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

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7
Posts
14
Years
    • Seen Aug 7, 2009
    OK lots of questions.

    1. Can I edit the Pokemon Info where it says 'Bulbasaur/Bulbasaur'?
    2. Can I edit the Pokemon's type like Normal, Grass, Psychic?
    3. Can I edit the Pokemon's nature?
    4. Can I edit Pokemon attack names, properties, effects, and descriptions?
    5. Can I put an animated sprite in the place of Prof. Oak during the intro?

    Thanks in advance.
     
    Last edited:
    1
    Posts
    14
    Years
    • Seen Aug 7, 2009
    Hi! I'm trying to use the pbIsEligible?(pokemon)...but I don't know how to :S...
    Thanks =)
     

    thepsynergist

    Vinemon: Sauce Edition Programmer and Composer
    795
    Posts
    15
    Years
  • Ok I have a big question that I really need answers to. I need to know how to make a "patch" for my demo release. I want to be able to fix minor issues without people needing to reinstall the whole game. Does anyone know of a program that can do this for me? I mean "patch" like Blizzard does for WoW. I really need to know this very soon. Can someone please help me? I would greatly appriciate it.
     

    Colbex

    Cobalt Black Creator
    169
    Posts
    14
    Years
  • Ok, I was renaming all my audio files for more organization, and I kinda editted the song name for the main menu (where it says continue, new game, ect)... My game still works just fine, but it also shows this error message.
    ---------------------------
    PokeMon Holy Garnet
    ---------------------------
    "cannot convert nil into String"
    ["Section123:802:in `+'", "Section123:802:in `canonicalize'", "Section123:800:in `each'", "Section123:800:in `canonicalize'", "Section039:138:in `Audio_bgm_play'", "Section039:325:in `bgm_play'", "Section084:19:in `pbStartScene'", "Section084:228:in `pbStartLoadScreen'", "Section020:140:in `to_title_update'", "Section020:63:in `main'", "Section136:52:in `mainFunctionDebug'", "Section136:27:in `mainFunction'", "Section136:27:in `pbCriticalCode'", "Section136:27:in `mainFunction'", "Section136:63", "Section136:62:in `loop'", "Section136:71"]
    ---------------------------
    OK
    ---------------------------

    Does anyone know how I can fix this by either telling me the details of the song file used (name, KB size, ect)
    or how to change the song to be played to begin with. ._. Thanks in advance.
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    Hi, I need some help, xD

    Does anybody know how to make certain pokemon "un-release-able",
    And I'm not talking about species, I mean one pokemon i particular, one pidgey, not all pidgey for example.

    Also, is there a way to make a Pokémon uncatchable, sort of like the Ghost Marowak in Lavender Tower?
    Even though it's a wild battle.

    Thanks in advance~


    /44tim44
    To make a pokémon unreleasable, I imagine you can create a new stat for an individual pokémon (like HP, IVs and so forther are stats) called "norelease". Set this to 1 for any pokémon you don't want to be able to release.

    Then, find the scripts that correspond to wherever you can release a pokémon (just the PC, by default), and add in a little check to say that "if $pokemon.norelease==1", or however the syntax goes, then put a "show message saying you can't release this pokémon" bit of script there. The rest of the existing script then comes after an "else".

    So "if norelease" then say you can't do it; otherwise, carry on as standard.

    I'm not sure whether you'd have to change anything else to make it save the value of "norelease"; ask someone more knowledgable than I. If you don't need to, that's great news (for this and for other things, such as recording the capture level/location of each pokémon, ahem).


    As for uncatchable, you could probably adapt the "trying to capture another trainer's pokémon" part of the script. Basically, copy and paste that short section, but have the trigger for it be a switch, such that when it's on, that little section ("It can't be caught!") will run instead of a capture. Turn the switch on just before the battle (presuming it's an evented battle, not a wild one), and turn it off afterwards.

    Having re-read your question, this is a little tougher. I'll assume you want to make certain species on certain maps uncatchable (or all wild pokémon on a map uncatchable, which turns out to be a little easier). Replace the switch above with a check to see which map you're in, and what species the wild opponent is (if Mr. Mime or Magmar or Mantine or Pachirisu, etc.). If it's one of the black-listed ones, perform "It can't be caught"; otherwise, catch as normal.

