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  #5301    
Old September 24th, 2009 (3:11 AM).
Ziebart23's Avatar
Ziebart23 Ziebart23 is offline
     
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    Quote:
    delete the audio.dll
    Like I said, I am new to this, and I do not know what the audio.dll is...
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      #5302    
    Old September 24th, 2009 (3:23 AM).
    blackspike blackspike is offline
       
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      Quote:
      Originally Posted by Ziebart23 View Post
      Like I said, I am new to this, and I do not know what the audio.dll is...
      you can find it inside of your game folder.
        #5303    
      Old September 24th, 2009 (3:39 AM).
      lx_theo's Avatar
      lx_theo lx_theo is offline
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        Quote:
        Originally Posted by The Smell View Post
        OK, which trback graphic is the one that is used ingame? :o

        And can I change the size of each graphic? I need the backsprite of the trainer to be bigger.

        The ones with the numbers in the name that correspond with the trainer type used for that player character are the ones used.


        As for different size, its a matter of just changing the size of the file and possibly editting the script.
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          #5304    
        Old September 24th, 2009 (4:14 AM).
        Vaskituh Vaskituh is offline
           
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          Could someone help me, i basically want the Pokemon that is number one on the Trainers Party to follow the Trainer (Using the Rips from HGSS for the Pokemons) ?
            #5305    
          Old September 24th, 2009 (4:47 AM).
          The Smell's Avatar
          The Smell The Smell is offline
          Doof-Man
             
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            Quote:
            Originally Posted by Vaskituh View Post
            Could someone help me, i basically want the Pokemon that is number one on the Trainers Party to follow the Trainer (Using the Rips from HGSS for the Pokemons) ?
            That is extremely difficult, no-one has done it yet. You will either have to script it yourself, or wait for others to release a script that they complete.
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              #5306    
            Old September 24th, 2009 (8:09 AM).
            Wichu's Avatar
            Wichu Wichu is offline
            Project Amethyst
               
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              Quote:
              Originally Posted by Luka S.J. View Post
              Long since I've last posted here...anyways...I've been trying to solve this for about 2 days now, and I'm just going insane. Now I'm driving myself crazy and can't find even a trace of the script I could edit to fix my problem.
              Now onto my problem. I've recently changed my game resolution to full dual screen NDS resolution (which is 512x784). Now whenever i try to start a battle, the black that moves away for the appearence of the battle keeps going away but stops at a certain point. The image below, I hope will show more details about my problem.

              And that's it. The black just stops and doesnt go away.
              The viewport's height only increases while the enemy base is scrolling to the right. Since you doubled the screen height, you'll want to double the speed at which the viewport's height increases. Try finding and changing these lines in PokeBattle_ActualScene:
              Code:
                if @viewport.rect.y>Graphics.height/4
                 @viewport.rect.y-=2
                 @viewport.rect.height+=4
                elsif @viewport.rect.y>0
                 @viewport.rect.y-=4
                 @viewport.rect.height+=8
                end
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                #5307    
              Old September 24th, 2009 (9:33 AM).
              ryu3000's Avatar
              ryu3000 ryu3000 is offline
                 
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                I wanted to make it so that in order to pass certain areas all pokemon had to be at a certain level, (that way you can't just easily use only one pokemon to defeat the gyms, elite 4, and champion). I tried using
                Code:
                $Trainer.party.level
                ,but I can't seem to use it right, I don't know what I'm doing wrong or if that can even help prevent using just one or two pokemon. If that doesn't help is there a way I can do that?
                  #5308    
                Old September 24th, 2009 (11:08 AM).
                StormRuler's Avatar
                StormRuler StormRuler is offline
                Kung foo fighter
                   
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                  For some reason it says one or more fonts don't exist on the system.
                    #5309    
                  Old September 24th, 2009 (11:26 AM).
                  Luka S.J.'s Avatar
                  Luka S.J. Luka S.J. is offline
                  Jealous Croatian
                     
