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Old December 21st, 2013 (1:37 PM). Edited May 5th, 2014 by FL.
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FL FL is offline
Pokémon Island Creator
 
Join Date: Sep 2010
Gender: Male
Posts: 1,595

Code:
#===============================================================================
# * Advanced Pokédex - by FL (Credits will be apreciated)
#===============================================================================
#
# This script is for Pokémon Essentials. When a switch is ON, it displays at
# pokédex the pokémon PBS data for a caught pokémon like: base exp, egg steps
# to hatch, abilities, wild hold item, evolution, the moves that pokémon can
# learn by level/breeding/machines/tutors, among others.
#
#===============================================================================
#
# To this script works, put it above main, put a 512x384 background for this
# screen in "Graphics/Pictures/advancedPokedex" location and three 512x384 for
# the top pokédex selection bar at "Graphics/Pictures/advancedPokedexEntryBar",
# "Graphics/Pictures/advancedPokedexNestBar" and
# "Graphics/Pictures/advancedPokedexFormBar".
#
# -In PokemonPokedex script section, after line (use Ctrl+F to find it)
# [email protected]["searchlist"].visible=false' add:
#
# @sprites["dexbar"]=IconSprite.new(0,0,@viewport)
# @sprites["dexbar"].setBitmap(_INTL("Graphics/Pictures/advancedPokedexEntryBar"))
# @sprites["dexbar"].visible=false
#
# -After line [email protected]["dexentry"].visible=true' add:
#
# if @sprites["dexbar"] && $game_switches[AdvancedPokedexScene::SWITCH]
#   @sprites["dexbar"].visible=true
# end
#
# -Change line 'newpage=page+1 if page<3' to
# 'newpage=page+1 if page<($game_switches[AdvancedPokedexScene::SWITCH] ? 4 : 3)'.
# -After line 'ret=screen.pbStartScreen(@dexlist[curindex][0],listlimits)' add:
#
# when 4 # Advanced Data
#   scene=AdvancedPokedexScene.new
#   screen=AdvancedPokedex.new(scene)
#   ret=screen.pbStartScreen(@dexlist[curindex][0],listlimits)
#
# -In PokemonNestAndForm script section, before line
# [email protected]["map"]=IconSprite.new(0,0,@viewport)' add:
#
# if $game_switches[AdvancedPokedexScene::SWITCH]
#   @sprites["dexbar"]=IconSprite.new(0,0,@viewport)
#   @sprites["dexbar"].setBitmap(_INTL("Graphics/Pictures/advancedPokedexNestBar"))
# end
#
# -Before line
# [email protected]["info"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport)'
# add:
#
# if $game_switches[AdvancedPokedexScene::SWITCH]
#   @sprites["dexbar"]=IconSprite.new(0,0,@viewport)
#   @sprites["dexbar"].setBitmap(_INTL("Graphics/Pictures/advancedPokedexFormBar"))
# end
#
# -After line 'pbChooseForm' add:
#
# elsif Input.trigger?(Input::RIGHT)
#   if $game_switches[AdvancedPokedexScene::SWITCH]
#     ret=6
#     break
#   end
#
#===============================================================================

class AdvancedPokedexScene # Switch number that toggle this script ON/OFF SWITCH=70

# When true always shows the egg moves of the first evolution stage EGGMOVESFISTSTAGE = true

# When false shows different messages for each of custom evolutions, # change the messages to ones that fills to your method HIDECUSTOMEVOLUTION = true

# When true displays TMs/HMs/Tutors moves SHOWMACHINETUTORMOVES = true

# When true picks the number for TMs and the first digit after a H for # HMs (like H8) when showing machine moves. FORMATMACHINEMOVES = true

