Pokémon Essentials All questions and discussion about Pokémon Essentials, the Pokémon game kit for RPG Maker XP, go in here. Also contains links to the latest downloads and the Essentials Wiki.

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  #1    
Old March 10th, 2013 (6:05 PM).
joey645 joey645 is offline
     
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    Alright, so I have the basic understanding of trainer battles, how to make them, how to edit them, and where to place them and use scripts for them.

    How ever, when I call upon a trainer battle after some dialog is said, when I test it and the player interacts with the trainer, it goes straight to the Comment: Battle: and skips all the dialog and movement scripts before hand.

    Is there a way to call upon a trainer battle in/after dialog? Example:

    Trainer: Hey whats up?
    Player: Nothing much you?
    Trainer: You insulted my family!
    Player: What?
    *Trainer battle* (Note: just an example)

    instead of:

    *straight to trainer battle*

    lol Please and thank you! I'm sorry if this is a noob question. I have tried searching for this on the web to no avail.
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      #2    
    Old March 10th, 2013 (6:12 PM). Edited March 10th, 2013 by Yusshin.
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    Yusshin Yusshin is offline
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      I've tried doing this, and I've compared it to the example given in the PKMN Essentials kit: Brock is a dialogue before battle NPC, so I copied the layout of it, edited Trainer info into PBS files, and it doesn't work for some reason.

      Note that in Debug->Test Battle, the NEW TRAINER works, which makes me believe that I have done something wrong in the Event Box.

      Picture of Event Box:

      http://i47.tinypic.com/34xg8iq.png

      Error I get:

      http://i48.tinypic.com/332qtn6.png

      trainers.txt

      #-------------------
      RIVAL3
      Joseph
      1
      EEVEE,5

      trainertypes.txt

      72,RIVAL3,Rival,35,,,,Male
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        #3    
      Old March 10th, 2013 (8:20 PM).
      joey645 joey645 is offline
         
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        I've spent the past 2 hours trying to fix this but nothing

        I've tried chaining events, changing intros, making a whole separate trainer for the player to walk into after a conversation... Nothing works.

        Shame because I figure this is mainly how a lot of my antagonists will work in the game >.
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          #4    
        Old March 10th, 2013 (8:34 PM).
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        Yusshin Yusshin is offline
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          Same, I've been fiddling for two hours, now I'm just going to move on til someone comes up with a solution.

          What I don't get is that Brock is talk-before-fight. Even Gary in R/B/Y is talk-before-fight. It's a bit standard in the games :( so it's sad that it's not working.
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            #5    
          Old March 10th, 2013 (8:50 PM).
          joey645 joey645 is offline
             
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            Quote:
            Originally Posted by Yusshin View Post
            Same, I've been fiddling for two hours, now I'm just going to move on til someone comes up with a solution.

            What I don't get is that Brock is talk-before-fight. Even Gary in R/B/Y is talk-before-fight. It's a bit standard in the games so it's sad that it's not working.
            Well there might be a way to do what we want xD just that it's not as obvious as we might see it to be? Might haft to call a few script commands but I wouldn't know what exactly would trigger one

            I moved on as well but I really hope this can be fixed! because I know I'm going to need it later.
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              #6    
            Old March 11th, 2013 (8:27 AM).
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            Maruno Maruno is offline
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              joey645: Read up on trainers some more, and have a look at some other trainers in the example maps. In particular, learn what the trainer comments actually do, and why they should be deleted (after compiling the game then closing/opening RMXP) if you want to make any changes to a trainer.

              Yusshin: The one event page you've showed us looks fine to me, although I don't know whether it should be Parallel Process (try Autorun), and I don't know what the other pages look like so I can't comment any further.
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              Old March 11th, 2013 (9:29 AM).
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                The other event page is exactly the same, only translated in French. Then there's the "A" switch page (Autorun) which continues dialogue after the battle, and a "B" page to turn everything off.

                The event auto-changed into a Trainer Battle since my post, so I can't post another pic because it auto-erased.

                If I do Autorun, the game produces a black screen (and the error still occurs regardless). In this specific scenario, Parallel Process does the same thing, but doesn't produce the black screen; just the error.

                :(
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                  #8    
                Old March 11th, 2013 (9:36 AM).
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                Maruno Maruno is offline
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                  What's wrong with translating the game in the usual way? Again, see the wiki about that.

                  When exactly does it cause problems? Halfway through the page, or before anything on the page starts? What happens leading up to this battle? Details, c'mon.
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                    #9    
                  Old March 11th, 2013 (10:57 AM).
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                  Yusshin Yusshin is offline
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                    It's a selection at the beginning. The game is in French and English, with a warning that some aspects are English-only.

                    And everything works up to when he says "I won't go easy on you, though!" The game crashed at the point with the aforementioned error. The battle doesn't start whatsoever. There's no Battle ME or BGM; nothing of the sort. The game stays on the map and crashes.

                    So the event itself works, but the battle never starts; yet, in the DeBug, the trainer is usable and works in battle. I can see how the battle plays out via DeBug but trying to activate the same trainer in a script crashes the game.

                    If I try to make the trainer (ID 072) a basic Trainer NPC, however, that works; but I can't integrate it into any storylines or dialogue-before-fight scenarios.
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                      #10    
                    Old March 16th, 2013 (11:34 AM).
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                    FL FL is offline
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                      Did you tried to delete the comments?

                      Brock in Essentials Sample maps uses only a script command to start the battle (his event name isn't "Trainer(4)" or other number). The Brock event don't spot the player like a standard trainer, theses kind of event are better for making storylines. Just copy the Brock script line and do the event like a standard event.

                      I made a game with two languages using Essentials Translating System. This is a lot better than using several conditional branches.
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