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

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I was thinking of an event for example a professor checks a specific pokemon in the trainer's party like a starter and then checks its level. If the level is high enough, he will give the player an evolution stone to make that pokemon evolve. Do you know how to do that?

use a conditional branch with a script that looks something like this. pbHasSpecies?(:: PBSpecies::CELEBI) thats should work, but im not entirely sure.

about the lv thing, I think you have to script that arguement into the code to check for lvs
 
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The code is:
pbHasSpecies?(:: PBSpecies::X,Y)
X: Name of the pokemon
Y:Level of the pokemon

Sorry for my english
 
Thanks Maruno :) Though, I checked my Arceus info and I haven't changed anything on it at all (and it doesn't have the WildItemRare= text on it at all, even in the newer version) but I still get the error:

Spoiler:


EDIT: Actually >> none of the 4th gen have WildItemRare= or WildItemCommon= apparently.

EDIT2: And completely unrelated, would it be best just to update to the current version or keep the one I've been working with? I remember someone saying that the latest had a bug, but I can't remember where.
 
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Have we yet figured out how to make it so Pokemon don't go through a sex change when facing a trainer?
 
I was thinking of an event for example a professor checks a specific pokemon in the trainer's party like a starter and then checks its level. If the level is high enough, he will give the player an evolution stone to make that pokemon evolve. Do you know how to do that?
I presume by this wording that you choose a Pokémon in your party to show to the man. What you really mean is that, when the man is shown a particular Pokémon (of at least level X), then he'll give you an item. That item just so happens to be an evolution stone, but in this case it's not important.

Firstly, use pbChoosePokemon to pick a Pokémon from your party. Then do a heap of the following:

Code:
if $Trainer.party[pbGet(1)].species==CHARMANDER && $Trainer.party[pbGet(1)].level>=36
  Kernel.pbReceiveItem(::PBItems::FIRESTONE)
end
Do one of these for each Pokémon you'll get a stone for, and at the end add an "else "I'm not going to give you anything for that."" at the end. It should be obvious how to customise that code to do what you want.

You should probably also add a "one per day" stipulation; otherwise you could just show the same Pokémon to him a dozen times and never worry about lacking the stones.


Have we yet figured out how to make it so Pokemon don't go through a sex change when facing a trainer?
Nope. This feature isn't part of Essentials - you'd have to add it in yourself, which would be very laborious and tricky even for someone who knows Ruby.

You could just pretend that the trainer had caught an opposite sex clone of their Pokémon while you were running back to the Poké Centre (or on your journey if this is a rematch). :cheeky: To be honest, I don't think this is one of those priority features.


Thanks Maruno :) Though, I checked my Arceus info and I haven't changed anything on it at all (and it doesn't have the WildItemRare= text on it at all, even in the newer version) but I still get the error:

Spoiler:


EDIT: Actually >> none of the 4th gen have WildItemRare= or WildItemCommon= apparently.

EDIT2: And completely unrelated, would it be best just to update to the current version or keep the one I've been working with? I remember someone saying that the latest had a bug, but I can't remember where.
All I can suggest is that you put the line in, but don't put an item in. I don't know why the error's showing up.

As for upgrading, I can't say. I know there have been problems with recent versions. I myself use a year-old version, which works fine enough. It'd help if there was a list of features added with each update, so that I'd know what I was missing out on, though.
 
So, I'm assuming its a problem with my fakemon because as soon as I took them out of the pokemon.txt file the editor started working >> Then wehn I put them back in, lo and behold, it stopped working again.

Has anyone else who's tried to insert a fakemon had this kind of a problem?
 
So, I'm assuming its a problem with my fakemon because as soon as I took them out of the pokemon.txt file the editor started working >> Then wehn I put them back in, lo and behold, it stopped working again.

Has anyone else who's tried to insert a fakemon had this kind of a problem?
Try re-entering your fakemon without the new ability you added. I suspect that could be the problem.

Edit: never mind probably not the problem
 
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Thanx maruno but i seem to be getting errors.

Exception: SyntaxError
Message: (eval):11:in `pbExecuteScript'compile error
(eval):9: syntax error
Kernel.pbReceiveItem(::
^
(eval):11: syntax error
***Line 'Kernel.pbReceiveItem(::' can't begin with '::', try putting the next
word on the same line, e.g.: 'PBSpecies::MEW'
***Full script:
pbChoosePokemon(1,2,
proc {|poke|
!poke.egg? and
poke.species==PBSpecies::TURTWIG
})
if pbGetPokemon(1).species==
TURTWIG &&
$Trainer.party[pbGet(1).level>=36
Kernel.pbReceiveItem(::
PBItems::FIRESTONE)
end
else "NO"
end


Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492: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'

How do i fix it?
 
I'm looking for a way to make wild pokemon drop either items or money. Items would be preferred, but money if not. I tried a money drop, however when I assign a value to @moneygained, it says it can't be converted to fixnum. Also, it doesn't perform an equation either. I've tried looking around at how trainer money drops are handled, but still no luck.
 