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                    Quote:
                    Originally Posted by Wichu View Post
                    The viewport's height only increases while the enemy base is scrolling to the right. Since you doubled the screen height, you'll want to double the speed at which the viewport's height increases. Try finding and changing these lines in PokeBattle_ActualScene:
                    Code:
                      if @viewport.rect.y>Graphics.height/4
                       @viewport.rect.y-=2
                       @viewport.rect.height+=4
                      elsif @viewport.rect.y>0
                       @viewport.rect.y-=4
                       @viewport.rect.height+=8
                      end
                    You, sir, are a genious...and I bow down to you. Thank you so much!:D This error has been driving me crazy.
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                      #5310    
                    Old September 24th, 2009 (1:00 PM).
                    Ziebart23's Avatar
                    Ziebart23 Ziebart23 is offline
                       
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                      Quote:
                      Originally Posted by blackspike View Post
                      you can find it inside of your game folder.
                      Thanks, that helped a lot. I can now continue through the game...
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                        #5311    
                      Old September 24th, 2009 (2:30 PM).
                      Quilava's Master's Avatar
                      Quilava's Master Quilava's Master is offline
                      Shattered Dreams '13
                         
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                        how do i add a person to the pokegear...
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                          #5312    
                        Old September 24th, 2009 (2:32 PM).
                        thepsynergist's Avatar
                        thepsynergist thepsynergist is offline
                        A Gym Leader, Kyushu Region
                           
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                          Wichu, or anyone skilled in Pkmn Essentials, can someone help me with my problem.

                          I want to temporary remove the pokemon in my party and be able to call them back with a script command. Just like in the bug catching contest, Can someone please help me? I can't progress in my game if I don't have this info.
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                            #5313    
                          Old September 24th, 2009 (3:14 PM).
                          Soul.//Silver's Avatar
                          Soul.//Silver Soul.//Silver is offline
                             
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                            New problem, I keep getting a syntax error at line 2498 and I have no idea why. I tried deleting a few "ends" but I still kept getting the error.
                            HTML Code:
                            2483 def pbThrowAndDeflect(ball,targetBattler)
                            2484 end
                            2485 def pbThrow(ball,shakes,targetBattler)
                            2486  @briefmessage=false
                            2487  pokeballThrow(ball,shakes,targetBattler)
                            2488 end
                            2489 def pbThrowSuccess
                            2490  if [email protected]
                            2491   @briefmessage=false
                            2492   $game_system.bgm_play("../ME/PkmRS-Caught.mid")
                            2493   frames=(3.5*Graphics.frame_rate).to_i
                            2494   frames.times do
                            2495    pbGraphicsUpdate
                            2496    pbInputUpdate
                            2497  end
                            2498 end
                            2499
                            Any help will be appreciated.
                              #5314    
                            Old September 24th, 2009 (3:23 PM).
                            Maruno's Avatar
                            Maruno Maruno is offline
                            Lead Dev of Pokémon Essentials
                               
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                              Quote:
                              Originally Posted by thepsynergist View Post
                              2.) How can you store all of the pokemon that you have in your party to a variable (a.k.a bug catching contest) so that you have no pokemon in your party, and you can call them back by using another script command or something. I want to have my character go into the past, and have no pokemon in his party that he had in the future, just so you can get the right idea. Maybe Maruno or OblivionMew can help me with this...?
                              2) I presume you want the player to pick up and use new pokémon after he's (temporarily) lost his old team. Now, looking at the Bug Catching scripts, this catches my eye:

                              Code:
                                   @otherparty=[]
                                   chosenpkmn=$Trainer.party[@chosenPokemon]
                              
                                   for i in 0...$Trainer.party.length
                                    if [email protected]
                                     @otherparty.push($Trainer.party[i])
                                    end
                                   end
                              
                                   $Trainer.party=[chosenpkmn]
                              The "chosenpkmn" is whichever one you chose to use before you entered the Contest. The "if" statement copies all the information about all the non-chosen pokémon to an array called "@otherparty" (defined as blank at the beginning). Finally, the trainer's party is redefined to be only the chosen pokémon. At the end of the Contest, the rest of the party is added back.

                              So that sounds simple enough. Create an array called "@futurepkmn", and when you time travel, do the "if" statement stuff to copy all the party pokémon into it, then say "$Trainer.party=[]" to make it blank.

                              The recovery part of the script (that gives you your pokémon back) is equally simple, but you can look for that yourself (hint: search for "@otherparty"). Do (a variation of) that when you want to get your future pokémon back. You can do other things with that array instead, if you want (and can imagine).


