• 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.

Help and Requests

Status
Not open for further replies.

Maruno

Lead Dev of Pokémon Essentials
5,286
Posts
16
Years
    • Seen May 3, 2024
    How do I make the tiles transperant when mapping?
    Also how do I change the character sprites and update to d/p/pt/hg/ss stuff.
    I tried adding a dp Ow, female character but she was cut off...
    I would've thought changing the graphics was an obvious process. Just... change them. Oh, and load them into RPG Maker XP through the Materialbase (F10).

    When you load a new graphic (or a replacement for an old one), you get the chance to pick a colour that represents transparency (usually hot pink, because no one ever uses that colour usually), as well as a colour that represents semi-transparency.

    As for "cut off", that's not very specific. Cut off where? We can't help until we know something.


    I started up pokemon essentials today to start working on my game. I playtested pokemon essentials, everything was working fine in the first room, but when I exited that room the screen was black, took forever to load the map, and when it finally did, the game started slowing down, my player would barely move, and when he did, it looked like he was sliding across because he didn't take any steps. It's the newest version of pokemon essentials and I haven't done anything to it yet. I have an older version from about a year ago and that one works perfectly fine and nothing goes wrong with it. Does anyone else have this problem? I'm going to be using the older version for now, but if somebody could help that would be greatly appreciated. Thanks in advance.

    EDIT: I have also checked the scripts and I have not seen anything wrong with it.
    So... what possessed you to not post this in the Pokémon Essentials thread?

    There's nothing wrong with using an older version. In fact, many things in the newer versions are broken (I suspect deliberately), and they only add minor things.
     
    69
    Posts
    14
    Years
    • Seen Nov 19, 2014
    I dont understand how change the language.
    First: i compile the text
    second: i put de int.dat in data folder.
    and later???

    Sorry for my english
     
    3
    Posts
    14
    Years
    • Seen May 23, 2010
    Excuse my Shortcomings but as you put the alternation of day and night in pokemon essential?
     

    Amarantine

    The psychic baritone ♠
    27
    Posts
    14
    Years
  • Excuse my Shortcomings but as you put the alternation of day and night in pokemon essential?

    You mean, how to make the Day/Night system?

    Someone posted the fixed code somewhere on the Pokemon Essentials Thread.

    Let me see if i can find it...

