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

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Pharetra

zzzz
451
Posts
12
Years
  • Age 27
  • Seen Nov 23, 2021
Hello again...

I've noticed there's a weird thing going on with the battle sound with Trainers and Wild being way much lower in volume then the Map music is...
Any way(s) of changing this?

*Edit: Are their also kind of online features being planned?
Such as Online duels, Partner battles, WFC Mystery Gifts etc?
Just wondering ^^
The problem can be the volume of the music used. You can try to normalize the tracks using software. You might want to check the volume of the BGM in RPG Maker XP too.
 
42
Posts
13
Years
I did... the volumes aren't the same.....
If testing in RPG MAKER XP it can go up to 100 as example, but in the Actual game the Battle music sounds like 60% or 70%.
Where can i find the script that controls the BGM in a Trainer battle or a Wild PKMN battle?
 
67
Posts
12
Years
Hi all, first of all, Maruno, thanks greatly for the new version you made. Remarkable! However, I wasn't able to fix a small comment problem I have. In my game, I included a sort of 'midgame encounters' in which the player face a wild/Legendary Pokemon directly, before turning it into a regular battle. In this, I use animations which need to be dodged. However, I can't get this right. I mean, the animation is there, but how do you create the game that the animation really has in impact on the player when touched.

On the other hand, you are able to make an event when the player touch an event, but can you either do something like Conditional Branch: if EV001 touch/hit EV002 then ...?
 

pkmn.master

Hobbyist Game Developer
299
Posts
15
Years
  • Age 28
  • USA
  • Seen Jun 7, 2022
Just updated my essentials version to the newest one. Everything seems to work well. Now I have the problem of updating my trainers. When I try to copy over my trainer PBS files (trainertypes, trainers, etc.), I get an error. Is there any way that I could properly copy over my trainers from my old file to the new version of Pokeessentials without getting an error? This is also important to know: I havn't updated my essentials version in 3 years.

Still need help with this problem. It is halting my game's production severely.
 

pkmn.master

Hobbyist Game Developer
299
Posts
15
Years
  • Age 28
  • USA
  • Seen Jun 7, 2022
I copied over Trainers.txt and trainertypes.txt from my old project and I get this error when I try to run the game:

---------------------------
Project Crimson S
---------------------------
Exception: RuntimeError
Message: Undefined species constant name: [MRMIME]
Name must consist only of letters, numbers, and
underscores and can't begin with a number.
Make sure the name is defined in
PBS/pokemon.txt.
File PBS/shadowmoves.txt, line 36
MRMIME=SHADOWSTORM,SHADOWSHED


Compiler:928:in `pbGetConst'
Compiler:947:in `parseSpecies'
Compiler:652:in `pbCompileShadowMoves'
Compiler:647:in `pbCompilerEachCommentedLine'
Compiler:613:in `each_line'
Compiler:613:in `pbCompilerEachCommentedLine'
Compiler:610:in `open'
Compiler:610:in `pbCompilerEachCommentedLine'
Compiler:647:in `pbCompileShadowMoves'
Compiler:4016:in `pbCompileAllData'

This exception was logged in
C:\Users\Derek\Saved Games/Project Crimson S/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
 

Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
Hi all, first of all, Maruno, thanks greatly for the new version you made. Remarkable! However, I wasn't able to fix a small comment problem I have. In my game, I included a sort of 'midgame encounters' in which the player face a wild/Legendary Pokemon directly, before turning it into a regular battle. In this, I use animations which need to be dodged. However, I can't get this right. I mean, the animation is there, but how do you create the game that the animation really has in impact on the player when touched.

On the other hand, you are able to make an event when the player touch an event, but can you either do something like Conditional Branch: if EV001 touch/hit EV002 then ...?
That's very much not an Essentials question. Any RMXP game could have something like that happen. It just requires clever eventing, since there's no way to decide whether an animation "touches" anything.


