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Pokémon Essentials All questions and discussion about Pokémon Essentials, the Pokémon game kit for RPG Maker XP, go in here. Also contains links to the latest downloads and the Essentials Wiki.



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  #8376  
Unread February 1st, 2011, 01:57 AM
Ratty524's Avatar
Ratty524
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Since my first question didn't receive an answer, I'll try something else:

Is it possible to create a wild pokemon battle where catching the pokemon is disabled? For an example, think of Red & Blue where you battled the ghost of Marowak. Even though the silph scope revealed it to be a marowak, if you tried to throw a ball to catch it, it would dodge and a message would appear stating "this pokemon cannot be captured". Is this part of this essentials, or is it something that needs to be scripted?
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  #8377  
Unread February 1st, 2011, 05:24 AM
pokefan41
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Quote:
Originally Posted by Ratty524 View Post
Since my first question didn't receive an answer, I'll try something else:

Is it possible to create a wild pokemon battle where catching the pokemon is disabled? For an example, think of Red & Blue where you battled the ghost of Marowak. Even though the silph scope revealed it to be a marowak, if you tried to throw a ball to catch it, it would dodge and a message would appear stating "this pokemon cannot be captured". Is this part of this essentials, or is it something that needs to be scripted?
To my knowledge, I do not know if this is possible in Essentials. You might be able to achieve this with a wild encounter triggered by an event, but I do not know how to do that, or whether or not it will work.

Now I have a question of my own, actually, more of a problem. Essentials has suddenly stopped registering pokemon as captured.

What I mean is: I catch a pokemon, the pokedex says I've captured it, but it's not in my party, or in the PC. I can't think of anything that I could've done to cause this to happen. This is on one of my practice games, created only to allow me to get familiar with how Essentials works, nothing more. I have another game which I've created and as far as I know, that one works well. Does anyone know how this could've happened, and if it can be fixed?
  #8378  
Unread February 1st, 2011, 07:12 AM
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Mrchewy
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Quote:
Originally Posted by Conan Edogawa View Post
Can anyone explain how battle backgrounds work? I want to have something more than the basic 3rd gen background, but I need to know how to format the background so it works. Is it possible to just put the background in as it is, or do I need to rearrange it?
Battle backgrounds typically come in three parts: the actual background, the player base, and the enemy base. Each 'set' of three represents a different background type (i.e. there might be a grassy set, a purple indoor set, a water set).

The actual background can be whatever size you'd like. If it's smaller than the screen size than it is repeated horizontally and vertically.

The standard battle backgrounds are actually quite advanced; there's support for different backgrounds depending on the time of day, and you can also set the battle background on a per battle basis. Most of this is covered in notes.html.

The easiest way to implement new backgrounds is to replace the current images, but keeping the theme. For example, replacing the current grassy set of images with, say, Diamond/Pearl grassy images. This way you'll get the correct background showing.
  #8379  
Unread February 1st, 2011, 09:48 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Gender: Male
Quote:
Originally Posted by Ratty524 View Post
Since my first question didn't receive an answer, I'll try something else:

Is it possible to create a wild pokemon battle where catching the pokemon is disabled? For an example, think of Red & Blue where you battled the ghost of Marowak. Even though the silph scope revealed it to be a marowak, if you tried to throw a ball to catch it, it would dodge and a message would appear stating "this pokemon cannot be captured". Is this part of this essentials, or is it something that needs to be scripted?
You'd have to script it yourself. Fortunately, it's relatively simple to do. Go into PokeBattle_Battle and find the def pbThrowPokeBall. Near the top is the following:

Code:
  if @opponent && (!pbIsSnagBall?(ball) || !battler.isShadow?)
    @scene.pbThrowAndDeflect(ball,1)
    pbDisplay(_INTL("The Trainer blocked the Ball!\nDon't be a thief!"))
  else
    pokemon=battler.pokemon
Before that "else", put an "elsif $game_switches[42]" and put in that clause some code similar to the "throw and deflect" part. Ideally it would be an animation of the player throwing the ball and the Pokémon dodging (stored in a separate def like pbThrowAndDeflect), then the message you want. The "throw and deflect" part is almost identical to what you want, except it shows the enemy trainer butting in instead (or at least, it would if it were scripted).

