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

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KitsuneKouta

狐 康太
442
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14
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    • Seen Nov 20, 2017
    KitsuneKouta: great, thanks.
    This should fix it. Look for
    Code:
    trainer=pbLoadTrainer(trainerid,trainername,trainerparty)
    and change it to
    Code:
    Audio.me_fade(2500)
    trainer=pbLoadTrainer(trainerid,trainername,trainerparty)
    pbWait(20)
    Audio.me_stop
    Audio.bgm_stop
    This got it working for me, but I will say that you should avoid MIDIs when possible, since they sometimes never play, or only some of the instruments play. When I was trying this out, the trainer bgm MIDI wouldn't play unless I changed maps and returned, but the MP3 worked just fine.
     
    2,048
    Posts
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    • Seen Sep 7, 2023
    The best way to do it would be to change the pre-battle music from a ME to a BGM. BGMs wait for MEs to stop playing, which is why it doesn't work properly; playing a BGM stops the previous BGM immediately.

    Also, to fix the MIDI glitches, delete/rename the Audio.dll file, as it's a bit buggy.

    EDIT: Also, a block is a self-contained piece of script, enclosed in { }. You can pass arguments to and return values from blocks (the returned value is the last line of code executed in the block). For example:
    Code:
    def alphabeticalItemSort(a, b)
     return PBItems.getName(a) <=> PBItems.getName(b)
    end
    
    items.sort!{|a, b| alphabeticalItemSort(a, b)}
    
    # or simply
    
    items.sort!{|a, b| PBItems.getName(a) <=> PBItems.getName(b)}
    The sort method passes two of the objects being sorted to the block (I called them a and b here), which is expected to return a comparison of the two (in this case, 1 if a comes after b alphabetically, 0 if a and b are the same, and -1 if a comes before). The <=> operator, defined for most of the basic types, does that comparison for us. As it's the last line evaluated within the block, its return value is returned back to the sort method.
     
    Last edited:

    Arma

    The Hyena
    1,688
    Posts
    14
    Years
  • The moves from gen. IV doesn't seem to be in the starter kit. Does anybody has the pbs moves.txt file which includes all of these moves? It would save me a lot of time.
     

    KitsuneKouta

    狐 康太
    442
    Posts
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    • Seen Nov 20, 2017
    The moves from gen. IV doesn't seem to be in the starter kit. Does anybody has the pbs moves.txt file which includes all of these moves? It would save me a lot of time.
    Even if you had the txt file, some of the effects have to be scripted. Also, some of the people that have made 4th gen moves gave them 3rd gen effects as placeholders, since finding every move that needs a scripted effect and implementing it can be time consuming. It's not likely that anyone will just give it to you, but if they do just be aware that it will still require work on your part.

    @Wichu: thanks for the heads up on the Audio.dll file, it's much better now. What exactly was it used for?
     

    Arma

    The Hyena
    1,688
    Posts
    14
    Years
  • Even if you had the txt file, some of the effects have to be scripted. Also, some of the people that have made 4th gen moves gave them 3rd gen effects as placeholders, since finding every move that needs a scripted effect and implementing it can be time consuming. It's not likely that anyone will just give it to you, but if they do just be aware that it will still require work on your part.

    I know some of the moves' effects aren't scripted, like gyro ball and Sucker punch, but moves like Seed Bomb and drain punch should be easy to add.

    The thing is, there were more than 100 new moves introduced in gen 4 and adding all of them will take some time. I guess I'll better get to work thenXD. I'll upload the moves file once I've added the moves that don't require any additional scripting.
     

    KitsuneKouta

    狐 康太
    442
    Posts
    14
    Years
    • Seen Nov 20, 2017
    I'm looking for a way to add a KO count to a pokemon. Basically, when one of your pokemon KOs an enemy, it will add 1 and keep a running total. It's fairly simple: define a global variable, add 1 when an enemy is KOd, and access the variable in the script that needs to display it. The part I need is where it should be. I checked Pokebattle_Battler and found something that seems right: the part that determines who gets experience using @participants. However, it needs to be narrowed to only the pokemon that makes the last hit. I would appreciate it if someone could point me in the right direction.
     

    Worldslayer608

    ಥдಥ
    894
    Posts
    16
    Years
  • So I am wondering where I will find the information regarding the screen location. As you can see in the image below, it is loading a bit off center for the graphic I had made to wrap around it. Is it possible to push it to the left and down so the black area is covered up? If so where might I find this information?

    Thanks

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

     

    Sero

    私はセクシーです
    82
    Posts
    15
    Years
  • How can I make the server work. I tried to make it work but it still says that it's not connected.
     

    Worldslayer608

    ಥдಥ
    894
    Posts
    16
    Years


  • did you solve the screen location one? I'd love to know how that works.

    Yes I did. In Spriteset_Map

    Code:
    class Spriteset_Map
      attr_reader :map
      def initialize(map=nil)
        @map=map ? map : $game_map
        @viewport1 = Viewport.new(Game_Map::VPX + 16, Game_Map::VPY + 16, Game_Map::VPWIDTH,Game_Map::VPHEIGHT)
        @viewport1a = Viewport.new(Game_Map::VPX + 16, Game_Map::VPY + 16, Game_Map::VPWIDTH,Game_Map::VPHEIGHT)
        @viewport2 = Viewport.new(Game_Map::VPX + 16, Game_Map::VPY + 16, Game_Map::VPWIDTH,Game_Map::VPHEIGHT)
        @viewport3 = Viewport.new(Game_Map::VPX + 16, Game_Map::VPY + 16, Game_Map::VPWIDTH,Game_Map::VPHEIGHT)
     
    2
    Posts
    14
    Years
  • Propke

    I got two problems with The Kit.
    first: when i start a battle, the music starts in the middle
    second: When i go to the bag, the Tm`s, pokeballs, and so on is placed wrong. the pokeballs is in the "Items" pocket and the Tm`s is in the "Pokeball" pocket
     

    Worldslayer608

    ಥдಥ
    894
    Posts
    16
    Years
  • I got two problems with The Kit.
    first: when i start a battle, the music starts in the middle
    second: When i go to the bag, the Tm`s, pokeballs, and so on is placed wrong. the pokeballs is in the "Items" pocket and the Tm`s is in the "Pokeball" pocket

    Look in your project folder, then go into the folder titled 'Graphics' then look for the base images used and rename them what they should be.

    Or if you wanted to go the more difficult route, you can edit each script within the bag to use a different image.
     

    thepsynergist

    Vinemon: Sauce Edition Programmer and Composer
    795
    Posts
    15
    Years
  • I use Win7 and the server crashes immediately... Is there one that I can set the ip to 127.0.0.1 so I can test it? Because I am having no luck getting the server to work (the one that comes with Essentials).
     
    1
    Posts
    14
    Years
    • Seen May 12, 2010
    My waterfall is not working :(. this is what I get

    ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: ArgumentError
    Message: wrong number of arguments(2 for 0)
    PokemonHiddenMoves:334:in `pbFacingTerrainTag'
    PokemonHiddenMoves:334:in `pbAscendWaterfall'
    PokemonHiddenMoves:375:in `pbWaterfall'
    PokemonHiddenMoves:576
    PokemonHiddenMoves:573:in `call'
    PBEvent:58:in `trigger'
    PBEvent:52:in `each'
    PBEvent:52:in `trigger'
    Scene_Map:165:in `update'
    Scene_Map:63:in `main'

    how do I fix it?
     
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