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

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490
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How do I go about assigning a battle background to a terrain tag? and how do I assign a new region map to a new region like when Your in kanto the kanto map is used but when your in johto the johto map is used?

I also need to know how to start a new trainer card for a new region after completing another one. like If you finish canto you go to the OI's and the new trainer card will show the Orange island badges.
 
Last edited:

crzyone9584

Pokemon: The Beginning Founder
167
Posts
15
Years
How do I go about assigning a battle background to a terrain tag? and how do I assign a new region map to a new region like when Your in kanto the kanto map is used but when your in johto the johto map is used?

I also need to know how to start a new trainer card for a new region after completing another one. like If you finish canto you go to the OI's and the new trainer card will show the Orange island badges.

for the map jsut search trhis thread. i asked a while back and it was answered.

i felt bored so i searched for you. i was answered then i answered some one to. look into the townmap.txt file. its set up there for the two different regions.

http://www.pokecommunity.com/showthread.php?p=3731213#post3731213
 
490
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  • Age 34
  • Seen Sep 27, 2021
I cannot find how to make trainer specific battle backgrounds.


I had found it but now i get this:

Message: Script error within event 7, map 264 (MAP264):
(eval):1:in `pbExecuteScript'undefined method `nextBattleBack=' for #<PokemonGlobalMetadata:0x5838fa0>
Section019:238:in `pbExecuteScript'
Section019:1614:in `eval'
Section019:238:in `pbExecuteScript'
Section019:1614:in `command_355'
Section019:466:in `execute_command'
Section019:190:in `update'
Section019:104:in `loop'
Section019:195:in `update'
Section021:99:in `update'
Section021:97:in `loop'
Interpreter:249:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466: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'

How do I make new terrain tags and assign Battle Backgrounds to them?
 
Last edited:

Luke128th

These days shall pass...
83
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  • Age 32
  • Seen Jun 1, 2012
You'd have to go into the script editor for that(I think I saw it there) and even then I don't remember where it was. The Battle BG are already set in the scripts for the different tile types.

Now for my own question. I'm pretty sure this was asked a LONG, long time ago and wasn't answered(Maybe it was???) Is it possible to set up more than just four characters in the game? I looked through the scripts and notes and didn't find anything that said otherwise. I haven't tried it yet, but if it is possible, can you add more than four playable characters in the starter kit?
 
490
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  • Age 34
  • Seen Sep 27, 2021
Now I get

Exception: RuntimeError
Message: Script error within event 2, map 30 (MAP030):
Section059:365:in `load_bitmap'Failed to load bitmap: Graphics/Pictures/battlebgGraphics/Pictures/battlebgXXX.png
Interpreter:238:in `pbExecuteScript'
PokeBattle_ActualScene:1295:in `pbAddPlane'
PokeBattle_ActualScene:1384:in `pbBackdrop'
PokeBattle_ActualScene:1481:in `pbStartBattle'
PokeBattle_Battle:570:in `pbStartBattleCore'
PokeBattle_Battle:542:in `pbStartBattle'
PokemonField:414:in `pbWildBattle'
PokemonField:413:in `pbSceneStandby'
PokemonField:415:in `pbWildBattle'
PokemonField:412:in `pbBattleAnimation'
Interpreter:250:in `pbExecuteScript'
Interpreter:1623:in `command_355'
Interpreter:467: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'
 
386
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  • Seen Aug 10, 2015
The "XXX" is a placeholder and stands for anything. For example, if you use "Water" for "XXX", then the file names would be "battlebgWater", "playerBaseWater", etc.
 
