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

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I'm still getting this:

Exception: NoMethodError
Message: undefined method `<' for nil:NilClass
WindowAndTilemap:1134:in `refreshLayer0'
WindowAndTilemap:1132:in `each'
WindowAndTilemap:1132:in `refreshLayer0'
WindowAndTilemap:1116:in `each'
WindowAndTilemap:1116:in `refreshLayer0'
WindowAndTilemap:1115:in `each'
WindowAndTilemap:1115:in `refreshLayer0'
WindowAndTilemap:1275:in `refresh'
WindowAndTilemap:702:in `update'
WindowAndTilemap:1508:in `update'

This error is keeping me and my beta testers from testing the game thoroughly, does anyone know what this is and how to fix it permentally? Please, any help is greatly appreciated.

poccil said:
Yes, that one. Replace that script with the one given below. After I made the change and tested it, I didn't notice any further problems.
Spoiler:

Poccil told me to replace my "WindowAndTilemap" script with the one contained in the spoilers and if fixed that problem, I was having the same problem with my game aswell.

I hope this helps.

Sincerely
MT
 
Yeah, I sent a PM to Poccil and got it in a reply, I was about to post it on here, but you did it. I know other people will be thankful for that.
 
Answer anyone?.........^_^

Ahh there is usally no signs that you have a currpt .DLL file, it just wont work/causes an error. Easy way, just replace it, then you dont need to worry if it was or wasnt currpt ^.^
 
Nothing as serious as the Window&Tileset error, but this error pops up every now and then when I enter or exit buildings:

Exception: NoMethodError
Message: undefined method `addRef' for nil:NilClass
BitmapCache:112:in `load_bitmap'
BitmapCache:130:in `character'
Sprite_Character:62:in `update_or'
PerspectiveTilemap:406:in `shadow_update'
Shadow:169:in `update'
PerspectiveTilemap:402:in `shadow_initialize'
Shadow:145:in `initialize'
Spriteset_Map:27:in `new'
Spriteset_Map:27:in `_animationSprite_initialize'
Spriteset_Map:26:in `each'

Graphical Question:
I edited the message box, command box and fight box in the Graphics/Pictures folder but the only thing that appears changed is the message box, and nothing else. What did I do wrong?
 
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This may seem really noobish..but just for safety. how do I replace it...should it end up being corrupted?

Not Noobish at all, Well i use a site called https://www.dll-files.com/
It USALLY has what im looking for, otherwise i just to a google for the .DLL im looking for
(ie windows.dll download) Can usally find it this way.

Spoiler:


Also just woundering if any figured out my problem in the Spoiler ^
Thanks
 
Um, I was wondering, how do you forcefully delete a pokemon from a trainers party? I was going to have my main character start out with several strong pokemon in the beginning of the game, only to lose them after the first couple of battles and then have him choose a starter pokemon. How would I do something like this (if its possible.)
 
it's possible (or atleast it was the last time i checked, but that was a LONG time ago,) anyways, i think it's mentioned in the demo
 
It might help if you learnt some simple RGSS. Try this in a Script event command:
party=$Trainer.party
for i in 0...party.length
party=nil
end
It should work.
 
Could anyone tell me how to make the text that's shown on both pokemon Bars including the lv. and number(Your's and the enemy's) durng battle to match the text color shown on the Message box?

Here's an example:

[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP
 
@phoenixprime88b5 : Go in PokeBattle_ActualScene and look at the line 1007.
There is something like :
Spoiler:


MESSAGEBASECOLOR and MESSAGESHADOWCOLOR is your messagebox on the image
BOXTEXTBASECOLOR and BOXTEXTSHADOWCOLOR is what you are looking for, u just have to replace the values ;).
 
Well, I have some problem with the pokemoncenter. I saw that there was a new version of pokemon essentials and I downloaded it. I saw that there was a new event to heal the pokemon, the pokeballs are put on the left and theere is the process just like in the pokemon games.

I tried to copy this event on my version (images, sound, and the 3 events : balls and healer) but the thing is when the healer turn to the left, the game freeze :/. I tried to understand how it worked and the only thing important I found was that it is using a variable, the variable 43. I took a look in my variables and the variable 43 is free so it can be used...

