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

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Kaylee Krysteenah Fynch

is rarely here
302
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16
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Okay, that was very nearly, almost what I needed, and it allowed me to figure out the rest. So for anyone else who needs to know, the exact code for setting the self-switch of another event is this:

pbSetSelfSwitch($game_map.events[X],
"Y",true)

Where X is the event number, and Y is the switch (A, B, C, or D).

Thanks though, Luka, for putting me on the right track.

EDIT: Nevermind... It gives no errors now, and doesn't stop me from moving (the way the original code given by Luka did), but it also doesn't seem to be changing the switch. You see, I'm using a switch to make a character appear while it is offscreen, before walking on, by having an event page with switches off, no graphics or code, and an event page with a sprite, but no code. Once it appears, the event will walk up to you, talk with you, and then walk away, and disappear again once it goes offscreen. All of this is controlled by a stationary, invisible event which the player steps on. But, like the double battles, the command does not seem to actually change the self switch. Does this mean I need to upgrade? Or is something else wrong?
 
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490
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15
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  • Age 34
  • Seen Sep 27, 2021
what do I edit in the scripts to control the EXP? I think in my game the EXP is too much. My pokemon are leveling up to much or rather too quick
 
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Fraot

Researcher & Game Developer
322
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15
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what do I edit in the scripts to control the EXP? I think in my game the EXP is too much. My pokemon are leveling up to much or rather too quick

I think there's a script related to experience, it's called PBExperience. At the beggining there're four tables, I think there're four... well, when you open the pokemon.txt on PBS folder, you can see that some pokémon has "fluctuating", "errating", "medium", "slow", "fast" on the line "experience". I don't know what else should explain here... just edit that script, or edit some pokemon on the pokemon.txt file in order to make them grow faster or slower...
 

Poeman

Banned
755
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15
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  • Age 29
  • Seen Nov 1, 2012
Just a quick question of something I never figured out, how can I set the graphics for the berry plants?
 

Nyu~♥!

Pokémon Opal Producer
478
Posts
14
Years
Somehow you have 17 vertical lines and 19 horizontal ones, while it sould be 18x18.

I feel stupid.. XD Thank you, I'll try it now.

Thanks for the help, guys, it's still not working.. if anyone can fix this script, please do. It's right under here:
Spoiler:


And Silver, you download the starter kit from upokecenter... Starting a game? heh. Careful now.
 
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~JV~

Dev of Pokémon Uranium
684
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16
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I feel stupid.. XD Thank you, I'll try it now.

Thanks for the help, guys, it's still not working.. if anyone can fix this script, please do. It's right under here:
Spoiler:


And Silver, you download the starter kit from upokecenter... Starting a game? heh. Careful now.

Actually I've added a type on my game xD, I was just too lazy to check the script for you yesterday. It's missing a comma at teh end of "_INTL("LIGHT")" like in the other lines xD.
 
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Does anyone of you know how to generate a scripted battle in pokemon essentials, like the old man catching a Weedle?

I 2nd that :D

Also 1. Could somebody explain how to add a new item into the game please. I have read the notes over and over but im not really understanding it that much :D
2. Explain how to use the dependent events so i can make whatever Pokemon you have first in your party follow you. :D

Thanks~
 
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2,048
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16
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  • Age 31
  • Seen Sep 7, 2023
Scripted battles aren't a feature of Essentials; if you want to make one, you'll have to script it yourself.
 
81
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15
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Still suffering with the same error.

Exception: NoMethodError
Message: undefined method `pbGetDayNightMinutes' for #<LightEffect_DayNight:0x56fc498>
PokemonField:998:in `update'
AnimationSprite:94:in `update'
AnimationSprite:93:in `each'
AnimationSprite:93:in `update'
Spriteset_Map:44:in `_animationSprite_initialize'
AnimationSprite:55:in `shadow_initialize'
Shadow:204:in `initialize'
Scene_Map:26:in `new'
Scene_Map:26:in `createSpritesets'
Scene_Map:25:in `each'

Now i know that it's unlikely that someone will have seen the same error before- but I thought maybe someone might have a clue as to what I should do (i've already replaced the mentioned scripts with the basic PE ones, still no change)

Thanks.
 

