Pokémon Essentials All questions and discussion about Pokémon Essentials, the Pokémon game kit for RPG Maker XP, go in here. Also contains links to the latest downloads and the Essentials Wiki.

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  #7126    
Old May 29th, 2010 (2:45 AM).
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brian1666 brian1666 is offline
     
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    Quote:
    Originally Posted by carmaniac View Post
    Not exactly hard took me about 5 minutes to do this in the new starter kit.

    Save the graphics I have attatched.
    Go to the script PokemonUtilities
    Go to line 1444 and this should be on that line:
    Code:
       return AnimatedBitmap.new(sprintf("Graphics/Pictures/egg"))
    Create a new line and paste in this code:
    Code:
     elsif isConst?(species,PBSpecies,:GIRATINA) && ($game_map.map_id==36) #pokemon.item==PBItems::GRISEOUSORB || 
       return AnimatedBitmap.new(sprintf("Graphics/Battlers/%03d%s%s_alt",species,
          pokemon.isShiny? ? "s" : "",
          back ? "b" : "")
       )
    And there you go.
    And the icons? And there's one thing, i wanted only when the Griseous Orb is holded, but i already fixed that myself. Now i don't know how to change the icons! If you don't know, does someone else know it?
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      #7127    
    Old May 29th, 2010 (7:07 AM).
    Maruno's Avatar
    Maruno Maruno is offline
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      Quote:
      Originally Posted by brian1666 View Post
      And the icons? And there's one thing, i wanted only when the Griseous Orb is holded, but i already fixed that myself. Now i don't know how to change the icons! If you don't know, does someone else know it?
      Do the same kind of thing, but in the def immediately below the one you edited, handily called pbLoadPokemonIcon. It doesn't kill you to have a bit of a look on your own before clamouring for help, you know.

      The only thing I'll say here is that you won't use the exact same chunk of code. Figure out how to adapt it by yourself.
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        #7128    
      Old May 29th, 2010 (9:01 AM).
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      brian1666 brian1666 is offline
         
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        Quote:
        Originally Posted by Maruno View Post
        Do the same kind of thing, but in the def immediately below the one you edited, handily called pbLoadPokemonIcon. It doesn't kill you to have a bit of a look on your own before clamouring for help, you know.

        The only thing I'll say here is that you won't use the exact same chunk of code. Figure out how to adapt it by yourself.
        I did, but then i don't get a Syntax Error or something, it just doesn't change.
          #7129    
        Old May 29th, 2010 (5:18 PM). Edited May 31st, 2010 by Nyu~♥!.
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        Nyu~♥! Nyu~♥! is offline
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          Quote:
          Originally Posted by Colbex View Post
          To delete save data you have 3 options.
          The first option is to just save over it. But.. that's probably not want you want.
          The second is to, while on the title screen, press CTRL + X + Down Key.
          The third is to open the game folder and find the file that says Game. You should have, like 4 of these. Delete the one with the blue dragon icon.
          THANK YOU! For a second I thought there was absolutely no way XD
          Another problem, guys..

          After I tried cng's Dual Screen Script, Pokémon Opal went berserk.. It won't create a new game. It's very, very frustrating..
          After a long time of waiting for a response from the application of the game yesterday, it gave me this error:

          Code:
          Exception: NoMethodError
          Message: private method `gsub' called for nil:NilClass
          PokemonEditor:32:in `get'
          PokemonEditor:71:in `pbGetSpeciesConst'
          PokemonEditor:507:in `pbSaveTrainerBattles'
          PokemonEditor:505:in `each'
          PokemonEditor:505:in `pbSaveTrainerBattles'
          PokemonEditor:489:in `each'
          PokemonEditor:489:in `pbSaveTrainerBattles'
          PokemonEditor:486:in `open'
          PokemonEditor:486:in `pbSaveTrainerBattles'
          PokemonTrainers:67:in `pbConvertTrainerData'
          And I don't understand it at all. Please help..


          ...wtf? I post something and everyone magically disappears, on two different threads?
          problem fixed. geez.
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            #7130    
          Old May 31st, 2010 (1:34 PM).
          Nickalooose Nickalooose is offline
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            Quote:
            Originally Posted by SwiftSign View Post
            I can make a Dependent event and stop it following you, but is there anyway to then use it as an event on the new map? E.G.

