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  #2251    
Old June 8th, 2008, 03:57 PM
fudgy's Avatar
fudgy
so i herd you liek mudkipz?
 
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go into the notes html page in the pokestarter kit is.
it tells you there, and the title is "water relection"
  #2252    
Old June 8th, 2008, 04:04 PM
Minorthreat0987
Pokemon Tellurium
 
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Quote:
Originally Posted by fudgy View Post
go into the notes html page in the pokestarter kit is.
it tells you there, and the title is "water relection"
No, sorry, I should have been more specific, I meant the actual script function in the script editor of RMXP. Thank you though.
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  #2253    
Old June 8th, 2008, 04:10 PM
fudgy's Avatar
fudgy
so i herd you liek mudkipz?
 
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oh im sorry, but i dont not know that
ima newb xD
  #2254    
Old June 8th, 2008, 04:56 PM
Jirbytaylor's Avatar
Jirbytaylor
is too lazy to make a new ava
 
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@Minorthreat0987:
There should be a file that contains all the updated scripts on Poccil's website.
Something like this:
http://upokecenter.com/projects/poke...-month-day.txt
But I'm not sure there is one for 2008-06-01, the latest update... he should really link to them on the Essentials page! *prods Poccil*
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  #2255    
Old June 8th, 2008, 08:49 PM
imtheomega's Avatar
imtheomega
Trainer
 
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Quote:
Originally Posted by Jirbytaylor View Post
@Minorthreat0987:
There should be a file that contains all the updated scripts on Poccil's website.
Something like this:
http://upokecenter.com/projects/poke...-month-day.txt
But I'm not sure there is one for 2008-06-01, the latest update... he should really link to them on the Essentials page! *prods Poccil*
The list of the files u are speaking about is now there : http://upokecenter.com/projects/pokestarter/ .
Apparently he put a new version of the starter, yesterday I had seen that the 26/05 version was still there and now it is from 1/06 :s.
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  #2256    
Old June 8th, 2008, 10:43 PM
Psy-Crow's Avatar
Psy-Crow
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Quote:
Originally Posted by yaoimutt View Post
when you made the new type god, did you remember to add a new column and row to the scripts?
All you do is edit the PBTypes Script, right? If so, here's what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 18
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0, normal
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0, fighting
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0, flying
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0, poison
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0, ground
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0, rock
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0, bug
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0, ghost
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0, steel
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2, fire
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2, water
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2, grass
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2, electric
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2, psychic
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2, ice
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2, dragon
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, dark
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, spirit
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4, god
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

I also tried changing the 18 to 19, but it gave me the same message.
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  #2257    
Old June 8th, 2008, 10:47 PM
Krobelus's Avatar
Krobelus
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Offtopic -
Quote:
Originally Posted by Glitchfinder View Post
Also, congrats on your Modship at RMXP.org, Poccil!
Poccil got modship? I was wondering why he was able to move a topic around.

Oh, and on RMXP.org everyone is an admin for a day, what fun.


Ontopic - Does anyone know how to actually use this for VX?
-Krobe
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  #2258    
Old June 9th, 2008, 12:39 AM
Exiled~Shadow's Avatar
Exiled~Shadow
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Quote:
Originally Posted by yaoimutt View Post
i was asking because if it was an old one there was a glitch that made the editor do wierd things, but that was a long time ago.

anyway, to change the name click on game > change title (lol, yeah, it's that easy :D)

for the editor, did you change any of the scripts? and can you get a screen shot of what happens when the error pops up? (i know you really need the help, so sorry that it takes so long, >.< )
lol ty 4 nem change help...

sure here's a screenie and your help is very appreciated... even tho you didn't "create" anything i am going to credit you in my game 4 all the help tysvm! heres da screenie: ps... any1 got dat fon. ill post another image of it.



It only comes up if i try to navigate through the list...


