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[PBS] Gen 7 PBS, Scripts, Graphics and more

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Carboncino

SwampyK
16
Posts
6
Years
I have a problem with Sparkling Aria. When I use it, it doesn't work, 'cause it doesn't attack :c
Any solution?
 
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
Quick update to let you know that this will be continued on Pok?mon Essentials v17.
NO, it is not out yet. I expect it to be very soon, though.
 
12
Posts
6
Years
  • Age 33
  • Seen Apr 24, 2018
Testing v1.2 on PE v17
Everything works so far with the exceptions of liquid voice and the laser move (will edit in the a.m. with correct name as im not at my pc atm.)

Also i have defined all alolan forms pokes if you need that I can get it to you (i.e. rattata, vulpix, etc.)
 
Last edited:

Arkadious

Developer of Fragmentum
50
Posts
8
Years
Hey Marin, would you please be able to tell what the changes are between SM Pack 1.2, and 2.0? The description doesn't seem to have been updated to that extent.
 

Azurestonedog

AZR Stonedog
21
Posts
7
Years
Doesn't appear to have updated this yet for v17, or to a 2.0 hence the lack of information. Marin's pretty good at keeping things updated, so we just need to wait
 

Arkadious

Developer of Fragmentum
50
Posts
8
Years
Doesn't appear to have updated this yet for v17, or to a 2.0 hence the lack of information. Marin's pretty good at keeping things updated, so we just need to wait

Weird, because the pack I got from the download link at the top was labeled as 2.0, not 1.2. This is all good though, I can wait.
 
Last edited:

Azurestonedog

AZR Stonedog
21
Posts
7
Years
2.0 is the 1.2 update changes in with the other files to ensure only one pack needs downloading. Compared the downloads.
 
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
2.0 is just 1.2 or something like that, yeah. The pack made specifically with v17 in mind - which will be 2.0 - has not been made yet. I've done a couple things here and there, but not much yet. I've got three other projects going on, one of which has to be completed this year. So, this project doesn't have my priority. I'm also still thinking of a way to make implementing that new version as easy as possible; I don't want a million files with copy everywhere again. I am much better at making things user-friendly than I was then, but there'll still be a good amount of replacing to do. I said I'd make a whole kit, but I don't like the idea of kits and think I'm not going to do that.
 
Last edited:

PeterStrike

Chaos Trainer Peter would like to battle
2
Posts
6
Years
  • Age 26
  • Seen Sep 6, 2018
Quick question. Couldn't you use the MoveEffects for SolarBeam, for SolarBlade?
 
1
Posts
6
Years
  • Age 24
  • Seen Oct 9, 2017
Hello,
when I try to open the editor I got this error:
---------------------------
Pokemon Essentials
---------------------------
Exception: RuntimeError

Message: Field Fighting Memories is not a positive integer

File PBS/items.txt, line 530

1,0,"A memory disc that contains Fighting-type data. It changes the type of a specific Pokémon.",0,0,0,





Compiler:219:in `csvPosInt!'

Compiler:476:in `pbGetCsvRecord'

Compiler:472:in `each'

Compiler:472:in `pbGetCsvRecord'

Compiler:817:in `pbCompileItems'

Compiler:816:in `pbCompilerEachCommentedLine'

Compiler:615:in `each_line'

Compiler:615:in `pbCompilerEachCommentedLine'

Compiler:612:in `open'

Compiler:612:in `pbCompilerEachCommentedLine'

I hope you can help me.
 
6
Posts
6
Years
  • Age 33
  • Seen May 1, 2020
Hello, I added your scripts on my "Pokemon Essentials project", I added attacks and abilities scripts and now it shows this message:

????? 'PokeBattle_Battler' ? 3544 ??? SyntaxError ????????

I don't know what I do. Can you help me??

This is my script:

Code:
##########################################################################
# Turn processing
##########################################################################
  def pbBeginTurn(choice)
    # Cancel some lingering effects which only apply until the user next moves
    @effects[PBEffects::DestinyBond]=false
    @effects[PBEffects::Grudge]=false
    # Reset Parental Bond's count
    @effects[PBEffects::ParentalBond]=0
    # Encore's effect ends if the encored move is no longer available
    if @effects[PBEffects::Encore]>0 &&
       @moves[@effects[PBEffects::EncoreIndex]].id!=@effects[PBEffects::EncoreMove]
      PBDebug.log("Resetting Encore effect")
      @effects[PBEffects::Encore]=0
      @effects[PBEffects::EncoreIndex]=0
      @effects[PBEffects::EncoreMove]=0
    end
    # Wake up in an uproar
    if self.status==PBStatuses::SLEEP && !self.hasWorkingAbility(:SOUNDPROOF)
      for i in 0...4
        if @battle.battlers[i].effects[PBEffects::Uproar]>0
          pbCureStatus(false)
          @battle.pbDisplay(_INTL("{1} woke up in the uproar!",pbThis))
        end
      end
    end
  end

