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

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441
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17
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  • Seen Oct 26, 2016
I've got a really annoying problem here. It involves the door animation.

Everything goes fine when you are going into a building, but when you are exiting one, the animation never plays.. the player just lands outside the building. What am I doing wrong?
 

Atomic Reactor

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Houndoomed: in the tileset, is the spot that they get transfered to an "X" or an "O"
that may be it.
other than that i dont know. make sure it teleports you to on top of the door
 

Jirbytaylor

is too lazy to make a new ava
51
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17
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The other option is to add "Through ON" and "Through OFF" around the Player movement parts of the second page of the door event. Also make sure you're transporting them on top of the door when they exit, not in front of it.
 

Glitchfinder

Let's all get along, please?
477
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p.s.i have both rpg maker xp/vx full version but my rpgmaker xp is different from the others.its called RPG MAKER XP POSTALITY KNIGHTS EDITION ENHANCED and the rpg maker xp project that comes with poke starter called "Game" dosnt work "due to incompatability between versions" when i try to open it with my rpg maker xp.

That's because Postality Knight's edition is an illegal free translation of the Japanese version, and is an older version. That's why the default scripts are Japanese, and you can't read the help file. Try downloading the official version of RPG Maker XP and using your RPG Maker VX activation code on it. (They use the same activation system, so it usually works)
 
249
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16
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  • Age 35
  • Seen Jul 24, 2011
it as in arceus. in d/p, arceus could change it's type depending on the plate it held. (ie., insect plate made it bug type, spooky plate made it ghost type) (more info here)

and the note.html file says two different ways to insert new items, to edit the PBS/items.txt and the other says to insert script. just editting the PBS/items.txt doesn't seem to give the new item any special quailities beside being an item in it's designated place. the insert script part doesn't specify if it needs to be input into the scripts section of rpgmxp or input into an event that the game will take care of for you, like a pokemon trainer.

ok, sorry, the script part i thought had been fixed (poccil, plan to make it so that people understand it better?) go to the script editor, go down to PokemonItems, then simply find a handler in the page that has a simaler effect as what you want, and insert it. then edit it to fit better.
 

Archayos

THEY KILLED THE PURPLE T_T
152
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15
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Alright, so here I am, with another problem. This is rather weird one about picture opacities.

First off, I'm trying to show sunlight strokes on my map. Everything's going good so far, and the system works properly:
Weird1.png


Now, this is what happens if I take one step forward from this point:
Weird2.png


See the difference?
Weird1.png
Weird2.png


Weird, yes? It's not an eventing problem, as it's happening on every map of mine. No, I don't have any parallel common events running apart from this one. I think it has something to do with the mid-way point of the map, as it's happening when I cross that point.
Also, if I take a step backward, the image goes back to it's normal opacity.
In short: The image opacity changes as I cross the mid-way point of the map.

Hate to seem desperate, but this problem is really annoying the life outta me. Any help is appreciated. Thanks.
 
249
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16
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  • Age 35
  • Seen Jul 24, 2011
Alright, so here I am, with another problem. This is rather weird one about picture opacities.

First off, I'm trying to show sunlight strokes on my map. Everything's going good so far, and the system works properly:
Weird1.png


Now, this is what happens if I take one step forward from this point:
Weird2.png


See the difference?
Weird1.png
Weird2.png


Weird, yes? It's not an eventing problem, as it's happening on every map of mine. No, I don't have any parallel common events running apart from this one. I think it has something to do with the mid-way point of the map, as it's happening when I cross that point.
Also, if I take a step backward, the image goes back to it's normal opacity.
In short: The image opacity changes as I cross the mid-way point of the map.

actually the time changed. i think all that happened was that your map has become evening . meaning that it gets a little dark. it's just part of the day night system (i think, because that's what it seems like) anyway, how are you going to make it where there arn't rays of light when it's night?

and on a side note: do not multipost please, it just fills the place up with the same post, so wait a day or 2 in between.
 
