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  #76    
Old April 20th, 2016 (11:00 PM).
monkeyboy6's Avatar
monkeyboy6 monkeyboy6 is offline
     
    Join Date: Feb 2013
    Gender: Male
    Posts: 19
    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.
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      #77    
    Old April 21st, 2016 (11:22 AM).
    Lucidious89 Lucidious89 is offline
       
      Join Date: Apr 2014
      Gender: Male
      Posts: 208
      Quote:
      Originally Posted by monkeyboy6 View Post
      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.
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        #78    
      Old May 2nd, 2016 (9:51 AM). Edited May 2nd, 2016 by Lucidious89.
      Lucidious89 Lucidious89 is offline
         
        Join Date: Apr 2014
        Gender: Male
        Posts: 208
        Update 5/2/16: Happy Birthday, Pokemon Birthsigns!

        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:
        Updates:
        • Overhauled the script from top to bottom. Nearly every line has been revised in some capacity.
        • Reorganized the Birthsigns graphics folder, and updated the pathways to those graphics in the script.
        • Changed USENEWBIRTHSIGNS to BIRTHSIGNS_SET_2 (since it's not really "NEW" anymore).
        • Cleaned up the wording to several messages and displays.
        • Streamlined and condensed almost every area of the script; making it more efficient and removed unnecessary bloat.
        • Updated the code for many of the birthsigns:
          Spoiler:
          • 'The Beacon'
            -Made it so that if a Pokemon with this sign already has the move Flash, only one instance of "Flash" appears in their command menu. The Birthsign command will override the move's command.

          • 'The Martyr'
            -Made it so that if a Pokemon with this sign already has the move Soft-Boiled, only one instance of "Soft-Boiled" appears in their command menu. The Birthsign command will override the move's command.
            -Overhauled coding for the birthsign's effect to match Soft-Boiled's coding in v16. This cleans up the previous issues the move had in v15.

          • 'The Voyager'
            -Made it so that if a Pokemon with this sign already has the move Teleport, only one instance of "Teleport" appears in their command menu. The Birthsign command will override the move's command.

          • 'The Phoenix'
            -The Revive skill has been renamed to Rebirth, to avoid confusion with the item by the same name.
            -The amount of HP restored when using Rebirth is now set to roughly 1/16th of the user's total health, instead of always 2HP.

          • 'The Fugitive'
            -Made it so that if a Pokemon with this sign already has the move Dig, only the "Escape" command will be displayed to avoid redundancy.

          • 'The Specialist'
            -Completely revamped coding, making it less of an eyesore.
            -Made it so that Re-rolling for a new Hidden Power no longer gives you random IV's, but instead always yields IV's of 25 or 26, depending on the Hidden Power spread needed. I also made it easy to change these values if you prefer to set different IV's.
            -Added a new menu option "Random", that yields completely random IV's and Hidden Power. Using this option on a Pokemon level 50 or higher will yield higher-than-average rolls (IV of 25 minimum in each stat).

          • 'The Assassin'
            -Made it so now the rate of finding sleeping Pokemon changes with the time of day. Wild encounters at night have a 70% chance to encounter sleeping Pokemon. Wild encounters during the day have a 30% chance to encounter sleeping Pokemon.

          • 'The Parent'
            -Fixed up some sloppy coding that sometimes wouldn't recognize Eggs.
            -Made it so that using the Incubate skill on an Egg with over 1,000 steps will now return how many steps that Egg has left before hatching.

          • 'The Eternal'
            -Completely revamped coding, making it less of an eyesore.
            -Made it so that now the Reincarnate skill won't even show up in the Pokemon's command list at all if the month is still December.

        Additions:
        • Added tags within the script so its easier to navigate if you're looking to alter things.
        • Added links to the Journal and Events scripts, the updated PBRibbons script, as well as the Birthsigns graphics folder within the Birthsigns script.
        • I've made it so that you may now customize the names of each birthsign with a single instance at the top of the script. No need to change the names anywhere else in the script anymore.
        • Added a birthday icon that displays on the Pokemon's Birthsign page in the summary whenever its the Pokemon's birthday. Only hatched Pokemon can have birthdays.
        • Added several new methods to make creating custom events much more user-friendly:
          Spoiler:
          • isBirthday? :Returns true if the current day is the Pokemon's birthday.

          • hasBirthsign? :Returns true if the Pokemon has a birthsign.

          • hasCurrentSign? :Returns true if the Pokemon has the current month's sign.

          • hasNoSign? :Returns true if the Pokemon does not have a birthsign.

          • hasXXXBirthsign? :Returns true if the Pokemon has the specified month's sign (replacing the XXX's with the abbreviated month's name. ex: hasJanBirthsign?)

          • pbGetBirthsignName :Returns the name of the Pokemon's birthsign, regardless of how that birthsign was obtained.

          • setBirthsign(X) :Manually applies a birthsign to a Pokemon. This isn't new, but it's been updated so that instead of replacing the X with the desired birthsign name, you may use the abbreviated month name that that birthsign belongs to. ex: setBirthsign(:JAN)
            Note you may still use month numbers (1-12) as well.

        Fixes:
        • Fixed sections that would return errors before if a certain Birthsign set wasn't active.
        • Fixed an inconsistency with Shadow Pokemon, making it so they may no longer inherit a Birthsign, or be given one manually (as was originally intended).
        • Fixed a bug where non-hatched Pokemon would sometimes randomly have a birthsign effect being applied, even if it wasn't given a birthsign (this fix will only apply to newly-generated Pokemon after installing).
        • Fixed a bug in the PC that would sometimes display an empty token window on a Pokemon without a birthsign (also only applies to newly-generated Pokemon).

        Birthsigns Journal:
        • Updated the script to match the changes in the Pokemon Birthsigns script.
        • This script will now recognize whatever new names you assigned to the birthsigns in the Birthsigns script. However, the name placement on the screen may be off for these new names, and may require tweaking their X coordinates.

        Birthsign Events:
        • Updated the script to match the changes in the Pokemon Birthsigns script.
        • This script will now recognize whatever new names you assigned to the birthsigns in the Birthsigns script.
        • There is now a section near the top of the script where you may change the game switch numbers if you prefer to use different ones. No need to change these switch numbers anywhere else in the script.
        • Changed the default switch numbers so it no longer conflicts with other popular scripts that utilize those numbers.
        • I've greatly streamlined the required format to set up an Event. You can now activate the entire event with just pbBirthsignEvent and the necessary control switches:
          Spoiler:
          Completing an event now automatically sets Control Self Switch A to ON.


        Installation:
        Birthsigns Folder
        Birthsigns Script
        Birthsigns Journal
        Birthsign Events


        All changes have already been updated in the main post.
        ~
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          #79    
        Old May 4th, 2016 (10:50 AM). Edited May 9th, 2016 by Lucidious89.
        Lucidious89 Lucidious89 is offline
           
          Join Date: Apr 2014
          Gender: Male
          Posts: 208
          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.


          Installation
          Spoiler:
          1) First off, you'll obviously need to have this script installed first. You may find it here:
          Unreal Time System
          Make sure to credit to FL if using this script.


          2) Once installed, you'll have to make several adjustments to his script. First, use CTRL+F to locate every instance of
          Code:
          NTN_ENABLED
          and change it to
          Code:
          $ntnEnabled
          This will allow the "Reset" function to work, allowing you to revert the time back to normal whenever you desire.


