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

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102
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15
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    • Seen Jul 19, 2017
    One thing I am adding to my game is a difficulty system. One of the things I want it to do is make the experience gain change depending on whether playing an easy (more exp), normal or hard (less exp). Switches 54, 55 and 56 are named respectively. I know that this is something that has to be coded and I think it will be along these lines:

    if $game_switches[54]
    exp*200
    end
    if $game_switches[56]
    exp*0.5
    end

    The problem is I can't figure out where to put the code if it is correct. I have attempted to put this is several places in PBExperience but they haven't worked. Oh, the exp*200 is only a temporary number, it was placed there to see if it worked. Does anybody know a solution to my problem/.
     
    2,048
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    • Seen Sep 7, 2023
    I guess you want to change the experience gained in battle, right? Then you should modify PokeBattle_Battle, as that's where the modifications for traded Pokémon and Lucky Egg are. Find these lines:
    Code:
          exp=(exp*3/2).floor if @opponent
          exp=(exp*3/2).floor if thispoke.trainerID!=self.pbPlayer.id
          exp=(exp*3/2).floor if thispoke.item==PBItems::LUCKYEGG
    Then, just add similar lines for the switches.
     
    13
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    Years
  • Is it possible to change which direction the arrow moves during a pokemon battle. I customized the battle appearance and now BAG is to the left of FIGHT but i still have to press right to move to it.
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    Could someone PLEASE ! help me with the fishing sprites ? I can't get them to work :(
    Take a look in here. It certainly looks like it's all there in the notes...


    Yep, i agree, indeed i did changed some lines, i'm kinda blind because i'm doing thigs just by... instinct?, whatever... the enemy base can be reposiotioned on both axys, but the pokemon/trainer(enemies) sprites can be only modified along X axys and that drives me crazy!

    I'm looking for lines with this arguments: "X=--- Y=---", within PokeBattle_ActualScene...
    I went on the Internet, and I found this (no, it's not Jeremy Clarkson's porn). Note the "Placement of Sprites" part. That looks exactly like what you're looking for.

    Sometimes the answer is easier than you think.


    Is it possible to change which direction the arrow moves during a pokemon battle. I customized the battle appearance and now BAG is to the left of FIGHT but i still have to press right to move to it.
    Depends how you customised it.

    I noted, in PokeBattle_ActualScene, line 1873 and onwards, in particular the parts that have "[0,2,1,3]" (they only show up twice). Scrolling down a little bit reveals what those numbers mean, and a bit of logical thinking will reveal that the numbers go [topleft,topright,bottomleft,bottomright]. Fiddling with these numbers should help (don't fiddle with lines 1915 onwards, though, for simplicity). I'd give you the answer, but I don't know what your desired layout is.
     
    Last edited:
    401
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    19
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    • Age 29
    • Seen Dec 4, 2016
    Take a look in here. It certainly looks like it's all there in the notes...



    I went on the Internet, and I found this (no, it's not Jeremy Clarkson's porn). Note the "Placement of Sprites" part. That looks exactly like what you're looking for.

    Sometimes the answer is easier than you think.
    Hehe, I got dual screen working on the battle 100% now thanks to you guys. I'm now working on a D/P/Pt move selection system.
     

    Luka S.J.

    Jealous Croatian
    1,270
    Posts
    15
    Years
  • Feel free to share your knowledge, as we're doing. No one likes an elitist.

    Umm...yea...but since he is acctually scripting for Blue Chrome, the dual screen might only be used in our game and not for public purposes. But we'll see how he feels about it.

    P.S. I don't see the problem with people not always sharing everything they do. I mean...they put a lot of effort in those things and dont want everyone to be ripping their creations. Look at the more successful games, they won't post you their most important scripts for everyone to use.
    No hard feelings though.
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    Umm...yea...but since he is acctually scripting for Blue Chrome, the dual screen might only be used in our game and not for public purposes. But we'll see how he feels about it.

