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Simple Dual Screen System

zingzags

PokemonGDX creator
536
Posts
15
Years
  • I've been trying to translate that starter kit (as I'm doing french GCSE).
    Although some parts of the translating inside scripts is annoying xD.
    I'm likely to make a build of instructions to help out people who are new to RGSS for this within my free time.

    Im going to use its intro screen its pretty good!
     
    664
    Posts
    16
    Years
  • Agreed, PSP DS is awesome, but it lacks a lot of stuff that Pokemon Essentials has.
    Namely all the functions.
     
    Last edited:

    zingzags

    PokemonGDX creator
    536
    Posts
    15
    Years
  • Agreed, PSP DS is awesome, but it lacks a lot of stuff that Pokemon Essentials has.
    Namely all the functions.

    Yea i noticed all of that im just going to take the lugia intro

    add Mouse.update to every method in the scripts?
     
    Last edited:

    zingzags

    PokemonGDX creator
    536
    Posts
    15
    Years
  • Manage to get the mouse moving in about everything except my pokegear and trainer pc.
     

    zingzags

    PokemonGDX creator
    536
    Posts
    15
    Years
  • CGN can u help, on this like where do i add it exactly.


    if Mouse.mouse_in_area?(x, y, width, height)
    if Mouse.click?(1)
    pbFadeOutIn(99999) {
    scene=PokemonPokedexScene.new
    screen=PokemonPokedex.new(scene)
    screen.pbStartScreen
    @scene.pbRefresh
    }
    end
    end
     

    Pichuichu

    Creator Of (Insert Here)
    271
    Posts
    14
    Years
  • Hi I've Read Everyone Of Your Tut's CNG I Understand RGSS But I Still Don't Get How To Use Your Mouse Module Can You Help Me
     
    664
    Posts
    16
    Years
  • The mouse module is really only for advanced scripters.
    You have to know what you're doing to be able to edit it into the scripts and actually make it do something.
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    This look really cool, I was wondering if you could point out which values alter the size, in case an exact DS size/double screen isn't wanted?

    I've tried looking at the script but I can't quite make heads or tails of it XD

    Say I wanted to extend the screen to the right instead of down what would I change? ><
     
    664
    Posts
    16
    Years
  • Oh Well Can You Post A Tut On How To Make It Work?

    Well, a small one is at the bottom of this post :)

    i still need help on how to make the buttons touchable

    Read the bottom of this post.

    Hello CNG Why Aren't You Answering Us HELLO?

    Buseh D:

    This look really cool, I was wondering if you could point out which values alter the size, in case an exact DS size/double screen isn't wanted?

    I've tried looking at the script but I can't quite make heads or tails of it XD

    Say I wanted to extend the screen to the right instead of down what would I change? ><

    Change the Screen.resize(x, y) line to whatever you want.
    The first value is the width of your screen, and the second is the height.
    Just remember to add on 5 to the first value, and 25 to the second.

    ~ How to add buttons ~

    Well this is requested quite a lot, so here goes.
    I'll be using PokemonMenu for this tutorial, so get that up and ready.

    Go to the end of line 49 and hit the enter space, this is where we'll start.

    Put this on the new line:
    Code:
    @sprites["button"]=IconSprite.new(0, 360)

    This creates a new IconSprite object at the coordinates 0,360. But it has no graphic at the moment, let's give it one. Add this on a new line:
    Code:
    @sprites["button"].setBitmap("Graphics/Pictures/button")

    This will set the graphic to button.png or gif or whatever extension the image happens to have.

    Next, we'll sort the Mouse.
    Make a new line after line 16, and put this on it:

    Code:
    Mouse.update
    $mouse.x = Mouse.pos_x
    $mouse.y = Mouse.pos_y

    This updates the mouse module so that we can use it for our button.
    Next up is the actual processing of the mouse.

    After line 139 which is 'loop do' insert this script:

    Code:
    if Mouse.mouse_in_area?(x, y, width, height)
          if Mouse.click?(1)
            p "Insert scene processing here"
          end
        end

    Remember to set the x and y values to what you defined when called the IconSprite object, and the width and height are the width and height of your image.