    If you were going to have literal ghosts, I'd suggest making a separate pokémon for them and not including it in the Pokédex; then you can just replace the switch with a check to see what the opponent's species is ("if PBSPECIES::LITERALGHOST" then "It can't be caught!", else carry on as normal).

    Doing the latter method would mean that you'd need two copies of each Cemetery map, one with Literal Ghost encounters and one with Gastly encounters. Switch between the two depending on whether you have a Silph Scope.

    You don't make it clear under what circumstances you want the uncatchable state to be in, so I can't be more specific here.


    Hi, I've a little question.
    How can I use the runnig shoes in buildings?
    When I set in the Editor Bicycle = true, I can, but then I can also use the bicycle.
    And that isn't what I want. I want that the player can only use the runnig shoes in buildings.
    I searched for an answer in this threat, but I didn't found anything. Could someone help me with this?
    Walk_Run, lines 22-28 dictate where you can and cannot run around. By default, you can only run if you're outside or you're in a cave where you can encounter pokémon.

    Code:
    def pbCanRun?
     return Input.press?(Input::A) && $PokemonGlobal.runningShoes &&
        pbGetMetadata($game_map.map_id,MetadataIndoor)
    end
    This should allow you to run only if you're inside. I think.


    Hi! I'm trying to use the pbIsEligible?(pokemon)...but I don't know how to :S...
    Thanks =)
    What should that script do? I'm having trouble finding it.

    If it's deciding whether a pokémon can learn a move, you want "pbSpeciesCompatible?". It comes with two variables:"(species,move)". Both of those should be obvious.

    pbSpeciesCompatible?(MAGIKARP,HYPERBEAM) should equal "no" (or 0 or false or whatever).

    If you wanted to display "eligible" or "not" for when using evolution stones or Rare Candy, that doesn't happen by default, and it'd take a bit of fiddling to make it happen. (Basically, you'd need to copy "pbSpeciesCompatible" and change a few relevant things.)
     

    .:Sam:.

    The road goes ever on and on!
    158
    Posts
    18
    Years
  • Hello, It has been a very long time since I posted in this thread. I've hit a bit of a snag and thought one of you kind members might be able to point me in the right direction. At the beggining of the the game, how would I go about creating a scene in which the player selects his desired Pokemon from a briefcase? (As seen in Ruby/Sapphire, Emerald, Diamond/Pearl and Platinum.)
     
    49
    Posts
    14
    Years
  • Hello, It has been a very long time since I posted in this thread. I've hit a bit of a snag and thought one of you kind members might be able to point me in the right direction. At the beggining of the the game, how would I go about creating a scene in which the player selects his desired Pokemon from a briefcase? (As seen in Ruby/Sapphire, Emerald, Diamond/Pearl and Platinum.)

    Yeah i need to know this too. :D
    I have another question. How do i make it so that somebody will escort me from one place to another and when there is wild battles the person who is escorting me uses there pokemon? The player won't have a pokemn yet thats why.

    Tah~
     
    81
    Posts
    15
    Years
  • Fixed my previous problem (i had to put in the standard essentials scripts), but now i'm getting this new error. Any ideas?

    Exception: NoMethodError
    Message: undefined method `pbGetDayNightMinutes' for #<LightEffect_DayNight:0x56fe088>
    PokemonField:998:in `update'
    AnimationSprite:94:in `update'
    AnimationSprite:93:in `each'
    AnimationSprite:93:in `update'
    Spriteset_Map:44:in `_animationSprite_initialize'
    AnimationSprite:55:in `shadow_initialize'
    Shadow:207:in `initialize'
    Scene_Map:26:in `new'
    Scene_Map:26:in `createSpritesets'
    Scene_Map:25:in `each'
     

    Fraot

    Researcher & Game Developer
    322
    Posts
    15
    Years
  • Fixed my previous problem (i had to put in the standard essentials scripts), but now i'm getting this new error. Any ideas?

