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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.



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  #9576  
Unread December 22nd, 2011, 10:19 PM
Elyssia's Avatar
Elyssia
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Quote:
Originally Posted by Maruno View Post
You're probably looking at the main scripts, then, not the External Editor's scripts. In the Data folder there's a file called EditorScripts. Rename that to Scripts (after moving the existing Scripts file out of the way), and try again.

Alternatively, just edit the PBS file trainertypes. It's not difficult.

The next version is to be released when Essentials gets its own section, or at least when I hear something about whether the section is ever going to be made. I want to launch the section properly if it's going to exist.
Thank You for the tip.
Seems to be fixed now...
  #9577  
Unread December 23rd, 2011, 03:01 AM
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JalordaSerpent7
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Ok....

In the Script Editor, in the PokemonOptions section, I changed the @screensize to 0 so it would stay as the small version. When I loaded the game, it was big at first just as it opened (as usual), then it got smaller like it's supposed to like above, but almost immediatly it changed back to the 480px X 320px version. Can someone tell me what's going on?
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  #9578  
Unread December 23rd, 2011, 04:05 AM
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Quote:
Originally Posted by JalordaSerpent7 View Post
Ok....

In the Script Editor, in the PokemonOptions section, I changed the @screensize to 0 so it would stay as the small version. When I loaded the game, it was big at first just as it opened (as usual), then it got smaller like it's supposed to like above, but almost immediatly it changed back to the 480px X 320px version. Can someone tell me what's going on?
You're on the right track, however, you are changing the wrong Variable. Try looking in the section "Settings" (If you're using the latest version). Find the variable DEFAULTSCREENZOOM and change it to 0.5

That should do it. If not, I have some further ideas, but try this first.
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  #9579  
Unread December 23rd, 2011, 09:13 PM
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JalordaSerpent7
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That worked without fail! Thanks so much, IceGod!:D

-JS7
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  #9580  
Unread December 24th, 2011, 11:21 PM
Dave.
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Join Date: Mar 2010
Hi all,

May sound like kinda a noobish question, but in the little project I'm currently involved with, I wish for the player to cycle between four different characters, each with different stats and Pokémon, etc.

I'm having a little trouble with how to change from, say, PlayerA to PlayerB, without losing any data. For example, if a Pokémon has levelled up and learnt a new move in A's party, after switching to B for a bit and then back to A (while changing $Trainer.party or whatever it is that needs doing), I can find no easy way of storing and remembering that change in A's party. There must be a simple way of doing this (if you can understand the question!) but my lack of experience in coding in Ruby is proving an obstacle in achieving this on my own.

Many thanks, and Merry Christmas!
  #9581  
Unread December 24th, 2011, 11:51 PM
IceGod64's Avatar
IceGod64
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Quote:
Originally Posted by Dave. View Post
Hi all,

May sound like kinda a noobish question, but in the little project I'm currently involved with, I wish for the player to cycle between four different characters, each with different stats and Pokémon, etc.

I'm having a little trouble with how to change from, say, PlayerA to PlayerB, without losing any data. For example, if a Pokémon has levelled up and learnt a new move in A's party, after switching to B for a bit and then back to A (while changing $Trainer.party or whatever it is that needs doing), I can find no easy way of storing and remembering that change in A's party. There must be a simple way of doing this (if you can understand the question!) but my lack of experience in coding in Ruby is proving an obstacle in achieving this on my own.

Many thanks, and Merry Christmas!
You might want to try saving the player's party to a variable. For example, assume Red is Player A and Blue is players B. If you want to change to Blue...

$Game_Variables[637] = $Trainer.party
pbChangePlayer(B)

From there, you simply remove the players entire party and replace it with the new trainers. However, note that I haven't tested this - I don't know if it will work, but it's worth a try.
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  #9582  
Unread December 24th, 2011, 11:58 PM
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Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
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IceGod's solution is correct, except you will then need to put $Trainer.party = $Game_Variables[638], where variable 638 is the new player's party (player B in this example) that was previously saved there.

