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Pokemon Green With The Original Battle System

Neo Genesis

The Wanderer
238
Posts
18
Years
Okay i'm making the towns first followed by the routes and I finally got an inner set so I can do a few maps if you want.
 
Last edited:

Blizzy

me = Scripter.new("Noob")
492
Posts
19
Years
Deto-Nate said:
Yes bah! im gonna make a cms, gotta do it slightly different to all the other pokemon ones though, so that it has originality. gotta think think of some ideas!
i have made a CMS,
you can use it if you want.
i can also modify it,
if you want to be original.
 

Neo Android

Master Eevee Trainer
373
Posts
19
Years
  • Age 33
  • Eire
  • Seen Apr 4, 2011
Deto-Nate said:
Well i aint got that much time to put into this. i gotta goto work and i have a social life of cruising in my car lol, but i will work on it as quick as i can to get it finished. and yeah you are on my team now Neo! you can add the woodland soldiers pic to ur sig if ya want! i like ur mappin, you can be my main mapper, try and do as many maps as you can or want to lol. add me to msn aswell if ya have it so i can chat to ya on that! any1 else wanna join the team? spriters etc... just ask. and the pokemon selector is easy to make, shouldnt be hard atall.

I have added you to msn, and i dont mean to be rude, i dont want you to take this the wrong way, but i really want to focus on my game and make it the best it can be, so i want to focus on the maps for my game. But can i still use your battle system, i really sorry if i have let you down in anyway.
 

Deto-Nate

Kiphacks is Back!
39
Posts
18
Years
i have made a CMS,
you can use it if you want.
i can also modify it,
if you want to be original.
Yesterday 01:51 AM

yeah sure, sendme the script if ya dnt mind, if its good then i would love to use it. it would save me alot of time and effort.

I have added you to msn, and i dont mean to be rude, i dont want you to take this the wrong way, but i really want to focus on my game and make it the best it can be, so i want to focus on the maps for my game. But can i still use your battle system, i really sorry if i have let you down in anyway.

I dnt get what ya mean, how would you be letting me down?
 
1,279
Posts
20
Years
Lone Eevee said:
true but i think many more will convert to rmxp when this battle system is done.
Oh, I'm not so sure about that, funnybunny still uses rm2k. There are people that still believe rm2k3 has it's advantages over rmxp, and some people just plain don't want to change. Rmxp is a bit more advanced and some people can't use it.
Deto-Nate said:
and i have a social life of cruising in my car
Haha that's the life ^_^
 

Deto-Nate

Kiphacks is Back!
39
Posts
18
Years
Them maps look good and exactly how i want them to be! weel done ^_^

I wont be posting here till sunday probably, but i will have a big upsate to post about by then probably.
 

Sorye HK

Looking around here and there
3,363
Posts
20
Years
  • Seen Dec 1, 2021
How about giving those maps a custom flair of some sort?
 

Sorye HK

Looking around here and there
3,363
Posts
20
Years
  • Seen Dec 1, 2021
How about a couple of buildings like the ones in Saffron in Viridian? Viridian did seem very, urm... Well, cityish in the anime. Well, it's really up to you how you change it.
 

Deto-Nate

Kiphacks is Back!
39
Posts
18
Years
I aint gonna be posting for a few days cos im busy with something, but next time i will post screenshots of in battle action.
 

Blizzy

me = Scripter.new("Noob")
492
Posts
19
Years
Deto-Nate said:
yeah sure, sendme the script if ya dnt mind, if its good then i would love to use it. it would save me alot of time and effort.
okay, here ya go:
overwrite this with Scene_Menu
Code:
#=================================
#  Scene_Menu
#------------------------------------------------------------------
#=================================
class Scene_Menu
  #-----------------------------------------------------------------
  #menu_index 
  #help by Deke (x-rpg forum)
  #-----------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  def main
    @spriteset = Spriteset_Map.new
    s1 = "Bag"
    s2 = " "
    s3 = "Save"
    s4 = "Options"
    s5 = "Exit"
    s6 = "Pokemon"
    s7 = "Pokedex"
    if $menu == 3
      commands = [s7, s6,s1, s2, s3, s4, s5]
      y = 60
    end
    if $menu == 2
      commands = [s6, s1, s2, s3, s4, s5]
      y = 80
    end
    if $menu == 1
      commands = [s1,s2,s3,s4,s5]
      y = 100
    end
    if $game_system.save_disabled
      commands.delete!("Save")
    end
    @command_window = Window_Command.new(160, commands)
    @command_window.index = @menu_index
    @command_window.x = 560 - @command_window.width / 2
    @command_window.y = y
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
  @my_window = HeroName.new
  @playtime_window = Window_Time.new
  @playtime_window.x = 0
  @playtime_window.y = 0
  
  @steps_window = Window_Steps.new
  @steps_window.x = 800#160
  @steps_window.y = 800#384

  @gold_window = Window_Gold.new
  @gold_window.x = 0
  @gold_window.y = 600

  @status_window = Window_MenuStatus.new
  @status_window.x = 0
  @status_window.y = 600