    Exception: NoMethodError
    Message: undefined method `pbGetDayNightMinutes' for #<LightEffect_DayNight:0x56fe088>
    PokemonField:998:in `update'
    AnimationSprite:94:in `update'
    AnimationSprite:93:in `each'
    AnimationSprite:93:in `update'
    Spriteset_Map:44:in `_animationSprite_initialize'
    AnimationSprite:55:in `shadow_initialize'
    Shadow:207:in `initialize'
    Scene_Map:26:in `new'
    Scene_Map:26:in `createSpritesets'
    Scene_Map:25:in `each'

    Some times, the problems have to be anwered by ourselves. I've fixed many errors on my game on my own, and I'm still a n00b on programming, but I've built little scripts for my use, I mean, on my game.

    You should try to solve it by yourself, maybe you should use my process:

    Press Ctrl+F on the script window and then paste "pbGetDayNightMinutes". After that, a script, or scripts containing that method, (the "pb") will appear. Then use your logic to solve it.
     

    tImE

    It's still me, 44tim44 ;)
    673
    Posts
    17
    Years
  • To make a pokémon unreleasable, I imagine you can create a new stat for an individual pokémon (like HP, IVs and so forther are stats) called "norelease". Set this to 1 for any pokémon you don't want to be able to release.

    Then, find the scripts that correspond to wherever you can release a pokémon (just the PC, by default), and add in a little check to say that "if $pokemon.norelease==1", or however the syntax goes, then put a "show message saying you can't release this pokémon" bit of script there. The rest of the existing script then comes after an "else".

    So "if norelease" then say you can't do it; otherwise, carry on as standard.

    I'm not sure whether you'd have to change anything else to make it save the value of "norelease"; ask someone more knowledgable than I. If you don't need to, that's great news (for this and for other things, such as recording the capture level/location of each pokémon, ahem).


    As for uncatchable, you could probably adapt the "trying to capture another trainer's pokémon" part of the script. Basically, copy and paste that short section, but have the trigger for it be a switch, such that when it's on, that little section ("It can't be caught!") will run instead of a capture. Turn the switch on just before the battle (presuming it's an evented battle, not a wild one), and turn it off afterwards.

    Having re-read your question, this is a little tougher. I'll assume you want to make certain species on certain maps uncatchable (or all wild pokémon on a map uncatchable, which turns out to be a little easier). Replace the switch above with a check to see which map you're in, and what species the wild opponent is (if Mr. Mime or Magmar or Mantine or Pachirisu, etc.). If it's one of the black-listed ones, perform "It can't be caught"; otherwise, catch as normal.

    If you were going to have literal ghosts, I'd suggest making a separate pokémon for them and not including it in the Pokédex; then you can just replace the switch with a check to see what the opponent's species is ("if PBSPECIES::LITERALGHOST" then "It can't be caught!", else carry on as normal).

    Doing the latter method would mean that you'd need two copies of each Cemetery map, one with Literal Ghost encounters and one with Gastly encounters. Switch between the two depending on whether you have a Silph Scope.

    You don't make it clear under what circumstances you want the uncatchable state to be in, so I can't be more specific here.

    xD, I understand I should have been more clear in my question.
    But I actually managed to figure out the "non-catch" myself, (it was the same as your idea about
    editing the "try-to-catch trainer-pokemon", tough)

    But I'm having problems with it;
    Since no one bothers answering questions in the Essentials thread, I post my error here.

    Code:
    ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: NoMethodError
    
    Message: undefined method `*' for nil:NilClass
    
    PokeBattle_Battle:138:in `pbThrowPokeBall'
    
    PokeBattle_Battle:1653:in `pbRegisterItem'
    
    PokeBattle_Battle:2453:in `pbCommandPhase'
    
    PokeBattle_Battle:2412:in `loop'
    
    PokeBattle_Battle:2467:in `pbCommandPhase'
    
    PokeBattle_Battle:2401:in `each'
    
    PokeBattle_Battle:2401:in `pbCommandPhase'
    
    PokeBattle_Battle:736:in `pbStartBattleCore'
    
    PokeBattle_Battle:735:in `logonerr'
    
    PokeBattle_Battle:735:in `pbStartBattleCore'
    
    
    
    This exception was logged in errorlog.txt.
    