# When false doesn't displays moves in tm.txt PBS that aren't in # any TM/HM item SHOWTUTORMOVES = true

# The division between tutor and machine (TM/HMs) moves is made by # the TM data in items.txt PBS

def pbStartScene(species) @viewport=Viewport.new(0,0,Graphics.width,Graphics.height) @viewport.z=99999 @species=species @sprites={} @sprites["background"]=IconSprite.new(0,0,@viewport) @sprites["background"].setBitmap(_INTL("Graphics/Pictures/advancedPokedex")) @sprites["overlay"]=BitmapSprite.new( Graphics.width,Graphics.height,@viewport) pbSetSystemFont(@sprites["overlay"].bitmap) @sprites["overlay"].x=0 @sprites["overlay"].y=0 @sprites["info"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport) @sprites["icon"]=PokemonSpeciesIconSprite.new(@species,@viewport) @sprites["icon"].x=52 @sprites["icon"].y=290 @type1=nil @type2=nil @page=1 @totalPages=0 if $Trainer.owned[@species] @infoPages=3 @infoArray=getInfo @levelMovesArray=getLevelMoves @eggMovesArray=getEggMoves @machineMovesArray=getMachineMoves if SHOWMACHINETUTORMOVES @levelMovesPages = (@levelMovesArray.size+9)/10 @eggMovesPages = (@eggMovesArray.size+9)/10 @machineMovesPages=(@machineMovesArray.size+9)/10 if SHOWMACHINETUTORMOVES @totalPages = @[email protected][email protected] @[email protected] if SHOWMACHINETUTORMOVES displayPage end pbUpdate return true end

BASECOLOR = Color.new(88,88,80) SHADOWCOLOR = Color.new(168,184,184) BASE_X = 32 EXTRA_X = 224 BASE_Y = 64 EXTRA_Y = 32

