Hardy Har Har
Oh dear, oh my...
- 258
- Posts
- 17
- Years
- In a Swinub family-free area with Lippy the Lion
- Seen May 1, 2010
I wish hopefully that alternate formes(Deoxys, Giratina), and making Castform and Cherrim transform are on the next release...
Hey. I am having fun with the RPG maker xp (Pokemon Essential), and when my pokemon is low on HP, i will of couse go to the Pokemon Center. Here comes the problem; The lovely miss will do what she does but when i get my Pokemons back they are not healed.
The code is currently;
Script: Kernel.pbSetPokemonCenter
Text: RANDOM
Show Choices: Yes, No
When [Yes]
Recover All: Entiry Party
Set Move Route: This event
: $>Turn Left
Wait for move's completion
Script: $game_Variables[43]=$Trainer.party.length
: $game_map.need_refresh=true
Wait: 40 frame(s)
Control Variables: [0043: Reserved - Pokemon Count] = 0
Set Move Route: This Event
: $>Turn Down
Text: Random
Text: Random
When [No]
Text: Random
Branch End
If it helps, here is the block of code and modified parts shown---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError
Message: undefined method `ballused' for nil:NilClass
PokeBattle_ActualScene:485:in `initialize'
PokeBattle_ActualScene:1528:in `new'
PokeBattle_ActualScene:1528:in `pbStartBattle'
PokeBattle_Battle:570:in `pbStartBattleCore'
PokeBattle_Battle:542:in `pbStartBattle'
PokemonField:414:in `pbWildBattle'
PokemonField:413:in `pbSceneStandby'
PokemonField:415:in `pbWildBattle'
PokemonField:412:in `pbBattleAnimation'
PokemonField:412:in `pbWildBattle'
This exception was logged in errorlog.txt.
It displays a standard pokeball with just this part:class PokemonDataBox < SpriteWrapper
attr_reader :battler
attr_accessor :selected
attr_accessor :appearing
attr_reader :animatingHP
attr_reader :animatingEXP
def initialize(battler,doublebattle,viewport=nil)
super(viewport)
@explevel=0
@battler=battler
@spritebaseY=0
@selected=0
@frame=0
@showhp=false
@showexp=false
@appearing=false
@animatingHP=false
@currenthp=0
@endhp=0
@expflash=0
@statusCX=64
@statusY=28
if (@battler.index&1)==0 # if player's Pokemon
@spritebaseX=16
@pokeball=sprintf("Graphics/Pictures/ball%02d_0.png",(@battler.pokemon.ballused))
else
@spritebaseX=0
@pokeball=BitmapCache.load_bitmap("Graphics/Pictures/pokeball.png")
end
yoffset=(Graphics.height-320)
if doublebattle
case @battler.index
when 0
@databox=BitmapCache.load_bitmap("Graphics/Pictures/doublePlayerBox.png")
@spriteX=256
@spriteY=124+yoffset
when 1
@databox=BitmapCache.load_bitmap("Graphics/Pictures/doubleEnemyBox.png")
@spriteX=26
@spriteY=10+yoffset
@spritebaseX=0
@spritebaseY=0
when 2
@databox=BitmapCache.load_bitmap("Graphics/Pictures/doublePlayerBox.png")
@spriteX=280
@spriteY=174+yoffset
when 3
@databox=BitmapCache.load_bitmap("Graphics/Pictures/doubleEnemyBox.png")
@spriteX=2
@spriteY=60+yoffset
end
else
case @battler.index
when 0
@databox=BitmapCache.load_bitmap("Graphics/Pictures/singlePlayerBox.png")
@spriteX=254
@spriteY=148+yoffset
@showhp=true
@showexp=true
@statusCX=40
@statusY=44
when 1
@databox=BitmapCache.load_bitmap("Graphics/Pictures/singleEnemyBox.png")
@spriteX=26
@spriteY=32+yoffset
end
end
@statuses=BitmapCache.load_bitmap(_INTL("Graphics/Pictures/boxstatuses.png"))
@contents=Bitmap.new(@databox.width,@databox.height)
self.bitmap=@contents
self.visible=false
self.z=2
refreshExpLevel
refresh
end
def dispose
@statuses.dispose
@databox.dispose
@contents.dispose
super
end
def refreshExpLevel
if [email protected]
@explevel=0
else
[email protected]
startexp=PBExperience.pbGetStartExperience(@battler.pokemon.level,growthrate)
endexp=PBExperience.pbGetStartExperience(@battler.pokemon.level+1,growthrate)
if startexp==endexp
@explevel=0
else
@explevel=(@battler.pokemon.exp-startexp)*PokeBattle_Scene::EXPGAUGESIZE/(endexp-startexp)
end
end
end
def exp
return @animatingEXP ? @currentexp : @explevel
end
def hp
return @animatingHP ? @currenthp : @battler.hp
end
def animateHP(oldhp,newhp)
@currenthp=oldhp
@endhp=newhp
@animatingHP=true
end
def animateEXP(oldexp,newexp)
@currentexp=oldexp
@endexp=newexp
@animatingEXP=true
end
def appear
refreshExpLevel
refresh
self.visible=true
self.opacity=255
if (@battler.index&1)==0 # if player's Pokemon
self.x=@spriteX+320
else
self.x=@spriteX-320
end
self.y=@spriteY
@appearing=true
end
def refresh
