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  #5001  
Unread August 6th, 2009, 06:35 AM
tImE's Avatar
tImE
It's still me, 44tim44 ;)
 
Join Date: Mar 2007
Location: Somewhere in Scandinavia...
Age: 18
Nature: Relaxed
Quote:
Originally Posted by Maruno View Post
Incredibly odd. Did you do the copy-Notepad-paste thing for that line, even though it's not a new one.

The error message suggests it doesn't recognise what an asterisk is. Try replacing all of them in that line with Shift+8 (just type them in again; no need to retype the rest of the line).

If that doesn't work, you're some kind of stuffed. I haven't a clue.
Well, thanks anyway, but it isn't really a big problem as the game can continue after this problem.
I guess I'll have to deal with it, in due time...

But i'll try copy pasting the specific line anyway.

Thanks anyway~


//44tim44
__________________
  #5002  
Unread August 6th, 2009, 11:06 AM
.:Sam:.'s Avatar
.:Sam:.
The road goes ever on and on!
 
Join Date: Apr 2006
Location: United Kingdom
Age: 19
Gender: Male
Nature: Calm
Guys, when I try to register a trainer so she battles with the trainer I recieve the following:

Code:
---------------------------
Pokemon Meadow: The Game
---------------------------
Exception: RuntimeError

Message: Script error within event 18, map 44 (Cyroon Forest):

(eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
NER,"Rui",0)
   ^
(eval):2: syntax error
NER,"Rui",0)
          ^

***Full script:

pbRegisterPartner(PBTrainers::PkMnTRAI
NER,"Rui",0)




Interpreter:258:in `pbExecuteScript'

Interpreter:1652:in `command_355'

Interpreter:496: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'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------
Could someone diagnose this for me and give me a remedy please. :)
__________________
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Project History:
Pokemon: Legend of Articuno.
May 16th 2006 - July 4th 2006. Deceased.



  #5003  
Unread August 6th, 2009, 12:20 PM
Alexandre's Avatar
Alexandre
Teh Epic Scriptor
 
Join Date: Mar 2005
Age: 18
Nature: Lonely
Put it in the script thing in the event so it it looks like this:
Quote:
pbRegisterPartner(
PBTrainers:kMnTRAINER,"Rui",0
)
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  #5004  
Unread August 6th, 2009, 05:06 PM
thepsynergist's Avatar
thepsynergist
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Location: California, USA
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Nature: Adamant
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or if that doesn't work, use entendtext.
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http://www.planetdev.co.uk/topic.php?id=382
  #5005  
Unread August 6th, 2009, 06:37 PM
Pier
Beginning Trainer
 
Join Date: Jun 2009
Location: Oosternijkerk
Gender: Male
I added 2 new types to PBTypes: Light and Space.
As far as I know, I have done this as it is said in the comments in PBTypes.
So this is my script now:
Spoiler:
Code:
class PBTypes

NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
FIRE=9
WATER=10
GRASS=11
ELECTRIC=12
PSYCHIC=13
ICE=14
DRAGON=15
DARK=16
LIGHT=17
SPACE=18
QMARKS=19

def PBTypes.getCount
  # Change this number if you add a new type
  # This number doesn't include QMARKS
  return 19
end

PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,2,2,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,2,2,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,1,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,1,1,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,2,2,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,2,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,4,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,2,2,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,4,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,1,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,1,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,4,2,2,2,4,1,2,2,2,2,1,2,2,4,0,2,
2,2,1,4,4,2,2,1,2,2,2,2,2,2,2,2,2,2,2
]

def PBTypes.getName(type)
 types=[
  _INTL("Normal"),
  _INTL("Fighting"),
  _INTL("Flying"),
  _INTL("Poison"),
  _INTL("Ground"),
  _INTL("Rock"),
  _INTL("Bug"),
  _INTL("Ghost"),
  _INTL("Steel"),
  _INTL("Fire"),
  _INTL("Water"),
  _INTL("Grass"),
  _INTL("Electric"),
  _INTL("Psychic"),
  _INTL("Ice"),
  _INTL("Dragon"),
  _INTL("Dark"),
  _INTL("Light"),
  _INTL("Space"),
  _INTL("???")
 ]
 return types[type]
end

def pbEffectiveness
end

end


To test this script, I changed the type of Cosmic Power to SPACE.
When starting the editor, it showed this error:
Spoiler:
Code:
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError
Message: Undefined value SPACE in PBTypes
File PBS/moves.txt, line 4
Physical,85,15,0,0,0,abef,Tough,The foe is hit with a flurry of punches that strike two to five times in a row.

