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

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I woul, but I don't know what it does or how to alter where it sends the character.

The switch it self has nothing to do with where to put the character, if you lose in a battle the switch will be turned on and you're player will be teleported either to home or a Pokecenter (depends on the fact you've been in a PC before) and then your party will be healed (if you use the "demo- nurse joy event in the starter kit) and the switch will be turned off afterwards..

Oh and next time, if you're not knowing what you do, I advice you not to go and just delete random things..

PoKéMaKeR
 
The switch it self has nothing to do with where to put the character, if you lose in a battle the switch will be turned on and you're player will be teleported either to home or a Pokecenter (depends on the fact you've been in a PC before) and then your party will be healed (if you use the "demo- nurse joy event in the starter kit) and the switch will be turned off afterwards..

Oh and next time, if you're not knowing what you do, I advice you not to go and just delete random things..

PoKéMaKeR

yeah sorry. I'm usually much more careful than that, but tbh i was clearing out the test maps anyway.
 
OK...I have a question for everyone thats making a game. I am 80% done with PokeWorld Online. It is based on Ruby game and I am using all of the 1st generation pokemon in it.

IS THERE ANYONE THAT IS MAKING A GAME THAT ONLY HAS 2ND GENERATION OR 3RD GENEERATION POKEMON THAT WOULD LIKE TO SET UP OUR SERVERS TOGETHER THAT THAT PLAYERS HAVE TO TRADE WITH PLAYERS FROM THE OTHER GAME IN ORDER TO GET ALL POKEMON?

I am pretty sure you should be able to do this, and if not let me know...but...IF YOU ARE INTERESTED PM ME A DESCRIPTION OF YOUR GAME AND WHAT % DONE WITH IT YOU ARE
 
okay, with the new unown script, i was able to insert the rest of the unown and i noticed three errors, one being incredibly minor. okay, here's what i've found:
1) whenever you enter wild encounter or select the caught unown, there is a small pop-up window that shows a number. im guessing this number is what the unown is numbered. what i don't understand is why it's being shown in-game, in a pop-up window. this should be taken out, because it'd be kinda weird to see this in a finished game. >.>
2) like i asked/said earlier, i looked for a script that connects the new unowns to their respective icons and found nothing. this was found to be true in-game also. any unown icon was shown as unown A.
3) now, i know this is incredibly minor, but for OCD ppl like me, it bugs the heck outta me and probably can't be fixed. the first unown you catch, no matter what it is, it shows up as unown A in the pokedex decription. very minor, i know. but if it can't be fixed, no problem.

well, bug report...reported. :P
hope it helps evolve this script even more. :D
 
partyghoul2000:

The debugging message verifies whether the script is working correctly. It does in this case. The documentation already mentions the format of each Unown bitmap:

Graphics/Battlers/201_00.png - Unown 'A'
Graphics/Battlers/201_01.png - Unown 'B'
etc.

Graphics/Battlers/201s_00.png - Shiny Unown 'A'
Graphics/Battlers/201s_01.png - Shiny Unown 'B'
etc.

If those files are not found, the game falls back to its previous behavior.

See "Pokemon Graphics and Icons" in the documentation for more information.
 
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Just wanted to say that I now have multiple form Pokémon working properly.

However, I'm missing their back sprites.

If someone could find the backsprites of:
FR Deoxys (Not the DP sprite, the FR one)
LG Deoxys (Not the DP sprite, the LG one)
E Deoxys (Not the DP sprite, the Emerald one)
Burmy (Sandy Cloak)
Burmy (Trash Cloak)
Wormadam (Sandy Cloak)
Wormadam (Trash Cloak)
Shellos (East Sea)
Gastrodon (East Sea)
Rotom (Frost Forme)
Rotom (Spin Forme)
Rotom (Wash Forme)
Rotom (Cut Forme)
Rotom (Heat Forme)
Giratina (Origin Forme)
Shaymin (Sky Forme)
then it could be implemented in Essentials.

Here's Giratina's forms in-game (obviously, the sprites will be redone in Advance style in the future):
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

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

They have the same dex number etc. but different stats and abilities, just like in Platinum.
 
Last edited:
Just wanted to say that I now have multiple form Pokémon working properly.

However, I'm missing their back sprites.

If someone could find the backsprites of:then it could be implemented in Essentials.

Here's Giratina's forms in-game (obviously, the sprites will be redone in Advance style in the future):
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

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

They have the same dex number etc. but different stats and abilities, just like in Platinum.

how did you get this to work for pokemon other than known? and how did you get it to give the 2 diffrent stats?
 
partyghoul2000:

The debugging message verifies whether the script is working correctly. It does in this case. The documentation already mentions the format of each Unown bitmap:

Graphics/Battlers/201_00.png - Unown 'A'
Graphics/Battlers/201_01.png - Unown 'B'
etc.

Graphics/Battlers/201s_00.png - Shiny Unown 'A'
Graphics/Battlers/201s_01.png - Shiny Unown 'B'
etc.

If those files are not found, the game falls back to its previous behavior.

See "Pokemon Graphics and Icons" in the documentation for more information.

alright thanks. personally, i thought the icons would have been named the same way. my mistake. :P my bad on not reading the updated notes.html.

Just wanted to say that I now have multiple form Pokémon working properly.

However, I'm missing their back sprites.

If someone could find the backsprites of:then it could be implemented in Essentials.

