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

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phoenixprime88b5

From the ashes, I rise...
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  • I have another question, I am making a multi Regional pokemon game, the maps are in the graphics/picture folder and the data was entered using the townmap generator, into the metadata and townmap.txt but how do I switch between maps during game play, like if the caharcter is in johto the johto map is shown or in Kanto the map to kanto is shown, etc.

    @ What POCCIL said:
    Each RPG Maker XP map needs to contain a MapPosition setting in the metadata. The MapPosition setting consists of three numbers: the ID of the regional map and the X and Y coordinates of the RPGXP map's place within the regional map.

    I found the info in the metadata and put the number in the map position that corresponds with the regional map but when i'm in johto it shows the map for johto but when I'm in hoen or another region it stills shows Johto even though i changed the info to the metadata.
     
    386
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    • Seen Aug 10, 2015
    Lorem Ipsum:

    The current version does not support custom evolution types; it will be included in the next release.
     

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
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    • Seen Jan 28, 2021
    Code:
    undefined method `map_id' for nil:NilClass
    PokemonField:456:in `pbOnMapChange'
    PokemonMap:264:in `setMapChanged'
    PokemonLoad:194:in `pbStartLoadScreen'
    PokemonLoad:173:in `open'
    PokemonLoad:173:in `pbStartLoadScreen'
    PokemonLoad:142:in `loop'
    PokemonLoad:210:in `pbStartLoadScreen'
    Scene_Intro:121:in `to_title_update'
    Scene_Intro:55:in `main'
    Main:30

    what exactly does that error mean, because I get that error if I save the game on a map that is connected on both the left and right, At least I think because I have a map that is only connected on the right side and I have no trouble loading the save file.

    If you need a more detailed description then just let me know and I'll be happy to supply you with one.
     

    Flameguru

    Pokemon: Metallic Silver
    517
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    Code:
    undefined method `map_id' for nil:NilClass
    PokemonField:456:in `pbOnMapChange'
    PokemonMap:264:in `setMapChanged'
    PokemonLoad:194:in `pbStartLoadScreen'
    PokemonLoad:173:in `open'
    PokemonLoad:173:in `pbStartLoadScreen'
    PokemonLoad:142:in `loop'
    PokemonLoad:210:in `pbStartLoadScreen'
    Scene_Intro:121:in `to_title_update'
    Scene_Intro:55:in `main'
    Main:30

    I got that same error in Cherrygrove City when I saved in my game. It never happened anywhere else.

    Fix?
     
    386
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    Minorthreat0987, Flameguru:

    I have already fixed the error, I guess I should report it here, since it's important:

    First delete the save file, because the file will fail to load even after applying the solution below.

    In the script section PokemonMap, after line 358 (the one that says "@maps.compact!", add the following:

    Code:
    @mapIndex=getMapIndex($game_map.map_id)

    Then save at the same place you were before and tell me whether you could load the file successfully.
     
    386
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    Progress is going very well. Some new features already available include a new windowskin format; location-appropriate battle backgrounds; robust door events; a perspective map-view format; performance improvements; removed dependency on RGSS-RTP; and many more features. The next version will even include custom
    evolution types, an encounter editor, and more fixes.
     
    386
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    OmegaGroudon:

    I have managed to find the source of the problem: The WindowAndTilemap and ScriptResizer sections use the rounding function "floor", which I found out can be incorrect sometimes. Both script sections now use "to_i", which give correct results.
     
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  • Sorry but I got a small Request: After releasing a next version, can you make especcially for me (I don't think so, that anyone other will want it) version with not standard GBA Resolution as the second one, but 320x240 - I will be pleased, can You?
     

    phoenixprime88b5

    From the ashes, I rise...
    216
    Posts
    16
    Years
  • Where's all the pokemon gone....

    @Poccil
    I read what your including in the next release but when are you going to include the 4th generation pokemon. You said that there were moves and other info that weren't in the current SK that needed to be added and that the individual couldn't add oves and certain pieces of data. So when will you add the complete 493 pokemon into the starter kit.
     