You may also want to do a similar thing with money,and perhaps even Bag contents, unless the four of them have communal pockets. I don't know how far you're going with this idea.
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  #9583  
Unread December 25th, 2011, 12:47 AM
Dave.
Beginning Trainer
 
Join Date: Mar 2010
I'm not getting any exceptions thrown or anything, but the system seems unable to fill the party with what had been stored in $game_variables[637]. I've tried deleting the entire party first to see if that worked, rather than just replacing straight out, but even after then attempting to refill it, there is no 'Pokemon' option on the menu (ie the party is empty).

Thanks to both for helping me out, and hopefully we'll be able to work this problem out. I'm going to try it with something else, such as the money or badges, and see if it just the way the party Pokémon are stored that is causing this not to work. I'd be very grateful if you had any further suggestions, but thank you all the same!
  #9584  
Unread December 25th, 2011, 01:08 AM
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Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
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Global Variable 81 corresponds to Player A's party.
Global Variable 82 corresponds to Player B's party.
Global Variable 83 corresponds to Player C's party.
Global Variable 84 corresponds to Player D's party.

Whenever you change the player, use these three lines of code:

Code:
$game_variables[81+$PokemonGlobal.playerID]=$Trainer.party
pbChangePlayer(1)
$Trainer.party=$game_variables[81+$PokemonGlobal.playerID]
All you need to change each time is the red number, which is the ID of the player you're turning into (0=Player A, 1=Player B, 2=Player C, etc.).

If you want to replace the entire trainer array (which records the party, money, badges, Pokédex progress, and ownership of a Dex/Gear), simply delete both instances of .party from the code above.

I've not tested this, but logically it should work.
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  #9585  
Unread December 25th, 2011, 01:30 AM
IceGod64's Avatar
IceGod64
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Quote:
Originally Posted by Dave. View Post
I'm not getting any exceptions thrown or anything, but the system seems unable to fill the party with what had been stored in $game_variables[637]. I've tried deleting the entire party first to see if that worked, rather than just replacing straight out, but even after then attempting to refill it, there is no 'Pokemon' option on the menu (ie the party is empty).

Thanks to both for helping me out, and hopefully we'll be able to work this problem out. I'm going to try it with something else, such as the money or badges, and see if it just the way the party Pokémon are stored that is causing this not to work. I'd be very grateful if you had any further suggestions, but thank you all the same!
Funny - the same happens to me.

I used $game_variables[800]=$Trainer.party to take the party and that worked, but then I tried to restore it with $Trainer.party =$game_variables[800] and it failed and gave me nothing. I tried using Variable 801 to store the party length too, and it sort-of worked, however, it only save the number of Pokémon and not the party itself, so I got an exception trying to access the party.
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  #9586  
Unread December 25th, 2011, 01:43 AM
Dave.
Beginning Trainer
 
Join Date: Mar 2010
Quote:
Originally Posted by Maruno View Post
Global Variable 81 corresponds to Player A's party.
Global Variable 82 corresponds to Player B's party.
Global Variable 83 corresponds to Player C's party.
Global Variable 84 corresponds to Player D's party.

Whenever you change the player, use these three lines of code:

Code:
$game_variables[81+$PokemonGlobal.playerID]=$Trainer.party
pbChangePlayer(1)
$Trainer.party=$game_variables[81+$PokemonGlobal.playerID]
All you need to change each time is the red number, which is the ID of the player you're turning into (0=Player A, 1=Player B, 2=Player C, etc.).

If you want to replace the entire trainer array (which records the party, money, badges, Pokédex progress, and ownership of a Dex/Gear), simply delete both instances of .party from the code above.

I've not tested this, but logically it should work.
The logic seems spot-on to me, and should work. However, for some reason, it doesn't, and I'm not quite sure why... Maybe I'm missing something blindingly simple, which is generally the case for me with things like this.


Quote:
Originally Posted by IceGod64 View Post
Funny - the same happens to me.

I used $game_variables[800]=$Trainer.party to take the party and that worked, but then I tried to restore it with $Trainer.party =$game_variables[800] and it failed and gave me nothing. I tried using Variable 801 to store the party length too, and it sort-of worked, however, it only save the number of Pokémon and not the party itself, so I got an exception trying to access the party.
Yeah I tried that too.. I'm starting to worry that the only way of doing this may be to save every aspect of each of the Pokémon in the party in a different variable (stats, level, moves, etc), but hopefully there is a simpler way of doing it!
  #9587  
Unread December 25th, 2011, 04:40 AM
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Ratty524
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Join Date: Jan 2011
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I'm getting a strange syntax error every time I try to run my game, on line 723 of PokeBattle_Move, and it's the last line that says "end".

