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

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Are you using a version before 2010 May? These versions don't had a fix to unimplemented moves work.

Both codes are made by poccil.

Thanks you very much for the help! Now it works perfectly and without errors! :D:D:D
 
There some scripts and corretions that I made. Feel free to put all in the Essentials Wiki. Enjoy:


Choose trainer gender in in-game trades
Spoiler:
I've added this modification, although in my own words. I've removed the held item references, because that's mentioned elsewhere in the same article.


How to make Gen IV incenses to work
Spoiler:
You can make a simple tutorial out of that.


Choose item like pbChoosePokemon
Spoiler:
I'm surprised we don't already have that. You can make it a tutorial related to the main Items page.


Battle background for Day/Night
Spoiler:
As soon as the Backgrounds and music page is made, this information can go into it.


Evolution Stone that activates trade evolution
Spoiler:
Again, tutorial material.


Enable to don't lose money when lose a battle
Spoiler:
Tutorial.


Run in anyplace
Spoiler:
This is just wrong. The only thing you do with this edit is to stop the player from running in caves. To let them run anywhere, you should remove the whole bit in brackets, rather than just the cave part of it. Besides, if anything, you'd be more likely to be able to "run" while cycling (i.e. change gears) than while surfing.

And also, tutorial.

Tutorials are for anything that is added onto the basic Essentials, rather than fixing what's already there. Bug fixes and feature completion go in articles, and tutorials have their own pages.
 
Another information, sir?
Other method to make this? Fine. Put custom movimentation and put only one "Move toward Player". Mark the "Repeat Action" box.

Spoiler:
At first I was afraid to write in wiki because I write pretty bad (you can see in my posts). But in a wiki I can have support of other people to make these things.
Okay, I make these tutorials when I have some time.
 
Last edited:
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

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

File PBS/pokemon.txt, section 493, 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\SuperDryBones9000\Saved Games/Pokemon Essentials/errorlog.txt.

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

that error message is driving me crazy, and there's absolutely NOTHING wrong with my Arceus script, see?
[493]
Name=ARCEUS
InternalName=ARCEUS
Kind=Alpha
Pokedex=It is described in mythology as the Pokémon that shaped the universe with its 1,000 arms.
Type1=NORMAL
BaseStats=120,120,120,120,120,120
Rareness=3
BaseEXP=2040
Happiness=0
GrowthRate=Slow
StepsToHatch=30720
Color=Gray
EffortPoints=3,0,0,0,0,0
Abilities=PRESSURE
WildItemCommon=ORIDECON
Compatibility=15,15
Height=3.2
Weight=320.0
GenderRate=AlwaysMale
Moves=1,SEISMICTOSS,1,COSMICPOWER,1,HIDDENPOWER,1,DRAGONRAGE,10,ROLEPLAY,20,SHADOWBALL,30,HYPERVOICE,40,EXTREMESPEED,50,REFRESH,60,FUTURESIGHT,70,RECOVER,80,HYPERBEAM,90,PERISHSONG,100,SKULLBASH
EggMoves=
Evolutions=
BattlerPlayerY=1
BattlerEnemyY=1
BattlerAltitude=0

help pls

---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

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

File PBS/pokemon.txt, section 493, 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\SuperDryBones9000\Saved Games/Pokemon Essentials/errorlog.txt.

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

that error message is driving me crazy, and there's absolutely NOTHING wrong with my Arceus script, see?
[493]
Name=ARCEUS
InternalName=ARCEUS
Kind=Alpha
Pokedex=It is described in mythology as the Pokémon that shaped the universe with its 1,000 arms.
Type1=NORMAL
BaseStats=120,120,120,120,120,120
Rareness=3
BaseEXP=2040
Happiness=0
GrowthRate=Slow
StepsToHatch=30720
Color=Gray
EffortPoints=3,0,0,0,0,0
Abilities=PRESSURE
WildItemCommon=ORIDECON
Compatibility=15,15
Height=3.2
Weight=320.0
GenderRate=AlwaysMale
Moves=1,SEISMICTOSS,1,COSMICPOWER,1,HIDDENPOWER,1,DRAGONRAGE,10,ROLEPLAY,20,SHADOWBALL,30,HYPERVOICE,40,EXTREMESPEED,50,REFRESH,60,FUTURESIGHT,70,RECOVER,80,HYPERBEAM,90,PERISHSONG,100,SKULLBASH
EggMoves=
Evolutions=
BattlerPlayerY=1
BattlerEnemyY=1
BattlerAltitude=0

help pls
 
Last edited:
At first I was afraid to write in wiki because I write pretty bad (you can see in my posts). But in a wiki I can have support of other people to make these things.
Okay, I make these tutorials when I have some time.
Don't be afraid of contributing to the wiki. Other people can cover for things like gaps in knowledge, poor grammar and wording. That's the beauty of a wiki.

