• 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.

Pokemon Green With The Original Battle System

Neo Genesis

The Wanderer
238
Posts
18
Years
  • Okay i'm making the towns first followed by the routes and I finally got an inner set so I can do a few maps if you want.
     
    Last edited:

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • Deto-Nate said:
    Yes bah! im gonna make a cms, gotta do it slightly different to all the other pokemon ones though, so that it has originality. gotta think think of some ideas!
    i have made a CMS,
    you can use it if you want.
    i can also modify it,
    if you want to be original.
     

    Neo Android

    Master Eevee Trainer
    373
    Posts
    19
    Years
    • Age 33
    • Eire
    • Seen Apr 4, 2011
    Deto-Nate said:
    Well i aint got that much time to put into this. i gotta goto work and i have a social life of cruising in my car lol, but i will work on it as quick as i can to get it finished. and yeah you are on my team now Neo! you can add the woodland soldiers pic to ur sig if ya want! i like ur mappin, you can be my main mapper, try and do as many maps as you can or want to lol. add me to msn aswell if ya have it so i can chat to ya on that! any1 else wanna join the team? spriters etc... just ask. and the pokemon selector is easy to make, shouldnt be hard atall.

    I have added you to msn, and i dont mean to be rude, i dont want you to take this the wrong way, but i really want to focus on my game and make it the best it can be, so i want to focus on the maps for my game. But can i still use your battle system, i really sorry if i have let you down in anyway.
     

    Deto-Nate

    Kiphacks is Back!
    39
    Posts
    18
    Years
  • i have made a CMS,
    you can use it if you want.
    i can also modify it,
    if you want to be original.
    Yesterday 01:51 AM

    yeah sure, sendme the script if ya dnt mind, if its good then i would love to use it. it would save me alot of time and effort.

    I have added you to msn, and i dont mean to be rude, i dont want you to take this the wrong way, but i really want to focus on my game and make it the best it can be, so i want to focus on the maps for my game. But can i still use your battle system, i really sorry if i have let you down in anyway.

    I dnt get what ya mean, how would you be letting me down?
     
    1,279
    Posts
    20
    Years
  • Lone Eevee said:
    true but i think many more will convert to rmxp when this battle system is done.
    Oh, I'm not so sure about that, funnybunny still uses rm2k. There are people that still believe rm2k3 has it's advantages over rmxp, and some people just plain don't want to change. Rmxp is a bit more advanced and some people can't use it.
    Deto-Nate said:
    and i have a social life of cruising in my car
    Haha that's the life ^_^
     

    Deto-Nate

    Kiphacks is Back!
    39
    Posts
    18
    Years
  • Them maps look good and exactly how i want them to be! weel done ^_^

    I wont be posting here till sunday probably, but i will have a big upsate to post about by then probably.
     

    Sorye HK

    Looking around here and there
    3,363
    Posts
    20
    Years
    • Seen Dec 1, 2021
    How about giving those maps a custom flair of some sort?
     

    Sorye HK

    Looking around here and there
    3,363
    Posts
    20
    Years
    • Seen Dec 1, 2021
    How about a couple of buildings like the ones in Saffron in Viridian? Viridian did seem very, urm... Well, cityish in the anime. Well, it's really up to you how you change it.
     

    Deto-Nate

    Kiphacks is Back!
    39
    Posts
    18
    Years
  • I aint gonna be posting for a few days cos im busy with something, but next time i will post screenshots of in battle action.
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • Deto-Nate said:
    yeah sure, sendme the script if ya dnt mind, if its good then i would love to use it. it would save me alot of time and effort.
    okay, here ya go:
    overwrite this with Scene_Menu
    Code:
    #=================================
    #  Scene_Menu
    #------------------------------------------------------------------
    #=================================
    class Scene_Menu
      #-----------------------------------------------------------------
      #menu_index 
      #help by Deke (x-rpg forum)
      #-----------------------------------------------------------------
      def initialize(menu_index = 0)
        @menu_index = menu_index
      end
      #--------------------------------------------------------------------------
      def main
        @spriteset = Spriteset_Map.new
        s1 = "Bag"
        s2 = " "
        s3 = "Save"
        s4 = "Options"
        s5 = "Exit"
        s6 = "Pokemon"
        s7 = "Pokedex"
        if $menu == 3
          commands = [s7, s6,s1, s2, s3, s4, s5]
          y = 60
        end
        if $menu == 2
          commands = [s6, s1, s2, s3, s4, s5]
          y = 80
        end
        if $menu == 1
          commands = [s1,s2,s3,s4,s5]
          y = 100
        end
        if $game_system.save_disabled
          commands.delete!("Save")
        end
        @command_window = Window_Command.new(160, commands)
        @command_window.index = @menu_index
        @command_window.x = 560 - @command_window.width / 2
        @command_window.y = y
        if $game_party.actors.size == 0
          @command_window.disable_item(0)
          @command_window.disable_item(1)
          @command_window.disable_item(2)
          @command_window.disable_item(3)
        end
      @my_window = HeroName.new
      @playtime_window = Window_Time.new
      @playtime_window.x = 0
      @playtime_window.y = 0
      
