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

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Is there an event on the map your testing on that causes the player to be Always on Top? If not, it may be that the tiles your using havn't be modified to be impassable or not.

Tiles Modified - CHECK
Move Event - Pretty Sure its a Check, I will check again later.
 
Umm...somehow when I playtest my game, the person is on top of EVERYTHING. Even the characters, the buildings. It's like somehow I put on "Always on Top" which I didn't I even checked.

Any suggestions on how to fix this?

Did you edit the map in the database

Go to DATABASE > Tilesets

X = Cant walk
O = Can Walk

If that doesnt help maybe you can provide a screenshot?
 
I have a problem. On one map, I can walk freely on the ground without running into Pokemon, the next map I'm on, I'll be walk on the dirt road and I'll run into an Onix. Help?
 
I have a problem. On one map, I can walk freely on the ground without running into Pokemon, the next map I'm on, I'll be walk on the dirt road and I'll run into an Onix. Help?


Edit your encounters text file in the PBS folder Find the map number and delete all the stuff under the number...

Or use the editor select the encounters and find the map with the onix and either change or delete the encounters
 
Maruno or someone please help me with this error. It occurs whenever I use the search function in the Pokedex. I really need this problem solved as soon as possible. Thank you for your time.

---------------------------
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
---------------------------
 
Maruno or someone please help me with this error. It occurs whenever I use the search function in the Pokedex. I really need this problem solved as soon as possible. Thank you for your time.

---------------------------
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
---------------------------
What exactly are you trying to do? And from what i read it seems the thing doesn't exist... thats usually what a name error means...
 
Just thought I'd show something neat I created while working on Raptor EX. You know the Braille code walls in R/S/E? Ever wanted to do something like that?

Here's a method to generate an image containing the Braille for a given string, containing only letters and the '.' (full stop), ',' (comma) and ' ' (space) symbols:

Code:
def pbCreateBrailleImage(string, filename)
  charsPerRow = 13
  patterns = [1, 3, 9, 25, 17, 11, 27, 19, 10, 26, 5, 7, 13, 29, 21, 15, 31, 23, 14, 30, 37, 51, 58, 57, 73, 53]
  bitmap = Bitmap.new(charsPerRow * 32 - 14 + 32, 40 * ((string.length - 1) / charsPerRow + 1) - 10 + 32)
  count = 0
  black = Color.new(16, 16, 16)
  grey = Color.new(208, 208, 200)
  bitmap.fill_rect(bitmap.rect, Color.new(255, 255, 255))
  string.upcase.each_byte{|c|
    if c >= 65 && c < 91
      pattern = patterns[c - 65]
    elsif c.chr == "."
      pattern = 50
    elsif c.chr == ","
      pattern = 2
    else
      pattern = 0
    end
    for i in 0...6
      bitmap.fill_rect((count % charsPerRow) * 32 + (i / 3) * 12 + 16, (i % 3) * 12 + (count / charsPerRow) * 40 + 16, 6, 6, pattern & (1 << i) > 0 ? black : grey)
    end
    count += 1
  }
  bitmap.saveToPng(filename)
end

To use it, you call it giving the string and filename to save to:

Code:
pbCreateBrailleImage("Open the door. An eternal Pokemon awakes.", "Braille.png")

This produces:

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


To show the image in-game, use this method:

Code:
def pbShowImageInWindow(pathOrBitmap)
  window = PictureWindow.new(pathOrBitmap)
  window.x = (Graphics.width - window.width) / 2
  window.y = (Graphics.height - bitmap.height) / 2
  Audio.se_play("Audio/SE/Choose.wav")
  loop do
    Graphics.update
    Input.update
    window.update
    pbUpdateSceneMap
    break if Input.trigger?(Input::C) || Input.trigger?(Input::B)
  end
  window.dispose
  Input.update
end

Call it in a Script... event command, passing the filename of the image or a Bitmap object. For example:

Code:
pbShowImageInWindow("Graphics/Pictures/Braille.png")

This produces:

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


Hopefully, someone will find this useful (or at least, interesting).
 
Last edited:
Just thought I'd show something neat I created while working on Raptor EX. You know the Braille code walls in R/S/E? Ever wanted to do something like that?