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10
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15
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  • Seen Jun 26, 2008
What do you mean? Could you give an example?
Ok,I got nidorin(or what his name was) with the nik ninatro,same as doudorio(or how its calls),and they up some lvls,and then nidorin got the same attack like dodorio got.
Oh,and about the second bug(with the fishing),its dosent teleport you to the teleport,its makes the water to land,and all the others to kind of the black area,just in blue,like when you go underwater.
 

Hall Of Famer

Born as Hall of Famer
709
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16
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I have a question to ask. I want to implement the Trade event for my game but the version of Pokemon starterkit I'm currently using is still the one updated in February. I don't know whether it's possible for me to add trade event to my game and if possible, can anyone of you tell me how to edit the script? Thanks a lot!

Can anyone tell me how to make the trade event if I don't have my starterkit upgraded to the newest version?
 

Archayos

THEY KILLED THE PURPLE T_T
152
Posts
15
Years
actually the time changed. i think all that happened was that your map has become evening . meaning that it gets a little dark. it's just part of the day night system (i think, because that's what it seems like) anyway, how are you going to make it where there arn't rays of light when it's night?

and on a side note: do not multipost please, it just fills the place up with the same post, so wait a day or 2 in between.

Um... I think I've made myself pretty clear; if I take a step back, the picture opacity changes to what it was in the first the screenshot. If I step in front again, it goes back to becoming denser. Also, I've disabled the day/night system for other reasons. Also, think about it. Why would it become lighter on the top-half of every map and become denser on the bottom-half of every map? You obviously haven't read what I said properly.

I did wait for a day. Check the post dates.
 
162
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16
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Um... I think I've made myself pretty clear; if I take a step back, the picture opacity changes to what it was in the first the screenshot. If I step in front again, it goes back to becoming denser. Also, I've disabled the day/night system for other reasons. Also, think about it. Why would it become lighter on the top-half of every map and become denser on the bottom-half of every map? You obviously haven't read what I said properly.

I did wait for a day. Check the post dates.

I don't know how to help you with your problem, but when I look at it it makes me think that the clouds have just moved and its a bit darker and more light is coming through the clouds. I actually like what it is doing.
 
249
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16
Years
  • Age 35
  • Seen Jul 24, 2011
Um... I think I've made myself pretty clear; if I take a step back, the picture opacity changes to what it was in the first the screenshot. If I step in front again, it goes back to becoming denser. Also, I've disabled the day/night system for other reasons. Also, think about it. Why would it become lighter on the top-half of every map and become denser on the bottom-half of every map? You obviously haven't read what I said properly.

I did wait for a day. Check the post dates.

you're right, sorry,

anyway, can you get a screen shot to show how you have the event set up? because that might help.

I don't know how to help you with your problem, but when I look at it it makes me think that the clouds have just moved and its a bit darker and more light is coming through the clouds. I actually like what it is doing.

.... there are no clouds... o.0


Good news to people: On june 1st, poccil updated the sk (but for some reason you have to look at the notes to find out, the other part of the site doesn't tell you)

and my own question: how do you make an event check to see how many pokemon you have caught?
 
Last edited:

Aqua Mudkip

LOL I'm okay!
157
Posts
16
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Trying to make a beatmania style intro op here

Aqua Mudkip to [anyone who can answer plz.]: Err... I got a question... how do you like after pressing the start button in the title screen make it play a ME/SE/BGM and then after that do a transition (besides splash) ex: Stripes V, H?
 

partyghoul2000

Intermediate Game Designer
175
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  • Age 36
  • USA
  • Seen Jun 24, 2014
ok, sorry, the script part i thought had been fixed (poccil, plan to make it so that people understand it better?) go to the script editor, go down to PokemonItems, then simply find a handler in the page that has a simaler effect as what you want, and insert it. then edit it to fit better.

thank you. for new pokeballs would i have to edit and/or insert script anywhere else besides the PokemonItems script?
 
