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Help and Requests

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I've got a Poke Essentials upgrade problem. I copied over the following files to upgrade my version:

Data File:

bttrainers.dat
btpokemon.dat
All my map files
MapInfos
trainers.dat
trainernames.dat
TilesetsTemp
Tilesets

PBS File:
(All PBS files)

All graphic files and so on.

When I play test the game, several messages like these appear when processing maps:


[PokeCommunity.com] Help and Requests


What can I do to fix this? This doesn't happen when I load the debug editor.
Another thing, I want my save file to also show up.

Note:This was how the copying went:

MY ORIGINAL PROJECT---------------------->NEWLY DOWNLOADED
files(DATA,PBS,ECT) POKESTARTER
You made mistake, when you replaced trainers.pbs and trainernames.pbs! You mow must add 'em all or if you have backup, you're lucky.
 
Does anyone have the trainer OverWorld sprites from HG/SS for RMXP? (for some reason, I cant make them)
and if anyone have sprites of the unused pokemon. Revamped or not would be helpfull:) (and maybe a script to add new pokemon in:))
 
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You made mistake, when you replaced trainers.PBS and trainer names.PBS! You mow must add 'em all or if you have backup, you're lucky.

But I copied my entire PBS. There is no way I could have done anything wrong. So, I have all my PBS files.I copy them over to the new Pokémon essentials file and it replaces all of their PBS files with mine. Mine have all my trainers in them, so why doesn't it work?

EDIT: I discovered that the internal names for the three trainers above where changed. I might be able to fix this...
 
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Oh, I have a problem. (well, that's a bit obvious). I don't know why, but the priorities a certain range of tiles near the junction of maps are screwed up, and the main character always ends on top of everything. If you need a picture, I'll post one, but I think I was pretty clear... Does anyone know how to get rid of that?
 
Oh, I have a problem. (well, that's a bit obvious). I don't know why, but the priorities a certain range of tiles near the junction of maps are screwed up, and the main character always ends on top of everything. If you need a picture, I'll post one, but I think I was pretty clear... Does anyone know how to get rid of that?

Do you mean like instead of going under the tip of the trees, you go over them?

Because, I have the solution =)

Replace Spriteset_Map with this code:

Code:
class ReflectedSprite
 def initialize(sprite,event,viewport=nil)
  @rsprite=sprite
  @sprite=nil
  @event=event
  @disposed=false
  @viewport=viewport
  update
 end
 def dispose
  if !@disposed
   @sprite.dispose if @sprite
   @sprite=nil
   @disposed=true
  end
 end
 def disposed?
   @disposed
 end
 def update
  return if disposed?
  [email protected]_y.to_i/(4*Game_Map::TILEHEIGHT)
  [email protected]_rect.height
  shouldShow=false
  # Clipping at Y
  i=0
  while i<@rsprite.src_rect.height+Game_Map::TILEHEIGHT
     nextY=currentY+1+(i>>5)
     if @event.map.terrain_tag(@event.x,nextY)!=6
       limit= ((nextY * (4*Game_Map::TILEHEIGHT))[email protected]_y+3).to_i/4
       [email protected]
       break
     else
       shouldShow=true
     end
     i+=Game_Map::TILEHEIGHT
  end
  if limit>0 && shouldShow
   # Just-in-time creation of sprite
   if !@sprite
    @sprite=Sprite.new(@viewport)
   end
  else
   # Just-in-time disposal of sprite 
   if @sprite
    @sprite.dispose
    @sprite=nil
   end
   return
  end
  if @sprite
   [email protected]@rsprite.ox
   [email protected]@rsprite.oy
   [email protected]_rect.width
   [email protected]_rect.height
   frame=(Graphics.frame_count%40)/10
   [email protected]_x
   @sprite.x=x+width/2
   @sprite.y=y+height+height/2
   @sprite.ox=width/2
   @sprite.oy=height/2
   @sprite.angle=180.0
   @[email protected]
   @[email protected]_x
   @[email protected]_y
   if frame==1
    @sprite.zoom_x*=1.1    
   elsif frame==3
    @sprite.zoom_x*=0.9    
   end
   @sprite.mirror=true
   @[email protected]
   @[email protected]
   @[email protected]/2
   @[email protected]_rect
   [email protected]_y.to_i/(4*Game_Map::TILEHEIGHT)
   if limit<@sprite.src_rect.height
     [email protected]_rect.height-limit
     @sprite.src_rect.y+=diff
     @sprite.src_rect.height=limit
     @sprite.y-=diff
   end
  end
 end
end

