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  #301    
Old October 2nd, 2007, 03:36 PM
Ryruyin's Avatar
Ryruyin
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Thanks for that last post Poccil, I was wondering how to do that. By the way, 300th post =]

Edit: Hey Poccil, is there a way I can make the grass animation happen on grass with terrain tag 2 without being in an encounter zone? Also, would it be safe for me to mess around with the Pokedex script so that there are no message windows, but the text is displayed over a picture?
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Last edited by Ryruyin; October 2nd, 2007 at 05:20 PM.
  #302    
Old October 2nd, 2007, 08:20 PM
poccil
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For your first question, that's already possible. Just try it and see.

For your second question, I don't know exactly what you mean and what you're trying to accomplish, so I can't really help you on that.
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  #303    
Old October 2nd, 2007, 09:16 PM
Ryruyin's Avatar
Ryruyin
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Yeah, I saw that thanks. What I mean is, you know how in the Pokedex now, you've got the text in message boxes. What I want is to get rid of those boxes and put my own picture behind the text, could you please write me a script for that?
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  #304    
Old October 2nd, 2007, 09:50 PM
poccil
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If I understand what you mean, that can be done with just a few lines of code. Go to the script section PokemonPokedex and add the following after line 262:

Code:
 @sprites["background"]=Plane.new(@viewport)
 @sprites["background"].bitmap=BitmapCache.load_bitmap("Graphics/Pictures/pokeselbg.png")
 @sprites["pokedex"].windowskin=nil
 @sprites["icon"].windowskin=nil
 @sprites["infowindow"].windowskin=nil
That removes the window frames and replaces it with a 480x320 background of your choice. In this example, the file "Graphics/Pictures/pokeselbg.png" is given, but it can be practically anything. I hope this helps.
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  #305    
Old October 2nd, 2007, 10:03 PM
Ryruyin's Avatar
Ryruyin
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Thanks Poccil! You're amazing!
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  #306    
Old October 3rd, 2007, 01:15 AM
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New2Ya
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Thanks poccil! Hey I found something funny, the thing is...

In the game, you cant use:
- Screen tone
- Fade Out/In

But you can use:
- Flash screen

I understand why Screen Tone doesnt work, as it is in conflict with the Time System, but it's too bad the Fade Out/In doesnt work, cuz I have moments where I want the screen to darken for a few moments (so I can change sprites, remove sprities, etc) and then go back to normal color.

I'm gonna use pictures for that now, but I thought you'd like to know about this.
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  #307    
Old October 3rd, 2007, 06:30 AM
poccil
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Actually, there is no such event command called Fade Out/In.
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  #308    
Old October 3rd, 2007, 06:40 AM
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Quote:
Originally Posted by poccil View Post
Actually, there is no such event command called Fade Out/In.
Oh, I thought you understood what I mean.t Sorry. In RMXP, its called Transitions.
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  #309    
Old October 3rd, 2007, 06:42 AM
Pokê Fan
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Why Can i in a new map and a new grass Field in the new map when i Step pokemons call and the Grass animation call???

here a screenshot: img341.imageshack.us/img341/8729/21410246ak5.png

Last edited by Pokê Fan; October 3rd, 2007 at 06:52 AM.
  #310    
Old October 3rd, 2007, 06:53 AM
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You want to get Pokémon encounters? Go to PBS map (inside the project) and open encounters.txt.

