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  #51    
Old June 17th, 2005 (1:32 AM).
Blizzy Blizzy is offline
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    Quote:
    Originally Posted by Demonic Budha
    Hey me again.
    according to the member list there isnt anyone name "rataime" on theses forums?
    you have to look on rmxp.net forums for that
    Quote:
    Originally Posted by BlackCharizard
    Virtual, I sorta think I know what 2 do to make it move. U have to put something like
    press left
    if facing left
    then move_left
    then like if not face left (or something)
    then turn_left.
    i already did that, but if you face left, it automaticly moves left.
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      #52    
    Old June 17th, 2005 (2:19 AM).
    Shinra Shinra is offline
       
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      Hey there -virtual-,

      I added the scripts from this post:
      http://www.pokecommunity.com/showpost.php?p=1257385&postcount=5
      and this one:
      http://www.pokecommunity.com/showpost.php?p=1264077&postcount=27

      I called the first script (On page 1) 'Game_Temp' (Without the ' '), and the second script 'Game_Temp 2'

      Then I got this error after selecting "New Game" (In the Testing Window as usual):

      Quote:
      ???? 'Game_Temp' ? 5 ??? SystemStackError ?????????
      stack level too deep
      Here is a picture by the way to help out in understanding:

      Any ideas on what could be the problem?
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      File Type: jpg Clipboard01.jpg‎ (17.4 KB, 13 views) (Save to Dropbox)
        #53    
      Old June 17th, 2005 (3:25 AM).
      Alexandre's Avatar
      Alexandre Alexandre is offline
         
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        i think this is pretty simple, could you make me a script that shows the people in your party but in a class called Pokemon. And can you put it in the pokemon table?
          #54    
        Old June 17th, 2005 (3:31 AM). Edited June 17th, 2005 by -virtual-.
        Blizzy Blizzy is offline
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          Quote:
          Originally Posted by agentalexandre12
          i think this is pretty simple, could you make me a script that shows the people in your party but in a class called Pokemon. And can you put it in the pokemon table?
          just open the original rmxp menu, and check right menu
          (with the people in it), i think that is what you want.

          Quote:
          Originally Posted by Shinra
          Hey there -virtual-,

          I called the first script (On page 1) 'Game_Temp' (Without the ' '), and the second script 'Game_Temp 2'

          Any ideas on what could be the problem?
          yeah, i know what it is.
          you need to merge the alias initialize_old initialize
          from the menu and from the trainercard

          it's all in the demo.

          @to all:
          i've made a demo with includes:
          -menu
          -trainercard
          -pokedex (the script posted by jeff_pklight)
          -choices in new window.
          -module window (my module to create windows, but that doesn't matter)

          some scripts have a * or **
          * means it's added, and you can modify it.
          ** means it's added, but don't remove or add anything!
          Enjoy
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            #55    
          Old June 17th, 2005 (4:10 AM).
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          Datriot Datriot is offline
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            That is some awesome scripts! I'll be using this for my game! Thanks!
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              #56    
            Old June 17th, 2005 (4:51 AM).
            Jeff_PKLight's Avatar
            Jeff_PKLight Jeff_PKLight is offline
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              Wow, great way to put it all together -virtual-! Btw, does the reflection script work for characters beside the hero as well?
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                #57    
              Old June 17th, 2005 (5:16 AM).
              Blizzy Blizzy is offline
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                Quote:
                Originally Posted by Jeff_PKLight
                Wow, great way to put it all together -virtual-! Btw, does the reflection script work for characters beside the hero as well?
                i have no idea. you should ask that to rataime
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                  #58    
                Old June 17th, 2005 (5:22 AM). Edited June 17th, 2005 by Alexandre.
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                Alexandre Alexandre is offline
                   
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                  hey i found the thing i was looking for, when i press esc it still shows the window but i can stilll move about.
                    #59    
                  Old June 17th, 2005 (5:45 AM).
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                  Demonic Budha Demonic Budha is offline
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                    thx to all who helped me find the reflection script.
                    now i have another request,
                    are you able to edit the reflection script so that the
                    reflection is rippled when reflected in water?

                    basiclly like on pokemon FR/LG

                    Thx in advance
                    Demonic Budha
                      #60    
                    Old June 17th, 2005 (7:32 AM).
                    Datriot's Avatar
                    Datriot Datriot is offline
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                      Yeah, can I also make a request, could you make some contest style stats like on Pokemon?(eg. cool, beuty, etc.)
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                        #61    
                      Old June 17th, 2005 (7:44 AM). Edited June 17th, 2005 by -virtual-.
                      Blizzy Blizzy is offline
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                        Quote:
                        Originally Posted by Demonic Budha
                        thx to all who helped me find the reflection script.
                        now i have another request,
                        are you able to edit the reflection script so that the
                        reflection is rippled when reflected in water?