class ClippableSprite < Sprite_Character
 def initialize(viewport,event,tilemap)
  @tilemap=tilemap
  @_src_rect=Rect.new(0,0,0,0)
  super(viewport,event)
 end
 def update
  super
  @_src_rect=self.src_rect
  [email protected]_data.xsize*Game_Map::[email protected]
  echoln("x=#{self.x},ox=#{self.ox},tmright=#{tmright},tmox=#{@tilemap.ox}")
  if @tilemap.ox-self.ox<-self.x
   # clipped on left
   diff=(-self.x)-(@tilemap.ox-self.ox)
   self.src_rect=Rect.new(@_src_rect.x+diff,@_src_rect.y,
        @_src_rect.width-diff,@_src_rect.height)
   echoln("clipped out left: #{diff} #{@tilemap.ox-self.ox} #{self.x}")
  elsif tmright-self.ox<self.x
   # clipped on right
   diff=(self.x)-(tmright-self.ox)
   self.src_rect=Rect.new(@_src_rect.x,@_src_rect.y,
        @_src_rect.width-diff,@_src_rect.height)
   echoln("clipped out right: #{diff} #{tmright+self.ox} #{self.x}")
  else
   echoln("-not- clipped out left: #{diff} #{@tilemap.ox-self.ox} #{self.x}")
  end
 end
end

class Spriteset_Map
  attr_reader :map
  def initialize(map=nil)
    @map=map ? map : $game_map
    @viewport1 = Viewport.new(0, 0, Graphics.width,Graphics.height)
    @viewport1a = Viewport.new(0, 0, Graphics.width,Graphics.height)
    @viewport2 = Viewport.new(0, 0, Graphics.width,Graphics.height)
    @viewport3 = Viewport.new(0, 0, Graphics.width,Graphics.height)
    @viewport1a.z = 100
    @viewport2.z = 200
    @viewport3.z = 500
    @tilemap = TilemapLoader.new(@viewport1)
    @tilemap.tileset = pbGetTileset(@map.tileset_name)
    for i in 0..6
      autotile_name = @map.autotile_names[i]
      @tilemap.autotiles[i] = pbGetAutotile(autotile_name)
    end
    @tilemap.map_data = @map.data
    @tilemap.priorities = @map.priorities
    @panorama = AnimatedPlane.new(@viewport1)
    @panorama.z = -1000
    @fog = AnimatedPlane.new(@viewport1)
    @fog.z = 3000
    @reflectedSprites=[]
    @character_sprites = []
    for i in @map.events.keys.sort
      sprite = Sprite_Character.new(@viewport1, @map.events[i])
      @character_sprites.push(sprite)
      @reflectedSprites.push(ReflectedSprite.new(sprite,@map.events[i],@viewport1))
    end
    playersprite=Sprite_Character.new(@viewport1, $game_player)
    @playersprite=playersprite
    @reflectedSprites.push(
      ReflectedSprite.new(playersprite,$game_player,@viewport1)
    )
    @character_sprites.push(playersprite)
    @weather = RPG::Weather.new(@viewport1a)
    @picture_sprites = []
    for i in 1..50
      @picture_sprites.push(Sprite_Picture.new(@viewport2,
        $game_screen.pictures[i]))
    end
    @timer_sprite = Sprite_Timer.new
    Kernel.pbOnSpritesetCreate(self,@viewport1)
    update
  end

