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

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7
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13
Years
  • Seen May 29, 2011
If all else fails you could use switches. just turn a switch on after you recieve each egg and that switch could activate the next egg event after checking if the previous egg hatched.
 

Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
Can someone help me with castform's alternate forms? I have a good start. I put this code at the top of pbforecast:

Code:
MultipleForms.register(:CASTFORM,{
"getForm"=>proc{|pokemon|
[email protected]
 if weather==PBWeather::SUNNYDAY
  next 1
 elsif weather==PBWeather::RAINDANCE
  next 2
 elsif weather==PBWeather::HAIL
  next 3
 elsif (weather==0 || weather==PBWeather::SANDSTORM)
  next 0
end
}
})
The problem is that the battlers do not change during the battle. But if I go to the pokemon's summary page the graphic changed correctly. And also after the battle is over, castform does not change back to the original form. What am I doing wrong? Or am I going in the wrong direction, lol. Thanks :)
That's the wrong kind of code to use for this (i.e. don't use the "register" part), but it's in the right place. What you want is a bit of code that decides what the in-battle weather is (you already have this), and then refresh the appropriate sprite.

I would suggest you have a look at Transform, because that does mostly the same thing, but I don't think Transform changes the sprite either.




it's just...it works perfectly - that is, you can't get the same egg/pokemon/whatever twice - but if you save and exit, and then come back into the game, it's like those array elements were never deleted - you can get the egg/pokemon/whatever again.

$testpokemon[tpnumber]=nil seems to have the same problem :/

argh, this is so frustrating! I totally thought this part of my game worked perfectly
I'm reminded of the Pokédex counts, which do stay the same after saving/loading. They, and other things, are part of $Trainer, which is something that's saved. You can use an array called $Trainer.eggsHad instead. You'll also need to initialise it at the bottom of PokeBattle_Trainer.

Alternatively, PokemonSave, pbSave. Add a new line in there for your array. Then edit the bottom of pbStartLoadScreen in PokemonLoad.
 

Ben.

Orange I s l a n d s~
623
Posts
14
Years
How do I change the shiny encounter rate?
It's set by default, to 8126 or something, how would I change it to 300?
Thanks
I just want to repost, I didn't get a response, and It's on the next page.
 

thepsynergist

Vinemon: Sauce Edition Programmer and Composer
795
Posts
15
Years

I just want to repost, I didn't get a response, and It's on the next page.

This is copy-pasted from Maurno's response on the previous page.

"PokeBattle_Pokemon, def isShiny?. There's a "d<8" in there - that 8 divided by 65536 is the odds of having a shiny Pokémon (=1/8192). Make "8" bigger to make them more common. For a (nearly) 1 in 300 chance, change "8" to 218. "

So, yes, your question was answered.
 

Ben.

Orange I s l a n d s~
623
Posts
14
Years
This is copy-pasted from Maurno's response on the previous page.

"PokeBattle_Pokemon, def isShiny?. There's a "d<8" in there - that 8 divided by 65536 is the odds of having a shiny Pokémon (=1/8192). Make "8" bigger to make them more common. For a (nearly) 1 in 300 chance, change "8" to 218. "

So, yes, your question was answered.
Silly me, thanks Maurno.
And thanks to you too.
 

Danno

Formerly Meowth, AKA InnerMobius
1,224
Posts
17
Years
I'm sorry to say this, but I am in particular need of donations. My site was suspended for payment reasons. If anyone can donate any amount I would appreciate it. The link is in my signature.


I know how that is, my site pokemonmsb.com died recently... I can't pay for it anymore, lost my job.
 

ashthebest10

Creator of Pocket Monsters
81
Posts
13
Years
Animated Pokemon

I am using Luka's tutorial on animated pokemon and trainers. I have posted on the merry christmas forum and nobody has helped.
I did everything as the tutorial says and the wild pokemon work fine but if a trainer or the player sends out a pokemon I get this error:
Exception: TypeError
Message: can't convert AnimatedBitmap into Bitmap
PokeBattle_ActualScene:1801:in `bitmap='
PokeBattle_ActualScene:1801:in `pbSendOut'
PokeBattle_Battle:2191:in `pbSendOut'
PokeBattle_Battle:702:in `pbStartBattleCore'
PokeBattle_Battle:493:in `pbStartBattle'
PokemonField:766:in `pbWildBattle'
PokemonField:765:in `pbSceneStandby'
PokemonField:767:in `pbWildBattle'
PokemonField:764:in `pbBattleAnimation'
PokemonField:764:in `pbWildBattle'

Sombody please help I have tried and tried to figure it out.

