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  #3051    
Old September 10th, 2008, 10:15 PM
?Alistair?'s Avatar
?Alistair?
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Quote:
Originally Posted by yaoimutt View Post
can you show us the script that you used to give the pokemon? because it's saying that there was an error when it tride to run it. (i think)
It's alright now thanks, there was just a space in the script command.

New questions (eventually i'll stop)

1. When the hero whites out, where do i change where he goes - or does he automatically go to a pokémon centre/somewhere that can heal his pokémon?

2. This is just a simple rpg xp question but, when choosing the starter I want a picture of the pokémon to appear above the pokéball. I realise that i use the show/erase pictures commands. But when I try to positiong it it jut appears in the top left corner.

Thanks
  #3052    
Old September 10th, 2008, 10:27 PM
poccil
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1: The point where the player goes after losing a battle is set for each Pokemon Center, as well as the metadata setting called "Home" (set it in the editor, under "Set Metadata", then "Global").

Though this approach is rarely necessary, you can also change the position within an event, by putting a Script event command consisting of the text "Kernel.pbSetPokemonCenter" within that event, which sets it to the player's current position. If you use this approach, there must be another event page on that event with an Autorun trigger and the condition "Switch '0005: Starting Over' is ON". That event page must heal all Pokemon (use the event command "Recover All: Entire Party") and set the switch '0005: Starting Over' to OFF. For an example, see the event for any Pokemon Center receptionist.

2: In the "Show Picture" event command, click "Center" under "The Origin", to make a picture appear centered on the desired point. Also, change "X" and "Y" to specify the pixel coordinates of the picture.
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Last edited by poccil; September 10th, 2008 at 10:36 PM.
  #3053    
Old September 10th, 2008, 10:42 PM
Pokehero22
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Hey Poccil, I have a question.

Have you already implanted a Contest script in the next version of the Kit?

Or could you give me a Contest script?
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  #3054    
Old September 11th, 2008, 03:17 AM
venom12's Avatar
venom12
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I have Problem, if i move on one map i have this error
Message: undefined method `[]' for nil:NilClass
TilemapXP:868:in `refresh'
TilemapXP:164:in `update'
TilemapLoader:57:in `update'
Spriteset_Map:227:in `_animationSprite_update'
AnimationSprite:92:in `update'
Scene_Map:51:in `updateSpritesets'
Scene_Map:45:in `each'
Scene_Map:45:in `updateSpritesets'
Scene_Map:112:in `update'
Scene_Map:67:in `main'
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  #3055    
Old September 11th, 2008, 03:25 AM
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Quote:
Originally Posted by venom12 View Post
I have Problem, if i move on one map i have this error
Message: undefined method `[]' for nil:NilClass
TilemapXP:868:in `refresh'
TilemapXP:164:in `update'
TilemapLoader:57:in `update'
Spriteset_Map:227:in `_animationSprite_update'
AnimationSprite:92:in `update'
Scene_Map:51:in `updateSpritesets'
Scene_Map:45:in `each'
Scene_Map:45:in `updateSpritesets'
Scene_Map:112:in `update'
Scene_Map:67:in `main'
Is it a connected map, cause if so you need to make sure every event page with the "erase this event" command has to be "player touch"
I hope this helped!

PoKéMaKeR
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  #3056    
Old September 11th, 2008, 10:53 AM
poccil
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venom12:

That happened because of a bug. In the script section TilemapXP, in two places
starting at lines 847 and 867, replace this:

Code:
   if !@priotilesrect || !@priotilesfast || 
      @priorect[0]!=minX ||
      @priorect[1]!=minY ||
      @priorect[2]!=maxX ||
      @priorect[3]!=maxY
with this:
Code:
   if !@priotilesrect || !@priotilesfast || 
      @priotilesrect[0]!=minX ||
      @priotilesrect[1]!=minY ||
      @priotilesrect[2]!=maxX ||
      @priotilesrect[3]!=maxY
And in line 858, change this line:
Code:
     @priorect=[minX,minY,maxX,maxY]
to this:

