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  #126    
Old April 28th, 2015 (7:34 AM).
gioni gioni is offline
     
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    error
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      #127    
    Old April 28th, 2015 (8:06 AM).
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      Quote:
      Originally Posted by Luka S.J. View Post
      Yup, and apparently copy-pasting according to instructions is still a very difficult taks.
      Oh, nevermind. I found out the problem. I derped a bit, there.
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        #128    
      Old April 28th, 2015 (8:44 AM). Edited April 28th, 2015 by Luka S.J..
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        Quote:
        Originally Posted by gioni View Post
        error
        For everyone:
        Against the better of my judgement, I have re-written the instructions in the opening post. I don't want to see another post about people having issues because of their incompetency to read simple, mindless instructions. I've even included a picture, so there are no more excuses not to be able to copy and paste the scripts as per the instructions. If you have any further problems due to not plugging in the scripts properly, I sincerely feel sorry for you. I'll start reporting any further posts of those kinds as spam, even if it gets me banned.
        Please, for the sake of my sanity.

        On another note, I've fixed some minor visual quirks with the Scene and UI
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          #129    
        Old April 29th, 2015 (8:29 AM).
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          error
          because when a pokemon tries to learn a move remains the screen of ps
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            #130    
          Old April 30th, 2015 (3:37 AM).
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            I have an error and it states "INCLUDEGEN6"
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              #131    
            Old April 30th, 2015 (8:14 AM).
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              Quote:
              Originally Posted by Courtland View Post
              I have an error and it states "INCLUDEGEN6"
              Post the error...
              This isn't a problem with the vanilla version of these scripts, so likely something you've done.
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                #132    
              Old April 30th, 2015 (1:57 PM).
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                  #133    
                Old May 1st, 2015 (4:34 AM).
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                  Hmm I'm not sure you're doing it the right way...

                  Upload your picture to something like imgur.com then put the display code here.
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                    #134    
                  Old May 1st, 2015 (12:16 PM).
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                    Quote:
                    Originally Posted by BadSamaritan View Post
                    I'm sure making sure the code works perfectly is probably your main concern, but I think you're actually getting better graphically as well.
                    Everything is my main concern, haha. I'm definitely lacking the audio resources and not the intention of adding them in. I'm glad you posted the link, it'll make the whole thing feel a lot more complete. I actually did add a sound for the ability bars recently, when I redesigned them for the system (still requires the gen 6 project to use). It sounds lame though.

                    I'm currently working on a complete rework of the thing. Utilizing vectors and math to calculate motion and animations, instead of my current manual approach. So I'll hold off on updating much, until I start making some proper headway.
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                      #135    
                    Old May 1st, 2015 (1:40 PM).
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                      Wow that sound promising. B/W official system has actually a lot of work, I was looking at it and I noticed lot of things. Like the intro for a wild battle isn't the same (it's like what you've done for now) than the trainer intro (which has a curved trajectory). In fact, B/W has a lot of rotations.
                      I can make you a video showing the different movements if you're interested. I have a lot of footage thanks to Twitch Plays Pokemon.

                      Are you planning to include the low-hp sound?

                      I noticed some glitches:
                      - when you use a ball to catch a wild pokemon while it's raining (or any weather animation), the weather animation stops between each ball shakes.
                      - if you use an item which was the last one using the "last used item" feature and go back to the item menu on the next round, the cursor will still be on "last used item" (which shows no item since I used the last one). If you select it, this error shows up.

                      This is possible because you keep in memory the latest selected option, and since there is no more item, the game can't find it. I go back to the main battle menu and can still continue playing (the game doesn't stop)
                      - [maybe not a bug] the "last used item" doesn't stay between two battles like in the official games.
                      - when in the item menu, selecting the arrow to go back will play 2 sounds (if you quit item menu using escape, only one sound is played).