                              Quote:
                              Originally Posted by ryu3000 View Post
                              I wanted to make it so that in order to pass certain areas all pokemon had to be at a certain level, (that way you can't just easily use only one pokemon to defeat the gyms, elite 4, and champion). I tried using
                              Code:
                              $Trainer.party.level
                              ,but I can't seem to use it right, I don't know what I'm doing wrong or if that can even help prevent using just one or two pokemon. If that doesn't help is there a way I can do that?
                              $Trainer.party[0].level

                              That is the level of the leading pokémon in your party (the party pokémon are numbered 0-5 inclusive). After a quick bit of imagining, I came up with the following:

                              Code:
                              tempvar=0
                              for i in 0...$Trainer.party.length-1
                                if $Trainer.party[i].level>=42
                                  tempvar+=1
                                end
                              end
                              if $Trainer.party.length==tempvar
                                You may pass.
                              else
                                You cannot pass.
                              end
                              Make sure you're happy with figuring out what's going on. If you want a walkthrough of it, ask me in a PM - I'm feeling nice.
                                #5315    
                              Old September 24th, 2009 (4:18 PM).
                              ryu3000's Avatar
                              ryu3000 ryu3000 is offline
                                 
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                                Ah thank you. I'll use that. That makes sense.
                                  #5316    
                                Old September 24th, 2009 (9:00 PM). Edited September 24th, 2009 by taimao.
                                taimao taimao is offline
                                   
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                                  Quote:
                                  Originally Posted by Soul.//Silver View Post
                                  New problem, I keep getting a syntax error at line 2498 and I have no idea why. I tried deleting a few "ends" but I still kept getting the error.
                                  HTML Code:
                                  2483 def pbThrowAndDeflect(ball,targetBattler)
                                  2484 end
                                  2485 def pbThrow(ball,shakes,targetBattler)
                                  2486  @briefmessage=false
                                  2487  pokeballThrow(ball,shakes,targetBattler)
                                  2488 end
                                  2489 def pbThrowSuccess
                                  2490  if [email protected]
                                  2491   @briefmessage=false
                                  2492   $game_system.bgm_play("../ME/PkmRS-Caught.mid")
                                  2493   frames=(3.5*Graphics.frame_rate).to_i
                                  2494   frames.times do
                                  2495    pbGraphicsUpdate
                                  2496    pbInputUpdate
                                  2497  end
                                  2498 end
                                  2499
                                  Any help will be appreciated.
                                  Looks to me like you might need one more "end" after line 2498; however, I'm new at this so I don't know for sure.
                                    #5317    
                                  Old September 24th, 2009 (10:23 PM).
                                  thepsynergist's Avatar
                                  thepsynergist thepsynergist is offline
                                  A Gym Leader, Kyushu Region
                                     
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                                    Posts: 747
                                    Quote:
                                    Originally Posted by Maruno View Post
                                    2) I presume you want the player to pick up and use new pokémon after he's (temporarily) lost his old team. Now, looking at the Bug Catching scripts, this catches my eye:

                                    Code:
                                         @otherparty=[]
                                         chosenpkmn=$Trainer.party[@chosenPokemon]
                                    
                                         for i in 0...$Trainer.party.length
                                          if [email protected]
                                           @otherparty.push($Trainer.party[i])
                                          end
                                         end
                                    
                                         $Trainer.party=[chosenpkmn]
                                    The "chosenpkmn" is whichever one you chose to use before you entered the Contest. The "if" statement copies all the information about all the non-chosen pokémon to an array called "@otherparty" (defined as blank at the beginning). Finally, the trainer's party is redefined to be only the chosen pokémon. At the end of the Contest, the rest of the party is added back.

                                    So that sounds simple enough. Create an array called "@futurepkmn", and when you time travel, do the "if" statement stuff to copy all the party pokémon into it, then say "$Trainer.party=[]" to make it blank.

                                    The recovery part of the script (that gives you your pokémon back) is equally simple, but you can look for that yourself (hint: search for "@otherparty"). Do (a variation of) that when you want to get your future pokémon back. You can do other things with that array instead, if you want (and can imagine).
                                    You Maruno are a life saver, that was racking my brain for about a week now, Thx a bunch.
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                                      #5318    
                                    Old September 25th, 2009 (1:34 AM).
                                    Wildspark's Avatar
                                    Wildspark Wildspark is offline
                                       
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                                      Anyone found a workaround yet for the issue with the latest Pokémon Essentials release - that crashes every time a Pokémon evolves?

