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

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@Poke4ever Go into the editor and take snap to edges off that should solve your problems...

@yusshin its the Pokebattle_Actualscene script... Use ctrl+F to find each "metrics"

I have an issue I created a few animations and when I try to get them in game they aren't showing up. Its quite annoying here is my

Ember animation - Ember.Zip

It works, its not too advanced i'd like to know why wont it import into my game before i make it complex... If i cant use it I dont wanna bother working on it.
 
@Poke4ever Go into the editor and take snap to edges off that should solve your problems...

Snap Edges is off on all maps, and it's still doing it. It's like it's layering one map over the other, and I can't figure out why it's doing it.

If I had any graphics skills at all, I'd help with ember, but I'm afraid I wouldn't be much use...sorry.
 
I've got the multiple forms figured out, and I know how to impliment an alternate pokemon cry (even if there is only Shaymin). However, I cannot find the sky form's cry anywhere I look. Does anyone know where to find that one cry.
 
@Wichu: Thank you so much! That is so helpful. If you ever need anything you think I can help with. Do not hessitate to ask.
 
Could someone help me with these two errors?

Spoiler:


Spoiler:
 
How do you download it? The link in his signature leads to a blank white screen.
 
I tried to open it in I.E. and instead of giving me the blank white screen, it gives me an error message that says "this site requires you to log in" it then states that internet explorer can connect to the site, but doesn't have permission to view it.
 
I have a problem... How do I actually get 15-Bit colors as it's used in some places in the scripts? I really searched almost the whole internet (over an hour now) and did always find the #RRGGBB converter but not a 0xXXYY converter...

I'm confused...
 
I have a problem... How do I actually get 15-Bit colors as it's used in some places in the scripts? I really searched almost the whole internet (over an hour now) and did always find the #RRGGBB converter but not a 0xXXYY converter...

I'm confused...

15 Bit colors is the way you describe a bitmap image, its not obtainable its how your computer hadels the rendering of certain images. Its also knows as HiColor a way to show life like images/colors...
 
So no way to get the code like in the notes.html?

\[XXXXYYYY] - Displays the text in the base color XXXX and shadow color YYYY. Each color is a hexadecimal 15-bit RGB color
 
I know what I do, no worry. I'm an experienced coder so yeah...o_O

I just don't know how to get those color codes :D I'm currently messing around in the Pokemon_Summary script and try to change the redish colors of the name of the Pokemons nature and of course the red of the Level and such (Trainer Memo stuff). These colors are used there.
And I want to change them. They're no single texts (like the Pokemons name or so, where normal RGB codes are used) and they have 2 colors (well actually 4 because of the shade) and that's why this is used and still...yeah xD dunno how to convert it from RGB.
 
Hm, okay, just a few, hopefully simple questions. o.o

1 - How do I set certain BGM to play during battles for a roaming species? (ex: the legendary beasts all have custom bgm in HG/SS)

2 - How do I set battle backgrounds to be different based on time? (ie: nightly background)

3 - For some reason, when eventing this event, I get this error.
Event:
Spoiler:

Error:
Code:
Message: undefined method `unlock' for nil:NilClass
Interpreter:509:in `command_end'
Interpreter:293:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
Scene_Map:60:in `loop'
I have a small theory, but I wanna see if someone has the answer first. The event transfers the character to a different map, however that different map is connected to the map containing the event, unlike events that transfer on the same map, or that transfer to interior maps that aren't connected. Would this have anything to do with the problem, or am I just receiving one of those random errors that you can't do anything about?
 
Hello guys, I just ran into an error. I set 9 pokemon to be picked at the beginning instead of 3 (because I love overkill. I'll probably change this later)

However, when one is picked, this error occurs:
Code:
Exception: NoMethodError

Message: undefined method `*' for nil:NilClass

Game_Character_1:172:in `screen_z'

Sprite_Character:127:in `update_or'

PerspectiveTilemap:408:in `shadow_update'

Shadow:179:in `update'

Spriteset_Map:242:in `_animationSprite_update'

Spriteset_Map:237:in `each'

Spriteset_Map:237:in `_animationSprite_update'

AnimationSprite:92:in `update'

Scene_Map:51:in `updateSpritesets'

Scene_Map:45:in `each'


The only script editing I've done is to get rid of shinies. What's going on here and how do I fix it? I essentially copy-pasted the events from the Pokemon Lab test map.
 
Hm, okay, just a few, hopefully simple questions. o.o

1 - How do I set certain BGM to play during battles for a roaming species? (ex: the legendary beasts all have custom bgm in HG/SS)

2 - How do I set battle backgrounds to be different based on time? (ie: nightly background)

3 - For some reason, when eventing this event, I get this error.
Event:
Spoiler:

Error:
Code:
Message: undefined method `unlock' for nil:NilClass
Interpreter:509:in `command_end'
Interpreter:293:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
Scene_Map:60:in `loop'
I have a small theory, but I wanna see if someone has the answer first. The event transfers the character to a different map, however that different map is connected to the map containing the event, unlike events that transfer on the same map, or that transfer to interior maps that aren't connected. Would this have anything to do with the problem, or am I just receiving one of those random errors that you can't do anything about?

I had a problem like this with one of my events that transfer a player to map that is connected to the event one. If you put a wait command under the transfer for 3 frames it may work but I'm not sure.
 
I tried to open it in I.E. and instead of giving me the blank white screen, it gives me an error message that says "this site requires you to log in" it then states that internet explorer can connect to the site, but doesn't have permission to view it.

I imagine this is a problem with your browser, not the site. Try downloading it using another one (such as FireFox).
 
Hm, okay, just a few, hopefully simple questions. o.o

1 - How do I set certain BGM to play during battles for a roaming species? (ex: the legendary beasts all have custom bgm in HG/SS)

2 - How do I set battle backgrounds to be different based on time? (ie: nightly background)
1 - In PokemonUtilities, look for pbGetWildBattleBGM. Simply check whether the species is Suicune, and if so, return Suicune's battle music.

Note that this only works if you want every instance of encountering Suicune in the wild to play that music. It's unlikely, but you may not want this (for example, being able to encounter Gyarados in the wild with regular music, but having one Gyarados encounter have different music) - if this is the case, odds are that special encounter (e.g. shiny Gyarados) is triggered by an event, in which case just set nextbattleBGM in that event before the battle.

2 - In PokeBattle_ActualScene, look for pbBackdrop. This sets the backdrop ID depending on the environment. You can modify this script to give different ID numbers depending on the time of day quite easily.
 
@Colbex
Here, replace your def pbGetWildBattleBGM(species) line of code with this one.

def pbGetWildBattleBGM(species)
if $PokemonGlobal.nextBattleBGM
return $PokemonGlobal.nextBattleBGM.clone
end
wildbgm=pbGetMetadata(0,MetadataWildBattleBGM)
if wildbgm
wildbgm="#{wildbgm}"
else
wildbgm="Johto Wild Battle.mp3"
end
case species
when PBSpecies::ENTEI, PBSpecies::RAIKOU, PBSpecies::SUICUNE
wildbgm="Pokemon Crystal - Vs Suicune.mp3"
end
return pbStringToAudioFile(wildbgm)
end

Obviously, you can change the name of the music to whatever you want. I just use this for my game. Also, keep adding more to the case, species, if you want to add more.
 
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