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  #101    
Old April 18th, 2017 (8:21 PM).
Lucidious89 Lucidious89 is offline
     
    Join Date: Apr 2014
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    Posts: 193
    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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      #102    
    Old April 28th, 2017 (1:59 PM). Edited April 23rd, 2018 by Lucidious89.
    Lucidious89 Lucidious89 is offline
       
      Join Date: Apr 2014
      Gender: Male
      Posts: 193
      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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        #103    
      Old May 12th, 2017 (12:15 PM).
      Lucidious89 Lucidious89 is offline
         
        Join Date: Apr 2014
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        Posts: 193
        The Zodiac Power compatibility script for Luka's EBS has been updated to reflect recent changes. Please reinstall the compatibility script if necessary.
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          #104    
        Old May 23rd, 2017 (7:06 AM).
        rizakh rizakh is offline
           
          Join Date: Jul 2015
          Posts: 55
          Hi. I'm on 16.2 and currently having some trouble with that. I try to install the stock version once i use stock essentials summary and something gos wrong:

          https://gyazo.com/887a7719f9b0a49173998bbcd61c1282

          i cant access the screen of birthsign...

          what im doing wrong?
          Reply With Quote
            #105    
          Old May 23rd, 2017 (7:53 AM).
          Narwhal's Avatar
          Narwhal Narwhal is offline
          Meme Lord
             
            Join Date: May 2016
            Location: New Jersey
            Gender: Male
            Nature: Lax
            Posts: 145
            Very interesting concept!
            __________________

            Currently working on my Fire Red Rom Hack Pokémon Bismuth
            Hit me up on Discord if you have any questions: Matthew™#9890
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              #106    
            Old May 23rd, 2017 (3:28 PM).
            Lucidious89 Lucidious89 is offline
               
              Join Date: Apr 2014
              Gender: Male
              Posts: 193
              Quote:
              Originally Posted by rizakh View Post
              Hi. I'm on 16.2 and currently having some trouble with that. I try to install the stock version once i use stock essentials summary and something gos wrong:

              https://gyazo.com/887a7719f9b0a49173998bbcd61c1282

              i cant access the screen of birthsign...

              what im doing wrong?
              I can't really help you unless I know what you changed. Clearly that isn't the stock version of Essentials, since the menu graphics are completely different. The Birthsign Script is designed for the default layout of the Summary screen. If you want to make graphical changes to the Summary, you'll have to do it within the Birthsign script itself.
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                #107    
              Old May 23rd, 2017 (7:29 PM). Edited May 23rd, 2017 by rizakh.
              rizakh rizakh is offline
                 
                Join Date: Jul 2015
                Posts: 55
                Quote:
                Originally Posted by Lucidious89 View Post
                I can't really help you unless I know what you changed. Clearly that isn't the stock version of Essentials, since the menu graphics are completely different. The Birthsign Script is designed for the default layout of the Summary screen. If you want to make graphical changes to the Summary, you'll have to do it within the Birthsign script itself.
                this is a modified design of stock essentials, but i replace it with the original ones and still .

                http://prntscr.com/fbedru

                Edit: i installed birthsigns in a new clean 16.2 (with only EBS from Luka) and still the same problem :/
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                  #108    
                Old May 23rd, 2017 (10:14 PM).
                Lucidious89 Lucidious89 is offline
                   
                  Join Date: Apr 2014
                  Gender: Male
                  Posts: 193
                  Quote:
                  Originally Posted by rizakh View Post
                  this is a modified design of stock essentials, but i replace it with the original ones and still .

                  http://prntscr.com/fbedru

                  Edit: i installed birthsigns in a new clean 16.2 (with only EBS from Luka) and still the same problem :/
                  The BW2_Party script you have in that screenshot would be overwriting things in the Birthsign script. I just tried installing it into a clean copy myself, and it works fine. Pressing the Enter key on Page 2 should bring up the birthsign page. Try putting the birthsign scripts at the very BOTTOM of the list, below all those BW scripts.
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                    #109    
                  Old May 24th, 2017 (12:42 AM). Edited May 24th, 2017 by rizakh.
                  rizakh rizakh is offline
                     
