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  #276    
Old August 18th, 2012 (6:39 PM). Edited August 18th, 2012 by FL.
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    Quote:
    Originally Posted by Maruno View Post
    Do you use it on the Pokémon, or just use it like the Coin Case and all appropriate Shaymin will change? I presume you can use it on multiple Shaymin at once.
    You use it on the Pokémon. I checked in a video. There is also a short gracidea animation.

    Quote:
    Originally Posted by Bladethorn View Post
    I'm not sure if this is a bug... I'm new to using Pokemon Essentials, but I find that in the Outdoor tileset, towards the bottom the buildings and other graphics get mushed together, making it impossible to get a full building. When I tried to use an un-broken building the only graphic that appeared was a single square with a dot of color and a white background.
    If I'm doing something wrong could someone let me know, please? Thanks!
    It is a RPG Maker XP question. You need to use different layers (F5/F6/F7).
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      #277    
    Old August 19th, 2012 (4:55 AM).
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      Quote:
      Originally Posted by FL . View Post
      You use it on the Pokémon. I checked in a video. There is also a short gracidea animation.
      Okay. The Gracidea now works in the following way:

      It has no effect if used at night, or on a Pokémon which isn't a Shaymin Land Forme, or on a fainted or frozen Pokémon. The Shaymin's Forme changes (without an animation). Skymin reverts back when it becomes night, or when the Skymin becomes frozen or fainted. A Shaymin will never automatically turn back into a Skymin, so the Gracidea must be used on it again.
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        #278    
      Old August 20th, 2012 (8:38 PM).
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        I'm having problems whenever I exit the Pokemon Center in my game. I copied the format from the essentials map, and changed the location to correspond with my map. So I'm not sure what could be going wrong, if this is even a bug or just me being horribly inexperienced.

        Anyways I get this message whenever I exit the Pokemon Center.

        Spoiler:
        Exception: SystemStackError
        Message: stack level too deep
        Game_Character_2:29:in `update_old2'
        Walk_Run:92:in `update'
        Game_Event_:249:in `update'
        Game_Map:336:in `update'
        Game_Map:334:in `each'
        Game_Map:334:in `update'
        Scene_Map:37:in `updateMaps'
        Scene_Map:36:in `each'
        Scene_Map:36:in `updateMaps'
        Scene_Map:84:in `miniupdate'


        When I exit it, the animation works fine, and everything seems to be fine, but then my character doesn't show up and the game crashes. I'm sure it's something simple, but if you could help me out that would be great!
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          #279    
        Old August 21st, 2012 (7:14 AM).
        Nickalooose Nickalooose is offline
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          Quote:
          Originally Posted by Narodin View Post
          I'm having problems whenever I exit the Pokemon Center in my game. I copied the format from the essentials map, and changed the location to correspond with my map. So I'm not sure what could be going wrong, if this is even a bug or just me being horribly inexperienced.

          Anyways I get this message whenever I exit the Pokemon Center.

          Spoiler:
          Exception: SystemStackError
          Message: stack level too deep
          Game_Character_2:29:in `update_old2'
          Walk_Run:92:in `update'
          Game_Event_:249:in `update'
          Game_Map:336:in `update'
          Game_Map:334:in `each'
          Game_Map:334:in `update'
          Scene_Map:37:in `updateMaps'
          Scene_Map:36:in `each'
          Scene_Map:36:in `updateMaps'
          Scene_Map:84:in `miniupdate'


          When I exit it, the animation works fine, and everything seems to be fine, but then my character doesn't show up and the game crashes. I'm sure it's something simple, but if you could help me out that would be great!

          I've seen multiple replies on this being about movements...

          You may have a character movement, being blocked... Check your events.

          If this isn't the problem then I don't know what is.
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            #280    
          Old August 21st, 2012 (7:43 AM). Edited August 21st, 2012 by AmethystRain.
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            I had an error like that as well. Although I don't know why, or how to fix it, I got around it just by changing the location that the player is teleported to. Strange, though.

