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  #1    
Old August 28th, 2012 (05:09 AM).
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Aamelo Aamelo is offline
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So yes, continuing on the Development of Pokémon Celestite I apparently run into some new errors that I am unable to know the fix or from where its actually being caused from. I already asked some friends, but they were unable to help me on that things. Anways, here are both errors.

- The First one apparently started appening for no apparent reason, the error just showed up out of nowhere. Already tried reapplying admin to the Temp Folder, but it still conitnues

Quote:
Code:
Exception: Errno::EACCES
Message: Permission denied - C:\Users\JORGEM~1.EST\AppData\Local\Temp
SpriteWindow:805:in `chdir'
SpriteWindow:805:in `initialize'
SpriteWindow:222:in `new'
SpriteWindow:222:in `initialize'
SpriteWindow:259:in `new'
SpriteWindow:259:in `pbGetAutotile'
Spriteset_Map:158:in `_animationSprite_initialize'
Spriteset_Map:156:in `each'
Spriteset_Map:156:in `_animationSprite_initialize'
AnimationSprite:43:in `shadow_initialize'
- The Second error happend when I added sereval new pokémon data and attacks yesterday to the PBS Folder. The Only hit I have is "NameError"

Quote:
Code:
Exception: NameError
Message: undefined local variable or method `value' for nil:NilClass
Compiler:1076:in `pbCheckByte'
Compiler:1191:in `pbCompileMoves'
Compiler:1134:in `pbCompilerEachPreppedLine'
Compiler:607:in `each_line'
Compiler:607:in `pbCompilerEachPreppedLine'
Compiler:604:in `open'
Compiler:604:in `pbCompilerEachPreppedLine'
Compiler:1134:in `pbCompileMoves'
Compiler:3913:in `pbCompileAllData'
Compiler:4045
The Version of Essentials is Version 4 (24th December, 2011)
Any help would be appreciated.
~ Aamelo
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Old August 30th, 2012 (04:05 PM).
Nickalooose Nickalooose is offline
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Just to let you know, it's unlikely many of users here would help for older versions, I'll give it a shot however.

The second one, can/may, have 2 fixes (untested on older versions)

1) Start a new game.
2) Check for spelling errors or line errors within PBS files.

The first one is odd, it looks like you edited a script to locate something from your folders, maybe you changed where to locate save files or anything like that? Maybe you updated a few scripts with some newer ones and that's causing the error... It's recommended you upgrade because the errors you come up with would mean downloading the same version and giving extra work for no reason.
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Old August 30th, 2012 (04:12 PM).
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Aamelo Aamelo is offline
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The Second Error I am going to revise, it has high chanche of being an error of writting.

About the First Error, it also happend in the V9 Version without even touching the game file.
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Old August 30th, 2012 (04:29 PM).
Nickalooose Nickalooose is offline
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Delete your save folder...

Try re-installing RPGMaker
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Old August 30th, 2012 (04:34 PM).
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The Save folders were already deleted, what Is my most wondering was why it stopped working from a day to another...
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Old August 30th, 2012 (04:42 PM).
Nickalooose Nickalooose is offline
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It wouldn't just stop working, you done something...

I can only think of running things as administrator, or re-installation...

If you downloaded the latest version and the error is still coming up, I can only assume it's admin rights... Maybe the folder you are trying to load from or save to, needs admin exceptions... Essentials will never override those... Neither will RPGMaker...
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Old August 30th, 2012 (05:00 PM).
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Your first error seems to be caused by a missing graphic. Because the game can't find it, it checks the Temp folder to see if it's in there, and it turns out it doesn't have permission to look there.

If you deleted any files (specifically, an autotile), then restore them or at least replace them with something else.
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Old August 30th, 2012 (05:06 PM).
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I presumed it was that same thing so I simply rushed to Apply the admin rights to that same folder but it still didn't work.

I tried running the game with Admin Rights, and It worked now, problem fixed for me. Thanks for the Tip.

Now its just about me to find the Error in the other file...
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Old September 1st, 2012 (09:51 AM).
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Aamelo Aamelo is offline
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I Was unable to find the error my self, dunno if it is because of the mass of text that I am not able to look correctly, or because any other, so here is the full (120) attack list per now, and I wish some help trying to find the actual error. All 120 Atacks are Custom.

Spoiler:

