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  #2601    
Old July 13th, 2008 (11:28 PM).
partyghoul2000's Avatar
partyghoul2000 partyghoul2000 is offline
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    Quote:
    Originally Posted by Hall Of Famer View Post
    I know it might be a little bit difficult to answer, but how can make my pokemon game able to trade on-line? I mean, some specific Pokemon only evolve after trades so it's significant to make my game project on-line tradable...
    i believe it already supports online trading. read the serversetup.html.
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      #2602    
    Old July 13th, 2008 (11:37 PM).
    crzyone9584 crzyone9584 is offline
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      the server isn't that great. but it does work. it just needs some major work/editing files to get it working 100%
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        #2603    
      Old July 14th, 2008 (2:15 AM).
      Hall Of Famer's Avatar
      Hall Of Famer Hall Of Famer is offline
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        Quote:
        Originally Posted by partyghoul2000 View Post
        i believe it already supports online trading. read the serversetup.html.
        Thanks a lot. I didn't know about this before and hopefully it will support on-line trading for my pokemon game.
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          #2604    
        Old July 14th, 2008 (11:12 AM).
        Kevvviiinnn Kevvviiinnn is offline
           
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          I can't get the online trading to work. I've turned off my firewalls, forwarded all the required ports, downloaded everything and followed directions exactly, too. I can get to the register screen, but the server disconnects before I try to log in or submit my registration :^/

          I'm using Windows Vista.

          Also, does anyone know if an online battling system is being worked on? :^)
            #2605    
          Old July 14th, 2008 (11:46 AM).
          crzyone9584 crzyone9584 is offline
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            Quote:
            Originally Posted by Kevvviiinnn View Post
            I can't get the online trading to work. I've turned off my firewalls, forwarded all the required ports, downloaded everything and followed directions exactly, too. I can get to the register screen, but the server disconnects before I try to log in or submit my registration :^/

            I'm using Windows Vista.

            Also, does anyone know if an online battling system is being worked on? :^)
            like i said before the online trading system is really bad. i had trouble with it on xp and i dont even want to see how bad it is for vista

            and as far as i know no online fighting system is being made.
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              #2606    
            Old July 14th, 2008 (12:32 PM).
            Kevvviiinnn Kevvviiinnn is offline
               
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              Aww, such a shame... Hopefully it will improve, though.

              Question: How do you set the IVs for Pokemon?
                #2607    
              Old July 14th, 2008 (1:16 PM).
              partyghoul2000's Avatar
              partyghoul2000 partyghoul2000 is offline
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                Quote:
                Originally Posted by Kevvviiinnn View Post
                Aww, such a shame... Hopefully it will improve, though.

                Question: How do you set the IVs for Pokemon?
                i believe the IVs can be set in the pokemon.txt in the PBS folder
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                  #2608    
                Old July 14th, 2008 (1:25 PM).
                Kevvviiinnn Kevvviiinnn is offline
                   
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                  No, no, those are the base stats! I want to change the Pokemon's Individual Value (it's the value from 0 to 31). For example, setting the IVs for a Pokemon before a forced wild encounter or changing the IVs of a Pokemon in your party--things like that.
                    #2609    
                  Old July 14th, 2008 (2:55 PM). Edited July 14th, 2008 by poccil.
                  poccil poccil is offline
                     
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                    Each Pokemon has an array named "iv" which specifies the Individual Values of the Pokemon. Be sure to set each of them
                    from 0 through 31 and to call the "calcStats" method to recalculate the Pokemon's stats. Here is an example that sets the Individual Values of the first Pokemon in the party.

                    Code:
                    # Get first Pokemon
                    pokemon=$Trainer.party[0]
                    # Set all IVs to 20
                    pokemon.iv[0]=20 # HP
                    pokemon.iv[1]=20 # Attack
                    pokemon.iv[2]=20 # Defense
                    pokemon.iv[3]=20 # Speed
                    pokemon.iv[4]=20 # Special Attack
                    pokemon.iv[5]=20 # Special Defense
                    # Recalculate stats
                    pokemon.calcStats
                    To change a wild Pokemon's IVs, you must create an event handler for the onWildPokemonCreate event,
                    which runs code only if a certain switch (here, switch 30) is on. (You would set the switch to ON before
                    a wild battle, and set it to OFF after.) Here's an example:
                    Code:
                    Events.onWildPokemonCreate+=proc {|sender,e|
                     # Get the wild Pokemon
                     pokemon=e[0]
                     # Run only if switch 30 is on
                     if $game_switches[30]
                      # Set all IVs to 20
                      pokemon.iv[0]=20 # HP
                      pokemon.iv[1]=20 # Attack
                      pokemon.iv[2]=20 # Defense
                      pokemon.iv[3]=20 # Speed
                      pokemon.iv[4]=20 # Special Attack
                      pokemon.iv[5]=20 # Special Defense
                      # Recalculate stats
                      pokemon.calcStats
                     end
                    }
                    The "onWildPokemonCreate" event is very flexible. It allows you to dynamically modify the Pokemon battle according to the situation. For example, you can randomly change its Pokemon species or make its level fluctuate somewhat.