Then, either edit the ID of the map to the ID of the map you want, or add

Spoiler:
018 # ID of the map (check the middle of the status bar)
25,10,10 # Comma-separated line with Land, Cave, Water densities (25 is average)
Land # One of Land/Cave/Water/RockSmash/OldRod/GoodRod/SuperRod
SPEAROW, 5
SPEAROW, 5
SPEAROW, 5
SPEAROW, 5
SPEAROW, 5
SPEAROW, 5
SPEAROW, 5
SPEAROW, 5
SPEAROW, 5
SPEAROW, 5
SPEAROW, 6
SPEAROW, 7
Water
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3
HeadbuttHigh
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
SPEAROW,10
HeadbuttLow
PINECO,10
PINECO,10
PINECO,10
PINECO,10
AIPOM,10
AIPOM,10
AIPOM,10
AIPOM,10
OldRod
MAGIKARP,2
GOLDEEN,3
GoodRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
SuperRod
MAGIKARP,2
GOLDEEN,3
POLIWAG,3
FEEBAS,3
FEEBAS,3

at the bottom, and edit the names of the desired Pokémon. Just make sure the amount of Pokémon for each category (land/water/etc) is the same. Dont delete names, just edit them.

As for the ID, at the top of the spoiler-tag, change it to the ID of your map. (Map Properties -> At top of the border you can find ID number)\

Hope that helps...
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  #311    
Old October 3rd, 2007, 08:32 AM
Pokê Fan
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New2Ya Mega Thanks it,s Work Thanks.
  #312    
Old October 3rd, 2007, 12:45 PM
Minorthreat0987
Pokemon Tellurium
 
Join Date: Oct 2005
Nature: Adamant
Poccil I just noticed when you are in the smaller 240x16, anything above the bottom layer kind shakes, i circled the spots on this screen you might need to paste it in paint and zoom in to see them

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  #313    
Old October 3rd, 2007, 01:02 PM
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New2Ya
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Quote:
Originally Posted by Minorthreat0987 View Post
Poccil I just noticed when you are in the smaller 240x16, anything above the bottom layer kind shakes, i circled the spots on this screen you might need to paste it in paint and zoom in to see them

Yeah I noticed that too...

One last question (I promise! xD), how do I turn off the weather again? I started a storm with
Quote:
$game_screen.weather(2,9.0,20)
but I dont know how to turn it off... O_o

I figured it would be $game_screen.weather(0,9.0,20) but then my game freezes.
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  #314    
Old October 3rd, 2007, 01:29 PM
poccil
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That's an artifact of the redefined Tilemap class. Unfortunately, that problem is unavoidable.

To return to normal weather, use:

Code:
 $game_screen.weather(0,0,20)
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  #315    
Old October 3rd, 2007, 02:14 PM
Minorthreat0987
Pokemon Tellurium
 
Join Date: Oct 2005
Nature: Adamant
oh, man that sucks really bad, its so un eye appealing. =[, you couldnt switch back to one of the older tilemap classes?
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  #316    
Old October 3rd, 2007, 02:20 PM
|Maximus|'s Avatar
|Maximus|
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Join Date: Aug 2007
Age: 18
Nature: Adamant
Does anyone have a Cbs or starter kit for RM2K3 PLEASE!
  #317    
Old October 3rd, 2007, 03:56 PM
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Axibar, you're much better off using RMXP.
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  #318    
Old October 3rd, 2007, 04:48 PM
poccil
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In any case, I've been trying to improve my Tilemap class to remove this tile problem, and I've made some progress in doing so. Though I'm not sure whether the following alone will work, since the progress involves other places in the code, it may help to add these methods to my Tilemap class (in the script section WindowAndTilemap):

Code:
def ox=(val)
   val=(val*$ResizeFactor).floor
   val=(val/$ResizeFactor).floor
   @ox=val.floor
end
def oy=(val)
   val=(val*$ResizeFactor).floor
   val=(val/$ResizeFactor).floor
   @oy=val.floor
end
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  #319    
Old October 3rd, 2007, 10:51 PM
Aqua Mudkip's Avatar
Aqua Mudkip
LOL I'm okay!
 
