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

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It is not simple to use this? And dont use 003 because that dont work just use 3.

pbGenerateEgg(175,5)
$PokemonGlobal.daycareEgg=0
$PokemonGlobal.daycareEggSteps=0
 
It is not simple to use this? And dont use 003 because that dont work just use 3.

pbGenerateEgg(175,5)
$PokemonGlobal.daycareEgg=0
$PokemonGlobal.daycareEggSteps=0

The problem is that he needs it to generate a random egg, not a specifically defined one. The only thing that has to be worked out now is a check for legendary and evolved pokemon.

That aside, does anyone have any ideas for checking the pokemon, probably by ID, to make sure it's not ineligible to be an egg?
 
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Thanks! But, how do I make it so that, you can only generate an egg that doesn't contain a legendary, or evolved Pokemon.

Oh, and what is the '(###,30)'...What does that mean?

And I kind of meant like, you walk up to a person, pay the person, and he randomly gives you an egg. I know how to do that, but I don't know how to generate the random egg. Do you get what I am saying?

It is not simple to use this? And dont use 003 because that dont work just use 3.

pbGenerateEgg(175,5)
$PokemonGlobal.daycareEgg=0
$PokemonGlobal.daycareEggSteps=0

I'm uploading a video tutorial now, check the tutorials section in like 20 minutes...
 
When you're finished making a pokemon game; how exactly are you meant to publish it?
How are other people supposed to enjoy your game?
 
When you're finished making a pokemon game; how exactly are you meant to publish it?
How are other people supposed to enjoy your game?

File > Compress Game Data.

It's kind of assumed you have a basic knowledge of RMXP before using the Starter Kit. Of course I hate to sound rude, but I mean you really should at least know the basics before using this thing.
 
I have a major problem, and I can't seem to fix it... and if I can't, my fangame will never get finished!
I was changing some of the events for the game when I went to save and that is when it happened... it froze! I tried closing it and opening it in another RMXP but it said "Fail to load script data", what does this mean? And is there any way to fix this?
 
What do you mean, you check for pokemon, either by ID# or by name...

I know that, I just wanted to know if a method has been written to determine if a pokemon is evolved, like the pbIsBanned? method (which checks for specific pokemon that can't go to the battle tower). If not, I would have to write it.
 
I know that, I just wanted to know if a method has been written to determine if a pokemon is evolved, like the pbIsBanned? method (which checks for specific pokemon that can't go to the battle tower). If not, I would have to write it.

Maybe if I knew why u wanted such a function, I could tell you. Cause their is the battle tower functions...
 
Maybe if I knew why u wanted such a function, I could tell you. Cause their is the battle tower functions...

It's for improving the random egg generator. It perfectly generates any pokemon from 1-493, but setting the conditions is somewhat difficult. There has to be a check to keep legendaries and evolved forms out of the eggs. I have the legendaries taken care of, so I need a check to see if a pokemon is evolved, to keep it from making it into an egg.
 
It's for improving the random egg generator. It perfectly generates any pokemon from 1-493, but setting the conditions is somewhat difficult. There has to be a check to keep legendaries and evolved forms out of the eggs. I have the legendaries taken care of, so I need a check to see if a pokemon is evolved, to keep it from making it into an egg.

set up a loop that shuffles through each id.
 
It's for improving the random egg generator. It perfectly generates any pokemon from 1-493, but setting the conditions is somewhat difficult. There has to be a check to keep legendaries and evolved forms out of the eggs. I have the legendaries taken care of, so I need a check to see if a pokemon is evolved, to keep it from making it into an egg.
Logically there must be a way of checking whether a pokémon is evolved, because breeding a Venusaur gives you a Bulbasaur egg and not a Venusaur egg.

In PokemonDayCare, pbGetBaby finds the basic species of the mother. Now, using this as is with your random number generator would make a Bulbasaur egg 3 times as likely as a Mawile egg (because both the random numbers corresponding to Ivysaur and Venusaur would also result in a Bulbasaur egg).

