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

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386
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    • Seen Aug 10, 2015
    2. If you press shift before the $PokemonGlobal.runningShoes is set true, the sprite still changes, Is there a way to fix it?

    Change line 10 of the script section "Walk/Run" to:

    Code:
      if meta[5] && meta[5]!="" && 
        (Input.press?(Input::A) && $PokemonGlobal.runningShoes) && 
        Input.dir4!=0
     
    64
    Posts
    18
    Years
    • Seen May 16, 2008
    Why doesn´t anybody read my posts and answer them?^^

    Iam working on a custom Pokemon Online Script.
    I only have a chat system.

    Is there anyone who could help me with a custom Online Battlesystem or the Trade System?
     
    312
    Posts
    16
    Years
    • Seen Jul 16, 2023
    I keep having this error when I playtest.

    errorpkmnyw6.png
     
    386
    Posts
    17
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    • Seen Aug 10, 2015
    It's a problem with your encounters.txt; perhaps you misspelled an encounter type name. Here are these changes to the script section "Compiler" to be made in response to this:

    In line 657, replace "else" with "elsif lastenclen==1" .

    Replace line 666 with:

    Code:
      else
       raise _INTL("Undefined encounter type {1} in encounters.txt, expected one of the following:\r\n{2}",
            line,enctypes.inspect)
      end

    The resulting error message may better point you to the problem.

    Also, you may have put densities after encounter type definitions; this is not allowed. Here's an example of what I mean:

    Code:
    Water
    XXX,20
    XXX,20
    XXX,20
    XXX,20
    XXX,20
    20,20,20 # Densities
     
    386
    Posts
    17
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    • Seen Aug 10, 2015
    axibar:

    Once again, it's in the documentation. See "Wild Pokemon Battles" in notes.html:

    To generate a wild Pokemon battle, call pbWildBattle(X,Y) where X is the species number of the Pokemon, and Y is its level. See PBSpecies for species IDs.
    To change the kinds of wild Pokemon found in an area, you can modify the file PBS/encounters.txt (see that section in this page).
    After doing so, it is enough to put grass tiles (or other tiles with terrain tag 2) on the map for wild Pokemon to appear there -- no events are necessary.
    The file encounters.txt supports two different encounter types: Land and Cave. For Land encounter types, wild Pokemon will appear only on the grass.
    For Cave encounter types, wild Pokemon will appear anywhere. Several other encounter types are also supported; see the "PBS/encounters.txt"
    section for details.
     

    |Maximus|

    I'm back~
    836
    Posts
    16
    Years
    • Seen Sep 10, 2010
    Sorry for acting like a noob and thanks alot for the help and how do you change the pokemon you receive from the girl =\
     

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
    Years
    • Seen May 4, 2024
    Sorry for acting like a noob and thanks alot for the help and how do you change the pokemon you receive from the girl =\

    In the PokemonUtilities Script and look for the pbCreatePokemon Function
     

    |Maximus|

    I'm back~
    836
    Posts
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    • Seen Sep 10, 2010
    Alright thanks a whole but but a little problem when I try to make the pokemon appear it gives me an error.
     

    Absola

    ~ Let me fly away
    16
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    16
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  • pokemon programmer said:
    Oh poccil do you think you might be able to add this and the 4th generation pokemon to a later version. Just a question.

    I tried to add some of the 4th generation pokemon but realized that the graphics are much bigger than the other ones so it looks kinda wierd.. but it's up to you how you want things to be and I dunno maybe some photoshop work can fix this..

    By the way, thank you so much poccil for helping me out with the battle backgrounds it works great..!
     
    386
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    17
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    • Seen Aug 10, 2015
    After just three days, a new version of Pokemon Essentials is now available.

    Changes:

    Removed dependency on RGSS-RTP
    Added Trainer battle victory music settings in metadata.txt and trainernames.txt
    Implemented hidden items and Itemfinder
    Implemented Synchronize
    Added support for temporary self switches in events, as well as event-specific variables
    Added usage of items in and out of battle to items.txt
    Implemented robust, stand-alone door events
    Implemented events that are active only once a day (for fruit-bearing trees, etc.)
    Changed day/night tinting code to allow "Change Screen Color Tone" to work properly
    Redefined "Change Gold" to act on Trainer's money
    More performance changes in map connections feature

    Modified scripts:

    Changed: PokemonMap
    Changed: PokeBattle_Effects
    Changed: PokeBattle_MoveEffects
    Changed: Scene_Debug
    Changed: AnimationSprite
    Changed: Scene_Map
    Changed: RPGCache
    Changed: PokemonField
    Changed: PokeBattle_ActualScene
    Changed: Game_Event*
    Changed: Game_System
    Changed: Compiler
    Changed: Spriteset_Map
    Changed: PokemonMessages
    Changed: - Radio
    Changed: PokemonUtilities
    Changed: PokeBattle_Battle
    Changed: PokemonItems
    Changed: PokemonBag
    Changed: PokeBattle_Battler
     

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
    Years
    • Seen May 4, 2024
    Hey poccil I found a script it is a mode 7 script it reminds me of pokemon Diamond and Perl I thought you might want to see and anyone else that wants to look.
    http://www.rpg-palace.com/scripts/mode07.php

    Yeah, I personally love the Mode 7 Scripts out there but none of them work due to Poccil rewriting a lot of the Sprite classes.

    Poccil, could you try to modify that Mode 7 Script and make it work with the Essentials? The one that pokemon programmer linked is the best one.
     
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