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

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6
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16
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    • Seen Apr 7, 2009
    hello why can i a new pokemon paste i will Turtwig of Diamond and Pearl paste???

    I will in my game all pokemon and all pokemon of Diamond and Pearl.

    :)

    hope can me help!
     
    386
    Posts
    17
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    • Seen Aug 10, 2015
    Aqua Mudkip:

    The error message occurred most likely because a bitmap file failed to be found. To find out which one, replace line 49 of the script section RPGCache with:

    Code:
              begin
                @cache[path] = Bitmap.new(path)
              rescue
                raise "Failed to load bitmap: #{path}"
              end
     
    92
    Posts
    18
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    • Seen Dec 4, 2008
    Say, how can I assign a "revive" place? When you lose a Pokémon battle (trainer/wild), you get transported and full-healed to [FILL IN]?
     
    386
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    17
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    • Seen Aug 10, 2015
    Say, how can I assign a "revive" place? When you lose a Pokémon battle (trainer/wild), you get transported and full-healed to [FILL IN]?

    The file metadata.txt supports a global setting named "Home" (in section [000]), that specifies the place where the player goes when he or she loses a battle and no Pokemon Center was entered. Details are below:
    Home: The point that the player is placed in when all Pokemon have fainted
    and no Pokemon Center was entered. This setting consists of four numbers,
    separated by commas, that indicate the map ID, the X and Y coordinates, and
    the direction to make the player face (2=down; 4=left; 6=right; 8=up; 0=retain
    facing). The map identified by this setting should have an event page with the
    "autorun" trigger and a conditional switch "Starting Over" (normally
    numbered 5, but can be changed by editing the STARTING_OVER_SWITCH
    constant in the script section PokemonField). The event page, when run,
    should heal all Pokemon in the player's party (For an example, see the
    event for the Pokemon Center's receptionist). This setting is required.

    In addition, there is a function named Kernel.pbSetPokemonCenter that sets the starting-over point to wherever the player currently is. It is defined as follows:

    Code:
    def Kernel.pbSetPokemonCenter
     $PokemonGlobal.pokecenterMapId=$game_map.map_id
     $PokemonGlobal.pokecenterX=$game_player.x
     $PokemonGlobal.pokecenterY=$game_player.y
     $PokemonGlobal.pokecenterDirection=$game_player.direction
    end

    I hope this helps.
     
    92
    Posts
    18
    Years
    • Seen Dec 4, 2008
    The file metadata.txt supports a global setting named "Home" (in section [000]), that specifies the place where the player goes when he or she loses a battle and no Pokemon Center was entered. Details are below:


    In addition, there is a function named Kernel.pbSetPokemonCenter that sets the starting-over point to wherever the player currently is. It is defined as follows:

    Code:
    def Kernel.pbSetPokemonCenter
     $PokemonGlobal.pokecenterMapId=$game_map.map_id
     $PokemonGlobal.pokecenterX=$game_player.x
     $PokemonGlobal.pokecenterY=$game_player.y
     $PokemonGlobal.pokecenterDirection=$game_player.direction
    end

    I hope this helps.
    Oh tanks! So basically, when I put this

    Code:
    def Kernel.pbSetPokemonCenter
     $PokemonGlobal.pokecenterMapId=$game_map.map_id
     $PokemonGlobal.pokecenterX=$game_player.x
     $PokemonGlobal.pokecenterY=$game_player.y
     $PokemonGlobal.pokecenterDirection=$game_player.direction
    end

    as a Script Command in an event, it saves the place as the place you get to when you lose a battle? (using hero touch probably?)
     
    386
    Posts
    17
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    • Seen Aug 10, 2015
    That's actually how the function is defined in the script section PokemonField; what you would do instead is use this simple line for the Script event command:
    Code:
    Kernel.pbSetPokemonCenter
    Sorry if it wasn't clear enough.
     
    92
    Posts
    18
    Years
    • Seen Dec 4, 2008
    That's actually how the function is defined in the script section PokemonField; what you would do instead is use this simple line for the Script event command:
    Code:
    Kernel.pbSetPokemonCenter
    Sorry if it wasn't clear enough.
    Ah okay thanks very much! No biggie, you're in no position to apologise. :P Hell, you made a wish come true for most of us.
     

    RMXPUser462

    Just call me Ryan
    258
    Posts
    18
    Years
    • Seen Dec 28, 2012
    Not Possible atm I don't believe. If you wanted to try, it would require changing the Pokemon's Sprite in the Graphics Folder, renaming it in the scripts, and modifying all its moves, stats, and more....which would be a pain...sorry. Poccil may be able to assist you further than me :)

    i, honestly, have a quick question regarding custom pokemon...

    is there a script providing a database with the names/graphic name/etc., in which we can change the names and such to a name that we would like??
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    There is a text file called pokemon.txt in the PBS folder; that file contains data on each Pokemon in the game and contains details on creating new ones.
     
