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

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every time i try to compile data after i try to make a pokemon i get this error
Code:
Compiler:1586:in `pbEachFileSectionEx'
Compiler:1569:in `each_line'
Compiler:1569:in `pbEachFileSectionEx'
Compiler:1607:in `pbEachFileSection'
Compiler:2165:in `pbCompilePokemonData'
Compiler:2163:in `open'
Compiler:2163:in `pbCompilePokemonData'
Compiler:3908:in `pbCompileAllData'
Compiler:4034
Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 493, key WildItemRare
can someone please help me. i need to be able to work this out.
I haven't seen that one in a while. Try looking here. And a tip: if there's a particularly important line in the error, you can google it in literal quotes instead of the forums search function. So in this case, I went to google, typed in "File PBS/pokemon.txt, section 493, key WildItemRare" (with the quotes), and got exactly what I was looking for in a couple of seconds.
 
Hey guys, I've got a quick question. How do you change the text color correctly? It doesn't seem right when I use \c[#]. Thanks.
 
Hey guys, I've got a quick question. How do you change the text color correctly? It doesn't seem right when I use \c[#]. Thanks.
/c[#] is correct. Wrong slash.
 
No, when I call it with \c[#] the color still comes up, but you can barley read the text. But it's okay, I found out how to do it correctly.

\ is the right slash.
At any rate, the way I do this is, by using the \c[#] and then ending it by adding another \c[#] to go back to the original colour. Have you found a better alternative?
 
When using Scene_intro, is there a way to check if I certain image has been viewed. Like in my case I have a good number of slides, which I use like an intro movie. I want them to be able to skip to the New Game/Continue screen during this, but only after they have seen the slides with the team logo and the © Nintendo, Game Freak slides. This is a two part question, too. The check for image part, and then how to skip from the intro to the load screen. I don't want it to skip to the splash screen unless the finish the whole intro. I see how closeSplash transfers to the load screen, but I'm not quite sure how to apply that to this. perhaps definite a new function only for that and call it? I don't know much about this scripting language.

EDIT: Well, I tried some more. Made a function that would take you to the load screen if it was called. And in openPic I set an if statement that checks for the file name of the pic I want to be unskipable (right now it checks only the first image, but I can always nest more in later) right before it calls closePic. If the pic was the name I expected, then it would open closePic. And the else had the call for the new function instead of closePic. But the image on screen never updates or responds to keypresses, it only stays on the first image. I'm assuming the if statement is what is holding it up. Can I do: if @pic.name="Graphics/Titles/Pic_1" with Pic_1 being the filename I'm checking, or do I need to do it differently? Or am I doing this completely wrong?

EDIT again: Just went back and took out the if statement and had my new function being called instead of closePic and it worked properly. So I definitely isolated it to the if statement, it seems. I love debugging.

More EDIT: Well, late night debugging ended up solving my problem. I needed to do: if @index,=x with x being the number of images I didn't want skipped, assuming they were all first. This post became pointless, but I won't delete it in case someone comes around asking the same thing. :)
 
Last edited:
For anyone who somehow can't look back a couple of pages for the download links I've provided, I have now make a page on the wiki specifically for them: Essentials downloads. A reminder is also in my signature.

Please contribute by providing mirrors for the downloads - Megaupload won't keep those files up forever! More versions would also be nice, but priority should be given to newer ones.

Just thought I might quote this again as people are just too lazy to even look back a few pages.
 
I've got this problem and I'm not sure what is causing.
Whenever I try to use a different battle bg, like ones for gen 4, as well as playerbase and enemybase. The background is fully black. Only thing I see is the controls, hpguage and the Pokemon themselves. What am I doing wrong?
I changed them in the Picture folder, in the editor.exe.
I'm using the Sep '10 release.
 
I've got this problem and I'm not sure what is causing.
Whenever I try to use a different battle bg, like ones for gen 4, as well as playerbase and enemybase. The background is fully black. Only thing I see is the controls, hpguage and the Pokemon themselves. What am I doing wrong?
I changed them in the Picture folder, in the editor.exe.
I'm using the Sep '10 release.
It sounds as if the background is black because it can't find a picture to use.

The editor won't move any files around or rename anything. You need to make sure your background pictures are in the right place with the right name. I can't be sure (because you've given very little information), but that might be your problem.
 
I have 2 issues. Number one, can anyone help with my problem from last page:
I am trying to make a gif for the game's intro. But it won't play. I read in this thread it needs to be a png. How do I make a gif a png?

And does anyone have the latest version of the documentation?
 