                    Join Date: Jul 2015
                    Posts: 55
                    Quote:
                    Originally Posted by Lucidious89 View Post
                    The BW2_Party script you have in that screenshot would be overwriting things in the Birthsign script. I just tried installing it into a clean copy myself, and it works fine. Pressing the Enter key on Page 2 should bring up the birthsign page. Try putting the birthsign scripts at the very BOTTOM of the list, below all those BW scripts.
                    ok i made this work, but, when i start a new game the script stop working . I tried reinstall the script but, still...

                    https://gyazo.com/a471f80faf8a8d3b1f8f9ab9de199552

                    Another problem is when some(Journal i think) add-on is installed, the Font size is set to 10 or less, i think lol

                    http://prntscr.com/fbgq2m
                    edit: this problem occurs only with default DP Font Style

                    edit 2: Birthsigns is incompatible with gen 6 & 7 ? If not, what i need to do here?
                    http://prntscr.com/fbjebf
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                      #110    
                    Old May 24th, 2017 (9:15 AM). Edited May 24th, 2017 by Lucidious89.
                    Lucidious89 Lucidious89 is offline
                       
                      Join Date: Apr 2014
                      Gender: Male
                      Posts: 193
                      Quote:
                      Originally Posted by rizakh View Post
                      ok i made this work, but, when i start a new game the script stop working . I tried reinstall the script but, still...

                      https://gyazo.com/a471f80faf8a8d3b1f8f9ab9de199552
                      What exactly stopped working? Starting a new game after installing the Birthsigns script will prevent generated Pokemon from having random birthsigns (which is what I wanted), but hatched Pokemon will still have birthsigns as intended (as well as ones given birthsigns through the debug menu).

                      Quote:
                      Originally Posted by rizakh View Post
                      Another problem is when some(Journal i think) add-on is installed, the Font size is set to 10 or less, i think lol

                      http://prntscr.com/fbgq2m
                      edit: this problem occurs only with default DP Font Style
                      Yes, the Journal layout is designed for the default text size used by Essentials. If you use a differently sized font, everything is going to be thrown off. If you insist on using that font, then you're gonna have to change the coordinates of all the text in the Journal script to accommodate the next text size (a massive pain in the ass). I've been meaning to go back and fix this to be more user friendly, but I never got around to it.

                      Quote:
                      Originally Posted by rizakh View Post
                      edit 2: Birthsigns is incompatible with gen 6 & 7 ? If not, what i need to do here?
                      http://prntscr.com/fbjebf
                      No, it should work fine regardless of how many Pokemon you add to the game. It seems like that's an error on your end and has nothing to do with Birthsigns. Make sure you're properly adding any new species to the Pokemon PBS file. It seems like your game only recognizes 649 species (presumably ending with Genesect), and doesn't recognize what #650 would be since it wasn't properly added.
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                        #111    
                      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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                          #112    
                        Old July 18th, 2017 (12:12 PM).
                        Lucidious89 Lucidious89 is offline
                           
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                          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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                            #113    
                          Old September 30th, 2017 (6:15 AM).
                          Gelatina Gelatina is offline
                             
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                            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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                              #114    
                            Old October 24th, 2017 (4:56 PM).
                            Lucidious89 Lucidious89 is offline
                               
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                              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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                                #115    
                              Old November 24th, 2017 (2:39 PM).
                              p.claydon p.claydon is offline
                                 
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                                sooo looking forward to seeing this updated to essentials 17 because i dont have 16.2 anymore can i quickly ask do wild pokemon have birthsigns and if not would it be possible to give them a random birthsign?
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                                  #116    
                                Old November 26th, 2017 (1:47 PM).
                                sonicfan7895's Avatar
                                sonicfan7895 sonicfan7895 is offline
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                                  Hello! Just wanted to write and say the Birthsign Script is amazing, and I love the concept.

