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  #1    
Old January 19th, 2017 (12:15 AM). Edited September 16th, 2017 by Marin.
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I've made a big pack which so far includes the following:
Spoiler:
Icons (Pokémon and Items)
Battler Sprites (Actual Sun/Moon sprites)
PBS for Pokémon, Items, Abilities, Trainer Classes, Moves and more to come
Scripts for Items, Abilities, and Moves. These will mainly depend on updates since these will come with updates.
A big part of the Audio from Sun/Moon. (Thanks to Zeak6464, Rune, and BlackOutG5)


Download here.
Please comment ANYTHING I should add or change. This can be an idea or a bug report or something not behaving as it officially should.

For updates, you can either download the whole pack which includes the latest update or download the update version only, which only includes changes you can copy over to your previous version of my pack.

Update 1.1 Changelog & Download:
Spoiler:
* Added Alolan Pokémon along with their cries, icons, and sprites
* Added a ton of gen 7 abilities
* Added in all the remaining gen 7 items
* Added in a few item effects
* Properly positioned all the Pokémon (for at least my game): Be sure to overwrite your previous version of pokemon.txt with this one, or only copy over the Sprite Positions!
* Download link for the 1.1 Update: Click here to download.

Update 1.2 Changelog & Download:
Spoiler:

* A few extended audio files, mainly for Battles (In case you don't know how to you FModEx or it doesn't work for you)
* Changed Rockruff -> Lycanroc evolution method with Pokemon_MultipleForms
* Added a lot of new moves and effects
* Made major changes with moves.txt, suggest overwriting
* Download link for the 1.2 Update: Click here to download.

* Note that I may have messed up copying files from one project to the other, as I run three file maps that I need to have be in "sync": My main game, the SM Pack and the update pack. If you think anything is missing or wrong, please report.

To Do:
Spoiler:
Add in Alolan Forms
Add scripts for more Abilities, Moves, and Items
Improve PBS and Scripts (since there will probably be errors)
Add more Sun/Moon graphics


Credits (Credit these people if you use this pack please):
Spoiler:
- Zeak6464
- Tapu Fini
- SpartaLazor
- leparagon
- BlackOutG5
- Rune
- M3rein
- Rigbycwts
- Rot8er_ConeX
- James Davy
- Luka S.J.
* These people have put at least some effort in to make some of this stuff, either for me or for their own project. By crediting these people, you recognize the effort that was put into their work.
  #2    
Old January 19th, 2017 (6:01 AM).
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icsir3 icsir3 is offline
     
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    You are the best person on this planet.
      #3    
    Old January 19th, 2017 (7:30 AM). Edited January 27th, 2017 by Marin.
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    Quote:
    Originally Posted by icsir3 View Post
    You are the best person on this planet.
    Thanks! Don't forget, though: Many other people made different parts of this pack. Although I did the most, you should definitely not forget that I'm not the only one. Besides that, many other sources that you may not immediately think of, such as Serebii and Bulbapedia were crucial for information!
      #4    
    Old January 19th, 2017 (9:47 AM).
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    icsir3 icsir3 is offline
       
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      Quote:
      Originally Posted by M3rein View Post
      Thanks! Don't forget, though: Zeak6464 provided the Audio and a few Icons! Besides that, many other sources that you may not immediately think of, such as Serebii and Bulbapedia were crucial for information!
      Of course!
        #5    
      Old January 20th, 2017 (5:42 AM).
      EdR_Almeida EdR_Almeida is offline
         
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        This is incredible, great work.

        But, now I'm having a mistake when I deliver a new Pokémon to the player, either by events, script, or even by Debug, whenever the player receives a new Pokémon I get the following error:



        Do you have any idea what causes this?
          #6    
        Old January 20th, 2017 (7:14 AM). Edited January 20th, 2017 by Marin.
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        Quote:
        Originally Posted by EdR_Almeida View Post
        This is incredible, great work.

