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

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2,048
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16
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    • Seen Sep 7, 2023
    It's a bug in poccil's custom tilemap script. You could PM him and ask him to fix it.
     
    53
    Posts
    15
    Years
    • Seen Jan 9, 2011
    Hi
    I'm using an old version of the PedApp script (from this summer) and I found I bug I can't correct

    After compiling the data on the editor, the pokemon and attack types are wrong.
    On the pokemon summary, the type is the wrong one, and the attack type is the right one.
    In battle, the move types are wrong too and the engine acts as if the pokemon types were different than what they are registered to be in pokemon.txt

    I found out that it was probably a bug during the compilation of the file dexdata.dat , but I don't know how it's handled.
    Can someone tell me exactly where does the compiler translate the types from pokemon.txt and put them into dexdata.dat ? Same with the types of moves.txt.
    Thanks !
     
    Last edited:

    |Maximus|

    I'm back~
    836
    Posts
    16
    Years
    • Seen Sep 10, 2010
    Hmm...I was wondering, is there a way to create a script that generates a circular shadow under the charsets?

    HG/SS has one because I had this huge glitch in my ds game, and it still had a shadow under it, plus the Pokemon charsets that a large have a small shadow under it.
     

    Legendaries

    Ginzuishou/Heavy-Metal-Lover
    89
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    18
    Years
    • Age 33
    • Seen May 2, 2021
    I have a problem with encounters. When I try to remove redundant encounters from encounters.txt iI have an error while launching Editor
    [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

    Every type is written correct. No mistakes are made.

    I have to remove these encounters, because now Pokemons attack me inside a house.
     

    Legendaries

    Ginzuishou/Heavy-Metal-Lover
    89
    Posts
    18
    Years
    • Age 33
    • Seen May 2, 2021
    I have a problem with tones. There is light tone of screen at midnight. I have set the same tones as my friend who has everything fine.
     

    ~JV~

    Dev of Pokémon Uranium
    684
    Posts
    16
    Years
  • I have a problem with encounters. When I try to remove redundant encounters from encounters.txt iI have an error while launching Editor
    [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

    Every type is written correct. No mistakes are made.

    I have to remove these encounters, because now Pokemons attack me inside a house.

    I recommend avoiding editing the PBS through the notepad, the trainers.txt, for example, just doesn't work when edited in the notepad (for me at least). To remove a encounter of a map, just press Z when you're selecting it (the arrow).

    Example, if you want to remove the Land encounter, just click Z while you get that option selected ;].

    Also, don't double post.
     
    34
    Posts
    14
    Years
    • Seen Jul 7, 2014
    I recommend avoiding editing the PBS through the notepad, the trainers.txt, for example, just doesn't work when edited in the notepad (for me at least). To remove a encounter of a map, just press Z when you're selecting it (the arrow).

    Example, if you want to remove the Land encounter, just click Z while you get that option selected ;].

    Also, don't double post.

    Yeah, at my desktop-pc it doesn't work, if i change any of the pbs files in notepad. If i do this at notebook, it just works fine.
     

    Legendaries

    Ginzuishou/Heavy-Metal-Lover
    89
    Posts
    18
    Years
    • Age 33
    • Seen May 2, 2021
    To remove a encounter of a map, just press Z when you're selecting it (the arrow).
    I discovered it just yesterday, that I can remove something by pressing Z. But I solve my problem other way. I removed whole text from ecounters.txt, then compiled data, and type only my encounters in txt file. It works fine.

    I recommend avoiding editing the PBS through the notepad, the trainers.txt, for example, just doesn't work when edited in the notepad (for me at least).
    Editing trainertypes in notepad is problematic too, you can do little error for example while copying BGM and it ruins everything xD. But if you want to change internal name it is necessary to use notepad.

    Also, don't double post.
    Sorry, I didn't want to wait with my problem until anyone reply, so I wanted to write new post to refresh the thread. Sorry again.
     

    thepsynergist

    Vinemon: Sauce Edition Programmer and Composer
    795
    Posts
    15
    Years
  • Bug Catching Contest

    Ok, so I've had the same question that has yet to be answered like 5 pages ago, and no one has bothered to respond. So, I will ask my question again, and hopefully someone will be nice enough to help me.

