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

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Flameguru

Pokemon: Metallic Silver
517
Posts
18
Years
    • Seen May 1, 2024
    I see Day/Night Works now :) Any chance you could get a working Weather Script implemented and have weather patterns edited and controlled by a .dat file (and .txt) ? That would be cool ;)
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    That probably wasn't what he meant.

    Anyway, in the current version you will find a new option on the "Option" screen, "Screen Size", since I've managed to reduce the size of the screen to Game Boy Advance size. And weather support is what I will try to add for the next release.
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    I have identified a bug with the current release. It can be removed by going to Scene_Map and replacing this:
    Code:
           @spritesets[i].dispose
    with this:
    Code:
           @spritesets[i].dispose if @spritesets[i]
    That is all.

    Another problem: An optimization I tried seems not to be reliable. Go to the section SpriteWindow and modify pbFadeOutIn:

    Code:
    def pbFadeOutIn(z)
     col=Color.new(0,0,0,0)
     viewport=Viewport.new(0,0,480,360)
     viewport.z=z
     for j in 0..26
      col.set(0,0,0,j*10)
      viewport.color=col
      Graphics.update
     end
    =begin
     oldsprites=[]
     ObjectSpace.each_object(Sprite){|o|
      next if o.disposed?
      if o.visible && ( (o.viewport && o.viewport.z<z) || o.z<z )
       o.visible=false
       oldsprites.push([o,o.bitmap,o.src_rect.clone])
       o.bitmap=nil
      end
     }
    =end
     yield if block_given?
    =begin
     for sprite in oldsprites
      next if sprite[0].disposed?
      sprite[0].visible=true
      sprite[0].bitmap=sprite[1]
      sprite[0].src_rect=sprite[2]
     end
    =end
     for j in 0..26
    
      col.set(0,0,0,(26-j)*10)
      viewport.color=col
      Graphics.update
     end
     viewport.dispose
    end
     
    Last edited:

    Flame Claw

    Flaminator
    579
    Posts
    18
    Years
  • # ------------------------------------------------------
    # Pokemon Starter Kit Wild Pokemonn Encounters
    # ------------------------------------------------------
    # This File contains all Wild Pokemon Data. This File, when in

    Debug Mode, will be
    # converted into a Data File used by RPG Maker XP. Firstly, the

    Number of the Map is
    # Placed before the name of the map. Then, Each Map is broken

    down into Land, Water,
    # and more.
    #
    # Each subsection contains one of the following:
    # - Land - Grass (Terrain Tag 2)
    # - Cave - Caves (Terrain Tag 2)
    # - Water - Ocean/River (Terrain Tag 6/7)
    # - RockSmash - Smashable Rocks (Events)
    # - OldRod - Fished with Old Rod (Events)
    # - GoodRod - Fished with Good Rod (Events)
    # - SuperRod - Fished with Super Rod (Events)
    #
    # After that follows the encounter data. For Land and Cave

    encounter types,
    # each entry must have a species and level, separated by commas.

    Rarer
    # species should be placed lower in the list. For all other

    encounter types,
    # each entry must have a species, minimum level, and maximum

    level, separated by
    # commas.
    #
    # Each species entered must be capitalized with no spaces. This

    is for Simplicity.
    #
    # However, there are some exceptions with the Following Pokemon:
    # - NIDORANmA (Male Nidoran)
    # - NIDORANfE (Female Nidoran)
    # - FARFETCHD (Farfetch'd)
    # - MR_MIME (Mr. Mime)
    # - PORYGON2 (Porygon 2)
    #
    # Depending on the encounter type, the number of entries required

    varies:
    # - Land/Cave: 12 entries
    # - Water/RockSmash: 5 entries
    # - OldRod: 2 entries
    # - GoodRod: 3 entries
    # - SuperRod: 5 entries
    #
    # The Higher up any certain Pokemon is on the Encounters list,

    the more of a chance
    # the player has to encounter it in a Wild Battle. This repeats

