• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

Status
Not open for further replies.
249
Posts
16
Years
    • Age 35
    • Seen Jul 24, 2011
    Still ain't going. I don't have a clue what this means :(

    it means what pokemon you encounter and what level they will be, and by the way, there is a problem with this list. in one of the listings of pokemon you have 11 pokemon instead of 12, that could cause a problem

    Look Again.


    You Should Have 12 Not 11.
    Now Add One More Pokemon To This List!

    P.S. Flameguru Can You Please Tell Me How To Edit The Intro...Your Tutorial Didn't Tell Me How.:\

    That's actually easer then most people think, open your game in the editor, then click on the map that is titled "intro" and click in the uper left hand corner of the map
    <-- left right -->

    there is actually an event in this corner, that's the event, just change the speech to what ever you want. (if you want anything else difrent in the intro just let me know)
     
    Last edited:

    -BlackShadow-

    Shadow King
    62
    Posts
    16
    Years
    • Age 29
    • U.S.
    • Seen Jul 13, 2009
    Tanks

    That's actually easer then most people think, open your game in the editor, then click on the map that is titled "intro" and click in the uper left hand corner of the map
    <-- left right -->

    there is actually an event in this corner, that's the event, just change the speech to what ever you want. (if you want anything else difrent in the intro just let me know)

    Thanks but, I still Have A Little Problem When I Test Play My Game I End Up With 50 Of Every Item!!!???

    I Need Help.
     

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
    Years
    • Seen yesterday
    Thanks but, I still Have A Little Problem When I Test Play My Game I End Up With 50 Of Every Item!!!???

    I Need Help.

    That only happens in PlayTest Mode. When you distribute your game to people they wont have any items at all until you give them to them. The reason poccil coded that feature in was to better show off stuff in the game (So instead of taking many tries to catch pokemon you get it once with the master bal)
     

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    i just noticed something about the connections.txt file, and the seamless mapping, the north an south functions dont work, i just puts the map on the east or west depending on which one you put first east or west.

    seamlessteleportproblemfd5.png

    and this is what I have in the text file in regardes to this map.
    Code:
    7,South,0,8,North,0
     
    Last edited:
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    My demo has an east-and-west connection; unfortunately I didn't test north and south yet. That's what I will do.

    ** Yes, you're right, that is a problem in the current release.

    To set certain events to happen only at night, you can use a script-based conditional statement like this:
    Code:
    Time.now.hour<6 || Time.now.hour>=20

    The problem was that the script failed to read the map connections file correctly. Here is the correct version of the function (in the script section PokemonMap):
    Code:
     def getMapConnections
      if !$MapConnections
       $MapConnections=readSerialRecords("PBS/connections.dat")
       for i in 0...$MapConnections.length
        conn=$MapConnections[i]
        v=getMapEdge(conn[0],conn[1])
        if conn[1]==2||conn[1]==4
         conn[1]=v
        else
         conn[1]=conn[2]
         conn[2]=v
        end
        v=getMapEdge(conn[3],conn[4])
        if conn[4]==2||conn[4]==4
         conn[4]=v
        else
         conn[4]=conn[5]
         conn[5]=v
        end
       end
      end
      return $MapConnections
     end
     
    Last edited:

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    ah, okay well I can;t wait till you get it working the seamless teleports are really awsome.

    Is there a way to set a Pokemon's gender, like your starters?
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    I provided a fix to the map connections problem above.

    The Pokemon class doesn't provide a function to set the gender of a Pokemon; however you can add this method below (which is untested) to the PokeBattle_Pokemon class:

    Code:
    def setGender(female)
     dexdata=File.open("PBS/dexdata.dat","rb")
     dexdata.pos=76*(@species-1)+18
     genderbyte=dexdata.fgetb
     dexdata.close
     case genderbyte
      when 255
       return false # genderless
      when 254
       return female # always female
      when 0
       return !female # always male
      else
       loop do
        value=rand(256)
        if female==(value<genderbyte)
         @personalID&=~0xFF
         @personalID|=value
         return true
        end
       end
     end
    end

    To use it, call pokemon.setGender(X) where X is true for female, and false for male. The function returns true if the gender was set, or false if the gender can't be set.
     
    441
    Posts
    18
    Years
    • Seen Oct 26, 2016
    Thanks for answering my last question.

    But I have another XD
    How do you change the battle backrounds?
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    I've released a new update to Pokemon Essentials today. For reference, here are the script sections that were modified:

    Added: PokemonWeather
    Changed: Walk/Run
    Changed: Game_Character 1
    Changed: SpriteWindow
    Changed: PokemonUtilities
    Changed: PokemonEvolution
    Changed: PokemonMart
    Changed: Scene_Map
    Changed: PokemonLoad
    Changed: PokemonScreen
    Changed: PokemonMessages
    Changed: PokemonTrainers
    Changed: PBItems
    Changed: PokemonMap
    Changed: PBSpecies
    Changed: PokeBattle_Battle
    Changed: PokemonItems
    Changed: PokemonField
    Changed: Spriteset_Map
    Changed: Compiler
    Changed: WindowAndTilemap
    Changed: Game_Player*
    Changed: PokemonEntry
    Changed: PokemonSave