Code:
     @priotilesrect=[minX,minY,maxX,maxY]
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  #3057    
Old September 11th, 2008, 11:55 AM
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shinylugia249
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Quote:
Originally Posted by shinylugia249 View Post
Ok, Does anyone know how add more terrain tags because i want to have more battle screens like the snow, dark cave, etc... but i need the terrain tags to make them work.
Any help?
Can anyone answer my question?
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  #3058    
Old September 11th, 2008, 12:22 PM
poccil
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shinylugia249:

The documentation already mentions how more terrain tags can be added: "RPGXP's tileset editor only supports seven terrain tags. That's why Pokemon Essentials contains a built-in terrain tag editor. It can be accessed by choosing "Edit Terrain Tags" from the "Debug" option in the game menu, or from the Pokemon Essentials Editor
(editor.exe)."
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  #3059    
Old September 11th, 2008, 12:25 PM
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shinylugia249
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oh sorry, that wasn't in the notes tha lst time I checked.
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  #3060    
Old September 11th, 2008, 12:41 PM
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Champio30
Pokemon: Team Alpha's Revenge
 
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what is the gif plugin, can you like put gif animations in
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  #3061    
Old September 11th, 2008, 02:57 PM
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Nero9121
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for the server that comes with it...do the players play in game with each other or is it only a server that allows them to trade with each other?
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  #3062    
Old September 11th, 2008, 05:39 PM
Trace
Trainer
 
Join Date: Oct 2006
Quick question...
What script edits the resolution? I know there is the "Resolution*" script, but what line do I edit?
<_O
Thanks.
  #3063    
Old September 11th, 2008, 09:32 PM
partyghoul2000's Avatar
partyghoul2000
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would there be a script that would stop wild encounters or change the encounter rates? maybe with variables and switches?
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  #3064    
Old September 11th, 2008, 11:20 PM
Pokehero22
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Could you answer my question a few posts back?

My game has Contests, could you put in a contest script?
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  #3065    
Old September 12th, 2008, 05:46 AM
Champio30's Avatar
Champio30
Pokemon: Team Alpha's Revenge
 
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Quote:
Originally Posted by Champio30 View Post
what is the gif plugin, can you like put gif animations in
answer please help me please
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  #3066    
Old September 12th, 2008, 09:30 AM
?Alistair?'s Avatar
?Alistair?
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Ok. You know the switch 'Starting Over'? Well that was annoying me, so i deleted the test map that it was on, but now if i lose a battle i get the error info telling me that it's really bad. How do i change this?
  #3067    
Old September 12th, 2008, 10:43 AM
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PoKéMaKeR
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Quote:
Originally Posted by ?Alistair? View Post
Ok. You know the switch 'Starting Over'? Well that was annoying me, so i deleted the test map that it was on, but now if i lose a battle i get the error info telling me that it's really bad. How do i change this?
what do you think about putting that switch back in..
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  #3068    
Old September 12th, 2008, 12:39 PM
?Alistair?'s Avatar
?Alistair?
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Quote:
Originally Posted by PoKéMaKeR View Post
what do you think about putting that switch back in..
I woul, but I don't know what it does or how to alter where it sends the character.
  #3069    
Old September 12th, 2008, 01:01 PM
PoKéMaKeR's Avatar
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Quote:
Originally Posted by ?Alistair? View Post
I woul, but I don't know what it does or how to alter where it sends the character.
The switch it self has nothing to do with where to put the character, if you lose in a battle the switch will be turned on and you're player will be teleported either to home or a Pokecenter (depends on the fact you've been in a PC before) and then your party will be healed (if you use the "demo- nurse joy event in the starter kit) and the switch will be turned off afterwards..

Oh and next time, if you're not knowing what you do, I advice you not to go and just delete random things..