What you need to do is create a similar lump of code which simply rejects the randomly generated number if it finds there's a prevolution, rather than return it (i.e. put it in a do loop, and break if the code returns false, i.e. there's no prevolution, therefore the randomly chosen number is a basic pokémon). This now means all basic pokémon have the same chance of being generated.
 
Hello
I got 2 questions about the starter kit :
1) how are the unknown handled? Is there already something like an unkown dex?
2) If I use direct paths in scripts, like "graphics/pictures/pokegear.png", what will happen once I compress data an export it? Are the files still found in the scripts?
 
Hello
I got 2 questions about the starter kit :
1) how are the unknown handled? Is there already something like an unkown dex?
2) If I use direct paths in scripts, like "graphics/pictures/pokegear.png", what will happen once I compress data an export it? Are the files still found in the scripts?

1) I don't know if anyone has attempted an Unown dex, it sounds interesting though. The problem is that Unown share an ID, so you may have to define all of the Unown separately, and have the Unown dex call those pokemon. They would look like Unown in the dex, but they would really be more like imitations. There's probably a better way to do it, but that's what I could think of off hand.

2) I believe it compresses everything (audio, images, etc.) with your game. You have to make sure that you select encrypt when compressing it though to keep people from taking your resources.
 
Hello
I got 2 questions about the starter kit :
1) how are the unknown handled? Is there already something like an unkown dex?
2) If I use direct paths in scripts, like "graphics/pictures/pokegear.png", what will happen once I compress data an export it? Are the files still found in the scripts?
1) The Unown letter is determined by a calculation using the pokémon's unique personal ID number. This same number determines the gender and nature of a pokémon. When loading the Unown's sprites (front/back sprites, animated icons), there's simply an extra calculation that loads the appropriate graphic. There is no physical difference between any Unown - it's all down to what a certain calculation results in.

So no, there's no pre-made Unown Dex. There's simply an additional calculation to see which letter graphic should be loaded when you're looking at them (same with Spinda and its spots).

To create an Unown Dex, you'd need to create an array of 28 true/false entries, and change this array when you capture a new Unown letter. The Unown Dex would only display the Unown letters that you've captured (i.e. only the ones that are "true" in the array)... Or you may come up with a different kind of Unown Dex, I don't know. The point is that you'd have to make one yourself.


2) Every use of a graphic in the game does this, even for tilesets. Anything that's in the Graphics, Audio, Data and Fonts folders is compressed when the game is. The pictures are still there, it's just that compressing them makes them inaccessible by any other means that playing the game (to prevent easy theft of those files). This includes the Data folder, which contains all the scripts, meaning they cannot be edited once you've compressed the game (so you can't edit the game).
 
Thanks for your replies !
Also :
>To create an Unown Dex, you'd need to create an array of 28 true/false entries
Ok... how can I save this array when the player saves? Right now I use switches for that kind of informations, but I think there must be a better way (more script-oriented)
 
Logically there must be a way of checking whether a pokémon is evolved, because breeding a Venusaur gives you a Bulbasaur egg and not a Venusaur egg.

In PokemonDayCare, pbGetBaby finds the basic species of the mother. Now, using this as is with your random number generator would make a Bulbasaur egg 3 times as likely as a Mawile egg (because both the random numbers corresponding to Ivysaur and Venusaur would also result in a Bulbasaur egg).

What you need to do is create a similar lump of code which simply rejects the randomly generated number if it finds there's a prevolution, rather than return it (i.e. put it in a do loop, and break if the code returns false, i.e. there's no prevolution, therefore the randomly chosen number is a basic pokémon). This now means all basic pokémon have the same chance of being generated.

I see. I looked in PokemonDayCare, and had actually noticed that, but I followed it to PokemonEvolutionHelper, which threw me off. I finished the original version, which works fine, but it's pretty long.
 
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