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Recent content by sonicfan7895

  1. sonicfan7895

    2nd Gen Cloning Glitches Non-Working on Japanese Crystal?

    Good morrow. Looking for some hints/tips. I've been trying for close to an hour the known cloning glitches in my copy of Crystal in Japanese, but I can't seem to get the timing down on it. I tried a variation on the Box Move method, but I ended up with a casualty (luckily I did not try...
  2. sonicfan7895

    [Scripting Question] [v20.1] Move That Damages Attracted Foes

    Alas, such a simple addition, but even today I wouldn't have thought what to do. Thank you for your help. I had tried to do something similar, but I was doing it all wrong. Now I'm guessing I can add something like flavor text after the "pbCureAttract" or something?
  3. sonicfan7895

    [Scripting Question] [v20.1] Move That Damages Attracted Foes

    I wanted to try making a move that functions exactly like Smelling Salts. Except the difference with that and this new move is that it is supposed to deal double damage on an attracted target, and then cure the target's attraction. Obviously I'm not doing something right, because Attraction is...
  4. sonicfan7895

    [Scripting Question] Revisiting an Old Problem [v20.1]

    Oh, I see... so like Reshiram and/or Zekrom, everything for them would get stored during the fusion, and then when unfused they would be restored to how they were before then?
  5. sonicfan7895

    [Scripting Question] Revisiting an Old Problem [v20.1]

    So if I'm understanding it correctly, basically the only way around it is to have a step-based fusion system? And each time you want to fully unfuse you have to basically work backwards? It doesn't seem like the most ideal solution... but if that's the way it has to be done, then so be it. I...
  6. sonicfan7895

    [Scripting Question] Revisiting an Old Problem [v20.1]

    I'm so, SO incredibly close, but I'm still failing at this... This is the code I have so far, that got me so close. And the reason I'm so close is that when fused a certain way, both legendaries disappear. But now when I go to unfuse them, two of the same Pokemon reappear. I know this has to do...
  7. sonicfan7895

    [Scripting Question] Revisiting an Old Problem [v20.1]

    I apologize for the spam replies to this, cause as I'm working I'm starting to get closer and closer. It now works "75%". For one, I got the three to merge together into one! When done in a certain order the two legendaries disappear and the other one changes forms. However, a new bug has...
  8. sonicfan7895

    [Scripting Question] Revisiting an Old Problem [v20.1]

    Quick reply to this; one idea I had is a check to see if both Legendaries 1 and 2 are present in the party when the item is used, and THEN the two get pulled into Legendary 3, thus completing the fusing and allowing Legendary 3 to reach its next form. Quick thought.
  9. sonicfan7895

    [Scripting Question] Revisiting an Old Problem [v20.1]

    In reference to this old post: https://www.pokecommunity.com/showthread.php?t=380091 TL;DR: I need to select more than one Pokemon to fuse into another, a la Kyurem. I did in fact go back to the drawing board. Almost seven whole years later... I decided to try and give the "fusing legendary"...
  10. sonicfan7895

    [Scripting Question] [v20.1] Battle Terrains (Grassy Terrain, etc.) Help

    Bump? Really would like some help with this...
  11. sonicfan7895

    [Scripting Question] [v20.1] Battle Terrains (Grassy Terrain, etc.) Help

    Hello... been years since I messaged on the forums. Recently our team is migrating our project to v20.1, and I'm having a hard time programming a brand new battle terrain. The basic gist is it powers up Dark-type moves by 50%, powers up a custom move by 50%, and transforms Giratina into Origin...
  12. sonicfan7895

    [Other Question] [v19.1] Wild Battle Music Depending on Generation

    That's kind of how I was planning on going about it, I just wasn't sure whether or not to put "data.generation" or "pokemon.generation" as the case. That really helps out a lot! And I also apologize if it seemed like you just did it for me, I actually started to attempt it by commenting...
  13. sonicfan7895

    [Other Question] [v19.1] Wild Battle Music Depending on Generation

    One thing I did see was a VERY old post from FL made many years ago addressing this exact issue: I know the code is horribly outdated, but this looks more like what I'd be doing than what I initially posted
  14. sonicfan7895

    [Other Question] [v19.1] Wild Battle Music Depending on Generation

    Perhaps... so I'm guessing it would look something close to this... # Events.onWildPokemonCreate += proc { |_sender, e| # pokemon = e[0] # case pokemon.generation # when 1 $PokemonGlobal.nextBattleBGM = "Battle wild.mid" # when 2 $PokemonGlobal.nextBattleBGM = "GSC Battle.mid" # end...
  15. sonicfan7895

    [Other Question] [v19.1] Wild Battle Music Depending on Generation

    So since this has to do with encounter modifiers, this particular method would go in "Overworld_EncounterModifiers" instead? Or would this go some place else?
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