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Pokemon Birthsigns

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Minor Update 4/19/17: Player Signs and Birthsign updates
There are a few Birthsign effects in Set 1 that I felt were rather weak compared to some of the others, or just weren't interesting enough, so I made some adjustments to what they do.

Updated Birthsigns:
Spoiler:


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


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

Example:
Spoiler:



These updates and additions will be added to the Birthsigns and Birthsigns Journal scripts in the main post (including the BW Essentials version).
~
 
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Major Update 4/28/17: Zodiac Powers
O5xs9YT.png
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This is a brand new add-on for Pokemon Birthsigns that adds an entirely new battle mechanic based on the battler's birthsign. By utilizing special held items known as "Zodiac Gems", a Pokemon can harness the true power of its birthsign in battle, unleashing a Zodiac Power with unique effects tied to each birthsign. This mechanic is inspired by Z-Moves from Pokemon Sun and Moon - and while mechanically similar, Zodiac Powers are quite different. Unlike Z-Moves, the effects of Zodiac Powers are not tied to a specific move, but instead tied to the specific birthsign the user has. This means there are a total of 12 possible effects that can be triggered by any Pokemon using any move - each one able to completely change the pace of a match! You can even have NPC Trainers activate these effects to make a more unpredictable challenge.

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

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




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

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

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

FwCYlaL.png

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

25eUgWs.png

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

Y4AZmem.png

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

gBbWq2R.png

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

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

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

GIJNyit.png

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

zikNt3s.png

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

fsxxMuA.png

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

AnjRc66.png

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




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

Zodiac Button toggled OFF:
Spoiler:


Zodiac Button toggled ON:
Spoiler:


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

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

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

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

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

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

Effects for Set 1 Birthsigns:
Spoiler:


Effects for Set 2 Birthsigns:
Spoiler:





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

Example images
Spoiler:




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

Steps
Spoiler:




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

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


All of the above will be added to the main post
~
 
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The Zodiac Power compatibility script for Luka's EBS has been updated to reflect recent changes. Please reinstall the compatibility script if necessary.
 
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Hi. I'm on 16.2 and currently having some trouble with that. I try to install the stock version once i use stock essentials summary and something gos wrong:

https://gyazo.com/887a7719f9b0a49173998bbcd61c1282

i cant access the screen of birthsign...

what im doing wrong?

I can't really help you unless I know what you changed. Clearly that isn't the stock version of Essentials, since the menu graphics are completely different. The Birthsign Script is designed for the default layout of the Summary screen. If you want to make graphical changes to the Summary, you'll have to do it within the Birthsign script itself.
 
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I can't really help you unless I know what you changed. Clearly that isn't the stock version of Essentials, since the menu graphics are completely different. The Birthsign Script is designed for the default layout of the Summary screen. If you want to make graphical changes to the Summary, you'll have to do it within the Birthsign script itself.

this is a modified design of stock essentials, but i replace it with the original ones and still .

http://prntscr.com/fbedru

Edit: i installed birthsigns in a new clean 16.2 (with only EBS from Luka) and still the same problem :/
 
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1,391
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this is a modified design of stock essentials, but i replace it with the original ones and still .

http://prntscr.com/fbedru

Edit: i installed birthsigns in a new clean 16.2 (with only EBS from Luka) and still the same problem :/

The BW2_Party script you have in that screenshot would be overwriting things in the Birthsign script. I just tried installing it into a clean copy myself, and it works fine. Pressing the Enter key on Page 2 should bring up the birthsign page. Try putting the birthsign scripts at the very BOTTOM of the list, below all those BW scripts.
 
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The BW2_Party script you have in that screenshot would be overwriting things in the Birthsign script. I just tried installing it into a clean copy myself, and it works fine. Pressing the Enter key on Page 2 should bring up the birthsign page. Try putting the birthsign scripts at the very BOTTOM of the list, below all those BW scripts.

ok i made this work, but, when i start a new game the script stop working . I tried reinstall the script but, still...

https://gyazo.com/a471f80faf8a8d3b1f8f9ab9de199552

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

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

edit 2: Birthsigns is incompatible with gen 6 & 7 ? If not, what i need to do here?
http://prntscr.com/fbjebf
 
Last edited:
1,391
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ok i made this work, but, when i start a new game the script stop working . I tried reinstall the script but, still...

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

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

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

edit 2: Birthsigns is incompatible with gen 6 & 7 ? If not, what i need to do here?
http://prntscr.com/fbjebf
No, it should work fine regardless of how many Pokemon you add to the game. It seems like that's an error on your end and has nothing to do with Birthsigns. Make sure you're properly adding any new species to the Pokemon PBS file. It seems like your game only recognizes 649 species (presumably ending with Genesect), and doesn't recognize what #650 would be since it wasn't properly added.
 
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Hey Lucidious. For some reason when I use this script, every time I try to run a battle, I get this error:

Spoiler:


Do you know what the problem is?
 
