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  #9376  
Unread September 7th, 2011, 09:15 PM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 19
Nature: Adamant
I know what it is(give me a moment for fix).

terrain=Kernel.pbFacingTerrainTag(nil,event)

to

terrain=Kernel.pbFacingTerrainTag
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Pokemon Serenity is my fangame name.
name decided 12/15/09
Currently helping:
Pokemon ebony
and
Xenotime:

Last edited by zingzags; September 7th, 2011 at 09:16 PM. Reason: Your double post has been automatically merged.
  #9377  
Unread September 7th, 2011, 10:23 PM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 19
Nature: Adamant
I have noticed (Wiki Essentials) That if you go to a wild surf battle, and run away, the game tends to lag a lot, I currently do not know what is the issue causing it but I also highly doubt that I changed anything to make it that way, because other wild battles work fine.
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Pokemon Serenity is my fangame name.
name decided 12/15/09
Currently helping:
Pokemon ebony
and
Xenotime:
  #9378  
Unread September 7th, 2011, 11:01 PM
ThunderSnow
Beginning Trainer
 
Join Date: Aug 2011
Gender: Male
Quote:
Originally Posted by zingzags View Post
I know what it is(give me a moment for fix).

terrain=Kernel.pbFacingTerrainTag(nil,event)

to

terrain=Kernel.pbFacingTerrainTag
Where can I find it?

Also:
Here is the current waterfall script I have
Spoiler:
HiddenMoveHandlers::CanUseMove.add(:WATERFALL,proc{|move,pkmn|
if !$DEBUG &&
!(HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORWATERFALL : $Trainer.badges[BADGEFORWATERFALL])
Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
return false
end
terrain=Kernel.pbFacingTerrainTag
if terrain!=PBTerrain::Waterfall
Kernel.pbMessage(_INTL("Can't use that here."))
return false
end
return true
})

Events.onAction+=proc{|sender,e|
terrain=Kernel.pbFacingTerrainTag
if terrain==PBTerrain::Waterfall
Kernel.pbWaterfall
return
end
if terrain==PBTerrain::WaterfallCrest
Kernel.pbMessage(_INTL("A wall of water is crashing down with a mighty roar."))
return
end
}
  #9379  
Unread September 7th, 2011, 11:34 PM
desbrina's Avatar
desbrina
Lightning Yellow Creator
 
Join Date: Feb 2011
Location: UK
Age: 24
Gender: Female
Nature: Quiet
Quote:
Originally Posted by ThunderSnow View Post
Where can I find it?
In the script pokemon hidden moves, theres a section starting
def Kernel.pbAscendWaterfall(event=nil)
at arround line 238

within that there is the
terrain=Kernel.pbFacingTerrainTag(nil,event)

the next section below it
def Kernel.pbDescendWaterfall(event=nil)

you need to replace the line as well


Edit

Can anyone help with the vanishifwitch on trainer battles

It creates a new page on the event but the page still has the trainer graphic instead of no graphic at all
__________________
Creator of


A Pokemon Yellow remake, using HGSS Tiles, and the ability to obtain all Kanto Pokemon as well as their previous/later evolutions.

Current Give-away: None
Dates: Unknown

If your reporting a problem, please make sure you're using the latest version first. Please post the full error message if there is one, as well as what you were doing/did so that i can recreate it


Last edited by desbrina; September 8th, 2011 at 12:19 AM.
  #9380  
Unread September 10th, 2011, 08:57 AM
ツタージャ's Avatar
ツタージャ
Tsutarja - Snivy - Smugleaf
 
Join Date: Sep 2011
Gender: Male
I need someone to help. Look at the video. I want the lady to stop moving.
http://www.pokecommunity.com/attachm...1&d=1315645099
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Coming soon..
Pokemon: The Legend of Myths
Play as Mark and Dawn
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  #9381  
Unread September 11th, 2011, 07:23 AM
Ratty524's Avatar
Ratty524
Psyduck
 
Join Date: Jan 2011
Gender: Male
Nature: Calm
Hate to burden the experts with even more questions, but I want to learn how I could go about creating custom abilities in my game. I know it involves scripting, to say the least.