                                  I did have a suggestion; is there any possibility for you to have a function that randomly decides which birthsign set to use at the beginning of each passing month? It would be a neat idea to implement, which means it would give all 24 birthsigns a 50/50 chance of happening at the beginning of each passing month. Or if this is just a function that's so easy to implement that I'm a total dumb-dumb, let me know... :P
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                                    #117    
                                  Old November 27th, 2017 (10:13 AM). Edited November 27th, 2017 by Lucidious89.
                                  Lucidious89 Lucidious89 is offline
                                     
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                                    Quote:
                                    Originally Posted by p.claydon View Post
                                    sooo looking forward to seeing this updated to essentials 17 because i dont have 16.2 anymore can i quickly ask do wild pokemon have birthsigns and if not would it be possible to give them a random birthsign?
                                    I already have the core script running on v17, as well as the Events script. I won't update them on here though until I have all the other supplemental scripts updated too, in order to avoid confusion.

                                    It's already possible to manually give a Pokemon a birthsign through an event, same as you can manually assign a Nature, Item, IV's, etc. If you want ALL random encounters to have randomized signs though, that's something that is pretty easily done. I'll see about adding it to the updated version.
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                                      #118    
                                    Old November 27th, 2017 (10:16 AM).
                                    Lucidious89 Lucidious89 is offline
                                       
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                                      Quote:
                                      Originally Posted by sonicfan7895 View Post
                                      Hello! Just wanted to write and say the Birthsign Script is amazing, and I love the concept.

                                      I did have a suggestion; is there any possibility for you to have a function that randomly decides which birthsign set to use at the beginning of each passing month? It would be a neat idea to implement, which means it would give all 24 birthsigns a 50/50 chance of happening at the beginning of each passing month. Or if this is just a function that's so easy to implement that I'm a total dumb-dumb, let me know... :P
                                      I suppose it's possible...or better yet, just include all 24 signs that alternate every 15 days or something like that, rather than normal months. But that would require re-coding pretty much the entirety of the script, and it's not a feature I'm passionate enough about to invest that much work in.
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                                        #119    
                                      Old November 27th, 2017 (10:56 AM).
                                      p.claydon p.claydon is offline
                                         
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                                        Quote:
                                        Originally Posted by Lucidious89 View Post
                                        I already have the core script running on v17, as well as the Events script. I won't update them on here though until I have all the other supplemental scripts updated too, in order to avoid confusion.

                                        It's already possible to manually give a Pokemon a birthsign through an event, same as you can manually assign a Nature, Item, IV's, etc. If you want ALL random encounters to have randomized signs though, that's something that is pretty easily done. I'll see about adding it to the updated version.
                                        kool cant wait and would be great if you could
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                                          #120    
                                        Old December 8th, 2017 (4:00 PM). Edited December 11th, 2017 by Lucidious89.
                                        Lucidious89 Lucidious89 is offline
                                           
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                                          Major Update 12/8/17: Essentials 17 Compatibility & Overhauls
                                          I've finally updated the project to work with Essentials 17. But this isn't merely a compatibility update. Many, many tweaks, changes, and new additions are included in this update that I feel fleshes things out more. I've re-balanced most of the birthsign effects; buffing some that I felt were lacking, or nerfing some that I felt made them too appealing versus others. In addition to this, I've implemented new breeding mechanics, and some other features that people have been requesting for a while.

                                          New Feature: Wild Birthsigns
                                          Wild Pokemon may now spawn with birthsigns. This has been added as a toggle within the core Birthsigns script that you can turn on or off by setting WILD_BIRTHSIGNS to "true" or "false". By default, this is set to false. If set to true, all wild Pokemon will spawn with whatever the current month's birthsign is. However, since I want to give people options in how they play, I've also added a second toggle - WILD_BIRTHSIGNS_RAND. This is also set to false by default. However, if you set both this and WILD_BIRTHSIGNS to "true", all wild Pokemon will spawn with completely random birthsigns out of the 12 month zodiac.

