to make regional dexes work.

How do I do this?
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  #2946    
Old August 27th, 2008, 01:56 PM
poccil
Trainer
 
Join Date: Jan 2007
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Nature: Adamant
Regional Pokedex numbers have been included for a long time, but I didn't write any support functions for them. Now I've done so. Put the code below in the script section PokemonUtilities, and read the comments to learn how to use these functions.
Code:
def pbGetRegionalNumber(region, nationalSpecies)
 # Gets the regional Pokedex number of
 # the national species for the specified region.
 # The parameter "region" is zero-based.  For
 # example, if two regions are defined, they would
 # each be specified as 0 and 1.
 if nationalSpecies<=0 || nationalSpecies>PBSpecies.getCount
  # Return 0 if national species is outside range
  return 0
 end
 pbRgssOpen("Data/regionals.dat","rb"){|f|
  numRegions=f.fgetw
  numDexDatas=f.fgetw
  if region>=0 && region<numRegions
   f.pos=4+region*numDexDatas*2
   f.pos+=nationalSpecies*2
   return f.fgetw
  end
 }
 return 0
end

def pbGetNationalNumber(region, regionalSpecies)
 # Gets the national Pokedex number of
 # the specified species and region.
 # The parameter "region" is zero-based.  For
 # example, if two regions are defined, they would
 # each be specified as 0 and 1.
 pbRgssOpen("Data/regionals.dat","rb"){|f|
  numRegions=f.fgetw
  numDexDatas=f.fgetw
  if region>=0 && region<numRegions
   f.pos=4+region*numDexDatas*2
   # "i" specifies the national species
   for i in 0...numDexDatas
    regionalNum=f.fgetw
    if regionalNum==regionalSpecies
     return i
    end
   end
  end
 }
 return 0
end

def pbAllRegionalSpecies(region)
 # Gets an array of all national species
 # within a regional Pokedex, sorted by
 # regional Pokedex number.
 # The number of items in the array should be
 # the number of species in the regional Pokedex plus
 # 1, since index 0 is considered to be empty.
 # The parameter "region" is zero-based.  For
 # example, if two regions are defined, they would
 # each be specified as 0 and 1.
 ret=[0]
 pbRgssOpen("Data/regionals.dat","rb"){|f|
  numRegions=f.fgetw
  numDexDatas=f.fgetw
  if region>=0 && region<numRegions
   f.pos=4+region*numDexDatas*2
   # "i" specifies the national species
   for i in 0...numDexDatas
    regionalNum=f.fgetw
    ret[regionalNum]=i if regionalNum!=0
   end
   # Replace unspecified regional
   # numbers with zeros
   for i in 0...ret.length
    ret[i]=0 if !ret[i]
   end
  end
 }
 return ret
end
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  #2947    
Old August 27th, 2008, 04:51 PM
Nero9121's Avatar
Nero9121
Fire Maker
 
Join Date: Aug 2008
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is there any way to use the scripts for the battle system on the website on projects page in an mmorpg maker? I cant get a server to work with my version and I would like to make a mmorpg
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  #2948    
Old August 27th, 2008, 10:44 PM
yaoimutt
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is there a way to turn off the national dex, and on the regional dex (or plurl)
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  #2949    
Old August 28th, 2008, 07:12 AM
PoKéMaKeR's Avatar
PoKéMaKeR
Pokemon Rancher creator!
 
Join Date: Apr 2008
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Here I am again, now with an other question
Does anybody know how to make an animated title screen?
Thanks in advance!

PoKéMaKeR
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  #2950    
Old August 28th, 2008, 07:30 AM
WhippedCream's Avatar
WhippedCream
Greenhorn Trainer
 
Join Date: Jun 2008
Gender:
Nature: Calm
I have a quick question. Using the updated script, is there a way to use D/P sprites and graphics? I'm making a game and I want to use D/P sprites and screens.. using the script, is there a way to input the D/P graphics in instead of what is there?

Thank you in advance.
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