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

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11
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16
Years
  • Seen Oct 9, 2007
lol okay now im not the only one whos asking so many questions :D now i feel better XDD ahm.. the one who asked how to change starter pokemon, it was already answered here on page 5 ^^ i have asked it before, if u still have the problem: go to scripts, scroll all down, the one before main (i think its pokemonutilities) and there u can change the starter pokemon, just scroll down slowly till u see the number 6, change it to one and the pokemon numbers to the ones u want.

and i have a new question ^^ i want to create a game exactly like the original story (only with new routes and cities, the same name but they look different than in the original games...) and so i want to have misty and rocko walking behind me. i just made it with events, so that misty join me. and the running thing i did with move action - walk to the player. but it only works for one map. and when it came to a new map, then i have to do the same event again, where i step on, then the character runs behind me. but i dont have enough fields left on some maps to set it xd and then theres the problem with disappearing after i went with her to her arena, now i thought to use an item, that she gives me and i lose when she lefts, and so on..but thats soo complicated, isnt there an easy way? i think some years ago i found a script for xpmaker 2000, where this problem was solved. but there they where group members. and i cant set misty and rocko as pokemon to my group XDD

and thanks for the encouter tip! i will try it right now.

and that i also want to say ^^ i dont like all the extras in the last games like contests, breeding and so on. my absolute favourite game was pokemon yellow, because it was like the original story. but it would have been so great to rerelease it in color q.q
 
386
Posts
17
Years
  • Seen Aug 10, 2015
Here's the latest update: I've managed to implement a mechanism for defining custom Pokemon. Here's a portion of the text file, pokemon.txt, for doing so:

Code:
# This text file describes each Pokemon in the game.  
# The file is divided into sections, and each section's title is the
# Pokemon's number enclosed by two square brackets like this:  [120]
#
# Each section can have any number of entries.  The entry's name and
# the entry's value are separated by an equal sign (=).
#
# Here are the possible entry types:
#
# Name - Name of the Pokemon.
# Kind - The kind of Pokemon.
# Pokedex - Description of the Pokemon as shown in the Pokedex.
# Color - Body color of the Pokemon.  One of Red, Blue, Yellow, Green,
#  Black, Brown, Purple, Gray, White, Pink.
# Type1 - Type 1 of the Pokemon.  Required.
# Type2 - Type 2 of the Pokemon.  If this is omitted, this Pokemon
#  has a single type.
# Height - Height in meters, rounded to the nearest tenth of a meter.
# Weight - Weight in kilograms, rounded to the nearest tenth of a kilogram.
# GenderRate - Gender rate of the Pokemon.  One of FemaleOneEighth, 
#  Female25Percent, Female50Percent, Female75Percent, 
#  AlwaysMale, AlwaysFemale, or Genderless.
# BaseStats - Base stats of the Pokemon for HP, Attack, Defense, Speed,
#  Special Attack, and Special Defense.
# Rareness - Catch rate.  A higher number means the species is easier
#  to catch.
# BaseEXP - Base experience.  A higher number means more experience
#  is gained when the species is defeated.
# Happiness - Starting happiness when caught.  Normally equal to 70.
# GrowthRate - Growth rate.  One of Fast, Medium, Slow, Parabolic, Erratic,
#  or Fluctuating.
# StepsToHatch - Number of steps required before egg hatches.  Should
#  be a multiple of 256.
# WildItemCommon - Item commonly found in this species in the wild.
# WildItemRare - Item rarely found in this species in the wild.
# Compatibility - Compatibility with other species for breeding purposes.
#  A comma-separated list of two numbers.  If either number is 15, this
#  species cannot breed.
# EffortPoints - Effort values for HP, Attack, Defense, Speed,
#  Special Attack, and Special Defense, earned when the species
#  is defeated.  From 0 through 3.
# Abilities - One or two abilities possible for this species.
# Moves - Third-generation moves learned by this species by gaining levels.
#  This is a comma-separated list consisting of pairs of move-level entries.
# Evolutions - Evolved forms of this species. 
#  This is a comma-separated list consisting of triples of entries, where
#  the first is the evolved form, the second is the evolution type, and the
#  third is data that depends on the evolution type.  Evolution types are:
#      Field 2's value         Field 3's value
#   Happiness               ---
#   HappinessDay         ---
#   HappinessNight      ---
#   Level                       Level
#   Trade                     ---
#   TradeItem              Item's internal name
#   Item                        Item's internal name
#   AttackGreater       Level
#   AtkDefEqual            Level
#   DefenseGreater     Level
#   Silcoon                    Level
#   Cascoon                  Level
#   Ninjask                    Level
#   Shedinja                   Level
#   Beauty                    Minimum Beauty factor
# EggMoves - Third-generation moves that the species can learn only as 
#  an egg.  This data is valid only if the species is in its lowest evolutionary form.
# Machines - A comma-separated list of third generation TMs and HMs 
#  that can be taught to this species.
#  TMs 01 through 50 have IDs of 1 through 50, and HMs 01 through 08 have
#  IDs of 51 through 58.
#
#  --- Image Files ---
#  There should be five different image files for new Pokemon (XXX is the
#  Pokemon's number):
#  Graphics/Battlers/XXX.png - Front of the Pokemon.
#  Graphics/Battlers/XXXs.png - Shiny front of the Pokemon.
#  Graphics/Battlers/XXXb.png - Back of the Pokemon.
#  Graphics/Battlers/XXXsb.png - Shiny back of the Pokemon.
#  Graphics/Icons/iconXXX.png - Icon of the Pokemon.  This is a two-frame animation.
[1]
Name=BULBASAUR
InternalName=BULBASAUR
Kind=SEED
Pokedex=BULBASAUR can be seen napping in bright sunlight. There is a seed on its back. By soaking up the sun's rays, the seed grows progressively larger. 
Type1=GRASS
Type2=POISON
BaseStats=45,49,49,45,65,65
Rareness=45
BaseEXP=64
Happiness=70
GrowthRate=Fluctuating
StepsToHatch=5120
Color=Green
Habitat=Grassland
EffortPoints=0,0,0,0,1,0
Abilities=OVERGROW
Compatibility=1,7
Height=0.7
Weight=6.9
GenderRate=FemaleOneEighth
Moves=1,TACKLE,4,GROWL,7,LEECHSEED,10,VINEWHIP,15,POISONPOWDER,15,SLEEPPOWDER,20,RAZORLEAF,25,SWEETSCENT,32,GROWTH,39,SYNTHESIS,46,SOLARBEAM
EggMoves=LIGHTSCREEN,SKULLBASH,SAFEGUARD,CHARM,PETALDANCE,MAGICALLEAF,GRASSWHISTLE,CURSE
Machines=6,9,10,11,17,19,21,22,27,32,36,42,43,44,45,51,54,55,56
Evolutions=IVYSAUR,Level,16
 

.:Sam:.

The road goes ever on and on!
158
Posts
17
Years
Is there anyway to add in-battle text?
I want something like Pokemon FR/LG where Professor Oak talks to the Player when he starts battling Gary.
 

NytewolfAU2k7

Game Modder & Creator
175
Posts
17
Years
i want to have misty and rocko walking behind me. i just made it with events, so that misty join me. and the running thing i did with move action - walk to the player. but it only works for one map. and when it came to a new map, then i have to do the same event again, where i step on, then the character runs behind me. but i don't have enough fields left on some maps to set it xd and then there's the problem with disappearing after i went with her to her arena, now i thought to use an item, that she gives me and i lose when she lefts, and so on..but that's soo complicated, isn't there an easy way? i think some years ago i found a script for maker 2000, where this problem was solved. but there they where group members. and i cant set misty and rocko as pokemon to my group XDD

I'm trying to do the same thing myself, but for making a prologue cutscene, 2 scientists walk to a certain location and do a certain thing which acts as a prequel for the events ingame...
 

Flame Claw

Flaminator
579
Posts
18
Years
I got another problem. Sorry peoples >_>

t3st_bug.jpg

What the heck does this mean?
 
