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[Archive] The Pokémon Essentials Wiki

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    • Seen Apr 12, 2023
    http://pokemonessentials.wikia.com/wiki/Tutorial:Adding_Dream_World_abilities

    How do I activate it of dream world in order that a wild Pokemon goes out with ability of dream world?
    Sorry, I haven't had time to finish that tutorial yet. I altered some stuff in the def pbGenerateWildPokemon; however, I wasn't too sure how I wanted to handle the checks. Ideally I would like to change something in encounters.txt and the way it's compiled so one can specify where such pokemon can appear.
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
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    • Seen yesterday
    Sorry, I haven't had time to finish that tutorial yet. I altered some stuff in the def pbGenerateWildPokemon; however, I wasn't too sure how I wanted to handle the checks. Ideally I would like to change something in encounters.txt and the way it's compiled so one can specify where such pokemon can appear.
    You could just manipulate the Pokémon after capture as seen in the Manipulating Pokémon page, or before capture as seen at the bottom of the Encounters page. It depends how you want to create the Dream World (or at least, implement the hidden abilities).
     
    199
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    • Seen Jul 6, 2022
    Here I bring a contribution.
    I have managed to add the ability Regenerator and it works perfectly:

    if @hp>0 && @pokemon && self.ability==PBAbilities::REGENERATOR
    self.pbRecoverHP(totalhp/3).floor
    end

    Put these lines in script PokeBattle_Battler after this:

    def pbInitialize(pkmn,index,batonpass)
    if @hp>0 && @pokemon && self.ability==PBAbilities::NATURALCURE
    self.status=0
    end

    In such a way that it remains like that:

    def pbInitialize(pkmn,index,batonpass)
    if @hp>0 && @pokemon && self.ability==PBAbilities::NATURALCURE
    self.status=0
    end
    if @hp>0 && @pokemon && self.ability==PBAbilities::REGENERATOR
    self.pbRecoverHP(totalhp/3).floor
    end
    pbInitPokemon(pkmn,index)
    pbInitEffects(batonpass)
    end
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
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    • Seen yesterday
    That works when the Pokémon is switched out, does it? It looks like it also happens at the start of battle. It may need a bit more research, but thanks for the contribution.

    On another note, I have finally updated the Multiple forms page on the wiki (formerly called "Alternate forms"). So that's nice. Does it hint at an upcoming much-anticipated addition to the way forms work, by now being somewhere I can document said addition? Well, perhaps. :cool:
     
    199
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    • Seen Jul 6, 2022
    That works when the Pokémon is switched out, does it? It looks like it also happens at the start of battle. It may need a bit more research, but thanks for the contribution.

    Yes, Regenerator works like Natural Cure. The ability arises effect on having removed the Pokemon of the field. (Switch, Batonpass and U-turn)
     

    Konekodemon

    The Master of Pokemon Breeding
    2,074
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    • Age 39
    • NC
    • Seen Nov 20, 2023
    Something is keeping me from deleting the background for the trainer that appears on the trainer card. When I try it deletes the trainer with the background. And if I don't delete it, it shows a white box behind him.
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
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    so has there been any development in the save game debate?
    Not really. This isn't a great place to have a discussion about it, though. I'm hoping we get a forum section just for Essentials, though, so if/when we do the savegame debate can be its own thread.

    By the way, a new release will come out when we get that forum section. And I'm really excited by it - there's a lot of interesting things in there.


    Something is keeping me from deleting the background for the trainer that appears on the trainer card. When I try it deletes the trainer with the background. And if I don't delete it, it shows a white box behind him.
    I assume you've changed the trainer graphic. You haven't imported the new version into Essentials. In RMXP, press F10 and then import it.
     

    Maruno

    Lead Dev of Pokémon Essentials
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    • Seen Jul 5, 2013
    Rival choosing starter

    i want to know how to make my rival choose a starter and how to make a event that gives a key to open a gym door
     

    KingCharizard

    C++ Developer Extraordinaire
    1,229
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  • Maruno, Any Updates? You still working on this i hope.. This is the only reason I still even come here. I dont use Essentials but I Like seeing what you can do with it...
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
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    There should be a new release soon, and it's a good one at that. I'm just putting together some other things first that I've been neglecting, and getting myself reorganised.

    In the meantime, I'm working on the wiki a bit (which is very much a part of Essentials, remember), and thinking about where to go from here. I must say there's plenty of things that can be done that don't involve scripting, which means maybe you guys can contribute something yourselves.
     
    Last edited:

    Bigpokemonfan0

    DBZFan13
    82
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    13
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    • Seen Apr 27, 2024
    A new script section.

    I got a idea! But I need someone to add a new script called: EventPokemon_Appear.