EDIT: Oh man that picture is realy bad quality.... is their somewhere i can host it online 4 free??
L0L EDIT No#2: Just click it when it comes up and it takes you to a screen where you can zoom... but still where is a site i can host pic's 4 free??
Attached Thumbnails
error.PNG‎   Gameboy ADVANCE.png‎  
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Last edited by Exiled~Shadow; June 9th, 2008 at 12:42 AM. Reason: BAD PICTURE QUALITY
  #2259    
Old June 9th, 2008, 01:17 AM
yaoimutt
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Quote:
Originally Posted by fudgy View Post
i didnt edit the intro...at all.
i just deleted all the other maps, instead of the intro.
well, the only way that you wouldn't have the sprite show up, is that in the intro it doesn't set the players sprite... so either you edited the intro, or you edited trainers/trainernames (one of the two) and changed something about them that you shouldn't have...

Quote:
Originally Posted by Psy-Crow View Post
All you do is edit the PBTypes Script, right? If so, here's what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 18
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0, normal
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0, fighting
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0, flying
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0, poison
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0, ground
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0, rock
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0, bug
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0, ghost
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0, steel
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2, fire
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2, water
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2, grass
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2, electric
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2, psychic
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2, ice
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2, dragon
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, dark
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, spirit
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4, god
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

I also tried changing the 18 to 19, but it gave me the same message.
um, you don't actually have it saying:
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0, normal
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0, fighting
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0, flying
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0, poison
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0, ground
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0, rock
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0, bug
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0, ghost
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0, steel
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2, fire
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2, water
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2, grass
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2, electric
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2, psychic
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2, ice
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2, dragon
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, dark
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2, spirit
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4, god

you need to get rid of the words in this part of it, because that part is only numbers, no words, get rid of the "god, spirit, dark" and stuff. apart from that, i have no idea... o.0 (and if you added 2, then it should be 19, so you were right to change that, but the error is something else, ... hm... this is hard...

Quote:
Originally Posted by JJMcay View Post
lol ty 4 nem change help...

sure here's a screenie and your help is very appreciated... even tho you didn't "create" anything i am going to credit you in my game 4 all the help tysvm! heres da screenie: ps... any1 got dat fon. ill post another image of it.



It only comes up if i try to navigate through the list...


EDIT: Oh man that picture is realy bad quality.... is their somewhere i can host it online 4 free??
L0L EDIT No#2: Just click it when it comes up and it takes you to a screen where you can zoom... but still where is a site i can host pic's 4 free??
hm... well, i can't find a single thing that would do that, i tride to recreat the problem in my editor, but nothing, you said it happenes when you try to go up or down? o.0 strange... hm... you might want to try redownloading the starter kit, and transfering your game into it. sorry i couldn't be of more help >.<

and as for a image hosting site:
photobucket.com
imageshack.us
imageshack.net
villagephotos.com <never used this one, just found it in a search, so don't ask me if it's good)

and on a side note, you play dungeon siege? i LOVE THAT GAME! :D
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Last edited by yaoimutt; June 9th, 2008 at 01:55 AM. Reason: Your double post has been automatically merged.
  #2260    
Old June 9th, 2008, 02:00 AM
Aqua Mudkip's Avatar
Aqua Mudkip
LOL I'm okay!
 
Join Date: Apr 2007
Location: In Hoenn, Rustboro City
Gender:
Nature: Jolly
Aqua Mudkip: Can someone please help me with this problem? Everytime I try to play a ME after pressing the start button in the intro, the ME never plays and it always ends up in a syntax error when I do. Can someone help? I also want to put in the Stripes H transiton in my intro.

Quote:
Aqua Mudkip to [anyone who can answer plz.]: Err... I got a question... how do you like after pressing the start button in the title screen make it play a ME/SE/BGM and then after that do a transition (besides splash) ex: Stripes V, H?
The quoted question was never answered so could someone please answer? Help will be really handy. :D
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  #2261    
Old June 9th, 2008, 03:49 AM
yaoimutt
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erm, is it possable to set what name the player has if they don't pick one them selfs?
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  #2262    
Old June 9th, 2008, 05:22 AM
RM2K3kid's Avatar
RM2K3kid
Insane..
 
Join Date: Mar 2004
Location: Australia
Nature: Relaxed
What a wonderful starterkit we have here! I've been having a blast playing around with it! Even started shoehorning Pokémon Liquid into it. :D

Just a question for y'all.. I'm trying to setup a battle with your 'rival' so that he uses the Pokémon that counters what you chose.
Not sure what I'm getting at? Well think of how you choose Charmander and your rival chooses Squirtle to 'counter' the fire type. I want to set it up so mine works the same way. I have the trainer setup in the trainers file with 3 different Pokemon but I require some help because when I set the ID for the trainer up it chooses the last comment every time and wont let me change it. So I fight the fire Pokémon no matter what I choose.