    Code:
    module EncounterTypes
     Land=0
     Cave=1
     Water=2
     RockSmash=3
     OldRod=4
     GoodRod=5
     SuperRod=6
     HeadbuttLow=7
     HeadbuttHigh=8
     LandMorning=9
     LandDay=10
     LandNight=11
     BugContest=12
     Names=[
       "Land",
       "Cave",
       "Water",
       "RockSmash",
       "OldRod",
       "GoodRod",
       "SuperRod",
       "HeadbuttLow",
       "HeadbuttHigh",
       "LandMorning",
       "LandDay",
       "LandNight",
       "BugContest"
      ]
      EnctypeChances=[
       [20,20,10,10,10,10,5,5,4,4,1,1],
       [20,20,10,10,10,10,5,5,4,4,1,1],
       [60,30,5,4,1],
       [60,30,5,4,1],
       [70,30],
       [60,20,20],
       [40,40,15,4,1],
       [30,25,20,10,5,5,4,1],
       [30,25,20,10,5,5,4,1],
       [20,20,10,10,10,10,5,5,4,4,1,1],
       [20,20,10,10,10,10,5,5,4,4,1,1],
       [20,20,10,10,10,10,5,5,4,4,1,1],
       [20,20,10,10,10,10,5,5,4,4,1,1]
      ]
    end
    class PokemonEncounters
     def initialize
      @enctypes=[]
      @density=nil
     end
     def stepcount
      return @stepcount
     end
     def clearStepCount
      @stepcount=0
     end
     def hasEncounter?(enc)
      return false if @density==nil || enc<0
      return @enctypes[enc] ? true : false  
     end
     def isCave?
      return false if @density==nil
      return @enctypes[1] ? true : false
     end
     def isGrass?
      return false if @density==nil
      return (@enctypes[0] || @enctypes[9] || @enctypes[10] || @enctypes[11] || @enctypes[12]) ? true : false
     end
     def isEncounterPossibleHere?
      if $PokemonGlobal && $PokemonGlobal.surfing
       return true
      elsif self.isCave?
       return true
      elsif self.isGrass?
       return pbIsGrassTag?($game_map.terrain_tag($game_player.x,$game_player.y))
      else
       return false
      end
     end
     def pbEncounterType
      if $PokemonGlobal && $PokemonGlobal.surfing
       return EncounterTypes::Water
      elsif self.isCave?
       return EncounterTypes::Cave
     elsif self.isGrass?
       hour=Time.now.hour
       enctype=EncounterTypes::Land
       if pbInBugContest?
        if self.hasEncounter?(EncounterTypes::BugContest)
         enctype=EncounterTypes::BugContest
        end
       elsif hour<6 || hour>=20
        if self.hasEncounter?(EncounterTypes::LandNight)
         enctype=EncounterTypes::LandNight
        end
       elsif hour<12
        if self.hasEncounter?(EncounterTypes::LandMorning)
         enctype=EncounterTypes::LandMorning
        end
       else
        if self.hasEncounter?(EncounterTypes::LandDay)
         enctype=EncounterTypes::LandDay
        end
       end
       return enctype
      else
       return -1
      end
     end
     def setup(mapID)
      @density=nil
      @stepcount=0
      @enctypes=[]
      begin
       data=load_data("Data/encounters.dat")
       if data.is_a?(Hash) && data[mapID]
        @density=data[mapID][0]
        @enctypes=data[mapID][1]
       else
        @density=nil
        @enctypes=[]
       end
      rescue
       @density=nil
       @enctypes=[]
      end
     end
     def pbMapHasEncounter?(mapID,enctype)
      data=load_data("Data/encounters.dat")
      if data.is_a?(Hash) && data[mapID]
        enctypes=data[mapID][1]
        density=data[mapID][0]
      else
        return false
      end
      return false if density==nil || enctype<0
      return enctypes[enctype] ? true : false  
     end
     def pbMapEncounter(mapID,enctype)
      if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
       raise ArgumentError.new(_INTL("Encounter type out of range"))
      end
      data=load_data("Data/encounters.dat")
      if data.is_a?(Hash) && data[mapID]
        enctypes=data[mapID][1]
      else
        return nil
      end
      return nil if enctypes[enctype]==nil
      chances=EncounterTypes::EnctypeChances[enctype]
      rnd=rand(100)
      chosenpkmn=0
      chance=0
      for i in 0...chances.length
       chance+=chances[i]
       if rnd<chance
        chosenpkmn=i
        break
       end
      end
      encounter=enctypes[enctype][chosenpkmn]
      level=encounter[1]+rand(1+encounter[2]-encounter[1])
      return [encounter[0],level]
     end
     def pbEncounteredPokemon(enctype)
      if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
       raise ArgumentError.new(_INTL("Encounter type out of range"))
      end
      return nil if @enctypes[enctype]==nil
      chances=EncounterTypes::EnctypeChances[enctype]
      rnd=rand(100)
      chosenpkmn=0
      chance=0
      for i in 0...chances.length
       chance+=chances[i]
       if rnd<chance
        chosenpkmn=i
        break
       end
      end
      encounter=@enctypes[enctype][chosenpkmn]
      return nil if !encounter
      level=encounter[1]+rand(1+encounter[2]-encounter[1])
      return [encounter[0],level]
     end
     def pbGenerateEncounter(enctype)
      if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
       raise ArgumentError.new(_INTL("Encounter type out of range"))
      end
      return nil if @density==nil
      return nil if @density[enctype]==0 || !@density[enctype]
      return nil if @enctypes[enctype]==nil
      @stepcount+=1
      return nil if @stepcount<=3 # Check three steps after battle ends
      encount=@density[enctype]*16
      if $PokemonGlobal.bicycle
       encount=(encount*4/5)
      end
      if $PokemonMap.blackFluteUsed
       encount/=2
      end
      if $PokemonMap.whiteFluteUsed
       encount=(encount*3/2)
      end
      if $Trainer.party.length>0
       if isConst?($Trainer.party[0].item,PBItems,:CLEANSETAG)
        encount=(encount*2/3)
       else
        if isConst?($Trainer.party[0].ability,PBAbilities,:STENCH)
         encount=(encount*1/2)
        elsif isConst?($Trainer.party[0].ability,PBAbilities,:ILLUMINATE)
         encount=(encount*2/3)
        end
       end
      end
      return nil if rand(2874)>=encount
      encpoke=pbEncounteredPokemon(enctype)
      return nil if !encpoke
      if $PokemonGlobal.repel>0 && 
         $Trainer.party.length>0 &&
         encpoke[1]<=$Trainer.party[0].level
       return nil
      end
      return encpoke
     end
    end