            Dependent -> go to new map, talk to event -> Dependent character walks off.
            I would actually like to no the answer to the above question, i wanted my dependent event, able to be spoken to, it doesn't seem to wanna use the common event and there is no way to control the dependent event on a different map. The notes.html doesn't tell much about dependent events, maybe a little more info about these events would be quite apprechiated.
              #7131    
            Old May 31st, 2010 (1:41 PM).
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            Mana Mana is offline
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            Quote:
            Originally Posted by Nickalooose View Post
            I would actually like to no the answer to the above question, i wanted my dependent event, able to be spoken to, it doesn't seem to wanna use the common event and there is no way to control the dependent event on a different map. The notes.html doesn't tell much about dependent events, maybe a little more info about these events would be quite apprechiated.

            I actually have the solution, you need to edit the common event so when a certain switch occurs it auto-runs whatever needs to be done.
              #7132    
            Old May 31st, 2010 (1:54 PM).
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            Maruno Maruno is offline
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              Quote:
              Originally Posted by Nickalooose View Post
              I would actually like to no the answer to the above question, i wanted my dependent event, able to be spoken to, it doesn't seem to wanna use the common event and there is no way to control the dependent event on a different map. The notes.html doesn't tell much about dependent events, maybe a little more info about these events would be quite apprechiated.
              I've put a bit of information about dependent events in the wiki page Partner trainer, although it's just a little bit of information (nearly all copied from the notes). It might help, though.

              I don't know much about dependent events, but when you make the dependent event stop following you (at a particular place, or by talking at the follower and telling it to stop following in its common event), you can manipulate a new event (stored in a corner of the map out of the way) appear in its place at the same time. Do this by having the follower's common event move the new sprite from its safe position to in front of the player and facing them (by setting its move route). Have one new event per map.

              That's just off the top of my head. It's probably more difficult that I've made it sound.
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                #7133    
              Old June 2nd, 2010 (1:05 AM).
              ultron90 ultron90 is offline
                 
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                which part of the script in pokemon actualscene should i edit to delete the enemy trainer appearing after winning/losing a battle? i want to make it so that the trainer stays in the battle scene.
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                  #7134    
                Old June 2nd, 2010 (10:09 AM). Edited June 2nd, 2010 by Nickalooose.
                Nickalooose Nickalooose is offline
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                  how would I go about giving an NPC a shiny pokemon? and how do I get an event to tell me, the players trainer id? Thanks in advance.
                    #7135    
                  Old June 2nd, 2010 (4:58 PM).
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                  Maruno Maruno is offline
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                    Quote:
                    Originally Posted by Nickalooose View Post
                    how would I go about giving an NPC a shiny pokemon? and how do I get an event to tell me, the players trainer id? Thanks in advance.
                    For shiny pokémon, see the wiki page Trainers (look at the bottom of the second table on that page, and also the example just below it).

                    $Trainer.id is the trainer's ID number. Presuming you're putting it in a text message in an event (rather than in a pbMessage type thing in the scripts), first write the ID number to a variable with $game_variables[42]=$Trainer.id, then put "\v[42]" in the text message. Pick a variable to use for yourself - it should be an otherwise unused one, for minimum confusion.
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                      #7136    
                    Old June 2nd, 2010 (5:38 PM).
                    Nickalooose Nickalooose is offline
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                      thanks Maruno :D, i was trying $trainer.id, forgot it had to be a capital 'T'... i'm trying to create a menu type thing, and im wandering if you'd b able to help me, i'm not makin a new Pokedex or nothing special, just a couple of choices that teleport you elsewhere... if you are willing to help, i would show and explain more to you.
                        #7137    
                      Old June 2nd, 2010 (5:45 PM). Edited June 2nd, 2010 by brokenxnote.
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                      brokenxnote brokenxnote is offline
                         
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                        is there anyone who could help me with the scripting over maybe AIM or MSN? scripting is the only RMXP function i genuinely SUCK at and i dont have a scripter for the game yet, so im at a loss. i cant get in game screenshots so i can make a Drawing Board thread, because i cant even get the testrun to play anymore, even though i havent changed a single script. everytime i try to open the testrun, i end up getting this:

                        Quote:
                        ---------------------------
                        PokemonLunarVoid
                        ---------------------------
                        Exception: NoMethodError

                        Message: undefined method `play' for #

                        SpriteWindow:790:in `pbSEPlay'

                        SpriteWindow:852:in `pbPlayDecisionSE'

                        PokemonMessages:1366:in `pbMessageDisplay'

                        PokemonMessages:996:in `pbMessage'

                        Compiler:3980:in `pbImportNewMaps'

                        Compiler:3990



                        This exception was logged in ./errorlog.txt.

                        Press Ctrl+C to copy this message to the clipboard.
                        ---------------------------
                        OK
                        ---------------------------
                        and after that it just stays on a black screen with a blank message box and i cant do anything
                          #7138    
                        Old June 2nd, 2010 (6:17 PM). Edited June 3rd, 2010 by zingzags.
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                        zingzags zingzags is offline
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                          Im still wondering how to change the font size because I want to disable the feature of changing screen size, but i cant do that until i learn how to change font sizes >.>



                          IGNORED>.> y do i try o.o
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                            #7139    
                          Old June 3rd, 2010 (4:59 AM). Edited June 3rd, 2010 by Lyzo.
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                          Lyzo Lyzo is offline
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                            Hey, is there anyway to use "menu_index" for horizontal menu's? I'm trying to make a PokeGear in which the buttons go from right to left instead of up to down. I could also do it by making my own variable, but I was wondering if "menu_index" could also be used for horizontal menu's...
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                              #7140    
                            Old June 3rd, 2010 (6:54 AM).
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                              How can i check Pokemon species in battle? Like lugia
                                #7141    
                              Old June 3rd, 2010 (1:15 PM).
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                              Maruno Maruno is offline
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                                Quote:
                                Originally Posted by venom12 View Post
                                How can i check Pokemon species in battle? Like lugia
                                The species is checked when it's looking to see how much damage a move does, if that damage is affected by a species-specific combo (e.g. Cubone and Thick Club). Have a quick look for that, and see how it works.
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                                  #7142    
                                Old June 3rd, 2010 (5:29 PM).
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                                zingzags zingzags is offline
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                                  Quote:
                                  Originally Posted by zingzags View Post
                                  Im still wondering how to change the font size because I want to disable the feature of changing screen size, but i cant do that until i learn how to change font sizes >.>

                                  So yea umm can sum1 help.....
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                                    #7143    
                                  Old June 4th, 2010 (12:32 PM).
                                  Parismessios3 Parismessios3 is offline
                                     
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                                    hello. I want help. Can anyone give me instructions on how to upgrade from an old version of pokemon essentials to a new one? I would be very appreciated...
                                      #7144    
                                    Old June 4th, 2010 (2:32 PM).
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                                    Lyzo Lyzo is offline
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                                      Quote:
                                      Originally Posted by Lyzo View Post
                                      Hey, is there anyway to use "menu_index" for horizontal menu's? I'm trying to make a PokeGear in which the buttons go from right to left instead of up to down. I could also do it by making my own variable, but I was wondering if "menu_index" could also be used for horizontal menu's...
                                      Coming back to this, as I tried to use a normal variable... But that didn't work :\

                                      I was wondering if someone could help me make a horizontal pokegear. I've made the following code, that should work, but it doesn't :\ :
                                      Spoiler:
                                      Code:
                                      #==============================================================================
                                      # - Scene_Pokegear
                                      #------------------------------------------------------------------------------
                                      # Modified By Harshboy
                                      # Modified by Peter O.
                                      # Also Modified By OblivionMew
                                      #==============================================================================
                                      class Scene_Pokegear
                                        #--------------------------------------------------------------------------
                                        # initialize
                                        #--------------------------------------------------------------------------
                                        def initialize(menu_index = 0)
                                          @menu_index = menu_index
                                          @menu_variable = 0
                                        end
                                        #--------------------------------------------------------------------------
                                        # main
                                        #--------------------------------------------------------------------------
                                        def main
                                      
