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

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@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?
 
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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.
 
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.
 
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How do I stop my NPC's from figgiting.

And, how do I Change the sprite when I run because it won't work.
 
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
 
So, if I just change the one in map 000. It will effect all of my maps?
 
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?
 
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.
 
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
 
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.
 
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?
 
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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