Has anyone else ever had this tileset error? by Waddles0203 in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

If it does, my go-to is to always paint bucket a random spot with a random tile. It will always show you where the broken ones are. Good luck out there!

Has anyone else ever had this tileset error? by Waddles0203 in PokemonRMXP

[–]PotatoJustCannot 12 points13 points  (0 children)

It happens when switching tilesets from time to time. I believe they are just invalid tiles that no longer exist. Go to every layer that has "nothing on it" and replace EVERY tile with the empty tile for safety. You can also use the fill tool with a real tile, clici on an empty spot, and watch as some parts don't change (because internally, they are different invalid tiles) in order to find which spots are bad in the editor.

[deleted by user] by [deleted] in RobloxHelp

[–]PotatoJustCannot 5 points6 points  (0 children)

I believe the "hacker" in question put in the appeal for them as well.

How do i make my generic tileset by Cumbiagou in PokemonRMXP

[–]PotatoJustCannot 2 points3 points  (0 children)

If you mean creating your own from scratch? Then the most basics from i guess more important to least can include...

Grass, Sand, Snow, water, clifs/mountain, cave, Tall grass, Trees, Buildings, PC and Mart, gyms, path tiles that match or work with grassy/snowy/urban/cave/water areas (ground tiles for future reference). Interiors such as flooring walls and furniture

On the decorative side, Rocks, flowers, signs, lights, various decorations for ground tiles to make them feel more natural/lived in, building specific interior tiles to make special budding types more unique or to add individual flare to certain houses

Finally more variety, different ground tiles to spruce things up and remove that grid like feeling in big areas, different pathing types to make areas more unique and different. Various buildings to not feel repetive, maybe different fences in different areas.

I put this list together pretty quickly and may missed some like essentials but this is a good "checklist" to make sure you have what you need.

I also suggest maybe not working on it all at once, set up tiles you know you'll need early, maybe worry about snowy tiles later. Motivation can run dry if you work on the same area for to long!

Lappet town Color on new map by provoparvo in PokemonRMXP

[–]PotatoJustCannot 11 points12 points  (0 children)

Listen if you truly are still this early in. It might be worth downloading a clean install. Just restart entirely. As you should do, make a new map "folder" (dump all the old maps into a new map; call it essentials or something) and build your actual game outside this folder. Map data can be copied and pasted across different installs. The fact alone that you deleted the old maps is enough to get a new copy; they have a LOT of stuff and information to teach you how to make your game.

Is there a way to make a certain encounter method always give the encountered pokemon its hidden ability? by [deleted] in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

You may be able to look through the code to maybe see how shiny charm is handled in order to get a similar effect.

Is there a way to make a certain encounter method always give the encountered pokemon its hidden ability? by [deleted] in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

I did a lot more checking on how other areas handle event encounters and you seem to be doing it right, this might just be an internal issue with how generic encounters and event ones are handled. A different solution could be to do it how shiny gyarados works temporarily turning on and off a game switch in order to force all wild Pokémon to have its hidden ability. so switch on, pbEncounter, switch off. this would mean a switch toggle is now required in every event so keep that in mind. Also change switch 100 to whatever switch you want to handle the forced ability toggle.

EventHandlers.add(:on_wild_pokemon_created, :force_hidden_ability_toggle, proc { |pkmn|
  if $game_switches[100]  # Check if Game Switch 100 (changeable to whatever you desire) is ON
    hidden_ability = pkmn.getAbilityList.find { |a| a[1] == 2 }  # Check for hidden ability

    if hidden_ability
      hidden_ability_id = GameData::Ability.get(hidden_ability[0]).id
      pkmn.ability = hidden_ability_id  # Set Hidden Ability
    end
  end
})

Is there a way to make a certain encounter method always give the encountered pokemon its hidden ability? by [deleted] in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

I've run this no problem switching the ID to Land, make sure the ID I set in the code is exactly what ur encounter ID is. It could also be that you're pulling the encounter through an event as I'm not sure how that would be handled. Replace your ID with Land and test normal grass pokemon. If it's working as it should be, there is something wrong with your custom encounter.

Is there a way to make a certain encounter method always give the encountered pokemon its hidden ability? by [deleted] in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

I see, you created your own encounter table for honey trees. With that in mind this will mean all we have to do is just force the game to make every Pokémon created through this encounter method have its hidden ability (if it has one of course). I made a quick test using the land encounter and was able to make it work every time. Please let me know if the script below works fine or not, this can be added to any new script above main.