  Graphics.transition
  loop do
    Graphics.update
    Input.update
    update
    if $scene != self
      break
    end
  end 
  Graphics.freeze
  @my_window.dispose
  @command_window.dispose
  @playtime_window.dispose
  @steps_window.dispose
  @gold_window.dispose
  @status_window.dispose
  @spriteset.dispose
end

#--------------------------------------------------------------------------
def update
  @my_window.update
  @command_window.update
  @playtime_window.update
  @steps_window.update
  @gold_window.update
  @status_window.update
  @spriteset.update

  if @command_window.active
    update_command
    return
  end

  if @status_window.active
    update_status
    return
  end
end

#--------------------------------------------------------------------------
def update_command
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
    return
  end
    if Input.trigger?(Input::C)
     if $game_party.actors.size == 0 and @command_window.index < 4
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     case @command_window.commands[@command_window.index]
     when "Bag" #Item System
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Item.new
     when " " #Hero Name
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Map.new
     when "Save" #Save
       if $game_system.save_disabled
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Save.new
     when "Options" #option menu
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Map.new
     when  "Exit" #exit the menu
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Map.new            
     when "Pokemon"#pokemon selection system
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Map.new
     when  "Pokedex"
       $game_system.se_play($data_system.decision_se)
       $scene = Scene_Map.new
     end # case
   end # conditional
 end # method
end # class

class HeroName < Window_Base
 #--------------------------------------------------------------------------
 # ● initialize
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 640,480)
   self.opacity = 0
   self.back_opacity = 0
   self.contents = Bitmap.new(width-32, height-32)
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   self.contents.font.color = text_color(8)
   refresh
 end
 #--------------------------------------------------------------------------
 # ● refresh
 #--------------------------------------------------------------------------
def refresh
  for i in 0...$game_party.actors.size
    actor = $game_party.actors[i]
    case $menu
    when 1
      self.contents.draw_text(484, 132, 120, 32, actor.name)
    when 2
      self.contents.draw_text(484, 132, 120, 32, actor.name)
    when 3
      self.contents.draw_text(484, 188, 120, 32, actor.name)
    end
    
  end # for
end # method

end # class

class Window_Time < Window_Base
 #--------------------------------------------------------------------------
 # ● initialize
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 160, 96)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name = $fontface
   self.contents.font.size = $fontsize
   self.contents
   refresh
 end
 #--------------------------------------------------------------------------
 # ● refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(16, 0, 120, 32, "Local Time")
   text = Time.new.strftime("%I:%M:%S %p ")
   self.contents.font.color = normal_color
   self.contents.draw_text(0 - 4, 32, 120, 32, text, 2)
 end
 #--------------------------------------------------------------------------
 # ● update
 #--------------------------------------------------------------------------
 def update
   super
   refresh
   end
end
and this with Window_Command:
Code:
#==============================================================================
# ■ Window_Command
#------------------------------------------------------------------------------
#  一般的なコマンド選択を行うウィンドウです。
#==============================================================================

class Window_Command < Window_Selectable
  attr_reader  :commands
  #--------------------------------------------------------------------------
  # ● def initialize
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    # コマンドの個数からウィンドウの高さを算出
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # ● refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # ● draw item
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
  end
  #--------------------------------------------------------------------------
  # ● index
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
end
note*: you'll need to replace $scene = Scene_Map with $scene = Scene_ *
except for the exit function. * = the scene of the function.
if you're creating the selection, pk dex on a map, just insert dubealex's memorize locationscript to teleport.
here's the mem. location script:
Code:
#===================================================
#===================================================
# ■ Memorize Location Script R2 - created by dubealex 
#===================================================
# For more infos and update, visit:
# rmxp.dubealex.com
#
# -> Real/Screen coordinates fixed.
# -> Screen X/Y added.
#
# November 26, 2004
#===================================================

#===================================================
# ▼ CLASS Store_Location Begins
#===================================================
class Store_Location 
  
  attr_accessor :x
  attr_accessor :y
  attr_accessor :rx
  attr_accessor :ry
  attr_accessor :sx
  attr_accessor :sy
  attr_accessor :facing
  attr_accessor :mapID
  attr_accessor :mapName
  attr_accessor :name
  attr_accessor :keyname
  attr_accessor :terrain
  
  def initialize(x, y, rx, ry, sx, sy, facing, mapID, mapName, name, keyname, terrain)
    @x= x
    @y= y
    @rx= rx
    @ry= ry
    @sx=sx
    @sy=sy
    @facing= facing
    @mapID= mapID
    @mapName= mapName
    @name= name
    @keyname= keyname
    @terrain= terrain
  end
  
end
#===================================================
# ▲ CLASS Store_Location  Ends
#===================================================


