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  #1001    
Old December 28th, 2007, 09:13 AM
Wichu's Avatar
Wichu
Project Amethyst
 
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Location: North Herts, England
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The format of the file is:
[Map ID]
Pokemon,level (x12)
Anything after a # is a comment.
eg
[1]
# Route 1
Pidgey,2
Pidgey,3
Pidgey,2
Ratatta,2
Ratatta,2
Ratatta,2
Ratatta,3
Ratatta,3
Ratatta,3
Pikachu,3
Pikachu,2
Pikachu,2
Larvitar,4

The lower down it is, the rarer it is. The number of entries changes depending on the encounter type - see notes.html.
  #1002    
Old December 28th, 2007, 09:17 AM
Krobelus's Avatar
Krobelus
RainbowNoodleWarrior
 
Join Date: Sep 2006
Location: Vancouver
Age: 23
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Wow, Player's PC already? That's amazingly fast! I wonder what features you'll implement once all the Pokemon features are in already.

Anyway, I still would like to know the call script to removing a Pokemon from your party permanently. Because I have a random NPC trade Pokemon with you. Perhaps that could be another thing to implement?

Thanks.
-Krobe
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  #1003    
Old December 28th, 2007, 12:29 PM
Youji's Avatar
Youji
Viridian City Gym Leader
Community Supporter
 
Join Date: Jun 2007
Location: Germany
Age: 22
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Nature: Quiet
Can someone help me? I want to add an event which is only active at night. Everyday of course...
  #1004    
Old December 28th, 2007, 12:41 PM
Atomic Reactor's Avatar
Atomic Reactor
@atomicreactor
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Join Date: Jul 2007
Location: Minnesota
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Nature: Rash
tuen switch: s:Time.now.hour<6||Time.now.hour>=20
on. that way it's only active between 8pm and 6am
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  #1005    
Old December 28th, 2007, 12:41 PM
Devil_Silver's Avatar
Devil_Silver
Eevee Breeder
 
Join Date: Dec 2007
Location: Belgium
Age: 20
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Nature: Brave
@ Metroid P:

This should work:

Set the event conditions on 'Switch 0009: s:Time.now.hour<6||Time.now.hour>=20

Greetz,
Devil_Silver

Oh, and I also have a question:

Is it possible to, if you load a saved file in the game, you get a "Previously on your quest...", like in FireRed & LeafGreen?
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  #1006    
Old December 28th, 2007, 12:44 PM
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MR.GLITCH_KING
~ThaEmbacy~
 
Join Date: Oct 2005
Nature: Adamant
does anyone have the very first release of poke essentials?
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  #1007    
Old December 28th, 2007, 12:47 PM
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Devil_Silver
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Location: Belgium
Age: 20
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Quote:
Originally Posted by MR.GLITCH_KING View Post
does anyone have the very first release of poke essentials?
Uhm...
Yes, I have the first release.

Why?
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  #1008    
Old December 28th, 2007, 01:09 PM
Youji's Avatar
Youji
Viridian City Gym Leader
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Join Date: Jun 2007
Location: Germany
Age: 22
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Another question/problem

I want to have a different Music Playing at night (Like in D/P) so this is my script:
Spoiler:

The script is doing its work but my hero can't move anymore...Which settings do I have to do?(The 2nd one the setting is AutoRun, too I must changed it before taking screenshot)
  #1009    
Old December 28th, 2007, 01:19 PM
Devil_Silver's Avatar
Devil_Silver
Eevee Breeder
 
Join Date: Dec 2007
Location: Belgium
Age: 20
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Nature: Brave
I think it should look like this:



PAGE I

Conditions: Switch 0009 = on

AUTORUN

Play BGM: - Insert Night BGM here -


--------------------------------

Or if that doesn't work, try the same with 'PARALLEL PROCES'
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  #1010    
Old December 28th, 2007, 01:25 PM
Youji's Avatar
Youji
Viridian City Gym Leader
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I still can't walk with your method
  #1011    
Old December 28th, 2007, 01:27 PM
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Devil_Silver
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Oh?
Then I think Poccil has a way to do it, with some sort of script or somethin'.
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  #1012    
Old December 28th, 2007, 01:33 PM
Youji's Avatar
Youji
Viridian City Gym Leader
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Join Date: Jun 2007
Location: Germany
Age: 22
Gender: Male
Nature: Quiet
Wait it even don't work correctly.

Spoiler:
@>Conditional Branch: Switch[0009: s:Time.now.hour<6||Time.now.Hour>=20=ON
@>PlayNightmusic
@>
: Else
@>
: Branch end


Autorun is on.
  #1013    
Old December 28th, 2007, 02:17 PM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
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Try putting "Exit Event Processing" after the Play BGM command.
  #1014    
Old December 28th, 2007, 02:37 PM
Youji's Avatar
Youji
Viridian City Gym Leader
Community Supporter
 
Join Date: Jun 2007
Location: Germany
Age: 22
Gender: Male
Nature: Quiet
Well I think I set the Event wrong...Now I can walk but the music doesn't change...Maybe someone could make a sample script and post it if not than it doesn't matter. I'll don't add it than.

