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

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mad.array

Eeveelutions... need more...
140
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16
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@Jackreyes: Just having a quick look (I'm 'borrowing' a PC) I think the code you need to change is in the scripts section, under Compiler. You should find three instances of the number 493 (each of them saying something like:

for #random variable# in 1..493.

If I'm right you just need to change the 493 to your total number. If I'm wrong you need to change it back =P

I hope that sorts it.
 
9
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16
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  • Seen Dec 4, 2010
Thanks
I've now tried editing that,
and I think this is a different error message to before.

Sorry for being such a 'noob'
but I'm not that bright.

Anyone know the problem?
(also if anyone wants to fix it for me then pm me and i'll send the files)

Thanks again,
Jackreyes
 
312
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16
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  • Seen Jul 16, 2023
How would you go about implementing new moves? I don't even know where you would start to code in the move effects, let alone move names and etc.
 
249
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16
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  • Age 35
  • Seen Jul 24, 2011
Thanks
I've now tried editing that,
and I think this is a different error message to before.

Sorry for being such a 'noob'
but I'm not that bright.

Anyone know the problem?
(also if anyone wants to fix it for me then pm me and i'll send the files)

Thanks again,
Jackreyes

try doing it with the species name insted, i have found that sometimes the game wont find a new pokemon if you do it by number, but will do it fine if you do it by name, and i would change the coding back to what is was before LokiFerne told you to change it. just to be on the safe side, because i have my own pokemon in the game i'm making, and all i had to do was make the piktures and edit the pokemon.txt file.

if the problem continues, get a screenshot of the event coding, and the new pokemon information.

How would you go about implementing new moves? I don't even know where you would start to code in the move effects, let alone move names and etc.

simply edit the move.txt file, but you might also have to put coding in the PokeBattle_MoveEffects part of the scripts.
 
Last edited:

Windsong

—the dream is dead
30
Posts
16
Years
Hey,

i have a few questions >->
First, how can i edit the bag-picture in the "bag-menu"?
For example, by choosing an male hero there should be an other bag-picture as the picture from the female hero.

Second, how can i make an givepokemon script? @.o

And the last, how can i make something like "Flags"?
Example, the hero touches an event. After the Event, it should be "erase'ed"
That meands, that the event is only 1 times aviable.

And sorry for my crappy english, im german >_>
 

Atomic Reactor

Guest
0
Posts
There is something wrong with your move "hypercutter"
something is missing from it or something... im not sure.
You may wanna take another look at it.
 

Fangking Omega

Acanthite founder
573
Posts
19
Years
FANG'S QUESTION TIME: Is there a manner in which I could call a Safari style battle with a specific Pokémon through an event?
 

A.I

Just a wee bit obsessed =]
20
Posts
15
Years
First off I would like to say thanks to Poccil and Flamguru, and others whom may have contributed to the essentials. It's almost like Heaven.

Now for me question!

I am making a pokemon game, of course, and I had the idea of buying and selling Pokemon.

I was wondering exactly how I would go about doing that.
Would I have to duplicate and then edit the PokemonMart script?
 
Last edited:

partyghoul2000

Intermediate Game Designer
175
Posts
18
Years
  • Age 36
  • USA
  • Seen Jun 24, 2014
FANG'S QUESTION TIME: Is there a manner in which I could call a Safari style battle with a specific Pokémon through an event?

i imagne that you would just have to make sure the map is safari marked when you call this specfic pokemon event. i haven't tried it, but i think that should work. >.>
 

Hall Of Famer

Born as Hall of Famer
709
Posts
16
Years
I've been getting errors like this and I've completely lost confidence in my ability to solve it. Please help:

Code:
---------------------------
Pokemon Hall Of Fame
---------------------------
Exception: NameError

Message: (eval):1:in `pbFromPBMove'uninitialized constant PokeBattle_Move_FE

new:4:in `pbFromPBMove'

PokeBattle_Battle:336:in `eval'

new:4:in `pbFromPBMove'

PokeBattle_Battle:336:in `initialize'

PokemonField:384:in `new'

PokemonField:384:in `pbWildBattle'

PokemonField:678:in `pbOnStepTaken'

Game_Player*:623:in `update_old'

Walk/Run:60:in `update'

Scene_Map:101:in `update'



This exception was logged in errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------
 

PoKéMaKeR1

Pokemon Rancher creator!
282
Posts
16
Years
Hey,

i have a few questions >->
First, how can i edit the bag-picture in the "bag-menu"?
For example, by choosing an male hero there should be an other bag-picture as the picture from the female hero.

Second, how can i make an givepokemon script? @.o

And the last, how can i make something like "Flags"?
Example, the hero touches an event. After the Event, it should be "erase'ed"
That meands, that the event is only 1 times aviable.

And sorry for my crappy english, im german >_>

What you mean by a givepokemon script..?
Like you get a Pokemon from the Prof.?
Then it's : pbAddPokemon(X,Y) where X is the species number of the Pokemon, and Y is its level.

For the flag, just make sure that at the end of the event, you put a switch i.e :
your event
set self switch a on
then make a new event page
make sure self switch a needs to be on for it to work..
then turn on the player touch
and put in "erase event"
then it'll work only one time

Hope I helped

PoKéMaKeR
 
9
Posts
16
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  • Seen Dec 4, 2010
I have a pokemon 494 in my pokemon.txt, I have the 5 sprites for it and I even changed some script from 493 to 494 and it still won't let me pbAddPokemon(494,5)

I've attached a screenshot of my events code,
Any help much appreciated.
Jackreyes
 
Last edited:
9
Posts
16
Years
  • Seen Dec 4, 2010
Ok tried that, nothing.

Can you just type out the script that should allow me to add a new pokemon with everything already defined, just make it a level 5 bulbasaur or something.

I may then be able to work off of this.
 
9
Posts
16
Years
  • Seen Dec 4, 2010
ok, I got that working.
So now I need to add 494, which will not work...
Anyone wanna try editing my files if I upload them somewhere?
 

Hall Of Famer

Born as Hall of Famer
709
Posts
16
Years
Well, I have a question to ask... I don't know how to create battle tents event. I mean, to make the protagonist battle with random trainers with defined pokemon levels and the protagonist will be awarded after winning those battles? I'm not sure how to implement this kind of random event so please help.
 
9
Posts
16
Years
  • Seen Dec 4, 2010
Thanks.
I want the pokeball in Birch's Lab to give the player pokemon number 494.

rapidshare.com/files/132844990/Pokemon_2.zip.html
(not allowed to post actual links yet, need 15+ posts.)
Jackreyes
 

PoKéMaKeR1

Pokemon Rancher creator!
282
Posts
16
Years
Thanks.
I want the pokeball in Birch's Lab to give the player pokemon number 494.

rapidshare.com/files/132844990/Pokemon_2.zip.html
(not allowed to post actual links yet, need 15+ posts.)
Jackreyes

Yes I tried, and it worked out just as you would
so good luck :)

PoKéMaKeR

Well, I have a question to ask... I don't know how to create battle tents event. I mean, to make the protagonist battle with random trainers with defined pokemon levels and the protagonist will be awarded after winning those battles? I'm not sure how to implement this kind of random event so please help.

isn't there is a demo event like that in the sk ?
Else, I can't really help you :P!
 
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