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

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Conan Edogawa

One Truth Prevails
1,061
Posts
15
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  • I've been considering moving my game to a different version of Essentials because the January version lags for me, which version would you guys suggest?
     
    199
    Posts
    14
    Years
    • Seen Jul 6, 2022
    Are you using a version before 2010 May? These versions don't had a fix to unimplemented moves work.

    Both codes are made by poccil.

    Thanks you very much for the help! Now it works perfectly and without errors! :D:D:D
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    There some scripts and corretions that I made. Feel free to put all in the Essentials Wiki. Enjoy:


    Choose trainer gender in in-game trades
    Spoiler:
    I've added this modification, although in my own words. I've removed the held item references, because that's mentioned elsewhere in the same article.


    How to make Gen IV incenses to work
    Spoiler:
    You can make a simple tutorial out of that.


    Choose item like pbChoosePokemon
    Spoiler:
    I'm surprised we don't already have that. You can make it a tutorial related to the main Items page.


    Battle background for Day/Night
    Spoiler:
    As soon as the Backgrounds and music page is made, this information can go into it.


    Evolution Stone that activates trade evolution
    Spoiler:
    Again, tutorial material.


    Enable to don't lose money when lose a battle
    Spoiler:
    Tutorial.


    Run in anyplace
    Spoiler:
    This is just wrong. The only thing you do with this edit is to stop the player from running in caves. To let them run anywhere, you should remove the whole bit in brackets, rather than just the cave part of it. Besides, if anything, you'd be more likely to be able to "run" while cycling (i.e. change gears) than while surfing.

    And also, tutorial.

    Tutorials are for anything that is added onto the basic Essentials, rather than fixing what's already there. Bug fixes and feature completion go in articles, and tutorials have their own pages.
     

    FL

    Pokémon Island Creator
    2,454
    Posts
    13
    Years
    • Seen yesterday
    Another information, sir?
    Other method to make this? Fine. Put custom movimentation and put only one "Move toward Player". Mark the "Repeat Action" box.

    Spoiler:
    At first I was afraid to write in wiki because I write pretty bad (you can see in my posts). But in a wiki I can have support of other people to make these things.
    Okay, I make these tutorials when I have some time.
     
    Last edited:
    39
    Posts
    13
    Years
  • ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: RuntimeError

    Message: Bad line syntax (expected syntax like XXX=YYY)

    File PBS/pokemon.txt, section 493, key WildItemRare





    Compiler:1586:in `pbEachFileSectionEx'

    Compiler:1569:in `each_line'

    Compiler:1569:in `pbEachFileSectionEx'

    Compiler:1607:in `pbEachFileSection'

    Compiler:2165:in `pbCompilePokemonData'

    Compiler:2163:in `open'

    Compiler:2163:in `pbCompilePokemonData'

    Compiler:3908:in `pbCompileAllData'

    Compiler:4034



    This exception was logged in

    C:\Users\SuperDryBones9000\Saved Games/Pokemon Essentials/errorlog.txt.

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

    that error message is driving me crazy, and there's absolutely NOTHING wrong with my Arceus script, see?
    [493]
    Name=ARCEUS
    InternalName=ARCEUS
    Kind=Alpha
    Pokedex=It is described in mythology as the Pokémon that shaped the universe with its 1,000 arms.
    Type1=NORMAL
    BaseStats=120,120,120,120,120,120
    Rareness=3
    BaseEXP=2040
    Happiness=0
    GrowthRate=Slow
    StepsToHatch=30720
    Color=Gray
    EffortPoints=3,0,0,0,0,0
    Abilities=PRESSURE
    WildItemCommon=ORIDECON
    Compatibility=15,15
    Height=3.2
    Weight=320.0
    GenderRate=AlwaysMale
    Moves=1,SEISMICTOSS,1,COSMICPOWER,1,HIDDENPOWER,1,DRAGONRAGE,10,ROLEPLAY,20,SHADOWBALL,30,HYPERVOICE,40,EXTREMESPEED,50,REFRESH,60,FUTURESIGHT,70,RECOVER,80,HYPERBEAM,90,PERISHSONG,100,SKULLBASH
    EggMoves=
    Evolutions=
    BattlerPlayerY=1
    BattlerEnemyY=1
    BattlerAltitude=0

    help pls

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

    Message: Bad line syntax (expected syntax like XXX=YYY)

