Legendaries
Ginzuishou/Heavy-Metal-Lover
- 89
- Posts
- 19
- Years
- Age 34
- Seen May 2, 2021
Pokemon Center script doesn't work for me. I copy it exactly as it is, don't change any line in event and there is an error during healing Pokemon:
![[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP [PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP](https://i48.tinypic.com/v45kp1.png)
The player characters, as battlers, are defined just like any other trainer type, so this part should be easy enough. Decide how many trainers you need in total, and use trainer type IDs 0 to n-1 for your players (you'll need to bump the rest of the list down, or relocate the top few generic trainers to the bottom, e.g. Lass, Youngster - remember to move their sprites/sprite sheets as well in the Characters folder).Is it possible to expand the Metadata to support more playable characters?
The player characters, as battlers, are defined just like any other trainer type, so this part should be easy enough. Decide how many trainers you need in total, and use trainer type IDs 0 to n-1 for your players (you'll need to bump the rest of the list down, or relocate the top few generic trainers to the bottom, e.g. Lass, Youngster - remember to move their sprites/sprite sheets as well in the Characters folder).
Now, despite the IDs 0 and 1 being "PkMnTRAINER_Male" and "Female", you can't use just these two for all your outfits. The reason is that the outfit being shown depends on the ID. Aside from the internal names, though, everything else can stay the same.
Go into trainernames.txt and add in the new trainer types as mentioned, then go into metadata.txt and copy-paste the "PlayerA" line with any necessary changes. Use "PlayerE" and so on - I doubt you'll be wanting more than 26 outfits anyway, but if you do just go for "AA", "AB", "AC" and so on.
Now into the scripts. In Compiler, search for "PlayerA", and add in the extra players with some copy-pasting. Remember to bump the numbers of the rest of the lines in that GlobalTypes array (e.g. "SurfBGM" is 12 by default).
Then go into the script section PokemonUtilities and search for "pbChangePlayer". There's a line that restricts the options to between 0 and 3, so change the upper limit there to n-1 (where n is the total number of outfits).
After that, just make sure you've got all the necessary picture files. This includes all the sprite sheets and the trainer's front sprites, to be put in the Characters folder, and the trainer back sprites, which are in the Pictures folder called "trback###.png" and are wide pictures with 4 frames (regular back, and 3 throwing frames).
I haven't done this myself, so I have no idea what will happen if you listen to me. However, it's a start.
Hi
We are making some pokemon game using the starter's kit.
Can we consider the lastest release a "final" one ? Because I intent on modifying the engine and I won't be able to update the starter's kit after I do so.
So, what are the major points in the starter kit that are not done / missing ? Except the 4th gen stuff of course
Probably never. I think that's the whole point of the kit - it's just a basis, and you add in what you want yourself, rather than have everything there to start with. Making a game shouldn't be too easy, and it wouldn't be "your" game if someone else programmed it all and all you did was draw some maps.I don't think the latest release could be considered final at all. There's still so many things to add and edit, including 4th generation content.
By the way, any idea when we'll see that kind of stuff?
EDIT: How I change the size of text on like the trainer card, or the options menu, etc.?
I don't suppose anyone can tell me what's going wrong could they?---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError
Message: Script error within event 19, map 17 (Foamwander Allotments):
Section066:644:in `pbFromPBMove'(eval):1:in `pbFromPBMove'uninitialized constant PokeBattle_Move::PokeBattle_Move_FE
***Full script:
pbTrainerBattle(PBTrainers::BULLY,"GARY",_I("Wha? But how could I lose to a loser like you?"),false,3,true)
Interpreter:238:in `pbExecuteScript'
PokeBattle_Battle:338:in `eval'
PokeBattle_Move:644:in `pbFromPBMove'
PokeBattle_Battle:338:in `initialize'
PokemonTrainers:457:in `new'
PokemonTrainers:457:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Interpreter:789:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:789:in `command_111'
Interpreter:279:in `pbExecuteScript'
Interpreter:789:in `command_111'
Interpreter:322:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
If I understand you correctly, the in-game flowers look like they have two layers - the bottom layer is static (the first frame of the moving flowers only), and the top layer is the moving flowers as normal.I have a problem with autotiles' transparency in Starter Kit. Example: I have flowers autotile, I put it on the map and test the game. And I see motionless first frame of autotile and flowers covering it and moving. The same with waterfall.
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So essentially your menu screen is one big picture that covers the entire screen, with parts transparent.ok so im scripting a new menu system thats going to use custom graphics that i made,so heres the problem,when i start my game the menu works fine but scince i made part of the graphics transparent,the transparent part(where the map is suppose to be}just shows a black background behind the graphics.
could someone please tell me how to make the background show the map instead of just the black background.
I have a problem with autotiles' transparency in Starter Kit. Example: I have flowers autotile, I put it on the map and test the game. And I see motionless first frame of autotile and flowers covering it and moving. The same with waterfall.
![]()
ok so im scripting a new menu system thats going to use custom graphics that i made,so heres the problem,when i start my game the menu works fine but scince i made part of the graphics transparent,the transparent part(where the map is suppose to be}just shows a black background behind the graphics.
could someone please tell me how to make the background show the map instead of just the black background.
The problem is that RMXP has problem with animated autotiles with a transparent background. just use put the grass tile as background for the autotile and it will work.