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Help and Requests

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Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
How do I make the tiles transperant when mapping?
Also how do I change the character sprites and update to d/p/pt/hg/ss stuff.
I tried adding a dp Ow, female character but she was cut off...
I would've thought changing the graphics was an obvious process. Just... change them. Oh, and load them into RPG Maker XP through the Materialbase (F10).

When you load a new graphic (or a replacement for an old one), you get the chance to pick a colour that represents transparency (usually hot pink, because no one ever uses that colour usually), as well as a colour that represents semi-transparency.

As for "cut off", that's not very specific. Cut off where? We can't help until we know something.


I started up pokemon essentials today to start working on my game. I playtested pokemon essentials, everything was working fine in the first room, but when I exited that room the screen was black, took forever to load the map, and when it finally did, the game started slowing down, my player would barely move, and when he did, it looked like he was sliding across because he didn't take any steps. It's the newest version of pokemon essentials and I haven't done anything to it yet. I have an older version from about a year ago and that one works perfectly fine and nothing goes wrong with it. Does anyone else have this problem? I'm going to be using the older version for now, but if somebody could help that would be greatly appreciated. Thanks in advance.

EDIT: I have also checked the scripts and I have not seen anything wrong with it.
So... what possessed you to not post this in the Pokémon Essentials thread?

There's nothing wrong with using an older version. In fact, many things in the newer versions are broken (I suspect deliberately), and they only add minor things.
 
69
Posts
14
Years
  • Seen Nov 19, 2014
I dont understand how change the language.
First: i compile the text
second: i put de int.dat in data folder.
and later???

Sorry for my english
 
3
Posts
14
Years
  • Seen May 23, 2010
Excuse my Shortcomings but as you put the alternation of day and night in pokemon essential?
 

Amarantine

The psychic baritone ♠
27
Posts
14
Years
Excuse my Shortcomings but as you put the alternation of day and night in pokemon essential?

You mean, how to make the Day/Night system?

Someone posted the fixed code somewhere on the Pokemon Essentials Thread.

Let me see if i can find it...

