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

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8
Posts
15
Years
    • Seen May 20, 2011
    Hey. I am having fun with the RPG maker xp (Pokemon Essential), and when my pokemon is low on HP, i will of couse go to the Pokemon Center. Here comes the problem; The lovely miss will do what she does but when i get my Pokemons back they are not healed.

    The code is currently;

    Script: Kernel.pbSetPokemonCenter
    Text: RANDOM
    Show Choices: Yes, No
    When [Yes]
    Recover All: Entiry Party
    Set Move Route: This event
    : $>Turn Left
    Wait for move's completion
    Script: $game_Variables[43]=$Trainer.party.length
    : $game_map.need_refresh=true
    Wait: 40 frame(s)
    Control Variables: [0043: Reserved - Pokemon Count] = 0
    Set Move Route: This Event
    : $>Turn Down
    Text: Random
    Text: Random

    When [No]
    Text: Random

    Branch End
     
    521
    Posts
    15
    Years
    • Seen Sep 11, 2013
    Hey. I am having fun with the RPG maker xp (Pokemon Essential), and when my pokemon is low on HP, i will of couse go to the Pokemon Center. Here comes the problem; The lovely miss will do what she does but when i get my Pokemons back they are not healed.

    The code is currently;

    Script: Kernel.pbSetPokemonCenter
    Text: RANDOM
    Show Choices: Yes, No
    When [Yes]
    Recover All: Entiry Party
    Set Move Route: This event
    : $>Turn Left
    Wait for move's completion
    Script: $game_Variables[43]=$Trainer.party.length
    : $game_map.need_refresh=true
    Wait: 40 frame(s)
    Control Variables: [0043: Reserved - Pokemon Count] = 0
    Set Move Route: This Event
    : $>Turn Down
    Text: Random
    Text: Random

    When [No]
    Text: Random

    Branch End

    Copy and paste the nurse out of the sample game.
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    Kamaran:

    That was a bug in a recent version of Pokemon Essentials. Please re-download the Pokemon Essentials kit, which contains a fix to that problem.
     
    8
    Posts
    15
    Years
    • Seen May 20, 2011
    thx m8...
    Is it possible you can help me with;
    ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: RuntimeError
    Message: Script error within event 1, map 54 (MoonStone):
    (eval):2:in `pbExecuteScript'compile error
    (eval):2: syntax error
    ***Full script:
    Kernel.pbReceiveItem(PBItems::MOONSTON
    E)


    Interpreter:258:in `pbExecuteScript'
    Interpreter:1652:in `command_355'
    Interpreter:496: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
    ---------------------------
     
    1,279
    Posts
    20
    Years
  • ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: NoMethodError

    Message: undefined method `ballused' for nil:NilClass

    PokeBattle_ActualScene:485:in `initialize'

    PokeBattle_ActualScene:1528:in `new'

    PokeBattle_ActualScene:1528: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'

    PokemonField:412:in `pbWildBattle'



    This exception was logged in errorlog.txt.
    If it helps, here is the block of code and modified parts shown
    class PokemonDataBox < SpriteWrapper
    attr_reader :battler
    attr_accessor :selected
    attr_accessor :appearing
    attr_reader :animatingHP
    attr_reader :animatingEXP
    def initialize(battler,doublebattle,viewport=nil)
    super(viewport)
    @explevel=0
    @battler=battler
    @spritebaseY=0
    @selected=0
    @frame=0
    @showhp=false
    @showexp=false
    @appearing=false
    @animatingHP=false
    @currenthp=0
    @endhp=0
    @expflash=0
    @statusCX=64
    @statusY=28

