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  #1301    
Old January 24th, 2008, 02:16 PM
Wichu's Avatar
Wichu
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Try 6 event pages.
1: The intro speech, etc. Set to event touch. Then turn self switch A on.
2,3,4: A battle on each page. Autorun, conditions: self switch A and the appropriate rival switch. Then turn self switch B on.
5. Autorun, condition self switch B. After battle speech. Then turn self switch C on.
6. Action button, self switch C. Blank.

Try that.
  #1302    
Old January 24th, 2008, 02:35 PM
Firemaker's Avatar
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Make the first event page blank, totally. For when nothing is on, your first trip to Cherrygrove.
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  #1303    
Old January 24th, 2008, 07:42 PM
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@ Krobleus: Not entirely sure what it does I think it ends the trainer battle? I just put it in there because notes.html said that it had to be in there....

@ Everyone Else: Finally got it working. Here's what i had to do after trying out everyones suggestions. Just in case someone else is trying to do this event and has difficulties.

Code:
Page 1:

#Make an event so everything runs. I called it Elm Event 4
Conditions: Elm Event 4 Is On
Trigger: Event Touch

Script:Kernel.pbNoticePlayer(get_character(0))
Wait: 15 Frames
Set Movement Route: Player, Turn right,
Set Movement Route: Rival, Move Left, Move Left, Move Left, Move Left, Move Left, Move Left
Wait For Moves Completion
Text: ..... ..... .....
Text: You got a pokemon at the lab.
Text: What a waste a wimp like you.
Text: Don't you get what i'm saying?
Text: Well, I too, have a good pokemon.
Text: I'll show you what I mean!
Control Self Switch A = ON
Page 2: 

Conditions: Self Switch A is ON
Trigger: Autorun

Comment: Rival Choice 1 switch = Totodile
Conditional Branch: Switch [042: Rival Choice 1] == ON
Conditional Branch: Script: pbTrainerBattle(PBTrainers::RIVAL,"?????",_I("Humph. Are you happy you won?"),false,1)
Branch End
Branch End
Control Self Switch B = ON

Comment: Rival Choice 2 switch = Chikorita
Conditional Branch: Switch [043: Rival Choice 2] == ON
Conditional Branch: Script: pbTrainerBattle(PBTrainers::RIVAL,"?????",_I("Humph. Are you happy you won?"),false,2)
Branch End
Branch End
Control Self Switch B = ON

Comment: Rival Choice 3 switch = Cyndaquil
Conditional Branch Switch [044: Rival Choice 3] == ON
Conditional Branch: Script: pbTrainerBattle(PBTrainers::RIVAL,"?????",_I("Humph. Are you happy you won?"),false,3)
Branch End
Branch End
Control Self Switch B = ON

Page 3:
Text: ..... ..... .....
My names ?????.
Text: I'm going to be the worlds greatest pokemon trainer.
Set Movement Route: Player, Move Down, Turn Up, Turn Left
# Elm event 5 is for the event where you name your rival in professor elm's lab

Set Movement Route: Rival, Move Up, Move Left, Move Left, Move Left, Move Up, Move Left, Move Left, Move Left, Move Left, Move Left, Move Left, Switch Elm Event 4 OFF, Switch Elm Event 5 ON
Wait: 60 Frames
Erase Event
 Control Self Switch C = ON
Page 4:

Conditions: Self Switch C is ON
Trigger: Action Button
#Blank event with self switch c as a trigger to prevent event from looping.
Anyway.... my second question hasnt been answered yet anyone know how to make an event where you can name your rival? Or if its been implemented?
  #1304    
Old January 24th, 2008, 07:49 PM
Krobelus's Avatar
Krobelus
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@Neostar - That's good you got it working, but for some reason, I don't use that command to end trainer battles. =/ Anyway, you can store any number/text in a variable, and call it with like \V, or something, similar to \Pn. I forgot which one it was, but yea, Poccil told me either a few pages back, or in a PM or something. I'll check afterwards =P

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  #1305    
Old January 25th, 2008, 12:39 AM
poccil
Trainer
 
Join Date: Jan 2007
Gender:
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A new version is available.