2,048
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16
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  • Age 31
  • Seen Sep 7, 2023
can no one help I need to know.....
Also how do you get a person to check if you have any pokémon.
Conditional Branch: Script: $Trainer.party.length>0
Can anyone tell me how to make the trade event if I don't have my starterkit upgraded to the newest version?
Here's the Pokémon trading script:
Code:
class PokemonTradeScene

def pbRunPictures(pictures,sprites)
 loop do
  for i in 0...pictures.length
   pictures[i].update
  end
  for i in 0...sprites.length
   if sprites[i].is_a?(IconSprite)
    setPictureIconSprite(sprites[i],pictures[i])
   else
    setPictureSprite(sprites[i],pictures[i])
   end
  end
  Graphics.update
  Input.update
  running=false
  for i in 0...pictures.length
   running=true if pictures[i].running?
  end
  break if !running
 end
end

def pbStartScreen(pokemon,pokemon2,trader1,trader2)
 @sprites={}
 @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
 @viewport.z=99999
 @pokemon=pokemon
 @pokemon2=pokemon2
 @trader1=trader1
 @trader2=trader2
 addBackgroundOrColoredPlane(@sprites,"background","tradebg.png",
   Color.new(248,248,248),@viewport)
 rsprite1=Sprite.new(@viewport)
 rsprite1.bitmap=pbLoadPokemonBitmap(@pokemon,false)
 rsprite1.ox=rsprite1.bitmap.width/2
 rsprite1.oy=rsprite1.bitmap.height/2
 rsprite1.x=Graphics.width/2
 rsprite1.y=(Graphics.height-96)*2/3
 @sprites["rsprite1"]=rsprite1
 rsprite1=Sprite.new(@viewport)
 rsprite1.bitmap=pbLoadPokemonBitmap(@pokemon2,false)
 rsprite1.ox=rsprite1.bitmap.width/2
 rsprite1.oy=rsprite1.bitmap.height/2
 rsprite1.x=Graphics.width/2
 rsprite1.y=(Graphics.height-96)*2/3
 rsprite1.visible=false
 @sprites["rsprite2"]=rsprite1
 @sprites["msgwindow"]=Kernel.pbCreateMessageWindow(@viewport)
 pbFadeInAndShow(@sprites)
end

def pbScene1
 spriteBall=IconSprite.new(0,0,@viewport)
 pictureBall=PictureEx.new(0)
 picturePoke=PictureEx.new(0)
 # Starting position of ball
 pictureBall.moveVisible(1,true)
 pictureBall.moveName(1,"Graphics/Pictures/ball00_0.png")
 pictureBall.moveOrigin(1,PictureOrigin::Center)
 pictureBall.moveXY(0,1,Graphics.width/2,48)
 # Starting position of sprite
 picturePoke.moveVisible(1,true)
 picturePoke.moveOrigin(1,PictureOrigin::Center)
 rsprite1=@sprites["rsprite1"]
 rsprite1.ox=0
 rsprite1.oy=0
 picturePoke.moveXY(0,1,rsprite1.x,rsprite1.y)
 # Change sprite color
 delay=picturePoke.totalDuration+4
 picturePoke.moveColor(10,delay,Color.new(31*8,22*8,30*8,255))
 # Recall
 delay=picturePoke.totalDuration
 picturePoke.moveSE(delay,"Audio/SE/recall.wav")
 pictureBall.moveName(delay,"Graphics/Pictures/ball00_1.png")
 pictureBall.moveName(delay+4,"Graphics/Pictures/ball00_2.png")
 # Move sprite to ball
 picturePoke.moveZoom(15,delay,0)
 picturePoke.moveXY(15,delay,Graphics.width/2,48)
 picturePoke.moveSE(delay+10,"Audio/SE/jumptoball.wav")
 picturePoke.moveVisible(delay+15,false)
 pictureBall.moveName(picturePoke.totalDuration+2,"Graphics/Pictures/ball00_0.png")
 delay=picturePoke.totalDuration+20
 pictureBall.moveXY(12,delay,Graphics.width/2,-32)
 pbRunPictures(
  [picturePoke,pictureBall],
  [@sprites["rsprite1"],spriteBall]
 )
 spriteBall.dispose
end

