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  #126    
Old December 11th, 2017 (12:58 PM).
Lucidious89 Lucidious89 is offline
     
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    Quote:
    Originally Posted by p.claydon View Post
    ah that works just modified the battle icon to reflect it
    XD I just posted an update that fixes this, along with some other bugs. But that looks good, feel free to use that if you want.
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      #127    
    Old December 11th, 2017 (1:15 PM).
    p.claydon p.claydon is offline
       
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      ah just noticed thank you
      another quick question and i may be just being dumb how do you give pokemon a birthsign (like during the starter event or ingame trade
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        #128    
      Old December 11th, 2017 (2:23 PM). Edited December 11th, 2017 by Lucidious89.
      Lucidious89 Lucidious89 is offline
         
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        Quote:
        Originally Posted by p.claydon View Post
        ah just noticed thank you
        another quick question and i may be just being dumb how do you give pokemon a birthsign (like during the starter event or ingame trade
        You'd use pokemon.setBirthsign(X), where "pokemon" is whatever specific Pokemon you're trying to alter, and "X" is either the month number or abbreviated month name in caps that corresponds to that birthsign. So to give January's sign you'd use either setBirthsign(1) or setBirthsign(:JAN). Regardless of which birthsign set you're using, it'll give you whatever January's sign is.

        If you want to give a Pokemon the current month's sign (regardless of which month it may be), use Time.now.mon in place of X.
        If you want to give a Pokemon a completely random birthsign, use (rand(12)+1)%12 in place of X.

        Look at some of the example NPC trade events that come in the Essentials demo as your guide to set this up if you need to.
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          #129    
        Old December 13th, 2017 (12:58 PM). Edited December 13th, 2017 by p.claydon.
        p.claydon p.claydon is offline
           
          Join Date: Jan 2011
          Gender: Female
          Posts: 390
          thanks ive managed to get it working for starter selection but can you have a quick look to see if ive done it the most efficient way

          poke=PokeBattle_Pokemon.new(
          :SQUIRTLE,5,$Trainer)
          poke.setBirthsign((rand(12)+1)%12)
          pbAddPokemon(poke)

          also ive attempted to get the journal to work as a pokegear app and for some reason it only seams to open when i close the pokegear screen any ideas what im doing wrong

          Code:
          class PokegearButton < SpriteWrapper
            attr_reader :index
            attr_reader :name
            attr_reader :selected
          
            def initialize(command,x,y,viewport=nil)
              super(viewport)
              @image = command[0]
              @name  = command[1]
              @selected = false
              if $Trainer.isFemale? && pbResolveBitmap(sprintf("Graphics/Pictures/Pokegear/icon_button_f"))
                @button = AnimatedBitmap.new("Graphics/Pictures/Pokegear/icon_button_f")
              else
                @button = AnimatedBitmap.new("Graphics/Pictures/Pokegear/icon_button")
              end
              @contents = BitmapWrapper.new(@button.width,@button.height)
              self.bitmap = @contents
              self.x = x
              self.y = y
              pbSetSystemFont(self.bitmap)
              refresh
            end
          
            def dispose
              @button.dispose
              @contents.dispose
              super
            end
          
            def selected=(val)
              oldsel = @selected
              @selected = val
              refresh if oldsel!=val
            end
          
            def refresh
              self.bitmap.clear
              rect = Rect.new(0,0,@button.width,@button.height/2)
              rect.y = @button.height/2 if @selected
              self.bitmap.blt(0,0,@button.bitmap,rect)
              textpos = [
                 [@name,self.bitmap.width/2,10,2,Color.new(248,248,248),Color.new(40,40,40)],
              ]
              pbDrawTextPositions(self.bitmap,textpos)
              imagepos = [
                 [sprintf("Graphics/Pictures/Pokegear/icon_"[email protected]),18,10,0,0,-1,-1],
              ]
              pbDrawImagePositions(self.bitmap,imagepos)
            end
          end
          
          
          
          class PokemonPokegear_Scene
            def pbUpdate
              for i in [email protected]
                @sprites["button#{i}"].selected = ([email protected])
              end
              pbUpdateSpriteHash(@sprites)
            end
          
            def pbStartScene(commands)
              @commands = commands
              @index = 0
              @viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
              @viewport.z = 99999
              @sprites = {}
              @sprites["background"] = IconSprite.new(0,0,@viewport)
              if $Trainer.isFemale? && pbResolveBitmap(sprintf("Graphics/Pictures/Pokegear/bg_f"))
                @sprites["background"].setBitmap("Graphics/Pictures/Pokegear/bg_f")
              else
                @sprites["background"].setBitmap("Graphics/Pictures/Pokegear/bg")
              end
              for i in [email protected]
                y = 196 - (@commands.length*24) + (i*48)
                @sprites["button#{i}"] = PokegearButton.new(@commands[i],118,y,@viewport)
              end
              pbFadeInAndShow(@sprites) { pbUpdate }
            end
          
            def pbScene
              ret = -1
              loop do
                Graphics.update
                Input.update
                pbUpdate
                if Input.trigger?(Input::B)
                  break
                elsif Input.trigger?(Input::C)
                  ret = @index
                  break
                elsif Input.trigger?(Input::UP)
                  @index -= 1
                  @index = @commands.length-1 if @index<0
                  pbPlayCursorSE if @commands.length>1
                elsif Input.trigger?(Input::DOWN)
                  @index += 1
                  @index = 0 if @index>[email protected]
                  pbPlayCursorSE if @commands.length>1
                end
              end
              return ret
            end
          
            def pbEndScene
              pbFadeOutAndHide(@sprites) { pbUpdate }
              pbDisposeSpriteHash(@sprites)
              @viewport.dispose
            end
          end
          
          
          
          class PokemonPokegearScreen
            def initialize(scene)
              @scene = scene
            end
          
            def pbStartScreen
              commands = []
              cmdMap     = -1
              cmdPhone   = -1
              cmdJukebox = -1
              cmdBirthsigns = -1
              commands[cmdMap = commands.length]     = ["map",_INTL("Map")]
              if $PokemonGlobal.phoneNumbers && $PokemonGlobal.phoneNumbers.length>0
                commands[cmdPhone = commands.length] = ["phone",_INTL("Phone")]
              end
              commands[cmdJukebox = commands.length] = ["jukebox",_INTL("Jukebox")]
              commands[cmdBirthsigns = commands.length] = ["birthsigns",_INTL("Birthsigns")]
              @scene.pbStartScene(commands)
              loop do
                cmd = @scene.pbScene
                if cmd<0
                  pbPlayCancelSE
                  break
                elsif cmdMap>=0 && cmd==cmdMap
                  pbPlayDecisionSE
                  pbShowMap(-1,false)
                elsif cmdPhone>=0 && cmd==cmdPhone
                  pbPlayDecisionSE
                  pbFadeOutIn(99999){
                    PokemonPhoneScene.new.start
                  }
                elsif cmdJukebox>=0 && cmd==cmdJukebox
                  pbPlayDecisionSE
                  pbFadeOutIn(99999){
                    scene = PokemonJukebox_Scene.new
                    screen = PokemonJukeboxScreen.new(scene)
                    screen.pbStartScreen
                  }
                elsif cmdBirthsigns>=0 && cmd==cmdBirthsigns
                  pbPlayDecisionSE
                  pbFadeOutIn(99999){
                    $scene = BirthsignJournalScene.new
                  }        
                end
              end
              @scene.pbEndScene
            end
          end
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            #130    
          Old December 13th, 2017 (4:07 PM). Edited December 13th, 2017 by Lucidious89.
          Lucidious89 Lucidious89 is offline
             
