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FL
April 14th, 2012, 12:01 PM
#===============================================================================
# * One screen Day-Care Checker item - by FL (Credits will be apreciated)
#===============================================================================
#
# This script is for Pokémon Essentials. It makes a One screen Day-Care Checker
# (like in DPP) activated by item. This display the pokémon sprite, names,
# levels, genders and if them generate an egg.
#
#===============================================================================
#
# To this script works, put it above main, put a 480x320 background in
# DCCBACKPATH location and, like any item, you need to add in the "items.txt"
# and in the script. There an example below using the name DAYCARESIGHT, but
# you can use any other name changing the DCCITEM and the item that be added in
# txt. You can change the internal number too:
#
# 631,DAYCARESIGHT,DayCare Sight,DayCare Sight,8,0,"A visor that can be use for see certains Pokémon in Day-Care to monitor their growth.",2,0,6
#
#===============================================================================

DCCITEM=:DAYCARESIGHT # Change this and the item.txt if you wish another name
DCCBACKPATH= "Graphics/Pictures/dccbackground" # You can change if you wish
# If you wish that the pokémon is positioned like in battle (have the distance
# defined in metadata, even the BattlerAltitude) change the below line to true
DCCBATTLEPOSITION = false

class DayCareCheckerScene

def startScene
@sprites={}
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
@pkmn1=$PokemonGlobal.daycare[0][0]
@pkmn2=$PokemonGlobal.daycare[1][0]
# If you wish that if there only one pokémon, it became right
# positioned, them uncomment the four below lines
#if [email protected] && @pkmn2
# @[email protected]
# @pkmn2=nil
#end
textPositions=[]
baseColor=Color.new(12*8,12*8,12*8)
shadowColor=Color.new(26*8,26*8,25*8)
@sprites["background"]=IconSprite.new(0,0,@viewport)
@sprites["background"].setBitmap(DCCBACKPATH)
pokemony=Graphics.height/2-32
pokemonyadjust=pokemony-32
if @pkmn1
@sprites["pokemon1"]=PokemonSprite.new(@viewport)
@sprites["pokemon1"].setPokemonBitmap(@pkmn1)
@sprites["pokemon1"].mirror=true
pbPositionPokemonSprite(@sprites["pokemon1"],32,pokemony)
@sprites["pokemon1"].y=pokemonyadjust + adjustBattleSpriteY(
@sprites["pokemon1"],@pkmn1.species,1) if DCCBATTLEPOSITION
textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn1.name,@pkmn1.level.to_s,
genderString(@pkmn1.gender)),32,44,false,baseColor,shadowColor])
end
if @pkmn2
@sprites["pokemon2"]=PokemonSprite.new(@viewport)
@sprites["pokemon2"].setPokemonBitmap(@pkmn2)
pbPositionPokemonSprite(@sprites["pokemon2"],Graphics.width-168,pokemony)
@sprites["pokemon2"].y=pokemonyadjust + adjustBattleSpriteY(
@sprites["pokemon2"],@pkmn2.species,1) if DCCBATTLEPOSITION
textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn2.name,@pkmn2.level.to_s,
genderString(@pkmn2.gender)),Graphics.width-16,44,true,baseColor,
shadowColor])
end
if Kernel.pbEggGenerated?
@sprites["egg"]=IconSprite.new(Graphics.width/2-68,pokemony+32,@viewport)
@sprites["egg"].setBitmap("Graphics/Battlers/egg")
# To works with different egg sprite sizes
@sprites["egg"].x-=(@sprites["egg"].bitmap.width/8-16)*3
# Uncomment the below line to only a egg shadow be show
[email protected]["egg"].color=Color.new(0,0,0,255)
end
@sprites["overlay"]=Sprite.new(@viewport)
@sprites["overlay"].bitmap=BitmapWrapper.new(Graphics.width,Graphics.height)
pbSetSystemFont(@sprites["overlay"].bitmap)
if !textPositions.empty?
pbDrawTextPositions(@sprites["overlay"].bitmap,textPositions)
end
pbFadeInAndShow(@sprites) { update }
end

def genderString(gender)
ret=" "
if gender==0
ret=" ♂"
elsif gender==1
ret=" ♀"
end
return ret
end

def middleScene
loop do
Graphics.update
Input.update
self.update
if Input.trigger?(Input::B) || Input.trigger?(Input::C)
break
end
end
end