This is exactly what the line and the text above it looks like:
[removed]

EDIT: Nevermind, I did some playing around and got it to work perfectly.
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Last edited by Ratty524; December 25th, 2011 at 08:45 AM.
  #9588  
Unread December 26th, 2011, 06:30 AM
ЩѻƦḽᶑʂḽдƴƹƦ™'s Avatar
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Oops? I figured I could get away with porting over my entire Spriteset_Map scripts but apparently it was changed with the latest release?

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

Message: undefined method `[]' for nil:NilClass

PokemonFieldWeather:118:in `type='

Spriteset_Map:444:in `_animationSprite_update'

AnimationSprite:84:in `update'

Spriteset_Map:288:in `_animationSprite_initialize'

AnimationSprite:43:in `shadow_initialize'

Shadow:221:in `initialize'

Scene_Map:29:in `new'

Scene_Map:29:in `createSpritesets'

Scene_Map:28:in `each'

Scene_Map:28:in `createSpritesets'



This exception was logged in 

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

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------
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  #9589  
Unread December 26th, 2011, 11:57 AM
Elyssia's Avatar
Elyssia
Unhatched Egg
 
Join Date: Nov 2010
Location: The Netherlands
Age: 22
Gender: Female
Nature: Gentle
Hello again...

I've noticed there's a weird thing going on with the battle sound with Trainers and Wild being way much lower in volume then the Map music is...
Any way(s) of changing this?

*Edit: Are their also kind of online features being planned?
Such as Online duels, Partner battles, WFC Mystery Gifts etc?
Just wondering

Last edited by Elyssia; December 26th, 2011 at 02:41 PM.
  #9590  
Unread December 28th, 2011, 09:35 PM
P-Sign's Avatar
P-Sign
Pokémon Nova Luna Lead Dev.
 
Join Date: Jun 2011
Location: The Netherlands
Age: 17
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I'd like to know in which script the location and name of a Pokemon's sprite is defined. I want to put the frontsprites in \Graphics\Battlers\Front, the backsprites in \Graphics\Battlers\Back, the shiny frontsprites in \Graphics\Battlers\ShinyFront and the shiny backsprites in \Graphics\Battlers\ShinyBack.

Thank you in advance.
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  #9591  
Unread December 29th, 2011, 01:12 AM
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pkmn.master
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Join Date: Apr 2008
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Now that I have time, I decided to work more on my game. I've done more work than I've done testing on battles. I finally made some custom graphics for the battle system and tested it out. This happens when I attempt to battle any trainer. It happens to every Pokemon, not just Starly.



Any ideas?
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  #9592  
Unread December 29th, 2011, 01:29 AM
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Quote:
Originally Posted by P-Sign View Post
I'd like to know in which script the location and name of a Pokemon's sprite is defined. I want to put the frontsprites in \Graphics\Battlers\Front, the backsprites in \Graphics\Battlers\Back, the shiny frontsprites in \Graphics\Battlers\ShinyFront and the shiny backsprites in \Graphics\Battlers\ShinyBack.

Thank you in advance.
in PokemonUtilities just search Graphics/Battlers and edit the scripts around some. also you may need to edit a few things in BitmapCache
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Last edited by DarkShadow21; December 29th, 2011 at 02:16 AM.
  #9593  
Unread December 29th, 2011, 02:26 AM
P-Sign's Avatar
P-Sign
Pokémon Nova Luna Lead Dev.
 
Join Date: Jun 2011
Location: The Netherlands
Age: 17
Gender: Male
Quote:
Originally Posted by pkmn.master View Post
Now that I have time, I decided to work more on my game. I've done more work than I've done testing on battles. I finally made some custom graphics for the battle system and tested it out. This happens when I attempt to battle any trainer. It happens to every Pokemon, not just Starly.



