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  #76    
Old April 20th, 2016 (11:00 PM).
monkeyboy6's Avatar
monkeyboy6 monkeyboy6 is offline
     
    Join Date: Feb 2013
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    Posts: 19
    Hey Lucidious. Do you know how to make an event where the player can set the date? I want them to set the date at the beginning of the game so then the zodiac symbol will be different at the start based on what they picked.
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      #77    
    Old April 21st, 2016 (11:22 AM).
    Lucidious89 Lucidious89 is offline
       
      Join Date: Apr 2014
      Gender: Male
      Posts: 196
      Quote:
      Originally Posted by monkeyboy6 View Post
      Hey Lucidious. Do you know how to make an event where the player can set the date? I want them to set the date at the beginning of the game so then the zodiac symbol will be different at the start based on what they picked.
      I've been trying to figure this out myself for quite some time, but I always end up giving up because it never works. However, FL's Unreal Time script is a good place to start if you're looking for a way to speed up time. I posted in his thread asking for some help with this, so maybe he'll point me in the right direction with how to go about it.
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        #78    
      Old May 2nd, 2016 (9:51 AM). Edited May 2nd, 2016 by Lucidious89.
      Lucidious89 Lucidious89 is offline
         
        Join Date: Apr 2014
        Gender: Male
        Posts: 196
        Update 5/2/16: Happy Birthday, Pokemon Birthsigns!

        This upcoming weekend will be exactly 1 year since I first posted this project on this site. This project was my very first attempt at learning to code something using Pokemon Essentials, and I've been steadily trying to improve it as time went on. I've learned a lot in this last year, and decided to return to this project in celebration. I've gone over it line by line, improving and polishing up the code with everything I've learned. This will be the biggest update to this project yet!

        Change log:
        Spoiler:
        Updates:
        • Overhauled the script from top to bottom. Nearly every line has been revised in some capacity.
        • Reorganized the Birthsigns graphics folder, and updated the pathways to those graphics in the script.
        • Changed USENEWBIRTHSIGNS to BIRTHSIGNS_SET_2 (since it's not really "NEW" anymore).
        • Cleaned up the wording to several messages and displays.
        • Streamlined and condensed almost every area of the script; making it more efficient and removed unnecessary bloat.
        • Updated the code for many of the birthsigns:
          Spoiler:
          • 'The Beacon'
            -Made it so that if a Pokemon with this sign already has the move Flash, only one instance of "Flash" appears in their command menu. The Birthsign command will override the move's command.

          • 'The Martyr'
            -Made it so that if a Pokemon with this sign already has the move Soft-Boiled, only one instance of "Soft-Boiled" appears in their command menu. The Birthsign command will override the move's command.
            -Overhauled coding for the birthsign's effect to match Soft-Boiled's coding in v16. This cleans up the previous issues the move had in v15.

          • 'The Voyager'
            -Made it so that if a Pokemon with this sign already has the move Teleport, only one instance of "Teleport" appears in their command menu. The Birthsign command will override the move's command.

          • 'The Phoenix'
            -The Revive skill has been renamed to Rebirth, to avoid confusion with the item by the same name.
            -The amount of HP restored when using Rebirth is now set to roughly 1/16th of the user's total health, instead of always 2HP.

          • 'The Fugitive'
            -Made it so that if a Pokemon with this sign already has the move Dig, only the "Escape" command will be displayed to avoid redundancy.

          • 'The Specialist'
            -Completely revamped coding, making it less of an eyesore.
            -Made it so that Re-rolling for a new Hidden Power no longer gives you random IV's, but instead always yields IV's of 25 or 26, depending on the Hidden Power spread needed. I also made it easy to change these values if you prefer to set different IV's.
            -Added a new menu option "Random", that yields completely random IV's and Hidden Power. Using this option on a Pokemon level 50 or higher will yield higher-than-average rolls (IV of 25 minimum in each stat).

          • 'The Assassin'
            -Made it so now the rate of finding sleeping Pokemon changes with the time of day. Wild encounters at night have a 70% chance to encounter sleeping Pokemon. Wild encounters during the day have a 30% chance to encounter sleeping Pokemon.

          • 'The Parent'
            -Fixed up some sloppy coding that sometimes wouldn't recognize Eggs.
            -Made it so that using the Incubate skill on an Egg with over 1,000 steps will now return how many steps that Egg has left before hatching.

          • 'The Eternal'
            -Completely revamped coding, making it less of an eyesore.
            -Made it so that now the Reincarnate skill won't even show up in the Pokemon's command list at all if the month is still December.

