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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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  #1326  
Unread January 28th, 2008, 05:27 PM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 20
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 06:06 PM.
  #1327  
Unread January 28th, 2008, 06:46 PM
NeoStar's Avatar
NeoStar
Future Scripter Extraordinaire
 
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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.
  #1328  
Unread January 28th, 2008, 09:12 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!
  #1329  
Unread January 28th, 2008, 10:07 PM
Krobelus's Avatar
Krobelus
RainbowNoodleWarrior
 
Join Date: Sep 2006
Location: Vancouver
Age: 22
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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  #1330  
Unread January 28th, 2008, 11:39 PM
NeoStar's Avatar
NeoStar
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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.
  #1331  
Unread January 29th, 2008, 03:34 AM
Shirayuki Mizore's Avatar
Shirayuki Mizore
Pokemon Raptor is STILL going?
 
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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  #1332  
Unread January 29th, 2008, 04:08 AM
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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  #1333  
Unread January 30th, 2008, 02:31 AM
danbigbluewrestler
danbigbluewrestler
 
Join Date: Mar 2007
Location: Cincinnati
Gender:
Nature: Adamant
The Visual Editor Doesn't work when i try too add a mad I get and error
  #1334  
Unread January 30th, 2008, 05:06 AM
poccil
Trainer
 
Join Date: Jan 2007
Gender:
Nature: Adamant
It was a mistake; here is the quote.
Quote:
Add the following code before the words "def update" before line 1842 of the script section PokemonEditor:

def chooseMapScreen(title,currentmap)
return pbListScreen(title,MapLister.new(currentmap))
end

It was a method I forgot to add there.
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  #1335  
Unread January 30th, 2008, 05:42 AM
phoenixprime88b5's Avatar
phoenixprime88b5
From the ashes, I rise...
 
Join Date: Sep 2007
Location: Hoenn Region (Lilycove City)
Gender:
This may have been mentioned before but in (PokemonUtilities) how do I set up a create pokemon part for pokemon like in a way to set up starter pokemon.
  #1336  
Unread January 30th, 2008, 03:23 PM
Wyvern's Avatar
Wyvern
Gallade's Fury
 
Join Date: Jan 2008
Location: Greece, Athens
Age: 22
Gender:
Nature: Calm
Hi, and great thx for your dedication, guys! Anyway, I wonder if someone could fix the -running- graphic, beacuse it seems quite odd (if you try the Z button before you obtain the running shoes, you seem like a bully Lol)(except that, running WITH the running shoes is slow-ed graphically-if you try it you will see what i mean). Not that it's the 1st thing that matters most, but 'why leave it last', right? Oh yeah, script makers ARE geniuses, so I give them the most credit.
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  #1337  
Unread January 30th, 2008, 03:56 PM
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BlueEew
PokeProject - GO!
 
Join Date: Feb 2006
Location: England, UK.
Age: 22
Gender: Male
Nature: Naughty
I have a transfering problem, basically I have two computers. On the laptop I have three maps made on the starter kit. However I use my new PC now, and have lots of maps on here. I was just wondering if anyone can tell me where and how I could locate those three maps, and the add them to my PC?

I have a memory stick to save them on, I just need to know how to get to the maps. Thanks in advance. :)
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  #1338  
Unread January 30th, 2008, 04:25 PM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 20
Gender: Male
Nature: Naive
They're in the Data folder, named Map[ID].rxdata. However, copying them won't do much good, as you need to update the MapInfos.rxdata too, which I don't think is possible.
Try moving the whole game folder over, then opening both games in the editor and copy and paste the maps over.
  #1339  
Unread January 30th, 2008, 05:11 PM
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BlueEew
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Join Date: Feb 2006
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Age: 22
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Nature: Naughty
I guess that would be the easy way I suppose, I will give it a try. Thanks for that. :)
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  #1340  
Unread January 30th, 2008, 06:49 PM
.houndoomed
Trainer
 
Join Date: Apr 2006
OK, I've got a fairly complicated question for anyone who knows the answer.

The fangame I'm making is set in a new region. Altogether, there are 250 Pokemon catchable in the game i.e. 149 are totally new and 101 are old. The list is mixed with both new and old Pokemon. Is there any easy way I can limit the number to 250 and change the numbers of the old Pokemon to new numbers? Still not exactly a master with this thing, I've got lots of other things to do.
  #1341  
Unread January 30th, 2008, 08:52 PM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 20
Gender: Male
Nature: Naive
Couldn't you just go into Pokemon.txt, delete the Pokémon you don't want, delete their sprites and TMs.txt entries, and renumber the rest?
Alternatively, you could make a Regional Dex, and give the Pokémon a regional number (see Notes.html). That would mean the game's filesize would be bigger, but you could also have the rest catchable if you change your mind.
  #1342  
Unread January 30th, 2008, 09:00 PM
victorspvl's Avatar
victorspvl
Beginning Trainer
 
Join Date: Aug 2007
Gender:
Poccil the starter kit is great!!
But I have several questions about, if you would like me respond very happy!

