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

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A new version is available.

Changes:

Made evolution and load screens "skinnable".
Forced map to update to reflect changes in terrain tag editor
Added character sprites for some Trainers
Implemented Battle Tower/Battle Palace
Various bug fixes in battle system (such as Choice Band)
Added a game option to change the speech frame

Modified scripts:

Added: PokemonOrgBattle
Changed: PokemonMap
Changed: PokeBattle_Pokemon
Changed: PokemonOption
Changed: PokeBattle_BattleArena
Changed: PokemonDayCare
Changed: PokeBattle_Effects
Changed: PBMove
Changed: PokeBattle_MoveEffects
Changed: PokeBattle_Move
Changed: PokemonField
Changed: PokemonSave
Changed: Game_Map*
Changed: PokeBattle_ActualScene
Changed: PokemonTilesetEditor
Changed: PokemonLoad
Changed: Game_Character 3*
Changed: PokeBattle_AI
Changed: Compiler
Changed: PokeBattle_BattlePalace
Changed: PokemonEvolution
Changed: PBTrainers
Changed: PokemonEditor
Changed: PokemonMessages
Changed: PBDebug
Changed: SpriteWindow
Changed: PokemonSummary
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokemonItems
Changed: PokemonScreen
Changed: PokeBattle_Battler
Changed: Scene_Intro
Changed: PokeBattle_Scene
Changed: PokemonDebug
 
nice poccil keep up the great work\

btw poccil how do u make the game start in 240 x 160 n perspective
insead of having to go n swich to them?
 
It involves modifying the PokemonSystem class (in the script section PokemonMap) as follows. Assuming there is no save file, the game will start with the settings defined here.

Code:
class PokemonSystem
 attr_accessor :textspeed
 attr_accessor :battlestyle
 attr_accessor :frame
 attr_accessor :font
 attr_accessor :screensize
 attr_accessor :battlescene
 attr_accessor :tilemap
 attr_accessor :textskin
 def textskin
  return (!@textskin) ? 0 : @textskin
 end
 def initialize
  @frame=0
  @battlestyle=0
  @battlescene=0
  @textspeed=2
  [b]@screensize=0[/b]
  @font=0
  [b]@tilemap=2[/b]
  @textskin=0
 end
end
 
It involves modifying the PokemonSystem class (in the script section PokemonMap) as follows. Assuming there is no save file, the game will start with the settings defined here.

Code:
class PokemonSystem
 attr_accessor :textspeed
 attr_accessor :battlestyle
 attr_accessor :frame
 attr_accessor :font
 attr_accessor :screensize
 attr_accessor :battlescene
 attr_accessor :tilemap
 attr_accessor :textskin
 def textskin
  return (!@textskin) ? 0 : @textskin
 end
 def initialize
  @frame=0
  @battlestyle=0
  @battlescene=0
  @textspeed=2
  [b]@screensize=0[/b]
  @font=0
  [b]@tilemap=2[/b]
  @textskin=0
 end
end

k thx poccil
let me go try it out

edit:
it works
im sure this will help a lot of ppl
 
How do I make it so that I can make a movie in the beginning of the SK.

EDIT: Never mind fixed...
 
Last edited:
Recently I made it possible to add move animations to the battle system, as well as
support for doing so within RPG Maker XP. I want users to send me finished move animations
so that I can add them to Pokemon Essentials. Here are some things to consider when
making battle animations.

  • Battle animations for moves must be named Move:XXX, where XXX is the internal
    name of the move as defined in PBS/moves.txt. For instance, the animation for
    Fire Punch will be named Move:FIREPUNCH .
  • When creating animations that involve an attacker and an opponent, the
    point at (-160,80) is considered to be the attacker, and the point at (160,-80)
    is considered to be the opponent. The animation must have a "position" of "Screen."

I have also made myself aware that there is much that is now possible with Pokemon Essentials.
Therefore I want to ask users for any tips and tricks when using Pokemon Essentials,
especially in regard to special event-based systems or other special effects, and I may
add them to the documentation.
 
That's cool!

I was wondering, in the next version, can you try and get some more door animations? I mean like one for Pokemart/Center, and some other doors?

That'd be awesome, Thanks!
 
@ Legend of awesome: door animations are really easy...
try doing some yourself.
just replace the door given. and put in your door.
then color the opening part of door appropriately...
 
:\

I don't get what you mean..XD

How do I replace the title screen in the beginning, but make it so the "Press Enter" thing stays?
 
make your own animations.

for the title screen all you have to do is open up the title on paint.
then edit it how you want.
if "press enter" is on that screen, just leave it there.
otherwise edit how you want.
 
