• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

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

Status
Not open for further replies.
29
Posts
16
Years
    • Seen Sep 20, 2018
    Can someone help me with this.. I am creating a double battle with a new set of trainers and I get this. I looked at the example from the Pokemon Center in the test and I basically copied it and edited it to the new ones but it doesn't work. Here is the Error:

    ========================================
    Compiler:780:in `pbGetConst'
    Compiler:811:in `parseTrainer'
    Compiler:1162:in `pbCompileTrainers'
    Compiler:1160:in `loop'
    Compiler:1220:in `pbCompileTrainers'
    Compiler:2544:in `pbCompileAllData'
    Compiler:2604
    Exception: RuntimeError
    Message: Undefined Trainer constant name: DARKEARTH GRUNTS
    File PBS/trainers.txt, line 97
    DARKEARTH GRUNTS
    Compiler:778:in `pbGetConst'
    Compiler:811:in `parseTrainer'
    Compiler:1162:in `pbCompileTrainers'
    Compiler:1160:in `loop'
    Compiler:1220:in `pbCompileTrainers'
    Compiler:2544:in `pbCompileAllData'
    Compiler:2604
    ========================================
     
    29
    Posts
    16
    Years
    • Seen Sep 20, 2018
    FIXED... it wouldn't work because I needed to add:

    #-------------------

    underneath it.
     
    Last edited:
    15
    Posts
    16
    Years
  • that is a very nice starter kit by far the best i have seen nd it is very easy to use.
    Can you make it so that when you fish you can set a spriteset or a gif image to show the fishing rod and animation
     

    Firemaker

    Pokemon Master
    496
    Posts
    20
    Years
  • A) Make up a switch for each pokemon
    B) Make the balls
    C) Make the base event the event when that pokemon is chosen. Then turn the switch on
    D) For each ball, make events stating that if one of those events are on, nothing will happen or another message will occur
    E) Example, when Bulbasaur is chosen, turn bulbasaur on and leave the ball item blank
     

    rm2kdude

    Advanced Pixel-Artist
    358
    Posts
    19
    Years
    • Age 34
    • usa
    • Seen Oct 30, 2022
    This is pretty cool, best starter kit that I've seen. But what script do I edit to change the text size/font?
     

    phoenixprime88b5

    From the ashes, I rise...
    216
    Posts
    16
    Years
  • This happens when I try to do the starter pokemon events:

    Exception: SyntaxError
    Message: (eval):2:in `pbExecuteScript'compile error
    (eval):2: syntax error
    Interpreter:238:in `pbExecuteScript'
    Interpreter:1615:in `eval'
    Interpreter:238:in `pbExecuteScript'
    Interpreter:1615:in `command_355'
    Interpreter:467:in `execute_command'
    Interpreter:190:in `update'
    Interpreter:104:in `loop'
    Interpreter:195:in `update'
    Scene_Map:98:in `update'
    Scene_Map:96:in `loop'
     

    Mrchewy

    nom nom nom
    361
    Posts
    16
    Years
  • This happens when I try to do the starter pokemon events:

    Exception: SyntaxError
    Message: (eval):2:in `pbExecuteScript'compile error
    (eval):2: syntax error
    Interpreter:238:in `pbExecuteScript'
    Interpreter:1615:in `eval'
    Interpreter:238:in `pbExecuteScript'
    Interpreter:1615:in `command_355'
    Interpreter:467:in `execute_command'
    Interpreter:190:in `update'
    Interpreter:104:in `loop'
    Interpreter:195:in `update'
    Scene_Map:98:in `update'
    Scene_Map:96:in `loop'

    Having a quick look at some of the lines in Interpreter, it seems you've got a script in your game with a dodgy syntax (obviously, the scripts you used when giving the player a starter Pokémon). Be sure to check notes.html and the example game to make sure your usage of scripts is correct.
     
    Last edited:

    phoenixprime88b5

    From the ashes, I rise...
    216
    Posts
    16
    Years
  • Having a quick look at some of the lines in Interpreter, it seems you've got a script in your game with a dodgy syntax (obviously, the scripts you used when giving the player a starter Pokémon). Be sure to check notes.html and the example game to make sure your usage of scripts is correct.

    I looked at the notes from top to bottom and whoever wrote them don't cover everything that needs to be covered so I'm just wondering how to set the pokemon up in the pokemon utilities script cause I know that's how it will work, I just need to know exactly how to write the script for the pokemon. the small kernel.pb isn't doing the trick.
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    A new version is available.

    Changes:

    More battle transitions added
    Hidden move animation and fishing animation
    Support for double wild battles and partner trainers
    Fixed potential problem where a wild encounter can run even
    if an event triggers on grass
    Fixed bugs in storage system
    Fixed bug where defining custom moves for a trainer causes an error

    For detailed changes, see this diff file.
     

    Mrchewy

    nom nom nom
    361
    Posts
    16
    Years
  • A new version is available.

    Changes:

    More battle transitions added
    Hidden move animation and fishing animation
    Support for double wild battles and partner trainers
    Fixed potential problem where a wild encounter can run even
    if an event triggers on grass
    Fixed bugs in storage system
    Fixed bug where defining custom moves for a trainer causes an error

    For detailed changes, see this diff file.

    Huzzah! Seems like a pretty solid content upgrade. Once again, great work Peter ;)
     
    312
    Posts
    16
    Years
    • Seen Jul 16, 2023
    Just a question, but can you add more than the 483 Pokémon that are already there? I just thought that you might be able to have it go #482 Shaymin, #483 Arceus, #484 Fakémon, #485 Fakémon etc.?

    If the game doesn't allow for this, then that is fine, but if it does, please tell me.
     
    60
    Posts
    16
    Years
    • Seen Oct 18, 2008
    hi, I got a problem in the encounters, every time error apear:

    Exception: NoMethodError
    Message: undefined method `[]' for nil:NilClass
    PokemonEncounters:140:in `pbEncounteredPokemon'
    PokemonEncounters:174:in `pbGenerateEncounter'
    PokemonField:439:in `pbOnStepTaken'
    Game_Player*:620:in `update_old'
    Walk/Run:25:in `update'
    Scene_Map:99:in `update'
    Scene_Map:96:in `loop'
    Scene_Map:109:in `update'
    Scene_Map:65:in `main'
    Scene_Map:62:in `loop'

    And how can I make the map, how can I make this place is pallet town!!! And please don't tell me to read the notes because I already did, and for the map problem can put for me the tutorial with pictures!!!
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    Add the following line to line 140 of the script section PokemonEncounters:

    Code:
      return nil if !encounter
     
    Status
    Not open for further replies.
    Back
    Top