                        basiclly like on pokemon FR/LG

                        Thx in advance
                        Demonic Budha
                        sorry, i don't know how to do that.

                        Quote:
                        Originally Posted by datriot
                        Yeah, can I also make a request, could you make some contest style stats like on Pokemon?(eg. cool, beuty, etc.)
                        sure, that's easy, but i don't know all of the stats
                        here's what i have now...
                        Code:
                        class Game_Actor < Game_Battler
                          alias setup_old setup
                          attr_accessor   :cool
                          attr_accessor   :beauty
                          attr_accessor   :cute
                          attr_accessor   :smart
                          attr_accessor   :tough
                          
                          def setup(actor_id)
                            @cool = 0
                            @beauty = 0
                            @cute = 0
                            @smart = 0
                            @tough = 0
                            
                            setup_old(actor_id)
                          end
                          
                        end
                        paste it in a new script.
                        it can be used via: $game_party.actors[0].skill
                        skill = cool, beauty, cute, smart, tough.
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                          #62    
                        Old June 17th, 2005 (8:23 AM).
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                        BlackCharizard BlackCharizard is offline
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                          Yeah, but that only sets the values for a certain character. The actual thing would be so much harder being that it would have to change for each level up and each pokeblock. Oh is there a script to like make sorta a mini-game cdome up, kinda like the contest or the pokeblock mixer? I want to put a minigame in my game that has kickboxing using hitmontop, chan, and lee. Wut the script would do, is ignore all the other key commands so I can set the keys for completely different things.
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                            #63    
                          Old June 17th, 2005 (8:26 AM).
                          Neo Genesis Neo Genesis is offline
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                            I dont have a request but I need help. Can you tell me hot to put thisin my game?
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                              #64    
                            Old June 17th, 2005 (8:37 AM). Edited June 17th, 2005 by BlackCharizard.
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                            BlackCharizard BlackCharizard is offline
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                              Does any1 know how to make clouds be reflected in the water like in R/S/E?

                              I tried using the reflection thing, but it doesn't work... I coppied the script completely and didnt change a thing and I changed the terrain type to 7...