    386
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    That will be possible after I determine third-generation equivalents for fourth-generation moves, as well as other ways to adapt the new Pokemon. This will likely happen within the next week. For now, I am short to releasing a new version of Pokemon Essentials.


    Now it's available.

    Changes:

    Added encounter editor in Debug menu
    Fixed bug where surfing ends unexpectedly between connected maps
    Fixed bug in custom tilemap where a black line can appear between
    connected maps
    Added Ice terrain tag (12)
    Added more box graphics and included ability to jump to and rename boxes
    Added more evolution types and included support for custom evolution
    types
    Fixed bug where save file can fail to load in connected maps
    Corrected placement of Pokemon sprites in battle
    RegionalNumbers setting in pokedex.txt

    Modified scripts:

    Deleted: Interpreter 3
    Deleted: aa
    Added: DebugConsole
    Added: PerspectiveTilemap
    Added: Interpreter 3 *
    Added: PokemonDebug
    Changed: PokemonMap
    Changed: PokeBattle_Pokemon
    Changed: PokemonOption
    Changed: PokemonMapAlias
    Changed: PokemonMenu
    Changed: PokeBattle_MoveEffects
    Changed: Scene_Debug
    Changed: Scene_Map
    Changed: RPGCache
    Changed: PokemonSave
    Changed: PokemonField
    Changed: Game_Map*
    Changed: PokeBattle_ActualScene
    Changed: PokemonTrainers
    Changed: PokemonTilesetEditor
    Changed: PokeBattle_Trainer
    Changed: SpriteResizer
    Changed: Game_Map
    Changed: Interpreter 7 *
    Changed: Main
    Changed: BitmapCache
    Changed: WindowAndTilemap
    Changed: Compiler
    Changed: Game_Player*
    Changed: PokemonEvolution
    Changed: Spriteset_Map
    Changed: PokemonMessages
    Changed: PBAbilities
    Changed: Game_Character 1
    Changed: SpriteWindow
    Changed: PokemonUtilities
    Changed: PokeBattle_Battle
    Changed: Interpreter 2 *
    Changed: PokemonRegionMap
    Changed: PokemonEncounters
    Changed: PokemonStorage
    Changed: PokeBattle_Scene

    There may be a small mistake in the PokemonStorage script section; if you get an error message like "full? not defined for String", then near line 48 of PokemonStorage, replace
    Code:
      @boxes[i]="box#{i}.png"
    with
    Code:
      @boxes[i].background="box#{i}.png"
     
    Last edited:

    Minorthreat0987

    Pokemon Tellurium
    462
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    • Seen Jan 28, 2021
    Hey I have a question, In the tileset editor in the Debug menu, is it possible for you to add a command that would allow you to get to the bottom of the tileset faster, because my game uses custom tiles but I put them all on the bottom of the complete johto tileset so it takes a really long time to get to the custom tile, I would hope it isn't an inconvnience.

    Thank you so much either way this kit is really nice.

    .:EDIT:.
    Code:
    Script error within event 3, map 1 (Pokemon Center):
    Section146:76:in `load_bitmap'Failed to load bitmap: Graphics/Pictures/box0.png.png
    Section070:11:in `pbExecuteScript'
    Section177:1057:in `getBoxBitmap'
    Section177:1069:in `initialize'
    Section177:1169:in `new'
    Section177:1169:in `pbStartBox'
    Section177:504:in `pbStartScreen'
    Section177:1817:in `pbPokeCenterPC'
    Section177:1814:in `pbFadeOutIn'
    Section177:1814:in `pbPokeCenterPC'
    Section177:1798:in `loop'
    Section177:1822:in `pbPokeCenterPC'
    (eval):1:in `pbExecuteScript'
    Section075:272:in `eval'
    Section070:11:in `pbExecuteScript'
    Section075:272:in `command_355'
    Section070:235:in `execute_command'
    Section069:199:in `update'
    Section069:113:in `loop'
    Section069:204:in `update'
    Section079:97:in `update'
    Section079:95:in `loop'
    Section079:108:in `update'
    Section079:64:in `main'
    Section079:61:in `loop'
    Section079:68:in `main'
    Section194:26
    