                                      I assume it's not just me that's having this problem...
                                        #5319    
                                      Old September 25th, 2009 (3:43 AM).
                                      Ziebart23's Avatar
                                      Ziebart23 Ziebart23 is offline
                                         
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                                        Quote:
                                        Originally Posted by Wildspark View Post
                                        Anyone found a workaround yet for the issue with the latest Pokémon Essentials release - that crashes every time a Pokémon evolves?

                                        I assume it's not just me that's having this problem...
                                        Well, I haven't gotten that far into my game, but I bet that will be a problem, so can someone help us out?
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                                          #5320    
                                        Old September 25th, 2009 (7:04 AM).
                                        Vaskituh Vaskituh is offline
                                           
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                                          Would it be that hard to make a Caterpillar system close to the Pokemon Heart Gold and Soul Silver one ?
                                            #5321    
                                          Old September 25th, 2009 (7:08 AM).
                                          The Smell's Avatar
                                          The Smell The Smell is offline
                                          Doof-Man
                                             
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                                            Quote:
                                            Originally Posted by Vaskituh View Post
                                            Would it be that hard to make a Caterpillar system close to the Pokemon Heart Gold and Soul Silver one ?
                                            It'd be a matter of adding a Script that grabs the Pokedex number of the Pokemon that is first in your party, then uses it's Pokedex number to grab a charset and attach to an event that repeats the moves that you do. Then you could script extra stuff so that when you talk to the Pokemon, it does it's cry or something.
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                                              #5322    
                                            Old September 25th, 2009 (8:11 AM). Edited September 25th, 2009 by Vaskituh.
                                            Vaskituh Vaskituh is offline
                                               
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                                              Quote:
                                              Originally Posted by The Smell View Post
                                              It'd be a matter of adding a Script that grabs the Pokedex number of the Pokemon that is first in your party, then uses it's Pokedex number to grab a charset and attach to an event that repeats the moves that you do. Then you could script extra stuff so that when you talk to the Pokemon, it does it's cry or something.
                                              That sounds.. perfect.

                                              The thing is, i don't know how to script though

                                              But i do have the Pokemon OverWorlds for all the Pokemons, and the only thing that really interested me would be the Pokemon following the Trainer.

                                              Here is a Script made by a friend for Pokemon to follow the Trainer, but even i am having some problems understanding it. Can you guys understand it ?

                                              Code:
                                               
                                              TRAIN_ACTOR_TRANSPARENT_SWITCH = false 
                                              TRAIN_ACTOR_TRANSPARENT_SWITCH = true 
                                               
                                              TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX = 20 
                                               
                                              DOWN_LEFT = 1 
                                              DOWN_RIGHT = 3 
                                              UP_LEFT = 7 
                                              UP_RIGHT = 9 
                                              JUMP = 5 
                                               
                                              class Game_Party_Actor > Game_Character 
                                              def initialize 
                                              super() 
                                              @through = true 
                                              end 
                                              def setup(actor) 
                                              if actor != nil 
                                              @character_name = actor.character_name 
                                              @character_hue = actor.character_hue 
                                              else 
                                              @character_name = "" 
                                              @character_hue = 0 
                                              end 
                                              @opacity = 255 
                                              @blend_type = 0 
                                              end 
                                              def screen_z(height = 0) 
                                              if $game_player.x == @x and $game_player.y == @y 
                                              return $game_player.screen_z(height) - 1 
                                              end 
                                              super(height) 
                                              end 
                                              def move_down(turn_enabled = true) 
                                              if turn_enabled 
                                              turn_down 
                                              end 
                                              if passable?(@x, @y, Input:: DOWN) 
                                              turn_down 
                                              @y += 1 
                                              end 
                                              end 
                                              def move_left(turn_enabled = true) 
                                              # ×ó¤òÏò¤¯ 
                                              if turn_enabled 
                                              turn_left 
                                              end 
                                              if passable?(@x, @y, Input::LEFT) 
                                              turn_left 
                                              @x -= 1 
                                              end 
                                              end 
                                              def move_right(turn_enabled = true) 
                                              if turn_enabled 
                                              turn_right 
                                              end 
                                               
