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  #501    
Old October 27th, 2007 (10:51 PM).
poccil poccil is offline
 
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I checked my script code, and in principle nothing prevents you from assuming that there are more than eight badges, though in the Trainer Card and for the purpose of hidden moves, only the first eight badges are important.

Oh, one tiny change in the "numbadges" function in script section PokeBattle_Trainer:

Code:
def numbadges # Number of badges
 ret=0
 for i in 0...@badges.length
  ret+=1 if @badges[i]
 end
 return ret
end
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  #502    
Old October 27th, 2007 (11:45 PM).
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I've got a question - I know I can change player graphics only by calling script like in intro. (0) means Red (I know I can change graphics by materialbase), and (1) means Crystal. But I want also to add some images to (2), (3) etc, because I need more characters for game, how can I do that?
  #503    
Old October 28th, 2007 (05:06 AM). Edited October 28th, 2007 by |Maximus|.
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Quote originally posted by mackoo:
I've got a question - I know I can change player graphics only by calling script like in intro. (0) means Red (I know I can change graphics by materialbase), and (1) means Crystal. But I want also to add some images to (2), (3) etc, because I need more characters for game, how can I do that?
Edit the sprites in paint.

Poccil I would just add that in the script?

EDIT:The script doesn't work when I add it.
  #504    
Old October 28th, 2007 (05:58 AM).
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Argh, you didn't read what I wrote! I want to have possibillity to change player into 3 or 4 sprites. For Esample 3 characters playable, with this I can make only 2, so how can I add 3rd sprite to a script, that changes player.
  #505    
Old October 28th, 2007 (06:10 AM).
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Oh sorry Poccil could answer that.
  #506    
Old October 28th, 2007 (08:06 AM).
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hey poccil, couldn't you make a national dex by editing the script so in the pokemon.txt where it says it's dex number
eg. Treeko
[252]
Name=TREECKO
InternalName=TREECKO

change it to
[001, 252]
Name=TREECKO
InternalName=TREECKO

The first number being the region dex and the second being the national dex.

Would you be able to do this?
  #507    
Old October 28th, 2007 (08:32 AM).
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Oblivion Mew:

Thank you for the idea. I was wondering about the best way to support a regional Pokedex. I will consider supporting it.
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  #508    
Old October 28th, 2007 (08:46 AM).
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Then, poccil, did you see my question?
  #509    
Old October 28th, 2007 (09:21 AM).
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One feature I'd like in the kit would be a coin case script or something to that effect, it'd be kinda cool for ingame mini-games, not necessarily gambling...
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  #510    
Old October 28th, 2007 (09:34 AM).
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Poccil this is what I ahve for the badge thing: <>Script: Trainer.badges[0]=true
  #511    
Old October 28th, 2007 (09:41 AM). Edited October 28th, 2007 by poccil.
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axibar:

That's "$Trainer", with a "$" sign.

NytewolfAU2k7:

Quote originally posted by NytewolfAU2k7:
One feature I'd like in the kit would be a coin case script or something to that effect, it'd be kinda cool for ingame mini-games, not necessarily gambling...
That feature is already supported. Using $PokemonGlobal.coins in a script retrieves the current number of coins. Example:

Code:
Text:  Here are some coins.
Script:  $PokemonGlobal.coins+=10
Text:  Obtained 10 game coins!
(It may be useful here to add code to enforce a maximum number of coins:)

Code:
Script:  $PokemonGlobal.coins+=10
:     :  if $PokemonGlobal.coins>9999
:     :     $PokemonGlobal.coins=9999
:     :  end
However, a player can't obtain Coins without a Coin Case, so that case should be checked first.

Code:
Conditional Branch:  Script:  $PokemonBag.pbQuantity(PBItems::COINCASE)==0
  Text:  Oops!  Forgot the Coin Case!
  Exit Event Processing
Branch End
Another example:

Code:
Script:  $game_variables[1]=
:     :    $PokemonGlobal.coins
Text:  You have \v[1] game coin(s).
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  #512    
Old October 28th, 2007 (09:52 AM).
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1) How can I add 3rd playable character, script for change player works only with 2 graphics.
2) How can I remove all player Pokemon from party and box?
  #513    
Old October 28th, 2007 (09:55 AM).
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Thank you so much Poccil.
  #514    
Old October 28th, 2007 (10:13 AM).
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To add a third player character, edit the file metadata.txt and add a "PlayerC" setting
to the section titled [000]. For reference, the following describes the setting:

Quote:
PlayerA, PlayerB, PlayerC, PlayerD: Information on the player characters in the game. This setting consists of a number of comma-separated fields, described below:

* Field 1: Trainer type. This is an internal name of the trainer type and has one of the values defined in trainernames.txt. The file Graphics/Characters/trainerXXX.png, where XXX is the ID of that trainer type, should match the defined trainer type.
* Field 2: Character sprite, as found in Graphics/Characters.
* Field 3: Character sprite when mounted on a bicycle.
* Field 4: Back of the Trainer, for use in battles. The size is 128x128 and the file must be located in Graphics/Pictures.
* Field 5: Surfing character sprite.
* Field 6: Running character sprite.
* Field 7: Diving character sprite.
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  #515    
Old October 28th, 2007 (11:38 AM).
Backmaster Backmaster is offline
 
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what about a casino game script?
I could rip the graphics... I think the scripting shouldn't be this complicate.

@poccil: pls send me a list of sounds and sprites you need...
  #516    
Old October 28th, 2007 (11:45 AM).
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I wanted to make another character follow the player, but I'm not sure what to type in the 0 of the script.

Kernel.pbAddDependency(
get_character(0))

I tried typing the name of the character sprite sheet and the name of the event, but it didn't work.
  #517    
Old October 28th, 2007 (11:56 AM).
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@Blueguy
I just wanted to say good job with the PokeChow comics, it's hilarious.

@Poccil
Why is it when I have maps connected, when I walk, run and ride a bike between the maps, they work, but when I surf between them, the character stops after crossing over and can't move as well as his surfing sprite changing to the normal sprite. Is it something i didn't do in the metadata or is it something else.
  #518    
Old October 28th, 2007 (01:43 PM). Edited October 28th, 2007 by poccil.
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That is a problem with the current version. I will get to work on a fix.

--Edit: Problem fixed. It will be part of the next release.
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  #519    
Old October 28th, 2007 (01:58 PM).
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Poccil could I just add some graphics and some scripts to update the background of the battlescene.
  #520    
Old October 28th, 2007 (02:12 PM).
poccil poccil is offline
 
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I have already done so, in the latest version. The function that decides the battle background is called pbBackdrop, in the script section PokeBattle_ActualScene.
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  #521    
Old October 28th, 2007 (02:13 PM).
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Could you PM me what I would have to do instead of download the new starterkit?
  #522    
Old October 28th, 2007 (02:18 PM).
poccil poccil is offline
 
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blueguy:

The "0" in "get_character(0)" refers to the event that the Script event command is on. It is not a placeholder for something else, but is part of the actual code.
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  #523    
Old October 28th, 2007 (02:55 PM).
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Quote originally posted by poccil:
blueguy:

The "0" in "get_character(0)" refers to the event that the Script event command is on. It is not a placeholder for something else, but is part of the actual code.
XD I tried! But anyways, thank you. I've gotten it to work.
  #524    
Old October 28th, 2007 (05:53 PM).
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Sometimes when I make map connection, there is a black line separate the two map when I stop moving...When I start moving, the line dissappear. But when I stop again, it appear again:
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  #525    
Old October 28th, 2007 (06:00 PM).
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Yeah I get that line too, what's up with that?
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