But thanks for all your help^^
  #1015    
Old December 28th, 2007, 02:51 PM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 21
Gender: Male
Nature: Naive
I might try editing poccil's scripts tomorrow to support day/night music. I'll post it here if I succeed.
  #1016    
Old December 28th, 2007, 02:53 PM
Youji's Avatar
Youji
Viridian City Gym Leader
Community Supporter
 
Join Date: Jun 2007
Location: Germany
Age: 22
Gender: Male
Nature: Quiet
Oh wow thanks. You are great^^
  #1017    
Old December 28th, 2007, 02:59 PM
Shirayuki Mizore's Avatar
Shirayuki Mizore
Pokemon Raptor is STILL going?
 
Join Date: Nov 2007
Location: Florida.
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Wichu, you rock! Thanks! :D

(Mind if I use your example for my first route? )


*FEELS LIKE A IDIOT*

My map ID is the number when I create the new map at the end?

How can I make the Pokemon choice thing?

Land/Water/whatever goes on top of the new encounters, right? Land counts for safari grass too?

Last edited by Shirayuki Mizore; December 28th, 2007 at 03:25 PM. Reason: More Questions
  #1018    
Old December 28th, 2007, 04:51 PM
sinisterbutt
Beginning Trainer
 
Join Date: Feb 2006
Gender:
Nature: Adamant
Hi guys, I get this error when i use the item storage on the PC.

Script error within event 3, map 29 (Pokecentre):
Section088:635:in `pbStartScene'undefined method `pbPrepareWindow' for #<WithdrawItemScene:0x45ae9e0>
Section018:238:in `pbExecuteScript'
Section088:992:in `pbWithdrawItemScreen'
Section095:1821:in `pbPCItemStorage'
Section095:1818:in `pbFadeOutIn'
Section095:1818:in `pbPCItemStorage'
Section095:1811:in `loop'
Section095:1843:in `pbPCItemStorage'
Section095:1903:in `pbTrainerPCMenu'
Section095:1896:in `loop'
Section095:1909:in `pbTrainerPCMenu'
Section095:1963:in `pbPokeCenterPC'
Section095:1922:in `loop'
Section095:1967:in `pbPokeCenterPC'
(eval):1:in `pbExecuteScript'
Section018:1614:in `eval'
Section018:238:in `pbExecuteScript'
Section018:1614:in `command_355'
Section018:466:in `execute_command'
Section018:190:in `update'
Section018:104:in `loop'
Section018:195:in `update'
Section020:98:in `update'
Section020:96:in `loop'
Section020:109:in `update'
Section020:65:in `main'
Section020:62:in `loop'
Section020:69:in `main'
Section119:56:in `mainFunction'
Section119:45:in `pbCriticalCode'
Section119:59:in `mainFunction'
Section119:63
Section119:62:in `loop'
Section119:71

Interpreter:249:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:98:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
Scene_Map:62:in `loop'
Scene_Map:69:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71


Also, how on earth do i set up a gym leader event, every way i tried to do it wouldnt work, i can make the battle and everything, but the rest, like giving a TM and the badge, it doesnt happen, if you get what i mean lol.
  #1019    
Old December 28th, 2007, 06:14 PM
Krobelus's Avatar
Krobelus
RainbowNoodleWarrior
 
Join Date: Sep 2006
Location: Vancouver
Age: 23
Gender: Male
Nature: Adamant
Quote:
Originally Posted by sinisterbutt View Post
Also, how on earth do i set up a gym leader event, every way i tried to do it wouldnt work, i can make the battle and everything, but the rest, like giving a TM and the badge, it doesnt happen, if you get what i mean lol.
I don't know about the Item Withdrawing part, but setting up a Gym Leader is easy! Just make him/her like you would any trainer, except, after you set the self switch to A (or whichever one you want) create a new page, and have it only activated if Self Switch A is on (or whichever one you put it as). Then have that page auto run, and have whatever your Gym Leader wants to say, also where he gives the main character his badge/TM. Then create another self switch, (B,C,D, or whatever you didn't use for the first page), and create a new page activated by that self switch, and have it Action Trigger, then whatever you want the Gym Leader to do.

I know my writing is a little confusing.. so here's an example:

Spoiler:


Page 1


Page 2


Page 3


As you can see, it's just common sense.
Hope it helped!

Now, that I've done that, Karma should repay me and tell me how to remove a Pokemon from your party permanently! >.>

-Krobe
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  #1020    
Old December 28th, 2007, 06:32 PM
poccil
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
I uploaded a new zip file because the item storage system had a few bugs which I have corrected, notably the bug where key items could be tossed.

Also I want to take the time to mention the syntax used by the message system in Pokemon Essentials. Many of the new commands I've added will add significantly to the gameplay experience, such as playing a sound or music effect during a message, or showing a character's face within the message. Here is the full list of message commands.