                              Also the Mune*, pPokedex*, Objects** all give eroors.
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                                #65    
                              Old June 17th, 2005 (8:46 AM).
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                              Jeff_PKLight Jeff_PKLight is offline
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                                Neo Genesis: LOL. :D I had that exact confusion with that script back then. I still don't understand the instructions...
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                                  #66    
                                Old June 17th, 2005 (8:58 AM).
                                MatiZ Master MatiZ Master is offline
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                                  yo, virtual
                                  can you make a msg system like in rm2k (non tranparetnt windows and letter going one after one)? i hope that's not a big request :D
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                                    #67    
                                  Old June 17th, 2005 (12:49 PM). Edited June 17th, 2005 by -virtual-.
                                  Blizzy Blizzy is offline
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                                    Quote:
                                    Originally Posted by Neo Genesis
                                    I dont have a request but I need help. Can you tell me hot to put thisin my game?
                                    yes.
                                    but i wouldn't use it, it's not that good.
                                    for encounter rate, just use: in an event.
                                    <>variable[1 - encounter] random 1 - 6
                                    <>branch if variable[1 - encounter] = 6
                                    <>variable[2 - monsterid] random 1 - 3
                                    <> branch if variable [2 - monsterid] = 1
                                    <> encounter monster 1
                                    <> branch if variable [2 - monsterid] = 2
                                    <>encounter monster 2
                                    etc.
                                    Quote:
                                    Originally Posted by MatiZ Master
                                    yo, virtual
                                    can you make a msg system like in rm2k (non tranparetnt windows and letter going one after one)? i hope that's not a big request :D
                                    no it isn't, i'll get it done soon.
                                    i editted the code on phylomortis a bit.
                                    here is it:
                                    Code:
                                    class Window_Message < Window_Selectable
                                    # ------------------------------------
                                      def initialize
                                        super(0, 304, 640, 160)
                                        self.contents = Bitmap.new(width - 32, height - 32)
                                        self.visible = false
                                        self.z = 9998
                                        self.contents.font.name = $fontface
                                        self.contents.font.size = $fontsize
                                        @update_text = true
                                        @fade_in = false
                                        @fade_out = false
                                        @contents_showing = false
                                        @cursor_width = 0
                                        self.active = false
                                        self.index = -1
                                      end
                                    # ------------------------------------
                                      def dispose
                                        terminate_message
                                        $game_temp.message_window_showing = false
                                        if @input_number_window != nil
                                          @input_number_window.dispose
                                        end
                                        super
                                      end
                                    # ------------------------------------
                                      def terminate_message
                                        self.active = false
                                        self.pause = false
                                        self.index = -1
                                        self.contents.clear
                                        @update_text = true
                                        @contents_showing = false
                                        if $game_temp.message_proc != nil
                                          $game_temp.message_proc.call
                                        end
                                        $game_temp.message_text = nil
                                        $game_temp.message_proc = nil
                                        $game_temp.choice_start = 99
                                        $game_temp.choice_max = 0
                                        $game_temp.choice_cancel_type = 0
                                        $game_temp.choice_proc = nil
                                        $game_temp.num_input_start = 99
                                        $game_temp.num_input_variable_id = 0
                                        $game_temp.num_input_digits_max = 0
                                        if @gold_window != nil
                                          @gold_window.dispose
                                          @gold_window = nil
                                        end
                                      end
                                    # ------------------------------------
                                      def refresh
                                        self.contents.clear
                                        self.contents.font.color = normal_color
                                        @x = @y = 0
                                        @cursor_width = 0
                                        if $game_temp.choice_start == 0
                                          @x = 8
                                        end
                                        if $game_temp.message_text != nil
                                          @text = $game_temp.message_text
                                          begin
                                            last_text = @text.clone
                                            @text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
                                          end until @text == last_text
                                          @text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
                                            $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
                                          end
                                          @text.gsub!(/\\\\/) { "\000" }
                                          @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
                                          @text.gsub!(/\\[Gg]/) { "\002" }
                                        end
                                      end
                                    # ------------------------------------
                                      def reset_window
                                        if $game_temp.in_battle
                                          self.y = 16
                                        else
                                          case $game_system.message_position
                                          when 0
                                            self.y = 16
                                          when 1
                                            self.y = 160
                                          when 2
                                            self.y = 320
                                          end
                                        end
                                        if $game_system.message_frame == 0
                                          self.opacity = 255
                                        else
                                          self.opacity = 0
                                        end
                                        self.back_opacity = 255
                                      end
                                    # ------------------------------------
                                      def update_text
                                        if @text != nil
                                          while ((c = @text.slice!(/./m)) != nil)
                                            if c == "\000"
                                              c = "\\"
                                            end
                                            if c == "\001"
                                              @text.sub!(/\[([0-9]+)\]/, "")
                                              color = $1.to_i
                                              if color >= 0 and color <= 7