            Join Date: Apr 2014
            Gender: Male
            Posts: 208
            Quote:
            Originally Posted by p.claydon View Post
            thanks ive managed to get it working for starter selection but can you have a quick look to see if ive done it the most efficient way

            poke=PokeBattle_Pokemon.new(
            :SQUIRTLE,5,$Trainer)
            poke.setBirthsign((rand(12)+1)%12)
            pbAddPokemon(poke)

            also ive attempted to get the journal to work as a pokegear app and for some reason it only seams to open when i close the pokegear screen any ideas what im doing wrong

            Code:
            class PokegearButton < SpriteWrapper
              attr_reader :index
              attr_reader :name
              attr_reader :selected
            
              def initialize(command,x,y,viewport=nil)
                super(viewport)
                @image = command[0]
                @name  = command[1]
                @selected = false
                if $Trainer.isFemale? && pbResolveBitmap(sprintf("Graphics/Pictures/Pokegear/icon_button_f"))
                  @button = AnimatedBitmap.new("Graphics/Pictures/Pokegear/icon_button_f")
                else
                  @button = AnimatedBitmap.new("Graphics/Pictures/Pokegear/icon_button")
                end
                @contents = BitmapWrapper.new(@button.width,@button.height)
                self.bitmap = @contents
                self.x = x
                self.y = y
                pbSetSystemFont(self.bitmap)
                refresh
              end
            
              def dispose
                @button.dispose
                @contents.dispose
                super
              end
            
              def selected=(val)
                oldsel = @selected
                @selected = val
                refresh if oldsel!=val
              end
            
              def refresh
                self.bitmap.clear
                rect = Rect.new(0,0,@button.width,@button.height/2)
                rect.y = @button.height/2 if @selected
                self.bitmap.blt(0,0,@button.bitmap,rect)
                textpos = [
                   [@name,self.bitmap.width/2,10,2,Color.new(248,248,248),Color.new(40,40,40)],
                ]
                pbDrawTextPositions(self.bitmap,textpos)
                imagepos = [
                   [sprintf("Graphics/Pictures/Pokegear/icon_"[email protected]),18,10,0,0,-1,-1],
                ]
                pbDrawImagePositions(self.bitmap,imagepos)
              end
            end
            
            
            
            class PokemonPokegear_Scene
              def pbUpdate
                for i in [email protected]
                  @sprites["button#{i}"].selected = ([email protected])
                end
                pbUpdateSpriteHash(@sprites)
              end
            
              def pbStartScene(commands)
                @commands = commands
                @index = 0
                @viewport = Viewport.new(0,0,Graphics.width,Graphics.height)
                @viewport.z = 99999
                @sprites = {}
                @sprites["background"] = IconSprite.new(0,0,@viewport)
                if $Trainer.isFemale? && pbResolveBitmap(sprintf("Graphics/Pictures/Pokegear/bg_f"))
                  @sprites["background"].setBitmap("Graphics/Pictures/Pokegear/bg_f")
                else
                  @sprites["background"].setBitmap("Graphics/Pictures/Pokegear/bg")
                end
                for i in [email protected]
                  y = 196 - (@commands.length*24) + (i*48)
                  @sprites["button#{i}"] = PokegearButton.new(@commands[i],118,y,@viewport)
                end
                pbFadeInAndShow(@sprites) { pbUpdate }
              end
            
              def pbScene
                ret = -1
                loop do
                  Graphics.update
                  Input.update
                  pbUpdate
                  if Input.trigger?(Input::B)
                    break
                  elsif Input.trigger?(Input::C)
                    ret = @index
                    break
                  elsif Input.trigger?(Input::UP)
                    @index -= 1
                    @index = @commands.length-1 if @index<0
                    pbPlayCursorSE if @commands.length>1
                  elsif Input.trigger?(Input::DOWN)
                    @index += 1
                    @index = 0 if @index>[email protected]
                    pbPlayCursorSE if @commands.length>1
                  end
                end
                return ret
              end
            
              def pbEndScene
                pbFadeOutAndHide(@sprites) { pbUpdate }
                pbDisposeSpriteHash(@sprites)
                @viewport.dispose
              end
            end
            
            
            
            class PokemonPokegearScreen
              def initialize(scene)
                @scene = scene
              end
            
              def pbStartScreen
                commands = []
                cmdMap     = -1
                cmdPhone   = -1
                cmdJukebox = -1
                cmdBirthsigns = -1
                commands[cmdMap = commands.length]     = ["map",_INTL("Map")]
                if $PokemonGlobal.phoneNumbers && $PokemonGlobal.phoneNumbers.length>0
                  commands[cmdPhone = commands.length] = ["phone",_INTL("Phone")]
                end
                commands[cmdJukebox = commands.length] = ["jukebox",_INTL("Jukebox")]
                commands[cmdBirthsigns = commands.length] = ["birthsigns",_INTL("Birthsigns")]
                @scene.pbStartScene(commands)
                loop do
                  cmd = @scene.pbScene
                  if cmd<0
                    pbPlayCancelSE
                    break
                  elsif cmdMap>=0 && cmd==cmdMap
                    pbPlayDecisionSE
                    pbShowMap(-1,false)
                  elsif cmdPhone>=0 && cmd==cmdPhone
                    pbPlayDecisionSE
                    pbFadeOutIn(99999){
                      PokemonPhoneScene.new.start
                    }
                  elsif cmdJukebox>=0 && cmd==cmdJukebox
                    pbPlayDecisionSE
                    pbFadeOutIn(99999){
                      scene = PokemonJukebox_Scene.new
                      screen = PokemonJukeboxScreen.new(scene)
                      screen.pbStartScreen
                    }
                  elsif cmdBirthsigns>=0 && cmd==cmdBirthsigns
                    pbPlayDecisionSE
                    pbFadeOutIn(99999){
                      $scene = BirthsignJournalScene.new
                    }        
                  end
                end
                @scene.pbEndScene
              end
            end
            Don't worry, I've got you covered. Im posting an update in a few that fixes the journal so that it can open via the Pokegear, as well as various other things.
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              #131    
            Old December 13th, 2017 (4:50 PM). Edited December 13th, 2017 by Lucidious89.
            Lucidious89 Lucidious89 is offline
               
              Join Date: Apr 2014
              Gender: Male
              Posts: 208
              Minor Update 12/13/17: Final Revisions for v17
              I've been working on ironing out a few things for my v17 compatibility update. I know it's probably annoying to have to re-install everything each time, but I promise this is my final update as far as Essentials v17 goes. After this, the project should be completely where I want it to be at the present time, and everything should work as intended. It's always possible I may have overlooked things, of course, so let me know if there's any issues that come up. Otherwise, it should be good to go.


              What's New:
              • Sign Conversion
                I've added a new Event in the Birthsign Events add-on script. Along with Birthstone and Birthpath events, there is now a third type of event called a Sign Conversion event. You can use this type of event to convert a Pokemon's birthsign from one to another. To use this event, the Pokemon must already have a birthsign (you can already use Birthstone events to grant birthsigns if they don't have one). If the chosen Pokemon has a birthsign, then it will be converted to whatever sign corresponds to the control switch you placed in the event.

