• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Essentials Tutorial] How to add more features to the Pokégear

FL

Pokémon Island Creator
2,449
Posts
13
Years
    • Seen today
    Map, Phone and Jukebox aren't enough features for you? Let's add more!

    In Pokégear script section, after line '@cmdJukebox=-1' add '@cmdSomething=-1', after line 'commands[@cmdJukebox=commands.length]=_INTL("Jukebox")' add 'commands[@cmdSomething=commands.length]=_INTL("Something")'. Before the last line 'return', add the scene call in a 'if' statement with the command index, something like:

    Code:
          if @cmdSomething>=0 && @sprites["command_window"].index==@cmdSomething
            pbPlayDecisionSE()
            pbFadeOutIn(99999) {
               scene=SomethingScene.new
               screen=Something.new(scene)
               screen.pbStartScreen
            }
          end

    Change all the "Something" for something (lol) like DayCareChecker (works with this script if you use 'screen.startScreen' instead of 'screen.pbStartScreen' in the scene call). You can put a icon if you match the name, like the pokégear icons in Graphics/Pictures folder.
     
    31
    Posts
    11
    Years
    • Seen Nov 9, 2013
    Thanks n_n Say if I wanted to make a sort of, mail/email system, how would that work? I know how to make scenes, just not how to populate them
     

    FL

    Pokémon Island Creator
    2,449
    Posts
    13
    Years
    • Seen today
    Thanks n_n Say if I wanted to make a sort of, mail/email system, how would that work? I know how to make scenes, just not how to populate them
    Use a selection for choosing the values in a list, I suggest something like Kernel.pbMessage("Choose something",["choice 1","choice 2","choice 3","Cancel",3)

    For showing a text (you need to define the background IMAGEPATH):

    Code:
     def pbStartScene
        @sprites={} 
        @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
        @viewport.z=99999
        @sprites["background"]=IconSprite.new(0,0,@viewport)
        @sprites["background"].setBitmap(IMAGEPATH)
        @sprites["background"].x=(Graphics.width-@sprites["background"].bitmap.width)/2
        @sprites["background"].y=(Graphics.height-@sprites["background"].bitmap.height)/2
        @sprites["overlay"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
        pbSetSystemFont(@sprites["overlay"].bitmap)
        overlay=@sprites["overlay"].bitmap
        overlay.clear 
        marginLeft=32
        marginRight=32
        baseColor=Color.new(72,72,72)
        shadowColor=Color.new(160,160,160)
        textPositions=["Title goes here",Graphics.width/2,0,2,baseColor,shadowColor]]
        pbDrawTextPositions(overlay,textPositions)
        text = "text text text text text text text text text text text text text text text"
        drawTextEx(overlay,marginLeft,64,Graphics.width-marginLeft-marginRight,8,
            text,baseColor,shadowColor)
        pbFadeInAndShow(@sprites) { update }
      end
    Look at my diploma tutorial for a better example.
     
    60
    Posts
    13
    Years
    • Seen Jun 2, 2023
    small question: I want the pokedex to be on the pokegear instead of in the menu screen along with a pokemon storage check (you can't move your pokemon from there but merely check their summary)
     

    FL

    Pokémon Island Creator
    2,449
    Posts
    13
    Years
    • Seen today
    small question: I want the pokedex to be on the pokegear instead of in the menu screen along with a pokemon storage check (you can't move your pokemon from there but merely check their summary)
    Simply do the tutorial and for the last part (of each one) do something like:

    Code:
          if @cmdPokedex>=0 && @sprites["command_window"].index==@cmdPokedex # I copied for menu script
            pbPlayDecisionSE()
            if DEXDEPENDSONLOCATION
              pbFadeOutIn(99999) {
                 scene=PokemonPokedexScene.new
                 screen=PokemonPokedex.new(scene)
                 screen.pbStartScreen
              }
            else
              if $PokemonGlobal.pokedexViable.length==1
                $PokemonGlobal.pokedexDex=$PokemonGlobal.pokedexViable[0]
                $PokemonGlobal.pokedexDex=-1 if $PokemonGlobal.pokedexDex==$PokemonGlobal.pokedexUnlocked.length-1
                pbFadeOutIn(99999) {
                   scene=PokemonPokedexScene.new
                   screen=PokemonPokedex.new(scene)
                   screen.pbStartScreen
                }
              else
                $scene = Scene_PokedexMenu.new # Changed
              end
            end
          end
          if @cmdStorage>=0 && @sprites["command_window"].index==@cmdStorage
            pbFadeOutIn(99999){
              scene=PokemonStorageScene.new
              screen=PokemonStorageScreen.new(scene,$PokemonStorage,false) # 3 parameters
              screen.pbStartScreen(2)
            }
          end

