• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

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

Status
Not open for further replies.

IceGod64

In the Lost & Found bin!
  • 624
    Posts
    15
    Years
    I can't use it. It crashes on XP =/

    Makes me wish I still had my computer with Windows 7. I can't install it on this computer.
     

    FL

    Pokémon Island Creator
  • 2,454
    Posts
    13
    Years
    • Seen May 25, 2024
    I can't use it. It crashes on XP =/

    Makes me wish I still had my computer with Windows 7. I can't install it on this computer.
    Right click in the exe and choose other Windows compatibility

    Anyone know if the 5 Setember release has no the 7 May lag? Like the November release.
     
    Last edited:

    IceGod64

    In the Lost & Found bin!
  • 624
    Posts
    15
    Years
    Right click in the exe and choose other Windows compatibility

    I think you got it backwards. I said this WORKS on Windows 7. It DOESNT on XP.

    If I had a choice in my current situation, I'd definitely be using 7, since Windows XP sucks anyway. When talking to friends on Skype, I find I'm really missing the ability to control program volume levels individually, the search function was faster(Even though my HD was much bigger), Windows 7's built in ability to route audio through different output sources was just plain useful, and most of all, the taskbar dock. Unfortunately, Dell is such an awesome company that they didn't even make Vista/7 drivers for my current computer...

    Sorry about that off topic post, I needed to ramble a bit.

    Regardless, I guess I'm forced to stick to may 7th, which suits me fine as I've changed so many random things in certain scripts(Especially with adapting the battle system to 512x384) that it's going to be FAR too annoying to fix everything and recomment all my findings. What's new in the September 5th version?
     

    Maruno

    Lead Dev of Pokémon Essentials
  • 5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    What's new in the September 5th version?
    No idea. I just downloaded it for the sake of having the latest version (which I use to help me update the wiki). As far as I recall, poccil stopped listing the code changes between versions a while back, which is unhelpful.

    For people who don't want to venture into the unknown, I've also re-uploaded the 7th May 2010 version of Pokémon Essentials.
     

    zingzags

    PokemonGDX creator
  • 536
    Posts
    15
    Years
    No idea. I just downloaded it for the sake of having the latest version (which I use to help me update the wiki). As far as I recall, poccil stopped listing the code changes between versions a while back, which is unhelpful.

    For people who don't want to venture into the unknown, I've also re-uploaded the 7th May 2010 version of Pokémon Essentials.
    Piccol should make a change log or something, or use assembla.com its great to keep everything organized. yo know what i am going to add each essential update on it to make people lives easier. Ill do it later when i finish my 5 page essay.

    Can someone get me the september 5th version in the meantime?
     
    Last edited:

    zingzags

    PokemonGDX creator
  • 536
    Posts
    15
    Years
    x_x, Maruno just posted the September 5th version on the previous page (https://www.pokecommunity.com/showpost.php?p=6212493&postcount=7970)

    i rarely go through the thread but thanks :D

    all of this was changed : from revison two to three


    https://www.assembla.com/code/PokeCommunity/subversion/changesets/3

    labkey was added again, master ball needs to be fixed now let me list more:

    Masterball (glitched) fix in pbs/item.txt
    Lab Key (fixed)
    PBS/littlecuptr.txt (edited)

    Edited:
    Data/attacksRS.dat (Quick diff)
    Data/Constants.rxdata (Quick diff)
    Data/dexdata.dat (Quick diff)
    Data/EditorScripts.rxdata (Quick diff)
    Data/items.dat (Quick diff)
    Data/messages.dat (Quick diff)
    Data/moves.dat (Quick diff)
    Data/PkmnAnimations.rxdata (Quick diff)
    Data/Scripts.rxdata (Quick diff)
    Data/trainerlists.dat (Quick diff)
    notes.html (Quick diff)
    PBS/abilities.txt (Quick diff)
    PBS/bttrainers.txt (Quick diff)
    PBS/fancycupsingletr.txt (Quick diff)
    PBS/items.txt (Quick diff)
    PBS/littlecuptr.txt (Quick diff)
    PBS/moves.txt (Quick diff)
    PBS/pikacuptr.txt (Quick diff)
    PBS/pokecuptr.txt (Quick diff)
    PBS/pokemon.txt (Quick diff)
    PBS/shadowmoves.txt (Quick diff)
    PBS/trainerlists.txt (Quick diff)
    PBS/fancycupsingletr.txt Download diff
    The file was changed - ok, show the diff
    PBS/items.txt Download diff
    The file was changed - ok, show the diff
    PBS/littlecuptr.txt Download diff
    The file was changed - ok, show the diff
    PBS/moves.txt Download diff
    The file was changed - ok, show the diff
    PBS/pikacuptr.txt Download diff
    The file was changed - ok, show the diff
    PBS/pokecuptr.txt Download diff
    The file was changed - ok, show the diff
    PBS/pokemon.txt Download diff
    The file was changed - ok, show the diff
    PBS/shadowmoves.txt Download diff
    The file was changed - ok, show the diff
    PBS/trainerlists.txt Download diff
    The file was changed - ok, show the diff

    they where all changed give me a sec to make the changes viewable.

