• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

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

Status
Not open for further replies.
  • 91
    Posts
    15
    Years
    • Seen May 4, 2011
    [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP


    Everyone has been saying for me to check the notes and everything but have you even read what i said before ?!

    I done the 5 sprites exactly as it says on the Notes, and it works when the char is looking down, but Notes.. plus if i try to fish looking at right, it uses the up sprite, down, left, left, right, and then up again ? Basically strange stuff happen..

    Please help me guys !

    OH and could someone explain me how do i make a battle HAS to be won or the event won't happen ?

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


    Thank you !


    Bump, someone help me please.

    If the fishing isn't properly done how am i suposed to make it work ? Or how is it supose to appear water pokemon ?

    Can someone help me with it ? Am sure someone already did the script for their game..
     
    Last edited:
  • 20
    Posts
    15
    Years
    • Age 28
    • Seen Jan 10, 2012
    Is there a way to change the rate in which the player's frames are animated while running? Because when I run, the frames are being animated at the same speed as walking, which looks pretty awkward.
     

    Maruno

    Lead Dev of Pokémon Essentials
  • 5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    Bump, someone help me please.

    If the fishing isn't properly done how am i suposed to make it work ? Or how is it supose to appear water pokemon ?

    Can someone help me with it ? Am sure someone already did the script for their game..
    Your fishing question has already been answered. You need to script it.

    The fishing itself works just fine. The only problem is with the graphics. This is the part you need to script. It's relatively simple to do: you make four "if" statements, each saying "if player is facing in direction x", and then make it load graphics as appropriate, using what's already there as a template.
     
  • 91
    Posts
    15
    Years
    • Seen May 4, 2011
    Your fishing question has already been answered. You need to script it.

    The fishing itself works just fine. The only problem is with the graphics. This is the part you need to script. It's relatively simple to do: you make four "if" statements, each saying "if player is facing in direction x", and then make it load graphics as appropriate, using what's already there as a template.

    def pbFishingBegin
    if !pbCommonEvent(FISHINGBEGINCOMMONEVENT)
    pattern=0
    playertrainer=pbGetPlayerTrainerType
    5.times do |pattern|
    $game_player.setDefaultCharName(sprintf("fishing%03d",playertrainer),pattern)
    2.times do
    Graphics.update
    Input.update
    pbUpdateSceneMap
    end
    end
    end
    end

    I understood more than perfectly what you meant, but still :( don't know how to do it matey :(
     
  • 2,048
    Posts
    16
    Years
    • Seen Sep 7, 2023
    Try this:
    Code:
    case $game_player.direction
    when 2 # Down
    when 4 # Left
    when 6 # Right
    when 8 # Up
    end

    EDIT: Alternatively, you could edit the sprintf parameters. For example:
    Code:
    def pbFishingBegin
     if !pbCommonEvent(FISHINGBEGINCOMMONEVENT)
      pattern=0
      playertrainer=pbGetPlayerTrainerType
      dirs=["down","left","right","up"]
      dir=dirs[$game_player.direction/2-1]
      5.times do |pattern|
       $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),pattern)
       2.times do
        Graphics.update
        Input.update
        pbUpdateSceneMap
       end
      end
     end
    end
    In this case, your fishing sprites would be named 'fishing000down.png', 'fishing000left.png' etc.
     
  • 91
    Posts
    15
    Years
    • Seen May 4, 2011
    Try this:
    Code:
    case $game_player.direction
    when 2 # Down
    when 4 # Left
    when 6 # Right
    when 8 # Up
    end

    EDIT: Alternatively, you could edit the sprintf parameters. For example:
    Code:
    def pbFishingBegin
     if !pbCommonEvent(FISHINGBEGINCOMMONEVENT)
      pattern=0
      playertrainer=pbGetPlayerTrainerType
      dirs=["down","left","right","up"]
      dir=dirs[$game_player.direction/2-1]
      5.times do |pattern|
       $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),pattern)
       2.times do
        Graphics.update
        Input.update
        pbUpdateSceneMap
       end
      end
     end
    end
    In this case, your fishing sprites would be named 'fishing000down.png', 'fishing000left.png' etc.