Anyway, these are the abilities I want to create:

Hiker: This would allow a pokemon to be immune to entry hazard damage (stealth rock, spikes, etc.)

Snow Slider: raises a pokemon's speed in hail. A swift swim/chlorophyll equivalent.

Stiff Body: Moves that do physical damage will do half the usual damage on a pokemon with this ability

Frost Power: Boosts the power of ice-type moves under hail.

On the subject of abilities, has anyone figured out how to get Snow Warning to work? Any help is appreciated.
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  #9382  
Unread September 11th, 2011, 04:43 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Gender: Male
Quote:
Originally Posted by Derxwna Kapsyla View Post
Every time I try to add a Trainer Type, I keep getting this error

Spoiler:

---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `pbSaveTrainerNames' for nil:NilClass

PokemonTrainers:66:in `pbConvertTrainerData'

PokemonEditor:3075:in `pbTrainerTypeEditorNew'

PokemonEditor:3556:in `pbTrainerTypeEditor'

PokemonEditor:3540:in `pbListScreenBlock'

PokemonEditor:1522:in `loop'

PokemonEditor:1547:in `pbListScreenBlock'

PokemonEditor:3540:in `pbTrainerTypeEditor'

EditorMain:238:in `pbEditorMenu'

EditorMain:238:in `pbFadeOutIn'

EditorMain:238:in `pbEditorMenu'



This exception was logged in

C:\Users\Andrew_2\Saved Games/Touhoumon_ Faith _ Prayer Version/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

Is there any way to fix this?

Edit: And now I'm getting this error when I tried the other version of Essentials:
Spoiler:


---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Undefined Trainer constant name: T_083

Name must consist only of letters, numbers, and

underscores and can't begin with a number.

In addition, the name must be defined

in trainernames.txt.

File PBS/trainers.txt, line 97

T_083



Compiler:906:in `pbGetConst'

Compiler:939:in `parseTrainer'

Compiler:1339:in `pbCompileTrainers'

Compiler:1337:in `loop'

Compiler:1400:in `pbCompileTrainers'

Compiler:3913:in `pbCompileAllData'

Compiler:4033



This exception was logged in

C:\Users\Andrew_2\Saved Games/Pokemon Essentials/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
The latest version of essentials renamed "trainernames.txt" to "trainertypes.txt". That may be somewhere to start.


Quote:
Originally Posted by Ratty524 View Post
Hate to burden the experts with even more questions, but I want to learn how I could go about creating custom abilities in my game. I know it involves scripting, to say the least.

Anyway, these are the abilities I want to create:

Hiker: This would allow a pokemon to be immune to entry hazard damage (stealth rock, spikes, etc.)

Snow Slider: raises a pokemon's speed in hail. A swift swim/chlorophyll equivalent.

Stiff Body: Moves that do physical damage will do half the usual damage on a pokemon with this ability

Frost Power: Boosts the power of ice-type moves under hail.

On the subject of abilities, has anyone figured out how to get Snow Warning to work? Any help is appreciated.
The number one rule for adding new abilities is that, if there's an existing ability that is similar to what you want to add, copy it. Abilities can do so many completely different things that it's impossible to give a general explanation of how to add them.

Hiker - The Levitate ability makes Pokémon immune to entry hazards. Copy it for that effect.

Snow Slider - As you said, Swift Swim and Chlorophyll do similar things. Copy them.

Stiff Body - In the same place in the scripts that Pure Power doubles a move's damage, put something in to halve the damage if the move is physical and the opponent has Stiff Body.

Frost Power - Copy Huge Power, but add in that it only works for Ice moves in hail.

Snow Warning is the same as Drought and Drizzle, but for hail. Wherever they appear in the scripts, copy them for Snow Warning.

