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  #126    
Old September 24th, 2017 (6:02 PM).
Arkadious's Avatar
Arkadious Arkadious is offline
Developer of Fragmentum
     
    Join Date: Nov 2015
    Location: New Zealand
    Age: 20
    Gender: Male
    Nature: Careful
    Posts: 50
    Hey Marin, would you please be able to tell what the changes are between SM Pack 1.2, and 2.0? The description doesn't seem to have been updated to that extent.
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      #127    
    Old September 24th, 2017 (11:59 PM).
    Azurestonedog's Avatar
    Azurestonedog Azurestonedog is offline
    AZR Stonedog
       
      Join Date: Dec 2016
      Location: Wales
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      Posts: 19
      Doesn't appear to have updated this yet for v17, or to a 2.0 hence the lack of information. Marin's pretty good at keeping things updated, so we just need to wait
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        #128    
      Old September 25th, 2017 (11:54 AM). Edited September 26th, 2017 by Arkadious.
      Arkadious's Avatar
      Arkadious Arkadious is offline
      Developer of Fragmentum
         
        Join Date: Nov 2015
        Location: New Zealand
        Age: 20
        Gender: Male
        Nature: Careful
        Posts: 50
        Quote:
        Originally Posted by Azurestonedog View Post
        Doesn't appear to have updated this yet for v17, or to a 2.0 hence the lack of information. Marin's pretty good at keeping things updated, so we just need to wait
        Weird, because the pack I got from the download link at the top was labeled as 2.0, not 1.2. This is all good though, I can wait.
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          #129    
        Old October 1st, 2017 (1:42 PM).
        Azurestonedog's Avatar
        Azurestonedog Azurestonedog is offline
        AZR Stonedog
           
          Join Date: Dec 2016
          Location: Wales
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          Posts: 19
          2.0 is the 1.2 update changes in with the other files to ensure only one pack needs downloading. Compared the downloads.
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            #130    
          Old October 1st, 2017 (11:17 PM). Edited October 1st, 2017 by Marin.
          Marin's Avatar
          Marin Marin is offline
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          Join Date: Nov 2016
          Location: The Netherlands
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          Posts: 595
          2.0 is just 1.2 or something like that, yeah. The pack made specifically with v17 in mind - which will be 2.0 - has not been made yet. I've done a couple things here and there, but not much yet. I've got three other projects going on, one of which has to be completed this year. So, this project doesn't have my priority. I'm also still thinking of a way to make implementing that new version as easy as possible; I don't want a million files with copy everywhere again. I am much better at making things user-friendly than I was then, but there'll still be a good amount of replacing to do. I said I'd make a whole kit, but I don't like the idea of kits and think I'm not going to do that.
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            #131    
          Old October 8th, 2017 (11:47 AM).
          PeterStrike's Avatar
          PeterStrike PeterStrike is offline
          Chaos Trainer Peter would like to battle
             
            Join Date: Oct 2017
            Nature: Lax
            Posts: 1
            Quick question. Couldn't you use the MoveEffects for SolarBeam, for SolarBlade?
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              #132    
            Old October 9th, 2017 (12:54 PM).
            Strecki Strecki is offline
               
              Join Date: Oct 2017
              Posts: 1
              Hello,
              when I try to open the editor I got this error:
              ---------------------------
              Pokemon Essentials
              ---------------------------
              Exception: RuntimeError

              Message: Field Fighting Memories is not a positive integer

              File PBS/items.txt, line 530

              1,0,"A memory disc that contains Fighting-type data. It changes the type of a specific Pokémon.",0,0,0,





              Compiler:219:in `csvPosInt!'

              Compiler:476:in `pbGetCsvRecord'

              Compiler:472:in `each'

              Compiler:472:in `pbGetCsvRecord'

              Compiler:817:in `pbCompileItems'

              Compiler:816:in `pbCompilerEachCommentedLine'

              Compiler:615:in `each_line'

              Compiler:615:in `pbCompilerEachCommentedLine'

              Compiler:612:in `open'

              Compiler:612:in `pbCompilerEachCommentedLine'

              I hope you can help me.
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                #133    
              Old October 9th, 2017 (2:25 PM).
              Sulphur Alchemist Sulphur Alchemist is offline
                 
                Join Date: Oct 2017
                Posts: 2
                Hello, I added your scripts on my "Pokemon Essentials project", I added attacks and abilities scripts and now it shows this message:

                ????? 'PokeBattle_Battler' ? 3544 ??? SyntaxError ????????

                I don't know what I do. Can you help me??

