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

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386
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17
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    • Seen Aug 10, 2015
    Thank you all for reminding me.

    Rm2k3Guy:

    The default battle music can be changed by adding the appropriate settings
    to section 000 of metadata.txt, like this:
    Code:
    TrainerBattleBGM=trainer.mid
    WildBattleBGM=battle.mid
    TrainerVictoryME=trainervictory.mid
    WildVictoryME=battlevictory.mid
    The names are pretty self-explanatory. The BGM files mentioned in the file
    are to be placed in the Audio/BGM/ directory, and the ME files to the
    Audio/ME/ directory.

    WeissRaben:

    Water tiles have terrain tag 7, but due to the way the RPGXP map system
    works, tiles without terrain tags are ignored in determining what terrain tag an area
    has. In this case, bridge tiles have no terrain tag, but since a water tile is underneath
    it, the bridge is inappropriately considered to have terrain tag 7 and could
    thus be surfed on. To work around this, define a terrain tag for bridges (such as 13). To do so,
    open the game from RPG Maker XP, then open the in-game menu and select "Debug", then
    "Edit Terrain Tags." (Setting terrain tags higher than 7 is not possible in RPG Maker XP.)

    Glitchfinder:

    The problem with the constant species count was already resolved. Now any
    number of custom Pokemon can be added.
     
    Last edited:
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    pokemonhacker12345:

    Trainers can be edited using the Trainers.txt file. The documentation (notes.html)
    contains sections named "Trainers", "PBS/trainernames.txt", and "PBS/trainers.html"
    that go into more detail on this.

    axibar:

    It's part of the PlayerA, PlayerB, etc. setting of metadata.txt. The Player A, etc.
    setting is divided into comma-separated fields. Field 6 of that setting specifies
    the running character sprite. Here is an example:

    Code:
    PlayerA=PkMnTRAINER_Male,Red,onbike,trback,RedSurfing,RedRunning,RedDiving

    Here, "RedRunning" is the name of the character sprite to use when running.
     
    64
    Posts
    18
    Years
    • Seen May 16, 2008
    @poccil will there be the new moves in the next release? And will you include or change the system sprites i´ve given you? The best thing would be that you can choose the menu (pokedex,bag etc.) style of the game.

    I also thought of a additional radio script where you can set the Frequency, Playtime and music and playtime of the shows in a txt which you can compile with the maker and save to the PBS folder.
    For example:
    Frequency= 12
    Shows:
    Name: "Morning Show"
    Time: 8-11h
    bgmusic: show1.mid
    Text " Hello and welcome to the morning show, blablabla...."

    This is just an example but it would be nice if you add this...
     

    Glitchfinder

    Let's all get along, please?
    477
    Posts
    17
    Years
  • @poccil will there be the new moves in the next release? And will you include or change the system sprites i´ve given you? The best thing would be that you can choose the menu (pokedex,bag etc.) style of the game.

    I also thought of a additional radio script where you can set the Frequency, Playtime and music and playtime of the shows in a txt which you can compile with the maker and save to the PBS folder.
    For example:
    Frequency= 12
    Shows:
    Name: "Morning Show"
    Time: 8-11h
    bgmusic: show1.mid
    Text " Hello and welcome to the morning show, blablabla...."

    This is just an example but it would be nice if you add this...

    I personally like the radio idea. It sdounds like it would be quite a bit of fun if properly implemented. Still, it would be too "hard" for all of these beginners who think that they can actually create a Pokemon game without any work using this kit. (My advice to them is to simply try to make it from scratch, and then try the kit when they fail. It's like putting a cold kid out in the snow for a minute or two to make them appreciate the temperature of the house)
     

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    I got to thinking. Is there a function in the Kit that allows the player to recieve an egg with a specific pokemon in it. For example the togepi egg event in G/S/C or the special egg given to you by the daycare man in G/S/C. ect. If not you should add one, its a nice little feature to have.