Here's a method to generate an image containing the Braille for a given string, containing only letters and the '.' (full stop), ',' (comma) and ' ' (space) symbols:

Code:
def pbCreateBrailleImage(string, filename)
  charsPerRow = 13
  patterns = [1, 3, 9, 25, 17, 11, 27, 19, 10, 26, 5, 7, 13, 29, 21, 15, 31, 23, 14, 30, 37, 51, 58, 57, 73, 53]
  bitmap = Bitmap.new(charsPerRow * 32 - 14 + 32, 40 * ((string.length - 1) / charsPerRow + 1) - 10 + 32)
  count = 0
  black = Color.new(16, 16, 16)
  grey = Color.new(208, 208, 200)
  bitmap.fill_rect(bitmap.rect, Color.new(255, 255, 255))
  string.upcase.each_byte{|c|
    if c >= 65 && c < 91
      pattern = patterns[c - 65]
    elsif c.chr == "."
      pattern = 50
    elsif c.chr == ","
      pattern = 2
    else
      pattern = 0
    end
    for i in 0...6
      bitmap.fill_rect((count % charsPerRow) * 32 + (i / 3) * 12 + 16, (i % 3) * 12 + (count / charsPerRow) * 40 + 16, 6, 6, pattern & (1 << i) > 0 ? black : grey)
    end
    count += 1
  }
  bitmap.saveToPng(filename)
end

To use it, you call it giving the string and filename to save to:

Code:
pbCreateBrailleImage("Open the door. An eternal Pokemon awakes.", "Braille.png")

This produces:

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


To show the image in-game, use this method:

Code:
def pbShowImageInWindow(pathOrBitmap)
  window = PictureWindow.new(pathOrBitmap)
  window.x = (Graphics.width - window.width) / 2
  window.y = (Graphics.height - bitmap.height) / 2
  Audio.se_play("Audio/SE/Choose.wav")
  loop do
    Graphics.update
    Input.update
    window.update
    pbUpdateSceneMap
    break if Input.trigger?(Input::C) || Input.trigger?(Input::B)
  end
  window.dispose
  Input.update
end

Call it in a Script... event command, passing the filename of the image or a Bitmap object. For example:

Code:
pbShowImageInWindow("Graphics/Pictures/Braille.png")

This produces:

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


Hopefully, someone will find this useful (or at least, interesting).

I'm soo gonna use it! Seriously!
 
Did you edit the map in the database

Go to DATABASE > Tilesets

X = Cant walk
O = Can Walk

If that doesnt help maybe you can provide a screenshot?

Read what I said, he is also on characters too! The passage is all perfected, I just don't know whats wrong with it.
 
is there any way to make an event similar to the old man script?

i wanted to know so i can implement it into my new game

You mean the old man in vidirian city right? This is possible... Let me point out what i've gathered from your posts... you wanna make a game, but you have very limited know how of the kit and RMXP, also you want features that require Scripting in ruby, I can send you a ebook to read to learn RUBY I can also point you out to the RMXP Manual that should help but no one is gonna make these things for you you have to learn and make an effort...

KNOWLEDGE IS POWER!

Read what I said, he is also on characters too! The passage is all perfected, I just don't know whats wrong with it.

Take a screenshot, press F8 while in the game mode and post it here... Im not sure either... are you using an actual charset? if so try re importing it...
 
Looking back, it would probably be best if I joined the two scripts into one... I'll do that tomorrow :)
 
Take a screenshot, press F8 while in the game mode and post it here... Im not sure either... are you using an actual charset? if so try re importing it...

Ok listen, I appreciate you helping me, but stop talking to me as if I am some little kid. I know perfectly how to take a screenshot. It is an actual charset.
 
Variety, try changing the view mode to custom and original, see if that helps, also set a move event for the player to not be always on top, if any of these work then the problem was you, otherwise I would need to take a look at the project(which could take around a day) and I don't feel like doing that XD
 
What exactly are you trying to do? And from what i read it seems the thing doesn't exist... thats usually what a name error means...

I am just trying to make it so that you can use the Pokedex search function, and this error prevents it. Has anyone made a fix to it, or would it be better to just remove it altogether?
 
I am just trying to make it so that you can use the Pokedex search function, and this error prevents it. Has anyone made a fix to it, or would it be better to just remove it altogether?

As far as I can tell, this has been fixed in the newest release... Could you post your PokemonPokedex script?

Anyway, as I said, I've improved the Braille script.

