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Help & Request Thread

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8
Posts
18
Years
    • Seen Jan 26, 2009
    I need a Pokémon-Textbox

    Hello everybody! I hope this is the correct Subforum for my question. Did you have a Pokémon-Textbox that I can use with the RPG Maker XP? I've founded someone here, but I have deleted it and now I can't find it. The best would be the textbox from FireRed and LeafGreen. I really need this textbox for my game, please!
    Thank You!
     

    Demonic Budha

    semi-good RMXPer (not script)
    192
    Posts
    18
    Years
  • Hey guys, i have another question about my run script (on a previous page) is there a way to add in a switch, (ie you cant run until someone gives you the shoes) So, when i get the shoes the script is now active?
    Thanks
    Demonic Budha
     
    139
    Posts
    16
    Years
    • Seen Dec 26, 2007
    could i have some gamemaker scripts for my new game called palkias revenge any scripts i dont really care which ones
     

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
    Years
    • Seen May 4, 2024
    Can anyone post a Charset of the S.S. Anne/S.S Aqua/Ship. Thanks.
     

    Glitchfinder

    Let's all get along, please?
    477
    Posts
    17
    Years
  • Ok, this is getting quite annoying. All of the links to your recources for RM2K3 are broken, PC x.x

    I need a Pokemon Charset for RM2K3 =p

    That annoys me too. My fisrst suggestion for anyone who is hosting one of these is to host it someplace stable, or, if it's just an image, at photobucket.
     

    O.G. Duke

    a.k.a OmegaGroudon
    974
    Posts
    17
    Years
    • Seen May 18, 2016
    How about complete RMXP pokemon starter kit? I mean 100% completed with everything!
     
    209
    Posts
    17
    Years
  • Hello, I've got a request. I need a Project, with just window smalling, like in Starter Kits, but, don't anything else - with standard CBS CMS etc. And, to work with 100J.dll . I will be very Pleased.
     

    Glitchfinder

    Let's all get along, please?
    477
    Posts
    17
    Years
  • Hello, I've got a request. I need a Project, with just window smalling, like in Starter Kits, but, don't anything else - with standard CBS CMS etc. And, to work with 100J.dll . I will be very Pleased.

    Well, the closest thing is my resolution demo on the first page. Unfortunately, "RGSS100J.dll" is only in illegal editions of RMXP.
     

    Shade

    Dark Knight
    29
    Posts
    16
    Years
  • I'm new :)

    Ummm. I'm new at this so please don't make fun of me. How can I load tile sets on Sphere. Please help.:\
     
    209
    Posts
    17
    Years
  • Well, the closest thing is my resolution demo on the first page. Unfortunately, "RGSS100J.dll" is only in illegal editions of RMXP.

    No it's not illegal, its just version translated to Polish, by fans. I'm from Poland, and I'm using it, because I don't english as much... Will your demo work with RGSS100J.dll ? If not, can you make a version for me, that will work with RGSS100J.dll? I will be very pleased. I can't just download starter kit, because I want to change resolution, no CBS/CMS too.
     

    Shade

    Dark Knight
    29
    Posts
    16
    Years
  • Which would you suggest...

    Which would you suggest to make a pokemon game sphere or game maker.:\Cause I would really like to make one. And also where can I get a pokemon tile set that works with sphere or game maker and how can I import pokemon sprites. Please help.
     
    Last edited:

    Glitchfinder

    Let's all get along, please?
    477
    Posts
    17
    Years
  • No it's not illegal, its just version translated to Polish, by fans. I'm from Poland, and I'm using it, because I don't english as much... Will your demo work with RGSS100J.dll ? If not, can you make a version for me, that will work with RGSS100J.dll? I will be very pleased. I can't just download starter kit, because I want to change resolution, no CBS/CMS too.

    Technically, it is illegal, but I see your point. My version should work, and if it doesn't, there are instructions on how to get it working in the project's thread.
     

    Shade

    Dark Knight
    29
    Posts
    16
    Years
  • I Need A tile Set

    Can some one please help me I need A Pokemon tile set for ether Game Maker sphere or RPGMakerXP. Please help.:\
     
    Last edited:

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
    Years
    • Seen May 4, 2024
    Okay, I have this one "Capturing Script" and I can't figure out how to use it at all. If anyone reading this understands RGSS can you please tell me what I have to do to get it to work?

