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

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


Everyone has been saying for me to check the notes and everything but have you even read what i said before ?!

I done the 5 sprites exactly as it says on the Notes, and it works when the char is looking down, but Notes.. plus if i try to fish looking at right, it uses the up sprite, down, left, left, right, and then up again ? Basically strange stuff happen..

Please help me guys !

OH and could someone explain me how do i make a battle HAS to be won or the event won't happen ?

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


Thank you !


Bump, someone help me please.

If the fishing isn't properly done how am i suposed to make it work ? Or how is it supose to appear water pokemon ?

Can someone help me with it ? Am sure someone already did the script for their game..
 
Last edited:
Is there a way to change the rate in which the player's frames are animated while running? Because when I run, the frames are being animated at the same speed as walking, which looks pretty awkward.
 
Bump, someone help me please.

If the fishing isn't properly done how am i suposed to make it work ? Or how is it supose to appear water pokemon ?

Can someone help me with it ? Am sure someone already did the script for their game..
Your fishing question has already been answered. You need to script it.

The fishing itself works just fine. The only problem is with the graphics. This is the part you need to script. It's relatively simple to do: you make four "if" statements, each saying "if player is facing in direction x", and then make it load graphics as appropriate, using what's already there as a template.
 
Your fishing question has already been answered. You need to script it.

The fishing itself works just fine. The only problem is with the graphics. This is the part you need to script. It's relatively simple to do: you make four "if" statements, each saying "if player is facing in direction x", and then make it load graphics as appropriate, using what's already there as a template.

def pbFishingBegin
if !pbCommonEvent(FISHINGBEGINCOMMONEVENT)
pattern=0
playertrainer=pbGetPlayerTrainerType
5.times do |pattern|
$game_player.setDefaultCharName(sprintf("fishing%03d",playertrainer),pattern)
2.times do
Graphics.update
Input.update
pbUpdateSceneMap
end
end
end
end

I understood more than perfectly what you meant, but still :( don't know how to do it matey :(
 
Try this:
Code:
case $game_player.direction
when 2 # Down
when 4 # Left
when 6 # Right
when 8 # Up
end

EDIT: Alternatively, you could edit the sprintf parameters. For example:
Code:
def pbFishingBegin
 if !pbCommonEvent(FISHINGBEGINCOMMONEVENT)
  pattern=0
  playertrainer=pbGetPlayerTrainerType
  dirs=["down","left","right","up"]
  dir=dirs[$game_player.direction/2-1]
  5.times do |pattern|
   $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),pattern)
   2.times do
    Graphics.update
    Input.update
    pbUpdateSceneMap
   end
  end
 end
end
In this case, your fishing sprites would be named 'fishing000down.png', 'fishing000left.png' etc.
 
Try this:
Code:
case $game_player.direction
when 2 # Down
when 4 # Left
when 6 # Right
when 8 # Up
end

EDIT: Alternatively, you could edit the sprintf parameters. For example:
Code:
def pbFishingBegin
 if !pbCommonEvent(FISHINGBEGINCOMMONEVENT)
  pattern=0
  playertrainer=pbGetPlayerTrainerType
  dirs=["down","left","right","up"]
  dir=dirs[$game_player.direction/2-1]
  5.times do |pattern|
   $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),pattern)
   2.times do
    Graphics.update
    Input.update
    pbUpdateSceneMap
   end
  end
 end
end
In this case, your fishing sprites would be named 'fishing000down.png', 'fishing000left.png' etc.

Worked MORE than perfectly !! THANK YOU !

One problem though, if i actually get into the fight (by fishing) everything goes ok, if i just wait and don't try to get into the battle (... oh a bite.. (but i don't press any button)) it gives this error:

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


Thank you again mate !

PS: Figured out that i still have to have the file Fishing000 (but anyway.. if i fish but don't get into battle, it looks up, right, down and left as it's looking for the sprites on the file Fishing000, but fishing on each direction works more than perfectly !)
 
Last edited:
Ah, you'll have to modify pbFishingEnd as well.
Code:
def pbFishingEnd(oldpattern)
 if !pbCommonEvent(FISHINGENDCOMMONEVENT)
  pattern=0
  playertrainer=pbGetPlayerTrainerType
  dirs=["down","left","right","up"]
  dir=dirs[$game_player.direction/2-1]
  5.times do |pattern|
   $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
   pattern+=1
   2.times do
    Graphics.update
    Input.update
    pbUpdateSceneMap
   end
  end
 end
end
That should work.
 
Ah, you'll have to modify pbFishingEnd as well.
Code:
def pbFishingEnd(oldpattern)
 if !pbCommonEvent(FISHINGENDCOMMONEVENT)
  pattern=0
  playertrainer=pbGetPlayerTrainerType
  dirs=["down","left","right","up"]
  dir=dirs[$game_player.direction/2-1]
  5.times do |pattern|
   $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
   pattern+=1
   2.times do
    Graphics.update
    Input.update
    pbUpdateSceneMap
   end
  end
 end
end
That should work.

