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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
  • Age 31
  • 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
5,285
Posts
16
Years
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
  • Age 31
  • 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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