    if (@battler.index&1)==0 # if player's Pokemon
    @spritebaseX=16
    @pokeball=sprintf("Graphics/Pictures/ball%02d_0.png",(@battler.pokemon.ballused))
    else
    @spritebaseX=0
    @pokeball=BitmapCache.load_bitmap("Graphics/Pictures/pokeball.png")
    end
    yoffset=(Graphics.height-320)
    if doublebattle
    case @battler.index
    when 0
    @databox=BitmapCache.load_bitmap("Graphics/Pictures/doublePlayerBox.png")
    @spriteX=256
    @spriteY=124+yoffset
    when 1
    @databox=BitmapCache.load_bitmap("Graphics/Pictures/doubleEnemyBox.png")
    @spriteX=26
    @spriteY=10+yoffset
    @spritebaseX=0
    @spritebaseY=0
    when 2
    @databox=BitmapCache.load_bitmap("Graphics/Pictures/doublePlayerBox.png")
    @spriteX=280
    @spriteY=174+yoffset
    when 3
    @databox=BitmapCache.load_bitmap("Graphics/Pictures/doubleEnemyBox.png")
    @spriteX=2
    @spriteY=60+yoffset
    end
    else
    case @battler.index
    when 0
    @databox=BitmapCache.load_bitmap("Graphics/Pictures/singlePlayerBox.png")
    @spriteX=254
    @spriteY=148+yoffset
    @showhp=true
    @showexp=true
    @statusCX=40
    @statusY=44
    when 1
    @databox=BitmapCache.load_bitmap("Graphics/Pictures/singleEnemyBox.png")
    @spriteX=26
    @spriteY=32+yoffset
    end
    end
    @statuses=BitmapCache.load_bitmap(_INTL("Graphics/Pictures/boxstatuses.png"))
    @contents=Bitmap.new(@databox.width,@databox.height)
    self.bitmap=@contents
    self.visible=false
    self.z=2
    refreshExpLevel
    refresh
    end
    def dispose
    @statuses.dispose
    @databox.dispose
    @contents.dispose
    super
    end
    def refreshExpLevel
    if [email protected]
    @explevel=0
    else
    [email protected]
    startexp=PBExperience.pbGetStartExperience(@battler.pokemon.level,growthrate)
    endexp=PBExperience.pbGetStartExperience(@battler.pokemon.level+1,growthrate)
    if startexp==endexp
    @explevel=0
    else
    @explevel=(@battler.pokemon.exp-startexp)*PokeBattle_Scene::EXPGAUGESIZE/(endexp-startexp)
    end
    end
    end
    def exp
    return @animatingEXP ? @currentexp : @explevel
    end
    def hp
    return @animatingHP ? @currenthp : @battler.hp
    end
    def animateHP(oldhp,newhp)
    @currenthp=oldhp
    @endhp=newhp
    @animatingHP=true
    end
    def animateEXP(oldexp,newexp)
    @currentexp=oldexp
    @endexp=newexp
    @animatingEXP=true
    end
    def appear
    refreshExpLevel
    refresh
    self.visible=true
    self.opacity=255
    if (@battler.index&1)==0 # if player's Pokemon
    self.x=@spriteX+320
    else
    self.x=@spriteX-320
    end
    self.y=@spriteY
    @appearing=true
    end
    def refresh
    self.bitmap.clear
    return if [email protected]