    In PokemonStorage, change the line 'def initialize(scene,storage)' to:

    Code:
      def initialize(scene,storage,actionsEnabled=true)
        @actionsEnabled = actionsEnabled


    Change the second 'command=pbShowCommands(helptext,commands)' to:

    Code:
              actionsDisabled=[
                 _INTL("Move"),
                 _INTL("Store"),
                 _INTL("Withdraw"),
                 _INTL("Item"),
                 _INTL("Release")
              ]
              actionsDisabledPositions=[]
              if !@actionsEnabled
                count = commands.size
                while(count>0) # Goes backward to memorize the positions
                  count-=1
                  if actionsDisabled.include?(commands[count])
                    actionsDisabledPositions.push(count)
                    commands.delete_at(count)
                  end  
                end
                actionsDisabledPositions.sort!
              end
              command=pbShowCommands(helptext,commands)
              for position in actionsDisabledPositions
                command+=1 if command>=position
              end

    To make the back button in pokédex returns to PokéGear: In PokemonPokedex change every 'Scene_Map.new' to 'Scene_Pokegear.new'
     
    Last edited:
    63
    Posts
    11
    Years
    • Seen Mar 17, 2015
    thank you very much =) the day cary stuff works fine , but ice tried toput the voltorb flip in this event ,but i got this error ,when i end the voltorb flip scene

    ---------------------------
    Pokemon 1
    ---------------------------
    Exception: NoMethodError

    Message: undefined method `new' for nil:NilClass

    PokemonPokegear:178:in `update_command'

    PokemonPokegear:177:in `pbFadeOutIn'

    PokemonPokegear:177:in `update_command'

    PokemonPokegear:135:in `update'

    PokemonPokegear:116:in `main'

    PokemonPokegear:113:in `loop'

    PokemonPokegear:120:in `main'

    PokemonUtilities:991:in `pbLoadRpgxpScene'

    PokemonPauseMenu:147:in `pbStartPokemonMenu'

    PokemonPauseMenu:142:in `loop'



    This exception was logged in

    C:\Users\Salem\Saved Games/Pokemon 1/errorlog.txt.

    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK
    ---------------------------
     

    FL

    Pokémon Island Creator
    2,449
    Posts
    13
    Years
    • Seen today
    thank you very much =) the day cary stuff works fine , but ice tried toput the voltorb flip in this event ,but i got this error ,when i end the voltorb flip scene
    I followed the instructions and manage it (I only used 'pbVoltorbFlip' after 'pbPlayDecisionSE()' in the last part). You probably done something wrong, try again.
     
    63
    Posts
    11
    Years
    • Seen Mar 17, 2015
    sorry but i god some problems to fix it.please help me
    class PokegearButton < SpriteWrapper
    attr_reader :index
    attr_reader :name
    attr_accessor :selected

    def initialize(x,y,name="",index=0,viewport=nil)
    super(viewport)
    @index=index
    @name=name
    @selected=false
    fembutton=pbResolveBitmap(sprintf("Graphics/Pictures/pokegearButtonf"))
    if $Trainer.gender==1 && fembutton
    @button=AnimatedBitmap.new("Graphics/Pictures/pokegearButtonf")
    else
    @button=AnimatedBitmap.new("Graphics/Pictures/pokegearButton")
    end
    @contents=BitmapWrapper.new(@button.width,@button.height)
    self.bitmap=@contents
    self.x=x
    self.y=y
    update
    end