                      I updated right before and didn't disabled the new UI or anything else in the code so I hope I did everything correctly.
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                        #136    
                      Old May 1st, 2015 (2:45 PM). Edited May 1st, 2015 by Luka S.J..
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                        Quote:
                        Originally Posted by KillerMapper View Post
                        Wow that sound promising. B/W official system has actually a lot of work, I was looking at it and I noticed lot of things. Like the intro for a wild battle isn't the same (it's like what you've done for now) than the trainer intro (which has a curved trajectory). In fact, B/W has a lot of rotations.
                        I can make you a video showing the different movements if you're interested. I have a lot of footage thanks to Twitch Plays Pokemon.1

                        Are you planning to include the low-hp sound?2

                        I noticed some glitches:

                        when you use a ball to catch a wild pokemon while it's raining (or any weather animation), the weather animation stops between each ball shakes.3

                        if you use an item which was the last one using the "last used item" feature and go back to the item menu on the next round, the cursor will still be on "last used item" (which shows no item since I used the last one).4

                        the "last used item" doesn't stay between two battles like in the official games.5

                        when in the item menu, selecting the arrow to go back will play 2 sounds (if you quit item menu using escape, only one sound is played).6
                        1. I hope you are aware that the B/W battle system has a 3D room, something Essentials can't feature. With that, I am limited to how fancy it can get. I limited the movement to linear types, since that allows for nice transitions, without the need to transform the battle background to accommodate for those. I have no valid distortion method to make the battle background look like it's rotating with the bases, and I won't just make the bases rotate since that would look stupid. The battle bases would stand out and look as they aren't a part of the whole background/room.

                        2. Maybe later, but only something in the style of gens < 5 or gen 6. Not with the actual BGM change.

                        3. fixed

                        4. fixed

                        5. I was under the impression that was how it worked. Fixed

                        6. I can't get this to happen.

                        All the updates were made to the Scene and UI portions of the script.
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                          #137    
                        Old May 2nd, 2015 (4:22 AM).
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                        Hmm, hmm.
                           
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                          Are you planning on making the bag screen compatible with the Easy Mouse script?
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                            #138    
                          Old May 2nd, 2015 (9:34 AM).
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                            I know the B/W system uses a 3D environment. So I guess you're right for the limitations.
                            About the low hp sound, I saw think about the beeps too, since the gen 5 theme needs to be correctly looped (and that mean using FMod which I can't get working correctly with Essentials...).

                            For the sound glitch in 6, I made a video to show you what I have (I upgraded the script with the latest version right before): https://www.youtube.com/watch?v=9Z8GzO5Ko80
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                              #139    
                            Old May 3rd, 2015 (4:53 AM). Edited May 3rd, 2015 by Luka S.J..
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                              Quote:
                              Originally Posted by rigbycwts View Post
                              Are you planning on making the bag screen compatible with the Easy Mouse script?
                              No.
                              Quote:
                              Originally Posted by KillerMapper View Post
                              For the sound glitch in 6
                              I think I've fixed that now.

                              Update!

                              Big rework on how animations get handled. The positioning of the scene uses a vector now, and I've been able to therefore add a lot of animations to the "idle camera movement", as well as cleaning things up significantly, and making everything that much more dynamic.

                              I've updated the Battle, Scene, Sprites, Animations* and UI sections. As well as adding in a new Maths section to the scripts.

                              * tweaked the animations a bit more
                              Updated the Scene and Animations portions again to add camera movement during move animations. Pretty exciting stuff.
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                                #140    
                              Old May 3rd, 2015 (9:58 AM).
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                                This happens when the camera either pans out or zooms in on an opponent and a common animation plays:
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                                  #141    
                                Old May 3rd, 2015 (10:07 AM). Edited May 3rd, 2015 by Luka S.J..
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                                  Quote:
                                  Originally Posted by Zoruarockszoroark View Post
                                  This happens when the camera either pans out or zooms in on an opponent and a common animation plays:
                                  Yup, yup, yup, I am aware. Just uploaded the fix. Along with that, some other bugs have been fixed.
                                  * Tweaked the Scene a little (trainer entrance animation)
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                                    #142    
                                  Old May 3rd, 2015 (1:24 PM).
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                                    Oh god, this is fabulous. I wanted to suggest you those random camera movements but I though it would be too much work so I didn't dare. You're doing a great job!