def pbScene2
 spriteBall=IconSprite.new(0,0,@viewport)
 pictureBall=PictureEx.new(0)
 picturePoke=PictureEx.new(0)
 # Starting position of ball
 pictureBall.moveVisible(1,true)
 pictureBall.moveName(1,"Graphics/Pictures/ball00_0.png")
 pictureBall.moveOrigin(1,PictureOrigin::Center)
 pictureBall.moveXY(0,1,Graphics.width/2,-32)
 # Starting position of sprite
 picturePoke.moveVisible(1,false)
 picturePoke.moveOrigin(1,PictureOrigin::Center)
 picturePoke.moveZoom(0,1,0)
 picturePoke.moveColor(0,1,Color.new(31*8,22*8,30*8,255))
 # Dropping ball
 y=Graphics.height-96-16
 delay=picturePoke.totalDuration+4
 pictureBall.moveXY(15,delay,Graphics.width/2,y)
 pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop.wav")
 pictureBall.moveXY(8,pictureBall.totalDuration+2,Graphics.width/2,y-60)
 pictureBall.moveXY(7,pictureBall.totalDuration+2,Graphics.width/2,y)
 pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop.wav")
 pictureBall.moveXY(6,pictureBall.totalDuration+2,Graphics.width/2,y-40)
 pictureBall.moveXY(5,pictureBall.totalDuration+2,Graphics.width/2,y)
 pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop.wav")
 pictureBall.moveXY(4,pictureBall.totalDuration+2,Graphics.width/2,y-20)
 pictureBall.moveXY(3,pictureBall.totalDuration+2,Graphics.width/2,y)
 pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop.wav")
 picturePoke.moveXY(0,pictureBall.totalDuration,Graphics.width/2,y)
 delay=pictureBall.totalDuration+18
 y=(Graphics.height-96)*2/3
 picturePoke.moveSE(delay,"Audio/SE/recall.wav")
 picturePoke.moveSE(delay,
   sprintf("Audio/SE/%03dCry.wav",@pokemon2.species))
 pictureBall.moveName(delay,"Graphics/Pictures/ball00_1.png")
 pictureBall.moveName(delay+4,"Graphics/Pictures/ball00_2.png")
 pictureBall.moveVisible(delay+10,false)
 picturePoke.moveVisible(delay,true)
 picturePoke.moveZoom(15,delay,100)
 picturePoke.moveXY(15,delay,Graphics.width/2,y)
 delay=picturePoke.totalDuration
 picturePoke.moveColor(10,delay,Color.new(31*8,22*8,30*8,0))
 pbRunPictures(
  [picturePoke,pictureBall],
  [@sprites["rsprite2"],spriteBall]
 )
 spriteBall.dispose
end

def pbEndScreen
 Kernel.pbDisposeMessageWindow(@sprites["msgwindow"])
 pbFadeOutAndHide(@sprites)
 pbDisposeSpriteHash(@sprites)
 @viewport.dispose
 newspecies=pbTradeCheckEvolution(@pokemon2)
 if newspecies>0
  evo=PokemonEvolutionScene.new
  evo.pbStartScreen(@pokemon2,newspecies)
  evo.pbEvolution(false)
  evo.pbEndScreen
 end
end