Changes:

Increased number of storage boxes to 40
Improved custom Tilemap's performance in large maps
Changed font installation code
Message system now supports "Change Text Options" event command
Fixed bug in 640x480 mode where battle transitions were
improperly displayed
Fixed Revival Herb bug where it restored half HP and not full HP.
New GifSprite class supports loading GIF images and animations
Fixed bug that causes error after losing a Trainer battle

For detailed changes, see this diff file.
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  #1306    
Old January 25th, 2008, 12:41 PM
MR.GLITCH_KING's Avatar
MR.GLITCH_KING
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very nice job poccil especially with that gif thing
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  #1307    
Old January 25th, 2008, 05:55 PM
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NeoStar
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yes... very nice job keep up the good work.
  #1308    
Old January 26th, 2008, 12:35 AM
poccil
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NeoStar:

I can sense one problem with your final solution, namely that the self switch B can turn on even if the player loses the battle. Here's how to fix it:

Code:
Comment: Rival Choice 1 switch = Totodile
Conditional Branch: Switch [042: Rival Choice 1] == ON
  Conditional Branch: Script: pbTrainerBattle(PBTrainers::RIVAL,"?????",_I("Humph. Are you happy you won?"),false,1)
    Comment:  If won
    Control Self Switch B = ON   
  Else
    Comment:  If lost
    Control Self Switch B = OFF
    Control Self Switch A = OFF
    Exit Event Processing
  Branch End
Branch End
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  #1309    
Old January 26th, 2008, 12:43 AM
Wichu's Avatar
Wichu
Project Amethyst
 
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Poccil, are you planning on implementing Shadow Pokémon?
  #1310    
Old January 26th, 2008, 05:45 AM
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Firemaker
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Great job with the gif. I can't wait to see how that will turn out.
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  #1311    
Old January 27th, 2008, 11:35 AM
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victorspvl
Beginning Trainer
 
Join Date: Aug 2007
Gender:
Poccil the starter kit is too!
But I have several questions about, if you would like me respond very happy!

1 - I wanted to make: When the switch was activated 80 a picture of Trainer Card change, as I do that?

2-Add a trainer card than to put many insiguinias (some 32), as I do?

3-In the starter kit in the top left corner of poké center has an event there, ($ PokemonGlobal.seenStorageCreator =
True), so that, and I have to move this event for pokécenter of my game?

4-townmapgen not working, why?

Sorry so many questions ...
Thanks
  #1312    
Old January 27th, 2008, 12:18 PM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
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Quote:
Originally Posted by victorspvl View Post
Poccil the starter kit is too!
But I have several questions about, if you would like me respond very happy!

1 - I wanted to make: When the switch was activated 80 a picture of Trainer Card change, as I do that?

2-Add a trainer card than to put many insiguinias (some 32), as I do?

3-In the starter kit in the top left corner of poké center has an event there, ($ PokemonGlobal.seenStorageCreator =
True), so that, and I have to move this event for pokécenter of my game?

4-townmapgen not working, why?

Sorry so many questions ...
Thanks
1. I'm not sure, I'll try to find out.

2. Same as above, though it should be possible.

3. No, you shouldn't move it: it is the script which changes SOMEONE'S PC to BILL'S PC. Use the command in the event for the Storage creator.

4. Did you copy and paste the output into townmap.txt?
  #1313    
Old January 27th, 2008, 03:43 PM
Tsunami-Dono
Beginning Trainer
 
Join Date: Dec 2007
Gender:
Hey, something is wrong here...

I have created a project of Pokemon Thunder Yellow(a game with Yellow's game story); But, when you go to Pallet Town(from inside of a house or by another route) the game stops, and I don't know why it stops(it's only Pallet, the Town... The houses are OK, and I don't have deleted any map that already was there)...

Sorry for the errors in this text, cause I'm from Brazil...

So, if you can help-me, please answer this post...
  #1314    
Old January 27th, 2008, 03:51 PM
victorspvl's Avatar
victorspvl
Beginning Trainer
 
Join Date: Aug 2007
Gender:
Thanks
The townmap gen simply does not work, does not give to click on the button to save and load does not load ...
  #1315    
Old January 27th, 2008, 04:20 PM
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NeoStar
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@ Poccil:

Yeah, ill try that out right now while i'm working on Route 48. I'll edit this post if i get it working on not. Thanks for your help.

*edit* yeah it works again thanks alot for your help. I really appreciate it.

@ Tsunami-Dono:

You mean it freezes completely like... just stops and you cant move or anything? Is there any error? This info would be helpful so we can help you with your problem.

@ Everyone else:

Have a couple more questions:

1.Would a bank system be possible? Like in g/s/c? I'm not asking how to DO a bank system that parts easy. I was just wondering where the variable or whatever is that stores your money? I looked in the notes.html and scripts and couldnt find it. And then there would be the part of taking out a certain ammount of money every battle and storing it in the bank.

2. Again with my Rival name question. Starting to wonder if its even possible or if i should pm Poccil about it. Id really hate to bug him about it im sure he gets enough pms already.

3. Is it possible to add players to the phone system? Like say professor elm and your mom or would that require rewriting the script all over again?

