Overview Tutorials and Resources Requests

Keileon

Sardonyx's Kyuubi
Member
Posts
71
Does anyone know if someone's taken the trainer classes added in gen 6 + 7 and made gen 5 style overworlds for them? (or even gen 4 since those are editable, but gen 5 is preferred). Thanks!
 

Larvestaable

Jet Black Hero
Member
Posts
57
Is there any place with a download for every gen 6 pokemon front and back sprites in a DPP style?
 
Posts
52
Does anyone have the X/Y, OR/AS, S/M/US/UM stats increase and decrease sound effect? I tried searching it up but I didn't find anything. If someone does find it please post it here. Thanks in advance!
 

FunnySpriter

Novice
Member
Posts
14
im having a problem this error showed saying wrong number of arguments (5 for 2) here is my script
#===============================================================================
# Cut
#===============================================================================
def Kernel.pbCut
possiblemoves=[:CUT,:SLASH,:LEAFBLADE,:NIGHTSLASH]
if $DEBUG ||
(HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORCUT : $Trainer.badges[BADGEFORCUT])
for i in possiblemoves
move=getID(PBMoves,i)
movefinder=Kernel.pbCheckMove(move)
if $DEBUG || movefinder
Kernel.pbMessage(_INTL("This tree looks like it can be cut down!\1"))
if Kernel.pbConfirmMessage(_INTL("Would you like to cut it?"))
speciesname=!movefinder ? $Trainer.name : movefinder.name
Kernel.pbMessage(_INTL("{1} used {2}!",speciesname,PBMoves.getName(move)))
pbSEPlay("frlg_cut",100)
pbHiddenMoveAnimation(movefinder)
return true
end
else
Kernel.pbMessage(_INTL("This tree looks like it can be cut down.")) if i==possiblemoves[possiblemoves.length-1]
end
end
else
Kernel.pbMessage(_INTL("This tree looks like it can be cut down."))
end
return false
end

HiddenMoveHandlers::CanUseMove.add(:CUT,:SLASH,:LEAFBLADE,:NIGHTSLASH,proc{|move,pkmn|
if !$DEBUG &&
!(HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORCUT : $Trainer.badges[BADGEFORCUT])
Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
return false
end
facingEvent=$game_player.pbFacingEvent
if !facingEvent || facingEvent.name!="Tree"
Kernel.pbMessage(_INTL("Can't use that here."))
return false
end
return true
})

HiddenMoveHandlers::UseMove.add(:CUT,:SLASH,:LEAFBLADE,:NIGHTSLASH,proc{|move,pokemon|
if !pbHiddenMoveAnimation(pokemon)
Kernel.pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move)))
end
facingEvent=$game_player.pbFacingEvent
if facingEvent
facingEvent.erase
$PokemonMap.addErasedEvent(facingEvent.id)
end
return true
})

what the problem
 

Aki

Starry eyed
Administrator
Posts
338
im having a problem this error showed saying wrong number of arguments (5 for 2) here is my script
#===============================================================================
# Cut
#===============================================================================
def Kernel.pbCut
possiblemoves=[:CUT,:SLASH,:LEAFBLADE,:NIGHTSLASH]
if $DEBUG ||
(HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORCUT : $Trainer.badges[BADGEFORCUT])
for i in possiblemoves
move=getID(PBMoves,i)
movefinder=Kernel.pbCheckMove(move)
if $DEBUG || movefinder
Kernel.pbMessage(_INTL("This tree looks like it can be cut down!\1"))
if Kernel.pbConfirmMessage(_INTL("Would you like to cut it?"))
speciesname=!movefinder ? $Trainer.name : movefinder.name
Kernel.pbMessage(_INTL("{1} used {2}!",speciesname,PBMoves.getName(move)))
pbSEPlay("frlg_cut",100)
pbHiddenMoveAnimation(movefinder)
return true
end
else
Kernel.pbMessage(_INTL("This tree looks like it can be cut down.")) if i==possiblemoves[possiblemoves.length-1]
end
end
else
Kernel.pbMessage(_INTL("This tree looks like it can be cut down."))
end
return false
end