Help much appreciated.
Cheers.

-RM2K3kid
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  #2263    
Old June 9th, 2008, 06:03 AM
yaoimutt
Trainer
 
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Quote:
Originally Posted by RM2K3kid View Post
What a wonderful starterkit we have here! I've been having a blast playing around with it! Even started shoehorning Pokémon Liquid into it. :D

Just a question for y'all.. I'm trying to setup a battle with your 'rival' so that he uses the Pokémon that counters what you chose.
Not sure what I'm getting at? Well think of how you choose Charmander and your rival chooses Squirtle to 'counter' the fire type. I want to set it up so mine works the same way. I have the trainer setup in the trainers file with 3 different Pokemon but I require some help because when I set the ID for the trainer up it chooses the last comment every time and wont let me change it. So I fight the fire Pokémon no matter what I choose.

Help much appreciated. ;)
Cheers.

-RM2K3kid
just set a variable when the player picks the pokemon, (i say set a variable, because it would take atleast 2 switches, but only 1 variabl,it saves more variables and switche for stuff this way)

anyway, take a variable, if the player chooces a fire pokemon, then set the variabl to 1, if the player chooses a water pokemon, then set the variable to 2, i think you get the point.

now, go to the rival event, and make 4 pages, the first page will be set so that if the player has the water starter, then the rival will have a grass start, set the battle up, but make the condition for the event page set to the variable and make it equal to the number that was set if the player choose a water pokemon, then repeat the procces for each page, but leave the forth page

on the forth page set what happens when the player wins (just like normal) and set it to auto run, then set self switch b (because the battle events turned on the self switch a) add a new blank page, set it to self switch b, that way the event goes away after the post battle event is over. :D
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  #2264    
Old June 9th, 2008, 06:11 AM
RM2K3kid's Avatar
RM2K3kid
Insane..
 
Join Date: Mar 2004
Location: Australia
Nature: Relaxed
Quote:
Originally Posted by yaoimutt View Post
just set a variable when the player picks the pokemon, (i say set a variable, because it would take atleast 2 switches, but only 1 variabl,it saves more variables and switche for stuff this way)

anyway, take a variable, if the player chooces a fire pokemon, then set the variabl to 1, if the player chooses a water pokemon, then set the variable to 2, i think you get the point.

now, go to the rival event, and make 4 pages, the first page will be set so that if the player has the water starter, then the rival will have a grass start, set the battle up, but make the condition for the event page set to the variable and make it equal to the number that was set if the player choose a water pokemon, then repeat the procces for each page, but leave the forth page

on the forth page set what happens when the player wins (just like normal) and set it to auto run, then set self switch b (because the battle events turned on the self switch a) add a new blank page, set it to self switch b, that way the event goes away after the post battle event is over. :D
Thats excatly the way I had it set out. But for some reason it reads the first page and ignores the rest. Seems the script only reads the comments of the first page and initializes them but not any others..
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  #2265    
Old June 9th, 2008, 07:08 AM
imtheomega's Avatar
imtheomega
Trainer
 
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Nature: Adamant
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Quote:
Originally Posted by RM2K3kid View Post
Thats excatly the way I had it set out. But for some reason it reads the first page and ignores the rest. Seems the script only reads the comments of the first page and initializes them but not any others..
The problem come from the comments, so use the example in the notes :

Spoiler:
Conditional Branch: Script: pbTrainerBattle(PBTrainers::LEADER_Roxanne,"Roxanne",_I("Excellent. You have earned the Stone Badge."))
-- here you can add event commands to be run when the player wins, but this is not necessary
Script: $Trainer.badges[0]=true
Text: \PN received the Stone Badge!
Text: The Stone Badge proves you can succeed in the Pokemon League.
Control Self Switch: A =ON
Branch End