def getInfo ret = [] for i in 0...2*4 ret[i]=[] for j in 0...6 ret[i][j]=nil end end dexdata=pbOpenDexData # Type pbDexDataOffset(dexdata,@species,8) @type1=dexdata.fgetb @type2=dexdata.fgetb # Base Exp pbDexDataOffset(dexdata,@species,38) ret[0][0]=_INTL("BASE EXP: {1}",dexdata.fgetw) # Catch Rate pbDexDataOffset(dexdata,@species,16) ret[1][0]=_INTL("CATCH RARENESS: {1}",dexdata.fgetb) # Happiness base pbDexDataOffset(dexdata,@species,19) ret[0][1]=_INTL("HAPPINESS BASE: {1}",dexdata.fgetb) # Color pbDexDataOffset(dexdata,@species,6) colorName=[ _INTL("Red"),_INTL("Blue"),_INTL("Yellow"), _INTL("Green"),_INTL("Black"),_INTL("Brown"), _INTL("Purple"),_INTL("Gray"),_INTL("White"),_INTL("Pink") ][dexdata.fgetb] ret[1][1]=_INTL("COLOR: {1}",colorName) # Egg Steps to Hatch pbDexDataOffset(dexdata,@species,21) stepsToHatch = dexdata.fgetw ret[0][2]=_INTL("EGG STEPS TO HATCH: {1} ({2} cycles)", stepsToHatch,stepsToHatch/255) # Growth Rate pbDexDataOffset(dexdata,@species,20) growthRate=dexdata.fgetb growthRateString = [_INTL("Medium"),_INTL("Erratic"),_INTL("Fluctuating"), _INTL("Parabolic"),_INTL("Fast"),_INTL("Slow")][growthRate] ret[0][3]=_INTL("GROWTH RATE: {1} ({2})", growthRateString,PBExperience.pbGetMaxExperience(growthRate)) # Gender Rate pbDexDataOffset(dexdata,@species,18) genderbyte=dexdata.fgetb genderPercent= 100-((genderbyte+1)*100/256.0) genderString = case genderbyte when 0; _INTL("Always male") when 254; _INTL("Always female") when 255; _INTL("Genderless") else; _INTL("Male {1}%",genderPercent) end ret[0][4]=_INTL("GENDER RATE: {1}",genderString) # Breed Group pbDexDataOffset(dexdata,@species,31) compat10=dexdata.fgetb compat11=dexdata.fgetb eggGroupArray=[ nil,_INTL("Monster"),_INTL("Water1"),_INTL("Bug"),_INTL("Flying"), _INTL("Ground"),_INTL("Fairy"),_INTL("Plant"),_INTL("Humanshape"), _INTL("Water3"),_INTL("Mineral"),_INTL("Indeterminate"), _INTL("Water2"),_INTL("Ditto"),_INTL("Dragon"),_INTL("No Eggs") ] eggGroups = compat10==compat11 ? eggGroupArray[compat10] : _INTL("{1}, {2}",eggGroupArray[compat10],eggGroupArray[compat11]) ret[0][5]=_INTL("BREED GROUP: {1}",eggGroups) # Base Stats pbDexDataOffset(dexdata,@species,10) baseStats=[ dexdata.fgetb, # HP dexdata.fgetb, # Attack dexdata.fgetb, # Defense dexdata.fgetb, # Speed dexdata.fgetb, # Special Attack dexdata.fgetb # Special Defense ] baseStatsTot=0 for i in 0...baseStats.size baseStatsTot+=baseStats[i] end baseStats.push(baseStatsTot) ret[2][0]=_ISPRINTF( " HP ATK DEF SPD SATK SDEF") ret[2][1]=_ISPRINTF( "BASE STATS: {1:03d} {2:03d} {3:03d} {4:03d} {5:03d} {6:03d} {7:03d}", baseStats[0],baseStats[1],baseStats[2], baseStats[3],baseStats[4],baseStats[5],baseStats[6]) # Effort Points pbDexDataOffset(dexdata,@species,23) effortPoints=[ dexdata.fgetb, # HP dexdata.fgetb, # Attack dexdata.fgetb, # Defense dexdata.fgetb, # Speed dexdata.fgetb, # Special Attack dexdata.fgetb # Special Defense ] effortPointsTot=0 for i in 0...effortPoints.size effortPoints[i]=0 if !effortPoints[i] effortPointsTot+=effortPoints[i] end effortPoints.push(effortPointsTot) ret[2][2]=_ISPRINTF( "EFFORT POINTS: {1:03d} {2:03d} {3:03d} {4:03d} {5:03d} {6:03d} {7:03d}", effortPoints[0],effortPoints[1],effortPoints[2], effortPoints[3],effortPoints[4],effortPoints[5],effortPoints[6]) # Abilities pbDexDataOffset(dexdata,@species,29) ability1=dexdata.fgetb ability2=dexdata.fgetb abilityString=(ability1==ability2 || ability2==0) ? PBAbilities.getName(ability1) : _INTL("{1}, {2}", PBAbilities.getName(ability1), PBAbilities.getName(ability2)) ret[2][3]=_INTL("ABILITIES: {1}",abilityString) # Hidden Abilities pbDexDataOffset(dexdata,@species,40) hiddenAbility1=dexdata.fgetb hiddenAbility2=dexdata.fgetb hiddenAbility3=dexdata.fgetb hiddenAbility4=dexdata.fgetb if hiddenAbility1!=0 abilityString="" if(hiddenAbility3!=0) abilityString = _INTL("{1}, {2},",PBAbilities.getName(hiddenAbility1), PBAbilities.getName(hiddenAbility2)) elsif(hiddenAbility2!=0) abilityString = _INTL("{1}, {2}",PBAbilities.getName(hiddenAbility1), PBAbilities.getName(hiddenAbility2)) else abilityString = PBAbilities.getName(hiddenAbility1) end ret[2][4]=_INTL("HIDDEN ABILITIES: {1}",abilityString) if(hiddenAbility3!=0) ret[2][5] = (hiddenAbility4==0) ? PBAbilities.getName(hiddenAbility3) : _INTL("{1}, {2}",PBAbilities.getName(hiddenAbility3), PBAbilities.getName(hiddenAbility4)) end end # Wild hold item pbDexDataOffset(dexdata,@species,48) holdItems=[dexdata.fgetw,dexdata.fgetw,dexdata.fgetw] holdItemsStrings=[] if(holdItems[0]!=0 && holdItems[0]==holdItems[1] && holdItems[0]==holdItems[2]) holdItemsStrings.push(_INTL("{1} (always)", PBItems.getName(holdItems[0]))) else holdItemsStrings.push(_INTL("{1} (common)", PBItems.getName(holdItems[0]))) if holdItems[0]>0 holdItemsStrings.push(_INTL("{1} (uncommon)", PBItems.getName(holdItems[1]))) if holdItems[1]>0 holdItemsStrings.push(_INTL("{1} (rare)", PBItems.getName(holdItems[2]))) if holdItems[2]>0 end ret[4][0] = _INTL("HOLD ITEMS: {1}",holdItemsStrings.empty? ? "" : holdItemsStrings[0]) ret[4][1] = holdItemsStrings[1] if holdItemsStrings.size>1 ret[4][2] = holdItemsStrings[2] if holdItemsStrings.size>2 # Evolutions evolutionsStrings = [] lastEvolutionSpecies = -1 for evolution in pbGetEvolvedFormData(@species) # The below "if" it's to won't list the same evolution species more than # one time. Only the last is displayed. evolutionsStrings.pop if lastEvolutionSpecies==evolution[2] evolutionsStrings.push(getEvolutionMessage(evolution)) lastEvolutionSpecies=evolution[2] end line=3 column=4 ret[column][line] = _INTL("EVO: {1}",evolutionsStrings.empty? ? "" : evolutionsStrings[0]) evolutionsStrings.shift line+=1 for string in evolutionsStrings if(line>5) # For when the pokémon has more than 3 evolutions (AKA Eevee) line=0 column+=2 @infoPages+=1 # Creates a new page end ret[column][line] = string line+=1 end # End dexdata.close return ret end

