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

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63
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  • Seen Aug 5, 2013
hello im new to this so please be patient and understanding :) ..

i was tinkering around with the files today, my goal was to Create a NEW species out of a sprite i already have which is of a "fakemon" i made. NOW, i just wanted to mainly test out if i could do it so i took all the "bulbasaur" info from the pbs pokemon text folder, i replaced Most of the info of bulbasaur and replaced it with some of the info i had for my "fakemon" now instead of adding it right after the last listed pokemon "493" i think i added it as number "650" since that would be the next pokemon after all the BLACK AND WHITE pokemon. now i left info about bulbasaur alone like i said i only replaced some just to "test" it out. i added 2 sprites in the battelers section, should be correctly labled. they were sizes 129x132 not sure it that matters. ok so thats all i bascialy did. now when i tried to upload the editor to see the "fakemon" in the "repostion sprites" it would say error the names of all the pokemon were replaced by ??????...before that when i added the info about my "fakemon" into the text it wouldnt even load into the editor. i lowered the "pokedex" info and then it would error again but this time it mentioned about the "evolution" form i had listed was the error. so i removed that and now it worked all the up till the reposition part...so now im lost i dont know what to do now...i hope this makes sense....if not please ask ill try to clarify it more...or maybe give me step by step instructions as to how to make my own "fakemon" again i only wanted to test it out by just seeing it in the editor to know at least i can do it....please help!!
 
63
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18
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  • Seen Aug 5, 2013
Can someone please help me create a new species?! :( I cant seem to figure it out even after I followed the wiki page....I couldn't find the in game editor part to create a Pokemon.

Also the f9 button just won't work to get the menu up....only worked once please help!!
 
189
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14
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  • Seen Nov 23, 2023
can anyone show me how to make rival chose a starter pokemon

Not sure if you're referring to a sprite walking up and removing a pokeball from the desk/ground/whatever else or if you mean a trainer whose pokemon vary based on what you pick. So here's both.

For the first, have an event with the rivals sprite on the map, and another for the pokeball. When the player selects a starter pokemon, add an action so that a variable is defined as one of three values that you'll remember. Then when the time comes for your rival to select their pokemon, create a conditional branch for each variable value that makes the event move to the respective pokeball, and activate a switch. On the pokeball event, have an event page for that switch with no graphic. All done.

For the latter, you actually need to make three trainers for every encounter you would have with them, one for each starter choice. As before assign a variable when you select a pokemon, except this time you put a conditional branch whenever you go to battle them and put have each branch contain the respective trainer battle for each starter. Shouldn't be too complicated.

Also it's probably a bit far along the way now, but does anyone else think it might be appropriate to have two threads like this? One for beginner questions and one for pro questions?
 
63
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18
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  • Seen Aug 5, 2013
When I try and create my own species this is the error I get...anyone able to help me please! :)

Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 493, key WildItemRare


Compiler:1600:in `pbEachFileSectionEx'
Compiler:1583:in `each_line'
Compiler:1583:in `pbEachFileSectionEx'
Compiler:1621:in `pbEachFileSection'
Compiler:2178:in `pbCompilePokemonData'
Compiler:2176:in `open'
Compiler:2176:in `pbCompilePokemonData'
Compiler:3920:in `pbCompileAllData'
Compiler:4046
 

Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
G'day, I have a short script question, which I wasn't able to find in the other forums. Is it possible, when you have DarkMap=true, to place several lighted locations such a fire-hazard in the screen. I believe they had it in HG/SS in the Ghostcity gym. I can't find the script for doing that, any ideas?
Nope. The darkness is drawn over the screen itself, not the map - it assumes the player will always be in the middle of the screen, which they should be. It'd take some fancy scripting to add in pools of light, and I'm not going to be doing that myself.


hello im new to this so please be patient and understanding :) ..

i was tinkering around with the files today, my goal was to Create a NEW species out of a sprite i already have which is of a "fakemon" i made. NOW, i just wanted to mainly test out if i could do it so i took all the "bulbasaur" info from the pbs pokemon text folder, i replaced Most of the info of bulbasaur and replaced it with some of the info i had for my "fakemon" now instead of adding it right after the last listed pokemon "493" i think i added it as number "650" since that would be the next pokemon after all the BLACK AND WHITE pokemon. now i left info about bulbasaur alone like i said i only replaced some just to "test" it out. i added 2 sprites in the battelers section, should be correctly labled. they were sizes 129x132 not sure it that matters. ok so thats all i bascialy did. now when i tried to upload the editor to see the "fakemon" in the "repostion sprites" it would say error the names of all the pokemon were replaced by ??????...before that when i added the info about my "fakemon" into the text it wouldnt even load into the editor. i lowered the "pokedex" info and then it would error again but this time it mentioned about the "evolution" form i had listed was the error. so i removed that and now it worked all the up till the reposition part...so now im lost i dont know what to do now...i hope this makes sense....if not please ask ill try to clarify it more...or maybe give me step by step instructions as to how to make my own "fakemon" again i only wanted to test it out by just seeing it in the editor to know at least i can do it....please help!!
So you skip a bunch of numbers and you're getting problems? The two are related, you know. It's why the wiki says you shouldn't skip numbers. Either add in all the BW Pokémon, or make your fakemon 494.


