Ah. That script only overwrites the move_route_custom method, which is practically unchanged in Essentials. The only difference is that $game_map.need_refresh = true is replaced with self.map.need_refresh = true, so change that.
Otherwise, it should work; I'm using that script too without problems.
Mmm.
Exception: ArgumentError
Message: wrong number of arguments(1 for 0)
Game_Event_:9:in `initialize'
Game_Event_:9:in `nf_particles_game_map_initialize'
Particle_Engine:541:in `initialize'
Game_Map_:56:in `new'
Game_Map_:56:in `setup'
Game_Map_:55:in `each'
Game_Map_:55:in `setup'
PokemonMap:640:in `setup'
PokemonMap:610:in `initialize'
PokemonLoad:318:in `new'
This seems to come up. :/
def initialize(*arg)
a_star_pathfinder_old_initialize(*arg)
@a_star_paths = []
end
Ah, I forgot that it aliased the initialize method, which has an argument in Essentials. Replace the Game_Character initialize method in the pathfinding script withCode:def initialize(*arg) a_star_pathfinder_old_initialize(*arg) @a_star_paths = [] end
EDIT: PokeBud, you'll have to add an entry to the Kernel.pbUseKeyItemInField method in PokemonItem. I wouldn't suggest adding new key items without good scripting knowledge, though.
I think that's enough, as there are no hard references within the scripts (they all use PBSpecies as reference, which will change when you compile it).
EDIT: About that double ability question you asked earlier, is the only secondary ability Levitate? I don't think it would be that hard to implement if it's just a single ability.
Yes, that's what I meant about the double ability thing.
LEVITATORS=[:CHARIZARD,:BUTTERFREE,:BEEDRILL]
def pbIsLevitator?(pkmn)
for i in LEVITATORS
if pkmn.species==PBSpecies.const_get(i)
return true
end
end
return false
end
if target.ability==PBAbilities::LEVITATE && type==PBTypes::GROUND
if (target.ability==PBAbilities::LEVITATE || target.pbIsLevitator?) && type==PBTypes::GROUND
if pkmn.ability!=PBAbilities::LEVITATE && !pkmn.pbHasType?(PBTypes::FLYING)
if pkmn.ability!=PBAbilities::LEVITATE && !pkmn.pbIsLevitator? && !pkmn.pbHasType?(PBTypes::FLYING)
if !thispkmn.pbHasType?(PBTypes::FLYING) && thispkmn.ability!=PBAbilities::LEVITATE
if !thispkmn.pbHasType?(PBTypes::FLYING) && thispkmn.ability!=PBAbilities::LEVITATE && !thispkmn.pbIsLevitator?
Is it possible to give a Pokemon two different abilities at the same time? For example, Magnemite with Magnet Pull and Levitate.
I know you can't have both in the same screen, so how about having Magnet Pull be the visible ability and Levitate be the hidden one. Is there some way to implement a hidden variable in the \PBS\pokemon.txt that would set Levitate=true or false?
In that case, you could so it quite easily. Make a new constant of all the levitating Pokémon in an array, like this (in a new script section):
with all the levitating Pokémon.Code:LEVITATORS=[:CHARIZARD,:BUTTERFREE,:BEEDRILL]
Then, create a new method in the same script section:
Code:def pbIsLevitator?(pkmn) for i in LEVITATORS if pkmn.species==PBSpecies.const_get(i) return true end end return false end
In PokeBattle_Battler, find this line:
Replace it with:Code:if target.ability==PBAbilities::LEVITATE && type==PBTypes::GROUND
Code:if (target.ability==PBAbilities::LEVITATE || target.pbIsLevitator?) && type==PBTypes::GROUND
Then, in PokeBattle_Battle, replace
withCode:if pkmn.ability!=PBAbilities::LEVITATE && !pkmn.pbHasType?(PBTypes::FLYING)
andCode:if pkmn.ability!=PBAbilities::LEVITATE && !pkmn.pbIsLevitator? && !pkmn.pbHasType?(PBTypes::FLYING)
withCode:if !thispkmn.pbHasType?(PBTypes::FLYING) && thispkmn.ability!=PBAbilities::LEVITATE
Code:if !thispkmn.pbHasType?(PBTypes::FLYING) && thispkmn.ability!=PBAbilities::LEVITATE && !thispkmn.pbIsLevitator?
I haven't tested it, but I see no reason as to why it shouldn't work. If you get any problems, tell me.
i think levetate wo'nt be needed, as magnamite is electric type and ground moves wo'nt effect it, so no need for levetate.
i think levetate wo'nt be needed, as magnamite is electric type and ground moves wo'nt effect it, so no need for levetate.
Nope, name it what you want. Technically, it doesn't even have to be in a new section, as long as it's not in the middle of another script and above the 'Main' section. I've got a section for any miscellaneous scripts I make; this could be a good choice.Does the new script have to have any specific name, or can I just name it anything?
I love it when people say this and spell grammar wrong. I believe there's even a 'Good spelling and grammer supporter' userbar :P3. Type with proper spelling and grammer.
LEVITATORS=[:CHARIZARD,:BUTTERFREE,:BEEDRILL]
IMWT is changing the types of some Pokémon, e.g. Charizard to Fire/Dragon and Butterfree to Bug/Light (I think). And the purpose of the script is not to implement the Levitate ability; it's to allow levitating Pokémon without the ability to still avoid Ground attacks, while retaining the use of their existing ability.Minor detail, but charizard and butterfree are completely obsolete, they're already immune thanks to their flying sub-type, and Beedrill itself can't actually have levitate.
General approach seems logical though. :P