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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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  #3751  
Unread December 21st, 2008, 09:12 PM
InMooseWeTrust's Avatar
InMooseWeTrust
Jack of All Trades
 
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Is it possible to give a Pokemon two different abilities at the same time? For example, Magnemite with Magnet Pull and Levitate.
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  #3752  
Unread December 21st, 2008, 11:30 PM
Shun's Avatar
Shun
Started Project RGSShun
 
Join Date: Oct 2008
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Major problem, I don't know if it is the start it or what,

When i compress the game ands try to extract it after it says extract failed do you know wy?
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  #3753  
Unread December 22nd, 2008, 01:41 PM
marfil92
Beginning Trainer
 
Join Date: Jun 2008
Gender:
How I do for the floor of the cave slip???

Thanks
  #3754  
Unread December 22nd, 2008, 04:59 PM
mad.array's Avatar
mad.array
Eeveelutions... need more...
 
Join Date: Nov 2007
Location: Birmingham, UK
Age: 28
Gender: Male
Nature: Rash
Hi guys.

This is mainly a question for the scripters out there. As some of you know we've been attempting to add all of the D/P moves/abilities. Things are going well but there's now a problem. Our moves count has gone over 450 and when the debug 'teach moves' option is selected, entries higher than 450 aren't shown.

I've managed to make a workaround by having a move tutor event on the map that the testing takes place on, but it's adding to the workload and if anyone could tell me how to get the missing moves to show up then I'd be really appreciative.

Merry Christmas to everyone =)
  #3755  
Unread December 22nd, 2008, 05:56 PM
Anuhrima's Avatar
Anuhrima
Darkness and Rebirth
 
Join Date: Sep 2008
Location: georgia,rincon
Gender:
When i deleted the lines that say that you can select the character as a girl. It shows a error message.Can someone help me.
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  #3756  
Unread December 22nd, 2008, 06:07 PM
PokeBud's Avatar
PokeBud
Pokemon Hacker
 
Join Date: Mar 2008
Gender:
I like your Starter Kit very much but but :cer_cry: Now there is a error :cer_cry: Unspected File maybe you can help me :cer_cry:
  #3757  
Unread December 22nd, 2008, 06:15 PM
mad.array's Avatar
mad.array
Eeveelutions... need more...
 
Join Date: Nov 2007
Location: Birmingham, UK
Age: 28
Gender: Male
Nature: Rash
Scuse the layout, I've split the post into two to cover two different things.

Quote:
@ross61: Could you post the error? Is the line 'Script: pbChangePlayer(0)' still in there? If not then you won't have a character at all as that was the 'boy'. If it is still there is it in a conditional branch that it's impossible to choose?
Quote:
Ok, next up I think I've got a bug to report. In PokeBattle_Move, around line 360 there is a line of code that reads

Quote:
if attacker.hp<=(attacker.hp/3).floor
I think this should say

Quote:
if attacker.hp<=(attacker.totalhp/3).floor
This applies to damage multiplication with the abilities Overgrowth, Torrent, Blaze and Swarm.
  #3758  
Unread December 22nd, 2008, 07:22 PM
Anuhrima's Avatar
Anuhrima
Darkness and Rebirth
 
Join Date: Sep 2008
Location: georgia,rincon
Gender:
i deleted this lines:
;["Are you a boy or a girl?;
;[ [ "
BOY" GIRLi
;[ i
;["#initializes player 0 (PlayerA);i;iqo;
and also can someone help me with this
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  #3759  
Unread December 22nd, 2008, 09:57 PM
wandererwillow
Beginning Trainer
 
Join Date: Dec 2008
Make sure those are the only lines you need to delete. As well, it may attempt to pull that info elsewhere in the script and wont be able to find it because a string isnt defined.
  #3760  
Unread December 22nd, 2008, 10:29 PM
Anuhrima's Avatar
Anuhrima
Darkness and Rebirth
 
Join Date: Sep 2008
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Now can someone help me with my other problem
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Last edited by Anuhrima; December 22nd, 2008 at 10:38 PM.
  #3761  
Unread December 23rd, 2008, 12:10 PM
Mrchewy's Avatar
Mrchewy
nom nom nom
 
Join Date: Jul 2007
Location: Brisbane, Australia
Gender:
Nature: Lax
Would anyone perchance know how to change the length of text in a message window before it automatically starts a new line? For example...