Poeman

Banned
755
Posts
15
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  • Age 29
  • Seen Nov 1, 2012
Just a quick question of something I never figured out, how can I set the graphics for the berry plants?
Anyone?
 
2
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15
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  • Seen Jun 18, 2021
Does anyone know how to show the day of the week or month in the game ?
 
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Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
I feel stupid.. XD Thank you, I'll try it now.

Thanks for the help, guys, it's still not working.. if anyone can fix this script, please do. It's right under here:
Spoiler:
You're missing a row/column for the QMARKS type. The table needs to be 19x19. QMARKS should be all 2s against everything else both ways.


Hiya. I am needing to know how to change the colour and the shadow colour of certain text. The text i want changed is while in battle you either choose "Fight, Pokemon, Bag or Run" and then when you choose Fight i need all that text changed too. I have looked in the PokeBattle_ActualScene to see if i could find anything but i cannot. Maybe i am looking in the wrong place :D

Thanks in advanced anyway :D
PokeBattle_ActualScene, lines 1055 & 1056. As far as I can tell at 2am with very little prior experience of the battle system, that's what you need.


I 2nd that :D

Also 1. Could somebody explain how to add a new item into the game please. I have read the notes over and over but im not really understanding it that much :D
New item? Easy.

Add the item in the items.txt PBS file, imitating the other items there and reading the explanation of items.txt to help you put the right numbers in.

Then make sure you have an icon for the item, in Graphics/Icons called "item???.png", where the question marks are a three digit version of the item ID (the first entry field in the item's line in the PBS file). It's important that it's called "item003.png" and not "item3.png".

You should have your item! That wasn't difficult.

Giving your item an effect is a little more complicated, and involves script editing. It also heavily depends on what you want the item to do. A really good idea is that, if your new item is going to be similar to an existing item, then look up exactly how that existing item works (e.g. my "Loca Cola" restores 70HP, so I'd search for where the Potions' effects are defined, and copy-paste as necessary). All the item effects (except held item effects) are in the PokemonItems lot of scripts.


Does anyone of you know how to generate a scripted battle in pokemon essentials, like the old man catching a Weedle?
If this is a cutscene (which the original Weedle man thing is), then you could mock up loads of pictures and event the thing.


Two more pages ago...


Having done a little bit of researching, I've discovered that the bug does not occur in the list in the Pokédex. The code here writes the name via "_ISPRINTF" into a string (called "text" here), and then that string is immediately displayed on the screen by "self.contents.draw_text".

However, the bug does occur in, for example, the Pokédex summary screen, where the pokémon's name is put into a variable via "_ISPRINTF" and "textpos.push" (where "textpos" is an array), and goes through "pbDrawTextPositions" before being displayed on the screen by "bitmap.draw_text".

As far as I can make out, the cause of the bug is the storing of a string into an array as opposed to a variable (that's my personal opinion, anyway). The question is, how to fix it?

I really need help with this, as this happens all over the place in the game. It seems to affect any string ending in a lower case "f" that is at some point stored in an array (typically seen in pokémon names, item names, move names, ability names, player's name, etc. etc.).

If the bug was more generalised, I would just assume it couldn't be done. However, the fact that it only affects strings ending with a lower case "f" is highly confusing. Can anyone shed some light on this?
For those who care, I've found a workaround for this bug (not a fix, a workaround).

Since the problem is caused by a string ending with a lower case "f", the workaround is to add a space to the end of it. Yes, easy. Why couldn't anyone else have mentioned that?



------------------------------------------------------------------------------------------------------------

Another question, and a rather specialised one.

I'm looking in the Summary page 3 (the one that shows a party pokémon's moves, and I've changed things around a little. One of the things I've changed is the flashing box that goes around the currently selected move - it's currently more like a background panel.

I want to know if and how I can display other pictures/words on top of the selecting box. Specifically, I want to display the move name above it (I know how to do so in principle, I just don't know where in the script to do so such that it is shown above the selecting panel) and also the "I've selected this move already, and am halfway to swapping it with another move" graphic (i.e. the blue selecting box in the original Essentials).