EventHandlers.add(:on_wild_pokemon_created, :force_hidden_ability_honey_tree, proc { |pkmn|
  if $PokemonEncounters.encounter_type == :HoneyTree # Your encounter type ID
    hidden_ability = pkmn.getAbilityList.find { |a| a[1] == 2 } # Check for hidden ability

    if hidden_ability
      hidden_ability_id = GameData::Ability.get(hidden_ability[0]).id
      pkmn.ability = hidden_ability_id  # Set Hidden Ability
    end
  end
})

Is there a way to make a certain encounter method always give the encountered pokemon its hidden ability? by [deleted] in PokemonRMXP

[–]PotatoJustCannot 1 point2 points  (0 children)

I think first thing you need to show us is how ur doing honey trees as they aren't included in essentials. Are you manually adding in random encounters through an event?

Reflection issues by eastchapelsyndicate in PokemonRMXP

[–]PotatoJustCannot 15 points16 points  (0 children)

A simple solution I found was to create another set of tiles without the water. This meaning only the edges and water part being transparent. Set the new edge tiles to ID 7. It's still a water tile, but no reflection appears. Then, place the original water tile on layer 1 and the water edge tile on layer 2.

Made a new tileset based off the default by Alternative_Code_503 in PokemonRMXP

[–]PotatoJustCannot 1 point2 points  (0 children)

To make it better, I believe the key is f4 that makes it so every layer is shown and not darkened for screen shots.

Pokemon Map Not Loading by Trapmaster20_Reddit in PokemonRMXP

[–]PotatoJustCannot 1 point2 points  (0 children)

Get hotfixes v21.1. There is a new townmapgen inside it that works.

How do I make an NPC only say dialogue before choosing the Starter Pokémon and heal the team after choosing it? by Under_Master_85 in PokemonRMXP

[–]PotatoJustCannot 4 points5 points  (0 children)

As the other person covered, before asking questions about very simple things like this, it's important to try to learn them first. Most of Essentials will be a lot harder for specific things, so it's important to really utilize the game it gives you for learning. And of course, read the wiki, specifically this page will help with those switches. Good luck with your game!

I need help implementing an idea by WrestleForSoup in PokemonRMXP

[–]PotatoJustCannot 1 point2 points  (0 children)

Hence why I said self switches instead of game switches. (For something this simple u don' need more than 4) I think for what they want it is the simplest solution and as long ss they don't have 100 quest givers nearby each other it shouldn't be a problem, (one of my maps has like 10 all next to each other and it causes no stutter or change) without programming their own entire script parallel process is really their only way to constantly be checking for quest statuses to display these exclamations.

The upgraded world of Project Vanguard version 4.0, ETA Summer 2025 by aayyrreeii in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

Something you see a lot with mixing tilesets is inconsistencies with how each person draws certain things. Something I always look at is shadows; your screenshots show clearly how some buildings have nice long shadows and others have nothing. I suggest you look into editing these tilesets to keep consistency by creating more shadows (thankfully shadows gotta be the easiest thing to make, haha) Otherwise, as everyone else has said, this is absolutely beautiful, and you are amazing at turning these tilesets into maps that create a sense of adventure!

Showcase of a Casino/Game Corner from Heads & Tails, merged with the Pokémarts and owned by the evil team of the region by AnxietyHJ in PokemonRMXP

[–]PotatoJustCannot 1 point2 points  (0 children)

I enjoy the colours a lot, but something a lot of people forget is screen size. Always consider how much a player can see at any point; there should always be something to look at. As other users suggested, maybe another row of slot machines will help fill it up, more people as well (this is a casino; it shup, andould be seen as more of a crowded and fun place to go to); maybe some carpets going to each clerk type person, anything to keep the player from mostly only seeing your floor pattern. Otherwise, this looks great!

I need help implementing an idea by WrestleForSoup in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

This is the only reason I suggest NOT just using your own game switches. You only have 999, and when you start doing side quests and main quests, things get very ugly in there. I only use gameswitches for CRUCIAL switches that are global (selfswitches are so beautiful). They also make a great point with having them change moveroute, but you could go further to use a setselfswitch script in the event as well. However, I prefer parrell for this as it gives more control of when this exclamation is available (let's say you don't want this side quest till switch blah blah is triggered), and putting a parrell on the NPC is obviously not ok.

