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

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312
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    • Seen Jul 16, 2023
    When selecting an event command, on page 2, there is a "Move Event" command. Set the thing it affects to the event that it needs to move (in this case, your sprite). Then, just enter what you need it to move.
     
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  • Thanks, and hox can i move other sprites in a event?

    You know, that type of help should be kept in Private messages to avoid spam, because that has almost nothing to do with Poccil's Starter Kit and Essentials, it's more to do with Rpg Maker.

    Poccil, I keep getting a script hanging error, I'll pm you the specifics.

    -Krobe
     
    386
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    • Seen Aug 10, 2015
    A new version is available.

    Changes:

    Fixed bug where trainer battle intro music lingers in battle
    Move tutor support added
    Improvements in visual editor:
    -Full-color miniature maps
    -Canvas can be dragged
    -Global metadata is available by double-clicking
    More detailed error reporting in data compiler
    Events are stabler while walking in 240x160 mode
    Adopted "Graphics.width/Graphics.height" convention
    in script code, based on RGSS2
    Added "Quick Hatch" and "Trainer types" to debug menu
    Added more features to Pokemon debug menus
    Mechanism for defining custom TMs and HMs

    --
    The specifications for items.txt and pokemon.txt have changed; the file
    Data/tmRS.dat was replaced with Data/tm.dat.
    --

    Modified scripts. For details see this diff file.

    Changed: Particle Engine
    Changed: PokeBattle_Pokemon
    Changed: PokemonDayCare
    Changed: PokemonPokedex
    Changed: PokemonAnimEditor
    Changed: PokemonMenu
    Changed: PBIntl
    Changed: Scene_Map
    Changed: AnimationSprite
    Changed: Interpreter
    Changed: Pokegear
    Changed: Resolution*
    Changed: PerspectiveTilemap
    Changed: PokemonField
    Changed: PokemonSave
    Changed: PokemonNetwork
    Changed: PokemonMart
    Changed: PokemonTrainers
    Changed: SpriteResizer
    Changed: PokemonLoad
    Changed: Main
    Changed: PokeBattle_AI
    Changed: WindowAndTilemap
    Changed: PokemonWeather
    Changed: Game_Event*
    Changed: Game_System
    Changed: Compiler
    Changed: Game_Player*
    Changed: PokemonEvolution
    Changed: Spriteset_Map
    Changed: PokemonEditor
    Changed: PBAbilities
    Changed: PokemonMessages
    Changed: SpriteWindow
    Changed: PokemonSystem
    Changed: PokemonSummary
    Changed: PokemonUtilities
    Changed: PokemonRegionMap
    Changed: PokemonBag
    Changed: PokemonItems
    Changed: PokemonScreen
    Changed: PokemonStorage
    Changed: PokemonDebug
    Changed: Sprite_Timer
     
    64
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    17
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    • Seen May 16, 2008
    What is different about the resolution? :0


    I suggest you upload the file..:P it is still the Jan 1st one.

    No, it isn´t.
    Poccil forgot to update the date at the homepage... but it´s the new version for sure... i downloaded it and looked in the notes file ;)
     
    Last edited:

    Mrchewy

    nom nom nom
    361
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  • Hey poccil, big fan of your work :) . I've been using Pokemon Essentials for only a very small time but the amount of effort you put into it is astounding. Hell, you've even added all the seperate Pokemon Exp. rates!

    Anyway, I have this one question that has been bothering me lately. I've searched through Google, notes.html and even this topic but can't seem to find an answer. Basically it's this: how do I edit the night time tinting? For me, I think it's currently way too opaque and dark and I would like tone it down a little.

    A second question: how would I go about editing the battle system? The changes I want to make are quite trivial (i.e the speed that Pokemon come onto the screen, changing the male/female logos) so it doesn't really matter, but I am curious.
     
    2,048
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    • Seen Sep 7, 2023
    You have to look in the scripts: PokemonUtilities for the tinting (it's near the top), and PokeBattle_ActualScene for the battle adjustments: look under PokemonDataBox and pbStartBattle.
    Oh, and the male/female logos are in the font files.
     
    2,048
    Posts
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    • Seen Sep 7, 2023
    While still on the topic, would it be possible to implement Pokémon with different stats, but the same Pokédex number? For example, the different forms of Deoxys, and Wormadam's cloaks.
    Also, would it be possible to implement a Pokémon which doesn't appear in the Pokédex? This could be useful for an unknown Pokémon appearing ("Wild ??? appeared"). I'm sure people would appreciate this feature.
     
    9
    Posts
    16
    Years
    • Seen Jan 20, 2008
    How would I get the game to start at a different map after the intro?
    I can't figure that out....

    Spritah out~
     
    2,048
    Posts
    16
    Years
    • Seen Sep 7, 2023
    Change the Transfer Player target in the intro event - it's in the top left corner of the Intro map.

    EDIT: Hehe... Look what I did ^_^
    screenshot000xp4.png

    I'm working on an intro animation, like on Emerald.
    Yes, that's the male trainer in my game - the one in my avatar. Female trainer coming soon!

    I've also got a fully animated title screen.
     
    Last edited:
    9
    Posts
    16
    Years
    • Seen Jan 20, 2008
    ERROR! wtf?!

    "Exception: Hangup
    Message: The script is taking too long. The game will restart.
    Compiler:817:in 'pbAddScript'
    Compiler:1006:in 'pbCompileAbilities'
    Xompiler:2451:in 'pbCompileAllData'
    Compiler:2523"

    I get that when I start the test.

    Spritah out~
     

    Atomic Reactor

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    Posts
    legend of awesome: yes, and then to make it work in battle do this.
    if the move is tackle. then name it
    Move:TACKLE

    heres a question.
    errrr.jpg

    how would i stop that from being possible? u cant surf on a rock... what should i do?
     

    Mrchewy

    nom nom nom
    361
    Posts
    16
    Years
  • Hmm... I think I've found a bug (albeit a minor one). When using "\b" or "\r" in text messages to color text, some of the text tends to fall out of the box (attachment 1)

    Some freaky things also happen on the intro screen when using colored text (attachment 2)

    Is there anyway I can fix this? Cheers.
     
    Last edited:
    312
    Posts
    16
    Years
    • Seen Jul 16, 2023
    Is there a way that instead of having the choices in a choice menu script show on the left hand side display on the right?
     
    441
    Posts
    18
    Years
    • Seen Oct 26, 2016
    This what you want?

    1: Ledges
    2: Grass
    3: Sand
    4: Rocky ground
    5: Deep water
    6: Still water (events will be reflected by these tiles)
    7: Normal water
    8: Waterfall
    9: Crest of waterfall
    10: Tall grass
    11: Underwater grass
    12: Ice (The player may slide on these tiles)
    13: Neutral (For use on tiles that the player could walk on but have special tiles underneath them.)

    It was in the notes.. do you ever try checking them?
     

    Atomic Reactor

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    legend of awesome: im pretty sure that the terrain tag details are in the notes
     
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