Can someone tell me what I must do? :/
 
@imtheomega - Probably because you need the graphics that create the PokeBalls effect. I think a page or two back someone mentioned something about it. Look a few pages back for reference.

-Krobe
 
It might help if you learnt some simple RGSS. Try this in a Script event command:
party=$Trainer.party
for i in 0...party.length
party=nil
end
It should work.


Could you clarify that a bit? I don't fully understand.
 
@imtheomega - Probably because you need the graphics that create the PokeBalls effect. I think a page or two back someone mentioned something about it. Look a few pages back for reference.

-Krobe

I have the images. It's in graphics/characters/pokeballs on left and pokeballs on right :s .
By the way, I think I have found the problem. The scene_map had been modified. Now it works ^^.

@Gamekrazy :
Originally Posted by Wichu
It might help if you learnt some simple RGSS. Try this in a Script event command:
party=$Trainer.party
for i in 0...party.length
party=nil
end
It should work.


Well, like u must know, $Trainer.party is a vector wich can have 6 components for each of your pokemons. So, he defines that party is equal to $Trainer.party.
When u use =, u say that the variable as the value u want.
When u use ==, the variable has its own value and it's not changed by the ==. == is something u can use, for example, to check if the value a variable is equal to the value of another variable. So u can do something like
if x==y
do something
end

That was to make it clearer if u don't understand the meaning of the = and the ==(wich is not used here).

So, when he says party=$Trainer.party, party is a vector wich can have 6 components and there is something in these components since u have pokemons...

Then he does a loop (a for), from 0 to party.length ; party.length is a number wich gives the number of pokemons u have. The maximum size is 6.
Since u want the player to lose all his pokemons, he just put the components of party equal to nil (party=nil).

I hope I have been clear. If not, just say it. I'm foreign so it is not always easy to make myself understood :p.
 
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I'm seeking for the item VS SEEKER but it seems to be unable to find in the item.txt. Can anyone of you create this item and give it the same feature as it does in POKEMON Firered/Leafgreen? That would be a lot of helps, thanks.
 
I have the images. It's in graphics/characters/pokeballs on left and pokeballs on right :s .
By the way, I think I have found the problem. The scene_map had been modified. Now it works ^^.

@Gamekrazy :


Well, like u must know, $Trainer.party is a vector wich can have 6 components for each of your pokemons. So, he defines that party is equal to $Trainer.party.
When u use =, u say that the variable as the value u want.
When u use ==, the variable has its own value and it's not changed by the ==. == is something u can use, for example, to check if the value a variable is equal to the value of another variable. So u can do something like


That was to make it clearer if u don't understand the meaning of the = and the ==(wich is not used here).

So, when he says party=$Trainer.party, party is a vector wich can have 6 components and there is something in these components since u have pokemons...

Then he does a loop (a for), from 0 to party.length ; party.length is a number wich gives the number of pokemons u have. The maximum size is 6.
Since u want the player to lose all his pokemons, he just put the components of party equal to nil (party=nil).

I hope I have been clear. If not, just say it. I'm foreign so it is not always easy to make myself understood :p.

Um, and exactly how would I do that? Do I use the call script command in an event? Or is it something I edit in the scripts itself?
 
Alright, I put the script into the event and ran it, but the second I take a setp after deleting my trainers party, it gives me this error:

Exception: NoMethodError
Message: undefined method `egg?' for nil:NilClass
PokemonField:550:in `pbOnStepTaken'
PokemonField:549:in `each'
PokemonField:549:in `pbOnStepTaken'
Game_Player*:620:in `update_old'
Walk/Run:57:in `update'
Scene_Map:99:in `update'
Scene_Map:96:in `loop'
Scene_Map:109:in `update'
Scene_Map:65:in `main'
Scene_Map:62:in `loop'

I thought it might be related to my trainers party not having any pokemon in it, so I put an add pokemon event right after the delete party event, but when i took a step afterwords it still popped the error up. Finally, I re-tried, but instead of taking a step, I looked at my pokemon menu. The test pokemon I added after the party delete was in the slot for the 5th pokemon in the party (i had four pokemon in the party before I deleted them) the first four were empty. Can somebody help me with this?
 
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