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Pokemon Birthsigns

1,354
Posts
9
Years
  • Age 35
  • Seen today
wow Thanks I installed the Script above main and name it PokemonBirthsigns
and copied it from Printable Version, as I do always and
now I don't understand the part with ("Go to line 1074..") I copied the entire PokemonBirthsigns Script and paste it in the Notepad++ too and I can't see the line 1074 because the line just goes till 268 :(

where should I paste the
Spoiler:


The line 1083 and line 3014 I can't find because the line of the Birthsign Script just goes till line 268, please help me :(

and if you could explain me how I could do it with the Events and the Journal it would be great, thanks in advance

I tried to playtest my game and I got this ERROR:
Spoiler:

The code i gave you in my last post was just changes for the original Birthsigns script, its not the entirety of code that you need. You need to first completely reinstall the Birthsigns script that I link to in my first post, THEN replace the section of code in that script with the changes I provided for you.
 
68
Posts
8
Years
  • Age 27
  • Seen Dec 3, 2016
Hey. Awesome script :o

But I want the info to show up when the respective icon is selected without
having too press the "C" button because I use double screen. (Pokegear app)
This is the section I've found:
if Input.trigger?(Input::C) && !USENEWBIRTHSIGNS
But I have no Idea how to change that...
 
1,354
Posts
9
Years
  • Age 35
  • Seen today
Hey. Awesome script :o

But I want the info to show up when the respective icon is selected without
having too press the "C" button because I use double screen. (Pokegear app)
This is the section I've found:
if Input.trigger?(Input::C) && !USENEWBIRTHSIGNS
But I have no Idea how to change that...

You're talking about the Journal, right? Well if all you need is to assign a different button, then just replace C with a different key. For example, to make it so that you open the pages with the CTRL key instead of C, then just replace every instance of (Input::C) in the Journal script with (Input::CTRL). If you want to open the pages without the use of buttons at all, then that's probably a little trickier.

Perhaps setting up a touch screen so you can simply click on the icons to open the pages? I have no experience with mouse modules though, so I don't know what to suggest in terms of coding.
 
1,354
Posts
9
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  • Age 35
  • Seen today
Updated the main post with Pastebin links for all of the necessary scripts for this project, rather than linking to specific posts of mine. Should simplify the installation process a bit more.
 

tasmania12

Mewtwo Master
57
Posts
16
Years
I'm using this script and I wanted to test it, so in debug i gave myself two pokemon of the same species and different genders and deposited them in the daycare. Forced an egg and withdrew the egg. as soon as I take the egg I got an error:

---------------------------
Pokemon Essentials Gen 6
---------------------------
Script 'Birthsigns' line 2797: ArgumentError occurred.

wrong number of arguments(3 for 1)
---------------------------
OK
---------------------------


The line it is referencing is:

babyspecies=pbGetBabySpecies(babyspecies,mother.item,father.item)

which is above

if isConst?(babyspecies,PBSpecies,:MANAPHY) && hasConst?(PBSpecies,:PHIONE)
babyspecies=getConst(PBSpecies,:PHIONE)

Is there anything I can do to fix?

(The pokemon i used were absol)
 
1,354
Posts
9
Years
  • Age 35
  • Seen today
I'm using this script and I wanted to test it, so in debug i gave myself two pokemon of the same species and different genders and deposited them in the daycare. Forced an egg and withdrew the egg. as soon as I take the egg I got an error:

---------------------------
Pokemon Essentials Gen 6
---------------------------
Script 'Birthsigns' line 2797: ArgumentError occurred.

wrong number of arguments(3 for 1)
---------------------------
OK
---------------------------


The line it is referencing is:

babyspecies=pbGetBabySpecies(babyspecies,mother.item,father.item)

which is above

if isConst?(babyspecies,PBSpecies,:MANAPHY) && hasConst?(PBSpecies,:PHIONE)
babyspecies=getConst(PBSpecies,:PHIONE)

Is there anything I can do to fix?

(The pokemon i used were absol)

That's odd. I just tried it myself without any errors. The lines of code that are giving you errors isn't even my code - it's just part of the default essentials coding found in PField_Daycare that I just copy/pasted over into the Birthsigns script.

Some questions to help narrow down the source of this issue:

-What version of Essentials are you using? I wrote this script for v15.1, but I updated it recently to match v.16's coding. If you're using an older version than v16, there may be conflicting code.