    I am using the most recent version of Poccil's Starter Kit and I can't get the Bug Catching Contest to work. The script has no syntax errors that the game is picking up and the game acts as if everything is fine, yet the Bug Catching contest is never apparent. The timer doesn't show up, the contest pokemon don't show up and both the ingame menu and the battle menu don't change at all. It's as if there is no code there. Here is the script that I am using and some screenie's as well. Please help me. I really want this feature and I hope someone can help.

    Code:
    class BugContestState
      attr_accessor :ballcount
      attr_accessor :decision
      attr_accessor :steps
      attr_accessor :lastPokemon
      attr_reader :timer
      ContestantNames=[
           _INTL("BUG CATCHER BENNY"),
           _INTL("COOLTRAINER NICK"),
           _INTL("COLLECTOR KIPP"),
           _INTL("YOUNGSTER SAMUEL"),
           _INTL("BUG CATCHER DON"),
           _INTL("PICNICKER CINDY"),
           _INTL("CAMPER BARRY"),
           _INTL("BUG CATCHER JOSH")
      ]
      TimerSeconds=1200
      def initialize
         clear
         @lastContest=nil
      end
      def pbContestHeld?
         return false if !@lastContest
         return Time.new.to_i-@lastContest<86400
      end
      def expired?
        return false if !undecided?
        curtime=@timer+TimerSeconds*Graphics.frame_rate
        curtime=[curtime-Graphics.frame_count,0].max
        return (curtime<=0)
      end
      def clear
         @ballcount=0
         @ended=false
         @inProgress=false
         @decision=0
         @encounterMap=0
         @lastPokemon=nil
         @otherparty=[]
         @contestants=[]
         @places=[]
         @start=nil
         @reception=[]
      end
      def undecided?
         return (@inProgress && @decision==0)
      end
      def decided?
         return (@inProgress && @decision!=0) || @ended
      end
      def pbSetPokemon(chosenpoke)
         @chosenPokemon=chosenpoke
      end
       # Reception map is handled separately from contest map
       # since the reception map can be outdoors, with its own
       # grassy patches.
      def pbSetReception(*arg)
         @reception=[]
         for i in arg
            @reception.push(i)
         end
      end
      def pbOffLimits?(map)
         return false if map==@contestMap
         for i in @reception
           return false if map==i
         end
         return true
      end
      def pbSetJudgingPoint(startMap,startX,startY)
         @start=[startMap,startX,startY,6]
      end
      def pbSetContestMap(map)
         @contestMap=map
      end
      def pbJudge
         judgearray=[]
         if @lastPokemon
           judgearray.push([-1,@lastPokemon.species,
              pbBugContestScore(@lastPokemon)])
         end
         @contestants=[]
         [5,ContestantNames.length].min.times do
          loop do
           value=rand(ContestantNames.length)
           if [email protected]?{|i| i==value }
            @contestants.push(value)
            break
           end
          end
         end
         enctype=EncounterTypes::BugContest
         if !$PokemonEncounters.pbMapHasEncounter?(@contestMap,enctype)
           enctype=EncounterTypes::Land
         end
         for cont in @contestants
            enc=$PokemonEncounters.pbMapEncounter(@contestMap,enctype)
            if !enc
               raise _INTL("No encounters, so can't judge contest")
            end
            pokemon=PokeBattle_Pokemon.new(enc[0],enc[1],$Trainer)
            score=pbBugContestScore(pokemon)
            judgearray.push([cont,pokemon.species,score])
         end
         if judgearray.length<3
            raise _INTL("Too few bug catching contestants")
         end
         judgearray.sort!{|a,b| b[2]<=>a[2]} # sort by score in descending order
         @places.push(judgearray[0])
         @places.push(judgearray[1])
         @places.push(judgearray[2])
      end
      def pbGetPlaceInfo(place)
         cont=@places[place][0]
         if cont<0
           $game_variables[1]=$Trainer.name
         else
           $game_variables[1]=ContestantNames[cont]
         end
         $game_variables[2]=PBSpecies.getName(@places[place][1])
         $game_variables[3]=@places[place][2]
      end
      def pbClearIfEnded
         if !@inProgress
            clear unless @start && @start[0]==$game_map.map_id
         end
      end
      def pbStartJudging