    Code:
    #==============================================================================
    # ** Module Monster
    #==============================================================================
    module Monster
      # Just include the Monsters you want to have in the array, they'll be 
      # displayed in the order you place them in the array
      Database_Monster = [1, 2,3 ,4 ,5 ,6 ,7 ,8 ,9 ,10]
      # The variables are assigned to the actors in the array, means the first 
      # variable in the array is assigned to the first actor in the  
      # Database_Monster array
      Variables = [200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210]
      # Text that shows up if a character / monster is not available
      Not_Available = "Not Available"
      # Text that shows up if you want to release a monster
      Release = "Are you sure you want to release it?"
    end
    #==============================================================================
    # ** Scene_Release
    #==============================================================================
    
    class Scene_Release
      #--------------------------------------------------------------------------
      # * Main Processing
      #--------------------------------------------------------------------------
      def main
        @bestiary_left = Window_Bestiary_Left.new
        @bestiary_right = Window_Bestiary_Right.new
        @dummy_window = Window_Base.new(170, 129, 300, 64)
        @dummy_window.contents = Bitmap.new(@dummy_window.width - 32, @dummy_window.height - 32)
        @dummy_window.contents.draw_text(4, 0, 250, 32, Monster::Release)
        @command_window = Window_Command.new(160,["Yes", "No"])
        @command_window.active = false
        @command_window.visible = false
        @command_window.x = 320 - @command_window.width / 2
        @command_window.y = 240 - @command_window.height / 2
        @command_window.z = 150
        @dummy_window.z = 150
        @dummy_window.visible = false
        refresh
        # Execute transition
        Graphics.transition
        # Main loop
        loop do
          # Update game screen
          Graphics.update
          # Update input information
          Input.update
          # Frame update
          update
          # Abort loop if screen is changed
          if $scene != self
            break
          end
        end
        # Prepare for transition
        Graphics.freeze
        # Dispose of windows
        @bestiary_left.dispose
        @bestiary_right.dispose
        @command_window.dispose
        @dummy_window.dispose
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        if @old_index != @bestiary_left.index
          @bestiary_right.refresh(@bestiary_left.index)
          @old_index = @bestiary_left.index
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def update
        @command_window.update
        @bestiary_left.update
        refresh
        if @bestiary_left.active
          bestiary_update
        elsif @command_window.active
          command_update
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update (when bestiary window is active)
      #--------------------------------------------------------------------------
      def bestiary_update
        if Input.trigger?(Input::B)
          # Play cancel SE
          $game_system.se_play($data_system.cancel_se)
          # Switch to Map screen
          $scene = Scene_Map.new
          return
        end
        if Input.trigger?(Input::C)
          if $game_variables[Monster::Variables[@bestiary_left.index]] != 2
            # Play buzzer SE
            $game_system.se_play($data_system.buzzer_se)
            return
          end
          $game_system.se_play($data_system.decision_se)
          @bestiary_left.active = false
          @command_window.active = true
          @command_window.visible = true
          @dummy_window.visible = true
          @command_window.index = 0
          return
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update (when command window is active)
      #--------------------------------------------------------------------------
      def command_update
        if Input.trigger?(Input::B)
          # Play cancel SE
          $game_system.se_play($data_system.cancel_se)
          @bestiary_left.active = true
          @command_window.active = false
          @command_window.visible = false
          @dummy_window.visible = false
          @command_window.index = 0
          return
        end
        if Input.trigger?(Input::C)
          # Play decision SE
          $game_system.se_play($data_system.decision_se)
          case @command_window.index
          when 1
            @bestiary_left.active = true
            @command_window.active = false
            @command_window.visible = false
            @dummy_window.visible = false
            @command_window.index = 0
          when 0
            $game_variables[Monster::Variables[@bestiary_left.index]] = 0
            # Switch to Map screen
            $scene = Scene_Map.new
          end
        end
      end
    end
    #==============================================================================
    # * Window_Bestiary_Left
    #==============================================================================
    
