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

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  • 64
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    18
    Years
    • Seen May 16, 2008
    Good work poccil...
    Just tell me how you obtained these awesome programming skills?^^


    Ive got some ideas for the next release:
    -the radio script i mentioned before
    -choosing style of menu (Bag, Pokedex, etc.) (R/S/E, FR/LG)
    -the naming script
    -additional Pokedex Features like playing the cries of pokemon, showing where
    seen pokemon can be caught
    - some kind of teachy tv (sounds fun)

    I hope some of my features can be realized... Pm me if you need the graphics..
     
  • 386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    phoenixprime88b5:

    The Spriteset_Map class was modified to accept an additional optional parameter. Here are the changes to make:

    On line 182 of the script section "Shadow", change " def initialize(map)" to " def initialize(map=nil)".
     

    |Maximus|

    I'm back~
  • 836
    Posts
    16
    Years
    • Seen Sep 10, 2010
    Poccil I have two questions:

    The sprite won't change when I run. How can I fix that?

    Can I just add some scripts and other things to have the shadow.

    Answer in a PM.
     
  • 386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    axibar:

    As I mentioned before in a private message, it is strongly recommended to upgrade to the latest version of Pokemon Essentials. In recent versions, I have made many bug fixes and added many features to Pokemon Essentials, including the fourth-generation Pokemon, a perspective tilemap, and others. The problem you're having is likely fixed as of the latest version.
     
  • 73
    Posts
    17
    Years
    • Age 34
    • Seen Dec 7, 2023
    Setting the bridge tiles to terrain tag 13 isn't enough, you can still surf on it. Even in the new version...
     

    phoenixprime88b5

    From the ashes, I rise...
  • 216
    Posts
    16
    Years
    @WeissRaben:
    I found a way to make a bridge passage in the game, since I was putting that into my game, I played around with it. All you need is properly placed switches and the bridge made out of events. I found a demo that helped, and I learned from that. It will work with the SK since there's not scripting involved.

    Pm me so I can give you the demo from megaupload, cause 'm not sure if I can do it on this forum.
     

    phoenixprime88b5

    From the ashes, I rise...
  • 216
    Posts
    16
    Years
    @Axibar
    Did you specifiy the running sprite in the metadata, that's what controls the sprite. If the name in the metadata matches the one in the graphic folder and is in the right spot then it should work. Is it just the running sprite you're having trouble with?
     

    O.G. Duke

    a.k.a OmegaGroudon
  • 974
    Posts
    17
    Years
    • Seen May 18, 2016
    Hey! I've a question, poccil.
    Sometimes the new Starter Kit didnt progress those PBS something.
    How can I fix?
    Hope you understand...
     

    |Maximus|

    I'm back~
  • 836
    Posts
    16
    Years
    • Seen Sep 10, 2010
    How do I stop my NPC's from moving while I am walking. In other words how can I stop them from pretty much jiggling?
     

    Atomic Reactor

    Guest
  • 0
    Posts
    try changing the movment of the event
     
    Last edited:

    Atomic Reactor

    Guest
  • 0
    Posts
    so they stay in the same spot?
    but they're like figgity?
     

    Rm2k3Guy

    Lord of shadows
  • 289
    Posts
    19
    Years
    (eval):1:in `command_111'uninitialized constant PBTrainers::CHAMPION
    Interpreter 3:263:in `command_111'
    Interpreter 2 *:37:in `eval'
    Interpreter 3:263:in `command_111'
    Interpreter 2 *:37:in `execute_command'
    Interpreter 1:199:in `update'
    Interpreter 1:113:in `loop'
    Interpreter 1:204:in `update'
    Scene_Map:96:in `update'
    Scene_Map:94:in `loop'
    Scene_Map:107:in `update'
    Scene_Map:63:in `main'
    Scene_Map:60:in `loop'
    Scene_Map:67:in `main'
    Main:30

    I got that when I was trying to add the leage champion any help?
    29,CHAMPION_Mike,CHAMPION (In TrainerNames)

    CHAMPION_Mike
    Mike
    IN Trainers
     

    Glitchfinder

    Let's all get along, please?
  • 477
    Posts
    17
    Years
    I was wondering, is there any way to add new moves without horrendous amounts of scripting? Now, I don't mean new effects, just new moves with new combinations of effects currently in the game. I have a friend who wanted to use the starter kit for a new project, and he was hoping for the ability to add new moves for new Pokemon. (Well, new versions of old Pokemon)
     
  • 386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    Rm2k3Guy:

    After you edited the trainernames.txt file, the new internal ID is now called "CHAMPION_Mike", and not "CHAMPION" anymore. You need to update the Trainer event to reflect this, e.g.:

    Code:
    pbTrainerBattle(PBTrainers::CHAMPION_Mike,"Mike","....")

    Glitchfinder:

    Move data is stored in the file "PBS/rsattacks.dat". Unfortunately, it's a binary file so it requires a hex editor. I will explain the format when I have the chance.

    EDIT: Here it is.

    The file consists of a number of nine-byte data blocks, one for each move.
    It is meant to be edited using a hex editor. Here are the meanings for each byte:

    Byte 1: Function code. Moves are categorized according to their function. You can find a list of moves by function code in my attack list.
    Byte 2: Base damage.
    Byte 3: Type.
    Byte 4: Accuracy (up to 100).
    Byte 5: Move's total PP.
    Byte 6: Additional effect chance (up to 100).
    Byte 7: Target (see top of attack list for details).
    Byte 8: Priority. Normally equal to 0.
    Byte 9: Flags (see top of attack list for details).

    I hope this helps.

    Also, the file "PBS/moves.txt" contains the text of each move in the game.
     
    Last edited:

    Atomic Reactor

    Guest
  • 0
    Posts
    i didnt understand byte 1.
    but would it look something like this?

    EARTHQUAKE

    Byte 1: ?
    Byte 2: 100
    Byte 3: ground
    Byte 4: 100
    Byte 5: 10
    Byte 6: 0
    Byte 7: 08
    Byte 8: 0
    Byte 9: b e
     
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