Code:
class BrailleWindow < SpriteWindow_Base

attr_reader :text
attr_accessor :charsPerRow
attr_accessor :dotSize
attr_accessor :dotSpacing
attr_accessor :charSpacing
attr_accessor :rowSpacing
attr_accessor :backgroundColor
attr_accessor :darkColor
attr_accessor :lightColor
attr_accessor :borderWidth
attr_accessor :borderHeight

PATTERNS = [1, 3, 9, 25, 17, 11, 27, 19, 10, 26, 5, 7, 13, 29, 21, 15, 31, 23,
  14, 30, 37, 51, 58, 57, 73, 53]

def initialize(text=nil)
  super(0,0,0,0)
  @text = text
  @charsPerRow = 13
  @dotSize = 6
  @dotSpacing = 6
  @charSpacing = 14
  @rowSpacing = 14
  @backgroundColor = Color.new(255, 255, 255)
  @darkColor = Color.new(16, 16, 16)
  @lightColor = Color.new(208, 208, 200)
  @borderWidth = 16
  @borderHeight = 16
  @charWidth = 0
  @fullDotSize = 0
  @rowHeight = 0
  pbDrawBraille if text
end

def pbDrawBraille(text=nil)
  @text = text if text
  count = 0
  pbRefreshContents
  self.contents.fill_rect(self.contents.rect, @backgroundColor)
  @text.upcase.each_byte{|c|
    if c >= 65 && c < 91
      pattern = PATTERNS[c - 65]
    elsif c.chr == "."
      pattern = 50
    elsif c.chr == ","
      pattern = 2
    else
      pattern = 0
    end
    for i in 0...6
      self.contents.fill_rect(
        (count % @charsPerRow) * @charWidth + (i / 3) * @fullDotSize + @borderWidth,
        (i % 3) * @fullDotSize + (count / @charsPerRow) * @rowHeight + @borderHeight,
        @dotSize, @dotSize, pattern & (1 << i) > 0 ? @darkColor : @lightColor)
    end
    count += 1
  }
end

def pbRefreshContents
  @charWidth = 2 * @dotSize + @dotSpacing + @charSpacing
  @fullDotSize = @dotSize + @dotSpacing
  @rowHeight = @dotSize * 3 + @dotSpacing * 2 + @rowSpacing
  numChars = [@charsPerRow, @text.length].min
  self.contents.dispose if self.contents
  self.contents = Bitmap.new(numChars * @charWidth - @charSpacing + @borderWidth * 2,
    @rowHeight * ((@text.length - 1) / @charsPerRow + 1) - @rowSpacing + @borderHeight * 2)
  self.width = self.contents.width + 32
  self.height = self.contents.height + 32
end

def pbCenter
  self.x = (Graphics.width - self.width) / 2
  self.y = (Graphics.height - self.height) / 2
end

end

def pbBrailleMessage(text)
  window=BrailleWindow.new(text)
  window.pbCenter
  pbPlayDecisionSE
  loop do
    Graphics.update
    Input.update
    window.update
    pbUpdateSceneMap
    break if Input.trigger?(Input::C) || Input.trigger?(Input::B)
  end
  window.dispose
  Input.update
end

Now you don't need to fiddle about with image files etc - just call
Code:
pbBrailleMessage(text)
in an event; for example:
Code:
pbBrailleMessage(_I("Open the door. An eternal Pokemon awakes."))
It's also a lot more customisable. You can change the properties of how the text is drawn; for example, you can change the colours and the dot size. It's up to you how to use it :)
 
It must be above Main. If you have anything in your script which is not within a method definition, you have to place it below any scripts which it refers to. For example, if you have a script to write the names of Pokémon to a text file:
Code:
def writeNames
  File.open("Example.txt"){|f|
    for i in 1..PBSpecies.getCount
      f.write(PBSpecies.getName(i))
    end
  }
end
[B]writeNames[/B]
In this case, 'writeNames' calls a method which refers to PBSpecies; therefore, this script must be placed below where PBSpecies is defined (PokemonSystem).

Also, if your script modifies existing classes (for example, adding a new method to Game_Player or modifying the initialization method of PokeBattle_Pokemon), it must obviously be placed below the script you're modifying. I don't think this really applies for the first, but it's good to stay on the safe side; if the class then defines a method with the same name as yours, yours will be overwritten. If you place it after the main class definition, you can make sure yours is the one which is kept.

I find it best to make a new script section for any scriptlets I need to add (called, for example, AddedStuff), placing it right at the bottom (but above Main) so it's second-last in the editor. If you want it to be run before data is compiled in Debug mode, you can place it above Compiler.
 
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