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Pokémon Essentials All questions and discussion about Pokémon Essentials, the Pokémon game kit for RPG Maker XP, go in here. Also contains links to the latest downloads and the Essentials Wiki.


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  #1    
Old September 22nd, 2012, 04:54 AM
Ramond Hikari's Avatar
Ramond Hikari
- Lonely Shooting Star -
 
Join Date: Oct 2011
Location: Vietnam
Gender: Male
Nature: Lonely
Okay, so have a few questions here:

- How could I stack item bags from present (8 types of items like HGSS) to BW - like (Only 5 types of items: Items, Medicine, TM/HM, Berries, Key)?

- How could I delete the 'Form' sector in Pokedex (Because it's really annoying when the sprites don't perfectly fit)?

Thanks a lot.
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  #2    
Old September 22nd, 2012, 05:50 AM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
1. Edit the array POCKETNAMES in the script section Settings, change the pocket numbers of all items in items.txt, and edit graphics.

2. Essentials v10 will have larger boxes for the sprites (200x200px), which is almost as simple as editing the appropriate graphic. Removing the page altogether is more complicated, since its inclusion was a bit hacky.
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Old September 22nd, 2012, 10:04 PM
Ramond Hikari's Avatar
Ramond Hikari
- Lonely Shooting Star -
 
Join Date: Oct 2011
Location: Vietnam
Gender: Male
Nature: Lonely
Okay, but what I can see now is everyone using P-Sign pack (static & animated) and the size of sprites are massive! Example the Reshiram? 400+x200+ px. So you should consider about expanding to 200x200, maybe 400x400 or 500x500 next ver?
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Old September 23rd, 2012, 04:25 AM
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Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
It's no concern of mine that people are using custom graphics that are far too big for what Essentials was designed to use. It's up to them to figure out how to make their graphics suitable.
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Old September 24th, 2012, 12:01 AM
Ramond Hikari's Avatar
Ramond Hikari
- Lonely Shooting Star -
 
Join Date: Oct 2011
Location: Vietnam
Gender: Male
Nature: Lonely


How can I move those phrase to another position?
Thanks.
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Old September 24th, 2012, 03:31 AM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
The item list's coordinates and sizes are set by:

Code:
@sprites["itemwindow"]=Window_PokemonBag.new(@bag,lastpocket,168,-8,314,40+32+ITEMSVISIBLE*32)
The red number is the x-coordinate.

The pocket name is drawn by:

Code:
[name,bm.width/2,180,2,base,shadow]
The red number is the y-coordinate. You will probably also want to change the width of the bm box, so that the name is centred. To do that, change the following red number:

Code:
@sprites["pocketwindow"]=BitmapSprite.new(186,228,@viewport)
I hope you have a decent order in which the pockets are scrolled through. Essentials has all the pockets in a line, and it's obvious what happens if you press left or right to change pockets. In your case, I don't know what pocket I'd end up looking at. I'll say this for now: if you want to implement a touch screen, and you didn't know how to move a word that already exists, then you should probably forget it.
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Old September 25th, 2012, 10:00 PM
Pharetra's Avatar
Pharetra
MOM GET THE CAMERA
 
Join Date: Jun 2011
Age: 18
Gender: Male
Quote:
Originally Posted by Ramond Hikari View Post
Okay, so have a few questions here:
- How could I delete the 'Form' sector in Pokedex (Because it's really annoying when the sprites don't perfectly fit)?

Thanks a lot.
This should do the trick:
Spoiler:

Delete the following lines of code in PokemonNestAndForm:
Spoiler:

#################################################################################
## Shows the "Form" page of the Pokédex entry screen.
#################################################################################
class PokedexFormScene
def pbStartScene(species)
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
@species=species
@gender=$Trainer.formlastseen[species][0]
@form=$Trainer.formlastseen[species][1]
@available=pbGetAvailable # [name, gender, form]
@sprites={}
@sprites["background"]=IconSprite.new(0,0,@viewport)
@sprites["background"].setBitmap(_INTL("Graphics/Pictures/pokedexForm"))
@sprites["info"]=BitmapSprite.new(Graphics.width,Graphics.height,@viewport)
@sprites["front"]=PokemonSprite.new(@viewport)
@sprites["back"]=PokemonSprite.new(@viewport)
@sprites["icon"]=PokemonSpeciesIconSprite.new(@species,@viewport)
@sprites["icon"].gender=@gender
@sprites["icon"].form=@form
@sprites["icon"].x=52
@sprites["icon"].y=290
pbUpdate
return true
end

def pbUpdate
@sprites["info"].bitmap.clear
pbSetSystemFont(@sprites["info"].bitmap)
name=""
for i in @available
if i[1]==@gender && i[2]==@form
name=i[0]
break
end
end
text=[
[_INTL("{1}",PBSpecies.getName(@species)),
(Graphics.width+72)/2,Graphics.height-86,2,
Color.new(88,88,80),Color.new(168,184,184)],
[_INTL("{1}",name),
(Graphics.width+72)/2,Graphics.height-54,2,
Color.new(88,88,80),Color.new(168,184,184)],
]
pbDrawTextPositions(@sprites["info"].bitmap,text)
frontBitmap=pbCheckPokemonBitmapFiles([@species,false,(@gender==1),false,@form,false])
if frontBitmap
frontSprite=AnimatedBitmap.new(frontBitmap)
@sprites["front"].bitmap=frontSprite.bitmap
end
backBitmap=pbCheckPokemonBitmapFiles([@species,true,(@gender==1),false,@form,false])
if backBitmap
backSprite=AnimatedBitmap.new(backBitmap)
@sprites["back"].bitmap=backSprite.bitmap
end
metrics=load_data("Data/metrics.dat")
backMetric=metrics[0][@species]
pbPositionPokemonSprite(@sprites["front"],74,96)
pbPositionPokemonSprite(@sprites["back"],310,98+backMetric*2)
@sprites["icon"].update
end