#===================================================
# ▼ CLASS MemLocation Begins
#===================================================
class MemLocation 
  
  def initialize(keyname, name, event)
    @name= name
    @keyname= keyname
    @event = event
    
    if event <= 0    
      x= $game_player.x
      y= $game_player.y
      rx= $game_player.real_x 
      ry= $game_player.real_y
      sx= $game_player.screen_x
      sy=$game_player.screen_y
      facing= $game_player.direction
      mapID= $game_map.map_id
      mapName= $game_map.name
      terrain= $game_map.terrain_tag(x, y)
      $MemLocation[@keyname] = Store_Location.new(x, y, rx, ry,sx,sy, facing, mapID, mapName, name, keyname, terrain)
      self
    else if event >= 0
      x= $game_map.events[event].x
      y= $game_map.events[event].y
      rx= $game_map.events[event].real_x 
      ry= $game_map.events[event].real_y
      sx= $game_map.events[event].screen_x
      sy=$game_map.events[event].screen_y
      facing= $game_map.events[event].direction
      mapID= $game_map.map_id
      mapName= $game_map.name
      terrain= $game_map.terrain_tag(x, y)
      $MemLocation[@keyname] = Store_Location.new(x, y, rx, ry,sx,sy, facing, mapID, mapName, name, keyname, terrain)
      self
     end
   end
 end
  
  def [](name)
      $MemLocation[keyname]
  end

end
#===================================================
# ▲ CLASS  MemLocation Ends
#===================================================

#===================================================
# ▼ CLASS RecallLocation Begins
#===================================================
class RecallLocation 
  
  def initialize(keyname, facing)
    
    if $MemLocation.has_key?(keyname)  
     $game_map.setup($MemLocation[keyname].mapID)
     $game_player.moveto($MemLocation[keyname].x, $MemLocation[keyname].y)  
     case facing
     when -1
          case $MemLocation[keyname].facing
          when 2 
            $game_player.turn_down
          when 4 
            $game_player.turn_left
          when 6 
            $game_player.turn_right
          when 8 
            $game_player.turn_up
        end 
     when 2 
      $game_player.turn_down
     when 4 
      $game_player.turn_left
     when 6 
      $game_player.turn_right
     when 8 
      $game_player.turn_up
    end
     Graphics.freeze 
     $game_temp.transition_processing = true     
     $game_map.autoplay
     $scene = Scene_Map.new 
     $game_temp.transition_processing = false
     Graphics.frame_reset
   else 
      print "This location does not exist yet in memory."
      print "Use 'Conditional Branches' in your event to bypass this error."
      print "Read the full instruction manual on RMXP.DUBEALEX.COM"
    end
  end
end
#===================================================
# ▲ CLASS  RecallLocation Ends
#===================================================


#===================================================
# ▼ CLASS Warp Begins
#===================================================
class Warp 
  
  def initialize(mapID, x, y, facing)
     $game_map.setup(mapID)
     $game_player.moveto(x, y)  
    case facing
     when 2 
      $game_player.turn_down
     when 4 
      $game_player.turn_left
     when 6 
      $game_player.turn_right
     when 8 
      $game_player.turn_up
    end
     Graphics.freeze 
     $game_temp.transition_processing = true     
     $game_map.autoplay
     $scene = Scene_Map.new 
     $game_temp.transition_processing = false
     Graphics.frame_reset
   end
 end
 
 
#===================================================
# ▲ CLASS  Warp Ends
#===================================================


#===================================================
# ▼ CLASS RecallEvent Begins
#===================================================
class RecallEvent 
  
  def initialize(keyname, event)
    
    if $MemLocation.has_key?(keyname) 
  $game_map.events[event].moveto($MemLocation[keyname].x, $MemLocation[keyname].y)
   else 
      print "This location does not exist yet in memory."
      print "Use 'Conditional Branches' in your event to bypass this error."
      print "Read the full instruction manual on RMXP.DUBEALEX.COM"
    end
  end
end
#===================================================
# ▲ CLASS  RecallEvent Ends
#===================================================

#===================================================
# ▼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map
  
#Dubealex Addition (from XRXS) to show Map Name on screen
 def name
   $map_infos[@map_id]
 end
end

#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title

  
				  $MemLocation = Hash.new
#Dubealex Addition (from XRXS) to show Map Name on screen
   $map_infos = load_data("Data/MapInfos.rxdata")
   for key in $map_infos.keys
     $map_infos[key] = $map_infos[key].name
   end
end

#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================
to warp:
Code:
Warp.new(MapID, X, Y, Face_Direction)
face_dir: 2 = down, 4 left, 6 right, 8 up, -1 instant facing.
oh, and in Window_Base,
underneath text_color(n) when 7,
add when 8 & return Color.new(96,96,96,255)
it will look like this:
Code:
  def text_color(n)
    case n
    when 0
      return Color.new(96,96,96,255)
    when 1
      return Color.new(128, 128, 255, 255)
    when 2
      return Color.new(255, 128, 128, 255)
    when 3
      return Color.new(128, 255, 128, 255)
    when 4
      return Color.new(128, 255, 255, 255)
    when 5
      return Color.new(255, 128, 255, 255)
    when 6
      return Color.new(255, 255, 128, 255)
    when 7
      return Color.new(192, 192, 192, 255)
    when 8
      return Color.new(96, 96, 96, 255)
    else
      normal_color
    end
  end
 
Last edited:
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