Eventually all abilities will be included in Essentials by default. I couldn't possibly say when, though.
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  #9383  
Unread September 11th, 2011, 07:27 PM
ЩѻƦḽᶑʂḽдƴƹƦ™'s Avatar
ЩѻƦḽᶑʂḽдƴƹƦ™
ಥ_ಥ
 
Join Date: Mar 2008
Gender: Male
Nature: Impish
I am trying to make an NPC walk in place... any ideas how I can do this?
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  #9384  
Unread September 11th, 2011, 08:01 PM
desbrina's Avatar
desbrina
Lightning Yellow Creator
 
Join Date: Feb 2011
Location: UK
Age: 24
Gender: Female
Nature: Quiet
When creating the npc you select stop animation which enables the walking while standing still
__________________
Creator of


A Pokemon Yellow remake, using HGSS Tiles, and the ability to obtain all Kanto Pokemon as well as their previous/later evolutions.

Current Give-away: None
Dates: Unknown

If your reporting a problem, please make sure you're using the latest version first. Please post the full error message if there is one, as well as what you were doing/did so that i can recreate it

  #9385  
Unread September 11th, 2011, 08:05 PM
ЩѻƦḽᶑʂḽдƴƹƦ™'s Avatar
ЩѻƦḽᶑʂḽдƴƹƦ™
ಥ_ಥ
 
Join Date: Mar 2008
Gender: Male
Nature: Impish
Quote:
Originally Posted by desbrina View Post
When creating the npc you select stop animation which enables the walking while standing still
Fixed. Thanks for the help
__________________

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Voted Best Game Designer 2011 on PC

Last edited by ЩѻƦḽᶑʂḽдƴƹƦ™; September 11th, 2011 at 08:12 PM.
  #9386  
Unread September 12th, 2011, 07:09 AM
Ratty524's Avatar
Ratty524
Psyduck
 
Join Date: Jan 2011
Gender: Male
Nature: Calm
Quote:
Originally Posted by Maruno View Post
The number one rule for adding new abilities is that, if there's an existing ability that is similar to what you want to add, copy it. Abilities can do so many completely different things that it's impossible to give a general explanation of how to add them.

Hiker - The Levitate ability makes Pokémon immune to entry hazards. Copy it for that effect.

Snow Slider - As you said, Swift Swim and Chlorophyll do similar things. Copy them.

Stiff Body - In the same place in the scripts that Pure Power doubles a move's damage, put something in to halve the damage if the move is physical and the opponent has Stiff Body.

Frost Power - Copy Huge Power, but add in that it only works for Ice moves in hail.

Snow Warning is the same as Drought and Drizzle, but for hail. Wherever they appear in the scripts, copy them for Snow Warning.

Eventually all abilities will be included in Essentials by default. I couldn't possibly say when, though.
Thank you, but I have some questions (I'm not very experienced with RGSS)
Quote:
if pkmn.pbOwnSide.effects[PBEffects:pikes] > 0
if !isConst?(pkmn.ability,PBAbilities,:LEVITATE) && !pkmn.pbHasType?(:FLYING) && (pkmn.ability,PBAbilities,:HIKER)
spikesdiv=[0,8,6,4]
pkmn.pbReduceHP(pkmn.hp/spikesdiv[pkmn.pbOwnSide.effects[PBEffects:pikes]])
pbDisplayPaused(_INTL("{1} is hurt by spikes!",pkmn.pbThis))
This is what I did for PokeBattle_Battle class to implement Hiker. Is this essentially correct, or do I need to do more?

For Stiff Body and Frost Power, I found where the damage is calculated for Huge and Pure Power, but I simply don't understand the proper format for implementing it.

Here's what I attempted for Stiff Body, at least:
Quote:
if isConst?(opponent.ability,PBAbilities,TIFFBODY)
atk=(atk/2).floor
end
The problem is I can't figure out how to get it to check whether the attack used was physical. I'm a total noob at this.

