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

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Huh? I put text in after the comments, ran the game, and still nothin. it's still in comment form, it lets me battle the trainer, but i still can't modify like true false and blah blah blah. i tried to post images, but nooo i need 15 post's first.. bleh.
 
Can anyone help me, when I playtest my game, the textbox appears fine, but when I encrypt the file to give it to others, the textbox is a little bit bigger, about a line bigger.

Any way to fix this?
 
Sorry that i have to be such a noob about this..

but it's still in comments form? even after i run the game it's still comments.. the green stuffs.. O.o
Try getting rid of everything but the comments, then compiling the game. Add your extra things back in afterwards.

Alternatively, just put the lines in from scratch. They're readily available on the wiki and in the example that comes with Essentials - just copy-paste it.
 
Can anyone help me, when I playtest my game, the textbox appears fine, but when I encrypt the file to give it to others, the textbox is a little bit bigger, about a line bigger.

Any way to fix this?

I've seen this error a few times before. I'm not sure how to fix it, but when I find something I'll let you know.
 


I've seen this error a few times before. I'm not sure how to fix it, but when I find something I'll let you know.

Thanks.

another bug:
Only one of my testers has this problem when he goes to an outdoor map.

Script 'PokemonUtilities' line 289: NoMethodError occurred.
undefined method ´+' for nil:NilClass

I know it has something to do with the day/night cycle, and since he is the only one reporting it, I think it has something to do with a setting on his computer.

Any ideas?
 
Is it possible to delete the script DayNight in PokemonUtilities, without causing problems with other environments. Since I keep getting the error, because of outdoor being true.

Is it possible to increase the framerate?

Also when I create an event on a map for the BGM, why is it that it lags after I pass by an other event, e.g. NPCs.
 
You can set the outdoor to false and then make your own D/N system by using events. That's what most people do and it's the best option. Not sure on framerate but for BGM, it's an issue with essentials sadly. Most people dislike essentials because it's pretty bad when it comes to music, it always lags with events. However, if someone had a solution it would be both news and beneficial to me as well as you. But yeah, essentials has a few bugs. D/N being ugly is one of them, BGM is another sadly.
 
Is it possible to delete the script DayNight in PokemonUtilities, without causing problems with other environments. Since I keep getting the error, because of outdoor being true.

Is it possible to increase the framerate?

Also when I create an event on a map for the BGM, why is it that it lags after I pass by an other event, e.g. NPCs.

Your other questions were already answered, but for changing the framerate, go to the script RGSS2Compatibility and go to line 63.
You should see "Graphics.frame_rate=#." Edit that number to whatever you want the framerate to be.
 
@Abnegation: I see, that's what I did, but from what I get out of outdoor being false, means you can't fly or run right?
@Cilerba: Thnx. =]
 
Try setting the priority to *2
 
Hey guys, im wondering if there is some way for example, through events, that before a gym battle i can limit the size of a players pokemon party. Im mainly looking for the ability to limit the number of pokemon used in a gym battle by a player to 3 in his party.
Is limiting levels in battles possible as well? For example a gym leader using baby pokemon, level limit to allow access to gym is lv20, and your only allowed to take 3 pokemon into the gym with you.
The idea behind these limits is to increase the challenge and selection of a pokemon team for gym battles, and later, league matches. (similar to Pokemon stadium matches).
 
Hey guys, im wondering if there is some way for example, through events, that before a gym battle i can limit the size of a players pokemon party. Im mainly looking for the ability to limit the number of pokemon used in a gym battle by a player to 3 in his party.
Is limiting levels in battles possible as well? For example a gym leader using baby pokemon, level limit to allow access to gym is lv20, and your only allowed to take 3 pokemon into the gym with you.
The idea behind these limits is to increase the challenge and selection of a pokemon team for gym battles, and later, league matches. (similar to Pokemon stadium matches).

Make a Conditional branch something like this:

@>Conditional Branch: Script: $Trainer.ablePokemonCount>=4
@>Text: (Any message saying they need a maximum of 3 Pokemon)
@>Exit Event Processing
@>
: Branch End

@>(Your gym leader battle goes here)



Play with the number 4 in the Pokemon count, until you get what you want.
 
