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

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Hall Of Famer

Born as Hall of Famer
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---------------------------
Pokemon Hall Of Fame
---------------------------
Exception: RuntimeError
Message: Script error within event 36, map 30 (OAK POKEMON RESEARCH LAB):
Section064:860:in `pbFromPBMove'undefined method `new' for nil:NilClass
Interpreter:238:in `pbExecuteScript'
PokeBattle_Battle:336:in `initialize'
PokemonTrainers:426:in `new'
PokemonTrainers:426:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Interpreter:754:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293:in `execute_command'
Interpreter:190:in `update'
Interpreter:250:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293:in `execute_command'
Interpreter:190:in `update'

Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'
This exception was logged in errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

This error never happened to me before so I have no idea what's wrong.

Also, what is the name of the savefile? I think it's something.rxdata but I have no idea

Can someone please answer this question?
 
249
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16
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  • Age 35
  • Seen Jul 24, 2011
i even tried it out in the original starter kit. it's gotta be an script error somewhere.
anyways, screenshot below. certain things have been blacked out for my own reasons.
Spoiler:

lol, you're missing over half of the trainer event.
download the sk again, and look at the trainer events in it. or go to the note.html and read the "Behind the Scenes" part of the trainer event.

So sorry but what do I have to do to make it happen all the time unless you have pokemon? I'm trying to make it say The door is locked unless you have pokemon. If you do then you go into oak's lab.

get rid of the "got pokemon" switch at the end of the event, i don't mean turn it off, i mean delete the part where it's turning it on, and have it turned on in the event that you actually get the pokemon.

Can someone please answer this question?

well, we can't really help until you get a screenshot of event 36 in that map (it's pritymuch just saying that there is an error in that event.
 
Last edited:

partyghoul2000

Intermediate Game Designer
175
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  • Age 36
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  • Seen Jun 24, 2014
lol, you're missing over half of the trainer event.
download the sk again, and look at the trainer events in it. or go to the note.html and read the "Behind the Scenes" part of the trainer event.

the script displayed there is supposed to be generated by the comments. that's how i've done trainers before. :\
 
2,048
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HOF: Are you using the newest version of Essentials? You shouldn't be getting that error... If you don't want to upgrade, paste
Code:
def PokeBattle_Move.pbFromPBMove(battle,move)
 move=PBMove.new(0) if !move
 movedata=PBMoveData.new(move.id)
 return eval(sprintf("PokeBattle_Move_%02X.new(battle,move)",movedata.function))
end
into a new script section, above Main.
 
312
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  • Seen Jul 16, 2023
For the Trainer Battle Comment 'EndIfSwitch', how do you specify a switch? Is it literally 50: Blahblahblah, or is it more complex than that?
 

Hall Of Famer

Born as Hall of Famer
709
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HOF: Are you using the newest version of Essentials? You shouldn't be getting that error... If you don't want to upgrade, paste
Code:
def PokeBattle_Move.pbFromPBMove(battle,move)
 move=PBMove.new(0) if !move
 movedata=PBMoveData.new(move.id)
 return eval(sprintf("PokeBattle_Move_%02X.new(battle,move)",movedata.function))
end
into a new script section, above Main.

Thank you very much for this.
 
249
Posts
16
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  • Age 35
  • Seen Jul 24, 2011
the script displayed there is supposed to be generated by the comments. that's how i've done trainers before. :\

i can't remember it ever being just those commands, unless you only recently upgraded past the second release, they've always had more to them then just the comment lines.

anyway, my characters sprite doesn't change for fishing, why is that? o.0
 

mad.array

Eeveelutions... need more...
140
Posts
16
Years
For those of you who have been having problems with the Pokédex in the last version of the starter kit, poccil has released a fix. As I haven't tested the other problems (not having a Hall of Fame as of yet) I can't speak to whether they are sorted, but it's nice to see the Pokémon info back in the dex.
 
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  • Seen Jul 17, 2009
I just upgraded, but now I'm getting this error:

Exception: RuntimeError
Message: Undefined value in PBMoves (section 494, key Moves)
Compiler:1892:in `checkEnumField'
Compiler:1917:in `csvEnumField!'
Compiler:2217:in `pbCompilePokemonData'
Compiler:2196:in `each'
Compiler:2196:in `pbCompilePokemonData'
Compiler:2194:in `loop'
Compiler:2263:in `pbCompilePokemonData'
Compiler:2183:in `each'
Compiler:2183:in `pbCompilePokemonData'
Compiler:2182:in `each'

Can someone help?

EDIT: Never mind, I fixed it ^_^
 
Last edited:

PoKéMaKeR1

Pokemon Rancher creator!
282
Posts
16
Years
Ok I tried to add a new HM myself but I still get this error:

Message: Script error within event 7, map 78 (Ice Rock Den):
(eval):1:in `pbExecuteScript'undefined method `pbSNOWPLOW' for Kernel:Module
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
Interpreter:250:in `pbExecuteScript'
Interpreter:754:in `command_111'
Interpreter:293:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
Scene_Map:111:in `update'
Scene_Map:67:in `main'

Can some one finally answer this question, I've waited a week right now..:(
And I'm still not able to fix it myself..
Thanks in advance!
 

mad.array

Eeveelutions... need more...
140
Posts
16
Years
Hi again.

