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

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I upgraded my Pokémon Essentials to a new version and put my modified summary script in. It worked on the previous version. I don't want to downgrade .
The pbStartScreen and pbStartScene appear to be the problem (at least in the summary script anyways). Did you make the script yourself, or have someone do it for you? If you made it, then you can probably figure out how to modify the newer one to function the same way. It's difficult to answer your question without actually knowing what the script looks like though.

EDIT: I found the solution to my problem on the last page. To prevent the pokemon cries from repeating whenever you hit up/down on the first/last pokemon's summary page, in the PokemonSummary script find:
Code:
  if Input.trigger?(Input::UP)[COLOR=Blue] && @partyindex>0[/COLOR]
   pbGoToPrevious
   @pokemon=@party[@partyindex]
   @sprites["pokemon"].setPokemonBitmap(@pokemon)
   pbPositionPokemonSprite(@sprites["pokemon"],16,64)
   dorefresh=true
   pbPlayCry(@pokemon)
  end
  if Input.trigger?(Input::DOWN)[COLOR=Blue] && @partyindex<5[/COLOR]
   pbGoToNext
   @pokemon=@party[@partyindex]
   @sprites["pokemon"].setPokemonBitmap(@pokemon)
   pbPositionPokemonSprite(@sprites["pokemon"],16,64)
   dorefresh=true
   pbPlayCry(@pokemon)
  end
Then add the parts in blue. It was an easy fix, so I feel like an idiot for having asked about it.
 
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Hmm.. move animations still dont work
single-step moves sth like scratch works by Move:SCRATCH
but multi-step moves sth like leech seed doesnt work..
I tried
Move:LEECHSEED
Move:Leech-Seed
Move:LEECHSEED Turn Hero
.
.
something all similar to those...

can someone plz help me with move commands??
 
EDIT: I found the solution to my problem on the last page. To prevent the pokemon cries from repeating whenever you hit up/down on the first/last pokemon's summary page, in the PokemonSummary script find:
Code:
  if Input.trigger?(Input::UP)[COLOR=Blue] && @partyindex>0[/COLOR]
   pbGoToPrevious
   @pokemon=@party[@partyindex]
   @sprites["pokemon"].setPokemonBitmap(@pokemon)
   pbPositionPokemonSprite(@sprites["pokemon"],16,64)
   dorefresh=true
   pbPlayCry(@pokemon)
  end
  if Input.trigger?(Input::DOWN)[COLOR=Blue] && @partyindex<5[/COLOR]
   pbGoToNext
   @pokemon=@party[@partyindex]
   @sprites["pokemon"].setPokemonBitmap(@pokemon)
   pbPositionPokemonSprite(@sprites["pokemon"],16,64)
   dorefresh=true
   pbPlayCry(@pokemon)
  end
Then add the parts in blue. It was an easy fix, so I feel like an idiot for having asked about it.
The "down" addition isn't quite right. Use "@partyindex<@party.length-1" instead. This accounts for when you have less than a full party, or you're looking at Pokémon in the PC storage.
 
The "down" addition isn't quite right. Use "@partyindex<@party.length-1" instead. This accounts for when you have less than a full party, or you're looking at Pokémon in the PC storage.
Thanks for letting me know. I did the test with a full party, so I didn't catch that one.
 
Hi guys. Look what I want to know how to make, to go into battle (only in that battle) do not gain experience.
Thanks for everything.
google translate xD
 
Hi guys. Look what I want to know how to make, to go into battle (only in that battle) do not gain experience.
Thanks for everything.
google translate xD

this is probably what you need, however i may be wrong, i am new after all:
I presume you want to make a pokemon give out no experience when you fight them, like in the battle tower? If so you can modify that script - the exact format you'll have to ask someone more experienced for.
Otherwise, you can just make a copy of the pokemon which is to give out no experience and set it's base exp to 0 in the txt file, then set the opponent to be the 0exp copy.

hopefully this is what you're looking for. If not, i can't help much and you'll have to wait for say Maruno to help.
 
The _INTL command is only used for formatting and translation. The part which makes it appear if a certain condition is met is
Code:
if $Trainer.party.length>0
This will make the text appear only when the player's party has at least one Pokémon.
If you want to check switches, refer to the $game_switches global array; for example, to check if switch 5 is on:
Code:
if $game_switches[5]
The RGSS is exactly the same in the starter kit; poccil just wrote loads of helper functions which are used often in his code. It's still RGSS, and works the same way.


Thanks for your reply Wichu, but i know how to use, if $game_switches[0] and i recently learnt the, $Trainer.party.length>0, code, and i know_INTL is the thing that shows the letters or symbols... but my problem is, my "new menu" window will not open up... here's my code if you want to take a look...

to test it, all im doing is getting it to show confirm message at the moment, its quick and easy to test in-game, but nothing will appear at all... no window, no message, the game doesn't crash, it just continues...

Spoiler:
 
Hi there! I'm starting learning RGSS, and i'm with a problem:

How do i change the coordinates (in screen,not in the worldmap) like x X-0;Y-340) of the worldmap that TOWNMAP shows?

For example, to make it compatible with the simple dual screen script that CNG did, for making it appear at the bottom screen (0x,340y).

~Sonic1

btw,how do we know what changes in each pokestarter new release?
 
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Hi, I was wondering if the fact that wild pokemons can hold items is implemented in the starter kit? I don't think so
 
Hi there! I'm starting learning RGSS, and i'm with a problem:

How do i change the coordinates of the worldmap that TOWNMAP shows?

