• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Trading Card Game 2 protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

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

Status
Not open for further replies.
Well, if you give the approximate rarities of each kind (shiny is 1/8192), I think I could help with this.

Actually, is there a way to lower(or raise, I dunno which counts XD) the rarity for shinies? As in, where in the script does it tell that?
 
implementation of alternate forms?

I wonder how the alternate forms are implemented? And how to add new environments, like the Elite Four rooms in RSE-FRLG?
 
Last edited:
Could you please explain how I could do this myself? I don't mean to be rude, but some of them I want to be wild and others I want to make events, and etc. The point about it is I just want to be able to control when they pop-up. Kind of like Shiny Gyarados (I'm thinking Shadow Lugia), or would there be a way to control it if I give you the variables? I appreciate your help anyways.

Anyways here: ( I randomly generated them :) )
Shadow ("Mind Control"): 1/1678
Dark: 1/672
Golden: 1/9561

That's all I can think of right now anyways.
 
Whee, time to throw more questions at people XD (although, I'm wondering about the form thing too, maybe it's not programmed yet D: )

How do you also make a Pokemon that can't be captured in a particular wild encounter? A battle exactly like that Marowak that was in the Pokemon Tower in R/B/FR/LG.. There's a few legendary battles that I want to be more like boss fights, but not let players capture them right away. (There will be a time later on where you can rebattle it and capture it then)

Secondly.. STILL getting ahead of myself >.>; Can I make new/multiple "allow lists" for Battle Tower-like tournaments? Because what I really want to do is set up one for each kind of type (a tournament where you can only use fires, another where you can only use waters, etc)


And finally two more.. that probably sound really n00b-ish... How do you make a new Pokemon type(preferably how do you set up it's resistances/weaknesses.. the rest I kind of know how to do)? And how do you make it so that if you get a new badge, it shows up on you're information page?


EDIT: pffft, screw the type question.. found it.. *feels really stupid now* >.>;
 
Last edited:
Pokehero22:

Changing battle backgrounds is a new feature in Pokemon Essentials. See the documentation under "Battle Backgrounds" for details.

Grifstar:

There are currently no mechanisms for enabling the two features you mention. The closest possible to getting the functionality of the second feature is below:

Edit the "blacklist" at the top of the script section "PokemonOrgBattle", a list of
species that are never allowed to participate in a battle.

On line 532 of PokemonOrgBattle, there is a check determining whether a Pokemon is eligible for a certain battle, in this case by checking its level against a maximum:
Code:
     elsif pokemon.level<=maxlevel
      eligibility.push(1) # ineligible
Change that to the following:
Code:
     elsif pokemon.level<=maxlevel && pbIsEligible?(pokemon)
      eligibility.push(1) # ineligible
That adds a function call to a not-yet-defined function, "pbIsEligible?", which will determine a Pokemon's eligibility. The function pbIsEligible? could be defined like this (put it at the bottom of the script section PokemonOrgBattle):
Code:
def pbIsEligible?(pokemon)
  # If variable 30 is set to 1
  if $game_variables[30]==1
   # Only water types are eligible
   if pokemon.type1==PBTypes::WATER || pokemon.type2==PBTypes::WATER
    return true
   end
   return false
  end
  # If variable 30 is set to 2
  if $game_variables[30]==2
   # Only fire types are eligible
   if pokemon.type1==PBTypes::FIRE || pokemon.type2==PBTypes::FIRE
    return true
   end
   return false
  end
  # Variable wasn't set, assume Pokemon is eligible
  return true
end
The eligibility of the Pokemon depends on the current value of variable number 30. Before letting the player choose a Pokemon, you set the variable to the appropriate value depending on the type of battle (1 for water types, 2 for fire types, 3 for all Pokemon).

I hope this helps.
 
considering adding pockets is a huge pain to try to put in, would it be possible to make an item that holds other certain items? like a berry pouch for example. i was also curious if it was possible to permently change the player's appearence (current sprite) into something else without changing what meta player is being used? any help would be awesome. :D

i hate having to request this again, but could anybody give an answer or some insight for this?
 
Poccil:

I suppose that would work, but it won't affect pokemon that are dual type though right? Because originally I was just thought about making a new banned list (I thought making a list of ones that would be allowed, but just now noticed it wouldn't work as well) for each one.. But I didn't know if the script would like it or not.

But... Alright. It's still a while before I need to use any of these, so maybe it'll all be fixed by then.
 
Grifstar:

The code above allows species that have the specified type, including those with two types.

Emerald Ex:

Though the recommended size of each Pokemon image is 128x128, each image can actually be larger or smaller.

partyghoul2000:

You can make an item call another screen within its item handler. Here's
an example. Assume the item is a key item and has an internal name of MYITEM:
Code:
ItemHandlers.addUseInField(:MYITEM, proc {
  pbFadeOutIn(99999){           # Optional
    scene=MyScene.new           # Create the scene
    screen=MyScreen.new(scene)  # Create the screen
    screen.pbStartScreen        # Initialize the scene
  }                             # Optional
})

ItemHandlers.addUseFromBag(:MYITEM, proc {
  pbFadeOutIn(99999){           # Optional
    scene=MyScene.new           # Create the scene
    screen=MyScreen.new(scene)  # Create the screen
    screen.pbStartScreen        # Initialize the scene
  }                             # Optional
  next 1 # item was used
})
See the advanced documentation, under "Scenes in Pokemon Essentials",
for more details.

An update to Pokemon Essentials will make it possible to just implement
the "addUseInField" item handler in this situation.
 
Last edited:
I still have my question posted, I'm wondering if it can be done. If it can be done I would appreciate knowing. Otherwise could someone direct me to a kit that can do that?
 
Hey Poccil. You know how you have that follow script in Pokemon Essentials?

Could you change that into a caterpillar script? So that it'd be easy to apply it?
 
You can get DP pokemon sprites to work (and even Platinum ones too, I wanna change a couple to that now myself).

If you have Photoshop for Adobe, all you need to do is paste the sprite you want to use as a PSD file. Make sure it's transparent, then go into into Image Size and change it's size to 128x128. Then just save it as a PNG and over the file that's in the battler folder right now. It'll be a little blurred but it still looks better than the sprites in it right now.

You can't enlarge the image while it's still in PNG format or else it'll have that weird problem with the lines, like all the 4th gen pokemon in the starter kit right now.


I suggest only doing the changes to the Pokemon you have in your game right now... Unless you want to do the process over 493 times (and that's not counting back sprites and shinies)
 
Yeah, see, I'm all or nothing.

I'll either use perfect quality/size DP sprites or just stick with the current ones.
(If there's a way to lower where the in-battle image is rendered, it's still possible... and I imagine one of the scripts has control of that, right? The image fits easily but the problem is the pokemon has to be standing on the top half of the image, the bottom half is useless.)

I can't handle blurred pixels.

Thanks for the tip though.
 
Well, I've gotten used to the blur, so it doesn't bother me anymore XD

The other ways I've tried have been making the canvas size bigger(the sprite stays the same, but the area around is increases), that way it's placeholder is right.. but then they look way too small. And then I tried increasing the the sprite to 200% but then it looks waaaay too big on the screen >.>;

But if you are going to play with it more, use Lugia. His DP sprite takes up all four sides (wings to feet are exactly 80 pixels, and head to tail is 80 too.. which 80x80 is the max size for DP), so ideally he's as big as you need to get. There's probably a few other pokemon that are like that too but that's the only one I know of.
 
Last edited:
Hopefully some D/P sprites and other graphics will be included in the next release...
 
Status
Not open for further replies.
Back
Top