I'm not using the default screen resolution, so I'd obviously like my text lines to be a bit longer. Does anyone know how to modify this?
  #3762  
Unread December 23rd, 2008, 04:31 PM
poccil
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
Mrchewy:

Normally, the full extent of the text box is used when displaying text. However, when a text message would span two lines, the game system automatically equalizes the size of the two lines to achieve a better appearance on the screen. This behavior is by design.
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  #3763  
Unread December 23rd, 2008, 04:35 PM
victorspvl's Avatar
victorspvl
Beginning Trainer
 
Join Date: Aug 2007
Gender:
Poccil you are preparing to update Pokémon Essentials?
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  #3764  
Unread December 24th, 2008, 01:46 AM
Mrchewy's Avatar
Mrchewy
nom nom nom
 
Join Date: Jul 2007
Location: Brisbane, Australia
Gender:
Nature: Lax
Many thanks for the reply, Poccil. After playing around with it, it's actually a pretty good system. I'll just try and use lengthy dialogue .
  #3765  
Unread December 24th, 2008, 04:10 AM
Den's Avatar
Den
Beginning Trainer
 
Join Date: Mar 2008
Gender:
When I talk to an NPC I get this error:

Spoiler:
Interpreter:250:in `pbExecuteScript'
Interpreter:1623:in `command_355'
Interpreter:467: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'
Exception: NoMethodError
Message: undefined method `pokedex' for nil:NilClass
PokemonMenu:107:in `pbStartPokemonMenu'
Scene_Map:183:in `call_menu'
Scene_Map:157:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'
Scene_Map:71:in `main'
Main:48:in `mainFunctionDebug'
Main:23:in `mainFunction'
Main:23:in `pbCriticalCode'
Main:23:in `mainFunction'
Exception: NoMethodError
Message: undefined method `pokedex' for nil:NilClass
PokemonMenu:107:in `pbStartPokemonMenu'
Scene_Map:183:in `call_menu'
Scene_Map:157:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'
Scene_Map:71:in `main'
Main:48:in `mainFunctionDebug'
Main:23:in `mainFunction'
Main:23:in `pbCriticalCode'
Main:23:in `mainFunction'
Exception: NoMethodError
Message: undefined method `pokedex' for nil:NilClass
PokemonMenu:107:in `pbStartPokemonMenu'
Scene_Map:183:in `call_menu'
Scene_Map:157:in `update'
Scene_Map:67:in `main'
Scene_Map:64:in `loop'
Scene_Map:71:in `main'
Main:48:in `mainFunctionDebug'
Main:23:in `mainFunction'
Main:23:in `pbCriticalCode'
Main:23:in `mainFunction'


Can someone help me with this?

Last edited by Den; December 24th, 2008 at 04:12 AM. Reason: quote
  #3766  
Unread December 24th, 2008, 09:07 AM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 20
Gender: Male
Nature: Naive
It seems you haven't initialised the trainer...
Have you included both the pbSetTrainer and pbTrainerName methods in your intro event?
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  #3767  
Unread December 24th, 2008, 02:31 PM
Anuhrima's Avatar
Anuhrima
Darkness and Rebirth
 
Join Date: Sep 2008
Location: georgia,rincon
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How do i do that.
Can you show me the lines i am supposed to do that with
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  #3768  
Unread December 24th, 2008, 07:39 PM
marfil92
Beginning Trainer
 
Join Date: Jun 2008
Gender:
Quote:
Originally Posted by marfil92 View Post
How I do for the floor of the cave slip???

Thanks

Help me please!! I need that someone help me

Thanks
  #3769  
Unread December 24th, 2008, 07:41 PM
CollosalPokemon's Avatar
CollosalPokemon
What's next?
 
Join Date: Aug 2007
Location: The Ruins Of Alph
Age: 18
Gender: Male
Nature: Adamant
How would one make an animated title screen? I have been searching sources forever and cannot find the script(s) for it.
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Better Encryption for RMXP/RMVX
  #3770  
Unread December 24th, 2008, 08:02 PM
<~F.M.P~>'s Avatar
<~F.M.P~>
I got you whistling Blue Box!
 
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Quote:
Originally Posted by CollosalPokemon View Post
How would one make an animated title screen? I have been searching sources forever and cannot find the script(s) for it.
Animated as in how? What sort of animation are you going for?
  #3771  
Unread December 24th, 2008, 08:16 PM
CollosalPokemon's Avatar
CollosalPokemon
What's next?
 
Join Date: Aug 2007
Location: The Ruins Of Alph
Age: 18
Gender: Male
Nature: Adamant
Quote:
Originally Posted by <~Flood~> View Post
Animated as in how? What sort of animation are you going for?
Like adding an intro directly before the titlescreen; Like in Firered how it shows a Intro Copyrights, Game Freak Presents, shows charactors walking etc..... IN MULTIPLE screens though, not just 2.