Code:
module EncounterTypes
 Land=0
 Cave=1
 Water=2
 RockSmash=3
 OldRod=4
 GoodRod=5
 SuperRod=6
 HeadbuttLow=7
 HeadbuttHigh=8
 LandMorning=9
 LandDay=10
 LandNight=11
 BugContest=12
 Names=[
   "Land",
   "Cave",
   "Water",
   "RockSmash",
   "OldRod",
   "GoodRod",
   "SuperRod",
   "HeadbuttLow",
   "HeadbuttHigh",
   "LandMorning",
   "LandDay",
   "LandNight",
   "BugContest"
  ]
  EnctypeChances=[
   [20,20,10,10,10,10,5,5,4,4,1,1],
   [20,20,10,10,10,10,5,5,4,4,1,1],
   [60,30,5,4,1],
   [60,30,5,4,1],
   [70,30],
   [60,20,20],
   [40,40,15,4,1],
   [30,25,20,10,5,5,4,1],
   [30,25,20,10,5,5,4,1],
   [20,20,10,10,10,10,5,5,4,4,1,1],
   [20,20,10,10,10,10,5,5,4,4,1,1],
   [20,20,10,10,10,10,5,5,4,4,1,1],
   [20,20,10,10,10,10,5,5,4,4,1,1]
  ]
end
class PokemonEncounters
 def initialize
  @enctypes=[]
  @density=nil
 end
 def stepcount
  return @stepcount
 end
 def clearStepCount
  @stepcount=0
 end
 def hasEncounter?(enc)
  return false if @density==nil || enc<0
  return @enctypes[enc] ? true : false  
 end
 def isCave?
  return false if @density==nil
  return @enctypes[1] ? true : false
 end
 def isGrass?
  return false if @density==nil
  return (@enctypes[0] || @enctypes[9] || @enctypes[10] || @enctypes[11] || @enctypes[12]) ? true : false
 end
 def isEncounterPossibleHere?
  if $PokemonGlobal && $PokemonGlobal.surfing
   return true
  elsif self.isCave?
   return true
  elsif self.isGrass?
   return pbIsGrassTag?($game_map.terrain_tag($game_player.x,$game_player.y))
  else
   return false
  end
 end
 def pbEncounterType
  if $PokemonGlobal && $PokemonGlobal.surfing
   return EncounterTypes::Water
  elsif self.isCave?
   return EncounterTypes::Cave
 elsif self.isGrass?
   hour=Time.now.hour
   enctype=EncounterTypes::Land
   if pbInBugContest?
    if self.hasEncounter?(EncounterTypes::BugContest)
     enctype=EncounterTypes::BugContest
    end
   elsif hour<6 || hour>=20
    if self.hasEncounter?(EncounterTypes::LandNight)
     enctype=EncounterTypes::LandNight
    end
   elsif hour<12
    if self.hasEncounter?(EncounterTypes::LandMorning)
     enctype=EncounterTypes::LandMorning
    end
   else
    if self.hasEncounter?(EncounterTypes::LandDay)
     enctype=EncounterTypes::LandDay
    end
   end
   return enctype
  else
   return -1
  end
 end
 def setup(mapID)
  @density=nil
  @stepcount=0
  @enctypes=[]
  begin
   data=load_data("Data/encounters.dat")
   if data.is_a?(Hash) && data[mapID]
    @density=data[mapID][0]
    @enctypes=data[mapID][1]
   else
    @density=nil
    @enctypes=[]
   end
  rescue
   @density=nil
   @enctypes=[]
  end
 end
 def pbMapHasEncounter?(mapID,enctype)
  data=load_data("Data/encounters.dat")
  if data.is_a?(Hash) && data[mapID]
    enctypes=data[mapID][1]
    density=data[mapID][0]
  else
    return false
  end
  return false if density==nil || enctype<0
  return enctypes[enctype] ? true : false  
 end
 def pbMapEncounter(mapID,enctype)
  if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
   raise ArgumentError.new(_INTL("Encounter type out of range"))
  end
  data=load_data("Data/encounters.dat")
  if data.is_a?(Hash) && data[mapID]
    enctypes=data[mapID][1]
  else
    return nil
  end
  return nil if enctypes[enctype]==nil
  chances=EncounterTypes::EnctypeChances[enctype]
  rnd=rand(100)
  chosenpkmn=0
  chance=0
  for i in 0...chances.length
   chance+=chances[i]
   if rnd<chance
    chosenpkmn=i
    break
   end
  end
  encounter=enctypes[enctype][chosenpkmn]
  level=encounter[1]+rand(1+encounter[2]-encounter[1])
  return [encounter[0],level]
 end
 def pbEncounteredPokemon(enctype)
  if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
   raise ArgumentError.new(_INTL("Encounter type out of range"))
  end
  return nil if @enctypes[enctype]==nil
  chances=EncounterTypes::EnctypeChances[enctype]
  rnd=rand(100)
  chosenpkmn=0
  chance=0
  for i in 0...chances.length
   chance+=chances[i]
   if rnd<chance
    chosenpkmn=i
    break
   end
  end
  encounter=@enctypes[enctype][chosenpkmn]
  return nil if !encounter
  level=encounter[1]+rand(1+encounter[2]-encounter[1])
  return [encounter[0],level]
 end
 def pbGenerateEncounter(enctype)
  if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
   raise ArgumentError.new(_INTL("Encounter type out of range"))
  end
  return nil if @density==nil
  return nil if @density[enctype]==0 || !@density[enctype]
  return nil if @enctypes[enctype]==nil
  @stepcount+=1
  return nil if @stepcount<=3 # Check three steps after battle ends
  encount=@density[enctype]*16
  if $PokemonGlobal.bicycle
   encount=(encount*4/5)
  end
  if $PokemonMap.blackFluteUsed
   encount/=2
  end
  if $PokemonMap.whiteFluteUsed
   encount=(encount*3/2)
  end
  if $Trainer.party.length>0
   if isConst?($Trainer.party[0].item,PBItems,:CLEANSETAG)
    encount=(encount*2/3)
   else
    if isConst?($Trainer.party[0].ability,PBAbilities,:STENCH)
     encount=(encount*1/2)
    elsif isConst?($Trainer.party[0].ability,PBAbilities,:ILLUMINATE)
     encount=(encount*2/3)
    end
   end
  end
  return nil if rand(2874)>=encount
  encpoke=pbEncounteredPokemon(enctype)
  return nil if !encpoke
  if $PokemonGlobal.repel>0 && 
     $Trainer.party.length>0 &&
     encpoke[1]<=$Trainer.party[0].level
   return nil
  end
  return encpoke
 end
end