                                          So now you have three ways to play. No wild birthsigns, static wild birthsigns, or random wild birthsigns. All of which work with either the first or second set of birthsigns, which you may still swap between with BIRTHSIGNS_SET_2. You may find all three of these toggles at the top of the core Birthsigns script.

                                          New Feature: Partner & Rival Signs
                                          This is a new mechanic that I feel brings the Birthsign idea back to its roots - Breeding. The whole concept behind this project is that it gives the player more perks and rewards as a breeder. Along the way, its become less about that, and more of a general perk system. Which is fine, but I thought I'd go back and pad out the breeding end of things. So this is the idea I came up with.

                                          Every birthsign of the year now has two "Partner" signs that it matches up with favorably, and one "Rival" sign, which is an unfavorable match. For example, Pokemon with 'The Apprentice' sign (January) match up very well with Pokemon who have 'The Prodigy' (May) or 'The Voyager' (September) signs. But match up very poorly with 'The Maiden' (July). By pairing up Pokemon with Partner signs to breed, you gain significant bonuses in the breeding process. However, if you pair two rival Pokemon, the offspring will generally be of poorer quality.

                                          Bonuses to pairing Partner signs:
                                          • Offspring have a 50% chance of overriding randomized IV inheritance, and instead be guaranteed to inherit its parents 30 or 31 IV's. This means that if the parents have any 30/31 IV's present, these IV's will take priority and be selected for. This is applied after the effects of Destiny Knot and Power Items.
                                            For example:
                                            Spoiler:
                                            Say you have these two parents with these IV spreads:
                                            MALE
                                            31/12/31/22/31/0

                                            FEMALE
                                            26/30/18/30/7/31

                                            Then 50% of the time, offspring will always hatch with this spread:
                                            OFFSPRING
                                            31/30/31/30/31/31

                                          • Offspring have a 50% chance of hatching with an item attached. Most commonly Pokemon will hatch with Stardust attached, but you might find other things such as Eviolites or Lucky Eggs.
                                          • Offspring will have their required steps to hatch cut in half. You can even drop this to 1/4th the required steps if you breed its parents during a month that matches up favorably with one of them. This effect was previously an exclusive bonus of 'The Ancestor' sign, but I decided that this was too unique to limit it to a particular sign. So now it's a universal birthsign mechanic. 'The Ancestor' is given a different effect in its place.

                                          Penalties to pairing Rival signs:
                                          • Offspring have a 50% chance of overriding randomized IV inheritance, and instead be guaranteed to inherit its parents 0 IV's. This means that if the parents have any 0 IV's present, these IV's will take priority and be selected for. This is applied after the effects of Destiny Knot and Power Items.
                                            For example:
                                            Spoiler:
                                            Say you have these two parents with these IV spreads:
                                            MALE
                                            0/12/0/22/0/0

                                            FEMALE
                                            26/0/18/0/7/0

                                            Then 50% of the time, offspring will always hatch with this spread:
                                            OFFSPRING
                                            0/0/0/0/0/0

                                          • Unlike with Partner pairs, offspring of Rival Pokemon won't hatch with any bonus items.
                                          • Offspring will have their required steps to hatch increased.


                                          Here's a helpful chart of all the Birthsign pairings:
                                          Spoiler:
                                          1. Month: January
                                            Partners: May, September
                                            Rival: July

                                          2. Month: February
                                            Partners: June, October
                                            Rival: August

                                          3. Month: March
                                            Partners: July, November
                                            Rival: September

                                          4. Month: April
                                            Partners: August, December
                                            Rival: October

                                          5. Month: May
                                            Partners: September, January
                                            Rival: November

                                          6. Month: June
                                            Partners: October, February
                                            Rival: December

                                          7. Month: July
                                            Partners: November, March
                                            Rival: January

                                          8. Month: August
                                            Partners: December, April
                                            Rival: February

                                          9. Month: September
                                            Partners: January, May
                                            Rival: March