        @decision=1
        pbJudge
        if $scene.is_a?(Scene_Map)
          pbFadeOutIn(99999){
             $game_temp.player_transferring = true
             $game_temp.player_new_map_id = @start[0]
             $game_temp.player_new_x = @start[1]
             $game_temp.player_new_y = @start[2]
             $game_temp.player_new_direction = @start[3]
             $MapFactory.setup(@start[0])
             $scene.transfer_player
          }
        end
      end
      def pbIsContestant?(i)
         return @contestants.any?{|item|  i==item }
      end
      def pbStart(ballcount)
         @ballcount=ballcount
         @inProgress=true
         @otherparty=[]
         @lastPokemon=nil
         @lastContest=nil
         @timer=Graphics.frame_count
         @places=[]
         chosenpkmn=$Trainer.party[@chosenPokemon]
         for i in 0...$Trainer.party.length
          if i!=@chosenPokemon
           @otherparty.push($Trainer.party[i])
          end
         end
         @contestants=[]
         [5,ContestantNames.length].min.times do
          loop do
           value=rand(ContestantNames.length)
           if [email protected]?{|i| i==value }
            @contestants.push(value)
            break
           end
          end
         end
         $Trainer.party=[chosenpkmn]
         @decision=0
         @ended=false
       end
      def place
        for i in 0...3
          return i if @places[i][0]<0
        end
        return 3
      end
      def pbEnd(interrupted=false)
         return if !@inProgress
         for poke in @otherparty
           $Trainer.party.push(poke)
         end
         if !interrupted 
            if @lastPokemon
              pbNicknameAndStore(@lastPokemon)
            end
            @ended=true
         else
            @ended=false
         end
         @lastPokemon=nil
         @otherparty=[]
         @reception=[]
         @ballcount=0
         @inProgress=false
         @decision=0
         @lastContest=Time.now.to_i
         $game_map.need_refresh=true
      end
    end
    def pbBugContestScore(pokemon)
      a=0
      a+=16 if (pokemon.iv[2]&1)>0
      a+=8 if (pokemon.iv[1]&1)>0
      a+=4 if (pokemon.iv[4]&1)>0
      a+=1 if (pokemon.iv[3]&1)>0
      score=(pokemon.totalhp*8)
      score+=pokemon.attack
      score+=pokemon.defense
      score+=pokemon.speed
      score+=pokemon.spatk
      score+=pokemon.spdef
      score+=a+(pokemon.hp/8)+1
      return score
    end
    def pbBugContestState
      if !$PokemonGlobal.bugContestState
        $PokemonGlobal.bugContestState=BugContestState.new
      end
      return $PokemonGlobal.bugContestState
    end
    def pbInBugContest?
      return pbBugContestState.undecided?
    end
    def pbBugContestUndecided?
      return pbBugContestState.undecided?
    end
    def pbBugContestDecided?
      return pbBugContestState.decided?
    end
    class PokeBattle_BugContestBattle < PokeBattle_Battle
     attr_accessor :ballcount
     def initialize(*arg)
      @ballcount=0
      super(*arg)
     end
     def pbItemMenu(i)
      @ballcount-=1 if @ballcount>0
      return PBItems::SAFARIBALL
     end
     def pbCommandMenu(i)
      return @scene.pbCommandMenuEx(i,[
       _INTL("Park Balls: {1}",@ballcount),
       _INTL("FIGHT"),
       _INTL("POKéMON"),
       _INTL("BALL"),
       _INTL("RUN")
      ])
     end
     def pbStorePokemon(pokemon)
       if pbBugContestState.lastPokemon
        lastPokemon=pbBugContestState.lastPokemon
        pbDisplayPaused(_INTL("You already caught a {1}.",lastPokemon.name))
        helptext=_INTL("STOCK POKéMON:\n {1} Lv{2} MaxHP: {3}\nTHIS POKéMON:\n {4} Lv{5} MaxHP: {6}",
                lastPokemon.name,lastPokemon.level,lastPokemon.totalhp,
                pokemon.name,pokemon.level,pokemon.totalhp
        )
        @scene.pbShowHelp(helptext)
        if pbDisplayConfirm(_INTL("Switch Pokémon?"))
         pbBugContestState.lastPokemon=pokemon
         @scene.pbHideHelp
        else
         @scene.pbHideHelp
         return
        end
       else
        pbBugContestState.lastPokemon=pokemon
       end
       pbDisplay(_INTL("Caught {1}!",pokemon.name))
     end
     def pbEndOfRoundPhase
       super
       if @ballcount<=0 && @decision==0
         @decision=3
       end
     end
    end
    class TimerDisplay
     def initialize(start,maxtime)
      @timer=Window_AdvancedTextPokemon.newWithSize("",360,0,120,64)
      @timer.z=99999
      @total_sec=nil