    The code wasn't made by me, i can't remember who made it, in any case check the thread and search for the person who made it, just in case they may want credit for it.

    To make the code work replace the old script with this one on the script section PokemonEncounters.

    There are 3 types of encounters : LandDay, LandMorning and LandNight.

    To define what pokemon will appear in each time of the day you'll have to do it manually, like this:

    Spoiler:


    Hope it helped!
     

    KingCharizard

    C++ Developer Extraordinaire
    1,229
    Posts
    14
    Years
  • You mean, how to make the Day/Night system?

    Someone posted the fixed code somewhere on the Pokemon Essentials Thread.

    Let me see if i can find it...

    Code:
    module EncounterTypes
     Land=0
     Cave=1
     Water=2
     RockSmash=3
     OldRod=4
     GoodRod=5
     SuperRod=6
     HeadbuttLow=7
     HeadbuttHigh=8
     LandMorning=9
     LandDay=10
     LandNight=11
     BugContest=12
     Names=[
       "Land",
       "Cave",
       "Water",
       "RockSmash",
       "OldRod",
       "GoodRod",
       "SuperRod",
       "HeadbuttLow",
       "HeadbuttHigh",
       "LandMorning",
       "LandDay",
       "LandNight",
       "BugContest"
      ]
      EnctypeChances=[
       [20,20,10,10,10,10,5,5,4,4,1,1],
       [20,20,10,10,10,10,5,5,4,4,1,1],
       [60,30,5,4,1],
       [60,30,5,4,1],
       [70,30],
       [60,20,20],
       [40,40,15,4,1],
       [30,25,20,10,5,5,4,1],
       [30,25,20,10,5,5,4,1],
       [20,20,10,10,10,10,5,5,4,4,1,1],
       [20,20,10,10,10,10,5,5,4,4,1,1],
       [20,20,10,10,10,10,5,5,4,4,1,1],
       [20,20,10,10,10,10,5,5,4,4,1,1]
      ]
    end
    class PokemonEncounters
     def initialize
      @enctypes=[]
      @density=nil
     end
     def stepcount
      return @stepcount
     end
     def clearStepCount
      @stepcount=0
     end
     def hasEncounter?(enc)
      return false if @density==nil || enc<0
      return @enctypes[enc] ? true : false  
     end
     def isCave?
      return false if @density==nil
      return @enctypes[1] ? true : false
     end
     def isGrass?
      return false if @density==nil
      return (@enctypes[0] || @enctypes[9] || @enctypes[10] || @enctypes[11] || @enctypes[12]) ? true : false
     end
     def isEncounterPossibleHere?
      if $PokemonGlobal && $PokemonGlobal.surfing
       return true
      elsif self.isCave?
       return true
      elsif self.isGrass?
       return pbIsGrassTag?($game_map.terrain_tag($game_player.x,$game_player.y))
      else
       return false
      end
     end
     def pbEncounterType
      if $PokemonGlobal && $PokemonGlobal.surfing
       return EncounterTypes::Water
      elsif self.isCave?
       return EncounterTypes::Cave
     elsif self.isGrass?
       hour=Time.now.hour
       enctype=EncounterTypes::Land
       if pbInBugContest?
        if self.hasEncounter?(EncounterTypes::BugContest)
         enctype=EncounterTypes::BugContest
        end
       elsif hour<6 || hour>=20
        if self.hasEncounter?(EncounterTypes::LandNight)
         enctype=EncounterTypes::LandNight
        end
       elsif hour<12
        if self.hasEncounter?(EncounterTypes::LandMorning)
         enctype=EncounterTypes::LandMorning
        end
       else
        if self.hasEncounter?(EncounterTypes::LandDay)
         enctype=EncounterTypes::LandDay
        end
       end
       return enctype
      else
       return -1
      end
     end
     def setup(mapID)
      @density=nil
      @stepcount=0
      @enctypes=[]