    Okay I made it public so everyone can view, only members, and I can customize the space.
     
    Last edited:
  • 489
    Posts
    16
    Years
    Is there any way at all to change the X, Y coordinates of the enemy HP, name, level and gender without directly affecting the player HP, name level and gender? What I mean is when you change the X, Y coordinates for the enemy and player HP, name, etc it affects both of them (aka, you can't move them separately). Very annoying when adding new enemy/player boxes where once you move the HP of the enemy or player, you usually have to edit the graphic of the enemy/player box to fit around the HP, name, etc that was also moved. (x_x, picture included below to sort of show you what I mean. The Player box is in the perfect place, along with HP, name, gender, Lv and HP/HP)
    [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP


    Edit: In essence, what I want to do is move the enemy info to the left without the player info moving as well. (I'm so bad at trying to explain some things x_x)
     
  • 276
    Posts
    16
    Years
    Is there any way at all to change the X, Y coordinates of the enemy HP, name, level and gender without directly affecting the player HP, name level and gender? What I mean is when you change the X, Y coordinates for the enemy and player HP, name, etc it affects both of them (aka, you can't move them separately). Very annoying when adding new enemy/player boxes where once you move the HP of the enemy or player, you usually have to edit the graphic of the enemy/player box to fit around the HP, name, etc that was also moved. (x_x, picture included below to sort of show you what I mean. The Player box is in the perfect place, along with HP, name, gender, Lv and HP/HP)
    [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP


    Edit: In essence, what I want to do is move the enemy info to the left without the player info moving as well. (I'm so bad at trying to explain some things x_x)

    Around line 500 in PokeBattle_ActualScene:
    Spoiler:
     

    Lyzo

    Back from vacation
  • 261
    Posts
    17
    Years
    Okay, a simple receive item command isn't working... I seriously don't get what I'm doing wrong xD

    Code:
    Kernel.pbReceiveItem
    (::PBItems::TINYMUSHROOM)

    ERROR:
    Code:
    Exception: RuntimeError
    Message: Script error within event 10, map 89 (Mapleleaf Town):
    Exception: ArgumentError
    Message: (eval):1:in `pbReceiveItem'wrong number of arguments(0 for 1)
    ***Full script:
    Kernel.pbReceiveItem
    (::PBItems::TINYMUSHROOM)
    
    Interpreter:239:in `pbExecuteScript'
    (eval):1: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'

    Something about the wrong number of arguments, am I supposed to add something?
     
  • 664
    Posts
    16
    Years
    Run the extendtext program found in the kit, and make sure that all the text in the script command is on one line. That should work for you :)
     

    KitsuneKouta

    狐 康太
  • 442
    Posts
    14
    Years
    • Seen Nov 20, 2017
    Okay, a simple receive item command isn't working... I seriously don't get what I'm doing wrong xD

    Something about the wrong number of arguments, am I supposed to add something?
    It's because of that parenthesis. It's very picky, as it must always be on the first line, and the contents inside of it must fit on one line. So instead of:

    Kernel.pbReceiveItem
    (::PBItems::TINYMUSHROOM)

    You should use:

    Kernel.pbReceiveItem(
    ::PBItems::TINYMUSHROOM)

    Using extendtext like crazyninjaguy recommended works, since it allows you to fit a lot on just one line. But if you don't feel like the extra 2 or 3 clicks, just push the contents down on the next line. Also, you got the "wrong number of arguments" error because pbReceiveItem must have parameters, and it thinks the parenthetical statement is separate because you put it on a different line.
     

    zingzags

    PokemonGDX creator
  • 536
    Posts
    15
    Years
    lottery ticket event is glitched:


    Exception: RuntimeError
    Message: Script error within event 15, map 25 (Test Map 2):
    Exception: NoMethodError
    Message: (eval):1:in `pbExecuteScript'undefined method `pbLottery' for #<Interpreter:0x4407248>
    ***Full script:
    pbLottery(pbGet(1),2,3,4)

    Interpreter:239: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'
    Scene_Map:94:in `loop'

    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'



    any fixes?
     

    Cilerba

    the hearts of lonely people
  • 1,162
    Posts
    14
    Years
    Has anybody else used extendtext.exe and it doesn't work?
    I've used it, but it doesn't do anything to RMXP. Is it maybe just my computer? Not quite sure what's going on here.
     

    koby1

    The M4's Best Freind
  • 79
    Posts
    13
    Years
    Has anybody else used extendtext.exe and it doesn't work?
    I've used it, but it doesn't do anything to RMXP. Is it maybe just my computer? Not quite sure what's going on here.
    You must first run the dailog box for the script ... like when you type in a script Then it will work.
     
    Status
    Not open for further replies.
    Back
    Top