Also, I can't seem to find the class where the Swiftswim/chlorophyll abilities are implemented. Can you help me out?
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  #9387  
Unread September 12th, 2011, 11:45 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Gender: Male
Quote:
Originally Posted by Ratty524 View Post
Thank you, but I have some questions (I'm not very experienced with RGSS)

This is what I did for PokeBattle_Battle class to implement Hiker. Is this essentially correct, or do I need to do more?
Code:
if pkmn.pbOwnSide.effects[PBEffects::Spikes] > 0
  if !isConst?(pkmn.ability,PBAbilities,:LEVITATE) && !pkmn.pbHasType?(:FLYING) && !isConst?(pkmn.ability,PBAbilities,:HIKER)
    spikesdiv=[0,8,6,4]
    pkmn.pbReduceHP(pkmn.hp/spikesdiv[pkmn.pbOwnSide.effects[PBEffects::Spikes]])
    pbDisplayPaused(_INTL("{1} is hurt by spikes!",pkmn.pbThis))
  end
end
Almost right. The red bit is what you want.

Quote:
Originally Posted by Ratty524 View Post
For Stiff Body and Frost Power, I found where the damage is calculated for Huge and Pure Power, but I simply don't understand the proper format for implementing it.

Here's what I attempted for Stiff Body, at least:

The problem is I can't figure out how to get it to check whether the attack used was physical. I'm a total noob at this.
Code:
if isConst?(opponent.ability,PBAbilities,:STIFFBODY) && pbIsPhysical?(type)
  atk=(atk/2).floor
end
Put that in next to where Huge Power is mentioned.

Code:
if weather==PBWeather::HAIL
  if isConst?(type,PBTypes,:ICE) && isConst?(attacker.ability,PBAbilities,:FROSTPOWER)
    damage=(damage*1.5).floor
  end
end
Put that in a bit further down, next to where the other weather stuff is handled.


Quote:
Originally Posted by Ratty524 View Post
Also, I can't seem to find the class where the Swiftswim/chlorophyll abilities are implemented. Can you help me out?
A Pokémon's speed is calculated in the script section PokeBattle_Battler, in the def pbSpeed. Copy Chlorophyll/Swift Swim exactly, but just change the ability and the weather.

I think you did very well for "a total noob".
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  #9388  
Unread September 13th, 2011, 04:42 AM
Ratty524's Avatar
Ratty524
Psyduck
 
Join Date: Jan 2011
Gender: Male
Nature: Calm
Thanks a a lot. Going to test this stuff out right now.
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  #9389  
Unread September 15th, 2011, 12:41 PM
victorspvl's Avatar
victorspvl
Beginning Trainer
 
Join Date: Aug 2007
Gender:
How I can move Dependent events?? I need much this answer!

Thanks!
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  #9390  
Unread September 17th, 2011, 04:12 PM
TACHAN
Mime Jr.
 
Join Date: Jan 2010
Gender: Female
Hello!
I could have done variants of Wild Pokemon Shiny focused on other things.
Quote:
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
pokemon.makeShiny
end
}
Here a few examples that I share:

Wild Pokemon with upset condition.
Quote:
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
pokemon.status=PBStatuses:LEEP/POISON/FROZEN/PARALYSIS/BURN
end
}
X = Switch Number
Only it chooses a status condition, Obviously.


Wild Pokemon with Moves to choice.
Quote:
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
pbAutoLearnMove(pokemon,PBMoves::Y)
pbAutoLearnMove(pokemon,PBMoves::Y)
pbAutoLearnMove(pokemon,PBMoves::Y)
pbAutoLearnMove(pokemon,PBMoves::Y)
end
}
X = Switch Number
Y = Movements of the Wild Pokemon


Wild Pokemon with equipped item.
Quote:
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
pokemon.item=PBItems::Y
end
}
X = Swicth Number
Y = Item Name


Wild Pokemon with all IVS to 31.
Quote:
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
# Set all IVs to 31 for example
pokemon.iv[0]=31 # HP
pokemon.iv[1]=31 # Attack
pokemon.iv[2]=31 # Defense
pokemon.iv[3]=31 # Speed
pokemon.iv[4]=31 # Special Attack
pokemon.iv[5]=31 # Special Defense
# Recalculate stats
pokemon.calcStats
end
}
X = Switch Number

