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I came up with my own method of this too, a while back. It isn't as elegant as Nickalooose's solution, but it does have its advantages.
As you can tell, there's a one-in-three chance of finding an item in this setup. Because the chance is so high and the items are potentially valuable, I...
First, go into the script editor and find "def pbMoveTutorChoose". (In my versions, it's line 2410 of the PSystem_Utilities section). Just above that line, paste this code. As you might guess, this is just a primitive modification of pbMoveTutorChoice.
def...
I made an event (purely for testing and learning purposes) which does what you seem to describe.
Screen One + Screen Two
Some of the flavor text is cut off, but you can get the gist. If you have less than a full party, the event asks if you want to receive a Ditto. If you have 6 pokemon, it...
According to the appropriate wiki page, up to 999 different ability IDs can exist in the ability.txt document. That's all good, but it doesn't seem to be the case. I've programmed the effects of over 255 abilities for the game I'm workin on. When an ability an ID number over 255, however, it...
As JV said, the walking-through-grass animation changed in v14. If you want it to go back to the way it was, though, it's a pretty simple edit. (If you use a nonstandard tileset for tall grass, having it the old way could look better.)
At the bottom of the script section Game_Character_1...
Woot, the first post didn't mention it (but the wiki did): the animation for walking through tall grass has been fixed! That's always been my biggest gripe, so needless to say, this is glorious. Many of the other changes will prove useful as well, and I'm sure not only to me.
So, thanks for...
This is a two-month-late response, but... you might've had the same problem as me. If so, find this section in PokemonControls, and add the code highlighted in red:
module Input
DOWN = 2
LEFT = 4
RIGHT = 6
UP = 8
A = 11
B = 12
C = 13
V = 33
X = 14
Y...
If I'm understanding your edit correctly (and forgive me if I'm not), that could cause a problem. If you pressed V in the middle of nowhere, it would turn the (new) switch on and leave it on... Needless to say, if that new switch is still on when you go talk to a Pkmn Center Nurse, you'll end...
(This should seem familiar to anyone who's played Tetra Master--or certain TCG-based video games.)
In this scenario, when the player presses the "V" key, the following things should occur in immediate sequence:
- pbExclaim triggers on the player's sprite, causing a "!" to appear above his/her...
If Global Switch 31 is on, all encounters will be shiny.
Mej is right, though. I knew that answer off-hand, but I only knew it because I remember reading it on the wiki.
This fixed worked for me, too, when I had a similar error. When I selected-and-copied Pokemon_Followers from the first post, I got errors upon errors. This seems to result from internet browsers or forum software. I assume what Rayd originally typed is not what ends up in my copy clipboard...
This is a late reply, but...
You can actually already do this in version 13 without adding a new script. Look in PokemonEncounterModifiers, and find the following code, in the bottom of the script section:
#Events.onWildPokemonCreate+=proc {|sender,e|
pokemon=e[0]
if...
I appreciate the effort and all, but... this can't be the entire pack; 11.2MB is a great deal less than 509 MB. Specifically, it's missing all the sounds and music Matt mentioned.
For anyone who wanted a full pack, well... I apparently can't post links if I have less than 15 posts. That said...