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

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Maruno

Lead Dev of Pokémon Essentials
  • 5,286
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    • Seen May 3, 2024
    I want to put in the little Poké Ball symbol in the battle box for wild pokémon I already own. I can make it appear only in the opponent's boxes where appropriate, using "if @battler.index==(1 || 3) && $Trainer.owned[@battler.species]", but I can't find a way to tell the difference between a wild battle (where I want it) and a trainer battle (where I don't). "!@opponent" doesn't work, as it seems to always be true here.

    Is there a solution to this?



    Also, when starting a double battle against two separate trainers, there's a pause between the "opponent 1 send out RATTATA" message and it actually being sent out. What causes this pause? There's no such pause when the second opponent sends out their pokémon. If the pause must exist, can it be put elsewhere where it's less noticeable (say, before the fade-in to battle)?
     
  • 53
    Posts
    15
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    • Seen Jan 9, 2011
    Hi guys
    I'm trying to make a script that would allow me to battle at the same time a trainer and a wild pokemon. It'd be a double battle where you have to defeat the trainer and the pokemon but where you can catch the wild pokemon too.

    Has anyone tried this, could someone give me ideas on what to edit ?
     
  • 401
    Posts
    19
    Years
    • Age 29
    • Seen Dec 4, 2016
    I want to put in the little Poké Ball symbol in the battle box for wild pokémon I already own. I can make it appear only in the opponent's boxes where appropriate, using "if @battler.index==(1 || 3) && $Trainer.owned[@battler.species]", but I can't find a way to tell the difference between a wild battle (where I want it) and a trainer battle (where I don't). "!@opponent" doesn't work, as it seems to always be true here.

    Is there a solution to this?
    Try this:

    Code:
    @battle.opponent

    That returns true if the battle is a trainer battle.
     
  • 2,048
    Posts
    16
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    • Seen Sep 7, 2023
    The 'Player Starting Position' defined in RMXP must be in the Intro map. To change where the player starts after the intro, only edit the Transfer Player command in the intro event.
     

    Maruno

    Lead Dev of Pokémon Essentials
  • 5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    Try this:

    Code:
    @battle.opponent
    That returns true if the battle is a trainer battle.
    Not in class PokemonDataBox, it doesn't.
    Code:
    undefined method `opponent' for nil:NilClass
     
  • 2,048
    Posts
    16
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    • Seen Sep 7, 2023
    In that case, add a new variable to the PokemonDataBox class to keep track of whether there's a trainer. Edit the initialize method to accept another parameter and store it, and then on the lines where a new PokemonDataBox is created, add this to the arguments:
    Code:
    @battle.opponent ? true : false
    That returns true if there is an opponent, and false otherwise.

    Also, I just looked at the changelog of Essentials, and realised how far it's come since I last used it (Raptor EX doesn't count; it uses an old version). I remember adding Pokémon catch locations to Amethyst myself; when did it get implemented into Essentials? The new features are pretty impressive (and occasionally rather pointless; why would you need to generate phone dial tones?) :)

    EDIT: I think poccil uploaded the wrong version

    EDIT2: My bad, the correct version's up there. My computer just confused it with an older version for some reason.
     
    Last edited:

    Maruno

    Lead Dev of Pokémon Essentials
  • 5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    In that case, add a new variable to the PokemonDataBox class to keep track of whether there's a trainer. Edit the initialize method to accept another parameter and store it, and then on the lines where a new PokemonDataBox is created, add this to the arguments:
    Code:
    @battle.opponent ? true : false
    That returns true if there is an opponent, and false otherwise.

    Also, I just looked at the changelog of Essentials, and realised how far it's come since I last used it (Raptor EX doesn't count; it uses an old version). I remember adding Pokémon catch locations to Amethyst myself; when did it get implemented into Essentials? The new features are pretty impressive (and occasionally rather pointless; why would you need to generate phone dial tones?) :)

    EDIT: I think poccil uploaded the wrong version (again) :\
    If it has to be something like that, I'll just use a game switch, and flick it on or off at the beginning of each battle. I was just hoping there was something that already existed that I could have used instead. Apparently not.

    I'm using a year old version of Essentials myself, shortly before the huge change to how pictures are displayed. The problem is that there's no list of features changes/additions anywhere, just the change logs that show all the script changes without any explanation of why and what they are.
     

    KingCharizard

    C++ Developer Extraordinaire
  • 1,229
    Posts
    14
    Years
    Okay, this is problem is really pissing me off now. Everything I do seems to not work, and everything points to that it should work. My problem is that the player does not pay attention to tile priorities, but the wierd thing is that he pays no attention to only some of these tiles Hence, I have screen shots:


    And now for the examples that the player pays attention:
    [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP


    And the weird thing is, in the next map, the player pays attention to the priorities!


    So, I'm stumped :(, nothing that I have done has fixed those tiles. Any help will be greatly appreciated


    This problem has been happening to me, and I working hard as possible to figure out why, But I think its the version of PE im using. I cant explain why this happens yet. But if I cant figure it out My game will be retarted and Im not gonna let that happen.

    That's the EXACT Problem I had. This is a direct message from Poccil:

    "As I've found out the problem occurs when the player is close to the edge of two connected maps. The game creates two copies of the player sprite, one for each map. Thus the effect occurs when one player sprite overlaps the other, thus creating the problem you mention. The following fix will reduce, though not completely eliminate, this effect. The code below assumes the latest version. In the script section Spriteset_Map, look for the code below:

    Code:
        for sprite in @reflectedSprites
     
          sprite.update
     
        endAdd the following code after the code above:

    Code:
        @[email protected] && (
          self.map==$game_map ||
          $game_player.x<=0||$game_player.y<=0||
          $game_player.x>=self.map.width||
          $game_player.y>=self.map.height)
    I hope this helps. "


    FYI This doesnt fix my problem just makes my game crash.
     