490
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15
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  • Age 34
  • Seen Sep 27, 2021
The "XXX" is a placeholder and stands for anything. For example, if you use "Water" for "XXX", then the file names would be "battlebgWater", "playerBaseWater", etc.
alright and how do I edit and add terrain tags?
and which script allows the battle specific background thing?

and now I get
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError
Message: Script error within event 29, map 25 (Test Map 2):
Section059:365:in `load_bitmap'Failed to load bitmap: Graphics/Pictures/battlebgbattleb
g8playerbase3enemybase13.png
Interpreter:238:in `pbExecuteScript'
PokeBattle_ActualScene:1295:in `pbAddPlane'
PokeBattle_ActualScene:1384:in `pbBackdrop'
PokeBattle_ActualScene:1481:in `pbStartBattle'
PokeBattle_Battle:570:in `pbStartBattleCore'
PokeBattle_Battle:542:in `pbStartBattle'
PokemonField:414:in `pbWildBattle'
PokemonField:413:in `pbSceneStandby'
PokemonField:415:in `pbWildBattle'
PokemonField:412:in `pbBattleAnimation'

Interpreter:250:in `pbExecuteScript'
Interpreter:1623:in `command_355'
Interpreter:467: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
---------------------------
 
Last edited:

Crimnor

» imperishable
37
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  • Age 31
  • Seen Oct 31, 2020
Hi!

Hey, I got a question.
How can I use the Dp Battlebacks?
 

crzyone9584

Pokemon: The Beginning Founder
167
Posts
15
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ive been wroking on getting a few scripts i found to work with the starter kit. the only problem ive been having is the Window_base script/scriptlet. I was wondering for those who script witht he starter kit if you new what replaced this script/scriptlet.
 
386
Posts
17
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  • Seen Aug 10, 2015
crzyone9584:

All windows in Pokemon Essentials are derived from SpriteWindow_Base and SpriteWindow_Selectable instead. In some cases, these two classes are not compatible with the Window_Base classes included in RPG Maker XP.
 

crzyone9584

Pokemon: The Beginning Founder
167
Posts
15
Years
crzyone9584:

All windows in Pokemon Essentials are derived from SpriteWindow_Base and SpriteWindow_Selectable instead. In some cases, these two classes are not compatible with the Window_Base classes included in RPG Maker XP.

so its pretty much change and pray that it works. ok. so window base is sprite window_base and then window selectable is Spritewindow_selectable.

so far so good. thanks poccil for the help. i just need to resize most of the images that im using so they fit in the window of the game.
 
Last edited:

crzyone9584

Pokemon: The Beginning Founder
167
Posts
15
Years
Me again :P

How do I change where the Press Start goes?

in the scene_intro i beleive look for @start = sprite new then a line or two down will be numbers the first one is the x axis. change that to what ever you want. Then to move it left or right open the image and move it left or right. gimp will work just fine.
 

kay3o

B)
88
Posts
15
Years
Hey I've been getting this error when walking near a map I've made, Please help?

---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `[]' for nil:NilClass

TilemapXP:868:in `refresh'

TilemapXP:164:in `update'

TilemapLoader:57:in `update'

Spriteset_Map:225:in `_animationSprite_update'

AnimationSprite:92:in `update'

Scene_Map:51:in `updateSpritesets'

Scene_Map:45:in `each'

Scene_Map:45:in `updateSpritesets'

Scene_Map:112:in `update'

Scene_Map:67:in `main'


Kay3o -Thanks
 
2,048
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  • Age 31
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Pokehero: In the Scene_Intro script, find @start.x= and @start.y= and modify them. X moves it left or right, and y moves it up or down. Increase the numbers to move it down or right, and decrease for up and left.
Kay3o: I'm pretty sure that's been fixed. Try updating to the newest version.
 

crzyone9584

Pokemon: The Beginning Founder
167
Posts
15
Years
Pokehero: In the Scene_Intro script, find @start.x= and @start.y= and modify them. X moves it left or right, and y moves it up or down. Increase the numbers to move it down or right, and decrease for up and left.
Kay3o: I'm pretty sure that's been fixed. Try updating to the newest version.

the x doesn't work. you need to edit the picture for the left and right. (yes i have the newest version)
 
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