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

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No wait I meant like how the hero is like given a shiny pokemon as like a starter it doesn't tell me how to do that.
if shinylugia249 is right then to do what you want then you follow the setup for the wild shinies and then on the event that you use to give the shiny you use
Code:
Control Switches: [0050: Shiny] = ON
Conditional Branch: Script: pbAddPokemon(1,5)
   : Branch End
Control Switches: [0050: Shiny] = OFF
i.e you add those switch commands above the command that adds the pokemon

i think that's right, if it is then woo!!! i'm actually learning something ^_^, if not then oh well, what was wrong. although i can't seem to get the script that makes the pokemon shiny to work
 
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PokettoMonsuta:

See "Dependent Events" in the documentation for more information.

Yuoaman:

There are several constants defined in the script section PokeBattle_ActualScene, such as MESSAGEBASECOLOR, HPGAUGESIZE, and so on, which allow some parameters of the script to be set.

ryushin5:

Use the following script to make a Pokemon shiny:
Code:
$Trainer.party[0].makeShiny
It assumes that the Pokemon is placed first on the party.

AtlantianTokRa:

The steps mentioned in the documentation affect only wild Pokemon battles. It will not affect any other Pokemon, including Pokemon added to the Trainer's party.

CoN~:

Please send me a private message explaining how the game "crashed".
 
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Poccil... there seems to be something wrong with the script, the bars don't seem to be listening to the coordinates I am giving them, they move the opposite to what I say...
 
ryushin5:

Use the following script to make a Pokemon shiny:
Code:
$Trainer.party[0].makeShiny
It assumes that the Pokemon is placed first on the party.

AtlantianTokRa:

The steps mentioned in the documentation affect only wild Pokemon battles. It will not affect any other Pokemon, including Pokemon added to the Trainer's party.
well i was just going on what shinylugia249 said :P and on the shiny note, how can i make a pokemon that is given shiny (when you can't know what slot it will go into) and how do i make a pokemon in a trainer battle shiny?
 
well i was just going on what shinylugia249 said :P and on the shiny note, how can i make a pokemon that is given shiny (when you can't know what slot it will go into) and how do i make a pokemon in a trainer battle shiny?

Do something like that after giving the pokemon to the trainer :

Code:
for i in 0...$Trainer.party.length
 $Trainer.party[i].makeShiny  if $Trainer.party[i].species==pokemonid
end

Replace pokemonid by the id of the pokemon you have given to the player.
The only problem is that the player cannot have another pokemon of the same species in his team, otherwise it will also be changed in a shiny.
 
well i was just going on what shinylugia249 said :P and on the shiny note, how can i make a pokemon that is given shiny (when you can't know what slot it will go into) and how do i make a pokemon in a trainer battle shiny?

this has been asked before, use the search button and look for the word "shiny"
Then you'll get the answer!
 
this has been asked before, use the search button and look for the word "shiny"
Then you'll get the answer!
OK searched. for trainers using shinies - no answer
but for giving shinies to the player i might have found an answer but to test that i need to know.

where do i have to put this:
Code:
Events.onWildPokemonCreate+=proc {|sender,e|
  pokemon=e[0]
  if $game_switches[50]
    pokemon.makeShiny
  end
}
because when i follow the instructions in the notes i get this error every time
Script 'Shiny' line1: NoMethodError occurred.
undefined method 'onWildPokemonCreate' for Events:Module
 
OK searched. for trainers using shinies - no answer
but for giving shinies to the player i might have found an answer but to test that i need to know.

where do i have to put this:
Code:
Events.onWildPokemonCreate+=proc {|sender,e|
  pokemon=e[0]
  if $game_switches[50]
    pokemon.makeShiny
  end
}
because when i follow the instructions in the notes i get this error every time

Just add a new script, make sure the script is above the "main" script (not in the main script, it has to be a new script!)
 
As far as I know, there's no easy way to give trainers shiny Pokémon. It can be done by editing the PokemonTrainers script, but only if you know what you're doing.
As for the placement of the shiny script, it needs to be above Main but below everything else.
 
As far as I know, there's no easy way to give trainers shiny Pokémon. It can be done by editing the PokemonTrainers script, but only if you know what you're doing.
As for the placement of the shiny script, it needs to be above Main but below everything else.
ok... that's where i put it
 
It's time for really stupid questions. Alright, I apologize if these are n00b questions that are answered somewhere else but can someone please explain in-depth how to add,

1.) More Poke'mon
2.) More Pokemon Colors (Like Shiny, Gold, Dark, Shadow, etc.)
 
nightmareninja12:

Edit the file "PBS/pokemon.txt" to add new Pokemon species. See the section "PBS/pokemon.txt" in the documentation for more information and see that file for examples.

There is no easy way to add new forms of Pokemon like "gold" or "shadow". The best way is probably to edit the methods "pbLoadPokemonBitmapSpecies" and "pbPokemonIconFile" in the script section PokemonUtilities. Both functions decide which sprite to show for a certain Pokemon.
 
poccil, how could I add alternate formes?

Would I edit pokemon.txt and do the evolution thing, but go like Item or something?

Formes like shadows and gold? He just answered it...

Go in PokemonUtilities, look for def pbLoadPokemonBitmapSpecies(pokemon, species, back=false)
in it, there is
Code:
  bitmapFileName=sprintf("Graphics/Battlers/%03d%s%s.png",species,
       pokemon.isShiny? ? "s" : "",
       back ? "b" : "")

If u want to add new formes, u will have to make a method to recognize the form (take a look at how he implemented the shiny's, it should help) and do something like :
Code:
  bitmapFileName=sprintf("Graphics/Battlers/%03d%s%s.png",species,
       pokemon.isShiny? ? "s" : "", pokemon.isGold? ? "g" : "",
       back ? "b" : "")

After, u just have to add the images of the gold pokemons, in the example, in the battlers folder with a name like "003g".


The hardest thing is to copy the shiny's method correcly ;).
 
OK searched. for trainers using shinies - no answer
but for giving shinies to the player i might have found an answer but to test that i need to know.

where do i have to put this:
Code:
Events.onWildPokemonCreate+=proc {|sender,e|
  pokemon=e[0]
  if $game_switches[50]
    pokemon.makeShiny
  end
}
because when i follow the instructions in the notes i get this error every time

Script 'Shiny' line1: NoMethodError occurred.
undefined method 'onWildPokemonCreate' for Events:Module
anyone else got an answer?
 
Is there anyway to move the sprites of the opponents
and your Pokemon "in-battle" to fix this kinda problem?: (Attachment)


//44tim44
 
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