    Last edited:
  • 102
    Posts
    15
    Years
    • Seen Jul 19, 2017
    This problem has been happening to me, and I working hard as possible to figure out why, But I think its the version of PE im using. I cant explain why this happens yet. But if I cant figure it out My game will be retarted and Im not gonna let that happen.




    FYI This doesnt fix my problem just makes my game crash.

    Did you make a mistake when creating the map and correct it with a blank tile? If you did that can cause the problem you are describing. It is best to delete the tiles and draw them back in.
     
  • 3
    Posts
    15
    Years
    • Seen Jan 15, 2010
    Hi. I used to use The starter kit about 8 months ago. I worked with it for a couple months and stopped the project. now I downloaded the newest version and whenever I try to open the editor there is a problem. Anyone have any ideas how i can fix it? It says "Script 'PokemonSpritePos' line 293:Name Error Occured.'
    I looked inthe scripts but could find no such script. Thanks for any help
     
  • 34
    Posts
    14
    Years
    • Seen Jul 7, 2014
    Hellooooho x)

    Does anyone uses different player sprites (like male/female hero)?
    I just changed the trback001 an wondered, that nothing changed after i used the script to change the Player (Player id 0 = male, Player id 1= female). Normally you should see trback001 as backsprite for the female player. Her trainertype has the id 1, so it should work.

    At the intro the user can choose between male and female hero. The script (i think it's called "pbChangePlayer(id)") works fine, and in battles i can see the right backsprite for the trainer.

    BUT if i change the Player (pbChangePlayer) later in the game, it doesn't change the backsprite. Is this a feature or a bug? XD
    I thought the battle script generate the player sprite every battle, but it seems that the trback is only generated once.
     

    RMXPUser462

    Just call me Ryan
  • 258
    Posts
    18
    Years
    • Seen Dec 28, 2012
    Hey I just tried to attempt to change the battlebg of a specific battle using $PokemonGlobal.nextBattleBack="012" and it didn't manage to change the battlebg. Any ideas?
     

    C0d3 br3ak3r

    Pres. of Project Nightfall
  • 38
    Posts
    14
    Years
    I'm really scared that someone's gonna laugh, but... What do you do if your map does not have the same Y and Z length... meaning, how do you make it so the map will be accepted?
     

    thepsynergist

    Vinemon: Sauce Edition Programmer and Composer
  • 795
    Posts
    15
    Years
    Hey I just tried to attempt to change the battlebg of a specific battle using $PokemonGlobal.nextBattleBack="012" and it didn't manage to change the battlebg. Any ideas?

    The only way I can think of, is if you defined a specific battle back on the terrian tag you're standing on. Or, the battleback you are trying to call is the same as the one that is already there.
     

    Maruno

    Lead Dev of Pokémon Essentials
  • 5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    Also, when starting a double battle against two separate trainers, there's a pause between the "opponent 1 send out RATTATA" message and it actually being sent out. What causes this pause? There's no such pause when the second opponent sends out their pokémon. If the pause must exist, can it be put elsewhere where it's less noticeable (say, before the fade-in to battle)?
    Any comment on this, anyone?
     
  • 70
    Posts
    18
    Years
    hey guys,

    i've a problem again. At a normal battle with the trainers on a route, first the intro-music is coming. When the battle starts, the intro-music continues, but normally the "Battle BGM" should start. The Battle BGM comes, when the intro music is over. I am sure, the trainer has a intro music and a battle bgm, but i can't find the problem. Can anyone help?

    Update: If i leave a cave and go to the cave again, the cave-backgroundmusic are start from the last point when i had left. I think its thesame bug like the other.

    my english sucks, so i post the message in german again:

    Hey Leute,

    Ich habe wieder ein Problem. Bei einem normalen Kampf mit einem Trainer in einer Route, kommt ja zuerst die Intro-Musik. Wenn der Kampf startet, dann läuft die Intro-Musik weiter, aber normalerweise sollte ja "Battle BGM" starten. Die Battle BGM (Kampfmusik) kommt erst, wenn die Intromusik vorbei ist. Ich bin mir sicher, dass der Trainer, sowohl eine Intro-Musik, als auch eine Kampfmusik hat, aber das Problem kann ich trotzdem nicht finden. Kann jemand helfen?

    Update: Wenn ich eine Höhle verlasse und sie gleich danach wieder besuche, dann geht die Höhlen-Hintergrundmusik ab den Punkt weiter, als ich die Höhle verlassen habe. Ich denke, es ist derselbe Bug, wie der andere.

    can't anyone/someone help? I believe, i had crashed a file from PBS, because i change the files for translating in german. The ingame scripts are okay, but its possible i had crashed it too.
     

    RMXPUser462

    Just call me Ryan
  • 258
    Posts
    18
    Years
    • Seen Dec 28, 2012
    The only way I can think of, is if you defined a specific battle back on the terrian tag you're standing on. Or, the battleback you are trying to call is the same as the one that is already there.

    do you know how you would go about doing that? I'm not very savvy with scripts
     
  • 3
    Posts
    15
    Years
    • Seen Jan 15, 2010
    The Battle BGM will not play during a normal encounter. I've tried EVERYTHING. I am using the latest version of Pokemon Essentials. Do you think anyone can help me? The overworld BGM continues into the battle.
     
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