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

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phoenixprime88b5

From the ashes, I rise...
  • 216
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    Years
    @Poccil
    I tried to add the light source to builds so that the city looks illuminated at night, example by placing them in the window areas and light posts. Butwhen I walk around for like a minute or so, this message pops up and then the games freezes.

    undefined method `list' for nil:NilClass
    Shadow:221:in `XPML_read'
    Shadow:140:in `initialize'
    Spriteset_Map:45:in `new'
    Spriteset_Map:45:in `_animationSprite_initialize'
    Spriteset_Map:44:in `each'
    Spriteset_Map:44:in `_animationSprite_initialize'
    AnimationSprite:42:in `shadow_initialize'
    Shadow:192:in `initialize'
    Scene_Map:54:in `new'
    Scene_Map:54:in `updateSpritesets'
    Scene_Map:52:in `each'
    Scene_Map:52:in `updateSpritesets'
    Scene_Map:109:in `update'
    Scene_Map:64:in `main'
    Scene_Map:61:in `loop'
    Scene_Map:68:in `main'
    Main:15

    And how do I get rid of the fireballs during the battle, I thought deleting the fire animation in the Database menu would do it but it didn't.

    @Anyone with extensive knowledge of event, switch use and Conditional Branches...
    In Pokemon games, after you defeat a high ranking Team Rocket, Aqua, etc. Admin or leader, them and the grunts leave the area they once took over. What do I do to set that situation in my game?
     
    Last edited:

    Glitchfinder

    Let's all get along, please?
  • 477
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    17
    Years
    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

    Well, since I've done ROM hacking, I understood perfectly. First, you have to know hex. For example, in this case, there is nothing more than 2 digits. A base attack power of 255 would be FF, while 0 (splash, anyone?) would be 00. Ground would also be a 2-digit hex number that gets interpreted as the specific type, as would everything else. The first byte is actually the effect, like freezing the opponent, or an OHKO.
     
  • 386
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    17
    Years
    • Seen Aug 10, 2015
    phoenixprime88b5:

    I am at work fixing the Shadow script section to support connected maps. When I am finished, I will
    attach the finished text file to this post.

    The fireballs in battle animations is merely a sample animation, but that animation is not part of
    the RPGXP database, but was created using the separate Animation Editor contained in the distribution
    (animeditor.zip). When the animation editor is run, it expects a file called PkmnAnimations.rxdata
    (which stores the animations) in the Data folder.

    The animation is played in the script section PokeBattle_ActualScene, near line 1779. Note that
    that portion of the script section loads the file PkmnAnimations.rxdata. You can expand that code
    to handle different kinds of animations (assuming you've added them in the animation editor first):

    Code:
     animationid=1
     case moveid
      when PBMoves::TACKLE
       animationid=2
      when PBMoves::POUND
       animationid=3
    # when PBMoves::???
    #  animationid=???
      else
       animationid=1
     end
     animplayer=PBAnimationPlayer.new(
       animations[animationid],user,target,@viewport
     )

    I hope this helps, though admittedly, the animation code isn't well developed due to the lack of samples.

    Now to your final question. The situation you describe is normally possible by defining one or more switches
    for this purpose, for example: "Team Rocket Gone". Here are some examples:

    Event page 1
    • Condition: None
    • Trigger: Action Button
    Code:
    Text:  Get out of my way!

    Event page 2
    • Condition: Switch "Team Rocket Gone" is ON
    • Trigger: Action Button
    • Graphic: None
    • No event commands

    Here is another example (to change the speech due to changing situations, as in the Galactic Veilstone Building:

    Code:
    Text:  No job too big, no job too small.  That is our policy!
    Conditional Branch:  Switch [????: Team Rocket Gone] == ON
      Text:  At least it was our policy, since our Boss is gone...
    Branch End

    I hope this helps.

    EDIT: A fixed version of the Shadow script section, which fairly works now, is attached.
     