    itself for Each
    # Encountering Zone, such as Land or Water.
    # ------------------------------------------------------
    # Encounters
    # ------------------------------------------------------
    #
    # ------------------------------------------------------
    032 # Johto - Route 29
    # ------------------------------------------------------
    25,10,10
    Land
    HOOTHOOT,2
    HOOTHOOT,3
    HOPPIP,3
    HOPPIP,2
    SENTRET,3
    SENTRET,2
    PIDGEY,2
    SENTRET,2
    PIDGEY,2
    RATTATA,3
    HOOTHOOT,2
    RATTATA,2
    # ------------------------------------------------------
    001 # Johto - Realwood Run
    # ------------------------------------------------------
    25,10,10
    Land
    MANKEY,5
    MANKEY,6
    WEEDLE,5
    WEEDLE,6
    SENTRET,4
    SENTRET,5
    AZURILL,2
    PIDGEY,2
    TOGEPI,3
    VENONAT,2
    VENONAT,5
    # ------------------------------------------------------
    004 # Johto - Novice Rank Gardens
    # ------------------------------------------------------
    25,10,10
    Land
    VULPIX,15
    VULPIX,16
    PHANPY,14
    RATTATA,12
    ELEKID,12
    MAGBY,12
    MAGBY,11
    SENTRET,16
    PHANPY,18
    WINGULL,19
    WINGULL,20
    FARFETCHD,16
    # ------------------------------------------------------
    004 # Johto - Novice Rank Gardens
    # ------------------------------------------------------
    25,10,10
    Land
    VULPIX,15
    VULPIX,16
    PHANPY,14
    RATTATA,12
    ELEKID,12
    MAGBY,12
    MAGBY,11
    SENTRET,16
    PHANPY,18
    WINGULL,19
    WINGULL,20
    FARFETCHD,16
    # ------------------------------------------------------
    # End
    # ------------------------------------------------------
    Still ain't going. I don't have a clue what this means :(
     

    Aqua Mudkip

    LOL I'm okay!
    157
    Posts
    17
    Years
  • Here's a little question poccil, "Can you change the background when you battle for ex. when your at the mountains battling you can change it to the rocky scene? Or when your at the gym battling can it be put to the gym floor scene? like pokemon diamond or pearl?"
     

    NytewolfAU2k7

    Game Modder & Creator
    175
    Posts
    17
    Years
  • Still ain't going. I don't have a clue what this means :(

    You have comments at the very bottom of the file, remove them. It *should* work.

    =============================================

    Poccil, the encounters I have set up in one of my maps doesn't seem to be working. The map in question is stitched between two maps with no encounters (cities) using the new map connections feature...
     

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
    Years
    • Seen May 1, 2024
    I must say that the Window Size change adds a lot to the game :) Any chance you could incorporate a Boy/Girl System (Mainly so the Trainer Card looks fine)

    Thanks ;)
     
    441
    Posts
    18
    Years
    • Seen Oct 26, 2016
    Um.. this is a fantastic starter kit FG and Poccil, but everytime I try to edit it in RMXP, this comes up:

    Project could not be read due to incompatibility between software versions.

    Maybe it's because I have the free version or RMXP >>
    Is there any way to fix this?
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    Flame Claw, to solve your problem, the section 001 has only eleven entries instead
    of 12 as expected.

    Houndoomed, to solve your problem, open Game.rxproj in Notepad and change
    "RPGXP 1.02" to "RPGXP 1.01" or, if necessary "RPGXP 1.00", then save the file.


    NightwolfAA2k5, I think I can solve your problem. Go to the script section PokemonMap and find
    the method setCurrentMap. Add the following after the line labeled "$game_map=newmap[0]":
    Code:
    $PokemonEncounters.setup($game_map.map_id) if $PokemonEncounters
     
    Last edited:

    NytewolfAU2k7

    Game Modder & Creator
    175
    Posts
    17
    Years
  • There seems to be a problem loading save games, the character stands there, but won't move in any direction...

    NightwolfAA2k5, I think I can solve your problem. Go to the script section PokemonMap and find
    the method setCurrentMap. Add the following after the line labeled "$game_map=newmap[0]":
    Code:
    $PokemonEncounters.setup($game_map.map_id) if $PokemonEncounters

    Thanks for that :)

    Edit: Sorry dude, I just tested it out, even with that line of code the field is still devoid of encounters, I'll test it again, this time with encounters set for the 2 fields on either side.