                                                self.contents.font.color = text_color(color)
                                              end
                                            end
                                            if c == "\002"
                                              if @gold_window == nil
                                                @gold_window = Window_Gold.new
                                                @gold_window.x = 560 - @gold_window.width
                                                if $game_temp.in_battle
                                                  @gold_window.y = 192
                                                else
                                                  @gold_window.y = self.y >= 128 ? 32 : 384
                                                end
                                                @gold_window.opacity = self.opacity
                                                @gold_window.back_opacity = self.back_opacity
                                              end
                                              next
                                            end
                                            if c == "\n"
                                              if @y >= $game_temp.choice_start
                                                @cursor_width = [@cursor_width, @x].max
                                              end
                                              @y += 1
                                              @x = 0
                                              if @y >= $game_temp.choice_start
                                                @x = 8
                                              end
                                              next
                                            end
                                            self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
                                            @x += self.contents.text_size(c).width
                                            #$game_system.se_play($data_system.decision_se)
                                            return
                                          end
                                        end
                                        if $game_temp.choice_max > 0
                                          @item_max = $game_temp.choice_max
                                          self.active = true
                                          self.index = 0
                                        end
                                        if $game_temp.num_input_variable_id > 0
                                          digits_max = $game_temp.num_input_digits_max
                                          number = $game_variables[$game_temp.num_input_variable_id]
                                          @input_number_window = Window_InputNumber.new(digits_max)
                                          @input_number_window.number = number
                                          @input_number_window.x = self.x + 8
                                          @input_number_window.y = self.y + $game_temp.num_input_start * 32
                                        end
                                        @update_text = false #?
                                      end
                                    # ------------------------------------
                                      def update
                                        super
                                        if @fade_in
                                          self.contents_opacity = 255
                                          if @input_number_window != nil
                                            @input_number_window.contents_opacity = 255
                                          end
                                          if self.contents_opacity == 255
                                            @fade_in = false
                                          end
                                        end
                                        if @input_number_window != nil
                                          @input_number_window.update
                                          if Input.trigger?(Input::C)
                                            $game_system.se_play($data_system.decision_se)
                                            $game_variables[$game_temp.num_input_variable_id] =
                                              @input_number_window.number
                                            $game_map.need_refresh = true
                                            @input_number_window.dispose
                                            @input_number_window = nil
                                            terminate_message
                                          end
                                          return
                                        end
                                        if @contents_showing
                                          if @update_text
                                            update_text
                                            return
                                          end
                                          if $game_temp.choice_max == 0
                                            self.pause = true
                                          end
                                          if self.pause == true && Input.dir4 != 0
                                            terminate_message
                                          end
                                          if Input.trigger?(Input::B)
                                            if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
                                              $game_system.se_play($data_system.cancel_se)
                                              $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
                                              terminate_message
                                            end
                                            terminate_message if self.pause == true
                                          end
                                          if Input.trigger?(Input::C)
                                            if $game_temp.choice_max > 0
                                              $game_system.se_play($data_system.decision_se)
                                              $game_temp.choice_proc.call(self.index)
                                            end
                                            terminate_message
                                          end
                                          return
                                        end
                                        if @fade_out == false and $game_temp.message_text != nil
                                          @contents_showing = true
                                          $game_temp.message_window_showing = true
                                          reset_window
                                          refresh
                                          Graphics.frame_reset
                                          self.visible = true
                                          self.contents_opacity = 0
                                          if @input_number_window != nil
                                            @input_number_window.contents_opacity = 0
                                          end
                                          @fade_in = true
                                          return
                                        end
                                        if self.visible
                                          @fade_out = true
                                          self.opacity = 0
                                          if self.opacity == 0
                                            self.visible = false
                                            @fade_out = false
                                            $game_temp.message_window_showing = false
                                          end
                                          return
                                        end
                                      end
                                    # ------------------------------------
                                      def update_cursor_rect
                                        if @index >= 0
                                          n = $game_temp.choice_start + @index
                                          self.cursor_rect.set(8, n * 32, @cursor_width, 32)
                                        else
                                          self.cursor_rect.empty
                                        end
                                      end
                                    end
                                    Quote:
                                    Originally Posted by BlackCharizard
                                    Does any1 know how to make clouds be reflected in the water like in R/S/E?
                                    it's possible, but i don't have any idea how.
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                                      #68    
                                    Old June 17th, 2005 (12:59 PM).
                                    Jeff_PKLight's Avatar
                                    Jeff_PKLight Jeff_PKLight is offline
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                                      Not sure if this has been noticed yet...

