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Unity is interesting. But forcing it to someone isn't the correct way of having people switch over. Ultimately I will switch over to unity. However it will be for a new IP and not pokemon. Too much work and no payoffs.
Looks like this is the place where people posts their custom abilities. Here one mine I like to share.
Ability: Adaptation
Effect: Changes the Pokémon's type to the foe's move before getting attack.
Notes: It's the opposite of Protean. I copied that code and swap it around. What this ability...
I prefer it to be part of the plot. A show not tell story backingup a legendary pokemon is what makes it legendary. The impact is greater.
In my opinion, post game legendary are just rare pokemons who are strong. They can have backstory, they're nice, but it's not the same when you witness it.
Yes silverlime, that's is correct. I tried using both "elsif abil2 != 0" and "elsif abil2 != nil" but both of them didn't work. Turns out it is "elsif abil2 ==0" that made it work. So thanks!
Here's the final script:
I'm trying to make an item that reverts a Pokemon's hidden ability back to it's normal ability/abilities.
The problems lies when I use it on a Pokemon with a single ability. I don't know how to make it check if the Pokemon only has one ability so it won't asks me twice and giving me a "?" where...
I personally believe less is more. Unless it make sinces with the story or the lore behind it. For example, the island guardians in Sun/Moon. So I agree that havinv 7-8, even 9 legendaries are perfect. I just dislike if a legendary is plugged in for the sake of numbers. However, I like the way...
This is just a fun discussion. When making a game, what would you consider how many legendaries to be ideal. Whether it be the original pokemon or fakemon. Do you base the numbers on the story? The lore in your region? Or just put them in there because you like them (looking at you mewtwo in XY)?
That's an easy fix. Just google search primal groudon symbol and save it in Graphics/Pictures. Name it "battlePrimalGroudonBox" make sure the image is 54-54px
Do the same for Kyogre too
How do I increase the levels of wild encountered pokemon depending on variable?
I've been debating for a while now if I wanted to make a open world game or a linear game. The thing that keeps popping up is the difficulty curve.
If i were make an open world game, I could use level scaling, but...
Simply make an event like this and use any PC image you want below.
Credit for the Gen 4 PC goes to: Akizakura16
Credit for the Gen 5 PC goes to: KleinStudio, Essentials BW
I just added the new screen for the PC when turn on.
[SOLVED] OK. I figured it out. Here's the script to anyone who's curious.
class PokeBattle_Move_301 < PokeBattle_Move
def pbEffectAfterHit(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
case @battle.weather
when PBWeather::HEAVYRAIN
@battle.pbDisplay(_INTL("There...