        Additions:
        • Added tags within the script so its easier to navigate if you're looking to alter things.
        • Added links to the Journal and Events scripts, the updated PBRibbons script, as well as the Birthsigns graphics folder within the Birthsigns script.
        • I've made it so that you may now customize the names of each birthsign with a single instance at the top of the script. No need to change the names anywhere else in the script anymore.
        • Added a birthday icon that displays on the Pokemon's Birthsign page in the summary whenever its the Pokemon's birthday. Only hatched Pokemon can have birthdays.
        • Added several new methods to make creating custom events much more user-friendly:
          Spoiler:
          • isBirthday? :Returns true if the current day is the Pokemon's birthday.

          • hasBirthsign? :Returns true if the Pokemon has a birthsign.

          • hasCurrentSign? :Returns true if the Pokemon has the current month's sign.

          • hasNoSign? :Returns true if the Pokemon does not have a birthsign.

          • hasXXXBirthsign? :Returns true if the Pokemon has the specified month's sign (replacing the XXX's with the abbreviated month's name. ex: hasJanBirthsign?)

          • pbGetBirthsignName :Returns the name of the Pokemon's birthsign, regardless of how that birthsign was obtained.

          • setBirthsign(X) :Manually applies a birthsign to a Pokemon. This isn't new, but it's been updated so that instead of replacing the X with the desired birthsign name, you may use the abbreviated month name that that birthsign belongs to. ex: setBirthsign(:JAN)
            Note you may still use month numbers (1-12) as well.

        Fixes:
        • Fixed sections that would return errors before if a certain Birthsign set wasn't active.
        • Fixed an inconsistency with Shadow Pokemon, making it so they may no longer inherit a Birthsign, or be given one manually (as was originally intended).
        • Fixed a bug where non-hatched Pokemon would sometimes randomly have a birthsign effect being applied, even if it wasn't given a birthsign (this fix will only apply to newly-generated Pokemon after installing).
        • Fixed a bug in the PC that would sometimes display an empty token window on a Pokemon without a birthsign (also only applies to newly-generated Pokemon).

        Birthsigns Journal:
        • Updated the script to match the changes in the Pokemon Birthsigns script.
        • This script will now recognize whatever new names you assigned to the birthsigns in the Birthsigns script. However, the name placement on the screen may be off for these new names, and may require tweaking their X coordinates.

        Birthsign Events:
        • Updated the script to match the changes in the Pokemon Birthsigns script.
        • This script will now recognize whatever new names you assigned to the birthsigns in the Birthsigns script.
        • There is now a section near the top of the script where you may change the game switch numbers if you prefer to use different ones. No need to change these switch numbers anywhere else in the script.
        • Changed the default switch numbers so it no longer conflicts with other popular scripts that utilize those numbers.
        • I've greatly streamlined the required format to set up an Event. You can now activate the entire event with just pbBirthsignEvent and the necessary control switches:
          Spoiler:
          Completing an event now automatically sets Control Self Switch A to ON.


        Installation:
        Birthsigns Folder
        Birthsigns Script
        Birthsigns Journal
        Birthsign Events


        All changes have already been updated in the main post.
        ~
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          #79    
        Old May 4th, 2016 (10:50 AM). Edited May 9th, 2016 by Lucidious89.
        Lucidious89 Lucidious89 is offline
           
          Join Date: Apr 2014
          Gender: Male
          Posts: 196
          Minor Update 5/4/16: Add-on Features for Other Scripts
          For those of you utilizing other two popular scripts along side mine; FL's Unreal Time System, and the Following Pokemon script updated by mej71, you may want to use these additions I've developed for both of those scripts. It adds some extra compatibility with Pokemon Birthsigns that you may find interesting.


          Unreal Time System
          FL's script changes the time mechanic in Essentials so that it behaves more like the time system found in Ocarina of Time, or Harvest Moon. However, with some changes you can make it so that time still flows normally, except you have the ability to jump ahead or backwards to whatever month you desire.

          My addition to his script adds a feature that will allow you to alter the time so that you can change the current month. This is very useful as it allows you to ensure your eggs will hatch with a particular birthsign. You may call this script in an event with "pbSetMonth", which will open up a command list with all 12 months to choose from. Picking a month will set the date so that it is now the first day of that selected month (the time of day will remain the same). There is also a 13th option, "Reset", which will revert the time back to the appropriate real-world time.

          You may also use "pbResetDay" in an Event to reset the current day to the first day of the current month. Also, "pbTimeCheck" will return the current date and time, allowing you to easily check the time to ensure that you've properly set the desired time.


          Installation
          Spoiler:
          1) First off, you'll obviously need to have this script installed first. You may find it here:
          Unreal Time System
          Make sure to credit to FL if using this script.


          2) Once installed, you'll have to make several adjustments to his script. First, use CTRL+F to locate every instance of
          Code:
          NTN_ENABLED
          and change it to
          Code:
          $ntnEnabled
          This will allow the "Reset" function to work, allowing you to revert the time back to normal whenever you desire.