    self.bitmap.blt(0,0,@databox,Rect.new(0,0,@databox.width,@databox.height))
    pbSetSmallFont(self.bitmap)
    hpstring=_ISPRINTF("{1: 2d}/{2: 2d}",self.hp,@battler.totalhp)
    textpos=[]
    base=PokeBattle_Scene::BOXTEXTBASECOLOR
    shadow=PokeBattle_Scene::BOXTEXTSHADOWCOLOR
    genderX=self.bitmap.text_size(@battler.name).width
    genderX+=@spritebaseX+14
    textpos.push([@battler.name,@spritebaseX+14,@spritebaseY+6,false,base,shadow])
    if @battler.gender==0 # Male
    textpos.push([_INTL("♂"),genderX,@spritebaseY+6,false,Color.new(8*8,25*8,31*8),shadow])
    elsif @battler.gender==1 # Female
    textpos.push([_INTL("♀"),genderX,@spritebaseY+6,false,Color.new(31*8,19*8,18*8),shadow])
    end
    textpos.push([_INTL("Lv{1}",@battler.level),@spritebaseX+170,@spritebaseY+6,true,base,shadow])
    if @showhp
    textpos.push([hpstring,@spritebaseX+170,@spritebaseY+40,true,base,shadow])
    end
    pbCopyBitmap(self.bitmap,@pokeball,@spritebaseX+5,@spritebaseY+25) if $Trainer.owned[battler.species]
    pbDrawTextPositions(self.bitmap,textpos)
    if @battler.status>0
    self.bitmap.blt(@spritebaseX+14,@spritebaseY+@statusY,@statuses,
    Rect.new(0,(@battler.status-1)*16,@statusCX,16))
    end
    hpGaugeSize=PokeBattle_Scene::HPGAUGESIZE
    [email protected]==0 ? 0 : (self.hp*hpGaugeSize/@battler.totalhp)
    hpgauge=1 if hpgauge==0 && self.hp>0
    hpzone=0
    hpzone=1 if self.hp<=(@battler.totalhp/2).floor
    hpzone=2 if self.hp<=(@battler.totalhp/4).floor
    hpcolors=[
    PokeBattle_Scene::HPCOLORSHADOW1,
    PokeBattle_Scene::HPCOLORBASE1,
    PokeBattle_Scene::HPCOLORSHADOW2,
    PokeBattle_Scene::HPCOLORBASE2,
    PokeBattle_Scene::HPCOLORSHADOW3,
    PokeBattle_Scene::HPCOLORBASE3
    ]
    # fill with HP color
    hpGaugeX=PokeBattle_Scene::HPGAUGE_X
    hpGaugeY=PokeBattle_Scene::HPGAUGE_Y
    expGaugeX=PokeBattle_Scene::EXPGAUGE_X
    expGaugeY=PokeBattle_Scene::EXPGAUGE_Y
    self.bitmap.fill_rect(@spritebaseX+hpGaugeX,@spritebaseY+hpGaugeY,hpgauge,2,hpcolors[hpzone*2])
    self.bitmap.fill_rect(@spritebaseX+hpGaugeX,@spritebaseY+hpGaugeY+2,hpgauge,2,hpcolors[hpzone*2+1])
    # fill with black
    self.bitmap.fill_rect(@spritebaseX+hpGaugeX+hpgauge,@spritebaseY+hpGaugeY,hpGaugeSize-hpgauge,2,PokeBattle_Scene::HPCOLORSHADOW4)
    self.bitmap.fill_rect(@spritebaseX+hpGaugeX+hpgauge,@spritebaseY+hpGaugeY+2,hpGaugeSize-hpgauge,2,PokeBattle_Scene::HPCOLORBASE4)
    if @showexp
    # fill with EXP color
    self.bitmap.fill_rect(@spritebaseX+expGaugeX,@spritebaseY+expGaugeY,self.exp,4,PokeBattle_Scene::EXPCOLOR)
    end
    end
    It displays a standard pokeball with just this part:
    @pokeball=BitmapCache.load_bitmap("Graphics/Pictures/pokeball.png") but the thing I am trying to display doesn't work :(
     