-What Birthsign Set are you using? Set 1 is the default (USENEWBIRTHSIGNS set to "false").

-Check your PField_Daycare script for the same lines that are returning errors for you. Are they written identically to the same lines in your Birthsigns script?

-Do the Absol you're trying to breed together have any Birthsigns on them already? If so, which ones?

-Did you alter the Birthsigns script in any ways for your personal use?

-Do you have any other additions to your project that alter the breeding mechanics in any way?
 

tasmania12

Mewtwo Master
57
Posts
16
Years
-I'm currently using v16
-I'm using set 2
- PField_Daycare does not have the same line, but instead babyspecies=pbGetBabySpecies(babyspecies)
-Both Absol are debugged in with no birthsigns given
-The only alteration I made was switching WISHMAKER with the SPECIALIST birthsign and that part works, I know by debugging a party pokemon to be an egg then using the Unreal Time system to move the time to the desired month then hatching, so it shouldn't have made any changes to the Daycare section.
-I'm using the Project gen 6 if that helps... I dont think it'll change that though...


Also when I tested it after changing the line to babyspecies=pbGetBabySpecies(babyspecies) like in the Daycare script, it gives this error:

---------------------------
Pokemon Essentials Gen 6
---------------------------
Script 'Birthsigns' line 2842: NameError occurred.

uninitialized constant USENEWBATTLEMECHANICS
---------------------------
OK
---------------------------

the section reads:
Code:
# Inheriting Machine Moves
  if !USENEWBATTLEMECHANICS
    for i in 0...$ItemData.length
      next if !$ItemData[i]
      atk=$ItemData[i][ITEMMACHINE]
      next if !atk || atk==0
      if egg.isCompatibleWithMove?(atk)
        moves.push(atk) if movefather.knowsMove?(atk)
      end
    end
  end
 
1,354
Posts
9
Years
  • Age 35
  • Seen today
-I'm currently using v16
-I'm using set 2
- PField_Daycare does not have the same line, but instead babyspecies=pbGetBabySpecies(babyspecies)
-Both Absol are debugged in with no birthsigns given
-The only alteration I made was switching WISHMAKER with the SPECIALIST birthsign and that part works, I know by debugging a party pokemon to be an egg then using the Unreal Time system to move the time to the desired month then hatching, so it shouldn't have made any changes to the Daycare section.
-I'm using the Project gen 6 if that helps... I dont think it'll change that though...


Also when I tested it after changing the line to babyspecies=pbGetBabySpecies(babyspecies) like in the Daycare script, it gives this error:

---------------------------
Pokemon Essentials Gen 6
---------------------------
Script 'Birthsigns' line 2842: NameError occurred.

uninitialized constant USENEWBATTLEMECHANICS
---------------------------
OK
---------------------------

the section reads:
Code:
# Inheriting Machine Moves
  if !USENEWBATTLEMECHANICS
    for i in 0...$ItemData.length
      next if !$ItemData[i]
      atk=$ItemData[i][ITEMMACHINE]
      next if !atk || atk==0
      if egg.isCompatibleWithMove?(atk)
        moves.push(atk) if movefather.knowsMove?(atk)
      end
    end
  end

Are you sure you're using Essentials v16? Because from what you're describing, it seems as if some of your code is written with v15's coding. I'm looking at the scripts in a copy of Essentials v15 and v16 side by side, and this is what I'm seeing:

v15's code looks like this:
Code:
babyspecies=pbGetBabySpecies(babyspecies)

while v16's code looks like this:
Code:
babyspecies=pbGetBabySpecies(babyspecies,mother.item,father.item)

So if your game's code is displaying it like the first line of code in PField_Daycare, then it doesn't seem as if you're running v16.

Also, "USENEWBATTLEMECHANICS" is something that was added in v16, so getting an error pertaining to that leads me to believe your game isn't running v16. At least not when it comes to this part of the script.

Perhaps the Project Gen 6 scripts you've added to your game is utilizing outdated coding? If you want to test this out for yourself, try downloading a fresh copy of v16 with no changes added except the Birthsigns scripts. Then see if it runs as intended. If it does, then the issue is with the Project Gen 6 scripts, not mine.
 

tasmania12

Mewtwo Master
57
Posts
16
Years
Okay, so I did exactly as you said, fresh v16, but I also took it a step further and added Project gen 6 changes again exactly as i did before, and it works perfectly this time... I have no clue what was different the first time, but thanks for helping! I appreciate it.

