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strange learn move error

  • 773
    Posts
    14
    Years
    • UK
    • Seen Dec 29, 2024
    For some reason when ever a pokemon tries to learn a move but has 4 already, the move its learning when displayed with the other 4 is always called comet punch

    i.e.
    Pikachu levels up, it tries to learn quick attack. The text at this point is correct ("pikachu would like to learn quick attack but already knows 4 moves")
    Now when i say yes to forgetting a move, the move is listed as comet punch, but with the correct stats and description

    Any idea where i can look to find why this is happening?
     
    I would start with "would like to learn" in the scripts and look through the code, it should look, I assume, newattack.move something like that... I'm not sayin its anything like this btw... But if the new move being laernt is not the same as the old move forgotten, then it could be reason move 1 in the moves.txt... I'm not on RPGMaker at the minute so I can't check myself, an idea of where to start if you haven't already
     
    Any idea where i can look to find why this is happening?
    Search for COMETPUNCH or 319.
    Are you using the old version of moves.txt? If you are the Comet Punch is the index number 4. Search for 'moveobject.id' and look if you are giving this variable for 'PBMoves.getName' method.
     
    its an old version I'm using

    After comparing my version of essentials to the latest, i think i've found the problem.
    In my version i have this line

    textpos.push([PBMoves.getName(pokemon.moves.id),120,yPos,0,Color.new(00,00,00),Color.new(255,255,255)])

    but in the latest version its
    textpos.push([PBMoves.getName(moveobject.id),120,yPos,0,Color.new(00,00,00),Color.new(255,255,255)])

    swapping to the new code seems to have sorted it


    Now i just have to find out how to stop animated battlers from pausing when on a message window
     
    i'm not sure how i'd go about it, the method seems to have a graphcis update in it already, assuming i have the right method, i may not.

    This is the method that the windows eventually call

    Code:
    def pbDisplayMessage(msg,brief=false)
     pbWaitMessage
     pbRefresh
     pbShowWindow(MESSAGEBOX)
     cw=@sprites["messagewindow"]
     cw.text=msg
     i=0
     loop do
      pbGraphicsUpdate
      pbInputUpdate
      cw.update
      if i==60
       cw.text=""
       cw.visible=false
       return
      end
      if Input.trigger?(Input::C) || @abortable
       if cw.pausing?
        pbPlayDecisionSE() if !@abortable
        cw.resume
       end
      end
      if !cw.busy?
       if brief
        @briefmessage=true
        return
       end
       i+=1
      end
     end
    end

    Its only paused when you get the x used y messages for attacks and the likes, while selecting moves or doing nothing its fine
     
    i'm not sure how i'd go about it, the method seems to have a graphcis update in it already, assuming i have the right method, i may not.

    This is the method that the windows eventually call

    Its only paused when you get the x used y messages for attacks and the likes, while selecting moves or doing nothing its fine

    That's the message that displays during a battle... Use a graphics update in that
     
    Last edited:
    Try using Graphics.update, directly under, pbRefresh.

    Your method is different to mine for some reason, so I may of looked into this the wrong way.
     
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