• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

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

Status
Not open for further replies.
9
Posts
14
Years
    • Seen Apr 21, 2011
    New Pocket to Bag

    Hi!

    I have again a little question!

    How can I add a new pocket to the bag?

    I try to extend the code in line 651 of PokemonBag.

    But everytime I click to the pocket the following error occures:

    Spoiler:


    Can somebody help me?

    ~ Kareth
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    Hi!

    I have again a little question!

    How can I add a new pocket to the bag?

    I try to extend the code in line 651 of PokemonBag.

    But everytime I click to the pocket the following error occures:

    Spoiler:


    Can somebody help me?

    ~ Kareth
    I assume you've edited this:
    Code:
     def self.pocketNames()
      return ["",
       _INTL("Items"),_INTL("Pokeballs"),
       _INTL("TMs & HMs"),_INTL("Berries"),
       _INTL("Key Items")
      ]
     end
    That's only one part of adding a new pocket. You also need to define how long it can be.

    Immediately below the script part I mentioned is the line:
    Code:
    MAXPOCKETSIZE=[0,256,-1,-1,-1,-1]
    These numbers correspond to the pocket names in the first array. "-1" means the pocket has infinite size.

    You now have a new pocket! Edit your items so that some of them will be put into it.

    That's all well and good, but when you pick up or receive a new item, the message that looks something like "Dave put the Rare Candy in the Items Pocket" won't show up for your new pocket (or it'll be wrong if you've been rearranging the pockets). So look in PokemonField and find "Kernel.pbItemBall" and "Kernel.pbReceiveItem". Edit the messages as appropriate (those numbers correspond to the arrays above).


    Be warned that if you rearrange the pockets, you'll need to edit a number of small things. For example, being able to throw a Poké Ball depends on the item being used being in a particular pocket (2 by default), rather than it actually being a Poké Ball (an oversight on poccil's part). Search PokemonDefaultItems for "pocket" to find this particular part. Your best bet to find anywhere else that might mess up if you rearrange the pockets is to search everywhere for "pocket" and see what you find. It's all probably self-explanatory.
     

    Lyzo

    Back from vacation
    261
    Posts
    17
    Years
  • Ok, well I'm having some issues... I tried adding a battle animation. So once I was done I tried testing it in game, I find out that all Pokemon don't have names anymore, moves don't have names anymore and abilities don't have names anymore...

    Here are some screenshots to show you what I mean:
    Spoiler:


    Furthermore, this happened after I added a battle animation, I didn't change anything else... I added a battle animation for Razorleaf. Please help!

    EDIT: Ok, I have no idea why... But this problem has been fixed... It fixed itself after I re-saved all the PBS text files... And I think the reason it happened is probably because I edited something in the visual editor??? I don't know why it happened but I found a fix xD So if anyone else has this problem, it's quite easy to fix :P
     
    Last edited:

    Arma

    The Hyena
    1,688
    Posts
    14
    Years
  • Ok, How can I connect maps together like in Pokemon Raptor, A guy sed to press the help thing on visual but it didnt tell me how, Help plz

    playtest the game from the editor.
    pres f9
    go to visual editor
    pres "a" to add a map

    This should do the trick.
     

    IceGod64

    In the Lost & Found bin!
    624
    Posts
    15
    Years
  • [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

    The key part of this image is the fisherman standing in the soil. Yeah, he's not a berry plant, but a placeholder sprite. He's supposed to change to an Ace Trainer for now when a berry is planted, but I don't know what to do. What conditions do I have to use so the event knows which stage the plant is in? The 'notes.html' and 'Advanced.html' don't seem to mention this...

    Also, one other thing: Is it possible to evolve Pokémon through an event, and if so how? I'm trying to make Magikarp evolve differently if it's holding a fire stone on levelup during the day on a tuesday, and you're in a specific group of tiles(Obviously where these events are needed.)
     

    Cilerba

    the hearts of lonely people
    1,162
    Posts
    14
    Years
  • I think you would need a new script to do it. pbChooseSpeciesOrdered lists every Pokemon in order, pbChooseSpecies lists them all by number, and pbChooseSpeciesList looks the same as the first one. I'll see if I can come up with something.