        But, now I'm having a mistake when I deliver a new Pokémon to the player, either by events, script, or even by Debug, whenever the player receives a new Pokémon I get the following error:



        Do you have any idea what causes this?
        I don't seem to be having any problems like this. I did get an error that looked somewhat similar when I typo'd LYCANROCN as species that I would like to give to the player, though. Maybe you did the same? I wouldn't know another reason since it all worked all for me.

        EDIT: Did you change anything in the pokemon.txt file?
          #7    
        Old January 24th, 2017 (1:36 PM).
        rigbycwts's Avatar
        rigbycwts rigbycwts is offline
        Hmm, hmm.
           
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          There's no need to define Pyroar in the MultipleForms script since the form difference is gender-based. Female Pokemon sprites are named the following: XXXf.png, XXXfs.png, XXXfb.png, XXXfsb.png, where XXX is national dex number. The only time when gender-based differences are defined in the MultipleForms script is on cases like Meowstic where the male and female have different moveset.
          Also, you don't need to define LYCANROCN. You might want to try this evolution tutorial I wrote for that. All I did is define Lycanroc's forms in the MultipleForms script.
          Spoiler:

          Code:
          MultipleForms.register(:LYCANROC,{
          "getBaseStats"=>proc{|pokemon|
             next if pokemon.form==0       # Midday
             next [85,115,75,82,55,75]   # Midnight
          },
          "height"=>proc{|pokemon|
             next if pokemon.form==0   # Midday
             next 1.1                   # Midnight
          },
          "getMoveList"=>proc{|pokemon|
             next if !pokemon.form==1 # Non-midnight forms
             movelist=[]
             if pokemon.form==1
               movelist=[[1,:COUNTER],[1,:REVERSAL],[1,:TAUNT],[1,:TACKLE],[1,:LEER],
                       [1,:SANDATTACK],[1,:BITE],[4,:SANDATTACK],[7,:BITE],
                         [12,:HOWL],[15,:ROCKTHROW],[18,:ODORSLEUTH],[23,:ROCKTOMB],
                       [26,:ROAR],[29,:STEALTHROCK],[34,:ROCKSLIDE],[37,:SCARYFACE],
                       [40,:CRUNCH],[45,:ROCKCLIMB],[48,:STONEEDGE]]
             end
             for i in movelist
               i[1]=getConst(PBMoves,i[1])
             end
             next movelist
          },
          "getAbilityList"=>proc{|pokemon|
             if pokemon.form==1
               next [[getID(PBAbilities,:KEENEYE),0],
                   [getID(PBAbilities,:VITALSPIRIT),1],
                     [getID(PBAbilities,:NOGUARD),2]]
             end
             next
          },
          "onSetForm"=>proc{|pokemon,form|
             pbSeenForm(pokemon)
          }
          })


          Also, regarding Oricorio: the alternate forms must spawn in different places. Since the secondary type of each form is already Flying by default, there's no need to add the Type2 parameter. This is how I define Oricorio's forms and which places they spawn in the other forms:
          Spoiler:

          Code:
          # Oricorio Form Wild Locations
          POMPOM_SPAWN_MAPS = [2,5]
          PAU_SPAWN_MAPS = [39,41]
          SENSU_SPAWN_MAPS = [44,69]
          
