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

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<_< once again, I will post this..

'ello.. I added a new type, LIGHT into the PBTypes script.. but the images down't work out..

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

iI tried so many things but it shows up all messy. This is how my "types.png" file is. It's attached.

Please help...


Here's the attachment's link:
*image removed*
 
<_< once again, I will post this..

'ello.. I added a new type, LIGHT into the PBTypes script.. but the images down't work out..

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

iI tried so many things but it shows up all messy. This is how my "types.png" file is. It's attached.

Please help...


Here's the attachment's link:
*image removed*

You must edit the script. I am not sure which one but you can't just add a new type. You need to edit the script so there is a new type. Sorry for not posting.
 
<_< once again, I will post this..

'ello.. I added a new type, LIGHT into the PBTypes script.. but the images down't work out..

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

iI tried so many things but it shows up all messy. This is how my "types.png" file is. It's attached.

Please help...


Here's the attachment's link:
*image removed*

The image is displayed correctly, now, please me show the script you edited so we can see whats wrong with it.
 
The image is displayed correctly, now, please me show the script you edited so we can see whats wrong with it.

The image is sliced up badly.


I edited PBTypes, but ever since I've tried so hard I have no idea what i've even done to it. D: Sorry. I'm so dumb.. :/
Code:
class PBTypes

NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
LIGHT=18

def PBTypes.getCount
  # Change this number if you add a new type
  # This number doesn't include QMARKS
  return 18
end

PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,2,2,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,2,2,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,2,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,2,2,
2,2,0,4,2,4,1,2,4,2,2,1,4,2,2,2,2,2,2,
2,1,4,2,1,2,4,2,1,2,2,2,2,2,4,2,2,2,2,
2,1,1,1,2,2,2,1,1,2,2,4,2,4,2,2,4,2,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,0,1,
2,2,2,2,2,4,2,2,1,1,2,2,1,2,4,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,1,4,2,4,1,2,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,1,2,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,4,2,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,4,2,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,2,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,0,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,1
 ]

def PBTypes.getName(type)
 # Add the names of new types at the end of
 # this list
 types=[
  _INTL("NORMAL"),
  _INTL("FIGHTING"),
  _INTL("FLYING"),
  _INTL("POISON"),
  _INTL("GROUND"),
  _INTL("ROCK"),
  _INTL("BUG"),
  _INTL("GHOST"),
  _INTL("STEEL"),
  _INTL("???"),
  _INTL("FIRE"),
  _INTL("WATER"),
  _INTL("GRASS"),
  _INTL("ELECTRIC"),
  _INTL("PSYCHIC"),
  _INTL("ICE"),
  _INTL("DRAGON"),
  _INTL("DARK"),
  _INTL("LIGHT")
 ]
 return types[type]
end


end


You must edit the script. I am not sure which one but you can't just add a new type. You need to edit the script so there is a new type. Sorry for not posting.

'ello.. I added a new type, LIGHT into the PBTypes script.. but the images down't work out..

<_<
Once again, I'm not THAT dumb, no matter how many times i tell myself... XD
 
The image is sliced up badly.


I edited PBTypes, but ever since I've tried so hard I have no idea what i've even done to it. D: Sorry. I'm so dumb.. :/
Code:
class PBTypes

NORMAL=0
FIGHTING=1
FLYING=2
POISON=3
GROUND=4
ROCK=5
BUG=6
GHOST=7
STEEL=8
QMARKS=9
FIRE=10
WATER=11
GRASS=12
ELECTRIC=13
PSYCHIC=14
ICE=15
DRAGON=16
DARK=17
LIGHT=18

def PBTypes.getCount
  # Change this number if you add a new type
  # This number doesn't include QMARKS
  return 18
end

