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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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  #2451  
Unread June 30th, 2008, 04:01 AM
sonic smash down's Avatar
sonic smash down
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thankz man this should really help wit it. it took me hours to try and think of it and look in the essentials kit
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  #2452  
Unread July 1st, 2008, 06:13 PM
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poccil thanks for the kit but i cant play the game ive game ive made =/
It says script 'pokemonload' nomethoderror occurred. undefined method `+' for nil:NilClass
i've tried to sort this for a whole day but nothing works....is there any way to fix this or do i have to just give up? thnx in advance =]
  #2453  
Unread July 1st, 2008, 08:58 PM
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what did you change..
Can you show the exact error?
Then it's easier to help..
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  #2454  
Unread July 2nd, 2008, 02:42 AM
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hey i had another error in the event but i think i have everything set up right wit it, first off i just want to know if this script is right.
Kernel.pbItemBall(:BItems::LUNARCYSTAL)
if it is, is this item code right?
503,LUNARCYSTAL,LUNAR CYSTAL,5,0,"This crystal is said to possess the spirit of the moon.",0,0
this has really been confusing me for the last few days.
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  #2455  
Unread July 2nd, 2008, 02:50 AM
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JollyRoger25
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Hey, I downlaoded the Starter kit, and I was wondering if the starter kit was a launch kit used for expansion, or a example kit, to show you what a game looks like???
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  #2456  
Unread July 2nd, 2008, 04:36 AM
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Well... I guess I'm not quite sure what you mean. It has all the script contained in it, and obviously it can be edited, so I guess it would be a "launch" kit.

Just start making a new game like you would any other, within the prexisting game, and all the code will still be there. If that helps.

Sonic Smash Down, if you're still having trouble with that item, it may have been improperly implemented. Try reading over the Implementing New Items section of the Notes file.
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Last edited by Dr. Manhattan; July 2nd, 2008 at 05:08 AM. Reason: Your double post has been automatically merged.
  #2457  
Unread July 2nd, 2008, 09:00 AM
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well i didnt change anything in the scripts so the line of code says
Dest = ENV['SystemRoot'] + '//Fonts//'
but the slashes are the other way round but i cant type them cos im on ds =p
  #2458  
Unread July 2nd, 2008, 04:09 PM
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gotcha man ill see if thats wats wrong tonight. thankz *crosses fingers and hope thats wats wrong*
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  #2459  
Unread July 2nd, 2008, 07:07 PM
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Can someone make me a script for a fast ball (the same as the fastball you obtain in G/S/C from kurt after you gave him a WHT Apricorn)
Thanks in advance
PoKéMaKeR
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  #2460  
Unread July 2nd, 2008, 07:24 PM
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can anyone help with my problem i posted before?
Im using rpg maker xp - postality knights edition if that helps....i'll be extremely grateful if anyone can help because i cant actually play my game because of the error =/
  #2461  
Unread July 2nd, 2008, 07:33 PM
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This is rather an important question.

How would you make your rival battle you with the opposite starter to your Pokémon? The problem I am having is in that I have set the events up depending on switches, yet the game is not processing the switches, and just executing the first page itself.
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  #2462  
Unread July 2nd, 2008, 07:49 PM
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Lorem, I could try to help you with that, but I assure you that there's an easier way than what I did, and someone else would have to tell you. In short, I set it up so that if the player picks, say, Squirtle, a switch will trigger causing the rival to walk over and get Bulbasaur. It's a long process that hogs Switches and is takes a while to get it down.