1,CALL,Call,42,0,NORMAL,Status,100,40,0,04,0,ek,Smart,"The user calls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered."
2,TERRACOTTA,Terracotta,00,40,GROUND,Physical,100,35,0,00,0,abef,Tough,"The user charges toward the opponent knocking opposing Pokémon down with its clay-covered body."
3,WARHORN,War Horn,1C,0,NORMAL,Status,0,25,0,40,0,ek,Tough,"The user blasts its horn loudly and courageously boosting its Attack Stat."
4,LEAFWHISTLE,Leaf Whistle,13,0,GRASS,Status,100,15,40,04,0,cek,Smart,"The user whistles a strange tune that confuses all opponents."
5,VACUUM,Vacuum,F1,0,NORMAL,Status,100,10,100,00,1,e,Smart,"The user sucks up the opponent’s held item."
6,VICTORYHORN,Victory Horn,1D,0,NORMAL,Status,80,35,40,10,0,ek,Tough,"The user shouts out in confidence increasing its defense."
7,GREENSLASH,Green Slash,00,50,GRASS,Physical,80,15,0,00,0,abe,Tough,"The user slashes the opponent with a vine or leaf."
8,CYCLESONG,Cycle Song,D5,0,PSYCHIC,Status,0,5,100,10,0,eik,Cool,"Day or night this song still heals your health by half."
9,DEEPROOTED,Deep Rooted,AA,0,GROUND,Status,0,10,50,10,0,e,Smart,"The user digs into the ground bracing itself and blocking the oncoming attack."
10,SUNBLIND,Sun Blind,47,0,GLOW,Status,0,15,50,04,0,e,Tough,"The user shines light off of its body to lower the opponents accuracy."
11,POTROCKET,Pot Rocket,CC,80,GROUND,Physical,80,5,80,00,1,abe,Tough,"The user jumps into the air and plummets down into the enemy on the next turn. High chance to paralyze too."
12,TRIUMPHSONG,Triumph Song,25,0,PSYCHIC,Status,0,5,100,10,0,ek,Tough,"The user sings a triumphant song that boosts its attack defense and accuracy."
13,EMERALDBASH,Emerald Bash,FA,75,GRASS,Physical,80,15,0,00,1,abe,Cool,"The user charges into the opponent at high speed. Also takes a bit of recoil damage."
14,EPICATTACK,Epic Attack,E0,300,GLOW,Physical,100,1,0,08,0,abeh,Cool,"The user unleashes an uncontrollable super attack taking out itself and everyone around it."
15,WAG,Wag,43,0,NORMAL,Status,100,30,0,04,0,ek,Smart,"The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat."
16,MEOW,Meow,4B,0,NORMAL,Status,100,20,0,00,0,ek,Cute,"The user meows cutely toward the opposing Pokémon making it feel bad for attacking and lowering it’s Attack Stat two stages."
17,ROLLOVER,Roll Over,00,35,NORMAL,Physical,70,35,0,00,-1,abef,Cute,"The user lazily rolls over and crushes the opposing Pokémon under its weight."
18,RUMBLYTUMMY,Rumbly Tummy,44,0,NORMAL,Status,0,30,80,04,-1,cek,Cute,"The user’s stomach growls making the opponent less keen on attacking."
19,BUBBLEGUT,Bubble Gut,2F,0,NORMAL,Status,0,20,80,10,0,e,Cute,"The user sticks out its stomach preparing to defend itself."
20,DERPFAKEOUT,Derp Fakeout,A5,80,DARK,Physical,100,10,0,02,1,abe,Smart,"The user pretends to be stupid and then unleashes a quick unavoidable powerful attack."
21,MELONHEAD,Melon Head,FA,75,NORMAL,Physical,100,20,0,00,0,abe,Tough,"The user attacks with a strong headbutt that also gives recoil damage."
22,CHECKERGLOW,Checker Glow,EB,0,GLOW,Status,0,10,100,00,0,e,Beauty,"The user’s body begins to mysteriously glow brightly, scaring off the opponent."
23,CIELWAVE,Ciel Wave,77,100,GLOW,Physical,100,5,0,08,0,abe,Beauty,"The user emits a blue light from its body damaging all Pokemon. Power is doubled if the opponent attacks from the sky."
24,INNERGLOW,Inner Glow,D8,0,GLOW,Status,0,5,0,10,0,ei,Beauty,"The user glows brightly to restore its own HP."
25,SLEEPYSIGH,Sleepy Sigh,04,0,PSYCHIC,Status,0,10,0,00,0,cek,Cute,"The user yawns causing others to fall asleep after a while."
26,AFTERGLOW,Afterglow,D5,0,GLOW,Status,0,10,100,100,0,e,Beauty,"The user creates a warm glow that heals its partner. Only works in double battles."
27,MINISUN,Mini Sun,0A,40,GLOW,Physical,100,35,100,00,0,aeg,Cool,"The user glows brightly and burns the opponent on contact. "
28,FLASHBOMB,Flash Bomb,47,0,GLOW,Status,50,20,100,04,0,ce,Smart,"The user glows overly brightly and blinds the opponent."
29,LIGHTBULB,Light Bulb,20,0,GLOW,Status,60,15,100,10,0,e,Smart,"The user glows and increases its Special Attack."
30,SPROUTWHIP,Sprout Whip,00,50,GRASS,Physical,90,25,0,00,0,abe,Tough,"The user whips the opponent with a vine."
31,DUSKDANCE,Dusk Dance,20,0,DARK,Status,0,20,100,10,0,e,Beauty,"The user does a special dance that increases its Special Attack."