                                      # Main Menu settings you can add or change these
                                          commands=[
                                            _INTL("Map"),
                                            _INTL("Radio"),
                                            _INTL("Phone"),
                                            _INTL("Test"),
                                            _INTL("Exit")
                                          ]
                                          @sprites={}
                                          @sprites["command_window"] = Window_CommandPokemon.new(commands,160)
                                          @sprites["command_window"].index = @menu_variable
                                          @sprites["command_window"].x = (Graphics.width - @sprites["command_window"].width) - 8
                                          @sprites["command_window"].y = 640
                                          @sprites["card"] = IconSprite.new(0,0)
                                          @sprites["card"].setBitmap("Graphics/Pictures/Pokegearback3")
                                          @sprites["button_choose"] = IconSprite.new(2,0)
                                          @sprites["button_choose"].setBitmap("Graphics/Pictures/PokeGearChoose")
                                          @sprites["button"] = IconSprite.new(20,264)
                                          @sprites["button"].setBitmap("Graphics/Pictures/PokeGearButton")
                                          Graphics.transition
                                          loop do
                                            Graphics.update
                                            Input.update
                                            update
                                            if $scene != self
                                              break
                                            end
                                          end
                                          Graphics.freeze
                                          pbDisposeSpriteHash(@sprites)
                                        end
                                        #--------------------------------------------------------------------------
                                        # update the scene
                                        #--------------------------------------------------------------------------
                                        def update
                                          pbUpdateSpriteHash(@sprites)
                                         if Input.press?(Input::RIGHT)
                                          @sprites["button"].setBitmap("Graphics/Pictures/PokeGearButton3")
                                          case @sprites["command_window"].index
                                          when 0
                                          pbPlayDecisionSE()
                                          @menu_variable = 1
                                          when 1
                                          pbPlayDecisionSE()
                                          @menu_variable = 2
                                          when 2
                                          pbPlayDecisionSE()
                                          @menu_variable = 3
                                          when 3
                                          pbPlayDecisionSE()
                                          @menu_variable = 0
                                          end
                                         else
                                          @sprites["button"].setBitmap("Graphics/Pictures/PokeGearButton")
                                         end
                                         if Input.press?(Input::LEFT)
                                          @sprites["button"].setBitmap("Graphics/Pictures/PokeGearButton1")
                                          case @sprites["command_window"].index
                                          when 0
                                          pbPlayDecisionSE()
                                          @menu_variable = 3
                                          when 1
                                          pbPlayDecisionSE()
                                          @menu_variable = 0
                                          when 2
                                          pbPlayDecisionSE()
                                          @menu_variable = 1
                                          when 3
                                          pbPlayDecisionSE()
                                          @menu_variable = 2
                                          end
                                         else
                                          @sprites["button"].setBitmap("Graphics/Pictures/PokeGearButton")
                                         end
                                         case @sprites["command_window"].index
                                         when 0
                                         @sprites["button_choose"].setBitmap("Graphics/Pictures/PokeGearChoose1")
                                         when 1
                                         @sprites["button_choose"].setBitmap("Graphics/Pictures/PokeGearChoose2")
                                         when 2
                                         @sprites["button_choose"].setBitmap("Graphics/Pictures/PokeGearChoose3")
                                         when 3
                                         @sprites["button_choose"].setBitmap("Graphics/Pictures/PokeGearChoose4") 
                                         end
                                          #update command window and the info if it's active
                                          if @sprites["command_window"].active
                                            update_command
                                            return
                                          end
                                       
                                        end
                                        #--------------------------------------------------------------------------
                                        # update the command window
                                        #--------------------------------------------------------------------------
                                        def update_command
                                          if Input.trigger?(Input::B)
                                            pbPlayCancelSE()
                                            $scene = Scene_Map.new
                                            return
                                          end
                                          if Input.trigger?(Input::C)
                                            case @sprites["command_window"].index
                                            when 0
                                              pbPlayDecisionSE()
                                              @sprites["button"].setBitmap("Graphics/Pictures/PokeGearButton2")
                                              pbFadeOutIn(99999) {
                                               scene=PokemonRegionMapScene.new
                                               screen=PokemonRegionMap.new(scene)
                                               screen.pbStartScreen
                                              } 
                                            when 1
                                              pbPlayDecisionSE()
                                              @sprites["button"].setBitmap("Graphics/Pictures/PokeGearButton2")
                                              $scene = Scene_Jukebox.new
                                            when 2
                                              pbPlayDecisionSE()
                                              @sprites["button"].setBitmap("Graphics/Pictures/PokeGearButton2")
                                              pbFadeOutIn(99999) {
                                                 PokemonPhoneScene.new.start
                                              }
                                            when 3
                                              pbPlayDecisionSE()
                                              @sprites["button"].setBitmap("Graphics/Pictures/PokeGearButton2")
                                              $scene = Scene_Map.new
                                            end
                                            return
                                          end
                                        end
                                       end


