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Pokemon Birthsigns

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THIS PLUGIN IS DEPRECATED AND NO LONGER SUPPORTED!

The download link for this version has been removed, and should not be used as a reason for not updating to v20.1. Look forward to an updated version of this project released in the future.


Overview
This project add a Birthsign system to Essentials; giving your Pokemon certain bonuses that vary depending on the particular sign they have. Similar to other RPG's such as The Elder Scrolls games; where different Birthsigns grant your character a variety of perks and bonuses to start off with. The difference with this is that these Birthsigns are automatically applied at the moment of the Pokemon's birth - when it hatches from an egg. So depending on what time of year you hatch your Pokemon, it will have different starting bonuses than others! However, you may also manually apply a birthsign to your Pokemon, or change their existing one, by the use of a "blessing". However, once a Pokemon has been blessed, they can no longer have their sign changed again. In addition to the perks that your Pokemon are granted, birthsigns play a significant role in the breeding process, as every sign has a pair of "partner" signs, and one "rival" sign. By matching parents with compatible partner signs, you increase the odds of yielding better quality eggs, as well as reducing the necessary steps to hatch them.

There are 12 possible birthsigns in the zodiac that may be obtained, one for each month. However, this project comes with over 30 possible signs with unique effects that you can customize to create your own 12 month zodiac. But feel free to use the default set of 12 if you'd prefer. This project has been expanded to include a whole host of additional add-ons that help deepen the birthsign mechanic. This includes things such as a Birthsigns Journal, to help you keep track of each sign and its perks, as well as adding lore and flavor to each sign. You also have Zodiac Powers, which are special battle abilities that can be triggered with unique effects that correspond to each sign. There are even Celestial Bosses - ancient guardians representing each of the birthsigns that may be battled and captured.

In addition to all this, three smaller scripts of mine have been rolled into this project:
IV Star Ratings - Adds star rankings in each Pokemon's summary to indicate IV quality.
Egg Group Types - Displays the egg groups of each Pokemon in their Summary pages.
HGSS Shiny Leaf - Allows you to give shiny leaves to your Pokemon, like was seen in HGSS. These are displayed in the Pokemon's Summary.

If you'd like to activate one or all of these scripts, simply set the appropriate toggles to "true" in the main script.

Not to mention, compatibility for the Z-Move Add On, Family Tree, and my own Legendary Breeding scripts are implemented as well, and should function with no issues after they've been installed. Remember to set the toggles for these scripts to "true" in the main script, if any.

The Birthsigns
Spoiler:

What's Included
Spoiler:


Installation
---


Useful Things to Know
Spoiler:



Version History
Current: v3.8.1
Spoiler:



Complementary Scripts
Other scripts that work well in conjunction with Pokemon Birthsigns are:
Spoiler:
 
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32
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9
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  • Age 29
  • Seen Nov 19, 2016
Wow... I've never really seen anyone tackle how hatching works in such a way. Quite the imagination! The is fantastic and the tutorial enables the birth (haha) of an entire host of fantastic ideas. I didn't really expect you'd set out-of-battle HM moves to be naturally known by the Pokemon with a specific sign--brilliant!

I didn't have enough time to play with the summary screens or the Birthsign TM/HM effect hiccup, but if you wish I could help you out via PM with those quirks on my free time.

Spoiler:
 
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1,394
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Wow... I've never really seen anyone tackle how hatching works in such a way. Quite the imagination! The is fantastic and the tutorial enables the birth (haha) of an entire host of fantastic ideas. I didn't really expect you'd set out-of-battle HM moves to be naturally known by the Pokemon with a specific sign--brilliant!

I didn't have enough time to play with the summary screens or the Birthsign TM/HM effect hiccup, but if you wish I could help you out via PM with those quirks on my free time.

Spoiler:

Thanks, I'm glad you like it. Ever since i discovered the 'zodiac' def in the scripts, it's been bugging me how such a cool element has gone (as far as I can tell) completely unused by anyone working with Essentials. That's basically where the idea began. The out-of-battle moves was born out of how im trying to design my own Pokemon game; I'm trying to make it really challenging where items and quick travel are scarce, so it seemed like a cool idea to me to give them as optional bonuses to Pokemon if you went out of your way to customize them from birth. This way the player is forced into making a choice; do I go for the better battling potential right out of the gate? Or maybe for effects that'll make things easier for me outside of battle?

I also tried to capitalize on the lesser-used moves that are usually abandoned by players. Most players ditch Teleport for Fly, Flash is generally not even mandatory, and Soft-Boiled has an extremely small userbase. This way, those effects can still be useful without having to lug around an otherwise useless move, or a Pokemon you don't want to train. This is why I didn't choose things like Surf, which is something everyone is likely to have in their party anyway; even if it wasn't an HM.

As far as any help goes, I would really appreciate it! I'm sure if I played around with things long enough, I'd eventually figure out how to fix those small quirks. I just got sort of burnt out trying to fix them when they're ultimately pretty minor.