  def dispose
    @tilemap.tileset.dispose
    for i in 0..6
      @tilemap.autotiles[i].dispose
    end
    @tilemap.dispose
    @panorama.dispose
    @fog.dispose
    for sprite in @character_sprites
      sprite.dispose
    end
    for sprite in @reflectedSprites
      sprite.dispose
    end
    @weather.dispose
    for sprite in @picture_sprites
      sprite.dispose
    end
    @timer_sprite.dispose
    @viewport1.dispose
    @viewport2.dispose
    @viewport3.dispose
    @tilemap=nil
    @panorama=nil
    @fog=nil
    @character_sprites.clear
    @reflectedSprites.clear
    @weather=nil
    @picture_sprites.clear
    @viewport1=nil
    @viewport2=nil
    @viewport3=nil
    @timer_sprite=nil
  end
  def in_range?(object)
    return true if $PokemonSystem.tilemap==2
    screne_x = @map.display_x
    screne_x -= 256
    screne_y = @map.display_y
    screne_y -= 256
    screne_width = @map.display_x
    screne_width += Graphics.width*4+256 # 2816
    screne_height = @map.display_y
    screne_height += Graphics.height*4+256 # 2176
    return false if object.real_x <= screne_x
    return false if object.real_x >= screne_width
    return false if object.real_y <= screne_y
    return false if object.real_y >= screne_height
    return true
  end
  def update
    if @panorama_name != @map.panorama_name or
       @panorama_hue != @map.panorama_hue
      @panorama_name = @map.panorama_name
      @panorama_hue = @map.panorama_hue
      if @panorama.bitmap != nil
        @panorama.setPanorama(nil)
      end
      if @panorama_name != ""
        @panorama.setPanorama(@panorama_name, @panorama_hue)
      end
      Graphics.frame_reset
    end
    if @fog_name != @map.fog_name or @fog_hue != @map.fog_hue
      @fog_name = @map.fog_name
      @fog_hue = @map.fog_hue
      if @fog.bitmap != nil
        @fog.setFog(nil)
      end
      if @fog_name != ""
        @fog.setFog(@fog_name, @fog_hue)
      end
      Graphics.frame_reset
    end
    tmox = @map.display_x.to_i / 4
    tmoy = @map.display_y.to_i / 4
    @tilemap.ox=tmox
    @tilemap.oy=tmoy
    if $PokemonSystem.tilemap==0
     # Original Map View only, to prevent wrapping
     @viewport1.rect.x=[-tmox,0].max
     @viewport1.rect.y=[-tmoy,0].max
     @viewport1.rect.width=
       [@tilemap.map_data.xsize*Game_Map::TILEWIDTH-tmox,Graphics.width].min
     @viewport1.rect.height=
       [@tilemap.map_data.ysize*Game_Map::TILEHEIGHT-tmoy,Graphics.height].min
     @viewport1.ox=[-tmox,0].max
     @viewport1.oy=[-tmoy,0].max
    else
     @viewport1.rect.set(0,0,Graphics.width,Graphics.height)
     @viewport1.ox=0
     @viewport1.oy=0     
    end
    @viewport1.ox += $game_screen.shake
    @tilemap.update
    @panorama.ox = @map.display_x / 8
    @panorama.oy = @map.display_y / 8
    @fog.zoom_x = @map.fog_zoom / 100.0
    @fog.zoom_y = @map.fog_zoom / 100.0
    @fog.opacity = @map.fog_opacity
    @fog.blend_type = @map.fog_blend_type
    @fog.ox = @map.display_x / 4 + @map.fog_ox
    @fog.oy = @map.display_y / 4 + @map.fog_oy
    @fog.tone = @map.fog_tone
    @panorama.update
    @fog.update
     for sprite in @character_sprites
      if sprite.character.is_a?(Game_Event)
       if sprite.character.trigger == 3 || 
          sprite.character.trigger == 4 ||
          in_range?(sprite.character) 
        sprite.update
       end
      else
       sprite.update
      end
     end
    for sprite in @reflectedSprites
      sprite.update
    end
    # Avoids overlap effect of player sprites if player is near edge of
    # a connected map
    @[email protected] && (
      self.map==$game_map ||
      $game_player.x<=0||$game_player.y<=0||
      ($game_map && ($game_player.x>=$game_map.width||
      $game_player.y>=$game_map.height)))
    if self.map!=$game_map
     @weather.max-=2 if @weather.max>0
     @weather.max=0 if @weather.max<0
     @weather.type = 0 if @weather.max==0
     @weather.ox = 0 if @weather.max==0
     @weather.oy = 0 if @weather.max==0
    else
     @weather.type = $game_screen.weather_type
     @weather.max = $game_screen.weather_max
     @weather.ox = @map.display_x / 4
     @weather.oy = @map.display_y / 4
    end
    @weather.update
    for sprite in @picture_sprites
      sprite.update
    end
    @timer_sprite.update
    @viewport1.tone = $game_screen.tone
    @viewport1a.ox += $game_screen.shake
    @viewport3.color = $game_screen.flash_color
    @viewport1.update
    @viewport1a.update
    @viewport3.update
  end
end
 