Thank you. :D

Anyways, Poccil, I'm looking for the thing, but can you tell me all the items you have in it? For the first Pokemart I am taking/adding some things and I don't wanna add something that isn't there..XD
 
Hmmm is there anyway to disable a feature in the battle system temporarily? Like, if your in a tournament, then the item choice is not useable until your outta the tourney?

Thanks

-Krobe
 
Error report

Hi,
Im using the latest version of your starter kit poccil, (9th december) and i keep getting this error message when i select new game.

Script error within map 51 (Intro):
Section113:272:in `pbStart'undefined method `party' for nil:NilClass
Section018:238:in `pbExecuteScript'
Section113:362:in `pbStart'
(eval):1:in `pbExecuteScript'
Section018:1614:in `eval'
Section018:238:in `pbExecuteScript'
Section018:1614:in `command_355'
Section018:466:in `execute_command'
Section018:190:in `update'
Section018:104:in `loop'
Section018:195:in `update'
Section020:97:in `update'
Section020:95:in `loop'
Section020:108:in `update'
Section020:64:in `main'
Section020:61:in `loop'
Section020:68:in `main'
Section119:56:in `mainFunction'
Section119:45:in `pbCriticalCode'
Section119:59:in `mainFunction'
Section119:63
Section119:62:in `loop'
Section119:71

Interpreter:253:in `pbExecuteScript'
Interpreter:1614:in `command_355'
Interpreter:466:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:97:in `update'
Scene_Map:95:in `loop'
Scene_Map:108:in `update'
Scene_Map:64:in `main'
Scene_Map:61:in `loop'
Scene_Map:68:in `main'
Main:56:in `mainFunction'
Main:45:in `pbCriticalCode'
Main:59:in `mainFunction'
Main:63
Main:62:in `loop'
Main:71

How can i fix this?
Thanks in advance
 
That happened when you decided to start a new game during a battle challenge. The game system inadvertently runs the game's map interpreter, continuing the event. To prevent this, add the line in bold near line 149 of the script section PokemonLoad:

Code:
  if cmdNewGame>=0 && command==cmdNewGame
     @scene.pbEndScene
    $scene = Scene_Map.new
    Graphics.frame_count = 0
    [b]$game_system=Game_System.new[/b]
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new

-------------------------------------


A new version is available.

New: Online trade system

For this version, I implemented a rudimentary online trade system
using Netplay 2.0. For this functionality to work, the Netplay
server must be modified by replacing functions.rb in the LIB folder
with the one contained in the distribution. Because the server
is in Ruby, though, I am not able to install it myself.
Please notify me when you have set up the server so I can do
more tests on it. The modified Netplay server includes some
additional commands added to support player-to-player communication.
By default the trade system will be available as soon as the player
has obtained at least one Badge, and any Netplay servers must be
added to the servers.txt file.

Other changes:

Support for recording and playing back battles
More bug fixes in battle system
Added shift/summary menu to in-battle Pokemon list
Fixed bug where day/night land encounters failed to work
properly (for real this time, I hope)
Fixed bug where starting a new game can fail
during the running of an event

Modified scripts:

Added: PokeBattle_BattleRecord
Added: PokemonNetwork
Changed: PokemonMap
Changed: PokeBattle_DamageState
Changed: PokeBattle_MoveEffects
Changed: Sprite_Character
Changed: PokeBattle_Confusion
Changed: PokeBattle_ActualScene
Changed: PokemonTrainers
Changed: Sockets
Changed: PokeBattle_Trainer
Changed: PokemonLoad
Changed: PokeBattle_AI
Changed: PokemonEntry
Changed: Compiler
Changed: PokeBattle_BattlePalace
Changed: PBTrainers
Changed: PokemonMessages
Changed: PokemonUtilities
Changed: PokeBattle_Battle
Changed: PokeBattle_Battler
Changed: Win32API*
Changed: PokeBattle_Scene
Changed: Scene_Movie
Changed: PokemonOrgBattle
 
Last edited:
Sounds good. At Rmxp.org is a c++ server for netplay... Maybe this will help...

Iam downloading the newest version right now...
 
Awesome! I'll download when I have time!

One question, to use the newer version, how would I save all the stuff I did on the previous version and put it onto the newer version without messing with anything?

Thanks
-Krobe
 
you can copy scripts over to ur old project or go in the data folder of ur old project n copy over stuff like maps,comment events etc. etc.
 
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