            Edit: Also strange. I only just now updated to v9, and tried it. Whenever I run in-game, the player sprite does not change to boy_run, but boy_surf instead
            Haven't checked if girl character is the same way, that save file is on my other computer
            But
            Am I the only one this is happening to?
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              #281    
            Old August 21st, 2012 (8:45 AM).
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              Quote:
              Originally Posted by AmethystRain View Post
              Edit: Also strange. I only just now updated to v9, and tried it. Whenever I run in-game, the player sprite does not change to boy_run, but boy_surf instead
              Haven't checked if girl character is the same way, that save file is on my other computer
              But
              Am I the only one this is happening to?
              You've used your old metadata.txt (which means this isn't a question about the unmodified version, ahem), which still has a blank entry in the PlayerA lines. I removed that entry in v9. Simple solution: delete one comma of the double commas in each PlayerA line, and recompile.
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                #282    
              Old August 21st, 2012 (8:47 AM).
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                I fixed the problem by teleporting the player below the event to get in the Pokemon Center. And then I did set move route and moved the player one step down.
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                  #283    
                Old August 21st, 2012 (8:43 PM).
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                  About the same as what I did too, Narodin. Glad it worked. c:

                  And aha... yeah, sorry. ; I just updated the way I usually do. :/ Thanks though!
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                    #284    
                  Old August 22nd, 2012 (1:09 AM).
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                  Ramond Hikari Ramond Hikari is offline
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                    I wonder if there are any limit or sensitive points in animations data that Pokemon Essential can't stand because I've got this error while trying to compile an Animation data like this one, an error pops out and when I replaced the original animation data file, it disappeared.

                    And here's the error:

                    Spoiler:

                    Exception: NoMethodError

                    Message: undefined method `length' for 47:Fixnum

                    PBAnimation:336:in `pbConvertRPGAnimation'

                    Compiler:3999:in `pbCompileAnimations'

                    Compiler:3987:in `each'

                    Compiler:3987:in `pbCompileAnimations'

                    Compiler:4074:in `pbCompileAllData'

                    Compiler:4170



                    Thanks.
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                      #285    
                    Old August 22nd, 2012 (4:44 AM).
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                      Quote:
                      Originally Posted by Ramond Hikari View Post
                      I wonder if there are any limit or sensitive points in animations data that Pokemon Essential can't stand because I've got this error while trying to compile an Animation data like this one, an error pops out and when I replaced the original animation data file, it disappeared.

                      And here's the error:

                      Spoiler:

                      Exception: NoMethodError

                      Message: undefined method `length' for 47:Fixnum

                      PBAnimation:336:in `pbConvertRPGAnimation'

                      Compiler:3999:in `pbCompileAnimations'

                      Compiler:3987:in `each'

                      Compiler:3987:in `pbCompileAnimations'

                      Compiler:4074:in `pbCompileAllData'

                      Compiler:4170



                      Thanks.
                      I've seen people throwing that error around previously, but I don't know why it happens. It seems to be related to an animation's effects (sound/flashes) when created in the Database animation editor, but I have no idea why it would muck up in the way the error message implies. I've never had that error myself.

                      Why not create your animations directly in the Essentials Animation Editor instead?
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                        #286    
                      Old August 22nd, 2012 (10:01 AM).
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                        Opponent's pokemon faints. Prompted to switch?
                        If you send in a Pokemon with Intimidate, the opponent has not yet sent out their Pokemon, therefore Intimidate does not activate as it should.
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                          #287    
                        Old August 23rd, 2012 (1:09 AM).
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                          Okay, I think I have found the error. It only happens when I try to compile zingzags's animation data of pokemon's emotion in the Pokemon following script! And when I delete those animations, the problem disappear!

                          That'll explain why there are several people got this problem because now more and more developers are interested by Pokemon follow character script!

                          Oh, by the way, do you think the problem can be solved by editing it in PE Animation Editor?
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                            #288    
                          Old August 23rd, 2012 (5:43 AM).
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                            I found that there are two events in the Intro map:
                            -the regular one, on the top-left; (in Autorun)
                            -another one on the bottom-left which does nothing and it's just a piece of the regular one. (with Action button)

                            It does basically nothing, but i believed at first that it was the right one so i was raging after one hour of trying to move the player location from the test map 2 to my new map. xD

                            Just delete it.
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                              #289    
                            Old August 23rd, 2012 (6:32 AM).
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                              A Pokemon holding a Chesto Berry KO's a Pokemon with Effect Spore. Effect Spore puts the Chesto'd Pokemon to sleep as it dies. Player is prompted to switch. If they choose to do so, Chesto will not activate.