The code wasn't made by me, i can't remember who made it, in any case check the thread and search for the person who made it, just in case they may want credit for it.

To make the code work replace the old script with this one on the script section PokemonEncounters.

There are 3 types of encounters : LandDay, LandMorning and LandNight.

To define what pokemon will appear in each time of the day you'll have to do it manually, like this:

Spoiler:


Hope it helped!
 

KingCharizard

C++ Developer Extraordinaire
1,229
Posts
14
Years
You mean, how to make the Day/Night system?

Someone posted the fixed code somewhere on the Pokemon Essentials Thread.

Let me see if i can find it...

Code:
module EncounterTypes
 Land=0
 Cave=1
 Water=2
 RockSmash=3
 OldRod=4
 GoodRod=5
 SuperRod=6
 HeadbuttLow=7
 HeadbuttHigh=8
 LandMorning=9
 LandDay=10
 LandNight=11
 BugContest=12
 Names=[
   "Land",
   "Cave",
   "Water",
   "RockSmash",
   "OldRod",
   "GoodRod",
   "SuperRod",
   "HeadbuttLow",
   "HeadbuttHigh",
   "LandMorning",
   "LandDay",
   "LandNight",
   "BugContest"
  ]
  EnctypeChances=[
   [20,20,10,10,10,10,5,5,4,4,1,1],
   [20,20,10,10,10,10,5,5,4,4,1,1],
   [60,30,5,4,1],
   [60,30,5,4,1],
   [70,30],
   [60,20,20],
   [40,40,15,4,1],
   [30,25,20,10,5,5,4,1],
   [30,25,20,10,5,5,4,1],
   [20,20,10,10,10,10,5,5,4,4,1,1],
   [20,20,10,10,10,10,5,5,4,4,1,1],
   [20,20,10,10,10,10,5,5,4,4,1,1],
   [20,20,10,10,10,10,5,5,4,4,1,1]
  ]
end
class PokemonEncounters
 def initialize
  @enctypes=[]
  @density=nil
 end
 def stepcount
  return @stepcount
 end
 def clearStepCount
  @stepcount=0
 end
 def hasEncounter?(enc)
  return false if @density==nil || enc<0
  return @enctypes[enc] ? true : false  
 end
 def isCave?
  return false if @density==nil
  return @enctypes[1] ? true : false
 end
 def isGrass?
  return false if @density==nil
  return (@enctypes[0] || @enctypes[9] || @enctypes[10] || @enctypes[11] || @enctypes[12]) ? true : false
 end
 def isEncounterPossibleHere?
  if $PokemonGlobal && $PokemonGlobal.surfing
   return true
  elsif self.isCave?
   return true
  elsif self.isGrass?
   return pbIsGrassTag?($game_map.terrain_tag($game_player.x,$game_player.y))
  else
   return false
  end
 end
 def pbEncounterType
  if $PokemonGlobal && $PokemonGlobal.surfing
   return EncounterTypes::Water
  elsif self.isCave?
   return EncounterTypes::Cave
 elsif self.isGrass?
   hour=Time.now.hour
   enctype=EncounterTypes::Land
   if pbInBugContest?
    if self.hasEncounter?(EncounterTypes::BugContest)
     enctype=EncounterTypes::BugContest
    end
   elsif hour<6 || hour>=20
    if self.hasEncounter?(EncounterTypes::LandNight)
     enctype=EncounterTypes::LandNight
    end
   elsif hour<12
    if self.hasEncounter?(EncounterTypes::LandMorning)
     enctype=EncounterTypes::LandMorning
    end
   else
    if self.hasEncounter?(EncounterTypes::LandDay)
     enctype=EncounterTypes::LandDay
    end
   end
   return enctype
  else
   return -1
  end
 end
