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Missing Content Squad

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DracoHouston

Kolben Developer
Contributor
I havent finish downloading yet. I wonder if he work on the ledges yet.
nope, no new ledges. that'd be a big change, and he's gotta make them possible before we go through and 3d up the ledges

im starting a new game, gunna fight youngster joey and get my pokedex, then look at how trainers work :D i'll make a thread about it when i figure it out

lol trainer battles are so cute. i like the trainer sprite behind their pokemon :) it'd be nicer with the high res sprites but i guess this makes it easier to do player battles
 

DracoHouston

Kolben Developer
Contributor
this is fairly simple. instead of putting it in the action subtag its just a script command, much better idea imo
this is youngster joey, his script is simple.
Code:
@Trainer:001
:end
in the same folder is 001.trainer
Code:
64
Youngster
Joey
OK let's do this!~My Rattata is top~percentage!
But it is top percentage...
14
1|19,4
2|
3|
4|
5|
6|
first line is money for winning. then trainer class, then name, then start text before battle, then what he says on defeat. if you talk to him again he says the defeat line. after that is his skin, 14.xnb, the next 6 lines are of course the party. he has 1 pokemon, a level 4 rattata.

it'd be very easy to add your own, except there aren't many pokemon or moves to choose from. hopefully that isn't a problem in a week or so ;)

some suggestions for this system, the trainer command should return a when like @option does, for greater flexibility with scripting. the elder in sprout tower for example will have to give the TM for flash. and when you talk to him again he says something different to his defeat line. having the lines for the battle itself in the trainer file is a good idea, but some other fields you will need to have for gym leaders: text when they bring out their last pokemon and text when their last pokemon is on low health.

update:
It leaves a registry entry in your save, for this trainer it is "trainer_001". if you have that in your registry he is flagged as defeated, to reset him you can delete the registry from the save. it appears to be no different from other registry entries so you could probably reset him by unregistering that entry in a script. this would be a good reason to let trainer npcs use all their scripting after a battle based on outcome, so if you fail a battle half way through a gauntlet or something you'd be sent back to the nearest pokemon center with all the trainers reset etc
 

Saruish

Dragon Tamer
yup very easy. it actually looks better. Tho I much rather have trainier animation in the back ground then just their .png in the background. Along with critical hit mugg shots of both the trainier and pokemon.
 

DracoHouston

Kolben Developer
Contributor
yup very easy. it actually looks better. Tho I much rather have trainier animation in the back ground then just their .png in the background. Along with critical hit mugg shots of both the trainier and pokemon.
yeah i'd really love the trainer's sprites from the battle to be there but what about player battles? do we even have sprites for all of them like that? with firered/leafgreen and heartgold/soulsilver its possible every characters got sprites like that. its his first implementation so its hard to tell what his plans are for them.
 

Saruish

Dragon Tamer
yup very easy. it actually looks better. Tho I much rather have trainier animation in the back ground then just their .png in the background. Along with critical hit mugg shots of both the trainier and pokemon.
yeah i'd really love the trainer's sprites from the battle to be there but what about player battles? do we even have sprites for all of them like that? with firered/leafgreen and heartgold/soulsilver its possible every characters got sprites like that. its his first implementation so its hard to tell what his plans are for them.
True.
 

DracoHouston

Kolben Developer
Contributor
i am doing pokemon defs etc again
http://dracohouston.net/pokemon/PokemonClasses/
http://dracohouston.net/pokemon/PokemonClasses/gifs/

nilllzz GEN 1 IS DONE!!
http://dracohouston.net/pokemon/PokemonClasses/Gen1PokemonClasses.zip

also, again, i really need that sprite sheet maker for the pokemon, there's so many gifs to do :eek:

up to #125 Electabuzz
A Magikarp living for many years can leap a mountain using Splash. The move remains useless, though.

