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Help and Requests

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Klofkac

He's back!
336
Posts
14
Years
  • I've got a Poke Essentials upgrade problem. I copied over the following files to upgrade my version:

    Data File:

    bttrainers.dat
    btpokemon.dat
    All my map files
    MapInfos
    trainers.dat
    trainernames.dat
    TilesetsTemp
    Tilesets

    PBS File:
    (All PBS files)

    All graphic files and so on.

    When I play test the game, several messages like these appear when processing maps:


    Help and Requests


    What can I do to fix this? This doesn't happen when I load the debug editor.
    Another thing, I want my save file to also show up.

    Note:This was how the copying went:

    MY ORIGINAL PROJECT---------------------->NEWLY DOWNLOADED
    files(DATA,PBS,ECT) POKESTARTER
    You made mistake, when you replaced trainers.pbs and trainernames.pbs! You mow must add 'em all or if you have backup, you're lucky.
     

    kingjay99

    you cant get better then me
    47
    Posts
    14
    Years
    • Seen May 8, 2010
    Does anyone have the trainer OverWorld sprites from HG/SS for RMXP? (for some reason, I cant make them)
    and if anyone have sprites of the unused pokemon. Revamped or not would be helpfull:) (and maybe a script to add new pokemon in:))
     
    Last edited:

    pkmn.master

    Hobbyist Game Developer
    299
    Posts
    16
    Years
  • You made mistake, when you replaced trainers.PBS and trainer names.PBS! You mow must add 'em all or if you have backup, you're lucky.

    But I copied my entire PBS. There is no way I could have done anything wrong. So, I have all my PBS files.I copy them over to the new Pokémon essentials file and it replaces all of their PBS files with mine. Mine have all my trainers in them, so why doesn't it work?

    EDIT: I discovered that the internal names for the three trainers above where changed. I might be able to fix this...
     
    Last edited:

    incognito322

    let's look towards the future!
    264
    Posts
    16
    Years
  • Oh, I have a problem. (well, that's a bit obvious). I don't know why, but the priorities a certain range of tiles near the junction of maps are screwed up, and the main character always ends on top of everything. If you need a picture, I'll post one, but I think I was pretty clear... Does anyone know how to get rid of that?
     

    |Maximus|

    I'm back~
    836
    Posts
    16
    Years
    • Seen Sep 10, 2010
    Oh, I have a problem. (well, that's a bit obvious). I don't know why, but the priorities a certain range of tiles near the junction of maps are screwed up, and the main character always ends on top of everything. If you need a picture, I'll post one, but I think I was pretty clear... Does anyone know how to get rid of that?

    Do you mean like instead of going under the tip of the trees, you go over them?

    Because, I have the solution =)

    Replace Spriteset_Map with this code:

    Code:
    class ReflectedSprite
     def initialize(sprite,event,viewport=nil)
      @rsprite=sprite
      @sprite=nil
      @event=event
      @disposed=false
      @viewport=viewport
      update
     end
     def dispose
      if !@disposed
       @sprite.dispose if @sprite
       @sprite=nil
       @disposed=true
      end
     end
     def disposed?
       @disposed
     end
     def update
      return if disposed?
      [email protected]_y.to_i/(4*Game_Map::TILEHEIGHT)
      [email protected]_rect.height
      shouldShow=false
      # Clipping at Y
      i=0
      while i<@rsprite.src_rect.height+Game_Map::TILEHEIGHT
         nextY=currentY+1+(i>>5)
         if @event.map.terrain_tag(@event.x,nextY)!=6
           limit= ((nextY * (4*Game_Map::TILEHEIGHT))[email protected]_y+3).to_i/4
           [email protected]
           break
         else
           shouldShow=true
         end
         i+=Game_Map::TILEHEIGHT
      end
      if limit>0 && shouldShow
       # Just-in-time creation of sprite
       if !@sprite
        @sprite=Sprite.new(@viewport)
       end
      else
       # Just-in-time disposal of sprite 
       if @sprite
        @sprite.dispose
        @sprite=nil
       end
       return
      end
      if @sprite
       [email protected]@rsprite.ox
       [email protected]@rsprite.oy
       [email protected]_rect.width
       [email protected]_rect.height
       frame=(Graphics.frame_count%40)/10
       [email protected]_x
       @sprite.x=x+width/2
       @sprite.y=y+height+height/2
       @sprite.ox=width/2
       @sprite.oy=height/2
       @sprite.angle=180.0
       @[email protected]
       @[email protected]_x
       @[email protected]_y
       if frame==1
        @sprite.zoom_x*=1.1    
       elsif frame==3
        @sprite.zoom_x*=0.9    
       end
       @sprite.mirror=true
       @[email protected]
       @[email protected]
       @[email protected]/2
       @[email protected]_rect
       [email protected]_y.to_i/(4*Game_Map::TILEHEIGHT)
       if limit<@sprite.src_rect.height
         [email protected]_rect.height-limit
         @sprite.src_rect.y+=diff
         @sprite.src_rect.height=limit
         @sprite.y-=diff
       end
      end
     end
    end
    