Please remember that tutorials should have their own pages - don't add your info into the articles.


Code:
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError
Message: Bad line syntax (expected syntax like XXX=YYY)
File PBS/pokemon.txt, section 493, 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\SuperDryBones9000\Saved Games/Pokemon Essentials/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------
that error message is driving me crazy, and there's absolutely NOTHING wrong with my Arceus script, see?
Code:
[493]
Name=ARCEUS
InternalName=ARCEUS
Kind=Alpha
Pokedex=It is described in mythology as the Pokémon that shaped the universe with its 1,000 arms.
Type1=NORMAL
BaseStats=120,120,120,120,120,120
Rareness=3
BaseEXP=2040
Happiness=0
GrowthRate=Slow
StepsToHatch=30720
Color=Gray
EffortPoints=3,0,0,0,0,0
Abilities=PRESSURE
WildItemCommon=ORIDECON
Compatibility=15,15
Height=3.2
Weight=320.0
GenderRate=AlwaysMale
Moves=1,SEISMICTOSS,1,COSMICPOWER,1,HIDDENPOWER,1,DRAGONRAGE,10,ROLEPLAY,20,SHADOWBALL,30,HYPERVOICE,40,EXTREMESPEED,50,REFRESH,60,FUTURESIGHT,70,RECOVER,80,HYPERBEAM,90,PERISHSONG,100,SKULLBASH
EggMoves=
Evolutions=
BattlerPlayerY=1
BattlerEnemyY=1
BattlerAltitude=0
help pls
Please make your post look nicer in future (like I've done just now when I quoted you). Your post was hard to read.

This error keeps coming around. It means that some property of Arceus hasn't been defined, yet it's trying to use it. My guess is that you haven't added in the "Oridecon" item yet.

It only says there's a problem with "WildItemRare" because that's the last thing the game compiles for each species. It could actually be a problem with any property of that species.
 
I looked in the wiki and didn't see this mentioned. When editing/making new moves, is sound and contact taken into consideration? Also, where is the data for abilites?
 
I looked in the wiki and didn't see this mentioned. When editing/making new moves, is sound and contact taken into consideration? Also, where is the data for abilites?
Whether or not a move makes contact is set by a move's flag (specifically, the "a" flag). If a move has the "a" flag, it makes contact.

Whether or not a move is sound-based is only important when it comes to the Soundproof ability. References to that ability are scattered throughout the scripts. The main reference you would probably want, though, is in PokeBattle_Battler, around line 1011, which is a list of all sound-based moves. The other references in the scripts relate to Heal Bell (and Chatter) and the lingering effects of Perish Song and Uproar. I've gone into more detail about this in the wiki now - thanks for reminding me about sound-based moves.

The scripts that describe how abilities work are scattered all over the place. Abilities can have so many completely different effects that it'd just be ridiculous to try to lump them all together. Just search for the ones you want to look at, and see what you find.
 
Last edited:
Thanks very much. I saw some of the abilities in different areas, so I will try harder to search.
 
THIS STARTER KIT IS AWESOME!!
Thanks so much Poccil, Maruno, did you write up most of the wiki?
 
Earlier in this thread, someone in this thread reported a problem where if a Pokemon leveled up and wasn't the active pokemon in the battle at the time, that Pokemon wouldn't learn a move if it was suppose to.

I'm currently having this problem, and it's a fairly annoying, especially since I'm close to releasing the first demo of my game, so I was wondering if someone ever created a fix to this bug.


EDIT: I was able to fix the problem by copying the part about leveling and gaining EXP in the PokeBattle_Battle script from an older version of essentials to my game.
 
Last edited:
Just a quick question. How do I enable the "Press Start" animated text on the splash screen? Seems to be disabled on the recent releases.....
 