 def setup(mapID)
  @density=nil
  @stepcount=0
  @enctypes=[]
  begin
   data=load_data("Data/encounters.dat")
   if data.is_a?(Hash) && data[mapID]
    @density=data[mapID][0]
    @enctypes=data[mapID][1]
   else
    @density=nil
    @enctypes=[]
   end
  rescue
   @density=nil
   @enctypes=[]
  end
 end
 def pbMapHasEncounter?(mapID,enctype)
  data=load_data("Data/encounters.dat")
  if data.is_a?(Hash) && data[mapID]
    enctypes=data[mapID][1]
    density=data[mapID][0]
  else
    return false
  end
  return false if density==nil || enctype<0
  return enctypes[enctype] ? true : false  
 end
 def pbMapEncounter(mapID,enctype)
  if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
   raise ArgumentError.new(_INTL("Encounter type out of range"))
  end
  data=load_data("Data/encounters.dat")
  if data.is_a?(Hash) && data[mapID]
    enctypes=data[mapID][1]
  else
    return nil
  end
  return nil if enctypes[enctype]==nil
  chances=EncounterTypes::EnctypeChances[enctype]
  rnd=rand(100)
  chosenpkmn=0
  chance=0
  for i in 0...chances.length
   chance+=chances[i]
   if rnd<chance
    chosenpkmn=i
    break
   end
  end
  encounter=enctypes[enctype][chosenpkmn]
  level=encounter[1]+rand(1+encounter[2]-encounter[1])
  return [encounter[0],level]
 end
 def pbEncounteredPokemon(enctype)
  if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
   raise ArgumentError.new(_INTL("Encounter type out of range"))
  end
  return nil if @enctypes[enctype]==nil
  chances=EncounterTypes::EnctypeChances[enctype]
  rnd=rand(100)
  chosenpkmn=0
  chance=0
  for i in 0...chances.length
   chance+=chances[i]
   if rnd<chance
    chosenpkmn=i
    break
   end
  end
  encounter=@enctypes[enctype][chosenpkmn]
  return nil if !encounter
  level=encounter[1]+rand(1+encounter[2]-encounter[1])
  return [encounter[0],level]
 end
 def pbGenerateEncounter(enctype)
  if enctype<0 || enctype>EncounterTypes::EnctypeChances.length
   raise ArgumentError.new(_INTL("Encounter type out of range"))
  end
  return nil if @density==nil
  return nil if @density[enctype]==0 || !@density[enctype]
  return nil if @enctypes[enctype]==nil
  @stepcount+=1
  return nil if @stepcount<=3 # Check three steps after battle ends
  encount=@density[enctype]*16
  if $PokemonGlobal.bicycle
   encount=(encount*4/5)
  end
  if $PokemonMap.blackFluteUsed
   encount/=2
  end
  if $PokemonMap.whiteFluteUsed
   encount=(encount*3/2)
  end
  if $Trainer.party.length>0
   if isConst?($Trainer.party[0].item,PBItems,:CLEANSETAG)
    encount=(encount*2/3)
   else
    if isConst?($Trainer.party[0].ability,PBAbilities,:STENCH)
     encount=(encount*1/2)
    elsif isConst?($Trainer.party[0].ability,PBAbilities,:ILLUMINATE)
     encount=(encount*2/3)
    end
   end
  end
  return nil if rand(2874)>=encount
  encpoke=pbEncounteredPokemon(enctype)
  return nil if !encpoke
  if $PokemonGlobal.repel>0 && 
     $Trainer.party.length>0 &&
     encpoke[1]<=$Trainer.party[0].level
   return nil
  end
  return encpoke
 end
end

