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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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  #2426  
Unread June 26th, 2008, 06:43 AM
Wichu's Avatar
Wichu
Project Amethyst
 
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I don't think poccil is planning on adding them. In fact, I think it would be better if he didn't, as it's supposed to be just a starter kit, and adding them yourself isn't that hard, plus it helps you to learn RGSS. Poccil should be worrying about fixing the remaining bugs, especially the animation editor and trading.
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  #2427  
Unread June 26th, 2008, 12:23 PM
yaoimutt
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Quote:
Originally Posted by Wichu View Post
I don't think poccil is planning on adding them. In fact, I think it would be better if he didn't, as it's supposed to be just a starter kit, and adding them yourself isn't that hard, plus it helps you to learn RGSS. Poccil should be worrying about fixing the remaining bugs, especially the animation editor and trading.
there arn't any bugs with the animation editor, and what bugs have you gotten with the trading? (i haven't tried to use the trade system)
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  #2428  
Unread June 26th, 2008, 01:03 PM
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imtheomega
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Quote:
Originally Posted by yaoimutt View Post
there arn't any bugs with the animation editor, and what bugs have you gotten with the trading? (i haven't tried to use the trade system)
Well, u dont often use the animation editor made by poccil... Try to open a slot of animation where there is nothing defined yet and see what happens. It will say that it failed to load the bitmap...

Wichu doesn't speak of the animation editor that u can find in the data basis of rpgmaker, but of the animation editor u can find in the debug menu or in Editor.exe.

Moreover, this editor has a great lot of lags.
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  #2429  
Unread June 26th, 2008, 03:00 PM
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Quote:
Originally Posted by Wichu View Post
I don't think poccil is planning on adding them. In fact, I think it would be better if he didn't, as it's supposed to be just a starter kit, and adding them yourself isn't that hard, plus it helps you to learn RGSS. Poccil should be worrying about fixing the remaining bugs, especially the animation editor and trading.
Well, it's fine if Poccil doesn't plan to add D/P moves since we can do it on our own. However, there's something we can't do at all. For instance, how about the move animations? Btw, I'd like to have the artwork to be like that of Pokemon D/P's and so is with the battle scene. Will it be possible to be made in the next release?
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  #2430  
Unread June 26th, 2008, 03:14 PM
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Wichu
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We could do the animations if poccil fixed the animation editor... And can't you just import the DP resources yourself? Some people (myself included) dislike the DP sprites. And they wouldn't look that good without DP's 3D maps.

Anyway, poccil, if you do plan on upgrading the animation editor, could you add a feature to import/export animations? It would allow us to distribute the task of making animations between us, so it wouldn't take so long.
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  #2431  
Unread June 26th, 2008, 08:28 PM
crzyone9584
Pokemon: The Beginning Founder
 
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does pioccil ever tell any one when he updates the starter kit? just wondering. anyway if you havnt checked lately there is a upated one from june 24th.
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  #2432  
Unread June 27th, 2008, 04:22 AM
yaoimutt
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Imtheomega. please don't treat me like i am an idiot. it's really annoying. and you can thank my wonderful boyfriend for keeping me from flipping out.

i WILL however point out that i don't get this one problem with the animation editor (yes, the one that came in the sk.) because i have actually used the search button and found the answer in this forum a long time ago. (used a search button? to find an answer? how strange!)

go to the editor in the RMXP, set the bitmaps for all the animations there, save, go to the SK animation editor, and the problems are gone!

also, you can share the animations by putting the Data/PkmnAnimations.rxdata file up for people to download (along with the graphics for the animations) you can transfer them just like a tileset using the normal animation editor, you just need to use the sk animation editor to make the pokemon flash during the animation, that's actually the sk animation editors only real reason for existing. making the pokemon flash. (like how a pokemon blinks white when hit).
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Last edited by yaoimutt; June 27th, 2008 at 04:28 AM.
  #2433  
Unread June 27th, 2008, 05:11 AM
poccil
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I have made some fixes to the animation editor today and added a function for importing and exporting individual animations, which will be saved as text files.
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  #2434  
Unread June 27th, 2008, 09:55 AM
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Quote:
Originally Posted by yaoimutt View Post
Imtheomega. please don't treat me like i am an idiot. it's really annoying. and you can thank my wonderful boyfriend for keeping me from flipping out.

i WILL however point out that i don't get this one problem with the animation editor (yes, the one that came in the sk.) because i have actually used the search button and found the answer in this forum a long time ago. (used a search button? to find an answer? how strange!)

go to the editor in the RMXP, set the bitmaps for all the animations there, save, go to the SK animation editor, and the problems are gone!

also, you can share the animations by putting the Data/PkmnAnimations.rxdata file up for people to download (along with the graphics for the animations) you can transfer them just like a tileset using the normal animation editor, you just need to use the sk animation editor to make the pokemon flash during the animation, that's actually the sk animation editors only real reason for existing. making the pokemon flash. (like how a pokemon blinks white when hit).

