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

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Fangking, long time no see. Glad to see progress on Acanthite is continuing :) .

I am also using that technique for creating nighttime lights, and so far it works quite well for me; I am not experiencing that problem. I think what is causing the problem is that your event graphics are too big. How many events make up the lights in your screenshot? Try splitting them up (that's what I did - I use multiple light events per building and it works perfectly).
 
so in my quest to make egg hatching a manual process, I have made progress! but I'm also hopelessly lost.

so far I've got it so that instead of automatically hatching it, it comes up with a message saying "your egg is ready to hatch!" or whatever, and you actually have to go interact with a special egg hatcher thing to hatch it. this is where the problem comes in. I put a switch in the script so that you can't try to hatch it before it's hatchable, but I can't seem to get the event to interact with the hatching script. I figured I'd be able to just go 'script: pbHatch(egg)', which is what the original, automatic, hatching script said and it would just...do its thing, but clearly not!

this is the error I get when I do that, and uhh, I have no idea what it means.

Spoiler:


if anyone could help me out here, I'd really appreciate it. I have absolutely no idea where to go from here :(
 
Fangking, long time no see. Glad to see progress on Acanthite is continuing :) .

I am also using that technique for creating nighttime lights, and so far it works quite well for me; I am not experiencing that problem. I think what is causing the problem is that your event graphics are too big. How many events make up the lights in your screenshot? Try splitting them up (that's what I did - I use multiple light events per building and it works perfectly).

Thank you for the advice, I think it'll work. The only issue with that is the larger number of events used might cause lag, especially in big cities :(
 
@SpawnHyuuga: You need more than 999 maps? That's kind of crazy...I like your green LD giraffe thing by the way...

Meh, I don't need more than 999 maps yet ;). If my game gets the proper attention once I get rolling I might though. I found a script called "CD Changer" that apparently let's you use an infinite amount of maps it just loads different maps via a virtual cd as you need them. At least thats how I deciphered it. Was a long time ago though... Anyways could you define 'LD'? Also for anyone interested feel free to take the graphic I made it myself in an animation program, but it was just for fun. The green giraffe thing is actually a semi-llama or so that's what they call it, but his official name is Bunchie. He's an internet meme, and he has a Piplup on his back. It was either Piplup or Mudkip. I didn't care though.

Anyways to keep on topic, even though my post began on topic I'm going to go find the script and see if it could be converted to Essentials?
 
so in my quest to make egg hatching a manual process, I have made progress! but I'm also hopelessly lost.

so far I've got it so that instead of automatically hatching it, it comes up with a message saying "your egg is ready to hatch!" or whatever, and you actually have to go interact with a special egg hatcher thing to hatch it. this is where the problem comes in. I put a switch in the script so that you can't try to hatch it before it's hatchable, but I can't seem to get the event to interact with the hatching script. I figured I'd be able to just go 'script: pbHatch(egg)', which is what the original, automatic, hatching script said and it would just...do its thing, but clearly not!

this is the error I get when I do that, and uhh, I have no idea what it means.

Spoiler:


if anyone could help me out here, I'd really appreciate it. I have absolutely no idea where to go from here :(
Instead of using "egg," try pbHatch($Trainer.party[0]). This will hatch the first pokemon in your party. However, I need to do some more looking to figure out how to identify whether a pokemon is an egg or not, otherwise it hatches anything whether or not it's an egg.

EDIT (again): Make a conditional branch like this:
Conditional Branch: Script: $Trainer.party[0].egg?
Conditional Branch: Script: $Trainer.party[0].eggsteps<=1
Script: pbHatch($Trainer.party[0])
Else
Text: This egg is not ready to hatch.
Branch End
Else
Text: This is not an egg.
Branch End

The eggsteps<=1 could be changed to = 0 since you said you changed yours to display a message instead of automatically hatching (mine would have hatched before I could try it if I did that)

@SpawnHyuuga: LD is Learning Disabled, used to refer to special children or people who act like special children.
 
