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So the theory of this would be.
You get the wild pokemon's name with PBSpecies
Then you would have to have the player type out the name.
This gives you two strings, the real name and the name the player gave you.
This then goes one of two ways.
If you want to make the capture rate vary on how...
In PokeBattle_Pokemon you need to add a variable in the PokeBattle_Pokemon class at the very top. In this case you need to make a new attr_accessor, which would be attr_accessor(:dynamax). This can be added somewhere around line 4-53 if you so choose in PokeBattle_Pokemon. ((You don't have to...
Are you thinking of doing something similar to DPP townmap where you click and it shows you a smaller map of the town where pkmn centers and marts are and roads of said town? As that is what I got from your post.
Example:
Thank you, this was a good place to start and play around it, but yes the script needing for 2 pokemon is a bit of a problem.
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Your work around is alright, however it does have a few problems, if the player has 1 pokemon this is fine, however if the player has two pokemon and one is fainted...
If you warp via the debug menu it may put you inside a wall or black space, simply hold control and run around till you find the map.
However if you are warping due to an event and this is happening, perhaps you have a tileset problem(as those red x are on the default essentials tileset), or...
So I have a mandatory battle in my game where the player has to do a double battle with two evil grunts. Instead of turning the player around and telling them to come back when they get more than two pokemon or making the trainer fight each grunt individually a alpha tester of mine suggested...
Have a read around here https://essentialsdocs.fandom.com/wiki/Manipulating_Pok%C3%A9mon#Other_scripts
Though before you can get help for this you need to refine what it is you need.
Things you have to consider are:
- preventing players from bringing their pokemon from old regions back via pc...
Just this.
if Input.trigger?(Input::P)
if $PokemonSystem.quicksave == 0
pbCommonEvents(13) #this is just pbSave
end
end
AND! Make sure you firstly have the P key registered in PSystem_Controls
Sorry, that won't work as game varriables havent been initalized.
You're actually going have to do it this way. All the red in the following places
In PScreen_Options
class PokemonSystem
attr_accessor :textspeed
attr_accessor :battlescene
attr_accessor :battlestyle
attr_accessor...
Assuming you are using the latest version of essentials in PScreen_Options look around line 390 for pbStartScene and you can put the Red anywhere in there depending where you want this option to appear in the list.
def pbStartScene(inloadscreen=false)
...Stuff that draws graphics...
#...
This is a quick mockup but it would look something like this.
You put this into an event, though you may need to change the number [12] if you are using a diffrent variable for your rival name.
You should be able to stick that anywhere in an event and change around the text
Try something like
MultipleForms.register(:NAME,{
#THIS HANDLES ALL YOUR LEVEL UP MOVES
"getMoveList"=>proc{|pokemon|
next if pokemon.form==0 # Midday
movelist=[]
case pokemon.form # Midnight, Dusk
when 1 ; movelist=[[0,:COUNTER],[1,:REVERSAL],[1,:TAUNT]...
Do you edit the metadata with the in-game editor or by editing the file directly?
And have you tried starting a new game save or have you just been using the same old save?