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

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Is there a way to make it day everytime my game start? Sometimes it's night,
and that's so freaking annoying. xD

Second question. How do I change so the screen size is 240x160 instead of 480x320,
when my game start?

Thanks. ^^
 
I still have a question to ask, how do you guys manage to make shiny wild pokemon event? I tried to test the shiny event following the instructions in note.html but got this error:
Code:
Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(::PBSpecies::GYARADOS,30,1)
                          ^
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `command_355'
Interpreter:467:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'
 
Aggg, yet another road block, I am at the point were you battle your rival for the first time in the prof.'s lab, and I can't seem to figure out how to imput his data as a trainer, I know were, just don't know how, I read the Notes.html, still can't get it. If some one can give it to me step by step, that would be great.

first off, your sig is way too big. it needs to be resized. now about inputting his trainer information, first off, if you haven't downloaded the latest version of the starter kit, please do so. it would make things so much easier for you considering poccil added a new trainer data menu within the debug/editor menu for easier trainer management. ok, now that you've got the lastest sk, go to the trainer data menu i mentioned before. go to [NEW TRAINER BATTLE] and define the type of trainer it is, enter their name and define what pokemon that trainer has. afterwards, your newly entered trainer will now appear on the menu. you can go to that trainer and edit various bits of data besides what you entered in already. i believe it's just items. but anyways, now that you've done that you're ready to enter the script and whatnot under the trainer event on the map. here's what a basic trainer event looks like:

Name: Trainer(X) Page: 1

Script: pbTrainerIntro(YOUNGSTER)
Script: Kernel.pbNoticePlayer(get_character(0))
Text: I just got my first pokemon. Let's battle!
Conditional Branch: Script: pbTrainerBattle(PBTrainers::YOUNGSTER,"Rick",_I("I have training to do."),false,0)
Control Self Switch: A =ON

: Branch End
Script: pbTrainerEnd

Name: Trainer(X) Page: 2 Self Switch: A is ON

Text: I've got some training to do.


you should be able to get the gist of what all that means within the notes.html under Behind the Scenes in the Trainers area. now in order to link this script to the data you entered in earlier, just change the name and type accordling. i haven't tried this personally, but it should work out perfectly.

I still have a question to ask, how do you guys manage to make shiny wild pokemon event? I tried to test the shiny event following the instructions in note.html but got this error:
Code:
Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
(::PBSpecies::GYARADOS,30,1)
                          ^
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:1615:in `command_355'
Interpreter:467:in `execute_command'
Interpreter:190:in `update'
Interpreter:104:in `loop'
Interpreter:195:in `update'
Scene_Map:100:in `update'
Scene_Map:98:in `loop'

did you insert the following code into a new script entry within the ruby script editor?
Code:
Events.onWildPokemonCreate+=proc {|sender,e|
  pokemon=e[0]
  if $game_switches[50]
    pokemon.makeShiny
  end
}
remember it has to be a new entry, not an existing one. also make sure you have switch 50 turned on before the battle and switched off after battle to insure that pokemon aren't always shiny.
 
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I am getting this error when I walk onto a connected map with different music:

Exception: ArgumentError
Message: wrong number of arguments(4 for 2)
Game_Map*1:99:in `pbCueBGM'
Game_Map*1:99:in `autoplayAsCue'
PokemonField*:1139:in `pbAutoplayOnTransition'
PokemonMap*:780:in `setCurrentMap'
Game_Map*1:290:in `update'
Scene_Map*:34:in `updateMaps'
Scene_Map*:33:in `each'
Scene_Map*:33:in `updateMaps'
Scene_Map*:99:in `update'
Scene_Map*:98:in `loop'

How can I fix this? I've never had this problem until recently (perhaps something missed in the newer version).

EDIT: Never mind, I seemed to have fixed it ^_^
 
Last edited:
something i've noticed just now, is that when pokemon hatch from eggs it's the natural level 5 found in the advance games. im curious as to where the script is to change this to DP's natural level 1. i tried searching for it, but i came up with alot of results. >_>
 
Is it just me or can you not make trainer events with just comments anymore?

you haven't been able to make trainer events with just comments in a long time, (the last time i updated my game was 6 months ago, and i can't make trainer events with just comments) i don't think you really ever could, you need the condition branch as well.
 
The script should read:
Code:
pbWildBattle(
::PBSpecies::GYARADOS,30,1)
Note the parenthesis at the end of the first line.

It works this time, thanks a lot!
 
you haven't been able to make trainer events with just comments in a long time, (the last time i updated my game was 6 months ago, and i can't make trainer events with just comments) i don't think you really ever could, you need the condition branch as well.

Really? The first release I got was dated July 1, 2008, and I was able to make trainers with just comments. :^S
 
How do I make connected maps?
I looked through the Notes and couldn't find an explanation.
 
Really? The first release I got was dated July 1, 2008, and I was able to make trainers with just comments. :^S

so im not the only one who's noticed this...

How do I make connected maps?
I looked through the Notes and couldn't find an explanation.

well, make your maps. go to the debug/editor menu and go to visual editor. use the gui to put your maps together. F5 will tell you what buttons do what.
 
I get this Error when starting doing a partner two on two battle:

Exception: SyntaxError
Message: (eval):2:in `pbExecuteScript'compile error
(eval):2: syntax error
ENDAN,"BRENDAN",0)
^
(eval):2: syntax error
ENDAN,"BRENDAN",0)
^
Interpreter:238:in `pbExecuteScript'
Interpreter:1614:in `eval'
Interpreter:238: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:99:in `update'
Scene_Map:97:in `loop'
 
It's funny seeing the word "eval" next to that cute Teddiursa X^)

Anyway, are you calling the script with a Call Script command or a Conditional Branch? The Call Script command will cut it off, so try placing it in the script section on the fourth page of the Conditional Branch.
 
oh alright.
That's all i got. i just noticed that it was missing.
Good luck on fixing it lol :P
 
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