32,NEONBALL,Neon Ball,00,70,GLOW,Physical,60,20,0,00,0,abe,Cool,"The user fires off a glowing sphere at the opponent."
33,MOONFALL,Moon Fall,00,75,GLOW,Physical,70,10,0,00,-1,abe,Cool,"The user drops a large glowing sphere on the opponent."
34,LUNARDANCE,Lunar Dance,2A,0,GLOW,Status,0,15,100,10,0,e,Beauty,"The user does a special dance that increases its Defense and Special Defense."
35,FOREVERNITE,Forever Nite,0C,70,ICE,Physical,80,10,80,02,0,be,Cool,"The user absorbs all the warmth and light and releases a wave of cold darkness that damages and sometimes freezes the opponent."
36,VIOLETWIND,Violet Wind,00,90,GRASS,Physical,100,5,0,04,0,abe,Beauty,"The user sends a gust of petals and harsh wind at the opponent."
37,COUNTME,Count Me,03,0,PHYCHIC,Status,0,10,0,00,0,ce,Smart,"The user casts an illusion of it continuously multiplying, so many Sheepy makes you sleepy."
38,PUSHNPULL,Push n' Pull,BD,20,NORMAL,Physical,100,30,0,00,-1,abel,Touhg,"The user slowly and forcefully pushes and pulls the opponent."
39,EDGE,Edeg,C0,20,PHYCHIC,Physical,200,80,100,00,0,bek,Smart,"The user repeats the word over and over till it just hurts to hear it. Hits 2-5 times."
40,WHITEBLOCK,White Block,0F,30,GLOW,Physical,80,40,50,00,-1,abe,Tough,"The user drops a glowing cube on the opponent. 50% chance of causing the opponent to flinch."
41,CRACKBLOCK,Crack Block,0F,40,ROCK,Physical,80,30,50,00,-1,abe,Touhg,"The user drops a cracking stone cube on the opponent. 50% chance of causing the opponent to flinch."
42,DARKBLOCK,Dark Block,0F,40,DARK,Physical,80,30,50,00,-1,abe,Tough,"The user drops a dark cube on the opponent. 50% chance of causing the opponent to flinch."
43,TRAPBLOCK,Trap Block,0F,40,STEEL,Physical,80,30,50,00,-1,abe,Tough,"The user drops a spiky steel cube on the opponent. 50% chance of causing the opponent to flinch."
44,ICEBLOCK,Ice Block,0F,40,ICE,Physical,80,30,50,00,-1,abe,Tough,"The user drops an icy cube on the opponent. 50% chance of causing the opponent to flinch."
45,BOMBBLOCK,Bomb Block,0F,50,FIRE,Physical,80,25,50,00,-1,abe,Tough,"The user drops an explosive cube on the opponent. 50% chance of causing the opponent to flinch."
46,WARPBLOCK,Warp Block,0F,50,PSYCHIC,Physical,80,25,50,00,-1,abe,Tough,"The user drops a strange cube from another dimension on the opponent. 50% chance of causing the opponent to flinch."
47,VICTORYBELL,Victory Bell,AA,0,PSYCHIC,Status,0,20,80,40,0,ek,Cool,"A mysterious bell rings and protects the user’s side from harm."
48,WAKEUPCALL,Wake Up Call,DE,0,DARK,Status,80,25,100,00,0,e,Smart,"The user steals HP from a sleeping opponent."
49,SLEEPYHERO,Sleepy Hero,22,0,PSYCHIC,Status,100,20,100,10,-1,e,Tough ,"The user increases its evasiveness to try and stay awake."
50,COMFYCOAT,Comfy Coat,2F,0,NORMAL,Status,100,15,100,10,0,e,Smart,"The user warms itself up and increases its defense a lot."
51,SLEEPYTIME,Sleepy Time,03,0,PSYCHIC,Status,200,30,100,10,0,cek,Cute,"The user sings a soft song guaranteed to put any Pokemon to sleep."
52,ALLFORONE,All For One,D5,0,PSYCHIC,Status,100,10,100,20,0,bei,Beauty,"The user sends out a wave of healing power that heals itself and all Pokemon around it."
53,SMELLYSLIME,Smelly Slime,13,0,BUG,Status,90,20,30,00,0,ae,Tough,"The user spits a fowl smelling slime at the opponent which confuses the opponent."
54,CURLUP,Curl Up,1D,0,BUG,Status,100,40,0,10,1,e,Smart,"The user curls up tightly and increases its defense a little."
55,BUMP,Bump,00,40,NORMAL,Physical,100,30,0,00,0,abe,Tough,"The user roughly bumps its opponent."
56,SLIMETOSS,Slime Toss,05,25,POISON,Physical,80,40,70,00,0,abe,Tough,"The user throws a ball of slime that weakly damages and has a high chance of poisoning the opponent."
57,STILLNESS,Stillness,AA,0,PSYCHIC,Status,100,10,0,10,-1,e,Cool,"The user focuses by staying quiet and still. Protecting itself it can block any oncoming attack."
58,HUNKERDOWN,Hunker Down,1D,0,PSYCHIC,Status,0,30,100,10,1,e,Smart,"The user hardens its body to increase defense by a bit."
59,FALSECHANGE,False Change,42,0,GLOW,Status,0,25,80,02,0,be,Smart,"The user glows as if to evolve but doesn’t,intimidated opponents lower their attack."
60,MINDMERGE,Mind Merge,AA,0,PSYCHIC,Status,0,15,80,00,1,e,Smart,"The user reads the opponent’s mind and blocks the attack before it happens."