Well, u have not taken my point. I know that it can be solved by putting a bitmap and I dont see why u had to look in the forum to know it XD.

The matter is to be able to set the bitmap in the editor itself, to put a function wich ask to choose the bitmap if there is none and then to load it. The starterkit must work independently of the knowledge in scripts of the person who use it.

And dont be offended by the way I speak, I always speak like that and that's not why I think the person I'm speaking to is a child .
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Last edited by imtheomega; June 27th, 2008 at 10:32 AM.
  #2435  
Unread June 27th, 2008, 03:10 PM
yaoimutt
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Quote:
Originally Posted by imtheomega View Post
Well, u have not taken my point. I know that it can be solved by putting a bitmap and I dont see why u had to look in the forum to know it XD.

The matter is to be able to set the bitmap in the editor itself, to put a function wich ask to choose the bitmap if there is none and then to load it. The starterkit must work independently of the knowledge in scripts of the person who use it.

And dont be offended by the way I speak, I always speak like that and that's not why I think the person I'm speaking to is a child ;).
Poccil fixed the problems with it, as stated above by him.

When you call someone a child, it really does take away from the "don't be offended by the way i speak" thing.
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Geat thread here

Last edited by yaoimutt; June 27th, 2008 at 03:35 PM.
  #2436  
Unread June 27th, 2008, 03:35 PM
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PoKéMaKeR
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I want an item to display a variable when you use it..
Example:
you get a password, i.e 3040 (it's different every time)
and you get the item "password card" I want the item to display 3040 when you use it..
Like the coincase displays the coins you have when you use it..
I have the item ready and also the variable for the password..
please help
PoKéMaKeR
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  #2437  
Unread June 27th, 2008, 04:14 PM
yaoimutt
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Quote:
Originally Posted by PoKéMaKeR View Post
I want an item to display a variable when you use it..
Example:
you get a password, i.e 3040 (it's different every time)
and you get the item "password card" I want the item to display 3040 when you use it..
Like the coincase displays the coins you have when you use it..
I have the item ready and also the variable for the password..
please help :)
PoKéMaKeR
i agree, infact, how would you make an item show a common event?
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  #2438  
Unread June 27th, 2008, 04:49 PM
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Quote:
Originally Posted by PoKéMaKeR View Post
I want an item to display a variable when you use it..
Example:
you get a password, i.e 3040 (it's different every time)
and you get the item "password card" I want the item to display 3040 when you use it..
Like the coincase displays the coins you have when you use it..
I have the item ready and also the variable for the password..
please help
PoKéMaKeR

In PokemonItems, at the line 210, there is "def pbUseItemFromBag(item)".
U will see a lot of lines like
Code:
   when PBItems::COINCASE
   Kernel.pbMessage(_INTL("Coins: {1}",$PokemonGlobal.coins))
   return 1 # Continue
Add the lines :
Code:
  when PBItems::PASSWORDCARD
   Kernel.pbMessage(_INTL("Password: {1}",$game_variables[numberofyourvariable]))
   return 1
It should work.

Edit : I've not tested it, so say me if it doesn't work.
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  #2439  
Unread June 27th, 2008, 04:59 PM
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No that doesn't work I get: "can't use that Item here"?!?!?
What to do, what to do..?

Edit: I changed the Item a bit and now it works :D:D:D
And I got another question..!
How to change the picture of your hero..
Like it changed clothes..?
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Last update on the Rancher thread: February 26th 2009

  #2440  
Unread June 27th, 2008, 05:16 PM
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Quote:
Originally Posted by PoKéMaKeR View Post
No that doesn't work I get: "can't use that Item here"?!?!?
What to do, what to do..?

Edit: I changed the Item a bit and now it works :D:D:D
And I got another question..!
How to change the picture of your hero..
Like it changed clothes..?
Well, I've done it on my game. I just use the pbChangePlayer thing. I've put Ash in pyjamas as PlayerA in the Metadata.txt file and the normal Ash as PlayerB. U can do the same thing with a man and a girl if u use PlayerC and PlayerD. And if u really want to have more clothes, u can do a PlayerE,... but u will have to add it in the scripts (look for MetadataPlayer in PokemonMap, the line MetadataPlayerA=2 for example).
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  #2441  
Unread June 27th, 2008, 05:18 PM
PoKéMaKeR's Avatar
PoKéMaKeR
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ok thanks..!
I'll try if it works
Edit: Oh that's great this is also working !!!:D
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Last update on the Rancher thread: February 26th 2009


Last edited by PoKéMaKeR; June 27th, 2008 at 09:02 PM.
  #2442  
Unread June 28th, 2008, 06:04 PM
ali madan
Beginning Trainer
 
