Conan Edogawa
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I've been considering moving my game to a different version of Essentials because the January version lags for me, which version would you guys suggest?
Are you using a version before 2010 May? These versions don't had a fix to unimplemented moves work.
Both codes are made by poccil.
I thinks that 3th April had the least lag for 2010 versions.I've been considering moving my game to a different version of Essentials because the January version lags for me, which version would you guys suggest?
In autonomous movement in event active page put "Approach"how can i make an event follows the player?
In autonomous movement in event active page put "Approach"
I've added this modification, although in my own words. I've removed the held item references, because that's mentioned elsewhere in the same article.There some scripts and corretions that I made. Feel free to put all in the Essentials Wiki. Enjoy:
Choose trainer gender in in-game trades
Spoiler:In the essentials, all of in-game trade trainer are male (see the traded pokémon OT), but I created a script to choose this and put with wiki script for hold items.
In PokemonTrading, where is:
Code:def pbStartTrade(pokemonIndex,species,nickname,trainerName) myPokemon=$Trainer.party[pokemonIndex] opponent=PokeBattle_Trainer.new(trainerName,0) opponent.setForeignID($Trainer) yourPokemon=PokeBattle_Pokemon.new(species,myPokemon.level,opponent) yourPokemon.name=nickname yourPokemon.obtainMode=2 yourPokemon.obtainMap=$game_map ? $game_map.map_id : 0 $Trainer.seen[species]=true $Trainer.owned[species]=true pbFadeOutInWithMusic(99999){ evo=PokemonTradeScene.new evo.pbStartScreen(myPokemon,yourPokemon,$Trainer.name,opponent.name) evo.pbTrade evo.pbEndScreen } $Trainer.party[pokemonIndex]=yourPokemon end
To call put:Code:def pbStartTrade(pokemonIndex,species,nickname,trainerName,holditem=0,trainerGender=0) myPokemon=$Trainer.party[pokemonIndex] opponent=PokeBattle_Trainer.new(trainerName,trainerGender)#0 for man and 1 for woman opponent.setForeignID($Trainer) yourPokemon=PokeBattle_Pokemon.new(species,myPokemon.level,opponent) yourPokemon.name=nickname yourPokemon.item=holditem yourPokemon.obtainMode=2 # obtained in trade yourPokemon.obtainMap=$game_map ? $game_map.map_id : 0 $Trainer.seen[species]=true $Trainer.owned[species]=true pbFadeOutInWithMusic(99999){ evo=PokemonTradeScene.new evo.pbStartScreen(myPokemon,yourPokemon,$Trainer.name,opponent.name) evo.pbTrade evo.pbEndScreen } $Trainer.party[pokemonIndex]=yourPokemon end
If you don't want a hold item, put "0" instead of "PBItems::EVERSTONE".Code:pbStartTrade(pbGet(1), PBSpecies::HAUNTER, "HAHA","FANTINA",PBItems::EVERSTONE,1 )
In the last field is "0" to man and "1" to woman.
The old call code also work.
You can make a simple tutorial out of that.How to make Gen IV incenses to work
Spoiler:A simple code that I make to put incense for the Gen4 babies. Below the line
Put:Code:babyspecies=getConst(PBSpecies,:MARILL) if !isConst?(mother.item,PBItems,:SEAINCENSE) && !isConst?(father.item,PBItems,:SEAINCENSE)
