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View Poll Results: Are you planning on using the battle sys in your game?
Yes 46 74.19%
No 5 8.06%
Not sure yet... 11 17.74%
I don't care 0 0%
Voters: 62. You may not vote on this poll

 
 
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  #526    
Old September 3rd, 2004 (02:24 PM).
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Ummm... I'm here... Do you have a question?
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  #527    
Old September 4th, 2004 (12:26 AM).
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Guess there's another member who won't be posting for a while.
Anyway, have a nice time! Brothers can sure be irritating.
  #528    
Old September 4th, 2004 (02:56 PM).
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Quote originally posted by Daegon_Kimeron:
Guess there's another member who won't be posting for a while.
Anyway, have a nice time! Brothers can sure be irritating.
Don't worry, I will be sure to get a lot of work done and have a big update for next time I come here
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  #529    
Old September 5th, 2004 (08:54 AM).
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Quote originally posted by Krazy_Meerkat:
Don't worry, I will be sure to get a lot of work done and have a big update for next time I come here
Sorry about the pkmn selection screen. I'll work on the gfx for the CMS though. Should it be a direct rip?
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  #530    
Old September 5th, 2004 (12:17 PM).
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Quote originally posted by Barry:
It is really great of you guys to do this. It really makes creating Pokemon games so much easier. Just curious, will you be including a berry system?

I can't express my gratitude of you making these systems. May God bring you good times.


Amen!!
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.:: Story -Look in thread ::.

.:: Completion ::.

.:: Title/Game Over/End 100% ::.
.:: Maps .1% ::.
.:: Charsets 46% ::.
.:: Battle Charsets 12% ::.
.:: Chipsets 0% ::.
.:: Events 0% ::.
.:: Voices 0% ::.
.:: Character Roles 0% ::.
.:: Credits 10%::.
.:: CMS 0%::.
  #531    
Old September 5th, 2004 (03:44 PM).
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Hehehe I'm back and the internet is all fixed! I don't have a big update for you guys though.. Sorry
DM don't worry about it. Ummm direct rips will be best for originality..
I will have to change the HP bar to something else, this one is a bit sore on the eyes.
Do you think rm2k3kid would mind if I used his HP bar? I will ask him..
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  #532    
Old September 5th, 2004 (06:27 PM).
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Quote:
Ummm direct rips will be best for originality
Hah, that sound like an oxymoron to me

I had an idea for the introduction panning scene. You know what I'm talking about? The background can be a panning paralax bg (obviously) but you have the grass as a seperate picture moving gradually right and down.

And I think the creator of Pokemon Shadow, was it? got the thing correct with displaying a trainer's # of pkmn before battle.

BTW, I think we should use my text speed script. No one around here has used it yet except for me, which is interesting. Just put this before each message:
\s[\v[x]] where x is a variable that is a number from 0 to 10. Make sense?
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  #533    
Old September 5th, 2004 (07:15 PM).
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.........i need help can someone tell me how to put the text in the box?
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.:: Dragonball Z The Wrath of Jetis ::.
.:: Story -Look in thread ::.

.:: Completion ::.

.:: Title/Game Over/End 100% ::.
.:: Maps .1% ::.
.:: Charsets 46% ::.
.:: Battle Charsets 12% ::.
.:: Chipsets 0% ::.
.:: Events 0% ::.
.:: Voices 0% ::.
.:: Character Roles 0% ::.
.:: Credits 10%::.
.:: CMS 0%::.
  #534    
Old September 5th, 2004 (10:36 PM).
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Make a message event and allign all the words in the middle of the box.
  #535    
Old September 6th, 2004 (02:12 AM).
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Quote originally posted by DarkMage31:
Hah, that sound like an oxymoron to me

I had an idea for the introduction panning scene. You know what I'm talking about? The background can be a panning paralax bg (obviously) but you have the grass as a seperate picture moving gradually right and down.

And I think the creator of Pokemon Shadow, was it? got the thing correct with displaying a trainer's # of pkmn before battle.

BTW, I think we should use my text speed script. No one around here has used it yet except for me, which is interesting. Just put this before each message:
\s[\v[x]] where x is a variable that is a number from 0 to 10. Make sense?
Yeah then we could set the text speed from the menu but that would require a lot of going backwards and finding all the text strings... Are we including a CMS with the public CBS? Because If we aren't then I will do it later...
I am still in the process of changing all the switches and variables... I think I am halfway through the variables.

