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

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Glitchfinder

Let's all get along, please?
477
Posts
17
Years
Add another number to each line of PBTypeChart.
Each line has 19 numbers, but you infact have 20 types because Normal is '0'.

That could be the problem. :x

EDIT: You have 19 lines and 19 effectiveness entries per line, but you have 20 types. Recheck your numbers you have there - but Normal is first and Spirit is last. You'll need to reconfigure the array by either adding another entry after the 0,s at the end and changing the 0s, or adding an entry before each 0, and adding a new line for the GOD element...

Actually, one of those 20 types has no effectiveness line in the chart. That is type #9, QMARKS, or ???. Anyway, I just tested it myself, and I found no errors. Here's what I've got:

Code:
#==============================================================================
# ** PBTypes
#------------------------------------------------------------------------------
#  This class handles Pokemon types. Instructions for adding new types are
#  included below.
#  
#
#  Step 1: Add a new type below the last default type (Dark), in the format
#          TYPE = #. The number is one higher than the number of the previous
#          type.
#
#  Step 2: Change the return line in PBTypes.getCount to return #, where the
#          number is equal to the last type's number. (See above)
#
#  Step 3: Add a new line into the bottom of PBTypeChart, with the format
#          specified there. Also, add an addition number to the end of each
#          line in the chart, as well, also following the specified format.
#          Add a comma at the end of the line before the last line. (Which
#          you just added)
#
#  Step 4: Add a new line to the bottom of PBTypes.getName(type) in the format
#          _INTL("TYPE"). Add a comma to the end of the lines before the last
#          one you added.
#
#  Step 5: Make some new Pokemon and moves!
#
#
#==============================================================================
class PBTypes
  #--------------------------------------------------------------------------
  # * Prespecified Variables
  #--------------------------------------------------------------------------
  NORMAL = 0
  FIGHTING = 1
  FLYING = 2
  POISON = 3
  GROUND = 4
  ROCK = 5
  BUG = 6
  GHOST = 7
  STEEL = 8
  QMARKS = 9
  FIRE = 10
  WATER = 11
  GRASS = 12
  ELECTRIC = 13
  PSYCHIC = 14
  ICE = 15
  DRAGON = 16
  DARK = 17
  SPIRIT = 18
  GOD = 19
  #--------------------------------------------------------------------------
  # * Count Types
  #     This number = the last type's number
  #     This number does not include QMARKS
  #--------------------------------------------------------------------------
  def PBTypes.getCount
    return 19
  end
  #--------------------------------------------------------------------------
  # * Type Chart
  #     Row = Attack type
  #     Column = Opponent type
  #     0 = Immune
  #     1 = "Not very effective"
  #     2 = Normal
  #     4 = "Super effective"
  #     New Type Info:
  #       Add a number to each line showing effect when attacked
  #       Add a new line showing type's effectiveness when attacking
  #       Make sure every line but the last one has a comma
  #--------------------------------------------------------------------------
  PBTypeChart = [
    2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
    4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
    2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
    2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
    2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
    2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
    2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
    0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
    2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
    2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
    2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
    2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
    2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
    2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
    2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
    2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
    2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
    0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
    2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4
  ]
  #--------------------------------------------------------------------------
  # * Type Names
  #     Add the names of new types at the end of the list
  #     Make sure that every line but the last one has a comma
  #--------------------------------------------------------------------------
  def PBTypes.getName(type)
  types = [
    _INTL("NORMAL"),
    _INTL("FIGHTING"),
    _INTL("FLYING"),
    _INTL("POISON"),
    _INTL("GROUND"),
    _INTL("ROCK"),
    _INTL("BUG"),
    _INTL("GHOST"),
    _INTL("STEEL"),
    _INTL("???"),
    _INTL("FIRE"),
    _INTL("WATER"),
    _INTL("GRASS"),
    _INTL("ELECTRIC"),
    _INTL("PSYCHIC"),
    _INTL("ICE"),
    _INTL("DRAGON"),
    _INTL("DARK"),
    _INTL("SPIRIT"),
    _INTL("GOD")
  ]
  return types[type]
  end
end

Yes, I did comment the script. Feel free to use it that way. I'll include a commented original version at the end of this post, in a spoiler. Anyway, I think the problem was in the move entry, so I'm including that as well.

