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  #2776    
Old August 1st, 2008 (2:39 PM).
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    I get this Error when starting doing a partner two on two battle:

    Exception: SyntaxError
    Message: (eval)in `pbExecuteScript'compile error
    (eval) syntax error
    ENDAN,"BRENDAN",0)
    ^
    (eval) syntax error
    ENDAN,"BRENDAN",0)
    ^
    Interpreter:238:in `pbExecuteScript'
    Interpreter:1614:in `eval'
    Interpreter:238:in `pbExecuteScript'
    Interpreter:1614:in `command_355'
    Interpreter:466:in `execute_command'
    Interpreter:190:in `update'
    Interpreter:104:in `loop'
    Interpreter:195:in `update'
    Scene_Map:99:in `update'
    Scene_Map:97:in `loop'

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      #2777    
    Old August 1st, 2008 (2:43 PM).
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    Atomic Reactor Atomic Reactor is offline
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    try putting a BR in front of ENDAN
    maybe that's why?
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      #2778    
    Old August 1st, 2008 (2:46 PM).
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      Quote:
      Originally Posted by Atomic_Reactor View Post
      try putting a BR in front of ENDAN
      maybe that's why?
      BR is in front of it thats just how the error came out
        #2779    
      Old August 1st, 2008 (2:49 PM).
      Kevvviiinnn Kevvviiinnn is offline
         
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        It's funny seeing the word "eval" next to that cute Teddiursa X^)

        Anyway, are you calling the script with a Call Script command or a Conditional Branch? The Call Script command will cut it off, so try placing it in the script section on the fourth page of the Conditional Branch.
          #2780    
        Old August 1st, 2008 (2:49 PM).
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        Atomic Reactor Atomic Reactor is offline
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        oh alright.
        That's all i got. i just noticed that it was missing.
        Good luck on fixing it lol :P
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          #2781    
        Old August 1st, 2008 (2:53 PM).
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          Quote:
          Originally Posted by Kevvviiinnn View Post
          It's funny seeing the word "eval" next to that cute Teddiursa X^)

          Anyway, are you calling the script with a Call Script command or a Conditional Branch? The Call Script command will cut it off, so try placing it in the script section on the fourth page of the Conditional Branch.
          I get this now

          Exception: SyntaxError
          Message: (eval)in `pbExecuteScript'compile error
          (eval) syntax error
          pbRegisterPartner(PBTrainers::RIVAL_BR
          ^
          Interpreter:238:in `pbExecuteScript'
          Interpreter:753:in `eval'
          Interpreter:238:in `pbExecuteScript'
          Interpreter:753:in `command_111'
          Interpreter:292:in `execute_command'
          Interpreter:190:in `update'
          Interpreter:104:in `loop'
          Interpreter:195:in `update'
          Scene_Map:99:in `update'
          Scene_Map:97:in `loop'
            #2782    
          Old August 1st, 2008 (2:59 PM).
          Kevvviiinnn Kevvviiinnn is offline
             
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            Try placing the partner registration in a Conditional Branch, too.
              #2783    
            Old August 1st, 2008 (3:02 PM).
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              Heres the script I've been using

              pbRegisterPartner(PBTrainers::RIVAL_BR
              ENDAN,"BRENDAN",0)

              but the error keeps coming up.
                #2784    
              Old August 1st, 2008 (3:04 PM).
              Kevvviiinnn Kevvviiinnn is offline
                 
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                Quote:
                Originally Posted by PokemonOI View Post
                Heres the script I've been using

                pbRegisterPartner(PBTrainers::RIVAL_BR
                ENDAN,"BRENDAN",0)

                but the error keeps coming up.
                Did you try placing that in a Conditional Branch? It looks like it's just cutting off.
                  #2785    
                Old August 1st, 2008 (3:08 PM).
                PoKéMaKeR's Avatar
                PoKéMaKeR PoKéMaKeR is offline
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                  Quote:
                  Originally Posted by PokemonOI View Post
                  Heres the script I've been using

                  pbRegisterPartner(PBTrainers::RIVAL_BR
                  ENDAN,"BRENDAN",0)

                  but the error keeps coming up.
                  Just turn it into this
                  pbRegisterPartner(
                  PBTrainers::RIVAL_BRENDAN,"BRENDAN",0)

                  Then it'll be over i think
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                    #2786    
                  Old August 1st, 2008 (3:10 PM).
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                    Quote:
                    Originally Posted by Kevvviiinnn View Post
                    Did you try placing that in a Conditional Branch? It looks like it's just cutting off.
                    yeah I get this


