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  #1226    
Old January 12th, 2008 (09:31 PM).
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Quote originally posted by emblem:
I successfully modified pbWildBattle and added another parameter that makes the Pokemon you battle automatically shiny. (It was a very easy edit, a if and a .makeShiny) Now I'm working on the fact that this kit doesn't display the shiny Pokemon anim or even play the noise.

So, anyone know how to play a animation? :P (Poccil, I guess this is basically directed at you).

I love editing the scripts of this starter kit! I might re-program the PokeGear to make it more like the G/S/E versions.
Finally... someone different posting =P

Is there a call script for the encounter shiny Pokemon anyway? If not, then that, apart from the animation of shinies, is what Poccil could work on?

-Krobe
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  #1227    
Old January 12th, 2008 (09:33 PM).
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It would be quite easy to make a shiny animation as-is. Just play around in the animation editor with the original Tackle picture (i.e make a couple of little Tackle pictures fly around the Pokemon like stars and play a noise)
  #1228    
Old January 13th, 2008 (05:59 AM).
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The animation editor doesn't seem to work for me. It shows me a picture, yet I am still in the field.
Mrchewy- Who said it was related to your pokemon? Maybe any .txt file is flawed. You may need to check them all.
Sorry if you are misguided.
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  #1229    
Old January 13th, 2008 (06:36 AM).
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Which script page is the one where it assigns a type to each Pokémon? I wish to edit it so it can assign triple types.
  #1230    
Old January 13th, 2008 (06:37 AM).
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I believe it is Pokemon.txt, in PBS folder
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  #1231    
Old January 13th, 2008 (06:42 AM).
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I know you can edit that, but it only allows you to assign two types. I need to edit the script page so that I can have three types.
  #1232    
Old January 13th, 2008 (06:44 AM).
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You'll have to edit most of the PokeBattle scripts, the PokemonSummary script, and the Compiler (so you can put Type3= in pokemon.txt) to do that. I may have missed some out though.
  #1233    
Old January 13th, 2008 (09:05 AM).
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Anyone know which place(s) I go to to add a new type? If you need to know, it is the light type.
  #1234    
Old January 13th, 2008 (10:10 AM). Edited January 13th, 2008 by Lorem Ipsum.
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PBTypes, then edit the image accordingly. I've just implemented a three type option successfully, with my own script! :D

EDIT: I can't seem to get the type showing in the summary. I set Bulbasaur as GRASS/POISON/GROUND, but the GROUND image won't show.
  #1235    
Old January 13th, 2008 (10:23 AM).
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Quote originally posted by Mrchewy:
It would be quite easy to make a shiny animation as-is. Just play around in the animation editor with the original Tackle picture (i.e make a couple of little Tackle pictures fly around the Pokemon like stars and play a noise)
Its not that I can't make it, its how to script it so that it plays when a shiny Pokemon appears. (pbAnimation?)

And yes, If it is any good I'll release it. (Edit: The PokeGear)
  #1236    
Old January 13th, 2008 (02:21 PM).
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Quote originally posted by Firemaker:
Mrchewy- Who said it was related to your pokemon? Maybe any .txt file is flawed. You may need to check them all.
Sorry if you are misguided.
Because it gets stuck on "Compiling Pokemon data", I presume it's having problems doing just that :/ lol

As for the animation editor, just use the RPGXP one (read: the one not in-game).


No one has any solution?
  #1237    
Old January 13th, 2008 (02:22 PM).
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83,TEAMAMBERGRUNTm,TEAM AMBER,60,semifinal,,PkmRS_MagmaAquaE,Male
84,TEAMAMBER_MaleA,TEAM AMBER,40,semifinal,,PkmRS_MagmaAquaE,Male
These two trainer names are giving me the most stress of all. I can't figure out the problem. They have images.
Spoiler:
Quote originally posted by error:
Section111:777:in `pbGetConst'
Section111:808:in `parseTrainer'
Section111:1089:in `pbCompileTrainers'
Section111:1087:in `loop'
Section111:1147:in `pbCompileTrainers'
Section111:2463:in `pbCompileAllData'
Section111:2523
Exception: RuntimeError
Message: Undefined Trainer constant name: TEAMAMBERGRUNTm
File PBS/trainers.txt, line 113
TEAMAMBERGRUNTm

