• 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.

partyghoul2000

Intermediate Game Designer
175
Posts
18
Years
    • Age 36
    • USA
    • Seen Jun 24, 2014
    Not sure if this is entirely ontopic, but i was wondering where i could find a RGSS/Ruby scripting tutorial? Thanks in advance...

    the best place to start learning ruby script would be right here. just click one of the links in the "Get Started" section and you're on your way to learning basic ruby.
     
    3
    Posts
    17
    Years
    • Seen May 17, 2011
    Para que te puedan dar por ejemplo dos pociones en vez de una, en el mismo momento cual es el script que hay que poner?
     

    venom12

    Pokemon Crystal Rain Relased
    476
    Posts
    17
    Years
    • Age 33
    • Seen Dec 28, 2023
    I have problem, The backsprite dont work in my game, i write in metadat.txt trback and i have blank in battle, who help?
     
    19
    Posts
    16
    Years
    • Seen Apr 2, 2016
    help

    when i am using pokemon essentials, i get this error:




    Exception: RuntimeError
    Message: Script error within event 15, map 12 (Gabrock Town):
    Section041:80:in `initialize'LoadLibrary: rubyscreen.dll

    Section019:238:in `pbExecuteScript'
    Section041:80:in `new'
    Section041:80:in `snap_to_bitmap'
    Section080:146:in `pbBattleAnimation'
    Section090:314:in `pbTrainerBattle'
    (eval):1:in `pbExecuteScript'
    Section019:753:in `eval'
    Section019:238:in `pbExecuteScript'
    Section019:753:in `command_111'
    Section019:292:in `execute_command'

    Interpreter:249:in `pbExecuteScript'
    Interpreter:753:in `command_111'
    Interpreter:292: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'


    what do i do?
     
    249
    Posts
    16
    Years
    • Seen Jul 24, 2011
    when i am using pokemon essentials, i get this error:




    Exception: RuntimeError
    Message: Script error within event 15, map 12 (Gabrock Town):
    Section041:80:in `initialize'LoadLibrary: rubyscreen.dll

    Section019:238:in `pbExecuteScript'
    Section041:80:in `new'
    Section041:80:in `snap_to_bitmap'
    Section080:146:in `pbBattleAnimation'
    Section090:314:in `pbTrainerBattle'
    (eval):1:in `pbExecuteScript'
    Section019:753:in `eval'
    Section019:238:in `pbExecuteScript'
    Section019:753:in `command_111'
    Section019:292:in `execute_command'

    Interpreter:249:in `pbExecuteScript'
    Interpreter:753:in `command_111'
    Interpreter:292: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'


    what do i do?

    go to map 12, and find event 15, tell us what it says there.
     
    2,048
    Posts
    16
    Years
    • Seen Sep 7, 2023
    Venom12: You're not supposed to use that. Name your file trback000, changing the 000 depending on the ID of the player's trainer type. Put that file in the Graphics/Pictures folder.
    Tokinini: Have you got a file named rubyscreen.dll in the main folder of your game? If not, download Essentials again, and take the one from there.
    Pokehero22: Are you sure that you're using this script? Perhaps you made a typo...
    Code:
    pbAddPokemon(25,5)

    And 3000th reply to the thread :P
     

    Champio30

    Pokemon: Team Alpha's Revenge
    61
    Posts
    15
    Years
    • Seen Sep 29, 2014
    I have a question.
    How do I change the main character when he's throwing the pokeball in event mode.
    it says traback, but when I change it, it goes to characters
    Help
     
    249
    Posts
    16
    Years
    • Seen Jul 24, 2011
    I have a question.
    How do I change the main character when he's throwing the pokeball in event mode.
    it says traback, but when I change it, it goes to characters
    Help

    that just means that the image you used is a charset, you need to put down the name of the trainerback
     

    Champio30

    Pokemon: Team Alpha's Revenge
    61
    Posts
    15
    Years
    • Seen Sep 29, 2014
    that just means that the image you used is a charset, you need to put down the name of the trainerback

    so lets say i save it as trback1? den i go to editor>metadata>global>the girl char, i click unused to change it, and it goez to char sheets
     
    441
    Posts
    18
    Years
    • Seen Oct 26, 2016
    I have a question regarding the Battle Backrounds.

    I want to get D/P style battle backrounds, but since the 'battlebg' files are made to repeat themselves to make the backround, I can't do it. So what script, and which lines do I change to make the backround image just show once?

    Thanks in advance.
     

    Champio30

    Pokemon: Team Alpha's Revenge
    61
    Posts
    15
    Years
    • Seen Sep 29, 2014
    k got another question.
    On page 38 it shows how to setup netplay, well, after you setit up, can you like reinstall everything you downloaded???
     
    249
    Posts
    16
    Years
    • Seen Jul 24, 2011
    I have a question regarding the Battle Backrounds.

    I want to get D/P style battle backrounds, but since the 'battlebg' files are made to repeat themselves to make the backround, I can't do it. So what script, and which lines do I change to make the backround image just show once?

    Thanks in advance.

    you don't need to modify any scripts, all you have to do is replace the images, the reason why you don't need to replace any of the scripts is because the images are ONLY repeated if they are not big enough, and are only repeated enough to fit the screen, meaning you not need to do anything but replace the images.