          3) Now find the line:
          Code:
          NTS_TIMEPROPORTION=60
          And change it to:
          Code:
          NTS_TIMEPROPORTION=1
          This will make it so that time moves forward at the normal rate. This isnt required if you prefer time to advance at a quicker rate (at which case set this to whatever number you want. Read FL's notes for more details).


          4) Next, find this line:
          Code:
          NTN_EXTRADAYS=-1
          And change the "-1" into whatever variable number you have available to use. I used 97.


          5) Next, find this section:
          Code:
          # Initial values
          NTN_INITIALYEAR=2000 # Can ONLY holds around range 1970-2038
          NTN_INITIALMONTH=1
          NTN_INITIALDAY=1
          NTN_INITIALHOUR=12
          NTN_INITIALMINUTE=0
          And replace it with this:
          Code:
          # Initial values
          NTN_INITIALYEAR=pbGetTimeNow.year # Can ONLY holds around range 1970-2038
          NTN_INITIALMONTH=pbGetTimeNow.mon
          NTN_INITIALDAY=pbGetTimeNow.day
          NTN_INITIALHOUR=pbGetTimeNow.hour
          NTN_INITIALMINUTE=pbGetTimeNow.min
          This will make it so that the base time that the Unreal Time system uses is whatever the current date and time is, instead of the default FL uses (January 1st, 2000).


          6) Finally, paste all of the following somewhere in your project. Right below the Unreal Time script is a good spot.
          Code:
          #===============================================================================
          # Month Reset
          # Allows you to reset the current month to a different one.
          # Requires FL's Unreal Time System script, found here:
          #===============================================================================
          # http://www.pokecommunity.com/showthread.php?p=7283916#7283916
          #===============================================================================
          # Use pbTimeCheck in an event to check the current date and time.
          # Use pbResetDay in an event to change the day to the first of the month.
          # Use pbSetMonth in an event to select a new month to set the time to.
          
          # Use so you may check the current date and time.
          # Useful way to check if the time has been properly set.
          def pbTimeCheck
            curmon=pbGetAbbrevMonthName(pbGetTimeNow.mon)
            curday=pbGetTimeNow.day
            curyear=pbGetTimeNow.year
            curhour=pbGetTimeNow.hour
            curmin=pbGetTimeNow.min
            Kernel.pbMessage(_INTL("Date: {1} {2}, {3}\nTime: {4}:{5}",
            curmon,curday,curyear,curhour,curmin))
          end
          
          # Used to reset the current day to the first of the month.
          # Months may be off by a few days otherwise.
          def pbResetDay
            curDay = pbGetTimeNow.day
            timeDifference = (1-curDay)
            setToFirst = timeDifference
            $game_variables[NTN_EXTRADAYS]+=setToFirst
            Kernel.pbMessage(_INTL("The current day has been reset to the first of the month."))
          end
          
          # Allows you to choose the desired month to switch to. The day is reset to
          # the first day of the newly selected month.
          # Use the "Reset" option at the bottom of the list to revert the month and
          # day to its natural time.
          def pbSetMonth
            curMonth = pbGetTimeNow.mon*30
            curDay = pbGetTimeNow.day
            timeNow = curMonth+curDay
            command=0
            loop do
              command=Kernel.pbShowCommands(nil,[
              _INTL("January"),
              _INTL("February"),
              _INTL("March"),
              _INTL("April"),
              _INTL("May"),
              _INTL("June"),
              _INTL("July"),
              _INTL("August"),
              _INTL("September"),
              _INTL("October"),
              _INTL("November"),
              _INTL("December"),
              _INTL("Reset"),
              _INTL("Cancel")
              ],-1)
              case command
              ### Cancel ###
              when -1, 13
                Kernel.pbMessage(_INTL("The current date was not changed."))
                break
              ### Jan ###
              when 0
                month = 1
                timeWished = month*30
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to January."))
                pbResetDay
                break
              ### Feb ###
              when 1
                month = 2
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to February."))
                pbResetDay
                break
              ### Mar ###
              when 2
                month = 3
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to March."))
                pbResetDay
                break
              ### Apr ###
              when 3
                month = 4
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to April."))
                pbResetDay
                break
              ### May ###
              when 4
                month = 5
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to May."))
                pbResetDay
                break
              ### Jun ###
              when 5
                month = 6
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to June."))
                pbResetDay
                break
              ### Jul ###
              when 6
                month = 7
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to July."))
                pbResetDay
                break
              ### Aug ###
              when 7
                month = 8
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to August."))
                pbResetDay
                break
              ### Sep ###
              when 8
                month = 9
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to September."))
                pbResetDay
                break
              ### Oct ###
              when 9
                month = 10
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to October."))
                pbResetDay
                break
              ### Nov ###
              when 10
                month = 11
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to November."))
                pbResetDay
                break
              ### Dec ###
              when 11
                month = 12
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to December."))
                pbResetDay
                break
              ### Reset ###
              when 12
                $game_variables[NTN_EXTRADAYS] = 0
                $PokemonGlobal.newFrameCount=0
                Kernel.pbMessage(_INTL("The time has been reset to the current date."))
                break
              end
            end
          end
          ~