Also it's probably a bit far along the way now, but does anyone else think it might be appropriate to have two threads like this? One for beginner questions and one for pro questions?
If and when we get a section just for Essentials, people can make new threads for their questions, so they're not confined to just one or two threads.

Your suggestion would be nice, but sadly the masses can't tell the difference between a simple and a complex question (which is somewhat understandable if they don't know how things work to start with). They can't even tell the difference between an Essentials-related question and a general game-making question (which is never understandable in my book), so I just assume they have no intuition. That's partly why there is now a script section specifically for common settings (and why it's the first one you see when opening the scripts editor).


Sorry i wasnt clear enough i mean picking pokemon from desk
Do as jim42 said above, then. The key point is to save a number to a particular variable depending on which starter the player chose, and then having an autorun event that depends on this variable being non-zero. The autorun event should then have conditional branches that moves the rival in different ways depending on what the actual value is (i.e. which starter the player chose). Read Choosing a starter on the wiki for more detail about some of this.

I would say this is a moderate difficulty generic RMXP thing to do - it's not something specific to Essentials. I also recommend you learn how to use RMXP first.
 
6
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12
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  • Seen Jul 5, 2013
JIm42 can you show me an event screen so i can get an idea of what to do

maruno i know how to move the characters all i want to see is a event screenshot so i can have an idea of what to do

maruno i know how to move the characters all i want to see is a event screenshot so i can have an idea of what to do
 
Last edited:
63
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18
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  • Seen Aug 5, 2013
Maruno, I Changed the number of the "fakemon" to 494 which follows the next Pokemon and it still gives me a error
 
189
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14
Years
  • Seen Nov 23, 2023
JIm42 can you show me an event screen so i can get an idea of what to do

This is as basic as it gets. You make an event with the graphic as a pokeball. Insert something resembling the stuff in the first attachment. Note I assume the variable will be set to 1 for the grass starter, 4 for the fire and 7 for the water. Make a second and third page for the event, setting their conditions like in the second and third attachments. Now for what all this means.

The first page is the pokeball you click on. Selecting no does nothing. Selecting yes will firstly change the variable to a number (1 like in the pic, 4 or 7). What this will do is make the pokeball you selected disappear, as if you took it. After that, the script adds a pokemon for you, then the text and move routes affect the rival event. Change the path to suit wherever your rival must walk. Ideally you would include a "wait for move's completion" thing in there.

After the rival finishes talking, a switch turns on. Note in the third image that the switch condition is active as well as a variable, which is 7. This means if the player picked the water starter, the grass starter's pokeball will disappear when the rival "selects" their pokemon. All you have to do from there is duplicate the whole event for two more pokeballs, and change the variables and text accordingly.

I must say, this is how it goes AT ITS MOST BASIC. You're going to need to something more impressive than that if you intend to make a good game. Fiddle around with it and see what you can come up with. If need be, look at how it's done in the default maps in the kit. And next time you ask, some good grammar and spelling, as well as some evidence that you've given it a shot first, would be nice. Good luck.
 
6
Posts
12
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  • Seen Jul 5, 2013
This is as basic as it gets. You make an event with the graphic as a pokeball. Insert something resembling the stuff in the first attachment. Note I assume the variable will be set to 1 for the grass starter, 4 for the fire and 7 for the water. Make a second and third page for the event, setting their conditions like in the second and third attachments. Now for what all this means.

The first page is the pokeball you click on. Selecting no does nothing. Selecting yes will firstly change the variable to a number (1 like in the pic, 4 or 7). What this will do is make the pokeball you selected disappear, as if you took it. After that, the script adds a pokemon for you, then the text and move routes affect the rival event. Change the path to suit wherever your rival must walk. Ideally you would include a "wait for move's completion" thing in there.

After the rival finishes talking, a switch turns on. Note in the third image that the switch condition is active as well as a variable, which is 7. This means if the player picked the water starter, the grass starter's pokeball will disappear when the rival "selects" their pokemon. All you have to do from there is duplicate the whole event for two more pokeballs, and change the variables and text accordingly.

I must say, this is how it goes AT ITS MOST BASIC. You're going to need to something more impressive than that if you intend to make a good game. Fiddle around with it and see what you can come up with. If need be, look at how it's done in the default maps in the kit. And next time you ask, some good grammar and spelling, as well as some evidence that you've given it a shot first, would be nice. Good luck.