In Scene_Credits, if I wanted it to start up a new scene at completion, how would I do so? I can't seem to find a place to put the call and get it to work.
 
pokemon.txt compiling problem

Hey, I'm new to the forums and my first experience with RPG Maker (though I am experienced with modding other games). Anyways I'm am essentially making a new pokemon game with a select few pokemon and a couple of new ones. To be specific I'm using 250 total with around 40 new ones. So according to my logic I should be able to do everything I want (as far as getting a new list of pokemon) by rearranging the pokemon.txt file. For example Treecko is number 1, Charmander is number 4, and Totodile is number 7. My problem is trying to compile, I've already spent a few hours fixing errors but this one has me stumped, here's my error:

---------------------------
Pokemon: Endtime
---------------------------
Exception: RuntimeError

Message: Bad line syntax (expected syntax like XXX=YYY)

File PBS/pokemon.txt, section 143, key WildItemRare





Compiler:1586:in `pbEachFileSectionEx'

Compiler:1569:in `each_line'

Compiler:1569:in `pbEachFileSectionEx'

Compiler:1607:in `pbEachFileSection'

Compiler:2165:in `pbCompilePokemonData'

Compiler:2163:in `open'

Compiler:2163:in `pbCompilePokemonData'

Compiler:3908:in `pbCompileAllData'

Compiler:4034



This exception was logged in

C:\Users\Harrison\Saved Games/Pokemon_ Endtime/errorlog.txt.

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

And here is a copy of the entry I believe it is complaining about:

[143]
Name=LAVADRA
InternalName=LAVADRA
Kind=FLAME
Pokedex=Lavadra rarely comes out of it's natural habitate, the core of a volcano. If it does usually it's because something stands to claim it's territory.
Type1=FIRE
Type2=GROUND
BaseStats=80,120,70,80,110,70
Rareness=45
BaseEXP=209
Happiness=70
GrowthRate=Parabolic
StepsToHatch=5120
Color=Red
Habitat=Grassland
EffortPoints=0,3,0,0,0,0
Abilities=BLAZE
Compatibility=5,5
Height=1.9
Weight=52.0
GenderRate=FemaleOneEighth
Moves=1,SCRATCH,1,GROWL,7,EMBER,19,LEER,24,ROCKTHROW,31,SLASH,37,BITE,43,FLAMEWHEEL,49,EARTHQUAKE,55,AGILITY,60,CRUNCH,65,FLAMETHROWER,70,ROCKSLIDE
EggMoves=
Evolutions=
BattlerPlayerY=1
BattlerEnemyY=1
BattlerAltitude=0

Does anyone know what's going and a way to fix it?
 
I have 2 issues. Number one, can anyone help with my problem from last page:


And does anyone have the latest version of the documentation?

Simple for the .gif problem use U-lead and when you save as just put .png at the end of the name and it will act as another extension of .png in a .gif type.
 
If by the popup menu you mean the menu which gives you the options of choosing pokemon/pokedex/bag etc, then that's a windowskin.

Graphics/Windowskins/skin1.png i think :D

On a related note, would you happen to know if fightbox is the correct image to edit if I want a new look for the battle system(Keep the same script but have a new look)?
 
Whilst poccil's site is down, I've uploaded the notes that came with the September 5th 2010 version of Essentials to my site. notes.html advanced.html

When poccil's site is back, you can find the notes on his site here.
The notes are also part of each Essentials download. Clever, that.


On a related note, would you happen to know if fightbox is the correct image to edit if I want a new look for the battle system(Keep the same script but have a new look)?
It depends entirely on what look you want. "fightbox.png" is the whole of the bar along the bottom while you're choosing a move to use. "commandbox.png" is the whole of the bar along the bottom while you're choosing Fight/Pokémon/Bag/Run.

By default they aren't used. If you want to use them, find and edit the following two lines in PokeBattle_ActualScene (to equal "true", of course):

Code:
class PokeBattle_Scene

[COLOR=Red]USECOMMANDBOX=false # If true, expects a file named Graphics/Pictures/commandbox.png
USEFIGHTBOX=false # If true, expects a file named Graphics/Pictures/fightbox.png[/COLOR]
MESSAGEBASECOLOR=Color.new(248,248,248)
MESSAGESHADOWCOLOR=Color.new(104,88,112)
MENUBASECOLOR=Color.new(72,72,72)
The battle screen is vastly complicated, so it may be difficult to get it to your liking.
 
