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

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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.

I get this now

Exception: SyntaxError
Message: (eval):1:in `pbExecuteScript'compile error
(eval):1: syntax error
pbRegisterPartner(PBTrainers::RIVAL_BR
^
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292: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'
 
Heres the script I've been using

pbRegisterPartner(PBTrainers::RIVAL_BR
ENDAN,"BRENDAN",0)

but the error keeps coming up.
 
Did you try placing that in a Conditional Branch? It looks like it's just cutting off.

yeah I get this


Exception: SyntaxError
Message: (eval):1:in `pbExecuteScript'compile error
(eval):1: syntax error
pbRegisterPartner(PBTrainers::RIVAL_BR
^
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292: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'
 
yeah I get this


Exception: SyntaxError
Message: (eval):1:in `pbExecuteScript'compile error
(eval):1: syntax error
pbRegisterPartner(PBTrainers::RIVAL_BR
^
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `eval'
Interpreter:238:in `pbExecuteScript'
Interpreter:753:in `command_111'
Interpreter:292: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'

did you try poccil's little extendtext.exe?
 
Just upload a 512x128 picture consisting of the four parts you would like to be animated into your Picture folder. Name it trbackXXX, where XXX = the number of said partner. Make sure to include zeros if it's a one/two-digit number :^)
 
i need help. how do i connec maps so that i dont teleport and when ever i enter a few of my maps why does it start raining.

nvm my last comment i looked at the notes
 
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i need help. how do i connec maps so that i dont teleport and when ever i enter a few of my maps why does it start raining.

nvm my last comment i looked at the notes

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 posted that a page ago. please search the thread before asking.


anyways, i've been dinking around with some custom pokeballs and whatnot and im trying to figure out how it works and what can be used. i've been goin off of what's already in the script to make what i have so far. for those of you that can't find this, it's under PokeBattle_Battle script. here's the part to look at for customization.
Spoiler:


now, just looking at it i was a tad bit confused about how rareness works. ultra ball is rareness*=2 which i gather means x2, which is what it should be. but the dive ball's is rareness=(rareness*7/2).floor. what exactly does that mean? i image it would mean 3.5, but it's an uneven percentage or is that what it should be? an uneven percentage?

another thing is the battler variable. i see that the net ball has battler.pbHasType?. what if i wanted to dictate a certain species? i tried battler.species and i got this error.
Spoiler:


unless i was supposed to do battler.PBSpecies?. also, what if i wanted to call the battler's height or weight? would that be battler.weight & battler.height? also, what if instead of the of pokemon the trainer is battling, i wanted to get a variable or something from the trainer's pokemon? how would that be called?

and the last part of my huge post is the post-capture stuff. as you can see, the luxury ball automatically gives the pokemon 200 happiness. simple to change or add another ball with the same stat. but what if i wanted to change it's attack, speed, IVs, EVs and so on. im not too sure about the IVs and EVs but i do believe the stats would go as such:
pokemon.hp
pokemon.attack
pokemon.defense
pokemon.speed
pokemon.spattack
pokemon.spdefense

correct me if im wrong because i'd really like to know, besides all the other people asking about custom pokeballs. anyways, i know that's alot to read and answer, but i would love to hear some answers. this just might quell some n00bish questions also. >_>

thanks in advance.
 
partyghoul2000:
The IVs and EVs question:

To define a Pokémon's IVs or EVs, you would use the following type of statement.

pokemon[0].iv[0] for IVs, and pokemon[0].ev[0] for EVs.

Substitute the first 0 in brackets to reflect the Pokémon number in your party (note, 0 is the first one, 5 is the last one). Then, substitute the second 0 to reflect the IV or EV you want to change (0=HP, 1=Attack, 2=Defence, 3=Sp. Atk, 4=Sp. Def, 5=Speed).

So, if I wanted to change the defence IV of the third Pokémon in my party to 31, then I would simply use this statement.

Code:
pokemon[2].iv[2]=31
.

______________________________________

Now, for my own question: what are the function codes and their meanings for move effects in moves.txt?
 
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Okay, I'm quite new at the inner workings of Poccils Starter Kit, so I have several questions:

1: Where is the Edit Trainers option in the Editor.

2: How do I add troops to maps.
 
partyghoul2000:
The IVs and EVs question:

To define a Pokémon's IVs or EVs, you would use the following type of statement.

pokemon[0].iv[0] for IVs, and pokemon[0].ev[0] for EVs.

Substitute the first 0 in brackets to reflect the Pokémon number in your party (note, 0 is the first one, 5 is the last one). Then, substitute the second 0 to reflect the IV or EV you want to change (0=HP, 1=Attack, 2=Defence, 3=Sp. Atk, 4=Sp. Def, 5=Speed).

So, if I wanted to change the defence IV of the third Pokémon in my party to 31, then I would simply use this statement.

Code:
pokemon[2].iv[2]=31

the way you specified is for a pokemon in your party, i was talking about post-capture stat changing, but this does give me insight as to what it might be. for ex. pokemon.iv[2]=31, i know it's not much difference, but im trying to adapt it for the pokeball scripts.

i also forgot to mention last night about day, night and location captures. how would these variables be called for a capture rate boost for a ball? i was gonna ask in my last post, but i completely forgot about it. >.<
 
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.floor basically means it will round down to the nearest whole number, and it's the opposite with .ceiling, I believe. So if you use a Great Ball on a, say, Bulbasaur, the formula would be:

rareness=(45*3/2).floor, which would yield a rareness of 67 (67.5 rounded down).
 
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