    Interpreter 2 *:22:in `pbExecuteScript'
    Interpreter 7 *:272:in `command_355'
    Interpreter 2 *:235:in `execute_command'
    Interpreter 1:199:in `update'
    Interpreter 1:113:in `loop'
    Interpreter 1:204:in `update'
    Scene_Map:97:in `update'
    Scene_Map:95:in `loop'
    Scene_Map:108:in `update'
    Scene_Map:64:in `main'
    Scene_Map:61:in `loop'
    Scene_Map:68:in `main'
    Main:26

    I get that error when I try to open the POKeMON storage system, I'm not to sure what that means but I did the fix you had in your post and I still get that error. Please help.

    I also have been getting this error with the same script.
    Code:
    Script error within event 3, map 1 (Pokemon Center):
    Section177:1049:in `getBoxBitmap'undefined method `background' for "box0.png":String
    Section070:11:in `pbExecuteScript'
    Section177:1069:in `initialize'
    Section177:1169:in `new'
    Section177:1169:in `pbStartBox'
    Section177:504:in `pbStartScreen'
    Section177:1817:in `pbPokeCenterPC'
    Section177:1814:in `pbFadeOutIn'
    Section177:1814:in `pbPokeCenterPC'
    Section177:1798:in `loop'
    Section177:1822:in `pbPokeCenterPC'
    (eval):1:in `pbExecuteScript'
    Section075:272:in `eval'
    Section070:11:in `pbExecuteScript'
    Section075:272:in `command_355'
    Section070:235:in `execute_command'
    Section069:199:in `update'
    Section069:113:in `loop'
    Section069:204:in `update'
    Section079:97:in `update'
    Section079:95:in `loop'
    Section079:108:in `update'
    Section079:64:in `main'
    Section079:61:in `loop'
    Section079:68:in `main'
    Section194:26
    
    Interpreter 2 *:22:in `pbExecuteScript'
    Interpreter 7 *:272:in `command_355'
    Interpreter 2 *:235:in `execute_command'
    Interpreter 1:199:in `update'
    Interpreter 1:113:in `loop'
    Interpreter 1:204:in `update'
    Scene_Map:97:in `update'
    Scene_Map:95:in `loop'
    Scene_Map:108:in `update'
    Scene_Map:64:in `main'
    Scene_Map:61:in `loop'
    Scene_Map:68:in `main'
    Main:26
     
    Last edited:
    386
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    • Seen Aug 10, 2015
    Sorry. The correct fix for the line is:

    Code:
    @boxes[i].background="box#{i}"

    The second exception message is a cascading problem to the original problem, where the code accidentally treated a box as a string instead of as a box when the storage data structure was created. A new game needs to be started.

    Thank you for the suggestion for the tileset editor.
     
    386
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    • Seen Aug 10, 2015
    As I mentioned, a new game needs to be started, since it stems from the game accidentally treating a box as a string.

    EDIT: [sigh] I don't like making last-second changes.

    Code:
    backid=i%16
    @boxes[i].background="box#{backid}"
     

    Minorthreat0987

    Pokemon Tellurium
    462
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    18
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    • Seen Jan 28, 2021
    oh sorry, I forgot to read that part, It works dandy now. Thank you for your time on the matter.
     
    386
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    EXTRA: I just added all fourth-generation Pokemon to Pokemon Essentials and released a new ZIP file.
     

    Demonic Budha

    semi-good RMXPer (not script)
    192
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  • Hey, Poccil, the New Ice Terrain Tag you added, dose that make it so that you slide on Ice tiles?
    Thanks, and Awsome work BTW.
     
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