          3) Now find the line:
          Code:
          NTS_TIMEPROPORTION=60
          And change it to:
          Code:
          NTS_TIMEPROPORTION=1
          This will make it so that time moves forward at the normal rate. This isnt required if you prefer time to advance at a quicker rate (at which case set this to whatever number you want. Read FL's notes for more details).


          4) Next, find this line:
          Code:
          NTN_EXTRADAYS=-1
          And change the "-1" into whatever variable number you have available to use. I used 97.


          5) Next, find this section:
          Code:
          # Initial values
          NTN_INITIALYEAR=2000 # Can ONLY holds around range 1970-2038
          NTN_INITIALMONTH=1
          NTN_INITIALDAY=1
          NTN_INITIALHOUR=12
          NTN_INITIALMINUTE=0
          And replace it with this:
          Code:
          # Initial values
          NTN_INITIALYEAR=pbGetTimeNow.year # Can ONLY holds around range 1970-2038
          NTN_INITIALMONTH=pbGetTimeNow.mon
          NTN_INITIALDAY=pbGetTimeNow.day
          NTN_INITIALHOUR=pbGetTimeNow.hour
          NTN_INITIALMINUTE=pbGetTimeNow.min
          This will make it so that the base time that the Unreal Time system uses is whatever the current date and time is, instead of the default FL uses (January 1st, 2000).


          6) Finally, paste all of the following somewhere in your project. Right below the Unreal Time script is a good spot.
          Code:
          #===============================================================================
          # Month Reset
          # Allows you to reset the current month to a different one.
          # Requires FL's Unreal Time System script, found here:
          #===============================================================================
          # http://www.pokecommunity.com/showthread.php?p=7283916#7283916
          #===============================================================================
          # Use pbTimeCheck in an event to check the current date and time.
          # Use pbResetDay in an event to change the day to the first of the month.
          # Use pbSetMonth in an event to select a new month to set the time to.
          
          # Use so you may check the current date and time.
          # Useful way to check if the time has been properly set.
          def pbTimeCheck
            curmon=pbGetAbbrevMonthName(pbGetTimeNow.mon)
            curday=pbGetTimeNow.day
            curyear=pbGetTimeNow.year
            curhour=pbGetTimeNow.hour
            curmin=pbGetTimeNow.min
            Kernel.pbMessage(_INTL("Date: {1} {2}, {3}\nTime: {4}:{5}",
            curmon,curday,curyear,curhour,curmin))
          end
          
          # Used to reset the current day to the first of the month.
          # Months may be off by a few days otherwise.
          def pbResetDay
            curDay = pbGetTimeNow.day
            timeDifference = (1-curDay)
            setToFirst = timeDifference
            $game_variables[NTN_EXTRADAYS]+=setToFirst
            Kernel.pbMessage(_INTL("The current day has been reset to the first of the month."))
          end
          
          # Allows you to choose the desired month to switch to. The day is reset to
          # the first day of the newly selected month.
          # Use the "Reset" option at the bottom of the list to revert the month and
          # day to its natural time.
          def pbSetMonth
            curMonth = pbGetTimeNow.mon*30
            curDay = pbGetTimeNow.day
            timeNow = curMonth+curDay
            command=0
            loop do
              command=Kernel.pbShowCommands(nil,[
              _INTL("January"),
              _INTL("February"),
              _INTL("March"),
              _INTL("April"),
              _INTL("May"),
              _INTL("June"),
              _INTL("July"),
              _INTL("August"),
              _INTL("September"),
              _INTL("October"),
              _INTL("November"),
              _INTL("December"),
              _INTL("Reset"),
              _INTL("Cancel")
              ],-1)
              case command
              ### Cancel ###
              when -1, 13
                Kernel.pbMessage(_INTL("The current date was not changed."))
                break
              ### Jan ###
              when 0
                month = 1
                timeWished = month*30
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to January."))
                pbResetDay
                break
              ### Feb ###
              when 1
                month = 2
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to February."))
                pbResetDay
                break
              ### Mar ###
              when 2
                month = 3
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to March."))
                pbResetDay
                break
              ### Apr ###
              when 3
                month = 4
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to April."))
                pbResetDay
                break
              ### May ###
              when 4
                month = 5
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to May."))
                pbResetDay
                break
              ### Jun ###
              when 5
                month = 6
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to June."))
                pbResetDay
                break
              ### Jul ###
              when 6
                month = 7
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to July."))
                pbResetDay
                break
              ### Aug ###
              when 7
                month = 8
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to August."))
                pbResetDay
                break
              ### Sep ###
              when 8
                month = 9
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to September."))
                pbResetDay
                break
              ### Oct ###
              when 9
                month = 10
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to October."))
                pbResetDay
                break
              ### Nov ###
              when 10
                month = 11
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to November."))
                pbResetDay
                break
              ### Dec ###
              when 11
                month = 12
                timeWished = month*31
                timeDifference = timeWished-timeNow
                monthSet = timeDifference
                $game_variables[NTN_EXTRADAYS]+=monthSet
                Kernel.pbMessage(_INTL("The month has been set to December."))
                pbResetDay
                break
              ### Reset ###
              when 12
                $game_variables[NTN_EXTRADAYS] = 0
                $PokemonGlobal.newFrameCount=0
                Kernel.pbMessage(_INTL("The time has been reset to the current date."))
                break
              end
            end
          end
          ~

          *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.


          Installation
          Spoiler:
          1) First off, you'll obviously need to have this script installed first. You may find it here:
          Following Pokemon
          Make sure to credit the appropriate people if using this script.


          2) Now at the top of the script, add my bolded line to this section:
          Code:
          Following_Activated_Switch = 126      # Switch should be reserved
          Toggle_Following_Switch = 103         # Switch should be reserved
          Current_Following_Variable = 36       # Variable should be reserved
          CommonEvent = 4                       # Common Event space needed
          ItemWalk=26                           # Variable should be reserved
          Walking_Time_Variable = 27            # Variable should be reserved
          Walking_Item_Variable = 28            # Variable should be reserved
          Animation_Come_Out = 93              
          Animation_Come_In = 94
          Emo_Happy = 95
          Emo_Normal = 96
          Emo_Hate = 97
          Emo_Poison= 98
          Emo_sing= 99
          Emo_love= 100
          Emo_Cake= 92