Now he looks left if he doesn't go into a battle, strange, but anyway, you have been helping much and i wanted to thank you !
 
Why you making it so hard on yourselves? Activate a switch when fishing starts. That switch in turn can run an event which changes the graphics for you. ;)
 
Don't really understand what you mean, but if you can help me with my problem i would be thankfull : )
 
Hmm... I don't know if this will work, but try this:
Code:
def pbFishingEnd(oldpattern)
 if !pbCommonEvent(FISHINGENDCOMMONEVENT)
  pattern=0
  playertrainer=pbGetPlayerTrainerType
  dirs=["down","left","right","up"]
  dir=dirs[$game_player.direction/2-1]
  olddir=$game_player.direction
  5.times do |pattern|
   $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
   pattern+=1
   2.times do
    Graphics.update
    Input.update
    pbUpdateSceneMap
   end
  end
 end
 $game_temp.player_new_direction=olddir
end
 
Hmm... I don't know if this will work, but try this:
Code:
def pbFishingEnd(oldpattern)
 if !pbCommonEvent(FISHINGENDCOMMONEVENT)
  pattern=0
  playertrainer=pbGetPlayerTrainerType
  dirs=["down","left","right","up"]
  dir=dirs[$game_player.direction/2-1]
  olddir=$game_player.direction
  5.times do |pattern|
   $game_player.setDefaultCharName(sprintf("fishing%03d%s",playertrainer,dir),4-pattern)
   pattern+=1
   2.times do
    Graphics.update
    Input.update
    pbUpdateSceneMap
   end
  end
 end
 $game_temp.player_new_direction=olddir
end

For some reason it still looks at left matey : O
 
Get rid of any commands that active a change in graphics, put this in the script when u fish: $game_switches[no of switch here] = true. Then set a common event to run parallel to when this switch is activated. Then just set some move routes to change the graphics. Much easier :)
 
It's even easier than that...Just rename the fishing graphics to fishingX.png
and replace X with the number of your character (eg.001). That's what it says in the notes and it works fine. I've tried it.
 
DragoChamp that doesn't help at all.. that is how the game comes.. if you use a Rod it will use the 5 sprites and not more than that.. so either you don't know what you are talking about or we are talking about different things (probably) :P

agentalexandre12 (Are you Portuguese or Brazilian ?), i don't really understand what you mean, could you be more precise ?
 
agentalexandre12 (Are you Portuguese or Brazilian ?), i don't really understand what you mean, could you be more precise ?
Its funny how everyone asks me that.
Change the script to:
def pbFishingEnd(oldpattern)
if !pbCommonEvent(FISHINGENDCOMMONEVENT)
$game_switches[50] = true
Graphics.update
Input.update
pbUpdateSceneMap
end
end
Then create a common event which activates ( on parallel ) when switch number 50 is on ( if you don't know how to do this, you really shouldn't be using RMXP). Then just change the characters graphics however you want inside this event. At the end, just turn switch number 50 off.
 
Does anyone know how to make a more advanced timign system. As far as I can tell, there are days (of the week) and hours? Can I make a new system and get rid of the current one, or can I add onto it to make things such as birthday events, Christmas, and then make it snow/rain at appropriate times of the year.
 
Looks like it got pushed back to the previous page again.
Here is my previous post again.
I'm still have problems, the music still refuses to play. Here is the script again.

@>Control Variables: [0026]: Regi Defeat] +=1
@>Play SE: '378Cry',80,100
@>Change Battle BGM: 'SEQ_BA_DPOKE1',100,100
@>Conditional Branch: Script: pbRoamingPokemonBattle(378,50)
@>
: Else
@>
: Branch End
@>Control Switches: [0030: Regice Battle] = ON
 
Just a quick question....How would I go about changing the font size and type for the Trainer Card and the Region Map?

I was able to change the placement and colors easily enough, but I can't figure out the syntax for the font changes.
 
Does anyone know how to make a more advanced timign system. As far as I can tell, there are days (of the week) and hours? Can I make a new system and get rid of the current one, or can I add onto it to make things such as birthday events, Christmas, and then make it snow/rain at appropriate times of the year.

Well, implementing months is just as easy as implementing days. Here is some code I "created":

Code:
def pbIsMonth(monVariable,*arg)
 mon=Time.now.mon
 ret=false
 for mn in arg
  ret=true if mn==mon
 end
 if monVariable>=0
  $game_variables[monVariable]=[ 
   _INTL("January"),
   _INTL("February"),
   _INTL("March"),
   _INTL("April"),
   _INTL("May"),
   _INTL("June"),
   _INTL("July"),
   _INTL("August"),
   _INTL("September"),
   _INTL("October"),
   _INTL("November"),
   _INTL("December")
  ][mon] 
 end
 return ret
end
Put it in PokemonUtilities at line 123. Actually I modified some existing code. Still looking for the correct place to automatically change the weather but I imagine it is not too hard to implement.
 
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