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[PBS] Gen 7 PBS, Scripts, Graphics and more

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Carboncino

SwampyK
16
Posts
6
Years
  • I have a problem with Sparkling Aria. When I use it, it doesn't work, 'cause it doesn't attack :c
    Any solution?
     
    971
    Posts
    7
    Years
    • Age 21
    • Seen Nov 28, 2022
    Quick update to let you know that this will be continued on Pok?mon Essentials v17.
    NO, it is not out yet. I expect it to be very soon, though.
     
    12
    Posts
    6
    Years
    • Seen Apr 24, 2018
    Testing v1.2 on PE v17
    Everything works so far with the exceptions of liquid voice and the laser move (will edit in the a.m. with correct name as im not at my pc atm.)

    Also i have defined all alolan forms pokes if you need that I can get it to you (i.e. rattata, vulpix, etc.)
     
    Last edited:

    Arkadious

    Developer of Fragmentum
    50
    Posts
    8
    Years
  • Hey Marin, would you please be able to tell what the changes are between SM Pack 1.2, and 2.0? The description doesn't seem to have been updated to that extent.
     

    Azurestonedog

    AZR Stonedog
    21
    Posts
    7
    Years
  • Doesn't appear to have updated this yet for v17, or to a 2.0 hence the lack of information. Marin's pretty good at keeping things updated, so we just need to wait
     

    Arkadious

    Developer of Fragmentum
    50
    Posts
    8
    Years
  • Doesn't appear to have updated this yet for v17, or to a 2.0 hence the lack of information. Marin's pretty good at keeping things updated, so we just need to wait

    Weird, because the pack I got from the download link at the top was labeled as 2.0, not 1.2. This is all good though, I can wait.
     
    Last edited:

    Azurestonedog

    AZR Stonedog
    21
    Posts
    7
    Years
  • 2.0 is the 1.2 update changes in with the other files to ensure only one pack needs downloading. Compared the downloads.
     
    971
    Posts
    7
    Years
    • Age 21
    • Seen Nov 28, 2022
    2.0 is just 1.2 or something like that, yeah. The pack made specifically with v17 in mind - which will be 2.0 - has not been made yet. I've done a couple things here and there, but not much yet. I've got three other projects going on, one of which has to be completed this year. So, this project doesn't have my priority. I'm also still thinking of a way to make implementing that new version as easy as possible; I don't want a million files with copy everywhere again. I am much better at making things user-friendly than I was then, but there'll still be a good amount of replacing to do. I said I'd make a whole kit, but I don't like the idea of kits and think I'm not going to do that.
     
    Last edited:

    PeterStrike

    Chaos Trainer Peter would like to battle
    2
    Posts
    6
    Years
    • Seen Sep 6, 2018
    Quick question. Couldn't you use the MoveEffects for SolarBeam, for SolarBlade?
     
    1
    Posts
    6
    Years
    • Seen Oct 9, 2017
    Hello,
    when I try to open the editor I got this error:
    ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: RuntimeError

    Message: Field Fighting Memories is not a positive integer

    File PBS/items.txt, line 530

    1,0,"A memory disc that contains Fighting-type data. It changes the type of a specific Pokémon.",0,0,0,





    Compiler:219:in `csvPosInt!'

    Compiler:476:in `pbGetCsvRecord'

    Compiler:472:in `each'

    Compiler:472:in `pbGetCsvRecord'

    Compiler:817:in `pbCompileItems'

    Compiler:816:in `pbCompilerEachCommentedLine'

    Compiler:615:in `each_line'

    Compiler:615:in `pbCompilerEachCommentedLine'

    Compiler:612:in `open'

    Compiler:612:in `pbCompilerEachCommentedLine'

    I hope you can help me.
     
    6
    Posts
    6
    Years
    • Seen May 1, 2020
    Hello, I added your scripts on my "Pokemon Essentials project", I added attacks and abilities scripts and now it shows this message:

    ????? 'PokeBattle_Battler' ? 3544 ??? SyntaxError ????????

    I don't know what I do. Can you help me??

    This is my script:

    Code:
    ##########################################################################
    # Turn processing
    ##########################################################################
      def pbBeginTurn(choice)
        # Cancel some lingering effects which only apply until the user next moves
        @effects[PBEffects::DestinyBond]=false
        @effects[PBEffects::Grudge]=false
        # Reset Parental Bond's count
        @effects[PBEffects::ParentalBond]=0
        # Encore's effect ends if the encored move is no longer available
        if @effects[PBEffects::Encore]>0 &&
           @moves[@effects[PBEffects::EncoreIndex]].id!=@effects[PBEffects::EncoreMove]
          PBDebug.log("Resetting Encore effect")
          @effects[PBEffects::Encore]=0
          @effects[PBEffects::EncoreIndex]=0
          @effects[PBEffects::EncoreMove]=0
        end
        # Wake up in an uproar
        if self.status==PBStatuses::SLEEP && !self.hasWorkingAbility(:SOUNDPROOF)
          for i in 0...4
            if @battle.battlers[i].effects[PBEffects::Uproar]>0
              pbCureStatus(false)
              @battle.pbDisplay(_INTL("{1} woke up in the uproar!",pbThis))
            end
          end
        end
      end
    