                                              if passable?(@x, @y, Input::RIGHT) 
                                              turn_right 
                                              @x += 1 
                                              end 
                                              end 
                                              def move_up(turn_enabled = true) 
                                              if turn_enabled 
                                              turn_up 
                                              end 
                                              if passable?(@x, @y, Input::UP) 
                                              turn_up 
                                              @y -= 1 
                                              end 
                                              end 
                                              def move_lower_left 
                                              unless @direction_fix 
                                              @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input:: DOWN : @direction) 
                                              end 
                                              if (passable?(@x, @y, Input:: DOWN) and passable?(@x, @y + 1, Input::LEFT)) or 
                                              (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input:: DOWN)) 
                                              @x -= 1 
                                              @y += 1 
                                              end 
                                              end 
                                              def move_lower_right 
                                              unless @direction_fix 
                                              @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input:: DOWN : @direction) 
                                              end 
                                              if (passable?(@x, @y, Input:: DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or 
                                              (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input:: DOWN)) 
                                              @x += 1 
                                              @y += 1 
                                              end 
                                              end 
                                              def move_upper_left 
                                              unless @direction_fix 
                                              @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input:: DOWN ? Input::UP : @direction) 
                                              end 
                                              if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or 
                                              (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) 
                                              @x -= 1 
                                              @y -= 1 
                                              end 
                                              end 
                                              def move_upper_right 
                                              unless @direction_fix 
                                              @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input:: DOWN ? Input::UP : @direction) 
                                              end 
                                              if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or 
                                              (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) 
                                              @x += 1 
                                              @y -= 1 
                                              end 
                                              end 
                                               
                                              def set_move_speed(move_speed) 
                                              @move_speed = move_speed 
                                              end 
                                              end 
                                               
                                              class Spriteset_Map 
                                              def setup_actor_character_sprites? 
                                              return @setup_actor_character_sprites_flag != nil 
                                              end 
                                              def setup_actor_character_sprites(characters) 
                                              if !setup_actor_character_sprites? 
                                              index_game_player = 0 
                                              @character_sprites.each_index do |i| 
                                              if @character_sprites[i].character.instance_of?(Game_Player) 
                                              index_game_player = i 
                                              break 
                                              end 
                                              end 
                                              for character in characters.reverse 
                                              @character_sprites.unshift( 
                                              Sprite_Character.new(@viewport1, character) 
                                              ) 
                                              end 
                                              @setup_actor_character_sprites_flag = true 
                                              end 
                                              end 
                                              end 
                                               
                                              class Scene_Map 
                                              def setup_actor_character_sprites(characters) 
                                              @spriteset.setup_actor_character_sprites(characters) 
                                              end 
                                              end 
                                               