61,WINGSLAP,Wing Slap,BD,30,FLYING,Physical,60,35,0,00,0,abe,Tough,"The user hits the opponent twice with its wings."
62,VIOLETRUSH,Violet Rush,00,75,GRASS,Physical,90,10,0,00,1,abe,Tough,"A slightly weaker version of the move Violet Wind."
63,FAIRYDUST,Fairy Dust,18,0,PSYCHIC,Status,0,10,100,40,0,ei,Cute,"Cures burns,poison and paralysis. Cures partner too if in a double battle."
64,MAGICMIRROR,Magic Mirror,73,1,PSYCHIC,Physical,90,20,0,00,0,abe,Beauty,"The user casts a veil around them that stops an enemy attack and reflects it back at them."
65,BUNNPUNCH,Bunn Punch,BD,20,NORMAL,Physical,80,10,0,00,0,abej,Tough,"The user jabs right and left at the opponent."
66,BUNNKICK,Bunn Kick,BD,20,NORMAL,Physical,80,10,0,0,0,abe,Tough,"The user spins in the air kicking twice at the opponent."
67,SHUFFLE,Shuffle,ED,0,NORMAL,Status,50,15,0,10,0,e,Smart,"The user switches out with another party Pokemon."
68,SHRIEK,Shriek,07,0,NIGHTMARE,Status,100,20,0,04,0,cek,Tough,"The user let’s out a shrill cry that paralyzes all opponents in fear."
69,TONGUEWHIP,Tongue Whip,05,20,NIGHTMARE,Physical,80,15,50,00,0,abce,Tough,"The user slaps its opponent with its poisonous tongue."
70,EYEJAB,Eye Jab,00,40,NIGHTMARE,Physical,100,20,50,00,1,abej,Tough,"The user punches its opponent with its jaw eye."
71,STARE,Stare,43,0,NIGHTMARE,Status,100,20,80,00,0,ae,Smart,"The user stares at its opponent to creep it out. Lowers Defense by 1 point."
72,COINTOSS,Coin Toss,109,10,NIGHTMARE,Physical,100,5,100,00,0,ae,Smart,"The user flings it’s loot at it’s opponent to try and cause damage."
73,ESCAPE,Escape,EA,0,NIGHTMARE,Status,50,10,50,01,0,e,Smart,"The user escapes as quick as possible."
74,SPLATTER,Splatter,E0,200,NIGHTMARE,Physical,100,5,0,04,0,abeh,Smart,"The user explodes into nothing, taking out anything in range."
75,QUINTCUT,Quint Cut,C0,20,NIGHTMARE,Physical,100,15,0,00,0,abe,Cool,"The user spins slashing the opponent up to 5 times."
76,DARKSTAR,Dark Star,0F,75,NIGHTMARE,Physical,90,20,30,00,0,abce,Smart,"The user glows darkly and the energy causes the opponent to flinch and sometimes feel pain."
77,SCRAPE,Scrape,43,0,NIGHTMARE,Status,100,30,60,00,0,cek,Tough,"The user scrapes it’s edges against rocks to make a screeching noise that lowers defense."
78,QUICKSILVER,Quick Silver,00,40,NIGHTMARE,Physical,100,30,0,00,1,abe,Smart,"The user attacks quickly before the opponent has a chance to react."
79,CLEARKICK,Clear Kick,00,60,GHOST,Physical,60,15,0,00,0,abe,Tough,"The user’s lower body become invisible and then kicks the opponent."
80,XIIICHANCES,XIII Chances,A5,30,NIGHTMARE,Physical,200,13,0,00,1,abeh,Tough,"The user has 13 tries to defeat the opponent and every strike hits.”
81,BLOODLUST,Blood Lust,DD,20,DARK,Physical,80,40,100,00,1,abei,Tough,"The user bites the opponent and absorbs its energy.”
82,ECHO,Echo,13,0,NORMAL,Status,80,30,100,08,0,cek,Smart,"The user makes a loud echo that confuses all of the opponents.”
83,REDFOCUS,Red Focus,29,0,DARK,Status,80,20,100,10,0,ce,Smart,"The user’s hunger increases its Attack and Accuracy a little.”
84,HIGHECHO,High Echo,00,40,NORMAL,Physical,90,30,0,00,0,bek,Smart,"A stronger version of the move Echo. Instead of confusing it just does damage.”
85,FADEAWAY,Fade Away,47,0,DARK,Status,100,25,100,80,0,ce,Cool,"The user disappears into the darkness which lowers the opponents accuracy.”
86,SNICKER,Snicker,07,0,DARK,Status,80,30,100,80,0,cek,Cool,"An evil laughter is heard from the darkness which paralyzes the opponents in fear.”
87,EXTREMEECHO,Extreme Echo,13,65,DARK,Physical,100,20,90,80,0,bcek,Cool,"A more powerful version of the move High Echo. Does both damage and confuses all opponents.”
88,DIGIN,Dig In,00,70,DARK,Physical,100,15,0,00,0,abe,Cool,"The user takes a heavy bite into the opponent.”
89,ECHOECHO,Echo Echo,0C,0,ICE,Status,100,20,100,02,-1,cek,Smart,"The user makes multiple echos to make it seem like there are more Pokemon out there. Freezes the opponent in fear.”
90,DINNERTIME,Dinner Time,00,100,DARK,Physical,100,10,0,00,0,abeh,Tough,"A more powerful version of the move Dig In. Takes a much deeper and heavier bite out of the opponent.”
91,SHINYEYES,Shiny Eyes,16,0,NORMAL,Status,0,20,100,00,0,ce,Cute,"Makes a cute face to attract an opponent.”
92,BIGHUGZ,Big Hugz,CF,20,NORMAL,Physical,70,40,80,00,-1,abe,Cute,"Hugs the opponent to tight and damages the opponent. Opponent can’t run or switch out while being hugged.”
