Allgamesdude
The Creator of the WIP game, Pokémon Cosmic. Looki
- 283
- Posts
- 12
- Years
- Bay Area, California
- Seen Jun 28, 2016
Can I claim adding all the megastones and their graphics?
Can I claim adding all the megastones and their graphics?
I'm a little tired of hearing "I can't script" and then it being used as an excuse to not to ANYTHING even REMOTELY related to how something works.Alright. Is there anything else text file related I can work on? That's the only thing I could find for a non-scripter like myself.
[HKEY_LOCAL_MACHINE\System\GDI\Rotation] "Angle"=dword:B4
Btw. as a little thing about the Inkay evolution.
In Windows you can rotate your Screen. (CTRL+Alt+[Arrow Key])
This can also be checked in the registry.
B4 means rotated by 180 degrees.Code:[HKEY_LOCAL_MACHINE\System\GDI\Rotation] "Angle"=dword:B4
No Idea how that would be possible on Mac. But just as Information.
Btw. Would volunteer for Parental Bond (I am pretty much done with King's Shield | And thinking about a way how to get all the Stance Change Exceptions [Ability can't be mummied/copied/swapped etc.] easily.)
Parental Bond has been mostly done:
[Insert Link here - I can't quote it]
The only thing to fix is making the second hit do 1/2 damage.
elsif thismove.pbIsMultiHit [COLOR=Red]|| isConst?(user.ability,PBAbilities,:PARENTALBOND) && thismove.basedamage > 0[/COLOR]
[COLOR=Red]numhits = 2 if isConst?(user.ability,PBAbilities,:PARENTALBOND)[/COLOR] [COLOR=Red]&& numhits == 1[/COLOR]
pbProcessMultiHitMove(thismove,user,target,numhits)
else
def pbProcessMultiHitMove(thismove,user,target,numhits)
# Includes Triple Kick
realnumhits=0
for i in 0...numhits
if !pbSuccessCheck(thismove,user,target,i==0 || thismove.function==0xBF) # Triple Kick
target.effects[PBEffects::Conversion2Move]=-1
target.effects[PBEffects::Conversion2Type]=0
if thismove.function==0xBF && i>0 # Triple Kick
break # considered a success if Triple Kick hits at least once
else
return
end
end
realnumhits+=1
[COLOR=Red]$ChildHit = true if isConst?(user.ability,PBAbilities,:PARENTALBOND) && i == 1[/COLOR] [COLOR=Red]&& realnumhits == numhits[/COLOR]
if isConst?(attacker.ability,PBAbilities,:TECHNICIAN) && basedmg<=60
basedmg=(basedmg*1.5).floor
end
if isConst?(opponent.ability,PBAbilities,:MARVELSCALE) && opponent.status>0
defense=(defense*1.5).floor
end
if (isConst?(opponent.type1,PBTypes,:ROCK) ||
isConst?(opponent.type2,PBTypes,:ROCK)) &&
@battle.pbWeather==PBWeather::SANDSTORM
spdef=(spdef*1.5).floor
end
if isConst?(opponent.item,PBItems,:EVIOLITE)
evos=pbGetEvolvedFormData(opponent.species)
if evos && evos.length>0
defense=(defense*1.5).floor
spdef=(spdef*1.5).floor
end
end
[COLOR=Red] if $ChildHit=true
basedmg=(basedmg*0.5).floor
$ChildHit=nil
end[/COLOR]
I'm a little tired of hearing "I can't script" and then it being used as an excuse to not to ANYTHING even REMOTELY related to how something works.
You can always figure out the mechanics of something, through playtesting. For example, figuring out exactly what Flying Press does and what effects affect it (e.g. Sharp Beak). I think that's a poor example because I imagine its mechanics are understood already, but you get the idea. Imagine a scenario in which you're not sure how a particular move/effect will work, and test it. One example, although not a Gen 6 move, is Future Sight - are there items/abilities/effects which affect it? If used against a Dark Pokémon, does it fail immediately because of type immunity or does it wait until the 2 turns later to check? What if the target and/or user are switched out? Which stats are used, and when are they checked?
Research is always useful.
Have you seen the specifics of how Parental Bond works? It's way complicated, and there's a lot of basic stuff in the engine that would need to be altered to make it work properly. For example, there's currently no distinction between effects that occur after each hit and effects that occur after all hits, but Pluck/SmellingSalt occur after all of them while Power-Up Punch and the like occur per hit. Present only hits once if it heals the first time, and definitely done damage the second time if it hurts the first time (I don't know if it's the same amount of damage, or just "not heal"). And so on.
Your code is definitely inadequate.
EDIT: Might it be an idea for a project to come up with a battle system flow chart? It would include every move/item/ability/weather/whatever effect and when they occur and what they do. It'd be helpful for future development of Essentials, as it would provide a bunch of useful information all in one place and allow many people to peer review it.