A;so I screwed my game up and had to redo the animation scripting. The first time I did it the wild pokemon worked fine but I still had the problem shown above. Now when I did it over again, it the battle still works but the entire sceen is black except for the little curser beside the text. I have no Idea why this is happening but i think it has to do with the @sprites["pokemon1(2)"]=PokemonSprite.new(battle.doublebattle,1,@viewport) line of code you add to the PokeBattle_ActualScene script. Any Ideas whats going on?
__________________
 

Vociferocity

[ bad girls do it well ]
269
Posts
15
Years
I'm reminded of the Pokédex counts, which do stay the same after saving/loading. They, and other things, are part of $Trainer, which is something that's saved. You can use an array called $Trainer.eggsHad instead. You'll also need to initialise it at the bottom of PokeBattle_Trainer.

Alternatively, PokemonSave, pbSave. Add a new line in there for your array. Then edit the bottom of pbStartLoadScreen in PokemonLoad.

I just had a look at pbSave in PokemonSave and uhhhh okay I have no idea what all the marshal.dump stuff means x_x a-also I have no idea how to initialise it at the bottom of PokeBattle_Trainer /so fail
 
4
Posts
17
Years
  • Seen Aug 7, 2010
Not sure if anyone is aware of this, but upokecenter.com is gone! I went to download the starter kit, which I worked with a while ago, but never finished my project, and the whole site is one big Error 404!

Any idea what happened, and can someone re-post the starter kit? I need it for a school project now... :$
 

WindBlows

It's been a long time!
749
Posts
17
Years
  • Age 29
  • Seen Aug 5, 2023
Can anyone help me with this, please?

am786t.png


Thank you. :3

P.S: That error comes out when I try to go out of the first map.
 
209
Posts
17
Years
Not sure if anyone is aware of this, but upokecenter.com is gone! I went to download the starter kit, which I worked with a while ago, but never finished my project, and the whole site is one big Error 404!

Any idea what happened, and can someone re-post the starter kit? I need it for a school project now... :$
Poccil doesn't have money to pay for server so his site is gone. He asked for donations few pages ago.
 
7
Posts
13
Years
  • Seen May 29, 2011
That's the wrong kind of code to use for this (i.e. don't use the "register" part), but it's in the right place. What you want is a bit of code that decides what the in-battle weather is (you already have this), and then refresh the appropriate sprite.

I would suggest you have a look at Transform, because that does mostly the same thing, but I don't think Transform changes the sprite either.

Thanks for the help, and transform does change the sprites after i checked into it. But I can't find the part where transform changes the sprites for my life. Can someone point me in the right direction?
 

KitsuneKouta

狐 康太
442
Posts
14
Years
  • Age 33
  • Seen Nov 20, 2017


I just had a look at pbSave in PokemonSave and uhhhh okay I have no idea what all the marshal.dump stuff means x_x a-also I have no idea how to initialise it at the bottom of PokeBattle_Trainer /so fail
In PokemonLoad, find this line:
$PokemonStorage=Marshal.load(f)
and add this one below it:
$testpokemon=Marshal.load(f)

In PokemonSave, find:
Marshal.dump($PokemonStorage,f)
and add this below it:
Marshal.dump($testpokemon,f)

Just be warned that you have to start a new game (saving might fix it too) or the script will give an error, since the continue command makes it load whatever was saved in the Marshal.dump, which is nothing until you save the game.
 

ashthebest10

Creator of Pocket Monsters
81
Posts
13
Years
Trainer behavior

I can't get a trainer to walk away and disappear after a battle (like a rival battle or something.) I put all the move event commands in but the game ignors everything except the Comments. Any Idea whats going on?
 

Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
Thanks for the help, and transform does change the sprites after i checked into it. But I can't find the part where transform changes the sprites for my life. Can someone point me in the right direction?
The Transform move effect calls pbAnimation, which is in PokeBattle_ActualScene. This in turn changes the sprite. As far as I can tell, this only works for species, not forms (try using Transform on a Pokémon with a non-default form, e.g. Deoxys, and see what happens - it'll probably always be Deoxys Normal).

Try putting the following at the beginning of pbForecast:

Code:
pbAnimation(PBMoves::TRANSFORM,self,PBSpecies::CASTFORM)
Then put the following somewhere in PokemonMultipleForms:
Code:
MultipleForms.register(:CASTFORM,{
"alterBitmap"=>proc{|pokemon|
[email protected]
 if weather==PBWeather::SUNNYDAY
  next 1
 elsif weather==PBWeather::RAINDANCE
  next 2
 elsif weather==PBWeather::HAIL
  next 3
 else
  next 0
end
}
})
That should use the Transform animation and turn the Pokémon into a Castform (whose form is chosen depending on the in-battle weather as appropriate).

Theoretically. I wouldn't be at all surprised if it didn't work. I haven't done anything like it before.
 
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