Also, I made the Absol hatch in August and it was shiny like I hoped it would by switching Wishmaker and Specialist, so that works as well.
 
1,354
Posts
9
Years
  • Age 35
  • Seen today
Okay, so I did exactly as you said, fresh v16, but I also took it a step further and added Project gen 6 changes again exactly as i did before, and it works perfectly this time... I have no clue what was different the first time, but thanks for helping! I appreciate it.

Also, I made the Absol hatch in August and it was shiny like I hoped it would by switching Wishmaker and Specialist, so that works as well.

Awesome, I'm glad it worked out.
 
24
Posts
11
Years
  • Seen Apr 7, 2022
Ok. First off, I absolutely love this script. It works great and is very well made with cool graphics and is just a cool idea overall. Good job!

I do have a question though that I was hoping you could help me with (I'm fairly new to scripting so maybe it's an easy fix). I have your scripts all in, but I also wanted to use the Family Tree script that you linked to this. I had it all working before I added your script, but now it doesn't seem to work properly.

The instructions in that script say:

Spoiler:


I had those all changed in the PokemonSummary script before, but I believe yours overwrites that script right? So I went into your script and changed the things with PageFive and I added the 'handleInputsEgg' line; however it still doesn't work correctly. The page where the family tree information is supposed to be shows up, but no information is being inserted. I figure everything now has to do with the "Change line 'if @page!=0' to 'if @page!=0 && !(SHOWFAMILYEGG && @page==5)'" part; however, I cannot find this line in your script, so my question is: Where do I need to add this or what do I need to change so that I can have both the BirthSigns and the Family Tree scripts working?
 
1,354
Posts
9
Years
  • Age 35
  • Seen today
Ok. First off, I absolutely love this script. It works great and is very well made with cool graphics and is just a cool idea overall. Good job!

I do have a question though that I was hoping you could help me with (I'm fairly new to scripting so maybe it's an easy fix). I have your scripts all in, but I also wanted to use the Family Tree script that you linked to this. I had it all working before I added your script, but now it doesn't seem to work properly.

The instructions in that script say:

Spoiler:


I had those all changed in the PokemonSummary script before, but I believe yours overwrites that script right? So I went into your script and changed the things with PageFive and I added the 'handleInputsEgg' line; however it still doesn't work correctly. The page where the family tree information is supposed to be shows up, but no information is being inserted. I figure everything now has to do with the "Change line 'if @page!=0' to 'if @page!=0 && !(SHOWFAMILYEGG && @page==5)'" part; however, I cannot find this line in your script, so my question is: Where do I need to add this or what do I need to change so that I can have both the BirthSigns and the Family Tree scripts working?


Yes, my script overwrites sections of the Summary script (as well as the Daycare script), so some of the changes you have in your default scripts will likely be ignored. It should, however, be relatively easy to add. I know for a fact that both Birthsigns and Family Tree can work together without issue, because I use Family Tree in my own project (though heavily modified). It's easily one of my favorite scripts out there.

Here's how it looks in my project:
Spoiler:




To install the unmodified Family Tree script so that it works with Pokemon Birthsigns, you don't have to do much differently than what's already described in FL's instructions. The main difference is instead of changing the appropriate lines in the PScreen_Summary script, you can just change the necessary lines within the PokemonBirthsigns script instead.

So let's go about it step by step, following his instructions:


Steps:
Spoiler:



Now, as far as his actual code, you'll want to paste it in a new section above Main, but below PokemonBirthsigns (and PScreen_Summary). It should now work properly. However, if you want an extra bit of cohesiveness with his script and mine, I suggest you make these changes to his code:

Changes:
Spoiler:



And with all of that, both scripts should work together without any issues. Here's a screenshot of the same Pokemon I showed you from my own Project, after installing Birthsigns and Family Tree into a fresh copy of Essentials v16:
Spoiler:


Enjoy!
 
Last edited:
1,354
Posts
9
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  • Age 35
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Minor Update 4/18/16 : Code changes for 'The Ancestor' and 'The Specialist'

After some testing, it's come to my attention that the code for the birthsign 'The Ancestor' is no longer working properly. Perhaps due to changes in Essentials v16. Maybe it's just me, but either way, I updated the code for that birthsign so that it may now work as intended.