                Examples:
                Spoiler:


                Setting Up:
                Spoiler:
                • Control Switches 111-122 correspond to the 12 months, starting with January (111).

                • Control Switch 125 is now designated as a SIGNCONVERT_SWITCH. This is the switch you need to turn on in an event to trigger a Sign Conversion event. Switches 123 and 124 still correspond to a Birthstone or Birthpath event, respectively.

                • Set up your event as seen here to properly implement a Sign Conversion event:



              • Zodiac Powers in the Birthsign Journal
                The Birthsign Journal has been updated to display information regarding that month's Zodiac Power. This includes a description of the power's effect in battle, the targets that the power affects, and the name and graphic of the required hold item to activate the power. This information is toggled on and off by pressing the Z key while viewing a birthsign page. Now the player won't have to memorize the different combat effects for zodiac powers, as all the information can be found in the Journal.

                Examples:
                Spoiler:

                Other Changes:
                • Partner Signs in the Journal are now highlighted in blue, instead of yellow. It just looks a little better this way.

                • There are now icons in the Journal to indicate the functions of the X and Z keys. X returns to the main menu, and Z opens up Zodiac Power information.



              Updates:
              • Pokegear Access for the Birthsigns Journal
                The Journal may now once again be accessed through the Pokegear. To do this, make sure the icon_birthsigns graphic is in your Pictures/Pokegear folder. If so, the Journal should show up automatically. This icon is found in the same link as the Birthsign graphics folder.

                • Note that calling for the Journal in a script is now done with scene = BirthsignJournalScene.new (no longer has a $ sign in front).

              • Elite Battle System Compatibility
                The Zodiac Power compatibility script for Luka S.J.'s Elite Battle System has been updated and should no longer cause errors. You may download it HERE. Install it under the EliteBattle_3 script.

              • Improvements to Birthsign Skills in the Menu
                My v17 update made it so birthsign skills used from the party menu are now colored purple to distinguish them from regular field moves and HM's. I've gone a bit further with this idea, and now I've made it so if a skill is unusable at the present time, then the skill will instead be greyed out. For example, if a Pokemon has the "Rebirth" skill (revives the user) given by 'The Phoenix', then the skill will be colored purple when the Pokemon is fainted, to indicate that the skill is presently usable. However, once the Pokemon is no longer fainted, the skill will become greyed out, since it doesn't currently have a use.

                Examples:
                Spoiler:


                The majority of birthsign skills now follow this rule. For example, the "Escape" skill to flee dungeons will now be greyed out if the player is already outside, and the "Ability Swap" skill will be greyed out if the user doesn't have any other abilities to swap to.

              • Skill Menu Flourishes
                I've now also made it so that the birthsign ritual animation (a reskinned version of the field move animation) will play out with most Birthsign skills when one is used. This is to help make the mechanic feel more fleshed out and more visually interesting. I've also spruced up some of the text, pacing, and sound effects of each skill, to make it feel more polished overall.



              Bug Fixes:
              • 'The Martyr' & 'The Cleric' - Skill Effects
                Fixed a text bug for both of these signs, as well as an unintended bug that could cause the user to faint if they become low on HP while using these skills.

              • 'The Aristocrat' - Birthsign Effect
                Fixed a bug that would crash the game after a trainer battle.

              • 'The Ancestor' - Birthsign Effect
                If both parents have this sign, it should now have a 50/50 chance of passing down either parent's EV spread to the offspring, as it was intended.

              • 'The Thief' - Zodiac Power
                The effect of this power has been fixed. Previously, stolen items would not be retained after battle, and the user's Zodiac Gem would not be consumed, even if the Power failed in battle. The gem is now properly consumed, and stolen items are retained.


              Installation
              Birthsigns Graphics Folder
              Pokemon Birthsigns
              Birthsigns Journal
              Birthsign Events
              Zodiac Powers

              If using Luka's Elite Battle System:
              EBS Compatibility



              Everything above has already been updated in the main post. Please re-install if necessary.
              ~
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                #132    
              Old December 14th, 2017 (1:26 PM).
              p.claydon p.claydon is offline
                 
                Join Date: Jan 2011
                Gender: Female
                Posts: 390
                yay everything seams to be working great now thank you
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                  #133    
                Old December 20th, 2017 (12:40 PM). Edited December 20th, 2017 by p.claydon.
                p.claydon p.claydon is offline
                   
                  Join Date: Jan 2011
                  Gender: Female
                  Posts: 390
                  hiya me again ive added the z-moves released from Here and works fine on its own but when added with zodiacmoves it causes the following error
                  Spoiler:

                  Code:
                  ---------------------------
                  Pokemon Essentials
                  ---------------------------
                  [Pokémon Essentials version 17.2]
                  
                  Exception: NoMethodError
                  
                  Message: undefined method `[]' for nil:NilClass
                  
                  PokeBattle_Battler:2613:in `pbTarget'
                  
                  PokeBattle_Battler:2529:in `pbFindUser'
                  
                  PokeBattle_Battler:3574:in `pbUseMove'
                  
                  PokeBattle_Battler:3911:in `pbProcessTurn'
                  
                  PokeBattle_Battler:3910:in `logonerr'
                  
                  PokeBattle_Battler:3910:in `pbProcessTurn'
                  
                  Birthsign_ZodiacPowers:1381:in `pbAttackPhase'
                  
                  Birthsign_ZodiacPowers:1369:in `each'
                  
                  Birthsign_ZodiacPowers:1369:in `pbAttackPhase'
                  
                  Birthsign_ZodiacPowers:1357:in `times'
                  
                  
                  
                  This exception was logged in 
                  
                  C:\Users\P\Saved Games\Pokemon Essentials\errorlog.txt.
                  
                  Press Ctrl+C to copy this message to the clipboard.
                  ---------------------------
                  OK   
                  ---------------------------


                  any advice on how to resolve would be great thank you
                  __________________
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                    #134    
                  Old December 20th, 2017 (1:10 PM).
                  Lucidious89 Lucidious89 is offline
                     
                    Join Date: Apr 2014
                    Gender: Male
                    Posts: 208
                    Quote:
                    Originally Posted by p.claydon View Post
                    hiya me again ive added the z-moves released from Here and works fine on its own but when added with zodiacmoves it causes the following error
                    Spoiler:

                    Code:
                    ---------------------------
                    Pokemon Essentials
                    ---------------------------
                    [Pokémon Essentials version 17.2]
                    
                    Exception: NoMethodError
                    
                    Message: undefined method `[]' for nil:NilClass
                    
                    PokeBattle_Battler:2613:in `pbTarget'
                    
                    PokeBattle_Battler:2529:in `pbFindUser'
                    
                    PokeBattle_Battler:3574:in `pbUseMove'
                    
                    PokeBattle_Battler:3911:in `pbProcessTurn'
                    
                    PokeBattle_Battler:3910:in `logonerr'
                    
                    PokeBattle_Battler:3910:in `pbProcessTurn'
                    
                    Birthsign_ZodiacPowers:1381:in `pbAttackPhase'
                    
                    Birthsign_ZodiacPowers:1369:in `each'
                    
                    Birthsign_ZodiacPowers:1369:in `pbAttackPhase'
                    
                    Birthsign_ZodiacPowers:1357:in `times'
                    
                    
                    
                    This exception was logged in 
                    
                    C:\Users\P\Saved Games\Pokemon Essentials\errorlog.txt.
                    
