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Pokémon Island Creator

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Showing Visitor Messages 76 to 90 of 121
  1. Nickalooose
    August 2nd, 2012 2:37 PM
    Oh right nice, have you got anything legit now? I'd like to take a look... I can't remember how I made my system, I'm currently looking into making a month, days and date system, but figuring out leap years are hard... I'd like to see how you are acconplishing this.

    Oh I see, I'll have to play around I guess... But at the moment my new fake time system fully works... It's not scripty, I done it so any one can create one or use one in their game without messing with scripts... But I can't set months to have certain dates.
  2. Nickalooose
    August 1st, 2012 1:27 PM
    Hello... Oh right, I've managed to make a source of fake time... But I can't combine it with the day night system and the site you gave me I'm tryin to learn, but using those ways give me errors... I'm assuming because of Poccils translations...

    What sort of system you working in?
  3. Maruno
    July 17th, 2012 8:07 AM
    Good to hear. I did notice it also affected the quote marks around the storage creator, although since that bit of information is compiled in a different way, it's just cosmetic.

    One less thing to worry about now.
  4. Maruno
    July 8th, 2012 5:57 AM
    I've just had another look at the issue, and found a possible solution. If you want to spend some time testing it, that would be really helpful - look for anything that might use the def csvquote, and use it.

    In the affected line, I actually removed all parts except the first one, str[/[,\"]/], because I don't think they're useful. Again, I don't think there'd be any problems, but I haven't properly tested it.
  5. venom12
    June 28th, 2012 2:56 AM
    Hi do you know hot to check how many tiles a event are from player? I want to define it for my message system.
  6. vaibhavAtomic
    June 7th, 2012 3:26 AM
    awesome game but in these days everyone loves the fast forward button and 3d maps :D
    waiting if you could improve :D
  7. seeker
    May 13th, 2012 5:59 AM
    Done buddy.
  8. khkramer
    May 6th, 2012 9:30 AM
    Will try, thanks for the help
  9. khkramer
    May 6th, 2012 6:02 AM
    Would I have to remove something there?
  10. Maruno
    March 13th, 2012 5:02 PM
    Don't use the Editor. That's what I'd do.

    I have an irrational dislike of the Editor, so I don't know anything about it. I don't know of any fixes there. I suppose the simplest solution is to copy the regional numbers elsewhere, and copy them back in afterwards.

    Nice to hear you're still working on it, though.
  11. Maruno
    February 26th, 2012 6:32 AM
    If people want to have their own Regional Dex, they can go through the trouble to add it in themselves. It's the same reason why Essentials won't be including all the Kanto, etc. maps. Frankly, if they're having a custom Regional Dex, they're going to go through the lines anyway to add it in, so there's no difference between adding in a new number and replacing an existing number. It's not difficult.

    A missing Regional Dex number is indeed treated as 0, as is a missing RegionalNumbers line for a species.
  12. Maruno
    February 25th, 2012 6:08 PM
    I would like to include examples of Regional Dexes. I think just two is plenty (Kanto and Johto?), plus the National Dex. Eventually, an NPC in Oak's lab will explain and show off the multiple region part of the Pokédex. The Regional Dexes are just for the sake of example, rather than catering to people who want to create remakes.

    The way Essentials works with regards to abilities is that, if it can't find the ability a Pokémon is supposed to have, it tries again. If its abilityflag is 2 (hidden ability), but it doesn't have one defined, it looks for the regular ability it would have instead (based on personal ID). If that would be the second ability but that isn't defined either, it'll use the first ability.

    Abilities=LEVITATE on its own works just fine. This won't even cause a problem if the Pokémon then evolves into one with more available abilities.
  13. Maruno
    February 11th, 2012 1:20 PM
    There are no other combinations. The only chances are 100%, 50%, 5% and 1% (the other possible combinations are 55%, 51% and 6%, but these aren't used in the official games). Making it so that having just two of the slots being the same results in 100% would be more confusing to the user than requiring all 3 slots be filled. Technically I could allow fully customisable percentages, but that's a hassle and not necessary.

    I'll look at including the Gen 5 items. I'm pretty sure new items can be mentioned in pokemon.txt even if they're not defined - they're just ignored.
  14. Maruno
    February 10th, 2012 7:47 AM
    For the wild items part, Gen 5 actually have three different slots: 50% chance, 5% chance and 1% chance. Call these "WildItemCommon", "WildItemUncommon" and "WildItemRare" respectively - I'll be adding in the extra option as part of the improvement.

    Remember that if all three options list the same item, the chance will be 100% instead.
  15. Maruno
    February 7th, 2012 2:42 PM
    That'll certainly be useful. I have a feeling a lot of the information is out of date.


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  • Last Activity: 18 Hours Ago 4:54 PM
  • Join Date: September 18th, 2010
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Emblem Showcase - 3 Total
Member of the Year All-stars
You may not have won Member of the Year in Member of the Year, but you did place something in Member of the Year for one year.
Awarded: January 4th, 2014 8:23 AM
PC Veteran
These old folks have been around for far too long but we love them anyway.
Awarded: January 4th, 2014 4:30 PM
Game Developer Extraordinaire
You really know how to manipulate those switches and loops, and have shared your knowledge with the community. Thanks for enriching the community with your contributions!
Awarded: January 4th, 2014 4:32 PM

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