The code wasn't made by me, i can't remember who made it, in any case check the thread and search for the person who made it, just in case they may want credit for it.

To make the code work replace the old script with this one on the script section PokemonEncounters.

There are 3 types of encounters : LandDay, LandMorning and LandNight.

To define what pokemon will appear in each time of the day you'll have to do it manually, like this:

Spoiler:


Hope it helped!

A very impressive explanation. Good job most people probably will use the different encounters...
 

Karel_Kazuki

Wants to Learn about PKMN Rmxp
359
Posts
16
Years
Hello, I am back with a request/help with this region map icreated.Obviously, its too big so im asking does anyone know how to resize it or can you do it for me?
 

KingCharizard

C++ Developer Extraordinaire
1,229
Posts
14
Years
err... i dont know how to do that...if you mean drag the corners in, it dissappears every time.

No not likt that, do this: ok when you open the image in paint, go to image, a drop down list will show, select resize/skew. type in the box where it says 100 and has another 100 beneath. type 60 press tab and type 60 again press ok there you go. if that not the size u want press undo(ctrl + z) and type a different number till you find the size you want.
 
69
Posts
14
Years
  • Seen Nov 19, 2014
I dont understand how change the language.
First: i compile the text
second: i put de int.dat in data folder.
and later???

Sorry for my english
 

KingCharizard

C++ Developer Extraordinaire
1,229
Posts
14
Years
Can someone post an example or even a mini tutorial on how to use the Random Dungeon system in the latest version of Essentials? What poccil wrote just isn't detailed enough, there needs to be a picture example of how the Autotiles are setout. This is the section in notes.html
http://www.upokecenter.com/projects/pokestarter/notes.html#dungeons

Think of zelda's dungeons... they looked like this

|_|_|
|_|_|
|_|_| -- 2d Diagram

Each room looked almost exactly the same and it was a pain to get out unless you knew the way. That what I believe is the use for the dungeon here. But if you put trainers in each dungeon they will be moved when you renter the same room making you believe its a different room... Now I dunno if this is correct i'll try it out but i'm pretty sure that it is.

The autotiles are just a wall and floor, the 1 auto tile i think he means the wall corner. I'm not too sure,try using some cave tiles as auto tiles and see what happens..
 
Last edited:

Peeky Chew

Master of Palettes
829
Posts
14
Years
Simple question: In rmxp how do you make it so that once you've talked to someone they stay looking in the direction you did?
Thanks.
 

KingCharizard

C++ Developer Extraordinaire
1,229
Posts
14
Years
I already tried that, it doesn't work...

It worked for me, take a look!
Spoiler:

She started in the down position, I talked to her she faced up and stayed up talked to her from every angle she stayed... Before she did go back but then I added
sent move route > This event > turn towards player.
 
489
Posts
16
Years
I have tried and tried to get this to work but to no avail. Could someone please make a version of this script for Pokemon Essentials? This script is currently designed for a default RMXP engine (default Menu and all that).
This is the script here:
Spoiler:
Whoever does it, just let me know how you want me to thank you. Obviously Credits in my fan game, but PM me if you would like something special as well.

P.S. Almost forgot this script too, you will need it for the previous one to work or even edits of it.
Spoiler:
And also the Icon for the Mouse (attached below, place in Graphics/Icons)
 
Last edited:
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