                    Press Ctrl+C to copy this message to the clipboard.
                    ---------------------------
                    OK   
                    ---------------------------


                    any advice on how to resolve would be great thank you
                    I have no idea. Installing that replaces the entire Essentials script. There's no way to tell what it changed without going over everything line by line.
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                      #135    
                    Old December 20th, 2017 (2:20 PM).
                    p.claydon p.claydon is offline
                       
                      Join Date: Jan 2011
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                      Posts: 390
                      thought that wud b the case thanks for the reply tho
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                        #136    
                      Old December 27th, 2017 (2:50 AM).
                      AdrianPayo's Avatar
                      AdrianPayo AdrianPayo is offline
                         
                        Join Date: Aug 2014
                        Location: Helheim
                        Gender: Male
                        Posts: 2
                        Hi! First of all congratulations for this amazing script system, Lucidious89, I really love it and I'm trying to use it on my fangame because I think that combines perfectly with it.

                        Now, I have a little question to you. It could be possible (in an easy way, I don't want that you make a heavy script for this silly question) to decide in-game if we want the Birthsign set 1 or the Birthsign set 2? I was trying to modify the script putting an "if/else" on the "BIRTHSIGN_SET_2 = true" with a "$game_switches" condition, but it doesn't work.

                        Thanks again (and sorry if there are spelling mistakes, I'm spanish and I have my english a little forgotten) I hope you can solve my doubt.
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                          #137    
                        Old December 27th, 2017 (5:00 AM).
                        Lucidious89 Lucidious89 is offline
                           
                          Join Date: Apr 2014
                          Gender: Male
                          Posts: 208
                          Quote:
                          Originally Posted by AdrianPayo View Post
                          Hi! First of all congratulations for this amazing script system, Lucidious89, I really love it and I'm trying to use it on my fangame because I think that combines perfectly with it.

                          Now, I have a little question to you. It could be possible (in an easy way, I don't want that you make a heavy script for this silly question) to decide in-game if we want the Birthsign set 1 or the Birthsign set 2? I was trying to modify the script putting an "if/else" on the "BIRTHSIGN_SET_2 = true" with a "$game_switches" condition, but it doesn't work.

                          Thanks again (and sorry if there are spelling mistakes, I'm spanish and I have my english a little forgotten) I hope you can solve my doubt.
                          I don't believe there is. However, I'm currently working on a future update that will expand your options when it comes to assigning birthsigns; allowing you to manually set any of the 24 signs regardless of which "set" you're using, and also custom build your own 12 month zodiac. Hopefully that will be sufficient.
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                            #138    
                          Old December 27th, 2017 (6:32 AM).
                          AdrianPayo's Avatar
                          AdrianPayo AdrianPayo is offline
                             
                            Join Date: Aug 2014
                            Location: Helheim
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                            Quote:
                            Originally Posted by Lucidious89 View Post
                            I don't believe there is. However, I'm currently working on a future update that will expand your options when it comes to assigning birthsigns; allowing you to manually set any of the 24 signs regardless of which "set" you're using, and also custom build your own 12 month zodiac. Hopefully that will be sufficient.
                            Thanks for answer so fast! Yes, that would be perfect. Regards!
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                              #139    
                            Old December 27th, 2017 (11:18 AM).
                            p.claydon p.claydon is offline
                               
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                              that would be pretty cool
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                                #140    
                              Old January 1st, 2018 (8:23 AM).
                              p.claydon p.claydon is offline
                                 
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                                is it possible for evolution be affected by Birthsign and can switches be activated via birthsigns?
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                                  #141    
                                Old January 1st, 2018 (12:38 PM).
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                                PurpleSmeargle PurpleSmeargle is offline
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                                  Quote:
                                  Originally Posted by p.claydon View Post
                                  is it possible for evolution be affected by Birthsign and can switches be activated via birthsigns?
                                  Would be an amazing feature.
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                                    #142    
                                  Old January 1st, 2018 (2:48 PM).
                                  p.claydon p.claydon is offline
                                     
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                                    would also b interesting to know if using something like gts and trade a pkm will its birthsign be traded if so if the game it was transfered from was using set 1 and the game transfered 2 used set 2 which set will the traded pokemon have?
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                                      #143    
                                    Old January 1st, 2018 (3:22 PM).
                                    Lucidious89 Lucidious89 is offline
                                       
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                                      Quote:
                                      Originally Posted by p.claydon View Post
                                      is it possible for evolution be affected by Birthsign and can switches be activated via birthsigns?
                                      I see no reason why you couldn't set up evolution methods linked to the species having a particular sign. It should probably work if set up correctly. I'm less sure about switches (if you mean like control switches).

                                      Quote:
                                      would also b interesting to know if using something like gts and trade a pkm will its birthsign be traded if so if the game it was transfered from was using set 1 and the game transfered 2 used set 2 which set will the traded pokemon have?
                                      If the game being traded to has the same version of the birthsign mechanic installed, sure. I don't see why not. Although I have no experience with trading with Essentials. But theoretically, sure.

                                      As far as different Birthsign Sets, I'm getting rid of that in the next update anyway. Any sign will be able to be assigned, regardless of what your 12 month zodiac looks like. I'll go into more detail about how that works once I'm finished.
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                                        #144    
                                      Old January 1st, 2018 (3:38 PM). Edited January 3rd, 2018 by p.claydon.
                                      p.claydon p.claydon is offline
                                         
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                                        Quote:
                                        Originally Posted by Lucidious89 View Post
                                        I see no reason why you couldn't set up evolution methods linked to the species having a particular sign. It should probably work if set up correctly. I'm less sure about switches (if you mean like control switches).
                                        yh i mean like control switches wanted to be able to have a switch activates if a certain species is shown to it but also has to contain a specific sign aswell

                                        Quote:
                                        Originally Posted by Lucidious89 View Post
                                        If the game being traded to has the same version of the birthsign mechanic installed, sure. I don't see why not. Although I have no experience with trading with Essentials. But theoretically, sure.

                                        As far as different Birthsign Sets, I'm getting rid of that in the next update anyway. Any sign will be able to be assigned, regardless of what your 12 month zodiac looks like. I'll go into more detail about how that works once I'm finished.
                                        that sounds really cool

                                        EDIT

                                        ok so i have made an evolution method that is dependant on the birthsign in this case march

                                        when PBEvolution::Custom1
                                        return poke if pokemon.hasMarBirthsign? && pokemon.level>=level


                                        and in the pokemon.txt pbs file
                                        Evolutions=RAICHU,Custom1,21

                                        so in this case pikachu will evolve at level 21 if it has the march sign

                                        EDIT

                                        Ive made a small script addon for birthsigns it checks for a defined pokemon with a defined birthsign just script call

                                        Code:
                                        pbPokeSignCheck(a,b,c,d)
                                        were
                                        a is the species number,
                                        b is the birthsign id
                                        c is the variable or switch assigned to the call
                                        d is option and is the mode 1 = variable, 2 = switch and 3 = both (default is 3)

                                        eg pbPokeSignCheck(25,9,53) will look for a pikachu with the september birthsign and will will return variable 53 with 1 and switch 53 to on

                                        Spoiler:

                                        Code:
                                        POKEMON_SPECIES_CHECK_VARIABLE = 51
                                        POKEMON_SIGN_CHECK_VARIABLE = 52
                                        SPECIES_AND_SIGN_CHECK_VARIABLE = 50
                                        def pbPokeSignCheck(a,b,c,d=3)
                                        	x=0
                                        	$game_variables[c]=0
                                        	for i in 0...$Trainer.party.length
                                        		$game_variables[SPECIES_AND_SIGN_CHECK_VARIABLE]=i
                                        		pkmn=pbGetPokemon(SPECIES_AND_SIGN_CHECK_VARIABLE)
                                        		pbSet(POKEMON_SPECIES_CHECK_VARIABLE,pkmn.species)
                                        		pbSet(POKEMON_SIGN_CHECK_VARIABLE,pkmn.birthsign)
                                        		if a==$game_variables[POKEMON_SPECIES_CHECK_VARIABLE]
                                        			then
                                        				if b==$game_variables[POKEMON_SIGN_CHECK_VARIABLE]
                                        					then
                                        						x=1
                                        				end
                                        		end
                                            end
                                            if x>=1
                                        		then
                                        			case d
                                        				when 1
                                        					$game_variables[c]=x
                                        				when 2
                                        					$game_switches[c]=true
                                        				when 3
                                        					$game_variables[c]=x
                                        					$game_switches[c]=true
                                        			end
                                            end
                                        end
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                                          #145    
                                        Old January 3rd, 2018 (3:03 PM).
                                        Lucidious89 Lucidious89 is offline
                                           
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                                          Quote:
                                          Originally Posted by p.claydon View Post
                                          yh i mean like control switches wanted to be able to have a switch activates if a certain species is shown to it but also has to contain a specific sign aswell



                                          that sounds really cool

                                          EDIT

                                          ok so i have made an evolution method that is dependant on the birthsign in this case march

                                          when PBEvolution::Custom1
                                          return poke if pokemon.hasMarBirthsign? && pokemon.level>=level


                                          and in the pokemon.txt pbs file
                                          Evolutions=RAICHU,Custom1,21

                                          so in this case pikachu will evolve at level 21 if it has the march sign

                                          EDIT

                                          Ive made a small script addon for birthsigns it checks for a defined pokemon with a defined birthsign just script call

                                          Code:
                                          pbPokeSignCheck(a,b,c,d)
                                          were
                                          a is the species number,
                                          b is the birthsign id
                                          c is the variable or switch assigned to the call
                                          d is option and is the mode 1 = variable, 2 = switch and 3 = both (default is 3)

                                          eg pbPokeSignCheck(25,9,53) will look for a pikachu with the september birthsign and will will return variable 53 with 1 and switch 53 to on

                                          Spoiler:

                                          Code:
                                          POKEMON_SPECIES_CHECK_VARIABLE = 51
                                          POKEMON_SIGN_CHECK_VARIABLE = 52
                                          SPECIES_AND_SIGN_CHECK_VARIABLE = 50
                                          def pbPokeSignCheck(a,b,c,d=3)
                                          	x=0
                                          	$game_variables[c]=0
                                          	for i in 0...$Trainer.party.length
                                          		$game_variables[SPECIES_AND_SIGN_CHECK_VARIABLE]=i
                                          		pkmn=pbGetPokemon(SPECIES_AND_SIGN_CHECK_VARIABLE)
                                          		pbSet(POKEMON_SPECIES_CHECK_VARIABLE,pkmn.species)
                                          		pbSet(POKEMON_SIGN_CHECK_VARIABLE,pkmn.birthsign)
                                          		if a==$game_variables[POKEMON_SPECIES_CHECK_VARIABLE]
                                          			then
                                          				if b==$game_variables[POKEMON_SIGN_CHECK_VARIABLE]
                                          					then
                                          						x=1
                                          				end
                                          		end
                                              end
                                              if x>=1
                                          		then
                                          			case d
                                          				when 1
                                          					$game_variables[c]=x
                                          				when 2
                                          					$game_switches[c]=true
                                          				when 3
                                          					$game_variables[c]=x
                                          					$game_switches[c]=true
                                          			end
                                              end
                                          end
                                          Huh. Well this seems interesting. May I ask what sort of ways you have in mind for using this bit if code?
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                                            #146    
                                          Old January 3rd, 2018 (3:23 PM).
                                          p.claydon p.claydon is offline
                                             
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                                            well its all dependant on wether or not i can get an evo method to work but essentially i wanted a way to make the player visit a sacred area with certain pokemon containing certain birthsigns once complete it'll either allow a certain pokemon to evolve or release an evo item for said pokemons evolution depends what i can work out
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                                              #147    
                                            Old January 7th, 2018 (10:05 AM). Edited January 24th, 2018 by Lucidious89.
                                            Lucidious89 Lucidious89 is offline
                                               
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                                              Major Update 1/7/18: New Signs & Custom Zodiac
                                              With the way this project was designed previously, it was only really possible for me to add new birthsigns in sets of 12. That's why I stopped making new ones after 24, because adding any more would mean I'd need to add a full set of 12 to create a new zodiac, which is a lot. However, I've gone back and completely changed how this project handles zodiacs. This change not only makes it easier for me to add new signs in any amounts that I want, but it also gives you more options in how to set up your zodiacs. So to kick off this update, I've added 6 brand new birthsigns, bringing the total to 30. Here are the new signs:

                                              New Birthsigns:
                                              Spoiler:
                                              • 'The Bard'

                                                Constellation: Kricketune
                                                Type: Field Skill
                                                Effect: The user can use the 'Harmonize' skill from the party menu, which lets it sing a tune to lure wild Pokemon in the area (Sweet Scent effect).

                                                Zodiac Power: The user emits a tune in battle that lowers the Attack, Sp.Atk, or Speed of all opponents by 1 stage. The particular stat that is lowered depends on which of the three stats are highest on the user. Pokemon with Soundproof are unaffected.


                                              • 'The Empath'

                                                Constellation: Mesprit
                                                Type: Party Skill
                                                Effect: The user can use the 'Bond' skill from the party menu, allowing it to select another party member to copy their nature.

                                                Zodiac Power: All Pokemon on the field are forced to share their pain, and split damage among themselves evenly (Pain Split effect).


                                              • 'The Mirror'

                                                Constellation: Bronzor
                                                Type: Battle Lead
                                                Effect: When leading the party, the user may encounter wild Pokemon that share similar IV's to the user.

                                                Zodiac Power: The user copies the typing of its ally in battle (Reflect Type effect). If there is no ally to target, it will copy the nearest opponent's typing instead.


                                              • 'The Tactician'

                                                Constellation: Bisharp
                                                Type: Self Skill
                                                Effect: The user can use the 'Gambit' skill to reallocate its EV points in a different arrangement. The Pokemon must already have 510 EV's to activate this skill.

                                                Zodiac Power: Negates any of the opponent's stat boosts, and also negates any of the user's or its partner's stat drops.


                                              • 'The Fool'

                                                Constellation: Spinda
                                                Type: Party Skill
                                                Effect: The user can use the 'Lunacy' skill to reduce its own level by 3 in order to randomly raise the level of a selected party member by 1-5 levels. The user must be at least level 5 to activate this effect. Doesn't work on targets that are higher level than the user.

                                                Zodiac Power: One of the user's stats is randomly reduced by 3 stages in order to randomly boost a partner's stat by 3 stages.


