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

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    • Seen Aug 10, 2015
    The script "pbLoadMessages" is not meant to be placed in an event in the game, but rather in a script in the script editor (such as "Main" or "PokemonSystem"), preferably before the game starts. The approach with "pbLoadMessages" is designed for situations where the game designer wants to support more than one language for a single Pokemon game. For other situations, it is generally enough to use the generated "intl.dat" file to replace the "messages.dat" file in the Data folder (being sure to back up that file before doing so). Translations of the Pokemon Essentials user interface, however, will be very welcome.
     
    145
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  • Hi,

    I had no asnwers on a problem and because it was deleted (because of the forum problem), i post it again.

    I want to make a script such that a pokemon is forced to evolute. In my game, i want caterpie to evolute in metapod.

    I tried
    Spoiler:


    in PokemonField. But it does nothing when i try to use it. Can someone explain me what is wrong or what I must do?
     
    312
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    • Seen Jul 16, 2023
    Well, first of all, you would need this call script:
    Code:
    PokemonField.pbForcedEvolution(::PBSpecies::CATERPIE)

    I think so at least...
     
    145
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  • I tried what u said but is said me :

    Spoiler:


    And I also tried PokemonField.pbForcedEvolution(10), where 10 is caterpie ID, just in case and it gave me :

    Spoiler:
     

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
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    • Seen May 1, 2024
    Hey Poccil.

    I got a random error after leaving Violet City. I think it has to do with redrawing the map for the connections or something:

    Code:
    Exception: TypeError
    Message: no implicit conversion from nil to integer
    WindowAndTilemap:1139:in `blt'
    WindowAndTilemap:1139:in `refreshLayer0'
    WindowAndTilemap:1131:in `each'
    WindowAndTilemap:1131:in `refreshLayer0'
    WindowAndTilemap:1116:in `each'
    WindowAndTilemap:1116:in `refreshLayer0'
    WindowAndTilemap:1115:in `each'
    WindowAndTilemap:1115:in `refreshLayer0'
    WindowAndTilemap:1268:in `refresh'
    WindowAndTilemap:702:in `update'
     
    31
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    • Seen Mar 26, 2008
    Does anyone ever finished a game made with rpg maker and the starterkit? I would like to play one, but I can't find any...
     
    763
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  • @maggi90w1 - Your obviously not looking hard enough. Try looking in the Games Showcase section of these forums, theres bound to be a few demos there. As for complete ones, I don't think there are any yet.

    -Krobe
     

    Atomic Reactor

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    maybe nobody is having problems anymore..
    poccil seems to have a somwhat perfect SK =)
    im confused on the trainer back though.
    it says in debug that it isnt used?
     

    Hall Of Famer

    Born as Hall of Famer
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  • I'm making a POKEMON game with RPG maker ad POKEMON essential and I've encountered some problem. I'd appreciate it very much if you could help...

    1. How to set items based events? For instance, in POKEMON firered/leafgreen version, the Shop owner will give the protagonist a parcel to urge him to send it to PROF.OAK, and when he hands the parcel to PROF.OAK and receives POKEDEX, he's enabled to purchase goods. If he fails, the shop owner will just keep requesting him to send the parcel to PROF.OAK. In this way, this event is decided by the item "parcel" and "POKEDEX"... I tried to use the internal event commands, but there's even no any items listed. What should I do with this incident?

    2. How to associate an event with another event? For instance, in POKEMON Firered/Leafgreen version, PROF.OAK will run into the protagonist when he walks out of the town without POKEMON. The case is that PROF.OAK is in a position far away from the protagonist and being hidden before the event of Protagonist going out of the town happens. When the event of Protagonist going out of the town happens, the event for PROF.OAK to run into the protagonist and lead him to the institute happens as a sequel. How can I do to make this effect?