Your asking for a lot there DM but I guess I could give it a try... I will need some graphics for the trainer's # of pkmn... I havent done it yet because I havent done the trainers part yet lol...

Panning... I guess It could be done... I will need to muck about with pictures first though..

Ok priority list:
1. Finish variable swapping
2. Complete HP bar
3. Do text strings
4. Insert trainers into battle
5. # of pokemon
6. Panning
7. Finish coding on item system
8. Make switches or something to distunguish between using items in-battle and outof-battle
9. Test
I think there is more but it will come to me later
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  #536    
Old September 6th, 2004 (03:48 AM).
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Ok I have done the variable swapping and there were no switches to change.. I had a very big glitch because I had one of the events activate under a variable condtion and (of course) the variable search did not tell me this. Anyway its all fixed now and I will do more work tomorrow
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  #537    
Old September 6th, 2004 (08:47 AM).
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Okay, the trainer part should be saved for after the wild appearances are done.

I can work on a quick screen pan if you want.
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  #538    
Old September 6th, 2004 (09:33 AM).
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Quote:
I can't use the withdraw deposit system as I can't catch a pokemon.
Is there a way to catch Latios? If there isn't, I'll just check the event.

--EDIT--

This is an extremely long event.
that was a while ago..... but oh well
yea,i'll put a pokeball in.....

Ok, My first tut, so if it don't make sense, that's why!
I recently got asked: "How do you catch Pokemon in your game?" So I thought why don't I make a tut for it? Please note that as far as I know this only works for 1 monster battles at a time.. Ok, here goes:

1.) Create an item - Like a Pokeball that turnes a switch on... call the switch something like *Itemwhatever*ON
(So if you were making a Pokemon game it would be a Pokeball item, Price: 20, Switch: PokeballON)
-------------------
Now for the next part you must copy and paste (But change certain parts) for every monster you wanna be able to catch in your game...
-------------------
2.) Make a test monster
3.) Go to "Monster Groups" then under "Battle Events" put in this code:
Trigger: Switch [What ever you called the switch your item turns on] ON

then make a message appear showing that your using the item, then mabe a battle animation (Of a Pokeball?)

Now set up a variable for the monsters Health (You can use the same Variable for all the monsters) and set it Equal To, Monster, HP...

Now if you want it to work anyway, no matter wether the monsters have full health then ignor the next few parts!

Add a Conditional Branch so that if the Variable MONSTERS Health, or what ever you just called it is less than 30 (Or what ever you choose) then:
Show a message to show you have caught the monster, mabe a sound effect.. then if you want to record how many monsters you have caught you can create a variable MONSTERS CAPTURED or summit and + 1!

Now add that monster to your Party.. (I dont know what happens when you reach your Party limit..)

Now switch off the Switch that your item turns on

Then switch on another switch called (What ever the monsters name is) Captured. This is so you cant capture him again..

And finaly take away 1 of the item you first created...

Now create a new page, the set the Trigger to be if *Item*ON and *Monstername*CAPTURED then:
Display mesage: I already have this monster!
then switch off *Item*ON!

Thats it.. simple?? right.. simple?

thats from GW
.......not sure if it'll work w/ the battle sys. though....i'll try
__EDIT__

Krazy, i got all the trainer sprites from r/s/fr/lg........do u have aim?or yahoo?
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.:: Dragonball Z The Wrath of Jetis ::.
.:: Story -Look in thread ::.

.:: Completion ::.

.:: Title/Game Over/End 100% ::.
.:: Maps .1% ::.
.:: Charsets 46% ::.
.:: Battle Charsets 12% ::.
.:: Chipsets 0% ::.
.:: Events 0% ::.
.:: Voices 0% ::.
.:: Character Roles 0% ::.
.:: Credits 10%::.
.:: CMS 0%::.
  #539    
Old September 6th, 2004 (10:36 AM). Edited September 6th, 2004 by DarkMage31.
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OMFG! I got the screen pan! It looks sooooooo sweet! I'll send it to meerkat as soon as I get the timing perfect It's the coolest thing you'll ever see in RM2K

-Edit-
Here it is! The pkmn panning scene for grass appearances!!! I think it's sweet
Anyone else can use it too, so long as they give me credit. Also note that the grass platform rip I'm using is a little iffy. I need to edit it some more later.