                                      It does however work if I replace the @sprites["command_window"].index, by @menu_variable... but then the buttons move very quickly...

                                      So, going back to my previous question, is there anyway to use menu_index for a horizontal menu? As that is what I am trying to achieve at the moment...
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                                        #7145    
                                      Old June 4th, 2010 (7:51 PM). Edited June 4th, 2010 by Aurius.
                                      Aurius Aurius is offline
                                         
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                                        hello recently started using the PSK and wanted to use some scripts that used earlier in some RPG Maker games like Neo Mode 7, but it throws the error following

                                        ---------------------------
                                        Pokemon Essentials
                                        ---------------------------
                                        Exception: ArgumentError

                                        Message: wrong number of arguments(1 for 0)

                                        Scene_Map:27:in `initialize'

                                        Scene_Map:27:in `new'

                                        Scene_Map:27:in `createSpritesets'

                                        Scene_Map:26:in `each'

                                        Scene_Map:26:in `createSpritesets'

                                        Scene_Map:58:in `main'

                                        Main:38:in `mainFunctionDebug'

                                        Main: 16:in `mainFunction'

                                        Main: 16:in `pbCriticalCode'

                                        Main: 16:in `mainFunction'


                                        I hope I help
                                        thanks
                                          #7146    
                                        Old June 5th, 2010 (7:58 AM).
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                                        zingzags zingzags is offline
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                                          Quote:
                                          Originally Posted by Aurius View Post
                                          hello recently started using the PSK and wanted to use some scripts that used earlier in some RPG Maker games like Neo Mode 7, but it throws the error following

                                          ---------------------------
                                          Pokemon Essentials
                                          ---------------------------
                                          Exception: ArgumentError

                                          Message: wrong number of arguments(1 for 0)

                                          Scene_Map:27:in `initialize'

                                          Scene_Map:27:in `new'

                                          Scene_Map:27:in `createSpritesets'

                                          Scene_Map:26:in `each'

                                          Scene_Map:26:in `createSpritesets'

                                          Scene_Map:58:in `main'

                                          Main:38:in `mainFunctionDebug'

                                          Main: 16:in `mainFunction'

                                          Main: 16:in `pbCriticalCode'

                                          Main: 16:in `mainFunction'


                                          I hope I help
                                          thanks

                                          If you want neo mode 7 in PE, you need to have very good coding skills before you do that. The starter kit was edited alot, the people you see around with it have been editing it for a while. Colossal Pokemon manage to finish and edit it to fit his needs.
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                                            #7147    
                                          Old June 5th, 2010 (8:11 AM).
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                                          Tranitar Tranitar is offline
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                                            How can I add Fakemon to my game???
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                                              #7148    
                                            Old June 5th, 2010 (4:11 PM).
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                                              Quote:
                                              Originally Posted by Tranitar View Post
                                              How can I add Fakemon to my game???
                                              The wiki has a bit of a guide about that.
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                                                #7149    
                                              Old June 5th, 2010 (8:02 PM).
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                                              zingzags zingzags is offline
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                                                Quote:
                                                Originally Posted by Maruno View Post
                                                The wiki has a bit of a guide about that.

                                                Maruno do u noe how to change the font size i kinda need help
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                                                  #7150    
                                                Old June 6th, 2010 (5:17 AM).
                                                TACHAN TACHAN is offline
                                                   
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                                                  Hi!

                                                  Someone knows since I can do a trainer who has pokemon with certain trait (for example, Heracross always with Guts) and distribution of Effort Values(EVs)?
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