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Hey Lucidious. For some reason when I use this script, every time I try to run a battle, I get this error:

Spoiler:


Do you know what the problem is?

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

I found this line in the script that seems to be related to this:
Code:
def pbTrainerBattle(trainerid,trainername,endspeech,
                    doublebattle=false,trainerparty=0,canlose=false,variable=nil)

As you can see, an enemy trainer is defined by 7 arguments - Trainer ID, Trainer's Name, the Trainer's End Speech, Double Battle (T/F), the number of Pokemon in the Trainer's party, the ability to lose to this Trainer and still continue (T/F), and a variable.

Somewhere in your script, you have Brock defined as a Trainer, as shown here in your error:
Code:
pbTrainerBattle(PBTrainers::LEADER_Brock,"Brock",_I("Very good."))

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

I could be wrong of course, but this is my best assumption based on just reading the error you posted.
 
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So I had this issue while hatching:

[Pokémon Essentials version 17]
Exception: RuntimeError
Message: filename is nil
SpriteWindow_sprites:30:in `initialize'
PScreen_EggHatching:47:in `new'
PScreen_EggHatching:47:in `pbMain'
PScreen_EggHatching:161:in `pbStartScreen'
PScreen_EggHatching:173:in `pbHatchAnimation'
PScreen_EggHatching:170:in `pbFadeOutInWithMusic'
PSystem_Utilities:142:in `pbFadeOutIn'
PSystem_Utilities:142:in `pbFadeOutInWithMusic'
PScreen_EggHatching:170:in `pbHatchAnimation'
PokémonBirthsigns:3166:in `pbHatch'

This is because you are using Essentials v17. Pokemon Birthsigns is designed for an outdated version of Essentials. As of now, it is incompatible with the latest version of Essentials. I'll probably get around to updating this project at some point.
 
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sooo looking forward to seeing this updated to essentials 17 because i dont have 16.2 anymore can i quickly ask do wild pokemon have birthsigns and if not would it be possible to give them a random birthsign?
 

sonicfan7895

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Hello! Just wanted to write and say the Birthsign Script is amazing, and I love the concept.

I did have a suggestion; is there any possibility for you to have a function that randomly decides which birthsign set to use at the beginning of each passing month? It would be a neat idea to implement, which means it would give all 24 birthsigns a 50/50 chance of happening at the beginning of each passing month. Or if this is just a function that's so easy to implement that I'm a total dumb-dumb, let me know... :P
 
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sooo looking forward to seeing this updated to essentials 17 because i dont have 16.2 anymore can i quickly ask do wild pokemon have birthsigns and if not would it be possible to give them a random birthsign?

I already have the core script running on v17, as well as the Events script. I won't update them on here though until I have all the other supplemental scripts updated too, in order to avoid confusion.

It's already possible to manually give a Pokemon a birthsign through an event, same as you can manually assign a Nature, Item, IV's, etc. If you want ALL random encounters to have randomized signs though, that's something that is pretty easily done. I'll see about adding it to the updated version.
 
Last edited:
1,391
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10
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  • Age 35
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Hello! Just wanted to write and say the Birthsign Script is amazing, and I love the concept.

I did have a suggestion; is there any possibility for you to have a function that randomly decides which birthsign set to use at the beginning of each passing month? It would be a neat idea to implement, which means it would give all 24 birthsigns a 50/50 chance of happening at the beginning of each passing month. Or if this is just a function that's so easy to implement that I'm a total dumb-dumb, let me know... :P

I suppose it's possible...or better yet, just include all 24 signs that alternate every 15 days or something like that, rather than normal months. But that would require re-coding pretty much the entirety of the script, and it's not a feature I'm passionate enough about to invest that much work in.
 
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I already have the core script running on v17, as well as the Events script. I won't update them on here though until I have all the other supplemental scripts updated too, in order to avoid confusion.

It's already possible to manually give a Pokemon a birthsign through an event, same as you can manually assign a Nature, Item, IV's, etc. If you want ALL random encounters to have randomized signs though, that's something that is pretty easily done. I'll see about adding it to the updated version.

kool cant wait and would be great if you could
 
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Major Update 12/8/17: Essentials 17 Compatibility & Overhauls
I've finally updated the project to work with Essentials 17. But this isn't merely a compatibility update. Many, many tweaks, changes, and new additions are included in this update that I feel fleshes things out more. I've re-balanced most of the birthsign effects; buffing some that I felt were lacking, or nerfing some that I felt made them too appealing versus others. In addition to this, I've implemented new breeding mechanics, and some other features that people have been requesting for a while.

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

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

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

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

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

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

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

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


Here's a helpful chart of all the Birthsign pairings:
Spoiler:


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


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


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


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

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

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

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

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

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

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

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


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

Here's a list of what's new:
Spoiler:


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

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

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

Core Script
Pokemon Birthsigns Script

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

Replace these respective scripts:

Optional
Updated PBRibbons Script
Updated Debug_Pokemon Script

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


All of the above will be updated in the main post.
 
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