• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Conquest protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Help and Requests

Status
Not open for further replies.
ive got a few questions im not sure if these should be posted here but someone said that this is the section to post it

1. when i get the editor up i get this error

Quote:
Script 'RTPAndRegistry' line 423: SyntaxError occurred.
2. in game i get the debug menu up, then i go to the visual editor and click on the map and click on set map potion, when i select either SAMPLE MAP or SAMPLE MAP 2 since they are my only options i get this error

Quote:
Exception: TypeError
Message: can't convert AnimatedBitmap into Bitmap
PokemonEditor:366:in `stretch_blt'
PokemonEditor:366:in `createRegionMap'
PokemonEditor:331:in `initialize'
PokemonEditor:1166:in `new'
PokemonEditor:1166:in `chooseMapPoint'
PokemonEditor:1522:in `set'
PokemonEditor:1621:in `pbPropertyList'
PokemonEditor:1593:in `loop'
PokemonEditor:1634:in `pbPropertyList'
PokemonEditor:2043:in `propertyList'
3 u know on pokemon games you get an intro movie how do i make one

4. how do i make my game double screened like on a ds

---------------------------
Pokemon Shadow Aura
---------------------------
Exception: NoMethodError

Message: undefined method `getPlayMusic' for Kernel:Module

Audio:136:in `Audio_bgm_play'

Audio:303:in `bgm_play'

Game_System:37:in `audioBgmPlay'

Game_System:58:in `bgm_play_ex'

Game_System:71:in `bgm_play'

Game_Map_:114:in `autoplay'

PokemonLoad:348:in `pbStartLoadScreen'

PokemonLoad:320:in `loop'

PokemonLoad:422:in `pbStartLoadScreen'

DebugIntro:6:in `main'



This exception was logged in errorlog.txt.

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

can anyone help me with this?


theres 2 ways you can solve this

the first way and the way i reccomend you try first is to deleat audio.dll in the main pokestarter folder (not the PBS folder)

if that dosent work i recomend downloading a different starter kit since some versions arnt that stable

but as i said do the first one first because it worked for me
 
Last edited:
If anyone has the sound effects for opening a Pokeball Opening, Pokemon emerge, and Return sound effects from the anime or any of the Colosseum games I would greatly appreciate it. I really need those and have not been able to find them anywhere.
 
Emerald Team Magma Team Aqua Charsets

Could someone rip me the Team Aqua and Team Magma sprites from Pokemon Emerald for RPG Maker XP? I have been searching everywhere for them. If they arleady are on this forum please redirect me to them. Thanks!
 
Could someone rip me the Team Aqua and Team Magma sprites from Pokemon Emerald for RPG Maker XP? I have been searching everywhere for them. If they arleady are on this forum please redirect me to them. Thanks!

the starter kit i downloaded had those sprites included


p.s

ive got another question atop of my other 4

5. how do you make pokemon sprites and trainer sprites animated like in Platinum and HG/SS
 
Every time I open the Editor.exe in the Pokemon Essentials package, I get an error saying: Script 'RTPAndRegistry' line 423: SyntaxError occured.
Does anyone know how to fix this?
 
the starter kit i downloaded had those sprites included


p.s

ive got another question atop of my other 4

5. how do you make pokemon sprites and trainer sprites animated like in Platinum and HG/SS
Which starter kit do you have. I am usng Poccil's and don't see them.

Edit: Oh, now I see what you mean. I meant the actual characters, that have the movements. I think they are called sprite sheets. At least that is what they are called for VX.
 
Every time I open the Editor.exe in the Pokemon Essentials package, I get an error saying: Script 'RTPAndRegistry' line 423: SyntaxError occured.
Does anyone know how to fix this?


im having that same problem aswell as 4 others (if you look at post 946 for the first 4 problems and post 949 for my 5th problem)

ich starter kit do you have. I am usng Poccil's and don't see them.


i dont know which one im using, its an out dated version but im thinking about downloading poccils one cos its sounds good

about the sprites try looking on sprite websites like shyguy kingdom, unfortuneatly spriters recorce is down so im a bit stuck finding sprites myself, if i find a particulally good substitute ill let you know

btw how do you send pictures
 
Last edited:
Which starter kit do you have. I am usng Poccil's and don't see them.