      @start=start
      @maxtime=maxtime
     end
     def dispose
      @timer.dispose
     end
     def disposed?
      @timer.disposed?
     end
     def update
        curtime=[(@start+@maxtime)-Graphics.frame_count,0].max
        curtime/=Graphics.frame_rate
        if curtime != @total_sec
          # Calculate total number of seconds
          @total_sec = curtime
          # Make a string for displaying the timer
          min = @total_sec / 60
          sec = @total_sec % 60
          @timer.text = _ISPRINTF("<ac>{1:02d}:{2:02d}", min, sec)
        end
     end
    end
    Events.onMapChange+=proc{|sender,e|
     pbBugContestState.pbClearIfEnded
    }
    Events.onMapSceneChange+=proc{|sender,e|
     scene=e[0]
     mapChanged=e[1]
     if pbInBugContest? && pbBugContestState.decision==0
      scene.spriteset.addUserSprite(TimerDisplay.new(
           pbBugContestState.timer,
           BugContestState::TimerSeconds*Graphics.frame_rate))
     end
    }
    Events.onMapUpdate+=proc{|sender,e|
     if !$Trainer || !$PokemonGlobal || !$game_player || 
        !$game_map
      # do nothing
     elsif !$game_player.move_route_forcing &&
        !pbMapInterpreterRunning? &&
        !$game_temp.message_window_showing
      if pbBugContestState.expired?
           $game_system.se_play("endofsafari.wav")
           Kernel.pbMessage("ANNOUNCER:  Ding-dong!")
           Kernel.pbMessage("Time's up!")
           pbBugContestState.pbStartJudging
      end
     end
    }
    Events.onMapChanging+=proc{|sender,e|
     newmapID=e[0]
     newmap=e[1]
     if pbInBugContest?
       if pbBugContestState.pbOffLimits?(newmapID)
        # Clear bug contest if player flies/warps/teleports
        # out of the contest
        pbBugContestState.pbEnd(true)
       end
     end
    }
    def Kernel.pbBugContestStartOver
       for i in $Trainer.party; i.heal; end
       pbBugContestState.pbStartJudging
    end
    Events.onWildBattleOverride+= proc { |sender,e|
       species=e[0]
       level=e[1]
       handled=e[2]
       next if handled[0]!=nil
       next if !pbInBugContest?
       handled[0]=pbBugContestBattle(species,level)
    }
    def pbBugContestBattle(species,level)
        if (Input.press?(Input::CTRL) && $DEBUG) || $Trainer.pokemonCount==0
         if $Trainer.pokemonCount>0
          Kernel.pbMessage(_INTL("SKIPPING BATTLE..."))
         end
         $game_variables[variable]=1 if variable
         $PokemonGlobal.nextBattleBGM=nil
         $PokemonGlobal.nextBattleME=nil
         $PokemonGlobal.nextBattleBack=nil
         return true          
        end
        currentlevels=[]
        for i in $Trainer.party
         currentlevels.push(i.level)
        end
        genwildpoke=pbGenerateWildPokemon(species,level)
        pokerus=(genwildpoke.pokerus==1)
        scene=PokeBattle_Scene.new
        battle=PokeBattle_BugContestBattle.new(scene,$Trainer.party,[genwildpoke],$Trainer,nil)
        battle.ballcount=pbBugContestState.ballcount
        battle.internalbattle=true
        wildbgm=pbGetWildBattleBGM(species)
        playingBGS=$game_system.getPlayingBGS
        playingBGM=$game_system.getPlayingBGM
        $game_system.bgm_pause
        $game_system.bgs_pause
        restorebgm=true
        decision=0
        pbBattleAnimation(wildbgm) { 
          decision=battle.pbStartBattle
          if decision==2
           $game_system.bgm_unpause
           $game_system.bgs_unpause
           Kernel.pbBugContestStartOver
           restorebgm=false
          else
           pbEvolutionCheck(currentlevels)
           if decision==1
            for pkmn in $Trainer.party
             Kernel.pbPickup(pkmn)
            end
           end
           pbPokerusCheck if pokerus
          end
        }
        if restorebgm
         $game_system.bgm_resume(playingBGM)
         $game_system.bgs_resume(playingBGS)
        end 
        $PokemonGlobal.nextBattleBGM=nil
        $PokemonGlobal.nextBattleME=nil
        $PokemonGlobal.nextBattleBack=nil
        pbBugContestState.ballcount=battle.ballcount
        $PokemonEncounters.clearStepCount
        Input.update
        Events.onWildBattleEnd.trigger(nil,species,level,decision)
        if pbBugContestState.ballcount==0
           Kernel.pbMessage("ANNOUNCER:  The Bug-Catching Contest is over!")
           $game_system.se_play("endofsafari.wav")
           pbBugContestState.pbStartJudging
        end
        return (decision!=2)
      end

