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

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6
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16
Years
  • Seen Apr 7, 2009
hello why can i a new pokemon paste i will Turtwig of Diamond and Pearl paste???

I will in my game all pokemon and all pokemon of Diamond and Pearl.

:)

hope can me help!
 
386
Posts
17
Years
  • Seen Aug 10, 2015
Aqua Mudkip:

The error message occurred most likely because a bitmap file failed to be found. To find out which one, replace line 49 of the script section RPGCache with:

Code:
          begin
            @cache[path] = Bitmap.new(path)
          rescue
            raise "Failed to load bitmap: #{path}"
          end
 
92
Posts
18
Years
  • Seen Dec 4, 2008
Say, how can I assign a "revive" place? When you lose a Pokémon battle (trainer/wild), you get transported and full-healed to [FILL IN]?
 
386
Posts
17
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  • Seen Aug 10, 2015
Say, how can I assign a "revive" place? When you lose a Pokémon battle (trainer/wild), you get transported and full-healed to [FILL IN]?

The file metadata.txt supports a global setting named "Home" (in section [000]), that specifies the place where the player goes when he or she loses a battle and no Pokemon Center was entered. Details are below:
Home: The point that the player is placed in when all Pokemon have fainted
and no Pokemon Center was entered. This setting consists of four numbers,
separated by commas, that indicate the map ID, the X and Y coordinates, and
the direction to make the player face (2=down; 4=left; 6=right; 8=up; 0=retain
facing). The map identified by this setting should have an event page with the
"autorun" trigger and a conditional switch "Starting Over" (normally
numbered 5, but can be changed by editing the STARTING_OVER_SWITCH
constant in the script section PokemonField). The event page, when run,
should heal all Pokemon in the player's party (For an example, see the
event for the Pokemon Center's receptionist). This setting is required.

In addition, there is a function named Kernel.pbSetPokemonCenter that sets the starting-over point to wherever the player currently is. It is defined as follows:

Code:
def Kernel.pbSetPokemonCenter
 $PokemonGlobal.pokecenterMapId=$game_map.map_id
 $PokemonGlobal.pokecenterX=$game_player.x
 $PokemonGlobal.pokecenterY=$game_player.y
 $PokemonGlobal.pokecenterDirection=$game_player.direction
end

I hope this helps.
 
92
Posts
18
Years
  • Seen Dec 4, 2008
The file metadata.txt supports a global setting named "Home" (in section [000]), that specifies the place where the player goes when he or she loses a battle and no Pokemon Center was entered. Details are below:


In addition, there is a function named Kernel.pbSetPokemonCenter that sets the starting-over point to wherever the player currently is. It is defined as follows:

Code:
def Kernel.pbSetPokemonCenter
 $PokemonGlobal.pokecenterMapId=$game_map.map_id
 $PokemonGlobal.pokecenterX=$game_player.x
 $PokemonGlobal.pokecenterY=$game_player.y
 $PokemonGlobal.pokecenterDirection=$game_player.direction
end

I hope this helps.
Oh tanks! So basically, when I put this

Code:
def Kernel.pbSetPokemonCenter
 $PokemonGlobal.pokecenterMapId=$game_map.map_id
 $PokemonGlobal.pokecenterX=$game_player.x
 $PokemonGlobal.pokecenterY=$game_player.y
 $PokemonGlobal.pokecenterDirection=$game_player.direction
end

as a Script Command in an event, it saves the place as the place you get to when you lose a battle? (using hero touch probably?)
 
386
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17
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  • Seen Aug 10, 2015
That's actually how the function is defined in the script section PokemonField; what you would do instead is use this simple line for the Script event command:
Code:
Kernel.pbSetPokemonCenter
Sorry if it wasn't clear enough.
 
92
Posts
18
Years
  • Seen Dec 4, 2008
That's actually how the function is defined in the script section PokemonField; what you would do instead is use this simple line for the Script event command:
Code:
Kernel.pbSetPokemonCenter
Sorry if it wasn't clear enough.
Ah okay thanks very much! No biggie, you're in no position to apologise. :P Hell, you made a wish come true for most of us.
 

RMXPUser462

Just call me Ryan
258
Posts
18
Years
  • Age 32
  • Seen Dec 28, 2012
Not Possible atm I don't believe. If you wanted to try, it would require changing the Pokemon's Sprite in the Graphics Folder, renaming it in the scripts, and modifying all its moves, stats, and more....which would be a pain...sorry. Poccil may be able to assist you further than me :)

i, honestly, have a quick question regarding custom pokemon...

is there a script providing a database with the names/graphic name/etc., in which we can change the names and such to a name that we would like??
 
386
Posts
17
Years
  • Seen Aug 10, 2015
There is a text file called pokemon.txt in the PBS folder; that file contains data on each Pokemon in the game and contains details on creating new ones.
 