def update
pbUpdateSpriteHash(@sprites)
end

def endScene
pbFadeOutAndHide(@sprites) { update }
pbDisposeSpriteHash(@sprites)
@viewport.dispose
end
end

class DayCareChecker

def initialize(scene)
@scene=scene
end

def startScreen
@scene.startScene
@scene.middleScene
@scene.endScene
end
end

# Item handlers

ItemHandlers.addUseFromBag(DCCITEM, proc {|item|
pbFadeOutIn(99999){
scene=DayCareCheckerScene.new
screen=DayCareChecker.new(scene)
screen.startScreen
}
next 1 # Continue
})

ItemHandlers.addUseInField(DCCITEM, proc {|item|
pbFadeOutIn(99999){
scene=DayCareCheckerScene.new
screen=DayCareChecker.new(scene)
screen.startScreen
}
next 1 # Continue
})

tylerab01
April 15th, 2012, 8:25 AM
This is gnarly. It is like the PokeTech with the DayCare App, but better!

Abnegation
May 7th, 2012, 6:29 AM
Seriously, how have I not seen this. Fantastic addition. Certainly a wonderful idea. I'm going to try out the script a little later on, but definitely something well needed. Great work.

SytheXP
May 7th, 2012, 8:03 AM
Nice job FL. I briefly skimmed your post, and you said its activated via Item, is there a way to change it to activate it via button? I was and still against having a DS screen but I like the idea of a side screen so I am planning to implement that and this would be a nice additions.

FL
May 12th, 2012, 11:55 AM
Nice job FL. I briefly skimmed your post, and you said its activated via Item, is there a way to change it to activate it via button? I was and still against having a DS screen but I like the idea of a side screen so I am planning to implement that and this would be a nice additions.Yes! In Scene_Map, before 'Scene_Map' add


if Input.trigger?(Input::A)
unless pbMapInterpreterRunning? # Only works if none event command is running
pbFadeOutIn(99999){
scene=DayCareCheckerScene.new
screen=DayCareChecker.new(scene)
screen.startScreen
}
end
end


The 'Input::A' activates when "Z" key is press. You can change it to other key.

You can also change the

pbFadeOutIn(99999){
scene=DayCareCheckerScene.new
screen=DayCareChecker.new(scene)
screen.startScreen
}

to a function/scene if you want to a function/scene be called in game map when some key is pressed.

Gostaras
May 27th, 2012, 5:22 PM
It's an awesome script :D

However, when I try to test my game, it says that "Theres no value in line 216 for ItemHandlers"
How could I fix it ?

FL
June 2nd, 2012, 2:26 PM
It's an awesome script :D

However, when I try to test my game, it says that "Theres no value in line 216 for ItemHandlers"
How could I fix it ?I remove a extra ',' in '# 631,DAYCARESIGHT' line, maybe is it. Besides this, it is working on newer versions.

Gostaras
June 2nd, 2012, 3:22 PM
I remove a extra ',' in '# 631,DAYCARESIGHT' line, maybe is it. Besides this, it is working on newer versions.

Thanks, It works perfectly now!

p.claydon
June 12th, 2012, 7:27 AM
thank you for this managed to get it working as an app for my pokégear

FL
August 4th, 2012, 6:15 PM
I updated the topic with new script that works in different screens resolutions, plus male/female symbols.

thank you for this managed to get it working as an app for my pokégearNeat idea!

chrono9665
December 16th, 2015, 12:58 PM
Hi Everyone,

I decided to incorporate this amazing script into my game. I had to make a few adjustments because of the updates since it was written. It seems to be all correct but when I open it in the bag there is no "use" function. So in other words there is no way to actually use the item. The code is below along with the modified Item handles. Any Help would be wonderful. Thank You.