I don't know if anyone else is having this problem, but when I use the autotile 'Sandy Dirt' it doesn't show up in game. I've tried on the lower and middle layer just to make sure, but nothing. Does anyone have any ideas?

@PoKéMaKeR: What did you add to the scripts? You probably won't be able to get any help with a problem like that unless you show what you've changed. At a guess (from a real amateurs perspective and presuming you're making a cut type move) you'll need something like this in PokemonField:

def Kernel.pbSNOWPLOW
if $DEBUG || $Trainer.badges[BADGEFORSNOWPLOW] #IF you need a badge to use the HM
movefinder=Kernel.pbCheckMove(PBMoves::SNOWPLOW)
if $DEBUG || movefinder
Kernel.pbMessage(_INTL("Your message saying that the HM could be used."))
if Kernel.pbConfirmMessage(_INTL("A would you like to use it message."))
speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
Kernel.pbMessage(_INTL("{1} used SNOWPLOW!",speciesname))
pbHiddenMoveAnimation(movefinder)
return true
end
else
Kernel.pbMessage(_INTL("Your message saying that the HM could be used."))
end
else
Kernel.pbMessage(_INTL("Your message saying that the HM could be used."))
end
return false
end

Then if you need a badge to use your HM you should define that at the top of PokemonField, in the same place that the other badges are defined.

BADGEFORSNOWPLOW = 4

4 Is just an example.

After that, you'll want to define some parameters for your HM. Look for def Kernel.pbCanUseHiddenMove?(pkmn,move) in PokemonField and put this in before the end.

when PBMoves::SNOWPLOW
if !$DEBUG && !$Trainer.badges[BADGEFORSNOWPLOW]
Kernel.pbMessage(_INTL("Sorry, a new Badge is required."))
return false
end
facingEvent=$game_player.pbFacingEvent
if !facingEvent || facingEvent.name!="Snow"
Kernel.pbMessage(_INTL("Can't use that here."))
return false
end

The part from "facingEvent=$game_player.pbFacingEvent" to "return false" assumes that your character must be facing an event named "Snow" (minus the quotation marks) for the HM to work. You could change "Snow" to whatever you wanted to call the event.

I hope that my shot in the dark solves the problem.
 
Last edited:

PoKéMaKeR1

Pokemon Rancher creator!
282
Posts
16
Years
Hi again.

I don't know if anyone else is having this problem, but when I use the autotile 'Sandy Dirt' it doesn't show up in game. I've tried on the bottom and lower layer just to make sure, but nothing. Does anyone have any ideas?

@PoKéMaKeR: What did you add to the scripts? You probably won't be able to get any help with a problem like that unless you show what you've changed. At a guess (from a real amateurs perspective and presuming you're making a cut type move) you'll need something like this in PokemonField:



Then if you need a badge to use your HM you should define that at the top of PokemonField, in the same place that the other badges are defined.



4 Is just an example.

After that, you'll want to define some parameters for your HM. Look for def Kernel.pbCanUseHiddenMove?(pkmn,move) in PokemonField and put this in before the end.



The part from "facingEvent=$game_player.pbFacingEvent" to "return false" assumes that your character must be facing an event named "Snow" (minus the quotation marks) for the HM to work. You could change "Snow" to whatever you wanted to call the event.

I hope that my shot in the dark solves the problem.

Yes yes yes!!!
This works!!!
Thanks, I'm sooo happy!! :D
and about your problem.. i don't have the same problem
so I can't help you about that:(

PoKéMaKeR
 

mad.array

Eeveelutions... need more...
140
Posts
16
Years
I'm glad to hear that it works. I've taken a look at your project and it looks like it could be one to keep an eye on. :)

Keep it up man.
 

PoKéMaKeR1

Pokemon Rancher creator!
282
Posts
16
Years
hello, again :P
What terrain tags do you need to use to make a bridge..?
like if you move vertical over it you're on top and if you move horizontal under it, your're below the bridge
Thanks!
PoKéMaKeR
 

Atomic Reactor

Guest
0
Posts
I believe that there is already an example of bridges in one of the maps that came with the SK.
the bridge is blue incase that helps when you look
 

Atomic Reactor

Guest
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Posts
lol. i dont get it either. i never cared to use it. i jsut know that thats what you do.

put one of those events on one side and the other event on the other side..

idk
 
249
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16
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  • Age 35
  • Seen Jul 24, 2011
does anyone know how the new berry event works? because it's not in the note file and there are no images for it, so i'm a little confused...
 
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I have made all 5 sprites for some new pokemon and added their details to pokemon.txt but i try pbAddPokemon on one of the new ones from the professor and then the game gives an error saying cannot find pokemon #494 of 493

So I assume there is a file that says how many pokemon there are, so what is the file?

Thanks,
Jack
 
Last edited:
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