Code:elsif isConst?(babyspecies,PBSpecies,:MIMEJR) && hasConst?(PBSpecies,:MIMEJR) && hasConst?(PBSpecies,:MR_MIME) babyspecies=getConst(PBSpecies,:MR_MIME) if !isConst?(mother.item,PBItems,:ODDINCENSE) && !isConst?(father.item,PBItems,:ODDINCENSE) elsif isConst?(babyspecies,PBSpecies,:BONSLY) && hasConst?(PBSpecies,:BONSLY) && hasConst?(PBSpecies,:SUDOWOODO) babyspecies=getConst(PBSpecies,:SUDOWOODO) if !isConst?(mother.item,PBItems,:ROCKINCENSE) && !isConst?(father.item,PBItems,:ROCKINCENSE) elsif isConst?(babyspecies,PBSpecies,:MUNCHLAX) && hasConst?(PBSpecies,:MUNCHLAX) && hasConst?(PBSpecies,:SNORLAX) babyspecies=getConst(PBSpecies,:SNORLAX) if !isConst?(mother.item,PBItems,:FULLINCENSE) && !isConst?(father.item,PBItems,:FULLINCENSE) elsif isConst?(babyspecies,PBSpecies,:MANTYKE) && hasConst?(PBSpecies,:MANTYKE) && hasConst?(PBSpecies,:MANTINE) babyspecies=getConst(PBSpecies,:MANTINE) if !isConst?(mother.item,PBItems,:WAVEINCENSE) && !isConst?(father.item,PBItems,:WAVEINCENSE) elsif isConst?(babyspecies,PBSpecies,:BUDEW) && hasConst?(PBSpecies,:BUDEW) && hasConst?(PBSpecies,:ROSELIA) babyspecies=getConst(PBSpecies,:ROSELIA) if !isConst?(mother.item,PBItems,:ROSEINCENSE) && !isConst?(father.item,PBItems,:ROSEINCENSE) elsif isConst?(babyspecies,PBSpecies,:HAPPINY) && hasConst?(PBSpecies,:HAPPINY) && hasConst?(PBSpecies,:CHANSEY) babyspecies=getConst(PBSpecies,:CHANSEY) if !isConst?(mother.item,PBItems,:LUCKINCENSE) && !isConst?(father.item,PBItems,:LUCKINCENSE) elsif isConst?(babyspecies,PBSpecies,:CHINGLING) && hasConst?(PBSpecies,:CHINGLING) && hasConst?(PBSpecies,:CHIMECHO) babyspecies=getConst(PBSpecies,:CHIMECHO) if !isConst?(mother.item,PBItems,:PUREINCENSE) && !isConst?(father.item,PBItems,:PUREINCENSE)
I'm surprised we don't already have that. You can make it a tutorial related to the main Items page.Choose item like pbChoosePokemon
Spoiler:I made a Choose item like the pbChoosePokemon. I very good to things like revive the fossils. Put this code above main:
Code:#Call NeoCI.ChooseItem #Return the item internal number or 0 if canceled module NeoCI def self.ChooseItem() pbToneChangeAll(Tone.new(-255,-255,-255),8) pbWait(16) itemscene=PokemonBag_Scene.new itemscene.pbStartScene($PokemonBag) item=itemscene.pbChooseItem itemscene.pbEndScene pbToneChangeAll(Tone.new(-255,-255,-255),0) pbToneChangeAll(Tone.new(0,0,0),6) return item end end
As soon as the Backgrounds and music page is made, this information can go into it.Battle background for Day/Night
Spoiler:XXX=Terrain name
YYY=Terrain night name
ZZZ=Terrain night number
Edit on PBEnvironment (script) and below "Sand=8" put for every YYY:
YYY=ZZZ
And place in Pictures folder:
Graphics/Pictures/battlebgZZZ.png
Graphics/Pictures/playerbaseZZZ.png
Graphics/Pictures/enemybaseZZZ.png
In around line 1111 on PokemonField (script) substitute every
forCode:return PBEnvironment::XXX
Around line 1337 in PokeBattle_ActualScene, after a line like "id=9" put:Code:time=Time.now if PBDayNight.isDay? return PBEnvironment::XXX else return PBEnvironment::YYY end
Code:when PBEnvironment::YYY id=ZZZ
Again, tutorial material.Evolution Stone that activates trade evolution
Spoiler:To create a stone that activate the trade evolution (even the hold item ones) in PokemonDefaultItems around line 600 change
toCode:newspecies=pbCheckEvolution(pokemon,item)
and after ":WATERSTONE," put ":LINKSTONE,"Code:if item!=(PBItems::LINKSTONE) newspecies=pbCheckEvolution(pokemon,item) else newspecies=pbTradeCheckEvolution(pokemon) end
You must copy and paste a stone in items.txt and chage its internal name to LINKSTONE or other name if you don't use the name LINKSTONE.