          *Note: You shouldn't bother FL with questions or help with this addition. I made this add-on to his script on my own and he isn't responsible for it if it's causing issues for you. I've tested it and it seems to work perfectly, so there shouldn't be an issue if you follow the instructions. And please remember to give credit to him for his script.



          Following Pokemon
          This script, updated by mej71, adds the follower mechanic originally seen in HGSS. Talking to a follower will display various messages that change based on certain factors.

          My addition to this project adds a birthday emote and various birthday messages to the Following Pokemon script, which will be displayed on your hatched followers every year during their birthday.


          Installation
          Spoiler:
          1) First off, you'll obviously need to have this script installed first. You may find it here:
          Following Pokemon
          Make sure to credit the appropriate people if using this script.


          2) Now at the top of the script, add my bolded line to this section:
          Code:
          Following_Activated_Switch = 126      # Switch should be reserved
          Toggle_Following_Switch = 103         # Switch should be reserved
          Current_Following_Variable = 36       # Variable should be reserved
          CommonEvent = 4                       # Common Event space needed
          ItemWalk=26                           # Variable should be reserved
          Walking_Time_Variable = 27            # Variable should be reserved
          Walking_Item_Variable = 28            # Variable should be reserved
          Animation_Come_Out = 93              
          Animation_Come_In = 94
          Emo_Happy = 95
          Emo_Normal = 96
          Emo_Hate = 97
          Emo_Poison= 98
          Emo_sing= 99
          Emo_love= 100
          Emo_Cake= 92

          3) Next, search the Following Pokemon script for this heading:
          Code:
          #===============================================================================
          # * Random Messages if none of the above apply
          #===============================================================================
          And paste the following new code above this heading:
          (Note that mej71 has already updated his script to include this, so you many not need to add this)
          Code:
          #===============================================================================
          # * Pokemon Messages when birthday
          #===============================================================================          
                    elsif e.isBirthday?
                      $scene.spriteset.addUserAnimation(Emo_Cake, pos_x, pos_y-2)
                      pbWait(50)
                      messages=rand(10)
                      if messages==0
                        Kernel.pbMessage(_INTL("{1} seems to be reminiscing on all it has learned in the last year.",e.name,$Trainer.name))
                      elsif messages==1
                        Kernel.pbMessage(_INTL("{1} seems glad to be spending its birthday with {2}.",e.name,$Trainer.name))
                      elsif messages==2
                        Kernel.pbMessage(_INTL("{1} is having the best birthday ever!",e.name,$Trainer.name))
                      elsif messages==3
                        Kernel.pbMessage(_INTL("{1} can't believe its been a whole year already!",e.name,$Trainer.name))
                      elsif messages==4
                        Kernel.pbMessage(_INTL("{1} seems to be sniffing around for presents...",e.name,$Trainer.name))
                      elsif messages==5
                        Kernel.pbMessage(_INTL("{1} seems a bit out of breath...\nYou're getting old!",e.name,$Trainer.name))
                      elsif messages==6
                        Kernel.pbMessage(_INTL("{1} looks ready to party!",e.name,$Trainer.name))
                      elsif messages==7
                        Kernel.pbMessage(_INTL("You wish {1} a happy birthday.\nHappy birthday, {1}!",e.name,$Trainer.name))
                      elsif messages==8
                        Kernel.pbMessage(_INTL("{1} seems to be looking forward to another year with {2}.",e.name,$Trainer.name))
                      elsif messages==9
                        Kernel.pbMessage(_INTL("{1} wants to eat some cake!",e.name,$Trainer.name))
                      end

          4) Now go into your Graphics/Animations folder, and add this graphic. It'll ask you to replace the existing graphic in that folder, and click yes.
          New emo2 graphic


          5) Now make sure to save your work and exit RPGMaker before moving onto the next step.


          6) Finally, go into your Data folder and add this file. It'll ask you to replace the existing file in that folder, and click yes.
          New Animations file


          It should now be properly installed if you followed the instructions correctly.
          ~

          *Note: You shouldn't bother mej71 with questions or help with this addition. I made this add-on to his script on my own and he isn't responsible for it if it's causing issues for you. I've tested it and it seems to work perfectly, so there shouldn't be an issue if you follow the instructions. And please remember to give credit to him and the rest of the contributors to the script.