      @steps_window = Window_Steps.new
      @steps_window.x = 800#160
      @steps_window.y = 800#384
    
      @gold_window = Window_Gold.new
      @gold_window.x = 0
      @gold_window.y = 600
    
      @status_window = Window_MenuStatus.new
      @status_window.x = 0
      @status_window.y = 600
    
      Graphics.transition
      loop do
        Graphics.update
        Input.update
        update
        if $scene != self
          break
        end
      end 
      Graphics.freeze
      @my_window.dispose
      @command_window.dispose
      @playtime_window.dispose
      @steps_window.dispose
      @gold_window.dispose
      @status_window.dispose
      @spriteset.dispose
    end
    
    #--------------------------------------------------------------------------
    def update
      @my_window.update
      @command_window.update
      @playtime_window.update
      @steps_window.update
      @gold_window.update
      @status_window.update
      @spriteset.update
    
      if @command_window.active
        update_command
        return
      end
    
      if @status_window.active
        update_status
        return
      end
    end
    
    #--------------------------------------------------------------------------
    def update_command
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
        return
      end
        if Input.trigger?(Input::C)
         if $game_party.actors.size == 0 and @command_window.index < 4
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         case @command_window.commands[@command_window.index]
         when "Bag" #Item System
           $game_system.se_play($data_system.decision_se)
           $scene = Scene_Item.new
         when " " #Hero Name
           $game_system.se_play($data_system.decision_se)
           $scene = Scene_Map.new
         when "Save" #Save
           if $game_system.save_disabled
             $game_system.se_play($data_system.buzzer_se)
             return
           end
           $game_system.se_play($data_system.decision_se)
           $scene = Scene_Save.new
         when "Options" #option menu
           $game_system.se_play($data_system.decision_se)
           $scene = Scene_Map.new
         when  "Exit" #exit the menu
           $game_system.se_play($data_system.decision_se)
           $scene = Scene_Map.new            
         when "Pokemon"#pokemon selection system
           $game_system.se_play($data_system.decision_se)
           $scene = Scene_Map.new
         when  "Pokedex"
           $game_system.se_play($data_system.decision_se)
           $scene = Scene_Map.new
         end # case
       end # conditional
     end # method
    end # class
    
    class HeroName < Window_Base
     #--------------------------------------------------------------------------
     # ● initialize
     #--------------------------------------------------------------------------
     def initialize
       super(0, 0, 640,480)
       self.opacity = 0
       self.back_opacity = 0
       self.contents = Bitmap.new(width-32, height-32)
       self.contents.font.name = $fontface
       self.contents.font.size = $fontsize
       self.contents.font.color = text_color(8)
       refresh
     end
     #--------------------------------------------------------------------------
     # ● refresh
     #--------------------------------------------------------------------------
    def refresh
      for i in 0...$game_party.actors.size
        actor = $game_party.actors[i]
        case $menu
        when 1
          self.contents.draw_text(484, 132, 120, 32, actor.name)
        when 2
          self.contents.draw_text(484, 132, 120, 32, actor.name)
        when 3
          self.contents.draw_text(484, 188, 120, 32, actor.name)
        end
        
      end # for
    end # method
    
    end # class
    
    class Window_Time < Window_Base
     #--------------------------------------------------------------------------
     # ● initialize
     #--------------------------------------------------------------------------
     def initialize
       super(0, 0, 160, 96)
       self.contents = Bitmap.new(width - 32, height - 32)
       self.contents.font.name = $fontface
       self.contents.font.size = $fontsize
       self.contents
       refresh
     end
     #--------------------------------------------------------------------------
     # ● refresh
     #--------------------------------------------------------------------------
     def refresh
       self.contents.clear
       self.contents.font.color = system_color
       self.contents.draw_text(16, 0, 120, 32, "Local Time")
       text = Time.new.strftime("%I:%M:%S %p ")
       self.contents.font.color = normal_color
       self.contents.draw_text(0 - 4, 32, 120, 32, text, 2)
     end
     #--------------------------------------------------------------------------
     # ● update
     #--------------------------------------------------------------------------
     def update
       super
       refresh
       end
    end
    and this with Window_Command:
    Code:
    #==============================================================================
    # ■ Window_Command
    #------------------------------------------------------------------------------
    #  一般的なコマンド選択を行うウィンドウです。
    #==============================================================================
    
