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  #376    
Old November 11th, 2012 (6:57 PM).
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    i don't know if this a bug but when I'm test playing and I have the Rocky Helmet on my pokemon, the other pokemon attacks using fury swipes and on the 2nd hit its health depletes to zero and says it has fainted. but then I get hit 1 to 3 more times with fury swipes haha any way to fix that? it doesn't bother me, but if I could change it I would. I've already tried a few things but nothing seems to help. any suggestions?
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      #377    
    Old November 11th, 2012 (9:03 PM).
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      Quote:
      Originally Posted by evulpsyduck View Post
      I keep getting this error:

      ---------------------------
      Exception: SystemStackError

      Message: stack level too deep

      SpriteResizerin `width'

      Game_Map_:303:in `in_range?'

      Game_Map_:335: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'

      Scene_Map:83:in `loop'


      This occurs after the first cutscene and after player has choosen a pokemon and leaves the lab.
      The event move route needs to be fixed. Honestly I wish there was a better way to set up move routes but it is built in RPG MAKER XP.
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        #378    
      Old November 13th, 2012 (7:41 AM).
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        Quote:
        Originally Posted by FL . View Post
        1-Attached

        3-Play time is a different case, it exists even in RBY.
        1. I don't see that. I don't know why you do.

        3. Yes, I know it's different. What I'm saying is that "date started" is related to "time played", and should also be the real world time.
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          #379    
        Old November 13th, 2012 (3:50 PM).
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          First off
          Quote:
          Originally Posted by FL . View Post
          6-The Hiker, the Fisherman and the Beauty
          I would like to comment that that sounds like the opening to a joke of some sort. Probably with "Walk into a bar" being the next part.

          Quote:
          1. I don't see that. I don't know why you do.
          I seem to see it too... What I notice is that the phone number lines seem to dislike \b or such commands. I couldn't guess why this happens though.
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            #380    
          Old November 13th, 2012 (4:50 PM).
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            Quote:
            Originally Posted by IceGod64 View Post
            First off

            I would like to comment that that sounds like the opening to a joke of some sort. Probably with "Walk into a bar" being the next part.
            Yeah... That's the best I could think of. The so-called "punchline" involves the fisherman getting his tackle out, but the events are out of order.


            Quote:
            Originally Posted by IceGod64 View Post
            I seem to see it too... What I notice is that the phone number lines seem to dislike \b or such commands. I couldn't guess why this happens though.
            It's because the text isn't displayed using the Show Text event command, but by a different script. In particular, I think it's the def _I that messes certain things up a bit by evaluating \b too early (and in your case turns it into a square - we're probably using different fonts/versions of a font). Try using \\b instead to make that colour command remain long enough to be "evaluated" in the proper place.

            I made up that explanation; I have no idea if it's accurate; it seems to work, though, and describes quite well when you need to use those first few "Displays text" things.
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              #381    
            Old November 13th, 2012 (6:45 PM).
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              Quote:
              Originally Posted by Maruno View Post
              It's because the text isn't displayed using the Show Text event command, but by a different script. In particular, I think it's the def _I that messes certain things up a bit by evaluating \b too early (and in your case turns it into a square - we're probably using different fonts/versions of a font). Try using \\b instead to make that colour command remain long enough to be "evaluated" in the proper place.
              Yeah, that's the solution. I thought that might be the fix earlier, but I wasn't able to test at the time.
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                #382    
              Old November 14th, 2012 (4:05 PM).
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                When I look at the Area section of Pikachu's Pokedex entry I get this

                Exception: NameError
                Message: undefined local variable or method `mapppos' for #<PokemonNestMapScene:0x89c2368>
                PokemonNestAndForm:58:in `pbStartScene'
                PokemonNestAndForm:57:in `each'
                PokemonNestAndForm:57:in `pbStartScene'
                PokemonNestAndForm:51:in `each'
                PokemonNestAndForm:51:in `pbStartScene'
                PokemonNestAndForm:136:in `pbStartScreen'
                PokemonPokedex:821:in `pbDexEntry'
                PokemonPokedex:756:in `loop'
                PokemonPokedex:828:in `pbDexEntry'
                PokemonPokedex:755:in `pbActivateWindow'


                Similar Happens with Chansey also and probably others. This is on a fresh Verison of Essentials
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                  #383    
                Old November 14th, 2012 (6:22 PM).
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                  Quote:
                  Originally Posted by FHJoker View Post
                  When I look at the Area section of Pikachu's Pokedex entry I get this

