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

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5
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14
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    • Seen Aug 30, 2009
    I think slowing your Gif image down is the fastest/easiest way. Just change the gif's speed until you like it.

    Thanks for the suggestion. My problem was that I had all the tweening set to no delay on my gif.
     
    Last edited:

    Pitaelitmaster

    The Master Of Puppets
    41
    Posts
    14
    Years
    • Seen Oct 11, 2009
    How do you make so that the rival appears? Like when you enter a new city the rival will come up to you and battle you?
     
    Last edited:

    partyghoul2000

    Intermediate Game Designer
    175
    Posts
    18
    Years
    • Age 36
    • USA
    • Seen Jun 24, 2014
    You mean that replace the pause menu (that usually contains the Pokédex, party, trainer card, bag, etc. options) entirely with either trainer card/leave safari/options/exit (4 options) or save/options/exit (3 options)? That is, rather than just replace the "save" with a "quit"/info box on left while leaving the rest of the options intact.

    This is certainly possible. If you look at the coloured-in script above, have a look to see how the "if" statement works. It starts with "if something" and end with "end" - anything in between those two happens only if that "if" statement is true.

    Lines 114 to 137 in PokemonMenu is the following:

    Code:
      commands[cmdPokedex=commands.length]=_INTL("[COLOR=DarkOrchid]POKéDEX[/COLOR]") [COLOR=Red]if $Trainer.pokedex[/COLOR]
      commands[cmdPokemon=commands.length]=_INTL("[COLOR=DarkOrchid]POKéMON[/COLOR]") [COLOR=Red]if $Trainer.party.length>0[/COLOR]
      commands[cmdBag=commands.length]=_INTL("[COLOR=DarkOrchid]BAG[/COLOR]") [COLOR=Red]if !pbInBugContest?[/COLOR]
      commands[cmdPokegear=commands.length]=_INTL("[COLOR=DarkOrchid]POKéGEAR[/COLOR]") [COLOR=Red]if $Trainer.pokegear[/COLOR]
      commands[cmdTrainer=commands.length]=$Trainer.name
      [COLOR=SeaGreen]if pbInSafari?[/COLOR]
       @scene.pbShowInfo(_INTL("[COLOR=Blue]STEPS: {1}/600\nBALLS: {2}[/COLOR]",pbSafariState.steps,pbSafariState.ballcount))
       commands[cmdQuit=commands.length]=_INTL("[COLOR=DarkOrchid]QUIT[/COLOR]")
      [COLOR=SeaGreen]elsif pbInBugContest?[/COLOR]
       [COLOR=SeaGreen]if pbBugContestState.lastPokemon[/COLOR]
         @scene.pbShowInfo(_INTL("[COLOR=Blue]CAUGHT: {1}\nLEVEL: {2}\nBALLS: {3}[/COLOR]",
              PBSpecies.getName(pbBugContestState.lastPokemon.species),
              pbBugContestState.lastPokemon.level,
              pbBugContestState.ballcount))
       [COLOR=SeaGreen]else[/COLOR]
         @scene.pbShowInfo(_INTL("[COLOR=Blue]CAUGHT: None\nBALLS: {1}[/COLOR]",pbBugContestState.ballcount))
       [COLOR=SeaGreen]end[/COLOR]
       commands[cmdQuit=commands.length]=_INTL("[COLOR=DarkOrchid]QUIT[/COLOR]")
      [COLOR=SeaGreen]else[/COLOR]
       commands[cmdSave=commands.length]=_INTL("[COLOR=DarkOrchid]SAVE[/COLOR]") [COLOR=Red]if !$game_system || !$game_system.save_disabled[/COLOR]
      [COLOR=SeaGreen]end[/COLOR]
      commands[cmdOption=commands.length]=_INTL("[COLOR=DarkOrchid]OPTION[/COLOR]")
      commands[cmdDebug=commands.length]=_INTL("[COLOR=DarkOrchid]DEBUG[/COLOR]") [COLOR=Red]if $DEBUG[/COLOR]
      commands[commands.length]=_INTL("[COLOR=DarkOrchid]EXIT[/COLOR]")
    Again, coloured in a bit. What you need to do is take the idea of having an "if" section and put it around all of this, like so:

