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  #1251    
Old January 29th, 2010, 02:38 PM
|Maximus|'s Avatar
|Maximus|
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How would I switch between pokedexes if I have beaten the game?

This is what I had in my options script.

Code:
  EnumOption.new(_INTL("BATTLE STYLE"),[_INTL("SHIFT"),_INTL("SET")],
  proc { $PokemonSystem.battlestyle },
  proc {|value|  $PokemonSystem.battlestyle=value }
  ),
  if $game_variables[99] >= 0
  EnumOption.new(_INTL("POKeDEX TYPE"),[_INTL("Regional"),_INTL("National")],
  proc { $game_variables[99] },
  proc {|value|  $game_variables[99]=value } 
  end
  ),
EDIT: Oh, and why does my game compile the data EVERY time it starts up?
  #1252    
Old January 29th, 2010, 03:30 PM
Poeman
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Quote:
Originally Posted by kingrocker View Post
Anyone?, anyone have an awnser
The tiles are made, and your post was two posts up no need to re-post it

You may be new to game development but speaking and politeness, and common sense have been with you forever, please try to use them.
  #1253    
Old January 30th, 2010, 06:51 AM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
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Location: England
Quote:
Originally Posted by |Maximus| View Post
How would I switch between pokedexes if I have beaten the game?

This is what I had in my options script.

Code:
  EnumOption.new(_INTL("BATTLE STYLE"),[_INTL("SHIFT"),_INTL("SET")],
  proc { $PokemonSystem.battlestyle },
  proc {|value|  $PokemonSystem.battlestyle=value }
  ),
  if $game_variables[99] >= 0
  EnumOption.new(_INTL("POKeDEX TYPE"),[_INTL("Regional"),_INTL("National")],
  proc { $game_variables[99] },
  proc {|value|  $game_variables[99]=value } 
  end
  ),
EDIT: Oh, and why does my game compile the data EVERY time it starts up?
That code will mean the "switch Dex" option is always visible. There's probably simpler ways to do this, but use a global switch to turn this option on/off.

Also, the "end" is in the wrong place. It should be after the "),", because if you look closely, the EnumOption line is actually spread across several lines (for clarity), and that ")," ends that line.

Code:
  if $game_switches[42] 
    EnumOption.new(_INTL("POKeDEX TYPE"),[_INTL("Regional"),_INTL("National")],
    proc { $game_variables[99] },
    proc {|value|  $game_variables[99]=value } 
    ),
  end
Something like that, maybe. Turn global switch 42 ON only when you've "beaten the game" (and then leave it like that forever).


The game will recompile itself whenever you've changed anything in the scripts or in the PBS files. Running it twice in a row means that at least the second run won't recompile (because there would be no changes since the first time).
  #1254    
Old January 30th, 2010, 09:02 AM
|Maximus|'s Avatar
|Maximus|
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Quote:
Originally Posted by Maruno View Post
That code will mean the "switch Dex" option is always visible. There's probably simpler ways to do this, but use a global switch to turn this option on/off.

Also, the "end" is in the wrong place. It should be after the "),", because if you look closely, the EnumOption line is actually spread across several lines (for clarity), and that ")," ends that line.

Code:
  if $game_switches[42] 
    EnumOption.new(_INTL("POKeDEX TYPE"),[_INTL("Regional"),_INTL("National")],
    proc { $game_variables[99] },
    proc {|value|  $game_variables[99]=value } 
    ),
  end
Something like that, maybe. Turn global switch 42 ON only when you've "beaten the game" (and then leave it like that forever).


The game will recompile itself whenever you've changed anything in the scripts or in the PBS files. Running it twice in a row means that at least the second run won't recompile (because there would be no changes since the first time).
I did that, but I got a syntax error in line '288'

This is a chunk of the script:

Code:
  NumberOption.new(_INTL("FRAME"),_INTL("TYPE%d"),1,$TextFrames.length,
  proc { $PokemonSystem.frame },
  proc {|value|  $PokemonSystem.frame=value }
  ),
  if $game_switches[50] 
    EnumOption.new(_INTL("POKeDEX TYPE"),[_INTL("Regional"),_INTL("National")],
    proc { $game_variables[99] },
    proc {|value|  $game_variables[99]=value } 
  ),  
  end
Here is the error:

Code:
Script 'PokemonOption' line '288': SyntaxError Occurred.
  #1255    
Old January 30th, 2010, 02:57 PM
kingrocker's Avatar
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ayone have a hgss pokedex script and tiles
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  #1256    
Old January 30th, 2010, 05:49 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
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Quote:
Originally Posted by |Maximus| View Post
I did that, but I got a syntax error in line '288'

This is a chunk of the script:

Code:
  NumberOption.new(_INTL("FRAME"),_INTL("TYPE%d"),1,$TextFrames.length,
  proc { $PokemonSystem.frame },
  proc {|value|  $PokemonSystem.frame=value }
  ),
  if $game_switches[50] 
    EnumOption.new(_INTL("POKeDEX TYPE"),[_INTL("Regional"),_INTL("National")],
    proc { $game_variables[99] },
    proc {|value|  $game_variables[99]=value } 
  ),  
  end
Here is the error:

Code:
Script 'PokemonOption' line '288': SyntaxError Occurred.
Which one is line 288?


Quote:
Originally Posted by kingrocker View Post
ayone have a hgss pokedex script and tiles
A few people do have them, yes. No one will simply give you the Poké Dex scripts, though, because they worked hard on them (plus it implies you want the dual screen scripts as well, which people here don't want to hand out either). If you want to have a different-looking Poké Dex (or menu, or battle system), you'll either have to learn how to script and do it yourself, or find someone else who can and who would be willing to do all the work for you (hint: you won't). If you have an eye for programming, it's not actually that difficult.

For the tiles, look in the Resource Center. I know it's a crazy and ambiguous name for a place that holds game-making resources (what with it being in the game-making section and all), but I promise you there are a few things in there. Naturally, you'll give credit to anyone whose tiles you use.
  #1257    
Old January 30th, 2010, 05:51 PM
|Maximus|'s Avatar
|Maximus|
I'm back~
 
Join Date: Aug 2007
Age: 18
Nature: Adamant
Quote:
Originally Posted by Maruno View Post
Which one is line 288?



A few people do have them, yes. No one will simply give you the Poké Dex scripts, though, because they worked hard on them (plus it implies you want the dual screen scripts as well, which people here don't want to hand out either). If you want to have a different-looking Poké Dex (or menu, or battle system), you'll either have to learn how to script and do it yourself, or find someone else who can and who would be willing to do all the work for you (hint: you won't). If you have an eye for programming, it's not actually that difficult.

For the tiles, look in the Resource Center. I know it's a crazy and ambiguous name for a place that holds game-making resources (what with it being in the game-making section and all), but I promise you there are a few things in there. Naturally, you'll give credit to anyone whose tiles you use.
Oh haha. Sorry, line '288' is "),"
  #1258    
Old January 30th, 2010, 06:14 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Quote:
Originally Posted by |Maximus| View Post
Oh haha. Sorry, line '288' is "),"
Ah, I see the problem. All those options are in one big array, and I'm almost certain you can't simply use "if" clauses in the middle of those.

You have three solutions:
  • Immediately after the array is finished (after the one that puts in Speech Frame and after the "]" that closes the array), put the following. This will make the "Change Poké Dex" option the last/bottom-most option in the menu.
Code:
  if $game_switches[50] 
   @PokemonOptions.push[EnumOption.new(_INTL("POKeDEX TYPE"),[_INTL("Regional"),_INTL("National")],
     proc { $game_variables[99] },
     proc {|value|  $game_variables[99]=value } 
     )
   ]
  end
  • Lump all the code you've added into one big line, and put the "if $game_switches[50]" bit at the end of it. Remember to remove the "end", and remember that the "one big line" includes the "),". This keeps the option where it is.
  • A mixture of the two. All the options above the Poké Dex one go into the array, then "push" the Poké Dex option like above, then push all the options below it.
These options are listed in the order I'd recommend them. Option 3 is by far the most extensive edit.
  #1259    
Old January 30th, 2010, 06:33 PM
|Maximus|'s Avatar
|Maximus|
I'm back~
 
Join Date: Aug 2007
Age: 18
Nature: Adamant
Quote:
Originally Posted by Maruno View Post
Ah, I see the problem. All those options are in one big array, and I'm almost certain you can't simply use "if" clauses in the middle of those.