PBTypeChart=[
# Rows indicate the attack's type
# Columns indicate the opponent's type
# 0 - Immune
# 1 - "Not very effective"
# 2 - Normal
# 4 - "Super effective"
# When you add a new type, add a number showing effect
# on opponents with that type to each line, then add a
# new line showing effect on attacks with the new type
# on opponents.
2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,2,2,
4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,2,2,
2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,2,
2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,2,2,
2,2,0,4,2,4,1,2,4,2,2,1,4,2,2,2,2,2,2,
2,1,4,2,1,2,4,2,1,2,2,2,2,2,4,2,2,2,2,
2,1,1,1,2,2,2,1,1,2,2,4,2,4,2,2,4,2,2,
0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,0,1,
2,2,2,2,2,4,2,2,1,1,2,2,1,2,4,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,1,4,2,4,1,2,4,2,2,4,1,2,2,2,
2,2,2,2,4,4,2,2,2,1,2,1,2,2,2,1,2,2,2,
2,2,1,1,4,4,1,2,1,4,2,1,2,2,2,1,2,2,2,
2,2,4,2,0,2,2,2,2,4,2,1,1,2,2,1,2,2,2,
2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
2,2,4,2,4,2,2,2,1,1,2,4,2,2,1,4,2,2,2,
2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,0,2,
2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,1
 ]

def PBTypes.getName(type)
 # Add the names of new types at the end of
 # this list
 types=[
  _INTL("NORMAL"),
  _INTL("FIGHTING"),
  _INTL("FLYING"),
  _INTL("POISON"),
  _INTL("GROUND"),
  _INTL("ROCK"),
  _INTL("BUG"),
  _INTL("GHOST"),
  _INTL("STEEL"),
  _INTL("???"),
  _INTL("FIRE"),
  _INTL("WATER"),
  _INTL("GRASS"),
  _INTL("ELECTRIC"),
  _INTL("PSYCHIC"),
  _INTL("ICE"),
  _INTL("DRAGON"),
  _INTL("DARK"),
  _INTL("LIGHT")
 ]
 return types[type]
end


end






<_<
Once again, I'm not THAT dumb, no matter how many times i tell myself... XD

Haha...I didn't mean that. Sorry, I guess I didn't read it properly.
 
The image is sliced up badly.

<_<
Once again, I'm not THAT dumb, no matter how many times i tell myself... XD

You changed the layout of the types image. The original type icons were 64x28; yours are 64x24. Either edit the relevant scripts to use 64x24 icons, or edit your image so the icons are 64x28.
 
You changed the layout of the types image. The original type icons were 64x28; yours are 64x24. Either edit the relevant scripts to use 64x24 icons, or edit your image so the icons are 64x28.

God, you're a genius. Do you think you could help me with my problem? It's on the page before this. My character walks over events AGAIN. And this time it's only certain buildings he walks over. And yes, I do have the priorities set up.
 
I'm not sure what the problem there is. Try changing one of the priorities in the tileset, playtesting to make it refresh the change, and changing it back; occasionally, Essentials fails to apply changes made within RMXP's database the first time.
 
I'm not sure what the problem there is. Try changing one of the priorities in the tileset, playtesting to make it refresh the change, and changing it back; occasionally, Essentials fails to apply changes made within RMXP's database the first time.

Yeah, but he also walks over characters. I will make a video soon to show you what's happening.
 
Did you make an event that turns "through" on?
Like in a move command or something. Check your events and make sure that isnt the problem.
 
Did you make an event that turns "through" on?
Like in a move command or something. Check your events and make sure that isnt the problem.

It's not that he walks through. It's that instead of walking under the character's heads, he walks over them. I don't know, it's kind of hard to explain.
 
It's not that he walks through. It's that instead of walking under the character's heads, he walks over them. I don't know, it's kind of hard to explain.

God, walking "through" is exactly like you mentioned, walking over things without considering their passability (but considering the priorities), so just turn this thing OFF xD.
 
God, walking "through" is exactly like you mentioned, walking over things without considering their passability (but considering the priorities), so just turn this thing OFF xD.

XDXD If only it was that easy -__- I tried to turn it off but it won't work. I am now starting to think it is caused by the dependent events. Who knows...
 
