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[Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

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What a wonderful starterkit we have here! I've been having a blast playing around with it! Even started shoehorning Pokémon Liquid into it. :D

Just a question for y'all.. I'm trying to setup a battle with your 'rival' so that he uses the Pokémon that counters what you chose.
Not sure what I'm getting at? Well think of how you choose Charmander and your rival chooses Squirtle to 'counter' the fire type. I want to set it up so mine works the same way. I have the trainer setup in the trainers file with 3 different Pokemon but I require some help because when I set the ID for the trainer up it chooses the last comment every time and wont let me change it. So I fight the fire Pokémon no matter what I choose.

Help much appreciated. ;)
Cheers.

-RM2K3kid

just set a variable when the player picks the pokemon, (i say set a variable, because it would take atleast 2 switches, but only 1 variabl,it saves more variables and switche for stuff this way)

anyway, take a variable, if the player chooces a fire pokemon, then set the variabl to 1, if the player chooses a water pokemon, then set the variable to 2, i think you get the point.

now, go to the rival event, and make 4 pages, the first page will be set so that if the player has the water starter, then the rival will have a grass start, set the battle up, but make the condition for the event page set to the variable and make it equal to the number that was set if the player choose a water pokemon, then repeat the procces for each page, but leave the forth page

on the forth page set what happens when the player wins (just like normal) and set it to auto run, then set self switch b (because the battle events turned on the self switch a) add a new blank page, set it to self switch b, that way the event goes away after the post battle event is over. :D
 
just set a variable when the player picks the pokemon, (i say set a variable, because it would take atleast 2 switches, but only 1 variabl,it saves more variables and switche for stuff this way)

anyway, take a variable, if the player chooces a fire pokemon, then set the variabl to 1, if the player chooses a water pokemon, then set the variable to 2, i think you get the point.

now, go to the rival event, and make 4 pages, the first page will be set so that if the player has the water starter, then the rival will have a grass start, set the battle up, but make the condition for the event page set to the variable and make it equal to the number that was set if the player choose a water pokemon, then repeat the procces for each page, but leave the forth page

on the forth page set what happens when the player wins (just like normal) and set it to auto run, then set self switch b (because the battle events turned on the self switch a) add a new blank page, set it to self switch b, that way the event goes away after the post battle event is over. :D
Thats excatly the way I had it set out. But for some reason it reads the first page and ignores the rest. Seems the script only reads the comments of the first page and initializes them but not any others..
 
Thats excatly the way I had it set out. But for some reason it reads the first page and ignores the rest. Seems the script only reads the comments of the first page and initializes them but not any others..

The problem come from the comments, so use the example in the notes :

Spoiler:


and adapt it to your game. This thing will work. For the comments, it has to do with the compilation but i dont know how to get rid of this problem.
 
Thats excatly the way I had it set out. But for some reason it reads the first page and ignores the rest. Seems the script only reads the comments of the first page and initializes them but not any others..

oh yeah, i forgot about that, lol, sorry, add another page, put this page in front of the others, leave it blank with no conditions. (but remember to make ALL the other pages have a condition, or else they will conflict.
 
oh yeah, i forgot about that, lol, sorry, add another page, put this page in front of the others, leave it blank with no conditions. (but remember to make ALL the other pages have a condition, or else they will conflict.

Seems the variables were not working in my favor *damn junkies*. I tried a couple of methods to correct it but no luck so I had to use 3 switches instead. All's good now. Thanks for the help :)
 
Two of my events aren't working, and they run on switches. I have put the switch on, ready for both events, yet they don't happen.
 
Two of my events aren't working, and they run on switches. I have put the switch on, ready for both events, yet they don't happen.

So..? What do you want us to do? Try giving more information. =P

Anyway, like I asked before, anyone know how to use this on VX? Poccil did make it compatible for VX as well, so I'm just wondering.

-Krobe
 
Doesn't matter, I fixed the problems. You can run it in VX, it's compatible with RGSS2.
 
Edited it again. I changed the number to 19 and removed the names (it was only there for convenience so I wouldn't keep forgetting what each one was.) This is what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 19
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4,
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

And once again, I get the (insert various cursing here) message

Exception: RuntimeError
Message: Undefined value GOD in PBTypes (section File PBS/moves.txt, line 355
GOD,Special,100,10,0,08,0,ef,Tough,"Strikes the foe with world-ending power."
, key )
Compiler:1881:in `checkEnumField'
Compiler:1906:in `csvEnumField!'
Compiler:397:in `pbGetCsvRecord'
Compiler:363:in `each'
Compiler:363:in `pbGetCsvRecord'
Compiler:969:in `pbCompileMoves'
Compiler:968:in `pbCompilerEachPreppedLine'
Compiler:497:in `each_line'
Compiler:497:in `pbCompilerEachPreppedLine'
Compiler:494:in `open'
 
Well, I have some simple questions to ask:
1. Can the number of maps exceed 999?
2. How can I change the Max Level to be over 100?
3. Can I set some specific Pokemon with specific moves and stats? For instance, Brock's Onix learned Rock Tomb and Misty's Starmie learned Water Pulse?
 
Can I ask, how to you make it so you can choose a starting pokemon, I basically just copied to code from Pokemon Essential but still gave me the same 6 pokemon...
 
Doesn't matter, I fixed the problems. You can run it in VX, it's compatible with RGSS2.

I already know that... that's why I was asking >.>


Specifically, I'm just wondering, where would the fogs, battlebacks, transitions, windowskins and titles go in the graphics folder? I'm assuming most of them (if not all) would go in the system folder yea?