    72
    Posts
    18
    Years
  • Hey Poccil, I've got one little question:
    In my Pokémon Game, I don't want to use a PokéGear, but can I use the map, which is in the Key items Pocket? (like in D/P)

    Thank you so much :)

    EDIT : I don't know why I've got this error :

    undefined method `pbOnMapChange' for Kernel:Module
    PokemonMap:226:in `setMapChanged'
    PokemonMap:207:in `setup'
    PokemonLoad:191:in `pbStartLoadScreen'
    PokemonLoad:173:in `open'
    PokemonLoad:173:in `pbStartLoadScreen'
    PokemonLoad:142:in `loop'
    PokemonLoad:210:in `pbStartLoadScreen'
    Scene_Intro:121:in `to_title_update'
    Scene_Intro:55:in `main'
    Main:41

    I just change the windowsskin picture...?
     
    Last edited:

    RMXPUser462

    Just call me Ryan
    258
    Posts
    18
    Years
    • Seen Dec 28, 2012
    much thanks poccil for the help, you're brilliant :)


    EDIT
    How do you make it so an opposing trainer can have a shiny pokemon? I've tried using things like SHINYCHARIZARD, or SHINY_CHARIZARD, or even CHARIZARD_SHINY but got nothing from it :P

    thanks for your help :)
     
    Last edited:
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    A new version of Pokemon Essentials is now available.

    Changes:

    Stabler Tilemap class -- Tile displacement problem was eliminated
    Trainer battles can be skipped in playtests by holding CTRL
    Internationalization support -- Texts can be extracted and compiled
    for localization
    Battle start transition included
    Finer day/night tinting
    WildBattleBGM and TrainerBattleBGM metadata classes
    Move speed problem fixed
    Title background music is set to that in the System tab of the database
    The Bag is no longer filled automatically in playtesting; instead
    use the "Fill Bag" option in the Debug menu.

    Modified scripts:

    Added: PBIntl
    Changed: PokemonMap
    Changed: PokeBattle_Pokemon
    Changed: PokemonOption
    Changed: PokemonDayCare
    Changed: PokemonPokedex
    Changed: PokeBattle_BattleArena
    Changed: PokeBattle_Effects
    Changed: PBTypes
    Changed: PokemonMenu
    Changed: PokeBattle_MoveEffects
    Changed: PokeBattle_Move
    Changed: AnimationSprite
    Changed: RPGCache
    Changed: Resolution*
    Changed: PokemonSave
    Changed: PokemonField
    Changed: Walk/Run
    Changed: PokemonMart
    Changed: PokeBattle_ActualScene
    Changed: PokemonTrainers
    Changed: PokemonTilesetEditor
    Changed: PokeBattle_Trainer
    Changed: SpriteResizer
    Changed: PokemonLoad
    Changed: PBFile
    Changed: PBMoves
    Changed: Interpreter 7 *
    Changed: Main
    Changed: PokemonEntry
    Changed: PokeBattle_AI
    Changed: BitmapCache
    Changed: WindowAndTilemap
    Changed: Game_Event*
    Changed: Compiler
    Changed: PokemonTrainerCard
    Changed: PBSpecies
    Changed: PBItems
    Changed: PokemonEvolution
    Changed: PokeBattle_BattlePalace
    Changed: PBTrainers
    Changed: PokemonMessages
    Changed: PBAbilities
    Changed: PBDebug
    Changed: PokemonSummary
    Changed: SpriteWindow
    Changed: PokemonUtilities
    Changed: PokeBattle_Battle
    Changed: PokemonRegionMap
    Changed: PokemonEncounters
    Changed: PokemonItems
    Changed: PokemonBag
    Changed: PokemonScreen
    Changed: PokeBattle_Battler
    Changed: PokemonStorage
    Changed: Scene_Intro

    Edit: A previous upload still filled the bag at game start and made Pokemon shiny by accident. The current upload no longer has these problems.
     
    Last edited:

    Aqua Mudkip

    LOL I'm okay!
    157
    Posts
    17
    Years
  • So did I help by testing the upload Poccil?

    P.S. It still didnt work! I DownLoaded the update and I still get the annoying error! Someone please help!
     
    Last edited:

    Demonic Budha

    semi-good RMXPer (not script)
    192
    Posts
    18
    Years
  • So did I help by testing the upload Poccil?

    P.S. It still didnt work! I DownLoaded the update and I still get the annoying error! Someone please help!

    You cant run the game file from inside RMXP, you can only run the game from the Icon, thats in the project folder.
     
    312
    Posts
    16
    Years
    • Seen Jul 16, 2023
    Please can somebody tell me how to get this onto Postality Knights version? It would really, really help with my project.
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    Lorem Ipsum:

    For that, please see the section in notes.txt entitled "Problems when opening project":
    If you are using RPG Tsukuuru XP in Japanese and you cannot open the project, then
    open Game.rxproj in Notepad and change "RPGXP 1.02" to "RPGXP 1.01" or, if necessary
    "RPGXP 1.00", then save the file.
     
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