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

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Can anyone help me?

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

This shows up when I start a new game :|
 
Now that my tiles are in perspective mode, all of my tiles look 2d. How do I make them look 3d?

Can anyone help me?

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

This shows up when I start a new game :|
I'm sorry, Neo-Spriteman. I don't know the answer to that.

Also, (AGAIN!) how do you make the screen stop shaking while im in perspective mode?
 
Last edited:
Can anyone help me?

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

This shows up when I start a new game :|
It's pretty hard to determine the problem with just that. Does it only occur on certain maps? As soon as you start the game? And did you make any changes to anything shortly before it started happening (like renaming tilesets, editing the tilesets in the database, or script changes, etc)?
 
It's pretty hard to determine the problem with just that. Does it only occur on certain maps? As soon as you start the game? And did you make any changes to anything shortly before it started happening (like renaming tilesets, editing the tilesets in the database, or script changes, etc)?

I erased all the tilesets and added 4 new ones. When I click new game or continue, it does that.
 
Hopefully someone may be able to help me out, i've been at this for hours but can't get it working.

I'm trying to change the way the encounters are handled so that you specify the pokemon appearance chance and not use the pre programmed ones.


I've added an extra value to the encounters.txt file which is the number of encounters possible, appearing after the encounter type value in the file.
The new encounters.txt looks like so

############
056 # Route 9
25,10,10
Land
08
RATTATA,15,18
NIDORANmA,35,16,18
SPEAROW,10,17
NIDORANfE,25,16,18
NIDORINA,5,18
NIDORINO,5,18
RATICATE,4,20
FEAROW,1,19
############
003 # Route 1
25,10,10
Land
02
PIDGEY,70,2,7
RATTATA,30,2,4
############
012 # Route 2
25,10,10
Land
04
RATTATA,40,3,4
PIDGEY,30,3,7
NIDORANmA,15,4,6
NIDORANfE,15,4,6
Now the problem i've got is getting the compiler to read the new value

I can get it to pick out the first value (the 08) but can't work out how to get the following values (02/04)

my pbCompileEncounters method so far is as so

Code:
def pbCompileEncounters
    pbENCSTART=5
    lines=[]
    linenos=[]
    FileLineData.file="PBS/encounters.txt"
    File.open("PBS/encounters.txt","rb"){|f|
        lineno=1
        f.each_line {|line|
            line=prepline(line)
            if line.length!=0
                lines[lines.length]=line
                linenos[linenos.length]=lineno
            end
        lineno+=1
        }
    }
    encounters={}
    thisenc=nil
    lastenc=-1
    lastenclen=0
    needdensity=false
    lastmapid=-1
    i=0;
  enc_line = lines[3].to_i
    while i<lines.length
        line=lines[i]
        FileLineData.setLine(line,linenos[i])
    
    mapid=line[/^\d+$/]
    
