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  #5301    
Old September 24th, 2009, 02:02 AM
blackspike
Beginning Trainer
 
Join Date: Sep 2009
Gender: Male
Quote:
Originally Posted by Ziebart23 View Post
Exception: NoMethodError
Message: undefined method `getPlayMusic' for Kernel:Module
Audio:136:in `Audio_bgm_play'
Audio:303:in `bgm_play'
Game_System:37:in `audioBgmPlay'
Game_System:58:in `bgm_play_ex'
Game_System:71:in `bgm_play'
Interpreter:1486:in `command'
Interpreter:414:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'

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

All I did was remove the part that says to refer to the clipboard, and this appeared, can someone help? I plan on using this permanently, but the music is messing it up...
delete the audio.dll

Quote:
I believe that you can fix this by opening your script editor within RPG Maker and going to the RtpAndRegistry tab and going to line 423, and adding the word, "end", without quotes. That might fix it.
umm, l dunno how to/cant open the editor.exe. And in the Game.exe it isnt.
  #5302    
Old September 24th, 2009, 03:02 AM
The Smell's Avatar
The Smell
Doof-Man
 
Join Date: Sep 2006
Location: Melbourne, Australia
Age: 19
Gender: Male
Nature: Adamant
OK, which trback graphic is the one that is used ingame? :o

And can I change the size of each graphic? I need the backsprite of the trainer to be bigger.
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  #5303    
Old September 24th, 2009, 03:11 AM
Ziebart23's Avatar
Ziebart23
Beginning Trainer
 
Join Date: Sep 2009
Quote:
delete the audio.dll
Like I said, I am new to this, and I do not know what the audio.dll is...
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  #5304    
Old September 24th, 2009, 03:23 AM
blackspike
Beginning Trainer
 
Join Date: Sep 2009
Gender: Male
Quote:
Originally Posted by Ziebart23 View Post
Like I said, I am new to this, and I do not know what the audio.dll is...
you can find it inside of your game folder.
  #5305    
Old September 24th, 2009, 03:39 AM
lx_theo's Avatar
lx_theo
Game Developer
 
Join Date: Jun 2009
Gender: Male
Nature: Careful
Quote:
Originally Posted by The Smell View Post
OK, which trback graphic is the one that is used ingame? :o

And can I change the size of each graphic? I need the backsprite of the trainer to be bigger.

The ones with the numbers in the name that correspond with the trainer type used for that player character are the ones used.


As for different size, its a matter of just changing the size of the file and possibly editting the script.
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  #5306    
Old September 24th, 2009, 04:14 AM
Vaskituh
Beginning Trainer
 
Join Date: May 2009
Gender:
Could someone help me, i basically want the Pokemon that is number one on the Trainers Party to follow the Trainer (Using the Rips from HGSS for the Pokemons) ?
  #5307    
Old September 24th, 2009, 04:47 AM
The Smell's Avatar
The Smell
Doof-Man
 
Join Date: Sep 2006
Location: Melbourne, Australia
Age: 19
Gender: Male
Nature: Adamant
Quote:
Originally Posted by Vaskituh View Post
Could someone help me, i basically want the Pokemon that is number one on the Trainers Party to follow the Trainer (Using the Rips from HGSS for the Pokemons) ?
That is extremely difficult, no-one has done it yet. You will either have to script it yourself, or wait for others to release a script that they complete.
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  #5308    
Old September 24th, 2009, 08:09 AM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 21
Gender: Male
Nature: Naive
Quote:
Originally Posted by Luka S.J. View Post
Long since I've last posted here...anyways...I've been trying to solve this for about 2 days now, and I'm just going insane. Now I'm driving myself crazy and can't find even a trace of the script I could edit to fix my problem.
Now onto my problem. I've recently changed my game resolution to full dual screen NDS resolution (which is 512x784). Now whenever i try to start a battle, the black that moves away for the appearence of the battle keeps going away but stops at a certain point. The image below, I hope will show more details about my problem.