    File PBS/pokemon.txt, section 493, key WildItemRare





    Compiler:1586:in `pbEachFileSectionEx'

    Compiler:1569:in `each_line'

    Compiler:1569:in `pbEachFileSectionEx'

    Compiler:1607:in `pbEachFileSection'

    Compiler:2165:in `pbCompilePokemonData'

    Compiler:2163:in `open'

    Compiler:2163:in `pbCompilePokemonData'

    Compiler:3908:in `pbCompileAllData'

    Compiler:4034



    This exception was logged in

    C:\Users\SuperDryBones9000\Saved Games/Pokemon Essentials/errorlog.txt.

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

    that error message is driving me crazy, and there's absolutely NOTHING wrong with my Arceus script, see?
    [493]
    Name=ARCEUS
    InternalName=ARCEUS
    Kind=Alpha
    Pokedex=It is described in mythology as the Pokémon that shaped the universe with its 1,000 arms.
    Type1=NORMAL
    BaseStats=120,120,120,120,120,120
    Rareness=3
    BaseEXP=2040
    Happiness=0
    GrowthRate=Slow
    StepsToHatch=30720
    Color=Gray
    EffortPoints=3,0,0,0,0,0
    Abilities=PRESSURE
    WildItemCommon=ORIDECON
    Compatibility=15,15
    Height=3.2
    Weight=320.0
    GenderRate=AlwaysMale
    Moves=1,SEISMICTOSS,1,COSMICPOWER,1,HIDDENPOWER,1,DRAGONRAGE,10,ROLEPLAY,20,SHADOWBALL,30,HYPERVOICE,40,EXTREMESPEED,50,REFRESH,60,FUTURESIGHT,70,RECOVER,80,HYPERBEAM,90,PERISHSONG,100,SKULLBASH
    EggMoves=
    Evolutions=
    BattlerPlayerY=1
    BattlerEnemyY=1
    BattlerAltitude=0

    help pls
     
    Last edited:

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    At first I was afraid to write in wiki because I write pretty bad (you can see in my posts). But in a wiki I can have support of other people to make these things.
    Okay, I make these tutorials when I have some time.
    Don't be afraid of contributing to the wiki. Other people can cover for things like gaps in knowledge, poor grammar and wording. That's the beauty of a wiki.

    Please remember that tutorials should have their own pages - don't add your info into the articles.


    Code:
    ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: RuntimeError
    Message: Bad line syntax (expected syntax like XXX=YYY)
    File PBS/pokemon.txt, section 493, key WildItemRare
    
    Compiler:1586:in `pbEachFileSectionEx'
    Compiler:1569:in `each_line'
    Compiler:1569:in `pbEachFileSectionEx'
    Compiler:1607:in `pbEachFileSection'
    Compiler:2165:in `pbCompilePokemonData'
    Compiler:2163:in `open'
    Compiler:2163:in `pbCompilePokemonData'
    Compiler:3908:in `pbCompileAllData'
    Compiler:4034
    
    This exception was logged in 
    C:\Users\SuperDryBones9000\Saved Games/Pokemon Essentials/errorlog.txt.
    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK   
    ---------------------------
    that error message is driving me crazy, and there's absolutely NOTHING wrong with my Arceus script, see?
    Code:
    [493]
    Name=ARCEUS
    InternalName=ARCEUS
    Kind=Alpha
    Pokedex=It is described in mythology as the Pokémon that shaped the universe with its 1,000 arms.
    Type1=NORMAL
    BaseStats=120,120,120,120,120,120
    Rareness=3
    BaseEXP=2040
    Happiness=0
    GrowthRate=Slow
    StepsToHatch=30720
    Color=Gray
    EffortPoints=3,0,0,0,0,0
    Abilities=PRESSURE
    WildItemCommon=ORIDECON
    Compatibility=15,15
    Height=3.2
    Weight=320.0
    GenderRate=AlwaysMale
    Moves=1,SEISMICTOSS,1,COSMICPOWER,1,HIDDENPOWER,1,DRAGONRAGE,10,ROLEPLAY,20,SHADOWBALL,30,HYPERVOICE,40,EXTREMESPEED,50,REFRESH,60,FUTURESIGHT,70,RECOVER,80,HYPERBEAM,90,PERISHSONG,100,SKULLBASH
    EggMoves=
    Evolutions=
    BattlerPlayerY=1
    BattlerEnemyY=1
    BattlerAltitude=0
    help pls
    Please make your post look nicer in future (like I've done just now when I quoted you). Your post was hard to read.

