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

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CollosalPokemon

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249
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16
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  • What if you could hide one?

    Possibly, but that script would be difficult. I can only think of 3 people might be able to script it.

    On my note, I tried another thing; this:

    Code:
    =begin
    Graphics.frame_rate=40
    window=Window.new
    window.x=0
    window.y=0
    window.width=200
    window.height=200
    window.windowskin=Bitmap.new("Graphics/Windowskins/Window.png")
    window.openness=255
    loop do
      window.openness=(Graphics.frame_count*3)&0xFF
      Graphics.update
    end
    exit
    =end
    
    def pbCallTitle
        return Scene_Intro.new(['Pic_1'], ['Pic_1.1'], ['Pic_2'])
    end
    
    def mainFunction
     if $DEBUG
       pbCriticalCode { mainFunctionDebug }
     else
       mainFunctionDebug
     end
     return 1
    end
    
    def mainFunctionDebug
      begin
        getCurrentProcess=Win32API.new("kernel32.dll","GetCurrentProcess","","l")
        setPriorityClass=Win32API.new("kernel32.dll","SetPriorityClass",%w(l i),"")
        getPriorityClass=Win32API.new("kernel32.dll","GetPriorityClass",%w(l),"l")
        getCurrentThread=Win32API.new("kernel32.dll","GetCurrentThread","","l")
        setThreadPriority=Win32API.new("kernel32.dll","SetThreadPriority",%w(l i),"")
        setPriorityClass.call(getCurrentProcess.call(),32768) # "Above normal" priority class
        $data_animations    = load_data("Data/Animations.rxdata")
        $data_tilesets      = load_data("Data/Tilesets.rxdata")
        $data_common_events = load_data("Data/CommonEvents.rxdata")
        $data_system        = load_data("Data/System.rxdata")
        $game_system = Game_System.new
        setScreenBorderName("border.png")
        Graphics.update
        Graphics.freeze
        $scene = pbCallTitle
        while $scene != true
          $scene.main
        end
        Graphics.transition(20)
      rescue Hangup
        pbEmergencySave
        raise
      end
    end
    
    
    loop do
     retval=mainFunction
     if retval==0 # failed
      loop do
       Graphics.update
      end
     elsif retval==1 # ended successfully
      break
     end
    end

    It says this:

    Code:
    Exception: ArgumentError
    Message: Wrong number of Arguments (3 for 2)
    Main:18:in 'initialize'
    Main:18:in 'new'
    Main:18:in 'pbCallTitle'
    Main:46:in 'mainFunctionDebug'
    Main:23:in 'mainFunction'
    Main:23:in 'pbCriticalCode'
    Main:23:in 'mainFunction'
    Main:59
    Main:58:in 'loop'
    Main:67
     

    <~F.M.P~>

    I got you whistling Blue Box!
    577
    Posts
    17
    Years
  • I just have a simple question...Would it be possible to implement a titlescreen similar to the one In D/P where Dialga and Plikia shine every now and then?
     

    CollosalPokemon

    What's next?
    249
    Posts
    16
    Years
  • Edit the Townmap.txt file; the name of each region map is given at the top.

    I guess I am stupid for not realizing that xD

    I just have a simple question...Would it be possible to implement a titlescreen similar to the one In D/P where Dialga and Plikia shine every now and then?

    I saw a game in action on youtube with a working Dialga, but I lost the channel. I remember it was called Pokemon BlueSea (not the one here).
     

    mad.array

    Eeveelutions... need more...
    140
    Posts
    16
    Years
  • No, I do this and the NPC don't across like it's ice...

    If you mean for an NPC to slide as well as the player then you'll either have to add something into the script or simulate them sliding using move routes as it's only the player that's affected by the terrain tag. If it's part of a cutscene then it should be easy enough to do, but if you've given the NPC a random move route then it'll be nigh on impossible.
     

    Mrchewy

    nom nom nom
    361
    Posts
    16
    Years
  • Another brain tester, folks.

    I've got a variable, which I want to set to false whenever the character is in the air after a ledge jump, and set to true whenever he isn't (or when he returns to the ground). I can't actually find Poccil's ledge jumping script, so can anyone help me out?
     

    mad.array

    Eeveelutions... need more...
    140
    Posts
    16
    Years
  • @MrChewy: The Ledge script is called pbLedge and is located, strangely, in PokemonMessages. It's called 4 times in the Game_Player* script, each one defining the jump for each direction that the player is facing. Those are the places that you'll want to change the switch/variable.
     

    Hall Of Famer

    Born as Hall of Famer
    709
    Posts
    16
    Years
    • After that, there are a number of lines equal to the number of Pokemon. Each line is a set of fields separated by commas, as defined below:
      • Field 1: Internal name of the Pokemon's species (see pokemon.txt or PBSpecies for internal names). Required.
      • Field 2: Level of the Pokemon. Required.
      • Field 3: Individual Value of each stat of the Pokemon. Optional. If not given, this value is 10.
      • Field 4: Internal name of the item held by the Pokemon (see items.txt or PBItems for internal names). Optional.
      • Field 5-8: Internal names of moves known by the Pokemon (see moves.txt or PBMoves for internal names). Optional. If no moves are given, then it has the same moves as a wild Pokemon of the given level.
    Can someone please explain the highlighted part I quoted from notes.html? What do the so-called "stat" and "10" mean in here? I'm completely confused with this sentence...
     

    mad.array

    Eeveelutions... need more...
    140
    Posts
    16
    Years
  • If you look up Individual Values on any decent pokemon site, it'll explain them to you. The bare bones is that the higher the number, the more of a 'bonus' that pokemons stats will get as they levels up. They are recorded in this order:

    attack, defense, speed, sp attack, sp defense

    So if you put:

    10,21,9,4,16

    Then that pokemon will have an ok attack bonus, a quite good defense bonus, speed is slightly boosted, special attack... ouch & special defense will get a decent bonus.

    All pokemon are given IVs to vary the stats between two pokemon of the same level and nature.
     
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