Tutorial.Enable to don't lose money when lose a battle
Spoiler:To put a switch that when ON you don't lose money when lose a battle, in PokeBattle_Battle, around line 820 put moneylost=0 if $game_switches[36] above "self.pbPlayer.money-=moneylost" put:
Where SWITCHNUMBER is the switch number.Code:moneylost=0 if $game_switches[SWITCHNUMBER]
This is just wrong. The only thing you do with this edit is to stop the player from running in caves. To let them run anywhere, you should remove the whole bit in brackets, rather than just the cave part of it. Besides, if anything, you'd be more likely to be able to "run" while cycling (i.e. change gears) than while surfing.Run in anyplace
Spoiler:For run in any non-outdoor maps like DP and posterior games, in Walk_Run
change toCode:def pbCanRun? return Input.press?(Input::A) && $PokemonGlobal && $PokemonGlobal.runningShoes && ( pbGetMetadata($game_map.map_id,MetadataOutdoor) || ($PokemonEncounters && $PokemonEncounters.isCave?) ) && !@move_route_forcing && !$PokemonGlobal.diving && !$PokemonGlobal.surfing && !$PokemonGlobal.bicycle end
To run while using Surf/Dive (without changing graphics) use the above code instead.Code:def pbCanRun? return Input.press?(Input::A) && $PokemonGlobal && $PokemonGlobal.runningShoes && ( pbGetMetadata($game_map.map_id,MetadataOutdoor) ) && !@move_route_forcing && !$PokemonGlobal.diving && !$PokemonGlobal.surfing && !$PokemonGlobal.bicycle end
Code:def pbCanRun? return Input.press?(Input::A) && $PokemonGlobal && $PokemonGlobal.runningShoes && ( pbGetMetadata($game_map.map_id,MetadataOutdoor) ) && !@move_route_forcing && !$PokemonGlobal.bicycle end
Other method to make this? Fine. Put custom movimentation and put only one "Move toward Player". Mark the "Repeat Action" box.Another information, sir?
At first I was afraid to write in wiki because I write pretty bad (you can see in my posts). But in a wiki I can have support of other people to make these things.Spoiler:I've added this modification, although in my own words. I've removed the held item references, because that's mentioned elsewhere in the same article.
You can make a simple tutorial out of that.
I'm surprised we don't already have that. You can make it a tutorial related to the main Items page.
As soon as the Backgrounds and music page is made, this information can go into it.
Again, tutorial material.
Tutorial.
This is just wrong. The only thing you do with this edit is to stop the player from running in caves. To let them run anywhere, you should remove the whole bit in brackets, rather than just the cave part of it. Besides, if anything, you'd be more likely to be able to "run" while cycling (i.e. change gears) than while surfing.
And also, tutorial.
Tutorials are for anything that is added onto the basic Essentials, rather than fixing what's already there. Bug fixes and feature completion go in articles, and tutorials have their own pages.
Don't be afraid of contributing to the wiki. Other people can cover for things like gaps in knowledge, poor grammar and wording. That's the beauty of a wiki.At first I was afraid to write in wiki because I write pretty bad (you can see in my posts). But in a wiki I can have support of other people to make these things.
Okay, I make these tutorials when I have some time.
Please make your post look nicer in future (like I've done just now when I quoted you). Your post was hard to read.that error message is driving me crazy, and there's absolutely NOTHING wrong with my Arceus script, see?Code:--------------------------- Pokemon Essentials --------------------------- Exception: RuntimeError Message: Bad line syntax (expected syntax like XXX=YYY) File PBS/pokemon.txt, section 493, key WildItemRare Compiler:1586:in `pbEachFileSectionEx' Compiler:1569:in `each_line' Compiler:1569:in `pbEachFileSectionEx' Compiler:1607:in `pbEachFileSection' Compiler:2165:in `pbCompilePokemonData' Compiler:2163:in `open' Compiler:2163:in `pbCompilePokemonData' Compiler:3908:in `pbCompileAllData' Compiler:4034 This exception was logged in C:\Users\SuperDryBones9000\Saved Games/Pokemon Essentials/errorlog.txt. Press Ctrl+C to copy this message to the clipboard. --------------------------- OK ---------------------------
help plsCode:[493] Name=ARCEUS InternalName=ARCEUS Kind=Alpha Pokedex=It is described in mythology as the Pokémon that shaped the universe with its 1,000 arms. Type1=NORMAL BaseStats=120,120,120,120,120,120 Rareness=3 BaseEXP=2040 Happiness=0 GrowthRate=Slow StepsToHatch=30720 Color=Gray EffortPoints=3,0,0,0,0,0 Abilities=PRESSURE WildItemCommon=ORIDECON Compatibility=15,15 Height=3.2 Weight=320.0 GenderRate=AlwaysMale Moves=1,SEISMICTOSS,1,COSMICPOWER,1,HIDDENPOWER,1,DRAGONRAGE,10,ROLEPLAY,20,SHADOWBALL,30,HYPERVOICE,40,EXTREMESPEED,50,REFRESH,60,FUTURESIGHT,70,RECOVER,80,HYPERBEAM,90,PERISHSONG,100,SKULLBASH EggMoves= Evolutions= BattlerPlayerY=1 BattlerEnemyY=1 BattlerAltitude=0
Whether or not a move makes contact is set by a move's flag (specifically, the "a" flag). If a move has the "a" flag, it makes contact.I looked in the wiki and didn't see this mentioned. When editing/making new moves, is sound and contact taken into consideration? Also, where is the data for abilites?
