The PokéCommunity Forums Fan Games Game Development Resources
Other Project: Generation 6 for Pokémon Essentials (Pokémon sprites and PBS files)

Resources Everything you need to help make your game can be found in here. You can also post your own resources. Remember to give credit!
The thread revival limit does not apply here.

Reply
 
Thread Tools
  #1    
Old December 7th, 2013 (7:10 AM). Edited April 11th, 2016 by mej71.
mej71's Avatar
mej71 mej71 is offline
     
    Join Date: Mar 2014
    Location: Omnipresence
    Gender: Male
    Posts: 1,222
    Project: Generation 6 Release (updated for v16)
    For Pokémon Essentials

    WELCOME!


    *Disclaimer - Please read the entire post*
    *Disclaimer 2 - Pokecommunity has a problem with its formatting, which breaks scripts. Please click Thread Tools > Printable Version why you copy these scripts. If you have a "Syntax Error" problem, I will not respond*

    Welcome to the Gen 6 Project v16 Public Release!

    Seeing as v16 itself has included many of the features of this original project, the nature of this project has changed. Instead of being an entire project directory, it will consist of a few PBS files updated for Gen 6 (pokemon.txt, moves.txt, abilities.txt, types.txt, items.txt, and tm.txt). When replacing your PBS files with mine, please keep in mind that these are edits of the ones from v16, if you've made changes to yours you should make those changes in these before replacing.

    DOWNLOAD


    I've made the download for the battler seperate simply because the files are pretty big. Put the battlers in Graphics/Battlers. Very simple.
    However, note that these animated battlers will not be animated in default Essentials, and are intended for use with Elite Battle System. If you are not using that, I would look elsewhere for static sprites.
    Download the battler sprites (the Gen 6 animated kind) here: Download

    Download the PBS files here.
    Movesets are based on ORAS movesets
    Download : Version 1.1.0

    I've removed the need for editing the evolution scripts, and just used the types from v16. Note that this involved editing the pokemon.txt file, so redownload that.


    SCRIPTS


    The remaining scripts from the Gen 6 project can be found in this Scripts and Tutorials section, as separate scripts. The exception being the ability messages, which is something that I can't easily put in a separate section.
    Follow the instructions carefully.
    Better PokeCenters
    Trade From your PC
    Type Based TM/HM Icons
    Sky Battles + Inverse Battles


    CREDITS


    Credits are required, so please give them.
    Spoiler:
    Credits for the Gen 6 Project

    Project Organization:
    WorldSlayer


    Pokemon Sprites:
    http://www.pkparaiso.com/
    /u/sicns
    /u/Evolemon


    Pokemon Icons:
    Pikachumazzinga



    PBS file editing:
    mej71
    karstictrainer
    WorldSlayer
    TheDeKay
    viperk1
    SunakazeKun
    Radical Raptr
    RPD490
    Takyon!
    Pokegod7020

    Research:
    Drakath569
    Florio
    MrDeepDarkMind
    snooper117





    Reply With Quote
      #2    
    Old December 7th, 2013 (7:10 AM). Edited March 30th, 2016 by Maruno.
    mej71's Avatar
    mej71 mej71 is offline
       
      Join Date: Mar 2014
      Location: Omnipresence
      Gender: Male
      Posts: 1,222
      Original first posts:

      mej71's Post (Original Gen 6 release)
      Spoiler:
      Project: Generation 6 Release
      For Pokémon Essentials

      WELCOME!


      *Disclaimer - Please read the entire post*

      Welcome to the Gen 6 Project Public Release!

      I'd like to thank the community, and everyone that contributed. I think this is a great step forward in terms of community projects, and I hope to see more collaboration like this in the future.



      CONTENT


      This project is dedicated to upgrading the battle mechanics of Pokemon Essentials to those of Generation 6, as well as providing completed PBS files (all moves, abilities, typing, pokemon, etc added), and a few other features. The project is based on the latest version of essentials (15.1).

      This is not a single plug and play script, so please don't try to use it as one. Many sections have been changed, so treat this as if it were an Essentials update and port your changes into it, not the other way around. This is not a graphical overhaul, so don't expect that.



      FEATURES


      All completed PBS files
      Gen 6 battler sprites from pkparaiso
      All missing/incorrectly functioning moves and abilities in Essentials have been added/fixed
      All moves and abilities from Generation 6 added
      Various battle mechanics updated to those of Generation 6 (Electric types can't be paralyzed, etc)
      Sky Battles
      Inverse Battles
      Ability to use your PC in trading
      Pokecenter improvement (the ball graphics reflect the ball types used in your party, and are displayed one at a time)
      Better support for animated files (using movie reel type pngs instead of gifs. There is a converter included, made by dragonnite)
      Use items from your party screen
      Switch items between pokemon in your party screen
      Primal Evolutions (easily definable, so custom ones can be added easily)
      Define y-position alterations for pokemon upon changing forms
      Effect Messages
      Most Gen 6 items (did not add various key items that don't actually do anything, or the mulches)
      If you add more TM items, it automatically assigns an icon to it based on type


      DOWNLOAD


      I've made the download for the battler seperate simply because the files are pretty big, and you should only have to download them once so this will make future updates easier. Please don't make me regret doing that. Download the the version of your choice, and download
      the battlers. Put the battlers in Graphics/Battlers. Very simple.

      If you download the main download, the patches do not need to be applied to it, they are for people who have already downloaded and don't want to again.

      Please be sure to keep up with the patches before reporting a bug, because it may have already been fixed. I've provided patches so that if you've already downloaded you don't have to download everything again.

      Main download (does not include Elite Battle System): Version 1.0.2
      Version 1 Scripts Patch
      Version 1 PBS Patch
      Version 1 Audio Patch
      Patch Fixes
      Spoiler:

      Save crashing bug
      Fixed some multiple Forms
      Special mega evolution messages are definable in multiple forms (i.e. Mega Rayquaza)
      Incinerate bug
      Curse bug
      Added gen 6 cries in
      Telepathy bug
      Fixed Glalite spelling
      Fixed some description errors for items
      Fixed Manectric spelling
      Fixed Illusion error, and Ilussion cries
      Fixed Sucker Punch
      Fixed Me First
      Fixed multi-hit moves not canceling if falling asleep during
      Fixed Nuzzle (was using wrong move effect code)
      Fixed thing in battle order causing item use to skip turns
      Fixed error involving Primal Evos fainting
      Fixed Simple's display message
      I think Contrary is 100% correct now
      Fixed a few moves that were not displaying the text/animation for stat lowering
      Fixed order of attacking (there was a typo that would cause ordering to be random a lot of times)
      Synchronize crash
      Various grammatical issues
      Fixed a bunch of small issues
      Fixed Synchronize
      Fixed two small crashes
      Fixed Eject Button/Red Card
      All messages fixed
      Added Safety Goggles and fixed some item descriptions
      Fixed birdspam line's Abilities

      Fixed Cute Charm


      If you don't intend on using Elite Battle System, and you want Gen 6 style sprites, download this
      Battler Sprites Download 1

      If you want to use the Elite Battle System, and you want Gen 6 style sprites, download this
      Battler Sprites Download 2

      If you want Gen V style sprites, you're currently out of luck as the only sprite project I know of is not fully completed (and most is not currently animated).

      The Elite Battle System has been removed from this project, because the scripts have been modified to work properly with Gen 6 (just plug and play)
      View thread for proper installment here
      Be sure to keep up with that thread, as Luka does tend to update regularly
      Also be sure to download these supplementary graphics, intended to work with EBS but make it more Gen 6 style
      Download Graphics here
      And, if you intend to use the Editor at all, please replace the sections PokemonEditor and PokemonEvolution (in the Editor).

      A brief guide I made to editing the Editor



      CREDITS


      Credits are required, so please give them (there is a text file with this in the downloads as well):
      Spoiler:
      Credits for the Gen 6 Project

      Project Organization:
      WorldSlayer


      Pokemon Sprites:
      http://www.pkparaiso.com/
      /u/sicns
      /u/Evolemon


      Pokemon Icons:
      Pikachumazzinga



      New Sprite animation, Title Screen, and Elite Battle System:
      Luka S.J.


      Sprite converter:
      dragonnite


      Item Icons/various sprite work:
      Serbii
      TheDeKay
      Saving Raven

      PBS file editing:
      karstictrainer
      WorldSlayer
      TheDeKay
      viperk1
      SunakazeKun
      Saving Raven
      RPD490
      Takyon!
      Pokegod7020

      Scripting:
      mej71
      ~JV~
      TheDeKay
      Maruno
      XmarkXalanX
      Ratty524
      joeyhugg
      Nickalooose
      Lucidious89
      AmethystRain
      AlexTCGPro
      Destiny
      baaabuuu
      trueegee
      woobowiz
      Saving Raven
      DL Kurosh
      p.claydon
      dragonnite

      Research:
      Drakath569
      Florio
      MrDeepDarkMind
      snooper117


      Enjoy the kit!






      WorldSlayer's Post
      Spoiler:
      Project: Generation 6
      For Pokémon Essentials

      WELCOME!


      *Disclaimer - Please read the entire post*

      Welcome to the project thread for generation 6 for Pokémon Essentials! This project is a community collaboration to help us complete a generation 6 add-on for Pokémon Essentials v.14. This project has shifted hand a couple of times in the past, and our current objective is to create a project that not only brings the generation 6 essentials to Pokémon Essentials, but also help us establish a foundation for community projects to come - a foundation that creates ease of access to information, documents, and overall project structure to allow the project to flourish.



      CONTENT


      This project aims to add a variety of essentials to Pokémon Essentials v.14 The pack will introduce all of the generation 6 Pokémon, new moves and abilities included in X&Y as well as Omega Ruby and Alpha Sapphire, new evolution methods seen in gen 6, as well as new items. This add-on will also include updated base states, Pokémon types, abilities, and moves.

      There are currently no plans to add new mechanics such as sky battles, horde battles, Pokémon riding, or other non-essential additions. This pack will not include generation 6 graphics outside of Pokémon sprites compiled from other resources.

      If you would like to discuss the possible inclusion of features not listed in the Generation 6 Claim Sheet that you deem essential, please post in this thread and we would love to discuss it!



      STAKE YOUR CLAIM!


      This project is intended to be a community effort in creating an add-on for Pokémon Essentials v.14 and we have compiled the add-on information into an easy to read list of features as well as allowed for individuals to claim what they are contributing so that there is no overlapping work being done on the project. The last thing we want is someone to start working on something only to find out someone else was also working on it. We have created a Generation 6 Claim Sheet that you may view to see what has been completed, as well as what has not been completed and if anyone is currently working on it.

      If you would like to claim an unclaimed task from the Generation 6 Claim Sheet, please post in this thread or send me a private message and I will add you to the sheet as having claimed the task. You will need to keep us posted on the progress of your claim or else you will lose your claim and we will have someone else work on it. The objective is to keep progress moving forward with the project, so if you are unable to consistently offer contributions, please refrain from staking a claim.

      Once you have completed a claim, you will be able to post your work here so that it may be compiled with the complete project distro files. Posting your work here will serve as another method for backing it up in the event that the original files are somehow lost or damaged. It will also allow us to track what has been completed and document it on the Generation 6 Claim Sheet.



      VERIFY YOUR SCRIPT CLAIM


      Uncompleted Script File

      *Please use this to verify your scripts work with the current syntax before posting them*



      DON'T WASTE TIME


      Generation 6 Claim Sheet

      *Please verify that what you are working on is not already claimed by another member.*







      Pokemon Trainer Jackey's OP
      Spoiler:
      This project was started by ActionReplayer. However, as he went absent for quite a while (after already having made posts about being busy), this thread came back-to-life. People began posting their contributions to this thread, but it quickly became a confusing mess where people weren't sure what had already been done and some work began to get replicated. Maruno swapped this post over to me so we could track what updates have already been done more easily.

      Original post by ActionReplayer:
      Spoiler:

      So, with Maruno not feeling any motivation to add Gen6 things himself (although he did add Mega Evolutions for some reason and for that I am infinitely grateful), I've decided to make alterations to Essentials myself, and I bet I wasn't the only one. So I'm making this thread so here I can show all y'all the progress I've done with updating Essentials to Gen 6 standards, to whomever may interest, and hopefully other people can help with this too, since I bet I'm not the only one who's trying to make these changes.Well, anyway, here's what has been done so far:

      - Added the Fairy-type, with graphics, and all moves and Pokémon that became Fairy-type in Gen 6 have been updated to be Fairy-type now.
      - All moves that had their type, Base Power, PP, Accuracy or effects modified in Gen 6 have been updated (with thanks to Maruno for showing me how to modify the moves that required editing the scripts).
      - All Pokémon that had their Base Stats changed in Gen 6 have had their Base Stats updated. To know what I'm talking about: http://www.serebii.net/xy/updatedstats.shtml
      - Chances of Shiny Pokémon appearing, including the effect of Shiny Charm, have been updated (they're double what they used to be. Shiny Charm hasn't been found in XY yet, so it still doubling the base chance of a Shiny appearing is an assumption).
      - Critical Hits mechanics have been updated, including the fact that critical hits now only multiply the damage by 1.5.
      - Added new Abilities in the PBS.
      - Added new Items in the PBS with Graphics (due to a lack of information, all the new items added have their sell price defined as 0, and therefore cannot be sold).
      - Scripted all the Mega Evolutions.
      - Battle Changes:
      -- Electric-type Pokémon are immune to being paralized.
      -- Weather Abilities now create a weather that lasts only 5 turns.