                                              class Game_Party 
                                              def set_transparent_actors(transparent) 
                                              @transparent = transparent 
                                              end 
                                              def setup_actor_character_sprites 
                                              if @characters == nil 
                                              @characters = [] 
                                              for i in 1 .. 4 
                                              @characters.push(Game_Party_Actor.new) 
                                              end 
                                              end 
                                              if @actors_chach == nil 
                                              @actors_chach = [] 
                                              end 
                                              if @actors_chach != @actors 
                                              @actors_chach = @actors.clone 
                                              for i in 1 .. 4 
                                              @characters[i - 1].setup(actors[i]) 
                                              end 
                                              end 
                                              if $scene.instance_of?(Scene_Map) 
                                              $scene.setup_actor_character_sprites(@characters) 
                                              end 
                                              end 
                                              def update_party_actors 
                                              setup_actor_character_sprites 
                                              transparent = $game_player.transparent 
                                              if transparent == false 
                                              if TRAIN_ACTOR_TRANSPARENT_SWITCH 
                                              transparent = $game_switches[TRAIN_ACTOR_TRANSPARENT_SWITCHES_INDEX] 
                                              else 
                                              transparent = $game_player.transparent 
                                              end 
                                              end 
                                              for character in @characters 
                                              character.transparent = transparent 
                                              character.set_move_speed($game_player.get_move_speed) 
                                              character.update 
                                              end 
                                              end 
                                              def moveto_party_actors( x, y ) 
                                              setup_actor_character_sprites 
                                              for character in @characters 
                                              character.moveto( x, y ) 
                                              end 
                                              if @move_list == nil 
                                              @move_list = [] 
                                              end 
                                              for i in 0 .. 10 
                                              @move_list[i] = nil 
                                              end 
                                              end 
                                              def move_party_actors 
                                              if @move_list == nil 
                                              @move_list = [] 
                                              for i in 0 .. 10 
                                              @move_list[i] = nil 
                                              end 
                                              end 
                                              @move_list.each_index do |i| 
                                              if @characters[i] != nil 
                                              case @move_list[i].type 
                                              when Input:: DOWN 
                                              @characters[i].move_down(@move_list[i].args[0]) 
                                              when Input::LEFT 
                                              @characters[i].move_left(@move_list[i].args[0]) 
                                              when Input::RIGHT 
                                              @characters[i].move_right(@move_list[i].args[0]) 
                                              when Input::UP 
                                              @characters[i].move_up(@move_list[i].args[0]) 
                                              when DOWN_LEFT 
                                              @characters[i].move_lower_left 
                                              when DOWN_RIGHT 
                                              @characters[i].move_lower_right 
                                              when UP_LEFT 
                                              @characters[i].move_upper_left 
                                              when UP_RIGHT 
                                              @characters[i].move_upper_right 
                                              when JUMP 
                                              @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1]) 
                                              end 
                                              end 
                                              end 
                                              end 
                                              class Move_List_Element 
                                              def initialize(type,args) 
                                              @type = type 
                                              @args = args 
                                              end 
                                              def type() return @type end 
                                              def args() return @args end 
                                              end 
                                              def add_move_list(type,*args) 
                                              @move_list.unshift(Move_List_Element.new(type,args)).pop 
                                              end 
                                              def move_down_party_actors(turn_enabled = true) 
                                              move_party_actors 
                                              add_move_list(Input:: DOWN,turn_enabled) 
                                              end 
                                              def move_left_party_actors(turn_enabled = true) 
                                              move_party_actors 
                                              add_move_list(Input::LEFT,turn_enabled) 
                                              end 
                                              def move_right_party_actors(turn_enabled = true) 
                                              move_party_actors 
                                              add_move_list(Input::RIGHT,turn_enabled) 
                                              end 
                                              def move_up_party_actors(turn_enabled = true) 
                                              move_party_actors 
                                              add_move_list(Input::UP,turn_enabled) 
                                              end 
                                              def move_lower_left_party_actors 
                                              move_party_actors 
                                              add_move_list(DOWN_LEFT) 
                                              end 
                                              def move_lower_right_party_actors 
                                              move_party_actors 
                                              add_move_list(DOWN_RIGHT) 
                                              end 
                                              def move_upper_left_party_actors 
                                              move_party_actors 
                                              add_move_list(UP_LEFT) 
                                              end 
                                              def move_upper_right_party_actors 
                                              move_party_actors 
                                              add_move_list(UP_RIGHT) 
                                              end 
                                              def jump_party_actors(x_plus, y_plus) 
                                              move_party_actors 
                                              add_move_list(JUMP,x_plus, y_plus) 
                                              end 
                                              end 
                                               
