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

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386
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17
Years
    • Seen Aug 10, 2015
    A new version is available.

    Changes:

    Made evolution and load screens "skinnable".
    Forced map to update to reflect changes in terrain tag editor
    Added character sprites for some Trainers
    Implemented Battle Tower/Battle Palace
    Various bug fixes in battle system (such as Choice Band)
    Added a game option to change the speech frame

    Modified scripts:

    Added: PokemonOrgBattle
    Changed: PokemonMap
    Changed: PokeBattle_Pokemon
    Changed: PokemonOption
    Changed: PokeBattle_BattleArena
    Changed: PokemonDayCare
    Changed: PokeBattle_Effects
    Changed: PBMove
    Changed: PokeBattle_MoveEffects
    Changed: PokeBattle_Move
    Changed: PokemonField
    Changed: PokemonSave
    Changed: Game_Map*
    Changed: PokeBattle_ActualScene
    Changed: PokemonTilesetEditor
    Changed: PokemonLoad
    Changed: Game_Character 3*
    Changed: PokeBattle_AI
    Changed: Compiler
    Changed: PokeBattle_BattlePalace
    Changed: PokemonEvolution
    Changed: PBTrainers
    Changed: PokemonEditor
    Changed: PokemonMessages
    Changed: PBDebug
    Changed: SpriteWindow
    Changed: PokemonSummary
    Changed: PokemonUtilities
    Changed: PokeBattle_Battle
    Changed: PokemonItems
    Changed: PokemonScreen
    Changed: PokeBattle_Battler
    Changed: Scene_Intro
    Changed: PokeBattle_Scene
    Changed: PokemonDebug
     

    MR.GLITCH_KING

    ~ThaEmbacy~
    143
    Posts
    18
    Years
    • Seen Jul 3, 2008
    nice poccil keep up the great work\

    btw poccil how do u make the game start in 240 x 160 n perspective
    insead of having to go n swich to them?
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    It involves modifying the PokemonSystem class (in the script section PokemonMap) as follows. Assuming there is no save file, the game will start with the settings defined here.

    Code:
    class PokemonSystem
     attr_accessor :textspeed
     attr_accessor :battlestyle
     attr_accessor :frame
     attr_accessor :font
     attr_accessor :screensize
     attr_accessor :battlescene
     attr_accessor :tilemap
     attr_accessor :textskin
     def textskin
      return (!@textskin) ? 0 : @textskin
     end
     def initialize
      @frame=0
      @battlestyle=0
      @battlescene=0
      @textspeed=2
      [b]@screensize=0[/b]
      @font=0
      [b]@tilemap=2[/b]
      @textskin=0
     end
    end
     

    MR.GLITCH_KING

    ~ThaEmbacy~
    143
    Posts
    18
    Years
    • Seen Jul 3, 2008
    It involves modifying the PokemonSystem class (in the script section PokemonMap) as follows. Assuming there is no save file, the game will start with the settings defined here.

    Code:
    class PokemonSystem
     attr_accessor :textspeed
     attr_accessor :battlestyle
     attr_accessor :frame
     attr_accessor :font
     attr_accessor :screensize
     attr_accessor :battlescene
     attr_accessor :tilemap
     attr_accessor :textskin
     def textskin
      return (!@textskin) ? 0 : @textskin
     end
     def initialize
      @frame=0
      @battlestyle=0
      @battlescene=0
      @textspeed=2
      [b]@screensize=0[/b]
      @font=0
      [b]@tilemap=2[/b]
      @textskin=0
     end
    end

    k thx poccil
    let me go try it out

    edit:
    it works
    im sure this will help a lot of ppl
     

    |Maximus|

    I'm back~
    836
    Posts
    16
    Years
    • Seen Sep 10, 2010
    How do I make it so that I can make a movie in the beginning of the SK.

    EDIT: Never mind fixed...
     
    Last edited:
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    Recently I made it possible to add move animations to the battle system, as well as
    support for doing so within RPG Maker XP. I want users to send me finished move animations
    so that I can add them to Pokemon Essentials. Here are some things to consider when
    making battle animations.

    • Battle animations for moves must be named Move:XXX, where XXX is the internal
      name of the move as defined in PBS/moves.txt. For instance, the animation for
      Fire Punch will be named Move:FIREPUNCH .
    • When creating animations that involve an attacker and an opponent, the
      point at (-160,80) is considered to be the attacker, and the point at (160,-80)
      is considered to be the opponent. The animation must have a "position" of "Screen."

    I have also made myself aware that there is much that is now possible with Pokemon Essentials.
    Therefore I want to ask users for any tips and tricks when using Pokemon Essentials,
    especially in regard to special event-based systems or other special effects, and I may
    add them to the documentation.
     

    Shirayuki Mizore

    Pokemon Raptor is STILL going?
    195
    Posts
    16
    Years
  • That's cool!

    I was wondering, in the next version, can you try and get some more door animations? I mean like one for Pokemart/Center, and some other doors?

    That'd be awesome, Thanks!
     

    Atomic Reactor

    Guest
    0
    Posts
    @ Legend of awesome: door animations are really easy...
    try doing some yourself.
    just replace the door given. and put in your door.
    then color the opening part of door appropriately...
     

    Shirayuki Mizore

    Pokemon Raptor is STILL going?
    195
    Posts
    16
    Years
  • :\

    I don't get what you mean..XD

    How do I replace the title screen in the beginning, but make it so the "Press Enter" thing stays?
     