          MultipleForms.register(:ORICORIO,{
          "getFormOnCreation"=>proc{|pokemon|
             if $game_map && POMPOM_SPAWN_MAPS.include?($game_map.map_id)
               next 1 # Pom-pom Style
             elsif $game_map && PAU_SPAWN_MAPS.include?($game_map.map_id)
               next 2 # Pa'u Style
             elsif $game_map && SENSU_SPAWN_MAPS.include?($game_map.map_id)
               next 3 # Sensu Style
             else
               next 0 # Baile Style
             end
          },
          "type1"=>proc{|pokemon|
             next if pokemon.form==0               # Baile Style
             case pokemon.form
             when 1; next getID(PBTypes,:ELECTRIC) # Pom-pom Style
             when 2; next getID(PBTypes,:PSYCHIC)  # Pa'u Style
             when 3; next getID(PBTypes,:GHOST)    # Sensu Style
             end
          },
          "onSetForm"=>proc{|pokemon,form|
             pbSeenForm(pokemon)
          }
          })
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            #8    
          Old January 25th, 2017 (12:09 AM).
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          Quote:
          Originally Posted by rigbycwts View Post
          There's no need to define Pyroar in the MultipleForms script since the form difference is gender-based. Female Pokemon sprites are named the following: XXXf.png, XXXfs.png, XXXfb.png, XXXfsb.png, where XXX is national dex number. The only time when gender-based differences are defined in the MultipleForms script is on cases like Meowstic where the male and female have different moveset.
          Also, you don't need to define LYCANROCN. You might want to try this evolution tutorial I wrote for that. All I did is define Lycanroc's forms in the MultipleForms script.
          Spoiler:

          Code:
          MultipleForms.register(:LYCANROC,{
          "getBaseStats"=>proc{|pokemon|
             next if pokemon.form==0       # Midday
             next [85,115,75,82,55,75]   # Midnight
          },
          "height"=>proc{|pokemon|
             next if pokemon.form==0   # Midday
             next 1.1                   # Midnight
          },
          "getMoveList"=>proc{|pokemon|
             next if !pokemon.form==1 # Non-midnight forms
             movelist=[]
             if pokemon.form==1
               movelist=[[1,:COUNTER],[1,:REVERSAL],[1,:TAUNT],[1,:TACKLE],[1,:LEER],
                       [1,:SANDATTACK],[1,:BITE],[4,:SANDATTACK],[7,:BITE],
                         [12,:HOWL],[15,:ROCKTHROW],[18,:ODORSLEUTH],[23,:ROCKTOMB],
                       [26,:ROAR],[29,:STEALTHROCK],[34,:ROCKSLIDE],[37,:SCARYFACE],
                       [40,:CRUNCH],[45,:ROCKCLIMB],[48,:STONEEDGE]]
             end
             for i in movelist
               i[1]=getConst(PBMoves,i[1])
             end
             next movelist
          },
          "getAbilityList"=>proc{|pokemon|
             if pokemon.form==1
               next [[getID(PBAbilities,:KEENEYE),0],
                   [getID(PBAbilities,:VITALSPIRIT),1],
                     [getID(PBAbilities,:NOGUARD),2]]
             end
             next
          },
          "onSetForm"=>proc{|pokemon,form|
             pbSeenForm(pokemon)
          }
          })


          Also, regarding Oricorio: the alternate forms must spawn in different places. Since the secondary type of each form is already Flying by default, there's no need to add the Type2 parameter. This is how I define Oricorio's forms and which places they spawn in the other forms:
          Spoiler:

          Code:
          # Oricorio Form Wild Locations
          POMPOM_SPAWN_MAPS = [2,5]
          PAU_SPAWN_MAPS = [39,41]
          SENSU_SPAWN_MAPS = [44,69]
          
          MultipleForms.register(:ORICORIO,{
          "getFormOnCreation"=>proc{|pokemon|
             if $game_map && POMPOM_SPAWN_MAPS.include?($game_map.map_id)
               next 1 # Pom-pom Style
             elsif $game_map && PAU_SPAWN_MAPS.include?($game_map.map_id)
               next 2 # Pa'u Style
             elsif $game_map && SENSU_SPAWN_MAPS.include?($game_map.map_id)
               next 3 # Sensu Style
             else
               next 0 # Baile Style
             end
          },
          "type1"=>proc{|pokemon|
             next if pokemon.form==0               # Baile Style
             case pokemon.form
             when 1; next getID(PBTypes,:ELECTRIC) # Pom-pom Style
             when 2; next getID(PBTypes,:PSYCHIC)  # Pa'u Style
             when 3; next getID(PBTypes,:GHOST)    # Sensu Style
             end
          },
          "onSetForm"=>proc{|pokemon,form|
             pbSeenForm(pokemon)
          }
          })
          Thanks a lot for your help. As for Lycanroc, I didn't know how to do the evolution as a multipleform method so I went with a whole new pokemon. I didn't actually think about Oricorio's spawn maps, so thanks for pointing that out as well. Since my Pyroar female sprite was missing, I thought I had to define it as a new multipleform. Wasn't aware that that's unnecessary. I'll update it later with some of this stuff in there, alright?
            #9    
          Old January 25th, 2017 (1:20 AM).
          Rot8er_ConeX's Avatar
          Rot8er_ConeX Rot8er_ConeX is offline
             