EDIT: Alright; I made a script for it, but it gets this error method:

Script 'Scene_Intro' Line 256: Syntax Error occured


The script is:

Spoiler:
#==============================================================================
# ¡ Scene_Title Edited Pokemon Style By CollosalPokemon
#------------------------------------------------------------------------------
# @ƒ^ƒCƒgƒ‹‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Title

#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def delay(seconds)
for i in 0...(seconds * 10)
sleep 0.1
Graphics.update
end
end

def update

if @sprite.bitmap == RPG::Cache.title("Pic_1")
@sprite.bitmap = RPG::Cache.title("Pic_1.1")
elsif @sprite.bitmap == RPG::Cache.title("Pic_1.2")
@sprite.bitmap = RPG::Cache.title("Pic_1.3")
elsif @sprite.bitmap == RPG::Cache.title("Pic_1.4")
@sprite.bitmap = RPG::Cache.title("Pic_1.5")
elsif @sprite.bitmap == RPG::Cache.title("Pic_2")
end
def main
# ??
if $BTEST
battle_test
return
end
# ƒf[ƒ^ƒx[ƒX‚ðƒ[ƒh
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# ƒVƒXƒeƒ€ƒIƒuƒWƒFƒNƒg‚ðì¬
$game_system = Game_System.new
# ƒ^ƒCƒgƒ‹ƒOƒ‰ƒtƒBƒbƒN‚ðì¬
@viewport1 = Viewport.new(0, 240, 640, 240)
@viewport5 = Viewport.new(0, 0, 640, 480)
@characters = Plane.new(@viewport5)
@characters.bitmap = RPG::Cache.title("Title-Characters")
@bg1 = Plane.new(@viewport3)
@bg1.bitmap = RPG::Cache.title("Title-Background")
@meteor = Plane.new(@viewport3)
@meteor.bitmap = RPG::Cache.title("Title-Meteor")
@viewport2 = Viewport.new(0, - 40, 640, 240)
@viewport3 = Viewport.new(0, - 94, 640, 240)
@viewport4 = Viewport.new(0, 40, 640, 240)
@bg1.opacity = @meteor.opacity = 200
@characters.opacity = 60
@title = Sprite.new
@title.bitmap = RPG::Cache.title("Title-Text")
@title.x = 0
@title.y = 0
@scene = Sprite.new
@scene.opacity = 0
@scene.zoom_x = @scene.zoom_y = 10
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
s1 = "Start Story"
s2 = "Continue"
s3 = "Exit"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 330 - @command_window.width / 2
@command_window.y = 250
# ƒRƒ“ƒeƒBƒjƒ…[—LŒø”»’è
# ƒZ[ƒuƒtƒ@ƒCƒ‹‚ª‚Ð‚Æ‚Â‚Å‚à‘¶Ý‚·‚é‚©‚Ç‚¤‚©‚𒲂ׂé
# —LŒø‚È‚ç @continue_enabled ‚ð trueA–³Œø‚È‚ç false ‚É‚·‚é
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.sav")
@continue_enabled = true
end
end
# ƒ^ƒCƒgƒ‹ BGM ‚ð‰‰‘t
$game_system.bgm_play($data_system.title_bgm)
# MEABGS ‚̉‰‘t‚ð’âŽ~
Audio.me_stop
Audio.bgs_stop
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
Graphics.transition
# ƒƒCƒ“ƒ‹[ƒv
loop do
# ƒQ[ƒ€‰æ–Ê‚ðXV
Graphics.update
# “ü—͏î•ñ‚ðXV
Input.update
# ƒtƒŒ[ƒ€XV
update
# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
if $scene != self
break
end
end
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
Graphics.freeze
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ð‰ð•ú
@command_window.dispose
# ƒ^ƒCƒgƒ‹ƒOƒ‰ƒtƒBƒbƒN‚ð‰ð•ú
@title.dispose
@bg1.dispose
@meteor.dispose
@characters.dispose
@scene.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
if @command_window.active
update_command
else
update_start
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_command
@characters.oy += 1
@bg1.ox += 1
@meteor.ox -=1
@meteor.oy -=1
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE


What did I do wrong?
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Pokemon: Origin Version


3DS FC: 5241 1923 6787

- Public Resources -

Better Encryption for RMXP/RMVX

Last edited by CollosalPokemon; December 25th, 2008 at 12:20 AM.
  #3772  
Unread December 25th, 2008, 06:21 AM
ForeverRed's Avatar
ForeverRed
teeheeee
 
Join Date: Feb 2008
Location: New South Wales, Australia ;D
Nature: Calm
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i dont know if someone asked this already but do you have the dpp item PBS?
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  #3773  
Unread December 25th, 2008, 06:45 AM
<~F.M.P~>'s Avatar
<~F.M.P~>
I got you whistling Blue Box!
 
Join Date: Jul 2006
Location: Germany
Age: 20
Gender: Male
Nature: Mild
Send a message via AIM to <~F.M.P~> Send a message via Windows Live Messenger to <~F.M.P~>
Quote:
Originally Posted by CollosalPokemon View Post
Like adding an intro directly before the titlescreen; Like in Firered how it shows a Intro Copyrights, Game Freak Presents, shows charactors walking etc..... IN MULTIPLE screens though, not just 2.

