The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > Creative Discussions > Game Development > Pokémon Essentials
Sign Up Rules/FAQ Live Battle Blogs Mark Forums Read

Notices

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.


Advertise here

Closed Thread
Click here to go to the first staff post in this thread.  
Thread Tools
  #501    
Old October 27th, 2007, 10:51 PM
poccil
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant

Advertise here
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
__________________
Peter O, of The Ultimate Pokemon Center (Pokemon Essentials, Donate money to restore my page)
  #502    
Old October 27th, 2007, 11:45 PM
mackoo's Avatar
mackoo
Trainer
 
Join Date: Mar 2007
Location: Poland
Gender: Male
Nature: Adamant
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
|Maximus|'s Avatar
|Maximus|
I'm back~
 
Join Date: Aug 2007
Age: 18
Nature: Adamant
Quote:
Originally Posted by mackoo View Post
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.

Last edited by |Maximus|; October 28th, 2007 at 05:27 AM.
  #504    
Old October 28th, 2007, 05:58 AM
mackoo's Avatar
mackoo
Trainer
 
Join Date: Mar 2007
Location: Poland
Gender: Male
Nature: Adamant
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
|Maximus|'s Avatar
|Maximus|
I'm back~
 
Join Date: Aug 2007
Age: 18
Nature: Adamant
Oh sorry Poccil could answer that.
  #506    
Old October 28th, 2007, 08:06 AM
OblivionMew's Avatar
OblivionMew
Spriter in the Making!
 
Join Date: Apr 2007
Location: England
Age: 21
Gender:
Nature: Bold
Send a message via AIM to OblivionMew
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
poccil
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
Oblivion Mew:

Thank you for the idea. I was wondering about the best way to support a regional Pokedex. I will consider supporting it.
__________________
Peter O, of The Ultimate Pokemon Center (Pokemon Essentials, Donate money to restore my page)
  #508    
Old October 28th, 2007, 08:46 AM
mackoo's Avatar
mackoo
Trainer
 
Join Date: Mar 2007
Location: Poland
Gender: Male
Nature: Adamant
Then, poccil, did you see my question?
  #509    
Old October 28th, 2007, 09:21 AM
NytewolfAU2k7's Avatar
NytewolfAU2k7
Game Modder & Creator
 
Join Date: Jul 2006
Location: Perth, Australia
Gender:
Nature: Relaxed
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...
__________________
Shinies: 3 (Cubone, Ratatta and Bidoof)
Creator of NW's Pokémon Program Suite, An Open-Source Offline Pokémon Information tool or "Pokedex". (No longer cancelled! BETA 6 on it's way)
Administrator of Nytewolf's Game Development Site, A site devoted to showcasing my games.
  #510    
Old October 28th, 2007, 09:34 AM
|Maximus|'s Avatar
|Maximus|
I'm back~
 
Join Date: Aug 2007
Age: 18
Nature: Adamant
Poccil this is what I ahve for the badge thing: <>Script: Trainer.badges[0]=true
  #511    
Old October 28th, 2007, 09:41 AM
poccil
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
axibar:

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

NytewolfAU2k7:

Quote:
Originally Posted by NytewolfAU2k7 View Post
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).
__________________
Peter O, of The Ultimate Pokemon Center (Pokemon Essentials, Donate money to restore my page)

Last edited by poccil; October 28th, 2007 at 10:04 AM.
  #512    
Old October 28th, 2007, 09:52 AM
mackoo's Avatar
mackoo
Trainer
 
Join Date: Mar 2007
Location: Poland
Gender: Male
Nature: Adamant
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
|Maximus|'s Avatar
|Maximus|
I'm back~
 
Join Date: Aug 2007
Age: 18
Nature: Adamant
Thank you so much Poccil.
  #514    
Old October 28th, 2007, 10:13 AM
poccil
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
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.
__________________
Peter O, of The Ultimate Pokemon Center (Pokemon Essentials, Donate money to restore my page)
  #515    
Old October 28th, 2007, 11:38 AM
Backmaster
Beginning Trainer
 
Join Date: May 2006
Nature: Adamant
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
blueguy's Avatar
blueguy
No capitalization required. ;D
 
Join Date: Feb 2005
Age: 23
Nature: Quirky
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
phoenixprime88b5's Avatar
phoenixprime88b5
From the ashes, I rise...
 
Join Date: Sep 2007
Location: Hoenn Region (Lilycove City)
Gender:
@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
poccil
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
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.
__________________
Peter O, of The Ultimate Pokemon Center (Pokemon Essentials, Donate money to restore my page)

Last edited by poccil; October 28th, 2007 at 02:10 PM.
  #519    
Old October 28th, 2007, 01:58 PM
|Maximus|'s Avatar
|Maximus|
I'm back~
 
Join Date: Aug 2007
Age: 18
Nature: Adamant
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
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
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.
__________________
Peter O, of The Ultimate Pokemon Center (Pokemon Essentials, Donate money to restore my page)
  #521    
Old October 28th, 2007, 02:13 PM
|Maximus|'s Avatar
|Maximus|
I'm back~
 
Join Date: Aug 2007
Age: 18
Nature: Adamant
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
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
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.
__________________
Peter O, of The Ultimate Pokemon Center (Pokemon Essentials, Donate money to restore my page)
  #523    
Old October 28th, 2007, 02:55 PM
blueguy's Avatar
blueguy
No capitalization required. ;D
 
Join Date: Feb 2005
Age: 23
Nature: Quirky
Quote:
Originally Posted by poccil View Post
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
O.G. Duke's Avatar
O.G. Duke
a.k.a OmegaGroudon
 
Join Date: Oct 2006
Nature: Adamant
Send a message via Windows Live Messenger to O.G. Duke
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:
__________________
This signature has been disabled.
Signature too tall
Please review and fix the issues by reading the signature rules.

You must edit it to meet the limits set by the rules before you may remove the [sig-reason] code from your signature. Removing this tag will re-enable it.

Do not remove the tag until you fix the issues in your signature. You may be infracted for removing this tag if you do not fix the specified issues. Do not use this tag for decoration purposes.
  #525    
Old October 28th, 2007, 06:00 PM
phoenixprime88b5's Avatar
phoenixprime88b5
From the ashes, I rise...
 
Join Date: Sep 2007
Location: Hoenn Region (Lilycove City)
Gender:
Yeah I get that line too, what's up with that?
Closed Thread
Quick Reply

Sponsored Links


Advertise here
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Minimum Characters Per Post: 25



All times are UTC -8. The time now is 09:32 PM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2014 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.