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  #2426    
Old June 27th, 2008, 07:10 AM
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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Last edited by yaoimutt; June 27th, 2008 at 07:35 AM.
  #2427    
Old June 27th, 2008, 07:35 AM
PoKéMaKeR's Avatar
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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  #2428    
Old June 27th, 2008, 08:14 AM
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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  #2429    
Old June 27th, 2008, 08:49 AM
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imtheomega
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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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  #2430    
Old June 27th, 2008, 08:59 AM
PoKéMaKeR's Avatar
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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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  #2431    
Old June 27th, 2008, 09:16 AM
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imtheomega
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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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  #2432    
Old June 27th, 2008, 09:18 AM
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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 edited by PoKéMaKeR; June 27th, 2008 at 01:02 PM.
  #2433    
Old June 28th, 2008, 10:04 AM
ali madan
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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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  #2434    
Old June 28th, 2008, 11:48 AM
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imtheomega
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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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  #2435    
Old June 28th, 2008, 06:37 PM
crzyone9584
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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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  #2436    
Old June 28th, 2008, 09:12 PM
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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.
  #2437    
Old June 29th, 2008, 12:37 AM
Pok'eMaster
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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
  #2438    
Old June 29th, 2008, 12:59 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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  #2439    
Old June 29th, 2008, 08:25 AM
Trace
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Join Date: Oct 2006
Is there a way to add a Pokèmon, but not activate the nicknaming sequence?
  #2440    
Old June 29th, 2008, 07:06 PM
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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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  #2441    
Old June 29th, 2008, 07:36 PM
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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}")
  #2442    
Old June 29th, 2008, 08:01 PM
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sonic smash down
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thankz man this should really help wit it. it took me hours to try and think of it and look in the essentials kit
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  #2443    
Old July 1st, 2008, 10:13 AM
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Crazyninjaguy
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Location: England
Age: 22
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poccil thanks for the kit but i cant play the game ive game ive made =/
It says script 'pokemonload' nomethoderror occurred. undefined method `+' for nil:NilClass
i've tried to sort this for a whole day but nothing works....is there any way to fix this or do i have to just give up? thnx in advance =]
  #2444    
Old July 1st, 2008, 12:58 PM
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PoKéMaKeR
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what did you change..
Can you show the exact error?
Then it's easier to help..
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  #2445    
Old July 1st, 2008, 06:42 PM
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hey i had another error in the event but i think i have everything set up right wit it, first off i just want to know if this script is right.
Kernel.pbItemBall(:BItems::LUNARCYSTAL)
if it is, is this item code right?
503,LUNARCYSTAL,LUNAR CYSTAL,5,0,"This crystal is said to possess the spirit of the moon.",0,0
this has really been confusing me for the last few days.
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  #2446    
Old July 1st, 2008, 06:50 PM
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JollyRoger25
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Location: Springfield, Ohio, U.S.
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Hey, I downlaoded the Starter kit, and I was wondering if the starter kit was a launch kit used for expansion, or a example kit, to show you what a game looks like???
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  #2447    
Old July 1st, 2008, 08:36 PM
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Well... I guess I'm not quite sure what you mean. It has all the script contained in it, and obviously it can be edited, so I guess it would be a "launch" kit.

Just start making a new game like you would any other, within the prexisting game, and all the code will still be there. If that helps.

Sonic Smash Down, if you're still having trouble with that item, it may have been improperly implemented. Try reading over the Implementing New Items section of the Notes file.
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Last edited by Dr. Manhattan; July 1st, 2008 at 09:08 PM. Reason: Your double post has been automatically merged.
  #2448    
Old July 2nd, 2008, 01:00 AM
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well i didnt change anything in the scripts so the line of code says
Dest = ENV['SystemRoot'] + '//Fonts//'
but the slashes are the other way round but i cant type them cos im on ds =p
  #2449    
Old July 2nd, 2008, 08:09 AM
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gotcha man ill see if thats wats wrong tonight. thankz *crosses fingers and hope thats wats wrong*
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  #2450    
Old July 2nd, 2008, 11:07 AM
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PoKéMaKeR
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Can someone make me a script for a fast ball (the same as the fastball you obtain in G/S/C from kurt after you gave him a WHT Apricorn)
Thanks in advance
PoKéMaKeR
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