                                              • 'The Alchemist'

                                                Constellation: Shuckle
                                                Type: Self Skill
                                                Effect: The user can use the 'Transmute' skill to morph its held item into a different one. Stardust is used as a catalyst in the transmutation process, and 1 will be consumed from your inventory with each use. This skill cannot be used if you don't have any Stardust in your inventory. The type of item you get through transmutation depends on the initial item being held. If the user is holding a Pink Apricorn, for example, then transmuting it will create a Love Ball. If the user is holding a Berry, then transmuting it will sometimes get you Berry Juice, Miracle Seeds, or even Leftovers. Transmuting Destiny Knot may create cloth items (scarves, bands, etc), while transmuting Gems might yield various evolution stones. Almost every item will yield something that makes sense when transmuted.

                                                Zodiac Power: The user morphs an opponent's held item into a potentially harmful or useless one. For example, a held Life Orb may be instead morphed into a Toxic Orb.


                                              Now, you may have noticed that none of these new signs are tied to a specific month. That's because of the next addition: Custom Zodiacs. Yes, you can now properly build your own 12 month set out of the 30 possible signs. You're no longer forced to use a particular set in the order that I create. You can freely mix and match how you wish. Here's how that's done:


                                              Set Customization:
                                              Spoiler:
                                              1) Toggle
                                              Previously, the way you would select which birthsign set you wanted to use would be by setting the toggle BIRTHSIGNS_SET_2 to true or false. Well, that has been removed. Instead, there is a new toggle called ZODIACSET near the top of the script. And unlike the old toggle, this one doesn't use a true/false system, but instead a number-based one. Here's what it looks like:



                                              As shown here, this is how the toggle looks within the script. By setting the ZODIACSET to a certain number, you can toggle between various sets.

                                              0 = Null Set
                                              Without a zodiac active, most features of the script are deactivated, such as inheriting signs through breeding or in the wild, and accessing the journal. However, you may still give Pokemon signs through scripts, or the debug tool. They just won't inherit any naturally.

                                              1 = Birthsign Set 1
                                              Same as before, this utilizes the original 12 birthsigns to make a zodiac out of.

                                              2 = Birthsign Set 2
                                              Same as before, this utilizes the second set of signs 13-24 to make a zodiac out of.

                                              3 = Random Zodiac
                                              This creates a semi-randomized zodiac out of all 30 available signs. This zodiac will be re-randomized and different each time you load up the game.

                                              4 = Customizable Set
                                              This is the number you want to set the ZODIACSET toggle to if you're interested in customizing your own zodiac set. Once you've set it to 4, you can move on to actually building the set.


                                              2) Building a Set
                                              Further down in the script, you'll find a section that looks like this:



                                              This is where you build a set. How it's done is really quite simple. For each month's BIRTHSIGN, set it to a number that corresponds with a sign that you want. So if you want, lets say, 'The Alchemist' to be January's sign, then set JAN_BIRTHSIGN = 30. Refer to the chart I provided in the script for the appropriate sign numbers.




                                              Other Changes
                                              While the new signs and customization are the primary changes with this update, a slew of other things are implemented as well. Here's what's new:

                                              Spoiler:
                                              • Wild Birthsigns Toggle
                                                Similarly to how the Set toggle has been changed to a number-based system, so has the toggle for wild birthsigns. Now you can customize wild encounters even further, as seen here:


                                              • Consolidating my other scripts
                                                While Pokemon Birthsigns is by far my most ambitious Essentials project, I do have a few other, smaller things that I've posted on here before. I've decided to wrap them all into this script, so that everything is together as a single project. This includes my IV Star Ratings, Summary Egg Groups, and HGSS Shiny Leaf Functionality. All three have now been fully integrated into Pokemon Birthsigns. However, if you aren't interested in these extra scripts, don't worry. Ive added toggles at the top of the script to turn them on/off if you aren't interested in using them. All three are turned off by default.


                                              • Z-Move Compatibility
                                                Thanks to p.claydon for putting my attention to this. This update now makes this project compatible with the Z-Move Add On script, allowing you to use both Z-Moves and Zodiac Powers together. This is also done through a toggle found at the top of the script, which looks like this:

                                                ONLY set this to true if you're using Pokemon Birthsigns in a project utilizing Z-Moves. Otherwise leave if set to false, as it is by default.


                                              • More Debug Options
                                                The Debug tool has been expanded slightly to provide more options.


                                                Set Zodiac Sign
                                                This allows you to select and assign any birthsign out of your current Zodiac Set.

                                                Set Random Zodiac
                                                This applies a random birthsign out of your 12 month zodiac.

                                                Set Any Birthsign
                                                This allows you to select and assign any birthsign out of all 30 possible signs.

                                                Set Random Sign
                                                This applies a random birthsign out of all 30 possible signs.


                                              • Shiny Leaf Debug functionality
                                                With my Shiny Leaf scripts now implemented into this project, there are also debug features to go along with this change. You may add/remove shiny leaves on a Pokemon. This can be found under "Cosmetic options..." in the Debug menu. This option will only be displayed if SHOW_SHINY_LEAF is set to "true".


                                                Give Leaf
                                                Adds 1 shiny leaf to the Pokemon's total.

                                                Take Leaf
                                                Removes 1 shiny leaf to the Pokemon's total.

                                                Set Leafs
                                                Adds a specified number of leafs to a Pokemon's total.

                                                Add Crown
                                                Instantly gives the Pokemon 6 shiny leafs (which creates a leaf crown).



                                              Changes to Sign Effects
                                              Certain signs have been slightly updated in this update.

                                              Spoiler:
                                              • 'The Aristocrat'
                                                Effect: The user gains 20% more prize money from trainer battles.

                                                Change: The user now has a 50% chance to pickup spare change after wild battles, too. The amount depends on the user's level.

                                              • 'The Specialist'
                                                Effect: The user can use the 'Re-roll' skill to change its IV's for a new Hidden Power.

                                                Change: When using the 'Re-roll' skill, the IV quality improves based on the user's level. At level 50 and up, randomized IV's will be in the 25-26 range. At level 100, randomized IV's will be in the 30-31 range. Below level 50, IV's are completely randomized when used.

                                              • 'The Eternal'
                                                Effect: The user may Reincarnate to reset many attributes, along with changing its birthsign to the current month's sign.

                                                Change: If the Reincarnate skill is used when ZODIACSET is set to 0, the Pokemon will instead inherit a completely random birthsign (out of all 30), since there is no zodiac to pull the current month's sign from.



                                              Changes to Zodiac Powers
                                              Many effects to various Zodiac Powers have been changed in this update. Previously, there were a few signs from Set 1 and 2 that shared identical effects. Since you can now create customized sets to include any birthsign, I've gone back and given each sign a unique effect to avoid having any overlapping effects in the same zodiac.

                                              Spoiler:
                                              • 'The Companion'
                                                Previously: The user protects its ally from harm by redirecting all attacks to itself (Follow Me effect). This effect was shared with 'The Parent'.

                                                Change: This Zodiac Power will now instead boost an ally's strength in battle (Helping Hand effect).


                                              • 'The Savage'
                                                Previously: The user reduced its own HP down to 1 in order to boost Attack, Sp.Atk, and Speed by 2 stages.

                                                Change: The user will now reduce its own HP by half. If the user has less than half its HP left, THEN it'll reduce its HP to 1. Stat boosts are now +1 instead of +2.


                                              • 'The Prodigy'
                                                Previously: Copies the Ability of a viable opponent.