Any ideas?
Open Editor.exe in your game's folder and go down, to Resize Sprites. There, you can lower Starly's position.
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  #9594  
Unread December 29th, 2011, 04:02 AM
pkmn.master's Avatar
pkmn.master
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Quote:
Originally Posted by P-Sign View Post
Open Editor.exe in your game's folder and go down, to Resize Sprites. There, you can lower Starly's position.
It's odd, but on everyone, including Starly, the positioning is correct on the editor. The sprites work correctly on wild battles, but they all work like the photo I supplied during a trainer battle. What else could I try?
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  #9595  
Unread December 29th, 2011, 10:09 AM
P-Sign's Avatar
P-Sign
Pokémon Nova Luna Lead Dev.
 
Join Date: Jun 2011
Location: The Netherlands
Age: 17
Gender: Male
Quote:
Originally Posted by pkmn.master View Post
It's odd, but on everyone, including Starly, the positioning is correct on the editor. The sprites work correctly on wild battles, but they all work like the photo I supplied during a trainer battle. What else could I try?
Did you change the screen resolution or the enemybases?
I think the problem is that A) your enemybases need to be changed or B) your screen resolution is wrong.
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  #9596  
Unread December 29th, 2011, 01:03 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
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Quote:
Originally Posted by pkmn.master View Post
It's odd, but on everyone, including Starly, the positioning is correct on the editor. The sprites work correctly on wild battles, but they all work like the photo I supplied during a trainer battle. What else could I try?
Enemy sprites for wild battles are different to enemy sprites for trainer battles, in terms of what sets their positions. You've clearly fiddled with the scripts that set the basic positions of enemy sprites for trainer battles. Change it back.
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  #9597  
Unread December 29th, 2011, 03:55 PM
pkmn.master's Avatar
pkmn.master
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I don't remember editing any scripts, but I am going to just upgrade my version of pokemon essentials today anyway, so it should fix the problem.

EDIT:

Just updated my essentials version to the newest one. Everything seems to work well. Now I have the problem of updating my trainers. When I try to copy over my trainer PBS files (trainertypes, trainers, etc.), I get an error. Is there any way that I could properly copy over my trainers from my old file to the new version of Pokeessentials without getting an error? This is also important to know: I havn't updated my essentials version in 3 years.
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Still working on Pokemon Crimson. Yea, it does take time when there is only one person on the team. PM me if you interested in helping.

Last edited by pkmn.master; December 29th, 2011 at 04:36 PM.
  #9598  
Unread December 29th, 2011, 09:20 PM
Elyssia's Avatar
Elyssia
Unhatched Egg
 
Join Date: Nov 2010
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Age: 22
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Quote:
Originally Posted by Elyssia View Post
Hello again...

I've noticed there's a weird thing going on with the battle sound with Trainers and Wild being way much lower in volume then the Map music is...
Any way(s) of changing this?

*Edit: Are their also kind of online features being planned?
Such as Online duels, Partner battles, WFC Mystery Gifts etc?
Just wondering
^ still waiting for an reply... :/ ^
  #9599  
Unread December 29th, 2011, 09:30 PM
P-Sign's Avatar
P-Sign
Pokémon Nova Luna Lead Dev.
 
Join Date: Jun 2011
Location: The Netherlands
Age: 17
Gender: Male
Quote:
Originally Posted by Elyssia View Post
Hello again...

I've noticed there's a weird thing going on with the battle sound with Trainers and Wild being way much lower in volume then the Map music is...
Any way(s) of changing this?

*Edit: Are their also kind of online features being planned?
Such as Online duels, Partner battles, WFC Mystery Gifts etc?
Just wondering
The problem can be the volume of the music used. You can try to normalize the tracks using software. You might want to check the volume of the BGM in RPG Maker XP too.
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  #9600  
Unread December 29th, 2011, 10:20 PM
Elyssia's Avatar
Elyssia
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Join Date: Nov 2010
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Age: 22
Gender: Female
Nature: Gentle
I did... the volumes aren't the same.....
If testing in RPG MAKER XP it can go up to 100 as example, but in the Actual game the Battle music sounds like 60% or 70%.
Where can i find the script that controls the BGM in a Trainer battle or a Wild PKMN battle?
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