4. How can you get pictures for your trainers? Again ive been looking through the scripts and cant find anything on it.

Last edited by NeoStar; January 27th, 2008 at 06:36 PM.
  #1316    
Old January 27th, 2008, 10:14 PM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 21
Gender: Male
Nature: Naive
You have to copy and paste everything from townmap.txt into the box first to load.
To save, you must have edited something on the map (click a place on the map and edit the boxes underneath).

The money is stored in $Trainer.money (use something like Script: $Trainer.money-=$game_variables[*variable id*] to take away money, $Trainer.money+=$game_variables[*variable id*] to add money.)

I'll try answering the rest later.
  #1317    
Old January 28th, 2008, 06:14 AM
golden_rex's Avatar
golden_rex
Learning scripter, fun mapping
 
Join Date: Jan 2008
Age: 23
Gender:
Nature: Sassy
its all complicated so i decided to give up on trying to make a hack and just play them instead.
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  #1318    
Old January 28th, 2008, 08:05 AM
Tsunami-Dono
Beginning Trainer
 
Join Date: Dec 2007
Gender:
It freezes...

when I put in the first event(intro) to teleport to Pallet, when the screen shows the city, it freezes, but the backsound keep playing... If you get out of a house, it's freeze on the Black screen...
  #1319    
Old January 28th, 2008, 09:27 AM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 21
Gender: Male
Nature: Naive
I've done a Rival Name script:
Change def fullname at around line 52 in PokeBattle_Trainer to:
Code:
def fullname
 if self.trainerTypeName=="RIVAL" && $game_variables[30]!=0
  return _INTL("{1} {2}",self.trainerTypeName,$game_variables[30])
 else
  return _INTL("{1} {2}",self.trainerTypeName,@name)
 end
end
Change def pbLoadTrainerData at around line 280 in PokemonPhone to:
Code:
def pbLoadTrainerData(trainerid,trainername,partyid=0)
 ret=nil
 trainers=load_data("Data/trainers.dat")
 for trainer in trainers
   if trainer[0]=="RIVAL" && $game_variables[30]!=0
    name=$game_variables[30]
   else
    name=trainer[1]
   end
   thistrainerid=trainer[0]
   thispartyid=trainer[4]
   if trainerid==thistrainerid && name==trainername && partyid==thispartyid
     ret=trainer
     break
   end
 end
 return ret
end
You have to make a new trainer type (RIVAL) for this to work, or change "RIVAL" in the scripts to the trainer type you want to use.
It will change the trainer's displayed name to a variable, in this case 30. Just change $game_variables[30] to the number of the variable the name is stored in.
To set the name, use:
Code:
Script: pbTextEntry("Your rival's 
        name?",0,7,30)
where 30 is the variable that you want to store the name in. To use the name in a message, use /v[30], again, with the variable.

EDIT: Also made a "bank" script. In PokeBattle_Battle, delete the line in red:
Code:
     # If a participant is holding Amulet Coin, money earned is doubled
     for i in 0...6
      if @participants[i] && @party1[i].hp>0 && !@party1[i].egg? && @party1[i].item==PBItems::AMULETCOIN
       maxlevel*=2
       break
      end
     end
     self.pbPlayer.money+=maxlevel
     self.pbPlayer.money=999999 if self.pbPlayer.money>999999
     pbDisplayPaused(_INTL("{1} got ${2} for winning!",self.pbPlayer.name,maxlevel))
    end
   end
   if @internalbattle && @moneygained>0
    pbDisplayPaused(_INTL("{1} picked up ${2}!",self.pbPlayer.name,moneygained))      
    self.pbPlayer.money+=moneygained
    self.pbPlayer.money=999999 if self.pbPlayer.money>999999
and change the section to:
Code:
     # If a participant is holding Amulet Coin, money earned is doubled
     for i in 0...6
      if @participants[i] && @party1[i].hp>0 && !@party1[i].egg? && @party1[i].item==PBItems::AMULETCOIN
       maxlevel*=2
       break
      end
    end
    pbDisplayPaused(_INTL("{1} got ${2} for winning!",self.pbPlayer.name,maxlevel))
     if $game_switches[30]==true
       $game_variables[31]+=maxlevel*0.3
       maxlevel*=0.7
       pbDisplayPaused(_INTL("Sent some to Mom!"))
     end
     self.pbPlayer.money+=maxlevel
     self.pbPlayer.money=999999 if self.pbPlayer.money>999999
where $game_switches[30] is the ID of the switch which is on if your mother is saving money, $game_variables[31] is the variable storing the amount of money saved, and 0.3 and 0.7 are the amounts sent and kept, respectively.