                    Similar events include "onStepTaken", whenever the player takes a step, and "onMapChange", whenever the map changes.
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                      #2610    
                    Old July 14th, 2008 (7:36 PM).
                    Razer Rage Razer Rage is offline
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                      I must say, bravo. I haven't actually tried it yet, but I'm sure it's quite good. But there are a few things I am wondering about it.

                      1) Would it be possible for you to make a patch file to download every time you update Pokemon essentials for those who already have it? It would take so much less time then to have to download the whole thing over and over again. Better yet, make it automatically or manually check for, download, and install updates. :D

                      2) Why Pokemon Ruby/Sapphire and not others? Why not ADD Leaf Green/Fire Red, etc.?

                      3) Will you be making poke essentials compatible with RMVX?
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                        #2611    
                      Old July 14th, 2008 (7:40 PM).
                      Kevvviiinnn Kevvviiinnn is offline
                         
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                        Thank you, poccil! Words cannot describe just how incredible you are :^)
                          #2612    
                        Old July 14th, 2008 (11:58 PM). Edited July 15th, 2008 by poccil.
                        poccil poccil is offline
                           
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                          Razor Rage:

                          There are change log files with each release. They can't be used like patch files, unfortunately.

                          ---

                          The following add-on I created today implements moves that require keyboard input in order to use. Put the code below in a new script section in the script editor.
                          Code:
                          class PokeBattle_Move_Blitz < PokeBattle_Move
                           KEYHASH={
                             :A=>0x41,:B=>0x42,:C=>0x43,:D=>0x44,
                             :E=>0x45,:F=>0x46,:G=>0x47,:H=>0x48,
                             :I=>0x49,:J=>0x4a,:K=>0x4b,:L=>0x4c,
                             :M=>0x4D,:N=>0x4e,:O=>0x4f,:P=>0x50,
                             :Q=>0x51,:R=>0x52,:S=>0x53,:T=>0x54,
                             :U=>0x55,:V=>0x56,:W=>0x57,:X=>0x58,
                             :Y=>0x59,:Z=>0x5a,:NUM_0=>0x30,:NUM_1=>0x31,
                             :NUM_2=>0x32,:NUM_3=>0x33,:NUM_4=>0x34,:NUM_5=>0x35,
                             :NUM_6=>0x36,:NUM_7=>0x37,:NUM_8=>0x38,:NUM_9=>0x39,
                             :UP=>0x26,:DOWN=>0x28,:LEFT=>0x25,:RIGHT=>0x27,
                             :SPACE=>0x20,:ENTER=>0x0D,:TAB=>0x09
                           }
                           def pbDisplayUseMessage(attacker)
                            ret=super
                            if @battle.pbOwnedByPlayer?(attacker.index)
                             @[email protected](@keys)
                             if @time<0
                              @battle.pbDisplay(_INTL("But it failed!"))
                              return -1
                             end
                            else
                             @[email protected](30)[email protected]
                            end
                            return ret
                           end
                           def pbBaseDamage(basedmg,attacker,opponent)
                            return 20 if [email protected] || @time<0
                            [email protected]/[1,@keys.length].max
                            return 20 if timeAverage>30
                            return 40 if timeAverage>25
                            return 60 if timeAverage>20
                            return 80 if timeAverage>15
                            return 100 if timeAverage>10
                            return 150 if timeAverage>5
                            return 200
                           end
                           def self.triggerKeyState(key)
                            # -1: no keys pressed; 0: wrong key pressed; 1: correct key pressed
                            correctKey=(KEYHASH[key]) ? KEYHASH[key] : 0x20
                            # check wrong keys first
                            for i in KEYHASH.values
                             if i!=correctKey
                              return 0 if Input.triggerex?(i)
                             end
                            end
                            # then check correct key
                            return (Input.triggerex?(correctKey)) ? 1 : -1
                           end
                           def self.getKey(key)
                            return (KEYHASH[key]) ? KEYHASH[key] : 0x20
                           end
                          end
                          