Most of it, yes. I'd rather other people contribute too, though - that's the whole point of it being a wiki.THIS STARTER KIT IS AWESOME!!
Thanks so much Poccil, Maruno, did you write up most of the wiki?
Try to change the Scene_Intro for the old one:Just a quick question. How do I enable the "Press Start" animated text on the splash screen? Seems to be disabled on the recent releases.....
#==============================================================================
# Splash Screen
#==============================================================================
# Sephiroth Spawn
# 01.08.06
# Version 2
# Modified by Harshboy/Flameguru
#--------------------------------------------------------------------------
# Call Using $scene = Scene_Intro.new([pics], splash_screen)
#==============================================================================
#==============================================================================
# ** Scene_Intro
#==============================================================================
class Scene_Intro
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(pics, splash = nil)
@pics, @splash = pics, splash
end
def setTitle(sprite,title)
@cache={} if !@cache
if @currentTitle!=title
sprite.setBitmap("Graphics/Titles/#{title}")
@currentTitle=title
end
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Loads Data System and Game System
data_system = pbLoadRxData("Data/System")
# Loads the Title.mid in Audio/BGM
pbBGMPlay(data_system.title_bgm)
# Instance Variables
@item, @speed, @o_speed, @phase = 0, 15, 20, 0
# Background Images
@sprite = IconSprite.new(0,0)
setTitle(@sprite, @pics[@item])
@sprite.opacity = 5
# Start Logo
@start = IconSprite.new(0,0)
setTitle(@start,"Start")
@start.y, @start.z, @start.opacity = 260, 10, 0 #250
# Execute transition
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
@sprite.update
case @phase
when 0; intro_update # Into Updating
when 1; splash_update # Splash Updating
when 2; to_splash_update # From Intro To Splash Transition
when 3; to_title_update # From Splash to Title Transtion
when 4; toDeleteUpdate
end
end
# Prepare for transition
Graphics.freeze
# Dispose of Sprites
if @cache
for i in @cache.values
i.dispose
end
end
@sprite.dispose
@start.dispose
end
#--------------------------------------------------------------------------
# * Frame Update : Intro Images
#--------------------------------------------------------------------------
def intro_update
# If C is pressed
if Input.trigger?(Input::C) && @speed>=0
@phase = @splash.nil? ? 3 : 2
end
# Updates Sprite Opacity
@sprite.opacity += @speed
# Changes Direction
@speed *= -1 if @sprite.opacity >= 255
# Change Sprite
if @sprite.opacity <= 0
@item += 1
@speed *= -1
@item == @pics.size ?