                                    Maybe you can let those random movements continue while looking in the bag (and probably in the pokémon selection if you're planning to rework it), and only reset the camera when going in the move selection. Since the background is transparent, we'll always see those movements.
                                    In comparison (just as an example), in the official gen 5 games, the camera makes those movements everywhere, and only resets when you go back in the main menu or try to run either from a wild or trainer battle (then starts moving again. No reset when entering battle, bag, pokémon menus).
                                    (Damn, I lost my White 2 save while testing, I saved instead of loading the save state xD)

                                    Bug report:
                                    In EliteBattle_UI, line 1058: pbDisplayMessage("You have no usabe items in this pocket.") -> mistake in "usable"

                                    I still have the double sound glitch if I quit the bag menu using the arrow at the bottom right corner.
                                    I made some research in your code, and if I delete the sound played on line 1416 in EliteBattle_UI, I don't have the double sound glitch anymore:
                                    Code:
                                        if Input.trigger?(Input::C) && [email protected]
                                          pbSEPlay("SE_Select2") #This one
                                    I didn't check if this impacts another button.
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                                      #143    
                                    Old May 3rd, 2015 (1:47 PM).
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                                      Quote:
                                      Originally Posted by KillerMapper View Post
                                      Oh god, this is fabulous. I wanted to suggest you those random camera movements but I though it would be too much work so I didn't dare. You're doing a great job!

                                      Maybe you can let those random movements continue while looking in the bag (and probably in the pokémon selection if you're planning to rework it), and only reset the camera when going in the move selection. Since the background is transparent, we'll always see those movements.
                                      In comparison (just as an example), in the official gen 5 games, the camera makes those movements everywhere, and only resets when you go back in the main menu or try to run either from a wild or trainer battle (then starts moving again. No reset when entering battle, bag, pokémon menus).
                                      (Damn, I lost my White 2 save while testing, I saved instead of loading the save state xD)
                                      Sorry about your save. The sys had basic "idle camera" movement, but it was much more primitive compared to this. Once I implemented that Vector idea, the rest became pretty much automatic.
                                      I understand your point about the animations in the bag. B/W separates the two interfaces though, which keeps them much cleaner. Me overlaying them like this, and having the scene constantly moving in the background wasn't something I was a fan of, so I decided not to let it run in the background. It was a bit distracting in an interface that is supposed to be minimal. I don't know if I want to be doing that, but I'll play around with the idea later, and if it grows on me, I might let it stay.
                                      Quote:
                                      Originally Posted by KillerMapper View Post
                                      Bug report:
                                      In EliteBattle_UI, line 1058: pbDisplayMessage("You have no usabe items in this pocket.") -> mistake in "usable"

                                      I still have the double sound glitch if I quit the bag menu using the arrow at the bottom right corner.
                                      I made some research in your code, and if I delete the sound played on line 1416 in EliteBattle_UI, I don't have the double sound glitch anymore:
                                      Code:
                                          if Input.trigger?(Input::C) && [email protected]
                                            pbSEPlay("SE_Select2") #This one
                                      I didn't check if this impacts another button.
                                      Thanks for pointing out the spelling mistake.
                                      If you remove that line of code, you won't get an SE played when you initially select one of the 4 pockets in the bag. I changed up the SE with the save SE, and tried listening again, and I can't hear it. I seriously tried replicating the problem again, but I just get the 1 SE played. And I also can't spot what could be causing it just from looking at the code. I find it weird that at that second trigger, just the SE would be played, but the actual commands performed after it, don't go off.
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                                        #144    
                                      Old May 3rd, 2015 (3:39 PM).
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                                        Also if anyone have sounds changed like BW. Example, i changed the native "Choose.wav" sound with the "SE_Select1.wav", so these two sounds hear with more volume because, Choose and SE_Select1 plays at the same time.

