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

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249
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16
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  • Age 35
  • Seen Jul 24, 2011
That's what I've thought about before, but I just can't find the script to delete a Pokemon in the trainer's party in the instruction document. I'd appreciate it very much if you could tell me how to delete a certain Pokemon.

read wichu's message, he gave the coding to do a trainer event.
 

Archayos

THEY KILLED THE PURPLE T_T
152
Posts
15
Years
I don't know how to help you with your problem, but when I look at it it makes me think that the clouds have just moved and its a bit darker and more light is coming through the clouds. I actually like what it is doing.

Heh, yeah, but it's not exactly sweet. It'd look good if it were to fade into the denser opacity, but this is an abrupt change. Looks very weird.

anyway, can you get a screen shot to show how you have the event set up? because that might help.

It's just a Show Picture command in a parallel process. |:
It's happening to every image of mine, so I doubt it's a problem with my event codes...
 

Hall Of Famer

Born as Hall of Famer
709
Posts
16
Years
read wichu's message, he gave the coding to do a trainer event.

Thank you very much, dude, this really helps. However, I got an error message stating:
Code:
Exception: RuntimeError
Message: Script error within event 32, map 314 (SHOWBOAT 2F):
Section109:187:in `pbStartTrade'undefined method `pbFadeOutInWithMusic' for #<Interpreter:0x559d878>
Section019:238:in `pbExecuteScript'
(eval):2:in `pbExecuteScript'
Section019:1614:in `eval'
Section019:238:in `pbExecuteScript'
Section019:1614:in `command_355'
Section019:466:in `execute_command'
Section019:190:in `update'
Section019:104:in `loop'
Section019:195:in `update'
Section021:98:in `update'

Interpreter:249:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:98:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'

I don't know what's wrong with it and I'd thank you very much if you can help me solve this issue. Besides, can I simply edit the scripter to make it look completely the same with the new pokemon essential to get the same effect as upgrading? Have a good day!
 

partyghoul2000

Intermediate Game Designer
175
Posts
18
Years
  • Age 36
  • USA
  • Seen Jun 24, 2014
ok, go to the editore, then to pokebattle_battle (not pokebattle_battler)
then add the pokeball name to the first list you see (it's at the top) then search (ctrl and f) for PBItems::GREATBALL then copy one of the codings,like this one:

when PBItems::GREATBALL
rareness=(rareness*3/2).floor

Note: the first number is ALWAYS bigger then the second, not inluding the masterball [where the numbers are the same])

or if you want the ball to be better at catching certain types of poke, just copy on of the others and edit it as well, like this one:

when PBItems::NETBALL
rareness*=3 if battler.pbHasType?(PBTypes::BUG) || battler.pbHasType?(PBTypes::WATER)

which is better for bug and water types, (it's only 2 lines, but this box is to small so it looks like 3)

omg, thank you, thank you. you have helped loads. :D this kinda stuff should be put into the faq section of note.html or something. >.>
 
60
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16
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  • Seen Oct 18, 2008
hey poccil, I have a thing that you have not done. The ice and water pressure. Just like the Ice in pokemon Silver and the the water pressure in Pokemon Rube and Sappire.

And guys, Every time I try to fly I just can't. When I go to the map and I press on the place nothing happen. My Map Data:

Filename=map.png
Point=9,13,ٍShimori Town,,33,11,14,30
 
249
Posts
16
Years
  • Age 35
  • Seen Jul 24, 2011
Heh, yeah, but it's not exactly sweet. It'd look good if it were to fade into the denser opacity, but this is an abrupt change. Looks very weird.