                                                Change: In a double battle, this effect will now only target the Pokemon directly across from the user (if there are two targets), instead of the first viable one.


                                              • 'The Maiden'
                                                Previously: Boosts the user's Sp.Atk & Sp.Def. Infatuates opposite gendered targets.

                                                Change: If the targets cannot be infatuated, (same gender, genderless, Oblivious, etc), then they will instead become confused.


                                              • 'The Voyager'
                                                Previously: The user switches out immediately after moving (U-Turn effect). This effect was shared by 'The Fugitive'.

                                                Change: The user will now instead apply this effect to its partner in a double battle, leading its partner to safety by leading them away from the battlefield at the end of the turn.


                                              • 'The Thief'
                                                Previously: Steals an item from a viable opponent. A successful theft boosts the user's Speed by 1 stage.

                                                Change: In a double battle, this effect will now only target the Pokemon directly across from the user (if there are two targets), instead of the first viable one.


                                              • 'The Glutton'
                                                Previously: The user heals up to 50% of its total HP, but its Speed is reduced by 1 stage.

                                                Change: This effect will now also increase the user's weight by 100kg after use.


                                              • 'The Scholar'
                                                Previously: The user copied the stat changes of its ally or opponent (Psych Up effect). This effect is shared by 'The Apprentice'.

                                                Change: This will now instead allow the user to reverse-engineer beneficial effects opponents apply to themselves, and instead use them for itself (Snatch effect).


                                              • 'The Monk'
                                                Previously: The user meditated to boost the power of its own move by 50% (Helping Hand effect).

                                                Change: This will now instead shield the user in an aura that bounces back harmful effects at the opponent (Magic Coat effect).


                                              • 'The Assassin'
                                                Previously: Deals damage to all opponents equal to 1/8th of the their max HP. Deals double damage on sleeping foes.

                                                Change: Sleeping targets will now also be inflicted with the Nightmare effect.


                                              • 'The Eternal'
                                                Previously: Randomly utilizes the effects of any one of these signs' Zodiac Powers - 'The Phoenix', 'The Aristocrat', 'The Cleric', 'The Monk', 'The Ancestor', 'The Specialist', or 'The Assassin'.

                                                Change: The Zodiac Power effects of the following signs may now also be randomly used: 'The Beacon', 'The Maiden', 'The Gladiator', 'The Thief', 'The Glutton', 'The Bard', 'The Tactician', 'The Alchemist'. This brings the total number of possible Zodiac Powers this can pull from to 15.




                                              Installation
                                              This is a substantial update, and requires a full re-installation of all the projects scripts.
                                              Here's what you'll need:
                                              Spoiler:
                                              Graphics
                                              Birthsign Graphics Folder (New graphics)
                                              Zodiac Gem Graphics (New graphics)

                                              PBS File Additions
                                              Spoiler:
                                              In Items, add all of the following. If you already have these added, paste over them with these, anyway (make sure to adjust the item ID numbers accordingly).
                                              Spoiler:
                                              Code:
                                              526,JANZODICA,Janzodica,,1,200,"A gem bathed in January's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              527,FEBZODICA,Febzodica,,1,200,"A gem bathed in February's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              528,MARZODICA,Marzodica,,1,200,"A gem bathed in March's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              529,APRIZODICA,Aprizodica,,1,200,"A gem bathed April's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              530,MAYZODICA,Mayzodica,,1,200,"A gem bathed in May's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              531,JUNZODICA,Junzodica,,1,200,"A gem bathed in June's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              532,JULZODICA,Julzodica,,1,200,"A gem bathed in July's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              533,AUGZODICA,Augzodica,,1,200,"A gem bathed in August's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              534,SEPZODICA,Sepzodica,,1,200,"A gem bathed in September's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              535,OCTZODICA,Octzodica,,1,200,"A gem bathed in October's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              536,NOVIZODICA,Novizodica,,1,200,"A gem bathed in November's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,
                                              537,DECIZODICA,Decizodica,,1,200,"A gem bathed in December's starlight. A Pokémon with a matching birthsign may use its Zodiac Power.",0,0,15,