    P.S. I don't see the problem with people not always sharing everything they do. I mean...they put a lot of effort in those things and dont want everyone to be ripping their creations. Look at the more successful games, they won't post you their most important scripts for everyone to use.
    No hard feelings though.
    I didn't ask for the script, I asked for the knowledge. Pointers, tips, hints, that's all fine by me. A list of things to consider when making your prized feature, and hints about what kinds of things could be changed, etc.. Credit is still where credit's due, but it's sharing ideas, not stealing work.

    Otherwise, why have a community, with places to share such information?

    For the record, I'm not interested in the dual screen. I just think that other people may benefit from the insight of someone's who's achieved what they want to do.
     

    Luka S.J.

    Jealous Croatian
    1,270
    Posts
    15
    Years
  • I didn't ask for the script, I asked for the knowledge. Pointers, tips, hints, that's all fine by me. A list of things to consider when making your prized feature, and hints about what kinds of things could be changed, etc.. Credit is still where credit's due, but it's sharing ideas, not stealing work.

    Otherwise, why have a community, with places to share such information?

    For the record, I'm not interested in the dual screen. I just think that other people may benefit from the insight of someone's who's achieved what they want to do.

    True...True...and I really didnt mean to direct what I said myself at anyone particulary, and yes anyone that should be credited will be credited. And I agree, sharing knowledge benefits many.
     
    3
    Posts
    14
    Years
    • Seen Jun 5, 2009
    Day and Night

    I have searched in many places for the answer to this: how do I go about customizing the areas in which it is night for the beginning of my game? When you start as the main character, an important aspect of the plot is the fact that it is night outside, in your hometown and in the town north of it. My desire is that I may cause the map to retain the look of night as long as you are on a certain journey (to retrieve some bread and other items from the store for your father). You travel northward to town, pick up the items, and bring them to your father. After that, time can flow normally, and the exterior maps do not have to stay dark. So I have two main questions:
    1) How can I cause certain maps to stay dark (until, I assume, I set a switch to make time run normally after the items are delivered to the father); and
    2)afterwards, how would I go about causing time to run in accordance with some internal clock, so that I do not have to constantly program it on every map?

    Honestly, I am only beginning to learn scripting, so I am attempting to do as much as possible without it. If this requires scripting, please explain it in gradual, simple steps. I'm a little slow when it comes to scripting, as of now. Thank you very much!
     

    thepsynergist

    Vinemon: Sauce Edition Programmer and Composer
    795
    Posts
    15
    Years
  • The EVs and IVs are stored as separate values of each pokémon. Use something like the following:

    Code:
    $game_variables[2]=$Trainer.party[$game_variables[1]].iv[2]
    This particular line finds the first pokémon in your party (the "$game_variables[1]" bit, finds its IV stored in array block 2 (see below) and stores it to game variable 2. Then all you need to do is say "\v[2]" is your pokémon's DEF IV".

    To change which pokémon to look at, change the "[1]". To change between looking at EVs and IVs, change "iv" to "ev". To change which ev/iv to find, change the "[2]" according to this table:

    0=HP
    1=Attack
    2=Defense
    3=Speed
    4=Special Attack
    5=Special Defense

    Please note that this is just the basic idea. I may have randomly actually gotten the correct code you need, but that wasn't intentional. I have no experience with this so far, so I'm just taking an informed guess here.

    This answer was derived from the Essentials Advanced Topics notes (under PokeBattle_Pokemon) and one of the example computers in the Essentials pre-included "game" (top row, second from left - it reveals how to find out which pokémon is first in your party).

    Thank you very much Maruno. I'll get back to you to see if this works. It should as your help with my other questions have been right. Thank you again. I figured if people want to max out iv's, it would help to know what they are w/out having to use an iv calculator.
     

    delyemerald2

    Crytalic Empoleon
    83
    Posts
    16
    Years
    • Seen Apr 2, 2022
    Uhm, I have a small problem with making an .exe extracting file with the RMXP. When I use it on my project, everything goes normal. But then when I try to extract it, it gives a "Extracting Failed" message. Does somebody know what's going on?
     