          ~
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            #80    
          Old May 4th, 2016 (1:46 PM).
          mej71's Avatar
          mej71 mej71 is offline
             
            Join Date: Mar 2014
            Location: Omnipresence
            Gender: Male
            Posts: 1,222
            Quote:
            Originally Posted by Lucidious89 View Post
            Minor Update 5/4/16: Add-on Features for Other Scripts
            Spoiler:

            Following Pokemon
            This script, updated by mej71, adds the follower mechanic originally seen in HGSS. Talking to a follower will display various messages that change based on certain factors.

            My addition to this project adds a birthday emote and various birthday messages to the Following Pokemon script, which will be displayed on your hatched followers every year during their birthday.


            Installation
            Spoiler:
            1) First off, you'll obviously need to have this script installed first. You may find it here:
            Following Pokemon
            Make sure to credit the appropriate people if using this script.


            2) Now at the top of the script, add my bolded line to this section:
            Code:
            Following_Activated_Switch = 126      # Switch should be reserved
            Toggle_Following_Switch = 103         # Switch should be reserved
            Current_Following_Variable = 36       # Variable should be reserved
            CommonEvent = 4                       # Common Event space needed
            ItemWalk=26                           # Variable should be reserved
            Walking_Time_Variable = 27            # Variable should be reserved
            Walking_Item_Variable = 28            # Variable should be reserved
            Animation_Come_Out = 93              
            Animation_Come_In = 94
            Emo_Happy = 95
            Emo_Normal = 96
            Emo_Hate = 97
            Emo_Poison= 98
            Emo_sing= 99
            Emo_love= 100
            Emo_Cake= 92

            3) Next, search the Following Pokemon script for this heading:
            Code:
            #===============================================================================
            # * Random Messages if none of the above apply
            #===============================================================================
            And paste the following new code above this heading:
            Code:
            #===============================================================================
            # * Pokemon Messages when birthday
            #===============================================================================          
                      elsif e.isBirthday?
                        $scene.spriteset.addUserAnimation(Emo_Cake, pos_x, pos_y-2)
                        pbWait(50)
                        messages=rand(10)
                        if messages==0
                          Kernel.pbMessage(_INTL("{1} seems to be reminiscing on all it has learned in the last year.",e.name,$Trainer.name))
                        elsif messages==1
                          Kernel.pbMessage(_INTL("{1} seems glad to be spending its birthday with {2}.",e.name,$Trainer.name))
                        elsif messages==2
                          Kernel.pbMessage(_INTL("{1} is having the best birthday ever!",e.name,$Trainer.name))
                        elsif messages==3
                          Kernel.pbMessage(_INTL("{1} can't believe its been a whole year already!",e.name,$Trainer.name))
                        elsif messages==4
                          Kernel.pbMessage(_INTL("{1} seems to be sniffing around for presents...",e.name,$Trainer.name))
                        elsif messages==5
                          Kernel.pbMessage(_INTL("{1} seems a bit out of breath...\nYou're getting old!",e.name,$Trainer.name))
                        elsif messages==6
                          Kernel.pbMessage(_INTL("{1} looks ready to party!",e.name,$Trainer.name))
                        elsif messages==7
                          Kernel.pbMessage(_INTL("You wish {1} a happy birthday.\nHappy birthday, {1}!",e.name,$Trainer.name))
                        elsif messages==8
                          Kernel.pbMessage(_INTL("{1} seems to be looking forward to another year with {2}.",e.name,$Trainer.name))
                        elsif messages==9
                          Kernel.pbMessage(_INTL("{1} wants to eat some cake!",e.name,$Trainer.name))
                        end

            4) Now go into your Graphics/Animations folder, and add this graphic. It'll ask you to replace the existing graphic in that folder, and click yes.
            New emo2 graphic


            5) And then go into your Data folder, and add this file. It'll ask you to replace the existing file in that folder, and click yes.
            New Animations file


            6) Once all of this is complete, save your work, exit RPGMaker, and then compile the data. Once you load your game, it should now function properly.
            ~

            *Note: You shouldn't bother mej71 with questions or help with this addition. I made this add-on to his script on my own and he isn't responsible for it if it's causing issues for you. I've tested it and it seems to work perfectly, so there shouldn't be an issue if you follow the instructions. And please remember to give credit to him and the rest of the contributors to the script.