                  Exception: NameError
                  Message: undefined local variable or method `mapppos' for #<PokemonNestMapScene:0x89c2368>
                  PokemonNestAndForm:58:in `pbStartScene'
                  PokemonNestAndForm:57:in `each'
                  PokemonNestAndForm:57:in `pbStartScene'
                  PokemonNestAndForm:51:in `each'
                  PokemonNestAndForm:51:in `pbStartScene'
                  PokemonNestAndForm:136:in `pbStartScreen'
                  PokemonPokedex:821:in `pbDexEntry'
                  PokemonPokedex:756:in `loop'
                  PokemonPokedex:828:in `pbDexEntry'
                  PokemonPokedex:755:in `pbActivateWindow'


                  Similar Happens with Chansey also and probably others. This is on a fresh Verison of Essentials
                  Did you try making a new save?
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                    #384    
                  Old November 14th, 2012 (6:29 PM).
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                    Quote:
                    Originally Posted by IceGod64 View Post
                    Did you try making a new save?
                    I noticed the same thing when I upgraded to the newer essentials. I had to start a new saved game in order to correct all of the script errors I was getting.
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                      #385    
                    Old November 15th, 2012 (4:21 AM).
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                      Quote:
                      Originally Posted by zingzags View Post
                      The event move route needs to be fixed. Honestly I wish there was a better way to set up move routes but it is built in RPG MAKER XP.
                      There is a problem with "Ignore If Can't Move" in "Move Route" for Player.
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                        #386    
                      Old November 15th, 2012 (5:34 AM).
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                        Quote:
                        Originally Posted by FL . View Post
                        There is a problem with "Ignore If Can't Move" in "Move Route" for Player.
                        i've noticed that while making a scene in my game. why is that?
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                          #387    
                        Old November 15th, 2012 (8:17 PM).
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                          Quote:
                          Originally Posted by IceGod64 View Post
                          Did you try making a new save?
                          I tried both a new game and deleting my save. it still happens.
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                            #388    
                          Old November 15th, 2012 (9:04 PM).
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                          thor348 thor348 is offline
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                            Quote:
                            Originally Posted by FHJoker View Post
                            I tried both a new game and deleting my save. it still happens.
                            why not try deleting the essentials that you have and download an unmodified current version
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                              #389    
                            Old November 16th, 2012 (4:43 AM).
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                              Did you try reading the v10 release thread? It's a typo.
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                                #390    
                              Old November 17th, 2012 (11:17 AM).
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                                Quote:
                                Originally Posted by thor348 View Post
                                i've noticed that while making a scene in my game. why is that?
                                Probably Poccil forgot to add the "skippable" flag check in someplace.
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                                  #391    
                                Old November 17th, 2012 (1:26 PM).
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                                  for those who want to buy things from the game corner and with coins then you can try my script

                                  http://www.pokecommunity.com/showthread.php?t=282976

                                  you in theory can buy pokémon with this script but u need a dummy item and conditional branches
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                                    #392    
                                  Old November 18th, 2012 (5:28 AM). Edited November 18th, 2012 by mad.array.
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                                    During the end of round phase in PokeBattle_Battle, I've found something slightly peculiar. Everything runs fine up until

                                    [email protected][i].pbAbilitiesOnSwitchIn(false)' (Line 3372)

                                    This seems to only run through once (it is nested in a 'for i in priority' loop). Subsequently, the next turn starts before things like the flinch effect etc. have finished resetting.

                                    EDIT: I figured it out. Actually, it was posting it which drew my attention to it. [email protected][i]' needs to be changed to i. I can't believe I've been scratching my head over this for the last half an hour!
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                                      #393    
                                    Old November 18th, 2012 (6:27 AM).
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                                      Quote:
                                      Originally Posted by mad.array View Post
                                      During the end of round phase in PokeBattle_Battle, I've found something slightly peculiar. Everything runs fine up until

                                      [email protected][i].pbAbilitiesOnSwitchIn(false)' (Line 3372)

                                      This seems to only run through once (it is nested in a 'for i in priority' loop). Subsequently, the next turn starts before things like the flinch effect etc. have finished resetting.

                                      EDIT: I figured it out. Actually, it was posting it which drew my attention to it. [email protected][i]' needs to be changed to i. I can't believe I've been scratching my head over this for the last half an hour!
                                      Yep, that's right. It's because I tend to copy lines of code from place to place, and don't always make sure it works. Different parts of the scripts refer to battlers in different ways, and indeed that end-of-round method refers to them in both ways in different places (sometimes i is a number, sometimes it's the battler itself).
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                                        #394    
                                      Old November 18th, 2012 (12:46 PM).
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                                        What exactly was the problem it caused?
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                                          #395    
                                        Old November 18th, 2012 (2:26 PM).
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                                          It would have made the def pbEndOfRoundPhase exit early, which means lines 3372 and later wouldn't ever run. This includes abilities that occur when a battler is switched in (e.g. weather), Truant's and Lock-On's counting down, and the cancelling of effects like flinching, Helping Hand, Charge, Magic Coat and Snatch (and a few others). This would result in some quirky behaviour, including a battler flinching from being attacked in the previous round, Pokémon always remaining Charged, and Regigigas never toggling between attacking and truanting.

