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Tips for the Pokemon cbs

MechZero

Rm2k3 Master
6
Posts
18
Years
  • I posted this on many forums well here it is.
    Ok some people say its extreamly hard well its not it's well very easy if you ask me.
    The 1st thing you should do is.
    Creat around 400 variables 1 variable=1 pokemon[and try to name them as the pokemon's name]
    then do the same for switches but have it as Captured Pokemons name
    Now create the basic variables Like cursorX and Y and some X Y variables for easy picture placeing.
    Now lets create a check system
    best if you do in commen events in the database
    heres an example of what 1 code should be

    Fork-If Pikachu is in party
    Variable-???Pikachu-set 1
    switch-captured pikachu on
    call event Pikachu is in battle[his hp and PP[mp]
    els case

    Now create a Pokemon switch system By god I wish the events would go higher than 100 lol or is that just rm2k oh well create a page for each pokemon[of each slot]
    now if the Pokemon is in you party we need to creat some variables lets name them Pokemon Slot 1 Pokemon slot 2 Pokemon slot 3 Pokemon slot 4 and Pokemon slot 5[I think you get it]
    Now we all know the Pokemon will never be in the 1st slot because of the hero[trainer]
    but thats why we are using variables.
    [Make a map for this part]
    I don't understand the Pokemon system fully but well Im getting it.

    Now for items well just look for an Custom Items tutorial On Http://www.gamingw.net or some other rm2k3 site.

    now all ya gotta do is create some custom menu's and attack slots and ur done lol.
     

    funnybunny

    Advanced RM2k(3) Coder
    178
    Posts
    19
    Years
  • That is a prety stupid idea to, do to be honest. It would take a massive amount of time to get a result that let's you know what pokemon you have :\. And you still can't have the same pokemon.

    Okay, here is how I did the Pokemon in the CBS in PKM Champion:

    .:: Consept. ::.​

    Basicly all Pokemon are variable, just numbers. (So no hero's)
    I just had a lot of variable per pokemon.

    .:: Variables. ::.​

    There variable are for 1 Pokemon:
    Var PKM ID
    Var Lvl
    Var HP
    Var HP max
    Var Exp
    Var Attack slot 1
    Var Attack slot 2
    Var Attack slot 3
    Var Attack slot 4

    .:: Using the data. ::.​

    All I did was using the numbers to build up the stats for the Pokemon, most of the stats things are done with calculating them from the lvl of the Pokemon. To show a picture of the Pokemon just use the "var PKM ID", easyest is by useing the original Pokemon IDs' for that.(1 = bulbasaur, etc.)
    ___________
    Tip, you can save some variables by "fusing" some variables. You can use one varibale for the PKM ID with lvl and HP with Hp max.
    You have to use modding to seperate them and store them in a "temp" variable. More infromation about modding is in my Picture displaying numbers tutorial.

    .:: Catching. ::.​

    This is just as "easy" as the rest of the stuff. Just use for you enemy pokemon about the same variable(so a new serie for the enemy) then you can copy the numers to the variables of a team Pokemon. It saves some time with converting them.

    ___________
    That is it, I hope you get it. Feel free to post comments or questions.

    PS: help is made for RM2k(3) use.
     

    another_yagami

    The Spriter of Fusion dex.
    22
    Posts
    18
    Years
    • Age 36
    • Seen Jun 1, 2014
    i use some variables like this:
    PKMN1_ID = number of pokemon real id (in my demo the number set is 25 = pikachu)
    PKMN1_ATK = pokemon atack value
    PKMN1_DEF = pokemon def value
    PKMN1_SPD = pokemon speed value
    PKMN1_HP = pokemon actual HP
    PKMN1_MaxHP = Pokemon max HP
    PKMN1_SP_ATK = pokemon special atack
    PKMN1_SP_Def = pokemon special Defense
    PKMN1_exp = part of exp gives in battle (if an 2? pokemon has participate of the battle the value is / to 2 and the variable PKMN2_exp take the half of experience)
    PKMN1_Type1_ID = its for use in damage calculation (weakness/resistance)
    if your pokemon is eletric.. the value is 6 (this value is comparated with the enemy type id and later calc's the damage)
    PKMN1_Type2_ID = the same as above
    ====================================
    PKMN1_Slot1 = atack slot variable.. (if its have an value above 0, like 1 for example, an common event will decifrate it in menu battle. like this:
    pp1 = PKMN1_Slot1
    If pp1 = 1
    Show picture Tackle (X coordinate Ycoordinate)
    call event: attack_menu
    else
    If pp1 = 2Show picture Leer (X coordinate Ycoordinate)
    call event: attack_menu
    ...
    is the same with other ppslots variables.
    =====================================
    aux Variables: its an variables that can be Altered without Touch the original pokemon stats values.. its some examples
    in start of battles for example:
    TempAtk = Pkmn1_atk
    With this some atacks like growth can take some efects, but only in battle, but the variable pkmn1_atk not participate directly of the battle system.. its only an rtefernce for Temporary variables Like tempatk. in end of battle the temp_atk is set to 0.
    if an other pkmn enter in battle the tempatk is reseted and set to the
    Pkmn_2_atk for example... this variables protect the others for permanently alteration of status..
    (Sorry if i cant be expressive with this explication) :(
    =====================================
    its some of my variables
    Some questions? here is my msn:
    [email protected]
    See ya!
    Another_yagami
     