Code:
355,RAGNAROK,RAGNAROK,00,100,GOD,Special,100,10,0,8,0,ef,Tough,"Strikes the foe with world-ending power."

Here's the original version of the script, with comments:
Spoiler:
 

Hall Of Famer

Born as Hall of Famer
709
Posts
16
Years
1, um, i've never found a single rmxp game sk that didn't allow more then 999 maps, if it's rmxp that wont alow more then that, then no, if not, then you're all good.
2, no idea
3, try reading the note.html file, it says in there that you can specify what moves a trainers pokemon has.

I'm sorry I can't find it anywhere in Note.html. Please inform me how to specify the moves a trainer's Pokemon has, thanks.
 
249
Posts
16
Years
  • Age 35
  • Seen Jul 24, 2011
Actually, one of those 20 types has no effectiveness line in the chart. That is type #9, QMARKS, or ???. Anyway, I just tested it myself, and I found no errors. Here's what I've got:

Code:
#==============================================================================
# ** PBTypes
#------------------------------------------------------------------------------
#  This class handles Pokemon types. Instructions for adding new types are
#  included below.
#  
#
#  Step 1: Add a new type below the last default type (Dark), in the format
#          TYPE = #. The number is one higher than the number of the previous
#          type.
#
#  Step 2: Change the return line in PBTypes.getCount to return #, where the
#          number is equal to the last type's number. (See above)
#
#  Step 3: Add a new line into the bottom of PBTypeChart, with the format
#          specified there. Also, add an addition number to the end of each
#          line in the chart, as well, also following the specified format.
#          Add a comma at the end of the line before the last line. (Which
#          you just added)
#
#  Step 4: Add a new line to the bottom of PBTypes.getName(type) in the format
#          _INTL("TYPE"). Add a comma to the end of the lines before the last
#          one you added.
#
#  Step 5: Make some new Pokemon and moves!
#
#
#==============================================================================
class PBTypes
  #--------------------------------------------------------------------------
  # * Prespecified Variables
  #--------------------------------------------------------------------------
  NORMAL = 0
  FIGHTING = 1
  FLYING = 2
  POISON = 3
  GROUND = 4
  ROCK = 5
  BUG = 6
  GHOST = 7
  STEEL = 8
  QMARKS = 9
  FIRE = 10
  WATER = 11
  GRASS = 12
  ELECTRIC = 13
  PSYCHIC = 14
  ICE = 15
  DRAGON = 16
  DARK = 17
  SPIRIT = 18
  GOD = 19
  #--------------------------------------------------------------------------
  # * Count Types
  #     This number = the last type's number
  #     This number does not include QMARKS
  #--------------------------------------------------------------------------
  def PBTypes.getCount
    return 19
  end
  #--------------------------------------------------------------------------
  # * Type Chart
  #     Row = Attack type
  #     Column = Opponent type
  #     0 = Immune
  #     1 = "Not very effective"
  #     2 = Normal
  #     4 = "Super effective"
  #     New Type Info:
  #       Add a number to each line showing effect when attacked
  #       Add a new line showing type's effectiveness when attacking
  #       Make sure every line but the last one has a comma
  #--------------------------------------------------------------------------
  PBTypeChart = [
    2,2,2,2,2,1,2,0,1,2,2,2,2,2,2,2,2,0,0,
    4,2,1,1,2,4,1,0,4,2,2,2,2,1,4,2,4,0,0,
    2,4,2,2,2,1,4,2,1,2,2,4,1,2,2,2,2,2,0,
    2,2,2,1,1,1,2,1,0,2,2,4,2,2,2,2,2,0,0,
    2,2,0,4,2,4,1,2,4,4,2,1,4,2,2,2,2,0,0,
    2,1,4,2,1,2,4,2,1,4,2,2,2,2,4,2,2,2,0,
    2,1,1,1,2,2,2,1,1,1,2,4,2,4,2,2,4,1,0,
    0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,0,
    2,2,2,2,2,4,2,2,1,1,1,2,1,2,4,2,2,1,0,
    2,2,2,2,2,1,4,2,4,1,1,4,2,2,4,1,2,2,2,
    2,2,2,2,4,4,2,2,2,4,1,1,2,2,2,1,2,2,2,
    2,2,1,1,4,4,1,2,1,1,4,1,2,2,2,1,2,2,2,
    2,2,4,2,0,2,2,2,2,2,4,1,1,2,2,1,2,2,2,
    2,4,2,4,2,2,2,2,1,2,2,2,2,1,2,2,0,2,2,
    2,2,4,2,4,2,2,2,1,1,1,4,2,2,1,4,2,2,2,
    2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,4,2,2,2,
    2,1,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
    0,2,2,2,2,2,2,4,1,2,2,2,2,4,2,2,1,4,2,
    2,2,2,2,2,2,2,2,2,4,4,4,4,2,2,2,2,2,4
  ]
  #--------------------------------------------------------------------------
  # * Type Names
  #     Add the names of new types at the end of the list
  #     Make sure that every line but the last one has a comma
  #--------------------------------------------------------------------------
  def PBTypes.getName(type)
  types = [
    _INTL("NORMAL"),
    _INTL("FIGHTING"),
    _INTL("FLYING"),
    _INTL("POISON"),
    _INTL("GROUND"),
    _INTL("ROCK"),
    _INTL("BUG"),
    _INTL("GHOST"),
    _INTL("STEEL"),
    _INTL("???"),
    _INTL("FIRE"),
    _INTL("WATER"),
    _INTL("GRASS"),
    _INTL("ELECTRIC"),
    _INTL("PSYCHIC"),
    _INTL("ICE"),
    _INTL("DRAGON"),
    _INTL("DARK"),
    _INTL("SPIRIT"),
    _INTL("GOD")
  ]
  return types[type]
  end
end