    To make a event pokemon appear on the map. Here's a example:

    Requirements:
    Encounter 47 Misdreavuses*1
    Encounter 47 Dratinis*2

    *1 - There's more than one Misdreavus.
    *2 - There's more than one Dratini.
    -------

    Event Location:
    Cave (any one of them will do)


    Event pokemon:
    Giratina
    __________

    That's the end of the example. But you could add a limit of a requirement like 1,000. But it still works if the encounter surpasses that number, just like in the examples.

    So... What you think?
     

    IceGod64

    In the Lost & Found bin!
    624
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  • There should be a new release soon, and it's a good one at that. I'm just putting together some other things first that I've been neglecting, and getting myself reorganised.

    In the meantime, I'm working on the wiki a bit (which is very much a part of Essentials, remember), and thinking about where to go from here. I must say there's plenty of things that can be done that don't involve scripting, which means maybe you guys can contribute something yourselves.

    I really look forward to seeing this release! I dunno what you've done, but it's bound to be only good for the kit.
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
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    • Seen yesterday
    I got a idea! But I need someone to add a new script called: EventPokemon_Appear.

    To make a event pokemon appear on the map. Here's a example:

    Requirements:
    Encounter 47 Misdreavuses*1
    Encounter 47 Dratinis*2

    *1 - There's more than one Misdreavus.
    *2 - There's more than one Dratini.
    -------

    Event Location:
    Cave (any one of them will do)


    Event pokemon:
    Giratina
    __________

    That's the end of the example. But you could add a limit of a requirement like 1,000. But it still works if the encounter surpasses that number, just like in the examples.

    So... What you think?
    Are you basically asking for a way to not have an event Pokémon appear until the player has encountered X number of Pokémon Y?

    That's a very specialised request, and that kind of feature won't be added to Essentials. However, achieving this would be rather simple: in the script section PokemonField is the def pbBattleOnStepTaken. This decides which Pokémon to encounter (called encounter[0] and encounter2[0]), and starts a battle with it/them. What you would need to do is include a line or so that checks the value of those variables (which are the species numbers) and to add 1 to a Global Variable if it's a Dratini (or whatever). Then, in the regular event encounter for Giratina, make it only appear if that Global Variable is greater than 46.
     

    FL

    Pokémon Island Creator
    2,449
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    I don't know if you already put, but a sample legendary event is a good thing to do, maybe a sample cubone thats comes with the charset.

    That's a custom item, and the same effect can be achieved by changing various species' evolution methods instead. Either way, it's not going to be incorporated into Essentials. If you want it in your game, just add it in yourself.
    This isn't all! Some like Slowpoke can only activate if it have King's Rock equiped and this is consumed, maybe I need to make it more clear in the tutorial.
     

    zingzags

    PokemonGDX creator
    536
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    Years
  • replace
    Code:
     if !pbIsImportantItem?(item)
            textpos.push([qty,xQty,ypos,false,baseColor,self.shadowColor])
          end
    with:
     if !pbIsImportantItem?(item) && pbIsKeyItem?(item) # Key item or HM
            textpos.push([qty,xQty,ypos,false,baseColor,self.shadowColor])
          end
    in PokemonBag so that the amount of Keyitems will not show
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
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    • Seen yesterday
    I don't know if you already put, but a sample legendary event is a good thing to do, maybe a sample cubone thats comes with the charset.

    This isn't all! Some like Slowpoke can only activate if it have King's Rock equiped and this is consumed, maybe I need to make it more clear in the tutorial.
    Good point about the event encounter. I've put two into the next release - two Cubones, one of which drops something afterwards. You'll find them in the cave.

    Your evolution stone is still a custom item, and won't be included. If people want it (a minority at best, I'd say), they can look at your tutorial. Alternatively, they can change how the Pokémon evolve, since trading can only be done with NPCs and thus isn't as accessible (although that can be countered by clever people).


    replace
    Code:
     if !pbIsImportantItem?(item)
            textpos.push([qty,xQty,ypos,false,baseColor,self.shadowColor])
          end
    with:
     if !pbIsImportantItem?(item) && pbIsKeyItem?(item) # Key item or HM
            textpos.push([qty,xQty,ypos,false,baseColor,self.shadowColor])
          end
    in PokemonBag so that the amount of Keyitems will not show
    It already works like that, and your code makes the quantity never appear.

    pbIsImportantItem? returns TRUE if the item in question is a Key Item, a HM, or an infinite TM. These are all items that the player should only have 1 of, and so they won't have a quantity. If it's not an important item, then it should.

    Your code effectively says "if the item isn't a Key Item and also is a Key Item, then blah blah", which is a logical impossibility.

    You might not have defined your Key Items as Key Items, which is why the quantity is showing up for you. This property no longer depends on which pocket the item is in (as of the latest version), and instead is defined in the "Special items" field in items.txt. Berries are also defined this way now as well.

    The reason for this change is to make nothing depend on the pocket an item is in, which then allows people to easily edit the pockets. This is now as simple as changing two arrays in the script section Settings.
     
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