    3. I don't know whether it's a stupid question, but what can you do to add a rival for the protagonist (like Gary-Ash, Silver-Gold). I mean, the rival will battle the protagonist in the lab first and then somewhere else when they meet. After the battle, the rival will walk away and appear in another place. Besides, how can I make the rival or the game NPC to walk to the POKEBALLS or itemballs to pick up a POKEMON or item just as the protagonist do? I really don't know how to deal with this, please give me a hand at this...

    Still, I'd appreciate it very much if you could answer those three questions to me, thanks!
     
    Last edited:

    Mrchewy

    nom nom nom
    361
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  • Hall of Famer, I'd suggest becoming familiar with RGXP first before using the starter kit, as most of those things are done using standard events. For the item one, I'd suggest looking in notes.html on how to use them.
     

    Hall Of Famer

    Born as Hall of Famer
    709
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  • Hall of Famer, I'd suggest becoming familiar with RGXP first before using the starter kit, as most of those things are done using standard events. For the item one, I'd suggest looking in notes.html on how to use them.

    Well, what you don't know is that with the POKEMON essential, some of the features of the original RGXP have been unable to used them. For instance, when I make other RPG games, I could set up item based events by enabling the Conditional Branch's page 4, option 2(when some items are in the inventory) to set up an event. But the all the items in POKEMON essential are unlikely to find in this column. This is the reason why I think I need help, since some my old knowledge of RPG makers may not work with this issue.
     

    Hall Of Famer

    Born as Hall of Famer
    709
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  • Hi guys:

    I've successfully figured out how to use item based events command and move events to the protagonist, thanks a lot.
    Still, I have some questions unsolved.

    1. How can I create a rival for the Protagonist such as Gary --- Ash? I mean, the rival will appear and select a POKEMON with the Protagonist from the beginning and then he will battle with the protagonist in certain places when some specific conditions are fulfilled. I don't know how to deal with this and I'd appreciate it very much if someone can help.

    2. I obtained the music tracks for POKEMON red/blue version and set the background and battle musics, however, it goes wrong sometimes since after the battle, the battle victory music doesn't always start and sometimes even the background music won't display. what's wrong with this?

    Besides, the POKE Center setting of POKEMON Essential must have mistakes since every time when I went into the POKE Center to heal POKEMON, there's an error stating "Failed to load bitmap: Graphics/Characters/pokeball on the left(or on the right). Don't know whether this is a bug and hope it to be solved as soon as possible.

    Have a nice day, good luck everyone!
     
    Last edited:

    Firemaker

    Pokemon Master
    496
    Posts
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    Years
  • 1. Use switches. Example. When you choose bulbasaur, switch bulbasaur is on. So when you battle your rival, you use Rival XXX,1 or 2 etc. If Bulbasaur is on battle Rival XXX,1 who has Charmander. If Squirtle is on.
    You should get it.

    2. Go to trainersnames.txt (something like that) Set the battle and victory music for each person type
     
    763
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  • @victorspvl - Holy hell, why did it go up so much?! Well, in any case, I'm sure theres bound to be some error with a Pokemon here or there, so just let Poccil know, and I'm sure he'll fix it in the next beta.

    @Hall Of Famer - If the music is fluctuating, then replace it with another piece of music, and if it continues, then it's most likely a bug, but if it's just your music that fluctuates, then the problem lies there.

    -Krobe
     
    97
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    • Seen Apr 6, 2011
    Is there any way to prevent the player from being able to catch wild pokemon, for a whole map or just one battle?
     
    2,048
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    • Seen Sep 7, 2023
    Is there any way to prevent the player from being able to catch wild pokemon, for a whole map or just one battle?

    Take away their Poké Balls?

    If you found the script section dealing with catching, you could add some lines to it to turn it off.
     

    BlueEew

    PokeProject - GO!
    786
    Posts
    18
    Years
  • Questions:

    1) The 493 Pokemon are already programmed in correct?

    2) Are there stats (everything Base stats, Moves, etc) all styled to fit DP?

    3) Dose damage, weakness, types, everything all work like DS/GBA games.

    ^ I am wanting to know information in that area if anyone knows?
     
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