                                          10. Month: October
                                            Partners: February, June
                                            Rival: April

                                          11. Month: November
                                            Partners: March, July
                                            Rival: May

                                          12. Month: December
                                            Partners: April, August
                                            Rival: June



                                          Miscellaneous Changes:
                                          • Birthsigns that grant a skill to use in the party menu, such as the Ability Swap skill granted by 'The Prodigy', will now be colored purple in the command menu. This is to match Essentials 17's update which colors field moves blue in the menu. This helps keep the Birthsign skills distinct from ordinary field skills.
                                            Examples:
                                            Spoiler:


                                          • The Second Step Ribbon granted by the effects of 'The Eternal' can have its flavor text viewed in the Summary screen, now that this feature is built into Essentials 17 by default.
                                            Example:
                                            Spoiler:


                                          • When scrolling through the Birthsigns Journal, whatever birthsign the cursor is on will have its corresponding Partner/Rival signs highlighted as well. Partners are highlighted in yellow, and Rivals are highlighted in red. These will also be displayed on each sign's individual page.
                                            Examples:
                                            Spoiler:


                                          • The Birthsigns Journal script has been reformatted to make it easier to alter lore and descriptions if you so choose. All of the text used by the script is now placed at the very top to access easier.

                                          • The Birthsigns Debug options have been removed from the core script, and now must be installed manually. Sorry if this causes any inconvenience. It's completely optional to install, of course.

                                          • Due to lore reasons, I've decided to make it so Arceus can no longer be given any birthsign, regardless of how it's obtained. Even manually giving it a sign through the Debug tools won't work. Considering that Arceus existed prior to time, it wouldn't make sense for it to have been born during a particular month.

                                          • Pokemon with Birthsigns that grant bonuses when they're leading the party, such as with 'The Assassin' or 'The Hunter', will now only take effect if the leading Pokemon is not fainted. I want you to actually use the Pokemon with the respective birthsigns, instead of grabbing some PC fodder just for the bonus.

                                          • Pokemon that were hatched from eggs may now properly have their birthsigns reassigned with the Debug tool (if installed).

                                          • You can now use hasPartnerSign? or hasRivalSign? in an event to check if a Pokemon has the partner/rival sign of the current month.

                                          • Activating a Zodiac Power in battle is now toggled with the Z button, same as Mega Evolution.

                                          • The Birthsign Events and Zodiac Power scripts have been updated to function with Essentials 17 and the new core Birthsigns script. However, the Journal may no longer be accessed through the Pokegear at this time. I'll try and update this when I can. For now, it may still be accessed through a script/event using $scene=BirthsignJournalScene.new


                                          Birthsign Revisions
                                          Many birthsigns have undergone changes in this update. Some are minor text changes, others are complete revamps.

                                          Here's a list of what's new:
                                          Spoiler:
                                          • 'The Apprentice'
                                            This sign no longer grants Pokerus. Instead, the Pokemon now inherently gains 2x EV's simply by having this sign. This means that this can now actually stack with Pokerus for a 4x boost (as well as other EV boosting effects).

                                          • 'The Companion'
                                            This sign no longer maxes out happiness of a Pokemon, but instead just doubles whatever their base happiness is. In addition, this sign now has a secondary effect: Wild Pokemon that are encountered while a Pokemon with this sign is leading the party will also have their happiness doubled. Spread the joy!

                                          • 'The Beacon'
                                            The Flash skill granted by this birthsign has been renamed to 'Starlight'. This is to help make it more consistent with the Birthsign mechanic, and to make it feel a little more unique. The Pokemon absorbs light energy from its constellation and unleashes it to brighten the area.

                                          • 'The Martyr'
                                            The Soft-Boiled skill granted by this birthsign has been renamed to 'Rescue'. This is to help make it more consistent with the Birthsign mechanic, and to make it feel a little more unique. The Pokemon sacrifices a bit of its own energy to help an ally recover.