Yes, I did comment the script. Feel free to use it that way. I'll include a commented original version at the end of this post, in a spoiler. Anyway, I think the problem was in the move entry, so I'm including that as well.

Code:
355,RAGNAROK,RAGNAROK,00,100,GOD,Special,100,10,0,8,0,ef,Tough,"Strikes the foe with world-ending power."

Here's the original version of the script, with comments:
Spoiler:


with your exapmle of what it should look like, i think you're right, he had this as the move comand:
GOD,Special,100,10,0,08,0,ef,Tough,"Strikes the foe with world-ending power."

i think the hole problem what either he didn't have the number for the move (which is possable) or simply because he had a 0 with the 8.

I'm sorry I can't find it anywhere in Note.html. Please inform me how to specify the moves a trainer's Pokemon has, thanks.

go to note.html, click one trainers. then read the last line of the section.
 
Last edited:

Cloud79

Tries to make games....
3
Posts
15
Years
What is going on!

Okay, I really don't know what is going on, making the game is fine. But actually coming to playing the game... that's a whole new story. I get INSANE lag, its ridiculous, I have 2 maps... 2 MAPS! They're not even that big or complicated. The two maps are connected using the Visual Editor provided, and I've tried playing them by themselves without them being connected, I still get lag. I really need to solve this problem!

If it's something to do with my spec, then, here it is:

AMD Mobile Sempron 3300+ @ 2.0 Ghz (Single Core)
896MB of DDR RAM (160Mhz)
ATi Radeon Xpress 200M (That's the chipset and the graphics card ((IGP))) @ 128MB using shared video memory

Surely that, even though it is quite low, must be enough to run a 2D game on? if you want to see the maps then just ask, I'm currently just seeing what this starter kit can do, so I'm not putting too much effort into the mapping.