93,STITCHSPIT,Stitch Spit,00,30,NORMAL,Physical,80,35,90,02,0,abe,Smart,"Spits out one of its stitches at the opponent.”
94,INNOCENTME,Innocent Me,43,0,NORMAL,Status,0,30,100,00,0,ce,Cute,"Pretends to look innocent and the opponent lowers its defense.”
95,TAILTWISTER,Tail Twister,C0,30,NORMAL,Physical,80,20,100,02,1,abe,Tough,"The user spins in a circle hitting the opponent 2-5 times.”
96,DUSTCLOUD,Dust Cloud,47,0,ELECTRIC,Status,0,25,100,80,0,ce,Smart,"The user collets dust with static electricity and then releases it to lower all opponents accuracy.”
97,CUTEDANCE,Cute Dance,03,0,PSYCHIC,Status,0,20,100,00,0,ce,Cute,"The user does a cute little dance that puts the opponent to sleep.”
98,SILENTCALL,Silent Call,4B,0,NORMAL,Status,0,20,100,80,0,cek,Smart,"A more powerful version of the move Call. Decreases the opponents attack twice as much.”
99,STATICTOUCH,Static Touch,09,0,ELECTRIC,Status,0,25,100,00,0,ace,Smart,"The user uses its collected static electricity to shock the opponent. Causes paralysis and flinching.”
100,PLUSHBASH,Plush Bash,00,55,NORMAL,Physical,90,25,0,00,1,abe,Tough,"The user bashes into the opponent.”
101,PINKPUMMEL,Pink Pummel,00,60,NORMAL,Physical,100,25,0,00,0,abej,Cute,"The user delivers a strong punch into the opponent.”
102,PINKBARRAGE,Pink Barrage,BD,35,NORMAL,Physical,100,20,0,00,0,abej,Cute,"A more powerful version of the move Pink Pummel,it delivers two strong punches into the opponent.”
103,LOVEBEAM,Love Beam,0A,70,FIRE,Physical,100,15,100,00,-1,abceg,Beauty,"The user fires a beam of joy,love happiness and doom. Also burns the opponent.”
104,PLUSHROCKET,Plush Rocket,00,90,NORMAL,Physical,80,5,0,00,2,abe,Tough,"A faster and more powerful version of Plush Bash. Rushes in for a quick and powerful attack!”
105,INSANELOOK,Insane Look,4A,0,NIGHTMARE,Status,100,20,100,00,0,ce,Tough,"The user gives the opponent a creepy insane look that lowers the opponents Attack and Defense a bit.”
106,GOUGE,Gouge,00,60,NIGHTMARE,Physical,100,30,0,00,0,abe,Tough,"The user digs into the opponent with its claws.”
107,INNERFIGHT,Inner Fight,3B,0,NIGHTMARE,Status,0,10,100,10,0,e,Smart,"The user tries to defy the Possesoul within and lowers its own attack and defense by a bit.”
108,SOULPRISON,Soul Prison,24,0,NIGHTMARE,Status,0,5,100,10,-1,e,Smart,"The Possesoul inside tries to take over and boost defense a bit.”
109,CLING,Cling,DD,20,NORMAL,Physical,80,50,100,00,0,abei,Cute,"The user clings to the opponent and absorbs a little of its HP.”
110,MINISWARM,Mini Swarm,1D,0,BUG,Status,0,30,100,10,0,e,Smart,"The user summons a swarm to defend it.”
111,WINDTHRUST,Wind Thrust,1F,0,FLYING,Status,0,25,100,10,0,e,Cool,"The user lets the wind take it and increase its speed.”
112,SQUINT,Squint,29,0,NORMAL,Status,0,15,100,10,0,e,Smart,"The user squints its eyes to increase its accuracy. Also increases attack.”
113,BEANTOSS,Bean Toss,00,30,BUG,Physical,100,40,0,00,0,abe,Tough,"The user throws itself at the enemy doing little damage to the opponent.”
114,SAWSPINNER,Saw Spinner,C0,20,STEEL,Physical,80,20,100,02,0,abe,Tough,"The user spins quickly and cuts the opponent 2-5 times with its horns or spikes.”
115,DIRTYTACTIC,Dirty Tactic,4D,0,GROUND,Status,100,15,100,00,0,ce,Smart,"The user throws dirt and mud at the opponent lowering its speed a lot.”
116,REVUP,Rev Up,30,0,GROUND,Status,100,15,100,10,0,ce,Smart,"The user spins in place to increase its speed by a lot.”
117,HORNPIERCE,Horn Pierce,00,60,STEEL,Physical,80,20,0,02,1,abe,Tough,"The user lunges at the opponent piercing it with it’s horns.”
118,SAWRIPPER,Saw Ripper,C0,30,STEEL,Physical,90,20,100,00,1,abe,Tough,"A more powerful version of the attack Saw Spinner. The user spins quickly and cuts the opponent 2-5 times with its horns or spikes.”
119,XCUTTER,X Cutter,BD,40,STEEL,Physical,80,20,100,00,0,abe,Tough,"The user slashes twice in the shape of an X.”
120,CLIFFJUMP,Cliff Jump,07,90,FLYING,Physical,45,10,100,02,-1,abe,Tough,"The takes a huge leap and tries to crash down onto the opponent. It does a lot of damage but has really low accuracy.”
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Old September 1st, 2012 (12:17 PM).
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I stuck that lot into Excel, which is a great tool for analysing it. Here's what I found:

Edge, Sleepy Time, XIII Chances all have an accuracy of 200 (unexpected, but possible).
Epic Attack has a power of 300 (max. 255).
Count Me, Edge have a type of PHYCHIC.
Push n' Pull, Crack Block have a content type of Touhg.
Edge has a name of Edeg.
There are no special moves?

The red lines will cause crashing.
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Old September 1st, 2012 (01:26 PM).
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Thank you Maruno, The NameError is Off now, the only thing left for me to fix are not so serious problems that Can be fixed easly (I Hope), thanks.
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Old September 4th, 2012 (03:14 PM). Edited September 5th, 2012 by Aamelo.
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Well. These aren't errors, but I guess I would request some help, maybe because I cant find my self though the scripts. I recently updated from Essentials 4 to Essentials 9. Reverted most of the Interface to V4, though, excluding the Battle Scene that doesn't work, so I need help finding the following things in the battle scene script:

> Defaut Enemy Position

Help would be apreciated.

Update: Found my way though Font and Interface, I just need to know the defaut enemy position now.
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Old September 9th, 2012 (05:04 AM).
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In PokeBattle_ActualScene search for 'pokemon1' and 'pokemon3' (in doubles). Pay attention in 'pbPositionPokemonSprite' and 'adjustBattleSpriteY'.
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Old September 9th, 2012 (02:16 PM).
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Thanks. I think that will solve another of the problems... I hope... but apparently, things aren't done for the error parade. Apparently, this error happend when the owner of the game *I am just the event-programmer* when running the normal game file, this one does not happen to me but happens to him.



Any *Sigh* Fix for this one?
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Old September 9th, 2012 (03:26 PM).
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Quote originally posted by Aamelo:
Thanks. I think that will solve another of the problems... I hope... but apparently, things aren't done for the error parade. Apparently, this error happend when the owner of the game *I am just the event-programmer* when running the normal game file, this one does not happen to me but happens to him.



Any *Sigh* Fix for this one?
Startanewgamestartanewgamestartanewgamestartanewgame...
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Old September 10th, 2012 (03:34 AM).
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It happens before the game even sets up. (Before New Game)
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Old September 11th, 2012 (04:06 PM).
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Quote originally posted by Essentials download page:
IMPORTANT! - The way save-game data is recorded was changed in version 6. You must delete save files from previous versions before running version 6 or newer, or it will crash immediately with an "scss" error. Your save files can be found in the folder C:\Users\<Your username>\Saved Games\Pokémon Essentials (or the game folder if that doesn't exist).
---------------------------------------------------
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Old September 12th, 2012 (06:00 AM).
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That's not actually the problem, but it's the same solution. The problem is caused by the removal of borders and certain screen sizes - your old save file says it needs to use a configuration that no longer exists, and causes an error when it can't find it.
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Old September 12th, 2012 (11:22 AM).
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As Stated before it doesn't seem to be a Save file causing it because there is absolutely no save file from any version. All save files from V3, V4 and V9 have been deleted, both in Save File from The Game Folder, and SavedGames Folder have been deleted. Even the Tittle from the Game was changed from V4 to V9 what creates two different folders, and the error still happens.
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Old September 12th, 2012 (01:11 PM).
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In that case you'll have mucked around with PokemonOptions in some way. Check the default values, and check whether the player is able to select a non-existent screen size (there should only be two choices).
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Old September 13th, 2012 (01:01 PM).
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Couldn't find anything odd about the pre-defined options, maybe was the language or something. Else, it was my fault for using V4 Options in V9...

Heres the script:
Spoiler:
Code:
class Window_PokemonOption < Window_DrawableCommand
  attr_reader :mustUpdateOptions

  def initialize(options,x,y,width,height)
    @options=options
    @nameBaseColor=Color.new(162,206,255)
    @nameShadowColor=Color.new(0,71,151)
    @selBaseColor=Color.new(99,173,253)
    @selShadowColor=Color.new(0,45,96)
    @optvalues=[]
    @mustUpdateOptions=false
    for i in 0...@options.length
      @optvalues[i]=0
    end
    super(x,y,width,height)
  end

  def [](i)
    return @optvalues[i]
  end

  def []=(i,value)
    @optvalues[i]=value
    refresh
  end

  def itemCount
    return @options.length+1
  end

  def drawItem(index,count,rect)
    rect=drawCursor(index,rect)
    optionname=(index==@options.length) ? _INTL("Cancel") : @options[index].name
    optionwidth=(rect.width*9/20)
    pbDrawShadowText(self.contents,rect.x,rect.y,optionwidth,rect.height,optionname,
       @nameBaseColor,@nameShadowColor)
    self.contents.draw_text(rect.x,rect.y,optionwidth,rect.height,optionname)
    return if index==@options.length
    if @options[index].is_a?(EnumOption)
      if @options[index].values.length>1
        totalwidth=0
        for value in @options[index].values
          totalwidth+=self.contents.text_size(value).width
        end
        spacing=(optionwidth-totalwidth)/(@options[index].values.length-1)
        spacing=0 if spacing<0
        xpos=optionwidth+rect.x
        ivalue=0
        for value in @options[index].values
          pbDrawShadowText(self.contents,xpos,rect.y,optionwidth,rect.height,value,
             (ivalue==self[index]) ? @selBaseColor : self.baseColor,
             (ivalue==self[index]) ? @selShadowColor : self.shadowColor
          )
          self.contents.draw_text(xpos,rect.y,optionwidth,rect.height,value)
          xpos+=self.contents.text_size(value).width
          xpos+=spacing
          ivalue+=1
        end
      else
        pbDrawShadowText(self.contents,rect.x+optionwidth,rect.y,optionwidth,rect.height,
           optionname,self.baseColor,self.shadowColor)
      end
    elsif @options[index].is_a?(NumberOption)
      value=_ISPRINTF("{1:d}",@options[index].optstart+self[index])
      xpos=optionwidth+rect.x
      pbDrawShadowText(self.contents,xpos,rect.y,optionwidth,rect.height,value,
         @selBaseColor,@selShadowColor)
    else
      value=@options[index].values[self[index]]
      xpos=optionwidth+rect.x
      pbDrawShadowText(self.contents,xpos,rect.y,optionwidth,rect.height,value,
         @selBaseColor,@selShadowColor)
      self.contents.draw_text(xpos,rect.y,optionwidth,rect.height,value)
    end
  end