    To change the battle background:

    Notice the line of code at line 927 of the script section PokeBattle_ActualScene:
    Code:
    pbAddPlane("battlebg","Graphics/Pictures/battlebg.png",@viewport)
    The filename "Graphics/Pictures/battlebg.png" is the tiled picture for the battle background. You can change that file or change the filename on this line. For advanced handling, you can control which file will be used for the background in script, which could look like this for example (this code is untested):
    Code:
     if pbGetMetadata($game_map.map_id,MetadataOutdoor) # If outdoors
      if Time.now.hour<6 || Time.now.hour>=20 # If night
        pbAddPlane("battlebg","Graphics/Pictures/battlebgNight.png",@viewport)
      else
        pbAddPlane("battlebg","Graphics/Pictures/battlebgDay.png",@viewport)
      end
     else # If indoors
      pbAddPlane("battlebg","Graphics/Pictures/battlebg.png",@viewport)
     end
    (battlebgNight.png and battlebgDay.png are just examples, they don't exist in the Pokemon Essentials distribution.)
    The files Graphics/Pictures/enemybase.png and Graphics/Pictures/playerbase.png are "coasters", if you will, where active
    Pokemon are placed. Those two files are also customizable.
     

    .:Sam:.

    The road goes ever on and on!
    158
    Posts
    18
    Years
  • This is moving incredibly fast, but may I ask. Have you released the update you mentioned, onyour site it says the latest version was released on the 22nd.
     

    Sizzle3003

    Cows = Cool :O
    25
    Posts
    16
    Years
  • Poccil I just have to say, I think you've made one of the best starter kits ever ^^ I was wondering if you can add water reflections? I can add them myself with an event but it when it gets to the edge of the water the reflection part leaks on to the grass and doesn't look right, ty.
     

    -BlackShadow-

    Shadow King
    62
    Posts
    16
    Years
    • Age 29
    • U.S.
    • Seen Jul 13, 2009
    Thank You Yet Again

    That only happens in PlayTest Mode. When you distribute your game to people they wont have any items at all until you give them to them. The reason poccil coded that feature in was to better show off stuff in the game (So instead of taking many tries to catch pokemon you get it once with the master bal)
    Thank You Again. I Am New At This. So I Hope You Don't Get Irritated But, What Script Do I Use To Give The Player An Item And What Is The Script To Give A Player A Pokemon?
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    To add an item, use something like this:
    Code:
    Kernel.pbItemBall(::PBItems::POTION) # Item ID
    Since adding the item may fail, this script statement should normally appear in a "Conditional Branch" event command.

    To add a Pokemon, use something like this:
    Code:
    Kernel.pbAddPokemon(::PBSpecies::CASTFORM,25) # Species ID and level
    Adding a Pokemon may also fail, so this statement should also appear in a "Conditional Branch" event command. You can modify that function, which is located in PokemonUtilities,
    to remove the messages.
     

    -BlackShadow-

    Shadow King
    62
    Posts
    16
    Years
    • Age 29
    • U.S.
    • Seen Jul 13, 2009
    Thank You

    To add an item, use something like this:
    Code:
    Kernel.pbItemBall(::PBItems::POTION) # Item ID
    Since adding the item may fail, this script statement should normally appear in a "Conditional Branch" event command.

    To add a Pokemon, use something like this:
    Code:
    Kernel.pbAddPokemon(::PBSpecies::CASTFORM,25) # Species ID and level
    Adding a Pokemon may also fail, so this statement should also appear in a "Conditional Branch" event command. You can modify that function, which is located in PokemonUtilities,
    to remove the messages.

    Thank You. I Don't Have Any More Questions Right Now.
     

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    where do you set the players walking sprites and such?

    also when i run the intro, and get to the part where you pick boy or girl, after i pick my choice the game freezes. im not sure why, no error message appears just just freezes...=[
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    where do you set the players walking sprites and such?

    also when i run the intro, and get to the part where you pick boy or girl, after i pick my choice the game freezes. im not sure why, no error message appears just just freezes...=[

    Thanks for your private messages. I'm glad you solved the problem.
     
    249
    Posts
    16
    Years
    • Age 35
    • Seen Jul 24, 2011
    hm... i think i'll wait to update all my stuff to the next release until this weekend, you update it so fast it would be kind of pointles for me to upgrade mine every other day ^.^ your THE best programer i have ever met. =D
     

    Demonic Budha

    semi-good RMXPer (not script)
    192
    Posts
    18
    Years
  • i too will jump on the bandwagon, thi is an extemly excellent starter kit.
    Some amazing scripts in there.
    Thank you extremly for the help you are providing to the community Poccil.
    (and Flameguru, as you seem to be helping alot aswell)
     
    Status
    Not open for further replies.
    Back
    Top