You have three solutions:
  • Immediately after the array is finished (after the one that puts in Speech Frame and after the "]" that closes the array), put the following. This will make the "Change Poké Dex" option the last/bottom-most option in the menu.
Code:
  if $game_switches[50] 
   @PokemonOptions.push[EnumOption.new(_INTL("POKeDEX TYPE"),[_INTL("Regional"),_INTL("National")],
     proc { $game_variables[99] },
     proc {|value|  $game_variables[99]=value } 
     )
   ]
  end
  • Lump all the code you've added into one big line, and put the "if $game_switches[50]" bit at the end of it. Remember to remove the "end", and remember that the "one big line" includes the "),". This keeps the option where it is.
  • A mixture of the two. All the options above the Poké Dex one go into the array, then "push" the Poké Dex option like above, then push all the options below it.
These options are listed in the order I'd recommend them. Option 3 is by far the most extensive edit.
It worked but I got this error when I go to options:
Code:
---------------------------
Pokemon Sparkling Yellow Version - Demo
---------------------------
Exception: NoMethodError

Message: undefined method `[]' for nil:NilClass

PokemonOption:312:in `pbStartScene'

PokemonOption:372:in `pbStartScreen'

PokemonLoad:435:in `pbStartLoadScreen'

PokemonLoad:435:in `pbFadeOutIn'

PokemonLoad:435:in `pbStartLoadScreen'

PokemonLoad:335:in `loop'

PokemonLoad:437:in `pbStartLoadScreen'

DebugIntro:6:in `main'

Main:37:in `mainFunctionDebug'

Main:16:in `mainFunction'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------
  #1260    
Old January 30th, 2010, 06:39 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Quote:
Originally Posted by |Maximus| View Post
It worked but I got this error when I go to options:
Code:
---------------------------
Pokemon Sparkling Yellow Version - Demo
---------------------------
Exception: NoMethodError

Message: undefined method `[]' for nil:NilClass

PokemonOption:312:in `pbStartScene'
And what does line 312 look like?
  #1261    
Old January 30th, 2010, 06:46 PM
|Maximus|'s Avatar
|Maximus|
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Nature: Adamant
Quote:
Originally Posted by Maruno View Post
And what does line 312 look like?
310 )
311 ]
312 if $game_switches[50]
313 @PokemonOptions.push[EnumOption.new(_INTL("POKeDEXTYPE"),[_INTL("Regional"),_INTL("National")],
314 proc { $game_variables[99] },
315 proc {|value| $game_variables[99]=value }
316 )
317 ]
318 end
  #1262    
Old January 30th, 2010, 07:02 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Interesting. Try retyping that line (you probably copy-pasted it originally) and see if that works. I don't know why it would, though.
  #1263    
Old January 30th, 2010, 07:10 PM
|Maximus|'s Avatar
|Maximus|
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Age: 18
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Quote:
Originally Posted by Maruno View Post
Interesting. Try retyping that line (you probably copy-pasted it originally) and see if that works. I don't know why it would, though.
It worked, they were too far off to the left. But, when I turned switch 50 ON, the same error happened. At least I think the same error.

Code:
---------------------------
Pokemon Sparkling Yellow Version - Demo
---------------------------
Exception: TypeError

Message: cannot convert EnumOption into Integer

PokemonOption:317:in `[]'

PokemonOption:317:in `pbStartScene'

PokemonOption:372:in `pbStartScreen'

PokemonMenu:231:in `pbStartPokemonMenu'

PokemonMenu:230:in `pbFadeOutIn'

PokemonMenu:230:in `pbStartPokemonMenu'

PokemonMenu:139:in `loop'

PokemonMenu:238:in `pbStartPokemonMenu'

Scene_Map:180:in `call_menu'

Scene_Map:153:in `update'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------
  #1264    
Old January 30th, 2010, 07:28 PM
Maruno's Avatar
Maruno
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Join Date: Jan 2008
Location: England
Put the second half of the top line, from "EnumOption" onwards, on a separate line, leaving only the "@PokemonOptions.push[" on the top line. This may well not work, though, in which case you'll just have to use option 4 - copy-paste the entire @PokemonOptions array, put your code into one of them, and stick them both in an "if" statement where one is used if switch 50 is ON, and the other if it's OFF.

