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

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Spoiler:


I tried this and it comes up with an error, then I realized that I am a complete IDIOT!!!

I did something even simpler and copied UNOWN's multiple forms script, because that is exactly how I wanted it.

Thanks Anyways

and sorry if this has been answered, but does anyon know a script to show the different forms in the Pokedex?
 
Last edited:
Hello everyone.
I´m editing POKEMONSAVE´s script, and I would like to know how to edit this part of the script:
def pbStartScreen
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
@sprites={}
totalsec = Graphics.frame_count / Graphics.frame_rate
hour = totalsec / 60 / 60
min = totalsec / 60 % 60
mapname=$game_map.name
loctext=_INTL("<c2=06644bd2>{1}</c2><br>",mapname)
loctext+=_INTL("PLAYER<r><c2=65467b14>{1}</c2><br>",$Trainer.name)
loctext+=_INTL("BADGES<r><c2=65467b14>{1}</c2><br>",$Trainer.numbadges)
if $Trainer.pokedex
loctext+=_INTL("POKéDEX<r><c2=65467b14>{1}</c2><br>",$Trainer.pokedexOwned)
end
loctext+=_ISPRINTF("TIME<r><c2=65467b14>{1:02d}:{2:02d}</c2>",hour,min)
@sprites["locwindow"]=Window_AdvancedTextPokemon.new(loctext)
@sprites["locwindow"].viewport=@viewport
@sprites["locwindow"].x=86
@sprites["locwindow"].y=350
@sprites["locwindow"].visible=true
@sprites["save"]=IconSprite.new(0,0,@viewport)
@sprites["save"].setBitmap("Graphics/Pictures/guardando")
end

I wish I could put it on Pokédex PLAYER TIME ..., such as text, and place in a desired location without being in a loctext, because it fits well with the image I use to put the text to save.
Thanks
 
Okay I am trying to create a button that jumps to a section of the bag. like key items jump to Berrys, and Berry can jump to battle items, instead of have to keep pressing left and right. Here is my script of the function, and I am having errors with it.

@sprites["itemicon"].setBitmap("Graphics/Pictures/itemicon")
itemwindow.pocket=(itemwindow.pocket==1)
@bag.lastpocket=itemwindow.pocket
pbRefresh

I am getting this error when i go outside with the recent May 7th update.


---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError

Message: undefined method `+' for nil:NilClass

PokemonUtilities:289:in `getRoughLatLon'

PokemonUtilities:386:in `getLatLong'

PokemonUtilities:586:in `getToneInternal'

PokemonUtilities:584:in `each'

PokemonUtilities:584:in `getToneInternal'

PokemonUtilities:353:in `getTone'

PokemonUtilities:2097:in `pbDayNightTint'

Sprite_Character:124:in `update_or'

PerspectiveTilemap:408:in `shadow_update'

Shadow:179:in `update'



This exception was logged in ./errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
 
Last edited:
Okay I am trying to create a button that jumps to a section of the bag. like key items jump to Berrys, and Berry can jump to battle items, instead of have to keep pressing left and right. Here is my script of the function, and I am having errors with it.

@sprites["itemicon"].setBitmap("Graphics/Pictures/itemicon")
itemwindow.pocket=(itemwindow.pocket==1)
@bag.lastpocket=itemwindow.pocket
pbRefresh

I am getting this error when i go outside with the recent May 7th update.


---------------------------
Pokemon Essentials
---------------------------
Exception: NoMethodError
Message: undefined method `+' for nil:NilClass
PokemonUtilities:289:in `getRoughLatLon'
PokemonUtilities:386:in `getLatLong'
PokemonUtilities:586:in `getToneInternal'
PokemonUtilities:584:in `each'
PokemonUtilities:584:in `getToneInternal'
PokemonUtilities:353:in `getTone'
PokemonUtilities:2097:in `pbDayNightTint'
Sprite_Character:124:in `update_or'
PerspectiveTilemap:408:in `shadow_update'
Shadow:179:in `update'

This exception was logged in ./errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
The good news is that your modifications have nothing to do with that error. The bad news is that error comes with the latest version (which incidentally is NOT the May 7th version - the legend just hasn't been updated to say when it was actually made).

The error is because of poccil's incessant messing around with the daylight tinting scripts. I suggest you "upgrade" to the proper May 7th version - I've uploaded a copy of it and put the link in here somewhere. Just search this thread for "getRoughLatLon" and you should find the post.

When posting error messages in future, please remove all the unnecessary empty lines from your error message, so that it doesn't take up as much space (as I've done just above in the quote box). It looks nicer like that.
 
The good news is that your modifications have nothing to do with that error. The bad news is that error comes with the latest version (which incidentally is NOT the May 7th version - the legend just hasn't been updated to say when it was actually made).