                                              module Game_Player_Module 
                                              def update 
                                              $game_party.update_party_actors 
                                              super 
                                              end 
                                              def moveto( x, y ) 
                                              super 
                                              $game_party.moveto_party_actors( x, y ) 
                                              end 
                                              def move_down(turn_enabled = true) 
                                              if passable?(@x, @y, Input:: DOWN) 
                                              $game_party.move_down_party_actors(turn_enabled) 
                                              end 
                                              super(turn_enabled) 
                                              end 
                                              def move_left(turn_enabled = true) 
                                              if passable?(@x, @y, Input::LEFT) 
                                              $game_party.move_left_party_actors(turn_enabled) 
                                              end 
                                              super(turn_enabled) 
                                              end 
                                              def move_right(turn_enabled = true) 
                                              if passable?(@x, @y, Input::RIGHT) 
                                              $game_party.move_right_party_actors(turn_enabled) 
                                              end 
                                              super(turn_enabled) 
                                              end 
                                              def move_up(turn_enabled = true) 
                                              if passable?(@x, @y, Input::UP) 
                                              $game_party.move_up_party_actors(turn_enabled) 
                                              end 
                                              super(turn_enabled) 
                                              end 
                                              def move_lower_left 
                                              if (passable?(@x, @y, Input:: DOWN) and passable?(@x, @y + 1, Input::LEFT)) or 
                                              (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input:: DOWN)) 
                                              $game_party.move_lower_left_party_actors 
                                              end 
                                              super 
                                              end 
                                              def move_lower_right 
                                              if (passable?(@x, @y, Input:: DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or 
                                              (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input:: DOWN)) 
                                              $game_party.move_lower_right_party_actors 
                                              end 
                                              super 
                                              end 
                                              def move_upper_left 
                                              if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or 
                                              (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP)) 
                                              $game_party.move_upper_left_party_actors 
                                              end 
                                              super 
                                              end 
                                              def move_upper_right 
                                              if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or 
                                              (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP)) 
                                              $game_party.move_upper_right_party_actors 
                                              end 
                                              super 
                                              end 
                                              def jump(x_plus, y_plus) 
                                              new_x = @x + x_plus 
                                              new_y = @y + y_plus 
                                              if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0) 
                                              $game_party.jump_party_actors(x_plus, y_plus) 
                                              end 
                                              super(x_plus, y_plus) 
                                              end 
                                               
                                              def get_move_speed 
                                              return @move_speed 
                                              end 
                                              end 
                                               
                                              #End of Script.
                                               
                                              class Game_Player 
                                              include Game_Player_Module 
                                              end
                                                #5323    
                                              Old September 25th, 2009 (2:25 PM).
                                              Soul.//Silver's Avatar
                                              Soul.//Silver Soul.//Silver is offline
                                                 
                                                Join Date: Sep 2007
                                                Location: Brisbane, Australia
                                                Age: 24
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                                                Posts: 494
                                                Quote:
                                                Originally Posted by taimao View Post
                                                Looks to me like you might need one more "end" after line 2498; however, I'm new at this so I don't know for sure.
                                                I've tried adding and deleting "end's" but it still gives me the same error. Strange considering its either a blank line or an "end" line that is doing it. Both at the very end of the script.
                                                  #5324    
                                                Old September 25th, 2009 (4:30 PM).
                                                Maruno's Avatar
                                                Maruno Maruno is offline
                                                Lead Dev of Pokémon Essentials
                                                   
                                                  Join Date: Jan 2008
                                                  Location: England
                                                  Posts: 5,171
                                                  Quote:
                                                  Originally Posted by Soul.//Silver View Post
                                                  New problem, I keep getting a syntax error at line 2498 and I have no idea why. I tried deleting a few "ends" but I still kept getting the error.
                                                  HTML Code:
                                                  2483 def pbThrowAndDeflect(ball,targetBattler)
                                                  2484 end
                                                  2485 def pbThrow(ball,shakes,targetBattler)
                                                  2486  @briefmessage=false
                                                  2487  pokeballThrow(ball,shakes,targetBattler)
                                                  2488 end
                                                  2489 def pbThrowSuccess
                                                  2490  if [email protected]
                                                  2491   @briefmessage=false
                                                  2492   $game_system.bgm_play("../ME/PkmRS-Caught.mid")
                                                  2493   frames=(3.5*Graphics.frame_rate).to_i
                                                  2494   frames.times do
                                                  2495    pbGraphicsUpdate
                                                  2496    pbInputUpdate
                                                  2497  end
                                                  2498 end
                                                  2499
                                                  Any help will be appreciated.
                                                  That looks like it's at the very end of PokeBattle_ActualScene (at least, it is in mine, give or take a few lines). I have 4 "end"s in a row at the end of mine (your quoted bit has 2, for comparison).

                                                  I believe I had this problem a while back, and it turned out the problem was either a missing or an extra "end" much earlier in the class. That missing/extra "end" meant the rest of the defs weren't being read properly, which for some reason translates to a syntax error at the end of the class.

                                                  Look at whatever you've changed in PokeBattle_ActualScene and see if the number of "end"s match up. I assume you've added something because your line numbering is 30 ahead of mine (February release, unedited).
                                                    #5325    
                                                  Old September 26th, 2009 (12:13 AM).
                                                  Vaskituh Vaskituh is offline
                                                     
                                                    Join Date: May 2009
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                                                    Someone knows how to help me ?
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