View Full Version : Tips for the Pokemon cbs
MechZero
August 10th, 2005, 05:08 PM
I posted this on many forums well here it is.
Ok some people say its extreamly hard well its not it's well very easy if you ask me.
The 1st thing you should do is.
Creat around 400 variables 1 variable=1 pokemon[and try to name them as the pokemon's name]
then do the same for switches but have it as Captured Pokemons name
Now create the basic variables Like cursorX and Y and some X Y variables for easy picture placeing.
Now lets create a check system
best if you do in commen events in the database
heres an example of what 1 code should be
Fork-If Pikachu is in party
Variable-???Pikachu-set 1
switch-captured pikachu on
call event Pikachu is in battle[his hp and PP[mp]
els case
Now create a Pokemon switch system By god I wish the events would go higher than 100 lol or is that just rm2k oh well create a page for each pokemon[of each slot]
now if the Pokemon is in you party we need to creat some variables lets name them Pokemon Slot 1 Pokemon slot 2 Pokemon slot 3 Pokemon slot 4 and Pokemon slot 5[I think you get it]
Now we all know the Pokemon will never be in the 1st slot because of the hero[trainer]
but thats why we are using variables.
[Make a map for this part]
I don't understand the Pokemon system fully but well Im getting it.
Now for items well just look for an Custom Items tutorial On Http://www.gamingw.net or some other rm2k3 site.
now all ya gotta do is create some custom menu's and attack slots and ur done lol.
rpg pokemon
August 28th, 2005, 08:27 PM
Thanks that helped i will see if i can do it.
Dudedude
September 14th, 2005, 12:47 PM
I am twisted....help me,pls!
funnybunny
September 14th, 2005, 03:04 PM
That is a prety stupid idea to, do to be honest. It would take a massive amount of time to get a result that let's you know what pokemon you have :\. And you still can't have the same pokemon.
Okay, here is how I did the Pokemon in the CBS in PKM Champion:
.:: Consept. ::.
Basicly all Pokemon are variable, just numbers. (So no hero's)
I just had a lot of variable per pokemon.
.:: Variables. ::.
There variable are for 1 Pokemon:
Var PKM ID
Var Lvl
Var HP
Var HP max
Var Exp
Var Attack slot 1
Var Attack slot 2
Var Attack slot 3
Var Attack slot 4
.:: Using the data. ::.
All I did was using the numbers to build up the stats for the Pokemon, most of the stats things are done with calculating them from the lvl of the Pokemon. To show a picture of the Pokemon just use the "var PKM ID", easyest is by useing the original Pokemon IDs' for that.(1 = bulbasaur, etc.)
___________
Tip, you can save some variables by "fusing" some variables. You can use one varibale for the PKM ID with lvl and HP with Hp max.
You have to use modding to seperate them and store them in a "temp" variable. More infromation about modding is in my Picture displaying numbers (http://www.pokecommunity.com/showthread.php?t=41777) tutorial.
.:: Catching. ::.
This is just as "easy" as the rest of the stuff. Just use for you enemy pokemon about the same variable(so a new serie for the enemy) then you can copy the numers to the variables of a team Pokemon. It saves some time with converting them.
___________
That is it, I hope you get it. Feel free to post comments or questions.
PS: help is made for RM2k(3) use.
another_yagami
September 17th, 2005, 04:41 AM
i use some variables like this:
PKMN1_ID = number of pokemon real id (in my demo the number set is 25 = pikachu)
PKMN1_ATK = pokemon atack value
PKMN1_DEF = pokemon def value
PKMN1_SPD = pokemon speed value
PKMN1_HP = pokemon actual HP
PKMN1_MaxHP = Pokemon max HP
PKMN1_SP_ATK = pokemon special atack
PKMN1_SP_Def = pokemon special Defense
PKMN1_exp = part of exp gives in battle (if an 2° pokemon has participate of the battle the value is / to 2 and the variable PKMN2_exp take the half of experience)
PKMN1_Type1_ID = its for use in damage calculation (weakness/resistance)
if your pokemon is eletric.. the value is 6 (this value is comparated with the enemy type id and later calc's the damage)
PKMN1_Type2_ID = the same as above
====================================
PKMN1_Slot1 = atack slot variable.. (if its have an value above 0, like 1 for example, an common event will decifrate it in menu battle. like this:
pp1 = PKMN1_Slot1
If pp1 = 1
Show picture Tackle (X coordinate Ycoordinate)
call event: attack_menu
else
If pp1 = 2Show picture Leer (X coordinate Ycoordinate)
call event: attack_menu
...
is the same with other ppslots variables.