    This error keeps coming around. It means that some property of Arceus hasn't been defined, yet it's trying to use it. My guess is that you haven't added in the "Oridecon" item yet.

    It only says there's a problem with "WildItemRare" because that's the last thing the game compiles for each species. It could actually be a problem with any property of that species.
     

    Ivee

    Ask me about Trailblazer :3
    66
    Posts
    14
    Years
    • Seen May 22, 2019
    I looked in the wiki and didn't see this mentioned. When editing/making new moves, is sound and contact taken into consideration? Also, where is the data for abilites?
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    I looked in the wiki and didn't see this mentioned. When editing/making new moves, is sound and contact taken into consideration? Also, where is the data for abilites?
    Whether or not a move makes contact is set by a move's flag (specifically, the "a" flag). If a move has the "a" flag, it makes contact.

    Whether or not a move is sound-based is only important when it comes to the Soundproof ability. References to that ability are scattered throughout the scripts. The main reference you would probably want, though, is in PokeBattle_Battler, around line 1011, which is a list of all sound-based moves. The other references in the scripts relate to Heal Bell (and Chatter) and the lingering effects of Perish Song and Uproar. I've gone into more detail about this in the wiki now - thanks for reminding me about sound-based moves.

    The scripts that describe how abilities work are scattered all over the place. Abilities can have so many completely different effects that it'd just be ridiculous to try to lump them all together. Just search for the ones you want to look at, and see what you find.
     
    Last edited:

    Ivee

    Ask me about Trailblazer :3
    66
    Posts
    14
    Years
    • Seen May 22, 2019
    Thanks very much. I saw some of the abilities in different areas, so I will try harder to search.
     
    16
    Posts
    14
    Years
    • Seen May 29, 2022
    THIS STARTER KIT IS AWESOME!!
    Thanks so much Poccil, Maruno, did you write up most of the wiki?
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    THIS STARTER KIT IS AWESOME!!
    Thanks so much Poccil, Maruno, did you write up most of the wiki?
    Most of it, yes. I'd rather other people contribute too, though - that's the whole point of it being a wiki.
     

    Qig

    7
    Posts
    17
    Years
  • Earlier in this thread, someone in this thread reported a problem where if a Pokemon leveled up and wasn't the active pokemon in the battle at the time, that Pokemon wouldn't learn a move if it was suppose to.

    I'm currently having this problem, and it's a fairly annoying, especially since I'm close to releasing the first demo of my game, so I was wondering if someone ever created a fix to this bug.


    EDIT: I was able to fix the problem by copying the part about leveling and gaining EXP in the PokeBattle_Battle script from an older version of essentials to my game.
     
    Last edited:
    226
    Posts
    18
    Years
    • Age 32
    • Seen Mar 27, 2014
    Just a quick question. How do I enable the "Press Start" animated text on the splash screen? Seems to be disabled on the recent releases.....
     

    FL

    Pokémon Island Creator
    2,454
    Posts
    13
    Years
    • Seen yesterday
    Just a quick question. How do I enable the "Press Start" animated text on the splash screen? Seems to be disabled on the recent releases.....
    Try to change the Scene_Intro for the old one:
    Code:
    #==============================================================================
    # Splash Screen
    #==============================================================================
    # Sephiroth Spawn
    # 01.08.06
    # Version 2
    # Modified by Harshboy/Flameguru
    #--------------------------------------------------------------------------
    # Call Using $scene = Scene_Intro.new([pics], splash_screen)
    #==============================================================================
    