          3) Next, search the Following Pokemon script for this heading:
          Code:
          #===============================================================================
          # * Random Messages if none of the above apply
          #===============================================================================
          And paste the following new code above this heading:
          (Note that mej71 has already updated his script to include this, so you many not need to add this)
          Code:
          #===============================================================================
          # * Pokemon Messages when birthday
          #===============================================================================          
                    elsif e.isBirthday?
                      $scene.spriteset.addUserAnimation(Emo_Cake, pos_x, pos_y-2)
                      pbWait(50)
                      messages=rand(10)
                      if messages==0
                        Kernel.pbMessage(_INTL("{1} seems to be reminiscing on all it has learned in the last year.",e.name,$Trainer.name))
                      elsif messages==1
                        Kernel.pbMessage(_INTL("{1} seems glad to be spending its birthday with {2}.",e.name,$Trainer.name))
                      elsif messages==2
                        Kernel.pbMessage(_INTL("{1} is having the best birthday ever!",e.name,$Trainer.name))
                      elsif messages==3
                        Kernel.pbMessage(_INTL("{1} can't believe its been a whole year already!",e.name,$Trainer.name))
                      elsif messages==4
                        Kernel.pbMessage(_INTL("{1} seems to be sniffing around for presents...",e.name,$Trainer.name))
                      elsif messages==5
                        Kernel.pbMessage(_INTL("{1} seems a bit out of breath...\nYou're getting old!",e.name,$Trainer.name))
                      elsif messages==6
                        Kernel.pbMessage(_INTL("{1} looks ready to party!",e.name,$Trainer.name))
                      elsif messages==7
                        Kernel.pbMessage(_INTL("You wish {1} a happy birthday.\nHappy birthday, {1}!",e.name,$Trainer.name))
                      elsif messages==8
                        Kernel.pbMessage(_INTL("{1} seems to be looking forward to another year with {2}.",e.name,$Trainer.name))
                      elsif messages==9
                        Kernel.pbMessage(_INTL("{1} wants to eat some cake!",e.name,$Trainer.name))
                      end

          4) Now go into your Graphics/Animations folder, and add this graphic. It'll ask you to replace the existing graphic in that folder, and click yes.
          New emo2 graphic


          5) Now make sure to save your work and exit RPGMaker before moving onto the next step.


          6) Finally, go into your Data folder and add this file. It'll ask you to replace the existing file in that folder, and click yes.
          New Animations file


          It should now be properly installed if you followed the instructions correctly.
          ~

          *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.

          ~
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            #80    
          Old May 4th, 2016 (1:46 PM).
          mej71's Avatar
          mej71 mej71 is offline
             
            Join Date: Mar 2014
            Location: Omnipresence
            Gender: Male
            Posts: 1,219
            Quote:
            Originally Posted by Lucidious89 View Post
            Minor Update 5/4/16: Add-on Features for Other Scripts
            Spoiler:

            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.


            Installation
            Spoiler:
            1) First off, you'll obviously need to have this script installed first. You may find it here:
            Following Pokemon
            Make sure to credit the appropriate people if using this script.


            2) Now at the top of the script, add my bolded line to this section:
            Code:
            Following_Activated_Switch = 126      # Switch should be reserved
            Toggle_Following_Switch = 103         # Switch should be reserved
            Current_Following_Variable = 36       # Variable should be reserved
            CommonEvent = 4                       # Common Event space needed
            ItemWalk=26                           # Variable should be reserved
            Walking_Time_Variable = 27            # Variable should be reserved
            Walking_Item_Variable = 28            # Variable should be reserved
            Animation_Come_Out = 93              
            Animation_Come_In = 94
            Emo_Happy = 95
            Emo_Normal = 96
            Emo_Hate = 97
            Emo_Poison= 98
            Emo_sing= 99
            Emo_love= 100
            Emo_Cake= 92

            3) Next, search the Following Pokemon script for this heading:
            Code:
            #===============================================================================
            # * Random Messages if none of the above apply
            #===============================================================================
            And paste the following new code above this heading:
            Code:
            #===============================================================================
            # * Pokemon Messages when birthday
            #===============================================================================          
                      elsif e.isBirthday?
                        $scene.spriteset.addUserAnimation(Emo_Cake, pos_x, pos_y-2)
                        pbWait(50)
                        messages=rand(10)
                        if messages==0
                          Kernel.pbMessage(_INTL("{1} seems to be reminiscing on all it has learned in the last year.",e.name,$Trainer.name))
                        elsif messages==1
                          Kernel.pbMessage(_INTL("{1} seems glad to be spending its birthday with {2}.",e.name,$Trainer.name))
                        elsif messages==2
                          Kernel.pbMessage(_INTL("{1} is having the best birthday ever!",e.name,$Trainer.name))
                        elsif messages==3
                          Kernel.pbMessage(_INTL("{1} can't believe its been a whole year already!",e.name,$Trainer.name))
                        elsif messages==4
                          Kernel.pbMessage(_INTL("{1} seems to be sniffing around for presents...",e.name,$Trainer.name))
                        elsif messages==5
                          Kernel.pbMessage(_INTL("{1} seems a bit out of breath...\nYou're getting old!",e.name,$Trainer.name))
                        elsif messages==6
                          Kernel.pbMessage(_INTL("{1} looks ready to party!",e.name,$Trainer.name))
                        elsif messages==7
                          Kernel.pbMessage(_INTL("You wish {1} a happy birthday.\nHappy birthday, {1}!",e.name,$Trainer.name))
                        elsif messages==8
                          Kernel.pbMessage(_INTL("{1} seems to be looking forward to another year with {2}.",e.name,$Trainer.name))
                        elsif messages==9
                          Kernel.pbMessage(_INTL("{1} wants to eat some cake!",e.name,$Trainer.name))
                        end

            4) Now go into your Graphics/Animations folder, and add this graphic. It'll ask you to replace the existing graphic in that folder, and click yes.
            New emo2 graphic


            5) And then go into your Data folder, and add this file. It'll ask you to replace the existing file in that folder, and click yes.
            New Animations file


            6) Once all of this is complete, save your work, exit RPGMaker, and then compile the data. Once you load your game, it should now function properly.
            ~

            *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.

            ~
            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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              #81    
            Old May 4th, 2016 (2:53 PM).
            Lucidious89 Lucidious89 is offline
               
              Join Date: Apr 2014
              Gender: Male
              Posts: 208
              Quote:
              Originally Posted by mej71 View Post
              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.
              Very cool, thanks.
              Reply With Quote
                #82    
              Old May 4th, 2016 (2:55 PM).
              mej71's Avatar
              mej71 mej71 is offline
                 
                Join Date: Mar 2014
                Location: Omnipresence
                Gender: Male
                Posts: 1,219
                Quote:
                Originally Posted by Lucidious89 View Post
                Very cool, thanks.
                Also, change your instructions for adding the animation. Exit RMXP first before replacing the file, otherwise you'll just save over it with the old file before you close.
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                  #83    
                Old May 4th, 2016 (3:07 PM).
                Lucidious89 Lucidious89 is offline
                   
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                  Quote:
                  Originally Posted by mej71 View Post
                  Also, change your instructions for adding the animation. Exit RMXP first before replacing the file, otherwise you'll just save over it with the old file before you close.
                  Oh I see. Changing it now.
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                    #84    
                  Old June 3rd, 2016 (12:36 PM).
                  p.claydon p.claydon is offline
                     
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                    Posts: 390
                    ok so i had this working with family tree and now after a reset i cant get the birthsign icon to show in the family tree screen and now i get a crash
                    Spoiler:

                    ---------------------------
                    Pokemon Essentials
                    ---------------------------
                    Exception: NameError

                    Message: uninitialized constant PokemonSummaryScene::USENEWBIRTHSIGNS

                    FamilyTree:69:in `drawPageSix'

                    Pokemon Birthsigns (Main):2829:in `pbScene'

                    Pokemon Birthsigns (Main):2746:in `loop'

                    Pokemon Birthsigns (Main):2832:in `pbScene'

                    PScreen_Summary:1012:in `pbStartScreen'

                    PScreen_Party:882:in `pbSummary'

                    Pokemon Birthsigns (Main):1671:in `pbPokemonScreen'

                    Pokemon Birthsigns (Main):1479:in `loop'

                    Pokemon Birthsigns (Main):2089:in `pbPokemonScreen'

                    PScreen_PauseMenu:174:in `pbStartPokemonMenu'



                    This exception was logged in

                    C:\Users\apoca\Saved Games/Pokemon Essentials/errorlog.txt.