npc pokemon level help please!

Hey guys, i'm using pokemon essentials (poccil's starter kit): whenever I go to set the level of a certain trainer's pokemon it only lets me set the levels from 10-20. Whats going on?? Any ideas?

-Mike
 
king jay your best bet would be to go to spriters-resource.com if you can find some decent spritesheets I'll go ahead and convert them over to charsets for you are you using RMXP?
 
Please is this a resolution script, to change 2*2 resolution to 1*1
Thanks
That's a big problem, I hate the pixels
 
I know this is a noobish question, but... since my game is in the showcase section, how would I make transparencies for the banners where they are white in color? It bothers me...
 
Okay excuse my "noobish" question, for the transparency,you can use photofilter or other, you have to:
>Change the color of the background (wich is white) to (for exemple) pink
>Do : selection -->color selection --> you select the pink
>Ctrl+x to cut

And that's it

I'm not a noob but I search this script to present my new game

And excuse my english, I'm french ^^

EDIT:
Okay this isn't the big problem, I use Win32Api by squall & when I resize the window to 400x300 the Intoduction is cutted, I mean: I view only an area from the introduction, can you help me please ;-(
 
Last edited:
Okay excuse my "noobish" question, for the transparency,you can use photofilter or other, you have to:
>Change the color of the background (wich is white) to (for exemple) pink
>Do : selection -->color selection --> you select the pink
>Ctrl+x to cut

And that's it

I'm not a noob but I search this script to present my new game

And excuse my english, I'm french ^^

EDIT:
Okay this isn't the big problem, I use Win32Api by squall & when I resize the window to 400x300 the Intoduction is cutted, I mean: I view only an area from the introduction, can you help me please ;-(

If you are having promblems with the actual graphics appearance of the introduction, then may I suggest that you resize all of your display sprites to where the canvas size is the same as what you resized the window to.
 
Im tired of trying to make a DPP Region map,.Can someone provide a link to make a HGSS map?
 
Hi

What is the best way to have a NPC walking to some place, followed by another NPC, followed by the player ?
I usually use the "set moveroute" event, but is there a simpler way (or another way) ?
 
Hi

What is the best way to have a NPC walking to some place, followed by another NPC, followed by the player ?
I usually use the "set moveroute" event, but is there a simpler way (or another way) ?

Nope. The best/only way to do that is to set move routes for all of the events.
 
hey... for some reason when i try to make new game on the game i'm making. the intro doesn't play and it only goes to the starting map with a blank character.
any help would be great:)
 
hey... for some reason when i try to make new game on the game i'm making. the intro doesn't play and it only goes to the starting map with a blank character.
any help would be great:)

Make sure that the Player's Starting Position is set to the Intro Map.

Do this by pressing "F8"

Then right click any square, and click "Set Starting Position"
 
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