                              A poisoned Pokemon with Poison Heal displays the recovered health message even at full health
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                                #290    
                              Old August 23rd, 2012 (8:04 AM).
                              Maruno's Avatar
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                                Quote:
                                Originally Posted by AmethystRain View Post
                                Opponent's pokemon faints. Prompted to switch?
                                If you send in a Pokemon with Intimidate, the opponent has not yet sent out their Pokemon, therefore Intimidate does not activate as it should.
                                I feared as much. All those effects need to be made to work the same as Trace/Imposter, which is easy enough, even though it does clutter things up a bit.


                                Quote:
                                Originally Posted by TheMrQuit View Post
                                I found that there are two events in the Intro map:
                                -the regular one, on the top-left; (in Autorun)
                                -another one on the bottom-left which does nothing and it's just a piece of the regular one. (with Action button)

                                It does basically nothing, but i believed at first that it was the right one so i was raging after one hour of trying to move the player location from the test map 2 to my new map. xD

                                Just delete it.
                                That's the single most useful debug function there is: it allows the bypassing of Oak's lecture. I'm amazed someone actually didn't realise which event was which.


                                Quote:
                                Originally Posted by AmethystRain View Post
                                A Pokemon holding a Chesto Berry KO's a Pokemon with Effect Spore. Effect Spore puts the Chesto'd Pokemon to sleep as it dies. Player is prompted to switch. If they choose to do so, Chesto will not activate.

                                A poisoned Pokemon with Poison Heal displays the recovered health message even at full health
                                Can you check a fix for me? In the Chesto Berry's code in def pbBerryCureCheck, change the while to an if. Also turn the status into self.status. From what I can tell, it should work fine anyway - those code tweaks are just me making sure. The same applies to the similar berries.
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                                  #291    
                                Old August 23rd, 2012 (8:20 AM).
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                                  Quote:
                                  Originally Posted by iLakerz View Post
                                  I'm not gaining any EXP when I'm using this version.... Is there anyway to fix this?
                                  Has this been fixed yet? I have it too but couldn't find an answer when searching through the thread.
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                                    #292    
                                  Old August 23rd, 2012 (11:58 PM).
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                                    Whenever I try and run the program, it always comes up with an error saying game.rxproj has an incorrect path
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                                      #293    
                                    Old August 24th, 2012 (2:03 AM).
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                                      Quote:
                                      Originally Posted by Prof Oakley View Post
                                      Has this been fixed yet? I have it too but couldn't find an answer when searching through the thread.
                                      Use the pokemon.txt provided in Essentials v9. I had the same problem but using the file of Essentials v9 fixed this problem.
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                                        #294    
                                      Old August 24th, 2012 (10:41 AM).
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                                      AmethystRain AmethystRain is offline
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                                        Quote:
                                        Originally Posted by Maruno View Post
                                        Can you check a fix for me? In the Chesto Berry's code in def pbBerryCureCheck, change the while to an if. Also turn the status into self.status. From what I can tell, it should work fine anyway - those code tweaks are just me making sure. The same applies to the similar berries.
                                        Check something that has a 10% chance of activation? :3
                                        Flame Wheel ALL the Amoonguss!
                                        Countless re-battles against a guy with six mushrooms later:

                                        It works! Chesto now cures sleep before the EXP message displays. It actually finally activated for me on the last mushroom of the battle, so I didn't see the shift message, but since it did display pre-EXP and that comes before Shift, I'm fairly certain it's fine~
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                                          #295    
                                        Old August 24th, 2012 (12:46 PM).
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                                          Quote:
                                          Originally Posted by AmethystRain View Post
                                          Check something that has a 10% chance of activation? :3
                                          Flame Wheel ALL the Amoonguss!
                                          Countless re-battles against a guy with six mushrooms later:

                                          It works! Chesto now cures sleep before the EXP message displays. It actually finally activated for me on the last mushroom of the battle, so I didn't see the shift message, but since it did display pre-EXP and that comes before Shift, I'm fairly certain it's fine~
                                          Good stuff. Yes, Essentials does make the status problem heal immediately after inflicting it, which I can only assume is how it's supposed to work. Thanks!
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                                            #296    
                                          Old August 25th, 2012 (12:20 PM).
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                                            I don't know if you consider this as a bug, but in official games, before you get the National Dex, the pokémon species number in summary screen is from the Regional Dex or "???"/blank if the pokémon isn't in Regional Dex. Essentials always shows the National Dex number.
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                                              #297    
                                            Old August 25th, 2012 (1:48 PM).
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                                              Quote:
                                              Originally Posted by FL . View Post
                                              I don't know if you consider this as a bug, but in official games, before you get the National Dex, the pokémon species number in summary screen is from the Regional Dex or "???"/blank if the pokémon isn't in Regional Dex. Essentials always shows the National Dex number.
                                              It's easy in the official games because there's exactly one Regional Dex, and you can't get Pokémon from outside it until gaining the National Dex. However, fan-games can be quite different, which makes a feature like this difficult to implement. It can work iff ("if and only if") the first Regional Dex is used until obtaining the National Dex, but it's easy to make a game where that isn't the case.