    But just having a popup is worthless right?
    This is how you call the pokedex:

    Code:
    if Mouse.mouse_in_area?(x, y, width, height)
          if Mouse.click?(1)
            pbFadeOutIn(99999) {
            scene=PokemonPokedexScene.new
            screen=PokemonPokedex.new(scene)
            screen.pbStartScreen
            @scene.pbRefresh
            }
          end
        end

    Well i hope this helped you guys. Any questions?
     

    zingzags

    PokemonGDX creator
    536
    Posts
    15
    Years
  • Well, a small one is at the bottom of this post :)



    Read the bottom of this post.



    Buseh D:



    Change the Screen.resize(x, y) line to whatever you want.
    The first value is the width of your screen, and the second is the height.
    Just remember to add on 5 to the first value, and 25 to the second.

    ~ How to add buttons ~

    Well this is requested quite a lot, so here goes.
    I'll be using PokemonMenu for this tutorial, so get that up and ready.

    Go to the end of line 49 and hit the enter space, this is where we'll start.

    Put this on the new line:
    Code:
    @sprites["button"]=IconSprite.new(0, 360)
    This creates a new IconSprite object at the coordinates 0,360. But it has no graphic at the moment, let's give it one. Add this on a new line:
    Code:
    @sprites["button"].setBitmap("Graphics/Pictures/button")
    This will set the graphic to button.png or gif or whatever extension the image happens to have.

    Next, we'll sort the Mouse.
    Make a new line after line 16, and put this on it:

    Code:
    Mouse.update
    $mouse.x = Mouse.pos_x
    $mouse.y = Mouse.pos_y
    This updates the mouse module so that we can use it for our button.
    Next up is the actual processing of the mouse.

    After line 139 which is 'loop do' insert this script:

    Code:
    if Mouse.mouse_in_area?(x, y, width, height)
          if Mouse.click?(1)
            p "Insert scene processing here"
          end
        end
    Remember to set the x and y values to what you defined when called the IconSprite object, and the width and height are the width and height of your image.

    But just having a popup is worthless right?
    This is how you call the pokedex:

    Code:
    if Mouse.mouse_in_area?(x, y, width, height)
          if Mouse.click?(1)
            pbFadeOutIn(99999) {
            scene=PokemonPokedexScene.new
            screen=PokemonPokedex.new(scene)
            screen.pbStartScreen
            @scene.pbRefresh
            }
          end
        end
    Well i hope this helped you guys. Any questions?

    TYVM man i am going to test it out later
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    I extended the screen, however when I tried moving the menu there it won't show on any of the 'extra' screen. Is there anyway I can fix this?
     
    664
    Posts
    16
    Years
  • Try editing this line in PokemonMenu:

    Code:
    @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)

    To look like this:

    Code:
    @viewport=Viewport.new(0,340,Graphics.width,Graphics.height)
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    Try editing this line in PokemonMenu:

    Code:
    @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)

    To look like this:

    Code:
    @viewport=Viewport.new(0,340,Graphics.width,Graphics.height)

    Hmm, I'm actually being awkward and extending to the right of the screen like this:

    MenuNotShowing.png

    I changed the section you suggested to:
    Code:
    @viewport=Viewport.new(500,0,Graphics.width,Graphics.height)

    But it didn't make it work either.

    My current screen size is:
    Code:
    Screen.resize(635,345)

    (and I also changed this previously in the Menu script)
    Code:
     cmdwindow.x=500
     cmdwindow.y=0

    p.s. thank you for being so helpful! XD
     

    Nyu~♥!

    Pokémon Opal Producer
    478
    Posts
    14
    Years
  • I tried your script.
    Problem is, it totally messed up.. everything.
    I can't start a new file. :/
    It goes black, sits there for a LONG time. And then:
    Code:
    Exception: NoMethodError
    Message: private method `gsub' called for nil:NilClass
    PokemonEditor:32:in `get'
    PokemonEditor:71:in `pbGetSpeciesConst'
    PokemonEditor:507:in `pbSaveTrainerBattles'
    PokemonEditor:505:in `each'
    PokemonEditor:505:in `pbSaveTrainerBattles'
    PokemonEditor:489:in `each'
    PokemonEditor:489:in `pbSaveTrainerBattles'
    PokemonEditor:486:in `open'
    PokemonEditor:486:in `pbSaveTrainerBattles'
    PokemonTrainers:67:in `pbConvertTrainerData'
    nice script, for the first seconds it took to load the game up. 0_0'
    Now I removed it, and it's still not working..