#===============================================================================
# * One screen Day-Care Checker item - by FL (Credits will be apreciated)
#===============================================================================
#
# This script is for Pokémon Essentials. It makes a One screen Day-Care Checker
# (like in DPP) activated by item. This display the pokémon sprite, names,
# levels, genders and if them generate an egg.
#
#===============================================================================
#
# To this script works, put it above main, put a 480x320 background in
# DCCBACKPATH location and, like any item, you need to add in the "items.txt"
# and in the script. There an example below using the name DAYCARESIGHT, but
# you can use any other name changing the DCCITEM and the item that be added in
# txt. You can change the internal number too:
#
# 631,DAYCARESIGHT,DayCare Sight,8,0,"A visor that can be use for see certains Pokémon in Day-Care to monitor their growth.",2,0,6
#
#===============================================================================

DCCITEM=:DAYCARECHECKER # Change this and the item.txt if you wish another name
DCCBACKPATH= "Graphics/Pictures/dccbackground" # You can change if you wish
# If you wish that the pokémon is positioned like in battle (have the distance
# defined in metadata, even the BattlerAltitude) change the below line to true
DCCBATTLEPOSITION = false

class DayCareCheckerScene

def startScene
@sprites={}
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
@pkmn1=$PokemonGlobal.daycare[0][0]
@pkmn2=$PokemonGlobal.daycare[1][0]
# If you wish that if there only one pokémon, it became right
# positioned, them uncomment the four below lines
#if [email protected] && @pkmn2
# @[email protected]
# @pkmn2=nil
#end
textPositions=[]
baseColor=Color.new(12*8,12*8,12*8)
shadowColor=Color.new(26*8,26*8,25*8)
@sprites["background"]=IconSprite.new(0,0,@viewport)
@sprites["background"].setBitmap(DCCBACKPATH)
pokemony=Graphics.height/2-32
pokemonyadjust=pokemony-32
if @pkmn1
@sprites["pokemon1"]=PokemonSprite.new(@viewport)
@sprites["pokemon1"].setPokemonBitmap(@pkmn1)
@sprites["pokemon1"].mirror=true
pbPositionPokemonSprite(@sprites["pokemon1"],32,pokemony)
@sprites["pokemon1"].y=pokemonyadjust + adjustBattleSpriteY(
@sprites["pokemon1"],@pkmn1.species,1) if DCCBATTLEPOSITION
textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn1.name,@pkmn1.level.to_s,
genderString(@pkmn1.gender)),32,44,false,baseColor,shadowColor])
end
if @pkmn2
@sprites["pokemon2"]=PokemonSprite.new(@viewport)
@sprites["pokemon2"].setPokemonBitmap(@pkmn2)
pbPositionPokemonSprite(@sprites["pokemon2"],Graphics.width-168,pokemony)
@sprites["pokemon2"].y=pokemonyadjust + adjustBattleSpriteY(
@sprites["pokemon2"],@pkmn2.species,1) if DCCBATTLEPOSITION
textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn2.name,@pkmn2.level.to_s,
genderString(@pkmn2.gender)),Graphics.width-16,44,true,baseColor,
shadowColor])
end
if Kernel.pbEggGenerated?
@sprites["egg"]=IconSprite.new(Graphics.width/2-68,pokemony+32,@viewport)
@sprites["egg"].setBitmap("Graphics/Battlers/egg")
# To works with different egg sprite sizes
@sprites["egg"].x-=(@sprites["egg"].bitmap.width/8-16)*3
# Uncomment the below line to only a egg shadow be show
[email protected]["egg"].color=Color.new(0,0,0,255)
end
@sprites["overlay"]=Sprite.new(@viewport)
@sprites["overlay"].bitmap=BitmapWrapper.new(Graphics.width,Graphics.height)
pbSetSystemFont(@sprites["overlay"].bitmap)
if !textPositions.empty?
pbDrawTextPositions(@sprites["overlay"].bitmap,textPositions)
end
pbFadeInAndShow(@sprites) { update }
end

def genderString(gender)
ret=" "
if gender==0
ret=" ♂"
elsif gender==1
ret=" ♀"
end
return ret
end

def middleScene
loop do
Graphics.update
Input.update
self.update
if Input.trigger?(Input::B) || Input.trigger?(Input::C)
break
end
end
end

def update
pbUpdateSpriteHash(@sprites)
end

def endScene
pbFadeOutAndHide(@sprites) { update }
pbDisposeSpriteHash(@sprites)
@viewport.dispose
end
end

class DayCareChecker

def initialize(scene)
@scene=scene
end

def startScreen
@scene.startScene
@scene.middleScene
@scene.endScene
end
end



Item Handles

ItemHandlers::UseFromBag.add(:DCCITEM, proc {|item|
pbFadeOutIn(99999){
scene=DayCareCheckerScene.new
screen=DayCareChecker.new(scene)
screen.startScreen
}
next 1 # Continue
})


ItemHandlers::UseInField.add(:DCCITEM, proc {|item|
pbFadeOutIn(99999){
scene=DayCareCheckerScene.new
screen=DayCareChecker.new(scene)
screen.startScreen
}
next 1 # Continue
})

FL
December 19th, 2015, 4:19 PM
Hi Everyone,

I decided to incorporate this amazing script into my game. I had to make a few adjustments because of the updates since it was written. It seems to be all correct but when I open it in the bag there is no "use" function. So in other words there is no way to actually use the item. The code is below along with the modified Item handles. Any Help would be wonderful. Thank You.


