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

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Thank you all for reminding me.

Rm2k3Guy:

The default battle music can be changed by adding the appropriate settings
to section 000 of metadata.txt, like this:
Code:
TrainerBattleBGM=trainer.mid
WildBattleBGM=battle.mid
TrainerVictoryME=trainervictory.mid
WildVictoryME=battlevictory.mid
The names are pretty self-explanatory. The BGM files mentioned in the file
are to be placed in the Audio/BGM/ directory, and the ME files to the
Audio/ME/ directory.

WeissRaben:

Water tiles have terrain tag 7, but due to the way the RPGXP map system
works, tiles without terrain tags are ignored in determining what terrain tag an area
has. In this case, bridge tiles have no terrain tag, but since a water tile is underneath
it, the bridge is inappropriately considered to have terrain tag 7 and could
thus be surfed on. To work around this, define a terrain tag for bridges (such as 13). To do so,
open the game from RPG Maker XP, then open the in-game menu and select "Debug", then
"Edit Terrain Tags." (Setting terrain tags higher than 7 is not possible in RPG Maker XP.)

Glitchfinder:

The problem with the constant species count was already resolved. Now any
number of custom Pokemon can be added.
 
Last edited:
pokemonhacker12345:

Trainers can be edited using the Trainers.txt file. The documentation (notes.html)
contains sections named "Trainers", "PBS/trainernames.txt", and "PBS/trainers.html"
that go into more detail on this.

axibar:

It's part of the PlayerA, PlayerB, etc. setting of metadata.txt. The Player A, etc.
setting is divided into comma-separated fields. Field 6 of that setting specifies
the running character sprite. Here is an example:

Code:
PlayerA=PkMnTRAINER_Male,Red,onbike,trback,RedSurfing,RedRunning,RedDiving

Here, "RedRunning" is the name of the character sprite to use when running.
 
@poccil will there be the new moves in the next release? And will you include or change the system sprites i´ve given you? The best thing would be that you can choose the menu (pokedex,bag etc.) style of the game.

I also thought of a additional radio script where you can set the Frequency, Playtime and music and playtime of the shows in a txt which you can compile with the maker and save to the PBS folder.
For example:
Frequency= 12
Shows:
Name: "Morning Show"
Time: 8-11h
bgmusic: show1.mid
Text " Hello and welcome to the morning show, blablabla...."

This is just an example but it would be nice if you add this...
 
@poccil will there be the new moves in the next release? And will you include or change the system sprites i´ve given you? The best thing would be that you can choose the menu (pokedex,bag etc.) style of the game.

I also thought of a additional radio script where you can set the Frequency, Playtime and music and playtime of the shows in a txt which you can compile with the maker and save to the PBS folder.
For example:
Frequency= 12
Shows:
Name: "Morning Show"
Time: 8-11h
bgmusic: show1.mid
Text " Hello and welcome to the morning show, blablabla...."

This is just an example but it would be nice if you add this...

I personally like the radio idea. It sdounds like it would be quite a bit of fun if properly implemented. Still, it would be too "hard" for all of these beginners who think that they can actually create a Pokemon game without any work using this kit. (My advice to them is to simply try to make it from scratch, and then try the kit when they fail. It's like putting a cold kid out in the snow for a minute or two to make them appreciate the temperature of the house)
 
I got to thinking. Is there a function in the Kit that allows the player to recieve an egg with a specific pokemon in it. For example the togepi egg event in G/S/C or the special egg given to you by the daycare man in G/S/C. ect. If not you should add one, its a nice little feature to have.

Just Repeating my question about receiveing eggs.
 
Minorthreat0987:

You can use the function pbGenerateEgg to add an egg to the Trainer's party. Here's an example.

Code:
Conditional Branch:  Script:  $Trainer.party.length>=6
  Text:  You have no room to store the Egg...
  Exit Event Processing
Branch End
Script: Kernel.pbGenerateEgg(
:     :   PBSpecies::TOGEPI,5
:     : )
Text:  Received a Pokemon Egg.
Text:  Take good care of this Egg!

There are also ready-made events for the Day-Care Man and the Day-Care Lady in the demo project, so you can use those as well.
 
Will the phone be added in the next release
 
Please add in the D/P style battle scene in the next release, its hard for others to ripped and put it on.
 
@poccil will there be the new moves in the next release? And will you include or change the system sprites i´ve given you? The best thing would be that you can choose the menu (pokedex,bag etc.) style of the game.

I also thought of a additional radio script where you can set the Frequency, Playtime and music and playtime of the shows in a txt which you can compile with the maker and save to the PBS folder.
For example:
Frequency= 12
Shows:
Name: "Morning Show"
Time: 8-11h
bgmusic: show1.mid
Text " Hello and welcome to the morning show, blablabla...."

This is just an example but it would be nice if you add this...

hey poccil could you please answer my question?
 
When I make the hero try to run it won't show the sprite. This is what I have.

PlayerA=PkMnTRAINER_Male,Red,onbike,trback,RedSurfing,RunningRED,RedDiving
 
A new version was just released.