  def pbEndTurn(choice)
    # True end(?)
    if @effects[PBEffects::ChoiceBand]<0 && @lastMoveUsed>=0 && !self.isFainted? && 
       (self.hasWorkingItem(:CHOICEBAND) ||
       self.hasWorkingItem(:CHOICESPECS) ||
       self.hasWorkingItem(:CHOICESCARF))
      @effects[PBEffects::ChoiceBand]=@lastMoveUsed
    end
    @battle.pbPrimordialWeather
    for i in 0...4
      @battle.battlers[i].pbBerryCureCheck
    end
    for i in 0...4
      @battle.battlers[i].pbAbilityCureCheck
    end
    for i in 0...4
      @battle.battlers[i].pbAbilitiesOnSwitchIn(false)
    end
    for i in 0...4
      @battle.battlers[i].pbCheckForm
    end
  end

  def pbProcessTurn(choice)
    # Can't use a move if fainted
    return false if self.isFainted?
    # Wild roaming Pokémon always flee if possible
    if [email protected] && @battle.pbIsOpposing?(self.index) &&
       @battle.rules["alwaysflee"] && @battle.pbCanRun?(self.index)
      pbBeginTurn(choice)
      @battle.pbDisplay(_INTL("{1} fled!",self.pbThis))
      @battle.decision=3
      pbEndTurn(choice)
      PBDebug.log("[Escape] #{pbThis} fled")
      return true
    end
    # If this battler's action for this round wasn't "use a move"
    if choice[0]!=1
      # Clean up effects that end at battler's turn
      pbBeginTurn(choice)
      pbEndTurn(choice)
      return false
    end
    # Turn is skipped if Pursuit was used during switch
    if @effects[PBEffects::Pursuit]
      @effects[PBEffects::Pursuit]=false
      pbCancelMoves
      pbEndTurn(choice)
      @battle.pbJudge #      @battle.pbSwitch
      return false
    end
    # Use the move
#   @battle.pbDisplayPaused("Before: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
    PBDebug.log("#{pbThis} used #{choice[2].name}")
    PBDebug.logonerr{
       pbUseMove(choice,choice[2][email protected])
    }
#   @battle.pbDisplayPaused("After: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
    return true
  end
end

Last 'end' is line 3544.
 
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
Hello, I added your scripts on my "Pokemon Essentials project", I added attacks and abilities scripts and now it shows this message:

????? 'PokeBattle_Battler' ? 3544 ??? SyntaxError ????????

I don't know what I do. Can you help me??

This is my script:

Code:
##########################################################################
# Turn processing
##########################################################################
  def pbBeginTurn(choice)
    # Cancel some lingering effects which only apply until the user next moves
    @effects[PBEffects::DestinyBond]=false
    @effects[PBEffects::Grudge]=false
    # Reset Parental Bond's count
    @effects[PBEffects::ParentalBond]=0
    # Encore's effect ends if the encored move is no longer available
    if @effects[PBEffects::Encore]>0 &&
       @moves[@effects[PBEffects::EncoreIndex]].id!=@effects[PBEffects::EncoreMove]
      PBDebug.log("Resetting Encore effect")
      @effects[PBEffects::Encore]=0
      @effects[PBEffects::EncoreIndex]=0
      @effects[PBEffects::EncoreMove]=0
    end
    # Wake up in an uproar
    if self.status==PBStatuses::SLEEP && !self.hasWorkingAbility(:SOUNDPROOF)
      for i in 0...4
        if @battle.battlers[i].effects[PBEffects::Uproar]>0
          pbCureStatus(false)
          @battle.pbDisplay(_INTL("{1} woke up in the uproar!",pbThis))
        end
      end
    end
  end

  def pbEndTurn(choice)
    # True end(?)
    if @effects[PBEffects::ChoiceBand]<0 && @lastMoveUsed>=0 && !self.isFainted? && 
       (self.hasWorkingItem(:CHOICEBAND) ||
       self.hasWorkingItem(:CHOICESPECS) ||
       self.hasWorkingItem(:CHOICESCARF))
      @effects[PBEffects::ChoiceBand]=@lastMoveUsed
    end
    @battle.pbPrimordialWeather
    for i in 0...4
      @battle.battlers[i].pbBerryCureCheck
    end
    for i in 0...4
      @battle.battlers[i].pbAbilityCureCheck
    end
    for i in 0...4
      @battle.battlers[i].pbAbilitiesOnSwitchIn(false)
    end
    for i in 0...4
      @battle.battlers[i].pbCheckForm
    end
  end