It's just a Show Picture command in a parallel process. |:
It's happening to every image of mine, so I doubt it's a problem with my event codes...

o.0 have you tride as a fog?

and poccil, i noticed something very odd about the trainer events, they don't let you have more then 2 pages, ( Trainer(0) not included for some reason)
 
Last edited:

Hall Of Famer

Born as Hall of Famer
709
Posts
16
Years
Pokémon trading script:
Code:
class PokemonTradeScene

def pbRunPictures(pictures,sprites)
 loop do
  for i in 0...pictures.length
   pictures[i].update
  end
  for i in 0...sprites.length
   if sprites[i].is_a?(IconSprite)
    setPictureIconSprite(sprites[i],pictures[i])
   else
    setPictureSprite(sprites[i],pictures[i])
   end
  end
  Graphics.update
  Input.update
  running=false
  for i in 0...pictures.length
   running=true if pictures[i].running?
  end
  break if !running
 end
end

def pbStartScreen(pokemon,pokemon2,trader1,trader2)
 @sprites={}
 @viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
 @viewport.z=99999
 @pokemon=pokemon
 @pokemon2=pokemon2
 @trader1=trader1
 @trader2=trader2
 addBackgroundOrColoredPlane(@sprites,"background","tradebg.png",
   Color.new(248,248,248),@viewport)
 rsprite1=Sprite.new(@viewport)
 rsprite1.bitmap=pbLoadPokemonBitmap(@pokemon,false)
 rsprite1.ox=rsprite1.bitmap.width/2
 rsprite1.oy=rsprite1.bitmap.height/2
 rsprite1.x=Graphics.width/2
 rsprite1.y=(Graphics.height-96)*2/3
 @sprites["rsprite1"]=rsprite1
 rsprite1=Sprite.new(@viewport)
 rsprite1.bitmap=pbLoadPokemonBitmap(@pokemon2,false)
 rsprite1.ox=rsprite1.bitmap.width/2
 rsprite1.oy=rsprite1.bitmap.height/2
 rsprite1.x=Graphics.width/2
 rsprite1.y=(Graphics.height-96)*2/3
 rsprite1.visible=false
 @sprites["rsprite2"]=rsprite1
 @sprites["msgwindow"]=Kernel.pbCreateMessageWindow(@viewport)
 pbFadeInAndShow(@sprites)
end

def pbScene1
 spriteBall=IconSprite.new(0,0,@viewport)
 pictureBall=PictureEx.new(0)
 picturePoke=PictureEx.new(0)
 # Starting position of ball
 pictureBall.moveVisible(1,true)
 pictureBall.moveName(1,"Graphics/Pictures/ball00_0.png")
 pictureBall.moveOrigin(1,PictureOrigin::Center)
 pictureBall.moveXY(0,1,Graphics.width/2,48)
 # Starting position of sprite
 picturePoke.moveVisible(1,true)
 picturePoke.moveOrigin(1,PictureOrigin::Center)
 rsprite1=@sprites["rsprite1"]
 rsprite1.ox=0
 rsprite1.oy=0
 picturePoke.moveXY(0,1,rsprite1.x,rsprite1.y)
 # Change sprite color
 delay=picturePoke.totalDuration+4
 picturePoke.moveColor(10,delay,Color.new(31*8,22*8,30*8,255))
 # Recall
 delay=picturePoke.totalDuration
 picturePoke.moveSE(delay,"Audio/SE/recall.wav")
 pictureBall.moveName(delay,"Graphics/Pictures/ball00_1.png")
 pictureBall.moveName(delay+4,"Graphics/Pictures/ball00_2.png")
 # Move sprite to ball
 picturePoke.moveZoom(15,delay,0)
 picturePoke.moveXY(15,delay,Graphics.width/2,48)
 picturePoke.moveSE(delay+10,"Audio/SE/jumptoball.wav")
 picturePoke.moveVisible(delay+15,false)
 pictureBall.moveName(picturePoke.totalDuration+2,"Graphics/Pictures/ball00_0.png")
 delay=picturePoke.totalDuration+20
 pictureBall.moveXY(12,delay,Graphics.width/2,-32)
 pbRunPictures(
  [picturePoke,pictureBall],
  [@sprites["rsprite1"],spriteBall]
 )
 spriteBall.dispose
end

