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Conversation Between Maruno and Atomic Reactor
Showing Visitor Messages 1 to 9 of 9
  1. Atomic Reactor
    February 12th, 2012 06:25 PM
    Atomic Reactor
    Yeah I don't know anything about coding... sorry
    Thank you for the help though.

  2. Maruno
    February 10th, 2012 10:52 AM
    Maruno
    Line 3 has a comma in it, which shouldn't exist. Line 4 is also wrong, since move[0] is the first move, not all of them. I was only being colloquial with my description, as I assumed you knew anything at all about coding (or could at least read the wiki to find out how a moveset worked), but if you want I'll give you some actual code.

    Events.onWildPokemonCreate+=proc {|sender,e|
    pokemon=e[0]
    if $game_switches[42]
    pokemon.moves[0]=PBMoves::TACKLE
    pokemon.moves[1]=PBMoves::BUBBLE
    pokemon.moves[2]=PBMoves::EMBER
    pokemon.moves[3]=PBMoves::VINEWHIP
    end
    }

  3. Atomic Reactor
    February 10th, 2012 08:13 AM
    Atomic Reactor
    Alright... well i did that first method.
    and i put this in..

    Events.onWildPokemonCreate+=proc {|sender,e|
    pokemon=e[0]
    if $game_switches[110],
    genwildpoke.moves[0]=PBMoves::LEEAFTORNADO,HYPNOSIS,VENGANCESLASH,INGRAIN
    end
    }

    It gives me a syntax error, says there's something with line 3. What did i do wrong lol

  4. Maruno
    February 10th, 2012 07:29 AM
    Maruno
    Hmm, old versions. I don't like those.

    Search your scripts for the phrase Events.onWildPokemonCreate.trigger. If it exists anywhere, that's perfect, and you can follow the wiki's instructions on how to modify the Pokémon (but instead of making it shiny, edit the moveset instead).

    If it doesn't exist, then go into the def pbWildBattle just after the line genwildpoke=pbGenerateWildPokemon(species,level), insert some code along the lines of "if $game_switches[42], genwildpoke.moves[0]=PBMoves::HYPERBEAM, etc.".

    Either way, you'll need to turn a Global Switch on and off immediately before and after the battle.

  5. Atomic Reactor
    February 9th, 2012 09:02 PM
    Atomic Reactor
    Hey man, I've got an old version... really old.. of essentials. But my question is this...
    If i set up a specific wild battle like this

    pbWildBattle(
    ::PBSpecies::NIDORINO,16,1)

    Is there a way to set what attacks they have? I couldn't find anything on the wiki, or in my version of the notes :/

  6. Atomic Reactor
    April 17th, 2011 07:54 PM
    Atomic Reactor
    Disreagard the PM I sent you, I figured it out.
    Sorry to bother :x

  7. Atomic Reactor
    March 12th, 2011 07:53 PM
    Atomic Reactor
    haha alright man, thanks for the reply. i'll fiddle around and do what i can ;)

  8. Maruno
    March 12th, 2011 07:00 PM
    Maruno
    I haven't looked at attack animations yet, so I don't know how they work. I suspect there's a lot that still needs to be put in properly, though.

  9. Atomic Reactor
    March 11th, 2011 03:05 PM
    Atomic Reactor
    hey man, i posted in essentials with a quesiton on attack animations.
    no one seems to know or... have seen it lol.
    so i thought id ask you personally! (sorry to bother you!)

    ill just copy and paste my question
    I read over the attack animation page on the wiki site, but my question was not answered there. so i decided i will post here.

    When doing attack animations, i am using rmxp's editor (the custom one doesn't work)
    so when i do attacks like leech seed, or fly, or moves that take multiple animations... what do i do?

    Like would i make an animation for leech seed.
    then does it use the animation for absorb for the next turn? or how does it exactly work lol.


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