#===============================================================================
# * One screen Day-Care Checker item - by FL (Credits will be apreciated)
#===============================================================================
#
# This script is for Pokémon Essentials. It makes a One screen Day-Care Checker
# (like in DPP) activated by item. This display the pokémon sprite, names,
# levels, genders and if them generate an egg.
#
#===============================================================================
#
# To this script works, put it above main, put a 480x320 background in
# DCCBACKPATH location and, like any item, you need to add in the "items.txt"
# and in the script. There an example below using the name DAYCARESIGHT, but
# you can use any other name changing the DCCITEM and the item that be added in
# txt. You can change the internal number too:
#
# 631,DAYCARESIGHT,DayCare Sight,8,0,"A visor that can be use for see certains Pokémon in Day-Care to monitor their growth.",2,0,6
#
#===============================================================================

DCCITEM=:DAYCARECHECKER # Change this and the item.txt if you wish another name
DCCBACKPATH= "Graphics/Pictures/dccbackground" # You can change if you wish
# If you wish that the pokémon is positioned like in battle (have the distance
# defined in metadata, even the BattlerAltitude) change the below line to true
DCCBATTLEPOSITION = false

class DayCareCheckerScene

def startScene
@sprites={}
@viewport=Viewport.new(0,0,Graphics.width,Graphics.height)
@viewport.z=99999
@pkmn1=$PokemonGlobal.daycare[0][0]
@pkmn2=$PokemonGlobal.daycare[1][0]
# If you wish that if there only one pokémon, it became right
# positioned, them uncomment the four below lines
#if [email protected] && @pkmn2
# @[email protected]
# @pkmn2=nil
#end
textPositions=[]
baseColor=Color.new(12*8,12*8,12*8)
shadowColor=Color.new(26*8,26*8,25*8)
@sprites["background"]=IconSprite.new(0,0,@viewport)
@sprites["background"].setBitmap(DCCBACKPATH)
pokemony=Graphics.height/2-32
pokemonyadjust=pokemony-32
if @pkmn1
@sprites["pokemon1"]=PokemonSprite.new(@viewport)
@sprites["pokemon1"].setPokemonBitmap(@pkmn1)
@sprites["pokemon1"].mirror=true
pbPositionPokemonSprite(@sprites["pokemon1"],32,pokemony)
@sprites["pokemon1"].y=pokemonyadjust + adjustBattleSpriteY(
@sprites["pokemon1"],@pkmn1.species,1) if DCCBATTLEPOSITION
textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn1.name,@pkmn1.level.to_s,
genderString(@pkmn1.gender)),32,44,false,baseColor,shadowColor])
end
if @pkmn2
@sprites["pokemon2"]=PokemonSprite.new(@viewport)
@sprites["pokemon2"].setPokemonBitmap(@pkmn2)
pbPositionPokemonSprite(@sprites["pokemon2"],Graphics.width-168,pokemony)
@sprites["pokemon2"].y=pokemonyadjust + adjustBattleSpriteY(
@sprites["pokemon2"],@pkmn2.species,1) if DCCBATTLEPOSITION
textPositions.push([_INTL("{1} Lv{2}{3}",@pkmn2.name,@pkmn2.level.to_s,
genderString(@pkmn2.gender)),Graphics.width-16,44,true,baseColor,
shadowColor])
end
if Kernel.pbEggGenerated?
@sprites["egg"]=IconSprite.new(Graphics.width/2-68,pokemony+32,@viewport)
@sprites["egg"].setBitmap("Graphics/Battlers/egg")
# To works with different egg sprite sizes
@sprites["egg"].x-=(@sprites["egg"].bitmap.width/8-16)*3
# Uncomment the below line to only a egg shadow be show
[email protected]["egg"].color=Color.new(0,0,0,255)
end
@sprites["overlay"]=Sprite.new(@viewport)
@sprites["overlay"].bitmap=BitmapWrapper.new(Graphics.width,Graphics.height)
pbSetSystemFont(@sprites["overlay"].bitmap)
if !textPositions.empty?
pbDrawTextPositions(@sprites["overlay"].bitmap,textPositions)
end
pbFadeInAndShow(@sprites) { update }
end