However, if you're having trouble getting event pages that work on Swtiches to run, make sure that the conditions for the switches are being fufilled by checking them in the Debug menu, and that you've properly checked the Switch boxes on the events.
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  #2463  
Unread July 2nd, 2008, 08:25 PM
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Crazyninjaguy: Your problem is that you're using the illegal version of RMXP. Get the real one.
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  #2464  
Unread July 2nd, 2008, 11:50 PM
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oh lol
okie thnx wichu :D
  #2465  
Unread July 3rd, 2008, 04:12 AM
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I may have to wonder again ---- Why can't you set up all the moves animations for we users instead of making us have to do it ourselves? Generally we can learn and do the work associated with RPG Maker but the animations don't. This means that no matter how talented we are in scripting, it's not possible for us to make the animations all alone. Please accept my request, thanks.
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  #2466  
Unread July 3rd, 2008, 04:52 AM
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Quote:
Originally Posted by Hall Of Famer View Post
I may have to wonder again ---- Why can't you set up all the moves animations for we users instead of making us have to do it ourselves? Generally we can learn and do the work associated with RPG Maker but the animations don't. This means that no matter how talented we are in scripting, it's not possible for us to make the animations all alone. Please accept my request, thanks.
i thought about this myself, but i think it would be a bit much for poccil with all the scripting and bug fixing that he's working on. considering he just added import/export animations in a text file, i think that some starter kit users can make some animations and other users do other animations. and pull together all the text files and resources into one thread. the completetion of the animations would go quicker instead of doing it yourself or waiting for poccil to do it. sound like a good idea?
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  #2467  
Unread July 3rd, 2008, 06:03 AM
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Quote:
Originally Posted by partyghoul2000 View Post
i thought about this myself, but i think it would be a bit much for poccil with all the scripting and bug fixing that he's working on. considering he just added import/export animations in a text file, i think that some starter kit users can make some animations and other users do other animations. and pull together all the text files and resources into one thread. the completetion of the animations would go quicker instead of doing it yourself or waiting for poccil to do it. sound like a good idea?
Yeah, that does sounds like a good idea, but who'll be the one to carry out this project? Btw, I know nothing about how to make animations, nor do I know how to import them into a txt file. I just wish someone could help me with the move animations of my game but no one responded to my help thread. Therefore, I post the previous posts expecting to see all the animations in the next starterkit release. Can't imagine I may have to continue making my animation-less pokemon game...
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  #2468  
Unread July 3rd, 2008, 06:37 AM
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Quote:
Originally Posted by Hall Of Famer View Post
Yeah, that does sounds like a good idea, but who'll be the one to carry out this project? Btw, I know nothing about how to make animations, nor do I know how to import them into a txt file. I just wish someone could help me with the move animations of my game but no one responded to my help thread. Therefore, I post the previous posts expecting to see all the animations in the next starterkit release. Can't imagine I may have to continue making my animation-less pokemon game...
i would be able to crank some out, but i would need the battle sfx and the animation frames in rpgmxp format.
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My custom battle animations and whatnot can be found here.
Credit is expected, if used.
  #2469  
Unread July 3rd, 2008, 08:57 AM
ali madan
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hi guys, I have couple of questions...
#1: How can I make my own custom battle system (the shapes and graphics not the scripting)?
#2:In which tileset is the water fall?
#3:Where can i find any tilesets of gyms?
#4:How can I make my own Pokeball (not the graphix but the scripting)?

and the last but not least:
I have alot of people have the same name and type, but the information is always the 1st trainer! Can you edit the following please?

[this is a picture to a Team Rocket Grunt #5, please edit any error...]

[IMG][/IMG]
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  #2470  
Unread July 3rd, 2008, 09:29 AM
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Hey guys. Got a question for one of our residant technicians.
Ive started joining all my maps together to day (via the Connections.txt) And ive got a strange problem occuring. When you begin to approch a NORTH/SOUTH connection. The noth map will spawn REFELECTIONS of any events that are visable. Ive checked the Tilesets in the database, and none of the grass tiles have reflecetions on.
So has anybody else had this. Or have i done something wrong?
(if it cant be remedied, then i can always just move the events up a bit.)
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  #2471  
Unread July 3rd, 2008, 03:46 PM
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Ali Madan:
If you mean just changing the graphics of the battlebacks and Pokemon, animations, etc, it's done rather easily by changing files in the Graphics folder.

Because I don't have a copy of the program on this computer, I can't give you any info on tilesets and scripting, but I know if you go into the Game Resources topic on this board, there's a tileset that includes Gyms and possible waterfalls. It's a little inconsistant and sometimes comes out blurry, so you may need to edit it.

As for the trainers, you first need to make sure a number has been used to distinguish them in the trainers.txt file, so it looks like this:

#---------------------
ROCKET
ROCKETGRUNT,1
1
RATTATA
#---------------------
ROCKET
ROCKETGRUNT,2
1
RATTATA
#----------------------

Then, when you add the trainer event, make sure the script looks like this:

pbTrainerBattle(PBTrainers::ROCKET,"ROCKETGRUNT",_I("Losing text blah blah blah"),false,1,false)

The number, of course, indicating which Rocket Grunt to fight.

Demonic Budha:
That's really weird. I've heard of connections causing errors and crashing and whatnot, but refelctions is new. Did you connect using the Visual Editor or by editting the connections.txt files?
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  #2472  
Unread July 3rd, 2008, 04:09 PM
poccil
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ali madan:

Use a comment named "BattleID: X" where X is the Trainer's number. This is needed for generated Trainer events. This builds on Dr. Manhattan's suggestion.
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  #2473  
Unread July 3rd, 2008, 07:17 PM
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Yeah, that's true too.

I tend to just cut out the comments though. I'm not sure if that has an affect on the events or not, but I haven't noticed any problems.

EDIT: Does anyone know the part of the script to change in order to allow each opponent in a double battle 6 Pokemon? Right now, I set up 2v2 trainer battles, but the player and partner can have 12 total while the opponents can only have 6. I've been looking through the PokeBattle_Battle script, but to no avail, and I'm a little afraid to mess around too much.
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Last edited by Dr. Manhattan; July 3rd, 2008 at 08:02 PM.
  #2474  
Unread July 4th, 2008, 01:36 AM
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Hey Dr. Manhattan, i did indeed edit it by changing the .txt itself.
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(for those of you who dont know im not the best speller in the world. )
(also i find it funny that im like 10 years older than some of you and im asking you for help. )
  #2475  
Unread July 4th, 2008, 02:04 AM
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You may want to try connecting them with the Visual Editor to see if that helps, though I tend to have a hard time with connections myself and they never seem to come out just how I want them to, so there's not much I can do otherwise.
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