Join Date: Oct 2007
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hi poccil,I have a question. If I have 2 trainers have the same type and name the first trainer information is applied on the 2nd trainer. For example I have team magma grunt 1 , and team magma grunt 2. When the battle of the 2nd trainer starts the Pokemons and informations are the first's trainer. Got it?

here what did I write:

TEAM_ROCKET_M
GRUNT,1
3
EKANS,7
KOFFING,8
WEEDLE,8
#-------------------
TEAM_ROCKET_M
GRUNT,2
2
POOCHYENA,6
ARON,7
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  #2443  
Unread June 28th, 2008, 07:48 PM
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Quote:
Originally Posted by ali madan View Post
hi poccil,I have a question. If I have 2 trainers have the same type and name the first trainer information is applied on the 2nd trainer. For example I have team magma grunt 1 , and team magma grunt 2. When the battle of the 2nd trainer starts the Pokemons and informations are the first's trainer. Got it?

here what did I write:

TEAM_ROCKET_M
GRUNT,1
3
EKANS,7
KOFFING,8
WEEDLE,8
#-------------------
TEAM_ROCKET_M
GRUNT,2
2
POOCHYENA,6
ARON,7
When u have two or more trainer sharing the same type and name, u must use a number to identify them.
That's done in the starterkit :
Spoiler:

#-------------------
CAMPER
Andrew
1
GEODUDE,16
#-------------------
CAMPER
Andrew,1
2
GEODUDE,18
GEODUDE,20
#-------------------
CAMPER
Andrew,2
3
GEODUDE,21
GRAVELER,24
LAIRON,25
#-------------------
CAMPER
Andrew,3
3
GRAVELER,29
GRAVELER,31
LAIRON,35
#-------------------
CAMPER
Andrew,4
3
GRAVELER,38
GOLEM,40
AGGRON,43
#-------------------


That's the number avec the name. For the battle, u must use a condition with a script like pbTrainerBattle(PBTrainers::CAMPER,"Andrew",_I("A very good battle, indeed."),false,2).
The last number in this script is the ID number of the trainer. So it will be this one wich will battle u :

#-------------------
CAMPER
Andrew,2
3
GEODUDE,21
GRAVELER,24
LAIRON,25


I hope I were clear enough.
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  #2444  
Unread June 29th, 2008, 02:37 AM
crzyone9584
Pokemon: The Beginning Founder
 
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does anyone know how and where to edit it where you can capture other trainers pokemon? and know how to make it so that the trainer your fighting can capture yours to.?
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  #2445  
Unread June 29th, 2008, 05:12 AM
Dr. Manhattan's Avatar
Dr. Manhattan
His Plane Was Built To Crash
 
Join Date: Jun 2008
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Has anyone gotten the online trade servers to work properly? I've been toying with them all night, but haven't really gotten anywhere. Just error messages and crashed programs.

I can post exact error messages and whatnot if needed, but basically I was able to get the server up until I tried to register/login, and up came the error. Since then, anytime I run the main.rb, it runs through a few lines and crashes.
  #2446  
Unread June 29th, 2008, 08:37 AM
Pok'eMaster
Beginning Trainer
 
Join Date: Jun 2008
Gender:
I cant figure out how to get the shiny pokemon thing to work properly.
Were do i put the
Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if $game_switches[50]
pokemon.makeShiny
end
}

thing i couldnt figure out were i am so sorry to bother but i really want
to know how XD

Thanks in advance Pok'eMater XD PLZZZ
  #2447  
Unread June 29th, 2008, 08:59 AM
ali madan
Beginning Trainer
 
Join Date: Oct 2007
Gender:
hi, thanks but every time change the number from 1 to 0 after the debug it just return to 0 again. And the ice after I changed it's terrain tag into 12 still doesn't work! Please guys help me, these things are driving me crazy!
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  #2448  
Unread June 29th, 2008, 04:25 PM
Trace
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Join Date: Oct 2006
Is there a way to add a Pokèmon, but not activate the nicknaming sequence?
  #2449  
Unread June 30th, 2008, 03:06 AM
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sonic smash down
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hey yall i ran into a huge problem today thats probally simple to answer, wats the code the checks if you have a certian item? (using it as a condition)
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  #2450  
Unread June 30th, 2008, 03:36 AM
Dr. Manhattan's Avatar
Dr. Manhattan
His Plane Was Built To Crash
 
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Location: Maine
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Quote:
Originally Posted by sonic smash down View Post
hey yall i ran into a huge problem today thats probally simple to answer, wats the code the checks if you have a certian item? (using it as a condition)
Checking for Items

The PokemonBag class has a function, pbQuantity, that you can use to check for the existence or amount of an item in the Bag. Here's how to use it:

Conditional branch for checking for the existence of an item:

$PokemonBag.pbQuantity(PBItems::POTION)>0

Script example: Printing the number of items

itemname=PBItems.getName(PBItems::POTION)
itemqty=$PokemonBag.pbQuantity(PBItems::POTION)
print("#{itemqty}x #{itemname}")
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