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Instead of using "egg," try pbHatch($Trainer.party[0]). This will hatch the first pokemon in your party. However, I need to do some more looking to figure out how to identify whether a pokemon is an egg or not, otherwise it hatches anything whether or not it's an egg.

EDIT: Nevermind, I just found it. Make a conditional branch like this:
Conditional Branch: Script: $Trainer.party[0].egg?
Script: pbHatch($Trainer.party[0])
Else
Text: This is not an egg.
Branch End

...omg, thank you so much! it works perfectly! :D
 
@Kitsune: Thanks for elaborating on that for me. By chance, would you be interested in helping me with my project. I need a scripter or two and you seem like a really good guy!

This starter kit just keeps getting better and better! New scripts just about everyday from everyday users.

Does anyone have HG/SS sprites?
 
@Kitsune: Thanks for elaborating on that for me. By chance, would you be interested in helping me with my project. I need a scripter or two and you seem like a really good guy!

This starter kit just keeps getting better and better! New scripts just about everyday from everyday users.

Does anyone have HG/SS sprites?
Sure, just tell me what you need me to do. I'm still learning though, so I might not be as fast as others. I've worked with other languages, so I understand the logic pretty well, it's just the syntax and the method and class names that get me.
 
Hey im back again and once again have a few quesions/requests
1. how do you change the text placement in the pokemon summary, in the battle boxes when in a battle?
2. Does anyone have HG/SS overworlds formated for rgp maker?

O and also trainer battle sprites reformated for RMXP
 
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Alright Kitsune. I'll keep in touch with you then by PM. If you want we have a website, but I don't know if I can share it here.

@Voc: Preferably I need battle sprites and trainers. I already have Overworlds of Pokemon from Help-14 which he included with his Caterpillar script.
 
I'm trying to make special trades, where you can trade a hard to get Pokemon for a really unique Pokemon...like three Scythers for a Pikachu that knows Surf. Anyways this is what I have so far:

def pbSurfPikachu(pokemonIndex,trainerName)
myPokemon=$Trainer.party[pokemonIndex]
opponent=PokeBattle_Trainer.new(trainerName,0)
opponent.setForeignID($Trainer)
yourPokemon=PokeBattle_Pokemon.new(PBSpecies::PIKACHU,40,opponent)
yourPokemon.name="PUKA"
yourPokemon.obtainMode=2 # obtained in trade
yourPokemon.obtainMap=$game_map ? $game_map.map_id : 0
yourPokemon.ballused=23 #cherish ball
yourPokemon.ability=PBAbilities::SWIFTSWIM
yourPokemon.moves[0]=PBMoves::SURF
yourPokemon.moves[1]=PBMoves::VOLTTACKLE
yourPokemon.moves[2]=PBMoves::THUNDER
yourPokemon.moves[3]=PBMoves::SUBSTITUTE
$Trainer.party[pokemonIndex]=yourPokemon
end
Neither the ability nor the moves are working and are causing the game to crash so I doubt I'm using them right. If anyone knows the correct way to use them please share. Also I am unsure how to set the nature and gender.

Any assistance I can get would be greatly appreciated! Thanks!
 
Hey Guys
Anyone know how to animate sprites pokemon battles??
I got Luka´s tutorial but it doesn´t work in my project
please, can anyone help me??
I have a lot of time trying :(
 
I'm trying to make special trades, where you can trade a hard to get Pokemon for a really unique Pokemon...like three Scythers for a Pikachu that knows Surf. Anyways this is what I have so far:


Neither the ability nor the moves are working and are causing the game to crash so I doubt I'm using them right. If anyone knows the correct way to use them please share. Also I am unsure how to set the nature and gender.

Any assistance I can get would be greatly appreciated! Thanks!
Make a trade in which you give a regular Pikachu. Then immediately find that Pikachu in the player's party and change its stats/moves. The party index of that Pikachu will be the same as the index of the Pokémon you traded for it (this index is stored in a global variable as part of the trade).
 