    if mapid
            lastmapid=mapid
            if thisenc && (thisenc[1][EncounterTypes::Land] ||
                thisenc[1][EncounterTypes::LandMorning] ||
                thisenc[1][EncounterTypes::LandDay] ||
                thisenc[1][EncounterTypes::BugContest] ||
                thisenc[1][EncounterTypes::LandNight]) &&
                thisenc[1][EncounterTypes::Cave]
                raise _INTL("Can't define both Land and Cave encounters in the same area (map ID {1})",mapid)
            end
            thisenc=[[25,10,10,0,0,0,0,0,0,25,25,25,25],[]]
            encounters[mapid.to_i]=thisenc
            needdensity=true
            i+=1
            next
        end
        enc=findIndex(EncounterTypes::Names){|val| val==line}
        if enc>=0
            needdensity=false
            encarray=[]
            j=i+2; k=0; 
      while j<lines.length && k<enc_line
                line=lines[j]
                FileLineData.setLine(lines[j],linenos[j])
                splitarr=strsplit(line,/\s*,\s*/)
                splitarr[3]=splitarr[2] if splitarr.length==3 # Max Level = Min Level
                splitarr[2]=splitarr[2].to_i # Min Level
                splitarr[3]=splitarr[3].to_i # Max Level
        splitarr[1]=splitarr[1].to_i # Chance
                maxlevel=PBExperience::MAXLEVEL
                if splitarr[2]<=0 || splitarr[2]>maxlevel
                    raise _INTL("Min level below 0 or above max: {1}\r\n{2}",splitarr[1],FileLineData.linereport)
                end
                if splitarr[3]<=0 || splitarr[3]>maxlevel
                    raise _INTL("Max level below 0: {1}\r\n{2}",splitarr[2],FileLineData.linereport)
                end
                if splitarr[2]>splitarr[3]
                    raise _INTL("Minimum level is greater than maximum level: {1}\r\n{2}",line,FileLineData.linereport)
                end
                splitarr[0]=parseSpecies(splitarr[0])
                linearr=splitarr
                encarray.push(linearr)
                thisenc[1][enc]=encarray
        p thisenc
                j+=1
                k+=1
            end
            i=j
        elsif needdensity
            needdensity=false
            nums=strsplit(line,/,/)
            if nums && nums.length>=3
                thisenc[0][EncounterTypes::Land]=nums[0].to_i
                thisenc[0][EncounterTypes::LandMorning]=nums[0].to_i
                thisenc[0][EncounterTypes::LandDay]=nums[0].to_i
                thisenc[0][EncounterTypes::LandNight]=nums[0].to_i
                thisenc[0][EncounterTypes::BugContest]=nums[0].to_i
                thisenc[0][EncounterTypes::Cave]=nums[1].to_i
                thisenc[0][EncounterTypes::Water]=nums[2].to_i
            else
                raise _INTL("Wrong syntax for densities in encounters.txt; got \"{1}\"\r\n{2}",line,FileLineData.linereport)
            end
            i+=1
        else
            raise _INTL("Undefined encounter type {1}, expected one of the following:\r\n{2}\r\n{3}",
            line,EncounterTypes::Names.inspect,FileLineData.linereport)
        end
    end
    save_data(encounters,"Data/encounters.dat")
end
can anyone please help
 
Does someone know why it does not work? Do not be that to do. :'(

I put a Unown Puzzle Script, but does not work. :/
(Pokemon Essential January 2009 or before)

---------------------------
Mapeo
---------------------------
Exception: RuntimeError
Message: Script error within event 1, map 120 (Cave):
Section143:158:in `pbStartScene'uninitialized constant PuzzleScene::BitmapSprite
***Full script:

pbFadeOutIn(99999){
scene=PuzzleScene.new
screen=PuzzleScreen.new(scene)
screen.pbStartScreen
}
 
Can someone Please help me?
Perspective mode does not work for Pokémon Essentials, not really. You'll need to get Neo-Mode 7 to work. As of yet, 3D has not been mastered with PE, might I recommend using pseudo 3D tiles? They tend to be the substitute for the lack of a good 3D engine for PE.
 

Perspective mode does not work for Pokémon Essentials, not really. You'll need to get Neo-Mode 7 to work. As of yet, 3D has not been mastered with PE, might I recommend using pseudo 3D tiles? They tend to be the substitute for the lack of a good 3D engine for PE.
Thanks! Where can I get Neo-Mode 7 and the pseudo 3d tiles?
 
Does someone know why it does not work? Do not be that to do. :'(
Send me the script you're using and I'll see if I can figure it out. And like I ask everyone else, could you give me a little more information? Like has it never worked at all? Did it suddenly stop working after making a change? And so on.
 
Ok. But I don't understand the psuedo tile thing. How do I know which ones are the psuedo tiles?
 
Ok. But I don't understand the psuedo tile thing. How do I know which ones are the psuedo tiles?
Tiles without outlines. PrinceLegendario, who I linked, does both for his hoenn remakes, the ones without the outlines (on the right) are the fake 3D tiles.
 
Ok. I tried usiing them with neo mode 7, but they are flat! How do I make them look 3d?
 
Ok. I tried usiing them with neo mode 7, but they are flat! How do I make them look 3d?
Personally I don't have much experience with Neo-moder 7, but last I checked it doesn't work properly with PE right away, unless you use a modified neo mode 7 engine. Regardless, you might not get an answer here since this thread is just for Pokémon Essentials.
 
Ok. I tried usiing them with neo mode 7, but they are flat! How do I make them look 3d?

Doesn't work with essentials, plus it doesn't turn the pseudo 3D on instantly, you need to change the map name with the added parts that the instructions within the code tell you. But yeah pointless trying to use it without having coding knowledge to edit it to make it compatible with essentials.
 
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