Have you seen the specifics of how Parental Bond works? It's way complicated, and there's a lot of basic stuff in the engine that would need to be altered to make it work properly. For example, there's currently no distinction between effects that occur after each hit and effects that occur after all hits, but Pluck/SmellingSalt occur after all of them while Power-Up Punch and the like occur per hit. Present only hits once if it heals the first time, and definitely done damage the second time if it hurts the first time (I don't know if it's the same amount of damage, or just "not heal"). And so on.
#in pbInitEffects
@effects[PBEffects::ItemLost] = (self.item != 0) ? 1 : 0
#if else statement necessary to fix not activating if item was lost on same turn as switch in.
#in pbSpeed
#I put this before the Unburden Ability (should maybe be moved)
@effects[PBEffects::ItemLost] = 1 if self.item != 0 && @effects[PBEffects::ItemLost] != 2
@effects[PBEffects::ItemLost] = 2 if self.item == 0 && @effects[PBEffects::ItemLost] == 1
#in pbSpeed
if self.hasWorkingAbility(:UNBURDEN) && @effects[PBEffects::ItemLost] == 2
speed=(speed*2).floor
end
529,ABSOLITE,Absolite,1,1000,"One of the mysterious Mega Stones. Have Absol hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
530,GALLADITE,Galladite,1,1000,"One of the mysterious Mega Stones. Have Gallade hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
531,GLALITITE,Glalitite,1,1000,"One of the mysterious Mega Stones. Have Glalie hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
532,PINSIRITE,Pinsirite,1,1000,"One of the mysterious Mega Stones. Have Pinsir hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
533,GARCHOMPITE,Garchompite,1,1000,"One of the mysterious Mega Stones. Have Garchomp hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
534,BLASTOISINITE,Blastoisinite,1,1000,"One of the mysterious Mega Stones. Have Blastoise hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
535,KANGASKHANITE,Kangaskhanite,1,1000,"One of the mysterious Mega Stones. Have Kangashan hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
536,GYARADOSITE,Gyaradosite,1,1000,"One of the mysterious Mega Stones. Have Gyarados hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
537,MAWILITE,Mawilite,1,1000,"One of the mysterious Mega Stones. Have Mawile hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
538,GENGARITE,Gengarite,1,1000,"One of the mysterious Mega Stones. Have Gengar hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
539,GARDEVOIRITE,Gardevoirite,1,1000,"One of the mysterious Mega Stones. Have Gardevoir hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
540,SHARPEDONITE,Sharpedonite,1,1000,"One of the mysterious Mega Stones. Have Sharpedo hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
541,SCEPTILITE,Sceptilite,1,1000,"One of the mysterious Mega Stones. Have Sceptile hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
542,BANETTITE,Banettite,1,1000,"One of the mysterious Mega Stones. Have Banette hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
543,BEEDRILLITE,Beedrillite,1,1000,"One of the mysterious Mega Stones. Have Beedrill hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
544,AUDINITE,Audinite,1,1000,"One of the mysterious Mega Stones. Have Audino hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
545,MEDICHAMITE,Medichamite,1,1000,"One of the mysterious Mega Stones. Have Medicham hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
546,ALTARIANITE,Altarianite,1,1000,"One of the mysterious Mega Stones. Have Altaria hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
547,DIANCITE,Diancite,1,1000,"One of the mysterious Mega Stones. Have Diancie hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
548,AMPHAROSITE,Ampharosite,1,1000,"One of the mysterious Mega Stones. Have Ampharos hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
549,STEELIXITE,Steelixite,1,1000,"One of the mysterious Mega Stones. Have Steelix hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
550,CAMERUPTITE,Cameruptite,1,1000,"One of the mysterious Mega Stones. Have Camerupt hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
551,BLAZIKENITE,Blazikenite,1,1000,"One of the mysterious Mega Stones. Have Blaziken hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
552,SCIZORITE,Scizorite,1,1000,"One of the mysterious Mega Stones. Have Scizor hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
553,TYRANITARITE,Tyranitarite,1,1000,"One of the mysterious Mega Stones. Have Tyranitar hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
554,PIDGEOTITE,Pidgeotite,1,1000,"One of the mysterious Mega Stones. Have Pidgeot hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
555,ALAKAZITE,Alakazite,1,1000,"One of the mysterious Mega Stones. Have Alakazam hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
556,VENUSAURITE,Venusaurite,1,1000,"One of the mysterious Mega Stones. Have Venusaur hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
557,AERODACTYLITE,Aerodactylite,1,1000,"One of the mysterious Mega Stones. Have Aerodactyl hold it, and the stone will enable it to Mega Evolve in Battle.",0,0,0,