                          class PokeBattle_Move_110 < PokeBattle_Move_Blitz
                           def initialize(battle,move)
                            super
                            @keys=[:A,:B,:UP,:DOWN]
                           end
                          end
                          
                          class PokeBattle_Move_111 < PokeBattle_Move_Blitz
                           def initialize(battle,move)
                            super
                            @keys=[:X,:W,:LEFT,:RIGHT]
                           end
                          end
                          
                          class PokeBattle_Move_112 < PokeBattle_Move_Blitz
                           def initialize(battle,move)
                            super
                            @keys=[:Z,:Q,:P,:M]
                           end
                          end
                          
                          
                          class PokeBattle_Scene
                           def pbBlitz(keys)
                            @briefmessage=false
                            blitzwindow=Window_AdvancedTextPokemon.newWithSize("",0,Graphics.height-96-64,Graphics.width*2/3,64)
                            blitzwindow.z=100001
                            keystates=[0,0,0,0]
                            start=Graphics.frame_count
                            time=0
                            penalty=0
                            blitzCount=0
                            blitzCurrent=0
                            shownTime=0
                            failures=0
                            loop do
                             Graphics.update
                             Input.update
                             blitzwindow.update
                             needRefresh=false
                             if shownTime%30 == 0
                              blitzCount+=1
                              needRefresh=true
                              if blitzCount>keys.length
                               Audio.se_play("Audio/SE/buzzer.wav")
                               time=-1
                               break
                              end
                             end
                             keyState=PokeBattle_Move_Blitz.triggerKeyState(keys[blitzCurrent])
                             if keyState>=0
                              if keyState==1 # Correct
                               Audio.se_play(pbGetDecisionSE)
                               keystates[blitzCurrent]=1
                              else # Incorrect
                               Audio.se_play("Audio/SE/buzzer.wav")
                               keystates[blitzCurrent]=2
                               penalty+=30
                               failures+=1
                              end
                              blitzCurrent+=1
                              if blitzCurrent>=keys.length
                               if failures==keys.length
                                time=-1
                                penalty=0
                               end
                               break
                              end
                              shownTime=0
                              blitzCount=blitzCurrent+1 if blitzCount<blitzCurrent+1
                              needRefresh=true
                             end
                             if needRefresh
                              newtext=""
                              for i in 0...blitzCount
                               newtext+="   " if i>0
                               if keystates[i]==1 #Correct
                                newtext+="<c2=06644bd2>"+keys[i].to_s+"</c2>"
                               elsif keystates[i]==2 # Incorrect
                                newtext+="<c2=043c3aff>"+keys[i].to_s+"</c2>"
                               else
                                newtext+=keys[i].to_s
                               end
                              end
                              blitzwindow.text=newtext
                             end
                             time+=1
                             shownTime+=1
                            end
                            blitzwindow.dispose
                            return time+penalty
                           end
                          end
                          In addition, add the following three lines to the end of the file PBS/moves.txt . These are three moves that use the new keyboard input functionality and whose damage depends on skill and timing.
                          Code:
                          355,FIREBLITZ,FIRE BLITZ,110,1,FIRE,Special,100,15,0,00,0,bef,Cool,"A fire move whose damage depends on skill and timing."
                          356,ICEBLITZ,ICE BLITZ,111,1,ICE,Special,100,15,0,00,0,bef,Cool,"An ice move whose damage depends on skill and timing."
                          357,THUNDERBLITZ,THUNDERBLITZ,112,1,ELECTRIC,Special,100,15,0,00,0,bef,Cool,"A thunder move whose damage depends on skill and timing."
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                            #2613    
                          Old July 15th, 2008 (8:40 AM).
                          yaoimutt yaoimutt is offline
                             
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                            Ok, i have a HUGE question to ask,

                            How would i make it so that when you catch one kind of pokemon, you automatically get the information for another pokemon. (i am planing on making "sub spiesies" of pokemon. brock is always saying that this pokemon or that pokemon might be a new one of that spiecies. for instance, at one point he says that he thinks that ash's buterfree is a diffrent type of butterfree then the others in the area.)
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                              #2614    
                            Old July 15th, 2008 (9:52 AM).
                            partyghoul2000's Avatar
                            partyghoul2000 partyghoul2000 is offline
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                              Quote:
                              Originally Posted by poccil View Post
                              Razor Rage:

                              There are change log files with each release. They can't be used like patch files, unfortunately.