  def update
    dorefresh=false
    oldindex=self.index
    @mustUpdateOptions=false
    super
    dorefresh=self.index!=oldindex
    if self.active && self.index<@options.length
      if Input.repeat?(Input::LEFT)
        self[self.index]=@options[self.index].prev(self[self.index])
        dorefresh=true
        @mustUpdateOptions=true
      elsif Input.repeat?(Input::RIGHT)
        self[self.index]=@options[self.index].next(self[self.index])
        dorefresh=true
        @mustUpdateOptions=true
      end
    end
    refresh if dorefresh
  end
end



module PropertyMixin
  def get
    @getProc ? @getProc.call() : nil
  end

  def set(value)
    @setProc.call(value) if @setProc
  end
end



class EnumOption
  include PropertyMixin
  attr_reader :values
  attr_reader :name

  def initialize(name,options,getProc,setProc)            
    @values=options
    @name=name
    @getProc=getProc
    @setProc=setProc
  end

  def next(current)
    index=current+1
    index=@values.length-1 if index>@values.length-1
    return index
  end

  def prev(current)
    index=current-1
    index=0 if index<0
    return index
  end
end



class EnumOption2
  include PropertyMixin
  attr_reader :values
  attr_reader :name

  def initialize(name,options,getProc,setProc)             
    @values=options
    @name=name
    @getProc=getProc
    @setProc=setProc
  end

  def next(current)
    index=current+1
    index=@values.length-1 if index>@values.length-1
    return index
  end

  def prev(current)
    index=current-1
    index=0 if index<0
    return index
  end
end



class NumberOption
  include PropertyMixin
  attr_reader :name
  attr_reader :optstart

  def initialize(name,format,optstart,optend,getProc,setProc)
    @name=name
    @format=format
    @optstart=optstart
    @optend=optend
    @getProc=getProc
    @setProc=setProc
  end

  def next(current)
    index=current+@optstart
    index+=1
    if index>@optend
      index=@optstart
    end
    return index-@optstart
  end

  def prev(current)
    index=current+@optstart
    index-=1
    if index<@optstart
      index=@optend
    end
    return index-@optstart
  end
end

#####################
#
#  Stores game options
#

$SpeechFrames=[
   MessageConfig::TextSkinName, # Default text skin
]

$TextFrames=[
   "Graphics/Windowskins/"+MessageConfig::ChoiceSkinName,

]

$VersionStyles=[
   [MessageConfig::FontName], # Default font style
   ["Power Red and Blue"],
   ["Power Red and Green"],
   ["Power Clear"],
   ["Power Red and Blue Intl"]
]

def pbSettingToTextSpeed(speed)
  return 3 if speed==0
  return 2 if speed==1
  return 1 if speed==2
  return -2 if speed==3
  return MessageConfig::TextSpeed if MessageConfig::TextSpeed
  return ((Graphics.frame_rate>40) ? -2 : 1)
end



module MessageConfig
  def self.pbDefaultSystemFrame
    if !$PokemonSystem
      return pbResolveBitmap("Graphics/Windowskins/"+MessageConfig::ChoiceSkinName)||""
    else
      return pbResolveBitmap($TextFrames[$PokemonSystem.frame])||""
    end
  end

  def self.pbDefaultSpeechFrame
    if !$PokemonSystem
      return pbResolveBitmap("Graphics/Windowskins/"+MessageConfig::TextSkinName)||""
    else
      return pbResolveBitmap("Graphics/Windowskins/"+$SpeechFrames[$PokemonSystem.textskin])||""
    end
  end

  def self.pbDefaultSystemFontName
    if !$PokemonSystem
      return MessageConfig.pbTryFonts(MessageConfig::FontName,"Arial Narrow","Arial")
    else
      return MessageConfig.pbTryFonts($VersionStyles[$PokemonSystem.font][0],"Arial Narrow","Arial")
    end
  end

  def self.pbDefaultTextSpeed
    return pbSettingToTextSpeed($PokemonSystem ? $PokemonSystem.textspeed : nil)
  end

  def pbGetSystemTextSpeed
    return $PokemonSystem ? $PokemonSystem.textspeed : ((Graphics.frame_rate>40) ? 2 :  3)
  end
end



class PokemonSystem
  attr_accessor :textspeed
  attr_accessor :battlestyle
  attr_accessor :frame
  attr_accessor :font
  attr_accessor :screensize
  attr_accessor :battlescene
  attr_accessor :tilemap
  attr_accessor :textskin
  attr_accessor :language

  def language
    return (!@language) ? 0 : @language
  end

  def textskin
    return (!@textskin) ? 0 : @textskin
  end

  def initialize
    @battlestyle = 0  # Battle style (0=shift, 1=set)
    @battlescene = 0  # Battle scene (animations) (0=on, 1=off)
    @textspeed   = 2  # Text speed (0=slow, 1=mid, 2=fast)
    @font        = 0  # Font (see also $VersionStyles)
    @language    = 0  # Language (see also LANGUAGES in script PokemonSystem)
  end
end