    Screenshot 1:
    Spoiler:

    Screenshot 2:
    Spoiler:

    Screenshot 3:
    Spoiler:
     
    3
    Posts
    16
    Years
    • Seen Feb 7, 2010
    how do i change the position of all menues? i would have a ds style :)
    sorry for my bad english i´m german.

    thx
     
    3
    Posts
    16
    Years
    • Seen Feb 7, 2010
    wich script do you mean?

    window script
    Spoiler:



    but i have tilemapxp and tilemaploader...
     
    53
    Posts
    15
    Years
    • Seen Jan 9, 2011
    Hello
    I got a simple question : Is there a way to reorder the scripts once you are in the script section (F11) ?
     
    97
    Posts
    14
    Years
    • Seen Oct 5, 2020
    Hello
    I got a simple question : Is there a way to reorder the scripts once you are in the script section (F11) ?

    Yea, you could cut and paste the script names on the left to move them around. But I don't see the point...
     

    |Maximus|

    I'm back~
    836
    Posts
    16
    Years
    • Seen Sep 10, 2010
    Hi, I just deleted my PokemonOptions script, because it glitched up, and replaced it with the newest version but it shows errors, could somebody please post theirs?
     
    53
    Posts
    15
    Years
    • Seen Jan 9, 2011
    What is the right way to add new variables to $PokemonGlobal, that can be saved and loaded ??

    I tried to do something, it works when I laucnh my game from RPGMaker, but not from game.exe
     
    53
    Posts
    15
    Years
    • Seen Jan 9, 2011
    What is the right way to add new variables to $PokemonGlobal, that can be saved and loaded ??

    I tried to do something, it works when I laucnh my game from RPGMaker, but not from game.exe

    I'm rephrasing it, sorry :

    What is the right way to add new variables that are begins with a $ ? For instance, I created $var1, that works fine and is global to all my scripts, but I get an error everytime I launch game.exe because of this (and not when I launch from RPGMaker)
     
    202
    Posts
    15
    Years
    • Seen Jan 5, 2014
    hey how do i use pokemon roaming script? i know to unquote in script editor but how do i use on the map i want and set the pokemon?
     
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