                                          That's what I'm guessing.
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                                            #396    
                                          Old December 14th, 2012 (7:12 AM).
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                                          desbrina desbrina is offline
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                                            Quote:
                                            Originally Posted by FHJoker View Post
                                            When I look at the Area section of Pikachu's Pokedex entry I get this

                                            Exception: NameError
                                            Message: undefined local variable or method `mapppos' for #<PokemonNestMapScene:0x89c2368>
                                            PokemonNestAndForm:58:in `pbStartScene'
                                            PokemonNestAndForm:57:in `each'
                                            PokemonNestAndForm:57:in `pbStartScene'
                                            PokemonNestAndForm:51:in `each'
                                            PokemonNestAndForm:51:in `pbStartScene'
                                            PokemonNestAndForm:136:in `pbStartScreen'
                                            PokemonPokedex:821:in `pbDexEntry'
                                            PokemonPokedex:756:in `loop'
                                            PokemonPokedex:828:in `pbDexEntry'
                                            PokemonPokedex:755:in `pbActivateWindow'


                                            Similar Happens with Chansey also and probably others. This is on a fresh Verison of Essentials
                                            I've just run into that error. Its due to mapppos
                                            Theres an extra p in there, its in the v10 download as well

                                            Find the line

                                            showpoint=false if loc[0]==mappos[1] && loc[1]==mappos[2] &&
                                            loc[7] && !$game_switches[loc[7]]

                                            in that file and change mapppos[2] to mappos[2]
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                                            A Pokemon Yellow remake, using HGSS Tiles, and the ability to obtain all Kanto Pokemon as well as their previous/later evolutions.

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                                              #397    
                                            Old December 16th, 2012 (7:33 AM).
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                                              It seems that variables & switches that are supposed to set after a trainer battle don't seem to happen.
                                              Its the same in a unedited version of essentials as well

                                              I have the following event, which is trainer event
                                              Click image for larger version

Name:	e1.png
Views:	8
Size:	7.4 KB
ID:	66745

                                              And a door event
                                              Click image for larger version

Name:	e2.png
Views:	6
Size:	6.1 KB
ID:	66746

                                              When you beat the trainer, the door is supposed to open, but the variable doesn't get set. It doesn't get set if i make the variable set to the second page

                                              And yet, this event works
                                              Click image for larger version

Name:	e3.png
Views:	7
Size:	12.8 KB
ID:	66747
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                                              A Pokemon Yellow remake, using HGSS Tiles, and the ability to obtain all Kanto Pokemon as well as their previous/later evolutions.

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                                                #398    
                                              Old December 16th, 2012 (9:17 AM).
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                                                Quote:
                                                Originally Posted by desbrina View Post
                                                It seems that variables & switches that are supposed to set after a trainer battle don't seem to happen.
                                                Its the same in a unedited version of essentials as well

                                                I have the following event, which is trainer event
                                                Attachment 66745

                                                And a door event
                                                Attachment 66746

                                                When you beat the trainer, the door is supposed to open, but the variable doesn't get set. It doesn't get set if i make the variable set to the second page

                                                And yet, this event works
                                                Attachment 66747
                                                It appears that Essentials is putting trainer comments back into the event even if you've deleted them (perhaps because the event's name is still "Trainer"), which means when you run/compile the game any changes to that trainer are erased. You'll only notice if you close RMXP and open it again.

                                                This behaviour is unwanted, and I'll have a look at it.
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                                                  #399    
                                                Old December 16th, 2012 (9:58 AM).
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                                                  I always forget about changing the event name, this was the problem.
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                                                    #400    
                                                  Old December 16th, 2012 (1:21 PM).
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                                                    Even so, it shouldn't do that - I can easily imagine a scenario where you'd want a trainer who can spot the player from afar and who does something special.

                                                    I had a quick look, and I found the script section Compiler and the lines beginning at 3658. It looks like this behaviour is caused by an automatic conversion of some way-old method trainers used to work ("legacy"), so this behaviour was never actually intended. I've not tried this yet, but if you delete that entire "if" statement there (to line 3750), it should work.
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