class PokemonOptionScene
  def pbUpdate
    pbUpdateSpriteHash(@sprites)
  end

 def pbStartScene
    @sprites={}
    @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
    @viewport.z=99999
    @sprites["title"]=Window_UnformattedTextPokemon.newWithSize(
       _INTL("Options"),0,0,Graphics.width,64,@viewport)
    # These are the different options in the game.  To add an option, define a
    # setter and a getter for that option.  To delete an option, comment it out
    # or delete it.  The game's options may be placed in any order.
    @PokemonOptions=[
       EnumOption.new(_INTL("Text Speed"),[_INTL("Slow"),_INTL("Mid"),_INTL("Fast")],
          proc { $PokemonSystem.textspeed },  # Getter
          proc {|value|  
             $PokemonSystem.textspeed=value 
             MessageConfig.pbSetTextSpeed(pbSettingToTextSpeed(value)) 
          } # Setter
       ),
       EnumOption.new(_INTL("Battle Scene"),[_INTL("On"),_INTL("Off")],
          proc { $PokemonSystem.battlescene },
          proc {|value|  $PokemonSystem.battlescene=value }
       ),
       EnumOption.new(_INTL("Battle Style"),[_INTL("Shift"),_INTL("Set")],
          proc { $PokemonSystem.battlestyle },
          proc {|value|  $PokemonSystem.battlestyle=value }
       ),
       EnumOption.new(_INTL("Font Style"),[_INTL("Em"),_INTL("R/S"),_INTL("FRLG"),_INTL("DP")],
          proc { $PokemonSystem.font },
          proc {|value|  
             $PokemonSystem.font=value
             MessageConfig.pbSetSystemFontName($VersionStyles[value])
          }
       ),
# Quote this section out if you don't want to allow players to change the screen
# size.
#       EnumOption2.new(_INTL("Screen Size"),[_INTL("240x160"),_INTL("480x320"),_INTL("320x240"),_INTL("640x480")],
#          proc { $PokemonSystem.screensize },
#          proc {|value|
#             oldvalue=$PokemonSystem.screensize
#             $PokemonSystem.screensize=value
#             $ResizeOffsetX=[0,0,80,80][value]
#             $ResizeOffsetY=[0,0,80,80][value]
#             pbSetResizeFactor([0.5,1.0,0.5,1.0][value])
#             if value!=oldvalue
#               ObjectSpace.each_object(TilemapLoader){|o| next if o.disposed?; o.updateClass }
#             end
#          }
#       ),
# ------------------------------------------------------------------------------
    ]
    @sprites["option"]=Window_PokemonOption.new(@PokemonOptions,0,
       @sprites["title"].height,Graphics.width,
       Graphics.height-@sprites["title"].height)
    @sprites["option"].viewport=@viewport
    @sprites["option"].visible=true
    # Get the values of each option
    for i in 0...@PokemonOptions.length
      @sprites["option"][i]=(@PokemonOptions[i].get || 0)
    end
    pbDeactivateWindows(@sprites)
    pbFadeInAndShow(@sprites) { pbUpdate }
  end

  def pbOptions
    pbActivateWindow(@sprites,"option"){
       loop do
         Graphics.update
         Input.update
         pbUpdate
         if @sprites["option"].mustUpdateOptions
           # Set the values of each option
           for i in 0...@PokemonOptions.length
             @PokemonOptions[i].set(@sprites["option"][i])
           end
         end
         if Input.trigger?(Input::B)
           break
         end
         if Input.trigger?(Input::C) && @sprites["option"].index==@PokemonOptions.length
           break
         end
       end
    }
  end

  def pbEndScene
    pbFadeOutAndHide(@sprites) { pbUpdate }
    # Set the values of each option
    for i in 0...@PokemonOptions.length
      @PokemonOptions[i].set(@sprites["option"][i])
    end
    pbDisposeSpriteHash(@sprites)
    pbRefreshSceneMap
    @viewport.dispose
  end
end



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

  def pbStartScreen
    @scene.pbStartScene
    @scene.pbOptions
    @scene.pbEndScene
  end
end
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Old September 13th, 2012 (01:17 PM).
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I see you've removed the player's ability to change the screen size and a few other options themselves. That's fair enough, but your problem is that you've also removed the default values of those options (in def initialize just above it). Those values need to be defined to something, even if they shouldn't be changed afterwards.

Here's all the initial values:

Code:
  def initialize
    @textspeed   = 2 # Text speed (0=slow, 1=mid, 2=fast)
    @battlescene = 0 # Battle scene (animations) (0=on, 1=off)
    @battlestyle = 0 # Battle style (0=shift, 1=set)
    @frame       = 0 # Default window frame (see also $TextFrames)
    @textskin    = 0 # Speech frame
    @font        = 0 # Font (see also $VersionStyles)
    @screensize  = DEFAULTSCREENZOOM.floor # 0=half size, 1=full size
    @tilemap     = 1 # Map view (0=original, 1=custom, 2=perspective)
    @language    = 0 # Language (see also LANGUAGES in script PokemonSystem)
  end
end
Add the missing ones back in, and it should work.
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Old September 13th, 2012 (01:50 PM).
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Thanks again Maruno, you can't believe how helpfull you have been already... yet...


What am I doing wrong?
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Old September 13th, 2012 (01:54 PM).
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Sigh.

Your main problem is that you tried upgrading, and somewhere in that you did something wrong. That or Midnitez is being dense. At this point, you should probably just send me a copy of the not-working game so I can have a go at it myself.
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Old September 13th, 2012 (03:11 PM).
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Fine. I will send you the link of MediaFire Download. There are a lot of graphics that still haven't been removed (all the pokémon ones not used) as well as several others.
Another curious note here. The Game runs past that error in Debug Mode, but anyways I sent the Current Version in a PM called "Fakemon Celestite"
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