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

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Not sure if this is entirely ontopic, but i was wondering where i could find a RGSS/Ruby scripting tutorial? Thanks in advance...

the best place to start learning ruby script would be right here. just click one of the links in the "Get Started" section and you're on your way to learning basic ruby.
 
Para que te puedan dar por ejemplo dos pociones en vez de una, en el mismo momento cual es el script que hay que poner?
 
I have problem, The backsprite dont work in my game, i write in metadat.txt trback and i have blank in battle, who help?
 
help

when i am using pokemon essentials, i get this error:




Exception: RuntimeError
Message: Script error within event 15, map 12 (Gabrock Town):
Section041:80:in `initialize'LoadLibrary: rubyscreen.dll

Section019:238:in `pbExecuteScript'
Section041:80:in `new'
Section041:80:in `snap_to_bitmap'
Section080:146:in `pbBattleAnimation'
Section090:314:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Section019:753:in `eval'
Section019:238:in `pbExecuteScript'
Section019:753:in `command_111'
Section019:292:in `execute_command'

Interpreter:249:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'
Scene_Map:110:in `update'
Scene_Map:66:in `main'


what do i do?
 
when i am using pokemon essentials, i get this error:




Exception: RuntimeError
Message: Script error within event 15, map 12 (Gabrock Town):
Section041:80:in `initialize'LoadLibrary: rubyscreen.dll

Section019:238:in `pbExecuteScript'
Section041:80:in `new'
Section041:80:in `snap_to_bitmap'
Section080:146:in `pbBattleAnimation'
Section090:314:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Section019:753:in `eval'
Section019:238:in `pbExecuteScript'
Section019:753:in `command_111'
Section019:292:in `execute_command'

Interpreter:249:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:99:in `update'
Scene_Map:97:in `loop'
Scene_Map:110:in `update'
Scene_Map:66:in `main'


what do i do?

go to map 12, and find event 15, tell us what it says there.
 
Venom12: You're not supposed to use that. Name your file trback000, changing the 000 depending on the ID of the player's trainer type. Put that file in the Graphics/Pictures folder.
Tokinini: Have you got a file named rubyscreen.dll in the main folder of your game? If not, download Essentials again, and take the one from there.
Pokehero22: Are you sure that you're using this script? Perhaps you made a typo...
Code:
pbAddPokemon(25,5)

And 3000th reply to the thread :P
 
I have a question.
How do I change the main character when he's throwing the pokeball in event mode.
it says traback, but when I change it, it goes to characters
Help
 
I have a question.
How do I change the main character when he's throwing the pokeball in event mode.
it says traback, but when I change it, it goes to characters
Help

that just means that the image you used is a charset, you need to put down the name of the trainerback
 
that just means that the image you used is a charset, you need to put down the name of the trainerback

so lets say i save it as trback1? den i go to editor>metadata>global>the girl char, i click unused to change it, and it goez to char sheets
 
I have a question regarding the Battle Backrounds.

I want to get D/P style battle backrounds, but since the 'battlebg' files are made to repeat themselves to make the backround, I can't do it. So what script, and which lines do I change to make the backround image just show once?

Thanks in advance.
 
k got another question.
On page 38 it shows how to setup netplay, well, after you setit up, can you like reinstall everything you downloaded???
 
I have a question regarding the Battle Backrounds.

I want to get D/P style battle backrounds, but since the 'battlebg' files are made to repeat themselves to make the backround, I can't do it. So what script, and which lines do I change to make the backround image just show once?

Thanks in advance.

you don't need to modify any scripts, all you have to do is replace the images, the reason why you don't need to replace any of the scripts is because the images are ONLY repeated if they are not big enough, and are only repeated enough to fit the screen, meaning you not need to do anything but replace the images.