                                          • 'The Maiden'
                                            Fixed an oversight that would sometimes make male-only or genderless Pokemon female.
                                            The Pokemon is now granted 150 Sp.Atk EV's from this sign, instead of 100 in both special stats.
                                            This now has a 75% chance to make the Pokemon female, rather than 100%. This is to still allow variety in wild encounters if the player is using Wild Birthsigns.

                                          • 'The Gladiator'
                                            Fixed an oversight that would sometimes make female-only or genderless Pokemon male.
                                            The Pokemon is now granted 150 Attack EV's from this sign, instead of 100 in both physical stats.
                                            This now has a 75% chance to make the Pokemon male, rather than 100%. This is to still allow variety in wild encounters if the player is using Wild Birthsigns.

                                          • 'The Voyager'
                                            The Teleport skill granted by this birthsign has been renamed to 'Navigate'. This is to help make it more consistent with the Birthsign mechanic, and to make it feel a little more unique. The Pokemon uses the stars to find its way and lead its trainer to safety.

                                          • 'The Thief'
                                            Completely changed. No longer grants any EV's. Instead, this birthsign grants the user a knack for finding treasure. When leading the party, wild Pokemon may have a slight chance at carrying expensive treasures ripe for the stealing. This includes things like Pearls, Nuggets, and even ancient Relics. These items won't replace the wild Pokemon's usual held items, it will simply add a chance of them appearing if the Pokemon would have otherwise spawned without an item.

                                          • 'The Wishmaker'
                                            This sign was significantly nerfed. Pokemon with this sign are no longer guaranteed to be shiny. Instead, this sign merely increases the odds of shinyness. This balance change was necessary not only to make it less appealing over other birthsigns, but to keep it balanced if the player wants to use Wild Birthsigns. If the shiny chance remained 100%, then every single wild encounter could potentially be shiny all the time, which cheapens it. However, Pokemon with this sign will still always be shiny when playing in Debug mode, for testing purposes. Receiving this sign from a Birthstone event (using the Birthsign Events add-on script) will also still guarantee shinyness.

                                          • 'The Cleric'
                                            This sign was changed to make more sense to its lore. The Pokemon may no longer Cure its own status, but instead heal the status of other party members. However, the Pokemon uses up HP whenever this skill is used, to keep it balanced. This now basically functions exactly like Soft-Boiled, but for status effects instead of HP.

                                          • 'The Ancestor'
                                            Completely changed. Its original effect was too unique to limit it to this specific sign, so it was rolled into a more universal mechanic. To fill its place, this sign will now let the user's EV spread pass down while breeding. So any eggs will potentially have battle-ready spreads immediately after hatching. This retains this signs focus on breeding, but without making it too unique compared to others.

                                          • 'The Assassin'
                                            Fixed a small issue that would potentially allow this to put Pokemon with Insomnia/Vital Spirit asleep. Pokemon with those abilities are now immune to this.

                                          • 'The Eternal'
                                            Fixed a small text issue that would mention the Second Step Ribbon being put on the Pokemon after reincarnation, even if no such Ribbon exists in the script. This blurb will now properly only be displayed if the Ribbon exists in the script.
                                            The Pokemon will now also reset its OT and ID to match the players after Reincarnating. I want reincarnated Pokemon to feel truly like a brand new Pokemon, that simply have the key traits of its previous incarnation passed down. Retaining old OT data if it was obtained in a trade kinda goes against that. Also, it's more consistent now with the ability to nickname the Pokemon after it reincarnates.



                                          Installation
                                          Here are the links for the graphics, Birthsigns script, and all supplementary scripts:

                                          Graphics
                                          Birthsign Graphics Folder (goes in Graphics/Pictures)
                                          New Ribbons Graphic (goes in Graphics/Pictures)
                                          Zodiac Gem Graphics (goes in Graphics/Icons)

                                          Paste all of the following above "Main" in you script.

