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

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Yeah there is, I have to look for that in my rmxp though and I can't look there right now so I'll have to come back on this one :P

PoKéMaKeR​

I think you didnt get what I meant, I know I can set flashs in the rmxp animatior editor, but whenever they are converted to essentials format, they lose the flashs.
 
You'd have to edit the PokemonSave and PokemonLoad scripts, adding another window for save file selection. I can't really help with that, though...

Have you extracted the text using the Debug menu, translated it, and compiled it again?
If so, add the new .dat file to the Data folder, renaming it if necessary. Then, in PokemonSystem, edit the LANGUAGES array to include the new language (just uncomment one of the arrays and change the name and filename).
This will add another option to the title screen ("Language"), allowing you to change the language.


Event layer -> Right click -> "Set starting point".

How I do it?? I don't know scripting...

Thanks
 
so if i get rid of the audio.dll file, will the music for battles still play and stuff?
Like will i lose anything by getting rid of it :/
 
so if i get rid of the audio.dll file, will the music for battles still play and stuff?
Like will i lose anything by getting rid of it :/

just rename it to anything like audioX, audioNOTUSE etc. You dont have to delete it. Ohh.. the music will still play everywhere.
 
alright. thanks for the help JV and Mrchewy ;)

just wanted to make sure there wouldnt be any dire consequences ^_^
 
I like to do one event this:

When the switch 100 is on, the pokémon number 01 untill 250 go to the box.

And the Torchic(if i have) go to the party.

and, if possible, when the switch 100 is on, the pokémons 01 untill 250 don't be withdraw from the box.

Please answer, I need much this!!!
 
Does anyone (or Poccil) knows how many steps/actions I have to do to a registered trainer phone me asking for a battle? I found out how to configure it but still didnt get the math on the script/ time that takes to that happen...
 
I don't know if this question has been asked before, but how come the message "processing Maps No.xxx" appears everytime I playtest my game, even if I didn't make any changes to my maps? I remember there wasn't this kind of disgusting thing in previous Pokemon Essentials releases so can you please remove this feature? Thanks.
 
@Hall of Famer: I'm not quite sure what you mean. Are you referring to the time it takes the game to load? If so, than I think it's always been that way.

Now I've got a question ^^. Would anyone have an idea on how to change the tint of the grass animation according to the time of day?
 
I really need help.. I got the new version of pokemon essentials a few days ago and found aout about dependent events.. I wanna know two things.. is there any way to make it possible to surf while having partners.. or something of that sort.. and the second thing is that I want to know if there is any way to fix the way people move when you have 2-plus dependent events.. thanks! I also tried doing it manually by events and putting one person to follow you and everything.. the thing is the second person cant tell when you go into water and it follows you but then it gets stuck inside.. I would apreciate a solution to this last one very much since the movement of the people following you becomes lots more natural.. thank you..
 
I'm having trouble merging an 8-way movement script. Collision detection works fine with everything except ledges, they work normally in the standard four directions but the player just walks foward one step (into the ledge) when I try diagonal movement.. I am pretty sure this is due to the method pbLedge(x,x), I just don't know where it's defined (I have looked everywhere logical and only found calls).. I have tried modifying the direction cases to include ledge-checking but it hasn't worked..
Oh and just one more thing, the Scene_Movie script which was included with the starterkit only plays videos at half the screen size and positions the video in the top left of the screen (leaving an ugly black L-shape). I was wondering if anyone knows a way to stretch the video to the size of the window or position the video in the centre of the screen.. I figure it would be something to do with viewports (I think this has some effect on screen size/position but I'm not sure if it's only for sprites.. I think it is only for sprites :/) or it could be the call "movie.call("play FILE",0,0,0)", I figure that is the right call to modify to change the upper left position but I can see no definitions in the script..
 
I have another question to ask. I mean, is it possible to set various shiny pokemon encounter rates for different routes and regions? For instance, I'd like to have my Pinkan Island with 100 percent shiny pokemon(which will be recolored so they will all look like Pink Pokemon!), while the other maps have normal encounter rate for Shiny pokemon. Is it possible to do so in Pokemon essentials? Please help.
 
I have another question to ask. I mean, is it possible to set various shiny pokemon encounter rates for different routes and regions? For instance, I'd like to have my Pinkan Island with 100 percent shiny pokemon(which will be recolored so they will all look like Pink Pokemon!), while the other maps have normal encounter rate for Shiny pokemon. Is it possible to do so in Pokemon essentials? Please help.
Quite probably. Go look in PokeBattle_Pokemon, and scroll down to about line 280. You'll see this def:

Code:
def isShiny?
 a=@personalID^@trainerID
 b=a&0xFFFF
 c=(a>>16)&0xFFFF
 d=b^c
 return (d<8)
end

To do what you want, you'll need to put in an "if/else" statement.

Code:
def isShiny?
 if map.map_id==98 || map.map_id==99
  return true
 else
  a=@personalID^@trainerID
  b=a&0xFFFF
  c=(a>>16)&0xFFFF
  d=b^c
  return (d<8)
 end
end

Now, I'm not sure about the code that finds out which map you're currently on (i.e. the "map.map_id==98"), but I think the rest should work fine.

The important point is that the check for which map you're on comes before the regular calculation to see if it should be shiny. In this example, maps 98 and 99 are Pinkan Island, although you can expand upon this to include more (or fewer) maps, and perhaps even use "greater than"/"less than" commands if the island's maps' IDs are all grouped together (it would save on programming them all in separately).
 
