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I can only answer the first question, but answer it I shall:
Programming experience shouldn't be necessary unless you plan on adding new mechanics, and even then the simpler ones should be easy(ish) to work out based on the existing ones.
Outside of adding scripts, the most complex parts would...
So I have a nuisance that I'm hoping some know how to correct.
Despite having the fonts installed, Essentials keeps throwing up a false warning that they're not (presumably because it's on the D drive and the fonts are installed on the C drive), which is adding a painful amount of time when I...
So I've been playing around getting a version of Rock Climb to work, and I've come up with the following:
def Kernel.pbNERockwall(event=nil)
event = $game_player if !event
return if !event
oldthrough = event.through
oldmovespeed = event.move_speed
terrain = Kernel.pbFacingTerrainTag...
So it's been a long while but I have a serious question:
I have both follower and pokéride, how do I hide the follower while doing an activity, say, surfing?
So I'm not sure if this is a common issue or not, but with Elite Battle, when a opposing Pokemon faints, the background pulls back but the fainting Pokemon doesn't. Then just before it begins to drop of the screen, it teleports back to where it should be.
Does anyone know a fix to this?
So this is a bit... "ehhh" in resolution, but here's a quick-fix for Voltorb flip not having the ability to mark memos for numbers 1 through 3:
Firstly, the replace the graphics with this:
Secondly, go to PSystem_Controls and add "ZERO", "ONE", "TWO", and "THREE" to "module Input".
Then under...
To answer your question: Yes.
To answer your question to the best of my ability: Yes, but it would probably involve a lot of conditional scripting of map events.
Are you still using badges? If not, the easiest would probably be to have each HR be a badge (internally, at least).
Give me a second, I did something similar for a weather effect once.
EDIT: Okay, so in def pbAccuracyCheck, you'll want to something like:
if isConst?(target.ability,PBAbilities,:ABILITYNAMEHERE)
accuracy=(accuracy*19/20).floor
end
...
Except probably with an extra condition that...
"X = Y" is "X is Y"
"X == Y" is "Is X the same as Y?"
The easiest way I remember is that two symbols is always a comparison. (Notice how "and" is "&&", and "or" is "||" too.)
"!=" is also "not equal", but note how there's still two symbols.
I was tired when I wrote that and didn't really think about it, that's why :P
The easiest way I can think of is:
if ($Trainer.outfit != 4 && $Trainer.outfit !=5)
oldoutfit = $Trainer.outfit
end
This way you don't ever store outfits 4 or 5 as the old outfit.