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Overview Tutorials and Resources Requests

This is an informative overview thread.
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xUMG

Hoho-oh?
Member
Joined
Oct 16, 2017
Posts
110
looking for some resources from BW characters: surfing, diving, fishing, bike. I need them, it would be really helpful.
I know there are those from The Spriet Resource but i am not good with aligning sprites

This here could hep you out, that is if you mind downloading an entire game kit. Here's another one.
 
Last edited:

Keileon

Sardonyx's Kyuubi
Member
Joined
Jun 28, 2017
Posts
86
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!
 

CrimsonTy

Just some guy
Member
Joined
Apr 1, 2017
Posts
133
Is there any place with a download for every gen 6 pokemon front and back sprites in a DPP style?
 

Kioshi Hoshitsuya

Trainer
Member
Joined
Mar 4, 2018
Posts
51
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
Joined
May 27, 2018
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
 
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.
 
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
Joined
Mar 23, 2017
Posts
20
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
Joined
Jan 10, 2018
Posts
18
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!
 

FloofyPanthar

Gen 5 Guru
Member
Joined
Apr 1, 2017
Posts
56

thebigguy270

Trainer
Member
Joined
Jul 13, 2018
Posts
51
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

Cooltrainer
Member
Joined
Mar 10, 2018
Posts
125
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?
 

chikorita

Novice
Member
Joined
Apr 2, 2017
Posts
33
Does anybody have the PWT from LukasSJ? I went to his site, but it seems that he get rid of the universal plugin installer...
 
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