    #==============================================================================
    # ** Scene_Intro
    #==============================================================================
    
    class Scene_Intro
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(pics, splash = nil)
        @pics, @splash = pics, splash
      end
      def setTitle(sprite,title)
        @cache={} if !@cache
        if @currentTitle!=title
          sprite.setBitmap("Graphics/Titles/#{title}")
          @currentTitle=title
        end
      end
      #--------------------------------------------------------------------------
      # * Main Processing
      #--------------------------------------------------------------------------
      def main
        # Loads Data System and Game System
        data_system = pbLoadRxData("Data/System")
        # Loads the Title.mid in Audio/BGM
        pbBGMPlay(data_system.title_bgm)
        # Instance Variables      
        @item, @speed, @o_speed, @phase = 0, 15, 20, 0
        # Background Images
        @sprite = IconSprite.new(0,0)
         setTitle(@sprite, @pics[@item])
         @sprite.opacity = 5
        # Start Logo
        @start = IconSprite.new(0,0)
          setTitle(@start,"Start")
          @start.y, @start.z, @start.opacity = 260, 10, 0 #250
        # Execute transition
        Graphics.transition
        # Main loop
        while $scene == self
          # Update game screen
          Graphics.update
          # Update input information
          Input.update
          # Frame update
          @sprite.update
          case @phase
          when 0; intro_update         # Into Updating
          when 1; splash_update       # Splash Updating
          when 2; to_splash_update  #  From Intro To Splash Transition
          when 3; to_title_update      # From Splash to Title Transtion
          when 4; toDeleteUpdate
          end
        end
        # Prepare for transition
        Graphics.freeze
        # Dispose of Sprites
        if @cache
         for i in @cache.values
          i.dispose
         end
        end
        @sprite.dispose
        @start.dispose
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Intro Images
      #--------------------------------------------------------------------------
      def intro_update
        # If C is pressed
        if Input.trigger?(Input::C) && @speed>=0
          @phase = @splash.nil? ? 3 : 2
        end
        # Updates Sprite Opacity
        @sprite.opacity += @speed
        # Changes Direction
        @speed *= -1 if @sprite.opacity >= 255
        # Change Sprite
        if @sprite.opacity <= 0
          @item += 1
          @speed *= -1
          @item == @pics.size ? 
            @phase = @splash.nil? ? 3 : 2 :
            setTitle(@sprite,@pics[@item])
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Splash Image
      #--------------------------------------------------------------------------
      def splash_update
        # If C is pressed
        if Input.trigger?(Input::C)
          @phase = 3
        end
        if Input.press?(Input::DOWN) &&
           Input.press?(Input::CTRL) &&
           Input.press?(Input::B)
          @phase=4
        end
        # Loads Sprite Splash Bitmap
        setTitle(@sprite,@splash)
        # Updates Start Logo Opacity
        @start.opacity += @o_speed
        # Changes Direction
        @o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
        # Updates Splash
        @sprite.opacity += @speed if @sprite.opacity < 255
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Intro To Splash Transistion
      #--------------------------------------------------------------------------
      def to_splash_update
        @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Splash To Title Transistion
      #--------------------------------------------------------------------------
      def to_title_update
        # Decrease Splash Opacity
        @sprite.opacity -= @speed if @sprite.opacity > 0
        # Decresh Start Logo Opacity
        @start.opacity -= @speed if @start.opacity > 0
        # Proceed to Title Screen
        if @sprite.opacity <= 0 && @start.opacity <= 0
           pbBGMStop()
           sscene=PokemonLoadScene.new
           sscreen=PokemonLoad.new(sscene)
           sscreen.pbStartLoadScreen
        end
      end
      def toDeleteUpdate
        # Decrease Splash Opacity
        @sprite.opacity -= @speed if @sprite.opacity > 0
        # Decresh Start Logo Opacity
        @start.opacity -= @speed if @start.opacity > 0
        # Proceed to Title Screen
        if @sprite.opacity <= 0 && @start.opacity <= 0
           pbBGMStop()
           sscene=PokemonLoadScene.new
           sscreen=PokemonLoad.new(sscene)
           sscreen.pbStartDeleteScreen
        end
      end
    end
     
    226
    Posts
    18
    Years
    • Age 32
    • Seen Mar 27, 2014
    Try to change the Scene_Intro for the old one:
    Code:
    #==============================================================================
    # Splash Screen
    #==============================================================================
    # Sephiroth Spawn
    # 01.08.06
    # Version 2
    # Modified by Harshboy/Flameguru
    #--------------------------------------------------------------------------
    # Call Using $scene = Scene_Intro.new([pics], splash_screen)
    #==============================================================================
    