Compiler:1919:in `checkEnumField'
Compiler:1944:in `csvEnumField!'
Compiler:415:in `pbGetCsvRecord'
Compiler:365:in `each'
Compiler:365:in `pbGetCsvRecord'
Compiler:1005:in `pbCompileMoves'
Compiler:1004:in `pbCompilerEachPreppedLine'
Compiler:515:in `each_line'
Compiler:515:in `pbCompilerEachPreppedLine'
Compiler:512:in `open'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------

What's wrong?
  #5006  
Unread August 6th, 2009, 07:11 PM
Trikeboy's Avatar
Trikeboy
Mime Jr.
 
Join Date: Mar 2009
Gender:
Quote:
Originally Posted by Pier View Post
I added 2 new types to PBTypes: Light and Space.
As far as I know, I have done this as it is said in the comments in PBTypes.
So this is my script now:
Spoiler:
Code:
class PBTypes

NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
FIRE=9
WATER=10
GRASS=11
ELECTRIC=12
PSYCHIC=13
ICE=14
DRAGON=15
DARK=16
LIGHT=17
SPACE=18
QMARKS=19

def PBTypes.getCount
  # Change this number if you add a new type
  # This number doesn't include QMARKS
  return 19
end

PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,2,2,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,2,2,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,1,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,1,1,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,2,2,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,2,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,4,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,2,2,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,4,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,1,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,1,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,4,2,2,2,4,1,2,2,2,2,1,2,2,4,0,2,
2,2,1,4,4,2,2,1,2,2,2,2,2,2,2,2,2,2,2
]

def PBTypes.getName(type)
 types=[
  _INTL("Normal"),
  _INTL("Fighting"),
  _INTL("Flying"),
  _INTL("Poison"),
  _INTL("Ground"),
  _INTL("Rock"),
  _INTL("Bug"),
  _INTL("Ghost"),
  _INTL("Steel"),
  _INTL("Fire"),
  _INTL("Water"),
  _INTL("Grass"),
  _INTL("Electric"),
  _INTL("Psychic"),
  _INTL("Ice"),
  _INTL("Dragon"),
  _INTL("Dark"),
  _INTL("Light"),
  _INTL("Space"),
  _INTL("???")
 ]
 return types[type]
end

def pbEffectiveness
end

end


To test this script, I changed the type of Cosmic Power to SPACE.
When starting the editor, it showed this error:
Spoiler:
Code:
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError
Message: Undefined value SPACE in PBTypes
File PBS/moves.txt, line 4
Physical,85,15,0,0,0,abef,Tough,The foe is hit with a flurry of punches that strike two to five times in a row.

Compiler:1919:in `checkEnumField'
Compiler:1944:in `csvEnumField!'
Compiler:415:in `pbGetCsvRecord'
Compiler:365:in `each'
Compiler:365:in `pbGetCsvRecord'
Compiler:1005:in `pbCompileMoves'
Compiler:1004:in `pbCompilerEachPreppedLine'
Compiler:515:in `each_line'
Compiler:515:in `pbCompilerEachPreppedLine'
Compiler:512:in `open'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------

What's wrong?
Try this:

Code:
Physical,85,15,0,0,0,abef,Tough,"The foe is hit with a flurry of punches that strike two to five times in a row."
You didn't put the move description in quotation marks.
__________________
I don't use "uber" Pokemon, I don't calculate stat values, I don't breed my way to perfection, and I don't care about natures. I catch my Pokemon the way they are, and treat them like individuals instead of brainless drones. If you use this philosophy, copy & paste this into your signature.
  #5007  
Unread August 6th, 2009, 07:33 PM
Pier
Beginning Trainer
 
Join Date: Jun 2009
Location: Oosternijkerk
Gender: Male
Quote:
Originally Posted by Trikeboy View Post
Try this:

Code:
Physical,85,15,0,0,0,abef,Tough,"The foe is hit with a flurry of punches that strike two to five times in a row."
You didn't put the move description in quotation marks.
It doesn't matter. I still recieve the same error code.
  #5008  
Unread August 6th, 2009, 07:39 PM
Trikeboy's Avatar
Trikeboy
Mime Jr.
 