#130 Gyarados
hmm, looking at the pokemon class and there's no support for multiple evolutions that I can see. support for different conditions is there though, i haven't filled out the evolution levels because it isnt in the form and there's no time when i aim to do 231 of them lol. i checked because i got to eevee and wondered if i could manually set the id for every possible evolution
this is dewgong, which i arbitrarily dragged into my ide
Code:
        Me.Evolution = 0
        Me.Devolution = 86
        Dim EvolutionCondition1 As New EvolutionCondition(True, False, False, False)
        EvolutionCondition1.Level = 16
        EvolutionConditions.Add(EvolutionCondition1)
a simple fix would be to put evolution into the evolution conditions. so that you can have things like slowpoke's evolutions where he can level via level or if it is traded with a certain item he turns into a different one instead. whatever evolution condition is met first triggers an evolution to the pokemon id stored in the condition
#135 Jolteon
#140 Kabuto
#145 Zapdos
#151 Mew ;D
 

Saruish

Dragon Tamer
i am doing pokemon defs etc again
http://dracohouston.net/pokemon/PokemonClasses/
http://dracohouston.net/pokemon/PokemonClasses/gifs/

nilllzz GEN 1 IS DONE!!
http://dracohouston.net/pokemon/PokemonClasses/Gen1PokemonClasses.zip

also, again, i really need that sprite sheet maker for the pokemon, there's so many gifs to do :eek:

up to #125 Electabuzz
A Magikarp living for many years can leap a mountain using Splash. The move remains useless, though.

#130 Gyarados
hmm, looking at the pokemon class and there's no support for multiple evolutions that I can see. support for different conditions is there though, i haven't filled out the evolution levels because it isnt in the form and there's no time when i aim to do 231 of them lol. i checked because i got to eevee and wondered if i could manually set the id for every possible evolution
this is dewgong, which i arbitrarily dragged into my ide
Code:
        Me.Evolution = 0
        Me.Devolution = 86
        Dim EvolutionCondition1 As New EvolutionCondition(True, False, False, False)
        EvolutionCondition1.Level = 16
        EvolutionConditions.Add(EvolutionCondition1)
a simple fix would be to put evolution into the evolution conditions. so that you can have things like slowpoke's evolutions where he can level via level or if it is traded with a certain item he turns into a different one instead. whatever evolution condition is met first triggers an evolution to the pokemon id stored in the condition
#135 Jolteon
#140 Kabuto
#145 Zapdos
#151 Mew ;D
yays 1st gens! Now I can get my gastly well soon i can...
 

DracoHouston

Kolben Developer
Contributor
http://dracohouston.net/pokemon/tools/
extract gifmaker somehwere and put the other exe somewhere too then you go to your /pokemon/content/pokemon/animations/ folder (use another copy of the game like I do to make sure you don't mess up your main install!). You need a folder for that pokemon. lets make meowth.

next we take german wiki gifs, they're here for 21-151 http://dracohouston.net/pokemon/PokemonClasses/gifs/ and we make 4 folders named like this and drag em into the correct one. _s means shiny. there are no support for genders so for pokemon with different gender sprites pick one of the genders and use that.


so once thats done we go into gif maker, it'll look like this. you click add gif/movie and add each gif in their folders. it doesnt matter what theyre called they just need to be gifs in those folders.

With them all added you start the queue and they are split into pngs like so

then you get the pokemon sprite maker out, it looks like this, you click search path and look for the /pokemon/content/pokemon/animations/pokemonname folder.

once you have that set you click add and it will find all the split frames, click start all and it will give you pngs in the folder set up top. those can be compiled into xnbs to become the idle animation sprites for pokemon in this game.
 

DracoHouston

Kolben Developer
Contributor
i will not be working on sprites and maps at all for a little while, because i have to work on the editor, but hopefully that helps you guys get the whole work flow set up

the create folder button in the 2nd program makes the Front Back etc folders for you, you have to make the one for your pokemon's name though
 

Saruish

Dragon Tamer
http://dracohouston.net/pokemon/tools/
extract gifmaker somehwere and put the other exe somewhere too then you go to your /pokemon/content/pokemon/animations/ folder (use another copy of the game like I do to make sure you don't mess up your main install!). You need a folder for that pokemon. lets make meowth.

next we take german wiki gifs, they're here for 21-151 http://dracohouston.net/pokemon/PokemonClasses/gifs/ and we make 4 folders named like this and drag em into the correct one. _s means shiny. there are no support for genders so for pokemon with different gender sprites pick one of the genders and use that.


so once thats done we go into gif maker, it'll look like this. you click add gif/movie and add each gif in their folders. it doesnt matter what theyre called they just need to be gifs in those folders.

With them all added you start the queue and they are split into pngs like so

then you get the pokemon sprite maker out, it looks like this, you click search path and look for the /pokemon/content/pokemon/animations/pokemonname folder.

once you have that set you click add and it will find all the split frames, click start all and it will give you pngs in the folder set up top. those can be compiled into xnbs to become the idle animation sprites for pokemon in this game.
Nice it will take me a bit to find where your at.
 
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