And that's it. The black just stops and doesnt go away.
The viewport's height only increases while the enemy base is scrolling to the right. Since you doubled the screen height, you'll want to double the speed at which the viewport's height increases. Try finding and changing these lines in PokeBattle_ActualScene:
Code:
  if @viewport.rect.y>Graphics.height/4
   @viewport.rect.y-=2
   @viewport.rect.height+=4
  elsif @viewport.rect.y>0
   @viewport.rect.y-=4
   @viewport.rect.height+=8
  end
__________________
  #5309    
Old September 24th, 2009, 09:33 AM
ryu3000's Avatar
ryu3000
Beginning Trainer
 
Join Date: Sep 2009
Gender: Male
I wanted to make it so that in order to pass certain areas all pokemon had to be at a certain level, (that way you can't just easily use only one pokemon to defeat the gyms, elite 4, and champion). I tried using
Code:
$Trainer.party.level
,but I can't seem to use it right, I don't know what I'm doing wrong or if that can even help prevent using just one or two pokemon. If that doesn't help is there a way I can do that?
  #5310    
Old September 24th, 2009, 11:08 AM
StormRuler's Avatar
StormRuler
Kung foo fighter
 
Join Date: Jun 2009
For some reason it says one or more fonts don't exist on the system.
  #5311    
Old September 24th, 2009, 11:26 AM
Luka S.J.'s Avatar
Luka S.J.
S.J.Ware HD
 
Join Date: Dec 2008
Age: 20
Gender: Male
Nature: Adamant
Quote:
Originally Posted by Wichu View Post
The viewport's height only increases while the enemy base is scrolling to the right. Since you doubled the screen height, you'll want to double the speed at which the viewport's height increases. Try finding and changing these lines in PokeBattle_ActualScene:
Code:
  if @viewport.rect.y>Graphics.height/4
   @viewport.rect.y-=2
   @viewport.rect.height+=4
  elsif @viewport.rect.y>0
   @viewport.rect.y-=4
   @viewport.rect.height+=8
  end
You, sir, are a genious...and I bow down to you. Thank you so much!:D This error has been driving me crazy.
__________________
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[DEVELOPING] S.J.Ware
[DEVELOPING] Tykanite
  #5312    
Old September 24th, 2009, 01:00 PM
Ziebart23's Avatar
Ziebart23
Beginning Trainer
 
Join Date: Sep 2009
Quote:
Originally Posted by blackspike View Post
you can find it inside of your game folder.
Thanks, that helped a lot. I can now continue through the game...
__________________
  #5313    
Old September 24th, 2009, 02:30 PM
Quilava's Master's Avatar
Quilava's Master
Shattered Dreams '13
 
Join Date: Jul 2007
Nature: Adamant
how do i add a person to the pokegear...
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  #5314    
Old September 24th, 2009, 02:32 PM
thepsynergist's Avatar
thepsynergist
A Gym Leader, Kyushu Region
 
Join Date: Mar 2009
Location: California, USA
Age: 23
Gender: Male
Nature: Adamant
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Wichu, or anyone skilled in Pkmn Essentials, can someone help me with my problem.

I want to temporary remove the pokemon in my party and be able to call them back with a script command. Just like in the bug catching contest, Can someone please help me? I can't progress in my game if I don't have this info.
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  #5315    
Old September 24th, 2009, 03:14 PM
Soul.//Silver's Avatar
Soul.//Silver
 
Join Date: Sep 2007
Location: Brisbane, Australia
Age: 20
Gender: Male
Nature: Jolly
New problem, I keep getting a syntax error at line 2498 and I have no idea why. I tried deleting a few "ends" but I still kept getting the error.
HTML Code:
2483 def pbThrowAndDeflect(ball,targetBattler)
2484 end
2485 def pbThrow(ball,shakes,targetBattler)
2486  @briefmessage=false
2487  pokeballThrow(ball,shakes,targetBattler)
2488 end
2489 def pbThrowSuccess
2490  if !@opponent
2491   @briefmessage=false
2492   $game_system.bgm_play("../ME/PkmRS-Caught.mid")
2493   frames=(3.5*Graphics.frame_rate).to_i
2494   frames.times do
2495    pbGraphicsUpdate
2496    pbInputUpdate
2497  end
2498 end
2499
Any help will be appreciated.
  #5316    
Old September 24th, 2009, 03:23 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Quote:
Originally Posted by thepsynergist View Post
2.) How can you store all of the pokemon that you have in your party to a variable (a.k.a bug catching contest) so that you have no pokemon in your party, and you can call them back by using another script command or something. I want to have my character go into the past, and have no pokemon in his party that he had in the future, just so you can get the right idea. Maybe Maruno or OblivionMew can help me with this...?
2) I presume you want the player to pick up and use new pokémon after he's (temporarily) lost his old team. Now, looking at the Bug Catching scripts, this catches my eye:

Code:
     @otherparty=[]
     chosenpkmn=$Trainer.party[@chosenPokemon]

     for i in 0...$Trainer.party.length
      if i!=@chosenPokemon
       @otherparty.push($Trainer.party[i])
      end
     end

     $Trainer.party=[chosenpkmn]
The "chosenpkmn" is whichever one you chose to use before you entered the Contest. The "if" statement copies all the information about all the non-chosen pokémon to an array called "@otherparty" (defined as blank at the beginning). Finally, the trainer's party is redefined to be only the chosen pokémon. At the end of the Contest, the rest of the party is added back.

So that sounds simple enough. Create an array called "@futurepkmn", and when you time travel, do the "if" statement stuff to copy all the party pokémon into it, then say "$Trainer.party=[]" to make it blank.

The recovery part of the script (that gives you your pokémon back) is equally simple, but you can look for that yourself (hint: search for "@otherparty"). Do (a variation of) that when you want to get your future pokémon back. You can do other things with that array instead, if you want (and can imagine).


Quote:
Originally Posted by ryu3000 View Post
I wanted to make it so that in order to pass certain areas all pokemon had to be at a certain level, (that way you can't just easily use only one pokemon to defeat the gyms, elite 4, and champion). I tried using
Code:
$Trainer.party.level
,but I can't seem to use it right, I don't know what I'm doing wrong or if that can even help prevent using just one or two pokemon. If that doesn't help is there a way I can do that?
$Trainer.party[0].level

That is the level of the leading pokémon in your party (the party pokémon are numbered 0-5 inclusive). After a quick bit of imagining, I came up with the following:

Code:
tempvar=0
for i in 0...$Trainer.party.length-1
  if $Trainer.party[i].level>=42
    tempvar+=1
  end
end
if $Trainer.party.length==tempvar
  You may pass.
else
  You cannot pass.
end
Make sure you're happy with figuring out what's going on. If you want a walkthrough of it, ask me in a PM - I'm feeling nice.
  #5317    
Old September 24th, 2009, 04:18 PM
ryu3000's Avatar
ryu3000
Beginning Trainer
 
Join Date: Sep 2009
Gender: Male
Ah thank you. I'll use that. That makes sense.
  #5318    
Old September 24th, 2009, 09:00 PM
taimao
Beginning Trainer
 
Join Date: Aug 2009
Gender: Male
Nature: Quiet
Quote:
Originally Posted by Soul.//Silver View Post
New problem, I keep getting a syntax error at line 2498 and I have no idea why. I tried deleting a few "ends" but I still kept getting the error.
HTML Code:
2483 def pbThrowAndDeflect(ball,targetBattler)
2484 end
2485 def pbThrow(ball,shakes,targetBattler)
2486  @briefmessage=false
2487  pokeballThrow(ball,shakes,targetBattler)
2488 end
2489 def pbThrowSuccess
2490  if !@opponent
2491   @briefmessage=false
2492   $game_system.bgm_play("../ME/PkmRS-Caught.mid")
2493   frames=(3.5*Graphics.frame_rate).to_i
2494   frames.times do
2495    pbGraphicsUpdate
2496    pbInputUpdate
2497  end
2498 end
2499
Any help will be appreciated.
Looks to me like you might need one more "end" after line 2498; however, I'm new at this so I don't know for sure.

Last edited by taimao; September 24th, 2009 at 09:09 PM.
  #5319    
Old September 24th, 2009, 10:23 PM
thepsynergist's Avatar
thepsynergist
A Gym Leader, Kyushu Region
 
Join Date: Mar 2009
Location: California, USA
Age: 23
Gender: Male
Nature: Adamant
Send a message via Yahoo to thepsynergist Send a message via Skype™ to thepsynergist
Quote:
Originally Posted by Maruno View Post
2) I presume you want the player to pick up and use new pokémon after he's (temporarily) lost his old team. Now, looking at the Bug Catching scripts, this catches my eye:

Code:
     @otherparty=[]
     chosenpkmn=$Trainer.party[@chosenPokemon]

     for i in 0...$Trainer.party.length
      if i!=@chosenPokemon
       @otherparty.push($Trainer.party[i])
      end
     end

     $Trainer.party=[chosenpkmn]
The "chosenpkmn" is whichever one you chose to use before you entered the Contest. The "if" statement copies all the information about all the non-chosen pokémon to an array called "@otherparty" (defined as blank at the beginning). Finally, the trainer's party is redefined to be only the chosen pokémon. At the end of the Contest, the rest of the party is added back.

