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

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You can now write any old rubbish for a TM's/HM's description, and it won't be shown.

Way ahead of you there :t135:

Some of these emoticons are pretty amusing, actually.

And uh, back on a related note, there is a nomethod error sadly. Here you go:

Code:
Exception: RuntimeError
Message: Script error within map 96 (CHUBUTO UN.):
Exception: NoMethodError
Message: Section102:421:in `pbRefresh'undefined method `pbIsMachine?' for #<PokemonBag_Scene:0xb09d2f8>
***Full script:
pbShowBag

Interpreter:239:in `pbExecuteScript'
PokemonBag:367:in `pbStartScene'
PokemonBag:1013:in `pbStartScreen'
Menu Display Methods:9:in `pbShowBag'
Menu Display Methods:8:in `pbFadeOutIn'
Menu Display Methods:8:in `pbShowBag'
(eval):1:in `pbExecuteScript'
Interpreter:1583:in `eval'
Interpreter:239:in `pbExecuteScript'
Interpreter:1583:in `command_355'

Interpreter:279:in `pbExecuteScript'
Interpreter:1583:in `command_355'
Interpreter:492:in `execute_command'
Interpreter:191:in `update'
Interpreter:104:in `loop'
Interpreter:196:in `update'
Scene_Map:96:in `update'
Scene_Map:94:in `loop'
Scene_Map:107:in `update'
Scene_Map:63:in `main'
It's probably a simple fix, nomethod errors usually are, but I'm no good at fixing this stuff normally...

Possibly related, this IS still on an old version of essentials. (It's on the September 2010 version) I'm waiting for a few versions to pass before I roll my main project over to the new essentials.
 
Ah, old version. I don't like old versions. I don't support them, on the whole.

The method that your inferior version can't find, and a few other ones, were added recently. In the script section PokemonItems, you'll want to add the following two defs:

Code:
def pbIsMachine?(item)
  return $ItemData[item] && (pbIsTechnicalMachine?(item) || pbIsHiddenMachine?(item))
end

def pbIsTechnicalMachine?(item)
  return $ItemData[item] && ($ItemData[item][ITEMUSE]==3)
end
The hidden machine one already exists.
 
Ah, old version. I don't like old versions. I don't support them, on the whole.

The method that your inferior version can't find, and a few other ones, were added recently. In the script section PokemonItems, you'll want to add the following two defs:

Code:
def pbIsMachine?(item)
  return $ItemData[item] && (pbIsTechnicalMachine?(item) || pbIsHiddenMachine?(item))
end

def pbIsTechnicalMachine?(item)
  return $ItemData[item] && ($ItemData[item][ITEMUSE]==3)
end
The hidden machine one already exists.
There we go, that does the job.

Yeah, believe me, I look forward to the upgrade.
 
How do I change the Menu such a way that I get icons instead of the usual text?
If anyone can show me a small example on how to put icons ,I can figure the rest out myself :D

(I hope That way I'll also learn how to make a Pokemon summary screen,Pokedex etc.,I want it to be different from the usual stuff)
 
Weird Glitch. I have a max-size city. The only events there so far are two OWs and an event that pits you against a wild Murkrow to save the trainer (can't escape). I loaded my save file to beta test a few times, it worked just fine. Then I added a few things and when I loaded the save file it showed up but i couldn't move or do anything but look at it. Then I started a new game and when I entered the map the screen turned black and froze. Any fixes?
 
Request hopefully maybe someone could make a tutorial for it.

For evolution I always wanted to see it more animated see them "morph" into the next pokemon instead of the glow and poof he is there. If someone could write a tutorial on how to use the battle animation or something to run during the evolution part be great.

Also I used a Gif to animated my characters in battle instead of the little bounce, it works great however it looks like it is rendering two gifs on top of eachother giving it this blur laggy look. Any fix?
 
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HELP ME PLEASE!

Looking for sprites etc...
Need help with intro menus and oaks lecture.
Need sprites:
Ash: battle (as ash)
Oak: overworld
Ash's mum: overworld
Nure joy: overworld
Officer Jenny: overworld
Gary: overworld and battle (against)
Pikachu: overworld

Also help with getting pikachu to follow you.
Thanks.
 
