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

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Use the 'notes' file located in the Starter Kit for all of those kind of questions.

Oh man, I hadn't noticed I had a really old version and that there was a new one. I downloaded the new one and WOW! I'm more than surprised with all those new things: day/night, light/shadow, Door effects/Pokemon cries, etc. It was such a change to what I had. Thanks for the help.
 
Hey me again, how can I change the trainer card image, and how can I set which areas are affected by day/night?
Also how do I display the maps name like in a town, I read the notes page but I don't understand what to change in metadata.
Help would be appreciated,
Cheers
 
Last edited:
The Trainer Card's image is found in Graphics/Pictures/trcard.png , and the background is found in Graphics/Pictures/trcardbg.png .

The day/night-tinting is enabled for all maps with an Outdoor setting of true. The name of the map's location will be displayed if the ShowArea setting is true. This portion of PBS/metadata.txt is an example of a map that enables both settings:

Code:
[020]
; 020 here is a map ID (check the middle of the status bar)
Outdoor=true
ShowArea=true

After changing the file, you must run the game from RPG Maker XP in order to apply the changes.
 
Thanks poccil. Oh and how would I stop my NPCs from figgeting around when I walk.
 
Hey, what should i edit in what script to make 2nd resolution (this one with GBA size 240x160) still resazing all to GBA size, but being 320x240?
 
A new release is available.

Changes:

Day/night land encounters
Moved all custom data files to Data instead of PBS
Integrated animation editor in the debug menu
Modified Shadow script to work properly in connected maps
Added more screen size options
Changed main procedure to handle hanging programs
Added face support to the message system.

Modified scripts:

Added: PokemonAnimEditor
Changed: PokemonMap
Changed: PokeBattle_Pokemon
Changed: PokemonOption
Changed: PokemonDayCare
Changed: PBMove
Changed: PokemonMenu
Changed: PokeBattle_Move
Changed: PBIntl
Changed: RTP and Registry
Changed: Scene_Map
Changed: Pokegear
Changed: Sprite_Character
Changed: PokemonField
Changed: Game_Map*
Changed: PokeBattle_ActualScene
Changed: Shadow
Changed: PokemonTrainers
Changed: SpriteResizer
Changed: PokeBattle_Trainer
Changed: PBFile
Changed: PokemonLoad
Changed: Main
Changed: BitmapCache
Changed: Compiler
Changed: Game_Player*
Changed: PBAnimation
Changed: PokemonEvolution
Changed: PBAbilities
Changed: PokemonMessages
Changed: - Radio
Changed: PBDebug
Changed: PokemonSystem
Changed: PokemonSummary
Changed: SpriteWindow
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonRegionMap
Changed: PokemonEncounters
Changed: PokemonItems
Changed: PokemonStorage
Changed: PokemonDebug
 
hi can you give me the link to the new one please? And did you fix the pokeball problem?
 
Umm, you may have covered this beofre, but how do you up grade the SK with out messing up the game I made from it, file wise.

Just download the new version. Then, replace the scripts and delete the old PBS folder. (If you have custom stuff, you may have to do some editing) Then, copy all the non .rgss files from the Data folder of the new kit into yur game. That should be all you have to do.

hi can you give me the link to the new one please? And did you fix the pokeball problem?

There is a link in Poccil's sig. Also, I think that Poccil would say if he inserted an animation. (Especially with so many people complaining about it...)
 
Good work Poccil.
If i can help you with your work pm me.

Is there a possibility to add more than only 2 daytimes like in diamond and pearl?

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


What about the online scripts, anything new?

Can you please give me a move list where i can see which move data contains which move?
for example:
PokeBattle_Move_08 = ...

this would be really helpfull.
 
Backmaster, go to the link in Poccil's sig (Ultimate Pokemon Center), click "Ruby & Sapphire" in the left hand toolbar, the click "List of attacks".
 
I need some more help,
I have just set up my 8 Gym leaders however I tried to use different pictures, so I replaced the old ones with mine with the same names, and set up the data in the Trainers.txt and Trainernames.txt file, however when I set it up like this;
LEADER_Alex,LEADER
It would not work
but when I did this;
LEADER,LEADER it works but the problem with this is they all have the same image and I can't fathom why?
Any help would be appreciated =).
 
This is great but I cant work out map connections,

I understand the north south part and such, but how do I get to that point!
 
Rm2k3guy:

The images for Trainers are found in Graphics/Characters/. They have names like trainerXXX.png, where XXX is the Trainer type's number. The attempt to use the internal name "LEADER" for more than one trainer type fails to work because then the internal name would be ambiguous and would not refer to a specific Trainer type. (That's why some of the internal names have additional information to disambiguate them.) Here is an example the correct way to edit the file:

Code:
20,LEADER_Roxanne,LEADER
21,LEADER_Brawly,LEADER

The internal ID (like "LEADER_Roxanne") is the second field in each line, and the name displayed in the game (like "LEADER") is the third field in each line.

Here, "_Roxanne" and "_Brawly" disambiguate the otherwise ambiguous internal ID "LEADER". Their Trainer graphics would be located in Graphics/Characters/trainer020.png and Graphics/Characters/trainer021.png , respectively.
 
@ Poccil:
I'm trying to set a wild pokemon event and I followed the notes with the SK, but It keeps showing me this message:

Script error within event 1, map 33 (Ilex Forest):
(eval):1:in `pbExecuteScript'uninitialized constant Interpreter::CELEBI
Section028:11:in `pbExecuteScript'
Section033:271:in `eval'
Section028:11:in `pbExecuteScript'
Section033:271:in `command_355'
Section028:235:in `execute_command'
Section027:199:in `update'
Section027:113:in `loop'
Section027:204:in `update'
Section036:97:in `update'
Section036:95:in `loop'
Section036:108:in `update'
Section036:64:in `main'
Section036:61:in `loop'
Section036:68:in `main'
Section138:15

Interpreter 2 *:22:in `pbExecuteScript'
Interpreter 7 *:271:in `command_355'
Interpreter 2 *:235:in `execute_command'
Interpreter 1:199:in `update'
Interpreter 1:113:in `loop'
Interpreter 1:204: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:15
 
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