def pbScene2
 spriteBall=IconSprite.new(0,0,@viewport)
 pictureBall=PictureEx.new(0)
 picturePoke=PictureEx.new(0)
 # Starting position of ball
 pictureBall.moveVisible(1,true)
 pictureBall.moveName(1,"Graphics/Pictures/ball00_0.png")
 pictureBall.moveOrigin(1,PictureOrigin::Center)
 pictureBall.moveXY(0,1,Graphics.width/2,-32)
 # Starting position of sprite
 picturePoke.moveVisible(1,false)
 picturePoke.moveOrigin(1,PictureOrigin::Center)
 picturePoke.moveZoom(0,1,0)
 picturePoke.moveColor(0,1,Color.new(31*8,22*8,30*8,255))
 # Dropping ball
 y=Graphics.height-96-16
 delay=picturePoke.totalDuration+4
 pictureBall.moveXY(15,delay,Graphics.width/2,y)
 pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop.wav")
 pictureBall.moveXY(8,pictureBall.totalDuration+2,Graphics.width/2,y-60)
 pictureBall.moveXY(7,pictureBall.totalDuration+2,Graphics.width/2,y)
 pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop.wav")
 pictureBall.moveXY(6,pictureBall.totalDuration+2,Graphics.width/2,y-40)
 pictureBall.moveXY(5,pictureBall.totalDuration+2,Graphics.width/2,y)
 pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop.wav")
 pictureBall.moveXY(4,pictureBall.totalDuration+2,Graphics.width/2,y-20)
 pictureBall.moveXY(3,pictureBall.totalDuration+2,Graphics.width/2,y)
 pictureBall.moveSE(pictureBall.totalDuration,"Audio/SE/balldrop.wav")
 picturePoke.moveXY(0,pictureBall.totalDuration,Graphics.width/2,y)
 delay=pictureBall.totalDuration+18
 y=(Graphics.height-96)*2/3
 picturePoke.moveSE(delay,"Audio/SE/recall.wav")
 picturePoke.moveSE(delay,
   sprintf("Audio/SE/%03dCry.wav",@pokemon2.species))
 pictureBall.moveName(delay,"Graphics/Pictures/ball00_1.png")
 pictureBall.moveName(delay+4,"Graphics/Pictures/ball00_2.png")
 pictureBall.moveVisible(delay+10,false)
 picturePoke.moveVisible(delay,true)
 picturePoke.moveZoom(15,delay,100)
 picturePoke.moveXY(15,delay,Graphics.width/2,y)
 delay=picturePoke.totalDuration
 picturePoke.moveColor(10,delay,Color.new(31*8,22*8,30*8,0))
 pbRunPictures(
  [picturePoke,pictureBall],
  [@sprites["rsprite2"],spriteBall]
 )
 spriteBall.dispose
end

def pbEndScreen
 Kernel.pbDisposeMessageWindow(@sprites["msgwindow"])
 pbFadeOutAndHide(@sprites)
 pbDisposeSpriteHash(@sprites)
 @viewport.dispose
 newspecies=pbTradeCheckEvolution(@pokemon2)
 if newspecies>0
  evo=PokemonEvolutionScene.new
  evo.pbStartScreen(@pokemon2,newspecies)
  evo.pbEvolution(false)
  evo.pbEndScreen
 end
end

def pbTrade
 $game_system.bgm_stop
 sefile=sprintf("Audio/SE/%03dCry.wav",@pokemon.species)
 Audio.se_play(sefile)
 speciesname1=PBSpecies.getName(@pokemon.species)
 speciesname2=PBSpecies.getName(@pokemon2.species)
 Kernel.pbDisplayMessageFancy(@sprites["msgwindow"],
   _INTL("{1}\r\nID: {2}   OT: {3}",@pokemon.name,
      (@pokemon.trainerID&0xFFFF), @pokemon.ot),-1,100)
 Audio.se_play("Audio/SE/Choose.wav")
 pbScene1
 Kernel.pbDisplayMessageFancy(@sprites["msgwindow"],
   _INTL("For {1}'s {2},\r\n{3} sends {4}.",@trader1,speciesname1,@trader2,speciesname2))
 Kernel.pbDisplayMessageFancy(@sprites["msgwindow"],
   _INTL("{1} bids farewell to {2}.",@trader2,speciesname2))
 pbScene2
 Kernel.pbDisplayMessageFancy(@sprites["msgwindow"],
   _INTL("{1}\r\nID: {2}   OT: {3}",@pokemon2.name,
      (@pokemon2.trainerID&0xFFFF), @pokemon2.ot))
 Kernel.pbDisplayMessageFancy(@sprites["msgwindow"],
   _INTL("Take good care of {1}.",speciesname2))
end

