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  #2601    
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? :^)

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      #2602    
    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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        #2603    
      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?
          #2604    
        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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            #2605    
          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.
              #2606    
            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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                #2607    
              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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                  #2608    
                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 :^)
                    #2609    
                  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)*@keys.length
                      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 blitzCount0
                         if keystates[i]==1 #Correct
                          newtext+=""+keys[i].to_s+""
                         elsif keystates[i]==2 # Incorrect
                          newtext+=""+keys[i].to_s+""
                         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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                      #2610    
                    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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                        #2611    
                      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)*@keys.length
                          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 blitzCount0
                             if keystates[i]==1 #Correct
                              newtext+=""+keys[i].to_s+""
                             elsif keystates[i]==2 # Incorrect
                              newtext+=""+keys[i].to_s+""
                             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?
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                          #2612    
                        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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                            #2613    
                          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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                              #2614    
                            Old July 15th, 2008 (3:48 PM). Edited July 15th, 2008 by Kevvviiinnn.
                            Kevvviiinnn Kevvviiinnn is offline
                               
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                              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?
                                #2615    
                              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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                                  #2616    
                                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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                                    #2617    
                                  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?
                                      #2618    
                                    Old July 16th, 2008 (7:23 AM).
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                                    Hall Of Famer Hall Of Famer is offline
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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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                                        #2619    
                                      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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                                          #2620    
                                        Old July 16th, 2008 (9:27 AM).
                                        imtheomega's Avatar
                                        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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                                            #2621    
                                          Old July 16th, 2008 (9:57 AM). Edited July 16th, 2008 by partyghoul2000.
                                          partyghoul2000's Avatar
                                          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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                                              #2622    
                                            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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                                              Website : here
                                              Some tips to customize Pokemon Essentials : here
                                                #2623    
                                              Old July 16th, 2008 (12:10 PM).
                                              partyghoul2000's Avatar
                                              partyghoul2000 partyghoul2000 is offline
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                                                Quote:
                                                Originally Posted by imtheomega View Post
                                                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.
                                                you are truly awesome. you always seem to have the answer. :D thanks.
                                                __________________

                                                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.
                                                  #2624    
                                                Old July 16th, 2008 (5:04 PM).
                                                Curt200718's Avatar
                                                Curt200718 Curt200718 is offline
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                                                  To begin with I have read through the Notes.html and cant seem to solve my problem.....
                                                  I have two questions.

                                                  First : How do I associate the point on the "Town Map" with what area im in..?

                                                  Second : How do I switch between Region Maps ?

                                                  Thanks to anyone with a little help......:>

                                                  Later Guyz
                                                    #2625    
                                                  Old July 16th, 2008 (5:38 PM).
                                                  crzyone9584 crzyone9584 is offline
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                                                    i had the same questions. open townmap.txt and look at how it set up. it has two different regions and they change automatically. now to asscoiate the townmap and place your at go to the visual editor and i think its in the metadata of the map you want to asscoiate yourself with.

                                                    now a question some one i forget who its liek 5 or so pages back told me to use this for random weather.
                                                    Quote:
                                                    i=rand(4)
                                                    $game_screen.weather(i,9.0,20)
                                                    but it does all the weather all at the same time. now is there a way to randomaly generate the weather you want. and have it carry over to the next map ass well?
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