So that sounds simple enough. Create an array called "@futurepkmn", and when you time travel, do the "if" statement stuff to copy all the party pokémon into it, then say "$Trainer.party=[]" to make it blank.

The recovery part of the script (that gives you your pokémon back) is equally simple, but you can look for that yourself (hint: search for "@otherparty"). Do (a variation of) that when you want to get your future pokémon back. You can do other things with that array instead, if you want (and can imagine).
You Maruno are a life saver, that was racking my brain for about a week now, Thx a bunch.
__________________



My Youtube Channel: http://www.youtube.com/thepsynergist
  #5320    
Old September 25th, 2009, 01:34 AM
Wildspark's Avatar
Wildspark
 
Join Date: Sep 2009
Location: Tokyo, Japan
Age: 32
Gender: Male
Nature: Quirky
Anyone found a workaround yet for the issue with the latest Pokémon Essentials release - that crashes every time a Pokémon evolves?

I assume it's not just me that's having this problem...
  #5321    
Old September 25th, 2009, 03:43 AM
Ziebart23's Avatar
Ziebart23
Beginning Trainer
 
Join Date: Sep 2009
Quote:
Originally Posted by Wildspark View Post
Anyone found a workaround yet for the issue with the latest Pokémon Essentials release - that crashes every time a Pokémon evolves?

I assume it's not just me that's having this problem...
Well, I haven't gotten that far into my game, but I bet that will be a problem, so can someone help us out?
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  #5322    
Old September 25th, 2009, 07:04 AM
Vaskituh
Beginning Trainer
 
Join Date: May 2009
Gender:
Would it be that hard to make a Caterpillar system close to the Pokemon Heart Gold and Soul Silver one ?
  #5323    
Old September 25th, 2009, 07:08 AM
The Smell's Avatar
The Smell
Doof-Man
 
Join Date: Sep 2006
Location: Melbourne, Australia
Age: 19
Gender: Male
Nature: Adamant
Quote:
Originally Posted by Vaskituh View Post
Would it be that hard to make a Caterpillar system close to the Pokemon Heart Gold and Soul Silver one ?
It'd be a matter of adding a Script that grabs the Pokedex number of the Pokemon that is first in your party, then uses it's Pokedex number to grab a charset and attach to an event that repeats the moves that you do. Then you could script extra stuff so that when you talk to the Pokemon, it does it's cry or something.
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  #5324    
Old September 25th, 2009, 08:11 AM
Vaskituh
Beginning Trainer
 
Join Date: May 2009
Gender:
Quote:
Originally Posted by The Smell View Post
It'd be a matter of adding a Script that grabs the Pokedex number of the Pokemon that is first in your party, then uses it's Pokedex number to grab a charset and attach to an event that repeats the moves that you do. Then you could script extra stuff so that when you talk to the Pokemon, it does it's cry or something.
That sounds.. perfect.

The thing is, i don't know how to script though

But i do have the Pokemon OverWorlds for all the Pokemons, and the only thing that really interested me would be the Pokemon following the Trainer.

Here is a Script made by a friend for Pokemon to follow the Trainer, but even i am having some problems understanding it. Can you guys understand it ?

Code:
 
TRAIN_ACTOR_TRANSPARENT_SWITCH = false 
TRAIN_ACTOR_TRANSPARENT_SWITCH = true 
 
TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20 
 
DOWN_LEFT = 1 
DOWN_RIGHT = 3 
UP_LEFT = 7 
UP_RIGHT = 9 
JUMP = 5 
 
class Game_Party_Actor > Game_Character 
def initialize 
super() 
@through = true 
end 
def setup(actor) 
if actor != nil 
@character_name = actor.character_name 
@character_hue = actor.character_hue 
else 
@character_name = "" 
@character_hue = 0 
end 
@opacity = 255 
@blend_type = 0 
end 
def screen_z(height = 0) 
if $game_player.x == @x and $game_player.y == @y 
return $game_player.screen_z(height) - 1 
end 
super(height) 
end 
def move_down(turn_enabled = true) 
if turn_enabled 
turn_down 
end 
if passable?(@x, @y, Input:: DOWN) 
turn_down 
@y += 1 
end 
end 
def move_left(turn_enabled = true) 
# ×ó¤òÏò¤¯ 
if turn_enabled 
turn_left 
end 
if passable?(@x, @y, Input::LEFT) 
turn_left 
@x -= 1 
end 
end 
def move_right(turn_enabled = true) 
if turn_enabled 
turn_right 
end 
 