def pbTrade
 $game_system.bgm_stop
 sefile=sprintf("Audio/SE/%03dCry.wav",@pokemon.species)
 Audio.se_play(sefile)
 speciesname1=PBSpecies.getName(@pokemon.species)
 speciesname2=PBSpecies.getName(@pokemon2.species)
 Kernel.pbDisplayMessageFancy(@sprites["msgwindow"],
   _INTL("{1}\r\nID: {2}   OT: {3}",@pokemon.name,
      (@pokemon.trainerID&0xFFFF), @pokemon.ot),-1,100)
 Audio.se_play("Audio/SE/Choose.wav")
 pbScene1
 Kernel.pbDisplayMessageFancy(@sprites["msgwindow"],
   _INTL("For {1}'s {2},\r\n{3} sends {4}.",@trader1,speciesname1,@trader2,speciesname2))
 Kernel.pbDisplayMessageFancy(@sprites["msgwindow"],
   _INTL("{1} bids farewell to {2}.",@trader2,speciesname2))
 pbScene2
 Kernel.pbDisplayMessageFancy(@sprites["msgwindow"],
   _INTL("{1}\r\nID: {2}   OT: {3}",@pokemon2.name,
      (@pokemon2.trainerID&0xFFFF), @pokemon2.ot))
 Kernel.pbDisplayMessageFancy(@sprites["msgwindow"],
   _INTL("Take good care of {1}.",speciesname2))
end

end

def pbStartTrade(pokemonIndex,species,nickname,trainerName)
 myPokemon=$Trainer.party[pokemonIndex]
 opponent=PokeBattle_Trainer.new(trainerName,0)
 opponent.setForeignID($Trainer)
 yourPokemon=PokeBattle_Pokemon.new(species,myPokemon.level,opponent)
 yourPokemon.name=nickname
 pbFadeOutInWithMusic(99999){
  evo=PokemonTradeScene.new
  evo.pbStartScreen(myPokemon,yourPokemon,$Trainer.name,opponent.name)
  evo.pbTrade
  evo.pbEndScreen
 }
 $Trainer.party[pokemonIndex]=yourPokemon
end

def pbMiniCheckEvolutionTrade(pokemon,evonib,level,poke)
     case evonib
      when 5
       return poke
      when 6 # Evolves if traded
       return poke if pokemon.item==level
     end
     return -1
end
def pbTradeCheckEvolution(pokemon)
  return pbCheckEvolutionEx(pokemon){|pokemon,evonib,level,poke|
   next pbMiniCheckEvolutionTrade(pokemon,evonib,level,poke)
  }
end
Copy and paste into a new script. Then use
Code:
pbChoosePokemon(1,3)
var=$game_variables[1]
if $Trainer.party[var].species==PBSpecies::BUIZEL
species=PBSpecies::CHATOT
nick="Charrap"
trainer="Norton"
pbStartTrade(var,species,nick,trainer)
end
in a script event command. This example is a copy of the first trade event in D/P, so you should edit the Pokémon names, nicknames and OT name.
 
Last edited:
249
Posts
16
Years
  • Age 35
  • Seen Jul 24, 2011
thank you. for new pokeballs would i have to edit and/or insert script anywhere else besides the PokemonItems script?

ok, go to the editore, then to pokebattle_battle (not pokebattle_battler)
then add the pokeball name to the first list you see (it's at the top) then search (ctrl and f) for PBItems::GREATBALL then copy one of the codings,like this one:

when PBItems::GREATBALL
rareness=(rareness*3/2).floor

Note: the first number is ALWAYS bigger then the second, not inluding the masterball [where the numbers are the same])

or if you want the ball to be better at catching certain types of poke, just copy on of the others and edit it as well, like this one:

when PBItems::NETBALL
rareness*=3 if battler.pbHasType?(PBTypes::BUG) || battler.pbHasType?(PBTypes::WATER)

which is better for bug and water types, (it's only 2 lines, but this box is to small so it looks like 3)

Can anyone of you tell me why it's this hard to get any help from this website?

did you ever think, that people don't know how to answer you question?
 
Last edited:

Hall Of Famer

Born as Hall of Famer
709
Posts
16
Years
and by the way, it wont look like a traiding event, but you COULD try to simply have the event check if a pokemon is in the players party, then have them pick from a set of chooices like "trade zubat for gloom" and "don't trade" then simply take there pokemon away and give them the new one.

That's what I've thought about before, but I just can't find the script to delete a Pokemon in the trainer's party in the instruction document. I'd appreciate it very much if you could tell me how to delete a certain Pokemon.
 
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