    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK   
    ---------------------------

    This happened after I added this:

    Code:
    def pbThrowPokeBall(ball,rareness=nil)
      if pbIsSnagBall?(ball)
        pbSnagPokeBall(ball,rareness)
        return
      end
      itemname=PBItems.getName(ball)
      pbDisplayBrief(_INTL("{1} threw one {2}!",self.pbPlayer.name,itemname))
      if @opponent
        @scene.pbThrowAndDeflect(ball,1)
        pbDisplay(_INTL("The Trainer blocked the Ball!  Don't be a thief!"))
      [B][COLOR="Red"]elsif $game_switches[31]
        @scene.pbThrowAndDeflect(ball,1)
        pbDisplay(_INTL("The Pokémon is too strong, it blocked the Ball!"))[/COLOR][/B]
      else
        battler=self.battlers[1]
      if battler.hp<=0
        battler=battler.pbPartner
      end
      if battler.hp<=0
         pbDisplay(_INTL("But there was no target..."))
         return
      end

    Thanks in advance~


    //44tim44

    (It was posted in help and requests, but was ignored xP)

    Anyway if some one can figure this out, I'd be really grateful.


    //44tim44
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    xD, I understand I should have been more clear in my question.
    But I actually managed to figure out the "non-catch" myself, (it was the same as your idea about
    editing the "try-to-catch trainer-pokemon", tough)

    But I'm having problems with it;


    (It was posted in help and requests, but was ignored xP)

    Anyway if some one can figure this out, I'd be really grateful.


    //44tim44
    Which is line 138? It help to know exactly where your problem is.

    Since you've just done a copy-paste, your code shouldn't be wrong. However, I think I've had this kind of silliness happen to me a few times. Try copy-pasting the original code again, but this time to and from Notepad (i.e. paste into Notepad, then copy the stuff in Notepad and paste it back in). That worked for me.

    I have no idea why that happened to me. Somehow it didn't recognise one of the characters, I suppose (the "at" symbol?). That's the only (albeit still nonsensical) explanation I can think of.



    On a related note, I see pbThrowAndDeflect has nothing in it. The animation needs to be defined for it - the ball getting lobbed and the trainer sliding in to knock it away (one of the many missing features of Essentials).
     

    lx_theo

    Game Developer
    958
    Posts
    14
    Years
    • Seen Nov 2, 2013
    I was wondering, is there a way to have more options when choosing abutton to be pressed in regards to conditional branches? Like is there a small script that I could use right away or edit essential's scripts to have a script command where I could just insert what button I want to use rather from choosing from the small amount unused it shows?
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    This is a repeat of a question I asked 7 pages ago.


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


    I disabled the use of the Pokémon fonts, because I want to use Arial instead. I also don't want to use all caps everywhere, so amongst other things, I edited the item names.

    When looking in the Bag (and other places), I notice the above. Namely, that any item whose display name ends with a lower case "f" will have its name squashed horizontally.

    This bug has been observed in the Debug "Add Pokémon" menu, the Bag (see picture) and in the Pokédex Summary screen. Each seems to use a different method of displaying the text, as far as I'm aware.

    This bug does NOT appear in the Pokédex list (which uses yet another different text display method).

    Any ideas why this bug is popping up, and how to fix it? It's driving me nuts.
     

    tImE

    It's still me, 44tim44 ;)
    673
    Posts
    17
    Years
  • Which is line 138? It help to know exactly where your problem is.

    Since you've just done a copy-paste, your code shouldn't be wrong. However, I think I've had this kind of silliness happen to me a few times. Try copy-pasting the original code again, but this time to and from Notepad (i.e. paste into Notepad, then copy the stuff in Notepad and paste it back in). That worked for me.

    I have no idea why that happened to me. Somehow it didn't recognise one of the characters, I suppose (the "at" symbol?). That's the only (albeit still nonsensical) explanation I can think of.



    On a related note, I see pbThrowAndDeflect has nothing in it. The animation needs to be defined for it - the ball getting lobbed and the trainer sliding in to knock it away (one of the many missing features of Essentials).

    Here is line 138 through 144:
    Code:
        x=(((a*3-b*2)*rareness)/(a*3)).floor
        if battler.status==PBStatuses::SLEEP||
           battler.status==PBStatuses::FROZEN
         x*=2
        elsif battler.status!=0
         x=(x*3/2).floor
        end
    The strange thing is, it isn't related to my newly added script at all... o.O

    EDIT: Oh, and the notepad thing, didn't work, sadly...
     