if passable?(@x, @y, Input::RIGHT) 
turn_right 
@x += 1 
end 
end 
def move_up(turn_enabled = true) 
if turn_enabled 
turn_up 
end 
if passable?(@x, @y, Input::UP) 
turn_up 
@y -= 1 
end 
end 
def move_lower_left 
unless @direction_fix 
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input:: DOWN : @direction) 
end 
if (passable?(@x, @y, Input:: DOWN) and passable?(@x, @y + 1, Input::LEFT)) or 
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input:: DOWN)) 
@x -= 1 
@y += 1 
end 
end 
def move_lower_right 
unless @direction_fix 
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input:: DOWN : @direction) 
end 
if (passable?(@x, @y, Input:: DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or 
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input:: DOWN)) 
@x += 1 
@y += 1 
end 
end 
def move_upper_left 
unless @direction_fix 
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input:: DOWN ? Input::UP : @direction) 
end 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or 
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) 
@x -= 1 
@y -= 1 
end 
end 
def move_upper_right 
unless @direction_fix 
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input:: DOWN ? Input::UP : @direction) 
end 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or 
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) 
@x += 1 
@y -= 1 
end 
end 
 
def set_move_speed(move_speed) 
@move_speed = move_speed 
end 
end 
 
class Spriteset_Map 
def setup_actor_character_sprites? 
return @setup_actor_character_sprites_flag != nil 
end 
def setup_actor_character_sprites(characters) 
if !setup_actor_character_sprites? 
index_game_player = 0 
@character_sprites.each_index do |i| 
if @character_sprites[i].character.instance_of?(Game_Player) 
index_game_player = i 
break 
end 
end 
for character in characters.reverse 
@character_sprites.unshift( 
Sprite_Character.new(@viewport1, character) 
) 
end 
@setup_actor_character_sprites_flag = true 
end 
end 
end 
 
class Scene_Map 
def setup_actor_character_sprites(characters) 
@spriteset.setup_actor_character_sprites(characters) 
end 
end 
 
class Game_Party 
def set_transparent_actors(transparent) 
@transparent = transparent 
end 
def setup_actor_character_sprites 
if @characters == nil 
@characters = [] 
for i in 1 .. 4 
@characters.push(Game_Party_Actor.new) 
end 
end 
if @actors_chach == nil 
@actors_chach = [] 
end 
if @actors_chach != @actors 
@actors_chach = @actors.clone 
for i in 1 .. 4 
@characters[i - 1].setup(actors[i]) 
end 
end 
if $scene.instance_of?(Scene_Map) 
$scene.setup_actor_character_sprites(@characters) 
end 
end 
def update_party_actors 
setup_actor_character_sprites 
transparent = $game_player.transparent 
if transparent == false 
if TRAIN_ACTOR_TRANSPARENT_SWITCH 
transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX] 
else 
transparent = $game_player.transparent 
end 
end 
for character in @characters 
character.transparent = transparent 
character.set_move_speed($game_player.get_move_speed) 
character.update 
end 
end 
def moveto_party_actors( x, y ) 
setup_actor_character_sprites 
for character in @characters 
character.moveto( x, y ) 
end 
if @move_list == nil 
@move_list = [] 
end 
for i in 0 .. 10 
@move_list[i] = nil 
end 
end 
def move_party_actors 
if @move_list == nil 
@move_list = [] 
for i in 0 .. 10 
@move_list[i] = nil 
end 
end 
@move_list.each_index do |i| 
if @characters[i] != nil 
case @move_list[i].type 
when Input:: DOWN 
@characters[i].move_down(@move_list[i].args[0]) 
when Input::LEFT 
@characters[i].move_left(@move_list[i].args[0]) 
when Input::RIGHT 
@characters[i].move_right(@move_list[i].args[0]) 
when Input::UP 
@characters[i].move_up(@move_list[i].args[0]) 
when DOWN_LEFT 
@characters[i].move_lower_left 
when DOWN_RIGHT 
@characters[i].move_lower_right 
when UP_LEFT 
@characters[i].move_upper_left 
when UP_RIGHT 
@characters[i].move_upper_right 
when JUMP 
@characters[i].jump(@move_list[i].args[0],@move_list[i].args[1]) 
end 
end 
end 
end 
class Move_List_Element 
def initialize(type,args) 
@type = type 
@args = args 
end 
def type() return @type end 
def args() return @args end 
end 
def add_move_list(type,*args) 
@move_list.unshift(Move_List_Element.new(type,args)).pop 
end 
def move_down_party_actors(turn_enabled = true) 
move_party_actors 
add_move_list(Input:: DOWN,turn_enabled) 
end 
def move_left_party_actors(turn_enabled = true) 
move_party_actors 
add_move_list(Input::LEFT,turn_enabled) 
end 
def move_right_party_actors(turn_enabled = true) 
move_party_actors 
add_move_list(Input::RIGHT,turn_enabled) 
end 
def move_up_party_actors(turn_enabled = true) 
move_party_actors 
add_move_list(Input::UP,turn_enabled) 
end 
def move_lower_left_party_actors 
move_party_actors 
add_move_list(DOWN_LEFT) 
end 
def move_lower_right_party_actors 
move_party_actors 
add_move_list(DOWN_RIGHT) 
end 
def move_upper_left_party_actors 
move_party_actors 
add_move_list(UP_LEFT) 
end 
def move_upper_right_party_actors 
move_party_actors 
add_move_list(UP_RIGHT) 
end 
def jump_party_actors(x_plus, y_plus) 
move_party_actors 
add_move_list(JUMP,x_plus, y_plus) 
end 
end 
 