Edit: Oh, now I see what you mean. I meant the actual characters, that have the movements. I think they are called sprite sheets. At least that is what they are called for VX.

i use XP is Poccils for VX then?

ok i relise now I AM using poccils i thought kingcold made the starter kit im using (its called pokemon essentials)
 
Last edited:
can someone show me to where i can download the sprites of ash,misty brock, all the anime team rocket characters,team magma and aqua sprites or just show me how to convert sprites from the sprite sheets like this one https://andrewsprites.smackjeeves.c...rites-and-more-from-pokemon-naranja-and-more/ ? and then be able to use them in rpg maker Xp?
Import this exactly into the Graphic/Charecters part in the material base, for the walking at least:
[PokeCommunity.com] Help and Requests

I don't know about the rest.

And could someone answer my question from the previous page?
 
Last edited:
Hello. May this questions were here, but i can't find answers. These questions apply to PkMn Essentials RPGMakerXP.
How i can make evolution like EEVEE to LEAFEON or MAGNETON to MAGNEZONE?
How i can create alternate forms?
Where I can get full hoenn tilesets with all options like terrain tag,passage,priority?
 
Last edited:
Hi, where could I get a script (since I can't make one on my own) to generate a circular shadow under the character, and NPC'S. I need one since it is a PAIN to do it by graphics.
 
could someone that edits sprites PM i need a few Sprites edited also dont worry i shall be more than happy to Give credit in the game
 
Hello. May this questions were here, but i can't find answers. These questions apply to PkMn Essentials RPGMakerXP.
How i can make evolution like EEVEE to LEAFEON or MAGNETON to MAGNEZONE?
How i can create alternate forms?
Where I can get full hoenn tilesets with all options like terrain tag,passage,priority?
1. Evolution depending on the map you're on? Easy.

Look in PokemonEvolution, at pbMiniCheckEvolution. Looks interesting. Grab one of the empty custom methods and put in the line return poke if $game_map.map_id==42 (where 42 is the map ID of the map with the Ice Rock in it). You can expand on this to include multiple maps, e.g. neighbouring maps where you want it to still have an effect.

Remember the number of that custom method (27, probably). Now to rename the evolution method (it's easier to specify evolution method "IceMap" than "Custom1") and change the dependant variable type (I'm not sure if it'll work as is; see below).

Go to Compiler, and do searches for the following three words:

  • evotypes - This is an array of the names of the evolution methods. Find "Custom1" (or whichever you used) and rename it "IceMap" or whatever. There are two of these arrays.
  • evoparams - Just below these arrays in the scripts is what the numbers mean. 1 is just a number (e.g. used for level), 2 is an item, 3 is a move name, 4 is a pokémon species, and 5 is just a number. 0 is no variable - these are for things like happiness which are set to 200 always and there's nothing you can do about it. By default the custom methods (one of which you hijacked) are number 5. Change the one corresponding to "IceMap"/"Custom1" to zero (although really I don't think it'll make a difference here - I'm just being thorough). There are three of these arrays.
  • optionaltypes - Same as evotypes above, so treat it as such. There's only one of these sections.
Now you should be able to say one of the evolution methods of Eevee is "IceMap", and it'll evolve into Glaceon if it ups a level on one of the defined maps.

Note that the evolution methods are checked in order, and the custom ones (including the one you added) is at the bottom - if Eevee is happy enough, it'll evolve into Espeon/Umbreon instead, even though you're right next to the icy rock. You can of course change the order of these checks if you desperately want Glaceon to come first, but that's fiddly.


2. Alternate forms. You know Unown has alternate forms, yes? They're programmed in already. Search the scripts for "Unown", and you'll come to PokemonUtilities. Two separate defs are in there, one for the tiny icon and one for the sprite. See how Unown is dealt with, then add your own code to match to make Giratina have its alternate form when on maps x, y and z, or if it's holding a particular item... or whatever you were planning to do.

I could go into this a bit further with you in PM if you wanted help figuring out how to lay out the required code for whatever it is you want. Most of the time it should be fairly simple, though.


3. Shop around for the tilesets, then put in all the passabilities yourself. You won't find one with passabilities already done, since that's something magical that I don't know how it works but it certainly won't come with any tilesets.

But hey, you'll only have to do it once. And half the tileset will be buildings, and they're easy enough to do.
 
i use XP is Poccils for VX then?

No, I used to use VX since if you are a beginner I think it is easier to learn with. Plus I just recently learned how to get XP ro work with VX.
 