                    Exception: SyntaxError
                    Message: (eval)in `pbExecuteScript'compile error
                    (eval) syntax error
                    pbRegisterPartner(PBTrainers::RIVAL_BR
                    ^
                    Interpreter:238:in `pbExecuteScript'
                    Interpreter:753:in `eval'
                    Interpreter:238:in `pbExecuteScript'
                    Interpreter:753:in `command_111'
                    Interpreter:292:in `execute_command'
                    Interpreter:190:in `update'
                    Interpreter:104:in `loop'
                    Interpreter:195:in `update'
                    Scene_Map:99:in `update'
                    Scene_Map:97:in `loop'
                      #2787    
                    Old August 1st, 2008 (3:13 PM).
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                    partyghoul2000 partyghoul2000 is offline
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                      Quote:
                      Originally Posted by PokemonOI View Post
                      yeah I get this


                      Exception: SyntaxError
                      Message: (eval)in `pbExecuteScript'compile error
                      (eval) syntax error
                      pbRegisterPartner(PBTrainers::RIVAL_BR
                      ^
                      Interpreter:238:in `pbExecuteScript'
                      Interpreter:753:in `eval'
                      Interpreter:238:in `pbExecuteScript'
                      Interpreter:753:in `command_111'
                      Interpreter:292:in `execute_command'
                      Interpreter:190:in `update'
                      Interpreter:104:in `loop'
                      Interpreter:195:in `update'
                      Scene_Map:99:in `update'
                      Scene_Map:97:in `loop'
                      did you try poccil's little extendtext.exe?
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                        #2788    
                      Old August 1st, 2008 (3:15 PM).
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                        Quote:
                        Originally Posted by partyghoul2000 View Post
                        did you try poccil's little extendtext.exe?
                        no I dont know what that is what is that?
                          #2789    
                        Old August 1st, 2008 (3:16 PM).
                        Kevvviiinnn Kevvviiinnn is offline
                           
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                          When you copy and paste it into the Conditional Branch, are you sure you're pasting all of it?

                          Quote:
                          Originally Posted by PoKéMaKeR View Post
                          Just turn it into this
                          pbRegisterPartner(
                          PBTrainers::RIVAL_BRENDAN,"BRENDAN",0)

                          Then it'll be over i think
                          This should work, too.
                            #2790    
                          Old August 1st, 2008 (3:25 PM).
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                            Thanks Dude that was a big help but now my partner trainer back wont appear?
                              #2791    
                            Old August 1st, 2008 (4:40 PM).
                            Kevvviiinnn Kevvviiinnn is offline
                               
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                              Just upload a 512x128 picture consisting of the four parts you would like to be animated into your Picture folder. Name it trbackXXX, where XXX = the number of said partner. Make sure to include zeros if it's a one/two-digit number :^)
                                #2792    
                              Old August 2nd, 2008 (2:30 AM). Edited August 2nd, 2008 by Darksun.
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                              Darksun Darksun is offline
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                                How do I change the colour of the text in battle?

                                Thanks.
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                                  #2793    
                                Old August 2nd, 2008 (9:01 PM). Edited August 2nd, 2008 by fireyboy345.
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                                  i need help. how do i connec maps so that i dont teleport and when ever i enter a few of my maps why does it start raining.

                                  nvm my last comment i looked at the notes
                                    #2794    
                                  Old August 2nd, 2008 (10:15 PM).
                                  partyghoul2000's Avatar
                                  partyghoul2000 partyghoul2000 is offline
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                                    Quote:
                                    Originally Posted by fireyboy345 View Post
                                    i need help. how do i connec maps so that i dont teleport and when ever i enter a few of my maps why does it start raining.

                                    nvm my last comment i looked at the notes
                                    Quote:
                                    Originally Posted by partyghoul2000 View Post
                                    well, make your maps. go to the debug/editor menu and go to visual editor. use the gui to put your maps together. F5 will tell you what buttons do what.
                                    i posted that a page ago. please search the thread before asking.


                                    anyways, i've been dinking around with some custom pokeballs and whatnot and im trying to figure out how it works and what can be used. i've been goin off of what's already in the script to make what i have so far. for those of you that can't find this, it's under PokeBattle_Battle script. here's the part to look at for customization.
                                    [SPOILER] case ball
                                    when PBItems::GREATBALL
                                    rareness=(rareness*3/2).floor
                                    when PBItems:AFARIBALL
                                    rareness=(rareness*3/2).floor
                                    when PBItems::ULTRABALL
                                    rareness*=2
                                    when PBItems::NETBALL
                                    rareness*=3 if battler.pbHasType?(PBTypes::BUG) || battler.pbHasType?(PBTypes::WATER)
                                    when PBItems::DIVEBALL
                                    rareness=(rareness*7/2).floor if @environment==PBEnvironment::Underwater
                                    when PBItems::TIMERBALL
                                    if @turncount>30
                                    rareness*=4
                                    else
                                    rareness=rareness*(@turncount+10)/10
                                    end
                                    when PBItems::REPEATBALL
                                    rareness*=3 if self.pbPlayer.owned[battler.species]
                                    when PBItems::NESTBALL
                                    if battler.level<30
                                    rareness*=(40-battler.level)/10
                                    end
                                    end
                                    x=(((a*3-b*2)*rareness)/(a*3)).floor
                                    if battler.status==PBStatuses:LEEP||
                                    battler.status==PBStatuses::FROZEN
                                    x*=2
                                    elsif battler.status!=0
                                    x=(x*3/2).floor
                                    end
                                    shakes=0
                                    if x>255 || ball==PBItems::MASTERBALL
                                    shakes=4
                                    else
                                    y = 0x000FFFF0 / (Math.sqrt(Math.sqrt( 0x00FF0000/x ) ) )
                                    shakes+=1 if pbRandom(65536)_>