def genderString(gender)
ret=" "
if gender==0
ret=" ♂"
elsif gender==1
ret=" ♀"
end
return ret
end

def middleScene
loop do
Graphics.update
Input.update
self.update
if Input.trigger?(Input::B) || Input.trigger?(Input::C)
break
end
end
end

def update
pbUpdateSpriteHash(@sprites)
end

def endScene
pbFadeOutAndHide(@sprites) { update }
pbDisposeSpriteHash(@sprites)
@viewport.dispose
end
end

class DayCareChecker

def initialize(scene)
@scene=scene
end

def startScreen
@scene.startScene
@scene.middleScene
@scene.endScene
end
end



Item Handles

ItemHandlers::UseFromBag.add(:DCCITEM, proc {|item|
pbFadeOutIn(99999){
scene=DayCareCheckerScene.new
screen=DayCareChecker.new(scene)
screen.startScreen
}
next 1 # Continue
})


ItemHandlers::UseInField.add(:DCCITEM, proc {|item|
pbFadeOutIn(99999){
scene=DayCareCheckerScene.new
screen=DayCareChecker.new(scene)
screen.startScreen
}
next 1 # Continue
})
I tested my script right now on V16 and the only thing that need adjust is item, change '631,DAYCARESIGHT,DayCare Sight,8,0,"A visor that can be use for see certains Pokémon in Day-Care to monitor their growth.",2,0,6' to '631,DAYCARESIGHT,DayCare Sight,DayCare Sight,8,0,"A visor that can be use for see certains Pokémon in Day-Care to monitor their growth.",2,0,6'. I updated this thread.

chrono9665
December 19th, 2015, 11:45 PM
Okay I tried changing back to the orginal script and changing the items.txt. It doesnt work at all. The item handles had to be rejiggered and there is several inconsistencies in the naming. In some places its DDC and in others it DCC. I was able to get it back to the Bag but when you try to us it from the bag there is still no "use" function. so how exactly is this supposed to be activated???

chrono9665
December 20th, 2015, 12:15 AM
Never mind I got it working. I changed DCCITEM in the handles to the actual internal name of the item and it worked.

FL
December 20th, 2015, 11:41 AM
and there is several inconsistencies in the naming. In some places its DDC and in others it DCC.I never noticed this. Fixed.

monkeyboy6
April 23rd, 2016, 2:13 AM
Hey FL. In my game, I have a custom egg sprite that is unique to each Pokemon species. How would I need to change this script to make it so that my custom egg sprite is what shows up as the graphic instead of the default egg sprite?

FL
April 23rd, 2016, 10:15 AM
Hey FL. In my game, I have a custom egg sprite that is unique to each Pokemon species. How would I need to change this script to make it so that my custom egg sprite is what shows up as the graphic instead of the default egg sprite? Change line [email protected]["egg"].setBitmap("Graphics/Battlers/egg")' into [email protected]["egg"].setBitmap(getEggBitmap(getBabySpecies))'. Before line 'def genderString(gender)' add:

def getEggBitmap(species)
bitmapFileName=sprintf("Graphics/Battlers/%segg",getConstantName(PBSpecies,species)) rescue nil
bitmapFileName=sprintf("Graphics/Battlers/%03degg",species) if !pbResolveBitmap(bitmapFileName)
bitmapFileName=sprintf("Graphics/Battlers/egg") if !pbResolveBitmap(bitmapFileName)
bitmapFileName=pbResolveBitmap(bitmapFileName)
return bitmapFileName
end