PLEASE HELP ME!

Thanks...
 

Flameguru

Pokemon: Metallic Silver
517
Posts
18
Years
  • Seen yesterday
AMD Mobile Sempron 3300+ @ 2.0 Ghz (Single Core)
896MB of DDR RAM (160Mhz)
ATi Radeon Xpress 200M (That's the chipset and the graphics card ((IGP))) @ 128MB using shared video memory

Surely that, even though it is quite low, must be enough to run a 2D game on?

Wrong. I run it on a 2 Ghz C2D with 1 GB of Ram and it has slight lag, but on my best Desktop there is no lag (then again, its a $3000 Computer)

I think it is time for you to get a new computer.
 

Cloud79

Tries to make games....
3
Posts
15
Years
Oww, okay, well, I'm saving £1000 to buy this PC:

Intel E8400 @ 3.0Ghz (Might Overclock to 4 or more)
4GB of DDR2 PC6400 800Mhz RAM
MSI Zilent Mobo (Comes with a nice CPU fan too =D)
1x XFX nVidia GeForce 9800 GTX
1x Blu Ray Drive 4x Speed
1x DVD +- R/ RW + Dual Layer drive 20x Speed

300GB 10000 RPM Raptor HDD
500GB Storage Drive @ 7200 RPM

Antec P182 Case

19" Widescreen monitor (Don't really care who makes it XD)
5.1 Sound System

That should do it XD, and thanks for the fast reply Flameguru =]
I'll just keep messing with the system on RPGXP for now, then play it when I get that, I'll make do for now though.

Thanks again
 
249
Posts
16
Years
  • Age 35
  • Seen Jul 24, 2011
does anyone know how to take a pokemon away? because i keep trying to figure it out, i checked the notes, and everything, but i can't find out how. >.<
 
312
Posts
16
Years
  • Seen Jul 16, 2023
Could somebody help me? Whenever you step into a Pokémon Centre, it tells you: "First, you should heal your Pokémon to full health. We hope you excel!"

However, this should only be there if you faint. My Pokémon wasn't fainted, yet it still appears. Why is this?
 

Cloud79

Tries to make games....
3
Posts
15
Years
look at the switches on that page, it chould be set to Starting Over, and you should have another event page without an autorun command without any switches on. Go look on the test maps if u cant figure it out
 

Flameguru

Pokemon: Metallic Silver
517
Posts
18
Years
  • Seen yesterday
does anyone know how to take a pokemon away? because i keep trying to figure it out, i checked the notes, and everything, but i can't find out how. >.<

I'm pretty sure its just pbRemovePokemon or pbDeletePokemon (One of the two, used pretty much the same way as pbAddPokemon(X,Y))
 

Ridley

Beware of Meta Ridley!
55
Posts
15
Years
Man, I hate errors...Anyways I have one now! :( Hopefully somebody can help! Here it is:

14udkpi.png


What I did before this happened was...Well I made a new trainer type in trainernames.txt called GUITARIST_Female...I make a female guitarist trainer and when I test run that comes up. Thanks in advance to anyone that can help! :D

~Ridley

EDIT: Nvm guys! I got it! Turns out that it was because I changed the name from GUITARIST to GUITARIST_Male to distinguish the difference between the male and female. So since I did that I had to go into the bttrainers.txt and change the names from GUITARIST to GUITARIST_Male too! Well I'm good to go! Thanks anyways guys! :)!!!!

Also, I'm having trouble updating my game to the new release with the trading and stuff. I was trying to use the notes.html but I can't seem to get it...I guess I'll try it again... :\
 
Last edited:

PokemonPlatnum

nomnomnom.
257
Posts
16
Years
Can anybody help me:
When I load my Game.rxproj file in the Pokémon Essiantials Kit Folder it says "Unexpected File Format" This has never happened before and I have had the Essiantials starter kit for about a month now... It's Not my RPGXP that is broken..
 