    Last edited:

    |Maximus|

    I'm back~
  • 836
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    • Seen Sep 10, 2010
    How do I stop my NPC's from figgiting.

    And, how do I Change the sprite when I run because it won't work.
     
  • 386
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    17
    Years
    • Seen Aug 10, 2015
    Somehow I've mentioned how to change the running sprite before. I will repeat it again. Here are the changes to make in section 000 of the file "PBS/metadata.txt" (please note that all filenames are just examples):

    Code:
    [000]
    Home=011,8,9,8
    PlayerA=PkMnTRAINER_Male,Red,onbike,trback,Red,[b]fk002-brendan[/b],Red
    PlayerB=PkMnTRAINER_Female,Crystal,onbike,trback,Crystal,[b]fk002-may[/b],Crystal
    StorageCreator=LANETTE
     

    |Maximus|

    I'm back~
  • 836
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    • Seen Sep 10, 2010
    So, if I just change the one in map 000. It will effect all of my maps?
     
  • 386
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    • Seen Aug 10, 2015
    That is indeed the purpose of section 000, to store settings that are not specific to a particular map.
     
  • 386
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    • Seen Aug 10, 2015
    Then I should also say that you need to run your game from RPG Maker XP, so that the data can be compiled into the game. If you are still having problems, then I am afraid I can't help you without looking at your project's Data and PBS folders.
     
  • 2,048
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    • Seen Sep 7, 2023
    Are you planning to implement the DP moves, abilities and items sometime?
    And what would I have to modify to make it use 160x160 Pokemon sprites, instead of 128x128?
     

    |Maximus|

    I'm back~
  • 836
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    This is what I have for the PBS folder:

    Home=011,8,9,8
    PlayerA=PkMnTRAINER_Male,Red,onbike,trback,RunningRED,Red,Red
    PlayerB=PkMnTRAINER_Female,Crystal,onbike,trback,Crystal,Crystal,Crystal
    StorageCreator=KYLE

    RunningRED is the name I named my sprite.
     
  • 386
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    17
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    • Seen Aug 10, 2015
    Rm2k3Guy:

    The trainers.txt file should read:

    Code:
    CHAMPION_Mike
    Mike
    6
    MEWTWO,70

    Finally, to make the changes take effect, the game needs to be run from
    RPG Maker XP.

    axibar:

    You should use the following instead:

    Code:
    Home=011,8,9,8
    PlayerA=PkMnTRAINER_Male,Red,onbike,trback,[b]Red,Running RED[/b],Red
    PlayerB=PkMnTRAINER_Female,Crystal,onbike,trback,Crystal,Crystal,Crystal
    StorageCreator=KYLE
     
  • 386
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    17
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    • Seen Aug 10, 2015
    It means that the game couldn't compile all the data successfully and you should go to "PBS/pokemon.txt" and add "Habitat=" to the section named [387].

    However, in more recent releases, I made "Habitat" an optional part of the pokemon.txt file
    as I added all Pokemon from the fourth generation.
     

    phoenixprime88b5

    From the ashes, I rise...
  • 216
    Posts
    16
    Years
    I used the example but it only works when I talk to them and only that one character disappears insread of all the members and I did that conditional switch on all of them. What I meant was after defeating the main rocket member, both them and all the members to dissapear after talking to the main Team rocket.
     

    Atomic Reactor

    Guest
  • 0
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    after you get a pokenav, and go to map. it shows the test map area, and other spots.
    how do i put my own in and make it say stuff when you scroll over it?
     

    |Maximus|

    I'm back~
  • 836
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    • Seen Sep 10, 2010
    axibar:

    You should use the following instead:

    Code:
    Home=011,8,9,8
    PlayerA=PkMnTRAINER_Male,Red,onbike,trback,[b]Red,Running RED[/b],Red
    PlayerB=PkMnTRAINER_Female,Crystal,onbike,trback,Crystal,Crystal,Crystal
    StorageCreator=KYLE

    I named it without spaces. But I will try.
     
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