Quite probably. Go look in PokeBattle_Pokemon, and scroll down to about line 280. You'll see this def:

Code:
def isShiny?
 a=@personalID^@trainerID
 b=a&0xFFFF
 c=(a>>16)&0xFFFF
 d=b^c
 return (d<8)
end

To do what you want, you'll need to put in an "if/else" statement.

Code:
def isShiny?
 if map.map_id==98 || map.map_id==99
  return true
 else
  a=@personalID^@trainerID
  b=a&0xFFFF
  c=(a>>16)&0xFFFF
  d=b^c
  return (d<8)
 end
end

Now, I'm not sure about the code that finds out which map you're currently on (i.e. the "map.map_id==98"), but I think the rest should work fine.

The important point is that the check for which map you're on comes before the regular calculation to see if it should be shiny. In this example, maps 98 and 99 are Pinkan Island, although you can expand upon this to include more (or fewer) maps, and perhaps even use "greater than"/"less than" commands if the island's maps' IDs are all grouped together (it would save on programming them all in separately).
That wouldn't work; the isShiny? method only decides whether the Pokémon appears shiny based on its stats. Using that would make it so when you're on maps 98 and 99, every Pokémon you see (including your own, previously non-shiny ones) would be shiny. Catching one of these 'shiny' Pokémon and taking it to a different map would make it non-shiny again.
A better method would be: at the bottom of the initialize method of PokeBattle_Pokemon, add
Code:
makeShiny if $game_map.map_id==98 || $game_map.map_id==99
. This would keep it shiny after changing maps, as it changes the Pokémon's stats to always appear shiny, no matter which map you're on.
I don't know if this question has been asked before, but how come the message "processing Maps No.xxx" appears everytime I playtest my game, even if I didn't make any changes to my maps? I remember there wasn't this kind of disgusting thing in previous Pokemon Essentials releases so can you please remove this feature? Thanks.
I'm not too keen on your use of the word 'disgusting'; how would you like it if I called a feature in your game 'disgusting'?
Anyway, the thing is, it's always been there. You wouldn't have noticed it before, since it's only just been updated to actually give an indication of what it's doing.
Anyway, it just shows that it's running the script which converts the comments in trainer events into actual event commands, and other similar event conversions.
I'm having trouble merging an 8-way movement script. Collision detection works fine with everything except ledges, they work normally in the standard four directions but the player just walks foward one step (into the ledge) when I try diagonal movement.. I am pretty sure this is due to the method pbLedge(x,x), I just don't know where it's defined (I have looked everywhere logical and only found calls).. I have tried modifying the direction cases to include ledge-checking but it hasn't worked..
Oh and just one more thing, the Scene_Movie script which was included with the starterkit only plays videos at half the screen size and positions the video in the top left of the screen (leaving an ugly black L-shape). I was wondering if anyone knows a way to stretch the video to the size of the window or position the video in the centre of the screen.. I figure it would be something to do with viewports (I think this has some effect on screen size/position but I'm not sure if it's only for sprites.. I think it is only for sprites :/) or it could be the call "movie.call("play FILE",0,0,0)", I figure that is the right call to modify to change the upper left position but I can see no definitions in the script..
Try using the global search function (Ctrl+Shift+F), and search for def pbLedge.
As for your other question, I know that it appears at half size because you're playing the game at the lower resolution. I have no idea on how to change it, though, as I'm not using that script in my project.
 
Last edited:
That wouldn't work; the isShiny? method only decides whether the Pokémon appears shiny based on its stats. Using that would make it so when you're on maps 98 and 99, every Pokémon you see (including your own, previously non-shiny ones) would be shiny. Catching one of these 'shiny' Pokémon and taking it to a different map would make it non-shiny again.

A better method would be: at the bottom of the initialize method of PokeBattle_Pokemon, add
Code:
makeShiny if $game_map.map_id==98 || $game_map.map_id==99
. This would keep it shiny after changing maps, as it changes the Pokémon's stats to always appear shiny, no matter which map you're on.
Thanks a lot Wichu, I will try it in my game when I have pink Pokemon sprites and hopefully it will make a huge difference.

I'm not too keen on your use of the word 'disgusting'; how would you like it if I called a feature in your game 'disgusting'?

Anyway, the thing is, it's always been there. You wouldn't have noticed it before, since it's only just been updated to actually give an indication of what it's doing.
Anyway, it just shows that it's running the script which converts the comments in trainer events into actual event commands, and other similar event conversions.

Well the issue is that I have like 400 maps so sometimes it takes 5 mins to finish the "map processing", which force me to use game.ext instead of playtest feature to test my game. I'm sure it's not contained in the last version of Pokemon essentials but guess there must be a reason that Pocci add it to the starterkit...
 
Ok, after testing the game withough the audio.dll file... it didnt work.
The music specified for the map wouldnt play. neither would battle music.
then i put it back in... better.

the music will start, then the volume gets low until you can barely hear it.
Battle music wont play. Map music doesnt play after battles.
Is their a script i have to edit to get this stuff to work :[
 
Ok, after testing the game withough the audio.dll file... it didnt work.
The music specified for the map wouldnt play. neither would battle music.
then i put it back in... better.

the music will start, then the volume gets low until you can barely hear it.
Battle music wont play. Map music doesnt play after battles.
Is their a script i have to edit to get this stuff to work :[

Really, my game is without it and everything is working fine... Maybe youre using an old essentials version idk...
 
I'm trying to create proper lighting for the houses at night-time, but it's proving impossible! XD The windows look so dead!

1) Can I create and use more than one light effect?
2) Can I increase the intensity of the light effects?
 
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