                              ---

                              The following add-on I created today implements moves that require keyboard input in order to use. Put the code below in a new script section in the script editor.
                              Code:
                              class PokeBattle_Move_Blitz < PokeBattle_Move
                               KEYHASH={
                                 :A=>0x41,:B=>0x42,:C=>0x43,:D=>0x44,
                                 :E=>0x45,:F=>0x46,:G=>0x47,:H=>0x48,
                                 :I=>0x49,:J=>0x4a,:K=>0x4b,:L=>0x4c,
                                 :M=>0x4D,:N=>0x4e,:O=>0x4f,:P=>0x50,
                                 :Q=>0x51,:R=>0x52,:S=>0x53,:T=>0x54,
                                 :U=>0x55,:V=>0x56,:W=>0x57,:X=>0x58,
                                 :Y=>0x59,:Z=>0x5a,:NUM_0=>0x30,:NUM_1=>0x31,
                                 :NUM_2=>0x32,:NUM_3=>0x33,:NUM_4=>0x34,:NUM_5=>0x35,
                                 :NUM_6=>0x36,:NUM_7=>0x37,:NUM_8=>0x38,:NUM_9=>0x39,
                                 :UP=>0x26,:DOWN=>0x28,:LEFT=>0x25,:RIGHT=>0x27,
                                 :SPACE=>0x20,:ENTER=>0x0D,:TAB=>0x09
                               }
                               def pbDisplayUseMessage(attacker)
                                ret=super
                                if @battle.pbOwnedByPlayer?(attacker.index)
                                 @[email protected](@keys)
                                 if @time<0
                                  @battle.pbDisplay(_INTL("But it failed!"))
                                  return -1
                                 end
                                else
                                 @[email protected](30)[email protected]
                                end
                                return ret
                               end
                               def pbBaseDamage(basedmg,attacker,opponent)
                                return 20 if [email protected] || @time<0
                                [email protected]/[1,@keys.length].max
                                return 20 if timeAverage>30
                                return 40 if timeAverage>25
                                return 60 if timeAverage>20
                                return 80 if timeAverage>15
                                return 100 if timeAverage>10
                                return 150 if timeAverage>5
                                return 200
                               end
                               def self.triggerKeyState(key)
                                # -1: no keys pressed; 0: wrong key pressed; 1: correct key pressed
                                correctKey=(KEYHASH[key]) ? KEYHASH[key] : 0x20
                                # check wrong keys first
                                for i in KEYHASH.values
                                 if i!=correctKey
                                  return 0 if Input.triggerex?(i)
                                 end
                                end
                                # then check correct key
                                return (Input.triggerex?(correctKey)) ? 1 : -1
                               end
                               def self.getKey(key)
                                return (KEYHASH[key]) ? KEYHASH[key] : 0x20
                               end
                              end
                              
                              class PokeBattle_Move_110 < PokeBattle_Move_Blitz
                               def initialize(battle,move)
                                super
                                @keys=[:A,:B,:UP,:DOWN]
                               end
                              end
                              
                              class PokeBattle_Move_111 < PokeBattle_Move_Blitz
                               def initialize(battle,move)
                                super
                                @keys=[:X,:W,:LEFT,:RIGHT]
                               end
                              end
                              
                              class PokeBattle_Move_112 < PokeBattle_Move_Blitz
                               def initialize(battle,move)
                                super
                                @keys=[:Z,:Q,:P,:M]
                               end
                              end
                              
