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You know how Pikachu gives a half-hearted "Pika, pika..." in the Gen VI games when it faints, as opposed to its energetic "Pika, pika!" or "Pikachu!" when it's sent out? I'm just wondering what one would have to do in Pokémon Essentials in order to do something like that.
I don't know if this is a problem with the font itself, or with the script, but I've tried literally everything I could to get the FOT-Chiaro Std font (used in Ocarina of Time and Fire Emblem Awakening and Fates) into the game:
module MessageConfig
FontName = "FOT-Chiaro Std" #change...
Pokémon Essentials RPG Maker MV Support?
I'm just wondering if the Essentials scripts used in RPG Maker XP will work in RPG Maker MV when it is released.
Hi, does anybody know how to fix this visual issue? The Pokémon sprites aren't showing up proportionally correct to the rest of the scene.
I'm using the Gen VI pack with the Elite Battle add-ons, and the resources from the OP.
I finished a double battle, and I got this message:
Exception: NameError
Message: Section118:739:in `pbMiniCheckEvolution'uninitialized constant PBEvolution::Custom7
***Full script:
pbTrainerBattle(PBTrainers::LASS,"Marie",_I("It's kind of drafty in this place, huh?"),false,0,false,0)...
An error message doesn't show up and I can't imagine why it doesn't; I feel like something in the code might be syntactically correct but functionally incorrect.
I noticed that upon updating my game to Essentials 15, the opponent Pokemon failed to make a move and instead reset my Pokemon to the command screen directly after attacking. Upon investigation of the base Essentials, I noted the same problem.
Here's the battle log in my game:
***Round 1***...
I'm unsure which script affected this, but upon updating my scripts to V.15, I tested the system and found that Pokemon could only use status moves.
Enclosed are the three scripts I suspect may be causing the problem; I marked my changes with the word "change". I don't know which part of it may...
I can't seem to get this weather to do what I want it to do.
when PBWeather::TORNADO
@weatherduration=@weatherduration-1 if @weatherduration>0
if @weatherduration==0
pbDisplay(_INTL("The winds died down."))
@weather=0
else...
I'm trying to unify the trainer backsprites so that they fit the Pokemon Black/White style, but I'm having trouble with the throwing animation. My frames are 144 pixels wide and 248 high; the whole picture is 720 pixels wide. When the player throws the ball, instead of showing each of the 5...
I think I wrote this wrong, since it doesn't work:
when 27 # LevelRain
return poke if pokemon.level>=level && pokemon.gender==1 && @weather==PBWeather::RAINDANCE
when 28 # LevelSun
return poke if pokemon.level>=level && pokemon.gender==1 && @weather==PBWeather::SUNNYDAY
when 29...
I just need the right scripts to look in. The AI has a section on type matchups, so I needed to adjust some of that to create support for 3-type Pokemon.
I most likely did something wrong in the AI...
def pbTypeModifier(type,attacker,opponent)
return 4 if type<0
return 4 if isConst?(type,PBTypes,:GROUND) && opponent.pbHasType?(:FLYING) &&
isConst?(opponent.item,PBItems,:IRONBALL)
atype=type
otype1=opponent.type1...