HiddenMoveHandlers::CanUseMove.add(:CUT,:SLASH,:LEAFBLADE,:NIGHTSLASH,proc{|move,pkmn|
if !$DEBUG &&
!(HIDDENMOVESCOUNTBADGES ? $Trainer.numbadges>=BADGEFORCUT : $Trainer.badges[BADGEFORCUT])
Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
return false
end
facingEvent=$game_player.pbFacingEvent
if !facingEvent || facingEvent.name!="Tree"
Kernel.pbMessage(_INTL("Can't use that here."))
return false
end
return true
})

HiddenMoveHandlers::UseMove.add(:CUT,:SLASH,:LEAFBLADE,:NIGHTSLASH,proc{|move,pokemon|
if !pbHiddenMoveAnimation(pokemon)
Kernel.pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move)))
end
facingEvent=$game_player.pbFacingEvent
if facingEvent
facingEvent.erase
$PokemonMap.addErasedEvent(facingEvent.id)
end
return true
})

what the problem
This is a resource request thread and not a help thread, so please post here next time. Anyway I plugged in what you posted and got an error too, but it specifically mentioned that the error was on line 218.

Line 218 is specifically this one:
HiddenMoveHandlers::CanUseMove.add(:CUT,:SLASH,:LEAFBLADE,:NIGHTSLASH,proc{|move,pkmn|
On the wiki page we were talking about, it points out a couple of specific lines that need to be changed:
HiddenMoveHandlers::CanUseMove.copy(:CUT,:SLASH,:LEAFBLADE,:NIGHTSLASH)
HiddenMoveHandlers::UseMove.copy(:CUT,:SLASH,:LEAFBLADE,:NIGHTSLASH)
So I changed that one word, and compiled the game again. I then got the same error for line 232, but it was that second line pointed out on the wiki, so I changed the same thing there too. The game then compiled without an error message, so I think that small change was the only issue.
 

Aki

Starry eyed
Administrator
Posts
338
Anybody ever formatted gen the 4 NPCs for their game?
There's raw resources available of the sprites, it's just a time sink to format them all for Essentials and I'd bet that a lot of people are doing/have done the exact same work.
I'm quoting myself from a year ago because I'm looking again.
I've found this pack full of recolors and half done sprite sheets, and there's this pack but the link goes through an ad and leads to the Chrome store...Is there an existing pack for gen 4 overworlds, or has everyone been formatting themselves?
 

moca

Aki's Favorite; Next Mod
Member
Posts
21
I'm quoting myself from a year ago because I'm looking again.
I've found this pack full of recolors and half done sprite sheets, and there's this pack but the link goes through an ad and leads to the Chrome store...Is there an existing pack for gen 4 overworlds, or has everyone been formatting themselves?
I downloaded this pack years ago named "Neo-Spriteman's Resource Pack" and when I googled the name, this thread came out. It seems like some people reuploaded the resources on this page. Hope this helps!
 

Uax

Novice
Member
Posts
13
Hi guys! To learn unity I'm actually programming a copy of gen 2 pokemon game (gold,silver,crystal) but multiplayer. I already found the tilesets I need, but I'm not yet be able to find the water/flower animation images (I mean the sequence of 3-4 tiles).

If anyone got luckier and is willing to share them I would appreciate a lot!
 

Vendily

Trainer
Member
Posts
59

thebigguy270

Rookie
Member
Posts
2
Now that the old Elite Battle System link is down, has someone reuploaded it somewhere?
I'm trying to animate my trainers in the battle screen.
 
Last edited:

Marina

Trainer
Member
Posts
79
Can I ask for a tutorial on how to implement the bank system in your game?
I've been following PE Wikia Tutorial on how to add this, but I just don't get it and don't know how to call the script?
 
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