1. Evolution depending on the map you're on? Easy.

Look in PokemonEvolution, at pbMiniCheckEvolution. Looks interesting. Grab one of the empty custom methods and put in the line return poke if $game_map.map_id==42 (where 42 is the map ID of the map with the Ice Rock in it). You can expand on this to include multiple maps, e.g. neighbouring maps where you want it to still have an effect.

Remember the number of that custom method (27, probably). Now to rename the evolution method (it's easier to specify evolution method "IceMap" than "Custom1") and change the dependant variable type (I'm not sure if it'll work as is; see below).

Go to Compiler, and do searches for the following three words:

  • evotypes - This is an array of the names of the evolution methods. Find "Custom1" (or whichever you used) and rename it "IceMap" or whatever. There are two of these arrays.
  • evoparams - Just below these arrays in the scripts is what the numbers mean. 1 is just a number (e.g. used for level), 2 is an item, 3 is a move name, 4 is a pokémon species, and 5 is just a number. 0 is no variable - these are for things like happiness which are set to 200 always and there's nothing you can do about it. By default the custom methods (one of which you hijacked) are number 5. Change the one corresponding to "IceMap"/"Custom1" to zero (although really I don't think it'll make a difference here - I'm just being thorough). There are three of these arrays.
  • optionaltypes - Same as evotypes above, so treat it as such. There's only one of these sections.
Now you should be able to say one of the evolution methods of Eevee is "IceMap", and it'll evolve into Glaceon if it ups a level on one of the defined maps.

Note that the evolution methods are checked in order, and the custom ones (including the one you added) is at the bottom - if Eevee is happy enough, it'll evolve into Espeon/Umbreon instead, even though you're right next to the icy rock. You can of course change the order of these checks if you desperately want Glaceon to come first, but that's fiddly.
Thank you very much, it really works!

2. Alternate forms. You know Unown has alternate forms, yes? They're programmed in already. Search the scripts for "Unown", and you'll come to PokemonUtilities. Two separate defs are in there, one for the tiny icon and one for the sprite. See how Unown is dealt with, then add your own code to match to make Giratina have its alternate form when on maps x, y and z, or if it's holding a particular item... or whatever you were planning to do.

I could go into this a bit further with you in PM if you wanted help figuring out how to lay out the required code for whatever it is you want. Most of the time it should be fairly simple, though.
I'm arfaid I don't understand this, sorry. Can i wiew example script for GIRATINA?

EDIT: But UNOWN changes only icon form. In battle is only A forme.
How can I do PkMn pictures move, like in PkMn Emerald?
 
Last edited:
im reposting my previous 5 questions plus 2 more PLEASE ANSWER THEM BECAUSE I NEED HELP WITH EM
PLZ NOTIFY ME IF IM POSTING IN THE WRONG PLACE BECAUSE IM NEW HERE AND IM NOT SURE WHERE TO POST THESE

animated sprites ive been trying to figure that one for a while

ive got a few questions im not sure if these should be posted here but someone said that this is the section to post it

1. when i get the editor up i get this error
Quote:
Script 'RTPAndRegistry' line 423: SyntaxError occurred.



2. in game i get the debug menu up, then i go to the visual editor and click on the map and click on set map potion, when i select either SAMPLE MAP or SAMPLE MAP 2 since they are my only options i get this error
Quote:
Exception: TypeError
Message: can't convert AnimatedBitmap into Bitmap
PokemonEditor:366:in `stretch_blt'
PokemonEditor:366:in `createRegionMap'
PokemonEditor:331:in `initialize'
PokemonEditor:1166:in `new'
PokemonEditor:1166:in `chooseMapPoint'
PokemonEditor:1522:in `set'
PokemonEditor:1621:in `pbPropertyList'
PokemonEditor:1593:in `loop'
PokemonEditor:1634:in `pbPropertyList'
PokemonEditor:2043:in `propertyList'



3 u know on pokemon games you get an intro movie how do i make one?

4. how do i make my game double screened like on a ds?


5. how do you make pokemon sprites and trainer sprites animated like in Platinum and HG/SS?

6. how do you make it so certain parts of music loop?

7. how do you make it so you encounter a particular pokemon by pressing the action button infrot of a particular event?
 
Last edited:
can someone help me with a problem i am having want to change my main character how do i do this ? i am using the same script that came with the starter pack for rpg maker xp what part of the script needs to be changed to change the boy and girl starter characters?
 
Status
Not open for further replies.
Back
Top