Make a trade in which you give a regular Pikachu. Then immediately find that Pikachu in the player's party and change its stats/moves. The party index of that Pikachu will be the same as the index of the Pokémon you traded for it (this index is stored in a global variable as part of the trade).
I did that at first, both will work the same though. Mainly I just wanted to know syntax on setting moves, nature, and ability (because everything I've tried hasn't worked yet).
 
I did that at first, both will work the same though. Mainly I just wanted to know syntax on setting moves, nature, and ability (because everything I've tried hasn't worked yet).
The syntax you've got should work (i.e. for moves and ability). I'm just not sure why you'd make a separate def for this, when you could use the standard trading method and put in a few lines in the event afterwards modifying it. Seems simpler to me, is all (since it's a one-off thing).

Since you mentioned crashing, find the exact line that causes the problem (it's mentioned in the error message). I'm not certain, but it might be the naming line - try using "yourPokemon.name=_INTL("PUKA")" instead.

As for changing the gender, both of these are interpretations of the personal ID of that Pokémon. Use "setGender(female)", where "female" is either "true" or "false" (to make it female or male respectively). It's used just like "name" and "moves" as you've been using.

Changing the nature is more involved, and would most likely require creating a new def in PokeBattle_Pokemon (like setGender has). Remember that you can change a Pokémon's nature in debug mode; this is the code that does so:
Code:
   when 4 # Set Nature
    commands=[]
    25.times do |i|
     commands.push(PBNatures.getName(i))
    end
    [email protected](_INTL("Choose a nature."),commands)
    if command>=0
     oldgender=pkmn.gender
     2000.times do
      pkmn.personalID&=0xFFFF0000
      pkmn.personalID|=rand(65536)
      pkmn.personalID-=pkmn.personalID%25
      pkmn.personalID+=command
      break if pkmn.gender==oldgender
     end
     pkmn.calcStats
     if pkmn.nature!=command
       pbDisplay(_INTL("The Pokémon's nature couldn't be changed."))
     else
       pbDisplay(_INTL("The Pokémon's nature was changed."))
       pbRefreshSingle(pkmnid)
     end
    end
Tidy that up, make it accept an input of a nature's name, and that should do it. This code was taken from PokemonScreen, which displays the party screen.
 
I've decided not to mess with the nature...it really isn't that important compared to the rest. There are still two errors I'm getting.
The first is with the abilities. It crashes upon running the script:
---------------------------
Exception: RuntimeError
Message: Script error within event 25, map 3 (PALLET TOWN):
Exception: NoMethodError
Message: Section127:210:in `pbSurfPikachu'undefined method `ability=' for #<PokeBattle_Pokemon:0x907c910>
***Full script:
pbChoosePokemon(1,2,
proc {|poke|
!poke.egg? and
poke.species==PBSpecies::SCYTHER
})
pbSurfPikachu(pbGet(1),"VIKTOR")
p=pbGetPokemon(1)
p.ballused=23
Interpreter:239:in `pbExecuteScript'
(eval):6:in `pbExecuteScript'
Interpreter:1583:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update
Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'

The second is with the moves, it runs that part of the script without crashing, but once you go to the menu to check on its moves the move screen is blank and it returns this:
---------------------------
Exception: NoMethodError
Message: undefined method `*' for Fixnum:Class
PokemonSummary:480:in `drawPageThree'
PokemonSummary:477:in `each'
PokemonSummary:477:in `drawPageThree'
PokemonSummary:804:in `pbScene'
PokemonSummary:743:in `loop'
PokemonSummary:807:in `pbScene'
PokemonSummary:824:in `pbStartScreen'
PokemonScreen:820:in `pbSummary'
PokemonScreen:1272:in `pbPokemonScreen'
PokemonScreen:1181:in `loop'
 
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