end

def pbStartTrade(pokemonIndex,species,nickname,trainerName)
 myPokemon=$Trainer.party[pokemonIndex]
 opponent=PokeBattle_Trainer.new(trainerName,0)
 opponent.setForeignID($Trainer)
 yourPokemon=PokeBattle_Pokemon.new(species,myPokemon.level,opponent)
 yourPokemon.name=nickname
 pbFadeOutInWithMusic(99999){
  evo=PokemonTradeScene.new
  evo.pbStartScreen(myPokemon,yourPokemon,$Trainer.name,opponent.name)
  evo.pbTrade
  evo.pbEndScreen
 }
 $Trainer.party[pokemonIndex]=yourPokemon
end

def pbMiniCheckEvolutionTrade(pokemon,evonib,level,poke)
     case evonib
      when 5
       return poke
      when 6 # Evolves if traded
       return poke if pokemon.item==level
     end
     return -1
end
def pbTradeCheckEvolution(pokemon)
  return pbCheckEvolutionEx(pokemon){|pokemon,evonib,level,poke|
   next pbMiniCheckEvolutionTrade(pokemon,evonib,level,poke)
  }
end
Copy and paste into a new script. Then use
Code:
pbChoosePokemon(1,3)
var=$game_variables[1]
if $Trainer.party[var].species==PBSpecies::BUIZEL
species=PBSpecies::CHATOT
nick="Charrap"
trainer="Norton"
pbStartTrade(var,species,nick,trainer)
end
in a script event command. This example is a copy of the first trade event in D/P, so you should edit the Pokémon names, nicknames and OT name.

Thank you very much for this. The trading event is fairly important for my game and I'm looking forward to getting it done. Besides, I still get an error like this:
Code:
Exception: RuntimeError
Message: Script error within event 32, map 314 (SHOWBOAT 2F):
Section109:187:in `pbStartTrade'undefined method `pbFadeOutInWithMusic' for #<Interpreter:0x559d878>
Section019:238:in `pbExecuteScript'
(eval):2:in `pbExecuteScript'
Section019:1614:in `eval'
Section019:238:in `pbExecuteScript'
Section019:1614:in `command_355'
Section019:466:in `execute_command'
Section019:190:in `update'
Section019:104:in `loop'
Section019:195:in `update'
Section021:98:in `update'

Interpreter:249:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:98:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
I'd appreciate it very much if you can help me solve this issue. Besides, I don't really know how to upgrade the version of pokemon essentials at all but can I just simply copy and replace all the scripts from the scripter in the newest version to my game to get the same effect as upgrading? Please give me an answer and thanks again1
 
249
Posts
16
Years
  • Age 35
  • Seen Jul 24, 2011
Thank you very much for this. The trading event is fairly important for my game and I'm looking forward to getting it done. Besides, I still get an error like this:
Code:
Exception: RuntimeError
Message: Script error within event 32, map 314 (SHOWBOAT 2F):
Section109:187:in `pbStartTrade'undefined method `pbFadeOutInWithMusic' for #<Interpreter:0x559d878>
Section019:238:in `pbExecuteScript'
(eval):2:in `pbExecuteScript'
Section019:1614:in `eval'
Section019:238:in `pbExecuteScript'
Section019:1614:in `command_355'
Section019:466:in `execute_command'
Section019:190:in `update'
Section019:104:in `loop'
Section019:195:in `update'
Section021:98:in `update'

Interpreter:249:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:98:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
I'd appreciate it very much if you can help me solve this issue. Besides, I don't really know how to upgrade the version of pokemon essentials at all but can I just simply copy and replace all the scripts from the scripter in the newest version to my game to get the same effect as upgrading? Please give me an answer and thanks again1

by the way, i've been wandering, why don't you just upgrade you're sk?
 