      Right now, I think it's a good idea to not really make this into Add-ons until we've made all the necessary changes (that is, all the changes on the to-do list below). So if anyone wants me to give them only what has been done so far, you can PM me. Once all the important stuff has been done, I'll compile all the changes into a single downloadable pack. Now, to the to-do list, in no particular order.

      - Create the required Function Codes.
      - Update moves.txt. (venom12 is working on it)
      - Update pokemon.txt so all old Pokémon have their updated movesets and abilities (if you want to do this, PM me to I can send you a link to my current pokémon.txt) (Java's Missingno. is working on it).
      - Update pokémon.txt with all new pokémon (need to add abilities and moves to the PBS before).
      - Script Ability effects, updating abilities that had their effects modified this Gen and adding the effect of new Abilities.
      - New Evolution Methods (Inkay has an impossible one so it's up to each person to decide how Inkay evolves in their game, Eevee to Sylveon is leveling up while having 2 hearts in Bond in Pokémon Amie and knowing a Fairy Type move, we can remove the Amie thing and just leave him with the other half of the requirement).
      - Capture Experience.
      - Update Pokémon cries and add the cries of new Pokémon.
      - Changes to Battles:
      -- Make Grass-type Pokémon, Pokémon with the Overcoat Ability and Pokémon holding the Safety Goggles immune to Powder Moves.
      -- Make Sound Based Moves and moves by Pokémon with the Infiltrator Ability bypass Substitute.
      -- Make Pokémon with Keen Eye ignore the boosts in evasion of the opponent.
      -- Make Pokémon with the Oblivious Ability immune to Taunt.
      -- Make Ghost-type Pokémon immune to all trapping moves.

      I didn't forget Sky Battles, Horde Encounters, or different encounters based on the colour of the flowers. These things are very hard to do and completely unnecessary. If someone scripts those things, and they allow it, I'll add them here, but these things are not on MY to-do list.

      I've decided it's simpler to list who helped rather than what they did. If you think showing exactly what each person did was best, I can change it back.

      Contributors:
      GReusch
      venom12
      AlexTCGPro
      Java's Missingno.
      And of course, me.


      ==========================================================================

      LAST UPDATE: MONDAY, MARCH 24, 2014, ~ 4:30 p. m. EDT

      Okay, I combed through the thread and tried to gather everything that's been done together. And there's a little redundant work. I'd recommend that everyone checks the .PBS files in the COMPILATIONS section before doing any more .PBS file updates; I haven't gone through the .PBS files to see what's been done there.

      I'll probably be making little tiny stylistic updates to this thread over the next couple of days, and I probably won't be reporting those edits. However, if I make a more major edit (such as adding any contributions or making more lists), I will report it.

      ======================================================
      ******************************************************************
      **********************LINKS TO RELATED THREADS**********************
      ******************************************************************
      ======================================================

      Link to Mega Evolution Discussion (link posted to this thread by FL)
      http://www.pokecommunity.com/showthread.php?t=306442

      Link to Sky Battles Discussion (link posted to this thread by FL)
      http://www.pokecommunity.com/showthread.php?t=313944

      ======================================================
      ******************************************************************
      ***************************COMPILATIONS***************************
      ******************************************************************
      ======================================================


      Miscelaneous Gen 6 scripts, images, and pokemon.txt, p.claydon, Dec 29, 2013
      Spoiler:
      here is my gen 6 work so far
      the script file contains a fix for the max species name size and 2 evolution methods (HappinessMoveType for Sylveon (value 18 for FAIRY and TypeDark for pancham and the value should be [32] as that is the level he evolves at)

      the pokemon.txt in pbs needs completing (added all pokemon but the data for most of them is genesects as standin data)
      http://sdrv.ms/1bwzaSv

      IMPORTANT REPLY BY FL:
      *[value should be] 32 [not 30 as originally typed]

      HappinessMoveType have a priority over Espeon and Umbreon? Since these three are triggered by happiness, a priority (or even changing the evolutions order at PBS) is necessary.


      Fairy Starter Kit v 1.0, Pokemon Trainer Jackey, Feb 07, 2014
      Spoiler:

      http://www.sendspace.com/file/gwda02
      This does not contain any Gen 6 Pokemon, Moves, or Abilities, but this DOES update Gen 1-5 Pokemon and Moves to Gen 6 typing (so Clefairy and Charm become Fairy Type, etc). This also enables the Shadow type stuff that comes with Pokemon Essentials already. It does contain the Fairy Type images for the PokeDex and whatnot, but those are the only images it contains. If you do not need the new Pokemon, moves, abilities, etc, but want udated typing, this should be all you really need.


      Various PBS File Updates, Stochastic, Mar 16, 2014
      Spoiler:

      I've uploaded what files I have to the drive, but they can't be edited at the moment. Should I
      enable editing for everyone or specific people only? If most of you have gmail, I suggest
      we go for the latter.

      https://drive.google.com/folderview?...&usp=drive_web


      ======================================================
      ******************************************************************
      ***************************SMALL FAIRY STUFF***********************
      ******************************************************************
      ======================================================

      Fairy Type Images by GReusch
      Spoiler:

      I thought I did the Fairy type graphics pretty well if you want to take a look at them.

      http://imageshack.us/photo/my-images/844/onbo.png/
      http://imageshack.us/photo/my-images/545/gpb0.png/
      http://imageshack.us/photo/my-images/841/zegi.png/

      The only thing I feel obligated to note is that I put Fairy type in the text file BEFORE Shadow, so those may need switched if they are ever used with an unmodded types.txt.


      Fairy Type in pokemon.txt, not including Shadow Type, AlexTCGPro
      Spoiler:

      [0]
      Name=Normal
      InternalName=NORMAL
      Weaknesses=FIGHTING
      Immunities=GHOST

      [1]
      Name=Fighting
      InternalName=FIGHTING
      Weaknesses=FLYING,PSYCHIC,FAIRY
      Resistances=ROCK,BUG,DARK

      [2]
      Name=Flying
      InternalName=FLYING
      Weaknesses=ROCK,ELECTRIC,ICE
      Resistances=FIGHTING,BUG,GRASS
      Immunities=GROUND

      [3]
      Name=Poison
      InternalName=POISON
      Weaknesses=GROUND,PSYCHIC
      Resistances=FIGHTING,POISON,BUG,GRASS,FAIRY

      [4]
      Name=Ground
      InternalName=GROUND
      Weaknesses=WATER,GRASS,ICE
      Resistances=POISON,ROCK
      Immunities=ELECTRIC

      [5]
      Name=Rock
      InternalName=ROCK
      Weaknesses=FIGHTING,GROUND,STEEL,WATER,GRASS
      Resistances=NORMAL,FLYING,POISON,FIRE

      [6]
      Name=Bug
      InternalName=BUG
      Weaknesses=FLYING,ROCK,FIRE
      Resistances=FIGHTING,GROUND,GRASS

      [7]
      Name=Ghost
      InternalName=GHOST
      Weaknesses=GHOST,DARK
      Resistances=POISON,BUG
      Immunities=NORMAL,FIGHTING

      [8]
      Name=Steel
      InternalName=STEEL
      Weaknesses=FIGHTING,GROUND,FIRE
      Resistances=NORMAL,FLYING,ROCK,BUG,STEEL,GRASS,PSYCHIC,ICE,DRAGON,FAIRY
      Immunities=POISON

      [9]
      Name=???
      InternalName=QMARKS
      IsPseudoType=true

      [10]
      Name=Fire
      InternalName=FIRE
      IsSpecialType=true
      Weaknesses=GROUND,ROCK,WATER
      Resistances=BUG,STEEL,FIRE,GRASS,ICE,FAIRY

      [11]
      Name=Water
      InternalName=WATER
      IsSpecialType=true
      Weaknesses=GRASS,ELECTRIC
      Resistances=STEEL,FIRE,WATER,ICE

      [12]
      Name=Grass
      InternalName=GRASS
      IsSpecialType=true
      Weaknesses=FLYING,POISON,BUG,FIRE,ICE
      Resistances=GROUND,WATER,GRASS,ELECTRIC

      [13]
      Name=Electric
      InternalName=ELECTRIC
      IsSpecialType=true
      Weaknesses=GROUND
      Resistances=FLYING,STEEL,ELECTRIC

      [14]
      Name=Psychic
      InternalName=PSYCHIC
      IsSpecialType=true
      Weaknesses=BUG,GHOST,DARK
      Resistances=FIGHTING,PSYCHIC

      [15]
      Name=Ice
      InternalName=ICE
      IsSpecialType=true
      Weaknesses=FIGHTING,ROCK,STEEL,FIRE
      Resistances=ICE

      [16]
      Name=Dragon
      InternalName=DRAGON
      IsSpecialType=true
      Weaknesses=ICE,DRAGON,FAIRY
      Resistances=FIRE,WATER,GRASS,ELECTRIC

      [17]
      Name=Dark
      InternalName=DARK
      IsSpecialType=true
      Weaknesses=FIGHTING,BUG,FAIRY
      Resistances=GHOST,DARK
      Immunities=PSYCHIC
      [18]
      Name=Fairy
      InternalName=FAIRY
      IsSpecialType=true
      Weaknesses=POISON,STEEL
      Resistances=FIGHTING,BUG,DARK
      Immunities=DRAGON


      ======================================================
      ******************************************************************
      *************************ALTERED IMMUNITIES************************
      ******************************************************************
      ======================================================


      Ghost Type Immunity to Mean Look, AlexTCGPro (PokeBattle_Battle)
      Spoiler:

      Search for SHADOWTAG in PokeBattle_Battle and add && !thispkmn.pbHasType?(:GHOST)

      It should look like this:
      Code:
          if !isConst?(thispkmn.ability,PBAbilities,:SHADOWTAG)  && !thispkmn.pbHasType?(:GHOST)
            opp=opp1 if isConst?(opp1.ability,PBAbilities,:SHADOWTAG) && opp1.hp>0
            opp=opp2 if isConst?(opp2.ability,PBAbilities,:SHADOWTAG) && opp2.hp>0
          end
      For MeanLook just look for class PokeBattle_Move_0EF and before the "if opponent.effects[PBEffects::MeanLook]>=0 ||" add
      Code:
          if opponent.pbHasType?(:GHOST)
            @battle.pbDisplay(_INTL("It doesn't affect {1}...",opponent.pbThis))
            return -1
            end


      Electric Immunity to Paralysis, AlexTCGPro (PokeBattle_Effects)
      Spoiler:

      For Electric inmunity to be Paralyzed just go to PokeBattle_Effects and search for Paralize and before "if self.status!=0 || @effects[PBEffects:Substitute]>0" add
      Code:
            if pbHasType?(:ELECTRIC)
            @battle.pbDisplay(_INTL("{1} can't be paralyzed...",pbThis(true))) if showMessages
            return false
          end


      Electric Immunity to Paralysis, Ratty524 (PokeBattle_Effects)
      Spoiler:

      I can start with a bit of the updated type resistances, specifically with electric type's immunity to paralysis. It was pretty easy overall, since you could copy the negated effects of burn and poisoining already defined, and just change the respective type to Electric.

      Within PokeBattle_Effects, add this after line 248, after the substitute check:
      Code:
      if pbHasType?(:ELECTRIC) && !isConst?(self.item,PBItems,:RINGTARGET)
            @battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
            return false
          end
      Now go to line 265, there should be a def titled "pbCanParalyzeSynchronize? (opponent)"
      After the line that says "return false if self.status!=0" add this "if" statement:
      Code:
      if pbHasType?(:ELECTRIC) && !isConst?(self.item,PBItems,:RINGTARGET)
             @battle.pbDisplay(_INTL("{1}'s {2} had no effect on {3}!",
                opponent.pbThis,PBAbilities.getName(opponent.ability),pbThis(true)))
             return false
          end
      That should prevent paralysis from being passed on to an electric type Poke through Synchronize. I think that is all you need to do, since other handlers (such as abilities and moves which cause paralysis) refer to this one.


