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  #101    
Old November 24th, 2017 (2:39 PM).
p.claydon p.claydon is offline
     
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    sooo looking forward to seeing this updated to essentials 17 because i dont have 16.2 anymore can i quickly ask do wild pokemon have birthsigns and if not would it be possible to give them a random birthsign?
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      #102    
    Old November 26th, 2017 (1:47 PM).
    sonicfan7895's Avatar
    sonicfan7895 sonicfan7895 is online now
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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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        #103    
      Old November 27th, 2017 (10:13 AM). Edited November 27th, 2017 by Lucidious89.
      Lucidious89 Lucidious89 is offline
         
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        Quote:
        Originally Posted by p.claydon View Post
        sooo looking forward to seeing this updated to essentials 17 because i dont have 16.2 anymore can i quickly ask do wild pokemon have birthsigns and if not would it be possible to give them a random birthsign?
        I already have the core script running on v17, as well as the Events script. I won't update them on here though until I have all the other supplemental scripts updated too, in order to avoid confusion.

        It's already possible to manually give a Pokemon a birthsign through an event, same as you can manually assign a Nature, Item, IV's, etc. If you want ALL random encounters to have randomized signs though, that's something that is pretty easily done. I'll see about adding it to the updated version.
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          #104    
        Old November 27th, 2017 (10:16 AM).
        Lucidious89 Lucidious89 is offline
           
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          Quote:
          Originally Posted by sonicfan7895 View Post
          Hello! Just wanted to write and say the Birthsign Script is amazing, and I love the concept.

          I did have a suggestion; is there any possibility for you to have a function that randomly decides which birthsign set to use at the beginning of each passing month? It would be a neat idea to implement, which means it would give all 24 birthsigns a 50/50 chance of happening at the beginning of each passing month. Or if this is just a function that's so easy to implement that I'm a total dumb-dumb, let me know... :P
          I suppose it's possible...or better yet, just include all 24 signs that alternate every 15 days or something like that, rather than normal months. But that would require re-coding pretty much the entirety of the script, and it's not a feature I'm passionate enough about to invest that much work in.
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            #105    
          Old November 27th, 2017 (10:56 AM).
          p.claydon p.claydon is offline
             
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            Quote:
            Originally Posted by Lucidious89 View Post
            I already have the core script running on v17, as well as the Events script. I won't update them on here though until I have all the other supplemental scripts updated too, in order to avoid confusion.

            It's already possible to manually give a Pokemon a birthsign through an event, same as you can manually assign a Nature, Item, IV's, etc. If you want ALL random encounters to have randomized signs though, that's something that is pretty easily done. I'll see about adding it to the updated version.
            kool cant wait and would be great if you could
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              #106    
            Old December 8th, 2017 (4:00 PM). Edited December 11th, 2017 by Lucidious89.
            Lucidious89 Lucidious89 is offline
               
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              Major Update 12/8/17: Essentials 17 Compatibility & Overhauls
              I've finally updated the project to work with Essentials 17. But this isn't merely a compatibility update. Many, many tweaks, changes, and new additions are included in this update that I feel fleshes things out more. I've re-balanced most of the birthsign effects; buffing some that I felt were lacking, or nerfing some that I felt made them too appealing versus others. In addition to this, I've implemented new breeding mechanics, and some other features that people have been requesting for a while.

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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



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


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


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


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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

              Core Script
              Pokemon Birthsigns Script

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

              Replace these respective scripts:

              Optional
              Updated PBRibbons Script
              Updated Debug_Pokemon Script

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


              All of the above will be updated in the main post.
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                #107    
              Old December 9th, 2017 (7:32 AM).
              p.claydon p.claydon is offline
                 
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                oooo wow cant wait to get this installed
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                  #108    
                Old December 10th, 2017 (11:07 AM).
                p.claydon p.claydon is offline
                   
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                  k so ive installed this into a clean copy of essentials v17.2 and everything seams to work except i cant seam to activate the zodiac powers the icons there but nothing happens when i press A
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                    #109    
                  Old December 10th, 2017 (11:14 AM). Edited December 10th, 2017 by Lucidious89.
                  Lucidious89 Lucidious89 is offline
                     
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                    Quote:
                    Originally Posted by p.claydon View Post
                    k so ive installed this into a clean copy of essentials v17.2 and everything seams to work except i cant seam to activate the zodiac powers the icons there but nothing happens when i press A
                    Oh, right, good catch. I forgot to mention that's because I changed the button from A to CTRL. I honestly forgot why I did this lol, but there must have been a reason. If you don't like it, try changing it back near the bottom of the script.
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                      #110    
                    Old December 11th, 2017 (12:11 PM). Edited December 11th, 2017 by Lucidious89.
                    Lucidious89 Lucidious89 is offline
                       
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                      Bug Fixes & Tweaks
                      This is just a small update to fix a few things I overlooked in the last big update. If you're installing the v17 update of this project for the first time, these fixes have already been applied. If you already have it installed, please re-install the Birthsign Events and Zodiac Powers scripts, as well as the Birthsign Graphics folder. These are the areas that received the most substantial fixes.


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


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

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


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

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

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

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

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

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

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

                      • Fixed minor text issues I missed on my first pass through the script.
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                        #111    
                      Old December 11th, 2017 (12:32 PM).
                      p.claydon p.claydon is offline
                         
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                        ah that works just modified the battle icon to reflect it
                        Attached Images
                        File Type: png battlezodiac.png‎ (6.1 KB, 46 views) (Save to Dropbox)
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                          #112    
                        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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                            #113    
                          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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                              #114    
                            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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                                #115    
                              Old December 13th, 2017 (12:58 PM). Edited December 13th, 2017 by p.claydon.
                              p.claydon p.claydon is offline
                                 
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                                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_"+@image),18,10,0,0,-1,-1],
                                    ]
                                    pbDrawImagePositions(self.bitmap,imagepos)
                                  end
                                end
                                
                                
                                
                                class PokemonPokegear_Scene
                                  def pbUpdate
                                    for i in 0...@commands.length
                                      @sprites["button#{i}"].selected = (i==@index)
                                    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 0...@commands.length
                                      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>=@commands.length
                                        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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                                  #116    
                                Old December 13th, 2017 (4:07 PM). Edited December 13th, 2017 by Lucidious89.
                                Lucidious89 Lucidious89 is offline
                                   
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                                  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_"+@image),18,10,0,0,-1,-1],
                                      ]
                                      pbDrawImagePositions(self.bitmap,imagepos)
                                    end
                                  end
                                  
                                  
                                  
                                  class PokemonPokegear_Scene
                                    def pbUpdate
                                      for i in 0...@commands.length
                                        @sprites["button#{i}"].selected = (i==@index)
                                      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 0...@commands.length
                                        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>=@commands.length
                                          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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                                    #117    
                                  Old December 13th, 2017 (4:50 PM). Edited December 13th, 2017 by Lucidious89.
                                  Lucidious89 Lucidious89 is offline
                                     
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                                    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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                                      #118    
                                    Old December 14th, 2017 (1:26 PM).
                                    p.claydon p.claydon is offline
                                       
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                                      Posts: 390
                                      yay everything seams to be working great now thank you
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                                        #119    
                                      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
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                                        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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                                          #120    
                                        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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                                            #121    
                                          Old December 20th, 2017 (2:20 PM).
                                          p.claydon p.claydon is offline
                                             
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                                            thought that wud b the case thanks for the reply tho
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                                              #122    
                                            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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                                                #123    
                                              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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                                                  #124    
                                                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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                                                    #125    
                                                  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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