Download CBS Pan
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  #540    
Old September 6th, 2004 (02:15 PM).
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Quote originally posted by DarkMage31:
OMFG! I got the screen pan! It looks sooooooo sweet! I'll send it to meerkat as soon as I get the timing perfect It's the coolest thing you'll ever see in RM2K

-Edit-
Here it is! The pkmn panning scene for grass appearances!!! I think it's sweet
Anyone else can use it too, so long as they give me credit. Also note that the grass platform rip I'm using is a little iffy. I need to edit it some more later.


Download CBS Pan
Ok kool that's one thing I don't have to do
I just finished d/ling it. I will see what you have done. I like it! I just gotta see where I have some spare picture numbers...
Ok time for a new Priority List
1. Add in the Panning
2. Complete HP bar
3. Do text strings
4. Insert trainers into battle
5. # of pokemon
6. Finish coding on item system
7. Make switches or something to distunguish between using items in-battle and outof-battle
I will be back
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  #541    
Old September 6th, 2004 (02:32 PM).
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Quote originally posted by Daegon_Kimeron:
Make a message event and allign all the words in the middle of the box.
thx
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.:: Dragonball Z The Wrath of Jetis ::.
.:: Story -Look in thread ::.

.:: Completion ::.

.:: Title/Game Over/End 100% ::.
.:: Maps .1% ::.
.:: Charsets 46% ::.
.:: Battle Charsets 12% ::.
.:: Chipsets 0% ::.
.:: Events 0% ::.
.:: Voices 0% ::.
.:: Character Roles 0% ::.
.:: Credits 10%::.
.:: CMS 0%::.
  #542    
Old September 6th, 2004 (03:50 PM).
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Quote:
1. Add in the Panning
2. Complete HP bar
3. Do text strings
4. Insert trainers into battle
5. # of pokemon
6. Finish coding on item system
7. Make switches or something to distunguish between using items in-battle and outof-battle
1) The hardest part of this will be finding the spare picture #'s
2) It seemed to be working fine in the last demo. Do you mean for the enemy?
3) It can be a pain in the [beep] to go through everything, I know. It's best to start early than have to do it all before official release.
4) Shouldn't have to worry about this until everything's all set for the wild battles

Does the timing and everything seem okay with the pan? I tried to match it to the music, but it was hard. And sorry for making it FR/LG style. Shouldn't be too hard to change though.
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  #543    
Old September 6th, 2004 (06:22 PM).
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I think I will have to change the music anyway..
I got the pictures and timing right so I will just leave the graphics.. Do you want the pokemon to come out at the same time as the grass?
The graphics aren't really important because it is just grass..

Yes I mean HP bar for enemy.. I still have to make the name & HP appear and everything...

I have found a big glitch in the battle system that needs attending to... It will help with the pokemon switching part of the battle.. Like XP at the end and stuff..
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  #544    
Old September 7th, 2004 (03:50 AM).
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Hey..
I have added music to the battle and it sounds really cool! I have also fixed up various parts of the battle and I am still working on that glitch...
Oh and the new HP bar is almost finished.. Just gotta fix up some lag...
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  #545    
Old September 7th, 2004 (05:39 AM).
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I'm glad to hear of some real progress being made . Good work guys!
  #546    
Old September 7th, 2004 (06:10 AM).
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No problems Phoenix
I think I have done the HP bar fully now... There was a wierd glitch with it where it kept attacking even though the other pokemon was dead... I am pretty sure I have fixed it now.. I will test it more tomorrow.. Need sleep now zzzzz
Oh yeah, the HP bar is now lag free and counts down the HP 1 by 1 instead of taking huge chunks out of it..
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  #547    
Old September 7th, 2004 (10:59 PM).
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Great! More updates! It's always fun to see updates. Especially after rugby.
Wonder if I can do anything to help?
  #548    
Old September 8th, 2004 (06:38 PM).
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So I assume these systems like the item, battle, and other systems will be finished by the end of the year? At the current progress, from what I can tell, it sounds like it. It's like a Christmas present. XP
  #549    
Old September 8th, 2004 (07:09 PM).
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Yea! Only this one you can't wrap up and slap a ribbon on it. Keep it up guys you're doing great!
  #550    
Old September 8th, 2004 (09:27 PM).
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I haven't been able to test it anymore than last time... I have been pretty obsessed with Multi-Theft-Auto... I will get around to it.. My head still hurts from last time I tackled it
Thx for all positive comments :D Helps keep this project alive
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