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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Old May 14th, 2017 (3:07 PM). Edited May 14th, 2017 by Diverscope.
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Diverscope Diverscope is offline
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    Join Date: Apr 2013
    Gender: Male
    Nature: Rash
    Posts: 71
    If you rename the storage box and USEKEYBOARDTEXTENTRY is set to true, than the storage-icon is not animated. It can be easiliy fixed by replacing
    (lines 989 - 992)

          [email protected]["subject"].bitmap.width
          [email protected]["subject"].bitmap.height
          @sprites["subject"].x = 44*2 - charwidth/8
          @sprites["subject"].y = 26*2 - charheight/2
    Also another bug: If USEKEYBOARDTEXTENTRY is set to true and you enter a name, which has a minimun length, you can enter a blank name (i.e you press ENTER without entering a name). An example of this is the Rival on Route 3.
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    Old May 22nd, 2017 (5:11 AM).
    Mashirosakura's Avatar
    Mashirosakura Mashirosakura is offline
      Join Date: Jan 2017
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      Posts: 43
      In unmodified essentials, although weather seems to be set as it is in gen VI, it is infinite ingame. Examples I've seen are sandstorm and sun lasting entire, 10+ turn battles.
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      Old May 23rd, 2017 (10:26 AM).
      Maruno's Avatar
      Maruno Maruno is offline
      Lead Dev of Pokémon Essentials
        Join Date: Jan 2008
        Location: England
        Posts: 5,171
        Originally Posted by Mashirosakura View Post
        In unmodified essentials, although weather seems to be set as it is in gen VI, it is infinite ingame. Examples I've seen are sandstorm and sun lasting entire, 10+ turn battles.
        When you say "seems to be", have you tested this? Because if Essentials is using the old battle mechanics (Gen 5), as it does by default, weather induced by abilities is supposed to last forever. I've just tested weather induced by a move, and that does indeed fade after five turns as it is supposed to. It's likely you're just mistaken.
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        Old May 31st, 2017 (3:09 AM).
        mamba mamba is offline
          Join Date: Feb 2016
          Gender: Male
          Posts: 13
          Originally Posted by Skyefox View Post
          Mega evolution results in error.

          Intl_Messages:559:in `[]'
          Intl_Messages:559:in `get'
          Intl_Messages:670:in `get'
          Intl_Messages:707:in `pbGetMessage'
          PBItems:531:in `getName'
          PokeBattle_Battle:656:in `pbGetMegaRingName'
          PokeBattle_Battle:654:in `each'
          PokeBattle_Battle:654:in `pbGetMegaRingName'
          PokeBattle_Battle:1821:in `pbMegaEvolve'
          PokeBattle_Battle:2832:in `pbAttackPhase'
          Till now I still have this error while watching many tutorials in Youtube, Any solutions to them??
          I already have 16.2V update.
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          Old June 18th, 2017 (9:45 PM).
          MC50 MC50 is offline
            Join Date: Aug 2006
            Nature: Adamant
            Posts: 28
            Using Intimidate on a Pokemon with Contrary causes a gamecrash if it is the first turn of the battle, with the following error:

            Pokemon Essentials
            Exception: NameError

            Message: undefined local variable or method `upanim' for #<PokeBattle_Battler:0x7831910>

            PokeBattle_BattlerEffects:726:in `pbIncreaseStatWithCause'
            PokeBattle_BattlerEffects:873:in `pbReduceStatWithCause'
            PokeBattle_BattlerEffects:942:in `pbReduceAttackStatIntimidate'
            PokeBattle_Battler:1061:in `pbAbilitiesOnSwitchIn'
            PokeBattle_Battler:1059:in `each'
            PokeBattle_Battler:1059:in `pbAbilitiesOnSwitchIn'
            PokeBattle_Battle:2189:in `pbOnActiveAll'
            PokeBattle_Battle:2188:in `each'
            PokeBattle_Battle:2188:in `pbOnActiveAll'
            PokeBattle_Battle:2635:in `pbStartBattleCore'

            If it is not the first turn, you get a different error, but the game continues and does not crash.
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            Old 3 Weeks Ago (2:42 AM).
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            yonicstudios yonicstudios is offline
            Game Developer
              Join Date: Oct 2015
              Location: Spain
              Nature: Timid
              Posts: 27
              The INTL translation message system is very broken.
              1. Any _INTL line with a # on it will be invalid, including expressions like #{something} on it. I think this is because it's interpreting everything behind the # as a comment. This occurs even if I try to escape it like this: <<#>>.
                1. For now, #{variable} expresions should be replaced as an additional parameter on INTL lines. Fortunately these expressions happen to appear only 4 or 5 times, and most of them are in the same script section.
              2. Script lines with two \n next to each other, or just separated by a single space (here\n\nare\n \nsome examples) are also invalid and won't be translated, even if replaced with <<n>>
              3. Some extracted lines are processed in an overly complicated way. The extractor escapes characters that aren't really necessary to escape, like [ and ].
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              - Pokécurse BloodRed Version (Q3-Q4 2018)

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              - My Dog's Tale (July 11th 2018)

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              Old 2 Weeks Ago (6:59 AM).
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              Ego13 Ego13 is offline
                Join Date: Jul 2017
                Location: Leipzig
                Gender: Male
                Nature: Calm
                Posts: 13
                I noticed that the PP of a trainers Pokemon will be refilled after it was withdrawn and sent out again. It happened in the following situation:

                My Pokemon: Misdreavous

                Opponent Pokemon: Gyarados
                Opponent moves: 1.TWISTER 2.FLAIL 3.EARTHQUAKE 4.STONE EDGE

                I depleted the moves Twister and Stone Edge by using Spite. So the Gyarados wouldn't be able to hit my Misdreavous. Then the trainer withdrew Gyarados and sent out another Pokemon, which I defeated. Then he sent out Gyarados again and it could use Stone Edge and Twister again. I'm 100% sure that all PP were gone.

                I tried to find a fix for that, but I can't find the script that does the withdrawing and saving the infos about the withdrawn Pokemon. I thought it could be handled similar to how the HP and status is saved?

                Pokemon Hollow on pokecommunity.com
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