                                      -virtual-, after you close the Trainercard, you can walk on objects and stuff. Do you know how to fix this?
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                                        #69    
                                      Old June 17th, 2005 (1:03 PM).
                                      Blizzy Blizzy is offline
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                                        Quote:
                                        Originally Posted by Jeff_PKLight
                                        Not sure if this has been noticed yet...

                                        -virtual-, after you close the Trainercard, you can walk on objects and stuff. Do you know how to fix this?
                                        i don't have that. very strange... :\
                                        and i don't have any idea how to fix it.
                                        are you sure it's the trainercard that's bugging?
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                                          #70    
                                        Old June 17th, 2005 (1:05 PM).
                                        Jeff_PKLight's Avatar
                                        Jeff_PKLight Jeff_PKLight is offline
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                                          Yeah. I was just testing my game (along with my CBS), and after I ran into the wall (to test it), I opened up the Trainercard, closed it, and then I walked over any solid objects and events...
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                                            #71    
                                          Old June 17th, 2005 (1:05 PM).
                                          Neo Genesis Neo Genesis is offline
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                                            Quote:
                                            yes.
                                            but i wouldn't use it, it's not that good.
                                            for encounter rate, just use: in an event.
                                            <>variable[1 - encounter] random 1 - 6
                                            <>branch if variable[1 - encounter] = 6
                                            <>variable[2 - monsterid] random 1 - 3
                                            <> branch if variable [2 - monsterid] = 1
                                            <> encounter monster 1
                                            <> branch if variable [2 - monsterid] = 2
                                            <>encounter monster 2
                                            etc.
                                            Then what would you use to make random encounters? :\
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                                            New Djinn, New Heros, New Lighthouses, New Adepts, New Psynergy, The same bad guys. Coming soon Golden Sun Scars of Time! Will you journey with the heros? Or walk in the path of Saturos and Miniradi?Note game will progress very slowly and might be cancled to continue pokemon lost era.


                                            My little brother is Sykora yay!
                                              #72    
                                            Old June 17th, 2005 (1:16 PM).
                                            Blizzy Blizzy is offline
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                                              Quote:
                                              Originally Posted by Neo Genesis
                                              Then what would you use to make random encounters? :\
                                              i would use the code above (if you read some better)
                                              but i've made a picture with comments to see how it's done
                                              just have a look here:

                                              hopes this is more clear.
                                              --edit--
                                              i've noticed some spelling errors (in the comments)
                                              but it doesn't really matter
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                                                #73    
                                              Old June 17th, 2005 (1:23 PM).
                                              Shinra Shinra is offline
                                                 
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                                                Quote:
                                                Originally Posted by -virtual-
                                                yeah, i know what it is.
                                                you need to merge the alias initialize_old initialize
                                                from the menu and from the trainercard

                                                it's all in the demo.

                                                @to all:
                                                i've made a demo with includes:
                                                -menu
                                                -trainercard
                                                -pokedex (the script posted by jeff_pklight)
                                                -choices in new window.
                                                -module window (my module to create windows, but that doesn't matter)

                                                some scripts have a * or **
                                                * means it's added, and you can modify it.
                                                ** means it's added, but don't remove or add anything!
                                                Enjoy
                                                I didn't quite understand what you meant by merging, but since you provided a demo, I need not worry. Thanks for the help!
                                                  #74    
                                                Old June 17th, 2005 (1:31 PM). Edited June 17th, 2005 by Neo Genesis.
                                                Neo Genesis Neo Genesis is offline
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                                                  You said you wouldn't use it Is there an easier way it looks confusing! Also do you have a script to show hp for both pokemon and since you are making a gold remake do you have a restored sprite of the main character ( I think his name is Hiro.)?
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                                                    #75    
                                                  Old June 17th, 2005 (2:34 PM). Edited June 17th, 2005 by BlackCharizard.
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                                                  BlackCharizard BlackCharizard is offline
                                                  Black Charizard
                                                     
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                                                    EDIT: Nevermind. I got it working. It was cause I had another trainercard window in my script. It's really cool how it works, but how come the bag doesn't move to the bag? Is this cause I have to set up a bag system of my own. (probably..) Anyway, what should I name the bag script? Also, the pokegear doesn't show. I was hoping to turn it into something new and better than the pokenav from Emerald. Also, the Trainer ID doesn't save after u exit. How could I save it. I think u wrote it before, but I cant find it on this thread. So, this leaves me with this:

                                                    - Does any1, maybe, have anything that is at least close to a pokemon bag script?
                                                    - Does any1 have a pokenav or pokegear script? (I dont expect these, but maybe...)
                                                    - What should I name a bag script or how would I make that menua open it?
                                                    - What would i name a pokegear script or how would I make the menu open it if I were to make one?
                                                    - How could i save the Trainer ID?
                                                    - Also, what about the shop window? Does any1 have a script for it, Or do you think it would just be easier to event it and make a windoe pop up. I think a window would be better.

                                                    Thanks!! Thank u virtual for all the help!! It's been very useful! If u need anything, chipstes, charsets, etc., just ask me!
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