                              
                              class PokeBattle_Scene
                               def pbBlitz(keys)
                                @briefmessage=false
                                blitzwindow=Window_AdvancedTextPokemon.newWithSize("",0,Graphics.height-96-64,Graphics.width*2/3,64)
                                blitzwindow.z=100001
                                keystates=[0,0,0,0]
                                start=Graphics.frame_count
                                time=0
                                penalty=0
                                blitzCount=0
                                blitzCurrent=0
                                shownTime=0
                                failures=0
                                loop do
                                 Graphics.update
                                 Input.update
                                 blitzwindow.update
                                 needRefresh=false
                                 if shownTime%30 == 0
                                  blitzCount+=1
                                  needRefresh=true
                                  if blitzCount>keys.length
                                   Audio.se_play("Audio/SE/buzzer.wav")
                                   time=-1
                                   break
                                  end
                                 end
                                 keyState=PokeBattle_Move_Blitz.triggerKeyState(keys[blitzCurrent])
                                 if keyState>=0
                                  if keyState==1 # Correct
                                   Audio.se_play(pbGetDecisionSE)
                                   keystates[blitzCurrent]=1
                                  else # Incorrect
                                   Audio.se_play("Audio/SE/buzzer.wav")
                                   keystates[blitzCurrent]=2
                                   penalty+=30
                                   failures+=1
                                  end
                                  blitzCurrent+=1
                                  if blitzCurrent>=keys.length
                                   if failures==keys.length
                                    time=-1
                                    penalty=0
                                   end
                                   break
                                  end
                                  shownTime=0
                                  blitzCount=blitzCurrent+1 if blitzCount<blitzCurrent+1
                                  needRefresh=true
                                 end
                                 if needRefresh
                                  newtext=""
                                  for i in 0...blitzCount
                                   newtext+="   " if i>0
                                   if keystates[i]==1 #Correct
                                    newtext+="<c2=06644bd2>"+keys[i].to_s+"</c2>"
                                   elsif keystates[i]==2 # Incorrect
                                    newtext+="<c2=043c3aff>"+keys[i].to_s+"</c2>"
                                   else
                                    newtext+=keys[i].to_s
                                   end
                                  end
                                  blitzwindow.text=newtext
                                 end
                                 time+=1
                                 shownTime+=1
                                end
                                blitzwindow.dispose
                                return time+penalty
                               end
                              end
                              In addition, add the following three lines to the end of the file PBS/moves.txt . These are three moves that use the new keyboard input functionality and whose damage depends on skill and timing.
                              Code:
                              355,FIREBLITZ,FIRE BLITZ,110,1,FIRE,Special,100,15,0,00,0,bef,Cool,"A fire move whose damage depends on skill and timing."
                              356,ICEBLITZ,ICE BLITZ,111,1,ICE,Special,100,15,0,00,0,bef,Cool,"An ice move whose damage depends on skill and timing."
                              357,THUNDERBLITZ,THUNDERBLITZ,112,1,ELECTRIC,Special,100,15,0,00,0,bef,Cool,"A thunder move whose damage depends on skill and timing."
                              are the three blitz moves examples of the new script or are they dp moves? and will this be added in the next update?
                              __________________

                              Check out my Super Gothic Bros hack here.
                              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.
                                #2615    
                              Old July 15th, 2008 (10:38 AM).
                              imtheomega's Avatar
                              imtheomega imtheomega is offline
                                 
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                                Hi,

                                I would like to add a priority of superposition in the chipsets but I dont know how to do it. It goes from 0 to 5 and I would like to add a sixth but I have not found how to do it :/ .

                                Someone can help?
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                                  #2616    
                                Old July 15th, 2008 (12:18 PM).
                                Wichu's Avatar
                                Wichu Wichu is offline
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                                  The three moves are examples of the script. It tells you how to install them.
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                                    #2617    
                                  Old July 15th, 2008 (3:48 PM). Edited July 15th, 2008 by Kevvviiinnn.
                                  Kevvviiinnn Kevvviiinnn is offline
                                     
                                    Join Date: Jul 2008
                                    Posts: 17
                                    Can someone point me to the script that sets the position for the "trbackXXX" file? My trainer is a little off to the right, and I would like to move him left some.

                                    EDIT: poccil, in the newest release, upon capturing a new Pokemon, the Pokemon's description no longer shows. I'm assuming this has something to do with the new AdvancedText thing that has been added, perhaps?
                                      #2618    
                                    Old July 15th, 2008 (8:59 PM).
                                    BallisticBlastoise BallisticBlastoise is offline
                                       
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                                      I have that problem too. Also, all of the maps I made are not showing in the editor when I go to the set encounters option. I then decided to list encounters for one of my maps in encounters.txt file and when I playtested it, no pokemon showed up. I already have grass tiles terrain tagged as 2.
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                                        #2619    
                                      Old July 15th, 2008 (10:00 PM).
                                      poccil poccil is offline
                                         
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                                        Kevvviiinnn:

                                        I was already aware of the bug and I have fixed it.
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                                          #2620    
                                        Old July 15th, 2008 (11:15 PM).
                                        Kevvviiinnn Kevvviiinnn is offline
                                           