Here's Giratina's forms in-game (obviously, the sprites will be redone in Advance style in the future):
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

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

They have the same dex number etc. but different stats and abilities, just like in Platinum.

i image all the sprites (except for Platinum) could be found on serebii.net or the spriter's resource. finding any REAL platinum are extremely hard to find currently, due to the game just being released in japan the other day. they'll show up eventually, until then you could always leave it a blank .png or a .png with text saying what it's supposed to be. but that's just my thoughts on it.
 
I have a question...

How can I make a Pokemon have alternate forms?

I want to put all the Platinum Fourms in...

And, could someone fix this script up for me? I just need it edited so I can make something follow you

end

end

class Game_Event
include Train_Actor::Game_Event_Module
end

# Game_Party_Actor.rb
#==============================================================================
# ■ Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

class Game_Party_Actor < Game_Player
attr_writer :move_speed
attr_writer :step_anime

def initialize
super()
@through = true
end
def setup(actor)
# The file name and hue of the character are set
if actor != nil and (not actor.dead?) # When dead, it is erased for the time being...
@character_name = actor.character_name
@character_hue = actor.character_hue
else
@character_name = ""
@character_hue = 0
end
# Opacity and blending method are initialized
@opacity = 255
@blend_type = 0
end
def screen_z(height = 0)
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z(height) - 1
end
super(height)
end
#--------------------------------------------------------------------------
# ● Move down
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# Face down
if turn_enabled
turn_down
end
# When possible to pass
if passable?(@x, @y, Input::DOWN)
# Face down
turn_down
# Update coordinates
@y += 1
end
end
#--------------------------------------------------------------------------
# ● Move left
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# Face left
if turn_enabled
turn_left
end
# When possible to pass
if passable?(@x, @y, Input::LEFT)
# Face left
turn_left
# Update coordinates
@x -= 1
end
end
#--------------------------------------------------------------------------
# ● Move right
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# Face right
if turn_enabled
turn_right
end
# When possible to pass
if passable?(@x, @y, Input::RIGHT)
# Face right
turn_right
# Update coordinates
@x += 1
end
end
#--------------------------------------------------------------------------
# ● Move up
# turn_enabled : Flag that permits direction change on the spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# Face up
if turn_enabled
turn_up
end
# When possible to pass
if passable?(@x, @y, Input::UP)
# Face up
turn_up
# Update coordinates
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● Move lower left
#--------------------------------------------------------------------------
def move_lower_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn down when facing up
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→left or from left→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
# Update coordinates
@x -= 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● Move lower right
#--------------------------------------------------------------------------
def move_lower_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn down when facing up
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
end
# When possible to move from down→right or from right→down
if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
# Update coordinates
@x += 1
@y += 1
end
end
#--------------------------------------------------------------------------
# ● move upper left
#--------------------------------------------------------------------------
def move_upper_left
# When no direction fixation
unless @direction_fix
# Turn left when facing right, turn up when facing down
@direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→left or from left→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
(passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
# Update coordinates
@x -= 1
@y -= 1
end
end
#--------------------------------------------------------------------------
# ● move upper right
#--------------------------------------------------------------------------
def move_upper_right
# When no direction fixation
unless @direction_fix
# Turn right when facing left, turn up when facing down
@direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
end
# When possible to move from up→right or from right→up
if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
(passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
# Update coordinates
@x += 1
@y -= 1
end
end
end

end
 
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Does anyone have a moves.txt for PBS that has all of the Pokemon D/P/P moves in it and if so can they please upload it, because I just noticed that the moves.txt in PBS doesn't have D/P/P moves in it, only 1st-3rd Gen moves.
All credit will go to whoever uploads it if they want credit. (Name in the Credits of my game).

Can someone please answer me. (And why do so many questions get ignored?)
 
Can someone please answer me. (And why do so many questions get ignored?)

Questions like that get ignored, because a lot of people dont have the answer.
The few people that do have those moves had to script to get them.
They're not just going to hand it over. You're going to have to learn how to script if you want to have DPP moves.
 
Just wanted to say that I now have multiple form Pokémon working properly.

However, I'm missing their back sprites.

If someone could find the backsprites of:then it could be implemented in Essentials.

Here's Giratina's forms in-game (obviously, the sprites will be redone in Advance style in the future):
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

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

They have the same dex number etc. but different stats and abilities, just like in Platinum.

are you also able to insert castform and arceus? i believe those are the only multiple form pokemon that you missed.
 
OK...I have a question for everyone thats making a game. I am 80% done with PokeWorld Online. It is based on Ruby game and I am using all of the 1st generation pokemon in it.

IS THERE ANYONE THAT IS MAKING A GAME THAT ONLY HAS 2ND GENERATION OR 3RD GENEERATION POKEMON THAT WOULD LIKE TO SET UP OUR SERVERS TOGETHER THAT THAT PLAYERS HAVE TO TRADE WITH PLAYERS FROM THE OTHER GAME IN ORDER TO GET ALL POKEMON?

I am pretty sure you should be able to do this, and if not let me know...but...IF YOU ARE INTERESTED PM ME A DESCRIPTION OF YOUR GAME AND WHAT % DONE WITH IT YOU ARE


Is anyone interested in doing this or no? let me know
 
I didn't count Castform and Arceus, as their forms are due to their ability, and therefore do not need additional coding. I may look into having Castform's sprite change, though.
 
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