      Grass Immunity to Powders, AlexTCGPro (PokeBattle_Effects ??? CONFIRMATION REQUESTED)
      Spoiler:

      And for grass inmunity to the powders just create a new funcion code with the effect you want and add
      Code:
          if opponent.pbHasType?(:GRASS)
            @battle.pbDisplay(_INTL("It doesn't affect {1}...",opponent.pbThis(true)))
            return -1
          end
      (You mean within the code of each effect? ~ Pokemon Trainer Jackey)

      (NOTE - This may not be the ideal way for this project, there's this discussion to consider:
      http://www.pokecommunity.com/showpost.php?p=7979005&postcount=18
      http://www.pokecommunity.com/showpost.php?p=7979190&postcount=22
      http://www.pokecommunity.com/showpost.php?p=7979370&postcount=23
      Which way is the way we want to go with?
      ~ Pokemon Trainer Jackey)


      Effect Spore modified to not affect Grass Types, joeyhugg
      Spoiler:
      Replace the Effect Spore method in PokeBattle_Battle with this.
      Code:
            if isConst?(target.ability,PBAbilities,:EFFECTSPORE) && self.pbRandom(10)<3
              if !pbHasType(:GRASS)
              rnd=self.pbRandom(3)
              if rnd==0 && user.pbCanPoison?(false)
                user.pbPoison(target)
                pbDisplay(_INTL("{1}'s {2} poisoned {3}!",target.pbThis,
                   PBAbilities.getName(target.ability),user.pbThis(true)))
              elsif rnd==1 && user.pbCanSleep?(false)
                user.pbSleep
                pbDisplay(_INTL("{1}'s {2} made {3} sleep!",target.pbThis,
                   PBAbilities.getName(target.ability),user.pbThis(true)))
              elsif rnd==2 && user.pbCanParalyze?(false)
                user.pbParalyze(target)
                pbDisplay(_INTL("{1}'s {2} paralyzed {3}!  It may be unable to move!",
                   target.pbThis,PBAbilities.getName(target.ability),user.pbThis(true)))
              end
            else
              pbDisplay(_INTL("Effect Spore does not affect {1}...",target.pbThis))
            end
            end



      ======================================================
      ******************************************************************
      *****************************ABILITIES*****************************
      ******************************************************************
      ======================================================


      ABILITY SCRIPTS CHECKLIST
      Spoiler:
      ??? Aerilate Destiny. (With assistance from Maruno and Luka S.J.)
      165 Aroma Veil
      188 Aura Break
      171 Bulletproof
      167 Cheek Pouch
      172 Competitive ~JV~
      186 Dark Aura Destiny. (May need edits)
      187 Fairy Aura Destiny. (May need edits)
      166 Flower Veil
      169 Fur Coat
      177 Gale Wings ~JV~
      183 Gooey
      179 Grass Pelt
      170 Magician joeyhugg
      178 Mega Launcher ~JV~
      ??? Parental Bond
      182 Pixilate (1) AlexTCGPro (2) Destiny. (With assistance from Maruno and Luka S.J.)
      168 Protean
      174 Refrigerate Destiny. (With assistance from Maruno and Luka S.J.)
      176 Stance Change
      173 Strong Jaw
      175 Sweet Veil
      180 Symbiosis
      181 Tough Claws



      ABILITY SCRIPTS (PokeBattle_Battler) (Alphabetized)
      Change Duration of Weather Abilities, AlexTCGPro
      Spoiler:

      Then to change the duration of the weather abilities, in PokeBattle_Battler we need to change -1 to 5 and that's it.



      Aerilate, Destiny.
      Spoiler:
      if isConst?(type,PBTypes,:NORMAL) && isConst?(attacker.ability,PBAbilities,:AERILATE)
      type=getConst(PBTypes,:FLYING) || 0
      basedmg=(basedmg*1.3).floor
      end


      Competitive, ~JV~
      Spoiler:

      put it after Defiant on PokeBattle_Effects
      Code:
      if !selfreduce && isConst?(self.ability, PBAbilities, :COMPETITIVE) #JV
                     pbIncreaseStat(PBStats::SPATK,2,false)
                     @battle.pbDisplay(_INTL("Competitive sharply raised {1}'s Special Attack!", pbThis))
               end
      (FOLLOW-UP)
      Quote:
      Originally Posted by joeyhugg
      After searching with Ctrl+Shift+F, there is no "Defiant" section. The other two work, though.
      Sorry, forgot I added Defiant myself some time ago, just throw it inside "if pbCanReduceStatStage?(stat,showMessages,selfreduce)" on the def "pbReduceStat" before the "return true" line.


      Dark Aura, Destiny.
      Spoiler:
      Code:
          if isConst?(type,PBTypes,:DARK) && isConst?(attacker.ability,PBAbilities,:DARKAURA)
            basedmg=(basedmg*1.333).floor
          end
      Quote:
      Originally Posted by XmarkXalanX
      This would work great for the Pokémon that has the Ability, but it should also affect every other Pokémon in battle, including the opponent.


      Defiant, ~JV~ and joeyhugg
      Spoiler:
      I edited this based on your code and put it under Competitive:
      Code:
            if !selfreduce && isConst?(self.ability, PBAbilities, :DEFIANT) #JV and Joeyhugg
                     pbIncreaseStat(PBStats::ATK,2,false)
                     @battle.pbDisplay(_INTL("Defiant sharply raised {1}'s Attack!", pbThis))
               end


      Fairy Aura, Destiny.
      Spoiler:
      Code:
          if isConst?(type,PBTypes,:FAIRY) && isConst?(attacker.ability,PBAbilities,:FAIRYAURA)
            basedmg=(basedmg*1.333).floor
          end
      Quote:
      Originally Posted by XmarkXalanX
      This would work great for the Pokémon that has the Ability, but it should also affect every other Pokémon in battle, including the opponent.


      Gale Wings, ~JV~
      Spoiler:
      put it on PokeBattle_Battle, inside the def "pbPriority", right after Prankster
      Code:
      pri+=1 if isConst?(@battlers[i].ability,PBAbilities,:GALEWINGS) && #by ~JV~
               isConst?(move.type,PBTypes,:FLYING)


      Magician, joeyhugg
      Spoiler:
      Place this under the Pickpocket section in PokeBattle_Battle.
      Code:
      ################################################################################
      #                         Magician, made by Joeyhugg
      ################################################################################
            if isConst?(target.ability,PBAbilities,:MAGICIAN) && target.hp>0
              if target.item(true)>0 && user.item(true)==0 &&
                 target.effects[PBEffects::Substitute]==0 &&
                 user.effects[PBEffects::Substitute]==0 &&
                 !isConst?(target.ability,PBAbilities,:STICKYHOLD) &&
                 !pbIsUnlosableItem(user,user.item(true)) &&
                 !pbIsUnlosableItem(target,user.item(true)) &&
                 (@battle.opponent || [email protected]?(target.index))
                user.item=item.item(true)
                target.item=0
                if [email protected] &&   # In a wild battle
                  user.pokemon.itemInitial==0 &&
                  target.pokemon.itemInitial==user.item(true)
                  user.pokemon.itemInitial=user.item(true)
                  target.pokemon.itemInitial=0
                end
                pbDisplay(_INTL("{1} stole {2}'s {3} with Magician!",target.pbThis,
                   user.pbThis(true),PBItems.getName(user.item(true))))
              end
            end


      Mega Launcher, ~JV~
      Spoiler:
      put it before Flash Fire, in PokeBattle_Move
      Code:
          if isConst?(attacker.ability,PBAbilities,:MEGALAUNCHER) #by ~JV~
                if @id == 25 or @id == 56 or @id == 93 or @id == 548 #each move ID, missing Heal Pulse
                    basedmg=(basedmg*1.5).floor
                end
             end


      Pixilate, AlexTCGPro
      Spoiler:


      Code:
      if type==0 && isConst?(attacker.ability,PBAbilities,:PIXILATE)
            type=getConst(PBTypes,:FAIRY) || 0
          end
      First checks is the move is normal type and then if the user has the ability pixilate it will change the move type to fairy.

      Aerilate and Refrigerate could be added just by modifiying the previous script. (list of new abilities and their effects http://www.serebii.net/xy/abilities.shtml)


      Pixilate, Destiny., with assistance from Maruno and Luka S.J.
      Spoiler:
      if isConst?(type,PBTypes,:NORMAL) && isConst?(attacker.ability,PBAbilities,IXILATE)
      type=getConst(PBTypes,:FAIRY) || 0
      basedmg=(basedmg*1.3).floor
      end



      Refrigerate, Destiny.
      Spoiler:
      Refrigerate
      Code:
          if isConst?(type,PBTypes,:NORMAL) && isConst?(attacker.ability,PBAbilities,:REFRIGERATE)
            type=getConst(PBTypes,:ICE) || 0
            basedmg=(basedmg*1.3).floor
          end
      Insert this after
      Code:
          if isConst?(attacker.ability,PBAbilities,:IRONFIST) &&
             (@flags&0x200)!=0 # flag j: Is punching move
            basedmg=(basedmg*1.2).floor
          end
      in the Essentials Script.



      ABILITIES PBS FILE FRAGMENTS

      All Gen 6 Abilities, ~JV~
      Spoiler:
      Code:
      165,AERILATE,Aerilate,"Normal-type moves become Flying-type moves."
      166,AROMAVEIL,Aroma Veil,"Protects allies from attacks that effect their mental state."
      167,AURABREAK,Aura Break,"The effects of Aura Abilities are reversed."
      168,BULLETPROOF,Bulletproof,"Protects the Pokémon from some ball and bomb moves."
      169,CHEEKPOUCH,Cheek Pouch,"Restores HP as well when the Pokémon eats a Berry."
      170,COMPETITIVE,Competitive,"Boosts the Sp. Atk stat when a stat is lowered."
      171,DARKAURA,Dark Aura,"Powers up each Pokémon's Dark-type moves."
      172,FAIRYAURA,Fairy Aura,"Powers up each Pokémon's Fairy-type moves."
      173,FLOWERVEIL,Flower Veil,"Prevents lowering of ally Grass-type Pokémon's stats."
      174,FURCOAT,Fur Coat,"Halves damage from physical moves."
      175,GALEWINGS,Gale Wings,"Gives priority to Flying-type moves."
      176,GOOEY,Gooey,"Contact with the Pokémon lowers the attacker's Speed stat."
      177,GRASSPELT,Grass Pelt,"Boosts the Defense stat when the terrain is grass."
      178,MAGICIAN,Magician,"The Pokémon steals the held item of a Pokémon it hits with a move."
      179,MEGALAUNCHER,Mega Launcher,"Powers up aura and pulse moves."
      180,PARENTALBOND,Parental Bond,"Parent and child attack together."
      181,PIXILATE,Pixilate,"Normal-type moves become Fairy-type moves."
      182,PROTEAN,Protean,"Changes the Pokémon's type to the type of the move it just used."
      183,REFRIGERATE,Refrigerate,"Normal-type moves become Ice-type moves."
      184,STANCECHANGE,Stance Change,"The Pokémon changes form depending on how it battles."
      185,STRONGJAW,Strong Jaw,"The Pokémon's strong jaw gives it tremendous biting power."
      186,SWEETVEIL,Sweet Veil,"Prevents ally Pokémon from falling asleep."
      187,SYMBIOSIS,Symbiosis,"The Pokémon can pass an item to an ally."
      188,TOUGHCLAWS,Tough Claws,"Powers up moves that make direct contact."


      ======================================================
      ******************************************************************
      *******************************MOVES*****************************
      ******************************************************************
      ======================================================

      MOVE SCRIPTS CHECKLIST
      Spoiler:
      560 Flying Press
      561 Mat Block
      562 Belch Poison
      563 Rototiller
      564 Sticky Web
      565 Fell Stinger Nickalooose
      566 Phantom Force
      567 Trick-or-Treat
      568 Noble Roar XmarkXalanX
      569 Ion Deluge
      570 Parabolic Charge
      571 Forest's Curse
      572 Petal Blizzard
      573 Freeze-Dry
      574 Disarming Voice
      575 Parting Shot
      576 Topsy-Turvy
      577 Draining Kiss XmarkXalanX
      578 Crafty Shield
      579 Flower Shield
      580 Grassy Terrain
      581 Misty Terrain
      582 Electrify
      583 Play Rough
      584 Fairy Wind
      585 Moonblast
      586 Boomburst
      587 Fairy Lock
      588 King's Shield
      589 Play Nice
      590 Confide
      591 Diamond Storm
      592 ???
      593 ???
      594 Water Shuriken
      595 Mystical Fire
      596 Spiky Shield
      597 Aromatic Mist XmarkXalanX
      598 Eerie Impulse XmarkXalanX
      599 Venom Drench
      600 Powder
      601 Geomancy
      602 Magnetic Flux
      603 Happy Hour
      604 Electric Terrain
      605 Dazzling Gleam
      606 Celebrate XmarkXalanX
      607 ???
      608 Baby-Doll Eyes
      609 Nuzzle joeyhugg
      610 Hold Back
      611 Infestation
      612 Power-Up Punch
      613 Oblivion Wing
      614 ???
      615 ???
      616 Land's Wrath


      MOVE SCRIPTS (PokeBattle_Move) (Alphabetized)

      Aromatic Mist, XmarkXalanX
      Spoiler:
      Code:
      ################################################################################
      # Increases the target's Special Defense by 1 stage. (Aromatic Mist)
      ################################################################################
      class PokeBattle_Move_136 < PokeBattle_Move
        def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
          return super(attacker,opponent,hitnum,alltargets,showanimation) if @basedamage>0
          return -1 if !opponent.pbCanIncreaseStatStage?(PBStats::SPDEF,true)
          pbShowAnimation(@id,attacker,nil,hitnum,alltargets,showanimation)
          ret=opponent.pbIncreaseStat(PBStats::SPDEF,1,false)
          return ret ? 0 : -1
        end
      
        def pbAdditionalEffect(attacker,opponent)
          if opponent.pbCanIncreaseStatStage?(PBStats::SPDEF,false)
            opponent.pbIncreaseStat(PBStats::SPDEF,1,false)
          end
          return true
        end
      end


      Celebrate, XmarkXalanX
      Spoiler:
      Code:
      ################################################################################
      # Does absolutely nothing. (Celebrate)
      ################################################################################
      class PokeBattle_Move_138 < PokeBattle_Move
        def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
          pbShowAnimation(@id,attacker,nil,hitnum,alltargets,showanimation)
          @battle.pbDisplay(_INTL("Congratulations, {1}!",$Trainer.name))
          return 0
        end
      end


      Draining Kiss, XmarkXalanX (POSSIBLY BUGGY)
      Spoiler:
      Code:
      ################################################################################
      # User gains 75% of the HP it inflicts as damage. (Draining Kiss)
      ################################################################################
      class PokeBattle_Move_135 < PokeBattle_Move
        def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
          ret=super(attacker,opponent,hitnum,alltargets,showanimation)
          if opponent.damagestate.calcdamage>0
            hpgain=((opponent.damagestate.hplost+1)*0.75).floor
            if isConst?(opponent.ability,PBAbilities,:LIQUIDOOZE)
              attacker.pbReduceHP(hpgain,true)
              @battle.pbDisplay(_INTL("{1} sucked up the liquid ooze!",attacker.pbThis))
            elsif attacker.effects[PBEffects::HealBlock]==0
              hpgain=(hpgain*1.3).floor if isConst?(attacker.item,PBItems,:BIGROOT)
              attacker.pbRecoverHP(hpgain,true)
              @battle.pbDisplay(_INTL("{1} had its energy drained!",opponent.pbThis))
            end
          end
          return ret
          return ret
        end
      end
      IMPORTANT REPLY FROM RATTY524:
      I did a test with your new function code for Draining Kiss in my game. For some reason, the attacker will ONLY recover 1 HP from the attack, no matter how much damage is dealt. Since your formula doesn't seem to be off in my eyes, I'm wondering what the problem is.