Finally, flip Global Switch 42 ON just before the battle, and OFF again immediately after it. This works best with event encounters.

The hardest part to this would be to display the animation, because you'd need to script it from scratch. If you're cunning, though, you can steal half of the def pokeballThrow further up and tweak it a little towards the end.


Quote:
Originally Posted by pokefan41 View Post
Now I have a question of my own, actually, more of a problem. Essentials has suddenly stopped registering pokemon as captured.

What I mean is: I catch a pokemon, the pokedex says I've captured it, but it's not in my party, or in the PC. I can't think of anything that I could've done to cause this to happen. This is on one of my practice games, created only to allow me to get familiar with how Essentials works, nothing more. I have another game which I've created and as far as I know, that one works well. Does anyone know how this could've happened, and if it can be fixed?
Sounds like you might have fiddled with pbStorePokemon (in PokemonUtilities) in some way. The simplest fix is to replace that def with the original version.
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  #8380  
Unread February 2nd, 2011, 04:44 AM
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Ratty524
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Thanks a lot Maruno. It works perfectly. I haven't set up an animation for it, but I kind of feel like if I mess with scripts any further I just tend to screw stuff up, plus the process works even without an animation. Thank you again.
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  #8381  
Unread February 2nd, 2011, 11:51 PM
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kanto123326
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s hope this doesn't sound noobish, but how do you change the pokemon you find,battle?actually, i cant get any pokemon to appear at all when i playtest it...an answer, anyone?
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  #8382  
Unread February 3rd, 2011, 12:06 AM
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Ratty524
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Quote:
Originally Posted by kanto123326 View Post
s hope this doesn't sound noobish, but how do you change the pokemon you find,battle?actually, i cant get any pokemon to appear at all when i playtest it...an answer, anyone?
Things you should check:

1) Did you specify what pokemon is supposed to appear through the editor? If you go to "Set Metadata" and select the map you want, you can specify the pokemon encounters. Read this for more information:
http://pokemonessentials.wikia.com/wiki/Encounters

2) If you are using a custom tileset, are your terrain tags correct? All "tall grass" tiles, where pokemon are supposed to appear, should have a terrain tag of 2 in order to work.

3) In the metadata, how high did you set your encounters? if it's a low number, than pokemon will least likely appear when you walk over tall grass or in a cave.
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  #8383  
Unread February 3rd, 2011, 12:31 AM
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jota_rdk
Spanish hacker [Javi4315]
 
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Hello there!

My question: Are ther any tutorial about day/night system?
My second question: Are there any tutorial about how to put new trainers in the game?

Greetings!!
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  #8384  
Unread February 3rd, 2011, 01:21 AM
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Conan Edogawa
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Quote:
Originally Posted by jota_rdk View Post
Hello there!

My question: Are ther any tutorial about day/night system?
My second question: Are there any tutorial about how to put new trainers in the game?

Greetings!!
1. Set the map to be outdoor in the Editor and the day/night system will work on it.
2. Check the Wiki, it's in Maruno's signature.
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  #8385  
Unread February 3rd, 2011, 03:44 AM
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kanto123326
squ1r3llz m@k3 m3 cry
 
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Location: Candyland?
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global switches? how do those work and where do i put them?could you plz answer quickly?
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Last edited by kanto123326; February 3rd, 2011 at 11:46 PM.
  #8386  
Unread February 3rd, 2011, 11:26 AM
jota_rdk's Avatar
jota_rdk
Spanish hacker [Javi4315]
 
Join Date: Jul 2010
Location: Spain
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Nature: Timid
Quote:
Originally Posted by Conan Edogawa View Post
1. Set the map to be outdoor in the Editor and the day/night system will work on it.
2. Check the Wiki, it's in Maruno's signature.
But I want a tutorial that explain how use it (day/night system). I have already changed it in editor, but I don't know how to put the correct time of day or to put illumination at night.

I hope your help :D
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  #8387  
Unread February 4th, 2011, 12:46 AM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Gender: Male
I just want to announce that I've fixed the marking bug in Essentials, i.e. the game crashes when you try to mark Pokémon in storage with the ● ■ ▲ ♥ symbols. Just thought you guys might want to know.