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            Quote:
            Originally Posted by M3rein View Post
            Thanks a lot for your help. As for Lycanroc, I didn't know how to do the evolution as a multipleform method so I went with a whole new pokemon. I didn't actually think about Oricorio's spawn maps, so thanks for pointing that out as well. Since my Pyroar female sprite was missing, I thought I had to define it as a new multipleform. Wasn't aware that that's unnecessary. I'll update it later with some of this stuff in there, alright?
            I've pulled it off by changing Rockruff's form based on the time of day/game version, and just making Rockruff's forms look the same so the player doesn't know. Then when Rockruff evolves it keeps whichever form it is in, and that's how Lycanroc works.

            Rigbycwts did it by editing the Evolution scripts so that there was a new method called "Lycanroc" that would change the form during evolution based on the time of day/game version.

            My way lends itself to being plug-and-play, but his way is probably how Game Freak did it.
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              #10    
            Old January 25th, 2017 (1:37 AM).
            Marin's Avatar
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            Quote:
            Originally Posted by Rot8er_ConeX View Post
            I've pulled it off by changing Rockruff's form based on the time of day/game version, and just making Rockruff's forms look the same so the player doesn't know. Then when Rockruff evolves it keeps whichever form it is in, and that's how Lycanroc works.

            Rigbycwts did it by editing the Evolution scripts so that there was a new method called "Lycanroc" that would change the form during evolution based on the time of day/game version.

            My way lends itself to being plug-and-play, but his way is probably how Game Freak did it.
            That's pretty clever as well. I'll test some things later and update this once I get some more content to update. Currently working on longer audio and some other scripts.
              #11    
            Old January 25th, 2017 (1:26 PM).
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            BlackOutG5 BlackOutG5 is offline
               
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              I'm going to need credit too. Zeak wasn't the only one working on this :/
                #12    
              Old January 25th, 2017 (11:29 PM). Edited January 27th, 2017 by Marin.
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              Quote:
              Originally Posted by BlackOutG5 View Post
              I'm going to need credit too. Zeak wasn't the only one working on this :/
              I've added you to the list. I also added Rune. My apologies for not having read properly.
                #13    
              Old January 26th, 2017 (8:31 PM).
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              rigbycwts rigbycwts is offline
              Hmm, hmm.
                 
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                I already managed to make Vulpix's evolution method work on both forms. It's on the Evolution methods thread I made.
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                  #14    
                Old January 27th, 2017 (12:49 PM).
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                I have yet again updated the main post because the pack has updated again. If you download either the whole pack or just the 1.2 update, you will find the following new:

                * A few extended audio files, mainly for Battles (In case you don't know how to you FModEx or it doesn't work for you)
                * Changed Rockruff -> Lycanroc evolution method with Pokemon_MultipleForms
                * Added a lot of new moves and effects
                * Made major changes with moves.txt, suggest overwriting

                Click here to download the newest update (1.2)

                Click here to download the full pack, which is updated.
                  #15    
                Old January 28th, 2017 (9:11 AM).
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                Gemini_air Gemini_air is offline
                   