72
Posts
18
Years
Hey Poccil, I've got one little question:
In my Pokémon Game, I don't want to use a PokéGear, but can I use the map, which is in the Key items Pocket? (like in D/P)

Thank you so much :)

EDIT : I don't know why I've got this error :

undefined method `pbOnMapChange' for Kernel:Module
PokemonMap:226:in `setMapChanged'
PokemonMap:207:in `setup'
PokemonLoad:191:in `pbStartLoadScreen'
PokemonLoad:173:in `open'
PokemonLoad:173:in `pbStartLoadScreen'
PokemonLoad:142:in `loop'
PokemonLoad:210:in `pbStartLoadScreen'
Scene_Intro:121:in `to_title_update'
Scene_Intro:55:in `main'
Main:41

I just change the windowsskin picture...?
 
Last edited:

RMXPUser462

Just call me Ryan
258
Posts
18
Years
  • Age 32
  • Seen Dec 28, 2012
much thanks poccil for the help, you're brilliant :)


EDIT
How do you make it so an opposing trainer can have a shiny pokemon? I've tried using things like SHINYCHARIZARD, or SHINY_CHARIZARD, or even CHARIZARD_SHINY but got nothing from it :P

thanks for your help :)
 
Last edited:
386
Posts
17
Years
  • Seen Aug 10, 2015
A new version of Pokemon Essentials is now available.

Changes:

Stabler Tilemap class -- Tile displacement problem was eliminated
Trainer battles can be skipped in playtests by holding CTRL
Internationalization support -- Texts can be extracted and compiled
for localization
Battle start transition included
Finer day/night tinting
WildBattleBGM and TrainerBattleBGM metadata classes
Move speed problem fixed
Title background music is set to that in the System tab of the database
The Bag is no longer filled automatically in playtesting; instead
use the "Fill Bag" option in the Debug menu.

Modified scripts:

Added: PBIntl
Changed: PokemonMap
Changed: PokeBattle_Pokemon
Changed: PokemonOption
Changed: PokemonDayCare
Changed: PokemonPokedex
Changed: PokeBattle_BattleArena
Changed: PokeBattle_Effects
Changed: PBTypes
Changed: PokemonMenu
Changed: PokeBattle_MoveEffects
Changed: PokeBattle_Move
Changed: AnimationSprite
Changed: RPGCache
Changed: Resolution*
Changed: PokemonSave
Changed: PokemonField
Changed: Walk/Run
Changed: PokemonMart
Changed: PokeBattle_ActualScene
Changed: PokemonTrainers
Changed: PokemonTilesetEditor
Changed: PokeBattle_Trainer
Changed: SpriteResizer
Changed: PokemonLoad
Changed: PBFile
Changed: PBMoves
Changed: Interpreter 7 *
Changed: Main
Changed: PokemonEntry
Changed: PokeBattle_AI
Changed: BitmapCache
Changed: WindowAndTilemap
Changed: Game_Event*
Changed: Compiler
Changed: PokemonTrainerCard
Changed: PBSpecies
Changed: PBItems
Changed: PokemonEvolution
Changed: PokeBattle_BattlePalace
Changed: PBTrainers
Changed: PokemonMessages
Changed: PBAbilities
Changed: PBDebug
Changed: PokemonSummary
Changed: SpriteWindow
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonRegionMap
Changed: PokemonEncounters
Changed: PokemonItems
Changed: PokemonBag
Changed: PokemonScreen
Changed: PokeBattle_Battler
Changed: PokemonStorage
Changed: Scene_Intro

Edit: A previous upload still filled the bag at game start and made Pokemon shiny by accident. The current upload no longer has these problems.
 
Last edited:

Aqua Mudkip

LOL I'm okay!
157
Posts
17
Years
So did I help by testing the upload Poccil?

P.S. It still didnt work! I DownLoaded the update and I still get the annoying error! Someone please help!
 
Last edited:

Demonic Budha

semi-good RMXPer (not script)
192
Posts
18
Years
So did I help by testing the upload Poccil?

P.S. It still didnt work! I DownLoaded the update and I still get the annoying error! Someone please help!

You cant run the game file from inside RMXP, you can only run the game from the Icon, thats in the project folder.
 
312
Posts
16
Years
  • Seen Jul 16, 2023
Please can somebody tell me how to get this onto Postality Knights version? It would really, really help with my project.
 
386
Posts
17
Years
  • Seen Aug 10, 2015
Lorem Ipsum:

For that, please see the section in notes.txt entitled "Problems when opening project":
If you are using RPG Tsukuuru XP in Japanese and you cannot open the project, then
open Game.rxproj in Notepad and change "RPGXP 1.02" to "RPGXP 1.01" or, if necessary
"RPGXP 1.00", then save the file.
 
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