    class ClippableSprite < Sprite_Character
     def initialize(viewport,event,tilemap)
      @tilemap=tilemap
      @_src_rect=Rect.new(0,0,0,0)
      super(viewport,event)
     end
     def update
      super
      @_src_rect=self.src_rect
      [email protected]_data.xsize*Game_Map::[email protected]
      echoln("x=#{self.x},ox=#{self.ox},tmright=#{tmright},tmox=#{@tilemap.ox}")
      if @tilemap.ox-self.ox<-self.x
       # clipped on left
       diff=(-self.x)-(@tilemap.ox-self.ox)
       self.src_rect=Rect.new(@_src_rect.x+diff,@_src_rect.y,
            @_src_rect.width-diff,@_src_rect.height)
       echoln("clipped out left: #{diff} #{@tilemap.ox-self.ox} #{self.x}")
      elsif tmright-self.ox<self.x
       # clipped on right
       diff=(self.x)-(tmright-self.ox)
       self.src_rect=Rect.new(@_src_rect.x,@_src_rect.y,
            @_src_rect.width-diff,@_src_rect.height)
       echoln("clipped out right: #{diff} #{tmright+self.ox} #{self.x}")
      else
       echoln("-not- clipped out left: #{diff} #{@tilemap.ox-self.ox} #{self.x}")
      end
     end
    end
    
    class Spriteset_Map
      attr_reader :map
      def initialize(map=nil)
        @map=map ? map : $game_map
        @viewport1 = Viewport.new(0, 0, Graphics.width,Graphics.height)
        @viewport1a = Viewport.new(0, 0, Graphics.width,Graphics.height)
        @viewport2 = Viewport.new(0, 0, Graphics.width,Graphics.height)
        @viewport3 = Viewport.new(0, 0, Graphics.width,Graphics.height)
        @viewport1a.z = 100
        @viewport2.z = 200
        @viewport3.z = 500
        @tilemap = TilemapLoader.new(@viewport1)
        @tilemap.tileset = pbGetTileset(@map.tileset_name)
        for i in 0..6
          autotile_name = @map.autotile_names[i]
          @tilemap.autotiles[i] = pbGetAutotile(autotile_name)
        end
        @tilemap.map_data = @map.data
        @tilemap.priorities = @map.priorities
        @panorama = AnimatedPlane.new(@viewport1)
        @panorama.z = -1000
        @fog = AnimatedPlane.new(@viewport1)
        @fog.z = 3000
        @reflectedSprites=[]
        @character_sprites = []
        for i in @map.events.keys.sort
          sprite = Sprite_Character.new(@viewport1, @map.events[i])
          @character_sprites.push(sprite)
          @reflectedSprites.push(ReflectedSprite.new(sprite,@map.events[i],@viewport1))
        end
        playersprite=Sprite_Character.new(@viewport1, $game_player)
        @playersprite=playersprite
        @reflectedSprites.push(
          ReflectedSprite.new(playersprite,$game_player,@viewport1)
        )
        @character_sprites.push(playersprite)
        @weather = RPG::Weather.new(@viewport1a)
        @picture_sprites = []
        for i in 1..50
          @picture_sprites.push(Sprite_Picture.new(@viewport2,
            $game_screen.pictures[i]))
        end
        @timer_sprite = Sprite_Timer.new
        Kernel.pbOnSpritesetCreate(self,@viewport1)
        update
      end
    