EDIT: Alright; I made a script for it, but it gets this error method:

Script 'Scene_Intro' Line 256: Syntax Error occured


The script is:

Spoiler:
#==============================================================================
# ¡ Scene_Title Edited Pokemon Style By CollosalPokemon
#------------------------------------------------------------------------------
# @ƒ^ƒCƒgƒ‹‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================

class Scene_Title

#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def delay(seconds)
for i in 0...(seconds * 10)
sleep 0.1
Graphics.update
end
end

def update

if @sprite.bitmap == RPG::Cache.title("Pic_1")
@sprite.bitmap = RPG::Cache.title("Pic_1.1")
elsif @sprite.bitmap == RPG::Cache.title("Pic_1.2")
@sprite.bitmap = RPG::Cache.title("Pic_1.3")
elsif @sprite.bitmap == RPG::Cache.title("Pic_1.4")
@sprite.bitmap = RPG::Cache.title("Pic_1.5")
elsif @sprite.bitmap == RPG::Cache.title("Pic_2")
end
def main
# ??
if $BTEST
battle_test
return
end
# ƒf[ƒ^ƒx[ƒX‚ðƒ[ƒh
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# ƒVƒXƒeƒ€ƒIƒuƒWƒFƒNƒg‚ðì¬
$game_system = Game_System.new
# ƒ^ƒCƒgƒ‹ƒOƒ‰ƒtƒBƒbƒN‚ðì¬
@viewport1 = Viewport.new(0, 240, 640, 240)
@viewport5 = Viewport.new(0, 0, 640, 480)
@characters = Plane.new(@viewport5)
@characters.bitmap = RPG::Cache.title("Title-Characters")
@bg1 = Plane.new(@viewport3)
@bg1.bitmap = RPG::Cache.title("Title-Background")
@meteor = Plane.new(@viewport3)
@meteor.bitmap = RPG::Cache.title("Title-Meteor")
@viewport2 = Viewport.new(0, - 40, 640, 240)
@viewport3 = Viewport.new(0, - 94, 640, 240)
@viewport4 = Viewport.new(0, 40, 640, 240)
@bg1.opacity = @meteor.opacity = 200
@characters.opacity = 60
@title = Sprite.new
@title.bitmap = RPG::Cache.title("Title-Text")
@title.x = 0
@title.y = 0
@scene = Sprite.new
@scene.opacity = 0
@scene.zoom_x = @scene.zoom_y = 10
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
s1 = "Start Story"
s2 = "Continue"
s3 = "Exit"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 330 - @command_window.width / 2
@command_window.y = 250
# ƒRƒ“ƒeƒBƒjƒ…[—LŒø”»’è
# ƒZ[ƒuƒtƒ@ƒCƒ‹‚ª‚Ð‚Æ‚Â‚Å‚à‘¶Ý‚·‚é‚©‚Ç‚¤‚©‚𒲂ׂé
# —LŒø‚È‚ç @continue_enabled ‚ð trueA–³Œø‚È‚ç false ‚É‚·‚é
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.sav")
@continue_enabled = true
end
end
# ƒ^ƒCƒgƒ‹ BGM ‚ð‰‰‘t
$game_system.bgm_play($data_system.title_bgm)
# MEABGS ‚̉‰‘t‚ð’âŽ~
Audio.me_stop
Audio.bgs_stop
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
Graphics.transition
# ƒƒCƒ“ƒ‹[ƒv
loop do
# ƒQ[ƒ€‰æ–Ê‚ðXV
Graphics.update
# “ü—͏î•ñ‚ðXV
Input.update
# ƒtƒŒ[ƒ€XV
update
# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
if $scene != self
break
end
end
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
Graphics.freeze
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ð‰ð•ú
@command_window.dispose
# ƒ^ƒCƒgƒ‹ƒOƒ‰ƒtƒBƒbƒN‚ð‰ð•ú
@title.dispose
@bg1.dispose
@meteor.dispose
@characters.dispose
@scene.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
if @command_window.active
update_command
else
update_start
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_command
@characters.oy += 1
@bg1.ox += 1
@meteor.ox -=1
@meteor.oy -=1
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE


What did I do wrong?
Well try this. change the class Scene_Title line to class Scene_Intro That may be the problem, but seeing as how I just started learning how to script. I could be wrong.
  #3774  
Unread December 25th, 2008, 06:56 AM
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CollosalPokemon
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Originally Posted by <~Flood~> View Post
Well try this. change the class Scene_Title line to class Scene_Intro That may be the problem, but seeing as how I just started learning how to script. I could be wrong.
Now its getting a syntax error for line #138.
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  #3775  
Unread December 25th, 2008, 02:04 PM
ultron90
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does anyone know how to change the color of the text?
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