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

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Hey I asked this question like 20 pages or so ago but never got an answer, so I'll just ask again :P

I want to create a new type of pokeball, so I go to the PBS/items and add a pokeball, give it the right properties, etc. so I go in game and I use it. It works fine, but that's not what I want to know. What I want to know is where I go to edit like it's catch rate or something of that sort. Like how a great ball works better than a poke ball. Any help appreciated :)
 
Hm, if I'm not mistaken, it should be under PokeBattle_Battle. The list of PokeBalls is there, and below it are the scripts for the different catch rates. :)
 
Ya I think it's there, haven't looked thoroughly enough to change anything yet, but thanks it was a big help :)


EDIT: would the catch rate be represented by the rareness? Like here's a snippet of the code...

when PBItems::GREATBALL
rareness=(rareness*3/2).floor

and what does the ".floor" represent :P
 
Yes, that's exactly right, and I'm not sure what floor is, but I'm guessig it has something to do with the scene. You can always customize the balls too, like so...

Code:
when PBItems::DUSKBALL
      rareness*=4 if @environment==PBEnvironment::Cave || ((time.hour<20 && time.hour>=6))
or...
Code:
when PBItems::DIVEBALL
      rareness=(rareness*7/2).floor if @environment==PBEnvironment::Underwater
or even make your own... like...
Code:
 when PBItems::SUNNYBALL
      rareness*=4 if @weather==PBWeather::SUNNYDAY

but yea, now I'm just rambling on... o.o;;
 
lol but your rambling has helped a lot, thanks soooooo much :)
 
Can I somehow add shadow pokemon and purification or should I stick to my previous idea of making new pokemon for every shadow form that evolves into purified version?
 
He means you catch a pokemon that has a "virus", per say, then you work to purify it and rid of the virus. Much like the shadow pokemon in Pokemon Colisseum on the gamecube ;)
 
Can I somehow add shadow pokemon and purification or should I stick to my previous idea of making new pokemon for every shadow form that evolves into purified version?
I imagine you could create a variable to attach to every pokémon called "shadow", and have it default to false. When you want to encounter a shadow pokémon, set that mon's variable to true. Then load the correct sprites for it and give it an alternative moveset depending on that variable.

When you purify it (I don't know how one goes about that, but I imagine defeating it in battle is the way to do it), set its variable to false again and change the moveset depending on what shadow moves it had.

I don't think there's a need to create new pokémon just to act as shadow pokémon, but this method would be a bit easier to carry out than the variable one.
 
I get the following error when I use many moves, including Hydro Pump, Absorb, and Dragon Rush:

Exception: NameError
Message: undefined local variable or method `targets' for #<PokeBattle_Move_00:0x56a8320>
PokeBattle_Move:335:in `pbCalcBaseDamage'
PokeBattle_Move:634:in `pbCalcDamage'
PokeBattle_Move:819:in `pbEffect'
PokeBattle_Battler:1416:in `pbProcessNonMultiHitMove'
PokeBattle_Battler:1655:in `pbUseMove'
PokeBattle_Battler:1632:in `loop'
PokeBattle_Battler:1658:in `pbUseMove'
PokeBattle_Battler:1932:in `pbProcessTurn'
PokeBattle_Battler:1931:in `logonerr'
PokeBattle_Battler:1931:in `pbProcessTurn'

This error is really bothering me now. How can I fix it?
 
For some reason, the link leads me to a blank white page, i tried again on IE and it said that the page requires a password and i do not have permission to view it.
 
Since the last release of the kit, the using pictures in scripts seems to have changed, it used to be
Code:
@sprite = Bitmap.new
@sprite.bitmap = RPG::Cache(picture name etc.)

I've looked through a lot of the scripts and can't find any way to display pictures.
Can anyone help me out here?
Thanks in advance :)
 
hey is there a way to edit the position of the sprites in the coding? Like I'm wanting to use a full 80x80 D/P sprite but when I edit the BattlerEnemyY from pbs/pokemon the sprite is still a little too low

thanks for the help :)
 
RMXPUser462:

Each Pokemon species has a setting called BattlePlayerY, BattleEnemyY, and BattleAltitude, which can be set in PBS/pokedex.txt:

# BattlerPlayerY - Specifies the relative position of the back of the sprite (Graphics/Battlers/XXXb.png) on the battle screen. A higher number means the back sprite is placed lower on the screen.

# BattlerEnemyY - Specifies the relative position of the front side sprite (Graphics/Battlers/XXX.png) on the battle screen. A higher number means the front side sprite is placed lower on the screen.

# BattlerAltitude - Specifies how far from the ground the front sprite is placed, that is, this value will be higher than 0 if the sprite has the appearance of being suspended in the air. A higher number means the front sprite is placed further from the ground.
 
---------------------------
Pokemon Pyrite
---------------------------
Exception: NameErrorMessage: undefined local variable or method `dexdata' for #<PokemonPokedexScene:0x936f4f0>PokemonPokedex:449:in `pbSearchDexList'PokemonPokedex:448:in `find_all'PokemonPokedex:448:in `each'PokemonPokedex:448:in `find_all'PokemonPokedex:448:in `pbSearchDexList'PokemonPokedex:775:in `pbDexSearch'PokemonPokedex:746:in `loop'PokemonPokedex:801:in `pbDexSearch'PokemonPokedex:863:in `pbPokedex'PokemonPokedex:840:in `loop'This exception was logged in errorlog.txt.Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------


I keep getting this error everytime i use the search function in my Pokedex. Is there anyway I can manually fix it?
 
Hi, I'm using the original release of PedAPP basic. For some reason whenever I try and use the move Ember, I get the following error:

Exception: NameError

Message: undefined local variable or method `targets' for #<PokeBattle_Move_04:0x9726718>

PokeBattle_Move:335:in `pbCalcBaseDamage'

PokeBattle_Move:634:in `pbCalcDamage'

PokeBattle_Move:819:in `pbEffect'

PokeBattle_Battler:1416:in `pbProcessNonMultiHitMove'

PokeBattle_Battler:1655:in `pbUseMove'

PokeBattle_Battler:1632:in `loop'

PokeBattle_Battler:1658:in `pbUseMove'

PokeBattle_Battler:1932:in `pbProcessTurn'

PokeBattle_Battler:1931:in `logonerr'

PokeBattle_Battler:1931:in `pbProcessTurn'

It worked fine before I moved to PedAPP and I can't find any other moves that do it, what am I doing wrong?
 
Now poccil will be cool if you will start making ds starter kit.
 
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