Last edited:
Looking for sprites etc...
Need help with intro menus and oaks lecture.
Need sprites:
Ash: walking and battle (as ash and against ash)
Oak: walking
Ash's mum: walking
Nure joy: walking
Officer Jenny: walking
Gary: walking and battle (against)
Pikachu: walking

Also help with getting pikachu to follow you.
Thanks.

I have Ash OW, and battle. You can use if you give me credit!
 
Request hopefully maybe someone could make a tutorial for it.

For evolution I always wanted to see it more animated see them "morph" into the next pokemon instead of the glow and poof he is there. If someone could write a tutorial on how to use the battle animation or something to run during the evolution part be great.

Also I used a Gif to animated my characters in battle instead of the little bounce, it works great however it looks like it is rendering two gifs on top of eachother giving it this blur laggy look. Any fix?
Umm..I am a newbie so ignore your advice if it's silly I think it can be done by placing the two sprites on each other and slowly fading out the pre evolution sprite and fading in the evolved form.

I am just imagining it I don't know how to change stuff like Icons,Menus etc.(For now I will have to use Pokessential :( )
 
I've been trying to make a game with Pokemon essentials, but as soon as I try to walk through a door, I get this message:

Code:
Exception: TypeError

Message: cannot convert Fixnum into String

Sprite_Character:95:in `+'

Sprite_Character:95:in `update_or'

PerspectiveTilemap:430:in `shadow_update'

Shadow:179:in `update'

Sprite_Character:37:in `perspectivetilemap_initialize'

PerspectiveTilemap:424:in `shadow_initialize'

Shadow:152:in `initialize'

Spriteset_Map:172:in `new'

Spriteset_Map:172:in `_animationSprite_initialize'

AnimationSprite:43:in `shadow_initialize'

Anybody know what this is and how to fix it?
 
Umm..I am a newbie so ignore your advice if it's silly I think it can be done by placing the two sprites on each other and slowly fading out the pre evolution sprite and fading in the evolved form.

I am just imagining it I don't know how to change stuff like Icons,Menus etc.(For now I will have to use Pokessential :( )

I have actual animations to use example below
Though 18+ as it has nudity
Spoiler:


Kinda want my evolve animations like that.
 
Script required.

Can someone give me a script about encountering a wild Dratini and Misdreavus on a single battle which is 47 times for Dratini and 47 times for Misdreavus, and then a event encounter level 70 Giratina appear on the cave map? I was so confused. Especially a Global Variable.
 
I have actual animations to use example below
Though 18+ as it has nudity
Spoiler:


Kinda want my evolve animations like that.
We all want that, but it'd require a smegload of graphics (either separate ones or in the form of gifs). It's just not reasonable.

The existing animation involves a lot of spinning, and even though everything's better with spinning, I'd like to see that taken out eventually. There's also some sprite fading in the animation which can be expanded on, and perhaps a bit of mosaic-ing would look nice too. If someone wants to have a go, please do so. The animation sequence is relatively straightforward. I'm a little preoccupied with other matters.


Can someone give me a script about encountering a wild Dratini and Misdreavus on a single battle which is 47 times for Dratini and 47 times for Misdreavus, and then a event encounter level 70 Giratina appear on the cave map? I was so confused. Especially a Global Variable.
I have already responded to this in the wiki thread:
Are you basically asking for a way to not have an event Pokémon appear until the player has encountered X number of Pokémon Y?

That's a very specialised request, and that kind of feature won't be added to Essentials. However, achieving this would be rather simple: in the script section PokemonField is the def pbBattleOnStepTaken. This decides which Pokémon to encounter (called encounter[0] and encounter2[0]), and starts a battle with it/them. What you would need to do is include a line or so that checks the value of those variables (which are the species numbers) and to add 1 to a Global Variable if it's a Dratini (or whatever). Then, in the regular event encounter for Giratina, make it only appear if that Global Variable is greater than 46.
If you know a bit of scripting and how to use RMXP (i.e. you know what a Global Variable is), then it's quite easy to follow my instructions. If you don't know, learn.
 
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