      def pbEndTurn(choice)
        # True end(?)
        if @effects[PBEffects::ChoiceBand]<0 && @lastMoveUsed>=0 && !self.isFainted? && 
           (self.hasWorkingItem(:CHOICEBAND) ||
           self.hasWorkingItem(:CHOICESPECS) ||
           self.hasWorkingItem(:CHOICESCARF))
          @effects[PBEffects::ChoiceBand]=@lastMoveUsed
        end
        @battle.pbPrimordialWeather
        for i in 0...4
          @battle.battlers[i].pbBerryCureCheck
        end
        for i in 0...4
          @battle.battlers[i].pbAbilityCureCheck
        end
        for i in 0...4
          @battle.battlers[i].pbAbilitiesOnSwitchIn(false)
        end
        for i in 0...4
          @battle.battlers[i].pbCheckForm
        end
      end
    
      def pbProcessTurn(choice)
        # Can't use a move if fainted
        return false if self.isFainted?
        # Wild roaming Pokémon always flee if possible
        if [email protected] && @battle.pbIsOpposing?(self.index) &&
           @battle.rules["alwaysflee"] && @battle.pbCanRun?(self.index)
          pbBeginTurn(choice)
          @battle.pbDisplay(_INTL("{1} fled!",self.pbThis))
          @battle.decision=3
          pbEndTurn(choice)
          PBDebug.log("[Escape] #{pbThis} fled")
          return true
        end
        # If this battler's action for this round wasn't "use a move"
        if choice[0]!=1
          # Clean up effects that end at battler's turn
          pbBeginTurn(choice)
          pbEndTurn(choice)
          return false
        end
        # Turn is skipped if Pursuit was used during switch
        if @effects[PBEffects::Pursuit]
          @effects[PBEffects::Pursuit]=false
          pbCancelMoves
          pbEndTurn(choice)
          @battle.pbJudge #      @battle.pbSwitch
          return false
        end
        # Use the move
    #   @battle.pbDisplayPaused("Before: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
        PBDebug.log("#{pbThis} used #{choice[2].name}")
        PBDebug.logonerr{
           pbUseMove(choice,choice[2][email protected])
        }
    #   @battle.pbDisplayPaused("After: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
        return true
      end
    end

    Last 'end' is line 3544.
     
    971
    Posts
    7
    Years
    • Age 21
    • Seen Nov 28, 2022
    Hello, I added your scripts on my "Pokemon Essentials project", I added attacks and abilities scripts and now it shows this message:

    ????? 'PokeBattle_Battler' ? 3544 ??? SyntaxError ????????

    I don't know what I do. Can you help me??

    This is my script:

    Code:
    ##########################################################################
    # Turn processing
    ##########################################################################
      def pbBeginTurn(choice)
        # Cancel some lingering effects which only apply until the user next moves
        @effects[PBEffects::DestinyBond]=false
        @effects[PBEffects::Grudge]=false
        # Reset Parental Bond's count
        @effects[PBEffects::ParentalBond]=0
        # Encore's effect ends if the encored move is no longer available
        if @effects[PBEffects::Encore]>0 &&
           @moves[@effects[PBEffects::EncoreIndex]].id!=@effects[PBEffects::EncoreMove]
          PBDebug.log("Resetting Encore effect")
          @effects[PBEffects::Encore]=0
          @effects[PBEffects::EncoreIndex]=0
          @effects[PBEffects::EncoreMove]=0
        end
        # Wake up in an uproar
        if self.status==PBStatuses::SLEEP && !self.hasWorkingAbility(:SOUNDPROOF)
          for i in 0...4
            if @battle.battlers[i].effects[PBEffects::Uproar]>0
              pbCureStatus(false)
              @battle.pbDisplay(_INTL("{1} woke up in the uproar!",pbThis))
            end
          end
        end
      end
    
      def pbEndTurn(choice)
        # True end(?)
        if @effects[PBEffects::ChoiceBand]<0 && @lastMoveUsed>=0 && !self.isFainted? && 
           (self.hasWorkingItem(:CHOICEBAND) ||
           self.hasWorkingItem(:CHOICESPECS) ||
           self.hasWorkingItem(:CHOICESCARF))
          @effects[PBEffects::ChoiceBand]=@lastMoveUsed
        end
        @battle.pbPrimordialWeather
        for i in 0...4
          @battle.battlers[i].pbBerryCureCheck
        end
        for i in 0...4
          @battle.battlers[i].pbAbilityCureCheck
        end
        for i in 0...4
          @battle.battlers[i].pbAbilitiesOnSwitchIn(false)
        end
        for i in 0...4
          @battle.battlers[i].pbCheckForm
        end
      end
    