558,HERACRONITE,Heracronite,1,1000,"One of the mysterious Mega Stones. Have Heracross hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
559,HOUNDOOMINITE,Houndoominite,1,1000,"One of the mysterious Mega Stones. Have Houndoom hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
560,SALAMENCITE,Salamencite,1,1000,"One of the mysterious Mega Stones. Have Salamence hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
561,AGGRONITE,Aggronite,1,1000,"One of the mysterious Mega Stones. Have Aggron hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
562,LOPUNNITE,Lopunnite,1,1000,"One of the mysterious Mega Stones. Have Lopunny hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
563,MEWTWONITEX,Mewtwonite X,1,1000,"One of the mysterious Mega Stones. Have Mewtwo hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
564,MEWTWONITEY,Mewtwonite Y,1,1000,"One of the mysterious Mega Stones. Have Mewtwo hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
565,METAGROSSITE,Metagrossite,1,1000,"One of the mysterious Mega Stones. Have Metagross hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
566,SLOWBRONITE,Slowbronite,1,1000,"One of the mysterious Mega Stones. Have Slowbro hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
567,SABLENITE,Sablenite,1,1000,"One of the mysterious Mega Stones. Have Sableye hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
568,ABOMASITE,Abomasite,1,1000,"One of the mysterious Mega Stones. Have Abomasnow hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
569,MANECTITE,Manectite,1,1000,"One of the mysterious Mega Stones. Have Manectric hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
570,SWAMPERTITE,Swampertite,1,1000,"One of the mysterious Mega Stones. Have Swampert hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
571,LATIASITE,Latiasite,1,1000,"One of the mysterious Mega Stones. Have Latias hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
572,LATIOSITE,Latiosite,1,1000,"One of the mysterious Mega Stones. Have Latios hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
573,CHARIZARDITEX,Charizardite X,1,1000,"One of the mysterious Mega Stones. Have Charizard hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
574,CHARIZARDITEY,Charizardite Y,1,1000,"One of the mysterious Mega Stones. Have Charizard hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
575,LUCARIONITE,Lucarionite,1,1000,"One of the mysterious Mega Stones. Have Lucario hold it, and this stone will enable it to Mega Evolve in Battle.",0,0,0,
if isConst?(pkmn.species,PBSpecies,:BEEDRILL) &&
isConst?(item,PBItems,:BEEDRILLITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:PIDGEOT) &&
isConst?(item,PBItems,:PIDGEOTITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:SLOWBRO) &&
isConst?(item,PBItems,:SLOWBRONITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:STEELIX) &&
isConst?(item,PBItems,:STEELIXITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:SCEPTILE) &&
isConst?(item,PBItems,:SCEPTILITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:SWAMPERT) &&
isConst?(item,PBItems,:SWAMPERTITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:SHARPEDO) &&
isConst?(item,PBItems,:SHARPEDONITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:SABLEYE) &&
isConst?(item,PBItems,:SABLENITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:CAMERUPT) &&
isConst?(item,PBItems,:CAMERUPTITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:ALTARIA) &&
isConst?(item,PBItems,:ALTARIANITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:GLALIE) &&
isConst?(item,PBItems,:GLALITITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:SALAMENCE) &&
isConst?(item,PBItems,:SALAMENCITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:METAGROSS) &&
isConst?(item,PBItems,:METAGROSSITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:LOPUNNY) &&
isConst?(item,PBItems,:LOPUNNITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:GALLADE) &&
isConst?(item,PBItems,:GALLADITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:AUDINO) &&
isConst?(item,PBItems,:AUDINITE)
return true
end
if isConst?(pkmn.species,PBSpecies,:DIANCIE) &&
isConst?(item,PBItems,:DIANCITE)
return true
end
elsif pbRandom(100)<30
when pbRandom(100)<30
elsif slowitem[temp[i]] #Check for slowing items
cmp=(slowitem[temp[i-1]]) ? 0 : 1
elsif stall[temp[i]] #Check for stall
cmp=(stall[temp[i-1]]) ? 0 : 1
elsif slowitem[temp[i-1]] #We will still miss out on the fact that slowitem should make slower than stall - which might not happen. (also shouldn't we put stall and slowitem BEHIND speedcheck? - not sure about that
cmp=-1
elsif stall[temp[i-1]] #This is a suggestion on how to fix the sometimes not activating part - how do we get the quickclaw check in again?
cmp=-1
elsif slowitem[temp[i]] #Check for slowing items
cmp=(slowitem[temp[i-1]]) ? 0 : 1 #Ranks same if enemy has slowitem as well - ranks lower if not
elsif slowitem[temp[i-1]] #Checking for enemy slow items
cmp=-1
elsif stall[temp[i]] #Check for stall
cmp=(stall[temp[i-1]]) ? 0 : 1 #Ranks same if enemy has stall as well - ranks lower if not
elsif stall[temp[i-1]] #Checking for enemy stall
cmp=-1