def pbGetAvailable
available=[] # [name, gender, form]
dexdata=pbOpenDexData
pbDexDataOffset(dexdata,@species,18)
genderbyte=dexdata.fgetb
dexdata.close
formnames=pbGetMessage(MessageTypes::FormNames,@species)
if !formnames || formnames==""
formnames=[""]
else
formnames=strsplit(formnames,/,/)
end
@gender=0 if genderbyte==0 || genderbyte==255 # Always male or genderless
@gender=1 if genderbyte==254 # Always female
if formnames && formnames[0]!=""
for j in 0..1
if $Trainer.formseen[@species][j][0] || ALWAYSSHOWALLFORMS # That gender/form has been seen
if pbResolveBitmap(sprintf("Graphics/Battlers/%03df",@species))
available.push([_INTL("{1} Male",formnames[0]),j,0]) if j==0
available.push([_INTL("{1} Female",formnames[0]),j,0]) if j==1
else
gendertopush=(genderbyte==254) ? 1 : 0
available.push([formnames[0],gendertopush,0])
break
end
end
end
else
if $Trainer.formseen[@species][0][0] || ALWAYSSHOWALLFORMS # Male/form 0 has been seen
if genderbyte!=254 && genderbyte!=255 # Not always female & not genderless
available.push([_INTL("Male"),0,0])
end
end
if $Trainer.formseen[@species][1][0] || ALWAYSSHOWALLFORMS # Female/form 0 has been seen
if genderbyte!=0 && genderbyte!=255 # Not always male & not genderless
available.push([_INTL("Female"),1,0])
end
end
if $Trainer.formseen[@species][0][0] || ALWAYSSHOWALLFORMS # Genderless/form 0 has been seen
if genderbyte==255 # Genderless
if formnames && formnames.length>1
available.push([_INTL("One Form"),0,0])
else
available.push([_INTL("Genderless"),0,0])
end
end
end
end
for i in 1...formnames.length
for j in 0..1
if $Trainer.formseen[@species][j][i] || ALWAYSSHOWALLFORMS # That gender/form has been seen
# if pbResolveBitmap(sprintf("Graphics/Battlers/%03df_%d",@species,i))
available.push([_INTL("{1} Male",formnames[i]),j,i]) if j==0
available.push([_INTL("{1} Female",formnames[i]),j,i]) if j==1
else
available.push([formnames[i],j,i])
break
end
end
end
end
return available
end

def pbGetCommands
commands=[]
for i in @available
commands.push(i[0])
end
return commands
end

def pbChooseForm
oldgender=@gender
oldform=@form
commands=pbGetCommands
using(cmdwindow=Window_CommandPokemon.new(commands)) {
cmdwindow.height=128 if cmdwindow.height>128
cmdwindow.z=@viewport.z+1
pbBottomRight(cmdwindow)
for i in 0...@available.length
if @available[i][1]==@gender && @available[i][2]==@form
cmdwindow.index=i
break
end
end
loop do
Graphics.update
Input.update
cmdwindow.update
@gender=@sprites["icon"].gender=@available[cmdwindow.index][1]
@form@sprites["icon"].form=@available[cmdwindow.index][2]
pbUpdate
if Input.trigger?(Input::B)
pbPlayCancelSE()
@gender=@sprites["icon"].gender=oldgender
@form=@sprites["icon"].form=oldform
break
end
if Input.trigger?(Input::C)
pbPlayDecisionSE()
break
end
end
}
end

def pbControls(listlimits)
Graphics.transition
ret=0
loop do
Graphics.update
Input.update
pbUpdate
if Input.trigger?(Input::C)
pbChooseForm
elsif Input.trigger?(Input::LEFT)
ret=4
break
elsif Input.trigger?(Input::UP) && listlimits&1==0 # If not at top of list ret=8
break
elsif Input.trigger?(Input::DOWN) && listlimits&2==0 # If not at end oflist
ret=2
break
elsif Input.trigger?(Input::B)
ret=1
pbPlayCancelSE()
pbFadeOutAndHide(@sprites)
break
end
end
$Trainer.formlastseen[@species][0]=@gender
$Trainer.formlastseen[@species][1]=@form
return ret
end

def pbEndScene
pbDisposeSpriteHash(@sprites)
@viewport.dispose
end
end



class PokedexForm
def initialize(scene)
@scene=scene
end

def pbStartScreen(species,listlimits)
@scene.pbStartScene(species)
ret=@scene.pbControls(listlimits)
@scene.pbEndScene
return ret
end
end

Delete the following lines of code in PokemonPokedex:
Spoiler:

when 3 # Show forms
scene=PokedexFormScene.new
screen=PokedexForm.new(scene)
ret=screen.pbStartScreen(@dexlist[curindex][0],listlimits)


Here are graphics to go with it:



;)
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