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Pokemon System

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wow this is looking really good, what im curious about is does it have a catching system.

I cant wait for the english release i hope its soon, or i just might have to go and learn portugese lol
 
Although there's an assload of file not found errors in the demo, it's still very impressive. I'm especially impressed by the fact that you pulled off the evolution system perfectly.

I wish I could understand what the crap everything says, then maybe I would have liked it even more.

I might just make a Pokemon game with these scripts being so awesome and such.
 

Anonymous

Guest

Well i must say i'm interested to see this as i'm not normally impressed by some peoples attempts at a pokemon system. However I'm currently in a war with rapidshare and can no longer download off them. By screenshots though it looks really good ;)
 

AlexL

Member

Well good job on this it looks great thus far, my suggestion would be this. instead of using an event to call that battle go to the script editor and at Scene_Map look for Def call_Battle
change it from this
Code:
def call_battle
    # バトル呼び出しフラグをクリア
    $game_temp.battle_calling = false
    # メニュー呼び出しフラグをクリア
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # エンカウント カウントを作成
    $game_player.make_encounter_count
    # マップ BGM を記憶し、BGM を停止
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # バトル開始 SE を演奏
    $game_system.se_play($data_system.battle_start_se)
    # バトル BGM を演奏
    $game_system.bgm_play($game_system.battle_bgm)
    # プレイヤーの姿勢を矯正
    $game_player.straighten
    # バトル画面に切り替え
    $scene = Scene_Battle.new
  end

to

Code:
def call_battle
    if $game_map.terrain_tag($game_player.x, $game_player.y) == 1
      # Clear battle calling flag
      $game_temp.battle_calling = false
      # Clear menu calling flag
      $game_temp.menu_calling = false
      $game_temp.menu_beep = false
      # Make encounter count
      $game_player.make_encounter_count
      # Memorize map BGM and stop BGM
      $game_temp.map_bgm = $game_system.playing_bgm
      $game_system.bgm_stop
      # Play battle start SE
      $game_system.se_play($data_system.battle_start_se)
      # Play battle BGM
      $game_system.bgm_play($game_system.battle_bgm)
      # Straighten player position
      $game_player.straighten
      # Switch to battle screen
      $scene = Scene_Battle.new
    end
  end


Now go to your database, and make your tall grass Terrain Tag 1.


And heres a nice water reflection script made by Rataime, your gonna need to make your wateer terrain tag 7 to use it tho.

Code:
#==============================================================================
# â–  Sprite_Reflection
# Based on Sprite_Mirror, Modified By: JmsPlDnl, rewritten entirely by Rataime
#==============================================================================
CATERPILLAR_COMPATIBLE = true

class Game_Party
  attr_reader :characters
end

class Sprite_Reflection < RPG::Sprite

 attr_accessor :character

 def initialize(viewport=nil, character=nil,self_angle = 180)
   super(viewport)
   @character = character
   @self_angle=self_angle
   self.opacity=0
   @reflected=false
   @former=false
   @moving=false
   if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)==7
     @reflected=true
     @former=true
   end
   update
 end

 def update
   super
   if @tile_id != @character.tile_id or
      @character_name != @character.character_name or
      @character_hue != @character.character_hue
     @tile_id = @character.tile_id
     @character_name = @character.character_name
     @character_hue = @character.character_hue
     if @tile_id >= 384
       self.bitmap = RPG::Cache.tile($game_map.tileset_name,
         @tile_id, @character.character_hue)
       self.src_rect.set(0, 0, 32, 32)
       self.ox = 16
       self.oy = 32
     else
       self.bitmap = RPG::Cache.character(@character.character_name,
         @character.character_hue)
       @cw = bitmap.width / 4
       @ch = bitmap.height / 4
       self.ox = @cw / 2
       self.oy = @ch
     end
   end
   
   self.visible = (not @character.transparent)
   if @tile_id == 0
     sx = (@character.pattern) * @cw
     sy = (@character.direction - 2) / 2 * @ch
     if @character.direction== 6
           sy = ( 4- 2) / 2 * @ch
     end
     if @character.direction== 4
           sy = ( 6- 2) / 2 * @ch
    end
    if @character.direction != 4 and @character.direction != 6
          sy = (@character.direction - 2) / 2 * @ch
    end
   end
   
   self.x = @character.screen_x
   self.y = @character.screen_y-5
   @moving=!(@character.real_x%128==0 and @character.real_y%128==0)
   @d=@character.direction
   @rect=[sx, sy, @cw, @ch]
   if !(@moving)
     if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)==7 
       @reflected=true
       @former=true
     else
       @reflected=false  
       @former=false
     end
     
   else
       case @d
       
       when 2
       if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+2)==7
         @reflected=true
         if @former==false
           @offset = (@character.screen_y%32)*@ch/32
           @rect=[sx, sy, @cw, @offset]
           self.y=@character.screen_y-5
         end
       else
         @reflected=false  
       end
       