      def pbProcessTurn(choice)
        # Can't use a move if fainted
        return false if self.isFainted?
        # Wild roaming Pokémon always flee if possible
        if [email protected] && @battle.pbIsOpposing?(self.index) &&
           @battle.rules["alwaysflee"] && @battle.pbCanRun?(self.index)
          pbBeginTurn(choice)
          @battle.pbDisplay(_INTL("{1} fled!",self.pbThis))
          @battle.decision=3
          pbEndTurn(choice)
          PBDebug.log("[Escape] #{pbThis} fled")
          return true
        end
        # If this battler's action for this round wasn't "use a move"
        if choice[0]!=1
          # Clean up effects that end at battler's turn
          pbBeginTurn(choice)
          pbEndTurn(choice)
          return false
        end
        # Turn is skipped if Pursuit was used during switch
        if @effects[PBEffects::Pursuit]
          @effects[PBEffects::Pursuit]=false
          pbCancelMoves
          pbEndTurn(choice)
          @battle.pbJudge #      @battle.pbSwitch
          return false
        end
        # Use the move
    #   @battle.pbDisplayPaused("Before: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
        PBDebug.log("#{pbThis} used #{choice[2].name}")
        PBDebug.logonerr{
           pbUseMove(choice,choice[2][email protected])
        }
    #   @battle.pbDisplayPaused("After: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
        return true
      end
    end

    Last 'end' is line 3544.

    You've not copy/pasted something over properly.
     

    Arma

    The Hyena
    1,688
    Posts
    14
    Years
  • Marin, you've probably already heard this from me, but once again, you are a hero! Thanks so much for this! and of course my thanks to everyone who helped him put this together. =)
     
    139
    Posts
    11
    Years
  • I haven't used this yet because in the game I'm working on there's already some "fakemon" that I had to give its own number to, but I feel like spriting so I decided to download this to see if there are any sprites that needs to be made. That's when I noticed that there wasn't a Shiny Alolan Sandslash! I dunno if the wrong one was in the file or if the person just didn't have enough time to make it, but I did a quick recolor of it if anybody wants it.
    Spoiler:


    I've also noticed a lack of Dusk Lycanroc and the new Ultra Beasts... Unless they're in the new pack that I don't think is downloading for some reason... I can do those sprites and add them onto Essentials if I find the time. I at least wanted to have the shiny Sandslash so people would know that they have in fact encountered a shiny. =3

    And also I'm sorry if the sprite is gone after some time. I have it downloaded so I can upload it on MediaFire if I really need to.

    Edit: By "adding them onto Essentials" I mean the stats and what-not, in the "Pokemon" PBS file.
     
    Last edited:
    971
    Posts
    7
    Years
    • Age 21
    • Seen Nov 28, 2022
    I haven't used this yet because in the game I'm working on there's already some "fakemon" that I had to give its own number to, but I feel like spriting so I decided to download this to see if there are any sprites that needs to be made. That's when I noticed that there wasn't a Shiny Alolan Sandslash! I dunno if the wrong one was in the file or if the person just didn't have enough time to make it, but I did a quick recolor of it if anybody wants it.
    Spoiler:


    I've also noticed a lack of Dusk Lycanroc and the new Ultra Beasts... Unless they're in the new pack that I don't think is downloading for some reason... I can do those sprites and add them onto Essentials if I find the time. I at least wanted to have the shiny Sandslash so people would know that they have in fact encountered a shiny. =3

    And also I'm sorry if the sprite is gone after some time. I have it downloaded so I can upload it on MediaFire if I really need to.

    Edit: By "adding them onto Essentials" I mean the stats and what-not, in the "Pokemon" PBS file.

    Nope, not doing USUM stuff. This project is no longer supported. If I end up redoing this project, we'll see, but I don't have any plans for the near future.
     
    1
    Posts
    7
    Years
    • Seen Oct 27, 2018
    How do i install the scripts folder to rpg maker xp or pokemon essentials?


    EDIT: Oh he's abandoned it what a shame cause i wanted gen 6 and 7 pokemon on essential.
     
    Last edited:

    averyindahouse

    Creator of Pokemon Sigma (Coming Soon)
    41
    Posts
    9
    Years
  • It is worth noting that, for those who want to use this pack, it is no longer compatible with Essentials v17 and upward. Pokemon.txt in essentials now has an entry called "shape" for searching with the Pokedex, and the text files in this pack do not have that line on any of the Pokemon.

    You can still make it "re-compatible" by adding in the line and proper shape yourselves, but that is a tedious effort.
     
    Last edited:

    Ego13

    hollow_ego
    311
    Posts
    6
    Years
  • It is worth noting that, for those who want to use this pack, it is no longer compatible with Essentials v16 and upward. Pokemon.txt in essentials now has an entry called "shape" for searching with the Pokedex, and the text files in this pack do not have that line on any of the Pokemon.

    You can still make it "re-compatible" by adding in the line and proper shape yourselves, but that is a tedious effort.
    Or you could use this resource
     
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