                                              There's also the fact that Regional Dexes don't correspond to regions, so using a Regional number based on the map the Pokémon was obtained in can't be done.

                                              One possible option would be to remove that information from the Summary screen, but then there'd be a gap. Another option would be to list the numbers in all unlocked Dexes (e.g. as 025/022/???) while there's no National Dex, but that depends on a very limited number of available Regional Dexes pre-ND.

                                              Of course, there's no issue while there's no or just one Regional Dex.

                                              If you can think up a decent solution, I'll hear it. And please don't spout out "make a Setting for it", because that's your answer to everything. Such a minor feature doesn't need a Setting; it just needs to work.
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                                                #298    
                                              Old August 25th, 2012 (6:24 PM).
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                                                Quote:
                                                Originally Posted by Maruno View Post
                                                It's easy in the official games because there's exactly one Regional Dex, and you can't get Pokémon from outside it until gaining the National Dex. However, fan-games can be quite different, which makes a feature like this difficult to implement. It can work iff ("if and only if") the first Regional Dex is used until obtaining the National Dex, but it's easy to make a game where that isn't the case.

                                                There's also the fact that Regional Dexes don't correspond to regions, so using a Regional number based on the map the Pokémon was obtained in can't be done.

                                                One possible option would be to remove that information from the Summary screen, but then there'd be a gap. Another option would be to list the numbers in all unlocked Dexes (e.g. as 025/022/???) while there's no National Dex, but that depends on a very limited number of available Regional Dexes pre-ND.

                                                Of course, there's no issue while there's no or just one Regional Dex.

                                                If you can think up a decent solution, I'll hear it. And please don't spout out "make a Setting for it", because that's your answer to everything. Such a minor feature doesn't need a Setting; it just needs to work.
                                                The best solution that I can think is to use the last Regional Dex unlocked number (or ???). This is better than leaves the space empty or to shows the National Dex number before picking the National Dex.

                                                I thought on the last dex open, but isn't good because in Essentials you don't switch between the regional modes, instead you choose from a list every time that you open the pokédex (that may be a little impractical in some cases). Maybe you can made a SETTING about this other feature =D. Yes, I agree than some minor features don't need a setting, even because if you put a setting on everything the developer can get lost in too many setting, especially on obscure features. If a developer wish to change minor things, let him to change by himself.

                                                I believe than the most people that uses a Regional Dex uses only one.
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                                                  #299    
                                                Old August 28th, 2012 (6:59 AM).
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                                                AmethystRain AmethystRain is offline
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                                                  Lumineon used Water Pulse
                                                  Trubbish was confused
                                                  Trubbish hurt itself in its confusion
                                                  ((a few turns later))
                                                  Lumineon used Water Pulse
                                                  Trubbish is already confused
                                                  Trubbish snapped out of confusion
                                                  Trubbish used blahblahblahwhatever

                                                  I have a feeling this isn't limited to Water Pulse. o.o
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                                                    #300    
                                                  Old August 28th, 2012 (7:38 AM).
                                                  Maruno's Avatar
                                                  Maruno Maruno is offline
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                                                    Quote:
                                                    Originally Posted by AmethystRain View Post
                                                    Lumineon used Water Pulse
                                                    Trubbish was confused
                                                    Trubbish hurt itself in its confusion
                                                    ((a few turns later))
                                                    Lumineon used Water Pulse
                                                    Trubbish is already confused
                                                    Trubbish snapped out of confusion
                                                    Trubbish used blahblahblahwhatever

                                                    I have a feeling this isn't limited to Water Pulse. o.o
                                                    Are you saying that the "is already confused" message shouldn't show up at all when the confusion-inducing is just an additional effect of the move (i.e. rather than the whole point of the move)?

                                                    If so, fair enough.
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