@phase = @splash.nil? ? 3 : 2 :
setTitle(@sprite,@pics[@item])
end
end
#--------------------------------------------------------------------------
# * Frame Update : Splash Image
#--------------------------------------------------------------------------
def splash_update
# If C is pressed
if Input.trigger?(Input::C)
@phase = 3
end
if Input.press?(Input::DOWN) &&
Input.press?(Input::CTRL) &&
Input.press?(Input::B)
@phase=4
end
# Loads Sprite Splash Bitmap
setTitle(@sprite,@splash)
# Updates Start Logo Opacity
@start.opacity += @o_speed
# Changes Direction
@o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
# Updates Splash
@sprite.opacity += @speed if @sprite.opacity < 255
end
#--------------------------------------------------------------------------
# * Frame Update : Intro To Splash Transistion
#--------------------------------------------------------------------------
def to_splash_update
@sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
end
#--------------------------------------------------------------------------
# * Frame Update : Splash To Title Transistion
#--------------------------------------------------------------------------
def to_title_update
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
if @sprite.opacity <= 0 && @start.opacity <= 0
pbBGMStop()
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartLoadScreen
end
end
def toDeleteUpdate
# Decrease Splash Opacity
@sprite.opacity -= @speed if @sprite.opacity > 0
# Decresh Start Logo Opacity
@start.opacity -= @speed if @start.opacity > 0
# Proceed to Title Screen
if @sprite.opacity <= 0 && @start.opacity <= 0
pbBGMStop()
sscene=PokemonLoadScene.new
sscreen=PokemonLoad.new(sscene)
sscreen.pbStartDeleteScreen
end
end
end
Try to change the Scene_Intro for the old one:
Code:#============================================================================== # Splash Screen #============================================================================== # Sephiroth Spawn # 01.08.06 # Version 2 # Modified by Harshboy/Flameguru #-------------------------------------------------------------------------- # Call Using $scene = Scene_Intro.new([pics], splash_screen) #============================================================================== #============================================================================== # ** Scene_Intro #============================================================================== class Scene_Intro #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(pics, splash = nil) @pics, @splash = pics, splash end def setTitle(sprite,title) @cache={} if !@cache if @currentTitle!=title sprite.setBitmap("Graphics/Titles/#{title}") @currentTitle=title end end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Loads Data System and Game System data_system = pbLoadRxData("Data/System") # Loads the Title.mid in Audio/BGM pbBGMPlay(data_system.title_bgm) # Instance Variables @item, @speed, @o_speed, @phase = 0, 15, 20, 0 # Background Images @sprite = IconSprite.new(0,0) setTitle(@sprite, @pics[@item]) @sprite.opacity = 5 # Start Logo @start = IconSprite.new(0,0) setTitle(@start,"Start") @start.y, @start.z, @start.opacity = 260, 10, 0 #250 # Execute transition Graphics.transition # Main loop while $scene == self # Update game screen Graphics.update # Update input information Input.update # Frame update @sprite.update case @phase when 0; intro_update # Into Updating when 1; splash_update # Splash Updating when 2; to_splash_update # From Intro To Splash Transition when 3; to_title_update # From Splash to Title Transtion when 4; toDeleteUpdate end end # Prepare for transition Graphics.freeze # Dispose of Sprites if @cache for i in @cache.values i.dispose end end @sprite.dispose @start.dispose end #-------------------------------------------------------------------------- # * Frame Update : Intro Images #-------------------------------------------------------------------------- def intro_update # If C is pressed if Input.trigger?(Input::C) && @speed>=0 @phase = @splash.nil? ? 3 : 2 end # Updates Sprite Opacity @sprite.opacity += @speed # Changes Direction @speed *= -1 if @sprite.opacity >= 255 # Change Sprite if @sprite.opacity <= 0 @item += 1 @speed *= -1 @item == @pics.size ? @phase = @splash.nil? ? 3 : 2 : setTitle(@sprite,@pics[@item]) end end #-------------------------------------------------------------------------- # * Frame Update : Splash Image #-------------------------------------------------------------------------- def splash_update # If C is pressed if Input.trigger?(Input::C) @phase = 3 end if Input.press?(Input::DOWN) && Input.press?(Input::CTRL) && Input.press?(Input::B) @phase=4 end # Loads Sprite Splash Bitmap setTitle(@sprite,@splash) # Updates Start Logo Opacity @start.opacity += @o_speed # Changes Direction @o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0 # Updates Splash @sprite.opacity += @speed if @sprite.opacity < 255 end #-------------------------------------------------------------------------- # * Frame Update : Intro To Splash Transistion #-------------------------------------------------------------------------- def to_splash_update @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1 end #-------------------------------------------------------------------------- # * Frame Update : Splash To Title Transistion #-------------------------------------------------------------------------- def to_title_update # Decrease Splash Opacity @sprite.opacity -= @speed if @sprite.opacity > 0 # Decresh Start Logo Opacity @start.opacity -= @speed if @start.opacity > 0 # Proceed to Title Screen if @sprite.opacity <= 0 && @start.opacity <= 0 pbBGMStop() sscene=PokemonLoadScene.new sscreen=PokemonLoad.new(sscene) sscreen.pbStartLoadScreen end end def toDeleteUpdate # Decrease Splash Opacity @sprite.opacity -= @speed if @sprite.opacity > 0 # Decresh Start Logo Opacity @start.opacity -= @speed if @start.opacity > 0 # Proceed to Title Screen if @sprite.opacity <= 0 && @start.opacity <= 0 pbBGMStop() sscene=PokemonLoadScene.new sscreen=PokemonLoad.new(sscene) sscreen.pbStartDeleteScreen end end end