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[Essentials v17.2] Gen 8 stuffs (Abilities, Items & Move)

465
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7
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    • Seen May 9, 2024
    Not seen anything about it; but anyone know the way/how to make the change between iron head and behemoth blade/behemoth shield when entering battle? doesnt seem to work the same way as rotoms form moves.
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
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  • Sinistea's evo method, where we have two differents form: Phony and Antique.
    Spoiler:
     
    658
    Posts
    7
    Years
  • Sinistea's evo method, where we have two differents form: Phony and Antique.
    Spoiler:

    Amazing job on the Evolution Method but I don't think people will be adding Polteageist's formes to their game because the visual difference between the 2 formes is literally one tiny mark in a place where no sprite artist can show the difference between the two.
     

    WolfPP

    Spriter/ Pixel Artist
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  • Am just coding all what we have in Official Games, tho. There's two different pokedex entries between them.
    But yeah, use if you want to. :)
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
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  • Gulp Missile:
    Spoiler:
     
    Last edited:

    xPrimarinax

    Developer of Pokémon Come with me Pikachu and Eeve
    3
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    Years
  • Why don't you guys put everything in a zip archive and upload it when you think you have everything finished with gen 8 for essentials.
    At least thats it, what I would do if I were you.
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
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  • I disagree with your comment because if I were to follow this idea I would not have posted as much move script as I did, due to the fact that it is not complete.
    I put the codes when I do so that others who write codes save time and focus on others (abilities, items, evo method etc).
    If I followed what of your posted, there wouldn't even be my first post here. :p
     
    68
    Posts
    4
    Years
    • Seen Nov 9, 2023
    Rare candies can now evolve Pokémon if they're level 100.
    For example, using a Rare candy on a level 100 Magikarp won't level it up but it will still cause it to evolve.
    Has anyone made a script for this yet?
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
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  • Here we can see the ability only will trigger into the end of turn (if Yamper hp>0 of course): https://youtu.be/AmULLkvD55c

    How can we code it?

    Improved Ball Fetch's code:
    Spoiler:


    Improved Cotton Down's code:
    https://www.pokecommunity.com/showthread.php?p=10043796#post10043796

    Improved Wandering Spirit's code:
    https://www.pokecommunity.com/showthread.php?p=10085505#post10085505
     
    Last edited:

    WolfPP

    Spriter/ Pixel Artist
    1,309
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  • Ripen Ability

    Replace (or adapt) the defs pbConfusionBerry, pbStatIncreasingBerry and pbActivateBerryEffect with the following codes
    Spoiler:

    Code:
      def pbStatIncreasingBerry(stat,berryname)
        if hasWorkingAbility(:RIPEN)
          return pbIncreaseStatWithCause(stat,2,self,berryname)
        else
          return pbIncreaseStatWithCause(stat,1,self,berryname)
        end
      end
    Spoiler:


    You have successfully implemented the ability!!!!

    We can simplify it using '? : ' instead. Here how I did:
    Spoiler:
     
    Last edited:

    WolfPP

    Spriter/ Pixel Artist
    1,309
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  • Mimicry:
    Spoiler:
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
    5
    Years
  • Rare candies can now evolve Pokémon if they're level 100.
    For example, using a Rare candy on a level 100 Magikarp won't level it up but it will still cause it to evolve.
    Has anyone made a script for this yet?

    Can you rec a GIF or a video to show us? It's weird TBH but ok...
     
    658
    Posts
    7
    Years
  • Rare candies can now evolve Pokémon if they're level 100.
    For example, using a Rare candy on a level 100 Magikarp won't level it up but it will still cause it to evolve.
    Has anyone made a script for this yet?

    I made this but I haven't tried it yet, can anyone do so. (Its based on the force evolution stone made by mej71)

    Code:
    ItemHandlers::UseOnPokemon.add(:RARECANDY,proc{|item,pokemon,scene|
      if pokemon.level==PBExperience::MAXLEVEL
        for form in pbGetEvolvedFormData(pokemon.species)
          newspecies=form[2]
        end
        return if !newspecies
        if newspecies>0
          evo=PokemonEvolutionScene.new
          evo.pbStartScreen(pokemon,newspecies)
          evo.pbEvolution
          evo.pbEndScreen
        end
    #     next true     
    #     scene.pbDisplay(_INTL("It won't have any effect."))
    #     next false
      else
        pbChangeLevel(pokemon,pokemon.level+1,scene)
        scene.pbHardRefresh
        next true
      end
    })
     
    Last edited:

    WolfPP

    Spriter/ Pixel Artist
    1,309
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    Years
  • Need to put 'next true' for the item be consumed after evo scene. Also, maybe 'scene.pbHardRefresh' too.
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
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    Years
  • Snipe Shot (move) and Stalwart/ Propeller Tail (abilities):
    Spoiler:
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
    5
    Years
  • Galarian Farfetch'd evo method:
    Spoiler:


    BONUS:
    Inside 'def pbIsCritical?(attacker,opponent)' add SIRFETCHD as well:
    Code:
        if attacker.hasWorkingItem(:STICK) &&
           (isConst?(attacker.species,PBSpecies,:FARFETCHD) ||
            isConst?(attacker.species,PBSpecies,:SIRFETCHD))
          c+=2
        end
        if attacker.hasWorkingItem(:LUCKYPUNCH) &&

    You're welcome! :D

    To not trigger the evo method when the player uses Rare Candy, go to 'PItem_Items' and replace 'def pbChangeLevel(pokemon,newlevel,scene)' to:
    Spoiler:
     
    Last edited:
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