      FIX BY XMARKXALANX (ALREADY INSTALLED):
      I just got to test it myself, finally, and it did only heal the user by 1 HP. I went in and changed the *(3/4) to a * 0.75, and it seemed to work percently that time. I guess Essentials just doesn't like fractions.


      Eerie Impulse, XmarkXalanX
      Spoiler:
      Code:
      ################################################################################
      # Decreases the target's Special Attack by 2 stages. (Eerie Impulse)
      ################################################################################
      class PokeBattle_Move_137 < PokeBattle_Move
        def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
          return super(attacker,opponent,hitnum,alltargets,showanimation) if @basedamage>0
          return -1 if !opponent.pbCanReduceStatStage?(PBStats::SPATK,true)
          pbShowAnimation(@id,attacker,nil,hitnum,alltargets,showanimation)
          ret=opponent.pbReduceStat(PBStats::SPATK,2,false)
          return ret ? 0 : -1
        end
      
        def pbAdditionalEffect(attacker,opponent)
          if opponent.pbCanReduceStatStage?(PBStats::SPATK,false)
            opponent.pbReduceStat(PBStats::SPATK,2,false)
          end
          return true
        end
      end


      Fell Stinger, Nickalooose
      Spoiler:
      PokeBattle_MoveEffects, scroll right to the bottom, line 7228... Any I create from now on will go below this one. The pink parts need to be the same number [as the pink number in the moves.txt version of this], I'm not sure what people have made so...
      Code:
      ################################################################################
      # User increases it's attack stat by 2 stages if opponent faints.
      ################################################################################
      class PokeBattle_Move_133 < PokeBattle_Move
        def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
          return super(attacker,opponent,hitnum,alltargets,showanimation) if @basedamage>0
          return -1 if !attacker.pbCanIncreaseStatStage?(PBStats::ATTACK,true)
          pbShowAnimation(@id,attacker,nil,hitnum,alltargets,showanimation)
          ret=attacker.pbIncreaseStat(PBStats::ATTACK,false)
          return ret ? 0 : -1
        end
      
        def pbAdditionalEffect(attacker,opponent)
          if (attacker.pbCanIncreaseStatStage?(PBStats::ATTACK,false) && opponent.hp<=0)
            attacker.pbIncreaseStat(PBStats::ATTACK,2,false)
          end
          return true
        end
      end


      Noble Roar, XmarkXalanX
      Spoiler:
      Code:
      ################################################################################
      # Decreases the target's Attack and Special Attack by 1 stage each. (Noble Roar)
      ################################################################################
      class PokeBattle_Move_134 < PokeBattle_Move
        def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
          ret=-1; prevented=false
          if opponent.effects[PBEffects::Protect] &&
             !opponent.effects[PBEffects::ProtectNegation]
            @battle.pbDisplay(_INTL("{1} protected itself!",opponent.pbThis))
            @battle.successStates[attacker.index].protected=true
            prevented=true
          end
          if !prevented && opponent.effects[PBEffects::Substitute]>0
            @battle.pbDisplay(_INTL("But it had no effect!"))
            prevented=true
          end
          if !prevented && opponent.pbOwnSide.effects[PBEffects::Mist]>0
            @battle.pbDisplay(_INTL("{1} is protected by Mist!",opponent.pbThis))
            prevented=true
          end
          if !prevented && (isConst?(opponent.ability,PBAbilities,:CLEARBODY) ||
             isConst?(opponent.ability,PBAbilities,:WHITESMOKE))
            @battle.pbDisplay(_INTL("{1}'s {2} prevents stat loss!",opponent.pbThis,
               PBAbilities.getName(opponent.ability)))
            prevented=true
          end
          if !prevented && opponent.pbTooLow?(PBStats::ATTACK) &&
             opponent.pbTooLow?(PBStats::SPATK)
            @battle.pbDisplay(_INTL("{1}'s stats won't go any lower!",opponent.pbThis))
            prevented=true
          end
          if !prevented
            pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
            showanim=true
            if opponent.pbReduceStat(PBStats::ATTACK,1,false,showanim)
              ret=0; showanim=false
            end
            if opponent.pbReduceStat(PBStats::SPATK,1,false,showanim)
              ret=0; showanim=false
            end
          end
        end
      end


      Nuzzle, joeyhugg
      Spoiler:
      Code:
      ################################################################################
      # Paralyzes the target.  (Nuzzle)
      # Made by Joeyhugg.
      ################################################################################
      class PokeBattle_Move_139 < PokeBattle_Move
        def pbAdditionalEffect(attacker,opponent)
          return false if !opponent.pbCanParalyze?(false)
          opponent.pbParalyze(attacker)
          @battle.pbDisplay(_INTL("{1} was paralyzed!  It may be unable to move!",opponent.pbThis))
          return true
        end
      end
      Quote:
      Originally Posted by XmarkXalanX
      @joeyhugg: You can just use the 007 function code for Nuzzle. All you'd have to do is change part 10 (Additional Effect Chance) to 100, and it will always paralyze the foe.


      MOVE PBS FILE (moves.txt)

      Disarming Voice, Fairy Wind, Draining Kiss, Moonblast, Babby-Doll Eyes, Play Rough, Dazzling Gleam, Power-Up Punch, Confide, Phantom Force, joeyhugg
      Spoiler:
      MOVE SCRIPTS (PokeBattle_Move)


      Phantom Force, Destiny.
      Spoiler:

      XXX,PHANTOMFORCE,Phantom Force,0CD,90,GHOST,Physical,100,10,0,00,0,aef,Smart,"The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself."


      Celebrate, Aromatic Mist, and Noble Roar, joeyhugg
      Spoiler:
      Code:
      589,CELEBRATE,Celebrate,138,0,NORMAL,Status,100,40,0,00,0,,Cute,"The Pokémon congratulates you on your special day!"
      590,AROMATICMIST,Aromatic Mist,136,0,FAIRY,Status,0,20,0,100,0,,Cute,"The user raises the Sp. Def stat of an ally Pokémon with a mysterious aroma."
      591,NOBLEROAR,Noble Roar,134,0,NORMAL,Status,100,30,0,00,0,bcfk,Tough,"Letting out a noble roar, the user intimidates the target and lowers its Attack and Sp. Atk stats."


      Land's Wrath, Oblivion Wing, Hold Back, Nuzzle, Boomburst, and Water Shuriken, joeyhugg
      Spoiler:
      Oblivion Wing requires you install xmarkxalanx's Draining Kiss add-on.
      Code:
      592,HOLDBACK,Hold Back,0E9,40,NORMAL,Physical,100,40,0,00,0,abef,Cute,"The user holds back when it attacks and the target is left with at least 1 HP."
      593,LANDSWRATH,Land's Wrath,000,90,GROUND,Physical,100,10,0,04,0,bf,Tough,"The user gathers the energy of the land and focuses that power on opposing Pokémon to damage them."
      594,OBLIVIONWING,Oblivion Wing,135,80,FLYING,Special,100,10,0,00,0,bf,Tough,"The user absorbs its target's HP. The user's HP is restored by over half of the damage taken by the target."
      595,NUZZLE,Nuzzle,139,20,ELECTRIC,Physical,100,20,0,00,0,abef,Cool,"The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis."
      596,WATERSHURIKEN,Water Shuriken,0C0,15,WATER,Physical,100,20,0,00,1,bf,Tough,"The user hits the target with throwing stars two to five times in a row. This move always goes first."
      597,BOOMBURST,Boomburst,075,140,NORMAL,Special,100,10,0,08,0,befk,Smart,"The user attacks everything around it with the destructive power of a terrible, explosive sound."
      For Nuzzle, add [this] code [...] to the end of PokeBattle_MoveEffects.
      Code:
      ################################################################################
      # Paralyzes the target.  (Nuzzle)
      # Made by Joeyhugg.
      ################################################################################
      class PokeBattle_Move_139 < PokeBattle_Move
        def pbAdditionalEffect(attacker,opponent)
          return false if !opponent.pbCanParalyze?(false)
          opponent.pbParalyze(attacker)
          @battle.pbDisplay(_INTL("{1} was paralyzed!  It may be unable to move!",opponent.pbThis))
          return true
        end
      end


      Baby-Doll Eyes, Dazzling Gleam, Disarming Voice, Fairy Wind, Moonblast, Play Rough, by Ratty524
      Spoiler:
      Obviously replace "XXX" with the ID of the move in the PBS, and make sure you have the Fairy type defined and all. The contest types are also BS'd, so you can change them to whatever. Let me know if any corrections need to be made because I added these when Bulbapedia didn't have a lot of up to date information on them.
      Code:
      XXX,BABYDOLLEYES,Baby-Doll Eyes,042,0,FAIRY,Status,100,30,0,00,1,bcde,Cute,"The user stares at the target with its baby-doll eyes, which lowers its Attack stat. This move always goes first."
      XXX,DAZZLINGGLEAM,Dazzling Gleam,000,80,FAIRY,Special,100,10,0,00,0,bef,Cute,"The user damages opposing Pokémon by emitting a powerful flash."
      XXX,DISARMINGVOICE,Disarming Voice,0A5,40,FAIRY,Special,0,15,0,04,0,befk,Cute,"Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses."
      XXX,FAIRYWIND,Fairy Wind,00,40,FAIRY,Special,100,30,0,00,0,bef,Cute,"The user stirs up a fairy wind and strikes the target with it."
      XXX,MOONBLAST,Moonblast,045,95,FAIRY,Special,100,15,10,00,0,bef,Cute,"Borrowing the power of the moon, the user attacks the target. This may also lower the target's Sp. Atk stat."
      XXX,PLAYROUGH,Play Rough,042,90,FAIRY,Physical,90,10,10,00,0,abef,Tough,"The user plays rough with the target and attacks it. This may also lower the target's Attack stat."


      Fell Stinger, Nickalooose
      Spoiler:
      Even if you already have this in your moves.txt, overwrite it or it may cause unexpected errors/bugs. Remember, xxx, needs to be the move's ID number. The pink parts need to be the same number [as the pink number in the scripts version of this], I'm not sure what people have made so...
      Code:
      565,FELLSTINGER,Fell Stinger,133,35,BUG,Physical,100,25,100,00,0,abef,Smart,"When the user knocks out a target with this move, the user's Attack stat rises sharply."