    Fraot

    Researcher & Game Developer
    322
    Posts
    15
    Years
  • Well...

    Take a look in here. It certainly looks like it's all there in the notes...



    I went on the Internet, and I found this (no, it's not Jeremy Clarkson's porn). Note the "Placement of Sprites" part. That looks exactly like what you're looking for.

    Sometimes the answer is easier than you think.



    Depends how you customised it.

    I noted, in PokeBattle_ActualScene, line 1873 and onwards, in particular the parts that have "[0,2,1,3]" (they only show up twice). Scrolling down a little bit reveals what those numbers mean, and a bit of logical thinking will reveal that the numbers go [topleft,topright,bottomleft,bottomright]. Fiddling with these numbers should help (don't fiddle with lines 1915 onwards, though, for simplicity). I'd give you the answer, but I don't know what your desired layout is.

    Ok, thanx, i'll test it... but my desired layout is like D/P/Pt's... except for the energy bars and stuff... the enemy trainer and its pokemon where they should go... i dunno, just see at a pokémon battle on D/P/Pt.

    Maybe i'd show you a pic? i'll upload later, i've got VERY busy with my game: changing pictures, scripts programming(even me being a n00b), adding pokémon, and you know, the usual.
     

    Luka S.J.

    Jealous Croatian
    1,270
    Posts
    15
    Years
  • I have searched in many places for the answer to this: how do I go about customizing the areas in which it is night for the beginning of my game? When you start as the main character, an important aspect of the plot is the fact that it is night outside, in your hometown and in the town north of it. My desire is that I may cause the map to retain the look of night as long as you are on a certain journey (to retrieve some bread and other items from the store for your father). You travel northward to town, pick up the items, and bring them to your father. After that, time can flow normally, and the exterior maps do not have to stay dark. So I have two main questions:
    1) How can I cause certain maps to stay dark (until, I assume, I set a switch to make time run normally after the items are delivered to the father); and
    2)afterwards, how would I go about causing time to run in accordance with some internal clock, so that I do not have to constantly program it on every map?

    Honestly, I am only beginning to learn scripting, so I am attempting to do as much as possible without it. If this requires scripting, please explain it in gradual, simple steps. I'm a little slow when it comes to scripting, as of now. Thank you very much!

    The day and night system is a script that tints the screen according to the time of the day. So with this in mind you can go about solving your problems. Check under the first line in PokemonUtilities for the colour of the screen during your desired time (for example: 5 o'clock in the morning would be the 5th line in the module PBDayNight, so the colour there is -119,-96.3,-45.3,45.3). Now on your map that you want it to stay this colour forever you could set up a simple event that calls up the "Change Screen Color Tone" and set the values according to the line in the code (so it would be RED=-119, GREEN=-96.3, BLUE=-45.3 and GRAY=45.3). Now set the event to Autorun, and after the "Change Screen Color Tone" command click "Control Self Switch" and select A to be on. Now make a new event page and check the box that says "Control Self Switch" and select A. This makes the map you want to change color. Now you have to go to the map that is joined with your map that changes colour tone, and copy the event you made. But this time for the colours set all to 0, so when you leave the map with the changed color, the map color changes to its normal one again.

    For the clock part, Pokemon Essentials checks the time on your computer and operates with that value. It uses the code "Time.now.hour" and i guess you could just put a "=" sign afterwards to manipulate the time that the game engine thinks it is.
     
    2,048
    Posts
    16
    Years
    • Seen Sep 7, 2023
    I have searched in many places for the answer to this: how do I go about customizing the areas in which it is night for the beginning of my game? When you start as the main character, an important aspect of the plot is the fact that it is night outside, in your hometown and in the town north of it. My desire is that I may cause the map to retain the look of night as long as you are on a certain journey (to retrieve some bread and other items from the store for your father). You travel northward to town, pick up the items, and bring them to your father. After that, time can flow normally, and the exterior maps do not have to stay dark. So I have two main questions:
    1) How can I cause certain maps to stay dark (until, I assume, I set a switch to make time run normally after the items are delivered to the father); and
    2)afterwards, how would I go about causing time to run in accordance with some internal clock, so that I do not have to constantly program it on every map?