The error is because of poccil's incessant messing around with the daylight tinting scripts. I suggest you "upgrade" to the proper May 7th version - I've uploaded a copy of it and put the link in here somewhere. Just search this thread for "getRoughLatLon" and you should find the post.

When posting error messages in future, please remove all the unnecessary empty lines from your error message, so that it doesn't take up as much space (as I've done just above in the quote box). It looks nicer like that.


Okay thanks :D maruno you really help alot
 
I have an odd problem with lag. The first time I run the game, it runs at a smooth fps. Every subsequent time is oddily choppy. I'm not using any of the old scripts, just importing old resources to the new version. Any one have a clue why it's happening?

EDIT: Nvm, it's just the outdoor lights.

I have another question, how are some of these projects using natural resolution D/P/HGSS sprites for the Pokemon in battle?
 
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How do you get the exclamation mark to appear above an npc's head and then they move toward you? (this is NOT for a trainer battle)
 
When a wild pokemon appears it moves from the left side of the screen to the right and it is shaded. How do I increase the speed that it moves across the screen and if at all possible, get rid of the shading? Thanks in advance for any help.
 
Which is the animation for the exclamation mark? Is it EM Exclamation?
 
Which is the animation for the exclamation mark? Is it EM Exclamation?
Yes!
And if you want to make for the Question, or any other emotion, you can just copy down the positions of the EM Exclamation animation and put the Question mark, [or other emotions] in those positions.
 
Hello. I have been working on the animation editor but i am running into several roadblocks.

for starters, the Define curve and path function always throws the cel in question off screen for no apparent reason, regardless of what I do. and the tweeting function also seems to do nothing despite what I do

the tweeting function works fine, but it would be nice if it automatically filled in empty spaces between starting and ending frames by pasting the same cell there, what I mean is instead of having to paste the same cell (cell 2) between frames 1-10 then tweening them, the system will notice the absence between frames 2-9 of cell 2 and promptly paste copies of cell 2 from the last frame before the empty spots and then continue to interpolate them.

this would be a great time saver as for now, I have to paste the same cell in cell 1-10 in order to interpolate them.

another thing is that the Cell Batch seems to have a few bugs, the X & Y parameters seem to move all cells on a given point in the area as if it were a graph as oppose to moving all cells along the x/y axis by a certain amount of units. it is also impossible to set the first or last frames or cell. it also alters cells which are supposed to be locked.

and if I ever use the cut/copy commands by right clicking I get hit with these message:


Cut:

---------------------------
Pokemon Essentials
---------------------------
Exception: ArgumentError

Message: wrong number of arguments(1 for 0)

PokemonAnimEditor:642:in `initialize'

PokemonAnimEditor:642:in `new'

PokemonAnimEditor:642:in `setData'

PokemonAnimEditor:2805:in `animationEditorMain'

PokemonAnimEditor:2729:in `loop'

PokemonAnimEditor:2878:in `animationEditorMain'

PokemonAnimEditor:2896:in `pbAnimationEditor'

EditorMain:110:in `pbEditorMenu'

EditorMain:110:in `pbFadeOutIn'

EditorMain:110:in `pbEditorMenu'



This exception was logged in ./errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------



Copy:

---------------------------
Pokemon Essentials
---------------------------
Exception: ArgumentError

Message: wrong number of arguments(1 for 0)

PokemonAnimEditor:642:in `initialize'

PokemonAnimEditor:642:in `new'

PokemonAnimEditor:642:in `setData'

PokemonAnimEditor:2810:in `animationEditorMain'

PokemonAnimEditor:2729:in `loop'

PokemonAnimEditor:2878:in `animationEditorMain'

PokemonAnimEditor:2896:in `pbAnimationEditor'

EditorMain:110:in `pbEditorMenu'

EditorMain:110:in `pbFadeOutIn'

EditorMain:110:in `pbEditorMenu'



This exception was logged in ./errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------

and a few suggestions:

It would be nice to be able to use the mouse on menus such as the animation list or the bitmap list,

a hot key for togling between frames would also be nice, perhaps making A and S toggle between them while holding alt makes it move in integers of 5 or so. infact it would be nice to be able to imput a value manualy over shifting one at a time with each parameter.

and lastly, It would be beneficial to have an onion skinning effect much like in all the RPG maker animation programs, allowing one to see a faint box showing the location of the cell in a previous frame, this would be greatly helpfull as I often times cannot remember the exact location of a previous cell. and if this is implemented, an option to determin how many frames the mark of the cell on a past frame will persist on would also be ideal.

I mean if you left a cell (2) on frame 4, if no other cell (2) exists past frame 4, you can set how many frames the mark of the cell (2) in frame 4 will be present past frame 4.
 
I have two questions.
How do I change the skin to the triggering of a switch?
And in RGSS, how I can put that in the scritp POKEMONSAVE, change of skin?
 
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