# Gets the evolution array and return evolution message def getEvolutionMessage(evolution) evoPokemon = PBSpecies.getName(evolution[2]) evoMethod = evolution[0] evoItem = evolution[1] # Sometimes it's level ret = case evoMethod when 1; _INTL("{1} when happy",evoPokemon) when 2; _INTL("{1} when happy at day",evoPokemon) when 3; _INTL("{1} when happy at night",evoPokemon) when 4, 13;_INTL("{1} at level {2}", evoPokemon,evoItem) # Pokémon that evolve by level AND Ninjask when 5; _INTL("{1} trading",evoPokemon) when 6; _INTL("{1} trading holding {2}", evoPokemon,PBItems.getName(evoItem)) when 7; _INTL("{1} using {2}",evoPokemon,PBItems.getName(evoItem)) when 8; _INTL("{1} at level {2} and ATK > DEF", evoPokemon,evoItem) # Hitmonlee when 9; _INTL("{1} at level {2} and ATK = DEF", evoPokemon,evoItem) # Hitmontop when 10;_INTL("{1} at level {2} and DEF < ATK", evoPokemon,evoItem) # Hitmonchan when 11,12; _INTL("{1} at level {2} with personalID", evoPokemon,evoItem) # Silcoon/Cascoon when 14;_INTL("{1} at level {2} with empty space", evoPokemon,evoItem) # Shedinja when 15;_INTL("{1} when beauty is greater than {2}", evoPokemon,evoItem) # Milotic when 16;_INTL("{1} using {2} and it's male", evoPokemon,PBItems.getName(evoItem)) when 17;_INTL("{1} using {2} and it's female", evoPokemon,PBItems.getName(evoItem)) when 18;_INTL("{1} holding {2} at day", evoPokemon,PBItems.getName(evoItem)) when 19;_INTL("{1} holding {2} at night", evoPokemon,PBItems.getName(evoItem)) when 20;_INTL("{1} when has move {2}", evoPokemon,PBMoves.getName(evoItem)) when 21;_INTL("{1} when has {2} at party", evoPokemon,PBSpecies.getName(evoItem)) when 22;_INTL("{1} at level {2} and it's male", evoPokemon,evoItem) when 23;_INTL("{1} at level {2} and it's female", evoPokemon,evoItem) when 24;_INTL("{1} at {2}", evoPokemon, pbGetMapNameFromId(evoItem)) # Evolves on a certain map when 25;_INTL("{1} trading by {2}", evoPokemon,PBSpecies.getName(evoItem)) # Escavalier/Accelgor # When HIDECUSTOMEVOLUTION = false the below 7 messages will be displayed when 26;_INTL("{1} custom1 with {2}", evoPokemon,evoItem) when 27;_INTL("{1} custom2 with {2}", evoPokemon,evoItem) when 28;_INTL("{1} custom3 with {2}", evoPokemon,evoItem) when 29;_INTL("{1} custom4 with {2}", evoPokemon,evoItem) when 30;_INTL("{1} custom5 with {2}", evoPokemon,evoItem) when 31;_INTL("{1} custom6 with {2}", evoPokemon,evoItem) when 32;_INTL("{1} custom7 with {2}", evoPokemon,evoItem) else; "" end ret = _INTL("{1} by an unknown way", evoPokemon) if(ret.empty? || (evoMethod>=26 && HIDECUSTOMEVOLUTION)) return ret end