    Honestly, I am only beginning to learn scripting, so I am attempting to do as much as possible without it. If this requires scripting, please explain it in gradual, simple steps. I'm a little slow when it comes to scripting, as of now. Thank you very much!
    Here's a small script I wrote for somebody else. It will allow you to set the time to something else while a certain switch is on.
    Code:
    class Time
      def self.now
        ret=self.new
        if $game_switches[1]
          return self.local(ret.year,ret.month,ret.day,0,0) # Year, month, day, hour, minute
        end
        return ret
      end
    end
    In this case, if switch 1 is on, the time will be set to midnight on the current day. Change the switch ID and values in the brackets to suit what you need. You can also expand it using elsif statements if needed.
    Uhm, I have a small problem with making an .exe extracting file with the RMXP. When I use it on my project, everything goes normal. But then when I try to extract it, it gives a "Extracting Failed" message. Does somebody know what's going on?
    If your game is over 128 MB in size, it won't extract successfully. RMXP actually compresses everything in the game's folder. This means that if you have unnecessary files such as screenshots or help files in your folder, they will contribute towards that limit. Back up those files, and remove them from the game's folder. I'm guessing a large proportion of your game is the music, right? Music isn't added to the encrypted archive, as RGSS cannot play encrypted music. Move your Audio folder somewhere else while you encrypt it. Now that you have cleared your game folder of unnecessary material, encrypt it. Then, extract it to a new folder. You'll notice that the Graphics and Data folders have been replaced by a Game.rgssad file. Copy the Audio folder back into the newly created game folder. Now, use a program such as WinZIP, WinRAR or 7ZIP to add the entire folder to an archive. You can now host this on a website; keep in mind that anyone who wants to play the game will also need a program to decompress it.
     
    489
    Posts
    16
    Years
  • Can someone help me? I've having a bit of trouble with this script.
    @>Control Variables: [0026: Regi Defeat] +=1
    @>Play SE: '378Cry',80,100
    @>Change Battle BGM: 'SEQ_BA_DPOKE1',100,100
    @>Script: pbWildBattle(
    : : ::PBSpecies::REGICE,50)
    @>
    When ever I test out the battle (the battle works perfectly, nothing wrong there) the default Wild Pokemon battle music plays. I actually want different music to play, now I read in the Notes that I could use Change Battle BGM but it still isn't working. Can someone help me? If you need more information just tell me.
     

    Luka S.J.

    Jealous Croatian
    1,270
    Posts
    15
    Years
  • Can someone help me? I've having a bit of trouble with this script.

    When ever I test out the battle (the battle works perfectly, nothing wrong there) the default Wild Pokemon battle music plays. I actually want different music to play, now I read in the Notes that I could use Change Battle BGM but it still isn't working. Can someone help me? If you need more information just tell me.

    The problem might acctually be in the battle script. What I do, and it always works, is this
    Set up a conditional branch and choose the script part on tab 4 (because the full script has to be on one line) and type the following
    Code:
    pbRoamingPokemonBattle([B]X[/B],[B]Y[/B])

    Replace X with the Number of the Pokemon (from 1 to 493) and Y with the level of the Pokemon (from 1 to 100). And use this instead of the WildPokemonBattle script and the music should definately change. So for Regice lv. 40 you would type
    Code:
    pbRoamingPokemonBattle(378,40)
     
    401
    Posts
    19
    Years
    • Age 29
    • Seen Dec 4, 2016
    can anyone tell me how to implement a calendar system? is there a script for it?
    You are being too vague, tell us what you want the calendar to do, what it does to notify you, where you can access it, etc.
     
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