            ~
            I've added the necessary code to my scripts for your stuff to work properly (with or without, it checks if your needed methods/modules exist). They still need your animation file and spritesheet for it though.
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              #81    
            Old May 4th, 2016 (2:53 PM).
            Lucidious89 Lucidious89 is offline
               
              Join Date: Apr 2014
              Gender: Male
              Posts: 196
              Quote:
              Originally Posted by mej71 View Post
              I've added the necessary code to my scripts for your stuff to work properly (with or without, it checks if your needed methods/modules exist). They still need your animation file and spritesheet for it though.
              Very cool, thanks.
              Reply With Quote
                #82    
              Old May 4th, 2016 (2:55 PM).
              mej71's Avatar
              mej71 mej71 is offline
                 
                Join Date: Mar 2014
                Location: Omnipresence
                Gender: Male
                Posts: 1,222
                Quote:
                Originally Posted by Lucidious89 View Post
                Very cool, thanks.
                Also, change your instructions for adding the animation. Exit RMXP first before replacing the file, otherwise you'll just save over it with the old file before you close.
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                  #83    
                Old May 4th, 2016 (3:07 PM).
                Lucidious89 Lucidious89 is offline
                   
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                  Quote:
                  Originally Posted by mej71 View Post
                  Also, change your instructions for adding the animation. Exit RMXP first before replacing the file, otherwise you'll just save over it with the old file before you close.
                  Oh I see. Changing it now.
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                    #84    
                  Old June 3rd, 2016 (12:36 PM).
                  p.claydon p.claydon is offline
                     
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                    ok so i had this working with family tree and now after a reset i cant get the birthsign icon to show in the family tree screen and now i get a crash
                    Spoiler:

                    ---------------------------
                    Pokemon Essentials
                    ---------------------------
                    Exception: NameError

                    Message: uninitialized constant PokemonSummaryScene::USENEWBIRTHSIGNS

                    FamilyTree:69:in `drawPageSix'

                    Pokemon Birthsigns (Main):2829:in `pbScene'

                    Pokemon Birthsigns (Main):2746:in `loop'

                    Pokemon Birthsigns (Main):2832:in `pbScene'

                    PScreen_Summary:1012:in `pbStartScreen'

                    PScreen_Party:882:in `pbSummary'

                    Pokemon Birthsigns (Main):1671:in `pbPokemonScreen'

                    Pokemon Birthsigns (Main):1479:in `loop'

                    Pokemon Birthsigns (Main):2089:in `pbPokemonScreen'

                    PScreen_PauseMenu:174:in `pbStartPokemonMenu'



                    This exception was logged in

                    C:\Users\apoca\Saved Games/Pokemon Essentials/errorlog.txt.

                    Press Ctrl+C to copy this message to the clipboard.
                    ---------------------------
                    OK
                    ---------------------------
                    __________________
                    Still learning how to sprite but if you want to look at my progress then here you go
                    http://pclaydon.deviantart.com/gallery/
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                      #85    
                    Old June 3rd, 2016 (5:14 PM).
                    Lucidious89 Lucidious89 is offline
                       
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                      Quote:
                      Originally Posted by p.claydon View Post
                      ok so i had this working with family tree and now after a reset i cant get the birthsign icon to show in the family tree screen and now i get a crash
                      Spoiler:

                      ---------------------------
                      Pokemon Essentials
                      ---------------------------
                      Exception: NameError

                      Message: uninitialized constant PokemonSummaryScene::USENEWBIRTHSIGNS

                      FamilyTree:69:in `drawPageSix'

                      Pokemon Birthsigns (Main):2829:in `pbScene'

                      Pokemon Birthsigns (Main):2746:in `loop'

                      Pokemon Birthsigns (Main):2832:in `pbScene'

                      PScreen_Summary:1012:in `pbStartScreen'

                      PScreen_Party:882:in `pbSummary'

                      Pokemon Birthsigns (Main):1671:in `pbPokemonScreen'

                      Pokemon Birthsigns (Main):1479:in `loop'

                      Pokemon Birthsigns (Main):2089:in `pbPokemonScreen'

                      PScreen_PauseMenu:174:in `pbStartPokemonMenu'



                      This exception was logged in

                      C:\Users\apoca\Saved Games/Pokemon Essentials/errorlog.txt.

                      Press Ctrl+C to copy this message to the clipboard.
                      ---------------------------
                      OK
                      ---------------------------
                      The coding for that has been changed. Just add
                      Code:
                      #===========================================================================
                          # Birthsigns - Zodiac Token
                          #===========================================================================
                          if !(@pokemon.isShadow? rescue false)
                            zodiactoken=pbDisplaySummaryToken
                            imagepos.push([zodiactoken,150,260,0,0,-1,-1])
                          end
                          #===========================================================================
                      Into the Family Tree script, replacing the old coding you had there to display birthsign tokens.
                      ~
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                        #86    
                      Old July 8th, 2016 (11:19 AM).
                      TaonFlameBrasil's Avatar
                      TaonFlameBrasil TaonFlameBrasil is offline
                         