The fix is available in the wiki article PC Pokémon storage. The best part is that it's really simple to fix.
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  #8388  
Unread February 4th, 2011, 01:35 AM
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jota_rdk
Spanish hacker [Javi4315]
 
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I have another doubt very important. I hope you can help me.

How can I delete this effect without delete the script?

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  #8389  
Unread February 4th, 2011, 01:54 AM
ag4047
Beginning Trainer
 
Join Date: Feb 2011
Gender: Male
Use the Pokemon Starter Kit and using the editor that is included, I link one map to another so it does not teleport the character ...
When I link any map in the editor seems that looks good but when you get to play the map you link is black (which would not have to happen) anyone can help me?
PD: will add the pokemon following character...
Sorry for my english ,I'm Argentine...

Last edited by ag4047; February 4th, 2011 at 11:23 AM.
  #8390  
Unread February 4th, 2011, 02:43 AM
kanto123326's Avatar
kanto123326
squ1r3llz m@k3 m3 cry
 
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URRGGHHHH! could some one PLZ reply? thx!
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Last edited by kanto123326; February 4th, 2011 at 02:45 AM. Reason: Your double post has been automatically merged.
  #8391  
Unread February 4th, 2011, 04:22 AM
Martinixon's Avatar
Martinixon
Beginning Trainer
 
Join Date: Oct 2010
Location: Mexico
Gender: Male
I started getting this error lately after choosing a name while creating a new game.
I would appreciate any help

  #8392  
Unread February 4th, 2011, 05:58 AM
Mrchewy's Avatar
Mrchewy
nom nom nom
 
Join Date: Jul 2007
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Quote:
Originally Posted by kanto123326 View Post
URRGGHHHH! could some one PLZ reply? thx!
No need to get frustrated. This thread doesn't exist for the sole purpose of answering people's questions, you know.

Global switches can be controlled via events by choosing the "Control Switches" command. Clicking on the little arrow next to the switch name brings up a dialogue where you can add/edit/remove all global switches in your game.

This is an RMXP feature non-exclusive to Essentials, however, and you're question would've been answered in the RMXP help files or even from a quick Google search.
  #8393  
Unread February 4th, 2011, 06:05 AM
Ratty524's Avatar
Ratty524
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Join Date: Jan 2011
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Quote:
Originally Posted by kanto123326 View Post
URRGGHHHH! could some one PLZ reply? thx!
Please, you've got to be patient. The worst thing to do when asking for help is to be rude.

Anyway, global switches are simply the set of switches that come with RMXP. They are used to control events, such as making sure a player can't get anything out of a treasure chest once he has already opened it and received its item. The counterpart of global switches would be self-switches, which should be used for the event only and should not be relied on for the game as a whole.

Are you even familiar with RPG maker as a whole? While I'd hate to be a spoiler, if you aren't you shouldn't be attempting to make a full fledge pokemon game with this maker yet. You should practice reading the help files and making default projects so that not only you can enjoy game-making, but also learn about the features of your engine. Pokemon Essentials is an add-on to this maker, and if you don't know the basics, using this will be harder than it should be.
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  #8394  
Unread February 4th, 2011, 11:26 AM
ag4047
Beginning Trainer
 
Join Date: Feb 2011
Gender: Male
Please someone help me with my problem !
  #8395  
Unread February 4th, 2011, 10:39 PM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
Gender: Male
Quote:
Originally Posted by jota_rdk View Post
I have another doubt very important. I hope you can help me.

How can I delete this effect without delete the script?

What effect are you talking about? The glow? That's because the door event is called "Light" or "OutdoorLight". Rename it.


Quote:
Originally Posted by ag4047 View Post
Use the Pokemon Starter Kit and using the editor that is included, I link one map to another so it does not teleport the character ...
When I link any map in the editor seems that looks good but when you get to play the map you link is black (which would not have to happen) anyone can help me?
PD: will add the pokemon following character...
Sorry for my english ,I'm Argentine...
I was very much tempted not to answer this, because you're so impatient.

Make sure that you place the maps next to each other correctly in the Editor. They should not overlap.