Changes:

Added all Pokemon new to the fourth generation
Outdoor and indoor light sources
Game data is compiled only when necessary upon test runs, included
compile function and map warping in debug menu
Added a duel minigame similar to Alael's on RMXP.ORG (may be used,
e.g., after defeating a Gym Leader but before conferring a Badge)
Added a way to cancel events designated as cut scenes
using F5
Modified Pokemon screen to support choosing multiple Pokemon
Removed all unused scripts in the distribution
Modified intro screen

Modified scripts:

Deleted: Sprite_Battler
Deleted: Scene_Title
Deleted: Window_SkillStatus
Deleted: Window_DebugRight
Deleted: Window_Steps
Deleted: Window_MenuStatus
Deleted: Scene_Equip
Deleted: ---------------------
Deleted: Scene_End
Deleted: Game_Actors
Deleted: Arrow_Enemy
Deleted: Window_PlayTime
Deleted: Scene_Battle 1
Deleted: Scene_Debug
Deleted: Window_Advanced_Command
Deleted: Scene_Battle 2
Deleted: Game_Battler 1
Deleted: Mouse*
Deleted: Game_BattleAction
Deleted: Window_PartyCommand
Deleted: Scene_Battle 3
Deleted: Game_Battler 2
Deleted: Scene_Gameover
Deleted: Scene_Shop
Deleted: Window_BattleResult
Deleted: Scene_Battle 4
Deleted: Scene_Status
Deleted: Window_ShopSell
Deleted: Game_Battler 3
Deleted: Window_EquipRight
Deleted: Scene_Item
Deleted: Window_SaveFile
Deleted: Window_Item
Deleted: Spriteset_Battle
Deleted: Window_ShopBuy
Deleted: Module: Math
Deleted: Game_Enemy
Deleted: Window_ShopCommand
Deleted: Window_ShopStatus
Deleted: Window_EquipItem
Deleted: Game_Party
Deleted: Window_BattleStatus
Deleted: Window_Target
Deleted: Scene_File
Deleted: Scene_Save
Deleted: Input *
Deleted: Scene_Skill
Deleted: Window_Status
Deleted: Module: Input
Deleted: Window_Skill
Deleted: Window_Gold
Deleted: Arrow_Actor
Deleted: Window_ShopNumber
Deleted: Day/Night
Deleted: Keyboard*
Deleted: Game_Actor
Deleted: Window_EquipLeft
Deleted: Game_Troop
Deleted: Scene_Load
Deleted: Window_DebugLeft
Added: Particle Engine
Added: EventScene
Added: Shadow
Added: Sockets
Added: PokemonDuel
Changed: PokemonMap
Changed: PokemonOption
Changed: PokemonPokedex
Changed: PBExperience
Changed: PokeBattle_MoveEffects
Changed: PokeBattle_Move
Changed: Base Addon
Changed: AnimationSprite
Changed: Resolution*
Changed: Window_InputNumber
Changed: PerspectiveTilemap
Changed: Sprite_Character
Changed: Walk/Run
Changed: PokemonField
Changed: PokeBattle_ActualScene
Changed: PokemonTilesetEditor
Changed: SpriteResizer
Changed: Window_NameInput
Changed: Window_NameEdit
Changed: Interpreter 7 *
Changed: Main
Changed: BitmapCache
Changed: PokeBattle_AI
Changed: WindowAndTilemap
Changed: Game_System
Changed: Compiler
Changed: Credits
Changed: PBSpecies
Changed: PokeBattle_BattlePalace
Changed: Spriteset_Map
Changed: PokemonMessages
Changed: Window_Help
Changed: Readme
Changed: PokemonSummary
Changed: SpriteWindow
Changed: PokemonUtilities
Changed: Window_Command
Changed: PokeBattle_Battle
Changed: PokemonItems
Changed: PokemonBag
Changed: PokemonScreen
Changed: PokemonStorage
Changed: Win32API*
Changed: PokemonDebug
Changed: Sprite_Timer

Also included in the distribution is a ZIP file containing all battle backgrounds in Pokemon Diamond and Pearl. They have not been integrated into Pokemon Essentials, though, in part because some of the backgrounds available do not coincide exactly with those in the Advance generation.
 
The Radio option in the new release doesn't work. This is what pops up: Exception: wrong number of arguments(0 for 1)
- Radio:22:in `initialize'
- Radio:22:in `new'
- Radio:22:in `main'
PokemonUtilities:469:in `pbLoadRpgxpScene'
PokemonMenu:94:in `pbStartPokemonMenu'
PokemonMenu:83:in `loop'
PokemonMenu:150:in `pbStartPokemonMenu'
Scene_Map:181:in `call_menu'
Scene_Map:178:in `logonerr'
Scene_Map:178:in `call_menu'
Scene_Map:154:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:15

wrong number of arguments(0 for 1)
- Radio:22:in `initialize'
- Radio:22:in `new'
- Radio:22:in `main'
Main:15
 
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