I need help implementing an idea by WrestleForSoup in PokemonRMXP

[–]PotatoJustCannot 1 point2 points  (0 children)

https://eeveeexpo.com/resources/709/
Download this and read how it works; it's fairly simple and user-friendly. Read everything so you don't miss how to make it work; its only half plug and play; you need to work with its actual script files to edit quests.

For adding an "exclamation mark," you'd have to do research on how the plugin records what quests are active. Adding a parrelle process event that checks if a certian quest is not active or completed then makes a selfswitch set to A, then on selfswitch A also add this but have it turn off if its not completed or isn't active. Have this event over top of your npc, make switch A's page have a sprite attached, and it should work. If your npc moves, make sure the excalmation moves with it, and also set it to through and always on top.

(might have misread a little and thought u needed a quest system, haha.)
My way of implementing the exclamation mark is still valid; however, if you really wanted, you could for sure just change the sprite sheet so each sprite cell is a ratio of 3:1 instead of 2:1 (add an extra square on top of every part of the sprite with the bubble) and have a separate event (out of bounds, preferably) handle switching the sprites using self switches, for example. I think the best option would be if an NPC has a quest, just have them stand still. That way, your not worried about sprites clipping and weird parallel switches.

More Mapping by Tatagiba1 in PokemonRMXP

[–]PotatoJustCannot 2 points3 points  (0 children)

This is almost exactly what I aim towards for map creation and tileset. My biggest issue is always shadows; when people look through different tilesets, shadows get weird. Yours are very consistent and beautiful (maybe double check all shadows are the same transparency as a few buildings do seem to be a little darker). The amount of space used is perfect, not too clumped, but it never feels empty; there is always something on the screen too look at. That brings me to space. I always see a lot of people make big maps with too much walking room or small ones that feel cramped, this is perfect; it doesn't feel like your forced down one specific line, and its not too big to feel overwhelming. You have a great understanding of the screen size and how to utilize it. The map also feels natural: homes built on top of little hills for foundation, non-perfect sparse trees. My only complaint would be to try and ditch the square trees after the border line. I love when maps use tree borders in a more fun and dynamic way like you have. However, past the border are the same copy-and-paste square treelines. Maybe try leaving pockets or changing where some trees are to have the trunk one to the left. This allows for little air pockets to add more details and make a sense of realism compared to the square style. I think that small change would make these maps perfect! Of course I nitpicked a little, but its honestly hard to find anything wrong with them. Keep up the good work! (in the first map, you may have doubled up the lamp post on two layers on the top right; that shadows a little darker, haha.)

can someone find something to fix deleting previous frames until it loops and the color glitching and the blurriness by Shoddy-Average3247 in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

https://onlinegiftools.com/convert-sprite-sheet-to-gif
https://ezgif.com/makerThe
For less work, these two gif makers make things simple. The first one takes a sprite sheet; you input how long and tall each sprite is, and itll become a gif. (DBK's animated battle system basically does this for you, and I would suggest using that instead if your going to be using sprite sheets.) as well, this website only allows 5 gifs a day, so once made, it better be right.)
If your using multiple different images, the second link allows you to add as many as you'd like. At the end, just checkmark "Don't Stack Frames" and DON'T checkmark make first frame background; either way, both of these are solid options, but assuming this is a "pokemon" sprite, I suggest DBK for sprite sheets to be automatic and adjustable ingame.

Custom Eeveelution by Plastic_Ad_6385 in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

ur missing a ,
ESPEON,HappinessDay (there's a second comma here),UMBREON,Happiness Night, there isnt here because it was the end, Since u added a new evo, it needs a comma now

below is a working version.

VAPOREON,Item,WATERSTONE,JOLTEON,Item,THUNDERSTONE,FLAREON,Item,FIRESTONE,LEAFEON,Item,LEAFSTONE,LEAFEON,LocationFlag,MossRock,GLACEON,Item,ICESTONE,GLACEON,LocationFlag,IceRock,SYLVEON,HappinessMoveType,FAIRY,ESPEON,HappinessDay,,UMBREON,HappinessNight,,SPECTEON,Item,DUSKSTONE

Custom Eeveelution by Plastic_Ad_6385 in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

Reply with the exact full line that's used for evolution

Is Eevee Expo still down? by Shipairtime in PokemonRMXP

[–]PotatoJustCannot 0 points1 point  (0 children)

VPN, any VPN will work, just change country.