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please help me
i have this pokegear script eddited but i want to set the keys different that when i press left or right the cursor moves over the screen and not with up and down please help me
#==============================================================================
# - Scene_Pokegear
#------------------------------------------------------------------------------
# Modified By Harshboy
# Modified by Peter O.
# Also Modified By OblivionMew
#==============================================================================
class Scene_Pokegear
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# main
#--------------------------------------------------------------------------
def main
# Main Menu settings you can add or change these
commands=[
_INTL("Map"),
_INTL("Radio"),
_INTL("Phone"),
_INTL("Exit")
]
@sprites={}
@sprites["command_window"] = Window_CommandPokemon.new(commands,160)
@sprites["command_window"].index = @menu_index
@sprites["command_window"].x = (Graphics.width - @sprites["command_window"].width) - 8
@sprites["command_window"].y = 640
@sprites["card"] = IconSprite.new(0,0)
@sprites["card"].setBitmap("Graphics/Pictures/Pokegearback")
@sprites["map_icon"] = IconSprite.new(48,22)
@sprites["map_icon"].setBitmap("Graphics/Pictures/mapicon")
@sprites["button_up"] = IconSprite.new(320,80)
@sprites["button_up"].setBitmap("Graphics/Pictures/buttonunp")
@sprites["button_down"] = IconSprite.new(320,165)
@sprites["button_down"].setBitmap("Graphics/Pictures/buttonunp")
@sprites["arr_icon"] = IconSprite.new(48,5)
@sprites["arr_icon"].z = 99999
@sprites["arr_icon"].setBitmap("Graphics/Pictures/pointer")
@sprites["radio_icon"] = IconSprite.new(144,22)
@sprites["radio_icon"].setBitmap("Graphics/Pictures/radicon")
@sprites["phone_icon"] = IconSprite.new(240,22)
@sprites["phone_icon"].setBitmap("Graphics/Pictures/phonicon")
@sprites["exit_icon"] = IconSprite.new(336,22)
@sprites["exit_icon"].setBitmap("Graphics/Pictures/exicon")
@sprites["trainer"] = IconSprite.new(360,80)
@sprites["trainer"].setBitmap(sprintf("Graphics/Characters/trainer%03d",$Trainer.trainertype))
@sprites["trainer"].z = 99999
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
pbDisposeSpriteHash(@sprites)
end
#--------------------------------------------------------------------------
# update the scene
#--------------------------------------------------------------------------
def update
pbUpdateSpriteHash(@sprites)
if Input.press?(Input::UP)
@sprites["button_up"].setBitmap("Graphics/Pictures/buttonp")
else
@sprites["button_up"].setBitmap("Graphics/Pictures/buttonunp")
end
if Input.press?(Input::DOWN)
@sprites["button_down"].setBitmap("Graphics/Pictures/buttonp")
else
@sprites["button_down"].setBitmap("Graphics/Pictures/buttonunp")
end
case @sprites["command_window"].index
when 0
@sprites["map_icon"].x = 48
@sprites["radio_icon"].x = 144
@sprites["phone_icon"].x = 240
@sprites["exit_icon"].x = 336
@sprites["arr_icon"].x= 48
when 1
@sprites["map_icon"].x = 48
@sprites["radio_icon"].x = 144
@sprites["phone_icon"].x = 240
@sprites["exit_icon"].x = 336
@sprites["arr_icon"].x= 144
when 2
@sprites["map_icon"].x = 48
@sprites["radio_icon"].x = 144
@sprites["phone_icon"].x = 240
@sprites["exit_icon"].x = 336
@sprites["arr_icon"].x= 240
when 3
@sprites["map_icon"].x = 48
@sprites["radio_icon"].x = 144
@sprites["phone_icon"].x = 240
@sprites["exit_icon"].x = 336
@sprites["arr_icon"].x= 336
end
#update command window and the info if it's active
if @sprites["command_window"].active
update_command
return
end

end
#--------------------------------------------------------------------------
# update the command window
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
pbPlayCancelSE()
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
case @sprites["command_window"].index
when 0
pbPlayDecisionSE()
pbFadeOutIn(99999) {
scene=PokemonRegionMapScene.new
screen=PokemonRegionMap.new(scene)
screen.pbStartScreen
}
when 1
pbPlayDecisionSE()
$scene = Scene_Jukebox.new
when 2
pbPlayDecisionSE()
pbFadeOutIn(99999) {
PokemonPhoneScene.new.start
}
when 3
pbPlayDecisionSE()
$scene = Scene_Map.new
end
return
end
end
end
i have already tryed to change the (inputt:up) and (input::down) into right and left but then only the image moves on that so please help me
 
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