and adapt it to your game. This thing will work. For the comments, it has to do with the compilation but i dont know how to get rid of this problem.
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  #2266    
Old June 9th, 2008, 07:50 AM
yaoimutt
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Quote:
Originally Posted by RM2K3kid View Post
Thats excatly the way I had it set out. But for some reason it reads the first page and ignores the rest. Seems the script only reads the comments of the first page and initializes them but not any others..
oh yeah, i forgot about that, lol, sorry, add another page, put this page in front of the others, leave it blank with no conditions. (but remember to make ALL the other pages have a condition, or else they will conflict.
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  #2267    
Old June 9th, 2008, 08:26 AM
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RM2K3kid
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Quote:
Originally Posted by yaoimutt View Post
oh yeah, i forgot about that, lol, sorry, add another page, put this page in front of the others, leave it blank with no conditions. (but remember to make ALL the other pages have a condition, or else they will conflict.
Seems the variables were not working in my favor *damn junkies*. I tried a couple of methods to correct it but no luck so I had to use 3 switches instead. All's good now. Thanks for the help
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  #2268    
Old June 9th, 2008, 08:42 AM
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Two of my events aren't working, and they run on switches. I have put the switch on, ready for both events, yet they don't happen.
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  #2269    
Old June 9th, 2008, 09:37 AM
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Krobelus
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Quote:
Originally Posted by Lorem Ipsum View Post
Two of my events aren't working, and they run on switches. I have put the switch on, ready for both events, yet they don't happen.
So..? What do you want us to do? Try giving more information. =P

Anyway, like I asked before, anyone know how to use this on VX? Poccil did make it compatible for VX as well, so I'm just wondering.

-Krobe
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  #2270    
Old June 9th, 2008, 09:39 AM
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Doesn't matter, I fixed the problems. You can run it in VX, it's compatible with RGSS2.
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  #2271    
Old June 9th, 2008, 10:40 AM
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Edited it again. I changed the number to 19 and removed the names (it was only there for convenience so I wouldn't keep forgetting what each one was.) This is what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 19
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4,
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

And once again, I get the (insert various cursing here) message

Exception: RuntimeError
Message: Undefined value GOD in PBTypes (section File PBS/moves.txt, line 355
GOD,Special,100,10,0,08,0,ef,Tough,"Strikes the foe with world-ending power."
, key )
Compiler:1881:in `checkEnumField'
Compiler:1906:in `csvEnumField!'
Compiler:397:in `pbGetCsvRecord'
Compiler:363:in `each'
Compiler:363:in `pbGetCsvRecord'
Compiler:969:in `pbCompileMoves'
Compiler:968:in `pbCompilerEachPreppedLine'
Compiler:497:in `each_line'
Compiler:497:in `pbCompilerEachPreppedLine'
Compiler:494:in `open'
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  #2272    
Old June 9th, 2008, 12:30 PM
chaostres403's Avatar
chaostres403
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Quote:
Originally Posted by fudgy View Post
i didnt edit the intro...at all.
i just deleted all the other maps, instead of the intro.
You have to edit the transfer player in the intro to your new map if you didn't edit it at all.
  #2273    
Old June 9th, 2008, 01:16 PM
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Location: In the World of Fame
Well, I have some simple questions to ask:
1. Can the number of maps exceed 999?
2. How can I change the Max Level to be over 100?
3. Can I set some specific Pokemon with specific moves and stats? For instance, Brock's Onix learned Rock Tomb and Misty's Starmie learned Water Pulse?
  #2274    
Old June 9th, 2008, 09:43 PM
lnghorn4life
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Join Date: Jun 2008
Gender:
Can I ask, how to you make it so you can choose a starting pokemon, I basically just copied to code from Pokemon Essential but still gave me the same 6 pokemon...
  #2275    
Old June 9th, 2008, 09:49 PM
Krobelus's Avatar
Krobelus
RainbowNoodleWarrior
 
Join Date: Sep 2006
Location: Vancouver
Age: 23
Gender: Male
Nature: Adamant
Quote:
Originally Posted by Lorem Ipsum View Post
Doesn't matter, I fixed the problems. You can run it in VX, it's compatible with RGSS2.
I already know that... that's why I was asking >.>


Specifically, I'm just wondering, where would the fogs, battlebacks, transitions, windowskins and titles go in the graphics folder? I'm assuming most of them (if not all) would go in the system folder yea?

-Krobe
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