Join Date: Apr 2007
Location: In Hoenn, Rustboro City
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Nature: Jolly
Poccil I have this BIG prob. I get this strange error:

RPGCache:49:in `load_bitmap'
RPGCache:96:in `tileset'
Spriteset_Map:24:in`_animationSprite_initialize'
AnimationSprite:41:in `initialize'
Scene_Map:21:in `new'
Scene_Map:21:in `createSpritesets'
Scene_Map:20:in `each'
Scene_Map:20:in `createSpritesets'
Scene_Map:57:in `main'
Main:41

This exception was logged in errorlog.txt
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  #320    
Old October 4th, 2007, 12:45 AM
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New2Ya
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Quote:
Originally Posted by Aqua Mudkip View Post
Poccil I have this BIG prob. I get this strange error:

RPGCache:49:in `load_bitmap'
RPGCache:96:in `tileset'
Spriteset_Map:24:in`_animationSprite_initialize'
AnimationSprite:41:in `initialize'
Scene_Map:21:in `new'
Scene_Map:21:in `createSpritesets'
Scene_Mapin `each'
Scene_Mapin `createSpritesets'
Scene_Map:57:in `main'
Main:41

This exception was logged in errorlog.txt
Well, that could be anything. What changes did you make on the project? I'm afraid no one can help you with this error log, because you get that message anytime you remove/edit something unproperly.
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  #321    
Old October 4th, 2007, 02:05 AM
Aqua Mudkip's Avatar
Aqua Mudkip
LOL I'm okay!
 
Join Date: Apr 2007
Location: In Hoenn, Rustboro City
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Nature: Jolly
I did'nt do anything with it. I DLed the update of Poccils Kit abd when I tried the game, that popped out.
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  #322    
Old October 4th, 2007, 04:16 AM
Pokê Fan
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Join Date: Sep 2007
hello why can i a new pokemon paste i will Turtwig of Diamond and Pearl paste???

I will in my game all pokemon and all pokemon of Diamond and Pearl.



hope can me help!
  #323    
Old October 4th, 2007, 05:22 AM
poccil
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Join Date: Jan 2007
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Nature: Adamant
Aqua Mudkip:

The error message occurred most likely because a bitmap file failed to be found. To find out which one, replace line 49 of the script section RPGCache with:

Code:
          begin
            @cache[path] = Bitmap.new(path)
          rescue
            raise "Failed to load bitmap: #{path}"
          end
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  #324    
Old October 4th, 2007, 12:34 PM
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New2Ya
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Say, how can I assign a "revive" place? When you lose a Pokémon battle (trainer/wild), you get transported and full-healed to [FILL IN]?
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  #325    
Old October 4th, 2007, 12:43 PM
poccil
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Quote:
Originally Posted by New2Ya View Post
Say, how can I assign a "revive" place? When you lose a Pokémon battle (trainer/wild), you get transported and full-healed to [FILL IN]?
The file metadata.txt supports a global setting named "Home" (in section [000]), that specifies the place where the player goes when he or she loses a battle and no Pokemon Center was entered. Details are below:
Quote:
Home: The point that the player is placed in when all Pokemon have fainted
and no Pokemon Center was entered. This setting consists of four numbers,
separated by commas, that indicate the map ID, the X and Y coordinates, and
the direction to make the player face (2=down; 4=left; 6=right; 8=up; 0=retain
facing). The map identified by this setting should have an event page with the
"autorun" trigger and a conditional switch "Starting Over" (normally
numbered 5, but can be changed by editing the STARTING_OVER_SWITCH
constant in the script section PokemonField). The event page, when run,
should heal all Pokemon in the player's party (For an example, see the
event for the Pokemon Center's receptionist). This setting is required.
In addition, there is a function named Kernel.pbSetPokemonCenter that sets the starting-over point to wherever the player currently is. It is defined as follows:

Code:
def Kernel.pbSetPokemonCenter
 $PokemonGlobal.pokecenterMapId=$game_map.map_id
 $PokemonGlobal.pokecenterX=$game_player.x
 $PokemonGlobal.pokecenterY=$game_player.y
 $PokemonGlobal.pokecenterDirection=$game_player.direction
end
I hope this helps.
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