-Krobe
 
Edited it again. I changed the number to 19 and removed the names (it was only there for convenience so I wouldn't keep forgetting what each one was.) This is what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 19
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4,
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

And once again, I get the (insert various cursing here) message

Exception: RuntimeError
Message: Undefined value GOD in PBTypes (section File PBS/moves.txt, line 355
GOD,Special,100,10,0,08,0,ef,Tough,"Strikes the foe with world-ending power."
, key )
Compiler:1881:in `checkEnumField'
Compiler:1906:in `csvEnumField!'
Compiler:397:in `pbGetCsvRecord'
Compiler:363:in `each'
Compiler:363:in `pbGetCsvRecord'
Compiler:969:in `pbCompileMoves'
Compiler:968:in `pbCompilerEachPreppedLine'
Compiler:497:in `each_line'
Compiler:497:in `pbCompilerEachPreppedLine'
Compiler:494:in `open'


I THINK I FINALLY SEE THE PROBLEM *does a happy dance hoping to be right*
in the part

types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]

put a , after dark, and spirit, see how all the others don't have one? i think it's reading the no coma as a no move thing. (i REALLY hope this is the problem because if it's not, then i'm REALLY going to start thinking that your pc is just possessed.)

Well, I have some simple questions to ask:
1. Can the number of maps exceed 999?
2. How can I change the Max Level to be over 100?
3. Can I set some specific Pokemon with specific moves and stats? For instance, Brock's Onix learned Rock Tomb and Misty's Starmie learned Water Pulse?

1, um, i've never found a single rmxp game sk that didn't allow more then 999 maps, if it's rmxp that wont alow more then that, then no, if not, then you're all good.
2, no idea
3, try reading the note.html file, it says in there that you can specify what moves a trainers pokemon has.

Can I ask, how to you make it so you can choose a starting pokemon, I basically just copied to code from Pokemon Essential but still gave me the same 6 pokemon...

go to note.html, click on Adding a Pokemon, read that. make 3 pokeball events with that information, and add a switch so that when the player choose the pokemon, all 3 events go to there second page so that the player can't keep getting the starter pokemon.
 
Last edited:
ty 4 all help... yeah i play ds1 and 2 but i cant play online with 2... if you had ds1 i'd ask you 4 a game but the server has been shut down :(
 
Edited it again. I changed the number to 19 and removed the names (it was only there for convenience so I wouldn't keep forgetting what each one was.) This is what it looks like now:

class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 19
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4,
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK")
_INTL("SPIRIT")
_INTL("GOD")
]
return types[type]
end

end

And once again, I get the (insert various cursing here) message

Exception: RuntimeError
Message: Undefined value GOD in PBTypes (section File PBS/moves.txt, line 355
GOD,Special,100,10,0,08,0,ef,Tough,"Strikes the foe with world-ending power."
, key )
Compiler:1881:in `checkEnumField'
Compiler:1906:in `csvEnumField!'
Compiler:397:in `pbGetCsvRecord'
Compiler:363:in `each'
Compiler:363:in `pbGetCsvRecord'
Compiler:969:in `pbCompileMoves'
Compiler:968:in `pbCompilerEachPreppedLine'
Compiler:497:in `each_line'
Compiler:497:in `pbCompilerEachPreppedLine'
Compiler:494:in `open'

There is also a problem in your

PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4,
]

There must not be a coma after the last 4.
When u copy something, make sure u do it well and that u understand what u do :/ . PBTypeChart is an array and all the components are separated by comas so wen u put a coma at the end, it looks for another number but it doesn't find it.

Yaoimutt is also right for the comas u forgot. Correct it and say us if it goes well now.
 
class PBTypes
NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
SPIRIT=18
GOD=19
def PBTypes.getCount
# Change this number if you add a new type
# This number doesn't include QMARKS
return 19
end
PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4
]
def PBTypes.getName(type)
# Add the names of new types at the end of
# this list
types=[
_INTL("NORMAL"),
_INTL("FIGHTING"),
_INTL("FLYING"),
_INTL("POISON"),
_INTL("GROUND"),
_INTL("ROCK"),
_INTL("BUG"),
_INTL("GHOST"),
_INTL("STEEL"),
_INTL("???"),
_INTL("FIRE"),
_INTL("WATER"),
_INTL("GRASS"),
_INTL("ELECTRIC"),
_INTL("PSYCHIC"),
_INTL("ICE"),
_INTL("DRAGON"),
_INTL("DARK"),
_INTL("SPIRIT"),
_INTL("GOD")
]
return types[type]
end

end

Once again, same stupid message. I'm pretty sure I did everything required... I even made several combinations of changes and nothing worked. Could someone edit this to how it should look?
 
Add the commas to the first list to.

I can see why you need scripters, instead of scripting yourself. The first list does not need commas. it isn't an array. Its setting a series of variables to equal a series of numbers. Also, I think I figured out the problem. Your text file should have the number 20, not GOD. (I'm not absolutely certain, but that seems to be the error)
 
Add another number to each line of PBTypeChart.
Each line has 19 numbers, but you infact have 20 types because Normal is '0'.

That could be the problem. :x

EDIT: You have 19 lines and 19 effectiveness entries per line, but you have 20 types. Recheck your numbers you have there - but Normal is first and Spirit is last. You'll need to reconfigure the array by either adding another entry after the 0,s at the end and changing the 0s, or adding an entry before each 0, and adding a new line for the GOD element...
 
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