In addition to this, I've updated the code for 'The Specialist' so that it now assumes Fairy type is being used in your game. So you may now use it to roll for new IV's that'll yield Hidden Power Fairy. If your project does not use the Fairy type, then do not install the update for it below.

I've also merged the Birthsigns script and PC Modification script into a single script now. This just gives new people one less step to fuss over in the installation process.

All of the above has already been revised in the linked scripts in the main post.
~
 
Last edited:
24
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11
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  • Seen Apr 7, 2022
Hey Lucidious. Do you know how to make an event where the player can set the date? I want them to set the date at the beginning of the game so then the zodiac symbol will be different at the start based on what they picked.
 
1,354
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9
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  • Age 35
  • Seen today
Hey Lucidious. Do you know how to make an event where the player can set the date? I want them to set the date at the beginning of the game so then the zodiac symbol will be different at the start based on what they picked.

I've been trying to figure this out myself for quite some time, but I always end up giving up because it never works. However, FL's Unreal Time script is a good place to start if you're looking for a way to speed up time. I posted in his thread asking for some help with this, so maybe he'll point me in the right direction with how to go about it.
 
1,354
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  • Age 35
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Update 5/2/16: Happy Birthday, Pokemon Birthsigns!
uWDy0Wm.jpg

This upcoming weekend will be exactly 1 year since I first posted this project on this site. This project was my very first attempt at learning to code something using Pokemon Essentials, and I've been steadily trying to improve it as time went on. I've learned a lot in this last year, and decided to return to this project in celebration. I've gone over it line by line, improving and polishing up the code with everything I've learned. This will be the biggest update to this project yet!

Change log:
Spoiler:

Installation:
Birthsigns Folder
Birthsigns Script
Birthsigns Journal
Birthsign Events


All changes have already been updated in the main post.
~
 
Last edited:
1,354
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Minor Update 5/4/16: Add-on Features for Other Scripts
For those of you utilizing other two popular scripts along side mine; FL's Unreal Time System, and the Following Pokemon script updated by mej71, you may want to use these additions I've developed for both of those scripts. It adds some extra compatibility with Pokemon Birthsigns that you may find interesting.


Unreal Time System
FL's script changes the time mechanic in Essentials so that it behaves more like the time system found in Ocarina of Time, or Harvest Moon. However, with some changes you can make it so that time still flows normally, except you have the ability to jump ahead or backwards to whatever month you desire.

My addition to his script adds a feature that will allow you to alter the time so that you can change the current month. This is very useful as it allows you to ensure your eggs will hatch with a particular birthsign. You may call this script in an event with "pbSetMonth", which will open up a command list with all 12 months to choose from. Picking a month will set the date so that it is now the first day of that selected month (the time of day will remain the same). There is also a 13th option, "Reset", which will revert the time back to the appropriate real-world time.

You may also use "pbResetDay" in an Event to reset the current day to the first day of the current month. Also, "pbTimeCheck" will return the current date and time, allowing you to easily check the time to ensure that you've properly set the desired time.
cGBCRzU.jpg
GATtmui.jpg


Installation
Spoiler:

*Note: You shouldn't bother FL with questions or help with this addition. I made this add-on to his script on my own and he isn't responsible for it if it's causing issues for you. I've tested it and it seems to work perfectly, so there shouldn't be an issue if you follow the instructions. And please remember to give credit to him for his script.



Following Pokemon
This script, updated by mej71, adds the follower mechanic originally seen in HGSS. Talking to a follower will display various messages that change based on certain factors.

My addition to this project adds a birthday emote and various birthday messages to the Following Pokemon script, which will be displayed on your hatched followers every year during their birthday.
QchpGiB.jpg
UyinT90.jpg


Installation
Spoiler:

*Note: You shouldn't bother mej71 with questions or help with this addition. I made this add-on to his script on my own and he isn't responsible for it if it's causing issues for you. I've tested it and it seems to work perfectly, so there shouldn't be an issue if you follow the instructions. And please remember to give credit to him and the rest of the contributors to the script.

~
 
Last edited:
1,224
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10
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Minor Update 5/4/16: Add-on Features for Other Scripts
Spoiler:

~

I've added the necessary code to my scripts for your stuff to work properly (with or without, it checks if your needed methods/modules exist). They still need your animation file and spritesheet for it though.
 
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