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

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There's already a pseudo-mode 7 script in Essentials. Paste into a new script section above Main:
Code:
def setMapView(mapView)
 $PokemonSystem.tilemap=mapView
 ObjectSpace.each_object(TilemapLoader){|o|
  next if o.disposed?
  case mapView
   when 0 # Default
    o.setClass($ResizeFactor==1.0 ? Tilemap : CustomTilemap)
   when 1 # Custom
    o.setClass(CustomTilemap)
   when 2 # Perspective
    o.setClass(Draw_Tilemap)
  end
 }
end
Then use setMapView(2) to change to perspective view, and setMapView(1) to go back to normal. I'm not sure if it still works in the newest versions though.
 
There's already a pseudo-mode 7 script in Essentials. Paste into a new script section above Main:
Code:
def setMapView(mapView)
 $PokemonSystem.tilemap=mapView
 ObjectSpace.each_object(TilemapLoader){|o|
  next if o.disposed?
  case mapView
   when 0 # Default
    o.setClass($ResizeFactor==1.0 ? Tilemap : CustomTilemap)
   when 1 # Custom
    o.setClass(CustomTilemap)
   when 2 # Perspective
    o.setClass(Draw_Tilemap)
  end
 }
end
Then use setMapView(2) to change to perspective view, and setMapView(1) to go back to normal. I'm not sure if it still works in the newest versions though.

he doesn't even have to do that, he just has to change that option in the menu to perspective. it's already in there.
 
man i dont even know how to change the map terrain how do you do it?
 
To make a minigame, you have to set everything up with windows and pictures and sprites and stuff, which is rather complicated if you are new to RGSS, then you have to bring everything together and activate it in a Call Script event, like:
Code:
pbMyMinigame.start
 
... *s-sigh* I'm getting ahead of myself again. But I been working on editing the attacks now(now that I've figured a lot of it out, woot!). But there's still one thing bothering me..

How do you give attacks their own animation? As in, say I made an animation to use for ember, how do I assign it to it? Also, would I have to make a different animation when I'm using it and when the enemy does or does it automatically switch on it's own?


Also, kinda off topic but not really. My BIGGEST pet peeve about the 3rd gen battle system is that it takes way too long for a wild pokemon(or trainer) to scroll from the left side of the screen to the right at the very beginning. It there possibly a way to speed this up?
 
How do you give attacks their own animation? As in, say I made an animation to use for ember, how do I assign it to it? Also, would I have to make a different animation when I'm using it and when the enemy does or does it automatically switch on it's own?

okay, to link a move to an animation you must use Move:Whatever. for example, your ember animation would be called Move:EMBER. enemy animation, i believe, is just simply a mirror of the original animation.
 
Okay I'm sorry guys for the noob question. I'm having troubles with trainer battles. I've read the nots and tried the comment commands after you title the event trainer(4). I know I have to add the trainer for this battle to work. Where do I edit the trainer? I want to do it through pbs. I've tried editing and the game wont run. This is all I want, if someone could tell me where to put it at that'd be awesome.

Type: Lass
Name: Eva
1 (is this the number of pokemon?)
Starly,3

Now what else should I do besides this, and how do I change the moves and stuff?
 
Okay I'm sorry guys for the noob question. I'm having troubles with trainer battles. I've read the nots and tried the comment commands after you title the event trainer(4). I know I have to add the trainer for this battle to work. Where do I edit the trainer? I want to do it through pbs. I've tried editing and the game wont run. This is all I want, if someone could tell me where to put it at that'd be awesome.

Type: Lass
Name: Eva
1 (is this the number of pokemon?)
Starly,3

Now what else should I do besides this, and how do I change the moves and stuff?

go to the game folder, then to the pbs files, then go and add the information (don't type the word type, or name, just put them in, and make sure the type is in caps, also, put the pokemon in caps. and yes, that is the number of pokemon.

lastly, the battles don't work on just command lines, people still think it does because they never read on. if you read in the notes, there is a part that says "Behind the Scenes", it tells you of some stuff that you also have to put in the trainer event.:
Code:
[I]
If you inspect the generated event commands, you will see that Trainer events normally consist of two event pages. The first has an Event Touch trigger and has the following structure:

Text:  I challenge you!
Conditional Branch: Script: pbTrainerBattle(PBTrainers::LEADER_Roxanne,"Roxanne",_I("Excellent.  You have earned the Stone Badge."))
  -- here you can add event commands to be run when the player wins, but this is not necessary
  Script: $Trainer.badges[0]=true
  Text:  \PN received the Stone Badge!
  Text:  The Stone Badge proves you can succeed in the Pokemon League.
  Control Self Switch:  A =ON
Branch End
Notice the parameters to pbTrainerBattle. Here is a list of the parameters:

Parameter 1: Trainer type. 
Parameter 2: Trainer's name. The Trainer type and Trainer name must be found in the Trainer data file. 
Parameter 3: Dialogue that the Trainer says when the player wins. This parameter should be wrapped in _I() (with a capital i), to support localization of the text. 
Parameter 4: Optional. Whether the battle is a double battle. The default is false. If the battle is a double battle, an exception will be raised if the player has only one Pokemon, so this case must be checked before the battle begins. For an example, see the two people to the left of the Pokemon Center's PC. 
Parameter 5: Optional. A number to distinguish Trainers with the same Trainer type and Trainer name. Specify 0 if there is only one such Trainer. 
Parameter 6: Optional. If true, the game will continue where the battle began even if the player loses the battle. If the player loses, the option "Set handling when conditions do not apply" should be active for the conditional branch and commands to run when the player loses should be placed in the Else part of that branch. [/I]

hope that helps
 
go to the game folder, then to the pbs files, then go and add the information (don't type the word type, or name, just put them in, and make sure the type is in caps, also, put the pokemon in caps. and yes, that is the number of pokemon.

lastly, the battles don't work on just command lines, people still think it does because they never read on. if you read in the notes, there is a part that says "Behind the Scenes", it tells you of some stuff that you also have to put in the trainer event.:
Code:
[I]If you inspect the generated event commands, you will see that Trainer events normally consist of two event pages. The first has an Event Touch trigger and has the following structure:[/I]
 
[I]Text:  I challenge you![/I]
[I]Conditional Branch: Script: pbTrainerBattle(PBTrainers::LEADER_Roxanne,"Roxanne",_I("Excellent.  You have earned the Stone Badge."))[/I]
[I] -- here you can add event commands to be run when the player wins, but this is not necessary[/I]
[I] Script: $Trainer.badges[0]=true[/I]
[I] Text:  \PN received the Stone Badge![/I]
[I] Text:  The Stone Badge proves you can succeed in the Pokemon League.[/I]
[I] Control Self Switch:  A =ON[/I]
[I]Branch End[/I]
[I]Notice the parameters to pbTrainerBattle. Here is a list of the parameters:[/I]
 
[I]Parameter 1: Trainer type. [/I]
[I]Parameter 2: Trainer's name. The Trainer type and Trainer name must be found in the Trainer data file. [/I]
[I]Parameter 3: Dialogue that the Trainer says when the player wins. This parameter should be wrapped in _I() (with a capital i), to support localization of the text. [/I]
[I]Parameter 4: Optional. Whether the battle is a double battle. The default is false. If the battle is a double battle, an exception will be raised if the player has only one Pokemon, so this case must be checked before the battle begins. For an example, see the two people to the left of the Pokemon Center's PC. [/I]
[I]Parameter 5: Optional. A number to distinguish Trainers with the same Trainer type and Trainer name. Specify 0 if there is only one such Trainer. [/I]
[I]Parameter 6: Optional. If true, the game will continue where the battle began even if the player loses the battle. If the player loses, the option "Set handling when conditions do not apply" should be active for the conditional branch and commands to run when the player loses should be placed in the Else part of that branch. [/I]

hope that helps

Yeah that'll help, thanks so much. Yeah I knew there was more to do and I think it was that I wasn't typing in caps and I had the words "Type:" and "Name:"
 
Senjistar, yaiomutt:

For simple trainer battles, editing Trainer battles using comments is the recommended method.
In fact, I have added a note to the "Behind the Scenes" section to that effect:

Please note that the instructions above [that is, using comments to define Trainer battles]
are sufficient for simple Trainer battles. Using the method shown below [that is, using scripts]
is appropriate only for more complex battles, such as Gym Leader battles.

In older releases of Pokemon Essentials, editing Trainer battles using comments failed to work
because of a bug in saving the converted maps. If this is the case, you will see many files
named "mapXXX" with no file extensions. To fix it, find the following lines in the script
section Compiler (near the bottom):
Code:
  filename=sprintf("Data/map%03d",id)
  map=pbLoadRxData(filename)
Change those lines to the following:
Code:
  filename=sprintf("Data/map%03d",id)
  if $RPGVX
   filename+=".rvdata"
  else
   filename+=".rxdata"
  end
  map=load_data(filename)
You may have to hold the CTRL key the next time you run the game from RPG Maker XP to make
the changes take effect.
 
me gustaria saber como es el script correpto para que se registre un entrenador en el telefono, perdon por no hablar ingles pero mi ingles es muy pobre :P
 
Teck:

I can read Spanish well enough to understand you.

To allow a Trainer to be registered on the Phone, you must put more than one Comment on the Trainer beginning with Battle. In the example below, you see two such Comment event commands:

Code:
Comment:  Battle: Hello, this is the first battle.
Comment:  Battle: Hello, this is the second battle.

In addition, you can add a Comment specifying what the Trainer says when registering the Trainer's phone number, like this:

Code:
Comment:  RegSpeech: Let me register you.
 
once again, another great update poccil. you never cease to amaze me. but i do have one little inquery about the different forms for pokemon. wouldn't it be possible to write a small script that looks for more letters or symbols on the battlers & icons filename? for example, have the script look for, in this case unown, 201_01, 201_02, 201_03 and so forth? or maybe name them as such and type it out in the ruby script to point out which pokemon have different forms and which ones don't, so the script doesn't waste cpu power looking for other extra forms? im really looking forward towards this feature being added to your already incredibly amazing starter kit. :D
 
I'm not entirely sure about how to register a phone number... I've read the documentation, but it isn't that clear. I want to register the mum's phone number into the Pokégear...
 
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