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Like it says in the title I need help figuring out how to make other entry hazards. The primary thing being that I can't figure out what causes Toxic Spikes to actually poison the foe as I don't see any coding to apply poison from the Toxic Spikes.
So I've added a bunch more TMs and a few HMs, but they've all ended up after the preexisting ones. As in the the new TMs are after the old HMs and the new HMs are even further removed from where they're supposed to be. So how do I change the sort order of the TMs pocket so all the HMs are after...
How do I make a Pokemon appear in the field when the player has a specific item (ie. if the Player has the Dark Stone then Zekrom will appear in a specific location, etc.), and have them only appear when the player has the item. Also the same sort of thing but requiring the player to have...
I couldn't find this on the wiki, but, how does the game decide where the Pokemon was caught?
Is it based on the highest map in the stack or is it just based on the highest map in the stack that displays its name?
For example if I had a cave in a forest and the map is listed under the map for...
I added another pocket to the bag (for Mega Stones) but it doesn't show up in the editor, is this supposed to happen, and I have to edit the items that go in it via the pbs file, or did I miss something?
Yeah I figured the first out, the bigger problem was the second one because when a pokemon attacks while fog is on an error occurs and after hitting okay on it the battle continues but the attack does nothing, not even text saying it missed, no matter if it's a ghost type or not.
Thanks.
I've got couple of questions though, should these weathers go before or after the primal weathers and how exactly does the accuracy coding for the fog work?
So I want to make a couple of new weathers for the game I'm making. One of them is a meteor shower type weather that functions like hail except dark types are immune instead of ice types, does just copying the coding for hail in pokebattle_battle but switching ice to dark in its coding (and...