I already did this question before but nobody answered me.

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?

5-I wanted an event that only appear when Celebi were in my group, as I do that?

6 - The new versions of the starter kit, in the Trainer events have one: Script: pbTrainerEnd, and as my project is already done time does not put it in the trainers of my game, I have problems because of that?

7-How do I talk a condition where the character can only move up if you have all badges?

Sorry so many questions ...
Thanks
  #1343  
Unread January 30th, 2008, 09:22 PM
.houndoomed
Trainer
 
Join Date: Apr 2006
Quote:
Originally Posted by Wichu View Post
Couldn't you just go into Pokemon.txt, delete the Pokémon you don't want, delete their sprites and TMs.txt entries, and renumber the rest?
Alternatively, you could make a Regional Dex, and give the Pokémon a regional number (see Notes.html). That would mean the game's filesize would be bigger, but you could also have the rest catchable if you change your mind.
I could do that, but I'll most likely add a National Dex somewhere later in the game. I'm having a demo first, so I think for now I should just delete the rest like you said, then when the time comes for the full release, I'll add the National Dex.

Also: adding new Pokemon is a pain in the ass :P (does not need help).

EDIT: OK, so say I have 250 Pokemon in the dex, not all of those spaces are going to be filled with new Pokemon. Do I just leave the Pokedex entries, scripts etc. blank for the uncomplete, or will errors appear if I do that?

Last edited by .houndoomed; January 30th, 2008 at 10:29 PM.
  #1344  
Unread January 30th, 2008, 10:36 PM
Firemaker's Avatar
Firemaker
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Nature: Lonely
VictorSpvl- See notes.html. That will give you answers for 5 and 7
Houndoomed- As long as the blank pokemon don't appear in the wild or its not in your possession, it should work.
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  #1345  
Unread January 31st, 2008, 04:16 PM
Wichu's Avatar
Wichu
Project Amethyst
 
Join Date: Sep 2007
Location: North Herts, England
Age: 20
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Nature: Naive
Make sure that you back up the Pokemon.txt before releasing the demo, to save you from having to add the Pokémon again.
  #1346  
Unread January 31st, 2008, 07:32 PM
marxj's Avatar
marxj
Beginning Trainer
 
Join Date: Jan 2008
Age: 27
Gender:
Hey,

I've read the documentation and I'm stil confused at how to create a 'Double-Battle' so I was wondering if someone could help me with this...

[I'm hoping to have one of the two other trainers with a Cacnea and the other with a a Seviper]

Also, I was wondering I'm Diamond and Pearl, there are areas where you get an NPC to join your team and they battle with you during Double Battles... is this possible and if so how can I make them battle along side with their Pokemon?

Thanks to however is able to help me in advance... I'm really stuck with this.
  #1347  
Unread January 31st, 2008, 09:42 PM
Firemaker's Avatar
Firemaker
Pokemon Master
 
Join Date: Apr 2004
Location: In space
Age: 17
Gender:
Nature: Lonely
For making any d-battle there is an example in the test pokecenter
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  #1348  
Unread January 31st, 2008, 10:17 PM
marxj's Avatar
marxj
Beginning Trainer
 
Join Date: Jan 2008
Age: 27
Gender:
Can someone help me with this.. I am creating a double battle with a new set of trainers and I get this. I looked at the example from the Pokemon Center in the test and I basically copied it and edited it to the new ones but it doesn't work. Here is the Error:

========================================
Compiler:780:in `pbGetConst'
Compiler:811:in `parseTrainer'
Compiler:1162:in `pbCompileTrainers'
Compiler:1160:in `loop'
Compiler:1220:in `pbCompileTrainers'
Compiler:2544:in `pbCompileAllData'
Compiler:2604
Exception: RuntimeError
Message: Undefined Trainer constant name: DARKEARTH GRUNTS
File PBS/trainers.txt, line 97
DARKEARTH GRUNTS
Compiler:778:in `pbGetConst'
Compiler:811:in `parseTrainer'
Compiler:1162:in `pbCompileTrainers'
Compiler:1160:in `loop'
Compiler:1220:in `pbCompileTrainers'
Compiler:2544:in `pbCompileAllData'
Compiler:2604
========================================
  #1349  
Unread January 31st, 2008, 10:19 PM
Firemaker's Avatar
Firemaker
Pokemon Master
 
Join Date: Apr 2004
Location: In space
Age: 17
Gender:
Nature: Lonely
Go to that line and change the problem
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  #1350  
Unread January 31st, 2008, 11:22 PM
marxj's Avatar
marxj
Beginning Trainer
 
Join Date: Jan 2008
Age: 27
Gender:
FIXED... it wouldn't work because I needed to add:

#-------------------

underneath it.

Last edited by marxj; February 1st, 2008 at 12:57 AM. Reason: Problem solved
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