    Berino

    Graphics Artist
    68
    Posts
    19
    Years
  • I'm really confused.

    Can 1 of u make me a CBS and send me it by PM. I will give u Full Credit and maybe you cud help me with more of my game. Thanks
     

    Blizzy

    me = Scripter.new("Noob")
    492
    Posts
    19
    Years
  • .:: Catching. ::.​

    This is just as "easy" as the rest of the stuff. Just use for you enemy pokemon about the same variable(so a new serie for the enemy) then you can copy the numers to the variables of a team Pokemon. It saves some time with converting them.
    so the catching system will be something like this:
    Code:
    Var Random = random 0 to 100
    if Var Random >= 20
      Var PKM ID = Var Enemy.id
      Var Lvl = Var Enemy.level
      Var HP = Var Enemy.hp
      Var HP max = Var Enemy.maxhp
      Var Exp = Var Enemy.exp
      Var Exp_Next = Var Enemy.exp_next
      Var Attack slot 1 = Var Enemy.attack_1
      Var Attack slot 2 = Var Enemy.attack_2
      Var Attack slot 3 = Var Enemy.attack_3
      Var Attack slot 4 = Var Enemy.attack_4
    end
     

    another_yagami

    The Spriter of Fusion dex.
    22
    Posts
    18
    Years
    • Age 36
    • Seen Jun 1, 2014
    Blizzy said:
    so the catching system will be something like this:
    Code:
    Var Random = random 0 to 100
    if Var Random >= 20
      Var PKM ID = Var Enemy.id
      Var Lvl = Var Enemy.level
      Var HP = Var Enemy.hp
      Var HP max = Var Enemy.maxhp
      Var Exp = Var Enemy.exp
      Var Exp_Next = Var Enemy.exp_next
      Var Attack slot 1 = Var Enemy.attack_1
      Var Attack slot 2 = Var Enemy.attack_2
      Var Attack slot 3 = Var Enemy.attack_3
      Var Attack slot 4 = Var Enemy.attack_4
    end
    =====================
    its realy something like this
    but you have to see if your party have space to add this pkmn
    its an code:
    if pkmn1_id > 0
    if Pkmn2_id >0
    if pkm3_id >0
    if pkmn4_id >0
    if_Pkmn5_id>0
    If Pkm6_id > 0
    note: here you can send them to computers
    if switch box 1 = on
    if slot 1=0
    temppc_id = en_temp_id
    temppc_hp = en_temp_max_hp (its for heal your pkmn when its transfered to a box)
    temppc_max_hp = en_temp_max_hp
    temppc_atk = entempatk
    temppc_def = entempdef
    temppc_spd = entempspd
    temppc_spatk = entempsp_atk
    temppc_spdef = entemp_Spdef
    temppc_type_id1 = entemp_id1
    temppc_type_id2 = entemp_id2
    else
    <>; nothing here
    else (its the else of 2? if )
    pkmn2_id = entemp_id
    pkmn2_hp = entemp_hp
    pkmn2_maxhp = entemp_maxhp
    pkmn2_atk = entempatk
    pkmn2_def = entemp_def
    pkmn2_spd = entemp_spd
    pkmn2_spatk = entemp_spatk
    pkmn2_spdef = entemp_spdef
    pkmn2_id1 = entemp_id1
    pkmn2_id2 = entemp_id2
    <>:
    else
    its = than else above.. but you can modify the variable pkmn2_ to pkmn3_
    its valid to others else.
    =======================================
    See ya!
    Another_yagami
     
    386
    Posts
    18
    Years
    • Seen Apr 17, 2009
    this tutorial is for RPG maker XP I haven't tred using it yet cause I already am using a battle system (THX again Another_Yagami!)
     

    Onyxrhapsody87

    El encantador de la anima
    12
    Posts
    18
    Years
  • This is probably a dumb question but is this for the RMXP? Because it seems like scripiting this stuff out might be a little easier if you knew how...
     
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