                    Press Ctrl+C to copy this message to the clipboard.
                    ---------------------------
                    OK
                    ---------------------------
                    __________________
                    Still learning how to sprite but if you want to look at my progress then here you go
                    http://pclaydon.deviantart.com/gallery/
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                      #85    
                    Old June 3rd, 2016 (5:14 PM).
                    Lucidious89 Lucidious89 is offline
                       
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                      Quote:
                      Originally Posted by p.claydon View Post
                      ok so i had this working with family tree and now after a reset i cant get the birthsign icon to show in the family tree screen and now i get a crash
                      Spoiler:

                      ---------------------------
                      Pokemon Essentials
                      ---------------------------
                      Exception: NameError

                      Message: uninitialized constant PokemonSummaryScene::USENEWBIRTHSIGNS

                      FamilyTree:69:in `drawPageSix'

                      Pokemon Birthsigns (Main):2829:in `pbScene'

                      Pokemon Birthsigns (Main):2746:in `loop'

                      Pokemon Birthsigns (Main):2832:in `pbScene'

                      PScreen_Summary:1012:in `pbStartScreen'

                      PScreen_Party:882:in `pbSummary'

                      Pokemon Birthsigns (Main):1671:in `pbPokemonScreen'

                      Pokemon Birthsigns (Main):1479:in `loop'

                      Pokemon Birthsigns (Main):2089:in `pbPokemonScreen'

                      PScreen_PauseMenu:174:in `pbStartPokemonMenu'



                      This exception was logged in

                      C:\Users\apoca\Saved Games/Pokemon Essentials/errorlog.txt.

                      Press Ctrl+C to copy this message to the clipboard.
                      ---------------------------
                      OK
                      ---------------------------
                      The coding for that has been changed. Just add
                      Code:
                      #===========================================================================
                          # Birthsigns - Zodiac Token
                          #===========================================================================
                          if !(@pokemon.isShadow? rescue false)
                            zodiactoken=pbDisplaySummaryToken
                            imagepos.push([zodiactoken,150,260,0,0,-1,-1])
                          end
                          #===========================================================================
                      Into the Family Tree script, replacing the old coding you had there to display birthsign tokens.
                      ~
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                        #86    
                      Old July 20th, 2016 (7:21 AM). Edited July 20th, 2016 by LordRPG.
                      LordRPG LordRPG is offline
                         
                        Join Date: May 2016
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                        Posts: 5
                        I have an problem... I copied and pasted the folder in graphics>pictures but have appear this error:
                        https://uploaddeimagens.com.br/imagens/first_tentative_problem-png

                        In the my second tentative, i put the scripts (Journal and the Event) upon of this script: Birthsigns_Pokémon... See the image (I'm sorry, but i'm from Brazil, my english is bad)
                        https://uploaddeimagens.com.br/imagens/secound_tentative_problem-png

                        PLease Help me, this script is so amazing, is perfectly to me... Help me :) It's very cool script. Thanks so much! :D :)
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                          #87    
                        Old July 26th, 2016 (7:32 AM).
                        Lucidious89 Lucidious89 is offline
                           
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                          I'm not sure what your issue is. Is it the fact that the Pikachu isn't appearing shiny?
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                            #88    
                          Old August 22nd, 2016 (6:18 PM).
                          Swiftelligence's Avatar
                          Swiftelligence Swiftelligence is offline
                             
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                            can birthsigns be coded for compatibility to essentials bw from kleinstudio?
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                              #89    
                            Old August 23rd, 2016 (9:15 AM).
                            Lucidious89 Lucidious89 is offline
                               
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                              Quote:
                              Originally Posted by Swiftelligence View Post
                              can birthsigns be coded for compatibility to essentials bw from kleinstudio?
                              Not sure, I have no experience with that project. I'm sure it can be done, but it will probably require tweaking if essentials bw handles certain areas of the script differently that Birthsigns depends on.
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                                #90    
                              Old August 24th, 2016 (6:35 PM).
                              Swiftelligence's Avatar
                              Swiftelligence Swiftelligence is offline
                                 
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                                Quote:
                                Originally Posted by Lucidious89 View Post
                                Not sure, I have no experience with that project. I'm sure it can be done, but it will probably require tweaking if essentials bw handles certain areas of the script differently that Birthsigns depends on.
                                Ah, I was really hoping to use it but got a bunch of errors with it when I tried it.
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                                  #91    
                                Old October 9th, 2016 (1:31 PM).
                                Horosaki's Avatar
                                Horosaki Horosaki is offline
                                   
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                                  Hi, I'm using the BW2 mod scripts and I'd like to use this, but when i install it it reverts to the default summary screen, is it possible to use them together?
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                                    #92    
                                  Old October 9th, 2016 (4:15 PM).
                                  Lucidious89 Lucidious89 is offline
                                     
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                                    Quote:
                                    Originally Posted by Horosaki View Post
                                    Hi, I'm using the BW2 mod scripts and I'd like to use this, but when i install it it reverts to the default summary screen, is it possible to use them together?
                                    The Birthsigns script just copy/pastes the default essentials summary script with my changes added. So if you have a different summary script such as the BW one, my Birthsigns script will just override it with the essentials default. If you dont want this to happen, youll have to modify your BW summary script with all of the appropriate changes found in my script, and then delete all of Section 5 in the Birthsign script.

                                    This also applies to the PC if youre using a script that adds a new PC screen layout.
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                                      #93    
                                    Old November 15th, 2016 (11:35 AM).
                                    Kazooo Kazooo is offline
                                       
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                                      I wish there was a plug and play version of this that included Family tree and Iv/Ev
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                                        #94    
                                      Old March 30th, 2017 (12:06 AM). Edited March 30th, 2017 by Lucidious89.
                                      Lucidious89 Lucidious89 is offline
                                         
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                                        Update 3/30/2017: Birthsigns for Essentials BW



                                        People have been requesting this for a long time, so I figured I'd finally get around to it after being away for a while. I made a version of Pokemon Birthsigns specifically for compatibility with Kleinstudio's Essentials BW. This will give you all the functionality of Pokemon Birthsigns and the Birthsigns Journal, fully integrated with BW's design layout and touchscreen controls.

                                        In addition, I've made some minor fixes and tweaks to the Birthsigns scripts for both the BW and stock Essentials versions. Enjoy!




                                        Examples of the birthsign page in the summary:
                                        Spoiler:


                                        Pressing the confirm button on Page 1 will open the Birthsign Page on the top screen if the Pokemon has a Birthsign. You now also have the option to click on the back button to return to the normal summary, as well as being able to click the up/down arrows to cycle through your party's birthsign pages.






                                        Examples of the journal layout:
                                        Spoiler:


                                        Selecting a page in the journal is now done via touch controls; allowing you to click on a birthsign token on the bottom screen to open the corresponding page. Clicking the back button or center of the pokeball image will exit the journal. Some text was shortened in the BW version due to space.