Thus far, all my attempts have resulted in the selecting panel being shown above everything else. I want to display it, then put the move name back on top of it and another graphic on top as well (i.e. the other selecting box).

Any ideas? I hope you're a bit more vocal about this than with my last question.
 

thepsynergist

Vinemon: Sauce Edition Programmer and Composer
795
Posts
15
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I still haven't got my question answered...maybe you can help Maruno.

OK this isn't a large problem, but I want to make an Item that allows you to warp from one place to a specific place.
I have this script and everything works fine, but when the script finishes, i get a text box that says, "Can't use that item here." Its just a cosmetic error, but I want to know how to get rid of it. Thx a bunch. I placed this in PokemonItems tab of script.

when PBItems::TRWATCH
if Kernel.pbConfirmMessage(_INTL("Do you want to warp to the Rocket Headquarters?"))
Kernel.pbMessage(_INTL("\PN warps to Rocket Headquarters."))
Audio.se_play('Audio/SE/018-Teleport01', 100, 100)
$game_screen.start_flash(Color.new(255, 255, 255, 160), 5)
$game_map.setup(34)
$game_player.moveto(25,21)
$game_player.straighten
$game_map.update
$game_map.autoplay
$scene = Scene_Map.new
Graphics.transition(20)
return 2
else
return 2
end
 

Nyu~♥!

Pokémon Opal Producer
478
Posts
14
Years
You're missing a row/column for the QMARKS type. The table needs to be 19x19. QMARKS should be all 2s against everything else both ways.

Thank you! I'll go try that now~~

..and it's still not workin... I think I'm making a stupid mistake. Maybe I should just start over?
Here's what I came to:
Spoiler:
 
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13
Posts
14
Years
  • Seen Feb 5, 2011
Hi!
While I was making my pokemon game, I thought: "I should give the player an arceus, owned by an other person!"
So I found this in the notes:
"Use the function "pbAddForeignPokemon" to add a Pokémon owned by another person."
Sounds easy.
I tried it: (in a conditional branch)
pbAddForeignPokemon(PBSpecies::ARCEUS,100,_I("Pat1463"),_I("ARCEUS"))

But when I testet it, the game gaves me this message:
"Message: Script error within event 2, map 76 (Mart):
Section119:260:in `pbAddForeignPokemon'undefined local variable or method `ownername' for #<Interpreter:0x8f1f360>"

Did I forgot something? :(
 

Danno

Formerly Meowth, AKA InnerMobius
1,224
Posts
17
Years
Okay, so I'm STILL getting this annoying error message, no one ever helped me out.

It's whenever the move FLAMETHROWER is used, which is a custom animation.


|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||



---------------------------
POKéMON Mewtwo Strikes Back
---------------------------
Exception: RuntimeError

Message: Failed to load bitmap: Graphics/Animations/

BitmapCache:365:in `load_bitmap'

BitmapCache:390:in `animation'

PBAnimation:541:in `update'

PBAnimation:490:in `update'

PokeBattle_ActualScene:2425:in `pbAnimationCore'

PokeBattle_ActualScene:2380:in `pbAnimation'

PokeBattle_Battle:2360:in `pbAnimation'

PokeBattle_Move:581:in `pbEffect'

PokeBattle_Battler:1233:in `pbProcessNonMultiHitMove'

PokeBattle_Battler:1472:in `pbUseMove'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------



|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||


34o4sxh.jpg
2zthpvs.png

2nbt0u8.png


And then the game just goes on... For some reason. Can anyone PLEASE help me with this?
 

Boonzeet

Pokémon Secrets of the Ages Developer
188
Posts
15
Years
I've no idea if anyone else has encountered this error, but for some reason the Animation Editor doesn't actually save the animations for me, in Windows 7. I've been remaking the same Rock Smash animation for the past 10 minutes.

If anyone has a solution on how I can get the editor to actually SAVE the animations, it's pretty necessary. Else I'll end up switching back to XP.
 
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