This is awesome!
Is there a way to edit the opponent Pokémon's moves?
EDIT: I'm getting this error (in an unedited version) in Round 2 in Porygon's turn (Smart contest)
Only when it's Porygon's turn
if pbDoubleNext==true #check for double hearts
[COLOR="Red"]@currenthears*=2[/COLOR]
pbReverseDoubleNext
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError
Message: Script error within event 5, map 2 (Ingori Town):
Exception: TypeError
Message: Section160:62:in `[]'cannot convert PokeBattle_Pokemon into Integer
***Full script:
pbContest(50,PBSpecies::CHARIZARD,20,PBSpecies::SQUIRTLE,20,PBSpecies::HITMONTOP,20)
Interpreter:243:in `pbExecuteScript'
Contests:62:in `pbStartContest'
Contests:2180:in `pbStartContest'
Contests:2190:in `pbContest'
(eval):1:in `pbExecuteScript'
Interpreter:1600:in `eval'
Interpreter:243:in `pbExecuteScript'
Interpreter:1600:in `command_355'
Interpreter:494:in `execute_command'
Interpreter:193:in `update'
Interpreter:276:in `pbExecuteScript'
Interpreter:1600:in `command_355'
Interpreter:494:in `execute_command'
Interpreter:193:in `update'
Interpreter:106:in `loop'
Interpreter:198:in `update'
Scene_Map:103:in `update'
Scene_Map:101:in `loop'
Scene_Map:114:in `update'
Scene_Map:68:in `main'
This exception was logged in
C:\Users\Wong\Saved Games/Pokemon Essentials/errorlog.txt.
Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
Im getting this error when I'm trying to call up the script:
Code:--------------------------- Pokemon Essentials --------------------------- Exception: RuntimeError Message: Script error within event 5, map 2 (Ingori Town): Exception: TypeError Message: Section160:62:in `[]'cannot convert PokeBattle_Pokemon into Integer ***Full script: pbContest(50,PBSpecies::CHARIZARD,20,PBSpecies::SQUIRTLE,20,PBSpecies::HITMONTOP,20) Interpreter:243:in `pbExecuteScript' Contests:62:in `pbStartContest' Contests:2180:in `pbStartContest' Contests:2190:in `pbContest' (eval):1:in `pbExecuteScript' Interpreter:1600:in `eval' Interpreter:243:in `pbExecuteScript' Interpreter:1600:in `command_355' Interpreter:494:in `execute_command' Interpreter:193:in `update' Interpreter:276:in `pbExecuteScript' Interpreter:1600:in `command_355' Interpreter:494:in `execute_command' Interpreter:193:in `update' Interpreter:106:in `loop' Interpreter:198:in `update' Scene_Map:103:in `update' Scene_Map:101:in `loop' Scene_Map:114:in `update' Scene_Map:68:in `main' This exception was logged in C:\Users\Wong\Saved Games/Pokemon Essentials/errorlog.txt. Press Ctrl+C to copy this message to the clipboard. --------------------------- OK ---------------------------
Have tested it on the clean version and it works fine. Can't seem to figure what's causing this error.
Can someone please upload a picture or a video showing this script working?
I must admit, this is looking good and if that was your last update, let's hope it does what it's supposed to do... On a side note, the reason the final hearts linger sometimes, is because you have many pictures on screen and the game will remove the sprites as quickly as it can, but in some cases, will be too slow before the next scene will start... My advice is, blend some pictures together if you can and/or remove them yourself at the end of the script, one by one. (give them some nice looking screen slides or something). This is what I think anyway.
[NORMAL]
CHARIZARD,ribbon item,ai,move 1,move 2,move 3,move 4,contest type,nickname
From what I read in the intro post, the way you define the Pokemon that appear is within the individual event. That seems very.. static, in comparison with how it's handled in Pokemon. If I could code, I'd probably have made an array somewhere in the scripts (or a text file for external editing) that defines certain species and what rank they would appear in Like, for example:
Unless I'm misinterpreting the intro post wrong and this is how stuff works. If not, I'm not saying that you should recode the entire system to make this work (since that'd be unfair to you since you've spent all this time making it work splendidly as it is), just providing a potential idea for future inspiration or additional insight.Code:[NORMAL] CHARIZARD,ribbon item,ai,move 1,move 2,move 3,move 4,contest type,nickname
I'll probably not be adding this to my game just yet, since contests won't be a thing for a while, but when I do add it I'll be sure to leave a proper review on my thoughts on it.
Pokemon Contest 1.5
Would this work with the RMX-OS platform?
Would this work with the RMX-OS platform?