      def dispose
        @tilemap.tileset.dispose
        for i in 0..6
          @tilemap.autotiles[i].dispose
        end
        @tilemap.dispose
        @panorama.dispose
        @fog.dispose
        for sprite in @character_sprites
          sprite.dispose
        end
        for sprite in @reflectedSprites
          sprite.dispose
        end
        @weather.dispose
        for sprite in @picture_sprites
          sprite.dispose
        end
        @timer_sprite.dispose
        @viewport1.dispose
        @viewport2.dispose
        @viewport3.dispose
        @tilemap=nil
        @panorama=nil
        @fog=nil
        @character_sprites.clear
        @reflectedSprites.clear
        @weather=nil
        @picture_sprites.clear
        @viewport1=nil
        @viewport2=nil
        @viewport3=nil
        @timer_sprite=nil
      end
      def in_range?(object)
        return true if $PokemonSystem.tilemap==2
        screne_x = @map.display_x
        screne_x -= 256
        screne_y = @map.display_y
        screne_y -= 256
        screne_width = @map.display_x
        screne_width += Graphics.width*4+256 # 2816
        screne_height = @map.display_y
        screne_height += Graphics.height*4+256 # 2176
        return false if object.real_x <= screne_x
        return false if object.real_x >= screne_width
        return false if object.real_y <= screne_y
        return false if object.real_y >= screne_height
        return true
      end
      def update
        if @panorama_name != @map.panorama_name or
           @panorama_hue != @map.panorama_hue
          @panorama_name = @map.panorama_name
          @panorama_hue = @map.panorama_hue
          if @panorama.bitmap != nil
            @panorama.setPanorama(nil)
          end
          if @panorama_name != ""
            @panorama.setPanorama(@panorama_name, @panorama_hue)
          end
          Graphics.frame_reset
        end
        if @fog_name != @map.fog_name or @fog_hue != @map.fog_hue
          @fog_name = @map.fog_name
          @fog_hue = @map.fog_hue
          if @fog.bitmap != nil
            @fog.setFog(nil)
          end
          if @fog_name != ""
            @fog.setFog(@fog_name, @fog_hue)
          end
          Graphics.frame_reset
        end
        tmox = @map.display_x.to_i / 4
        tmoy = @map.display_y.to_i / 4
        @tilemap.ox=tmox
        @tilemap.oy=tmoy
        if $PokemonSystem.tilemap==0
         # Original Map View only, to prevent wrapping
         @viewport1.rect.x=[-tmox,0].max
         @viewport1.rect.y=[-tmoy,0].max
         @viewport1.rect.width=
           [@tilemap.map_data.xsize*Game_Map::TILEWIDTH-tmox,Graphics.width].min
         @viewport1.rect.height=
           [@tilemap.map_data.ysize*Game_Map::TILEHEIGHT-tmoy,Graphics.height].min
         @viewport1.ox=[-tmox,0].max
         @viewport1.oy=[-tmoy,0].max
        else
         @viewport1.rect.set(0,0,Graphics.width,Graphics.height)
         @viewport1.ox=0
         @viewport1.oy=0     
        end
        @viewport1.ox += $game_screen.shake
        @tilemap.update
        @panorama.ox = @map.display_x / 8
        @panorama.oy = @map.display_y / 8
        @fog.zoom_x = @map.fog_zoom / 100.0
        @fog.zoom_y = @map.fog_zoom / 100.0
        @fog.opacity = @map.fog_opacity
        @fog.blend_type = @map.fog_blend_type
        @fog.ox = @map.display_x / 4 + @map.fog_ox
        @fog.oy = @map.display_y / 4 + @map.fog_oy
        @fog.tone = @map.fog_tone
        @panorama.update
        @fog.update
         for sprite in @character_sprites
          if sprite.character.is_a?(Game_Event)
           if sprite.character.trigger == 3 || 
              sprite.character.trigger == 4 ||
              in_range?(sprite.character) 
            sprite.update
           end
          else
           sprite.update
          end
         end
        for sprite in @reflectedSprites
          sprite.update
        end
        # Avoids overlap effect of player sprites if player is near edge of
        # a connected map
        @[email protected] && (
          self.map==$game_map ||
          $game_player.x<=0||$game_player.y<=0||
          ($game_map && ($game_player.x>=$game_map.width||
          $game_player.y>=$game_map.height)))
        if self.map!=$game_map
         @weather.max-=2 if @weather.max>0
         @weather.max=0 if @weather.max<0
         @weather.type = 0 if @weather.max==0
         @weather.ox = 0 if @weather.max==0
         @weather.oy = 0 if @weather.max==0
        else
         @weather.type = $game_screen.weather_type
         @weather.max = $game_screen.weather_max
         @weather.ox = @map.display_x / 4
         @weather.oy = @map.display_y / 4
        end
        @weather.update
        for sprite in @picture_sprites
          sprite.update
        end
        @timer_sprite.update
        @viewport1.tone = $game_screen.tone
        @viewport1a.ox += $game_screen.shake
        @viewport3.color = $game_screen.flash_color
        @viewport1.update
        @viewport1a.update
        @viewport3.update
      end
    end
     
