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

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I meant the Options menu in-game, as in the menu where you can choose the windowskin, battle style etc.
There's a way to have it as default, I'm pretty sure it was mentioned a few pages back. It involves editing one of the scripts.
 
oh man, thanks! finally. Man and it was in the game too. I would have never thought of that.
 
hi guys, I have a feature you didn't put! When you run on the sand foot prints show and you didn't do that in your starter kit
 
I tried out the Ice terrain tag, and it doesn't work. Would anyone happen to know what's wrong?
 
as always thank you mr peter o

i still dont know why im dling these even though i dont plan on making a game lol
 
To change the charset, edit section 000 of Metadata.txt. To add a Pokémon, use this:
Code:
Conditional Branch: Script: $Trainer.party.length<6
Script: pbAddPokemon(PBSpecies::PIKACHU,5)
*insert text after getting the Pokémon here*
Else
*insert text if party is full here*
End
The actual script used is pbAddPokemon(X,Y), where X is either the number of the Pokémon or PBSpecies::NAMEOFPOKÉMON and Y is its level. The conditional branch checks whether there is space in the party.

Anyway, would anyone be interested in a tutorial for custom moves/abilities/items?
 
Having another problem guys. This time when I try to add a badge.

Code:
Exception: RuntimeError
Message: Script error within event 3, map 35 (Falkner's Gym):
Section092:32:in `pbLoadTrainer'undefined local variable or method `i' for #<Interpreter:0x4388730>
Section019:238:in `pbExecuteScript'
Section092:31:in `each'
Section092:31:in `pbLoadTrainer'
Section092:17:in `each'
Section092:17:in `pbLoadTrainer'
Section092:8:in `each'
Section092:8:in `pbLoadTrainer'
Section092:216:in `pbTrainerBattle'
(eval):1:in `pbExecuteScript'
Section019:753:in `eval'

Section019:249:in `pbExecuteScript'
Section019:753:in `command_111'
Section019:292:in `execute_command'
Section019:190:in `update'
Section019:104:in `loop'
Section019:195:in `update'
Section021:98:in `update'
Section021:96:in `loop'
Section021:109:in `update'
Section021:65:in `main'

I tried even turning on all the badges like in the starter kit and I still get an error.
 
That's interesting, I tried it just now and didn't get the error. Are you using this script?
Code:
$Trainer.badges[0]=true
Anyway, another problem: when I enter some maps, the location doesn't show up properly when I save and when it shows the map name. It works in the Visual Editor though. One of my maps shows no name when I enter it, and another shows the name of the first map.
 
@ Wichu: yeah thats what i used I even used $Trainer.badges=true to set all the badges and it didnt work. Maybe I copied a script wrong or something ill try copying them all over again. Other than that i cant think of anything else its really weird.
 
To change the charset, edit section 000 of Metadata.txt.

I tried changing the charset, by copying the current charset Red.png and pasting in some other images (another charset with a blue background), but the problem is that the background is no longer cut out ingame. That is, there's a large white rectangle around my character. How does one get rid of this?

Also, this may be inconvenient for a lot of people, but is there any chance the tilesets can be rearranged/split to make them a bit more manageable? You know, floors, foliage, rocks, fences, ledges, buildings all in one spot? That'd make things a bit easier to work with, since you'd know all relevant (i.e. relevant to what you wanted at the time, e.g. a tree) tiles were in one place. They're mostly together already (I'm talking about the OverWorld one here, but it could apply to Inner as well), but there are still a few random trees and grass around the place. Not to mention the PokéCentre and PokéMart tilesets are missing a few textures (ones I've noticed: Computer monitor (Centre), some shadow floor tiles(Mart)) - they all seem to be in the Inner tileset, so they're just a case of copy and paste. A few tiles also run into others (e.g. bottom left of the round brown table in Inner, near the first bed you come across).

I'd offer to do this myself, but my spare time is sketchy at best (final year of University and all). Sorry.

Finally, I've noticed that when using a Rare Candy, there's a little text bar at the bottom asking which pokémon you want to feed it to. That's fine, that's how it should be. When you use it, another text window appears saying the pokémon levelled up, but then that text window disappears when it then shows the stat increase/new values window(s). This leaves the little text at the bottom asking which pokémon you want to use it on, while you're busy looking at the results of you having already used it, which looks wrong. Any chance you can get that text bar to stay throughout the stats?


Otherwise, a great piece of kit. Too much praise is not enough.
 
Ended up not being the scripts. But the really weird part is I make a similar event on a different map it works perfectly..... I think what it is is that i was trying to make a custom move set because i get the same error when I make a trainer with custom moves. So heres my trainer names.txt for falkner...

Code:
LEADER
FALKNER
2
PIDGEY,7,10,SITRUSBERRY,TACKLE,SANDATTACK,AERIALACE,GUST
PIDGEOTTO,9,10,SITRUSBERRY,TACKLE,SANDATTACK,AERIALACE,GUST

I dont see anything wrong but thats the only thing that i can think of that could be causing my problem.
 
Maruno: try going to the Resource Manager and reimporting the charset.
Neostar, are your text files like this?
In Trainernames.txt:
###,LEADER_FALKNER,LEADER,100
In Trainers.txt:
[###]
LEADER_FALKNER
FALKNER
2
*Pokémon in here*

Otherwise, try SAND_ATTACK instead of SANDATTACK.

Henry987: If you mean the Visual Editor for Essentials, it's included with the game.
In test-play mode, press F9, and scroll down to Visual Editor.
 
I posted this in my previous post:
If you mean the Visual Editor for Essentials, it's included with the game.
In test-play mode, press F9, and scroll down to Visual Editor.
 
OK, I want this script to include three different Pokemon instead of just one. How would I go about doing this?

Code:
Conditional Branch:  Script:  $PokemonBag.pbHasSpecies?(::PBSpecies::CELEBI)
  -- The Pokemon Celebi is in the party
Else
  -- The Pokemon Celebi is not in the party
Branch End
 
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