    Code:
    [COLOR=Red]if pbInSafari?[/COLOR]
      commands[cmdTrainer=commands.length]=$Trainer.name
      commands[cmdQuit=commands.length]=_INTL("[COLOR=DarkOrchid]QUIT[/COLOR]")
      commands[cmdOption=commands.length]=_INTL("[COLOR=DarkOrchid]OPTION[/COLOR]")
      commands[cmdDebug=commands.length]=_INTL("[COLOR=DarkOrchid]DEBUG[/COLOR]") [COLOR=SeaGreen]if $DEBUG[/COLOR]
      commands[commands.length]=_INTL("[COLOR=DarkOrchid]EXIT[/COLOR]")
    [COLOR=Red]elsif pbInBugContest?[/COLOR]
      commands[cmdSave=commands.length]=_INTL("[COLOR=DarkOrchid]SAVE[/COLOR]") [COLOR=SeaGreen]if !$game_system || !$game_system.save_disabled[/COLOR]
      commands[cmdOption=commands.length]=_INTL("[COLOR=DarkOrchid]OPTION[/COLOR]")
      commands[cmdDebug=commands.length]=_INTL("[COLOR=DarkOrchid]DEBUG[/COLOR]") [COLOR=SeaGreen]if $DEBUG[/COLOR]
      commands[commands.length]=_INTL("[COLOR=DarkOrchid]EXIT[/COLOR]")
    [COLOR=Red]else[/COLOR]
      commands[cmdPokedex=commands.length]=_INTL("[COLOR=DarkOrchid]POKéDEX[/COLOR]") [COLOR=SeaGreen]if $Trainer.pokedex[/COLOR]
      commands[cmdPokemon=commands.length]=_INTL("[COLOR=DarkOrchid]POKéMON[/COLOR]") [COLOR=SeaGreen]if $Trainer.party.length>0[/COLOR]
      commands[cmdBag=commands.length]=_INTL("[COLOR=DarkOrchid]BAG[/COLOR]")
      commands[cmdPokegear=commands.length]=_INTL("[COLOR=DarkOrchid]POKéGEAR[/COLOR]") [COLOR=SeaGreen]if $Trainer.pokegear[/COLOR]
      commands[cmdTrainer=commands.length]=$Trainer.name
      commands[cmdSave=commands.length]=_INTL("[COLOR=DarkOrchid]SAVE[/COLOR]") [COLOR=SeaGreen]if !$game_system || !$game_system.save_disabled[/COLOR]
      commands[cmdOption=commands.length]=_INTL("[COLOR=DarkOrchid]OPTION[/COLOR]")
      commands[cmdDebug=commands.length]=_INTL("[COLOR=DarkOrchid]DEBUG[/COLOR]") [COLOR=SeaGreen]if $DEBUG[/COLOR]
      commands[commands.length]=_INTL("[COLOR=DarkOrchid]EXIT[/COLOR]")
    [COLOR=Red]end[/COLOR]
    As far as I can tell, that's what you want. The first lot (trainer card/quit/options/exit) is displayed if you're in a Safari game (i.e. if pbInSafari? is true). The second lot (save/option/exit0 is displayed if you're in a Bug Catching Contest (i.e. if pbInBugContest? is true). If you're not in either of these, then the regular menu is shown.

    I put the Debug options in each of them because it's always handy, just in case you need them. They won't be shown when you're just playing the game; they're to help you when you're designing the game and sorting things out.

    thank you, thank you. this works perfectly. :D
     

    darthvagabond100

    Pokemon ~NEBULA~ Creator
    262
    Posts
    15
    Years
    • Seen Jul 28, 2010
    hey... i just had a simple ques... how do yo make the pokedext list numbers like
    001 bulbasaur or... 001 bulbasaur
    002 ivysaur 002 ivysaur
    002.1 ivysay d. 002a ivysay d.
    003 venasaur 003 venasaur

    I would appreciate the help
     
    5
    Posts
    14
    Years
    • Seen Aug 30, 2009
    I have a question about eggs
    I want to make the pokemon in the egg to be random. for example when you start out you choose a egg (fire egg, grass egg, or water egg) then once that egg hatches you get one of the random starters depending on the egg you chose.

    Would the script be:
    @>Conditional Branch: Script: $Trainer.party.length>=6
    @>Text: You have no room to store the Egg...
    @>
    : Else
    @>Script: Kernel.pbGenerateEgg(
    : : PBSpecies::TOTODILE,5
    : : PBSpecies::SQUIRTLE,5
    : : PBSpecies::MUDKIP,5
    : : PBSpecies:: PIPLUP,5
    : : )
    @>Text: Received a Pokémon Egg.
    @>
    : Branch End
    @>

    Or would I need to add something else?
     
    Last edited:

    Ruby_Norman

    I'll protect you and behere...
    72
    Posts
    16
    Years
  • I have a question about text speed
    I want to make text speed and running speed faster, but I don't know how to edit in Starter Kit
     
    Last edited:
    401
    Posts
    19
    Years
    • Age 29
    • Seen Dec 4, 2016
    I have a question about eggs
    I want to make the pokemon in the egg to be random. for example when you start out you choose a egg (fire egg, grass egg, or water egg) then once that egg hatches you get one of the random starters depending on the egg you chose.