      begin
       data=load_data("Data/encounters.dat")
       if data.is_a?(Hash) && data[mapID]
        @density=data[mapID][0]
        @enctypes=data[mapID][1]
       else
        @density=nil
        @enctypes=[]
       end
      rescue
       @density=nil
       @enctypes=[]
      end
     end
     def pbMapHasEncounter?(mapID,enctype)
      data=load_data("Data/encounters.dat")
      if data.is_a?(Hash) && data[mapID]
        enctypes=data[mapID][1]
        density=data[mapID][0]
      else
        return false
      end
      return false if density==nil || enctype<0
      return enctypes[enctype] ? true : false  
     end
     def pbMapEncounter(mapID,enctype)
      if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
       raise ArgumentError.new(_INTL("Encounter type out of range"))
      end
      data=load_data("Data/encounters.dat")
      if data.is_a?(Hash) && data[mapID]
        enctypes=data[mapID][1]
      else
        return nil
      end
      return nil if enctypes[enctype]==nil
      chances=EncounterTypes::EnctypeChances[enctype]
      rnd=rand(100)
      chosenpkmn=0
      chance=0
      for i in 0...chances.length
       chance+=chances[i]
       if rnd<chance
        chosenpkmn=i
        break
       end
      end
      encounter=enctypes[enctype][chosenpkmn]
      level=encounter[1]+rand(1+encounter[2]-encounter[1])
      return [encounter[0],level]
     end
     def pbEncounteredPokemon(enctype)
      if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
       raise ArgumentError.new(_INTL("Encounter type out of range"))
      end
      return nil if @enctypes[enctype]==nil
      chances=EncounterTypes::EnctypeChances[enctype]
      rnd=rand(100)
      chosenpkmn=0
      chance=0
      for i in 0...chances.length
       chance+=chances[i]
       if rnd<chance
        chosenpkmn=i
        break
       end
      end
      encounter=@enctypes[enctype][chosenpkmn]
      return nil if !encounter
      level=encounter[1]+rand(1+encounter[2]-encounter[1])
      return [encounter[0],level]
     end
     def pbGenerateEncounter(enctype)
      if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
       raise ArgumentError.new(_INTL("Encounter type out of range"))
      end
      return nil if @density==nil
      return nil if @density[enctype]==0 || !@density[enctype]
      return nil if @enctypes[enctype]==nil
      @stepcount+=1
      return nil if @stepcount<=3 # Check three steps after battle ends
      encount=@density[enctype]*16
      if $PokemonGlobal.bicycle
       encount=(encount*4/5)
      end
      if $PokemonMap.blackFluteUsed
       encount/=2
      end
      if $PokemonMap.whiteFluteUsed
       encount=(encount*3/2)
      end
      if $Trainer.party.length>0
       if isConst?($Trainer.party[0].item,PBItems,:CLEANSETAG)
        encount=(encount*2/3)
       else
        if isConst?($Trainer.party[0].ability,PBAbilities,:STENCH)
         encount=(encount*1/2)
        elsif isConst?($Trainer.party[0].ability,PBAbilities,:ILLUMINATE)
         encount=(encount*2/3)
        end
       end
      end
      return nil if rand(2874)>=encount
      encpoke=pbEncounteredPokemon(enctype)
      return nil if !encpoke
      if $PokemonGlobal.repel>0 && 
         $Trainer.party.length>0 &&
         encpoke[1]<=$Trainer.party[0].level
       return nil
      end
      return encpoke
     end
    end

    The code wasn't made by me, i can't remember who made it, in any case check the thread and search for the person who made it, just in case they may want credit for it.