    class Window_Command < Window_Selectable
      attr_reader  :commands
      #--------------------------------------------------------------------------
      # ● def initialize
      #--------------------------------------------------------------------------
      def initialize(width, commands)
        # コマンドの個数からウィンドウの高さを算出
        super(0, 0, width, commands.size * 32 + 32)
        @item_max = commands.size
        @commands = commands
        self.contents = Bitmap.new(width - 32, @item_max * 32)
        self.contents.font.name = $fontface
        self.contents.font.size = $fontsize
        refresh
        self.index = 0
      end
      #--------------------------------------------------------------------------
      # ● refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        for i in 0...@item_max
          draw_item(i, normal_color)
        end
      end
      #--------------------------------------------------------------------------
      # ● draw item
      #--------------------------------------------------------------------------
      def draw_item(index, color)
        self.contents.font.color = color
        rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
        self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
        self.contents.draw_text(rect, @commands[index])
      end
      #--------------------------------------------------------------------------
      # ● index
      #--------------------------------------------------------------------------
      def disable_item(index)
        draw_item(index, disabled_color)
      end
    end
    note*: you'll need to replace $scene = Scene_Map with $scene = Scene_ *
    except for the exit function. * = the scene of the function.
    if you're creating the selection, pk dex on a map, just insert dubealex's memorize locationscript to teleport.
    here's the mem. location script:
    Code:
    #===================================================
    #===================================================
    # ■ Memorize Location Script R2 - created by dubealex 
    #===================================================
    # For more infos and update, visit:
    # rmxp.dubealex.com
    #
    # -> Real/Screen coordinates fixed.
    # -> Screen X/Y added.
    #
    # November 26, 2004
    #===================================================
    
    #===================================================
    # ▼ CLASS Store_Location Begins
    #===================================================
    class Store_Location 
      
      attr_accessor :x
      attr_accessor :y
      attr_accessor :rx
      attr_accessor :ry
      attr_accessor :sx
      attr_accessor :sy
      attr_accessor :facing
      attr_accessor :mapID
      attr_accessor :mapName
      attr_accessor :name
      attr_accessor :keyname
      attr_accessor :terrain
      
      def initialize(x, y, rx, ry, sx, sy, facing, mapID, mapName, name, keyname, terrain)
        @x= x
        @y= y
        @rx= rx
        @ry= ry
        @sx=sx
        @sy=sy
        @facing= facing
        @mapID= mapID
        @mapName= mapName
        @name= name
        @keyname= keyname
        @terrain= terrain
      end
      
    end
    #===================================================
    # ▲ CLASS Store_Location  Ends
    #===================================================
    
    
    #===================================================
    # ▼ CLASS MemLocation Begins
    #===================================================
    class MemLocation 
      
      def initialize(keyname, name, event)
        @name= name
        @keyname= keyname
        @event = event
        
        if event <= 0    
          x= $game_player.x
          y= $game_player.y
          rx= $game_player.real_x 
          ry= $game_player.real_y
          sx= $game_player.screen_x
          sy=$game_player.screen_y
          facing= $game_player.direction
          mapID= $game_map.map_id
          mapName= $game_map.name
          terrain= $game_map.terrain_tag(x, y)
          $MemLocation[@keyname] = Store_Location.new(x, y, rx, ry,sx,sy, facing, mapID, mapName, name, keyname, terrain)
          self
        else if event >= 0
          x= $game_map.events[event].x
          y= $game_map.events[event].y
          rx= $game_map.events[event].real_x 
          ry= $game_map.events[event].real_y
          sx= $game_map.events[event].screen_x
          sy=$game_map.events[event].screen_y
          facing= $game_map.events[event].direction
          mapID= $game_map.map_id
          mapName= $game_map.name
          terrain= $game_map.terrain_tag(x, y)
          $MemLocation[@keyname] = Store_Location.new(x, y, rx, ry,sx,sy, facing, mapID, mapName, name, keyname, terrain)
          self
         end
       end
     end
      
      def [](name)
          $MemLocation[keyname]
      end
    
    end
    #===================================================
    # ▲ CLASS  MemLocation Ends
    #===================================================
    