def getLevelMoves ret=[] atkdata=pbRgssOpen("Data/attacksRS.dat","rb") offset=atkdata.getOffset(@species-1) length=atkdata.getLength(@species-1)>>1 atkdata.pos=offset for k in 0..length-1 level=atkdata.fgetw move=PBMoves.getName(atkdata.fgetw) ret.push(_ISPRINTF("{1:02d} {2:s}",level,move)) end atkdata.close return ret end

def getEggMoves ret=[] eggMoveSpecies = @species eggMoveSpecies = pbGetBabySpecies(eggMoveSpecies) if EGGMOVESFISTSTAGE pbRgssOpen("Data/eggEmerald.dat","rb"){|f| f.pos=(eggMoveSpecies-1)*8 offset=f.fgetdw length=f.fgetdw if length>0 f.pos=offset i=0; loop do break unless i<length move=PBMoves.getName(f.fgetw) ret.push(_ISPRINTF(" {1:s}",move)) i+=1 end end } ret.sort! return ret end

def getMachineMoves ret=[] movesArray=[] machineMoves=[] tmData=load_data("Data/tm.dat") for move in 1...tmData.size next if !tmData[move] movesArray.push(move) if tmData[move].any?{ |item| [email protected] } end for item in 1..PBItems.maxValue if pbIsMachine?(item) move = $ItemData[item][ITEMMACHINE] if movesArray.include?(move) if FORMATMACHINEMOVES machineLabel = PBItems.getName(item) machineLabel = machineLabel[2,machineLabel.size-2] machineLabel = "H"+machineLabel[1,1] if pbIsHiddenMachine?(item) ret.push(_ISPRINTF("{1:s} {2:s}", machineLabel,PBMoves.getName(move))) movesArray.delete(move) else machineMoves.push(move) end end end end # The above line removes the tutors moves. The movesArray will be # empty if the machines are already in the ret array. movesArray = machineMoves if !SHOWTUTORMOVES unnumeredMoves=[] for move in movesArray # Show the moves unnumered unnumeredMoves.push(_ISPRINTF(" {1:s}",PBMoves.getName(move))) end ret = ret.sort + unnumeredMoves.sort return ret end

def displayPage return if !$Trainer.owned[@species] if(@page<[email protected]) pageInfo(@page) elsif(@page<[email protected][email protected]) pageMoves(@levelMovesArray,_INTL("LEVEL UP MOVES:"),@[email protected]) elsif(@page<[email protected][email protected][email protected]) pageMoves(@eggMovesArray,_INTL("EGG MOVES:"), @page-@infoPages-@levelMovesPages) elsif(SHOWMACHINETUTORMOVES && @page <= @[email protected][email protected][email protected]) pageMoves(@machineMovesArray,_INTL("MACHINE MOVES:"), @page-@infoPages-@[email protected]) end end