I am so excited. I just finished the core of a honey tree script that connects one or more events together. I guess its not a that big of a deal, but I had to just vent my excitment. Now I just have to finish the the encounters script for it. Wow my brain hurts now. I guess you can disreguard my question a page or two ago.
 
Thanx maruno but i seem to be getting errors.

Code:
Quote:
Exception: SyntaxError
Message: (eval):11:in `pbExecuteScript'compile  error
(eval):9: syntax error
Kernel.pbReceiveItem(::
      ^
(eval):11: syntax error
***Line 'Kernel.pbReceiveItem([COLOR=Red]::' can't begin with '::', try putting the  next
word on the same line, e.g.: 'PBSpecies::MEW'[/COLOR]
***Full script:
pbChoosePokemon(1,2,
proc {|poke|
 !poke.egg? and 
  poke.species==PBSpecies::TURTWIG
})
if pbGetPokemon(1).species==
TURTWIG && 
$Trainer.party[pbGet(1).level>=36
Kernel.pbReceiveItem(::
PBItems::FIRESTONE)
end
else "NO"
end


Interpreter:274:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492: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'
How do i fix it?
Error messages can actually be useful, you know. You're allowed to read them.

The simple solution is, when the box is open where you type in the script, run the ExtendText file that's in the main folder of the game. This widens the box, so you can fit more script into it.
 
Error messages can actually be useful, you know. You're allowed to read them.

The simple solution is, when the box is open where you type in the script, run the ExtendText file that's in the main folder of the game. This widens the box, so you can fit more script into it.


Does it work on windows 7? Because I can't seem to open it eventhough i fixed the compatibility to windows xp
 
Many of the different menus in essentials use the pbStartScene to display them. I was wondering how you can keep the map in the background while the menu is open (like the Mart screen). I accidentally did something like this by adding a y value to the badges on the trainer card, but it was somewhat buggy. If you simply remove the background, and make the border around the image transparent, it shows black.

Another question: how do I use the (insert graphic name here)%03d? I believe the number (3 in this case) refers to the number of digits at the end of the graphics name (this example was used for the trainer graphic, which was trainer000, with ends in 3 digits), and the code itself refers to whatever is given in the arguments (i.e. $Trainer.trainertype).
 
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@lezebulon: This is my previous post about that.
In PokemonUtilities is module PBDayNight. Under it is an array with several values, with the array being named shades. Modifying the values in the array should change the shades. There are four individual sections, so they probably correspond to the times of day. I haven't tried it, but that's likely what you're looking for.

I tested it out, and it worked for me (I tried it with shades of white though, so I don't know what makes a good color, so you'll have to play around with it). It's actually one of the first things you see in PokemonUtilities, a large chunk of red numbers, etc. Just modify those numbers until you get what you want (It may take some work to do it though, and apparently each section only corresponds to one of four times of day, so modifying the others won't show a difference until that time of day.
 
Hi!
I put in my map a Fog of cluds in a event, when the player colission with the event, the clouds appears.
But later for a second the cluds dissapperars!!!
 
So, I continue to get an error saying that my WildItemRare= is wrong for Arceus when I try to put my fakemon into the game. However, when I remove my fakemon it works. I've tried editing out the custom abilities I made for my fakes, but that had no effect on it.

Has anyone else who has tried to incorporate fakemon into the game encountered this kind of a problem? And if so, how did you fix it?

EDIT: Also, when setting encounters (currently I'm doing it without my fakemon :/) How exactly do you do this? << I'm rather confused.
 
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So, I continue to get an error saying that my WildItemRare= is wrong for Arceus when I try to put my fakemon into the game. However, when I remove my fakemon it works. I've tried editing out the custom abilities I made for my fakes, but that had no effect on it.

Has anyone else who has tried to incorporate fakemon into the game encountered this kind of a problem? And if so, how did you fix it?

EDIT: Also, when setting encounters (currently I'm doing it without my fakemon :/) How exactly do you do this? << I'm rather confused.

I'm not really sure what the problem is. I just spent less than two minutes adding a fakemon to my game, and it worked perfectly (showed up in the pokedex and everything). Make sure the entries are in the exact format of the other ones, and that the fakemon is numbered properly. Also, since the error keeps mentioning Arceus' WildItemRare field, erase it if it exists (my pokemon.txt didn't even have that field for Arceus). If all else fails, re-download the starter kit and copy the pokemon.txt file from there, then add you fakemon to it and put it in you current game.

For setting encounters, there's a couple of ways to do it. I'd recommend opening the editor.exe, then choosing set encounters. From there, you should be able to set the encounters for different types of areas (land, water, cave, day, night, etc.), then the actual pokemon for each type of area. You can also have multiple encounter types per map (i.e. land and water on the same map, or day and night as well). If that doesn't make sense, then you should read the notes, they're very useful.
 
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