    Worked MORE than perfectly !! THANK YOU !

    One problem though, if i actually get into the fight (by fishing) everything goes ok, if i just wait and don't try to get into the battle (... oh a bite.. (but i don't press any button)) it gives this error:

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


    Thank you again mate !

    PS: Figured out that i still have to have the file Fishing000 (but anyway.. if i fish but don't get into battle, it looks up, right, down and left as it's looking for the sprites on the file Fishing000, but fishing on each direction works more than perfectly !)
     
    Last edited:
  • 2,048
    Posts
    16
    Years
    • Seen Sep 7, 2023
    Ah, you'll have to modify pbFishingEnd as well.
    Code:
    def pbFishingEnd(oldpattern)
     if !pbCommonEvent(FISHINGENDCOMMONEVENT)
      pattern=0
      playertrainer=pbGetPlayerTrainerType
      dirs=["down","left","right","up"]
      dir=dirs[$game_player.direction/2-1]
      5.times do |pattern|
       $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
       pattern+=1
       2.times do
        Graphics.update
        Input.update
        pbUpdateSceneMap
       end
      end
     end
    end
    That should work.
     
  • 91
    Posts
    15
    Years
    • Seen May 4, 2011
    Ah, you'll have to modify pbFishingEnd as well.
    Code:
    def pbFishingEnd(oldpattern)
     if !pbCommonEvent(FISHINGENDCOMMONEVENT)
      pattern=0
      playertrainer=pbGetPlayerTrainerType
      dirs=["down","left","right","up"]
      dir=dirs[$game_player.direction/2-1]
      5.times do |pattern|
       $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
       pattern+=1
       2.times do
        Graphics.update
        Input.update
        pbUpdateSceneMap
       end
      end
     end
    end
    That should work.

    Now he looks left if he doesn't go into a battle, strange, but anyway, you have been helping much and i wanted to thank you !
     
  • 401
    Posts
    19
    Years
    • Age 29
    • Seen Dec 4, 2016
    Why you making it so hard on yourselves? Activate a switch when fishing starts. That switch in turn can run an event which changes the graphics for you. ;)
     
  • 91
    Posts
    15
    Years
    • Seen May 4, 2011
    Don't really understand what you mean, but if you can help me with my problem i would be thankfull : )
     
  • 2,048
    Posts
    16
    Years
    • Seen Sep 7, 2023
    Hmm... I don't know if this will work, but try this:
    Code:
    def pbFishingEnd(oldpattern)
     if !pbCommonEvent(FISHINGENDCOMMONEVENT)
      pattern=0
      playertrainer=pbGetPlayerTrainerType
      dirs=["down","left","right","up"]
      dir=dirs[$game_player.direction/2-1]
      olddir=$game_player.direction
      5.times do |pattern|
       $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
       pattern+=1
       2.times do
        Graphics.update
        Input.update
        pbUpdateSceneMap
       end
      end
     end
     $game_temp.player_new_direction=olddir
    end
     
  • 91
    Posts
    15
    Years
    • Seen May 4, 2011
    Hmm... I don't know if this will work, but try this:
    Code:
    def pbFishingEnd(oldpattern)
     if !pbCommonEvent(FISHINGENDCOMMONEVENT)
      pattern=0
      playertrainer=pbGetPlayerTrainerType
      dirs=["down","left","right","up"]
      dir=dirs[$game_player.direction/2-1]
      olddir=$game_player.direction
      5.times do |pattern|
       $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
       pattern+=1
       2.times do
        Graphics.update
        Input.update
        pbUpdateSceneMap
       end
      end
     end
     $game_temp.player_new_direction=olddir
    end

    For some reason it still looks at left matey : O
     
  • 401
    Posts
    19
    Years
    • Age 29
    • Seen Dec 4, 2016
    Get rid of any commands that active a change in graphics, put this in the script when u fish: $game_switches[no of switch here] = true. Then set a common event to run parallel to when this switch is activated. Then just set some move routes to change the graphics. Much easier :)
     

    Luka S.J.