Quote:
Originally Posted by Martinixon View Post
I started getting this error lately after choosing a name while creating a new game.
I would appreciate any help

Have you compiled the game (i.e. play it from RPG Maker XP)?

The problem is that it doesn't know how many Pokémon there are in total in your game, which is something that is set during compilation.
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  #8396  
Unread February 5th, 2011, 01:24 AM
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jota_rdk
Spanish hacker [Javi4315]
 
Join Date: Jul 2010
Location: Spain
Gender: Male
Nature: Timid
Hello!

Is it possible to change the wild pokémons and battle background at night?

Greetings!!
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Pokémon Golden Legend // Pokémon Silver Legend


My tutorials:

__________________
My english is very bad, I know. Sorry! xD
  #8397  
Unread February 5th, 2011, 02:12 AM
HankMan's Avatar
HankMan
Beginning Trainer
 
Join Date: Feb 2011
Location: Orbis
Gender: Male
Nature: Lonely
Anyone know how to create an opening scene in your pokemon game. Can you upload it as a .swf to create a scene, like in the original Nintendo Pokemon games when you leave the menu for a short bit, a scene plays. I wanna be able to create one of those, because I'm a decent animator and I have some awesome cutsenes to make. PM me anyone who could help. All help is appreciated, and accounted for.
  #8398  
Unread February 5th, 2011, 02:24 AM
tylerab01's Avatar
tylerab01
Pokemon AquaHarmony
 
Join Date: Apr 2009
Location: France
Gender: Male
Nature: Bold
Hello, I am trying to make a Wild Pokemon Battle Script but nothing is working, i am using this script:

pbWildBattle(PBSpecies:HAYMIN,10,10)

either nothing happens or an error pops up.

Spoiler:

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Script error within event 23, map 46 (Gracidea Forest):

Exception: SyntaxError

Message: (eval)in `pbExecuteScript'compile error
(eval) syntax error
(PBSpecies:HAYMIN,10,10)
^

***Line '(PBSpecies:HAYMIN,10,10)' shouldn't begin with '(', try putting '(' at

the end of the last line

***Full script:

pbWildBattle
(PBSpecies:HAYMIN,10,10)




Interpreter:274:in `pbExecuteScript'

Interpreter:1583:in `command_355'

Interpreter:492:in `execute_command'

Interpreter:191:in `update'

Interpreter:104:in `loop'

Interpreter:196:in `update'

Scene_Map:96:in `update'

Scene_Map:94:in `loop'

Scene_Map:107:in `update'

Scene_Map:63:in `main'



This exception was logged in

C:\Users\Ty\Saved Games/Pokemon Essentials/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
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  #8399  
Unread February 5th, 2011, 08:05 AM
KitsuneKouta's Avatar
KitsuneKouta
狐 康太
 
Join Date: Mar 2010
Age: 22
Gender: Male
Quote:
Originally Posted by tylerab01 View Post
Hello, I am trying to make a Wild Pokemon Battle Script but nothing is working, i am using this script:

pbWildBattle(PBSpecies::SHAYMIN,10,10)

either nothing happens or an error pops up.

Spoiler:

Exception: RuntimeError
Message: Script error within event 23, map 46 (Gracidea Forest):
Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(PBSpecies::SHAYMIN,10,10)
^

***Line '(PBSpecies::SHAYMIN,10,10)' shouldn't begin with '(', try putting '(' at the end of the last line

***Full script:
pbWildBattle
(PBSpecies::SHAYMIN,10,10)

Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
A couple of things: first, it helps when you cut the fat out of the error message, like I did above. Second, the line highlighted in blue tells you exactly what to do. So, instead of

pbWildBattle(PBSpecies::SHAYMIN,10,10), use:

pbWildBattle(
PBSpecies::SHAYMIN,10,10)

(with the first parenthesis on the first line, and the rest on the second line). Also, this question is answered in the wiki, as are many other common questions. I'd really recommend looking around there more when you have problems or just want to learn more about how the kit works.
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  #8400  
Unread February 5th, 2011, 01:21 PM
ag4047
Beginning Trainer
 
Join Date: Feb 2011
Gender: Male
My problem persists... i need help...
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