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  #1351  
Unread February 1st, 2008, 12:53 AM
Firemaker's Avatar
Firemaker
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Go to script PBTrainers. This should work
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  #1352  
Unread February 1st, 2008, 02:34 AM
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ferrarib0y
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that is a very nice starter kit by far the best i have seen nd it is very easy to use.
Can you make it so that when you fish you can set a spriteset or a gif image to show the fishing rod and animation
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  #1353  
Unread February 2nd, 2008, 01:59 PM
Firemaker's Avatar
Firemaker
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You could do that on your own. I'm pretty sure that there is an image though, somewhere.
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  #1354  
Unread February 2nd, 2008, 04:33 PM
phoenixprime88b5's Avatar
phoenixprime88b5
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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.
  #1355  
Unread February 2nd, 2008, 06:57 PM
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Firemaker
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A) Make up a switch for each pokemon
B) Make the balls
C) Make the base event the event when that pokemon is chosen. Then turn the switch on
D) For each ball, make events stating that if one of those events are on, nothing will happen or another message will occur
E) Example, when Bulbasaur is chosen, turn bulbasaur on and leave the ball item blank
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  #1356  
Unread February 2nd, 2008, 11:15 PM
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rm2kdude
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This is pretty cool, best starter kit that I've seen. But what script do I edit to change the text size/font?
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  #1357  
Unread February 3rd, 2008, 04:21 AM
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phoenixprime88b5
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This happens when I try to do the starter pokemon events:

Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `command_355'
Interpreter:467: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'
  #1358  
Unread February 3rd, 2008, 04:44 AM
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Mrchewy
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Quote:
Originally Posted by phoenixprime88b5 View Post
This happens when I try to do the starter pokemon events:

Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `command_355'
Interpreter:467: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'
Having a quick look at some of the lines in Interpreter, it seems you've got a script in your game with a dodgy syntax (obviously, the scripts you used when giving the player a starter Pokémon). Be sure to check notes.html and the example game to make sure your usage of scripts is correct.

Last edited by Mrchewy; February 3rd, 2008 at 04:45 AM. Reason: Typos.
  #1359  
Unread February 3rd, 2008, 05:47 AM
phoenixprime88b5's Avatar
phoenixprime88b5
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Quote:
Originally Posted by Mrchewy View Post
Having a quick look at some of the lines in Interpreter, it seems you've got a script in your game with a dodgy syntax (obviously, the scripts you used when giving the player a starter Pokémon). Be sure to check notes.html and the example game to make sure your usage of scripts is correct.
I looked at the notes from top to bottom and whoever wrote them don't cover everything that needs to be covered so I'm just wondering how to set the pokemon up in the pokemon utilities script cause I know that's how it will work, I just need to know exactly how to write the script for the pokemon. the small kernel.pb isn't doing the trick.
  #1360  
Unread February 3rd, 2008, 09:40 AM
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Mrchewy
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Could you post your events/scripts, then? It's very hard for me to help you if we can't see where the problem is.
  #1361  
Unread February 3rd, 2008, 10:05 AM
poccil
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A new version is available.

Changes:

More battle transitions added
Hidden move animation and fishing animation
Support for double wild battles and partner trainers
Fixed potential problem where a wild encounter can run even
if an event triggers on grass
Fixed bugs in storage system
Fixed bug where defining custom moves for a trainer causes an error

For detailed changes, see this diff file.
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  #1362  
Unread February 3rd, 2008, 10:57 AM
Mrchewy's Avatar
Mrchewy
nom nom nom
 
Join Date: Jul 2007
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Quote:
Originally Posted by poccil View Post
A new version is available.

Changes:

More battle transitions added
Hidden move animation and fishing animation
Support for double wild battles and partner trainers
Fixed potential problem where a wild encounter can run even
if an event triggers on grass
Fixed bugs in storage system
Fixed bug where defining custom moves for a trainer causes an error

For detailed changes, see this diff file.
Huzzah! Seems like a pretty solid content upgrade. Once again, great work Peter
  #1363  
Unread February 3rd, 2008, 12:05 PM
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Lorem Ipsum
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Just a question, but can you add more than the 483 Pokémon that are already there? I just thought that you might be able to have it go #482 Shaymin, #483 Arceus, #484 Fakémon, #485 Fakémon etc.?