def getBabySpecies
pokemon0=$PokemonGlobal.daycare[0][0]
pokemon1=$PokemonGlobal.daycare[1][0]
mother=nil
father=nil
babyspecies=0
ditto0=pbIsDitto?(pokemon0)
ditto1=pbIsDitto?(pokemon1)
if (pokemon0.gender==1 || ditto0)
babyspecies=(ditto0) ? pokemon1.species : pokemon0.species
mother=pokemon0
father=pokemon1
else
babyspecies=(ditto1) ? pokemon0.species : pokemon1.species
mother=pokemon1
father=pokemon0
end
babyspecies=pbGetBabySpecies(babyspecies)
if isConst?(babyspecies,PBSpecies,:MANAPHY) && hasConst?(PBSpecies,:PHIONE)
babyspecies=getConst(PBSpecies,:PHIONE)
end
if isConst?(babyspecies,PBSpecies,:NIDORANfE) && hasConst?(PBSpecies,:NIDORANmA)
babyspecies=[getConst(PBSpecies,:NIDORANmA),
getConst(PBSpecies,:NIDORANfE)][rand(2)]
elsif isConst?(babyspecies,PBSpecies,:NIDORANmA) && hasConst?(PBSpecies,:NIDORANfE)
babyspecies=[getConst(PBSpecies,:NIDORANmA),
getConst(PBSpecies,:NIDORANfE)][rand(2)]
elsif isConst?(babyspecies,PBSpecies,:VOLBEAT) && hasConst?(PBSpecies,:ILLUMISE)
babyspecies=[getConst(PBSpecies,:VOLBEAT),
getConst(PBSpecies,:ILLUMISE)][rand(2)]
elsif isConst?(babyspecies,PBSpecies,:ILLUMISE) && hasConst?(PBSpecies,:VOLBEAT)
babyspecies=[getConst(PBSpecies,:VOLBEAT),
getConst(PBSpecies,:ILLUMISE)][rand(2)]
elsif isConst?(babyspecies,PBSpecies,:MUNCHLAX) &&
!isConst?(mother.item,PBItems,:FULLINCENSE) &&
!isConst?(father.item,PBItems,:FULLINCENSE)
babyspecies=pbGetNonIncenseLowestSpecies(babyspecies)
elsif isConst?(babyspecies,PBSpecies,:WYNAUT) &&
!isConst?(mother.item,PBItems,:LAXINCENSE) &&
!isConst?(father.item,PBItems,:LAXINCENSE)
babyspecies=pbGetNonIncenseLowestSpecies(babyspecies)
elsif isConst?(babyspecies,PBSpecies,:HAPPINY) &&
!isConst?(mother.item,PBItems,:LUCKINCENSE) &&
!isConst?(father.item,PBItems,:LUCKINCENSE)
babyspecies=pbGetNonIncenseLowestSpecies(babyspecies)
elsif isConst?(babyspecies,PBSpecies,:MIMEJR) &&
!isConst?(mother.item,PBItems,:ODDINCENSE) &&
!isConst?(father.item,PBItems,:ODDINCENSE)
babyspecies=pbGetNonIncenseLowestSpecies(babyspecies)
elsif isConst?(babyspecies,PBSpecies,:CHINGLING) &&
!isConst?(mother.item,PBItems,:PUREINCENSE) &&
!isConst?(father.item,PBItems,:PUREINCENSE)
babyspecies=pbGetNonIncenseLowestSpecies(babyspecies)
elsif isConst?(babyspecies,PBSpecies,:BONSLY) &&
!isConst?(mother.item,PBItems,:ROCKINCENSE) &&
!isConst?(father.item,PBItems,:ROCKINCENSE)
babyspecies=pbGetNonIncenseLowestSpecies(babyspecies)
elsif isConst?(babyspecies,PBSpecies,:BUDEW) &&
!isConst?(mother.item,PBItems,:ROSEINCENSE) &&
!isConst?(father.item,PBItems,:ROSEINCENSE)
babyspecies=pbGetNonIncenseLowestSpecies(babyspecies)
elsif isConst?(babyspecies,PBSpecies,:AZURILL) &&
!isConst?(mother.item,PBItems,:SEAINCENSE) &&
!isConst?(father.item,PBItems,:SEAINCENSE)
babyspecies=pbGetNonIncenseLowestSpecies(babyspecies)
elsif isConst?(babyspecies,PBSpecies,:MANTYKE) &&
!isConst?(mother.item,PBItems,:WAVEINCENSE) &&
!isConst?(father.item,PBItems,:WAVEINCENSE)
babyspecies=pbGetNonIncenseLowestSpecies(babyspecies)
end
return babyspecies
end

monkeyboy6
April 23rd, 2016, 12:56 PM
Works perfectly. Thank you.