Wild Pokemon with all EVS to 255. (HACK HACK HACK )
Quote:
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[X]
pokemon.ev[0]=255
pokemon.ev[1]=255
pokemon.ev[2]=255
pokemon.ev[3]=255
pokemon.ev[4]=255
pokemon.ev[5]=255
# Recalculate stats
pokemon.calcStats
end
}
X = Swicth Number


After all that, I have a few questions.
-Does it form someone of doing that the Wild Pokemon has the ability that you choose?
-Does it form someone of doing that the Wild Pokemon has the alternative form that you choose?
-How might all that do with a pokemon of a trainer without touching anything of the metadata?
  #9391  
Unread September 18th, 2011, 07:03 PM
Bill™'s Avatar
Bill™
Random Guy
 
Join Date: Dec 2010
Gender: Male
In Raptor EX, you can trade pokemon. Is there a way to do this in the newest essentials?
__________________
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http://www.pokecommunity.com/showthread.php?t=258478
I support

  #9392  
Unread September 19th, 2011, 08:37 PM
ManCharmander
Beginning Trainer
 
Join Date: Sep 2011
Gender: Male
Hi, I'm new to all this stuff. Like three days.. I'm wondering how to make it so that the wild encounters aren't level 25? Please reply. Thanks.
  #9393  
Unread September 19th, 2011, 08:45 PM
Tranitar's Avatar
Tranitar
Working on Pokémon Wraith
 
Join Date: Sep 2009
Location: Why does this computer need to know where I live?
Gender: Male
Nature: Calm
How do I raise my chances of finding a shiny instead of it being
1/5876 or whtever i want it to be 1/25

Quote:
Originally Posted by ManCharmander View Post
Hi, I'm new to all this stuff. Like three days.. I'm wondering how to make it so that the wild encounters aren't level 25? Please reply. Thanks.
On the Encounters notepad file inside of PBS. Whatever pokémon you want should look like this for an example.
WEEDLE,1,3
or if you wanted it to be like this
BEEDRILL,100
it would only be level 100. while the weedle would be levels 1 - 3.
__________________

Last edited by Tranitar; September 19th, 2011 at 08:47 PM. Reason: Your double post has been automatically merged.
  #9394  
Unread September 20th, 2011, 09:46 AM
jim42's Avatar
jim42
Mime Jr.
 
Join Date: Jul 2009
Gender: Male
Hey guys, I've been having some trouble in regards to my BGMs. I've found that during a certain sequence in which I've altered the BGM to differ from the default one for the map, saving and reloading causes the BGM to revert to the default map one. It's rather annoying and it becomes impractical to have an event to do it all the time.

Is there are way by which I can memorise the BGM playing when one clicks save, and then have it automatically start that BGM again when the save is loaded? Oh, and before anyone suggests it, I've tried using the Memorise/Restore BGM events, which failed (unless I went about it wrong). I'm useless at scripting but if it comes to that then I'll try my best to understand it. Thanks in advance guys.
  #9395  
Unread September 20th, 2011, 11:41 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Gender: Male
Quote:
Originally Posted by TACHAN View Post
After all that, I have a few questions.
-Does it form someone of doing that the Wild Pokemon has the ability that you choose?
-Does it form someone of doing that the Wild Pokemon has the alternative form that you choose?
-How might all that do with a pokemon of a trainer without touching anything of the metadata?
You can only set a Pokémon's ability to be either of the ones that species can have, by setting the Pokémon's property abilityflag to 0 (the first ability) or 1 (the second ability). You can't just give a Pokémon any ability you like. I've toyed with the idea of letting people set a Pokémon's ability to anything (e.g. Pikachu with Overgrow), but then what happens when that Pokémon evolves?

You can set a Pokémon's form easily, by setting form for it.

You can't easily set any properties of a trainer's Pokémon that you can't already set in the PBS file. That would require clever and tedious scripting. On the one hand I'd like users to be able to set lots of things, but on the other hand that's a lot of variables for each trainer-owned Pokémon.