    EDIT: and now..
    Code:
    ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: RuntimeError
    
    Message: Expected a species name: 
    
    File PBS/trainers.txt, line 
    
    
    
    
    
    Compiler:1370:in `pbCompileTrainers'
    
    Compiler:1364:in `each'
    
    Compiler:1364:in `pbCompileTrainers'
    
    Compiler:1337:in `loop'
    
    Compiler:1400:in `pbCompileTrainers'
    
    Compiler:3914:in `pbCompileAllData'
    
    Compiler:4034
    
    
    
    This exception was logged in ./errorlog.txt.
    
    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK   
    ---------------------------

    even. better. because now the system doesn't even know where the "error" is. :|
    Please help.
     
    664
    Posts
    16
    Years
  • Hmm, I'm actually being awkward and extending to the right of the screen like this:

    MenuNotShowing.png

    I changed the section you suggested to:
    Code:
    @viewport=Viewport.new(500,0,Graphics.width,Graphics.height)

    But it didn't make it work either.

    My current screen size is:
    Code:
    Screen.resize(635,345)

    (and I also changed this previously in the Menu script)
    Code:
     cmdwindow.x=500
     cmdwindow.y=0

    p.s. thank you for being so helpful! XD

    Make sure your Dual Screen script has a Graphics module edit included, if not, get the newish one from the first post.

    If it does, then edit this line:

    Code:
    @@fadeoutvp=Viewport.new(0,0,485,685)

    To this:

    Code:
    @@fadeoutvp=Viewport.new(0,0,630,320)

    when i click its still not working....

    I'll provide an example soon.

    I tried your script.
    Problem is, it totally messed up.. everything.
    I can't start a new file. :/
    It goes black, sits there for a LONG time. And then:
    Code:
    Exception: NoMethodError
    Message: private method `gsub' called for nil:NilClass
    PokemonEditor:32:in `get'
    PokemonEditor:71:in `pbGetSpeciesConst'
    PokemonEditor:507:in `pbSaveTrainerBattles'
    PokemonEditor:505:in `each'
    PokemonEditor:505:in `pbSaveTrainerBattles'
    PokemonEditor:489:in `each'
    PokemonEditor:489:in `pbSaveTrainerBattles'
    PokemonEditor:486:in `open'
    PokemonEditor:486:in `pbSaveTrainerBattles'
    PokemonTrainers:67:in `pbConvertTrainerData'
    nice script, for the first seconds it took to load the game up. 0_0'
    Now I removed it, and it's still not working..

    EDIT: and now..
    Code:
    ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: RuntimeError
    
    Message: Expected a species name: 
    
    File PBS/trainers.txt, line 
    
    
    
    
    
    Compiler:1370:in `pbCompileTrainers'
    
    Compiler:1364:in `each'
    
    Compiler:1364:in `pbCompileTrainers'
    
    Compiler:1337:in `loop'
    
    Compiler:1400:in `pbCompileTrainers'
    
    Compiler:3914:in `pbCompileAllData'
    
    Compiler:4034
    
    
    
    This exception was logged in ./errorlog.txt.
    
    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK   
    ---------------------------

    even. better. because now the system doesn't even know where the "error" is. :|
    Please help.

    That's a Pokemon Essentials error, and unless you edited anything other than the PokemonMenu script it's probably to do with that.

    Basically it's saying that in PBS/Trainers.txt it's expecting a pokemon name somewhere, and you have it blank.

    Just go through the trainers.txt file until you find a blank space, if you dont find one then just try pasting a clean version over the top.
     
    10,078
    Posts
    15
    Years
    • UK
    • Seen Oct 17, 2023
    It's still not working >< I'll show the whole of my PokemonMenu and DuelScreen codes in case there's something I've done wrong o.O:

    Spoiler:

    Thanks for all your help >< sorry for being a pain XD
     
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