    To make the code work replace the old script with this one on the script section PokemonEncounters.

    There are 3 types of encounters : LandDay, LandMorning and LandNight.

    To define what pokemon will appear in each time of the day you'll have to do it manually, like this:

    Spoiler:


    Hope it helped!

    A very impressive explanation. Good job most people probably will use the different encounters...
     

    Karel_Kazuki

    Wants to Learn about PKMN Rmxp
    359
    Posts
    16
    Years
  • Hello, I am back with a request/help with this region map icreated.Obviously, its too big so im asking does anyone know how to resize it or can you do it for me?
     

    KingCharizard

    C++ Developer Extraordinaire
    1,229
    Posts
    14
    Years
  • err... i dont know how to do that...if you mean drag the corners in, it dissappears every time.

    No not likt that, do this: ok when you open the image in paint, go to image, a drop down list will show, select resize/skew. type in the box where it says 100 and has another 100 beneath. type 60 press tab and type 60 again press ok there you go. if that not the size u want press undo(ctrl + z) and type a different number till you find the size you want.
     
    69
    Posts
    14
    Years
    • Seen Nov 19, 2014
    I dont understand how change the language.
    First: i compile the text
    second: i put de int.dat in data folder.
    and later???

    Sorry for my english
     

    KingCharizard

    C++ Developer Extraordinaire
    1,229
    Posts
    14
    Years
  • Can someone post an example or even a mini tutorial on how to use the Random Dungeon system in the latest version of Essentials? What poccil wrote just isn't detailed enough, there needs to be a picture example of how the Autotiles are setout. This is the section in notes.html
    http://www.upokecenter.com/projects/pokestarter/notes.html#dungeons

    Think of zelda's dungeons... they looked like this

    |_|_|
    |_|_|
    |_|_| -- 2d Diagram

    Each room looked almost exactly the same and it was a pain to get out unless you knew the way. That what I believe is the use for the dungeon here. But if you put trainers in each dungeon they will be moved when you renter the same room making you believe its a different room... Now I dunno if this is correct i'll try it out but i'm pretty sure that it is.

    The autotiles are just a wall and floor, the 1 auto tile i think he means the wall corner. I'm not too sure,try using some cave tiles as auto tiles and see what happens..
     
    Last edited:

    Peeky Chew

    Master of Palettes
    829
    Posts
    14
    Years
  • Simple question: In rmxp how do you make it so that once you've talked to someone they stay looking in the direction you did?
    Thanks.
     

    KingCharizard

    C++ Developer Extraordinaire
    1,229
    Posts
    14
    Years
  • I already tried that, it doesn't work...

    It worked for me, take a look!
    Spoiler:

    She started in the down position, I talked to her she faced up and stayed up talked to her from every angle she stayed... Before she did go back but then I added
    sent move route > This event > turn towards player.
     
    489
    Posts
    16
    Years
  • I have tried and tried to get this to work but to no avail. Could someone please make a version of this script for Pokemon Essentials? This script is currently designed for a default RMXP engine (default Menu and all that).
    This is the script here:
    Spoiler:
    Whoever does it, just let me know how you want me to thank you. Obviously Credits in my fan game, but PM me if you would like something special as well.

    P.S. Almost forgot this script too, you will need it for the previous one to work or even edits of it.
    Spoiler:
    And also the Icon for the Mouse (attached below, place in Graphics/Icons)
     
    Last edited:
    Status
    Not open for further replies.
    Back
    Top