    Edit 2.0: When I exited the affected field and went for a swim in an adjoining field, then returned to the affected field. The problem seemed to disappear...
     
    Last edited:

    .:Sam:.

    The road goes ever on and on!
    158
    Posts
    18
    Years
  • I must say that the Window Size change adds a lot to the game :) Any chance you could incorporate a Boy/Girl System (Mainly so the Trainer Card looks fine)

    Thanks ;)

    I agree Flameguru, a Boy/Girl system would be essential, my current one I made manualy therfore during battles, and on the trainer card the Male character is used.
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    The support I just added for different player characters is rather elegant I must say. Here is an extract from metadata.txt explaining the new setting:
    Code:
    # PlayerA, PlayerB, PlayerC, PlayerD: Information on the player characters
    #   in the game.  This setting consists of a number of comma-separated fields,
    #   described below:
    #      Field 1: Trainer type.  This is an internal name of the trainer type and
    #        has one of the values defined in trainernames.txt.  The file 
    #        Graphics/Characters/trainerXXX.png,  where XXX is the ID of that 
    #        trainer type, should match the defined trainer type. 
    #      Field 2: Character sprite, as found in Graphics/Characters.
    #      Field 3: Character sprite when mounted on a bicycle.
    #   To change the player in script, use pbChangePlayer(X) where X is
    #   one of 0, 1, 2, or 3 and refers to players A, B, C, or D.  The PlayerA setting
    #   is required while the other three settings are optional.
     

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
    Years
    • Seen May 1, 2024
    The support I just added for different player characters is rather elegant I must say. Here is an extract from metadata.txt explaining the new setting:
    Code:
    # PlayerA, PlayerB, PlayerC, PlayerD: Information on the player characters
    #   in the game.  This setting consists of a number of comma-separated fields,
    #   described below:
    #      Field 1: Trainer type.  This is an internal name of the trainer type and
    #        has one of the values defined in trainernames.txt.  The file 
    #        Graphics/Characters/trainerXXX.png,  where XXX is the ID of that 
    #        trainer type, should match the defined trainer type. 
    #      Field 2: Character sprite, as found in Graphics/Characters.
    #      Field 3: Character sprite when mounted on a bicycle.
    #   To change the player in script, use pbChangePlayer(X) where X is
    #   one of 0, 1, 2, or 3 and refers to players A, B, C, or D.  The PlayerA setting
    #   is required while the other three settings are optional.

    This is pretty sweet :) Wanna add support for Surfing sprites too? I mead you wouldnt need to because I can do that via Events but it'd be nice ;)
     

    -BlackShadow-

    Shadow King
    62
    Posts
    16
    Years
  • Study...

    Still ain't going. I don't have a clue what this means :(

    Look Again.
    # ------------------------------------------------------
    001 # Johto - Realwood Run
    # ------------------------------------------------------
    25,10,10
    Land
    MANKEY,5 1
    MANKEY,6 2
    WEEDLE,5 3
    WEEDLE,6 4
    SENTRET,4 5
    SENTRET,5 6
    AZURILL,2 7
    PIDGEY,2 8
    TOGEPI,3 9
    VENONAT,2 10
    VENONAT,5 11

    You Should Have 12 Not 11.
    Now Add One More Pokemon To This List!

    P.S. Flameguru Can You Please Tell Me How To Edit The Intro...Your Tutorial Didn't Tell Me How.:\
     
    249
    Posts
    16
    Years
    • Seen Jul 24, 2011
    Aye, Indeed that wood be cool, think of the possibilities :D

    lol, we posted at the same time ;)

    He plans to make it so that you can set it in the meta file, i know because i asked how you would set the weather in it, and aparently he hadn't even thought of that >.< so he said it was a good idea.
     

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    I really cant explain the problem well, but im having issues makeing the connections thing work, i want to connect the southern edge of a map to the northern edge, and all i keep getting is a black space at the edge of the map. can anyone please help?
     
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