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

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MR.GLITCH_KING

~ThaEmbacy~
143
Posts
18
Years
  • Seen Jul 3, 2008
anyone know how to call the map

for example

i made an event on the wall(where a map is)

if they click on it

i want the map to show

but the one from the pokegear just not a picture

any help?
 

Windsong

—the dream is dead
30
Posts
16
Years
I have a question. How can I interconnect 2 maps?
Thus for example as in Pokemon golden Heights.
Warps always make problems.
To me can someone the solution say here or to me ne pns send?
Thanks
 
2,048
Posts
16
Years
  • Age 31
  • Seen Sep 7, 2023
Play the game from within RPG Maker. Then, on the Start menu, choose DEBUG, then VISUAL EDITOR.
Hope this helps!
 
386
Posts
17
Years
  • Seen Aug 10, 2015
A new version is available.

Changes:

Fixed bug in data compiler for generated trainer
type data
Fixed bugs in item storage system
Added the Town Map as an item
Incorporated Wichu's changes to PokemonWeather and
PokemonRegionMap
Solved problem where changed weather was not applied
when game is reloaded
Added item handlers as a way of implementing new items
Female and male signs were added to Pokemon fonts;
Nidoran species were renamed accordingly
Nightly music, thanks to Wichu

Modified scripts:

Changed: PokemonMap
Changed: PokemonMenu
Changed: PBIntl
Changed: AnimationSprite
Changed: Resolution*
Changed: PokemonField
Changed: PokemonSave
Changed: Game_Map*
Changed: PokemonMart
Changed: PokeBattle_ActualScene
Changed: PokemonTrainers
Changed: PokeBattle_Trainer
Changed: PokemonTilesetEditor
Changed: PokeBattle_SafariZone
Changed: PokemonLoad
Changed: Main
Changed: WindowAndTilemap
Changed: PokemonEntry
Changed: PokemonWeather
Changed: Game_Event*
Changed: Game_System
Changed: Compiler
Changed: PBItems
Changed: Spriteset_Map
Changed: PokemonEditor
Changed: PokemonMessages
Changed: PBDebug
Changed: SpriteWindow
Changed: PokemonSummary
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonRegionMap
Changed: PokemonBag
Changed: PokemonItems
Changed: PokemonScreen
Changed: PokemonStorage
Changed: PokemonDebug
Changed: Sprite_Timer
Changed: PokemonBugContest
Changed: PokemonOrgBattle
 
386
Posts
17
Years
  • Seen Aug 10, 2015
Just a late-breaking correction. Add the lines in bold to the top of the script section Compiler, if not there already:
Code:
def pbPrintException(e)
    [b]emessage=e.message[/b]
    if e.is_a?(Hangup)
      emessage="The script is taking too long.  The game will restart."
    elsif e.is_a?(Errno::ENOENT)
      filename=emessage.sub("No such file or directory - ", "")
      emessage="File #{filename} not found."
    end
    s=""
    e.backtrace[0,10].each do |i|
     s=s+"#{i}\r\n"
    end
    s.gsub!(/Section(\d+)/){$RGSS_SCRIPTS[$1.to_i][1]}
    message="Exception: #{e.class}\r\nMessage: #{emessage}\r\n#{s}"
    print("#{message}\r\nThis exception was logged in errorlog.txt.")
    e.backtrace.each do |i|
     s=s+"#{i}\r\n"
    end
    message="Exception: #{e.class}\r\nMessage: #{emessage}\r\n#{s}"
    [b]File.open("errorlog.txt","wb"){|f| f.write(message) }[/b]
end
 
Last edited:
2,048
Posts
16
Years
  • Age 31
  • Seen Sep 7, 2023
Poccil, I'd just like to point out the bug in my Sunlight weather effect - if you included the section for changing the weather back to norml at night, that is.
After you enter a sunny map, all weather-free maps become sunny. I was going to fix it either by having an additional weather type, which sunlight changes to at night, and which sunlight changes back into in the day; or by just stopping the sunlight effect on the map, but not in battle (you can still use Sunny Day at night).

Sorry if you've already fixed the bug.

Come to think of it, I've thought of a better solution.
REMINDER TO SELF: Edit the PokemonField and PokemonTrainers scripts to ignore sunlight at night, and edit the PokemonWeather script to not show the effect.
 
386
Posts
17
Years
  • Seen Aug 10, 2015
Thanks for telling me, but I didn't believe that was a problem for sunlight to be active at night, even though it's illogical. It may even be treated as very strong moonlight instead.
 

Shirayuki Mizore

Pokemon Raptor is STILL going?
195
Posts
16
Years
Niiice.
Ehh, I have a problem now..:P

I want to drag only my maps and everything in Data except for Scripts, right? :[ To the new release?



UGH

I moved everything over except for "scripts" and guess what? It is the starter kit with none of my things in it..>______<

Exception: RuntimeError
Message: In encounters.txt, expected a species entry line,
got "Pidgey,2" instead (probably too few entries in an encounter type).
Please check the format of the section numbered 0029,
which is just before this line.
Compiler:816:in `pbCompileEncounters'
Compiler:808:in `loop'
Compiler:822:in `pbCompileEncounters'
Compiler:779:in `loop'
Compiler:843:in `pbCompileEncounters'
PokemonDebug:936:in `pbDebugMenu'
PokemonDebug:712:in `loop'
PokemonDebug:953:in `pbDebugMenu'
PokemonMenu:219:in `pbStartPokemonMenu'
PokemonMenu:218:in `pbFadeOutIn'
PokemonMenu:218:in `pbStartPokemonMenu'
PokemonMenu:132:in `loop'
PokemonMenu:233:in `pbStartPokemonMenu'
Scene_Map:182:in `call_menu'
Scene_Map:179:in `logonerr'
Scene_Map:179:in `call_menu'
Scene_Map:155:in `update'
Scene_Map:65:in `main'
Scene_Map:62:in `loop'
Scene_Map:69:in `main'
Main:19:in `mainFunction'
Main:8:in `pbCriticalCode'
Main:22:in `mainFunction'
Main:26
Main:25:in `loop'
Main:34

??
 