Sorry about grammar needed to go somewhere was in a rush and thanks but about the actual battle i make different type of rival like with grass and fire and water starter and other different Pokemon but when i do the thing to set up rival do i make a branch for each starter?
 

zingzags

PokemonGDX creator
536
Posts
15
Years
Sorry about grammar needed to go somewhere was in a rush and thanks but about the actual battle i make different type of rival like with grass and fire and water starter and other different Pokemon but when i do the thing to set up rival do i make a branch for each starter?

You going to have to make three different rival's each comes with a different starter, then as you said make a conditional branch depending on which starter you choose is the rival you going to face, for example I own a fire type my rival is going to own a water type, or if you own a water type are the going to own a grass type, like Jim said fiddle with the events and stuff, look for tutorials online, youtube, read, even in pokemon essentials there are tutorials on how to do this and that.
 

mustafa505

Aeon Developer
306
Posts
14
Years
i am having problem with battle background i wanted to change it so i edited it on editor but its not working instead showing black background, how can i change this pls help ?
 
63
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18
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  • Seen Aug 5, 2013
NEW ERROR :(

Exception: RuntimeError
Message: Required entry BaseStats is missing or empty in section 494 (PBS/pokemon.txt)
Compiler:2202:in `pbCompilePokemonData'
Compiler:2193:in `each'
Compiler:2193:in `pbCompilePokemonData'
Compiler:2192:in `each'
Compiler:2192:in `pbCompilePokemonData'
Compiler:2178:in `pbEachFileSection'
Compiler:1621:in `pbEachFileSectionEx'
Compiler:1621:in `pbEachFileSection'
Compiler:2178:in `pbCompilePokemonData'
Compiler:2176:in `open'


this is the stats i used.....whats wrong now? :(.....im getting a headache lol...


[494]
Name=LEALIL
InternalName=LEALIL
Kind=NORMAL
Pokedex=Nothing can be said about LEALIL.
Type1=GRASS
Type2=POISON
Basestats=50,75,35,40,70,30
Rareness=255
BaseEXP=84
Happiness=70
GrowthRate=Parabolic
Stepstohatch=5120
Color=Green
Habitat=Forrest
EffortPoints=0,1,0,0,0,0
Abilities=CHLOROPHYLL
Compatibilty=7,7
Height=0.7
Weight=4.0
GenderRate=Female50Percent
Moves=1,VINEWHIP,6,GROWTH,11,WRAP,15,19,STUNSPORE,23,ACID,30,SWEETSCENT,37,RAZORLEAF,45,SLAM
EggMoves=
Evolutions=
BattlerplayerY=11
BattlerEnemyY=16
BattlerAltitude=0
 
302
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13
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  • Seen Aug 25, 2014

Maruno

Lead Dev of Pokémon Essentials
5,285
Posts
16
Years
i am having problem with battle background i wanted to change it so i edited it on editor but its not working instead showing black background, how can i change this pls help ?
Odds are your background files don't have the exact same name you've supplied in the Editor. Check your PBS file "metadata" to make sure you've got the right names. There's a bug which might be adding in quote marks to what it says in "metadata", so take those out.


Exception: RuntimeError
Message: Required entry BaseStats is missing or empty in section 494 (PBS/pokemon.txt)
Compiler:2202:in `pbCompilePokemonData'
Compiler:2193:in `each'
Compiler:2193:in `pbCompilePokemonData'
Compiler:2192:in `each'
Compiler:2192:in `pbCompilePokemonData'
Compiler:2178:in `pbEachFileSection'
Compiler:1621:in `pbEachFileSectionEx'
Compiler:1621:in `pbEachFileSection'
Compiler:2178:in `pbCompilePokemonData'
Compiler:2176:in `open'


this is the stats i used.....whats wrong now? :(.....im getting a headache lol...


[494]
Name=LEALIL
InternalName=LEALIL
Kind=NORMAL
Pokedex=Nothing can be said about LEALIL.
Type1=GRASS
Type2=POISON
Basestats=50,75,35,40,70,30
Rareness=255
BaseEXP=84
Happiness=70
GrowthRate=Parabolic
Stepstohatch=5120
Color=Green
Habitat=Forrest
EffortPoints=0,1,0,0,0,0
Abilities=CHLOROPHYLL
Compatibilty=7,7
Height=0.7
Weight=4.0
GenderRate=Female50Percent
Moves=1,VINEWHIP,6,GROWTH,11,WRAP,15,19,STUNSPORE,23,ACID,30,SWEETSCENT,37,RAZORLEAF,45,SLAM
EggMoves=
Evolutions=
BattlerplayerY=11
BattlerEnemyY=16
BattlerAltitude=0
Capitalisation is important. See what it's looking for (in red), and see what you put (in red).
 