      ======================================================
      ******************************************************************
      ********************************TMS*******************************
      ******************************************************************
      ======================================================

      TMS PBS File (verify file name)

      Nature Power, Dark Pulse, Power Up Punch, Dazzling Gleam, Confide, joeyhugg
      Spoiler:
      [NATUREPOWER]
      BULBASAUR,IVYSAUR,VENUSAUR,ODDISH,GLOOM,VILEPLUME,PARAS,PARASECT,BELLSPROUT,WEEPINBELL,VICTREEBEL,GEODUDE,GRAVELER,GOLEM,ONIX,EXEGGCUTE,EXEGGUTOR,TANGELA,KABUTOPS,BELLOSSOM,SUDOWOODO,SUNKERN,SUNFLORA,STEELIX,SLUGMA,MAGCARGO,CORSOLA,LOTAD,LOMBRE,LUDICOLO,SEEDOT,NUZLEAF,SHIFTRY,ROSELIA,NUMEL,CAMERUPT,TORKOAL,CACNEA,CACTURNE,CRAWDAUNT,TROPIUS,BUDEW,ROSERADE,BONSLY,CARNIVINE,TANGROWTH,LEAFEON,PANSAGE,SIMISAGE,ROGGENROLA,BOLDORE,GIGALITH,SEWADDLE,SWADLOON,LEAVANNY,PETILIL,LILLIGANT,MARACTUS,DWEBBLE,CRUSTLE,DEERLING,SAWSBUCK,FOONGUS,AMOONGUSS,FERROSEED,FERROTHORN
      [DARKPULSE]
      BLASTOISE,EKANS,ARBOK,VULPIX,NINETALES,MEOWTH,PERSIAN,MUK,GASTLY,HAUNTER,GENGAR,KOFFING,WEEZING,GYARADOS,MEW,CROBAT,UMBREON,MURKROW,MISDREAVUS,GLIGAR,STEELIX,SNEASEL,SKARMORY,HOUNDOUR,HOUNDOOM,LARVITAR,PUPITAR,TyrAnitaR,POOCHYENA,MIGHTYENA,NUZLEAF,SHIFtrY,SABLEYE,MAWILE,AGGRON,CARVANHA,SHARPEDO,CACNEA,CACTURNE,SEVIPER,CRAWDAUNT,SHUPPET,BANETTE,DUSKULL,DUSCLOPS,ABSOL,GLALIE,DEOXYS,MISMAGIUS,HONCHKROW,STUNKY,SKUNTANK,SPIRITOMB,LUCARIO,SKORUPI,DRAPION,CROAGUNK,TOXICROAK,WEAVILE,GLISCOR,PORYGONZ,DUSKNOIR,ROTOM,HEATRAN,GIRATINA,DARKRAI,ARCEUS,PURRLOIN,LIEPARD,SANDILE,KROKOROK,KROOKODILE,SCRAGGY,SCRAFTY,SIGILYPH,YAMASK,COHAGRIGUS,TRUBBISH,GARBODOR,ZORUA,ZOROARK,FRILLISH,JELLICENT,ELGYEM,BEHEEYEM,LITWICK,LAMPENT,CHANDELURE,DRUDDIGON,PAWNIARD,BISHARP,VULLABY,MANDIBUZZ,DEINO,HYDREIGON,TORNADUS,THUNDURUS,GENESECT
      [POWERUPPUNCH]
      CHARMANDER,CHARMELEON,CHARIZARD,SQUIRTLE,WARTORTLE,BLASTOISE,NIDOQUEEN,NIDOKING,CLEFAIRY,CLEFABLE,JIGGLYPUFF,WIGGLYTUFF,PSYDUCK,GOLDUCK,MANKEY,PRIMEAPE,POLIWHIRL,POLIWRATH,MACHOP,MACHOKE,MACHAMP,GEODUDE,GRAVELER,GOLEM,GRIMER,MUK,GENGAR,DROWZEE,HYPNO,CUBONE,MAROWAK,HITMONLEE,HITMONCHAN,LICKITUNG,RHYDON,CHANSEY,KANGASKHAN,MRMIME,JYNX,ELECTABUZZ,MAGMAR,SNORLAX,DRAGONITE,MEWTWO,MEW,TYPHLOSION,TOTODILE,CROCONAW,FERALIGATR,SENTRET,FURRET,LEDYBA,LEDIAN,FLAAFFY,AMPHAROS,MARILL,AZUMARILL,SUDOWOODO,POLITOED,AIPOM,QUAGSIRE,SLOWKING,SNUBBULL,GRANBULL,SNEASEL,TEDDIURSA,URSARING,DELIBIRD,ELEKID,MAGBY,MILTANK,BLISSEY,LARVITAR,PUPITAR,TYRANITAR,TREECKO,GROVYLE,SCEPTILE,COMBUSKEN,BLAZIKEN,MARSHTOMP,SWAMPERT,LOMBRE,LUDICOLO,NUZLEAF,SHIFTRY,BRELOOM,SLAKOTH,VIGOROTH,SLAKING,LOUDRED,EXPLOUD,MAKUHITA,HARIYAMA,SABLEYE,MAWILE,AGGRON,MEDITITE,MEDICHAM,VOLBEAT,ILLUMISE,GULPIN,SWALOT,GRUMPIG,SPINDA,FLYGON,CACNEA,CACTURNE,ZANGOOSE,KECLEON,DUSCLOPS,METANG,METAGROSS,REGIROCK,REGICE,REGISTEEL,GROUDON,JIRACHI,DEOXYS,CHIMCHAR,MONFERNO,INFERNAPE,KRICKETUNE,CRANIDOS,RAMPARDOS,BUIZEL,FLOATZEL,AMBIPOM,BUNEARY,LOPUNNY,MUNCHLAX,RIOLU,LUCARIO,CROAGUNK,TOXICROAK,WEAVILE,LICKILICKY,RHYPERIOR,ELECTIVIRE,MAGMORTAR,GALLADE,DUSKNOIR,UXIE,MESPRIT,AZELF,REGIGIGAS,DARKRAI,VICTINI,PIGNITE,EMBOAR,WATCHOG,SIMISAGE,SIMISEAR,SIMIPOUR,AUDINO,TIMBURR,GURDURR,CONKELDURR,SEISMITOAD,THROH,SAWK,KROKOROK,KROOKODILE,DARUMAKA,DARMANITAN,SCRAGGY,SCRAFTY,GOTHITELLE,REUNICLUS,EELEKTROSS,CUBCHOO,BEARTIC,MIENFOO,MIENSHAO,DRUDDIGON,GOLETT,GOLURK,PAWNIARD,BISHARP,HEATMOR,MELOETTA
      [DAZZLINGGLEAM]
      CLEFAIRY,CLEFABLE,JIGGLYPUFF,WIGGLYTUFF,ODDISH,GLOOM,VILEPLUME,ABRA,KADABRA,ALAKAZAM,TENTACOOL,TENTACRUEL,GASTLY,HAUNTER,GENGAR,DROWZEE,HYPNO,CHANSEY,STARYU,STARMIE,MRMIME,MEW,CHINCHOU,LANTURN,TOGEPI,TOGETIC,NATU,XATU,BELLOSSOM,HOPPIP,SKIPLOOM,JUMPLUFF,ESPEON,MISDREAVUS,GIRAFARIG,SNUBBULL,GRANBULL,BLISSEY,CELEBI,RALTS,KIRLIA,GARDEVOIR,NOSEPASS,SABLEYE,VOLBEAT,ILLUMISE,SWABLU,ALTARIA,BALTOY,CLAYDOL,SHUPPET,BANETTE,CHIMECHO,JIRACHI,BUDEW,ROSERADE,CHERUBI,CHERRIM,MISMAGIUS,CHINGLING,TOGEKISS,GALLADE,PROBOPASS,UXIE,MESPRIT,AZELF,PHIONE,MANAPHY,SHAYMIN,VICTINI,MUNNA,MUSHARNA,AUDINO,COTTONEE,WHIMSICOTT,SIGILYPH,MINCCINO,CINCCINO,FRILLISH,JELLICENT,MELOETTA,SYLVEON
      [CONFIDE]
      BULBASAUR,IVYSAUR,VENUSAUR,CHARMANDER,CHARMELEON,CHARIZARD,SQUIRTLE,WARTORTLE,BLASTOISE,BUTTERFREE,BEEDRILL,PIDGEY,PIDGEOTTO,PIDGEOT,RATTATA,RATICATE,SPEAROW,FEAROW,EKANS,ARBOK,PIKACHU,RAICHU,SANDSHREW,SANDSLASH,NIDORANfE,NIDORINA,NIDOQUEEN,NIDORANmA,NIDORINO,NIDOKING,CLEFAIRY,CLEFABLE,VULPIX,NINETALES,JIGGLYPUFF,WIGGLYTUFF,ZUBAT,GOLBAT,ODDISH,GLOOM,VILEPLUME,PARAS,PARASECT,VENONAT,VENOMOTH,DIGLETT,DUGTRIO,MEOWTH,PERSIAN,PSYDUCK,GOLDUCK,MANKEY,PRIMEAPE,GROWLITHE,ARCANINE,POLIWAG,POLIWHIRL,POLIWRATH,ABRA,KADABRA,ALAKAZAM,MACHOP,MACHOKE,MACHAMP,BELLSPROUT,WEEPINBELL,VICTREEBEL,TENTACOOL,TENTACRUEL,GEODUDE,GRAVELER,GOLEM,PONYTA,RAPIDASH,SLOWPOKE,SLOWBRO,MAGNEMITE,MAGNETON,FARFETCHD,DODUO,DODRIO,SEEL,DEWGONG,GRIMER,MUK,SHELLDER,CLOYSTER,GASTLY,HAUNTER,GENGAR,ONIX,DROWZEE,HYPNO,KRABBY,KINGLER,VOLTORB,ELECTRODE,EXEGGCUTE,EXEGGUTOR,CUBONE,MAROWAK,HITMONLEE,HITMONCHAN,LICKITUNG,KOFFING,WEEZING,RHYHORN,RHYDON,CHANSEY,TANGELA,KANGASKHAN,HORSEA,SEADRA,GOLDEEN,SEAKING,STARYU,STARMIE,MRMIME,SCYTHER,JYNX,ELECTABUZZ,MAGMAR,PINSIR,TAUROS,GYARADOS,LAPRAS,EEVEE,VAPOREON,JOLTEON,FLAREON,PORYGON,OMANYTE,OMASTAR,KABUTO,KABUTOPS,AERODACTYL,SNORLAX,ARTICUNO,ZAPDOS,MOLTRES,DRATINI,DRAGONAIR,DRAGONITE,MEWTWO,MEW,CHIKORITA,BAYLEEF,MEGANIUM,CYNDAQUIL,QUILAVA,TYPHLOSION,TOTODILE,CROCONAW,FERALIGATR,SENTRET,FURRET,HOOTHOOT,NOCTOWL,LEDYBA,LEDIAN,SPINARAK,ARIADOS,CROBAT,CHINCHOU,LANTURN,PICHU,CLEFFA,IGGLYBUFF,TOGEPI,TOGETIC,NATU,XATU,MAREEP,FLAAFFY,AMPHAROS,BELLOSSOM,MARILL,AZUMARILL,SUDOWOODO,POLITOED,HOPPIP,SKIPLOOM,JUMPLUFF,AIPOM,SUNKERN,SUNFLORA,YANMA,WOOPER,QUAGSIRE,ESPEON,UMBREON,MURKROW,SLOWKING,MISDREAVUS,GIRAFARIG,PINECO,FORRETRESS,DUNSPARCE,GLIGAR,STEELIX,SNUBBULL,GRANBULL,QWILFISH,SCIZOR,SHUCKLE,HERACROSS,SNEASEL,TEDDIURSA,URSARING,SLUGMA,MAGCARGO,SWINUB,PILOSWINE,CORSOLA,REMORAID,OCTILLERY,DELIBIRD,MANTINE,SKARMORY,HOUNDOUR,HOUNDOOM,KINGDRA,PHANPY,DONPHAN,PORYGON2,STANTLER,TYROGUE,HITMONTOP,SMOOCHUM,ELEKID,MAGBY,MILTANK,BLISSEY,RAIKOU,ENTEI,SUICUNE,LARVITAR,PUPITAR,TYRANITAR,LUGIA,HOOH,CELEBI,TREECKO,GROVYLE,SCEPTILE,TORCHIC,COMBUSKEN,BLAZIKEN,MUDKIP,MARSHTOMP,SWAMPERT,POOCHYENA,MIGHTYENA,ZIGZAGOON,LINOONE,BEAUTIFLY,DUSTOX,LOTAD,LOMBRE,LUDICOLO,SEEDOT,NUZLEAF,SHIFTRY,TAILLOW,SWELLOW,WINGULL,PELIPPER,RALTS,KIRLIA,GARDEVOIR,SURSKIT,MASQUERAIN,SHROOMISH,BRELOOM,SLAKOTH,VIGOROTH,SLAKING,NINCADA,NINJASK,SHEDINJA,WHISMUR,LOUDRED,EXPLOUD,MAKUHITA,HARIYAMA,AZURILL,NOSEPASS,SKITTY,DELCATTY,SABLEYE,MAWILE,ARON,LAIRON,AGGRON,MEDITITE,MEDICHAM,ELECTRIKE,MANECTRIC,PLUSLE,MINUN,VOLBEAT,ILLUMISE,ROSELIA,GULPIN,SWALOT,CARVANHA,SHARPEDO,WAILMER,WAILORD,NUMEL,CAMERUPT,TORKOAL,SPOINK,GRUMPIG,SPINDA,TRAPINCH,VIBRAVA,FLYGON,CACNEA,CACTURNE,SWABLU,ALTARIA,ZANGOOSE,SEVIPER,LUNATONE,SOLROCK,BARBOACH,WHISCASH,CORPHISH,CRAWDAUNT,BALTOY,CLAYDOL,LILEEP,CRADILY,ANORITH,ARMALDO,FEEBAS,MILOTIC,CASTFORM,KECLEON,SHUPPET,BANETTE,DUSKULL,DUSCLOPS,TROPIUS,CHIMECHO,ABSOL,SNORUNT,GLALIE,SPHEAL,SEALEO,WALREIN,CLAMPERL,HUNTAIL,GOREBYSS,RELICANTH,LUVDISC,BAGON,SHELGON,SALAMENCE,METANG,METAGROSS,REGIROCK,REGICE,REGISTEEL,LATIAS,LATIOS,KYOGRE,GROUDON,RAYQUAZA,JIRACHI,DEOXYS,TURTWIG,GROTLE,TORTERRA,CHIMCHAR,MONFERNO,INFERNAPE,PIPLUP,PRINPLUP,EMPOLEON,STARLY,STARAVIA,STARAPTOR,BIDOOF,BIBAREL,KRICKETUNE,SHINX,LUXIO,LUXRAY,BUDEW,ROSERADE,CRANIDOS,RAMPARDOS,SHIELDON,BASTIODON,WORMADAM,MOTHIM,VESPIQUEN,PACHIRISU,BUIZEL,FLOATZEL,CHERUBI,CHERRIM,SHELLOS,GASTRODON,AMBIPOM,DRIFLOON,DRIFBLIM,BUNEARY,LOPUNNY,MISMAGIUS,HONCHKROW,GLAMEOW,PURUGLY,CHINGLING,STUNKY,SKUNTANK,BRONZOR,BRONZONG,BONSLY,MIMEJR,HAPPINY,CHATOT,SPIRITOMB,GIBLE,GABITE,GARCHOMP,MUNCHLAX,RIOLU,LUCARIO,HIPPOPOTAS,HIPPOWDON,SKORUPI,DRAPION,CROAGUNK,TOXICROAK,CARNIVINE,FINNEON,LUMINEON,MANTYKE,SNOVER,ABOMASNOW,WEAVILE,MAGNEZONE,LICKILICKY,RHYPERIOR,TANGROWTH,ELECTIVIRE,MAGMORTAR,TOGEKISS,YANMEGA,LEAFEON,GLACEON,GLISCOR,MAMOSWINE,PORYGONZ,GALLADE,PROBOPASS,DUSKNOIR,FROSLASS,ROTOM,UXIE,MESPRIT,AZELF,DIALGA,PALKIA,HEATRAN,GIRATINA,CRESSELIA,PHIONE,MANAPHY,DARKRAI,SHAYMIN,ARCEUS,VICTINI,SNIVY,SERVINE,SERPERIOR,TEPIG,PIGNITE,EMBOAR,OSHAWOTT,DEWOTT,SAMUROTT,PATRAT,WATCHOG,LILLIPUP,HERDIER,STOUTLAND,PURRLOIN,LIEPARD,PANSAGE,SIMISAGE,PANSEAR,SIMISEAR,PANPOUR,SIMIPOUR,MUNNA,MUSHARNA,PIDOVE,TRANQUILL,UNFEZANT,BLITZLE,ZEBSTRIKA,ROGGENROLA,BOLDORE,GIGALITH,WOOBAT,SWOOBAT,DRILBUR,EXCADRILL,AUDINO,TIMBURR,GURDURR,CONKELDURR,TYMPOLE,PALPITOAD,SEISMITOAD,THROH,SAWK,SEWADDLE,SWADLOON,LEAVANNY,VENIPEDE,WHIRLIPEDE,SCOLIPEDE,COTTONEE,WHIMSICOTT,PETILIL,LILLIGANT,BASCULIN,SANDILE,KROKOROK,KROOKODILE,DARUMAKA,DARMANITAN,MARACTUS,DWEBBLE,CRUSTLE,SCRAGGY,SCRAFTY,SIGILYPH,YAMASK,COHAGRIGUS,TIRTOUGA,CARRACOSTA,ARCHEN,ARCHEOPS,TRUBBISH,GARBODOR,ZORUA,ZOROARK,MINCCINO,CINCCINO,GOTHITA,GOTHORITA,GOTHITELLE,SOLOSIS,DUOSION,REUNICLUS,DUCKLETT,SWANNA,VANILLITE,VANILLISH,VANILLUXE,DEERLING,SAWSBUCK,EMOLGA,KARRABLAST,ESCAVALIER,FOONGUS,AMOONGUSS,FRILLISH,JELLICENT,ALOMOMOLA,JOLTIK,GALVANTULA,FERROSEED,FERROTHORN,KLINK,KLANG,KLINKLANG,EELEKTRIK,EELEKTROSS,ELGYEM,BEHEEYEM,LITWICK,LAMPENT,CHANDELURE,AXEW,FRAXURE,HAXORUS,CUBCHOO,BEARTIC,CRYOGONAL,SHELMET,ACCELGOR,STUNFISK,MIENFOO,MIENSHAO,DRUDDIGON,GOLETT,GOLURK,PAWNIARD,BISHARP,BOUFFALANT,RUFFLET,BRAVIARY,VULLABY,MANDIBUZZ,HEATMOR,DURANT,DEINO,ZWEILOUS,HYDREIGON,LARVESTA,VOLCARONA,COBALION,TERRAKION,VIRIZION,TORNADUS,THUNDURUS,RESHIRAM,ZEKROM,LANDORUS,KYUREM,KELDEO,MELOETTA,GENESECT,SYLVEON