249
Posts
16
Years
  • Age 35
  • Seen Jul 24, 2011
I got another problem. Sorry peoples >_>

t3st_bug.jpg

What the heck does this mean?


hm... i think it means that you put in something in the encounter.txt file that you shouldn't have, post it and i'll check for you, other wise, go through it and look very carefully. that's prity much it.
 

-BlackShadow-

Shadow King
62
Posts
16
Years
  • Age 28
  • U.S.
  • Seen Jul 13, 2009
It Could Mean

I got another problem. Sorry peoples >_>

What the heck does this mean?

You Don't Have The Right Amount Of Pokemon Such As "On Land You May Not Go Over 12 Pokemon Or Under 12" Or The Name Could Be Spelled Wrong. If You Need More Help PM Me And I Will Send You A Tutorial.;)

"I Would Have Kept The Image But, I Have Under 15 Posts...
 
386
Posts
17
Years
  • Seen Aug 10, 2015
In the latest release I just made, I completed support for seamlessly connecting maps, the ability
to add custom Pokemon to the game, and clearer errors in the compiler, as well as corrected bugs when reading
the evolution data file.
 
Last edited:

Flameguru

Pokemon: Metallic Silver
517
Posts
18
Years
  • Seen Mar 26, 2024
In the latest release I just made, I completed support for seamlessly connecting maps, the ability
to add custom Pokemon to the game, and clearer errors in the compiler, as well as corrected bugs when reading
the evolution data file.

You are a God...

Just one things...I'm a very organized person and my only gripe about the Kit is the placement of Files. Like Evolve.mid is in the root Folder when it should be in Audio>SE and all those .txt and .dat files should be in the PBS Folder.

If you could organize those like that and change the Code to reflect the changes it would make me so happy :)
 

Sizzle3003

Cows = Cool :O
25
Posts
16
Years
In the latest release I just made, I completed support for seamlessly connecting maps, the ability
to add custom Pokemon to the game, and clearer errors in the compiler, as well as corrected bugs when reading
the evolution data file.

Eh I've already started using the last one you made, is there any way i can update my current version without screwing up my game
 

NytewolfAU2k7

Game Modder & Creator
175
Posts
17
Years
That's cool Poccil, keep up the good work :)

just one question though, what scripts were changed in this update? because I just started using the last update and added all my custom stuff to it...

Eh I've already started using the last one you made, is there any way i can update my current version without screwing up my game

I buggered up my last version, I'd like to know the answer myself... (I hope that didn't come out rude, I'm tired from lack of sleep -_-)
 
Last edited:

Flameguru

Pokemon: Metallic Silver
517
Posts
18
Years
  • Seen Mar 26, 2024
Eh I've already started using the last one you made, is there any way i can update my current version without screwing up my game

Migrate your map files, Map Infos, and Tilesest rmxp data files and any resources. It's the only way. Also dont forget to re-edit the scripts ;)
 

Sizzle3003

Cows = Cool :O
25
Posts
16
Years
:'( I think I'm just gonna stick to the current one till a new update comes out with more updates.

I just edited this, coulden't I just download the update and move all the new stuff to my current version :O
 
386
Posts
17
Years
  • Seen Aug 10, 2015
Sorry, I didn't keep track of the scripts that were changed. However, here's a list of the modified
scripts from what I can remember:

Game_Map*
Game_Character 1
Game_Character 2
Game_Character 3
Game_Event
Game_Player
Spriteset_Map
Interpreter 7
Scene_Map
Win32API*
Resolution*
Day/Night
PokemonMapAlias
AnimationSprite
PBTrainers
PBItems
SpriteResizer
WindowAndTilemap
PBSpecies
PokemonSave
PokemonStorage
PBMove
PokemonMenu
PokemonItems
PokemonMessages
PokemonScreen
PokemonDaycare
PokemonField
PokemonOption
PokeBattle_Pokemon
PBSpecies
PokeBattle_Battle
PBDebug
PokemonUtilities
PokemonSystem
SpriteWindow
PokemonEvolution
Compiler
PokemonEncounters
PokemonLoad
PokeBattle_Trainer
PokemonMap
PokemonTrainers
 
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