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

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Good work poccil...
Just tell me how you obtained these awesome programming skills?^^


Ive got some ideas for the next release:
-the radio script i mentioned before
-choosing style of menu (Bag, Pokedex, etc.) (R/S/E, FR/LG)
-the naming script
-additional Pokedex Features like playing the cries of pokemon, showing where
seen pokemon can be caught
- some kind of teachy tv (sounds fun)

I hope some of my features can be realized... Pm me if you need the graphics..
 
Nice; work.
Anymore info dude?
8D~
 
Poccil I have two questions:

The sprite won't change when I run. How can I fix that?

Can I just add some scripts and other things to have the shadow.

Answer in a PM.
 
axibar:

As I mentioned before in a private message, it is strongly recommended to upgrade to the latest version of Pokemon Essentials. In recent versions, I have made many bug fixes and added many features to Pokemon Essentials, including the fourth-generation Pokemon, a perspective tilemap, and others. The problem you're having is likely fixed as of the latest version.
 
Setting the bridge tiles to terrain tag 13 isn't enough, you can still surf on it. Even in the new version...
 
@WeissRaben:
I found a way to make a bridge passage in the game, since I was putting that into my game, I played around with it. All you need is properly placed switches and the bridge made out of events. I found a demo that helped, and I learned from that. It will work with the SK since there's not scripting involved.

Pm me so I can give you the demo from megaupload, cause 'm not sure if I can do it on this forum.
 
@Axibar
Did you specifiy the running sprite in the metadata, that's what controls the sprite. If the name in the metadata matches the one in the graphic folder and is in the right spot then it should work. Is it just the running sprite you're having trouble with?
 
Hey! I've a question, poccil.
Sometimes the new Starter Kit didnt progress those PBS something.
How can I fix?
Hope you understand...
 
How do I stop my NPC's from moving while I am walking. In other words how can I stop them from pretty much jiggling?
 
try changing the movment of the event
 
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so they stay in the same spot?
but they're like figgity?
 
(eval):1:in `command_111'uninitialized constant PBTrainers::CHAMPION
Interpreter 3:263:in `command_111'
Interpreter 2 *:37:in `eval'
Interpreter 3:263:in `command_111'
Interpreter 2 *:37:in `execute_command'
Interpreter 1:199:in `update'
Interpreter 1:113:in `loop'
Interpreter 1:204:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
Scene_Map:60:in `loop'
Scene_Map:67:in `main'
Main:30

I got that when I was trying to add the leage champion any help?
29,CHAMPION_Mike,CHAMPION (In TrainerNames)

CHAMPION_Mike
Mike
IN Trainers
 
I was wondering, is there any way to add new moves without horrendous amounts of scripting? Now, I don't mean new effects, just new moves with new combinations of effects currently in the game. I have a friend who wanted to use the starter kit for a new project, and he was hoping for the ability to add new moves for new Pokemon. (Well, new versions of old Pokemon)
 
Rm2k3Guy:

After you edited the trainernames.txt file, the new internal ID is now called "CHAMPION_Mike", and not "CHAMPION" anymore. You need to update the Trainer event to reflect this, e.g.:

Code:
pbTrainerBattle(PBTrainers::CHAMPION_Mike,"Mike","....")

Glitchfinder:

Move data is stored in the file "PBS/rsattacks.dat". Unfortunately, it's a binary file so it requires a hex editor. I will explain the format when I have the chance.

EDIT: Here it is.

The file consists of a number of nine-byte data blocks, one for each move.
It is meant to be edited using a hex editor. Here are the meanings for each byte:

Byte 1: Function code. Moves are categorized according to their function. You can find a list of moves by function code in my attack list.
Byte 2: Base damage.
Byte 3: Type.
Byte 4: Accuracy (up to 100).
Byte 5: Move's total PP.
Byte 6: Additional effect chance (up to 100).
Byte 7: Target (see top of attack list for details).
Byte 8: Priority. Normally equal to 0.
Byte 9: Flags (see top of attack list for details).

I hope this helps.

Also, the file "PBS/moves.txt" contains the text of each move in the game.
 
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i didnt understand byte 1.
but would it look something like this?

EARTHQUAKE

Byte 1: ?
Byte 2: 100
Byte 3: ground
Byte 4: 100
Byte 5: 10
Byte 6: 0
Byte 7: 08
Byte 8: 0
Byte 9: b e
 
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