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                        Hi! I've been using your script and it's working fine so far! The only problema is that when I check a pokemon's summary, even if it has a birthsign, the birthsign image shows, but that page on the summary doesn't... Any tips?
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                          #87    
                        Old July 9th, 2016 (6:10 AM). Edited July 9th, 2016 by Lucidious89.
                        Lucidious89 Lucidious89 is offline
                           
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                          Quote:
                          Originally Posted by TaonFlameBrasil View Post
                          Hi! I've been using your script and it's working fine so far! The only problema is that when I check a pokemon's summary, even if it has a birthsign, the birthsign image shows, but that page on the summary doesn't... Any tips?
                          Thats odd. By "birthsign image" do you mean the token icons on each page, or the actual birthsign page accessed on page 2? And have you made any custom changes to your Summary script or the Birthsign script itself? And what do you mean exactly when you say the page doesnt show? Is there anything in particular that isnt displayed (text, images, backgrounds, etc)? Link some screenshots to give me a better idea what you mean.
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                            #88    
                          Old July 9th, 2016 (10:30 AM).
                          TaonFlameBrasil's Avatar
                          TaonFlameBrasil TaonFlameBrasil is offline
                             
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                            Quote:
                            Originally Posted by Lucidious89 View Post
                            Thats odd. By "birthsign image" do you mean the token icons on each page, or the actual birthsign page accessed on page 2? And have you made any custom changes to your Summary script or the Birthsign script itself? And what do you mean exactly when you say the page doesnt show? Is there anything in particular that isnt displayed (text, images, backgrounds, etc)? Link some screenshots to give me a better idea what you mean.
                            No, I don't think i have made any changes to the Summary script, but when i check it, there is absolutely no reference to Birthsigns. I tried re-installing the script, but to no avail

                            Can't post links yet... Bummer....
                            But, what happens is, the token shows up, but the second page of the summary, shows p as normal, with the nature and place where it's from...
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                              #89    
                            Old July 9th, 2016 (6:32 PM).
                            Lucidious89 Lucidious89 is offline
                               
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                              Quote:
                              Originally Posted by TaonFlameBrasil View Post
                              No, I don't think i have made any changes to the Summary script, but when i check it, there is absolutely no reference to Birthsigns. I tried re-installing the script, but to no avail

                              Can't post links yet... Bummer....
                              But, what happens is, the token shows up, but the second page of the summary, shows p as normal, with the nature and place where it's from...
                              You have to press the confirm button while on page 2 to access the birthsigns page, same as you would on the moves page to check the details of the moves. If the button isnt working, im not entirely sure what would be causing that.
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                                #90    
                              Old July 20th, 2016 (7:21 AM). Edited July 20th, 2016 by LordRPG.
                              LordRPG LordRPG is offline
                                 
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                                I have an problem... I copied and pasted the folder in graphics>pictures but have appear this error:
                                https://uploaddeimagens.com.br/imagens/first_tentative_problem-png

                                In the my second tentative, i put the scripts (Journal and the Event) upon of this script: Birthsigns_Pokémon... See the image (I'm sorry, but i'm from Brazil, my english is bad)
                                https://uploaddeimagens.com.br/imagens/secound_tentative_problem-png

                                PLease Help me, this script is so amazing, is perfectly to me... Help me :) It's very cool script. Thanks so much! :D :)
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                                  #91    
                                Old July 26th, 2016 (7:32 AM).
                                Lucidious89 Lucidious89 is offline
                                   
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                                  I'm not sure what your issue is. Is it the fact that the Pikachu isn't appearing shiny?
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                                    #92    
                                  Old August 22nd, 2016 (6:18 PM).
                                  Swiftelligence's Avatar
                                  Swiftelligence Swiftelligence is offline
                                     
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                                    can birthsigns be coded for compatibility to essentials bw from kleinstudio?
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                                      #93    
                                    Old August 23rd, 2016 (9:15 AM).
                                    Lucidious89 Lucidious89 is offline
                                       
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                                      Quote:
                                      Originally Posted by Swiftelligence View Post
                                      can birthsigns be coded for compatibility to essentials bw from kleinstudio?
                                      Not sure, I have no experience with that project. I'm sure it can be done, but it will probably require tweaking if essentials bw handles certain areas of the script differently that Birthsigns depends on.
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                                        #94    
                                      Old August 24th, 2016 (6:35 PM).
                                      Swiftelligence's Avatar
                                      Swiftelligence Swiftelligence is offline
                                         
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                                        Quote:
                                        Originally Posted by Lucidious89 View Post
                                        Not sure, I have no experience with that project. I'm sure it can be done, but it will probably require tweaking if essentials bw handles certain areas of the script differently that Birthsigns depends on.
                                        Ah, I was really hoping to use it but got a bunch of errors with it when I tried it.
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                                          #95    
                                        Old October 9th, 2016 (1:31 PM).
                                        Horosaki's Avatar
                                        Horosaki Horosaki is offline
                                           