Just a quick question. How do I enable the "Press Start" animated text on the splash screen? Seems to be disabled on the recent releases.....
Try to change the Scene_Intro for the old one:
Code:
#==============================================================================
# Splash Screen
#==============================================================================
# Sephiroth Spawn
# 01.08.06
# Version 2
# Modified by Harshboy/Flameguru
#--------------------------------------------------------------------------
# Call Using $scene = Scene_Intro.new([pics], splash_screen)
#==============================================================================

#==============================================================================
# ** Scene_Intro
#==============================================================================

class Scene_Intro
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(pics, splash = nil)
    @pics, @splash = pics, splash
  end
  def setTitle(sprite,title)
    @cache={} if !@cache
    if @currentTitle!=title
      sprite.setBitmap("Graphics/Titles/#{title}")
      @currentTitle=title
    end
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Loads Data System and Game System
    data_system = pbLoadRxData("Data/System")
    # Loads the Title.mid in Audio/BGM
    pbBGMPlay(data_system.title_bgm)
    # Instance Variables      
    @item, @speed, @o_speed, @phase = 0, 15, 20, 0
    # Background Images
    @sprite = IconSprite.new(0,0)
     setTitle(@sprite, @pics[@item])
     @sprite.opacity = 5
    # Start Logo
    @start = IconSprite.new(0,0)
      setTitle(@start,"Start")
      @start.y, @start.z, @start.opacity = 260, 10, 0 #250
    # Execute transition
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      @sprite.update
      case @phase
      when 0; intro_update         # Into Updating
      when 1; splash_update       # Splash Updating
      when 2; to_splash_update  #  From Intro To Splash Transition
      when 3; to_title_update      # From Splash to Title Transtion
      when 4; toDeleteUpdate
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of Sprites
    if @cache
     for i in @cache.values
      i.dispose
     end
    end
    @sprite.dispose
    @start.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Intro Images
  #--------------------------------------------------------------------------
  def intro_update
    # If C is pressed
    if Input.trigger?(Input::C) && @speed>=0
      @phase = @splash.nil? ? 3 : 2
    end
    # Updates Sprite Opacity
    @sprite.opacity += @speed
    # Changes Direction
    @speed *= -1 if @sprite.opacity >= 255
    # Change Sprite
    if @sprite.opacity <= 0
      @item += 1
      @speed *= -1
      @item == @pics.size ? 
        @phase = @splash.nil? ? 3 : 2 :
        setTitle(@sprite,@pics[@item])
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Splash Image
  #--------------------------------------------------------------------------
  def splash_update
    # If C is pressed
    if Input.trigger?(Input::C)
      @phase = 3
    end
    if Input.press?(Input::DOWN) &&
       Input.press?(Input::CTRL) &&
       Input.press?(Input::B)
      @phase=4
    end
    # Loads Sprite Splash Bitmap
    setTitle(@sprite,@splash)
    # Updates Start Logo Opacity
    @start.opacity += @o_speed
    # Changes Direction
    @o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
    # Updates Splash
    @sprite.opacity += @speed if @sprite.opacity < 255
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Intro To Splash Transistion
  #--------------------------------------------------------------------------
  def to_splash_update
    @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Splash To Title Transistion
  #--------------------------------------------------------------------------
  def to_title_update
    # Decrease Splash Opacity
    @sprite.opacity -= @speed if @sprite.opacity > 0
    # Decresh Start Logo Opacity
    @start.opacity -= @speed if @start.opacity > 0
    # Proceed to Title Screen
    if @sprite.opacity <= 0 && @start.opacity <= 0
       pbBGMStop()
       sscene=PokemonLoadScene.new
       sscreen=PokemonLoad.new(sscene)
       sscreen.pbStartLoadScreen
    end
  end
  def toDeleteUpdate
    # Decrease Splash Opacity
    @sprite.opacity -= @speed if @sprite.opacity > 0
    # Decresh Start Logo Opacity
    @start.opacity -= @speed if @start.opacity > 0
    # Proceed to Title Screen
    if @sprite.opacity <= 0 && @start.opacity <= 0
       pbBGMStop()
       sscene=PokemonLoadScene.new
       sscreen=PokemonLoad.new(sscene)
       sscreen.pbStartDeleteScreen
    end
  end
end
 
Try to change the Scene_Intro for the old one:
Code:
#==============================================================================
# Splash Screen
#==============================================================================
# Sephiroth Spawn
# 01.08.06
# Version 2
# Modified by Harshboy/Flameguru
#--------------------------------------------------------------------------
# Call Using $scene = Scene_Intro.new([pics], splash_screen)
#==============================================================================

