Go Back   The PokéCommunity Forums > Creative Discussions > Game Development > Pokémon Essentials
Reload this Page [Question] Regarding a Custom Ability: "Retribution"

Notices
For all updates, view the main page.

Pokémon Essentials All questions and discussion about Pokémon Essentials, the Pokémon game kit for RPG Maker XP, go in here. Also contains links to the latest downloads and the Essentials Wiki.



Reply
 
Thread Tools
  #1    
Old November 25th, 2012 (08:54 PM).
Derxwna Kapsyla's Avatar
Derxwna Kapsyla Derxwna Kapsyla is offline
X-Class Project, Derxwna, #003
 
Join Date: Jun 2011
Location: Margate, FL
Age: 22
Gender: Male
Nature: Lax
Posts: 287
For a little thing I was working on, trying to get a further understanding of Abilities, I went and made a copy of one of the abilities - Rough Skin - and turned it into a 1-Shot-Kill Move.
Quote:
if isConst?(target.ability,PBAbilities,:RETRIBUTION) && user.hp>0
user.pbReduceHP((user.totalhp/1).floor)
pbDisplay(_INTL("You were not prepared for Death's Retribution.",target.pbThis,
PBAbilities.getName(target.ability),user.pbThis(true)))
end
Now, the ability worked near flawlessly. However, when it activated, and brought the foe down to 0 HP, the foe remained out on the field, and it didn't say it fainted or anything. This video from the point linked onward shows exactly what I mean
Furthermore, when I had the one that has the ability "Retribution" out at the first of the party and it triggers, while it asks me to send out another mon, it still didn't say my party member fainted. There was also the issue where the ability of the second foe in the video would trigger (It was Cute Charm set to go off 100% of the time, but it wouldn't activate). I assume this was due to it not exactly registering that my AYuugi had fainted.

I guess to simplify it, how would I go about fixing this issue?
__________________
Development Blog:
For more information future news and updates to any projects, the following blogs are where I post information. You can usually hit me with a message there when it comes to bug reports or feedback, or general conversation about something.
Game Projects:
In Progress:
Reply With Quote
  #2    
Old November 26th, 2012 (05:08 AM).
IceGod64's Avatar
IceGod64 IceGod64 is offline
My imagination.
 
Join Date: Oct 2008
Location: Castelia City
Age: 27
Gender: Male
Nature: Naive
Posts: 604
Code:
user.pbReduceHP((user.totalhp/1).floor)
Try just this instead.

user.pbReduceHP(0)
__________________

Reply With Quote
  #3    
Old November 26th, 2012 (02:51 PM).
Derxwna Kapsyla's Avatar
Derxwna Kapsyla Derxwna Kapsyla is offline
X-Class Project, Derxwna, #003
 
Join Date: Jun 2011
Location: Margate, FL
Age: 22
Gender: Male
Nature: Lax
Posts: 287
Setting it to user.pbReduceHP(0) only reduced the HP by 2, strangely enough. I changed the 0 to 900 to be on the safe side, and while it did bring the HP down to 0, it produced the same issue where it didn't say "AYuugi fainted"
__________________
Development Blog:
For more information future news and updates to any projects, the following blogs are where I post information. You can usually hit me with a message there when it comes to bug reports or feedback, or general conversation about something.
Game Projects:
In Progress:
Reply With Quote
  #4    
Old November 26th, 2012 (03:19 PM).
Maruno's Avatar
Maruno Maruno is offline
Lead Dev of Pokémon Essentials
Moderator
 
Join Date: Jan 2008
Location: England
Posts: 4,128
It may well be a more general problem with Essentials, affecting abilities like Rough Skin and Aftermath. Can you check if those appear to work properly, when they deal both non-lethal and lethal damage?
__________________
Reply With Quote
  #5    
Old November 26th, 2012 (03:35 PM).
Derxwna Kapsyla's Avatar
Derxwna Kapsyla Derxwna Kapsyla is offline
X-Class Project, Derxwna, #003
 
Join Date: Jun 2011
Location: Margate, FL
Age: 22
Gender: Male
Nature: Lax
Posts: 287
Quote originally posted by Maruno:
It may well be a more general problem with Essentials, affecting abilities like Rough Skin and Aftermath. Can you check if those appear to work properly, when they deal both non-lethal and lethal damage?
I actually just checked it a little while ago with Shedinja against a Sharpedo, it seemed really buggy to me. Here's the video I made for proof.
__________________
Development Blog:
For more information future news and updates to any projects, the following blogs are where I post information. You can usually hit me with a message there when it comes to bug reports or feedback, or general conversation about something.
Game Projects:
In Progress:
Reply With Quote
  #6    
Old November 27th, 2012 (05:55 AM).
Maruno's Avatar
Maruno Maruno is offline
Lead Dev of Pokémon Essentials
Moderator
 
Join Date: Jan 2008
Location: England
Posts: 4,128
There's two bugs there: the one you mentioned, and the "keeps attacking even when fainted" bug mentioned a little while ago somewhere.

I think I've fixed those for the next version of Essentials. I tweaked a number of lines for it, so I couldn't really list all the changes needed.

It would help if I knew exactly when the user should faint. For example, is it before or after the move's effect occurs? Is this timing any different for the move Selfdestruct? Basically, I would really like a timeline of everything that could happen during using a move (like this one for end-of-round effects).
__________________
Reply With Quote
  #7    
Old November 27th, 2012 (04:19 PM).
Derxwna Kapsyla's Avatar
Derxwna Kapsyla Derxwna Kapsyla is offline
X-Class Project, Derxwna, #003
 
Join Date: Jun 2011
Location: Margate, FL
Age: 22
Gender: Male
Nature: Lax
Posts: 287
Quote originally posted by Maruno:
There's two bugs there: the one you mentioned, and the "keeps attacking even when fainted" bug mentioned a little while ago somewhere.

I think I've fixed those for the next version of Essentials. I tweaked a number of lines for it, so I couldn't really list all the changes needed.

It would help if I knew exactly when the user should faint. For example, is it before or after the move's effect occurs? Is this timing any different for the move Selfdestruct? Basically, I would really like a timeline of everything that could happen during using a move (like this one for end-of-round effects).
Unfortunately, I was unsure of how to properly answer this question - in both knowing the answer, and then after figuring it out, how to word it. So, My friends, who were gracious enough to answer for me, gave me a chat log where the answered that. Hopefully it helps.
http://pastebin.com/uXXDbgZm
__________________
Development Blog:
For more information future news and updates to any projects, the following blogs are where I post information. You can usually hit me with a message there when it comes to bug reports or feedback, or general conversation about something.
Game Projects:
In Progress:
Reply With Quote
Reply
Quick Reply

Sponsored Links
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are UTC -8. The time now is 12:56 PM.