def pageInfo(page) @sprites["overlay"].bitmap.clear textpos = [] for i in (12*(page-1))...(12*page) line = i%6 column = i/6 next if [email protected][column][line] x = BASE_X+EXTRA_X*(column%2) y = BASE_Y+EXTRA_Y*line textpos.push([@infoArray[column][line],x,y,false,BASECOLOR,SHADOWCOLOR]) end pbDrawTextPositions(@sprites["overlay"].bitmap,textpos) end

def pageMoves(movesArray,label,page) @sprites["overlay"].bitmap.clear textpos = [[label,BASE_X,BASE_Y,false,BASECOLOR,SHADOWCOLOR]] for i in (10*(page-1))...(10*page) break if i>=movesArray.size line = i%5 column = i/5 x = BASE_X+EXTRA_X*(column%2) y = BASE_Y+EXTRA_Y*(line+1) textpos.push([movesArray[i],x,y,false,BASECOLOR,SHADOWCOLOR]) end pbDrawTextPositions(@sprites["overlay"].bitmap,textpos) end

def pbUpdate @sprites["info"].bitmap.clear pbSetSystemFont(@sprites["info"].bitmap) height = Graphics.height-54 text=[[PBSpecies.getName(@species),(Graphics.width+72)/2,height-32, 2,BASECOLOR,SHADOWCOLOR]] text.push([_INTL("{1}/{2}",@page,@totalPages),Graphics.width-52,height, 1,BASECOLOR,SHADOWCOLOR]) if $Trainer.owned[@species] pbDrawTextPositions(@sprites["info"].bitmap,text) typebitmap=AnimatedBitmap.new(_INTL("Graphics/Pictures/pokedexTypes")) if [email protected] # This "if" only occurs when the getInfo isn't called dexdata=pbOpenDexData pbDexDataOffset(dexdata,@species,8) # Type @type1=dexdata.fgetb @type2=dexdata.fgetb dexdata.close end type1rect=Rect.new(0,@type1*32,96,32) type2rect=Rect.new(0,@type2*32,96,32) if(@[email protected]) @sprites["info"].bitmap.blt((Graphics.width+16-36)/2,height, typebitmap.bitmap,type1rect) else @sprites["info"].bitmap.blt((Graphics.width+16-144)/2,height, typebitmap.bitmap,type1rect) @sprites["info"].bitmap.blt((Graphics.width+16+72)/2,height, typebitmap.bitmap,type2rect) if @[email protected] end @sprites["icon"].update end

def pbControls(listlimits) Graphics.transition ret=0 loop do Graphics.update Input.update pbUpdate if Input.trigger?(Input::C) @page+=1 @page=1 if @page>@totalPages displayPage elsif Input.trigger?(Input::A) @page-=1 @[email protected] if @page<1 displayPage elsif Input.trigger?(Input::LEFT) ret=4 break # If not at top of list elsif Input.trigger?(Input::UP) && listlimits&1==0 ret=8 break # If not at end of list elsif Input.trigger?(Input::DOWN) && listlimits&2==0 ret=2 break elsif Input.trigger?(Input::B) ret=1 pbPlayCancelSE() pbFadeOutAndHide(@sprites) break end end return ret end

def pbEndScene pbDisposeSpriteHash(@sprites) @viewport.dispose end end

class AdvancedPokedex def initialize(scene) @scene=scene end

def pbStartScreen(species,listlimits) @scene.pbStartScene(species) [email protected](listlimits) @scene.pbEndScene return ret end end

The screen visual is very simple.

Attached Thumbnails
advanceddexscreen.png‎   advanceddexscreen2.png‎   advanceddexscreen3.png‎   advanceddexscreen5.png‎  
Attached Files
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  #2    
Old December 22nd, 2013 (9:43 AM).
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Rayd12smitty Rayd12smitty is offline
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Join Date: Dec 2011
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Posts: 647

This is awesome! Nice work. I'm definitely going to use this

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  #3    
Old December 26th, 2013 (6:37 AM).
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FL FL is offline
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Join Date: Sep 2010
Gender: Male
Posts: 1,595

As requested:

How to make separate switches for this script activation at each regional dexes:

This won't works if DEXDEPENDSONLOCATION is true.