self.bitmap.clear
return if [email protected]
self.bitmap.blt(0,0,@databox,Rect.new(0,0,@databox.width,@databox.height))
pbSetSmallFont(self.bitmap)
hpstring=_ISPRINTF("{1: 2d}/{2: 2d}",self.hp,@battler.totalhp)
textpos=[]
base=PokeBattle_Scene::BOXTEXTBASECOLOR
shadow=PokeBattle_Scene::BOXTEXTSHADOWCOLOR
genderX=self.bitmap.text_size(@battler.name).width
genderX+=@spritebaseX+14
textpos.push([@battler.name,@spritebaseX+14,@spritebaseY+6,false,base,shadow])
if @battler.gender==0 # Male
textpos.push([_INTL("♂"),genderX,@spritebaseY+6,false,Color.new(8*8,25*8,31*8),shadow])
elsif @battler.gender==1 # Female
textpos.push([_INTL("♀"),genderX,@spritebaseY+6,false,Color.new(31*8,19*8,18*8),shadow])
end
textpos.push([_INTL("Lv{1}",@battler.level),@spritebaseX+170,@spritebaseY+6,true,base,shadow])
if @showhp
textpos.push([hpstring,@spritebaseX+170,@spritebaseY+40,true,base,shadow])
end
pbCopyBitmap(self.bitmap,@pokeball,@spritebaseX+5,@spritebaseY+25) if $Trainer.owned[battler.species]
pbDrawTextPositions(self.bitmap,textpos)
if @battler.status>0
self.bitmap.blt(@spritebaseX+14,@spritebaseY+@statusY,@statuses,
Rect.new(0,(@battler.status-1)*16,@statusCX,16))
end
hpGaugeSize=PokeBattle_Scene::HPGAUGESIZE
[email protected]==0 ? 0 : (self.hp*hpGaugeSize/@battler.totalhp)
hpgauge=1 if hpgauge==0 && self.hp>0
hpzone=0
hpzone=1 if self.hp<=(@battler.totalhp/2).floor
hpzone=2 if self.hp<=(@battler.totalhp/4).floor
hpcolors=[
PokeBattle_Scene::HPCOLORSHADOW1,
PokeBattle_Scene::HPCOLORBASE1,
PokeBattle_Scene::HPCOLORSHADOW2,
PokeBattle_Scene::HPCOLORBASE2,
PokeBattle_Scene::HPCOLORSHADOW3,
PokeBattle_Scene::HPCOLORBASE3
]
# fill with HP color
hpGaugeX=PokeBattle_Scene::HPGAUGE_X
hpGaugeY=PokeBattle_Scene::HPGAUGE_Y
expGaugeX=PokeBattle_Scene::EXPGAUGE_X
expGaugeY=PokeBattle_Scene::EXPGAUGE_Y
self.bitmap.fill_rect(@spritebaseX+hpGaugeX,@spritebaseY+hpGaugeY,hpgauge,2,hpcolors[hpzone*2])
self.bitmap.fill_rect(@spritebaseX+hpGaugeX,@spritebaseY+hpGaugeY+2,hpgauge,2,hpcolors[hpzone*2+1])
# fill with black
self.bitmap.fill_rect(@spritebaseX+hpGaugeX+hpgauge,@spritebaseY+hpGaugeY,hpGaugeSize-hpgauge,2,PokeBattle_Scene::HPCOLORSHADOW4)
self.bitmap.fill_rect(@spritebaseX+hpGaugeX+hpgauge,@spritebaseY+hpGaugeY+2,hpGaugeSize-hpgauge,2,PokeBattle_Scene::HPCOLORBASE4)
if @showexp
# fill with EXP color
self.bitmap.fill_rect(@spritebaseX+expGaugeX,@spritebaseY+expGaugeY,self.exp,4,PokeBattle_Scene::EXPCOLOR)
end
end
If it helps, here is the block of code and modified parts shown
It displays a standard pokeball with just this part:
@pokeball=BitmapCache.load_bitmap("Graphics/Pictures/pokeball.png") but the thing I am trying to display doesn't work :(
A few things i would now like, but i think they will involve heavy script edits, but whatever;
I'd like to play an intro movie before the title screen.
i'd also like to set the number of saves allowed.
anyone want to helps?
thx m8...
Is it possible you can help me with;
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError
Message: Script error within event 1, map 54 (MoonStone):
(eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
***Full script:
Kernel.pbReceiveItem(PBItems::MOONSTON
E)
Interpreter:258:in `pbExecuteScript'
Interpreter:1652:in `command_355'
Interpreter:496:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
The 4th Gen sprites are a different (larger) size than what Essentials is using (which is the 3rd Gen sprite size). You'll need to change the size of your Platinum sprites, but then it's a simple case of replacing the current sprites with your new ones.How do I incorporate the Platinum sprites into my game, I figure everything will place just about right except for the female differentials. How do I make the females look different, and this frame 1, frame 2 stuff, how do I take this into my own hands?
You need to edit the pokemon load script so that it renders the menu skin invisible and so that it has a background picture which you customize.does anyone know how to edit the screen where the options to continue, start a new game, and options are?
It appears that the battler hasn't got an attached Pokémon object; from the error message, you can see that it says the method is undefined for NilClass. Try adding 'if @battler.pokemon' after the line which gets the type of ball to use.