    Atomic Reactor

    Guest
    0
    Posts
    make your own animations.

    for the title screen all you have to do is open up the title on paint.
    then edit it how you want.
    if "press enter" is on that screen, just leave it there.
    otherwise edit how you want.
     

    Shirayuki Mizore

    Pokemon Raptor is STILL going?
    195
    Posts
    16
    Years
  • Thank you. :D

    Anyways, Poccil, I'm looking for the thing, but can you tell me all the items you have in it? For the first Pokemart I am taking/adding some things and I don't wanna add something that isn't there..XD
     
    763
    Posts
    17
    Years
  • Hmmm is there anyway to disable a feature in the battle system temporarily? Like, if your in a tournament, then the item choice is not useable until your outta the tourney?

    Thanks

    -Krobe
     
    10
    Posts
    18
    Years
    • Seen Oct 23, 2015
    Error report

    Hi,
    Im using the latest version of your starter kit poccil, (9th december) and i keep getting this error message when i select new game.

    Script error within map 51 (Intro):
    Section113:272:in `pbStart'undefined method `party' for nil:NilClass
    Section018:238:in `pbExecuteScript'
    Section113:362:in `pbStart'
    (eval):1:in `pbExecuteScript'
    Section018:1614:in `eval'
    Section018:238:in `pbExecuteScript'
    Section018:1614:in `command_355'
    Section018:466:in `execute_command'
    Section018:190:in `update'
    Section018:104:in `loop'
    Section018:195:in `update'
    Section020:97:in `update'
    Section020:95:in `loop'
    Section020:108:in `update'
    Section020:64:in `main'
    Section020:61:in `loop'
    Section020:68:in `main'
    Section119:56:in `mainFunction'
    Section119:45:in `pbCriticalCode'
    Section119:59:in `mainFunction'
    Section119:63
    Section119:62:in `loop'
    Section119:71

    Interpreter:253:in `pbExecuteScript'
    Interpreter:1614:in `command_355'
    Interpreter:466:in `execute_command'
    Interpreter:190:in `update'
    Interpreter:104:in `loop'
    Interpreter:195:in `update'
    Scene_Map:97:in `update'
    Scene_Map:95:in `loop'
    Scene_Map:108:in `update'
    Scene_Map:64:in `main'
    Scene_Map:61:in `loop'
    Scene_Map:68:in `main'
    Main:56:in `mainFunction'
    Main:45:in `pbCriticalCode'
    Main:59:in `mainFunction'
    Main:63
    Main:62:in `loop'
    Main:71

    How can i fix this?
    Thanks in advance
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    That happened when you decided to start a new game during a battle challenge. The game system inadvertently runs the game's map interpreter, continuing the event. To prevent this, add the line in bold near line 149 of the script section PokemonLoad:

    Code:
      if cmdNewGame>=0 && command==cmdNewGame
         @scene.pbEndScene
        $scene = Scene_Map.new
        Graphics.frame_count = 0
        [b]$game_system=Game_System.new[/b]
        $game_switches      = Game_Switches.new
        $game_variables     = Game_Variables.new
        $game_self_switches = Game_SelfSwitches.new

    -------------------------------------


    A new version is available.

    New: Online trade system

    For this version, I implemented a rudimentary online trade system
    using Netplay 2.0. For this functionality to work, the Netplay
    server must be modified by replacing functions.rb in the LIB folder
    with the one contained in the distribution. Because the server
    is in Ruby, though, I am not able to install it myself.
    Please notify me when you have set up the server so I can do
    more tests on it. The modified Netplay server includes some
    additional commands added to support player-to-player communication.
    By default the trade system will be available as soon as the player
    has obtained at least one Badge, and any Netplay servers must be
    added to the servers.txt file.

    Other changes:

    Support for recording and playing back battles
    More bug fixes in battle system
    Added shift/summary menu to in-battle Pokemon list
    Fixed bug where day/night land encounters failed to work
    properly (for real this time, I hope)
    Fixed bug where starting a new game can fail
    during the running of an event

    Modified scripts:

    Added: PokeBattle_BattleRecord
    Added: PokemonNetwork
    Changed: PokemonMap
    Changed: PokeBattle_DamageState
    Changed: PokeBattle_MoveEffects
    Changed: Sprite_Character
    Changed: PokeBattle_Confusion
    Changed: PokeBattle_ActualScene
    Changed: PokemonTrainers
    Changed: Sockets
    Changed: PokeBattle_Trainer
    Changed: PokemonLoad
    Changed: PokeBattle_AI
    Changed: PokemonEntry
    Changed: Compiler
    Changed: PokeBattle_BattlePalace
    Changed: PBTrainers
    Changed: PokemonMessages
    Changed: PokemonUtilities
    Changed: PokeBattle_Battle
    Changed: PokeBattle_Battler
    Changed: Win32API*
    Changed: PokeBattle_Scene
    Changed: Scene_Movie
    Changed: PokemonOrgBattle
     
    Last edited:
    64
    Posts
    17
    Years
    • Seen May 16, 2008
    Sounds good. At Rmxp.org is a c++ server for netplay... Maybe this will help...

    Iam downloading the newest version right now...
     
    763
    Posts
    17
    Years
  • Awesome! I'll download when I have time!

    One question, to use the newer version, how would I save all the stuff I did on the previous version and put it onto the newer version without messing with anything?

    Thanks
    -Krobe
     

    MR.GLITCH_KING

    ~ThaEmbacy~
    143
    Posts
    18
    Years
    • Seen Jul 3, 2008
    you can copy scripts over to ur old project or go in the data folder of ur old project n copy over stuff like maps,comment events etc. etc.
     
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