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

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Neo-Spriteman

or goloog. that works too.
  • 209
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    15
    Years
    • Age 26
    • MD
    • Seen Jun 19, 2015
    Can anyone help me?

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

    This shows up when I start a new game :|
     

    Winneon

    [b][color=#fb0120]しょう[/color][color=#fc6d24]が[/col
  • 525
    Posts
    12
    Years
    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?

    [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:

    KitsuneKouta

    狐 康太
  • 442
    Posts
    14
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    • Seen Nov 20, 2017
    Can anyone help me?

    [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)?
     

    Neo-Spriteman

    or goloog. that works too.
  • 209
    Posts
    15
    Years
    • Age 26
    • MD
    • Seen Jun 19, 2015
    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.
     

    thepsynergist

    Vinemon: Sauce Edition Programmer and Composer
  • 795
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    The map probably didn't update the tileset, correctly. Right click on your map on your map list in RPG Maker, and click properties. Direct it to the proper tileset, and see if that works.
     
  • 772
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    13
    Years
    • UK
    • Seen May 22, 2024
    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
     
  • 199
    Posts
    14
    Years
    • Seen Jul 6, 2022
    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
    }
     

    FL

    Pokémon Island Creator
  • 2,454
    Posts
    13
    Years
    • Seen May 31, 2024
    For the ones that haven't noticed yet:

    Pokémon Essentials now belongs to the Wiki!

    Does someone know why it does not work? Do not be that to do. :'(
    I thinks that the error is in the script.
     

    Winneon

    [b][color=#fb0120]しょう[/color][color=#fc6d24]が[/col
  • 525
    Posts
    12
    Years
    Now that my tiles are in perspective mode, all of my tiles look 2d. How do I make them look 3d?
    Also, (AGAIN!) how do you make the screen stop shaking while im in perspective mode?
    Can someone Please help me?
     
  • 10,674
    Posts
    15
    Years
    • Seen May 19, 2024
    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.
     

    Winneon

    [b][color=#fb0120]しょう[/color][color=#fc6d24]が[/col
  • 525
    Posts
    12
    Years

    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?
     

    KitsuneKouta

    狐 康太
  • 442
    Posts
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    • Seen Nov 20, 2017
    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.
     

    Winneon

    [b][color=#fb0120]しょう[/color][color=#fc6d24]が[/col
  • 525
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    Ok. But I don't understand the psuedo tile thing. How do I know which ones are the psuedo tiles?
     
  • 10,674
    Posts
    15
    Years
    • Seen May 19, 2024
    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.
     

    Winneon

    [b][color=#fb0120]しょう[/color][color=#fc6d24]が[/col
  • 525
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    Ok. I tried usiing them with neo mode 7, but they are flat! How do I make them look 3d?
     
  • 10,674
    Posts
    15
    Years
    • Seen May 19, 2024
    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.
     

    Rai Rai

    Master of everything!
  • 262
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    • Seen Aug 29, 2012
    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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