    #==============================================================================
    # ** Scene_Intro
    #==============================================================================
    
    class Scene_Intro
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize(pics, splash = nil)
        @pics, @splash = pics, splash
      end
      def setTitle(sprite,title)
        @cache={} if !@cache
        if @currentTitle!=title
          sprite.setBitmap("Graphics/Titles/#{title}")
          @currentTitle=title
        end
      end
      #--------------------------------------------------------------------------
      # * Main Processing
      #--------------------------------------------------------------------------
      def main
        # Loads Data System and Game System
        data_system = pbLoadRxData("Data/System")
        # Loads the Title.mid in Audio/BGM
        pbBGMPlay(data_system.title_bgm)
        # Instance Variables      
        @item, @speed, @o_speed, @phase = 0, 15, 20, 0
        # Background Images
        @sprite = IconSprite.new(0,0)
         setTitle(@sprite, @pics[@item])
         @sprite.opacity = 5
        # Start Logo
        @start = IconSprite.new(0,0)
          setTitle(@start,"Start")
          @start.y, @start.z, @start.opacity = 260, 10, 0 #250
        # Execute transition
        Graphics.transition
        # Main loop
        while $scene == self
          # Update game screen
          Graphics.update
          # Update input information
          Input.update
          # Frame update
          @sprite.update
          case @phase
          when 0; intro_update         # Into Updating
          when 1; splash_update       # Splash Updating
          when 2; to_splash_update  #  From Intro To Splash Transition
          when 3; to_title_update      # From Splash to Title Transtion
          when 4; toDeleteUpdate
          end
        end
        # Prepare for transition
        Graphics.freeze
        # Dispose of Sprites
        if @cache
         for i in @cache.values
          i.dispose
         end
        end
        @sprite.dispose
        @start.dispose
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Intro Images
      #--------------------------------------------------------------------------
      def intro_update
        # If C is pressed
        if Input.trigger?(Input::C) && @speed>=0
          @phase = @splash.nil? ? 3 : 2
        end
        # Updates Sprite Opacity
        @sprite.opacity += @speed
        # Changes Direction
        @speed *= -1 if @sprite.opacity >= 255
        # Change Sprite
        if @sprite.opacity <= 0
          @item += 1
          @speed *= -1
          @item == @pics.size ? 
            @phase = @splash.nil? ? 3 : 2 :
            setTitle(@sprite,@pics[@item])
        end
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Splash Image
      #--------------------------------------------------------------------------
      def splash_update
        # If C is pressed
        if Input.trigger?(Input::C)
          @phase = 3
        end
        if Input.press?(Input::DOWN) &&
           Input.press?(Input::CTRL) &&
           Input.press?(Input::B)
          @phase=4
        end
        # Loads Sprite Splash Bitmap
        setTitle(@sprite,@splash)
        # Updates Start Logo Opacity
        @start.opacity += @o_speed
        # Changes Direction
        @o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
        # Updates Splash
        @sprite.opacity += @speed if @sprite.opacity < 255
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Intro To Splash Transistion
      #--------------------------------------------------------------------------
      def to_splash_update
        @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
      end
      #--------------------------------------------------------------------------
      # * Frame Update : Splash To Title Transistion
      #--------------------------------------------------------------------------
      def to_title_update
        # Decrease Splash Opacity
        @sprite.opacity -= @speed if @sprite.opacity > 0
        # Decresh Start Logo Opacity
        @start.opacity -= @speed if @start.opacity > 0
        # Proceed to Title Screen
        if @sprite.opacity <= 0 && @start.opacity <= 0
           pbBGMStop()
           sscene=PokemonLoadScene.new
           sscreen=PokemonLoad.new(sscene)
           sscreen.pbStartLoadScreen
        end
      end
      def toDeleteUpdate
        # Decrease Splash Opacity
        @sprite.opacity -= @speed if @sprite.opacity > 0
        # Decresh Start Logo Opacity
        @start.opacity -= @speed if @start.opacity > 0
        # Proceed to Title Screen
        if @sprite.opacity <= 0 && @start.opacity <= 0
           pbBGMStop()
           sscene=PokemonLoadScene.new
           sscreen=PokemonLoad.new(sscene)
           sscreen.pbStartDeleteScreen
        end
      end
    end

    Worked like a charm, thanks!

    One more quick question. How can I remove the fading out transition when the title screen changes?
    For example I would like ['Pic_1','Pic_2','Pic_3'] to consecutively change without having each fade out , so it looks smooth in terms of animation. Right now it looks as though the sprite opacity dictates when the title screen changes, as it looks like it is coded as a trigger...
     
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