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

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I did both. Neither worked. I think that I have the newest version but i'm not sure.
 
Yes I was using the in game editor. I just looked at the PBS files and it says
BattleBack="004"
It doesn't have the weird thing so now I'm assuming that that wasn't the problem. I have no idea what the problem is. If I move the battlebacks to the battlebacks folder will that fix it because they were in the pictures folder.
With that setting in the metadata, the game will be looking for files called battlebg"004".png and so forth. Get rid of the quote marks and you should be fine.

I'll have a look into the Editor to see why it puts unnecessary things in.
 
EDIT: TACHAN, which dual screen script are you using? I just put it into Venom12's DS kit, and it worked OK (except the Z button seems to be broken). The positioning was off, but it did display the whole image across the two screens.

I have the Crazyninjaguy's Dual Screen Script.
 
Go to Actualscene and find def pbGainExp there change it.
 
More bug found! I am putting these things at official wiki:

240x160 Credits Glitch
How activate: Show the credits script with the 240x160 resolution
Effect: Only few lines of credits are show because the credits stop scrolling when the @credit_sprite.oy is 0.
How fix: Unknown

Battle Transition Center Glitch
How activate: When you have a resolution other that 480x320 enter in a battle
Effect: Animation of the screen getting black and change to battle is incorrectly centered.
How fix: Unknown

Seac Incense Glitch
How activate: Equip Sea Incense and use Water moves.
Effect: Water moves aren't boosted because of an extra "c" on script.
How fix: In the PokeBattle_Move Script, around line 300 change "if isConst?(attacker.item,PBItems,:SEAcINCENSE)&&isConst?(type,PBTypes,:WATER)" to "if isConst?(attacker.item,PBItems,:SEAINCENSE)&&isConst?(type,PBTypes,:WATER)"

Shell Bell Hapiness Glitch
How activate: Equip Shell Bell and do 256 steps.
Effect: Shell Bell doubles the happiness gain for walk.
How fix: In the PokemonField Script, delete the lines:
Code:
      if isConst?(pkmn.item,PBItems,:SHELLBELL)
       pkmn.happiness+=1
      end

SolarBeam Glitch
How activate: Use SolarBeam.
Effect: The move message has displayed incorrectly and the move is used twice in Sunny Day.
How fix: In PokeBattle_Move, around line 2350 change
Code:
class PokeBattle_Move_97 < PokeBattle_Move
def pbTwoTurnAttack(attacker)
 return attacker.effects[PBEffects::TwoTurnAttack]==0
end
def pbEffect(attacker,opponent)
 if attacker.effects[PBEffects::TwoTurnAttack]>0 && @battle.pbWeather!=PBWeather::SUNNYDAY
  @battle.pbAnimation(@id,attacker,nil)
  @battle.pbDisplay(_INTL("{1} took in sunlight!",attacker.pbThis))
  return 0
 else
  @battle.pbDisplayBrief(_INTL("{1} used {2}!",attacker.pbThis,
  self.name))
to
Code:
class PokeBattle_Move_97 < PokeBattle_Move
def pbTwoTurnAttack(attacker)
 return false if @battle.pbWeather==PBWeather::SUNNYDAY
 return attacker.effects[PBEffects::TwoTurnAttack]==0
end
def pbEffect(attacker,opponent)
 if attacker.effects[PBEffects::TwoTurnAttack]>0 && @battle.pbWeather!=PBWeather::SUNNYDAY
  @battle.pbAnimation(@id,attacker,nil)
  @battle.pbDisplay(_INTL("{1} took in sunlight!",attacker.pbThis))
  return 0
 
Maybe its just my version of Pokemon Essentials, but shouldn't that say, PokeBattle_MoveEffects, rather than PokeBattle_Move?

PokeBattle_Move only has about 700 lines...

Also, I have this as my code there:
Code:
class PokeBattle_Move_97 < PokeBattle_Move
def pbTwoTurnAttack(attacker)
 return attacker.effects[PBEffects::TwoTurnAttack]==0
end
def pbEffect(attacker,opponent)
 if attacker.effects[PBEffects::TwoTurnAttack]>0 && @battle.pbWeather!=PBWeather::SUNNYDAY
  @battle.pbAnimation(@id,attacker,nil)
  @battle.pbDisplay(_INTL("{1} took in sunlight!",attacker.pbThis))
  return 0
 end
 return super
end
end

This fix always gives me a syntax error for obvious reasons, but how might I fix it so that this fix will work on my version of essentials?
 
Maybe its just my version of Pokemon Essentials, but shouldn't that say, PokeBattle_MoveEffects, rather than PokeBattle_Move?

PokeBattle_Move only has about 700 lines...

Also, I have this as my code there:
Code:
class PokeBattle_Move_97 < PokeBattle_Move
def pbTwoTurnAttack(attacker)
 return attacker.effects[PBEffects::TwoTurnAttack]==0
end
def pbEffect(attacker,opponent)
 if attacker.effects[PBEffects::TwoTurnAttack]>0 && @battle.pbWeather!=PBWeather::SUNNYDAY
  @battle.pbAnimation(@id,attacker,nil)
  @battle.pbDisplay(_INTL("{1} took in sunlight!",attacker.pbThis))
  return 0
 end
 return super
end
end

This fix always gives me a syntax error for obvious reasons, but how might I fix it so that this fix will work on my version of essentials?
Only add "return false if @battle.pbWeather==PBWeather::SUNNYDAY" below the "def pbTwoTurnAttack(attacker)" will fix this.
 
It's possible to create those events in Essentials?

- A "Hall of Fame-like" cutscene event, with the trainer's pokémon team in it.
- A character-like event that could tell you the happiness of your Pokémon.
 
Last edited:
does anyone know how to get the ability descriptions to span two lines, like the way the pokedex description spans 3/4?

As well as my last question i've got another.

I've been trying to get pokerus implemented properly and have run into the problem with the ev gains and exp

I have modified a part of the code so that its like
Code:
if isConst?(thispoke.item,PBItems,:MACHOBRACE) || thispoke.pokerus>0
         evgain*=2
        end

which is fine for pokemon that have pokerus, but for some reason pokemon that don't don't gain exp. i get the usual "x has gained y exp" message but no exp is actually added
 
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