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                  I tried to Install the ability battle bond, but appears a syntax error in PokeBattle_Battler...why?
                    #16    
                  Old January 28th, 2017 (9:40 AM).
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                  Quote:
                  Originally Posted by Gemini_air View Post
                  I tried to Install the ability battle bond, but appears a syntax error in PokeBattle_Battler...why?
                  When did you get the error message and what did it look like? I don't think I've included the Ash-Greninja sprite, so if it was once Battle Bond triggered, that could be an explanation. Here are the Ash-Greninja sprites in case you did not already have these (I've updated the main file as well to include those):

                  Click here to download Ash-Greninja's sprites.
                    #17    
                  Old January 28th, 2017 (9:46 AM).
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                  Rot8er_ConeX Rot8er_ConeX is offline
                     
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                    Quote:
                    Originally Posted by M3rein View Post
                    When did you get the error message and what did it look like? I don't think I've included the Ash-Greninja sprite, so if it was once Battle Bond triggered, that could be an explanation. Here are the Ash-Greninja sprites in case you did not already have these (I've updated the main file as well to include those):

                    Click here to download Ash-Greninja's sprites.
                    Lacking a form sprite doesn't cause a game crash. If a form doesn't have a sprite, the game just uses the default sprite for the species. See Scatterbug and Spewpa.
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                      #18    
                    Old January 28th, 2017 (9:48 AM).
                    Marin's Avatar
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                    Quote:
                    Originally Posted by Rot8er_ConeX View Post
                    Lacking a form sprite doesn't cause a game crash. If a form doesn't have a sprite, the game just uses the default sprite for the species. See Scatterbug and Spewpa.
                    I thought it did, but maybe that's just for icons, then. Regardless, included the sprites as they were missing from the pack while I did have them.

                    I don't know the error, so I can only assume.
                      #19    
                    Old January 28th, 2017 (10:30 AM).
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                    Gemini_air Gemini_air is offline
                       
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                      I Submitted both icons and sprites ... the error is as follows (the number is the last line of the pokèbattle_battler)
                      Attached Images
                      File Type: png Screenshot (7).png‎ (170.4 KB, 43 views) (Save to Dropbox)
                        #20    
                      Old January 28th, 2017 (10:44 AM). Edited January 28th, 2017 by Marin.
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                      Quote:
                      Originally Posted by Gemini_air View Post
                      I Submitted both icons and sprites ... the error is as follows (the number is the last line of the pokèbattle_battler)
                      Such errors typically occur whenever you're missing an "end". From what I can see in the code I provided, there aren't any "end"s missing. Have you followed the steps correctly and pasted where things should be pasted?

                      Perhaps you could try changing
                      Code:
                                @effects[PBEffects::BattleBond]=1
                      to
                      Code:
                                user.effects[PBEffects::BattleBond]=1
                        #21    
                      Old January 28th, 2017 (2:54 PM).
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                      Gemini_air Gemini_air is offline
                         