. That is where you can download it.

This is a last version? My hero is invisible, wtf?

When I want to start the game (to test) it isn't leaping game.exe mistake. I must copy the game.ini file to the catalogue with the game and start the game. Still each time. Help.
 
I have a couple inquiries for some of you guys that can to help me with ^.^

First off, how do you set multiple transparent colors? I've seen some people where there are multiple set, but I have not idea how to do it >__<

Second, how do you change the games text so the actual letters and numbers look different?

And thirdly, how do I take away a pokemon from the players party?

Thanks muchos :3
 
Hmm, then is there an event that turns "Always on Top" on? Look for that.. If not, idk what the problem is.
 
So I have run into a small issue and I was wondering if anyone knows the solution. I am trying to fix the kinks in my summary screen, I am down to the last page but I have run into an issue drawing the text of the move description.

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


I was wondering if anyone know how to change the distance between the lines of text using the drawtextEx string so that the text would line up correctly in the box.

PS. also if someone knows how to add the Pokemon's icon that'd be great! I have tried to mimic the stoarge system, and the selection menu, but nothing seems to work.

Thanks a lot!

Can any one help me here?

Thanks! :)
 
Can any one help me here?

Thanks! :)

You'll need to edit the drawTextEx method to support this. For example:
Code:
def drawTextEx(bitmap,x,y,width,numlines,text,baseColor,shadowColor,textHeight=32)
 normtext=getLineBrokenChunks(bitmap,text,width,nil,true,textHeight)
 renderLineBrokenChunksWithShadow(bitmap,x,y,normtext,numlines*textHeight,baseColor,shadowColor)
end

Obviously, the getLineBrokenChunks method will also need changes:
Code:
 def getLineBrokenChunks(bitmap,value,width,dims,plain=false,textheight=0)
  x=0
  y=0
  ret=[]
  if dims
   dims[0]=0
   dims[1]=0
  end
  re=/<c=([^>]+)>/
  reNoMatch=/<c=[^>]+>/
  return ret if !bitmap || bitmap.disposed? || width<=0
  textmsg=value.clone
  lines=0
  color=Font.default_color
  while ((c = textmsg.slice!(/\n|(\S*([ \r\t\f]?))/)) != nil)
   break if c==""
   ccheck=c
   if ccheck=="\n"
    x=0
    y+=(textheight==0) ? bitmap.text_size("X").height : textheight
    textheight=0
    next
   end
   if ccheck[/</] && !plain
    textcols=[]
    ccheck.scan(re){ textcols.push(RgbToColor($1)) }
    words=ccheck.split(reNoMatch) # must have no matches because split can include match
   else
    textcols=[]
    words=[ccheck]
   end
   for i in 0...words.length
    word=words[i]
    if word && word!=""
     textSize=bitmap.text_size(word)
     textwidth=textSize.width
     if x>0 && x+textwidth>=width-2
      x=0
      y+=(textheight==0) ? bitmap.text_size("X").height : textheight
      textheight=0
     end
     textheight=[textheight,textSize.height].max
     ret.push([word,x,y,textwidth,textheight,color])
     x+=textwidth
     dims[0]=x if dims && dims[0]<x
    end
    if textcols[i]
     color=textcols[i]
    end
   end
  end
  dims[1]=y+textheight if dims
  return ret
 end
It seems as though poccil was planning to include this (several lines which would have enabled it were commented out); I don't know why he removed it.
 
so, I'm not completely sure if this question will make me sound like a nub, but here I go xD

Ok, so in the game I'm making, my spriter prefers to sprite 80x80, like D/P. Obviously, when 80x80 monsters are put on Pokemon Essentials, they look HUGE! Is there a way to "get around this", in a sense, by maybe changing the actual window size or something to give more room for the pokemon sprite? Or does anyone know of an easier way to get D/P monsters to not look gigantic on screen?

Thanks :)
 
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