And to withdraw and deposit money, copy and paste this into a new script:
Code:
def pbPrepareWindow(window)
 window.visible=true
 window.letterbyletter=false
 window.baseColor=Color.new(72,72,72)
 window.shadowColor=Color.new(208,208,208)
end
def pbBankUse(helptext,mode)
 maximum=0
 if mode==0 #Deposit
   maximum=$Trainer.money
 else # Withdraw
   maximum=$game_variables[31]
 end
 curnumber=0
 amount=0
 helpwindow=Window_SimpleTextPokemon.new(helptext)
 helpwindow.visible=false
 helpwindow.viewport=@viewport
 pbPrepareWindow(helpwindow)
 using(numwindow=Window_SimpleTextPokemon.new(_INTL("000000"))){
   pbPrepareWindow(numwindow)
   numwindow.viewport=@viewport
   pbBottomRight(numwindow)
   numwindow.resizeToFit(numwindow.text,480)
   numwindow.text=_ISPRINTF("{1:06d}",curnumber)
   numwindow.y-=helpwindow.height
   loop do
     Graphics.update
     Input.update
     numwindow.update
     helpwindow.update
     if Input.repeat?(Input::LEFT)
      curnumber-=10
      curnumber=0 if curnumber<0
      numwindow.text=_ISPRINTF("{1:06d}",curnumber)
     elsif Input.repeat?(Input::RIGHT)
      curnumber+=10
      curnumber=maximum if curnumber>maximum
      numwindow.text=_ISPRINTF("{1:06d}",curnumber)
     elsif Input.repeat?(Input::UP)
      curnumber+=1
      curnumber=0 if curnumber>maximum
      numwindow.text=_ISPRINTF("{1:06d}",curnumber)
     elsif Input.repeat?(Input::DOWN)
      curnumber-=1
      curnumber=maximum if curnumber<1
      numwindow.text=_ISPRINTF("{1:06d}",curnumber)
     elsif Input.trigger?(Input::C)
      amount=curnumber
      break
     elsif Input.trigger?(Input::B)
      amount=0
      break
     end     
  end
 }
 helpwindow.visible=false
 amount=-amount if mode==0 # Deposit
 $Trainer.money+=amount
 $game_variables[31]-=amount
end
Then use Script:pbBankUse("Withdraw Money",1) or Script:pbBankUse("Deposit Money",0) to use it. I know it's not perfect, but I made this in a hurry.

Last edited by Wichu; January 28th, 2008 at 10:06 AM.
  #1320    
Old January 28th, 2008, 10:46 AM
NeoStar's Avatar
NeoStar
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Quote:
Originally Posted by Tsunami-Dono View Post
It freezes...

when I put in the first event(intro) to teleport to Pallet, when the screen shows the city, it freezes, but the backsound keep playing... If you get out of a house, it's freeze on the Black screen...

Sounds like you have an event somewhere in the players house or pallet town thats set to parallel process when a certain switch is on and its messing up. Try changing it to action button or player touch/event touch whatever the event is for, if you find the event. But thats what it sounds like to me.
  #1321    
Old January 28th, 2008, 01:12 PM
Tsunami-Dono
Beginning Trainer
 
Join Date: Dec 2007
Gender:
I know what was the problem...

It was an event of OAK that was doing it, and I guess it was "Automatic Start".
I have created a second map, of Pallet, and yhe only one error was this event

Now it's allright!
  #1322    
Old January 28th, 2008, 02:07 PM
Krobelus's Avatar
Krobelus
RainbowNoodleWarrior
 
Join Date: Sep 2006
Location: Vancouver
Age: 23
Gender: Male
Nature: Adamant
Yea, the thing with Automatic Start, is that you usually have to put "Exit Event Processing" somewhere wherever you want it to end, otherwise it could loop and not stop.

-Krobe
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  #1323    
Old January 28th, 2008, 03:39 PM
NeoStar's Avatar
NeoStar
Future Scripter Extraordinaire
 
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@Wichu

wow i didnt expect you to make 2 scripts for me im surprised. Thank you, they both work perfectly!

@Tsunami-Dono

Yeah i thought that was what was up. Glad you got it going.
  #1324    
Old January 28th, 2008, 07:34 PM
Shirayuki Mizore's Avatar
Shirayuki Mizore
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Join Date: Nov 2007
Location: Florida.
Gender:
Nice update. JUST took scripts.rxdata from it to mine.

Problem. ..D:

Quote:
Script 'Audio' Line 23: Runtime Error Occurred.

Load Library: audio.dll
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  #1325    
Old January 28th, 2008, 08:08 PM
poccil
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
It means the file audio.dll (part of Pokemon Essentials) cannot be found. Though I haven't tested it, I'm sure the game system can work without it, though, if you find line 54 of the script section Audio and change this:

Code:
@handle = w32_LL.call("audio.dll")
to this:

Code:
 if FileTest.exist?("audio.dll")
   @handle = w32_LL.call("audio.dll")
 end
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