=====================================
aux Variables: its an variables that can be Altered without Touch the original pokemon stats values.. its some examples
in start of battles for example:
TempAtk = Pkmn1_atk
With this some atacks like growth can take some efects, but only in battle, but the variable pkmn1_atk not participate directly of the battle system.. its only an rtefernce for Temporary variables Like tempatk. in end of battle the temp_atk is set to 0.
if an other pkmn enter in battle the tempatk is reseted and set to the
Pkmn_2_atk for example... this variables protect the others for permanently alteration of status..
(Sorry if i cant be expressive with this explication) :(
=====================================
its some of my variables
Some questions? here is my msn:
Marcosbruno_mb@hotmail.com
See ya!
Another_yagami
Berino
September 18th, 2005, 04:47 PM
I'm really confused.
Can 1 of u make me a CBS and send me it by PM. I will give u Full Credit and maybe you cud help me with more of my game. Thanks
Blizzy
September 18th, 2005, 05:12 PM
.:: Catching. ::.
This is just as "easy" as the rest of the stuff. Just use for you enemy pokemon about the same variable(so a new serie for the enemy) then you can copy the numers to the variables of a team Pokemon. It saves some time with converting them.
so the catching system will be something like this:
Var Random = random 0 to 100
if Var Random >= 20
Var PKM ID = Var Enemy.id
Var Lvl = Var Enemy.level
Var HP = Var Enemy.hp
Var HP max = Var Enemy.maxhp
Var Exp = Var Enemy.exp
Var Exp_Next = Var Enemy.exp_next
Var Attack slot 1 = Var Enemy.attack_1
Var Attack slot 2 = Var Enemy.attack_2
Var Attack slot 3 = Var Enemy.attack_3
Var Attack slot 4 = Var Enemy.attack_4
end
another_yagami
September 18th, 2005, 08:10 PM
so the catching system will be something like this:
Var Random = random 0 to 100
if Var Random >= 20
Var PKM ID = Var Enemy.id
Var Lvl = Var Enemy.level
Var HP = Var Enemy.hp
Var HP max = Var Enemy.maxhp
Var Exp = Var Enemy.exp
Var Exp_Next = Var Enemy.exp_next
Var Attack slot 1 = Var Enemy.attack_1
Var Attack slot 2 = Var Enemy.attack_2
Var Attack slot 3 = Var Enemy.attack_3
Var Attack slot 4 = Var Enemy.attack_4
end
=====================
its realy something like this
but you have to see if your party have space to add this pkmn
its an code:
if pkmn1_id > 0
if Pkmn2_id >0
if pkm3_id >0
if pkmn4_id >0
if_Pkmn5_id>0
If Pkm6_id > 0
note: here you can send them to computers
if switch box 1 = on
if slot 1=0
temppc_id = en_temp_id
temppc_hp = en_temp_max_hp (its for heal your pkmn when its transfered to a box)
temppc_max_hp = en_temp_max_hp
temppc_atk = entempatk
temppc_def = entempdef
temppc_spd = entempspd
temppc_spatk = entempsp_atk
temppc_spdef = entemp_Spdef
temppc_type_id1 = entemp_id1
temppc_type_id2 = entemp_id2
else
<>; nothing here
else (its the else of 2° if )
pkmn2_id = entemp_id
pkmn2_hp = entemp_hp
pkmn2_maxhp = entemp_maxhp
pkmn2_atk = entempatk
pkmn2_def = entemp_def
pkmn2_spd = entemp_spd
pkmn2_spatk = entemp_spatk
pkmn2_spdef = entemp_spdef
pkmn2_id1 = entemp_id1
pkmn2_id2 = entemp_id2
<>:
else
its = than else above.. but you can modify the variable pkmn2_ to pkmn3_
its valid to others else.
=======================================
See ya!
Another_yagami
pokemon programer
September 21st, 2005, 01:14 AM
i am new at this so could somebody tell me what rpgmaker this is for
Swizzler121
September 21st, 2005, 04:58 AM
this tutorial is for RPG maker XP I haven't tred using it yet cause I already am using a battle system (THX again Another_Yagami!)
funnybunny
September 21st, 2005, 06:02 AM
Actully it's for both, this are just tips not actual codes.
Onyxrhapsody87
October 5th, 2005, 12:39 AM
This is probably a dumb question but is this for the RMXP? Because it seems like scripiting this stuff out might be a little easier if you knew how...
Cursed
October 5th, 2005, 01:41 AM
No, it's just tips. Read other posts before you post an already answered question.