63
Posts
18
Years
  • Seen Aug 5, 2013
Capitalisation is important. See what it's looking for (in red) said:
Yea i just saw that and im pretty sure everything is capatalized now but im still getting the same error.


NEW STATS-
[494]
Name=LEALIL
InternalName=LEALIL
Kind=NORMAL
Pokedex=Nothing can be said about LEALIL.
Type1=GRASS
Type2=POISON
Basestats=50,75,35,40,70,30
Rareness=255
BaseEXP=84
Happiness=70
GrowthRate=Parabolic
Stepstohatch=5120
Color=Green
Habitat=Forest
EffortPoints=0,1,0,0,0,0
Abilities=CHLOROPHYLL
Compatibilty=7,7
Height=0.7
Weight=4.0
GenderRate=Female50Percent
Moves=1,VINEWHIP,6,GROWTH,11,WRAP,15,19,STUNSPORE,23,ACID,30,SWEETSCENT,37,RAZORLEAF,45,SLAM
EggMoves=
Evolutions=
BattlerplayerY=11
BattlerEnemyY=16
BattlerAltitude=0

I GOT IT!!!!IDK HOW BUT I GOT IT!!!! THANK YOU FOR HELPED ME GREATING APPREACIATE IT!!!!
 
Last edited:

mustafa505

Aeon Developer
306
Posts
14
Years
Odds are your background files don't have the exact same name you've supplied in the Editor. Check your PBS file "metadata" to make sure you've got the right names. There's a bug which might be adding in quote marks to what it says in "metadata", so take those out.



Capitalisation is important. See what it's looking for (in red), and see what you put (in red).

removed the quotient still not working...
only the default bg is working, not The BattleBack=battlebg8.png
 
Last edited:
302
Posts
13
Years
  • Seen Aug 25, 2014
I have two questions:

1) How can I stop that bouncing effect with the pokemon battle sprite and Health Bar during a Pokemon battle? you know how when you select a pokemon and they sort of bounce up and down?

This question still remains

Also, I am getting a bizarre bug with the pokemon evolutions. I have a Fakemon in my game that evolves into two separate species depending on gender, and while both evolutions work, the evolved form seems to revert back to the previous level before they evolve.

In the spoiler there is an example as to what precisely happens:
Spoiler:


In addition, here is the data for both Antmando and Antrooper:
Code:
[510]
Name=ANTROOPER
InternalName=ANTROOPER
Kind=Worker
Pokedex=When it finds food, it secretes a trail of strong-smelling fluid from its end to attract more ANTROOPER to the area.
Type1=BUG
BaseStats=50,80,78,75,20,55
Rareness=255
BaseEXP=50
Happiness=70
GrowthRate=Fast
StepsToHatch=5120
Color=Brown
EffortPoints=0,1,0,0,0,0
Abilities=COMPOUNDEYES, PICKUP
WildItemRare=LEFTOVERS
Compatibility=3,5
Height=0.7
Weight=2.8
GenderRate=Female25Percent
Moves=1,POISONSTING,2,BUGBITE,6,FURYCUTTER,7,POISONJAB,8,DIG,12,ROCKTHROW,13,TAUNT,14,SLASH
EggMoves=TICKLE,STRINGSHOT,PURSUIT,AGILITY,SPIKES,MAGNITUDE,BODYSLAM
Evolutions=ANTMANDO,LevelMale,10,ANQUEEN,LevelFemale,25
BattlerPlayerY=41
BattlerEnemyY=13
BattlerAltitude=0
[511]
Name=ANTMANDO
InternalName=ANTMANDO
Kind=Guardian
Pokedex=They are typically seen guarding an ANTROOPER nest. They fight using their powerful pincers to grapple opponents.
Type1=BUG
Type2=FLYING
BaseStats=65,118,80,105,95,58
Rareness=200
BaseEXP=123
Happiness=70
GrowthRate=Medium
StepsToHatch=5120
Color=Brown
EffortPoints=0,2,0,0,0,0
Abilities=COMPOUNDEYES, HYPERCUTTER
Compatibility=3,5
Height=1.0
Weight=5.2
GenderRate=AlwaysMale
Moves=1,POISONSTING,1,BUGBITE,1,FURYCUTTER,1,POISONJAB,1,DIG,15,QUIVERDANCE,20,XSCISSOR,31,AIRCUTTER,42,AERIALACE,53,BUGBUZZ,64,CLOSECOMBAT
EggMoves=
Evolutions=
BattlerPlayerY=41
BattlerEnemyY=13
BattlerAltitude=0
Any way to fix this?
 
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