Quote:
Originally Posted by Bill™ View Post
In Raptor EX, you can trade pokemon. Is there a way to do this in the newest essentials?
You mean with other real people between games? No. In-game trades are all you've got, unless someone clever comes up with a GTS-style thingy (which is a whole bucket o' worms). I'm not that interested in code-trading, though, so I'm not likely to try putting it in.
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  #9396  
Unread September 21st, 2011, 04:45 AM
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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Quote:
Originally Posted by TACHAN View Post
Hello!
I could have done variants of Wild Pokemon Shiny focused on other things.


Here a few examples that I share:

Wild Pokemon with upset condition.

X = Switch Number
Only it chooses a status condition, Obviously.


Wild Pokemon with Moves to choice.

X = Switch Number
Y = Movements of the Wild Pokemon


Wild Pokemon with equipped item.


X = Swicth Number
Y = Item Name


Wild Pokemon with all IVS to 31.

X = Switch Number

Wild Pokemon with all EVS to 255. (HACK HACK HACK )

X = Swicth Number


After all that, I have a few questions.
-Does it form someone of doing that the Wild Pokemon has the ability that you choose?
-Does it form someone of doing that the Wild Pokemon has the alternative form that you choose?
-How might all that do with a pokemon of a trainer without touching anything of the metadata?
Actually tachan, that won't work with the EV show. You have to have a different variable for each stat. The way you have it now will show the same stat for each output.
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  #9397  
Unread September 22nd, 2011, 08:08 PM
ManCharmander
Beginning Trainer
 
Join Date: Sep 2011
Gender: Male
Hey, I'm just wondering how to make a Rival with Conditional Branch. Please help. Would be much obliged.
  #9398  
Unread September 24th, 2011, 06:03 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Gender: Male
Quote:
Originally Posted by ManCharmander View Post
Hey, I'm just wondering how to make a Rival with Conditional Branch. Please help. Would be much obliged.
How do you mean? Do you mean how to make the rival use different Pokémon depending on which starter the player chose?

The wiki has a page about that.
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  #9399  
Unread September 25th, 2011, 08:19 PM
zingzags's Avatar
zingzags
Creator or Pokemon Serenity
 
Join Date: Jan 2009
Location: Boston
Age: 19
Nature: Adamant
Is there any way to make a sort of a Word break (Line break), for example I have this sentence:

"I Like Pie"

to:

"I
Like Pie"

I have a certain text displaying, but the sentence runs too long, I want to be able to cut it and place the other half right under because this text is loaded from the PBS files.
__________________
Pokemon Serenity is my fangame name.
name decided 12/15/09
Currently helping:
Pokemon ebony
and
Xenotime:
  #9400  
Unread September 25th, 2011, 11:40 PM
pokemonmasteraaron's Avatar
pokemonmasteraaron
The blind Pokémon Master!
 
Join Date: Jan 2011
Location: In the forest of an undiscovered region
Age: 16
Gender: Male
Nature: Relaxed
Send a message via Skype™ to pokemonmasteraaron
I've got 2 things to ask about essentials.
I'm blind, so I'm making, and have already made, pokemon game(s) with no map but the pokecenter, but complete storyline, but this isn't the place to discuss that, I just thought that may be handy for those whom help me.
1: I wish to creat a password system like on pokemon rumble.
Normally, this would not be a problem.
Input number 8 digits.
Conditional branch variable 51 password is 11297381
if so, conditional branch giving away a pokémon of my choice, of my level choice.
However, in essentials, instead of letting you enter a number as with pokemon rumble, you have to select a number.
It doesn't work out!
I need a way for you to be able to enter a password and if correct, than the conditional branch will happen.
Please tell me if you can help me with that.
2: On, what I hope, is a more easy task, I am having trouble with control timer.
The steller empire is going to bomb the place and explode everything if you don't beat so many people in a certen amount of time.
However, I can't ever get it to work properly.
It rresults like you did it in time no matter what.
Any help?
What I do.
Control Timer start 0 min 0 sec.
Conditional branch if 10 min or longer, than
play se explosion
return to title screen.
Else
Storyline contenues.


If you'd help, I'd be very greatful!
__________________
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Dropbox.
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and my YouTube
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I am a blind pokemon trainer.
I am not joking.
I use a program called Window Eyes, google it.
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