    EDIT: piece of cake. Go to PokemonEditor and find line 1041
    Code:
    commands.push(_ISPRINTF("{1:03d} {2:s}",i,PBSpecies.getName(i)))
    and change it to
    Code:
    if $Trainer.seen[i]
        commands.push(_ISPRINTF("{1:03d} {2:s}",i,PBSpecies.getName(i)))
    end

    EDIT: forgot to specify that it works with pbChooseSpecies, not the others. You could probably apply the same thing to the others without much effort though.

    Oh, alright. Thanks for that ^_^

    EDIT: I just got an "error." I only had Aipom in my Pokedex, since it was the only Pokemon I saw, and when I chose AIPOM, I battled a bulbasaur...
     
    Last edited:

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

    The key part of this image is the fisherman standing in the soil. Yeah, he's not a berry plant, but a placeholder sprite. He's supposed to change to an Ace Trainer for now when a berry is planted, but I don't know what to do. What conditions do I have to use so the event knows which stage the plant is in? The 'notes.html' and 'Advanced.html' don't seem to mention this...

    Also, one other thing: Is it possible to evolve Pokémon through an event, and if so how? I'm trying to make Magikarp evolve differently if it's holding a fire stone on levelup during the day on a tuesday, and you're in a specific group of tiles(Obviously where these events are needed.)
    I can't help with the berries thing.

    The basic part of your evolution is a level up, with some restrictions. Make a new evolution method that includes the "holding a Fire Stone", "it's Tuesday", "it's at Level X or higher" and "you're standing in a particular place" limitations. They're all fairly simple (with the possible exception of the "specific group of tiles" thing - terrain tag on map X is easy enough, but defining an area of a map (i.e. using X-Y coordinates) is a little trickier).

    Note that, since Magikarp also evolves via a straight level up (whose method is right at the top of the list), you'll need to move your new method to above it in order to ever be able to use your oddball method. That's easy enough.

    There's some information about all this in the wiki. Feedback on whether it's a good article or not would be appreciated.
     

    KitsuneKouta

    狐 康太
    442
    Posts
    14
    Years
    • Seen Nov 20, 2017
    Oh, alright. Thanks for that ^_^

    EDIT: I just got an "error." I only had Aipom in my Pokedex, since it was the only Pokemon I saw, and when I chose AIPOM, I battled a bulbasaur...
    The problem is that the index number of Aipom is it's position in that list. It will need something else to get the species based on the name, or something to that effect, and then get that species in the script that calls the battle.

    @IceGod64: I'm not entirely positive, but try putting the pbBerryPlant in the Conditional Branch.
    Conditional Branch:Script:pbBerryPlant
    *turn on a switch here
    else
    *do nothing

    Then, on the second event page give it the graphic you want and make it's condition the switch you turned on. Then you would need to change the graphic again after, say, 1 day. To do that, you would need another switch to turn on after a day (essentials has some time-based events to do something like that), and be sure to turn off the first switch when you do. You will probably need just 4 event pages (the first not having a graphic), with the 4th pretty much the same as I just described for the 3rd one. If you really wanted to do it good, and knew how to script, you could see how the fishing graphic is handled, and apply it to the pbBerryPlant method.
     
    Last edited:
    39
    Posts
    15
    Years
    • Seen Apr 13, 2011
    I have two questions, both pertaining to the time of day.

    1) is there a way to set it so a particular map (say a forest) always appears as if it dusk
    2) is there a way to essentially speed up time so that instead of the four transitions happening once a day, they could happen say every hour or every other hour?
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    I have two questions, both pertaining to the time of day.

    1) is there a way to set it so a particular map (say a forest) always appears as if it dusk
    2) is there a way to essentially speed up time so that instead of the four transitions happening once a day, they could happen say every hour or every other hour?
    1) The simplest way is to designate that map an indoor map (so the lighting never changes) and to use a dusk-based tileset. Failing the latter part, use a regular forest tileset and use some kind of fog that dims everything.


    2) It used to be easy, but since poccil went way overboard with his GPS shade-per-minute time zone seasonal contraption, it's harder.