Change every piece of code that have '$game_switches[AdvancedPokedexScene::SWITCH]' to 'advancedDexAvailable?'. Before line 'class AdvancedPokedex' add:

Code:
def advancedDexAvailable?
  dexForSwitch={
    -1 => 70,
     1 => 75,
     3 => 90
  }
  switch=dexForSwitch[$PokemonGlobal.pokedexDex]
  return (!switch || game_switches[switch])
end

In this example, the switch 70 is necessary for activation of Advanced Pokédex at dex -1 (National Dex), the switch 75 is necessary for dex 1 and the switch 90 is necessary for dex 3. You can change the values of dexForSwitch for matching with your dex and switches.

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  #4    
Old January 2nd, 2014 (8:54 PM).
Cilerba Cilerba is offline
the hearts of lonely people
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Posts: 1,172

Damn FL this is awesome. Thanks for all the work you do for the community.

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  #5    
Old January 3rd, 2014 (10:49 AM).
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the__end the__end is offline
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Join Date: Apr 2010
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Posts: 141

Wait, what do you mean with effort points? Do you mean the Effort Values each Pokemon gains by fighting other Pokemon? If so, why show it in the Pokedex? The Pokedex should display the species data and not individual Pokemon data. Besides that, what happens if you own two of the same Pokemon? Which EVs will be shown? I would suggest that you make the EVs and IVs visible on the screen of each individual Pokemon. The place where you can see their moves and so on.

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  #6    
Old January 3rd, 2014 (11:09 AM).
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Rayd12smitty Rayd12smitty is offline
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Join Date: Dec 2011
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Quote originally posted by the__end:
Wait, what do you mean with effort points? Do you mean the Effort Values each Pokemon gains by fighting other Pokemon? If so, why show it in the Pokedex? The Pokedex should display the species data and not individual Pokemon data. Besides that, what happens if you own two of the same Pokemon? Which EVs will be shown? I would suggest that you make the EVs and IVs visible on the screen of each individual Pokemon. The place where you can see their moves and so on.

I believe the effort points he has are the EVs the Pokemon gives upon defeating it, not how many EVs a pokemon has. Krookodile gives 3 Atk EVs, and then the 7th digit is just the total EV yield, which is 3. Some Pokemon give EVs in multiple stats, so if it gave 1 Atk and 1 Def, the 7th digit would read 2, for 2 total EVs.

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  #7    
Old January 12th, 2014 (9:23 AM).
Lear Lear is offline
 
Join Date: Dec 2012
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I seem to be encountering a bug and have no idea what the cause is. The first new pokemon I catch, after I turn the switch for advanced pokedex on, causes the battle screen pokedex data to be empty (no words or pictures of the pokemon) and also the pokemon I just caught is not in my party.

Any idea how I can remedy this? I'm fairly sure I followed the installation instructions perfectly, but it may be something of my own ignorance causing this issue.

Any assistance is greatly appreciated, and thanks for this awesome script! =)

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  #8    
Old January 15th, 2014 (2:37 AM).
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FL FL is offline
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Posts: 1,595

Quote originally posted by Lear:
I seem to be encountering a bug and have no idea what the cause is. The first new pokemon I catch, after I turn the switch for advanced pokedex on, causes the battle screen pokedex data to be empty (no words or pictures of the pokemon) and also the pokemon I just caught is not in my party.

Any idea how I can remedy this? I'm fairly sure I followed the installation instructions perfectly, but it may be something of my own ignorance causing this issue.

Any assistance is greatly appreciated, and thanks for this awesome script! =)

It's a bug! Thank you for the report. Change the line [email protected]["dexbar"].visible=true if $game_switches[AdvancedPokedexScene::SWITCH]' to:

Code:
 if @sprites["dexbar"] && $game_switches[AdvancedPokedexScene::SWITCH]
   @sprites["dexbar"].visible=true
 end

Everyone who uses this script shold do this change. I updated the thread.