Join Date: Mar 2009
Gender:
Can you post the move from moves.txt?
__________________
I don't use "uber" Pokemon, I don't calculate stat values, I don't breed my way to perfection, and I don't care about natures. I catch my Pokemon the way they are, and treat them like individuals instead of brainless drones. If you use this philosophy, copy & paste this into your signature.
  #5009  
Unread August 6th, 2009, 08:54 PM
Pier
Beginning Trainer
 
Join Date: Jun 2009
Location: Oosternijkerk
Gender: Male
Quote:
Originally Posted by Trikeboy View Post
Can you post the move from moves.txt?
Code:
4,COMETPUNCH,Comet Punch,1D,18,SPACE,Physical,85,15,0,0,0,abef,Tough,"The foe is hit with a flurry of punches that strike two to five times in a row."
  #5010  
Unread August 7th, 2009, 04:04 AM
Fraot's Avatar
Fraot
Researcher & Game Developer
 
Join Date: Jun 2008
Location: Somewhere on earth...
Gender: Male
Nature: Quiet
Quote:
Originally Posted by Pier View Post
Code:
4,COMETPUNCH,Comet Punch,1D,18,SPACE,Physical,85,15,0,0,0,abef,Tough,"The foe is hit with a flurry of punches that strike two to five times in a row."
It seems everything's OK, you may be missing the type graphic(where it says: "SPACE", or "FIRE", i mean, the picture, do you know what i'm talking about?).

If that's the problem, you must add the graphic to below the QMARKS's... or above, depending on the number of type you edited.

EDIT: According to your script, put the LIGHT and SPACE types on the 16th and 17th positions(below DARK and above QMARKS). And, I think you noticed the "types.png" picture on the Graphics/Pictures folder, edit it.
__________________
Pokémon Pure Version. It's gone now. Buh-bye Nohmen Region! Nobody will miss you because no one had the chance to meet you.

And also... a new Megaman X game is coming. Megaman X: Maverick Wars.
  #5011  
Unread August 7th, 2009, 08:53 AM
Pier
Beginning Trainer
 
Join Date: Jun 2009
Location: Oosternijkerk
Gender: Male
Quote:
Originally Posted by Fraot View Post
It seems everything's OK, you may be missing the type graphic(where it says: "SPACE", or "FIRE", i mean, the picture, do you know what i'm talking about?).

If that's the problem, you must add the graphic to below the QMARKS's... or above, depending on the number of type you edited.

EDIT: According to your script, put the LIGHT and SPACE types on the 16th and 17th positions(below DARK and above QMARKS). And, I think you noticed the "types.png" picture on the Graphics/Pictures folder, edit it.
I forgot to do this, so I added a type graphic for both types, but I still get the same message.
  #5012  
Unread August 7th, 2009, 10:19 AM
~JV~'s Avatar
~JV~
8D
 
Join Date: Aug 2007
Location: Rio de Janeiro
Age: 19
Nature: Relaxed
Send a message via Windows Live Messenger to ~JV~
I know whats your problem, the editor somehow doesnt read new types. Open your game through the playtest button (so it can update your scripts and pbs stuff) then run the editor. It's just a essentials' bug.
__________________
Sig in maintenance!
  #5013  
Unread August 7th, 2009, 12:26 PM
Raymeltos
Beginning Trainer
 
Join Date: Aug 2009
Gender: Male
Hello, I'm kinda new to Pokemon Essentials...not to RPG Maker though. My major problem at the moment is...well I'm trying to get other trainer ID's to load...but I don't really understand what I have to do...I tried separating the name and the ID with a comma...but I can't think of much else to do.
  #5014  
Unread August 7th, 2009, 02:55 PM
Pier
Beginning Trainer
 
Join Date: Jun 2009
Location: Oosternijkerk
Gender: Male
Quote:
Originally Posted by ~JV~ View Post
I know whats your problem, the editor somehow doesnt read new types. Open your game through the playtest button (so it can update your scripts and pbs stuff) then run the editor. It's just a essentials' bug.
It worked, thanks. During that same playtest, I ran into another error while I should be encountering a wild Pokémon. I haven't edited any script parts mentioned. What's wrong?
Spoiler:
---------------------------
Pokémon: Digital invasion
---------------------------
Exception: NoMethodError
Message: undefined method `metat=' for #<PokeBattle_Pokemon:0x98e2440>
PokeBattle_ActualScene:1575:in `pbStartBattle'
PokeBattle_Battle:715:in `pbStartBattleCore'
PokeBattle_Battle:687:in `pbStartBattle'
PokemonField:479:in `pbWildBattle'
PokemonField:478:in `pbSceneStandby'
PokemonField:480:in `pbWildBattle'
PokemonField:477:in `pbBattleAnimation'
PokemonField:477:in `pbWildBattle'
PokemonField:800:in `pbOnStepTaken'
Game_Player_:447:in `update_old'