    def dispose
    @button.dispose
    @contents.dispose
    super
    end

    def refresh
    self.bitmap.clear
    self.bitmap.blt(0,0,@button.bitmap,Rect.new(0,0,@button.width,@button.height))
    pbSetSystemFont(self.bitmap)
    textpos=[ # Name is written on both unselected and selected buttons
    [@name,self.bitmap.width/2,10,2,Color.new(248,248,248),Color.new(40,40,40)],
    [@name,self.bitmap.width/2,62,2,Color.new(248,248,248),Color.new(40,40,40)]
    ]
    pbDrawTextPositions(self.bitmap,textpos)
    icon=sprintf("Graphics/Pictures/pokegear"+@name)
    imagepos=[ # Icon is put on both unselected and selected buttons
    [icon,18,10,0,0,-1,-1],
    [icon,18,62,0,0,-1,-1]
    ]
    pbDrawImagePositions(self.bitmap,imagepos)
    end

    def update
    if self.selected
    self.src_rect.set(0,self.bitmap.height/2,self.bitmap.width,self.bitmap.height/2)
    else
    self.src_rect.set(0,0,self.bitmap.width,self.bitmap.height/2)
    end
    refresh
    super
    end
    end



    #===============================================================================
    # - Scene_Pokegear
    #-------------------------------------------------------------------------------
    # Modified By Harshboy
    # Modified by Peter O.
    # Also Modified By OblivionMew
    # Overhauled by Maruno
    #===============================================================================
    class Scene_Pokegear
    #-----------------------------------------------------------------------------
    # initialize
    #-----------------------------------------------------------------------------
    def initialize(menu_index = 0)
    @menu_index = menu_index
    end
    #-----------------------------------------------------------------------------
    # main
    #-----------------------------------------------------------------------------
    def main
    commands=[]
    # OPTIONS - If you change these, you should also change update_command below.
    @cmdMap=-1
    @cmdPhone=-1
    @cmdJukebox=-1
    @cmdVoltorbFlip=-1
    commands[@cmdMap=commands.length]=_INTL("Map")
    commands[@cmdPhone=commands.length]=_INTL("Phone") if $PokemonGlobal.phoneNumbers &&
    $PokemonGlobal.phoneNumbers.length>0
    commands[@cmdJukebox=commands.length]=_INTL("Jukebox")
    commands[@cmdPension=commands.length]=_INTL("Pensionschecker") if pbGet(102)
    commands[@cmdVoltorbFlip=commands.length]=_INTL("VoltorbFlip")
    @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
    @viewport.z=99999
    @button=AnimatedBitmap.new("Graphics/Pictures/pokegearButton")
    @sprites={}
    @sprites["background"] = IconSprite.new(0,0)
    femback=pbResolveBitmap(sprintf("Graphics/Pictures/pokegearbgf"))
    if $Trainer.gender==1 && femback
    @sprites["background"].setBitmap("Graphics/Pictures/pokegearbgf")
    else
    @sprites["background"].setBitmap("Graphics/Pictures/pokegearbg")
    end
    @sprites["command_window"] = Window_CommandPokemon.new(commands,160)
    @sprites["command_window"].index = @menu_index
    @sprites["command_window"].x = Graphics.width
    @sprites["command_window"].y = 0
    for i in 0...commands.length
    x=118
    y=196 - (commands.length*24) + (i*48)
    @sprites["button#{i}"]=PokegearButton.new(x,y,commands,i,@viewport)
    @sprites["button#{i}"].selected=(i==@sprites["command_window"].index)
    @sprites["button#{i}"].update
    end
    Graphics.transition
    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end
    Graphics.freeze
    pbDisposeSpriteHash(@sprites)
    end
    #-----------------------------------------------------------------------------
    # update the scene
    #-----------------------------------------------------------------------------
    def update
    pbUpdateSpriteHash(@sprites)
    for i in 0...@sprites["command_window"].commands.length
    sprite=@sprites["button#{i}"]
    sprite.selected=(i==@sprites["command_window"].index) ? true : false
    end
    #update command window and the info if it's active
    if @sprites["command_window"].active
    update_command
    return
    end
    end
    #-----------------------------------------------------------------------------
    # update the command window
    #-----------------------------------------------------------------------------
    def update_command
    if Input.trigger?(Input::B)
    pbPlayCancelSE()
    $scene = Scene_Map.new
    return
    end
    if Input.trigger?(Input::C)
    if @cmdMap>=0 && @sprites["command_window"].index==@cmdMap
    pbPlayDecisionSE()
    pbFadeOutIn(99999) {
    scene=PokemonRegionMapScene.new
    screen=PokemonRegionMap.new(scene)
    screen.pbStartScreen
    }
    end
    if @cmdPhone>=0 && @sprites["command_window"].index==@cmdPhone
    pbPlayDecisionSE()
    pbFadeOutIn(99999) {
    PokemonPhoneScene.new.start
    }
    end
    if @cmdJukebox>=0 && @sprites["command_window"].index==@cmdJukebox
    pbPlayDecisionSE()
    $scene = Scene_Jukebox.new
    end
    if @cmdPension>=0 && @sprites["command_window"].index==@cmdPension
    pbPlayDecisionSE()
    pbFadeOutIn(99999) {
    scene=DayCareCheckerScene.new
    screen=DayCareChecker.new(scene)
    screen.startScreen
    }
    end
    if @cmdPension>=0 && @sprites["command_window"].index==@cmdVoltorbFlip
    pbPlayDecisionSE()
    pbFadeOutIn(99999) {
    scene=pbVoltorbFlip.new
    screen=pbVoltorbFlip.new(scene)
    screen.pbStartScreen
    }
    end
    return
    end
    end
    end
     