                                        Installation:
                                        To install these scripts, you MUST be using kleinstudio's Essentials BW. Paste the Pokemon Birthsigns (BW) and Birthsigns Journal (BW) scripts above "Main", and install the 4 new graphics into your Birthsigns/Other folder. You can swap between Birthsigns Sets 1 & 2 by setting BIRTHSIGNS_SET_2 to true or false, same as before. To access the Birthsigns Journal, use $scene = BirthsignJournalScene.new in a script or event.

                                        *Note: It is recommended that you either start a new game, or delete any existing Pokemon on your saved game after installing these scripts. Pokemon that existed prior to installing these scripts may have random birthsign effects being applied unintentionally.

                                        1) KleinStudio Essentials Black & White
                                        2) Pokemon Birthsigns (BW)
                                        3) Birthsigns Journal (BW)
                                        4) Graphics


                                        All of the above will be added to the main post.
                                        ~
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                                          #95    
                                        Old April 18th, 2017 (8:21 PM).
                                        Lucidious89 Lucidious89 is offline
                                           
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                                          Minor Update 4/19/17: Player Signs and Birthsign updates
                                          There are a few Birthsign effects in Set 1 that I felt were rather weak compared to some of the others, or just weren't interesting enough, so I made some adjustments to what they do.

                                          Updated Birthsigns:
                                          Spoiler:
                                          'The Prodigy'
                                          Old Effect: The user is always born with its Hidden Ability. (Passive)
                                          New Effect: The user has access to the "Ability Swap" skill, allowing them to swap to one of their other abilities in the party menu. (Skill)





                                          'The Maiden'
                                          Old Effect: The user is always born female. (Passive)
                                          New Effect: The user is always born female. The user also starts off with 100 EV's in Sp.Atk and Sp.Def. (Passive)





                                          'The Gladiator'
                                          Old Effect: The user starts off with 100 EV's in Attack and Sp.Atk. (Passive)
                                          New Effect: The user is always born male. The user also starts off with 100 EV's in Attack and Defense. (Passive)



                                          The Birthsigns Journal is updated to reflect these changes as well.


                                          Player Signs
                                          In addition to these updates, I've added a new feature that gives the players themselves a birthsign. As of now, this is purely a cosmetic addition that is simply there for fun. Trainers are assigned a birthsign based on the start date of their adventure.

                                          Example:
                                          Spoiler:



                                          These updates and additions will be added to the Birthsigns and Birthsigns Journal scripts in the main post (including the BW Essentials version).
                                          ~
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                                            #96    
                                          Old April 28th, 2017 (1:59 PM). Edited April 23rd, 2018 by Lucidious89.
                                          Lucidious89 Lucidious89 is offline
                                             
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                                            Major Update 4/28/17: Zodiac Powers

                                            This is a brand new add-on for Pokemon Birthsigns that adds an entirely new battle mechanic based on the battler's birthsign. By utilizing special held items known as "Zodiac Gems", a Pokemon can harness the true power of its birthsign in battle, unleashing a Zodiac Power with unique effects tied to each birthsign. This mechanic is inspired by Z-Moves from Pokemon Sun and Moon - and while mechanically similar, Zodiac Powers are quite different. Unlike Z-Moves, the effects of Zodiac Powers are not tied to a specific move, but instead tied to the specific birthsign the user has. This means there are a total of 12 possible effects that can be triggered by any Pokemon using any move - each one able to completely change the pace of a match! You can even have NPC Trainers activate these effects to make a more unpredictable challenge.

                                            Want to apply the U-Turn effect to Salamence's Draco Meteor?
                                            Want to apply the Follow Me effect while simultaneously using Protect?
                                            Want to give Slaking a way to change its ability and attack at the same time?
                                            Want to add the Pursuit effect to ANY move?
                                            Want Shedinja to endure a hit on the same turn it attacks?
                                            Like the idea of adding random effects to your battles for some chaotic results?

                                            You can do all of these things and much more with Zodiac Power!




                                            Zodiac Gems
                                            These newly-discovered items come in 12 forms, each said to correspond to a particular month of the year. Zodiac Gems are special stones that have spent eons absorbing the light of a particular constellation in the night sky. When a Pokemon with the corresponding birthsign holds one of these stones, it can harness its energy to unleash a variety of effects in battle.


                                            Janzodica
                                            Constellation: 'The Apprentice' or 'The Phoenix'


                                            Febzodica
                                            Constellation: 'The Companion' or 'The Scholar'


                                            Marzodica
                                            Constellation: 'The Beacon' or 'The Fugitive'


                                            Aprizodica
                                            Constellation: 'The Savage' or 'The Aristocrat'


                                            Mayzodica
                                            Constellation: 'The Prodigy' or 'The Cleric'


                                            Junzodica
                                            Constellation: 'The Martyr' or 'The Monk'


                                            Julzodica
                                            Constellation: 'The Maiden' or 'The Ancestor'


                                            Augzodica
                                            Constellation: 'The Gladiator' or 'The Specialist'


                                            Sepzodica
                                            Constellation: 'The Voyager' or 'The Assassin'


                                            Octzodica
                                            Constellation: 'The Thief' or 'The Parent'


                                            Novizodica
                                            Constellation: 'The Glutton' or 'The Hunter'


                                            Decizodica
                                            Constellation: 'The Wishmaker' or 'The Eternal'




                                            The Mechanics of Zodiac Powers
                                            When a Pokemon holds a Zodiac Gem that corresponds with its Birthsign, a new button appears during battle. Similar to the button used for Mega Evolution, it will appear above your battle menu when it's available to be used. By pressing the X button (the A key on your keyboard), you can toggle this button on and off, as seen below:

                                            Zodiac Button toggled OFF:
                                            Spoiler:


                                            Zodiac Button toggled ON:
                                            Spoiler:


                                            After toggling the button to the ON position, and selecting a move, your Pokemon will activate its Zodiac Power. The type of effect this power has depends on the user's birthsign.

                                            Zodiac Powers take effect at the very start of the turn. It has similar priority as Mega Evolution, meaning it takes effect even before switching. This is important, as it allows for some interesting combos that normally wouldn't be possible under normal battling rules, such as using a Psych Up effect on the same turn the target switches out, or being able to heal before any Pokemon use a move. If both you and your opponent activate a Zodiac Power on the same turn, the one who activates theirs first depends on the user's Speed stat (same as with Switching or Mega Evolution).

                                            Unlike Mega Evolution and Z-Moves, there is no hard cap on how many times you can use Zodiac Powers in a battle. All 6 of your Pokemon may trigger a Zodiac Power in battle, if you want. However, each trainer can only activate one Zodiac Power per turn. So in a double battle if you already toggled the zodiac button to 'ON' for your first Pokemon, the button won't even appear for your second Pokemon - even if they're eligible to use a Zodiac Power. You'll have to wait for the following turn to use another Power.

                                            However, Zodiac Gems are not permanent items. After harnessing the latent power of a Zodiac Gem, the gem is drained of all its power and is destroyed. So even though there is no cap to how many times a Zodiac Power can be used, the item itself is one-time use. You can bypass this through things such as Recycle to replenish the item for another use, however, or even have another Pokemon carry a Zodiac Gem to give them through Trick, Bestow, etc. You can even use this flaw to your advantage with things such as Unburden and Acrobatics. Come up with some creative combos!