(And I agree those scripts are overlooked! I use a few of them myself and I think they're great!)

Also I just edited the post to fix a couple of naming issues I noticed. Nothing major, it was just bugging me that I wrote the wrong names in one of the commented-out sections.
 
68
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i did what you say, but it nothing happen :S , i have to swicht "ON" son variable ?
 
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i did what you say, but it nothing happen :S , i have to swicht "ON" son variable ?

There shouldn't be anything you have to switch on. Just hatch an egg, and whatever month it currently is will have its effects applied. If your Pokemon has a round purple icon graphic on its summary pages, then it already has the corresponding effect applied.
 
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but nothing happen, look :S

Spoiler:

Did you download and install the graphics from the link in Step 11? If your computer is following the standard time, it should be applying May's effect - 'The Prodigy'. This means any Pokemon you hatch will ALWAYS hatch with its Hidden Ability.

Check the Pokemon you're hatching, and see if they all have their HA's. If they do, then the scripts are working, you just didn't implement the graphics correctly.
 
68
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this is me script
PField_Time
Spoiler:



PokeBattle_Pokemon

Spoiler:


PScreen_Party
Spoiler:


PScreen_Summary
Spoiler:



PScreen_EggHatching,
Spoiler:
 
68
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:S i hatch a mudkip , but he has "torrent"
Spoiler:



and this is me file "pictures"
Spoiler:
 
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Hmm, I'm not sure what to tell you, because everything looks correct at a glance.

The only thing I can see that you missed was putting
Code:
zodiactoken=sprintf("Graphics/Pictures/Birthsigns/token%02d",zodiacValue(@pokemon.timeEggHatched.mon))
    if @pokemon.obtainMode==1
      imagepos.push([zodiactoken,150,260,0,0,-1,-1])
    end

under the first instance of imagepos.push([ballimage in PScreen_Summary, but that shouldn't be causing these issues.

So either I forgot to include a step in the instructions, you have other modifications that are overriding everything, or there's a mistake you made that I'm not seeing. Give me a minute and I'll look it all over again.
 
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this is me script
PField_Time
Spoiler:



PokeBattle_Pokemon

Spoiler:


PScreen_Party
Spoiler:


PScreen_Summary
Spoiler:



PScreen_EggHatching,
Spoiler:

Oh wait, I see what you did. In PField_Time, this whole section:
Code:
# Calculates the zodiac sign based on the given month and day:
# 0 is Aries, 11 is Pisces. Month is 1 if January, and so on.
def zodiac(month,day)
time=[
3,21,4,19, # Aries
4,20,5,20, # Taurus
5,21,6,20, # Gemini
6,21,7,20, # Cancer
7,23,8,22, # Leo
8,23,9,22, # Virgo 
9,23,10,22, # Libra
10,23,11,21, # Scorpio
11,22,12,21, # Sagittarius
12,22,1,19, # Capricorn
1,20,2,18, # Aquarius
2,19,3,20 # Pisces
]
for i in 0...12
return i if month==time[i*4] && day>=time[i*4+1]
return i if month==time[i*4+2] && day<=time[i*4+2]
end
return 0
end

Needs to be commented out or deleted. You were supposed to paste over it, but you just pasted the changes above it but still kept the default in there. I probably should've worded that step better.
 
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Oh wait, I see what you did. In PField_Time, this whole section:
Needs to be commented out or deleted. You were supposed to paste over it, but you just pasted the changes above it but still kept the default in there. I probably should've worded that step better.

i change the script, but still not work :S
 
1,394
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i change the script, but still not work :S

Well then I hate to say it, but I'm stumped. I just re-downloaded a clean copy of v.15.1, followed all the steps myself, and was able to get it working as intended. So this leads me to believe that you have other modifications in your scripts that are conflicting with the steps I provided. Either that, or there's some mistake in your scripts that I'm somehow overlooking that is interfering with everything.

Make sure you're actually hatching an egg to test this with, not just generating a new Pokemon. The Pokemon *must* be obtained via an egg for anything to take effect. If you're still not getting anything, try starting a new game and see if it works. A new game shouldn't be necessary, but who knows.
 
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Well then I hate to say it, but I'm stumped. I just re-downloaded a clean copy of v.15.1, followed all the steps myself, and was able to get it working as intended. So this leads me to believe that you have other modifications in your scripts that are conflicting with the steps I provided. Either that, or there's some mistake in your scripts that I'm somehow overlooking that is interfering with everything.

Make sure you're actually hatching an egg to test this with, not just generating a new Pokemon. The Pokemon *must* be obtained via an egg for anything to take effect. If you're still not getting anything, try starting a new game and see if it works. A new game shouldn't be necessary, but who knows.

you can put that clean copy of v.15.1 , but with this script added , in MEGA , so i can download it and comparing , apologizes for any inconvenience :)
 
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:D ! it worked , it was not your fault, was me xD i tried to hatching the egg in "debug mode" , and dont work, so i tried to hatching walking around and it worked :D !