Last edited:

Youji

Game Designer
602
Posts
16
Years
Poccil is there a way to change the male ad female signs? They're much too big.
I found out why...:D

@LoA: I move all Map data + MapInfo + Audio + Graphics. Also I add my lines of my encounters to encounter.txt and my trainernames + trainers to the new release and of course metadata and connections. That's all I move and it works perfect.
 

MisterTdK

Game Maniak
19
Posts
17
Years
Can anyone help me. I need a event for my RIVAL, it's name is currently ????? (the player has to choose it after the battle).

He needs to use the kind of POKéMON the player is weak against. (P:Fire R: Water, P: WATER R:GRASS etc.)

Can anyone show me how to do that? (If it helps: When my Player has a Grass Pokémon the swicht : "Grass" is on, when my player has Fire the switch "Fire" is on etc.
 

Youji

Game Designer
602
Posts
16
Years
Than you can use Conditional Brenches.
Like:
Spoiler:


This is not tested.
You would hav to add 3 new Trainertypes in Trainernames.txt

ID,RIVAL_Grass,RIVAL,100,,,,Gender
ID,RIVAL_Fire,RIVAL,100,,,,Gender
ID,RIVAL_Water,RIVAL,100,,,,Gender

And you would need 3 Trainers in Trainer.txt
#----------------
RIVAL_Grass
???
1
POKEMONNAMEGRASS, LV
#----------------
RIVAL_Fire
???
1
POKEMONNAMEFIRE, LV
#---------------
RIVAL_Water
???
1
POKEMONNAMEWATER, LV



Read poccils post below
 
Last edited:
386
Posts
17
Years
  • Seen Aug 10, 2015
I'm afraid that won't work properly, as the game system assumes that one such set exists.

A better way would be to use trainer battle IDs that uniquely identify battles conducted by the same person:

Code:
Conditional Branch:  Switch [????:  Fire] == ON
  Comment:  Fire Pokemon chosen
  Conditional Branch:  Script:  pbTrainerBattle(PBTrainers::RIVAL,"?????",_I("..."),false,[b]1[/b])
     Comment:  Rest of event
  Branch End
  Exit Event Processing
Branch End
Conditional Branch:  Switch [????:  Water] == ON
  Comment:  Water Pokemon chosen
  Conditional Branch:  Script:  pbTrainerBattle(PBTrainers::RIVAL,"?????",_I("..."),false,[b]2[/b])
     Comment:  Rest of event
  Branch End
  Exit Event Processing
Branch End
Conditional Branch:  Switch [????:  Grass] == ON
  Comment:  Grass Pokemon chosen
  Conditional Branch:  Script:  pbTrainerBattle(PBTrainers::RIVAL,"?????",_I("..."),false,[b]3[/b])
     Comment:  Rest of event
  Branch End
  Exit Event Processing
Branch End

Trainer battle IDs would appear in trainers.txt like this:

Code:
RIVAL
?????,[b]1[/b]
1
POKEMONNAMEGRASS,5
 
Last edited:

Youji

Game Designer
602
Posts
16
Years
Yeah I worte that it's not tested.
Do you have an idea how to do that?

Oh and if I give a trainer encounter music, than it's playing it until it's over and than the battle music starts...but sometimes you just have to hit enter or C 2 times kauz the text isn't that long...and than the Battle Music starts when the batlle has already started and the Pokémon are on the field. Could you fix that that the encounter music stopps when the battle begins and that the Bettle BG plays immediately?
 
386
Posts
17
Years
  • Seen Aug 10, 2015
As for the untested event, I already explained how, above.

As for the bug, thanks for telling me. Add the line in bold near line 324 of the script section PokemonTrainers:

Code:
    playingBGS=$game_system.getPlayingBGS
    playingBGM=$game_system.getPlayingBGM
[b]    Audio.me_stop[/b]
    $game_system.bgm_stop
    $game_system.bgs_stop
 

Devil_Silver

Eevee Breeder
231
Posts
16
Years
Hi everyone,
First of all, thanks Poccil for the new version!

I've got a couple of questions.

1. I'm normally using the first release for my game. Can I update to the latest version immediatly? I mean without downloading the ones after the first release?

2. How can you make certain events only appear when it's a certain weather, like someone who's outside when it's raining?

3. How do you add new key items, like a book?

4. How can you add new music to the PokéGear?

5. Can someone PM me on how exactly to update?

Thanks alot in advance.
Grtz

Oh, and I'm also looking for team magma and aqua charasets, but I don't think this is the right place for asking resources.
 
Last edited:

Youji

Game Designer
602
Posts
16
Years
Sorry that doesn't work. It stops the Encounter music but it doesn't play the battle music.
 
2,048
Posts
16
Years
  • Age 31
  • Seen Sep 7, 2023
Poccil, next time you release a new update, would it be too much trouble for you to comment the lines you edited in the scripts in the newest update?
Because at the moment, when I update my scripts, I have to find all my modifications from the older version, and copy them to the newer version.
If you commented all the changed lines, with for example "# Change", it might make updating a little easier for the people who have edited the scripts, since instead of searching for and copying many of our custom modifications, we'd just have to copy a few lines over from the new version. For example, I showed you my edited PokemonMenu script - it would be a lot easier to just copy the few changed lines in the newest release over than to copy all my modifications.

Edit: Devil_Silver, you can use the latest version immediately, as long as you move all your map data and stuff over.
 
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