YEAH! my first script edit! (yes, i know, it's the worlds most simplest script edit, but i'm learning)

anyway, i got tired of the fact that i can't have any area in a dive map that you could move on, but couldn't dive up on, so i edited the script! :D

and i desided to give you the script to.

just go to line 1747 in pokemonfield, and replace that section of coding with this:
Code:
def Kernel.pbSurfacing
 return if !$PokemonGlobal.diving
 divemap=nil
 meta=pbLoadMetadata
 for i in 0...meta.length
  if meta[i] && meta[i][MetadataDiveMap]
   if meta[i][MetadataDiveMap]==$game_map.map_id
    divemap=i
    break
   end
  end
 end
 return if !divemap
if $game_switches[150]
 movefinder=Kernel.pbCheckMove(PBMoves::DIVE)
 if $DEBUG || movefinder
  if Kernel.pbConfirmMessage(_INTL("Light is filtering down from above.  Would you like to use Dive?"))
      speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
      Kernel.pbMessage(_INTL("{1} used Dive.",speciesname))
      pbHiddenMoveAnimation(movefinder)
      pbFadeOutIn(99999){
       $game_temp.player_new_map_id=divemap
       $game_temp.player_new_x=$game_player.x
       $game_temp.player_new_y=$game_player.y
       $game_temp.player_new_direction=$game_player.direction
       pbCancelVehicles
       $PokemonGlobal.surfing=true
       pbUpdateVehicle
       $scene.transfer_player(false)
       surfbgm=pbGetMetadata(0,MetadataSurfBGM)
       $game_switches[150]=false
       if surfbgm
        $game_system.bgm_play(surfbgm)
       else
        $game_map.autoplayAsCue
       end
       $game_map.refresh
      }
      return true
  end
 else
  raise _INTL("Can't find Pokemon with Dive...")
end
 else
 end
 return false
end


then go to lin 1879 (also in pokemonfield) and replace that section of code with this:
Code:
def Kernel.pbDive
 divemap=pbGetMetadata($game_map.map_id,MetadataDiveMap)
 return false if !divemap
 if $DEBUG || $Trainer.badges[BADGEFORDIVE]
   movefinder=Kernel.pbCheckMove(PBMoves::DIVE)
   if $DEBUG || movefinder
    if Kernel.pbConfirmMessage(_INTL("The sea is deep here.  Would you like to use Dive?"))
      speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
      Kernel.pbMessage(_INTL("{1} used Dive.",speciesname))
      pbHiddenMoveAnimation(movefinder)
      pbFadeOutIn(99999){
       $game_temp.player_new_map_id=divemap
       $game_temp.player_new_x=$game_player.x
       $game_temp.player_new_y=$game_player.y
       $game_temp.player_new_direction=$game_player.direction
       pbCancelVehicles
       $PokemonGlobal.diving=true
       pbUpdateVehicle
       $scene.transfer_player(false)
       $game_map.autoplay
       $game_map.refresh
      }
      $game_switches[150]=true
      return true
    end
   else
    Kernel.pbMessage(_INTL("The sea is deep here.  A Pokemon may be able to go underwater."))
   end
 else
  Kernel.pbMessage(_INTL("The sea is deep here.  A Pokemon may be able to go underwater."))
 end
 return false
end


then, in your game, where ever you want the player to nolonger be able to dive up, make an event that turns switch 150 off (you can change the switch number by editing the 2 scripts above)
then, make a new event that turns that same switch back on in a spote RIGHT before the area where you want the player to stop diving.

this images shows you what i mean about the events:
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP
 
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Hey. I've got some experience with RPG Maker Xp and this kit looks great. My version of RPGXP is a Japanese translation and so i changed the text in the game file (via notepad, like you said) to 1.01 and now it loads fine. Except for 2 rather massive things. I can't acess Editor, it just makes the error noise and wont load. Also It wont let me test play the game (the Test Maps) at all, it gives an error message and close the game.
 
That's because you need the file "RGSS102E.dll", which is not included with Pokemon Essentials. Once you have that file, put it within the game's folder. I will mention that in the documentation.
 
Ok, that half worked...and i am grateful. Editor now works, but I still can't test play the game. Should I pm you about this, rather than posting in this thread?

Ali
 
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The Japanese translated version is illegal, though. You might want to get the real English version.
 
The Japanese translated version is illegal, though. You might want to get the real English version.

Tbh, i'm not that fussed. I bought it off amazon for £2.75, and i'm happy with it. I was pretty unaware that it was illegal, and i dont' currently have the cash to replace it.
 
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how do you check to see if a veriable is equal to any number in a set of numbers (meaning, i want to see if veriable whatever is equal to 3,11,25, or 35)
 
how do you check to see if a veriable is equal to any number in a set of numbers (meaning, i want to see if veriable whatever is equal to 3,11,25, or 35)

use a conditional branch;)
so that variable i.e 25 = equal to 3, 11 ,25 or 35 (this will probably need 4 conditional branches 1 for each number;))
Hope i helped!

PoKéMaKeR
 
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