#==============================================================================
# ** Scene_Intro
#==============================================================================

class Scene_Intro
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(pics, splash = nil)
    @pics, @splash = pics, splash
  end
  def setTitle(sprite,title)
    @cache={} if !@cache
    if @currentTitle!=title
      sprite.setBitmap("Graphics/Titles/#{title}")
      @currentTitle=title
    end
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Loads Data System and Game System
    data_system = pbLoadRxData("Data/System")
    # Loads the Title.mid in Audio/BGM
    pbBGMPlay(data_system.title_bgm)
    # Instance Variables      
    @item, @speed, @o_speed, @phase = 0, 15, 20, 0
    # Background Images
    @sprite = IconSprite.new(0,0)
     setTitle(@sprite, @pics[@item])
     @sprite.opacity = 5
    # Start Logo
    @start = IconSprite.new(0,0)
      setTitle(@start,"Start")
      @start.y, @start.z, @start.opacity = 260, 10, 0 #250
    # Execute transition
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      @sprite.update
      case @phase
      when 0; intro_update         # Into Updating
      when 1; splash_update       # Splash Updating
      when 2; to_splash_update  #  From Intro To Splash Transition
      when 3; to_title_update      # From Splash to Title Transtion
      when 4; toDeleteUpdate
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of Sprites
    if @cache
     for i in @cache.values
      i.dispose
     end
    end
    @sprite.dispose
    @start.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Intro Images
  #--------------------------------------------------------------------------
  def intro_update
    # If C is pressed
    if Input.trigger?(Input::C) && @speed>=0
      @phase = @splash.nil? ? 3 : 2
    end
    # Updates Sprite Opacity
    @sprite.opacity += @speed
    # Changes Direction
    @speed *= -1 if @sprite.opacity >= 255
    # Change Sprite
    if @sprite.opacity <= 0
      @item += 1
      @speed *= -1
      @item == @pics.size ? 
        @phase = @splash.nil? ? 3 : 2 :
        setTitle(@sprite,@pics[@item])
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Splash Image
  #--------------------------------------------------------------------------
  def splash_update
    # If C is pressed
    if Input.trigger?(Input::C)
      @phase = 3
    end
    if Input.press?(Input::DOWN) &&
       Input.press?(Input::CTRL) &&
       Input.press?(Input::B)
      @phase=4
    end
    # Loads Sprite Splash Bitmap
    setTitle(@sprite,@splash)
    # Updates Start Logo Opacity
    @start.opacity += @o_speed
    # Changes Direction
    @o_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
    # Updates Splash
    @sprite.opacity += @speed if @sprite.opacity < 255
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Intro To Splash Transistion
  #--------------------------------------------------------------------------
  def to_splash_update
    @sprite.opacity > 0 ? @sprite.opacity -= @speed : @phase = 1
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Splash To Title Transistion
  #--------------------------------------------------------------------------
  def to_title_update
    # Decrease Splash Opacity
    @sprite.opacity -= @speed if @sprite.opacity > 0
    # Decresh Start Logo Opacity
    @start.opacity -= @speed if @start.opacity > 0
    # Proceed to Title Screen
    if @sprite.opacity <= 0 && @start.opacity <= 0
       pbBGMStop()
       sscene=PokemonLoadScene.new
       sscreen=PokemonLoad.new(sscene)
       sscreen.pbStartLoadScreen
    end
  end
  def toDeleteUpdate
    # Decrease Splash Opacity
    @sprite.opacity -= @speed if @sprite.opacity > 0
    # Decresh Start Logo Opacity
    @start.opacity -= @speed if @start.opacity > 0
    # Proceed to Title Screen
    if @sprite.opacity <= 0 && @start.opacity <= 0
       pbBGMStop()
       sscene=PokemonLoadScene.new
       sscreen=PokemonLoad.new(sscene)
       sscreen.pbStartDeleteScreen
    end
  end
end

Worked like a charm, thanks!

One more quick question. How can I remove the fading out transition when the title screen changes?
For example I would like ['Pic_1','Pic_2','Pic_3'] to consecutively change without having each fade out , so it looks smooth in terms of animation. Right now it looks as though the sprite opacity dictates when the title screen changes, as it looks like it is coded as a trigger...
 
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