    Around line 300 of PokemonUtilities is the following bit of script:

    Code:
        for i in 0...24
          sun=getSunCoords(Time.at(day+i*3600))
          shade=getShadeInternal(PBDayNight.getLatLong(),sun)
          shades.push(shade)
          PBDayNight.hourlyTones[i]=pbShadeToTone(shade)
        end
    This decides what the screen tone should be for each hour of that day. Looks complicated, but here's what I suggest you change:

    Code:
      [COLOR=Red] for j in 0...4[/COLOR]
        for i in 0...[COLOR=Red]6[/COLOR]
          sun=getSunCoords(Time.at(day+[COLOR=Red]4*i[/COLOR]*3600))
          shade=getShadeInternal(PBDayNight.getLatLong(),sun)
          shades.push(shade)
          PBDayNight.hourlyTones[i[COLOR=Red]+6*j[/COLOR]]=pbShadeToTone(shade)
        end
       [COLOR=Red]end[/COLOR]
    I haven't tested this, but I think it'll work. This makes an in-game day last 6 hours, which is roughly what you want. Note that you can change the numbers 4 and 6 to different values to suit yourself, but their product must equal 24 (i.e. 4*6=24). Both copies of each number stay the same.

    There will probably be a problem with the LandMorning and LandNight encounter types, due to how it's determined whether it's morning (it overlaps with night, and includes a check of the sunrise time), but they've been disabled in the latest versions of Essentials anyway (although probably not for this reason). I would have looked into this (and I think you may be able to fix it by repeating elsewhere the concept I suggested above), but frankly it's way too unnecessarily complicated for me to care that much about.
     

    zingzags

    PokemonGDX creator
    536
    Posts
    15
    Years
  • How exactly u add this cuz im using the following character script and i wonder how u add this?

    Spoiler:
    [/QUOTE]


    how exactly u add this i am kind of confused....
     
    25
    Posts
    16
    Years
  • I fixed the problem with morning, day, and night encounters not working. I had to remove the plain Land encounter and now it works.

    I have a question though, so I'm trying to make it so the Pokegear radio will make it so that no music is playing by having it play blank.mid (for when you want to listen to iTunes instead of the in game music) and that works just fine except in battles where the battle music still plays. How do I make it so that it also mutes the battle music? This is what I have:
    when 3
    pbPlayDecisionSE()
    pbBGMPlay("Blank", 100, 100)
    $PokemonMap.whiteFluteUsed=false if $PokemonMap
    $PokemonMap.blackFluteUsed=false if $PokemonMap
     

    ~Frozen Darkness~

    It's watching you...
    503
    Posts
    16
    Years
  • zingzags: I can't explain it any better than that. That's all the instructions there is. :/

    Can you tell me exactly what point you're stuck on?

    Now, my question:

    pbGenerateEgg("RHYHORN",1)

    I get an error when this is used.

    It says it can't generate the egg cuz the party is full. However, isn't the first part of the conditional branch supposed to handle that?
     
    25
    Posts
    16
    Years
  • @~Frozen Darkness~
    Yeah I dunno what's up with the egg script, I had a party of 5 and went to get an egg from the daycare and there was an error when it was trying to generate it.
     

    zingzags

    PokemonGDX creator
    536
    Posts
    15
    Years
  • zingzags: I can't explain it any better than that. That's all the instructions there is. :/

    Can you tell me exactly what point you're stuck on?

    Now, my question:

    pbGenerateEgg("RHYHORN",1)

    I get an error when this is used.

    It says it can't generate the egg cuz the party is full. However, isn't the first part of the conditional branch supposed to handle that?


    basically explain a little better what do i find, delete and replace in hiddenmoves
     

    Colbex

    Cobalt Black Creator
    169
    Posts
    14
    Years
  • You know when you don't have a trainer in the /PBS/trainers.txt, but it's commented in the game, the text pops up asking you to add it (same with trainer types), well, somehow it's not working. I checked my older, March 15th version and it works fine. Then I compared the lines mentioned in the error and the areas that are allegedly affected are identical. More than likely it's just some random component that's been renamed, but irregardless I'd be nice if it got fixed.
    Error:
    Spoiler:

    Note: I'm using the April 12th version. I know he released a new one, but I've decided to settle. o-o
     

    zingzags

    PokemonGDX creator
    536
    Posts
    15
    Years
  • You know when you don't have a trainer in the /PBS/trainers.txt, but it's commented in the game, the text pops up asking you to add it (same with trainer types), well, somehow it's not working. I checked my older, March 15th version and it works fine. Then I compared the lines mentioned in the error and the areas that are allegedly affected are identical. More than likely it's just some random component that's been renamed, but irregardless I'd be nice if it got fixed.
    Error:
    Spoiler:

    Note: I'm using the April 12th version. I know he released a new one, but I've decided to settle. o-o

    When you try to use the add all items in debug mode it has errors when u use it
     
    Status
    Not open for further replies.
    Back
    Top