    Last edited:

    milleniumcat

    dig up your cat he's alive
    7
    Posts
    14
    Years
    • Seen Jul 9, 2011
    Me and Fangking were just discussing that this could potentially ruin all Fangame making. For the good of the community this should be taken down and out of reach by super noobs.

    Thats our opinion though. What should happen is regulated releases. Like in order for people to obtain this, they should already have a lot of Maps and Details of their game.

    Great storyline and i like the tiles you put in your game ..but comparing you to veteran hackers you are a noob so your saying you shouldn't use the tools!!!11 bland mapping im sorry but you act high and mighty Zel, crket, and Neti are way better!!!11 they create awesome games!!!11 the mapping sells the game!!!11 That and a storyline.:D:D:D:D:D
     

    lx_theo

    Game Developer
    958
    Posts
    14
    Years
    • Seen Nov 2, 2013
    Great storyline and i like the tiles you put in your game ..but comparing you to veteran hackers you are a noob so your saying you shouldn't use the tools!!!11 bland mapping im sorry but you act high and mighty Zel, crket, and Neti are way better!!!11 they create awesome games!!!11 the mapping sells the game!!!11 That and a storyline.:D:D:D:D:D



    You do realize this is a starter kit, not a game...
     

    Pika Storm

    learning to script
    250
    Posts
    15
    Years
  • is there a way to temporarily change your player's sprite?
    I tried using the assign sprite script at the begining of the game but it doesn't work

    If you want to know why, I am making a torn world like map, I have the upsidedown, and sideways sprites and I'm working on the tiles, but I can't seem to change the sprite for the different gravity fields, could someone please help me?
     

    thepsynergist

    Vinemon: Sauce Edition Programmer and Composer
    795
    Posts
    15
    Years
  • There are 4 characters that you can choose in the beginnning of the game, you can use one as a temp character and you can change it via script later in the game, check out the notes.html file in your game folder.

    P.S yay 5,000th post in this thread woot!
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    Here is line 138 through 144:
    Code:
        x=(((a*3-b*2)*rareness)/(a*3)).floor
        if battler.status==PBStatuses::SLEEP||
           battler.status==PBStatuses::FROZEN
         x*=2
        elsif battler.status!=0
         x=(x*3/2).floor
        end
    The strange thing is, it isn't related to my newly added script at all... o.O

    EDIT: Oh, and the notepad thing, didn't work, sadly...
    Incredibly odd. Did you do the copy-Notepad-paste thing for that line, even though it's not a new one.

    The error message suggests it doesn't recognise what an asterisk is. Try replacing all of them in that line with Shift+8 (just type them in again; no need to retype the rest of the line).

    If that doesn't work, you're some kind of stuffed. I haven't a clue.


    is there a way to temporarily change your player's sprite?
    I tried using the assign sprite script at the begining of the game but it doesn't work

    If you want to know why, I am making a torn world like map, I have the upsidedown, and sideways sprites and I'm working on the tiles, but I can't seem to change the sprite for the different gravity fields, could someone please help me?
    The Notes contains a short section on how to change between different character images. That's probably the easiest way to do it, but remember that surfing/fishing also temporarily changes your sprite. You could have a look at how that happens, and adapt as appropriate.

    But maybe that's being overly complicated. Still, it's what you'll need to do (assuming you want all four orientations) if you want more than one player character (boy/girl, for instance).
     

    tImE

    It's still me, 44tim44 ;)
    673
    Posts
    17
    Years
  • Incredibly odd. Did you do the copy-Notepad-paste thing for that line, even though it's not a new one.

    The error message suggests it doesn't recognise what an asterisk is. Try replacing all of them in that line with Shift+8 (just type them in again; no need to retype the rest of the line).

    If that doesn't work, you're some kind of stuffed. I haven't a clue.

    Well, thanks anyway, but it isn't really a big problem as the game can continue after this problem.
    I guess I'll have to deal with it, in due time...

    But i'll try copy pasting the specific line anyway.

    Thanks anyway~


    //44tim44
     
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