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

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What version would Postality Knights be?

Sorry for being so stupid...

click the 'Help' menu then click 'About...'

You should see something that says;

Code:
RPGXP Version X.XX

(where X.XX is a version number, the most common being 1.00)
 
OK, done that, but when I try to open it up, it says that it is not a valid Win32 application.
 
How do you make it so an opposing trainer can have a shiny pokemon? I've tried using things like SHINYCHARIZARD, or SHINY_CHARIZARD, or even CHARIZARD_SHINY but got nothing from it :P

thanks for your help :)

thought i would bring my question back up, i don't mind if anyone helps with this :)
 
No, I meant in reference to typing in the version number in Notepad.

Also, my Win32 error is still popping up.
 
im really happy with the latest release, Im glad you fixed the tile problem.

I have one thing to say though, and its really small so no rush at fixing it but if you could would you please have the HP bar update, when you level up in battle, it doesnt really affect game play, it just would be a nice added touch, and i dont think it would be too hard to do. thanks so much for this, this is a really awsome systems kit.
 
Yeah, and I was hoping maybe Gym leaders could have their own personal battle music too? :cheeky:

That was a great update. I'm finally understanding this whole starterkit. I managed to get Dash animations now too...
 
Yeah, and I was hoping maybe Gym leaders could have their own personal battle music too?
That's also possible with this version. The background music for specific types
of Trainers can be set in trainernames.txt. You may, for example, want to use
one kind of music for Elite Four members and Gym Leaders. You can make this
possible by editing the appropriate lines in the file:

Code:
72,LEADER_Brawly,LEADER,80,GymLeaderTheme.mid
...
80,ELITEFOUR_Phoebe,ELITE FOUR,100,EliteFourTheme.mid

(Please note that the lines above are just examples.)

As of the current version, the background music is set within the two functions
pbTrainerBattle in the script section PokemonTrainers (near line 175),
and pbWildBattle in the script section PokemonField (near line 120).

RMXPUer462:

I don't intend to support Trainers with shiny Pokemon in the game system; however,
you can edit the scripts to support such functionality. Go to the script section
PokemonTrainers and replace line 37 with the following:
Code:
    pokemon=PokeBattle_Pokemon.new(species,level)
    if trainerid==PBTrainers::LEADER_Brawly
     pokemon.makeShiny
    end

The makeShiny method is defined in the script section PokeBattle_Pokemon, as of
the latest version. Edit the line "if trainerid==PBTrainers::LEADER_Brawly" to
specify the Trainer types who will have shiny Pokemon. For example, the following
specifies that Campers and Picnickers will have shiny Pokemon:

Code:
    if trainerid==PBTrainers::CAMPER || trainerid==PBTrainers::PICNICKER

See the script section PBTrainers for other Trainer types.
 
Last edited:
Hey man, Im experiencing some bugs now.

1. If you played my tiny demo, you know the scene where Oak walks down the staircase towards Ash. (doesnt matter if you didnt play it, Oak is just an event, thats all.)
After updating my project with this update, (I did everything correctly like Flameguru explained, so that cant be the problem) he's not moving...

2. A similar problem is the player's graphics. I cant change the player's appearance for a time until I give it back its original sprite. Instead, he changes back to the original sprite until the Move Event -> Wait Time is over...
 
Hey Poccil, you don't have answers my question :

How can I put the Map into the Bag, because I want to delete te PokeGear?

And how can I fix this bug ?

undefined method `pbOnMapChange' for Kernel:Module
PokemonMap:226:in `setMapChanged'
PokemonMap:207:in `setup'
PokemonLoad:191: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:41
 
I released a new version of Pokemon Essentials on October 14.

Changes:

Added rudimentary support for battle animations
All documentation for Pokemon Essentials is in one place,
the notes.html file
Added Running Shoes flag; now running is allowed only when
the player has Running Shoes; use the script
$PokemonGlobal.runningShoes=true
Added the Battle Scene option to the option screen.
Added cries for each Pokemon.
Implemented the Pokerus virus.
Made statuses display in battle and in the summary screen.

Modified scripts:

Deleted: Name Input
Added: RTP and Registry
Added: PBAnimation
Changed: PokemonMap
Changed: PokeBattle_Pokemon
Changed: PokemonOption
Changed: PokemonDayCare
Changed: PokemonPokedex
Changed: PokeBattle_Effects
Changed: PBExperience
Changed: PokeBattle_MoveEffects
Changed: PokeBattle_Move
Changed: AnimationSprite
Changed: Module: File Test
Changed: PokemonField
Changed: Walk/Run
Changed: PokemonMart
Changed: PokeBattle_ActualScene
Changed: PokemonTrainers
Changed: PokemonTilesetEditor
Changed: Interpreter 7 *
Changed: BitmapCache
Changed: WindowAndTilemap
Changed: Game_System
Changed: Spriteset_Map
Changed: PokemonMessages
Changed: PBAbilities
Changed: Game_Character 1
Changed: PokemonSummary
Changed: SpriteWindow
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonScreen
Changed: PokeBattle_Battler
Changed: PokemonStorage
Changed: PokeBattle_Scene
 
Hey, not sure if this has been pointed out, or even found. But i went into the Cave map (where you need to use flash) and i went into my Menu. I went into 3 parts, the bag, the Poke gear and (hero) tab. And when i came out, the room no longer needed me to use Flash. But i hadnt used it?

Just thought i would mention it :)
 
There are so many pages of this thread, and I have loads of homework, so don't have time to read them all. This will sound like an uber n00bish question, but how do we add Pokémon, moves, attacks, abilities and Pokédexes to the system?

ALSO, how do we change the title screen from saying Pokémon Starter Kit? I have the image ready, but it won't change the title screen, whatever I do.
 
All documentation for Pokemon Essentials has recently been compiled into one file, see this address:

https://upokecenter.com/projects/pokestarter/notes.html

New Pokemon can be added or modified in the text file PBS/pokemon.txt. See that section
in the documentation for details.
The game system doesn't support adding, removing, or modifying moves or abilities.

The game's title screen can be changed by replacing the files Pic_1.png , Pic_2.png , and Start.png .
Each of these files is found in the directory Graphics/Titles.
 
OK, but how do you make the wild Pokémon battle random? It doesn't seem to explain that there.
 
So do you have to set a special event for every grass tile determining a battle, and which Pokémon it will battle?
 
I should have been clearer on this. In most cases, after editing encounters.txt, it is enough to put grass tiles (or other tiles with terrain tag 2) on the map for wild Pokemon to appear there -- no events are necessary. The file encounters.txt supports two different encounter types: Land and Cave. For Land encounter types, wild Pokemon will appear only on the grass. For Cave encounter types, wild Pokemon will appear anywhere. Several other encounter types are also supported; see the "PBS/encounters.txt" section of the documentation for details.
 
Just to see if I'm understanding this right, the syntax to create an encounter in Map #1 with a Pidgey would be:

11 Pidgey 25,10,10
 
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