This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
  #5015  
Unread August 7th, 2009, 02:58 PM
Fraot's Avatar
Fraot
Researcher & Game Developer
 
Join Date: Jun 2008
Location: Somewhere on earth...
Gender: Male
Nature: Quiet
Quote:
Originally Posted by ~JV~ View Post
I know whats your problem, the editor somehow doesnt read new types. Open your game through the playtest button (so it can update your scripts and pbs stuff) then run the editor. It's just a essentials' bug.
Yes, he's right. But, I thought you already did that, didn't you?

When you run a test play it automatictly compiles the PBS files you edited(if you saved at least one, it will compile all the files). I think you,Pier, already did that. So if this is not the anwer, I dunno. I haven't added types on my game.

I may add a type on order to help you to know what's wrong.

EDIT: You, yes you, Pier. You pasted mad.array's feature to your game, that's it.
Well, if you want that solved, press Ctrl+F on the scripts window of the Pedapp Basic game, and then paste "metat" to look for scripts containing it. Copy and paste every script to your game containg "metat", and then should contain "metspcl" and "metlv" as well.
__________________
Pokémon Pure Version. It's gone now. Buh-bye Nohmen Region! Nobody will miss you because no one had the chance to meet you.

And also... a new Megaman X game is coming. Megaman X: Maverick Wars.

Last edited by Fraot; August 7th, 2009 at 03:04 PM. Reason: to clear things...
  #5016  
Unread August 7th, 2009, 03:51 PM
Pier
Beginning Trainer
 
Join Date: Jun 2009
Location: Oosternijkerk
Gender: Male
I copied all the script and it worked, thanks Fraot!
  #5017  
Unread August 7th, 2009, 04:00 PM
rockleon's Avatar
rockleon
Beginning Trainer
 
Join Date: Jun 2008
Hello, I have a couple questions for now.
I've been working on my game. and i wanted to know how to move the bases, like where the pokemon stand. theres a link to a picture of what i mean in the sig.How can i move the pokemon so it fits on the base better?and i also wanted to know if theres a possible way for it to show the pokemons icon on the pokemon on the left of the health bar. Y'know? like in the pokemon summary?
__________________

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  #5018  
Unread August 7th, 2009, 10:13 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Gender: Male
Quote:
Originally Posted by rockleon View Post
Hello, I have a couple questions for now.
I've been working on my game. and i wanted to know how to move the bases, like where the pokemon stand. theres a link to a picture of what i mean in the sig.How can i move the pokemon so it fits on the base better?and i also wanted to know if theres a possible way for it to show the pokemons icon on the pokemon on the left of the health bar. Y'know? like in the pokemon summary?
You'll want to look in PokeBattle_ActualScene. That's the part of the scripts that dictates where everything is placed in the battle screens. It's also very messy.

A similar question was asked very recently in here, regarding moving pokémon sprites around in the battle screen (which I answered). Read that, and also know that you can change the coordinates for any of the pictures/sprites displayed by finding where it's generated in the script. Since the circles of grass are named "battlebase" (so I recall), searching for that phrase would be a good start. Wherever you come across something that looks like it's a set of coordinates for the battle bases, it's a good sign that you should probably change them a bit. And use my previous advice for moving pokémon sprites around the screen as well.

I won't answer that question any more thoroughly, because it would involve my doing some research (I haven't touched the battle screen yet in my project, so I'm not too familiar with it) and because you really should be looking to see if anyone else has been asking the same questions before.



As for showing pokémon icons (the little animated ones), it's perfectly possible. There's one part of the PokeBattle_ActualScene script that dictates how the battle boxes are laid out (where the health bar goes, where the name goes, etc. etc.), and you could easily add in a line of code to display the icon somewhere in there as well. If you don't know how, look up how it's done in the Pokémon Party screen and basically copy-paste.