Spoiler:


thnx, for all :D!
 
68
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xD now i have this problem, i tried some month and in december they pokemon not born shiny :S they are born normal, look

Spoiler:
 
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xD now i have this problem, i tried some month and in december they pokemon not born shiny :S they are born normal, look

Spoiler:

Make sure that 'The Wishmaker' in PScreen_EggHatching matches your new name.
Code:
if pokemon.birthsign==_INTL("'The Wishmaker'") 
    pokemon.shinyflag=true #Makes shiny
  end

Should now say
Code:
if pokemon.birthsign==_INTL("El Cumple Deseos") 
    pokemon.shinyflag=true #Makes shiny
  end

You have to match up all the names if you change any of the names for the birthsigns in PField_Time.
 
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Update 5/14/15: Birthsign Set 2
I've managed to create a whole new set of birthsigns in addition to the original 12.
You can now mix and match from the defaults and the new options to create your own personal zodiac for your game.
The first post has been updated with all the changes and additions, so check there to see what's new!

Here's a rundown of the new birthsigns:


The New Birthsigns

  1. 'The Phoenix'
    Constellation: Ho-oh
    Type: Skill
    Effect: When born under this sign, the Pokemon has access to the 'Revive' skill from the menu; allowing the Pokemon to revive themselves from the KO status while on the field.


  2. 'The Scholar'
    Constellation: Slowking
    Type: Passive
    Effect: When born under this sign, the Pokemon gains an additional 20% bonus to experience gained from battles. This stacks with similar effects.


  3. 'The Fugitive'
    Constellation: Klefki
    Type: Skill
    Effect: When born under this sign, the Pokemon has access to the 'Escape' skill from the menu; allowing the Pokemon to flee to the exit of any dungeon with its trainer.


  4. 'The Aristocrat'
    Constellation: Meowth
    Type: Passive
    Effect: When born under this sign, the Pokemon demands double the prize money awarded from trainer battles when leading the party. This effect does not stack with similar effects on the same Pokemon. However, this can stack with similar effects used by other party members.


  5. 'The Cleric'
    Constellation: Audino
    Type: Skill
    Effect: When born under this sign, the Pokemon has access to the 'Cure' skill from the menu; allowing the Pokemon to heal themselves of any harmful status conditions while on the field.


  6. 'The Monk'
    Constellation: Medicham
    Type: Skill
    Effect: When born under this sign, the Pokemon has access to the 'Trance' skill from the menu; allowing the Pokemon to enter a meditative state and recall any past moves that have long since been forgotten. No Heart Scales are required.


  7. 'The Ancestor'
    Constellation: Sigilyph
    Type: Passive
    Effect: When born under this sign, any Eggs yielded by the Pokemon will only require half the necessary steps to hatch. This effect can stack if shared by both parents; yielding Eggs that only require 1/4th the necessary steps to hatch.


  8. 'The Specialist'
    Constellation: Smeargle
    Type: Skill
    Effect: When born under this sign, the Pokemon has access to the 'Reroll' skill from the menu; allowing the Pokemon to reshuffle its IV's to align with a particular Hidden Power type. The new IV's will be randomized, but will always yield combinations that correspond with a chosen type.


  9. 'The Assassin'
    Constellation: Darkrai
    Type: Passive
    Effect: When born under this sign, the Pokemon has a high chance of seeking out vulnerable wild Pokemon who are asleep when encountered.


  10. 'The Parent'
    Constellation: Kangaskahn
    Type: Skill
    Effect: When born under this sign, the Pokemon has access to the 'Incubate' skill from the menu; allowing the Pokemon to nurture any Eggs in the party that are close to hatching, and bring down their remaining step count to 1. The Egg must have less than 1,000 steps left for this to work.


  11. 'The Hunter'
    Constellation: Houndoom
    Type: Passive
    Effect: When born under this sign, the Pokemon increases the capture rate of wild Pokemon by 20% when leading the party. This stacks with other effects.


  12. 'The Eternal'
    Constellation: Mew
    Type: Skill
    Effect: When born under this sign, the Pokemon has access to the 'Reincarnate' skill from the menu; allowing the Pokemon to be reborn with a new birthsign. Reincarnated Pokemon begin their life anew, as if they have just been born. Level, EV's, Happiness, Pokerus, Birthdate and Birthsign are all reset; and any effects of the new birthsign will be applied. IV's, Nature, Ability, Gender, Moves, Shinyness and Evolutionary Stages are NOT reset, unless a newly inherited birthsign alters them.

    Once Reincarnated, you are given an opportunity to rename the reborn Pokemon. Also, the text in the Pokemon's Memo Page in the Summary will now read "From a previous life" instead of "Day-Care Couple" on the line pertaining to how the Pokemon was obtained; and "Reincarnated" instead of "Egg Hatched" on the line pertaining to how the Pokemon was met. The Pokemon is also given a "Second Step Ribbon" to commemorate its new life.


Attached are a few screenshots of the new birthsigns
 
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