145
Posts
17
Years
Hi,

Some days ago, I said I would put an animated introduction script into the starter kit. So I've come to say you it is done.
It's based on some scripts coming from a french starterkit that I used and adapted for Poccil's starter kit.

The people who want it can ask me by sending me a private message.
 

Jirbytaylor

is too lazy to make a new ava
51
Posts
17
Years
Can anybody help me:
When I load my Game.rxproj file in the Pokémon Essiantials Kit Folder it says "Unexpected File Format" This has never happened before and I have had the Essiantials starter kit for about a month now... It's Not my RPGXP that is broken..

Delete the file and replace it with a new one. As far as I know the rxproj file contains no data relating to your project, it just reads it. Like the Game.exe.
 
312
Posts
16
Years
  • Seen Jul 16, 2023
Firstly, does the Starter Kit have the gatehouse tileset (I'm rubbish at recognising tiles)? If not, do you know where I can get them?
 

fudgy

so i herd you liek mudkipz?
299
Posts
15
Years
  • Seen Jun 15, 2010
some one deleted my topic about my error. but here is mine from poiccil's starter kit

fp9hg5.jpg

sorry for bringing this back up -_-, but no one has solved my problem yet.
 

Short Range

Chargin' mah Solarbeam!
270
Posts
16
Years
Hey all, I've been lookin' around for a while for a good way to make a Pokemon game other than hacking and this seems to be a good bet. I DL'd the latest version (June. 2008) but the only problem is, I have no idea how it works or how to use it! I played through and it's absolutly amazing but I don't know how I can get my own game started. So my question is, it there a noob tutorial or something? I can assure you, it's not a bad thing that it's falling into my hands here. I have experience with GML and some bits of RPGXP's script language (can't remember what it's called, Ruby, maybe? :P). So can anyone help?
 
249
Posts
16
Years
  • Age 35
  • Seen Jul 24, 2011
sorry for bringing this back up -_-, but no one has solved my problem yet.

yes, actually we did answer it. you never set the character in the intro.

Hey all, I've been lookin' around for a while for a good way to make a Pokemon game other than hacking and this seems to be a good bet. I DL'd the latest version (June. 2008) but the only problem is, I have no idea how it works or how to use it! I played through and it's absolutly amazing but I don't know how I can get my own game started. So my question is, it there a noob tutorial or something? I can assure you, it's not a bad thing that it's falling into my hands here. I have experience with GML and some bits of RPGXP's script language (can't remember what it's called, Ruby, maybe? :P). So can anyone help?

um, the only tutorial i've seen is note.html. which comes in the folder of pokemon essentials.
 
Last edited:

Flameguru

Pokemon: Metallic Silver
517
Posts
18
Years
  • Seen yesterday
Hey all, I've been lookin' around for a while for a good way to make a Pokemon game other than hacking and this seems to be a good bet. I DL'd the latest version (June. 2008) but the only problem is, I have no idea how it works or how to use it! I played through and it's absolutly amazing but I don't know how I can get my own game started. So my question is, it there a noob tutorial or something? I can assure you, it's not a bad thing that it's falling into my hands here. I have experience with GML and some bits of RPGXP's script language (can't remember what it's called, Ruby, maybe? :P). So can anyone help?

Best way to do it is to extract the kit twice to two different folders (one being Starter Kit and other being your Pokemon Game)

In your Pokemon game folder, open the game and delete every map except for the Intro Map. Then start creating maps from there out (such as starting room, houses, starting town) and add events as you go. Add images, new pokemon, whatever to your games project.

Copy events such as cut trees, day care, etc over from the Starter Kit folder's project and refer to notes.html for other features.
 
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