       when 4
       if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)!=7
         @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
         @rect=[sx, sy, @offset, @ch]
         self.x=@character.screen_x
       else
         @reflected=true
         if @former==false
           @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
           @rect=[sx+@offset, sy, @cw-@offset, @ch]
           self.x=@character.screen_x-@offset
         end
       end
       
       when 6
       if $game_map.terrain_tag(@character.real_x/128+1,@character.real_y/128+1)!=7
         @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
         @rect=[sx+@offset, sy, @cw-@offset, @ch]
         self.x=@character.screen_x-@offset
       else
         @reflected=true
         if @former==false
           @offset = ((@character.screen_x-@cw/2)%32)*@cw/32
           @rect=[sx, sy, @offset, @ch]
           self.x=@character.screen_x
         end
       end
       
       when 8
       if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+2)==7
         @reflected=true
         if $game_map.terrain_tag(@character.real_x/128,@character.real_y/128+1)!=7
           @offset = (@character.screen_y%32)*@ch/32
           @rect=[sx, sy, @cw, @offset]
           self.y=@character.screen_y-5
         end
       else
         @reflected=false  
       end
       
       end

   end
   if @reflected
     self.opacity=128
   else
    @rect=[sx, sy, @cw, @ch]
    self.opacity=0
   end
   
   if $game_map.terrain_tag((@character.real_x+64)/128,@character.real_y/128+2)!=7
     if $game_map.terrain_tag((@character.real_x+64)/128,@character.real_y/128+2)!=7
       @rect[1]= @rect[1]+@ch/2
       @rect[3]= @rect[3]/2
       self.y = self.y - @ch/2
     else
       @reflected=false
     end
   end
     
   self.src_rect.set(@rect[0],@rect[1],@rect[2],@rect[3])
   
   @character.is_a?(Game_Player) ? self.z = 9 : self.z = 5
   self.blend_type = @character.blend_type
   self.bush_depth = @character.bush_depth
   if @character.animation_id != 0
     animation = $data_animations[@character.animation_id]
     animation(animation, true)
     @character.animation_id = 0
   end

   self.angle = @self_angle
 end
end

#===================================================
# â–¼ CLASS Sprite_Character edit
#===================================================

class Sprite_Character < RPG::Sprite
  alias reflect_initialize initialize
  
  def initialize(viewport, character = nil)
    @character = character
    @reflection = []
    super(viewport)
    if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["r"])
     @reflection.push(Sprite_Reflection.new(viewport,@character))
    end
    if (character.is_a?(Game_Event) and character.list!=nil and character.list[0].code == 108 and character.list[0].parameters == ["hero_r"])
     @reflection.push(Sprite_Reflection.new(viewport,$game_player))
#===================================================
# ● Compatibility with fukuyama's caterpillar script
#===================================================
if CATERPILLAR_COMPATIBLE and $game_party.characters!=nil

  for member in $game_party.characters
    @reflection.push(Sprite_Reflection.new(viewport,member))
  end

end
#===================================================
# ● End of the compatibility
#===================================================
    end
    reflect_initialize(viewport, @character)
  end
  
  alias reflect_update update
  
  def update
   reflect_update
   if @reflection!=nil
     for reflect in @reflection
       reflect.update
     end
   end
  end
  
end
 
@bruno1440: Im not sure on this. I think it is at Monster's Section in database if Im not mistaken. (Other starterkits use Monsters section for enemy. So have a look there.

I really hate Rapidshare lol.

I was wondering, Will there be Pokedex (Bestiary) and more features.
This is looking promising. :D

~DopeyCriz
 
While it still needs to be perfected, it looks good so far. Still needs to be refined though. But, IMO, the best pokemon system out there so far and when it is 100% complete and english, this will be a great script!
 
Dopey Criz said:
@bruno1440: Im not sure on this. I think it is at Monster's Section in database if Im not mistaken. (Other starterkits use Monsters section for enemy. So have a look there.

~DopeyCriz
Ive tryed that but nothing on the monsters section....
':|
 
For people that dont know portuguese (like myself) I and a few others are translating it. We have got almost everything but the battle system in english. I'll update you later.
 
harshboy said:
For people that dont know portuguese (like myself) I and a few others are translating it. We have got almost everything but the battle system in english. I'll update you later.
If u need help please PM me because im portuguese!;)
 
Wow this forum like died... BUMP! So is the translated version done yet?! I wanna use it pleaasee :( -makes a sad face- I want to see it I like the first version its so cool!
 
I was just wondering if this version had a pokedex system, as of yet i havent been able to download it to give a run through. Harshboy, your just translating arent you? and not sorting out the bugs?
 
Nope, by translating it it brings more bugs to the table, but i can try. Most likely i'll fix some bugs, while only creating more annoying ones':|
 
Just getting it in english will be good enough, then that makes less work for Gleen pushing the release forward :D. Hmm, im sure i can find something to do for a pokedex if there isnt one already implemented in the script.
 
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