                                          Core Script
                                          Pokemon Birthsigns Script

                                          Add-ons
                                          Birthsigns Journal Script
                                          Birthsigns Events Script
                                          Zodiac Powers Script

                                          Replace these respective scripts:

                                          Optional
                                          Updated PBRibbons Script
                                          Updated Debug_Pokemon Script

                                          Since the Debug features are no longer included in the script by default, you must replace your Debug_Pokemon script if you want that.


                                          All of the above will be updated in the main post.
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                                            #121    
                                          Old December 9th, 2017 (7:32 AM).
                                          p.claydon p.claydon is offline
                                             
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                                            oooo wow cant wait to get this installed
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                                              #122    
                                            Old December 10th, 2017 (11:07 AM).
                                            p.claydon p.claydon is offline
                                               
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                                              k so ive installed this into a clean copy of essentials v17.2 and everything seams to work except i cant seam to activate the zodiac powers the icons there but nothing happens when i press A
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                                                #123    
                                              Old December 10th, 2017 (11:14 AM). Edited December 10th, 2017 by Lucidious89.
                                              Lucidious89 Lucidious89 is offline
                                                 
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                                                Quote:
                                                Originally Posted by p.claydon View Post
                                                k so ive installed this into a clean copy of essentials v17.2 and everything seams to work except i cant seam to activate the zodiac powers the icons there but nothing happens when i press A
                                                Oh, right, good catch. I forgot to mention that's because I changed the button from A to CTRL. I honestly forgot why I did this lol, but there must have been a reason. If you don't like it, try changing it back near the bottom of the script.
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                                                  #124    
                                                Old December 11th, 2017 (12:11 PM). Edited December 11th, 2017 by Lucidious89.
                                                Lucidious89 Lucidious89 is offline
                                                   
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                                                  Bug Fixes & Tweaks
                                                  This is just a small update to fix a few things I overlooked in the last big update. If you're installing the v17 update of this project for the first time, these fixes have already been applied. If you already have it installed, please re-install the Birthsign Events and Zodiac Powers scripts, as well as the Birthsign Graphics folder. These are the areas that received the most substantial fixes.


                                                  Fixes:
                                                  Spoiler:
                                                  Core Birthsigns Script
                                                  • Applying the effects of 'The Maiden' or 'The Gladiator' in Debug mode will now guarantee the Pokemon to be female or male, respectively (if possible).


                                                  Birthsign Events
                                                  • Fixed the positioning of the token graphic to display in the center of the screen. It was previously a couple pixels off.

                                                  • Using a Birthstone event to give a Pokemon 'The Maiden' or 'The Gladiator' signs are now guaranteed to make the Pokemon female or male, respectively.


                                                  Zodiac Powers
                                                  • Fixed the button to properly toggle Zodiac Powers on/off. The Z button is now used as the toggle, same as Mega Evolution.

                                                  • The graphics for the Zodiac Button toggle are updated to now show "Z" instead of "A".

                                                  • 'The Beacon' Zodiac Power no longer reduces the accuracy of the user's partner in a double battle. After further research, I learned that dropping an ally's stats doesn't trigger Defiant/Competitive, so there's no potential benefit from an accuracy drop (as I had originally intended).

                                                  • 'The Prodigy' Zodiac Power is now updated so that it will properly fail against un-copyable Gen 7 Abilities that you may have installed, such as Battle Bond and Shields Down.

                                                  • 'The Maiden' Zodiac Power may now infatuate female targets if the user is male. This allows male users with this sign to get the full use of this power. It was previously restricted to females-only arbitrarily.

                                                  • 'The Gladiator' Zodiac Power now properly fails to apply its Taunt effect on targets with Oblivious or Aroma Veil abilities.

                                                  • 'The Thief' Zodiac Power will now work properly when Choice items are stolen.

                                                  • Fixed minor text issues I missed on my first pass through the script.
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                                                    #125    
                                                  Old December 11th, 2017 (12:32 PM).
                                                  p.claydon p.claydon is offline
                                                     
                                                    Join Date: Jan 2011
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                                                    ah that works just modified the battle icon to reflect it
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