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

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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.
 
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.
 
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?
 
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.
 
Just wondering, how are the battle animations and the overall starter kit coming along? I can see some great work has been done so far :)
 
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.
 
How about the black line ?
Is it fixed?
 
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?
 
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.
 
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:
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:
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.
 
well i added the lastest fix and i still got the second error.
 
oh sorry, I forgot to read that part, It works dandy now. Thank you for your time on the matter.
 
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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