If the game doesn't allow for this, then that is fine, but if it does, please tell me.
  #1364  
Unread February 3rd, 2008, 12:40 PM
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MR.GLITCH_KING
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Join Date: Oct 2005
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it does allow it

u can put as many pokemon as u want

btw nj poccil
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  #1365  
Unread February 3rd, 2008, 01:16 PM
ali madan
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Join Date: Oct 2007
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hi, I got a problem in the encounters, every time error apear:

Exception: NoMethodError
Message: undefined method `[]' for nil:NilClass
PokemonEncounters:140:in `pbEncounteredPokemon'
PokemonEncounters:174:in `pbGenerateEncounter'
PokemonField:439:in `pbOnStepTaken'
Game_Player*:620:in `update_old'
Walk/Run:25:in `update'
Scene_Map:99:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
Scene_Map:62:in `loop'

And how can I make the map, how can I make this place is pallet town!!! And please don't tell me to read the notes because I already did, and for the map problem can put for me the tutorial with pictures!!!
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  #1366  
Unread February 3rd, 2008, 02:23 PM
poccil
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Add the following line to line 140 of the script section PokemonEncounters:

Code:
  return nil if !encounter
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  #1367  
Unread February 3rd, 2008, 03:01 PM
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Wow this new versions more than i expected keep up the good work!
  #1368  
Unread February 3rd, 2008, 03:41 PM
Lorem Ipsum's Avatar
Lorem Ipsum
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Is there a way I can make the character limit for Pokémon names bigger than they are at the moment?
  #1369  
Unread February 3rd, 2008, 03:52 PM
ali madan
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thanks poccil your the best
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  #1370  
Unread February 3rd, 2008, 05:07 PM
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Quote:
Originally Posted by poccil View Post
A new version is available.
Always aim to please yea Poccil? Anyway just a few questions that might come up, because I didn't see any update (for this release) in your Notes.Html.

Which fields in Metadata define the animations for the Hidden Move/Fishing Animations?

Where does one put for the battle sprite of the partner trainer, and what should I name it?

Can you call a wild encounter with two Pokemon separate from having a partner trainer as long as you have 2 Pokemon in your party?

I think thats all for now, thanks Poccil!

-Krobe
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Last edited by Krobelus; February 3rd, 2008 at 07:55 PM.
  #1371  
Unread February 3rd, 2008, 10:50 PM
poccil
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The information on the fishing sprite is contained in the section "Miscellaneous".
The hidden move animation resembles the GBA games and cannot be changed.

I've recently changed the metadata so that the back of the trainer now depends on the
player's trainer type. It is to be placed in Graphics/Pictures/ and has a filename
of trbackXXX.png, where XXX is the trainer type's ID number. Trainer backs for partner
trainers and other trainers are defined in the same way.

For question three, no, that's not possible.
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  #1372  
Unread February 3rd, 2008, 11:17 PM
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Krobelus
RainbowNoodleWarrior
 
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@Poccil - Thanks, that's all I needed to know! But for some reason, I get a script hanging error, and I'm still not sure why it happens. In any case, when I was talking about the hidden move part, I thought it was the same as the fishing one, where you see your character using the Pokeball, animation.

Anyway, if you can explain why the scripts hang sometimes, I would appreciate it, because of it, production of Pokemon Krobelus is on hold =P

-Krobe
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  #1373  
Unread February 3rd, 2008, 11:56 PM
phoenixprime88b5's Avatar
phoenixprime88b5
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Quote:
Originally Posted by Mrchewy View Post
Could you post your events/scripts, then? It's very hard for me to help you if we can't see where the problem is.
I found out what I did wrong and found the problem, It's been fixed. Thanks for your help though. I do have aanother question though, is there a way to add the music during the character surfing, or using the bike like in the games?
  #1374  
Unread February 4th, 2008, 01:22 AM
NeoStar's Avatar
NeoStar
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Quote:
Originally Posted by poccil View Post
I've recently changed the metadata so that the back of the trainer now depends on the
player's trainer type. It is to be placed in Graphics/Pictures/ and has a filename
of trbackXXX.png, where XXX is the trainer type's ID number. Trainer backs for partner
trainers and other trainers are defined in the same way.
So that goes for the trainers you define in trainers.txt too? like say i have a trainer called Youngster Joey and his id number is 098 id just name my backround joeyback098.png?

*edit*
Nope doesnt work hmm....
  #1375  
Unread February 4th, 2008, 01:34 AM
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Firemaker
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you do "trback098". Poccil, can you make the biker and the walker the same person? It gets strange that when you use the bike, you change clothes :o
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