    Just Repeating my question about receiveing eggs.
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    Minorthreat0987:

    You can use the function pbGenerateEgg to add an egg to the Trainer's party. Here's an example.

    Code:
    Conditional Branch:  Script:  $Trainer.party.length>=6
      Text:  You have no room to store the Egg...
      Exit Event Processing
    Branch End
    Script: Kernel.pbGenerateEgg(
    :     :   PBSpecies::TOGEPI,5
    :     : )
    Text:  Received a Pokemon Egg.
    Text:  Take good care of this Egg!

    There are also ready-made events for the Day-Care Man and the Day-Care Lady in the demo project, so you can use those as well.
     

    O.G. Duke

    a.k.a OmegaGroudon
    974
    Posts
    17
    Years
    • Seen May 18, 2016
    Please add in the D/P style battle scene in the next release, its hard for others to ripped and put it on.
     
    64
    Posts
    18
    Years
    • Seen May 16, 2008
    @poccil will there be the new moves in the next release? And will you include or change the system sprites i´ve given you? The best thing would be that you can choose the menu (pokedex,bag etc.) style of the game.

    I also thought of a additional radio script where you can set the Frequency, Playtime and music and playtime of the shows in a txt which you can compile with the maker and save to the PBS folder.
    For example:
    Frequency= 12
    Shows:
    Name: "Morning Show"
    Time: 8-11h
    bgmusic: show1.mid
    Text " Hello and welcome to the morning show, blablabla...."

    This is just an example but it would be nice if you add this...

    hey poccil could you please answer my question?
     

    |Maximus|

    I'm back~
    836
    Posts
    16
    Years
    • Seen Sep 10, 2010
    When I make the hero try to run it won't show the sprite. This is what I have.

    PlayerA=PkMnTRAINER_Male,Red,onbike,trback,RedSurfing,RunningRED,RedDiving
     
    386
    Posts
    17
    Years
    • Seen Aug 10, 2015
    A new version was just released.

    Changes:

    Added all Pokemon new to the fourth generation
    Outdoor and indoor light sources
    Game data is compiled only when necessary upon test runs, included
    compile function and map warping in debug menu
    Added a duel minigame similar to Alael's on RMXP.ORG (may be used,
    e.g., after defeating a Gym Leader but before conferring a Badge)
    Added a way to cancel events designated as cut scenes
    using F5
    Modified Pokemon screen to support choosing multiple Pokemon
    Removed all unused scripts in the distribution
    Modified intro screen

    Modified scripts:

    Deleted: Sprite_Battler
    Deleted: Scene_Title
    Deleted: Window_SkillStatus
    Deleted: Window_DebugRight
    Deleted: Window_Steps
    Deleted: Window_MenuStatus
    Deleted: Scene_Equip
    Deleted: ---------------------
    Deleted: Scene_End
    Deleted: Game_Actors
    Deleted: Arrow_Enemy
    Deleted: Window_PlayTime
    Deleted: Scene_Battle 1
    Deleted: Scene_Debug
    Deleted: Window_Advanced_Command
    Deleted: Scene_Battle 2
    Deleted: Game_Battler 1
    Deleted: Mouse*
    Deleted: Game_BattleAction
    Deleted: Window_PartyCommand
    Deleted: Scene_Battle 3
    Deleted: Game_Battler 2
    Deleted: Scene_Gameover
    Deleted: Scene_Shop
    Deleted: Window_BattleResult
    Deleted: Scene_Battle 4
    Deleted: Scene_Status
    Deleted: Window_ShopSell
    Deleted: Game_Battler 3
    Deleted: Window_EquipRight
    Deleted: Scene_Item
    Deleted: Window_SaveFile
    Deleted: Window_Item
    Deleted: Spriteset_Battle
    Deleted: Window_ShopBuy
    Deleted: Module: Math
    Deleted: Game_Enemy
    Deleted: Window_ShopCommand
    Deleted: Window_ShopStatus
    Deleted: Window_EquipItem
    Deleted: Game_Party
    Deleted: Window_BattleStatus
    Deleted: Window_Target
    Deleted: Scene_File
    Deleted: Scene_Save
    Deleted: Input *
    Deleted: Scene_Skill
    Deleted: Window_Status
    Deleted: Module: Input
    Deleted: Window_Skill
    Deleted: Window_Gold
    Deleted: Arrow_Actor
    Deleted: Window_ShopNumber
    Deleted: Day/Night
    Deleted: Keyboard*
    Deleted: Game_Actor
    Deleted: Window_EquipLeft
    Deleted: Game_Troop
    Deleted: Scene_Load
    Deleted: Window_DebugLeft
    Added: Particle Engine
    Added: EventScene
    Added: Shadow
    Added: Sockets
    Added: PokemonDuel
    Changed: PokemonMap
    Changed: PokemonOption
    Changed: PokemonPokedex
    Changed: PBExperience
    Changed: PokeBattle_MoveEffects
    Changed: PokeBattle_Move
    Changed: Base Addon
    Changed: AnimationSprite
    Changed: Resolution*
    Changed: Window_InputNumber
    Changed: PerspectiveTilemap
    Changed: Sprite_Character
    Changed: Walk/Run
    Changed: PokemonField
    Changed: PokeBattle_ActualScene
    Changed: PokemonTilesetEditor
    Changed: SpriteResizer
    Changed: Window_NameInput
    Changed: Window_NameEdit
    Changed: Interpreter 7 *
    Changed: Main
    Changed: BitmapCache
    Changed: PokeBattle_AI
    Changed: WindowAndTilemap
    Changed: Game_System
    Changed: Compiler
    Changed: Credits
    Changed: PBSpecies
    Changed: PokeBattle_BattlePalace
    Changed: Spriteset_Map
    Changed: PokemonMessages
    Changed: Window_Help
    Changed: Readme
    Changed: PokemonSummary
    Changed: SpriteWindow
    Changed: PokemonUtilities
    Changed: Window_Command
    Changed: PokeBattle_Battle
    Changed: PokemonItems
    Changed: PokemonBag
    Changed: PokemonScreen
    Changed: PokemonStorage
    Changed: Win32API*
    Changed: PokemonDebug
    Changed: Sprite_Timer

    Also included in the distribution is a ZIP file containing all battle backgrounds in Pokemon Diamond and Pearl. They have not been integrated into Pokemon Essentials, though, in part because some of the backgrounds available do not coincide exactly with those in the Advance generation.
     

    Flameguru

    Pokemon: Metallic Silver
    517
    Posts
    18
    Years
    • Seen May 4, 2024
    Yay a new Release. Continue the great work Poccil :)

    PS: Read my PM ;)
     

    phoenixprime88b5

    From the ashes, I rise...
    216
    Posts
    16
    Years
  • The Radio option in the new release doesn't work. This is what pops up: Exception: wrong number of arguments(0 for 1)
    - Radio:22:in `initialize'
    - Radio:22:in `new'
    - Radio:22:in `main'
    PokemonUtilities:469:in `pbLoadRpgxpScene'
    PokemonMenu:94:in `pbStartPokemonMenu'
    PokemonMenu:83:in `loop'
    PokemonMenu:150:in `pbStartPokemonMenu'
    Scene_Map:181:in `call_menu'
    Scene_Map:178:in `logonerr'
    Scene_Map:178:in `call_menu'
    Scene_Map:154:in `update'
    Scene_Map:64:in `main'
    Scene_Map:61:in `loop'
    Scene_Map:68:in `main'
    Main:15

    wrong number of arguments(0 for 1)
    - Radio:22:in `initialize'
    - Radio:22:in `new'
    - Radio:22:in `main'
    Main:15
     
    Last edited:
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