    3
    Posts
    14
    Years
    • Seen Aug 22, 2015
    npc pokemon level help please!

    Hey guys, i'm using pokemon essentials (poccil's starter kit): whenever I go to set the level of a certain trainer's pokemon it only lets me set the levels from 10-20. Whats going on?? Any ideas?

    -Mike
     
    34
    Posts
    14
    Years
    • Seen Jan 31, 2021
    king jay your best bet would be to go to spriters-resource.com if you can find some decent spritesheets I'll go ahead and convert them over to charsets for you are you using RMXP?
     
    13
    Posts
    14
    Years
    • Seen Jul 19, 2010
    Please is this a resolution script, to change 2*2 resolution to 1*1
    Thanks
    That's a big problem, I hate the pixels
     

    incognito322

    let's look towards the future!
    264
    Posts
    16
    Years
  • I know this is a noobish question, but... since my game is in the showcase section, how would I make transparencies for the banners where they are white in color? It bothers me...
     
    13
    Posts
    14
    Years
    • Seen Jul 19, 2010
    Okay excuse my "noobish" question, for the transparency,you can use photofilter or other, you have to:
    >Change the color of the background (wich is white) to (for exemple) pink
    >Do : selection -->color selection --> you select the pink
    >Ctrl+x to cut

    And that's it

    I'm not a noob but I search this script to present my new game

    And excuse my english, I'm french ^^

    EDIT:
    Okay this isn't the big problem, I use Win32Api by squall & when I resize the window to 400x300 the Intoduction is cutted, I mean: I view only an area from the introduction, can you help me please ;-(
     
    Last edited:

    carmaniac

    Where the pickle surprise at?
    671
    Posts
    15
    Years
  • Okay excuse my "noobish" question, for the transparency,you can use photofilter or other, you have to:
    >Change the color of the background (wich is white) to (for exemple) pink
    >Do : selection -->color selection --> you select the pink
    >Ctrl+x to cut

    And that's it

    I'm not a noob but I search this script to present my new game

    And excuse my english, I'm french ^^

    EDIT:
    Okay this isn't the big problem, I use Win32Api by squall & when I resize the window to 400x300 the Intoduction is cutted, I mean: I view only an area from the introduction, can you help me please ;-(

    If you are having promblems with the actual graphics appearance of the introduction, then may I suggest that you resize all of your display sprites to where the canvas size is the same as what you resized the window to.
     
    53
    Posts
    15
    Years
    • Seen Jan 9, 2011
    Hi

    What is the best way to have a NPC walking to some place, followed by another NPC, followed by the player ?
    I usually use the "set moveroute" event, but is there a simpler way (or another way) ?
     

    Cilerba

    the hearts of lonely people
    1,162
    Posts
    14
    Years
  • Hi

    What is the best way to have a NPC walking to some place, followed by another NPC, followed by the player ?
    I usually use the "set moveroute" event, but is there a simpler way (or another way) ?

    Nope. The best/only way to do that is to set move routes for all of the events.
     

    kingjay99

    you cant get better then me
    47
    Posts
    14
    Years
    • Seen May 8, 2010
    hey... for some reason when i try to make new game on the game i'm making. the intro doesn't play and it only goes to the starting map with a blank character.
    any help would be great:)
     

    Cilerba

    the hearts of lonely people
    1,162
    Posts
    14
    Years
  • hey... for some reason when i try to make new game on the game i'm making. the intro doesn't play and it only goes to the starting map with a blank character.
    any help would be great:)

    Make sure that the Player's Starting Position is set to the Intro Map.

    Do this by pressing "F8"

    Then right click any square, and click "Set Starting Position"
     
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