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  #9    
Old January 15th, 2014 (7:34 AM).
Lear Lear is offline
 
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Thanks a ton! =) Was going crazy with trying to figure out why it was happening, haha.

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  #10    
Old January 16th, 2014 (5:29 AM).
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Astraea Astraea is offline
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Will this work in Hacks? I mean i am making a hack of fire red! Will this work in it?

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  #11    
Old January 16th, 2014 (6:53 AM).
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Varion Bluefire Varion Bluefire is offline
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Quote originally posted by IndianCharizard#:
Will this work in Hacks? I mean i am making a hack of fire red! Will this work in it?

This is Pokémon Essentials, buddy.

Nothing here will work in Fire Red.

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  #12    
Old July 3rd, 2014 (10:59 PM).
phuocpeter19 phuocpeter19 is offline
 
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Your script is awesome so I want to try out. But at page Form of Pokedex when I pressed Right, it does not direct me to advance page! Please help me!
Thanks for your awesome scripts!

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  #13    
Old July 8th, 2014 (1:39 PM).
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FL FL is offline
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Quote originally posted by phuocpeter19:
Your script is awesome so I want to try out. But at page Form of Pokedex when I pressed Right, it does not direct me to advance page! Please help me!
Thanks for your awesome scripts!
Did you follow all the instructions (specially the last one)? Did the switch is on?

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  #14    
Old July 11th, 2014 (2:10 AM).
phuocpeter19 phuocpeter19 is offline
 
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Quote originally posted by FL:
Did you follow all the instructions (specially the last one)? Did the switch is on?
Yes I did, the switch was on. I could see the ADV tab on Pokedex but just can't access it.

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  #15    
Old July 13th, 2014 (3:48 AM).
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FL FL is offline
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So, you put the below part, without the comments, correct?

Quote originally posted by FL:
Code:
# -After line 'pbChooseForm' add:

elsif Input.trigger?(Input::RIGHT) if $game_switches[AdvancedPokedexScene::SWITCH] ret=6 break end

Strange, this is working here and with some users like Lear. When V14 is released I try again the whole process.

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  #16    
Old July 14th, 2014 (10:12 PM).
phuocpeter19 phuocpeter19 is offline
 
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Thanks for your nice support! I hope you'll get it working!

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  #17    
Old December 20th, 2015 (10:08 AM).
Kaito Bacon Kaito Bacon is offline
 
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After adding the script I add an image or something?

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  #18    
Old December 20th, 2015 (12:29 PM).
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FL FL is offline
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Quote originally posted by Kaito Bacon:
After adding the script I add an image or something?

Quote originally posted by FL:
Code:
# To this script works, put it above main, put a 512x384 background for this
# screen in "Graphics/Pictures/advancedPokedex" location and three 512x384 for
# the top pokédex selection bar at "Graphics/Pictures/advancedPokedexEntryBar",
# "Graphics/Pictures/advancedPokedexNestBar" and
# "Graphics/Pictures/advancedPokedexFormBar".

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  #19    
Old December 20th, 2015 (4:41 PM).
Kaito Bacon Kaito Bacon is offline
 
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would the images that I want or need to download any that you uploaded or something?

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  #20    
Old December 20th, 2015 (6:14 PM).
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Rot8er_ConeX Rot8er_ConeX is offline
 
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Quote originally posted by Kaito Bacon:
would the images that I want or need to download any that you uploaded or something?

Actually, FL was saying that you need to make your own. However, here's one for you - it's literally his fifth screenshot with the text removed.

Attached Thumbnails
advanceddexscreen5.png‎  
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  #21    
Old December 23rd, 2015 (12:20 PM).
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FL FL is offline
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Quote originally posted by Kaito Bacon:
would the images that I want or need to download any that you uploaded or something?
You can use mine attached in this thread. in sampleresouces.zip, or make yourself.

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