                                            One last thing to note is that since Zodiac Powers take effect prior to your Pokemon performing any actions, you can use their effects even if the Pokemon is incapacitated (such as through Sleep or Freeze). As long as you're able to select a move in battle, you'll be able to trigger the Zodiac Power effect, regardless if the user even moves that turn. This can lead to interesting results, such as Slaking being able to U-Turn from the field on the turn its loafing around, or being able to steal an item while asleep!

                                            The various Zodiac Powers associated with each birthsign are described below:

                                            Effects for Set 1 Birthsigns:
                                            Spoiler:

                                            Janzodica - 'The Apprentice'

                                            The user is infused with an aura of aspiration. This allows it to study under its partner in battle, copying any changes to its stats (Psych Up effect). If the user has no partner to target, it'll copy the stats of the opponent directly across from it.

                                            Tip: You can copy the stats of a partner on the same turn you switch them out!


                                            Febzodica - 'The Companion'
                                            The user is infused with an aura of friendship. This creates a close bond with its partner, allowing it to go out of its way to protect them from harm (Follow Me effect). This effect has no use in single battles.

                                            Tip: You can use this on the same turn you use the move Protect to force the opponent to waste both of their attacks!


                                            Marzodica - 'The Beacon'
                                            The user is infused with an aura of blinding light. This flash of energy lowers the accuracy of all opponents on the field by 2 stages.

                                            Tip: Blind opponents before they get a chance to strike!


                                            Aprizodica - 'The Savage'
                                            The user is infused with an aura of ferocity. In this wild state, it uses up all but 1 of its hit points to unleash a final, desperate attack. The user's Attack, Sp.Atk, and Speed stats are increased by 2 stages.

                                            Tip: Combine this effect with an ability like Blaze for a crazy power boost!


                                            Mayzodica - 'The Prodigy'
                                            The user is infused with an aura of tenacity. This allows it to copy the Ability of its opponent (Role Play effect). In a double battle, the user will copy the ability of the opponent directly across from itself. However, if that target has an invalid Ability to copy, the user will attempt to copy the ability from the adjacent target. This Zodiac Power will fail if the user is under the Gastro Acid effect.

                                            Tip: Use this on a Pokemon with a bad ability to quickly turn the tables! If you copy an ability like Intimidate, it will immediately activate upon copying it.


                                            Junzodica - 'The Martyr'
                                            The user is infused with an aura of compassion. It sacrifices half of its max HP to fully heal the HP of its partner in battle. In a single battle, this effect will instead KO the user in order to fully heal the incoming Pokemon (Healing Wish effect).

                                            Tip: A slow, bulky Pokemon will be able to heal its ally without worrying about Speed, since it'll take effect at the start of the turn!


                                            Julzodica - 'The Maiden'
                                            The user is infused with an aura of beauty. This boosts its Sp.Atk and Sp.Def by 1 stage. If the user is female, male targets will become infatuated.

                                            Tip: If both targets are male in a double battle, they'll both become infatuated!


                                            Augzodica - 'The Gladiator'
                                            The user is infused with an aura of combat. This boosts its Attack and Defense by 1 stage. In its lust for battle, the user provokes all opponents into attacking for this turn only (Taunt effect).

                                            Tip: The taunt effect will prevent the targets from being able to use Protect - a perfect time to put that Attack boost to work!


                                            Sepzodica - 'The Voyager'
                                            The user is infused with an aura of wanderlust. This allows it to immediately switch out after attacking (U-Turn effect).

                                            Tip: Any move you use will switch you out after. Not just damaging moves - but status moves, too!


                                            Octzodica - 'The Thief'
                                            The user is infused with an aura of swiftness. This allows it to quickly steal the opponent's item at the start of the turn. The user's Speed increases by 1 stage after a successful theft. In a double battle, the user will attempt to steal from the opponent directly across from itself. However, if that target doesn't have a valid item to steal (or no item), the user will attempt to steal from the adjacent target instead.

                                            Tip: Activate this when there's a target with an item you really want. Zodiac Powers activate before switching, so you don't have to worry about stealing from the wrong Pokemon if they switch out!


                                            Novizodica - 'The Glutton'
                                            The user is infused with an aura of fulfillment. This restores up to half its max HP at the start of the turn. However, the user's Speed is also reduced by 1 stage.

                                            Tip: Turn that Speed drop into a bonus under Trick Room!


                                            Decizodica - 'The Wishmaker'
                                            The user is infused with an aura of fortuity. Under this effect, one of the user's stats will randomly increase by 2 stages.

                                            Tip: This effect randomly boosts stats, so it's fun for creating an unpredictable battle!


                                            Effects for Set 2 Birthsigns:
                                            Spoiler:

                                            Janzodica - 'The Phoenix'

                                            The user is infused with an aura of longevity. This allows it to survive an attack this turn that would otherwise KO it (Endure effect).

                                            Tip: Use this on a glass cannon to ensure it'll get one strong attack off before going down!


                                            Febzodica - 'The Scholar'
                                            The user is infused with an aura of perception. This allows it to study under its partner in battle, copying any changes to its stats (Psych Up effect). If the user has no partner to target, it'll copy the stats of the opponent directly across from it.

                                            Tip: Same effect as 'The Apprentice' from Set 1


                                            Marzodica - 'The Fugitive'
                                            The user is infused with an aura of elusion. This allows it to immediately switch out after attacking (U-Turn effect).

                                            Tip: Same effect as 'The Voyager' from Set 1


                                            Aprizodica - 'The Aristocrat'
                                            The user is infused with an aura of greed. This restricts the opponent's item use for 3 turns (Embargo effect).

                                            Tip: This will even prevent the opponent from using their OWN Zodiac Powers!


                                            Mayzodica - 'The Cleric'
                                            The user is infused with an aura of healing. This allows the user to cure confusion and status conditions from itself, as well as its partner in a double battle.

                                            Tip: You can activate this even while Frozen or Asleep!


                                            Junzodica - 'The Monk'
                                            The user is infused with an aura of discipline. This causes the user to meditate to boost the damage of its attack by 50% (Helping Hand effect).

                                            Tip: Very straightforward. Pick your strongest move and KO whatever's in your way!


                                            Julzodica - 'The Ancestor'
                                            The user is infused with an aura of its forebearers. This protects the user and its allies behind a wall made of the energies of its ancient ancestors (Reflect and Light Screen effects). Lasts for 3 turns.

                                            Tip: You can use this and a boosting move on the same turn to power up while taking less damage!


                                            Augzodica - 'The Specialist'
                                            The user is infused with an aura of expertise. This effect seals any of the opponents moves that they share with the user, so only the user may use those moves (Imprison effect).

                                            Tip: In a double battle, using this can block both targets from using Protect while you pick them off on the same turn!


                                            Sepzodica - 'The Assassin'
                                            The user is infused with an aura of lethality. This sends out a wave of negative energy that damages all opponents on the field by 1/8th of their max HP. If the target is asleep, this effect deals double damage.

                                            Tip: You can use this to break Focus Sashes before attacking!


                                            Octzodica - 'The Parent'
                                            The user is infused with an aura of devotion. This creates a close bond with its partner, allowing it to go out of its way to protect them from harm (Follow Me effect). This effect has no use in single battles.