Hall Of Famer

Born as Hall of Famer
709
Posts
16
Years
by the way, i've been wandering, why don't you just upgrade you're sk?

Well, it's fairly risky to follow the instructions in the note.html of creating a merged project since there're just too much modified scripts, pics and even audios in my game(I tried once and the game collapsed). In this way, I'd prefer simply modifying the scripter to add the new features into the game (Unless someone claims to upgrade the game for me but I don't expect this to happen).
 
Last edited:
249
Posts
16
Years
  • Age 35
  • Seen Jul 24, 2011
Well, it's fairly risky to follow the instructions in the note.html of creating a merged project since there're just too much modified scripts, pics and even audios in my game(I tried once and the game collapsed). In this way, I'd prefer simply modifying the scripter to add the new features into the game (Unless someone claims to upgrade the game for me but I don't expect this to happen).

yeah, that would suck. >.< what all did you modify? do you know off hand? because if you do then i MIGHT (heavy on the might) be able to help.

now for my own problem that is REALLY starting to get on my nerves,

i made a trainer event. and saved, then i played the game, and found out that i needed to change the spelling of some words on the second page of the event, so i went and edited them. BUT for some reason, no matter how many times i try, the game will not esept the changes, it keeps the original text on the second page, but in the editor, it has the new text, what's going on? and how do i fix this?
 

Hall Of Famer

Born as Hall of Famer
709
Posts
16
Years
yeah, that would suck. >.< what all did you modify? do you know off hand? because if you do then i MIGHT (heavy on the might) be able to help.

I don't know about this but I did add the Pbtrading script and copy the codes from this webpage to the scripter: http://upokecenter.com/projects/pokestarter/changed-2008-05-02.txt

Now all I want to ask is that if I replace all the original scripts with those newly modified codes from this link, will my game be completely upgraded to the newest version? Or I have to follow the instruction in the note.html file(I might have to seek for help if it only works this way)? I'd appreciate it very much if you can tell me about it.
 

Hall Of Famer

Born as Hall of Famer
709
Posts
16
Years
Last edited:
16
Posts
16
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  • Seen Jul 19, 2010
Just a quick question, Does anyone know how i could modify the sqripts to make the resolution of the game 288X216? and also get rid of the option to change the resolution?
Thanks
 

pkmn.master

Hobbyist Game Developer
299
Posts
15
Years
  • Age 28
  • USA
  • Seen Jun 7, 2022
That's because Postality Knight's edition is an illegal free translation of the Japanese version, and is an older version. That's why the default scripts are Japanese, and you can't read the help file. Try downloading the official version of RPG Maker XP and using your RPG Maker VX activation code on it. (They use the same activation system, so it usually works)
....................yes it worked.thanx glitch finder=)
 
2,048
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16
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  • Age 31
  • Seen Sep 7, 2023
The screen size is specified in the script section SpriteResizer. But you'll need to double your numbers, as the RMXP engine, as you know, uses double the Pokémon resolution. So you should set it as 576x432. In the script PokemonMap, find @screensize=1 and change it to @screensize=0. You'll have to edit PokemonOption to stop the player resizing it.
 
16
Posts
16
Years
  • Seen Jul 19, 2010
The screen size is specified in the script section SpriteResizer. But you'll need to double your numbers, as the RMXP engine, as you know, uses double the Pokémon resolution. So you should set it as 576x432. In the script PokemonMap, find @screensize=1 and change it to @screensize=0. You'll have to edit PokemonOption to stop the player resizing it.

Thanks work out perfectly
 
145
Posts
16
Years
Hi,

I need some help. I've modified a script to put a shadow for the player. I usually use it during sunny days, but I would like to use it during rainstorm, when there is a flash. Does someone know how to check if there is a flash?
I thought about putting something like

Spoiler:

in PokemonWeather.
But obviously it doesn't work when I try to call it, because rnd is not defined in def self.pbFlash?

Does somebody have a solution to my problem?
 

partyghoul2000

Intermediate Game Designer
175
Posts
18
Years
  • Age 36
  • USA
  • Seen Jun 24, 2014
i would like to add another pocket or two to the item bag. how would one go about doing this?
 
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