    Last edited:

    FL

    Pokémon Island Creator
    2,449
    Posts
    13
    Years
    • Seen today
    sorry but i god some problems to fix it.please help me
    Like I said: You done something wrong. 'if @cmdPension>=0 && @sprites["command_window"].index==@cmdVoltorbFlip' line should be 'if @cmdVoltorbFlip>=0 && @sprites["command_window"].index==@cmdVoltorbFlip'. Change
    Code:
    pbFadeOutIn(99999) { 
      scene=pbVoltorbFlip.new
      screen=pbVoltorbFlip.new(scene)
      screen.pbStartScreen
    }
    to 'pbVoltorbFlip'
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen today
    You'll also need the line @cmdPension=-1 in there somewhere. You could also try saying what your problems actually are.
     

    FL

    Pokémon Island Creator
    2,449
    Posts
    13
    Years
    • Seen today
    how is it posibal to put the bike in
    could someone help me please
    The last part is:

    Code:
          if @cmdBicycle>=0 && @sprites["command_window"].index==@cmdBicycle #gearmod
            if pbBikeCheck
              if $PokemonGlobal.bicycle
                Kernel.pbDismountBike
              else
                Kernel.pbMountBike 
              end
              $scene = Scene_Map.new
            end
          end

    To close the menu, I suggest you to create a new flag at PokemonTemp. At pause menu script, when this variable is true, just closes the menu (break the loop). At this script, set this variable to true after line '$scene = Scene_Map.new'.
     
    63
    Posts
    11
    Years
    • Seen Mar 17, 2015
    ok thank you but the stuff with the pause menu is not needed i use another menu =)
    thank you =)
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen today
    The first post explains how to call your drawing app scripts from the Pokégear.

    Describing how to make a whole new screen is not a part of this tutorial.
     
    94
    Posts
    11
    Years
    • Seen May 4, 2018
    I tried to add the PokéDex to the PokéGear and got this error:

    7fmz18n.png
     

    FL

    Pokémon Island Creator
    2,449
    Posts
    13
    Years
    • Seen today
    I tried to add the PokéDex to the PokéGear and got this error:

    7fmz18n.png
    Just delete the both lines '@scene.pbRefresh' for Pokégear script. I updated my other post.
     
    94
    Posts
    11
    Years
    • Seen May 4, 2018
    Oh I tried that, but then when I opened the Pokédex from that option the Dex List didn't show up at first, took me straight to the first Dex. I tried again and this time it showed up. This doesn't happen when catching new Pokémon though. They show up in the Pokédex right after catching/getting them.

    I didn't get an error, just that tiny glitch.
     
    Back
    Top