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

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Flameguru

Pokemon: Metallic Silver
517
Posts
18
Years
  • Seen Mar 26, 2024
I see Day/Night Works now :) Any chance you could get a working Weather Script implemented and have weather patterns edited and controlled by a .dat file (and .txt) ? That would be cool ;)
 

Sizzle3003

Cows = Cool :O
25
Posts
16
Years
I see Day/Night Works now :) Any chance you could get a working Weather Script implemented and have weather patterns edited and controlled by a .dat file (and .txt) ? That would be cool ;)

Day/night is working on mine, its in real time, whats wrong with it :O
 
386
Posts
17
Years
  • Seen Aug 10, 2015
That probably wasn't what he meant.

Anyway, in the current version you will find a new option on the "Option" screen, "Screen Size", since I've managed to reduce the size of the screen to Game Boy Advance size. And weather support is what I will try to add for the next release.
 
386
Posts
17
Years
  • Seen Aug 10, 2015
I have identified a bug with the current release. It can be removed by going to Scene_Map and replacing this:
Code:
       @spritesets[i].dispose
with this:
Code:
       @spritesets[i].dispose if @spritesets[i]
That is all.

Another problem: An optimization I tried seems not to be reliable. Go to the section SpriteWindow and modify pbFadeOutIn:

Code:
def pbFadeOutIn(z)
 col=Color.new(0,0,0,0)
 viewport=Viewport.new(0,0,480,360)
 viewport.z=z
 for j in 0..26
  col.set(0,0,0,j*10)
  viewport.color=col
  Graphics.update
 end
=begin
 oldsprites=[]
 ObjectSpace.each_object(Sprite){|o|
  next if o.disposed?
  if o.visible && ( (o.viewport && o.viewport.z<z) || o.z<z )
   o.visible=false
   oldsprites.push([o,o.bitmap,o.src_rect.clone])
   o.bitmap=nil
  end
 }
=end
 yield if block_given?
=begin
 for sprite in oldsprites
  next if sprite[0].disposed?
  sprite[0].visible=true
  sprite[0].bitmap=sprite[1]
  sprite[0].src_rect=sprite[2]
 end
=end
 for j in 0..26

  col.set(0,0,0,(26-j)*10)
  viewport.color=col
  Graphics.update
 end
 viewport.dispose
end
 
Last edited:

Flame Claw

Flaminator
579
Posts
18
Years
# ------------------------------------------------------
# Pokemon Starter Kit Wild Pokemonn Encounters
# ------------------------------------------------------
# This File contains all Wild Pokemon Data. This File, when in

Debug Mode, will be
# converted into a Data File used by RPG Maker XP. Firstly, the

Number of the Map is
# Placed before the name of the map. Then, Each Map is broken

down into Land, Water,
# and more.
#
# Each subsection contains one of the following:
# - Land - Grass (Terrain Tag 2)
# - Cave - Caves (Terrain Tag 2)
# - Water - Ocean/River (Terrain Tag 6/7)
# - RockSmash - Smashable Rocks (Events)
# - OldRod - Fished with Old Rod (Events)
# - GoodRod - Fished with Good Rod (Events)
# - SuperRod - Fished with Super Rod (Events)
#
# After that follows the encounter data. For Land and Cave

encounter types,
# each entry must have a species and level, separated by commas.

Rarer
# species should be placed lower in the list. For all other

encounter types,
# each entry must have a species, minimum level, and maximum

level, separated by
# commas.
#
# Each species entered must be capitalized with no spaces. This

is for Simplicity.
#
# However, there are some exceptions with the Following Pokemon:
# - NIDORANmA (Male Nidoran)
# - NIDORANfE (Female Nidoran)
# - FARFETCHD (Farfetch'd)
# - MR_MIME (Mr. Mime)
# - PORYGON2 (Porygon 2)
#
# Depending on the encounter type, the number of entries required

varies:
# - Land/Cave: 12 entries
# - Water/RockSmash: 5 entries
# - OldRod: 2 entries
# - GoodRod: 3 entries
# - SuperRod: 5 entries
#
# The Higher up any certain Pokemon is on the Encounters list,

the more of a chance
# the player has to encounter it in a Wild Battle. This repeats

itself for Each
# Encountering Zone, such as Land or Water.
# ------------------------------------------------------
# Encounters
# ------------------------------------------------------
#
# ------------------------------------------------------
032 # Johto - Route 29
# ------------------------------------------------------
25,10,10
Land
HOOTHOOT,2
HOOTHOOT,3
HOPPIP,3
HOPPIP,2
SENTRET,3
SENTRET,2
PIDGEY,2
SENTRET,2
PIDGEY,2
RATTATA,3
HOOTHOOT,2
RATTATA,2
# ------------------------------------------------------
001 # Johto - Realwood Run
# ------------------------------------------------------
25,10,10
Land
MANKEY,5
MANKEY,6
WEEDLE,5
WEEDLE,6
SENTRET,4
SENTRET,5
AZURILL,2
PIDGEY,2
TOGEPI,3
VENONAT,2
VENONAT,5
# ------------------------------------------------------
004 # Johto - Novice Rank Gardens
# ------------------------------------------------------
25,10,10
Land
VULPIX,15
VULPIX,16
PHANPY,14
RATTATA,12
ELEKID,12
MAGBY,12
MAGBY,11
SENTRET,16
PHANPY,18
WINGULL,19
WINGULL,20
FARFETCHD,16
# ------------------------------------------------------
004 # Johto - Novice Rank Gardens
# ------------------------------------------------------
25,10,10
Land
VULPIX,15
VULPIX,16
PHANPY,14
RATTATA,12
ELEKID,12
MAGBY,12
MAGBY,11
SENTRET,16
PHANPY,18
WINGULL,19
WINGULL,20
FARFETCHD,16
# ------------------------------------------------------
# End
# ------------------------------------------------------
Still ain't going. I don't have a clue what this means :(
 

Aqua Mudkip

LOL I'm okay!
157
Posts
16
Years
Here's a little question poccil, "Can you change the background when you battle for ex. when your at the mountains battling you can change it to the rocky scene? Or when your at the gym battling can it be put to the gym floor scene? like pokemon diamond or pearl?"
 