    class Window_Bestiary_Left < Window_Selectable
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, 210, 480)
        self.contents = Bitmap.new(width - 32, height - 32)
        @index = 0
        @item_max = Monster::Database_Monster.size
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        self.contents.font.color = Color.new(0, 0, 0)
        self.contents.draw_text(3, 1, 150, 32, "Monster Name:")
        self.contents.draw_text(5, -1, 150, 32, "Monster Name:")
        self.contents.draw_text(3, -1, 150, 32, "Monster Name:")
        self.contents.draw_text(5, 1, 150, 32, "Monster Name:")
        self.contents.font.color = normal_color
        self.contents.draw_text(4, 0, 150, 32, "Monster Name:")
        for i in 0...Monster::Database_Monster.size
          y = i * 32
          @name = $game_variables[Monster::Variables[i]] == 2 ? $game_actors[Monster::Database_Monster[i]].name : Monster::Not_Available
          self.contents.draw_text(4, y + 32, 150, 32, "#{@name}")
        end
      end
      #--------------------------------------------------------------------------
      # * Cursor Rectangle Update
      #--------------------------------------------------------------------------
      def update_cursor_rect
        self.cursor_rect.set(0, @index * 32 + 32, self.width - 32, 32)
      end
    end
    #==============================================================================
    # * Window_Bestiary_Right
    #==============================================================================
    
    class Window_Bestiary_Right < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(210, 0, 430, 480)
        self.contents = Bitmap.new(width - 32, height - 32)
        refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh(index = 0)
        self.contents.clear
        @monster = $game_actors[Monster::Database_Monster[index]]
        self.contents.font.color = Color.new(0, 0, 0)
        self.contents.draw_text(3, 1, 200, 32, "Monster Description:")
        self.contents.draw_text(5, -1, 200, 32, "Monster Description:")
        self.contents.draw_text(3, -1, 200, 32, "Monster Description:")
        self.contents.draw_text(5, 1, 200, 32, "Monster Description:")
        self.contents.font.color = normal_color
        self.contents.draw_text(4, 0, 200, 32, "Monster Description:")
        if $game_variables[Monster::Variables[index]] == 2
          draw_actor_battler(@monster, 140, 256)
          draw_actor_hp(@monster, 4, 32)
          draw_actor_parameter(@monster, 204, 32, 4)
          draw_actor_sp(@monster, 4, 64)
          draw_actor_parameter(@monster, 204, 64, 5)
          draw_actor_parameter(@monster, 4, 96, 3)
          draw_actor_parameter(@monster, 204, 96, 6)
          draw_actor_level(@monster, 4, 160)
          self.contents.draw_text(52, 192, 150, 32, "#{@monster.now_exp} / #{@monster.next_exp}")
          self.contents.font.color = system_color
          self.contents.draw_text(4, 192, 120, 32, "Exp:")
        else
          self.contents.font.color = system_color
          self.contents.draw_text(4, 32, 32, 32, $data_system.words.hp)
          self.contents.draw_text(4, 64, 32, 32, $data_system.words.sp)
          self.contents.draw_text(204, 32, 120, 32, $data_system.words.dex)
          self.contents.draw_text(204, 64, 120, 32, $data_system.words.agi)
          self.contents.draw_text(4, 96, 120, 32, $data_system.words.str)
          self.contents.draw_text(204, 96, 120, 32, $data_system.words.int)
          self.contents.draw_text(4, 160, 120, 32, "Lv")
          self.contents.draw_text(4, 192, 120, 32, "Exp:")
        end
      end
    end
    
    #==============================================================================
    # ** Game_Actor
    #------------------------------------------------------------------------------
    #  This class handles the actor. It's used within the Game_Actors class
    #  ($game_actors) and refers to the Game_Party class ($game_party).
    #==============================================================================
    class Game_Actor < Game_Battler
      #--------------------------------------------------------------------------
      # * Get the current EXP
      #--------------------------------------------------------------------------
      def now_exp
        return @exp - @exp_list[@level]
      end
      #--------------------------------------------------------------------------
      # * Get the next level's EXP
      #--------------------------------------------------------------------------
      def next_exp
        return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
      end
    end
    #==============================================================================
    # ** Window_Base
    #==============================================================================
    
    class Window_Base < Window
      #--------------------------------------------------------------------------
      # * Draw Battler
      #     actor : actor
      #     x     : draw spot x-coordinate
      #     y     : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_actor_battler(actor, x, y)
        bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
        self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
      end
    end


    I think it has something to do with storing Pokemon (Actor/Enemy) data in Variables but I'm not sure. If anyone could help that'd be great because this script could help a lot of people making Pokemon Games in RMXP.
     
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