                                            Tip: Same effect as 'The Companion' from Set 1


                                            Novizodica - 'The Hunter'
                                            The user is infused with an aura of cunning. This allows the user to corner a fleeing target and attack them before they switch out (Pursuit effect).

                                            Tip: You can use this with status moves too, letting you Toxic or Spore something right before they switch out!


                                            Decizodica - 'The Eternal'
                                            The user is infused with an aura of miracles. After activating this effect, the user will use the effects of a random viable birthsign.

                                            Tip: This randomly selects and uses the effects from The Phoenix, The Aristocrat, The Cleric, The Monk, The Ancestor, The Specialist, or The Assassin. You never know what this could lead to in battle!





                                            Battle Layout Compatibility
                                            I've designed this add-on to work with multiple design layouts. Including Essentials default, and all three layouts used by Luka S.J.'s EliteBattle System, as shown below. This add-on is not supported by KleinStudio's Essentials BW, due to his project using outdated coding. Nevertheless, I included an image of what the layout would look like if it was ever updated to work with this.

                                            Example images
                                            Spoiler:
                                            Default Essentials:
                                            Spoiler:


                                            EliteBattle's Essentials default UI (EBUISTYLE=0):
                                            Spoiler:


                                            EliteBattle UI: (EBUISTYLE=1):
                                            Spoiler:


                                            EliteBattle Next Gen UI (EBUISTYLE=2):
                                            Spoiler:


                                            KleinStudio Essentials BW
                                            Spoiler:




                                            Installation
                                            This add-on is built for compatibility with Pokemon Essentials v16. This will not be compatible for older versions. Unfortunately, this means that this add-on does NOT work with KleinStudio's Essentials BW, as his project is not updated with Essentials v16's changes. However, I did make a separate compatibility script so that this add-on will work if you're using Luka S.J.'s EliteBattle System. So please install that script as well if you're using that.

                                            Steps
                                            Spoiler:
                                            1) First, install these new graphics into your Birthsigns/Other folder.
                                            Download: Zodiac Buttons


                                            2) Next, you'll need to add the Zodiac Gem graphics into your Pictures/Icons folder. I already numbered them so that you may simply drop them into the folder of a fresh copy of Essentials. If your project already has items with these numbers, please re-number the Zodiac Gems to match your project.
                                            Download: Item Icon Graphics


                                            3) Now you'll need to add the Zodiac Gems to your Items PBS file. Once again, I already numbered them so you can simply copy/paste them into a fresh installation of Essentials. Please re-number them to match your project if you're already using these numbers.
                                            Code:
                                            526,JANZODICA,Janzodica,Janzodica,1,200,"A zodiac gem said to represent the month of January.",0,0,0,
                                            527,FEBZODICA,Febzodica,Febzodica,1,200,"A zodiac gem said to represent the month of February.",0,0,0,
                                            528,MARZODICA,Marzodica,Marzodica,1,200,"A zodiac gem said to represent the month of March.",0,0,0,
                                            529,APRIZODICA,Aprizodica,Aprizodica,1,200,"A zodiac gem said to represent the month of April.",0,0,0,
                                            530,MAYZODICA,Mayzodica,Mayzodica,1,200,"A zodiac gem said to represent the month of May.",0,0,0,
                                            531,JUNZODICA,Junzodica,Junzodica,1,200,"A zodiac gem said to represent the month of June.",0,0,0,
                                            532,JULZODICA,Julzodica,Julzodica,1,200,"A zodiac gem said to represent the month of July.",0,0,0,
                                            533,AUGZODICA,Augzodica,Augzodica,1,200,"A zodiac gem said to represent the month of August.",0,0,0,
                                            534,SEPZODICA,Sepzodica,Sepzodica,1,200,"A zodiac gem said to represent the month of September.",0,0,0,
                                            535,OCTZODICA,Octzodica,Octzodica,1,200,"A zodiac gem said to represent the month of October.",0,0,0,
                                            536,NOVIZODICA,Novizodica,Novizodica,1,200,"A zodiac gem said to represent the month of November.",0,0,0,
                                            537,DECIZODICA,Decizodica,Decizodica,1,200,"A zodiac gem said to represent the month of December.",0,0,0,
                                            How they look in-game:



                                            4) Next, press Insert to create a new section above Main (but underneath the Pokemon Birthsigns script) in your project, and paste the code from this link in this new section. Name it Birthsigns_ZodiacPower, or whatever you want.
                                            Script: Zodiac Power Script


                                            5) If you're using Luka S.J.'s Elite Battle System, you must also install this compatibility script to allow this add-on to work. Insert a new section below EliteBattle_3, and paste the code from this link in that new section. Name it EliteBattle_ZodiacCompatibility, or whatever you want. ONLY install this if you're using Luka's EliteBattle System!
                                            Script: EBS Compatibility Script


                                            6) Finally, if you want to give NPC Trainers the ability to use Zodiac Powers, you must make the following changes in PTrainer_NPCTrainers:
                                            Spoiler:
                                            • Find this line in the script:
                                              Code:
                                              TPDEFAULTS = [0,10,0,0,0,0,0,nil,nil,0,false,nil,10,70,nil,false,0]
                                              And replace it with this:
                                              Code:
                                              #===============================================================================
                                              TPBIRTHSIGN = 17
                                              TPDEFAULTS = [0,10,0,0,0,0,0,nil,nil,0,false,nil,10,70,nil,false,0,0]
                                              #===============================================================================

                                            • Next, find this line:
                                              Code:
                                              pokemon.ballused=poke[TPBALL]
                                              And paste this directly under it:
                                              Code:
                                              #=========================================================================
                                                    pokemon.setBirthsign(poke[TPBIRTHSIGN])
                                                    #=========================================================================

                                              That's it! Now, if you want to give a trainer's Pokemon a Zodiac Power, you may do so in the Trainer PBS file. Simply give the Pokemon the desired Zodiac Gem to hold, and then add the month of the birthsign as the final variable by writing the 3 letter abbreviation in caps (ex: JAN). Doing so will give the Pokemon the required birthsign to activate its item.

                                              Examples:
                                              Code:
                                              #-------------------
                                              PICNICKER
                                              Susie
                                              1
                                              MEOWTH,10,OCTZODICA,,,,,,,0,,,,,,,,OCT
                                              #-------------------
                                              PICNICKER
                                              Susie,1
                                              1
                                              PERSIAN,32,OCTZODICA,FAKEOUT,NIGHTSLASH,HYPNOSIS,SLASH,1,,0,,ADAMANT,31,,,,,OCT
                                              #-------------------

                                            Keep in mind that NPC Trainers will always activate their Zodiac Powers on turn 1.


                                            7) If you want to impose a once-per battle limit on Zodiac Powers, similar to Mega Evolution, you may do so by simply removing the comment tag in front of this line in the Zodiac Power script:
                                            Code:
                                            #@zodiacPower[side][owner]=-2




                                            UPDATE As of 12/11/17:
                                            The toggle to activate Zodiac Powers in battle is now the Z key, instead of A.

                                            Many of the effects, mechanics, and graphics have since been updated in the latest version of this script.