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                        yes, i paste and change correctly, but nothing :(
                          #22    
                        Old January 29th, 2017 (1:47 AM).
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                        Quote:
                        Originally Posted by Gemini_air View Post
                        yes, i paste and change correctly, but nothing :(
                        I really don't know what else could be wrong. Could you send me screenshots of what Battle Bond looks like in your script? Private message, so we don't spam this thread. This is what Battle Bond should look like:
                        Code:
                            # Arceus
                            if isConst?(self.ability,PBAbilities,:MULTITYPE) &&
                               isConst?(self.species,PBSpecies,:ARCEUS)
                              if self.form!=@pokemon.form
                                self.form=@pokemon.form
                                transformed=true
                              end
                            end
                            # Zen Mode
                            if isConst?(self.species,PBSpecies,:DARMANITAN)
                              if self.hasWorkingAbility(:ZENMODE) && @hp<=((@totalhp/2).floor)
                                if self.form!=1
                                  self.form=1; transformed=true
                                end
                              else
                                if self.form!=0
                                  self.form=0; transformed=true
                                end
                              end
                            end
                            # Greninja
                            if isConst?(self.species,PBSpecies,:GRENINJA) && self.hasWorkingAbility(:BATTLEBOND)
                              user=self
                              if user.effects[PBEffects::BattleBond]==1 && self.form==0
                                self.form=1; transformed=true
                              end
                            end
                        Code:
                            # Moxie
                            if user.hasWorkingAbility(:MOXIE) && target.isFainted?
                              if user.pbIncreaseStatWithCause(PBStats::ATTACK,1,user,PBAbilities.getName(user.ability))
                                PBDebug.log("[Ability triggered] #{user.pbThis}'s Moxie")
                              end
                            end
                            # Battle Bond
                            if isConst?(user.species,PBSpecies,:GRENINJA) && user.hasWorkingAbility(:BATTLEBOND)
                              if target.isFainted? && !user.isFainted? && user.form==0
                                party=@battle.pbParty(target.index)
                                if party.length>1
                                  PBDebug.log("[Ability triggered] #{user.pbThis}'s Battle Bond")
                                  @effects[PBEffects::BattleBond]=1
                                end
                              end
                            end
                        Besides that, make sure you've defined the BattleBond effect appropriately.
                          #23    
                        Old January 29th, 2017 (9:55 AM).
                        onepiece01 onepiece01 is offline
                           
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                          I was adding Laser Focus, but my game doesn't find def pbEffectsOnMoveEnd
                          I am using Essentials 16.2. How can I resolve?
                            #24    
                          Old January 29th, 2017 (10:22 AM).
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                          Quote:
                          Originally Posted by onepiece01 View Post
                          I was adding Laser Focus, but my game doesn't find def pbEffectsOnMoveEnd
                          I am using Essentials 16.2. How can I resolve?
                          I noticed this earlier today with something else, here is a quick tutorial that explains how to add it (I'll put it in the main pack and updates as well):

                          Spoiler:
                          Code:
                          # In PokeBattle_Battler, add this above "def pbObedienceCheck?":
                          
                          ################################################################################
                          # Effects end of turn
                          ################################################################################
                            def pbEffectsOnMoveEnd(move,user,target,damage)
                              user.effects[PBEffects::LaserFocus]-=1
                            end
                          
                          
                          # Lower down PokeBattle_Battler, find the following lines:
                          
                                target.pbFaint if target.isFainted? # no return
                                user.pbFaint if user.isFainted? # no return
                                break if user.isFainted? || target.isFainted?
                                # Berry check (maybe just called by ability effect, since only necessary Berries are checked)
                                for j in 0...4
                                  @battle.battlers[j].pbBerryCureCheck
                                end
                          # PASTE LINE BELOW HERE
                                break if user.isFainted? || target.isFainted?
                                target.pbUpdateTargetedMove(thismove,user)
                                break if target.damagestate.calcdamage<=0
                              end
                              turneffects[PBEffects::TotalDamage]+=totaldamage if totaldamage>0
                          
                          
                          # Paste this line where indicated:
                          
                                pbEffectsOnMoveEnd(thismove,user,target,damage)

                          This function is something Rot8er_ConeX made for two of his abilities, Emergency Exit and Wimpout, but I thought it came with essentials since I've had it for a very long time. My bad and credit for the creation of this function goes to him.
                            #25    
                          Old February 1st, 2017 (10:37 AM).
                          EdR_Almeida EdR_Almeida is offline
                             
                            Join Date: Dec 2015
                            Gender: Male
                            Posts: 19
                            Hello, I'm editing all the scripts and I'm having a problem with this part of RKS-System:

                            # Find this line:
                            if isConst?(opponent.ability,PBAbilities,:MULTITYPE)
                            # And replace it with this:
                            if isConst?(opponent.ability,PBAbilities,:MULTITYPE) || isConst?(opponent.ability,PBAbilities,:RKSSYSTEM

                            Where I can not find the line above, could you tell me which script it is in?
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