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I created a fix for the ledge issue back in November. The issue was caused by a change to the jump mechanic, which had been updated in 18.1.
This script change starts at around line 507, with "def screen_Y":
You should probably take a good look at your game and work out why you would need 999 maps; you could probably condense them down, for example by making all of the generic house buildings in a single town share the same map.
https://forum.chaos-project.com/index.php?topic=1634.0
Here's a 'disc...
Check to see if you have skipped any Pokemon numbers in pokemon.txt, if there are any ID numbers missing (e.g. you go from 800 to 805) it can refuse to open the dex.
That's a decent enough way to do it. My current Pokemon Professor is a recoloured Prof. Rowan - it's a placeholder, but I don't need to change it any time soon.
Don't try to rush the project or make it to an arbitrary deadline you set yourself - just try to make it to have fun, and make...
If you aren't looking forward to having to make new sprites for them all, then you should probably refactor the scale and scope of your project.
I recommend looking at a couple of spiriting tutorials (there are some that teach you the specific Pokemon style). If you go the route of re-using...
In the Pokemon_Evolution script, you will see that it comes with five Custom methods of evolution. When defining what an evolution method does, you are able to pass one variable from the pokemon.pbs file to Pokemon_Evolution, typically the level (as that is what the variable is named in all of...
I'm assuming this is done via an event. Can you show us the code? Make sure that the code that give the player the pokedex is only being fired "On win" - you should have a conditional branch to call the battle for that.
Strictly speaking, you don't even need a script for this, it's entirely possible with vanilla RPG Maker.
Set up a series of game variables that represent a player's level in a given skill.
Make dialogue choices using the Show Choices command.
Have those choices have a conditional branch based on...
This script adds in a customisable Poké Mile system. You are able to set how many steps it takes to gain Miles, how many Miles are gained when that many steps are reached, the maximum number of Miles a player can hold, and it supports two switches which, when turned ON, will disable gaining or...
Can you perhaps share the code that you modified? It's very hard to tell what is wrong without being able to see it. My guess is that the code is set to display a type but is defaulting to type 0/type 1.
Alright, if you got it working, I guess just try and test some other things that manipulate HP and see if they cause any errors. I recommend keeping the old code in the script, but commented out.
Alright so, this is the reason official mega evolutions never touch how much HP the pokemon has, because of his exact problem when it reverts back. The way to change this would be to edit the script that handles reverting the pokemon back to its pre-mega state. In theory, this would involve...
This message is self explanatory: you're trying to pass 5 arguments, but the method getCombinedEffectiveness can only take 4.
I would suggest a different approach, adding an exception case for this particular ability so that it bypasses having to use getCombinedEffectiveness.
In approximately...