    #===================================================
    # ▼ CLASS RecallLocation Begins
    #===================================================
    class RecallLocation 
      
      def initialize(keyname, facing)
        
        if $MemLocation.has_key?(keyname)  
         $game_map.setup($MemLocation[keyname].mapID)
         $game_player.moveto($MemLocation[keyname].x, $MemLocation[keyname].y)  
         case facing
         when -1
              case $MemLocation[keyname].facing
              when 2 
                $game_player.turn_down
              when 4 
                $game_player.turn_left
              when 6 
                $game_player.turn_right
              when 8 
                $game_player.turn_up
            end 
         when 2 
          $game_player.turn_down
         when 4 
          $game_player.turn_left
         when 6 
          $game_player.turn_right
         when 8 
          $game_player.turn_up
        end
         Graphics.freeze 
         $game_temp.transition_processing = true     
         $game_map.autoplay
         $scene = Scene_Map.new 
         $game_temp.transition_processing = false
         Graphics.frame_reset
       else 
          print "This location does not exist yet in memory."
          print "Use 'Conditional Branches' in your event to bypass this error."
          print "Read the full instruction manual on RMXP.DUBEALEX.COM"
        end
      end
    end
    #===================================================
    # ▲ CLASS  RecallLocation Ends
    #===================================================
    
    
    #===================================================
    # ▼ CLASS Warp Begins
    #===================================================
    class Warp 
      
      def initialize(mapID, x, y, facing)
         $game_map.setup(mapID)
         $game_player.moveto(x, y)  
        case facing
         when 2 
          $game_player.turn_down
         when 4 
          $game_player.turn_left
         when 6 
          $game_player.turn_right
         when 8 
          $game_player.turn_up
        end
         Graphics.freeze 
         $game_temp.transition_processing = true     
         $game_map.autoplay
         $scene = Scene_Map.new 
         $game_temp.transition_processing = false
         Graphics.frame_reset
       end
     end
     
     
    #===================================================
    # ▲ CLASS  Warp Ends
    #===================================================
    
    
    #===================================================
    # ▼ CLASS RecallEvent Begins
    #===================================================
    class RecallEvent 
      
      def initialize(keyname, event)
        
        if $MemLocation.has_key?(keyname) 
      $game_map.events[event].moveto($MemLocation[keyname].x, $MemLocation[keyname].y)
       else 
          print "This location does not exist yet in memory."
          print "Use 'Conditional Branches' in your event to bypass this error."
          print "Read the full instruction manual on RMXP.DUBEALEX.COM"
        end
      end
    end
    #===================================================
    # ▲ CLASS  RecallEvent Ends
    #===================================================
    
    #===================================================
    # ▼ CLASS Game_Map Additional Code Begins
    #===================================================
    class Game_Map
      
    #Dubealex Addition (from XRXS) to show Map Name on screen
     def name
       $map_infos[@map_id]
     end
    end
    
    #===================================================
    # ▲ CLASS Game_Map Additional Code Ends
    #===================================================
    
    
    #===================================================
    # ▼ CLASS Scene_Title Additional Code Begins
    #===================================================
    class Scene_Title
    
      
    				  $MemLocation = Hash.new
    #Dubealex Addition (from XRXS) to show Map Name on screen
       $map_infos = load_data("Data/MapInfos.rxdata")
       for key in $map_infos.keys
         $map_infos[key] = $map_infos[key].name
       end
    end
    
    #===================================================
    # ▲ CLASS Scene_Title Additional Code Ends
    #===================================================
    to warp:
    Code:
    Warp.new(MapID, X, Y, Face_Direction)
    face_dir: 2 = down, 4 left, 6 right, 8 up, -1 instant facing.
    oh, and in Window_Base,
    underneath text_color(n) when 7,
    add when 8 & return Color.new(96,96,96,255)
    it will look like this:
    Code:
      def text_color(n)
        case n
        when 0
          return Color.new(96,96,96,255)
        when 1
          return Color.new(128, 128, 255, 255)
        when 2
          return Color.new(255, 128, 128, 255)
        when 3
          return Color.new(128, 255, 128, 255)
        when 4
          return Color.new(128, 255, 255, 255)
        when 5
          return Color.new(255, 128, 255, 255)
        when 6
          return Color.new(255, 255, 128, 255)
        when 7
          return Color.new(192, 192, 192, 255)
        when 8
          return Color.new(96, 96, 96, 255)
        else
          normal_color
        end
      end
     
    Last edited:
    Back
    Top