  def pbProcessTurn(choice)
    # Can't use a move if fainted
    return false if self.isFainted?
    # Wild roaming Pokémon always flee if possible
    if [email protected] && @battle.pbIsOpposing?(self.index) &&
       @battle.rules["alwaysflee"] && @battle.pbCanRun?(self.index)
      pbBeginTurn(choice)
      @battle.pbDisplay(_INTL("{1} fled!",self.pbThis))
      @battle.decision=3
      pbEndTurn(choice)
      PBDebug.log("[Escape] #{pbThis} fled")
      return true
    end
    # If this battler's action for this round wasn't "use a move"
    if choice[0]!=1
      # Clean up effects that end at battler's turn
      pbBeginTurn(choice)
      pbEndTurn(choice)
      return false
    end
    # Turn is skipped if Pursuit was used during switch
    if @effects[PBEffects::Pursuit]
      @effects[PBEffects::Pursuit]=false
      pbCancelMoves
      pbEndTurn(choice)
      @battle.pbJudge #      @battle.pbSwitch
      return false
    end
    # Use the move
#   @battle.pbDisplayPaused("Before: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
    PBDebug.log("#{pbThis} used #{choice[2].name}")
    PBDebug.logonerr{
       pbUseMove(choice,choice[2][email protected])
    }
#   @battle.pbDisplayPaused("After: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
    return true
  end
end

Last 'end' is line 3544.

You've not copy/pasted something over properly.
 

Arma

The Hyena
1,688
Posts
14
Years
Marin, you've probably already heard this from me, but once again, you are a hero! Thanks so much for this! and of course my thanks to everyone who helped him put this together. =)
 
138
Posts
11
Years
I haven't used this yet because in the game I'm working on there's already some "fakemon" that I had to give its own number to, but I feel like spriting so I decided to download this to see if there are any sprites that needs to be made. That's when I noticed that there wasn't a Shiny Alolan Sandslash! I dunno if the wrong one was in the file or if the person just didn't have enough time to make it, but I did a quick recolor of it if anybody wants it.
Spoiler:


I've also noticed a lack of Dusk Lycanroc and the new Ultra Beasts... Unless they're in the new pack that I don't think is downloading for some reason... I can do those sprites and add them onto Essentials if I find the time. I at least wanted to have the shiny Sandslash so people would know that they have in fact encountered a shiny. =3

And also I'm sorry if the sprite is gone after some time. I have it downloaded so I can upload it on MediaFire if I really need to.

Edit: By "adding them onto Essentials" I mean the stats and what-not, in the "Pokemon" PBS file.
 
Last edited:
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
I haven't used this yet because in the game I'm working on there's already some "fakemon" that I had to give its own number to, but I feel like spriting so I decided to download this to see if there are any sprites that needs to be made. That's when I noticed that there wasn't a Shiny Alolan Sandslash! I dunno if the wrong one was in the file or if the person just didn't have enough time to make it, but I did a quick recolor of it if anybody wants it.
Spoiler:


I've also noticed a lack of Dusk Lycanroc and the new Ultra Beasts... Unless they're in the new pack that I don't think is downloading for some reason... I can do those sprites and add them onto Essentials if I find the time. I at least wanted to have the shiny Sandslash so people would know that they have in fact encountered a shiny. =3

And also I'm sorry if the sprite is gone after some time. I have it downloaded so I can upload it on MediaFire if I really need to.

Edit: By "adding them onto Essentials" I mean the stats and what-not, in the "Pokemon" PBS file.

Nope, not doing USUM stuff. This project is no longer supported. If I end up redoing this project, we'll see, but I don't have any plans for the near future.
 
1
Posts
7
Years
  • Age 28
  • Seen Oct 27, 2018
How do i install the scripts folder to rpg maker xp or pokemon essentials?


EDIT: Oh he's abandoned it what a shame cause i wanted gen 6 and 7 pokemon on essential.
 
Last edited:

averyindahouse

Creator of Pokemon Sigma (Coming Soon)
41
Posts
9
Years
It is worth noting that, for those who want to use this pack, it is no longer compatible with Essentials v17 and upward. Pokemon.txt in essentials now has an entry called "shape" for searching with the Pokedex, and the text files in this pack do not have that line on any of the Pokemon.

You can still make it "re-compatible" by adding in the line and proper shape yourselves, but that is a tedious effort.
 
Last edited:

Ego13

hollow_ego
311
Posts
6
Years
It is worth noting that, for those who want to use this pack, it is no longer compatible with Essentials v16 and upward. Pokemon.txt in essentials now has an entry called "shape" for searching with the Pokedex, and the text files in this pack do not have that line on any of the Pokemon.

You can still make it "re-compatible" by adding in the line and proper shape yourselves, but that is a tedious effort.
Or you could use this resource
 
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