For example, to make it compatible with the simple dual screen script that CNG did, for making it appear at the bottom screen (0x,340y).

~Sonic1

btw,how do we know what changes in each pokestarter new release?

Not sure about your first question, but poccil makes a changelog each time he updates Essentials. All of the changelogs are available on the pokestarter download page, with the most recent at the bottom; he doesn't actually explain what the changes are, but it lists lines that were added and/or removed in whatever scripts he changed. You'd just look through those if you wanted to know which scripts were modified.
 
How i can do :
Remember the last map i come from.
if i come from map x, happen something

Sorry for my really bad english
 
Hi, I was wondering if the fact that wild pokemons can hold items is implemented in the starter kit? I don't think so
In Pokemon.txt, some pokemon have lines that say WildItemRare= and WildItemCommon=. These lines aren't required for a pokemon, some don't even have them, others have only one, but you can assign an item that is commonly held by the pokemon, one that is rarely held by the pokemon, or both. You must type the internal name of an item, and it must be in all caps (i.e. SILVERPOWDER, ORANBERRY, etc).

EDIT: Also, does anyone have any tips on reading data from files? I looked at how encounters.txt was compiled and read, but I'm looking for something simpler to read only a specified line (although it looks like it has to be compiled to a .dat file). Of course, I would also need to know how to properly specify those lines to be read too.

Another thing, how would you go about selectively "locking" the screen so that it doesn't follow the player?
 
Another thing, how would you go about selectively "locking" the screen so that it doesn't follow the player?

If you mean to make a cut scene, then what I do is set the player sprite to transparent, and make an event ontop of the player with the same sprite as the player sprite. Then use the move event command to move the event. The screen stays in place, while the player "moves" across the screen. It's a good workaround if you're lazy.
 
Pokedex problem

hey i can't seem to find the script for the pokedex can you point me in the right direction?
thanks
 
Is there any fix for this error in regards to the sprite repositioner:

Exception: NoMethodError
Message: undefined method `form' for #<PokeBattle_Pokemon:0x8d38c50>
PokemonUtilities:1250:in `pbLoadPokemonBitmapSpecies'
PokemonUtilities:1236:in `pbLoadPokemonBitmap'
PokemonSprite:22:in `setPokemonBitmap'
PokemonSpritePos:151:in `pbChangeSpecies'
PokemonSpritePos:187:in `pbSpecies'
PokemonSpritePos:181:in `loop'
PokemonSpritePos:201:in `pbSpecies'
PokemonSpritePos:307:in `pbStart'
PokemonSpritePos:306:in `loop'
PokemonSpritePos:314:in `pbStart'

I'm guessing something was named wrongly, but there's so many places where it could of been named wrong. I don't want to mess up and further increase my trouble. x_X I tried fixing a few suspect lines before, but then I still couldn't reposition, nor could I view the summary screens or enter a battle for that matter. ._.;

EDIT: @amandude: Er, have you tried opening up the scripts and looking for PokemonPokeDex?
 
this is probably what you need, however i may be wrong, i am new after all:
I presume you want to make a pokemon give out no experience when you fight them, like in the battle tower? If so you can modify that script - the exact format you'll have to ask someone more experienced for.
Otherwise, you can just make a copy of the pokemon which is to give out no experience and set it's base exp to 0 in the txt file, then set the opponent to be the 0exp copy.

hopefully this is what you're looking for. If not, i can't help much and you'll have to wait for say Maruno to help.

I do not want to gain experience in battle. But my problem is I do not know what should I use for this script. Bone I call that script, so that the exp this to 0 alone in this battle.
 
If you mean to make a cut scene, then what I do is set the player sprite to transparent, and make an event ontop of the player with the same sprite as the player sprite. Then use the move event command to move the event. The screen stays in place, while the player "moves" across the screen. It's a good workaround if you're lazy.
Very nice. It would also be an easy way to scroll around a map, by having your invisible character move around with the Through set to ON and leave the clone behind.

@Lucario_XP: The solution to your problem is fairly simple. In PokeBattle_Battle, look for:
Code:
exp=newexp-thispoke.exp;
It's probably on line 2020. Change it to:
Code:
if $game_switches[500]
  exp=0
else
  exp=newexp-thispoke.exp;
end
The 500 is arbitrary, so you can choose whatever switch number you want. Then, before a battle with the pokemon you don't want experience for, turn the switch on. After the battle, be sure to turn it back off, otherwise you will cease to gain experience from that point on.
 
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Question, is there anyway to stop the prebattle trainer music effect once the battle starts. Because Currently the ME will play until it is over and then the battle music will follow, or if the battle was won before the ME stopped it will keep playing on the map until it's over. I'm sure it's as easy as going in the battle script and telling it to stop the ME once the battle starts but I don't know which script to look at or what command to use. Anyone know?
 
Question, is there anyway to stop the prebattle trainer music effect once the battle starts. Because Currently the ME will play until it is over and then the battle music will follow, or if the battle was won before the ME stopped it will keep playing on the map until it's over. I'm sure it's as easy as going in the battle script and telling it to stop the ME once the battle starts but I don't know which script to look at or what command to use. Anyone know?
Find this in PokemonTrainers:
Code:
trainer=pbLoadTrainer(trainerid,trainername,trainerparty)    
    if !trainer
        pbMissingTrainer(trainerid,trainername,trainerparty)
        return false
    end
It should be around line 310. Above that first line, put Audio.me_fade(2500). That should take care of it.
 
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