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New "Wild <Pokémon> Appeared" messages

Skystrike

[i]As old as time itself.[/i]
1,641
Posts
15
Years
I'm wondering if, for certain wild encounters, I can define a different "Wild <Pokémon> Appeared!" message. Like, if I encounter a Magikarp, and instead of "Wild Magikarp appeared!" I wanted it to say "The godly Magikarp appeared!", how would I go about that without changing the original "Wild <Pokémon> appeared!" message?
 

Cilerba

the hearts of lonely people
1,162
Posts
14
Years
Go to PokeBattle_Battle and scroll down to line 593. You'll see:

Code:
        pbDisplayPaused(_INTL("Wild {1} appeared!",wildpoke.name))

Replace that with:

Code:
        if wildpoke.name=="Bulbasaur"
          pbDisplayPaused(_INTL("The godly {1} appeared!",wildpoke.name))
          else
        pbDisplayPaused(_INTL("Wild {1} appeared!",wildpoke.name))
        end

Replace Bulbasaur with whatever Pokémon you want, and "The godly {1} appeared!" with whatever you want.
 

Awkward Squirtle

,@,e .ºoO
110
Posts
12
Years
  • Seen Jan 29, 2016
Don't check against the Pokémon's nickname, check against its species (nickname will break if the game is translated, for example). So:
Code:
if wildpoke.name=="Bulbasaur"
should be
Code:
if wildpoke.species==PBSpecies::BULBASAUR
Otherwise, it's perfect. If you plan on having this for several species, you could use a case statement instead:
Code:
case wildpoke.species
when PBSpecies::BULBASAUR
#stuff
when PBSpecies::IVYSAUR
#different stuff
else
#standard stuff
end
 

Cilerba

the hearts of lonely people
1,162
Posts
14
Years
Don't check against the Pokémon's nickname, check against its species (nickname will break if the game is translated, for example). So:
Code:
if wildpoke.name=="Bulbasaur"
should be
Code:
if wildpoke.species==PBSpecies::BULBASAUR
Otherwise, it's perfect. If you plan on having this for several species, you could use a case statement instead:
Code:
case wildpoke.species
when PBSpecies::BULBASAUR
#stuff
when PBSpecies::IVYSAUR
#different stuff
else
#standard stuff
end

Ah, right. Never thought of that. Thanks for pointing that out!
 

Nickalooose

--------------------
1,309
Posts
16
Years
  • Seen Dec 28, 2023
You may want to use a switch aswell... Because all wild Pokemon that are Magikarp will have that little phrase too, unless that's what you want
 

Skystrike

[i]As old as time itself.[/i]
1,641
Posts
15
Years
I was using it for legendaries, mainly, because in B/W, when you encounter a legendary like Reshi/Zek it says "Reshiram appeared!" instead "A wild Reshiram appeared!", probably because there's only one Reshiram in Unova so it's better to display that, iunno.
 

pokemonmasteraaron

The blind Pokémon Master!
323
Posts
13
Years
Just curious, I know this isn't my thread, but it seems pointless to create another one, could you use this method to change the wild battle message?
when $game_variables[100]=5
pbDisplayPaused(_INTL("The mighty {1} appeared!",wildpoke.name))
else
pbDisplayPaused(_INTL("Wild {1} appeared!",wildpoke.name))
end
Just wondering.
If that works, I assume
when $game_switches[42] = true
also should those be == or just = like I have it?
 

FL

Pokémon Island Creator
2,442
Posts
13
Years
  • Seen Apr 13, 2024
Just curious, I know this isn't my thread, but it seems pointless to create another one, could you use this method to change the wild battle message?
when $game_variables[100]=5
pbDisplayPaused(_INTL("The mighty {1} appeared!",wildpoke.name))
else
pbDisplayPaused(_INTL("Wild {1} appeared!",wildpoke.name))
end
Just wondering.
If that works, I assume
when $game_switches[42] = true
also should those be == or just = like I have it?
'==' for comparison
'=' for attribution
So is '=='. And isn't 'when' but 'if'.
I prefer to use 'if pbGet(100)==5' rather that 'if $game_variables[100]==5'
The switch thing works too, but for true or false (boolean) you can use 'if $game_switches[42]' rather that 'if $game_switches[42]==true'. If you want 'if $game_switches[42]==false' just use 'if !$game_switches[42]'.
 
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