                                              If you're using the Z-Move Add On scripts, you should also replace your Z-Crystal items in your PBS file with these (there seems to be a sorting oversight in how the originals were written). Make sure to adjust item ID numbers accordingly.
                                              Spoiler:
                                              Code:
                                              526,BUGINIUMZ,Buginium-Z,,8,0,"It converts Z-Power into crystals that upgrade Bug-type moves to Bug-type Z-Moves.",5,0,14
                                              527,BUGINIUMZ2,Buginium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Bug-type moves to Z-Moves.",0,0,13
                                              528,DARKINIUMZ,Darkinium-Z,,8,0,"It converts Z-Power into crystals that upgrade Dark-type moves to Dark-type Z-Moves.",5,0,14
                                              529,DARKINIUMZ2,Darkinium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Dark-type moves to Z-Moves.",0,0,13
                                              530,DRAGONIUMZ,Dragonium-Z,,8,0,"It converts Z-Power into crystals that upgrade Dragon-type moves to Dragon-type Z-Moves.",5,0,14
                                              531,DRAGONIUMZ2,Dragonium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Dragon-type moves to Z-Moves.",0,0,13
                                              532,ELECTRIUMZ,Electrium-Z,,8,0,"It converts Z-Power into crystals that upgrade Electric-type moves to Electric-type Z-Moves.",5,0,14
                                              533,ELECTRIUMZ2,Electrium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Electric-type moves to Z-Moves.",0,0,13
                                              534,FAIRIUMZ,Fairium-Z,,8,0,"It converts Z-Power into crystals that upgrade Fairy-type moves to Fairy-type Z-Moves.",5,0,14
                                              535,FAIRIUMZ2,Fairium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Fairy-type moves to Z-Moves.",0,0,13
                                              536,FIGHTINIUMZ,Fightinium-Z,,8,0,"It converts Z-Power into crystals that upgrade Fighting-type moves to Fighting-type Z-Moves.",5,0,14
                                              537,FIGHTINIUMZ2,Fightinium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Fighting-type moves to Z-Moves.",0,0,13
                                              538,FIRIUMZ,Firium-Z,,8,0,"It converts Z-Power into crystals that upgrade Fire-type moves to Fire-type Z-Moves.",5,0,14
                                              539,FIRIUMZ2,Firium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Fire-type moves to Z-Moves.",0,0,13
                                              540,FLYINIUMZ,Flyinium-Z,,8,0,"It converts Z-Power into crystals that upgrade Flying-type moves to Flying-type Z-Moves.",5,0,14
                                              541,FLYINIUMZ2,Flyinium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Flying-type moves to Z-Moves.",0,0,13
                                              542,GHOSTIUMZ,Ghostium-Z,,8,0,"It converts Z-Power into crystals that upgrade Ghost-type moves to Ghost-type Z-Moves.",5,0,14
                                              543,GHOSTIUMZ2,Ghostium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Ghost-type moves to Z-Moves.",0,0,13
                                              544,GRASSIUMZ,Grassium-Z,,8,0,"It converts Z-Power into crystals that upgrade Grass-type moves to Grass-type Z-Moves.",5,0,14
                                              545,GRASSIUMZ2,Grassium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Grass-type moves to Z-Moves.",0,0,13
                                              546,GROUNDIUMZ,Groundium-Z,,8,0,"It converts Z-Power into crystals that upgrade Ground-type moves to Ground-type Z-Moves.",5,0,14
                                              547,GROUNDIUMZ2,Groundium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Ground-type moves to Z-Moves.",0,0,13
                                              548,ICIUMZ,Icium-Z,,8,0,"It converts Z-Power into crystals that upgrade Ice-type moves to Ice-type Z-Moves.",5,0,14
                                              549,ICIUMZ2,Icium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Ice-type moves to Z-Moves.",0,0,13
                                              550,NORMALIUMZ,Normalium-Z,,8,0,"It converts Z-Power into crystals that upgrade Normal-type moves to Normal-type Z-Moves.",5,0,14
                                              551,NORMALIUMZ2,Normalium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Normal-type moves to Z-Moves.",0,0,13
                                              552,POISONIUMZ,Poisonium-Z,,8,0,"It converts Z-Power into crystals that upgrade Poison-type moves to Poison-type Z-Moves.",5,0,14
                                              553,POISONIUMZ2,Poisonium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Poison-type moves to Z-Moves.",0,0,13
                                              554,PSYCHIUMZ,Psychium-Z,,8,0,"It converts Z-Power into crystals that upgrade Psychic-type moves to Psychic-type Z-Moves.",5,0,14
                                              555,PSYCHIUMZ2,Psychium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Psychic-type moves to Z-Moves.",0,0,13
                                              556,ROCKIUMZ,Rockium-Z,,8,0,"It converts Z-Power into crystals that upgrade Rock-type moves to Rock-type Z-Moves.",5,0,14
                                              557,ROCKIUMZ2,Rockium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Rock-type moves to Z-Moves.",0,0,13
                                              558,STEELIUMZ,Steelium-Z,,8,0,"It converts Z-Power into crystals that upgrade Steel-type moves to Steel-type Z-Moves.",5,0,14
                                              559,STEELIUMZ2,Steelium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Steel-type moves to Z-Moves.",0,0,13
                                              560,WATERIUMZ,Waterium-Z,,8,0,"It converts Z-Power into crystals that upgrade Water-type moves to Water-type Z-Moves.",5,0,14
                                              561,WATERIUMZ2,Waterium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Water-type moves to Z-Moves.",0,0,13
                                              562,ALORAICHIUMZ,Aloraichium-Z,,8,0,"It converts Z-Power into crystals that upgrade Alternate Raichu's Thunderbolt to an exclusive Z-Move.",5,0,14
                                              563,ALORAICHIUMZ2,Aloraichium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Alternate Raichu's Thunderbolt to a Z-Move.",0,0,13
                                              564,DECIDIUMZ,Decidium-Z,,8,0,"It converts Z-Power into crystals that upgrade Decidueye's Spirit Shackle to an exclusive Z-Move.",5,0,14
                                              565,DECIDIUMZ2,Decidium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Decidueye's Spirit Shackle to a Z-Move.",0,0,13
                                              566,INCINIUMZ,Incinium-Z,,8,0,"It converts Z-Power into crystals that upgrade Incineroar's Darkest Lariat to an exclusive Z-Move.",5,0,14
                                              567,INCINIUMZ2,Incinium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Incineroar's Darkest Lariat to a Z-Move.",0,0,13
                                              568,PRIMARIUMZ,Primarium-Z,,8,0,"It converts Z-Power into crystals that upgrade Primarina's Sparkling Aria to an exclusive Z-Move.",5,0,14
                                              569,PRIMARIUMZ2,Primarium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Primarina's Sparkling Aria to a Z-Move.",0,0,13
                                              570,EEVIUMZ,Eevium-Z,,8,0,"It converts Z-Power into crystals that upgrade Eevee's Last Resort to an exclusive Z-Move.",5,0,14
                                              571,EEVIUMZ2,Eevium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Eevee's Last Resort to a Z-Move.",0,0,13
                                              572,PIKANIUMZ,Pikanium-Z,,8,0,"It converts Z-Power into crystals that upgrade Pikachu's Volt Tackle to an exclusive Z-Move.",5,0,14
                                              573,PIKANIUMZ2,Pikanium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Pikachu's Volt Tackle to a Z-Move.",0,0,13
                                              574,SNORLIUMZ,Snorlium-Z,,8,0,"It converts Z-Power into crystals that upgrade Snorlax's Giga Impact to an exclusive Z-Move.",5,0,14
                                              575,SNORLIUMZ2,Snorlium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Snorlax's Giga Impact to a Z-Move.",0,0,13
                                              576,MEWNIUMZ,Mewnium-Z,,8,0,"It converts Z-Power into crystals that upgrade Mew's Psychic to an exclusive Z-Move.",5,0,14
                                              577,MEWNIUMZ2,Mewnium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Mew's Psychic to a Z-Move.",0,0,13
                                              578,TAPUNIUMZ,Tapunium-Z,,8,0,"It converts Z-Power into crystals that upgrade the tapus' Nature's Madness to an exclusive Z-Move.",5,0,14
                                              579,TAPUNIUMZ2,Tapunium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades the tapus' Nature's Madness to a Z-Move.",0,0,13
                                              580,MARSHADIUMZ,Marshadium-Z,,8,0,"It converts Z-Power into crystals that upgrade Marshadow's Spectral Thief to an exclusive Z-Move.",5,0,14
                                              581,MARSHADIUMZ2,Marshadium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades Marshadow's Spectral Thief to a Z-Move.",0,0,13
                                              582,PIKASHUNIUMZ,Pikashunium-Z,,8,0,"It converts Z-Power into crystals that upgrades a Thunderbolt by Pikachu in a cap to an exclusive Z-Move.",5,0,14
                                              583,PIKASHUNIUMZ2,Pikashunium-Z,,1,0,"This is a crystallized form of Z-Power. It upgrades a Thunderbolt by Pikachu in a cap to a Z-Move.",0,0,13


                                              Scripts
                                              Pokemon Birthsigns
                                              Birthsign Journal
                                              Birthsign Events
                                              Zodiac Powers

                                              Additional Scripts
                                              EliteBattleSystem Compatibility
                                              Debug_Pokemon



                                              The main post has now been updated to reflect these changes.
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                                                #148    
                                              Old January 8th, 2018 (11:40 AM).
                                              p.claydon p.claydon is offline
                                                 
                                                Join Date: Jan 2011
                                                Gender: Female
                                                Posts: 390
                                                this appears to work great thank you

                                                soo i know that this is compatable with zmoves so thank you for that will your EBS compatibility work with this aswell?
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                                                  #149    
                                                Old January 8th, 2018 (11:47 AM).
                                                Lucidious89 Lucidious89 is offline
                                                   
                                                  Join Date: Apr 2014
                                                  Gender: Male
                                                  Posts: 208
                                                  Quote:
                                                  Originally Posted by p.claydon View Post
                                                  this appears to work great thank you

                                                  soo i know that this is compatable with zmoves so thank you for that will your EBS compatibility work with this aswell?
                                                  Yep. Although you'll have to create your own graphics for the Z-Move toggle to work with it (just use my Zodiac toggles as a model).
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                                                    #150    
                                                  Old January 8th, 2018 (12:04 PM).
                                                  p.claydon p.claydon is offline
                                                     
                                                    Join Date: Jan 2011
                                                    Gender: Female
                                                    Posts: 390
                                                    sweet thanks
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                                                    Still learning how to sprite but if you want to look at my progress then here you go
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