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

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Hey, I don't get all that stuff (:P), so what was updated? Just scripts?
 
You guys (Flameguru and poccil) are absolute geniuses. I love your system, it has inspired me to get back into game making using your starter kit as a base.

What was once an empty shell of a game can now become complete, thank you :)
 
Lorem, id love to help you out with the contest script, but im only good at graphics and animations lol, so im working on all the attacks for poccil. Id love to help, what do you mean by contest? like the beauty contests in the games?

You mean, you're actually making all the move animations?

Damn... that's awesome!

If you need any help, I'll be glad to assist you. I'm fairly solid at Photoshop, so I'm useful for anything graphical ^.^
 
Oh, glad to hear that the problem will be solved in the next release!

You guys are really good!
 
It's in PokeBattle_Move and it's an array called PBTypeChart

The types go in order (as they are defined inPBTypes) from top to bottom and left to right.

0 = No effect, 1 = Not very effective, 2 = regular damage, 4 = Super effective

So for your new type you will need to add a new line at the bottom of that list with the relative numbe, as well as an extra entry in all of the other lines stating how effective those types are against your new one.

I hope that was thorough enough, I always worry that I'm being too tedious with details.


*EDIT* Actually I've noticed a few weird things about this, there don't seem to be enough entires in the chart... I don't know whether it's just me but there are 18 types (including the ??? one) and only 16 entries in each line...

Thanks, I understand fully now :). It's line 78 - 94, so that's 17, not 16. But there should be one more type, shouldn't there? And I don't think ??? counts as one....
 
There are 18 types. (including ???)

  • 1. Normal
  • 2. Dragon
  • 3. Flying
  • 4. Ground
  • 5. Fighting
  • 6. Rock
  • 7. Ghost
  • 8. Psychic
  • 9. Dark
  • 10. Fire
  • 11. Electric
  • 12. Water
  • 13. Ice
  • 14. Grass
  • 15. Steel
  • 16. Bug
  • 17. Poison
  • 18. ???
I'd like to say thanks for making such an indepth and realistic battle system and sharing, causing the 'pokemon community' to grow closer together.

I can help in photoshop if needed. No sense in everyone paying if only a few can.

Edit: In the typing script, right above the type chart, there is a physical/special section that controls which are special and which are physical. The numbers are equal to the PBTypes script.
 
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Oh Poccil, I have all battle pictures from Pokémon Pearl and Diamond, if you'd like I can upload them so you can add them into the next release or somethin'?
 
In RPG maker XP whenever I add a character theres a really small sqaure how do I actually enlarge it so it can high;ight the wholl person
 
Look at how the character sprites are arranged in the graphics that come with Essentials - you must have a 4x4 grid of sprites, in different frames.
If you mean the trainer battle sprite, the game shows the whole picture in battle anyway.
 
Hey, Poccil when I use this code

Code:
$PokemonBag.pbQuantity(PBItems::POTION)>0

I get this error, and I can't seem to fix it.

Code:
Exception: RuntimeError
Message: Script error within event 2, map 11 (Park Path):
(eval):1:in `pbExecuteScript'uninitialized constant PBItems::STARTERPASS
Section018:238:in `pbExecuteScript'
Section018:753:in `eval'
Section018:238:in `pbExecuteScript'
Section018:753:in `command_111'
Section018:292:in `execute_command'
Section018:190:in `update'
Section018:104:in `loop'
Section018:195:in `update'
Section020:98:in `update'
Section020:96:in `loop'

Section018:249:in `pbExecuteScript'
Section018:753:in `command_111'
Section018:292:in `execute_command'
Section018:190:in `update'
Section018:104:in `loop'
Section018:195:in `update'
Section020:98:in `update'
Section020:96:in `loop'
Section020:109:in `update'
Section020:65:in `main'

Does anyone know why this might happen.

Please help! Thank you!
 
Just wondering... where EXACTLY do I find this "Pokefonts.zip" package? I would really like to change the font...
 
A new version is available.

Changes:

Fixed default map view to synchronize water
animation, etc. in connected maps
Added mechanism to define custom moves
Changed code to make Pokemon pictures larger than
128x128 display properly.
Reorganized script section PBTypes and added
comments
New feature checks the battery on laptop computers
and gives a low battery warning if necessary

--
Other than scripts.rxdata, the format of PBS/moves.txt has changed.
--

For detailed changes, see this diff file.
 
Well you can use Pokemon images for example the doubled D/P size. I tryed it with 160x160 Pokemon but poccil I don't think it's recommend kauz the images doesn't fit with the Summary Screen or in Battle. You would have to change all to D/P Images and that would take a loooooong while. So this featre isn't really good. (It is good but not for the actual scripts/pictures)
 
hey poccil i like your custom move mechanism but i suggest it isn´t possible to add all the dp moves... because some of them require changes to the battle system... and i think it´s only possible to add moves which take damage to the opponent and not changing the status or somethin like that.
Maybe you can change the battle system and add the dp moves... :)
 
Learn to script them yourself - it's not that hard.
Search for a RGSS guide on Google, and get used to it.
Then, look in the PokeBattle_MoveEffects script and have a go at making some more effects.
 
Got a few questions here for yall. Anybody know if espeon and umbreons evolution conditions are implemented yet? And also poccil, will you be including the Vs. Seeker function?
 
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