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LG/FR/E Database for RMXP

Drake_Miriel

Man in the Box
  • 16
    Posts
    18
    Years
    LG/FR/E Database for RMXP, now with full info

    I figured I'd try and contribute to the effort of getting a pokemon starter kit for RMXP by doing what I do best, databasing. This project doesn't bring us any closer to getting the actual systems up (unless I can efficiently event them, in which case I might), but it makes it a lot easier for possible coders and, when the time comes, people who plan to make games with it. It's a one-man job, and currently in progress, with daily work being done to get it released. Note that in its' current stage, it's mostly a developer's tool and will do you no good if you just stick it in a blank project and hope it works.
    For version 1.0, it will contain:
    -Every pokemon in RB/FG/E, with stats and movesets coming from Emerald. They're organized by the National Dex, except for new evolutions (Steelix, Politoed…) and egg forms (Magby, Pichu, etc.)
    -All 354 abilities set up accordingly
    -All hold items, berries, etc. set up
    -Common events set up for TMs and HMs
    -"System" tags such as renamed status
    -An explanation of how I set it up for coders
    -Denoting things that need to be custom scripted

    Small features I have planned for future released
    -Formatting skills for contests
    -Breeding common event
    -Duplicate entries for breed Pokemon to include egg moves
    -Berry growing system
    -Tilesets formatted for passability and terrain tags (maybe)

    If you have any suggestions for minor systems that might be doable through events, feel free to suggest them, and I'll look into it.
    As I said, I'm doing this myself, though some encouragement would help.
     
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    Sorry, but does that include a battle system? If not, how are you going to do that?
     
    in my opinion yes.
    every one could use a bit of help here!
    so i say YES!
     
    Sorry, but does that include a battle system? If not, how are you going to do that?
    I'm not doing any of the game's actual systems. Instead, I'm setting up the data which the systems will utilize, such as items and such.

    Status of the project:
    I've got the entries for abilities and pokemon in the database, so now I'm changing things around. I've got all the skills up to Dream Eater set up, and now I'm setting up the type resistances.
     
    I mean this may not be suitable when using some battle systems. I don't know, but I suppose they don't use the maker stats. They use variables or things. If you don't have the systems in the first place, where are you going to put the stats?
     
    All the systems in RPG Maker use the database. Actors (heroes), abilities used by actors, items, and the like are all part of the database. So if you open a menu to use an item, those items are pulled from the database. When yu start a battle, characters, their stats, and their abilities are pulled from the database. So, wouldn't it be easier for a scripter to make the systems if all the data needed, such as what Bulbasaur's Speed is at level five or how accurate Earthquake is, are already in place? Makes it much easier, especially to test the various battle equations and see if anything needs tweaking.
    Plus, it could also act as a template is a finalized system is based around what I did, because if you want to make new pokemon, you can just tack them on by following how I set up the original data.
     
    All the systems in RPG Maker use the database. Actors (heroes), abilities used by actors, items, and the like are all part of the database. So if you open a menu to use an item, those items are pulled from the database. When yu start a battle, characters, their stats, and their abilities are pulled from the database. So, wouldn't it be easier for a scripter to make the systems if all the data needed, such as what Bulbasaur's Speed is at level five or how accurate Earthquake is, are already in place? Makes it much easier, especially to test the various battle equations and see if anything needs tweaking.
    Plus, it could also act as a template is a finalized system is based around what I did, because if you want to make new pokemon, you can just tack them on by following how I set up the original data.

    Sorry, didn't know. But how do you do things like Special Attack, or attacks like Baton Pass? Also, the stats from RMXP go the same way they do in Pokémon, because Pokémon has the weirdest formulas for everything.
     
    Which is where the scripting comes in. I've replaced the "MP" with another stat (Sp. Def, I think, but I'll need to check). Also, for things outside of RMXP's range, like stackable status increases, abilities like Baton Pass that need coded effects, have been marked one way or another, and a Notepad indicating what I couldn't do will be included so coders don't need to mull through everything. It's not perfect, but it's definitely progress, considering I'm currently going through dual-type resistances, followed by individually setting 386 ability and attribute sets, along with all the other work I have left. I'll expand on the first post sometimes tonight or tomorrow explaining everything now that I know it's not a pointless venture.
    EDIT: project information added at the top.
     
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