EDIT: They aren't scriptized I think,
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  #1238    
Old January 13th, 2008 (02:25 PM).
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Just a question: why do you have both? What would be difference between a Team Amber Grunt and a Team Amber Male?
  #1239    
Old January 13th, 2008 (03:01 PM).
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Yes, it looks like the constants aren't scripted.
I don't have it open right now so I can't really help. (Lazyness FTW).
  #1240    
Old January 13th, 2008 (04:32 PM).
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Nevermind, the problem was fixed.

A new one though. All my 64x64 sprites are mini compared to the ingame ones. Why?
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  #1241    
Old January 13th, 2008 (04:54 PM).
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Quote originally posted by Firemaker:
Nevermind, the problem was fixed.

A new one though. All my 64x64 sprites are mini compared to the ingame ones. Why?
Double their size ;) . All the sprites in Pokemon Essentials are twice their normal size (so you can play at 480x320). That means Pokemon sprites should be 128x128.
  #1242    
Old January 14th, 2008 (09:02 AM). Edited January 14th, 2008 by Lorem Ipsum.
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I am developing a Pokémon contest script for Essentials, for a feature in my game. Any help with it would be appreciated.

Oh, and I need a readable and editable copy of attacksRS.dat so that I can add the contest details to it.
  #1243    
Old January 14th, 2008 (04:53 PM).
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A new version is available.

Changes:

Audio module was replaced with a custom one
More changes to adapt to "Graphics.width/
Graphics.height" convention
Various bug fixes in data compiler
Fixed bugs in animation generation routine
Added option "Use PC" to debug menu
Input module was replaced

For detailed changes, see this diff file.

Explanation of the strange error by Mrchewy:

The data compiler expects the text files in the PBS folder to be encoded
in UTF-8. If this is not the case, please resave all files to UTF-8 and perhaps
removing any square boxes or strange characters that may result.
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  #1244    
Old January 14th, 2008 (04:56 PM).
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nice poccil n as always thank you
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  #1245    
Old January 14th, 2008 (05:16 PM).
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HUZZAH! MY PLAY TEST FINALLY WORKS!

Much <3 to you, poccil!

EDIT: Even better, you've finally released that fabled release with the 'fall-out text' fix! This day, is a good one ;)
  #1246    
Old January 14th, 2008 (05:59 PM).
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Erm...Is it fatal to update? It doesn't seem like much has changed, and I don't really want to update unless I need to.
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  #1247    
Old January 14th, 2008 (06:13 PM). Edited January 14th, 2008 by Krobelus.
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Quote originally posted by Legend of Awesome:
Erm...Is it fatal to update? It doesn't seem like much has changed, and I don't really want to update unless I need to.
It's not hard to update, all I do is copy the scripts from the Data folder, and if anything else is updated, then I just copy it over (including graphics and such).

-Krobe

[Edit] Poccil, is it possible for you to make it compatible with the latest version of SDK?[/Edit]
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  #1248    
Old January 14th, 2008 (10:55 PM). Edited January 14th, 2008 by gotron228.
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this has to be the greatest starter kit 1 week ago i was a noob at this stuff but now im intermediate lol
oh and what is the Sript taht has professor Oaks texts becuase I wanna edit what he says

EDIT:Don't worry i figured it out!
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  #1249    
Old January 15th, 2008 (01:11 AM).
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Quote originally posted by gotron228:
this has to be the greatest starter kit 1 week ago i was a noob at this stuff but now im intermediate lol
oh and what is the Sript taht has professor Oaks texts becuase I wanna edit what he says

EDIT:Don't worry i figured it out!
Lol, by the looks of things I think you're still somewhat a noob xD

No offense, of course: I'm somewhat a noob myself!
  #1250    
Old January 15th, 2008 (01:46 AM). Edited January 15th, 2008 by gotron228.
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None taken man anyway Ive decided to create my own game by using his starter kit!

EDIT:Tie for the noob to come out lol how do I change the female character to ahve a different battle back instead of having a male battleback?
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