    2,048
    Posts
    16
    Years
    • Seen Sep 7, 2023
    If it helps, here is the block of code and modified parts shown

    It displays a standard pokeball with just this part:
    @pokeball=BitmapCache.load_bitmap("Graphics/Pictures/pokeball.png") but the thing I am trying to display doesn't work :(

    It appears that the battler hasn't got an attached Pokémon object; from the error message, you can see that it says the method is undefined for NilClass. Try adding 'if @battler.pokemon' after the line which gets the type of ball to use.
     
    521
    Posts
    15
    Years
    • Seen Sep 11, 2013
    Answer

    A few things i would now like, but i think they will involve heavy script edits, but whatever;

    I'd like to play an intro movie before the title screen.

    i'd also like to set the number of saves allowed.

    anyone want to helps?

    I am working on figuring out a way to play an intro movie.

    I do not know how to different saves except for switching between different game data.
     
    81
    Posts
    15
    Years
    • Seen Apr 8, 2021
    which part of the script that i have edit to make the pokemon play it's cry during GROWL/ROAR?
     

    PoKéMaKeR1

    Pokemon Rancher creator!
    282
    Posts
    16
    Years
  • thx m8...
    Is it possible you can help me with;
    ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: RuntimeError
    Message: Script error within event 1, map 54 (MoonStone):
    (eval):2:in `pbExecuteScript'compile error
    (eval):2: syntax error
    ***Full script:
    Kernel.pbReceiveItem(PBItems::MOONSTON
    E)


    Interpreter:258:in `pbExecuteScript'
    Interpreter:1652:in `command_355'
    Interpreter:496: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
    ---------------------------

    Don't know if anyone answered yet but your problem is this:

    Kernel.pbReceiveItem(PBItems::MOONSTON
    E)

    Where it should be Kernel.pbReceiveItem(PBItems::MOONSTONE)
    Or this Kernel.pbReceiveItem(
    PBItems::MOONSTONE)
    (you see, all of coding needs to be on the same line)
    Then it'll work I guess

    Good luck!

    PoKéMaKeR​
     

    SpawnHyuuga

    Elite Four Spawn
    198
    Posts
    17
    Years
  • Stupid Question

    How do I incorporate the Platinum sprites into my game, I figure everything will place just about right except for the female differentials. How do I make the females look different, and this frame 1, frame 2 stuff, how do I take this into my own hands?
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    How do I incorporate the Platinum sprites into my game, I figure everything will place just about right except for the female differentials. How do I make the females look different, and this frame 1, frame 2 stuff, how do I take this into my own hands?
    The 4th Gen sprites are a different (larger) size than what Essentials is using (which is the 3rd Gen sprite size). You'll need to change the size of your Platinum sprites, but then it's a simple case of replacing the current sprites with your new ones.

    Making a different sprite be shown depending on gender would require a little bit of scripting, although as far as I can imagine it would only be a couple of lines (at most) added into the scripts wherever it says to show the sprite (in battle and in the party screen, possibly in the Dex as well if you're doing something fancy).

    To have the battlers animate at the start of a battle would require more complex scripting.


    EDIT: Quick question - which file are the scripts saved in? I recently messed up a script I was working on, and now I've decided I want to keep backups (I was only playing around with them, to see what I could do, so it's no big loss). I'm guessing it's "Data/Scripts.rxdata", but call me pedantic, I want to be sure before I start fiddling around again.
     
    Last edited:

    SpawnHyuuga

    Elite Four Spawn
    198
    Posts
    17
    Years
  • I'll have to see if anyone can make that script. As far as I know Essentials Sprite Size is 128 x 128, and the Platinum sprites I have are 128 x 128.

    EDIT: Need someone who knows a lot of scripting, PM me please. (2 Scripts - I know nothing about RGSS)
     
    1,279
    Posts
    20
    Years
  • It appears that the battler hasn't got an attached Pokémon object; from the error message, you can see that it says the method is undefined for NilClass. Try adding 'if @battler.pokemon' after the line which gets the type of ball to use.

    Thanks Wichu, I was able to find the real problems and solve them due to your help :)
    I am slowly remembering how to use rgss, cheers m8.
     
    19
    Posts
    15
    Years
    • Seen Sep 28, 2010
    Hello, i need help :B

    I want to know if in pokemon starter kit exists a variable that stores the number of owned and seen pokemon.

    Anyone can help me on this? D:
     
    2,048
    Posts
    16
    Years
    • Seen Sep 7, 2023
    $Trainer.pokedexSeen and $Trainer.pokedexOwned will do the trick.
    If you want to use it in a conditional branch, you should use the Script condition. For example:
    Conditional Branch: Script: $Trainer.pokedexOwned>=40
    will check if the player has owned greater than or equal to (i.e. at least) 40 Pokémon.
     
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