      TMS IN ITEMS PBS FILE (items.txt)

      Nature Power, Dark Pulse, Power Up Punch, Dazzling Gleam, Confide, joeyhugg
      Spoiler:
      556,TM96,TM96,4,3000,"An attack that makes use of nature's power. Its effects vary depending on the user's environment.",3,0,0,NATUREPOWER
      557,TM97,TM97,4,3000,"The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.",3,0,0,DARKPULSE
      558,TM98,TM98,4,3000,"Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.",3,0,0,POWERUPPUNCH
      559,TM99,TM99,4,3000,"The user damages opposing Pokémon by emitting a powerful flash.",3,0,0,DAZZLINGGLEAM
      560,TM100,TM100,4,3000,"The target loses its ability to concentrate. This lowers the target's Sp. Atk. stat.",3,0,0,CONFIDE


      ======================================================
      ******************************************************************
      *****************************POKEMON*****************************
      ******************************************************************
      ======================================================

      From what I've read, the pokemon.txt file was completed already and is in one of the above compilation files.
      Sylveon Evolution Methods

      Sylveon Evolution Method, AlexTCGPro's Version
      Spoiler:

      In PokemonEvolution I added this
      Code:
          when 26 # Sylveon
            # Add code for custom evolution type 1
            for i in 0...4
              return poke if pokemon.moves[i].id==level && pokemon.happiness>=220
      end
      So if Eevee has a certain move (charm in my case) and has 220 (or more) happiness it will evolve into sylveon if it level ups in battle.

      In PokemonEditor and Compiler you have to change evoparams to this
      Code:
            evoparams=[0,
               0,0,0,1,0,
               2,2,1,1,1,
               1,1,1,1,1,
               2,2,2,2,3,
               4,1,1,1,4,
               3,5,5,5,5,5,5]
      Otherwise the game will crash cause It will be expecting a level instead of a certaing move name.


      Sylveon Evolution Method, p.claydon's Version
      Spoiler:

      Code:
      when 27 # Custom 2
             for i in 0...4
               return poke if pokemon.happiness>=220 && pokemon.moves[i].type==level
             end


      Other Evolution Methods
      Methods by p.claydon (with assistance from members whose names were lost)
      Spoiler:
      Code:
         when 26 # happinessMoveType 
            for i in 0...4
               return poke if pokemon.happiness>=220 && pokemon.moves[i].type==level
             end
          when 27 # typeDark
            for i in $Trainer.party
              return poke if !i.egg? && (i.type1==17 || i.type2==17) && pokemon.level>=level
            end 
          when 28 # LevelRain
           return poke if $game_screen && ($game_screen.weather==1 || $game_screen.weather==2) && pokemon.level>=level
          when 29 # LevelDay
            return poke if PBDayNight.isDay?(pbGetTimeNow) && pokemon.level>=level
          when 30 # LevelNight
            return poke if PBDayNight.isNight?(pbGetTimeNow) && pokemon.level>=level


      LenSho's Idea for Inklay
      Spoiler:

      Also I have an idea for Inkay's evolution method:
      - Reach level 30 while being in certain map. This map could be a special area like the Distortion World, or any environment where everything's upside-down. This is the closest thing I could think of to the real method. And I guess this would need to be a new method on its own, because it has to be specifically lvl 30.


      ======================================================
      ******************************************************************
      ********************************ART*******************************
      ******************************************************************
      ======================================================

      XY Icons, post by Rayd12smitty
      Spoiler:
      http://pikachumazzinga.deviantart.co...ials-424114559

      All gen 6 icons animated are here Includes the icons from gens 1-5 as well so all the icons are the same style

      REPLY BY FL
      Thank you!
      One of Vivillon forms is listed as icon66_13.png. Few forms are missing, most notably the Mega Forms.


      160x160 Backsprites by tImE (Mega Venusaur and Sylveon)
      Spoiler:


      These are the only two I've done so far, and Sylveon is the only non-Mega Evo I will do.


      Mega Item Icons, RPD490
      Spoiler:
      Here are icons for the Mega Ring and the Mega Stones for those who have games that use Mega Evolution. They contain the Icons and the items.txt for the PBS folder. If your game is gonna use more custom Mega Evolutions then you should take one of the Mega Stone icons and just edit them a different color and Save As them so you don't overwrite the original ones.

      Enjoy!

      http://www.pokecommunity.com/showthread.php?t=316860
      Reply With Quote
        #3    
      Old December 7th, 2013 (8:05 AM).
      AlexTCGPro's Avatar
      AlexTCGPro AlexTCGPro is offline
         
        Join Date: Oct 2013
        Gender: Male
        Nature: Timid
        Posts: 54
        Awesome! I tried to add that myself but I was having trouble with the new abilities especially with competitive, I did figured out how to add pixilate. Good luck ;D
        Reply With Quote
          #4    
        Old December 7th, 2013 (8:13 AM).
        LenSho's Avatar
        LenSho LenSho is offline
           
          Join Date: Sep 2012
          Gender: Male
          Nature: Modest
          Posts: 94
          Thanks for doing this, I'm looking forward to any progress you make =D
          __________________
          Reply With Quote
            #5    
          Old December 7th, 2013 (1:34 PM).
          WinterKirby's Avatar
          WinterKirby WinterKirby is offline
             
            Join Date: Dec 2012
            Age: 6
            Gender: Male
            Nature: Mild
            Posts: 152
            I'm actually updating on working pokemon.txt to include the new Pokèmon, but I haven't added the abilities or moves quite yet.
            __________________
            X/Y Friend Code: 1349-5852-1728 | Pinkie | Flying | Hoot-Hoot, Pidgey, and Tropius

            Reply With Quote
              #6    
            Old December 7th, 2013 (2:53 PM).
            FL's Avatar
            FL FL is offline
            Pokémon Island Creator
               
              Join Date: Sep 2010
              Gender: Male
              Posts: 1,759
              Please synchronize the additions or lots of rework would be done and your additions will be forgotten in the future.

              I wish that maruno add these changes for the base essentials, let's make something like "The All Animations Project".

              Also, the mega evolution discussion.
              __________________
              Reply With Quote
                #7    
              Old December 7th, 2013 (3:03 PM). Edited December 7th, 2013 by G-Master.
              G-Master's Avatar
              G-Master G-Master is offline
              Lead of Pokémon Roll
                 
                Join Date: Dec 2013
                Location: AZ
                Gender: Male
                Nature: Docile
                Posts: 61
                I thought I did the Fairy type graphics pretty well if you want to take a look at them.

                http://imageshack.us/photo/my-images/844/onbo.png/
                http://imageshack.us/photo/my-images/545/gpb0.png/
                http://imageshack.us/photo/my-images/841/zegi.png/

                The only thing I feel obligated to note is that I put Fairy type in the text file BEFORE Shadow, so those may need switched if they are ever used with an unmodded types.txt.
                Reply With Quote
                  #8    
                Old December 8th, 2013 (1:31 AM).
                ActionReplayer's Avatar
                ActionReplayer ActionReplayer is offline
                   
                  Join Date: Jun 2012
                  Gender: Male
                  Posts: 44
                  Quote:
                  Originally Posted by AlexTCGPro View Post
                  Awesome! I tried to add that myself but I was having trouble with the new abilities especially with competitive, I did figured out how to add pixilate. Good luck ;D
                  Thanks. If you manage to script the abilities could you share them here? We must also remember that some old abilities have had their effects altered a bit.

                  Quote:
                  Originally Posted by LenSho View Post
                  Thanks for doing this, I'm looking forward to any progress you make =D
                  Thanks, and no problem!

                  Quote:
                  Originally Posted by WinterKirby View Post
                  I'm actually updating on working pokemon.txt to include the new Pokèmon, but I haven't added the abilities or moves quite yet.
                  Yeah I actually planned for the new pokémon to be one of the last things to add, since there's no point in adding them before we have their abilities and moves working. Even once we complete the abilities and moves, we still have to update the movesets of all the old pokémon first, as well as add the new abilities to old pokemon that have them (including Mega Evolutions). If you do add the new pokémon though, could you share them with me? I didn't made this thread solely to show MY work, this is supposed to be a joint effort like the All Animations Project.

                  Quote:
                  Originally Posted by FL . View Post
                  Please synchronize the additions or lots of rework would be done and your additions will be forgotten in the future.

                  I wish that maruno add these changes for the base essentials, let's make something like "The All Animations Project".

                  Also, the mega evolution discussion.
                  Synchronise? I'm sorry, given the context I really don't understand the word.