* \PN - Displays the player's name.
* \G - Displays a window showing the player's current money.
* \PM - Displays the player's current money within the message. (example: $1000)
* \v[n] - Displays the value of variable number n.
* \f[X] - Displays the face picture X near the message. The image specified must be in the Graphics/Pictures/ folder.
* \c[n] - Displays the text that follows in color number n. 0=Black; 1=Blue; 2=Red; 3=Green; 4=Cyan; 5=Magenta; 6=Yellow; 7=Gray; 8=White.
* \[XXXXYYYY] - Displays the text in the base color XXXX and shadow color YYYY. Each color is a hexadecimal 15-bit RGB color. Examples:
o \[043c3aff] - Red
o \[06644bd2] - Green
o \[65467b14] - Blue
o \[318c675a] - Gray
* \ch[a,b,choices] - Displays a list of choices. _a_ is the number of a variable to store the chosen choice (the first choice is 0, etc.), _b_ is the default choice in case the player cancels (or 0 if the player can't cancel; the first choice is 1, etc.), and _choices_ is a comma-separated list of choices. This command is designed to support more than four choices, but the existing choice system can still be used if desired.
* \1 - Pauses the message. This is usually not necessary unless pauses are desired within a message.
* \n - Causes a line break.
* \b - Male dialogue colors.
* \r - Female dialogue colors.
* \wt[X] - Waits X frames, where a frame is equal to 1/20 of a second.
* \wtnp[X] - Wait and no pause. Waits X frames, and makes the message close without pausing.
* \se[X] - Plays the sound effect (SE) named X.
* \me[X] - Plays the music effect (ME) named X.
* \\ - Displays the backslash character "\".
* \w[X] - Displays the message in the windowskin X. If this field is blank, no windowskin will be used in the message display.
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Last edited by poccil; December 28th, 2007 at 06:39 PM.
  #1021    
Old December 28th, 2007, 08:16 PM
Krobelus's Avatar
Krobelus
RainbowNoodleWarrior
 
Join Date: Sep 2006
Location: Vancouver
Age: 23
Gender: Male
Nature: Adamant
Quote:
Originally Posted by poccil View Post
I uploaded a new zip file because the item storage system had a few bugs which I have corrected, notably the bug where key items could be tossed.

Also I want to take the time to mention the syntax used by the message system in Pokemon Essentials. Many of the new commands I've added will add significantly to the gameplay experience, such as playing a sound or music effect during a message, or showing a character's face within the message. Here is the full list of message commands.
I would like to make a suggestion. What about variables that store names for Rival Characters that can be called through commands?(Ex. \RN[X] where X is the number that defines where the name of the Rival is stored) Something like that anyway..

-Krobe
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  #1022    
Old December 28th, 2007, 09:00 PM
poccil
Trainer
 
Join Date: Jan 2007
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Nature: Adamant
Thanks for the suggestion, but that's technically unnecessary, since variables can be used here (variables can hold not just numbers but other Ruby objects such as strings) -- with the \v[X] command.
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Last edited by poccil; December 28th, 2007 at 09:20 PM.
  #1023    
Old December 28th, 2007, 09:22 PM
Shirayuki Mizore's Avatar
Shirayuki Mizore
Pokemon Raptor is STILL going?
 
Join Date: Nov 2007
Location: Florida.
Gender:
I feel VERY stupid at the moment..

I don't under stand the "Internal Names" or something. For example, I am making a gym leader. His pokemon are Pidgey and Pidgeotto, but I don't get what you mean by that..
  #1024    
Old December 28th, 2007, 09:25 PM
Krobelus's Avatar
Krobelus
RainbowNoodleWarrior
 
Join Date: Sep 2006
Location: Vancouver
Age: 23
Gender: Male
Nature: Adamant
Quote:
Originally Posted by poccil View Post
Thanks for the suggestion, but that's technically unnecessary, since variables can be used here (variables can hold not just numbers but other Ruby objects such as strings) -- with the \v[X] command.
I knew there was another way, but how would one put names into those kinds of variables? (Never done it before)

-Krobe
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Pokemon White 2 FC:
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  #1025    
Old December 28th, 2007, 09:28 PM
Shirayuki Mizore's Avatar
Shirayuki Mizore
Pokemon Raptor is STILL going?
 
Join Date: Nov 2007
Location: Florida.
Gender:
OOH, Poccil, I did what you said, moved it to the Graphics, but I got:


Failed to load bitmap: Graphics/Pictures/C:/Users/**NAME HERE**/Desktop/Pokemon Essentials/Graphics/001
BitmapCache:83:in `load_bitmap'
SpriteWindow:2784:in `setBitmapPriv'
SpriteWindow:2767:in `initialize'
PokemonMessages:655:in `new'
PokemonMessages:655:in `pbDisplayMessageFancy'
PokemonMessages:651:in `each'
PokemonMessages:651:in `pbDisplayMessageFancy'
PokemonMessages:469:in `pbMessage'
PokemonMessages:178:in `command_101'
Interpreter:276:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:98:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
Scene_Map:62:in `loop'
Scene_Map:69:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71

Thanks.
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