                                        Is possible to avoid "Choose.wav" to play in the UI navigation background? if i'm wrong, correct me please, however doesn't have a impact on the gameplay.

                                        Anyway, Luka, your script is evolving more and more, kinda fabulous. But personally, i think the camera idle move is better without those new inclinations. The zoom intro is perfect, but too rapid i think.

                                        I will keep helping/testing your script if i found some anormality, although is stable.
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                                          #145    
                                        Old May 4th, 2015 (3:45 AM).
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                                            #146    
                                          Old May 4th, 2015 (5:06 AM). Edited May 4th, 2015 by Luka S.J..
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                                            Quote:
                                            Originally Posted by Courtland View Post
                                            There are only two things you had to do
                                            1. If updating the scripts, follow the thread to see which of the sections have been changed
                                            2. Copy and paste in the appropriate destination

                                            Do these two correctly, and you won't have a problem. Also, from another thread I read that you're using v13. If you're getting any errors because of that, please don't come to me for help.

                                            I've now added an extensive changelog to the first post. No excuses anymore.

                                            Quote:
                                            Originally Posted by Erassus View Post
                                            Also if anyone have sounds changed like BW. Example, i changed the native "Choose.wav" sound with the "SE_Select1.wav", so these two sounds hear with more volume because, Choose and SE_Select1 plays at the same time.

                                            Is possible to avoid "Choose.wav" to play in the UI navigation background? if i'm wrong, correct me please, however doesn't have a impact on the gameplay..
                                            There is not a single pbPlayDecisionSE command in my UI scripts. So I don't know what's happening with you, but it shouldn't. Since it can't. Since I didn't tell it to.
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                                              #147    
                                            Old May 4th, 2015 (6:26 AM). Edited May 4th, 2015 by Dylanrockin.
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                                              For some reason, I am getting a painfully slow framerate in battle. All the scripts have been fully updated and positioned correctly, but for some reason that happens.

                                              Edit: Apparently depending on the screen resolution, determines the speed of it. So, using it in Large will result in a slow framerate, and using it in Small and Medium yield the best performance.
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                                                #148    
                                              Old May 4th, 2015 (7:15 AM).
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                                                Playing with the large size make the background disappears too, when the camera is moving or zooming.
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                                                  #149    
                                                Old May 4th, 2015 (7:51 AM). Edited May 4th, 2015 by Luka S.J..
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                                                  Quote:
                                                  Originally Posted by Dylanrockin View Post
                                                  For some reason, I am getting a painfully slow framerate in battle. All the scripts have been fully updated and positioned correctly, but for some reason that happens.

                                                  Edit: Apparently depending on the screen resolution, determines the speed of it. So, using it in Large will result in a slow framerate, and using it in Small and Medium yield the best performance.
                                                  Thanks for bringing it up, I never test my game stuff on the large resolution. The main issue for the lag is the battle background. Since I have to use such a large bitmap, to give room for the various movements and distortions, it gets harder to apply them on a larger screen resolution. I have fixed up the performance by a bit, but ultimately had to remove the various tilts to the "camera angle" when playing on the large resolution. Adding angles to the battlebg dramatically decreases performance when on the large resolution. Optimal sizes are the medium and small one, yes.

                                                  The updated scripts are Scene and Animations. I'll update the changelog too.
                                                  * More tweaking done to the two sections.
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                                                    #150    
                                                  Old May 4th, 2015 (11:21 AM). Edited May 4th, 2015 by Super Dedenne.
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                                                    Maths script update certainly helped! I was astonished when I saw how smooth the intro was and how the battleback tilts as perspective changes.


                                                    On another note... I found that a successful capture of a wild Pokemon seems to be a little awkward.
                                                    A failed one isn't as awkward, but it does hiccup take a moment before it updates.

                                                    During a successful capture, the Pokeball does its thing like usual and, just before the message "Gotcha! [Pokemon] was caught!", the sprite reappears for just a moment before finally being removed from view.

                                                    (Used default medium resolution on a clean 15.1 Essentials for screenshot)

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