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Custom messages in battle?

12
Posts
8
Years
  • Age 28
  • Seen May 25, 2021
Basically the first Gym leader in my game is very important for the lore so I want some in-battle messages to appear after defeating some of his pokemon. Is there anyway to do this?
 

TBM_Christopher

Semi-pro Game Dev
448
Posts
14
Years
If you fail to find anything to this effect, you could always break the battle into segments. Then, after each segment, cut back to the overworld for dialog, then start another battle.
 
824
Posts
8
Years
Couple questions:
1.) Are you using Pokemon Essentials? (I assume you are, but want clarification).
2.) If so, are you using the basic battle GUI or the Elite Battle System (can't remember if this is important.)
3.) How many Pokemon is he ultimately going to have? (This will determine how many in-battle cut-ins you can do).
 
12
Posts
8
Years
  • Age 28
  • Seen May 25, 2021
1) yes
2) Basic, ran into too many general issues with EBS
3) 4
 
824
Posts
8
Years
1) yes
2) Basic, ran into too many general issues with EBS
3) 4

Okay, here we go:
Enter the script section PokeBattle_Battle, then search for "def pbSendOut". It should take you to the following function. Add in the red bits:
Code:
  def pbSendOut(index,pokemon)
    pbSetSeen(pokemon)
    @peer.pbOnEnteringBattle(self,pokemon)
    if pbIsOpposing?(index)
      @scene.pbTrainerSendOut(index,pokemon)[COLOR="Red"]
      if $game_switches[112]
        case pbPokemonCount(@party2)
        when 3
          @battle.pbDisplayPaused("First Message")
        when 2
          @battle.pbDisplayPaused("Second Message")
        when 1
          @battle.pbDisplayPaused("Final Message")
        end
      end[/COLOR]
    else
      @scene.pbSendOut(index,pokemon)
    end
    @scene.pbResetMoveIndex(index)
    # Primal Reversion
    pbPrimalReversion(index)
  end

You'll need to credit Zingzags in addition to me, as I adapted his code for changing the background music upon a Gym Leader's final Pokemon. Note that you'll have to turn global switch 112 on right before the battle and turn it off after the battle (make sure that it turns off even if the player loses).
 
12
Posts
8
Years
  • Age 28
  • Seen May 25, 2021
Wow this is twice you've come through for me. I really appreciate it man. Ill be sure to add Zingzags name to the credits too.
 
12
Posts
8
Years
  • Age 28
  • Seen May 25, 2021
Code:
---------------------------
Pokemon Essentials Gen 6
---------------------------
Exception: NoMethodError

Message: undefined method `pbDisplayPaused' for nil:NilClass

PokeBattle_Battle:1609:in `pbSendOut'

PokeBattle_Battle:1642:in `pbReplace'

PokeBattle_Battle:1665:in `pbRecallAndReplace'

PokeBattle_Battle:1572:in `pbSwitch'

PokeBattle_Battle:1544:in `each'

PokeBattle_Battle:1544:in `pbSwitch'

PokeBattle_Battle:4126:in `__clauses__pbEndOfRoundPhase'

PokeBattle_Clauses:42:in `pbEndOfRoundPhase'

PokeBattle_Battle:2801:in `pbStartBattleCore'

PokeBattle_Battle:2800:in `logonerr'



This exception was logged in 

C:\Users\Valerie\Saved Games/Pokemon Essentials Gen 6/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK   
---------------------------

Error returned when after each pokemon is sent out.
 
59
Posts
8
Years
  • Age 27
  • Seen Aug 9, 2020
Yeah, I made a mistake. It should be self.pbDisplayPaused for each of them, not @battle.pbDisplayPaused

Somewhat related: How about making the enemy trainer move to its end battle message, playing the message, then moving back? I'm trying to find the script in which the sprite moves, but I can't find it.
 

Sir_Tman

Overworked game Dev
201
Posts
8
Years
try something more like this
Spoiler:
http://pastebin.com/gekjhZxS
I sort of mix Rot8er_ConeX with Zingzags with my script.
Also added a line if you want music also you don't need to use a switch you just have to put in a trainer type.
 
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