I copied over Trainers.txt and trainertypes.txt from my old project and I get this error when I try to run the game:

---------------------------
Project Crimson S
---------------------------
Exception: RuntimeError
Message: Undefined species constant name: [MRMIME]
Name must consist only of letters, numbers, and
underscores and can't begin with a number.
Make sure the name is defined in
PBS/pokemon.txt.
File PBS/shadowmoves.txt, line 36
MRMIME=SHADOWSTORM,SHADOWSHED


Compiler:928:in `pbGetConst'
Compiler:947:in `parseSpecies'
Compiler:652:in `pbCompileShadowMoves'
Compiler:647:in `pbCompilerEachCommentedLine'
Compiler:613:in `each_line'
Compiler:613:in `pbCompilerEachCommentedLine'
Compiler:610:in `open'
Compiler:610:in `pbCompilerEachCommentedLine'
Compiler:647:in `pbCompileShadowMoves'
Compiler:4016:in `pbCompileAllData'

This exception was logged in
C:\Users\Derek\Saved Games/Project Crimson S/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
In the latest version I renamed Mr Mime's internal name to MRMIME. It used to be MR_MIME. Make sure it shows as the new version (no underscore) in pokemon.txt, as well as in trainers.txt if any trainers use it.
 

Ookiiushidesu

Lead Mapper/Eventer at Gen0
56
Posts
12
Years
  • Age 33
  • Seen May 27, 2016
I'm sorry if this has been asked before....

But is there a way to put an animation for puddles like there is with the grass? I have the animation made and stuff.. Just not sure how to apply it and all that.

Any help/tutorials?
 

Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
I'm sorry if this has been asked before....

But is there a way to put an animation for puddles like there is with the grass? I have the animation made and stuff.. Just not sure how to apply it and all that.

Any help/tutorials?
Putting the animation in is as easy as making grass rustle while walking through it. However, the trick is to make the ripple animation appear below the player. I don't know how to do that, which is the main reason I haven't already done it.

Said technique would also be useful for making footprints in sand/snow.
 

PiaCRT

[i]Orange Dev[/i]
935
Posts
13
Years
I couldn't find an example, so I was just wondering how to correctly buy a Pokémon from a vendor (similar to the Magikarp Salesman in RBY). I figure it's simple, and I made a makeshift event that's kind dinky. Any help here?
 

Ho-oh 112

Advance Scripter
311
Posts
13
Years
  • Age 28
  • Seen Mar 8, 2014
I couldn't find an example, so I was just wondering how to correctly buy a Pokémon from a vendor (similar to the Magikarp Salesman in RBY). I figure it's simple, and I made a makeshift event that's kind dinky. Any help here?


Conditional branch if money is Greater than or equal to price subtract the money then use an Add Pokemon Script with the pokemon and level
 

thepsynergist

Vinemon: Sauce Edition Programmer and Composer
795
Posts
15
Years
Hey guys, I've a question for you all.

I'm trying to make a push block puzzle for Pokemon Pyrite, and I've hit a bit of a snag.

I have a block that is set to Event Touch, and an event that tells it to move away from the player by one square. This works great but for one thing. When I am up against a wall, and I continue to push it, it stays there. This is what I want it to do, but, when I move away from it, up or down for example, it then moves away from me.

This can be problematic, as this means you could push the block when its stuck in a corner.

Any thoughts?
 
