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Well, short of being able to see your code, there's not much I can do. You could DM me a pastebin with the relevant script sections or a link to a copy of your project, and I'd be willing to take a look.
Okay, then the first step would be making sure you have all of the scripts installed correctly. Go back through the install instructions comparing them with your game and make sure it's all there.
Also, double check that in working on Battle Bond, you didn't overwrite or redefine any of the...
Alright. Did it work before and then stopped?
And when you say it doesn't work, what does that mean? Nothing happens? An error? Something happens, but not what's supposed to?
The problem is with this condition:
@battle.pbRandom(10)==10
That code means that the effect will only work if the random number equal ten. You have two problems. If you use == the ability will not work if the random number is anything but 10.
That leads to your second problem. pbRandom...
It is definitely not impossible. In fact, you're very close to accomplishing it.
Now, Bonzeet showed you how to increment the lucky heal effect. But here's the other side if it - did you ever add LuckyHeal to the list of in battle effects? And did you initialize it (seeing it to 0) in the...
Actually, I think that syntax is fine since (attacker.weight<opponent.weight) will already be a boolean value. The only change I might add is
class PokeBattle_Move_15A < PokeBattle_Move
def pbMoveFailed(attacker,opponent)
return ((attacker.weight<opponent.weight) rescue false)
end
just...
Also, this might go without saying, but make sure to assign a unique code to it as well. In the scripts where move functions are defined, you'll see this pattern at the start:
class PokeBattle_Move_### < PokeBattle_Move
where ### is the actual function code - the one that you would assign to...
That's great!
And the change I recommended was only a minor modification. NettoHikari's method will only work if you have exactly two of the specified pokémon. My edit makes it work if you have two or more in your party. It's up to you how you want it to work.
Take a look at this page from the wiki about messages. Some of the functions you are asking about exist here. You could also look at how the scripts for the debug menu for manipulating pokémon work.
I would recommend a very slight change IF you want this to work if the player has MORE THAN 2 of the required pokémon as well:
when PBEvolution::Custom1 # Find this line, add the rest below
count = 0
for i in $Trainer.pokemonParty
count += 1 if i.species == pokemon.species
end...