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

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386
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  • Seen Aug 10, 2015
I checked my script code, and in principle nothing prevents you from assuming that there are more than eight badges, though in the Trainer Card and for the purpose of hidden moves, only the first eight badges are important.

Oh, one tiny change in the "numbadges" function in script section PokeBattle_Trainer:

Code:
def numbadges # Number of badges
 ret=0
 for i in 0...[b]@badges.length[/b]
  ret+=1 if @badges[i]
 end
 return ret
end
 
209
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I've got a question - I know I can change player graphics only by calling script like in intro. (0) means Red (I know I can change graphics by materialbase), and (1) means Crystal. But I want also to add some images to (2), (3) etc, because I need more characters for game, how can I do that?
 

|Maximus|

I'm back~
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I've got a question - I know I can change player graphics only by calling script like in intro. (0) means Red (I know I can change graphics by materialbase), and (1) means Crystal. But I want also to add some images to (2), (3) etc, because I need more characters for game, how can I do that?
Edit the sprites in paint.

Poccil I would just add that in the script?

EDIT:The script doesn't work when I add it.
 
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209
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Argh, you didn't read what I wrote! I want to have possibillity to change player into 3 or 4 sprites. For Esample 3 characters playable, with this I can make only 2, so how can I add 3rd sprite to a script, that changes player.
 

OblivionMew

Spriter in the Making!
67
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hey poccil, couldn't you make a national dex by editing the script so in the pokemon.txt where it says it's dex number
eg. Treeko
[252]
Name=TREECKO
InternalName=TREECKO

change it to
[001, 252]
Name=TREECKO
InternalName=TREECKO

The first number being the region dex and the second being the national dex.

Would you be able to do this?
 
386
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Oblivion Mew:

Thank you for the idea. I was wondering about the best way to support a regional Pokedex. I will consider supporting it.
 

NytewolfAU2k7

Game Modder & Creator
175
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17
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One feature I'd like in the kit would be a coin case script or something to that effect, it'd be kinda cool for ingame mini-games, not necessarily gambling...
 

|Maximus|

I'm back~
836
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Poccil this is what I ahve for the badge thing: <>Script: Trainer.badges[0]=true
 
386
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axibar:

That's "$Trainer", with a "$" sign.

NytewolfAU2k7:

One feature I'd like in the kit would be a coin case script or something to that effect, it'd be kinda cool for ingame mini-games, not necessarily gambling...

That feature is already supported. Using $PokemonGlobal.coins in a script retrieves the current number of coins. Example:

Code:
Text:  Here are some coins.
Script:  $PokemonGlobal.coins+=10
Text:  Obtained 10 game coins!

(It may be useful here to add code to enforce a maximum number of coins:)

Code:
Script:  $PokemonGlobal.coins+=10
:     :  if $PokemonGlobal.coins>9999
:     :     $PokemonGlobal.coins=9999
:     :  end

However, a player can't obtain Coins without a Coin Case, so that case should be checked first.

Code:
Conditional Branch:  Script:  $PokemonBag.pbQuantity(PBItems::COINCASE)==0
  Text:  Oops!  Forgot the Coin Case!
  Exit Event Processing
Branch End

Another example:

Code:
Script:  $game_variables[1]=
:     :    $PokemonGlobal.coins
Text:  You have \v[1] game coin(s).
 
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209
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1) How can I add 3rd playable character, script for change player works only with 2 graphics.
2) How can I remove all player Pokemon from party and box?
 
386
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To add a third player character, edit the file metadata.txt and add a "PlayerC" setting
to the section titled [000]. For reference, the following describes the setting:

PlayerA, PlayerB, PlayerC, PlayerD: Information on the player characters in the game. This setting consists of a number of comma-separated fields, described below:

* Field 1: Trainer type. This is an internal name of the trainer type and has one of the values defined in trainernames.txt. The file Graphics/Characters/trainerXXX.png, where XXX is the ID of that trainer type, should match the defined trainer type.
* Field 2: Character sprite, as found in Graphics/Characters.
* Field 3: Character sprite when mounted on a bicycle.
* Field 4: Back of the Trainer, for use in battles. The size is 128x128 and the file must be located in Graphics/Pictures.
* Field 5: Surfing character sprite.
* Field 6: Running character sprite.
* Field 7: Diving character sprite.
 
64
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  • Seen May 16, 2008
what about a casino game script?^^
I could rip the graphics... I think the scripting shouldn't be this complicate.

@poccil: pls send me a list of sounds and sprites you need...
 

blueguy

No capitalization required. ;D
738
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19
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I wanted to make another character follow the player, but I'm not sure what to type in the 0 of the script.

Kernel.pbAddDependency(
get_character(0))

I tried typing the name of the character sprite sheet and the name of the event, but it didn't work.
 

phoenixprime88b5

From the ashes, I rise...
216
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16
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@Blueguy
I just wanted to say good job with the PokeChow comics, it's hilarious.

@Poccil
Why is it when I have maps connected, when I walk, run and ride a bike between the maps, they work, but when I surf between them, the character stops after crossing over and can't move as well as his surfing sprite changing to the normal sprite. Is it something i didn't do in the metadata or is it something else.
 
386
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  • Seen Aug 10, 2015
That is a problem with the current version. I will get to work on a fix.

--Edit: Problem fixed. It will be part of the next release.
 
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|Maximus|

I'm back~
836
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16
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  • Age 28
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Poccil could I just add some graphics and some scripts to update the background of the battlescene.
 
386
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I have already done so, in the latest version. The function that decides the battle background is called pbBackdrop, in the script section PokeBattle_ActualScene.
 
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