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

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Um I was wondering if its possible for pbSpeciescompatible to check through your team, and return the first Pokemon that is compatible with that tm.
 
3 things:

1.does anyone know a script to show the different forms in the Pokedex?
2.how do you stop the ability to edit the town map in game?
3.How do I create the effects used when i make a new pokemon's ability?
1. I don't think so, but the means of making one was discusses some time ago. I don't know that it gave everything needed to make one, but try looking several pages back (within the last 20).
2. That will stop automatically. Since you are play testing, there are many debug features that you are automatically given to use. If you play from the game.exe file, you will not be able to use the debug features, which is what players will be left with.
3. That's also several pages back somewhere. Basic idea: copy another ability (note that there are multiple instances in the scripts for some of the abilities) that is similar to the one you are implementing (not the same, just somewhat similar), and modify the crap out of it until it performs the effects you are wanting. You must be able to do some scripting though.
 
I was wrong, lag is still there. Anyone else experience perfect frame rate and then a choppy one when you play the game again?
 
3.How do I create the effects used when i make a new pokemon's ability?
Nearly every ability does something different, and at different times. It's almost impossible to make a guide to show people "how to make an ability" - the nearest we can get is to describe a few of the more generic ones, and tell people to look for similar existing abilities to copy off.


Would never work for me. The animation thing though works perfectly.
Interesting. Were you using Kernel.pbNoticePlayer(get_character(0)), or just pbNoticePlayer?


Um I was wondering if its possible for pbSpeciescompatible to check through your team, and return the first Pokemon that is compatible with that tm.
Make a "for" loop that looks at each party Pokémon in turn, and call pbSpeciesCompatible? each time. If it returns true, remember the party index that caused it, break the "for" loop, and you've got your first compatible Pokémon.
 
What script do I have to put in to support that pokeball icon in battle saying that you've caught the pokemon already? I don't want to upgrade my version of Pokemon Essentials, because I finally got rid of almost all of the bugs that i've been encountering in the script.

So, does anyone have it? Pokemon Raptor has it. I'm hoping someone could throw me a bone here. That'd be great.
 
What scripts would I have to look in to change the player's movement speed and the message text speed?
Depending on your version of essentials... the player's movement speed is in the script editor. the text speed i think its in something with pokemon or pokebattle at the begging.
 
You find this in Graphics/Pîctures/trback001.png
You will edit this picture for do your back trainer animation.

Is this the same for both Male and female players?

Kernel.pbNoticePlayer(get_character(0)), or just pbNoticePlayer?

Didn't use the get_character part. Im not a very good scripter. And this language is completely different than what i normally script in.


On another note, I have a battle with a rival, and after the battle, anything i set to happen, doesn't work, other than text. I am trying to set a move route for another event that is suppose to happen after the battle, but nothing happens, the event just stays in place. Any idea of how to fix this?
 
I am trying to create an event that checks Variable 42 for a pokemon name and then shows that pokemons sprite from "graphics/characters"
I use "pbchoosepokemon" to store the pokemons name but cannot find a way to change a sprite according to variable
any help appreciated
 
Okay I'll ask again.
When a wild pokemon appears it moves from the left side of the screen to the right and it is shaded. How do I increase the speed that it moves across the screen and if at all possible, get rid of the shading? This is a simple thing I'm sure. Please help me!!!!!!!!!!!!!!!!!
 
Depending on your version of essentials... the player's movement speed is in the script editor. the text speed i think its in something with pokemon or pokebattle at the begging.

...did you read what I said?
"What scripts would I have to look in..."
 
...did you read what I said?
"What scripts would I have to look in..."

Find the walk run script and edit this
if !pbMapInterpreterRunning? &&
!moving? && !@move_route_forcing && $PokemonGlobal
if $PokemonGlobal.bicycle
@move_speed = $RPGVX ? 8 : 5.2
elsif pbCanRun?
@move_speed = $RPGVX ? 6.5 : 4.8
else
@move_speed = $RPGVX ? 4.5 : 3.8
end

Edit the values in bold


The message text speed can be done in the games option menu during game selection.
 
...did you read what I said?
"What scripts would I have to look in..."
Sorry, i found the one for walking and running speed Pokemon Essentials Latest release. For me its Walk_Run thats the name of the script i will attach a screen shot
 
Can I be able to have 2 different storage systems and have one un-usable until I activate a certain switch then I deactivate another switch at the same time to make the first one un-usable until I activate that switch again?

(Sorry if your head hurts after trying to read this?)
 
What script do I have to put in to support that pokeball icon in battle saying that you've caught the pokemon already? I don't want to upgrade my version of Pokemon Essentials, because I finally got rid of almost all of the bugs that i've been encountering in the script.

So, does anyone have it? Pokemon Raptor has it. I'm hoping someone could throw me a bone here. That'd be great.

Bump, in case someone has the answer...
 
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