Why is that when I use pbTrainerIntro at the start of a trainer event, that it keeps playing when I advance in battle, and even after the battle?
 
I am getting an error. I have not modified any PBS file and I get this. I didnt use to get this, then it just started popping up one day. Without me editing anything. I replaced all my pbs files and then i added a trainer and this happened.


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

Message: Undefined species constant name: [ECHSERTO]

Name must consist only of letters, numbers, and

underscores and can't begin with a number.

Make sure the name is defined in

PBS/pokemon.txt.

File PBS/tm.txt, line 2

BULBASAUR,IVYSAUR,VENUSAUR,CHARMANDER,CHARMELEON,CHARIZARD,BEEDRILL,RATTATA,RATICATE,SANDSHREW,SANDSLASH,NIDORANfE,NIDORINA,NIDOQUEEN,NIDORANmA,NIDORINO,NIDOKING,ODDISH,GLOOM,VILEPLUME,PARAS,PARASECT,...



Compiler:906:in `pbGetConst'

Compiler:925:in `parseSpecies'

Compiler:1478:in `pbCompileMachines'

Compiler:1475:in `each'

Compiler:1475:in `pbCompileMachines'

Compiler:1460:in `each_line'

Compiler:1460:in `pbCompileMachines'

Compiler:3911:in `pbCompileAllData'

Compiler:4034



This exception was logged in ./errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
 
Code:
 if pokemon.ev[0] > 24
  @sprites["EVHP"].setBitmap("Graphics/Pictures/ballstatus")
  imagepos=[444,108]
 end

Using this on page 2 of the Summary screen as part of an EV chart viewer sort of thing. The idea here is to give players a rough idea of what EV's have gone where, but even with this small amount done, I get this error:

Exception: NoMethodError
Message: undefined method `setBitmap' for nil:NilClass
PokemonSummary:414:in `drawPageTwo'
PokemonSummary:822:in `pbScene'
PokemonSummary:763:in `loop'
PokemonSummary:827:in `pbScene'
PokemonSummary:844:in `pbStartScreen'
PokemonScreen:819:in `pbSummary'
PokemonScreen:1271:in `pbPokemonScreen'
PokemonScreen:1180:in `loop'
PokemonScreen:1440:in `pbPokemonScreen'
PokemonMenu:155:in `pbStartPokemonMenu'

How can I fix this? It confuses me, because the same command is used earlier in the script for the background.
 
Code:
 if pokemon.ev[0] > 24
  @sprites["EVHP"].setBitmap("Graphics/Pictures/ballstatus")
  imagepos=[444,108]
 end
Using this on page 2 of the Summary screen as part of an EV chart viewer sort of thing. The idea here is to give players a rough idea of what EV's have gone where, but even with this small amount done, I get this error:



How can I fix this? It confuses me, because the same command is used earlier in the script for the background.
You haven't defined what @sprites["EVHP"] actually is. But you don't need to go that far anyway. Just use a line as follows:
Code:
 imagepos.push(["Graphics/Pictures/ballstatushp",444,108,0,0,-1,-1]) if pokemon.ev[0]>24
Make sure you put it between the lines saying imagepos=[] and pbDrawImagePositions(overlay,imagepos). Depending on what your chart actually looks like, tweak/repeat as necessary for the other EVs.
 
You haven't defined what @sprites["EVHP"] actually is. But you don't need to go that far anyway. Just use a line as follows:
Code:
 imagepos.push(["Graphics/Pictures/ballstatushp",444,108,0,0,-1,-1]) if pokemon.ev[0]>24
Make sure you put it between the lines saying imagepos=[] and pbDrawImagePositions(overlay,imagepos). Depending on what your chart actually looks like, tweak/repeat as necessary for the other EVs.
Wow, it worked! Thanks a million, Maruno!

Well, it's not really a finished product, as the current graphic is ugly and the numbers showing how many EV's are used will be a gauge when done, but I got this, thanks to your help:
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

The red text is used to indicate a maxed out EV, which as you can clearly see, I just made an NPC that maxed out everything for testing.
 
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