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                                          Hi, I'm using the BW2 mod scripts and I'd like to use this, but when i install it it reverts to the default summary screen, is it possible to use them together?
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                                            #96    
                                          Old October 9th, 2016 (4:15 PM).
                                          Lucidious89 Lucidious89 is offline
                                             
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                                            Quote:
                                            Originally Posted by Horosaki View Post
                                            Hi, I'm using the BW2 mod scripts and I'd like to use this, but when i install it it reverts to the default summary screen, is it possible to use them together?
                                            The Birthsigns script just copy/pastes the default essentials summary script with my changes added. So if you have a different summary script such as the BW one, my Birthsigns script will just override it with the essentials default. If you dont want this to happen, youll have to modify your BW summary script with all of the appropriate changes found in my script, and then delete all of Section 5 in the Birthsign script.

                                            This also applies to the PC if youre using a script that adds a new PC screen layout.
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                                              #97    
                                            Old November 15th, 2016 (11:35 AM).
                                            Kazooo Kazooo is offline
                                               
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                                              I wish there was a plug and play version of this that included Family tree and Iv/Ev
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                                                #98    
                                              Old March 24th, 2017 (11:30 PM).
                                              PeacefulTyrant PeacefulTyrant is offline
                                                 
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                                                I've never used Scripts, I just know how to download a fan game/patch a hack, but this looks soooooo good and I really wanna use it. However, I don't know where to start...sorry if it's an inconvience but could you please tell me where I find this "Main" that I have to paste the script above, and will the script work once I've pasted it or do I have to configure it and if so, how?


                                                Again, terribly sorry for any inconvenience.
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                                                  #99    
                                                Old March 25th, 2017 (3:35 AM).
                                                Marin's Avatar
                                                Marin Marin is offline
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                                                Quote:
                                                Originally Posted by PeacefulTyrant View Post
                                                I've never used Scripts, I just know how to download a fan game/patch a hack, but this looks soooooo good and I really wanna use it. However, I don't know where to start...sorry if it's an inconvience but could you please tell me where I find this "Main" that I have to paste the script above, and will the script work once I've pasted it or do I have to configure it and if so, how?


                                                Again, terribly sorry for any inconvenience.
                                                When you open up a .rxproj file, the main game file, you have to open the scripts editor, you scroll down and will see "Main". Right click it and press "insert new", this will add a new script above main.
                                                To open .rxproj files, you need RPG Maker XP.
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                                                  #100    
                                                Old March 30th, 2017 (12:06 AM). Edited March 30th, 2017 by Lucidious89.
                                                Lucidious89 Lucidious89 is offline
                                                   
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                                                  Update 3/30/2017: Birthsigns for Essentials BW



                                                  People have been requesting this for a long time, so I figured I'd finally get around to it after being away for a while. I made a version of Pokemon Birthsigns specifically for compatibility with Kleinstudio's Essentials BW. This will give you all the functionality of Pokemon Birthsigns and the Birthsigns Journal, fully integrated with BW's design layout and touchscreen controls.

                                                  In addition, I've made some minor fixes and tweaks to the Birthsigns scripts for both the BW and stock Essentials versions. Enjoy!




                                                  Examples of the birthsign page in the summary:
                                                  Spoiler:


                                                  Pressing the confirm button on Page 1 will open the Birthsign Page on the top screen if the Pokemon has a Birthsign. You now also have the option to click on the back button to return to the normal summary, as well as being able to click the up/down arrows to cycle through your party's birthsign pages.






                                                  Examples of the journal layout:
                                                  Spoiler:


                                                  Selecting a page in the journal is now done via touch controls; allowing you to click on a birthsign token on the bottom screen to open the corresponding page. Clicking the back button or center of the pokeball image will exit the journal. Some text was shortened in the BW version due to space.






                                                  Installation:
                                                  To install these scripts, you MUST be using kleinstudio's Essentials BW. Paste the Pokemon Birthsigns (BW) and Birthsigns Journal (BW) scripts above "Main", and install the 4 new graphics into your Birthsigns/Other folder. You can swap between Birthsigns Sets 1 & 2 by setting BIRTHSIGNS_SET_2 to true or false, same as before. To access the Birthsigns Journal, use $scene = BirthsignJournalScene.new in a script or event.

                                                  *Note: It is recommended that you either start a new game, or delete any existing Pokemon on your saved game after installing these scripts. Pokemon that existed prior to installing these scripts may have random birthsign effects being applied unintentionally.

                                                  1) KleinStudio Essentials Black & White
                                                  2) Pokemon Birthsigns (BW)
                                                  3) Birthsigns Journal (BW)
                                                  4) Graphics


                                                  All of the above will be added to the main post.
                                                  ~
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