    YEAH! my first script edit! (yes, i know, it's the worlds most simplest script edit, but i'm learning)

    anyway, i got tired of the fact that i can't have any area in a dive map that you could move on, but couldn't dive up on, so i edited the script! :D

    and i desided to give you the script to.

    just go to line 1747 in pokemonfield, and replace that section of coding with this:
    Code:
    def Kernel.pbSurfacing
     return if !$PokemonGlobal.diving
     divemap=nil
     meta=pbLoadMetadata
     for i in 0...meta.length
      if meta[i] && meta[i][MetadataDiveMap]
       if meta[i][MetadataDiveMap]==$game_map.map_id
        divemap=i
        break
       end
      end
     end
     return if !divemap
    if $game_switches[150]
     movefinder=Kernel.pbCheckMove(PBMoves::DIVE)
     if $DEBUG || movefinder
      if Kernel.pbConfirmMessage(_INTL("Light is filtering down from above.  Would you like to use Dive?"))
          speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
          Kernel.pbMessage(_INTL("{1} used Dive.",speciesname))
          pbHiddenMoveAnimation(movefinder)
          pbFadeOutIn(99999){
           $game_temp.player_new_map_id=divemap
           $game_temp.player_new_x=$game_player.x
           $game_temp.player_new_y=$game_player.y
           $game_temp.player_new_direction=$game_player.direction
           pbCancelVehicles
           $PokemonGlobal.surfing=true
           pbUpdateVehicle
           $scene.transfer_player(false)
           surfbgm=pbGetMetadata(0,MetadataSurfBGM)
           $game_switches[150]=false
           if surfbgm
            $game_system.bgm_play(surfbgm)
           else
            $game_map.autoplayAsCue
           end
           $game_map.refresh
          }
          return true
      end
     else
      raise _INTL("Can't find Pokemon with Dive...")
    end
     else
     end
     return false
    end


    then go to lin 1879 (also in pokemonfield) and replace that section of code with this:
    Code:
    def Kernel.pbDive
     divemap=pbGetMetadata($game_map.map_id,MetadataDiveMap)
     return false if !divemap
     if $DEBUG || $Trainer.badges[BADGEFORDIVE]
       movefinder=Kernel.pbCheckMove(PBMoves::DIVE)
       if $DEBUG || movefinder
        if Kernel.pbConfirmMessage(_INTL("The sea is deep here.  Would you like to use Dive?"))
          speciesname=!movefinder ? PBSpecies.getName(0) : movefinder.name
          Kernel.pbMessage(_INTL("{1} used Dive.",speciesname))
          pbHiddenMoveAnimation(movefinder)
          pbFadeOutIn(99999){
           $game_temp.player_new_map_id=divemap
           $game_temp.player_new_x=$game_player.x
           $game_temp.player_new_y=$game_player.y
           $game_temp.player_new_direction=$game_player.direction
           pbCancelVehicles
           $PokemonGlobal.diving=true
           pbUpdateVehicle
           $scene.transfer_player(false)
           $game_map.autoplay
           $game_map.refresh
          }
          $game_switches[150]=true
          return true
        end
       else
        Kernel.pbMessage(_INTL("The sea is deep here.  A Pokemon may be able to go underwater."))
       end
     else
      Kernel.pbMessage(_INTL("The sea is deep here.  A Pokemon may be able to go underwater."))
     end
     return false
    end


    then, in your game, where ever you want the player to nolonger be able to dive up, make an event that turns switch 150 off (you can change the switch number by editing the 2 scripts above)
    then, make a new event that turns that same switch back on in a spote RIGHT before the area where you want the player to stop diving.

    this images shows you what i mean about the events:
     
    Last edited:
    81
    Posts
    15
    Years
  • Hey. I've got some experience with RPG Maker Xp and this kit looks great. My version of RPGXP is a Japanese translation and so i changed the text in the game file (via notepad, like you said) to 1.01 and now it loads fine. Except for 2 rather massive things. I can't acess Editor, it just makes the error noise and wont load. Also It wont let me test play the game (the Test Maps) at all, it gives an error message and close the game.
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    That's because you need the file "RGSS102E.dll", which is not included with Pokemon Essentials. Once you have that file, put it within the game's folder. I will mention that in the documentation.
     
    81
    Posts
    15
    Years
  • Ok, that half worked...and i am grateful. Editor now works, but I still can't test play the game. Should I pm you about this, rather than posting in this thread?

    Ali
     
    Last edited:
    2,048
    Posts
    16
    Years
    • Seen Sep 7, 2023
    The Japanese translated version is illegal, though. You might want to get the real English version.
     
    81
    Posts
    15
    Years
  • The Japanese translated version is illegal, though. You might want to get the real English version.

    Tbh, i'm not that fussed. I bought it off amazon for £2.75, and i'm happy with it. I was pretty unaware that it was illegal, and i dont' currently have the cash to replace it.
     
    Last edited:
    249
    Posts
    16
    Years
    • Seen Jul 24, 2011
    how do you check to see if a veriable is equal to any number in a set of numbers (meaning, i want to see if veriable whatever is equal to 3,11,25, or 35)
     

    PoKéMaKeR1

    Pokemon Rancher creator!
    282
    Posts
    16
    Years
  • how do you check to see if a veriable is equal to any number in a set of numbers (meaning, i want to see if veriable whatever is equal to 3,11,25, or 35)

    use a conditional branch;)
    so that variable i.e 25 = equal to 3, 11 ,25 or 35 (this will probably need 4 conditional branches 1 for each number;))
    Hope i helped!

    PoKéMaKeR
     
    Status
    Not open for further replies.
    Back
    Top