    Would the script be:
    @>Conditional Branch: Script: $Trainer.party.length>=6
    @>Text: You have no room to store the Egg...
    @>
    : Else
    @>Script: Kernel.pbGenerateEgg(
    : : PBSpecies::TOTODILE,5
    : : PBSpecies::SQUIRTLE,5
    : : PBSpecies::MUDKIP,5
    : : PBSpecies:: PIPLUP,5
    : : )
    @>Text: Received a Pokémon Egg.
    @>
    : Branch End
    @>

    Or would I need to add something else?
    Easy, set a variable (e.g startegg) as a random number from 1-4.
    Then you do if startegg = 1
    generate totodile
    else if startegg = 2
    generate piplup


    etc :)
     
    1
    Posts
    14
    Years
    • Seen Aug 31, 2009
    I already have my own pokemon custom game but i cant figure out hoe to replace files to make it an online game im a bit confused??
     
    489
    Posts
    16
    Years
  • Well this is what I have for pbWhirlpool.

    HTML:
    def Kernel.pbWhirlpool
     if $DEBUG || $Trainer.badges[BADGEFORWHIRLPOOL]
       movefinder=Kernel.pbCheckMove(PBMoves::WHIRLPOOL)
       if $DEBUG || movefinder
        if Kernel.pbConfirmMessage(_INTL("Would you like to use Whirlpool?"))
          speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
          Kernel.pbMessage(_INTL("{1} used Whirlpool!",speciesname))
          pbHiddenMoveAnimation(movefinder)
          return true
        end
       else
        Kernel.pbMessage(_INTL("It's a powerful whirlpool. A Pokémon may be able to get past it."))
       end
     else
      Kernel.pbMessage(_INTL("It's a powerful whirlpool. A Pokémon may be able to get past it."))
     end
     return false
    end

    I assume you mean "return true"? I'm not much of a scripter, so...all I could do was look at what was done with Rocksmash (excluding the Random Encounter) and replaced Dive.

    Still waiting for help with my Whirlpool script.
     

    RocketAdmin.

    Custom User Title. :)
    130
    Posts
    14
    Years
    • Seen Jul 12, 2011
    Scripting

    Hi i'm Jake and i'm new to RPG Maker XP & Pokemon Essentials Starter Kit and have no experience whatsoever.
    I was just wondering if anyone could teach me the basics of scripting.
    I have made a town but need to learn how to trigger HM's and Trainer Battles.

    Thanks for reading, and please; don't reply calling me a 'dumbass'
     
    Last edited:
    401
    Posts
    19
    Years
    • Age 29
    • Seen Dec 4, 2016
    I already have my own pokemon custom game but i cant figure out hoe to replace files to make it an online game im a bit confused??
    I believe you are trying to use my Pokemon Essentials : Online extension. Please post it in that thread (click on the support bar in my sig) and ask the question in detail there.
     

    thepsynergist

    Vinemon: Sauce Edition Programmer and Composer
    795
    Posts
    15
    Years
  • Hi i'm Jake and i'm new to RPG Maker XP & Pokemon Essentials Starter Kit and have no experience whatsoever.
    I was just wondering if anyone could teach me the basics of scripting.
    I have made a town but need to learn how to trigger HM's and Trainer Battles.

    Thanks for reading, and please; don't reply calling me a 'dumbass'


    Go to www.rmxp.org and google "ruby scripting language". Maybe take a computer programming class if your old enough to take a class at your local junior college. Other than that, just look around, I'm sure you can find something that will help you.
     
    489
    Posts
    16
    Years
  • Hi i'm Jake and i'm new to RPG Maker XP & Pokemon Essentials Starter Kit and have no experience whatsoever.
    I was just wondering if anyone could teach me the basics of scripting.
    I have made a town but need to learn how to trigger HM's and Trainer Battles.

    Thanks for reading, and please; don't reply calling me a 'dumbass'

    Triggering HM's and making Trainer battles is in Notes.html, along with just about everything else you need.
     

    Pitaelitmaster

    The Master Of Puppets
    41
    Posts
    14
    Years
    • Seen Oct 11, 2009
    Rival script

    Does somebody have a Rival battle script? Like for example if you walk in to a new town what are the scripts for the Rival to show up and battle you?

    Sorry if i can´t explain it better.
     
    2,048
    Posts
    16
    Years
    • Seen Sep 7, 2023
    Use a Player Touch event, and place it on all the tiles you want the event to trigger on. You should know the trainer battle scripts by now.
     
    2,048
    Posts
    16
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    • Seen Sep 7, 2023
    Also, make the rival event separate from the Player Touch ones, which should be invisible. Use a Move Route command to move the rival event towards you.

    Finally, after the trainer battle, deactivate the Player Touch events with a switch (turn a switch on, then make a new, blank page in the events and set its condition to that switch).
     
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