302
Posts
13
Years
  • Seen Aug 25, 2014
Hello. For my game, I am trying to give the player a starter that is holding an Oran Berry. When I attempted it, following the wiki, I got this error:
Code:
---------------------------
Pokemon PC Version
---------------------------
Exception: RuntimeError

Message: Script error within event 14, map 89 (lecture1):

Exception: SyntaxError

Message: (eval):4:in `pbExecuteScript'compile error
(eval):2: syntax error
(PBSpecies::TADOLEDON,5,$Trainer) 
                        ^

***Line '(PBSpecies::TADOLEDON,5,$Trainer)' shouldn't begin with '(', try

putting '(' at the end of the last line

***Full script:

poke=PokeBattle_Pokemon.new
(PBSpecies::TADOLEDON,5,$Trainer) 
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)




Interpreter:275:in `pbExecuteScript'

Interpreter:1592:in `command_355'

Interpreter:493:in `execute_command'

Interpreter:193:in `update'

Interpreter:106:in `loop'

Interpreter:198:in `update'

Scene_Map:103:in `update'

Scene_Map:101:in `loop'

Scene_Map:114:in `update'

Scene_Map:68:in `main'



This exception was logged in 

C:\Users\Jordan\Saved Games/Pokemon PC Version/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------


This is the exact script I have in the event:
Code:
poke=PokeBattle_Pokemon.new
(PBSpecies::TADOLEDON,5,$Trainer) 
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)

Did I do something wrong here? D:
 

Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
Hello. For my game, I am trying to give the player a starter that is holding an Oran Berry. When I attempted it, following the wiki, I got this error:
Code:
---------------------------
Pokemon PC Version
---------------------------
Exception: RuntimeError
Message: Script error within event 14, map 89 (lecture1):
Exception: SyntaxError
Message: (eval):4:in `pbExecuteScript'compile error
(eval):2: syntax error  (PBSpecies::TADOLEDON,5,$Trainer) 
                        ^
***[COLOR=Red]Line '(PBSpecies::TADOLEDON,5,$Trainer)' shouldn't begin with '(', try
putting '(' at the end of the last line[/COLOR]

***Full script:
poke=PokeBattle_Pokemon.new
(PBSpecies::TADOLEDON,5,$Trainer) 
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)

Interpreter:275:in `pbExecuteScript'
Interpreter:1592:in `command_355'
Interpreter:493:in `execute_command'
Interpreter:193:in `update'
Interpreter:106:in `loop'
Interpreter:198:in `update'
Scene_Map:103:in `update'
Scene_Map:101:in `loop'
Scene_Map:114:in `update'
Scene_Map:68:in `main'

This exception was logged in
C:\Users\Jordan\Saved Games/Pokemon PC Version/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------
This is the exact script I have in the event:
Code:
poke=PokeBattle_Pokemon.new
(PBSpecies::TADOLEDON,5,$Trainer) 
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)
Did I do something wrong here? D:
The error message you deftly posted contains both the error, cause and solution. I would say what you did wrong was not read it.
 
302
Posts
13
Years
  • Seen Aug 25, 2014
It's not that I didn't read it, is that usually when I get that message, there is something more fundamentally wrong with the way I called the script. Anyway, I removed the parenthesis at the beginning, and got another syntax error:
Code:
---------------------------
Pokemon PC Version
---------------------------
Exception: RuntimeError

Message: Script error within event 14, map 89 (lecture1):

Exception: SyntaxError

Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
PBSpecies::TADOLEDON,5,$Trainer) 
                       ^

***Full script:

poke=PokeBattle_Pokemon.new
PBSpecies::TADOLEDON,5,$Trainer) 
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)




Interpreter:275:in `pbExecuteScript'

Interpreter:1592:in `command_355'

Interpreter:493:in `execute_command'

Interpreter:193:in `update'

Interpreter:106:in `loop'

Interpreter:198:in `update'

Scene_Map:103:in `update'

Scene_Map:101:in `loop'

Scene_Map:114:in `update'

Scene_Map:68:in `main'



This exception was logged in 

C:\Users\Jordan\Saved Games/Pokemon PC Version/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------
 