Though I'm not sure why you'd want the icons, seeing as how the full sprite is right there, along with its name. Do you really need another identifier? :D
  #5019  
Unread August 7th, 2009, 11:59 PM
Fraot's Avatar
Fraot
Researcher & Game Developer
 
Join Date: Jun 2008
Location: Somewhere on earth...
Gender: Male
Nature: Quiet
Quote:
Originally Posted by Pier View Post
I copied all the script and it worked, thanks Fraot!
You're welcome. The next time, if you want to extract scripts from someone else, try to copy everything and be careful. Backup the original text files in case you ruin them.

That's my experience.
__________________
Pokémon Pure Version. It's gone now. Buh-bye Nohmen Region! Nobody will miss you because no one had the chance to meet you.

And also... a new Megaman X game is coming. Megaman X: Maverick Wars.
  #5020  
Unread August 8th, 2009, 10:27 AM
?Alistair?'s Avatar
?Alistair?
Beginning Trainer
 
Join Date: Sep 2008
Location: Cornwall, UK
Gender:
Nature: Mild
I was wondering where I start to go about changing the screen resolution to make my game ok to display 80x80 sprites. Thanks.
__________________

Just to prevent confusion as people congratulate me on my great tile making skills, i am not the Alistair who is a master spriter.


Looking for Fakemon Scratch Spriter - PM Me
  #5021  
Unread August 8th, 2009, 05:57 PM
InMooseWeTrust's Avatar
InMooseWeTrust
Jack of All Trades
 
Join Date: Jul 2007
Location: Lansdale, Pennsylvania, USA
Age: 20
Gender: Male
Nature: Careful
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Quote:
Originally Posted by ?Alistair? View Post
I was wondering where I start to go about changing the screen resolution to make my game ok to display 80x80 sprites. Thanks.
I wouldn't recommend doing that because it would mess up almost all the graphics in the game. If you're willing to remake and realign them all, then just do a simple screen resize.
__________________
Pokémon: Battles of the Past
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Pokémon: Emerald Legend
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  #5022  
Unread August 8th, 2009, 07:04 PM
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Fraot
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Quote:
Originally Posted by InMooseWeTrust View Post
I wouldn't recommend doing that because it would mess up almost all the graphics in the game. If you're willing to remake and realign them all, then just do a simple screen resize.

He's right ?Alistair?, I wouldn't recommend that. I'm having a hard time adjusting everything on the screen(scripts), and it is not easy nor pleasant.

But if you want to change the screen size anyway, then go to the "SpriteResizer" script and edit the first lines:
#-----------
module Graphics
@@width=512
@@height=384
#-----------
Those are mine, they're the ones for the DS's resolution. Or (480x320 for the GBA's). You must know that every size/measure here is doubled.
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  #5023  
Unread August 8th, 2009, 11:29 PM
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thepsynergist
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OK this isn't a large problem, but I want to make an Item that allows you to warp from one place to a specific place.
I have this script and everything works fine, but when the script finishes, i get a text box that says, "Can't use that item here." Its just a cosmetic error, but I want to know how to get rid of it. Thx a bunch. I placed this in PokemonItems tab of script.

when PBItems::TRWATCH
if Kernel.pbConfirmMessage(_INTL("Do you want to warp to the Rocket Headquarters?"))
Kernel.pbMessage(_INTL("\PN warps to Rocket Headquarters."))
Audio.se_play('Audio/SE/018-Teleport01', 100, 100)
$game_screen.start_flash(Color.new(255, 255, 255, 160), 5)
$game_map.setup(34)
$game_player.moveto(25,21)
$game_player.straighten
$game_map.update
$game_map.autoplay
$scene = Scene_Map.new
Graphics.transition(20)
return 2
else
return 2
end
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  #5024  
Unread August 9th, 2009, 10:25 AM
MisterTdK
Game Maniak
 
Join Date: Sep 2006
Location: Netherlands
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Nature: Adamant
Does anyone have the headbutt animation from the older versions? Because in the newest version it appears to be bugged. (The July 21 release)

Thx a lot!
  #5025  
Unread August 9th, 2009, 02:29 PM
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Join Date: Jun 2009
Location: England
Age: 19
Gender: Male
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If I was to remake, say, Emerald with Essentials, is there any capability for me to have a Pal-Park type area in another game, where I could send my Emerald Pokémon?
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