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                                          Great! Can we get the fix? Or do we have to wait for the next release?
                                            #2621    
                                          Old July 16th, 2008 (7:23 AM).
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                                            I don't know whether this question has been asked before but how can I make the move effects of those newly implemented D/P moves working? Now I have to change some value like "10A", "10B" to "0" or "1" or the game will crash(appears to be an undefined method error). Please tell me how to make this work and I'll appreciate it very much.
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                                              #2622    
                                            Old July 16th, 2008 (8:33 AM).
                                            partyghoul2000's Avatar
                                            partyghoul2000 partyghoul2000 is offline
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                                              i have a few things here.
                                              1)how do i call pbDebugBattle? i've tried conditionals and scripts and it doesn't seem to work.
                                              2)for the battle animations, how would one go about shaking the screen or flashing colors? i tried adding in a flash in the rmxp animation editor, but it didn't show up ingame.
                                              3)how would you implement another terrain tag? when i was playing leaf green yesterday, i noticed going up and down stairs slows down the character a bit. can this be implemented into say, terrain tag 14?
                                              4)how would one go about giving the player random items from a certain set of items? for example, let's say i wanted to give the player one item from the numbers 3,15,288,341. what kind of script would that need?

                                              thanks in advance.
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                                                #2623    
                                              Old July 16th, 2008 (9:27 AM).
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                                              imtheomega imtheomega is offline
                                                 
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                                                Quote:
                                                Originally Posted by partyghoul2000 View Post
                                                4)how would one go about giving the player random items from a certain set of items? for example, let's say i wanted to give the player one item from the numbers 3,15,288,341. what kind of script would that need?

                                                thanks in advance.
                                                Use this script in an event :

                                                Code:
                                                i=rand(4)
                                                Kernel.pbReceiveItem(3) if i==0
                                                Kernel.pbReceiveItem(15) if i==1
                                                Kernel.pbReceiveItem(288) if i==2
                                                Kernel.pbReceiveItem(341) if i==3
                                                I've not tested it, but it should work.
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                                                  #2624    
                                                Old July 16th, 2008 (9:57 AM). Edited July 16th, 2008 by partyghoul2000.
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                                                partyghoul2000 partyghoul2000 is offline
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                                                  Quote:
                                                  Originally Posted by imtheomega View Post
                                                  Use this script in an event :

                                                  Code:
                                                  i=rand(4)
                                                  Kernel.pbReceiveItem(3) if i==0
                                                  Kernel.pbReceiveItem(15) if i==1
                                                  Kernel.pbReceiveItem(288) if i==2
                                                  Kernel.pbReceiveItem(341) if i==3
                                                  I've not tested it, but it should work.
                                                  it works perfectly. :D thanks. would it be possible to add probability to it? for example item 3, 50%. item 15, 10%. item 288, 30%. item 341, 10%. if it can't be done, i can do without it.

                                                  thanks in advance.

                                                  *EDIT*
                                                  would it be possible to give a random item from 100 different items? the script only allows 10 different items. is it possible to extend the script length?
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                                                    #2625    
                                                  Old July 16th, 2008 (11:30 AM).
                                                  imtheomega's Avatar
                                                  imtheomega imtheomega is offline
                                                     
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                                                    Quote:
                                                    Originally Posted by partyghoul2000 View Post
                                                    it works perfectly. :D thanks. would it be possible to add probability to it? for example item 3, 50%. item 15, 10%. item 288, 30%. item 341, 10%. if it can't be done, i can do without it.

                                                    thanks in advance.

                                                    *EDIT*
                                                    would it be possible to give a random item from 100 different items? the script only allows 10 different items. is it possible to extend the script length?

                                                    100 items?! Well, u can do it easily if the number of the items form a sequence by doing
                                                    Code:
                                                    i=rand(100)
                                                    Kernel.pbReceiveItem(i+number1)
                                                    where number1 is the number of the first item of the sequence.

                                                    But if u want to put items with other numbers, u should add a script like

                                                    Code:
                                                    def Kernel.pbRandomItem
                                                    i=rand(100)
                                                    Kernel.pbReceiveItem(3) if i==0
                                                    Kernel.pbReceiveItem(15) if i==1
                                                    Kernel.pbReceiveItem(288) if i==2
                                                    Kernel.pbReceiveItem(341) if i==3
                                                    ...
                                                    end
                                                    in PokemonField and then, u could add the script

                                                    Code:
                                                    Kernel.pbRandomItem
                                                    in your event.
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