                                            All of the above will be added to the main post
                                            ~
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                                              #97    
                                            Old July 15th, 2017 (5:02 PM).
                                            monkeyboy6's Avatar
                                            monkeyboy6 monkeyboy6 is offline
                                               
                                              Join Date: Feb 2013
                                              Gender: Male
                                              Posts: 19
                                              Hey Lucidious. For some reason when I use this script, every time I try to run a battle, I get this error:

                                              Spoiler:
                                              Exception: RuntimeError

                                              Message: Script error within event 12, map 42 (Choosing Room):

                                              Exception: ArgumentError

                                              Message: Section108:470:in `initialize'wrong number of arguments(7 for 5)

                                              ***Full script:

                                              pbTrainerBattle(PBTrainers::LEADER_Brock,"Brock",_I("Very good."))

                                              Interpreter:243:in `pbExecuteScript'

                                              PTrainer_NPCTrainers:470:in `new'

                                              PTrainer_NPCTrainers:470:in `pbTrainerBattle'

                                              (eval)in `pbExecuteScript'

                                              Interpreter:794:in `eval'

                                              Interpreter:243:in `pbExecuteScript'

                                              Interpreter:794:in `command_111'

                                              Interpreter:320:in `execute_command'

                                              Interpreter:193:in `update'

                                              Interpreter:106:in `loop'



                                              Interpreter:276:in `pbExecuteScript'

                                              Interpreter:794:in `command_111'

                                              Interpreter:320:in `execute_command'

                                              Interpreter:193:in `update'

                                              Interpreter:106:in `loop'

                                              Interpreter:198:in `update'

                                              Scene_Map:103:in `updateold'

                                              Scene_Map:101:in `loop'

                                              Scene_Map:114:in `updateold'

                                              Unreal Time:151:in `update'


                                              Do you know what the problem is?
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                                                #98    
                                              Old July 18th, 2017 (12:12 PM).
                                              Lucidious89 Lucidious89 is offline
                                                 
                                                Join Date: Apr 2014
                                                Gender: Male
                                                Posts: 208
                                                Quote:
                                                Originally Posted by monkeyboy6 View Post
                                                Hey Lucidious. For some reason when I use this script, every time I try to run a battle, I get this error:

                                                Spoiler:
                                                Exception: RuntimeError

                                                Message: Script error within event 12, map 42 (Choosing Room):

                                                Exception: ArgumentError

                                                Message: Section108:470:in `initialize'wrong number of arguments(7 for 5)

                                                ***Full script:

                                                pbTrainerBattle(PBTrainers::LEADER_Brock,"Brock",_I("Very good."))

                                                Interpreter:243:in `pbExecuteScript'

                                                PTrainer_NPCTrainers:470:in `new'

                                                PTrainer_NPCTrainers:470:in `pbTrainerBattle'

                                                (eval)in `pbExecuteScript'

                                                Interpreter:794:in `eval'

                                                Interpreter:243:in `pbExecuteScript'

                                                Interpreter:794:in `command_111'

                                                Interpreter:320:in `execute_command'

                                                Interpreter:193:in `update'

                                                Interpreter:106:in `loop'



                                                Interpreter:276:in `pbExecuteScript'

                                                Interpreter:794:in `command_111'

                                                Interpreter:320:in `execute_command'

                                                Interpreter:193:in `update'

                                                Interpreter:106:in `loop'

                                                Interpreter:198:in `update'

                                                Scene_Map:103:in `updateold'

                                                Scene_Map:101:in `loop'

                                                Scene_Map:114:in `updateold'

                                                Unreal Time:151:in `update'


                                                Do you know what the problem is?
                                                I don't believe this has anything to do with my script specifically, but it seems like you added something to your script related to Brock (and probably other trainers), and didn't give them the proper number of arguments (5, rather than the required 7).

                                                I found this line in the script that seems to be related to this:
                                                Code:
                                                def pbTrainerBattle(trainerid,trainername,endspeech,
                                                                    doublebattle=false,trainerparty=0,canlose=false,variable=nil)
                                                As you can see, an enemy trainer is defined by 7 arguments - Trainer ID, Trainer's Name, the Trainer's End Speech, Double Battle (T/F), the number of Pokemon in the Trainer's party, the ability to lose to this Trainer and still continue (T/F), and a variable.

                                                Somewhere in your script, you have Brock defined as a Trainer, as shown here in your error:
                                                Code:
                                                pbTrainerBattle(PBTrainers::LEADER_Brock,"Brock",_I("Very good."))
                                                However, notice that you only have three arguments listed (Trainer ID, Trainer Name, and End Speech). "doublebattle" and "canlose" are automatically assumed to be false, since they aren't listed. So that gives you a total of 5 arguments listed, out of the required 7. So if you find that line in your script and add in the missing two arguments, it should probably fix the error. I'm assuming you probably installed some custom script related to trainers, and improperly implemented something on your own.

                                                I could be wrong of course, but this is my best assumption based on just reading the error you posted.
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                                                  #99    
                                                Old September 30th, 2017 (6:15 AM).
                                                Gelatina Gelatina is offline
                                                   
                                                  Join Date: Sep 2017
                                                  Posts: 2
                                                  So I had this issue while hatching:

                                                  [Pokémon Essentials version 17]
                                                  Exception: RuntimeError
                                                  Message: filename is nil
                                                  SpriteWindow_sprites:30:in `initialize'
                                                  PScreen_EggHatching:47:in `new'
                                                  PScreen_EggHatching:47:in `pbMain'
                                                  PScreen_EggHatching:161:in `pbStartScreen'
                                                  PScreen_EggHatching:173:in `pbHatchAnimation'
                                                  PScreen_EggHatching:170:in `pbFadeOutInWithMusic'
                                                  PSystem_Utilities:142:in `pbFadeOutIn'
                                                  PSystem_Utilities:142:in `pbFadeOutInWithMusic'
                                                  PScreen_EggHatching:170:in `pbHatchAnimation'
                                                  PokémonBirthsigns:3166:in `pbHatch'
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                                                    #100    
                                                  Old October 24th, 2017 (4:56 PM).
                                                  Lucidious89 Lucidious89 is offline
                                                     
                                                    Join Date: Apr 2014
                                                    Gender: Male
                                                    Posts: 208
                                                    Quote:
                                                    Originally Posted by Gelatina View Post
                                                    So I had this issue while hatching:

                                                    [Pokémon Essentials version 17]
                                                    Exception: RuntimeError
                                                    Message: filename is nil
                                                    SpriteWindow_sprites:30:in `initialize'
                                                    PScreen_EggHatching:47:in `new'
                                                    PScreen_EggHatching:47:in `pbMain'
                                                    PScreen_EggHatching:161:in `pbStartScreen'
                                                    PScreen_EggHatching:173:in `pbHatchAnimation'
                                                    PScreen_EggHatching:170:in `pbFadeOutInWithMusic'
                                                    PSystem_Utilities:142:in `pbFadeOutIn'
                                                    PSystem_Utilities:142:in `pbFadeOutInWithMusic'
                                                    PScreen_EggHatching:170:in `pbHatchAnimation'
                                                    PokémonBirthsigns:3166:in `pbHatch'
                                                    This is because you are using Essentials v17. Pokemon Birthsigns is designed for an outdated version of Essentials. As of now, it is incompatible with the latest version of Essentials. I'll probably get around to updating this project at some point.
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