PoKéMaKeR
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  #3070    
Old September 12th, 2008, 01:19 PM
?Alistair?'s Avatar
?Alistair?
Beginning Trainer
 
Join Date: Sep 2008
Location: Cornwall, UK
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Quote:
Originally Posted by PoKéMaKeR View Post
The switch it self has nothing to do with where to put the character, if you lose in a battle the switch will be turned on and you're player will be teleported either to home or a Pokecenter (depends on the fact you've been in a PC before) and then your party will be healed (if you use the "demo- nurse joy event in the starter kit) and the switch will be turned off afterwards..

Oh and next time, if you're not knowing what you do, I advice you not to go and just delete random things..

PoKéMaKeR
yeah sorry. I'm usually much more careful than that, but tbh i was clearing out the test maps anyway.
  #3071    
Old September 12th, 2008, 01:43 PM
PoKéMaKeR's Avatar
PoKéMaKeR
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Quote:
Originally Posted by ?Alistair? View Post
yeah sorry. I'm usually much more careful than that, but tbh i was clearing out the test maps anyway.
It's Ok i'm not mad

Did it work out?

PoKéMaKeR
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  #3072    
Old September 12th, 2008, 01:50 PM
?Alistair?'s Avatar
?Alistair?
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Quote:
Originally Posted by PoKéMaKeR View Post
It's Ok i'm not mad

Did it work out?

PoKéMaKeR
Yeah it did, a lot. Thanks mate (Y)
  #3073    
Old September 12th, 2008, 03:46 PM
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Nero9121
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OK...I have a question for everyone thats making a game. I am 80% done with PokeWorld Online. It is based on Ruby game and I am using all of the 1st generation pokemon in it.

IS THERE ANYONE THAT IS MAKING A GAME THAT ONLY HAS 2ND GENERATION OR 3RD GENEERATION POKEMON THAT WOULD LIKE TO SET UP OUR SERVERS TOGETHER THAT THAT PLAYERS HAVE TO TRADE WITH PLAYERS FROM THE OTHER GAME IN ORDER TO GET ALL POKEMON?

I am pretty sure you should be able to do this, and if not let me know...but...IF YOU ARE INTERESTED PM ME A DESCRIPTION OF YOUR GAME AND WHAT % DONE WITH IT YOU ARE
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  #3074    
Old September 12th, 2008, 09:09 PM
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partyghoul2000
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okay, with the new unown script, i was able to insert the rest of the unown and i noticed three errors, one being incredibly minor. okay, here's what i've found:
1) whenever you enter wild encounter or select the caught unown, there is a small pop-up window that shows a number. im guessing this number is what the unown is numbered. what i don't understand is why it's being shown in-game, in a pop-up window. this should be taken out, because it'd be kinda weird to see this in a finished game. >.>
2) like i asked/said earlier, i looked for a script that connects the new unowns to their respective icons and found nothing. this was found to be true in-game also. any unown icon was shown as unown A.
3) now, i know this is incredibly minor, but for OCD ppl like me, it bugs the heck outta me and probably can't be fixed. the first unown you catch, no matter what it is, it shows up as unown A in the pokedex decription. very minor, i know. but if it can't be fixed, no problem.

well, bug report...reported.
hope it helps evolve this script even more. :D
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  #3075    
Old September 12th, 2008, 09:29 PM
poccil
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partyghoul2000:

The debugging message verifies whether the script is working correctly. It does in this case. The documentation already mentions the format of each Unown bitmap:

Graphics/Battlers/201_00.png - Unown 'A'
Graphics/Battlers/201_01.png - Unown 'B'
etc.

Graphics/Battlers/201s_00.png - Shiny Unown 'A'
Graphics/Battlers/201s_01.png - Shiny Unown 'B'
etc.

If those files are not found, the game falls back to its previous behavior.

See "Pokemon Graphics and Icons" in the documentation for more information.
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Last edited by poccil; September 12th, 2008 at 09:34 PM.
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