                  Quote:
                  Originally Posted by GReusch View Post
                  I thought I did the Fairy type graphics pretty well if you want to take a look at them.

                  http://imageshack.us/photo/my-images/844/onbo.png/
                  http://imageshack.us/photo/my-images/545/gpb0.png/
                  http://imageshack.us/photo/my-images/841/zegi.png/

                  The only thing I feel obligated to note is that I put Fairy type in the text file BEFORE Shadow, so those may need switched if they are ever used with an unmodded types.txt.
                  Hey they're really good! I'm gonna use them instead, and update the main post to say the graphics were created by you.
                  Reply With Quote
                    #9    
                  Old December 8th, 2013 (1:53 AM).
                  Worldslayer608's Avatar
                  Worldslayer608 Worldslayer608 is offline
                  ಥдಥ
                   
                  Join Date: Mar 2008
                  Location: San Diego
                  Age: 29
                  Gender: Male
                  Nature: Calm
                  Posts: 891
                  By Synchronize, I believe FL. is saying that you should get together with the other tidbits of Gen 6 going on here and get everything into a single package along with those resource managers. For example, there is a thread going over the Gen 6 Pokemon cries in the resource section. There are a few others working on things like the Items as well.
                  __________________



                  SMEARGLE SOLO CHALLENGE
                  HARDCORE EDITION
                  To vanquish without peril is to triumph without glory...
                  Voted Best Game Designer 2011 on PC
                  Reply With Quote
                    #10    
                  Old December 8th, 2013 (1:59 AM).
                  ActionReplayer's Avatar
                  ActionReplayer ActionReplayer is offline
                     
                    Join Date: Jun 2012
                    Gender: Male
                    Posts: 44
                    Oh, ok. Yeah, I'm gonna check that, talk to the other people working in updating essentials too.
                    Reply With Quote
                      #11    
                    Old December 8th, 2013 (3:09 AM).
                    FL's Avatar
                    FL FL is offline
                    Pokémon Island Creator
                       
                      Join Date: Sep 2010
                      Gender: Male
                      Posts: 1,759
                      Quote:
                      Originally Posted by ActionReplayer View Post
                      Yeah I actually planned for the new pokémon to be one of the last things to add, since there's no point in adding them before we have their abilities and moves working. Even once we complete the abilities and moves, we still have to update the movesets of all the old pokémon first, as well as add the new abilities to old pokemon that have them (including Mega Evolutions). If you do add the new pokémon though, could you share them with me? I didn't made this thread solely to show MY work, this is supposed to be a joint effort like the All Animations Project.
                      All the abilities working or just listed in PBS? If you wish to have abilities/move effects working before add new pokémon, we even wouldn't have the gen 4 pokémon now.

                      Quote:
                      Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
                      By Synchronize, I believe FL. is saying that you should get together with the other tidbits of Gen 6 going on here and get everything into a single package along with those resource managers. For example, there is a thread going over the Gen 6 Pokemon cries in the resource section. There are a few others working on things like the Items as well.
                      Yeah, but also avoid two people to do the same thing in parallel. I saw at least three different people adding gen 6 pokémon. Anyway I guess that you're in the right track!
                      __________________
                      Reply With Quote
                        #12    
                      Old December 8th, 2013 (3:29 AM).
                      ActionReplayer's Avatar
                      ActionReplayer ActionReplayer is offline
                         
                        Join Date: Jun 2012
                        Gender: Male
                        Posts: 44
                        Thanks, and while I did say "working", what I meant was just having them in the PBS. I worded it poorly: the abilities, editing the PBS is all that's really necessary, but we can't really update the pokémon's movesets while the moves themselves don't work.
                        Reply With Quote
                          #13    
                        Old December 8th, 2013 (4:00 AM).
                        FL's Avatar
                        FL FL is offline
                        Pokémon Island Creator
                           
                          Join Date: Sep 2010
                          Gender: Male
                          Posts: 1,759
                          Quote:
                          Originally Posted by ActionReplayer View Post
                          Thanks, and while I did say "working", what I meant was just having them in the PBS. I worded it poorly: the abilities, editing the PBS is all that's really necessary, but we can't really update the pokémon's movesets while the moves themselves don't work.
                          If you add a damaging move with an unscripted effect, just the effect don't work, the move inflict the damage.

                          Even now, some of the gen 4 moves in Essentials just does nothing.
                          __________________
                          Reply With Quote
                            #14    
                          Old December 8th, 2013 (4:32 AM).
                          ActionReplayer's Avatar
                          ActionReplayer ActionReplayer is offline
                             
                            Join Date: Jun 2012
                            Gender: Male
                            Posts: 44
                            Oh really? I though it'd cause an error in the game. Well, if that's the case then we can make the moves and abilities before scripting ability effects and function codes. Well, thanks.
                            Reply With Quote
                              #15    
                            Old December 8th, 2013 (5:11 PM).
                            AlexTCGPro's Avatar
                            AlexTCGPro AlexTCGPro is offline
                               
                              Join Date: Oct 2013
                              Gender: Male
                              Nature: Timid
                              Posts: 54
                              Finally at home!

                              Here's how I added pixilate
                              Spoiler:



                              Code:
                              if type==0 && isConst?(attacker.ability,PBAbilities,:PIXILATE)
                                    type=getConst(PBTypes,:FAIRY) || 0
                                  end


                              First checks is the move is normal type and then if the user has the ability pixilate it will change the move type to fairy.

                              Aerilate and Refrigerate could be added just by modifiying the previous script. (list of new abilities and their effects http://www.serebii.net/xy/abilities.shtml)

                              Then to change the duration of the weather abilities, in PokeBattle_Battler we need to change -1 to 5 and that's it.

                              Spoiler:


                              Did't have time to do more changes but I don't think it would be very difficult to update the old abilities (list of updated abilities http://www.serebii.net/xy/updatedabilities.shtml)

                              Hope this help you, good luck with this project ;D
                              Reply With Quote
                                #16    
                              Old December 8th, 2013 (6:35 PM).
                              LenSho's Avatar
                              LenSho LenSho is offline
                                 
                                Join Date: Sep 2012
                                Gender: Male
                                Nature: Modest
                                Posts: 94
                                What about these changes?

                                -Ghost pokémon are not affected by Mean Look.
                                -Eletric Pokémon can't be paralyzed. (Similar to Fire Pokémon immunity to Burns and Poison and Steel Pokémon immunity to Poison)
                                -Grass Pokémon are immune to Spore, Stun Spore, Sleep Powder and Poison Powder. (Similar to Leech Seed)
                                __________________
                                Reply With Quote
                                  #17    
                                Old December 8th, 2013 (7:01 PM).
                                AlexTCGPro's Avatar
                                AlexTCGPro AlexTCGPro is offline
                                   
                                  Join Date: Oct 2013
                                  Gender: Male
                                  Nature: Timid
                                  Posts: 54
                                  Quote:
                                  Originally Posted by LenSho View Post
                                  What about these changes?

                                  -Ghost pokémon are not affected by Mean Look.
                                  -Eletric Pokémon can't be paralyzed. (Similar to Fire Pokémon immunity to Burns and Poison and Steel Pokémon immunity to Poison)
                                  -Grass Pokémon are immune to Spore, Stun Spore, Sleep Powder and Poison Powder. (Similar to Leech Seed)
                                  Oh yeah, I already added those, let me see...

                                  Here we go:

                                  Mean Look and Shadow Tag:

                                  Search for SHADOWTAG in PokeBattle_Battle and add && !thispkmn.pbHasType?(:GHOST)

                                  It should look like this:

                                  Code:
                                      if !isConst?(thispkmn.ability,PBAbilities,:SHADOWTAG)  && !thispkmn.pbHasType?(:GHOST)
                                        opp=opp1 if isConst?(opp1.ability,PBAbilities,:SHADOWTAG) && opp1.hp>0
                                        opp=opp2 if isConst?(opp2.ability,PBAbilities,:SHADOWTAG) && opp2.hp>0
                                      end
                                  For MeanLook just look for class PokeBattle_Move_0EF and before the "if opponent.effects[PBEffects::MeanLook]>=0 ||" add

                                  Code:
                                      if opponent.pbHasType?(:GHOST)
                                        @battle.pbDisplay(_INTL("It doesn't affect {1}...",opponent.pbThis))
                                        return -1
                                        end
                                  For Electric inmunity to be Paralyzed just go to PokeBattle_Effects and search for Paralize and before "if self.status!=0 || @effects[PBEffects:Substitute]>0" add

                                  Code:
                                        if pbHasType?(:ELECTRIC)
                                        @battle.pbDisplay(_INTL("{1} can't be paralyzed...",pbThis(true))) if showMessages
                                        return false
                                      end
                                  And for grass inmunity to the powders just create a new funcion code with the effect you want and add

                                  Code:
                                      if opponent.pbHasType?(:GRASS)
                                        @battle.pbDisplay(_INTL("It doesn't affect {1}...",opponent.pbThis(true)))
                                        return -1
                                      end
                                  Reply With Quote
                                    #18    
                                  Old December 9th, 2013 (9:09 AM).
                                  ActionReplayer's Avatar
                                  ActionReplayer ActionReplayer is offline
                                     
                                    Join Date: Jun 2012
                                    Gender: Male
                                    Posts: 44
                                    Wow Alex. Thanks, that's a lot. Some things though:

                                    1) in addition to changing a move's type, Refrigerate and clones also increase the move's Power by 30%.

                                    2) In addition to Mean Look and Shadow Tag, Ghost Type Pokémon are immune to the trapping effect of Spider Web, Block, Shadow Hold, Arena Trap and Magnet Pull. Though that is easy to add by copying what you did with Mean Look and Shadow Tag.

                                    3) Defining Function Codes would be too comlpicated for a variety of reasons. I think it'd be easier to make a new category of move, Powder Moves, which would work just like Sound Based Moves. Wheter a move is or isn't part of one of these groups would be defined by a flag in the PBS(just like with Sound Based Moves) and so Grass-type Pokémon would be immune to Powder Moves just like Pokémon with Soundproof are immune to Sound Based Moves. Also, Pokémon with the Overcoat ability and Pokémon holding the Safety Goggles item are likewise immune to Powder Moves.

                                    And speaking of Sound Based Moves, starting this Gen they bypass Substitute.
                                    Reply With Quote
                                      #19    
                                    Old December 9th, 2013 (9:19 AM).
                                    AlexTCGPro's Avatar
                                    AlexTCGPro AlexTCGPro is offline
                                       
                                      Join Date: Oct 2013
                                      Gender: Male
                                      Nature: Timid
                                      Posts: 54
                                      Quote:
                                      Originally Posted by ActionReplayer View Post
                                      Wow Alex. Thanks, that's a lot. Some things though:

                                      1) in addition to changing a move's type, Refrigerate and clones also increase the move's Power by 30%.

                                      2) In addition to Mean Look and Shadow Tag, Ghost Type Pokémon are immune to the trapping effect of Spider Web, Block, Shadow Hold, Arena Trap and Magnet Pull. Though that is easy to add by copying what you did with Mean Look and Shadow Tag.

                                      3) Defining Function Codes would be too comlpicated for a variety of reasons. I think it'd be easier to make a new category of move, Powder Moves, which would work just like Sound Based Moves. Wheter a move is or isn't part of one of these groups would be defined by a flag in the PBS(just like with Sound Based Moves) and so Grass-type Pokémon would be immune to Powder Moves just like Pokémon with Soundproof are immune to Sound Based Moves. Also, Pokémon with the Overcoat ability and Pokémon holding the Safety Goggles item are likewise immune to Powder Moves.

                                      And speaking of Sound Based Moves, starting this Gen they bypass Substitute.
                                      1) I don't think it will be too difficult to script, you already have half the code.

                                      2) Yeah I forgot about those abilities.

                                      3) I thought the same thing but did't figure out how to do it, so instead I used a new funtion code, let me see...

                                      Code:
                                      class PokeBattle_Move_133 < PokeBattle_Move
                                        def pbEffect(attacker,opponent)
                                          return super(attacker,opponent) if @basedamage>0
                                          if opponent.pbHasType?(:GRASS)
                                            @battle.pbDisplay(_INTL("Parece no afectar a \n{1}...",opponent.pbThis(true)))
                                            return -1
                                          end
                                          if opponent.pbCanSleep?(true)
                                            @battle.pbAnimation(@id,attacker,opponent)
                                            opponent.pbSleep
                                            @battle.pbDisplay(_INTL("¡{1} se durmió!",opponent.pbThis))
                                            return 0
                                          end
                                          return -1
                                        end
                                        def pbAdditionalEffect(attacker,opponent)
                                          if opponent.pbCanSleep?(false)
                                            opponent.pbSleep
                                            @battle.pbDisplay(_INTL("¡{1} se durmió!",opponent.pbThis))
                                            return true
                                          end
                                          return false
                                        end
                                      end
                                      Text is in spanish but that isn't important, I used that code for Sleep Powder and Spore I believe and to fix the other moves I added this to their funtion codes:

                                      Code:
                                           if isConst?(@id,PBMoves,:POISONPOWDER) && opponent.pbHasType?(:GRASS)
                                              @battle.pbDisplay(_INTL("Parece no afectar a \n{1}...",opponent.pbThis(true)))
                                              return -1
                                            end
                                      That way if you use PoisonPowder and your opponent is Grass type then the move will fail.
                                      Reply With Quote
                                        #20    
                                      Old December 9th, 2013 (10:28 AM). Edited August 25th, 2014 by Chrisario.
                                      Chrisario's Avatar
                                      Chrisario Chrisario is offline
                                      Friend code :0018 2912 2366 let me know
                                         
                                        Join Date: Jul 2013
                                        Location: In friend Safari
                                        Age: 22
                                        Gender: Male
                                        Nature: Adamant
                                        Posts: 108
                                        So how can I add Chespin and hes's evolved forms?Because every time I try to test it the game gives me an error sometthing when that happens when I add it


                                        Here is the error I get

                                        Spoiler:
                                        Reply With Quote
                                          #21    
                                        Old December 9th, 2013 (10:29 AM).
                                        ActionReplayer's Avatar
                                        ActionReplayer ActionReplayer is offline
                                           
                                          Join Date: Jun 2012
                                          Gender: Male
                                          Posts: 44
                                          I'd edit the scripts but I'm still busy with the Mega Evolutions (should've finished them already, but didn't have the time). And oh, when you talked about the function codes, I didn't see it like that. I still think making a new flag would be best, since with a flag someone wouldn't need to edit the scripts to make new Powder Moves. Your method works, and it's actually much better and easier than I thought it was, but I'm gonna see if I figure out how to make a new flag. Regarding the other Trapping Moves, and Refrigerate and clones, once I have the time I'll try scripting these things, if no one else has done it before.