NytewolfAU2k7

Game Modder & Creator
175
Posts
17
Years
Still ain't going. I don't have a clue what this means :(

You have comments at the very bottom of the file, remove them. It *should* work.

=============================================

Poccil, the encounters I have set up in one of my maps doesn't seem to be working. The map in question is stitched between two maps with no encounters (cities) using the new map connections feature...
 

Flameguru

Pokemon: Metallic Silver
517
Posts
18
Years
  • Seen Mar 26, 2024
I must say that the Window Size change adds a lot to the game :) Any chance you could incorporate a Boy/Girl System (Mainly so the Trainer Card looks fine)

Thanks ;)
 
441
Posts
17
Years
  • Seen Oct 26, 2016
Um.. this is a fantastic starter kit FG and Poccil, but everytime I try to edit it in RMXP, this comes up:

Project could not be read due to incompatibility between software versions.

Maybe it's because I have the free version or RMXP >>
Is there any way to fix this?
 
386
Posts
17
Years
  • Seen Aug 10, 2015
Flame Claw, to solve your problem, the section 001 has only eleven entries instead
of 12 as expected.

Houndoomed, to solve your problem, open Game.rxproj in Notepad and change
"RPGXP 1.02" to "RPGXP 1.01" or, if necessary "RPGXP 1.00", then save the file.


NightwolfAA2k5, I think I can solve your problem. Go to the script section PokemonMap and find
the method setCurrentMap. Add the following after the line labeled "$game_map=newmap[0]":
Code:
$PokemonEncounters.setup($game_map.map_id) if $PokemonEncounters
 
Last edited:

NytewolfAU2k7

Game Modder & Creator
175
Posts
17
Years
There seems to be a problem loading save games, the character stands there, but won't move in any direction...

NightwolfAA2k5, I think I can solve your problem. Go to the script section PokemonMap and find
the method setCurrentMap. Add the following after the line labeled "$game_map=newmap[0]":
Code:
$PokemonEncounters.setup($game_map.map_id) if $PokemonEncounters

Thanks for that :)

Edit: Sorry dude, I just tested it out, even with that line of code the field is still devoid of encounters, I'll test it again, this time with encounters set for the 2 fields on either side.

Edit 2.0: When I exited the affected field and went for a swim in an adjoining field, then returned to the affected field. The problem seemed to disappear...
 
Last edited:

.:Sam:.

The road goes ever on and on!
158
Posts
17
Years
I must say that the Window Size change adds a lot to the game :) Any chance you could incorporate a Boy/Girl System (Mainly so the Trainer Card looks fine)

Thanks ;)

I agree Flameguru, a Boy/Girl system would be essential, my current one I made manualy therfore during battles, and on the trainer card the Male character is used.
 
386
Posts
17
Years
  • Seen Aug 10, 2015
The support I just added for different player characters is rather elegant I must say. Here is an extract from metadata.txt explaining the new setting:
Code:
# 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.
#   To change the player in script, use pbChangePlayer(X) where X is
#   one of 0, 1, 2, or 3 and refers to players A, B, C, or D.  The PlayerA setting
#   is required while the other three settings are optional.
 

Flameguru

Pokemon: Metallic Silver
517
Posts
18
Years
  • Seen Mar 26, 2024
The support I just added for different player characters is rather elegant I must say. Here is an extract from metadata.txt explaining the new setting:
Code:
# 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.
#   To change the player in script, use pbChangePlayer(X) where X is
#   one of 0, 1, 2, or 3 and refers to players A, B, C, or D.  The PlayerA setting
#   is required while the other three settings are optional.

This is pretty sweet :) Wanna add support for Surfing sprites too? I mead you wouldnt need to because I can do that via Events but it'd be nice ;)
 

-BlackShadow-

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

Still ain't going. I don't have a clue what this means :(

Look Again.
# ------------------------------------------------------
001 # Johto - Realwood Run
# ------------------------------------------------------
25,10,10
Land
MANKEY,5 1
MANKEY,6 2
WEEDLE,5 3
WEEDLE,6 4
SENTRET,4 5
SENTRET,5 6
AZURILL,2 7
PIDGEY,2 8
TOGEPI,3 9
VENONAT,2 10
VENONAT,5 11

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.:\
 
249
Posts
16
Years
  • Age 35
  • Seen Jul 24, 2011
Aye, Indeed that wood be cool, think of the possibilities :D

lol, we posted at the same time ;)

He plans to make it so that you can set it in the meta file, i know because i asked how you would set the weather in it, and aparently he hadn't even thought of that >.< so he said it was a good idea.
 

Minorthreat0987

Pokemon Tellurium
462
Posts
18
Years
  • Seen Jan 28, 2021
I really cant explain the problem well, but im having issues makeing the connections thing work, i want to connect the southern edge of a map to the northern edge, and all i keep getting is a black space at the edge of the map. can anyone please help?
 
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