module Game_Player_Module 
def update 
$game_party.update_party_actors 
super 
end 
def moveto( x, y ) 
super 
$game_party.moveto_party_actors( x, y ) 
end 
def move_down(turn_enabled = true) 
if passable?(@x, @y, Input:: DOWN) 
$game_party.move_down_party_actors(turn_enabled) 
end 
super(turn_enabled) 
end 
def move_left(turn_enabled = true) 
if passable?(@x, @y, Input::LEFT) 
$game_party.move_left_party_actors(turn_enabled) 
end 
super(turn_enabled) 
end 
def move_right(turn_enabled = true) 
if passable?(@x, @y, Input::RIGHT) 
$game_party.move_right_party_actors(turn_enabled) 
end 
super(turn_enabled) 
end 
def move_up(turn_enabled = true) 
if passable?(@x, @y, Input::UP) 
$game_party.move_up_party_actors(turn_enabled) 
end 
super(turn_enabled) 
end 
def move_lower_left 
if (passable?(@x, @y, Input:: DOWN) and passable?(@x, @y + 1, Input::LEFT)) or 
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input:: DOWN)) 
$game_party.move_lower_left_party_actors 
end 
super 
end 
def move_lower_right 
if (passable?(@x, @y, Input:: DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or 
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input:: DOWN)) 
$game_party.move_lower_right_party_actors 
end 
super 
end 
def move_upper_left 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or 
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) 
$game_party.move_upper_left_party_actors 
end 
super 
end 
def move_upper_right 
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or 
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) 
$game_party.move_upper_right_party_actors 
end 
super 
end 
def jump(x_plus, y_plus) 
new_x = @x + x_plus 
new_y = @y + y_plus 
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0) 
$game_party.jump_party_actors(x_plus, y_plus) 
end 
super(x_plus, y_plus) 
end 
 
def get_move_speed 
return @move_speed 
end 
end 
 
#End of Script.
 
class Game_Player 
include Game_Player_Module 
end

Last edited by Vaskituh; September 25th, 2009 at 01:04 PM. Reason: Your double post has been automatically merged.
  #5325    
Old September 25th, 2009, 02:25 PM
Soul.//Silver's Avatar
Soul.//Silver
 
Join Date: Sep 2007
Location: Brisbane, Australia
Age: 20
Gender: Male
Nature: Jolly
Quote:
Originally Posted by taimao View Post
Looks to me like you might need one more "end" after line 2498; however, I'm new at this so I don't know for sure.
I've tried adding and deleting "end's" but it still gives me the same error. Strange considering its either a blank line or an "end" line that is doing it. Both at the very end of the script.
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