I'm sure this should have gone into PMs a while ago.
  #1265    
Old January 31st, 2010, 11:24 AM
kingrocker's Avatar
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Anyone got a dual screen script i could use, please
and really some people could give the community a way to update to hgss, and hgss menu
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  #1266    
Old January 31st, 2010, 11:29 AM
|Maximus|'s Avatar
|Maximus|
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Quote:
Originally Posted by kingrocker View Post
Anyone got a dual screen script i could use, please
and really some people could give the community a way to update to hgss, and hgss menu
NOBODY, is going to just GIVE you a dual screen script. There is only two people that have successfully created a dual screen script, help-14, and Alexandre.

They must've worked REALLY hard on it, and they're not just going to GIVE it away.

Think before you post.
  #1267    
Old January 31st, 2010, 11:29 AM
kingrocker's Avatar
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really, i need it, anyone have a tutorial though
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  #1268    
Old January 31st, 2010, 11:34 AM
aquakip's Avatar
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So. I've been trying to find a way to make it so Pokemon only appear in the grass and I can't seem to find a decent tutorial that I understand. Can someone please help me?
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  #1269    
Old January 31st, 2010, 11:34 AM
|Maximus|'s Avatar
|Maximus|
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Quote:
Originally Posted by kingrocker View Post
really, i need it, anyone have a tutorial though
Nobody cares if you need it. Nobody is going to just hand it to you.

Nobody is going to make a tutorial just for you also.

Quote:
Originally Posted by aquakip View Post
So. I've been trying to find a way to make it so Pokemon only appear in the grass and I can't seem to find a decent tutorial that I understand. Can someone please help me?
Are you using Poccil's starter kit?

If you are, there should be an application called "Editor" in the game folder. (It looks like a giant Orange Star)

Double click that, let it compile, then scroll down with the arrow keys to "Set Encounters"

Press the "c" key, then choose the map, however, don't scroll with your mouse, it will glitch up.

Once you select your map, press "c" on "Set New Encounter" Then choose grass.

After, choose the Pokemon you want, and you should be able to do it from there

Last edited by |Maximus|; January 31st, 2010 at 11:37 AM. Reason: Your double post has been automatically merged.
  #1270    
Old January 31st, 2010, 11:47 AM
aquakip's Avatar
aquakip
You jealous, betch
 
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Quote:
Originally Posted by |Maximus| View Post
Are you using Poccil's starter kit?

If you are, there should be an application called "Editor" in the game folder. (It looks like a giant Orange Star)

Double click that, let it compile, then scroll down with the arrow keys to "Set Encounters"

Press the "c" key, then choose the map, however, don't scroll with your mouse, it will glitch up.

Once you select your map, press "c" on "Set New Encounter" Then choose grass.

After, choose the Pokemon you want, and you should be able to do it from there
No. I'm not using Poccil's Starter Kit. :/ I'm using RMXP all the way. All of my maps are in that. :/

So. I don't see how Poccil's Starter Kit can transfer that over to RMXP.
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  #1271    
Old January 31st, 2010, 11:58 AM
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alot of people want the tutorial
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  #1272    
Old January 31st, 2010, 12:25 PM
Poeman
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Quote:
Originally Posted by kingrocker View Post
alot of people want the tutorial
A lot of people want:
World peace
to be rich
to fly
to breathe underwater

DO they get that?
  #1273    
Old January 31st, 2010, 12:28 PM
kingrocker's Avatar
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you are a jerk, we just wand a simple guide into doing it
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  #1274    
Old January 31st, 2010, 12:30 PM
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Yes, everyone is a jerk some way or another but there's no need to get into a fight about something that isn't causing anyone harm. If you want I might give a shot at guiding you into achieving it.
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  #1275    
Old January 31st, 2010, 12:45 PM
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thanks carmaniac, i woud appriciate that

thanks, i'll need that
carmaniac, thak you twelve times
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Last edited by kingrocker; January 31st, 2010 at 12:46 PM. Reason: Your double post has been automatically merged.
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