Nickalooose

--------------------
1,309
Posts
16
Years
  • Seen Dec 28, 2023
It's not that I didn't read it, is that usually when I get that message, there is something more fundamentally wrong with the way I called the script. Anyway, I removed the parenthesis at the beginning, and got another syntax error:
Code:
---------------------------
Pokemon PC Version
---------------------------
Exception: RuntimeError
Message: Script error within event 14, map 89 (lecture1):
Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
PBSpecies::TADOLEDON,5,$Trainer) 
                       ^
***Full script:
[B][COLOR=Red]poke=PokeBattle_Pokemon.new
PBSpecies::TADOLEDON,5,$Trainer) 
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)[/COLOR][/B]
Interpreter:275:in `pbExecuteScript'
Interpreter:1592:in `command_355'
Interpreter:493:in `execute_command'
Interpreter:193:in `update'
Interpreter:106:in `loop'
Interpreter:198:in `update'
Scene_Map:103:in `update'
Scene_Map:101:in `loop'
Scene_Map:114:in `update'
Scene_Map:68:in `main'
This exception was logged in 
C:\Users\Jordan\Saved Games/Pokemon PC Version/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
OK

The highlighted red needs to be;

poke=PokeBattle_Pokemon.new(
PBSpecies::TADOLEDON,5,$Trainer)
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)

notice where the bracket starts... The error itself soley explains, as Maruno so nicely said... Again, all you needed to do was READ the error... Although error messages are quite cryptic, the solution is sometimes within the error, I fix LOTS of my errors by reading them. x
 
Last edited:
302
Posts
13
Years
  • Seen Aug 25, 2014
The highlighted red needs to be;

poke=PokeBattle_Pokemon.new(
PBSpecies::TADOLEDON,5,$Trainer)
poke.item=PBItems::ORANBERRY
pbAddToParty(poke)

notice where the bracket starts... The error itself soley explains, as Maruno so nicely said... Again, all you needed to do was READ the error... Although error messages are quite cryptic, the solution is sometimes within the error, I fix LOTS of my errors by reading them. x
Isn't that back to what I originally did? Anyway, I'll try that.
EDIT: It actually worked. It's weird, though. So it makes a difference if the bracket starts at the top line as oppose to the same one as pbwhatever. When the error states "Line '(PBSpecies::TADOLEDON,5,$Trainer)' shouldn't begin with '('" I figured it meant that I was to move the beginning bracket to the last line on the bottom and the beginning bracket shouldn't be before PB at all.
 
Last edited:

Ho-oh 112

Advance Scripter
311
Posts
13
Years
  • Age 28
  • Seen Mar 8, 2014
Help with a mystery gift script

Ok, a new one.... The Pokemon/levels get screwed up after it reaches 100+ (3 digits)


Spoiler:
 
Last edited:

Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
Isn't that back to what I originally did? Anyway, I'll try that.
EDIT: It actually worked. It's weird, though. So it makes a difference if the bracket starts at the top line as oppose to the same one as pbwhatever. When the error states "Line '(PBSpecies::TADOLEDON,5,$Trainer)' shouldn't begin with '('" I figured it meant that I was to move the beginning bracket to the last line on the bottom and the beginning bracket shouldn't be before PB at all.
I pre-empted your confusion, and changed that error message in future versions to be a bit clearer.

The opening bracket tells the game to expect some parameters, so it looks to the next line to find them, rather than assume the next line is a separate command in itself. It will only stop looking for parameters once it hits the closing bracket at the end of the second line. In effect, it treats the two lines as one as required.

Or, y'know, use the Extend Text thingy.
 

Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
Line 87, which reads File.open(Gifts/Gift.MG,"rb"){|f|. Put quote marks around "Gifts/Gift.MG" like I just did.

I may just be reading this wrong, but it looks like your pbWriteGift will end up writing the details of the gift Pokémon over 8 million times (899*8999). I can't help but think that's not right.

Finally, one of your checks is
if @level < 101 || @level < 0
, when it probably should be if @level > PBExperience::MAXLEVEL || @level < 0. And you don't need PBSpecies:: when adding the new Pokémon, because species is a number.

Just a few observations.
 
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