    Jealous Croatian
  • 1,270
    Posts
    15
    Years
    It's even easier than that...Just rename the fishing graphics to fishingX.png
    and replace X with the number of your character (eg.001). That's what it says in the notes and it works fine. I've tried it.
     
  • 91
    Posts
    15
    Years
    • Seen May 4, 2011
    DragoChamp that doesn't help at all.. that is how the game comes.. if you use a Rod it will use the 5 sprites and not more than that.. so either you don't know what you are talking about or we are talking about different things (probably) :P

    agentalexandre12 (Are you Portuguese or Brazilian ?), i don't really understand what you mean, could you be more precise ?
     
  • 401
    Posts
    19
    Years
    • Age 29
    • Seen Dec 4, 2016
    agentalexandre12 (Are you Portuguese or Brazilian ?), i don't really understand what you mean, could you be more precise ?
    Its funny how everyone asks me that.
    Change the script to:
    def pbFishingEnd(oldpattern)
    if !pbCommonEvent(FISHINGENDCOMMONEVENT)
    $game_switches[50] = true
    Graphics.update
    Input.update
    pbUpdateSceneMap
    end
    end
    Then create a common event which activates ( on parallel ) when switch number 50 is on ( if you don't know how to do this, you really shouldn't be using RMXP). Then just change the characters graphics however you want inside this event. At the end, just turn switch number 50 off.
     

    SpawnHyuuga

    Elite Four Spawn
  • 198
    Posts
    17
    Years
    Does anyone know how to make a more advanced timign system. As far as I can tell, there are days (of the week) and hours? Can I make a new system and get rid of the current one, or can I add onto it to make things such as birthday events, Christmas, and then make it snow/rain at appropriate times of the year.
     
  • 489
    Posts
    16
    Years
    Looks like it got pushed back to the previous page again.
    Here is my previous post again.
    I'm still have problems, the music still refuses to play. Here is the script again.

    @>Control Variables: [0026]: Regi Defeat] +=1
    @>Play SE: '378Cry',80,100
    @>Change Battle BGM: 'SEQ_BA_DPOKE1',100,100
    @>Conditional Branch: Script: pbRoamingPokemonBattle(378,50)
    @>
    : Else
    @>
    : Branch End
    @>Control Switches: [0030: Regice Battle] = ON
     

    Mortifiier

    *blank*
  • 3
    Posts
    15
    Years
    • Seen Jul 18, 2010
    Just a quick question....How would I go about changing the font size and type for the Trainer Card and the Region Map?

    I was able to change the placement and colors easily enough, but I can't figure out the syntax for the font changes.
     
  • 102
    Posts
    15
    Years
    • Seen Jul 19, 2017
    Does anyone know how to make a more advanced timign system. As far as I can tell, there are days (of the week) and hours? Can I make a new system and get rid of the current one, or can I add onto it to make things such as birthday events, Christmas, and then make it snow/rain at appropriate times of the year.

    Well, implementing months is just as easy as implementing days. Here is some code I "created":

    Code:
    def pbIsMonth(monVariable,*arg)
     mon=Time.now.mon
     ret=false
     for mn in arg
      ret=true if mn==mon
     end
     if monVariable>=0
      $game_variables[monVariable]=[ 
       _INTL("January"),
       _INTL("February"),
       _INTL("March"),
       _INTL("April"),
       _INTL("May"),
       _INTL("June"),
       _INTL("July"),
       _INTL("August"),
       _INTL("September"),
       _INTL("October"),
       _INTL("November"),
       _INTL("December")
      ][mon] 
     end
     return ret
    end
    Put it in PokemonUtilities at line 123. Actually I modified some existing code. Still looking for the correct place to automatically change the weather but I imagine it is not too hard to implement.
     
    Status
    Not open for further replies.
    Back
    Top