                                          EDIT: Riol, you're probably doing something wrong. While I could give actual advice on what to do, this is not the place for it. Make your own thread, or PM me about it.
                                          Reply With Quote
                                            #22    
                                          Old December 9th, 2013 (10:34 AM). Edited December 9th, 2013 by AlexTCGPro.
                                          AlexTCGPro's Avatar
                                          AlexTCGPro AlexTCGPro is offline
                                             
                                            Join Date: Oct 2013
                                            Gender: Male
                                            Nature: Timid
                                            Posts: 54
                                            Quote:
                                            Originally Posted by ActionReplayer View Post
                                            I'd edit but I'm still busy with the Mega Evolutions (should've finished them already, but didn't have the time). And oh, when you talked about the function codes, I didn't see it like that. I still think making a new flag would be best, since with a flag someone wouldn't need to edit the scripts to make new Powder Moves. Your method works, and it's actually much better and easier than I thought it was, but I'm gonna see if I figure out how to make a new flag. Regarding the other Trapping Moves, and Refrigerate and clones, once I have the time I'll try scripting these things, if no one else has done it before.
                                            No problem and good luck with this project ;)

                                            Oh by the way, long time ago I updated the type chart to add the fairy type, I will leave my changes here in case someone needs it.

                                            Spoiler:
                                            [0]
                                            Name=Normal
                                            InternalName=NORMAL
                                            Weaknesses=FIGHTING
                                            Immunities=GHOST

                                            [1]
                                            Name=Fighting
                                            InternalName=FIGHTING
                                            Weaknesses=FLYING,PSYCHIC,FAIRY
                                            Resistances=ROCK,BUG,DARK

                                            [2]
                                            Name=Flying
                                            InternalName=FLYING
                                            Weaknesses=ROCK,ELECTRIC,ICE
                                            Resistances=FIGHTING,BUG,GRASS
                                            Immunities=GROUND

                                            [3]
                                            Name=Poison
                                            InternalName=POISON
                                            Weaknesses=GROUND,PSYCHIC
                                            Resistances=FIGHTING,POISON,BUG,GRASS,FAIRY

                                            [4]
                                            Name=Ground
                                            InternalName=GROUND
                                            Weaknesses=WATER,GRASS,ICE
                                            Resistances=POISON,ROCK
                                            Immunities=ELECTRIC

                                            [5]
                                            Name=Rock
                                            InternalName=ROCK
                                            Weaknesses=FIGHTING,GROUND,STEEL,WATER,GRASS
                                            Resistances=NORMAL,FLYING,POISON,FIRE

                                            [6]
                                            Name=Bug
                                            InternalName=BUG
                                            Weaknesses=FLYING,ROCK,FIRE
                                            Resistances=FIGHTING,GROUND,GRASS

                                            [7]
                                            Name=Ghost
                                            InternalName=GHOST
                                            Weaknesses=GHOST,DARK
                                            Resistances=POISON,BUG
                                            Immunities=NORMAL,FIGHTING

                                            [8]
                                            Name=Steel
                                            InternalName=STEEL
                                            Weaknesses=FIGHTING,GROUND,FIRE
                                            Resistances=NORMAL,FLYING,ROCK,BUG,STEEL,GRASS,PSYCHIC,ICE,DRAGON,FAIRY
                                            Immunities=POISON

                                            [9]
                                            Name=???
                                            InternalName=QMARKS
                                            IsPseudoType=true

                                            [10]
                                            Name=Fire
                                            InternalName=FIRE
                                            IsSpecialType=true
                                            Weaknesses=GROUND,ROCK,WATER
                                            Resistances=BUG,STEEL,FIRE,GRASS,ICE,FAIRY

                                            [11]
                                            Name=Water
                                            InternalName=WATER
                                            IsSpecialType=true
                                            Weaknesses=GRASS,ELECTRIC
                                            Resistances=STEEL,FIRE,WATER,ICE

                                            [12]
                                            Name=Grass
                                            InternalName=GRASS
                                            IsSpecialType=true
                                            Weaknesses=FLYING,POISON,BUG,FIRE,ICE
                                            Resistances=GROUND,WATER,GRASS,ELECTRIC

                                            [13]
                                            Name=Electric
                                            InternalName=ELECTRIC
                                            IsSpecialType=true
                                            Weaknesses=GROUND
                                            Resistances=FLYING,STEEL,ELECTRIC

                                            [14]
                                            Name=Psychic
                                            InternalName=PSYCHIC
                                            IsSpecialType=true
                                            Weaknesses=BUG,GHOST,DARK
                                            Resistances=FIGHTING,PSYCHIC

                                            [15]
                                            Name=Ice
                                            InternalName=ICE
                                            IsSpecialType=true
                                            Weaknesses=FIGHTING,ROCK,STEEL,FIRE
                                            Resistances=ICE

                                            [16]
                                            Name=Dragon
                                            InternalName=DRAGON
                                            IsSpecialType=true
                                            Weaknesses=ICE,DRAGON,FAIRY
                                            Resistances=FIRE,WATER,GRASS,ELECTRIC

                                            [17]
                                            Name=Dark
                                            InternalName=DARK
                                            IsSpecialType=true
                                            Weaknesses=FIGHTING,BUG,FAIRY
                                            Resistances=GHOST,DARK
                                            Immunities=PSYCHIC
                                            [18]
                                            Name=Fairy
                                            InternalName=FAIRY
                                            IsSpecialType=true
                                            Weaknesses=POISON,STEEL
                                            Resistances=FIGHTING,BUG,DARK
                                            Immunities=DRAGON


                                            Edit: About the flags, you'll see I never bothered with that cause my project is not going to be open source so it's not a problem editing every function code cause nobody is going to add new attacks except me, I will take a look and see if I find something useful, anyway you should talk with maruno he's in charge of essentials after all.

                                            Like a week or so I started this topic you should take a look http://www.pokecommunity.com/showthread.php?t=313404
                                            Reply With Quote
                                              #23    
                                            Old December 9th, 2013 (11:15 AM). Edited December 9th, 2013 by ActionReplayer.
                                            ActionReplayer's Avatar
                                            ActionReplayer ActionReplayer is offline
                                               
                                              Join Date: Jun 2012
                                              Gender: Male
                                              Posts: 44
                                              I understand that your project wouldn't be open source, and i think I'd do the same in your situation. But as you know this is supposed to be an Add-on that anyone can use, so creating a new Flag would be ideal. First I'm gonna see if I don't find where the flags are defined, after that making a new one sould be easy. If I don't find a way to do it, then I'll ask Maruno.

                                              About your topic, "a week or so" I wasn't here :P and it's good that you figured how to do some of these things, but let me tell you I can't help with the rest. I'm not a super good scripter myself, like you I'm only learning as I go along, and just these past few days I've already PMed Maruno about half-a-dozen times for help or to answer some questions (I'm half expecting him to show up and say the exact number of times I've PMed him since I made this thread, and for that number to be more than 6, but at the same time I don't think he's entering this thread any time soon). (EDIT: Apparently, since I started this thread I've only PMed him twice. My memory is the worst)

                                              Now I said I couldn't help you with the other issues but that shouldn't be entirely true. For starters, since there's no Pokémon Amie in Essentials, let's say Eevee evolves to Sylveon merely by leveling up while knowing a Fairy-type move. There's already an evolution method that requires a specific move to be known, you could just edit that and make an evolution method where instead of a specific move the Pokémon would need a move of a specific type (although you probably already created this evolution method).

                                              Also, shouldn't there be a space between "Immunities=PSYCHIC" and "[18]"? Does your game work even without that space?
                                              Reply With Quote
                                                #24    
                                              Old December 9th, 2013 (1:17 PM).
                                              Maruno's Avatar
                                              Maruno Maruno is offline
                                              Lead Dev of Pokémon Essentials
                                                 
                                                Join Date: Jan 2008
                                                Location: England
                                                Posts: 5,182
                                                Flags m through p are available for immediate use. I added them a while back specifically as spare flags, just in case. Adding any more will be quite tricky, though.

                                                Flags would be my preferred solution in this case, rather than adding relevant code to each function code's effect which needs it. That's because it's much easier to change in the future, or to add new moves with those attributes. As someone who's almost exclusively worked on something which anyone else can use, my priority is to make things easy to use rather than bodge stuff together like game-makers can.

                                                Quote:
                                                Originally Posted by ActionReplayer View Post
                                                Also, shouldn't there be a space between "Immunities=PSYCHIC" and "[18]"? Does your game work even without that space?
                                                The compiler doesn't care about blank lines (or lack thereof), at least in the types.txt file.
                                                __________________
                                                Go to the Essentials Docs Wiki

                                                Essentials Docs Wiki

                                                Follow me on Twitter: @maruno42


                                                Reply With Quote
                                                  #25    
                                                Old December 9th, 2013 (4:17 PM).
                                                AlexTCGPro's Avatar
                                                AlexTCGPro AlexTCGPro is offline
                                                   
                                                  Join Date: Oct 2013
                                                  Gender: Male
                                                  Nature: Timid
                                                  Posts: 54
                                                  Quote:
                                                  Originally Posted by ActionReplayer View Post
                                                  I understand that your project wouldn't be open source, and i think I'd do the same in your situation. But as you know this is supposed to be an Add-on that anyone can use, so creating a new Flag would be ideal. First I'm gonna see if I don't find where the flags are defined, after that making a new one sould be easy. If I don't find a way to do it, then I'll ask Maruno.

                                                  About your topic, "a week or so" I wasn't here :P and it's good that you figured how to do some of these things, but let me tell you I can't help with the rest. I'm not a super good scripter myself, like you I'm only learning as I go along, and just these past few days I've already PMed Maruno about half-a-dozen times for help or to answer some questions (I'm half expecting him to show up and say the exact number of times I've PMed him since I made this thread, and for that number to be more than 6, but at the same time I don't think he's entering this thread any time soon). (EDIT: Apparently, since I started this thread I've only PMed him twice. My memory is the worst)

                                                  Now I said I couldn't help you with the other issues but that shouldn't be entirely true. For starters, since there's no Pokémon Amie in Essentials, let's say Eevee evolves to Sylveon merely by leveling up while knowing a Fairy-type move. There's already an evolution method that requires a specific move to be known, you could just edit that and make an evolution method where instead of a specific move the Pokémon would need a move of a specific type (although you probably already created this evolution method).

                                                  Also, shouldn't there be a space between "Immunities=PSYCHIC" and "[18]"? Does your game work even without that space?
                                                  Yeah, already did that for sylveon, let me see...

                                                  In PokemonEvolution I added this

                                                  Code:
                                                      when 26 # Sylveon
                                                        # Add code for custom evolution type 1
                                                        for i in 0...4
                                                          return poke if pokemon.moves[i].id==level && pokemon.happiness>=220
                                                  end
                                                  So if Eevee has a certain move (charm in my case) and has 220 (or more) happiness it will evolve into sylveon if it level ups in battle.

                                                  In PokemonEditor and Compiler you have to change evoparams to this

                                                  Code:
                                                        evoparams=[0,
                                                           0,0,0,1,0,
                                                           2,2,1,1,1,
                                                           1,1,1,1,1,
                                                           2,2,2,2,3,
                                                           4,1,1,1,4,
                                                           3,5,5,5,5,5,5]
                                                  Otherwise the game will crash cause It will be expecting a level instead of a certaing move name.
                                                  Reply With Quote
                                                  Reply

                                                  Quick Reply

                                                  Join the conversation!

                                                  Create an account to post a reply in this thread, participate in other discussions, and more!

                                                  Create a PokéCommunity Account
                                                  Thread Tools

                                                  Posting Rules
                                                  You may not post new threads
                                                  You may not post replies
                                                  You may not post attachments
                                                  You may not edit your posts

                                                  BB code is On
                                                  Smilies are On
                                                  [IMG] code is On
                                                  HTML code is Off

                                                  Forum Jump


                                                  All times are GMT -8. The time now is 4:05 AM.