                                    thanks in advance.
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                                    My custom battle animations and whatnot can be found here.
                                    Credit is expected, if used.
                                      #2795    
                                    Old August 3rd, 2008 (6:07 AM). Edited August 3rd, 2008 by Lorem Ipsum.
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                                    Lorem Ipsum Lorem Ipsum is offline
                                       
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                                      partyghoul2000:
                                      The IVs and EVs question:

                                      To define a Pokémon's IVs or EVs, you would use the following type of statement.

                                      pokemon[0].iv[0] for IVs, and pokemon[0].ev[0] for EVs.

                                      Substitute the first 0 in brackets to reflect the Pokémon number in your party (note, 0 is the first one, 5 is the last one). Then, substitute the second 0 to reflect the IV or EV you want to change (0=HP, 1=Attack, 2=Defence, 3=Sp. Atk, 4=Sp. Def, 5=Speed).

                                      So, if I wanted to change the defence IV of the third Pokémon in my party to 31, then I would simply use this statement.

                                      Code:
                                      pokemon[2].iv[2]=31
                                      .

                                      ______________________________________

                                      Now, for my own question: what are the function codes and their meanings for move effects in moves.txt?
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                                        #2796    
                                      Old August 3rd, 2008 (6:43 AM).
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                                      Okay, I'm quite new at the inner workings of Poccils Starter Kit, so I have several questions:

                                      1: Where is the Edit Trainers option in the Editor.

                                      2: How do I add troops to maps.
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                                        #2797    
                                      Old August 3rd, 2008 (6:47 AM). Edited August 3rd, 2008 by partyghoul2000.
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                                      partyghoul2000 partyghoul2000 is offline
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                                        Quote:
                                        Originally Posted by Lorem Ipsum View Post
                                        partyghoul2000:
                                        The IVs and EVs question:

                                        To define a Pokémon's IVs or EVs, you would use the following type of statement.

                                        pokemon[0].iv[0] for IVs, and pokemon[0].ev[0] for EVs.

                                        Substitute the first 0 in brackets to reflect the Pokémon number in your party (note, 0 is the first one, 5 is the last one). Then, substitute the second 0 to reflect the IV or EV you want to change (0=HP, 1=Attack, 2=Defence, 3=Sp. Atk, 4=Sp. Def, 5=Speed).

                                        So, if I wanted to change the defence IV of the third Pokémon in my party to 31, then I would simply use this statement.

                                        Code:
                                        pokemon[2].iv[2]=31
                                        the way you specified is for a pokemon in your party, i was talking about post-capture stat changing, but this does give me insight as to what it might be. for ex. pokemon.iv[2]=31, i know it's not much difference, but im trying to adapt it for the pokeball scripts.

                                        i also forgot to mention last night about day, night and location captures. how would these variables be called for a capture rate boost for a ball? i was gonna ask in my last post, but i completely forgot about it. >.
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                                        My ripped pokemon music in MP3 format can be found here.
                                        My custom battle animations and whatnot can be found here.
                                        Credit is expected, if used.
                                          #2798    
                                        Old August 3rd, 2008 (8:17 AM).
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                                        InMooseWeTrust InMooseWeTrust is offline
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                                          How do I add in custom regional Pokedex orders? According to the notes.html, I can put in a field in pokemon.txt for that and it will work.

                                          I can't seem to get it to work...
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                                            #2799    
                                          Old August 3rd, 2008 (12:49 PM). Edited August 3rd, 2008 by Darksun.
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                                          Darksun Darksun is offline
                                          triple rainbow, yo
                                             
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                                            I'm sorry to ask again, but I really need som answers, and I haven't got any.

                                            How do I change the screen size of the game?

                                            and

                                            How do I change the colour on the text that's in the message box in battle?

                                            I'd really appreciate if someone could answer.
                                            Thanks.
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                                              #2800    
                                            Old August 3rd, 2008 (1:27 PM).
                                            Kevvviiinnn Kevvviiinnn is offline
                                               
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                                              .floor basically means it will round down to the nearest whole number, and it's the opposite with .ceiling, I believe. So if you use a Great Ball on a, say, Bulbasaur, the formula would be:

                                              rareness=(45*3/2).floor, which would yield a rareness of 67 (67.5 rounded down).
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