                This is my script:

                Code:
                ##########################################################################
                # Turn processing
                ##########################################################################
                  def pbBeginTurn(choice)
                    # Cancel some lingering effects which only apply until the user next moves
                    @effects[PBEffects::DestinyBond]=false
                    @effects[PBEffects::Grudge]=false
                    # Reset Parental Bond's count
                    @effects[PBEffects::ParentalBond]=0
                    # Encore's effect ends if the encored move is no longer available
                    if @effects[PBEffects::Encore]>0 &&
                       @moves[@effects[PBEffects::EncoreIndex]][email protected][PBEffects::EncoreMove]
                      PBDebug.log("Resetting Encore effect")
                      @effects[PBEffects::Encore]=0
                      @effects[PBEffects::EncoreIndex]=0
                      @effects[PBEffects::EncoreMove]=0
                    end
                    # Wake up in an uproar
                    if self.status==PBStatuses::SLEEP && !self.hasWorkingAbility(:SOUNDPROOF)
                      for i in 0...4
                        if @battle.battlers[i].effects[PBEffects::Uproar]>0
                          pbCureStatus(false)
                          @battle.pbDisplay(_INTL("{1} woke up in the uproar!",pbThis))
                        end
                      end
                    end
                  end
                
                  def pbEndTurn(choice)
                    # True end(?)
                    if @effects[PBEffects::ChoiceBand]<0 && @lastMoveUsed>=0 && !self.isFainted? && 
                       (self.hasWorkingItem(:CHOICEBAND) ||
                       self.hasWorkingItem(:CHOICESPECS) ||
                       self.hasWorkingItem(:CHOICESCARF))
                      @effects[PBEffects::ChoiceBand][email protected]
                    end
                    @battle.pbPrimordialWeather
                    for i in 0...4
                      @battle.battlers[i].pbBerryCureCheck
                    end
                    for i in 0...4
                      @battle.battlers[i].pbAbilityCureCheck
                    end
                    for i in 0...4
                      @battle.battlers[i].pbAbilitiesOnSwitchIn(false)
                    end
                    for i in 0...4
                      @battle.battlers[i].pbCheckForm
                    end
                  end
                
                  def pbProcessTurn(choice)
                    # Can't use a move if fainted
                    return false if self.isFainted?
                    # Wild roaming Pokémon always flee if possible
                    if [email protected] && @battle.pbIsOpposing?(self.index) &&
                       @battle.rules["alwaysflee"] && @battle.pbCanRun?(self.index)
                      pbBeginTurn(choice)
                      @battle.pbDisplay(_INTL("{1} fled!",self.pbThis))
                      @battle.decision=3
                      pbEndTurn(choice)
                      PBDebug.log("[Escape] #{pbThis} fled")
                      return true
                    end
                    # If this battler's action for this round wasn't "use a move"
                    if choice[0]!=1
                      # Clean up effects that end at battler's turn
                      pbBeginTurn(choice)
                      pbEndTurn(choice)
                      return false
                    end
                    # Turn is skipped if Pursuit was used during switch
                    if @effects[PBEffects::Pursuit]
                      @effects[PBEffects::Pursuit]=false
                      pbCancelMoves
                      pbEndTurn(choice)
                      @battle.pbJudge #      @battle.pbSwitch
                      return false
                    end
                    # Use the move
                #   @battle.pbDisplayPaused("Before: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
                    PBDebug.log("#{pbThis} used #{choice[2].name}")
                    PBDebug.logonerr{
                       pbUseMove(choice,choice[2][email protected])
                    }
                #   @battle.pbDisplayPaused("After: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
                    return true
                  end
                end
                Last 'end' is line 3544.
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                  #134    
                Old October 10th, 2017 (6:09 AM).
                Marin's Avatar
                Marin Marin is offline
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                Join Date: Nov 2016
                Location: The Netherlands
                Gender: Male
                Nature: Bashful
                Posts: 595
                Quote:
                Originally Posted by Sulphur Alchemist View Post
                Hello, I added your scripts on my "Pokemon Essentials project", I added attacks and abilities scripts and now it shows this message:

                ????? 'PokeBattle_Battler' ? 3544 ??? SyntaxError ????????

                I don't know what I do. Can you help me??

                This is my script:

                Code:
                ##########################################################################
                # Turn processing
                ##########################################################################
                  def pbBeginTurn(choice)
                    # Cancel some lingering effects which only apply until the user next moves
                    @effects[PBEffects::DestinyBond]=false
                    @effects[PBEffects::Grudge]=false
                    # Reset Parental Bond's count
                    @effects[PBEffects::ParentalBond]=0
                    # Encore's effect ends if the encored move is no longer available
                    if @effects[PBEffects::Encore]>0 &&
                       @moves[@effects[PBEffects::EncoreIndex]][email protected][PBEffects::EncoreMove]
                      PBDebug.log("Resetting Encore effect")
                      @effects[PBEffects::Encore]=0
                      @effects[PBEffects::EncoreIndex]=0
                      @effects[PBEffects::EncoreMove]=0
                    end
                    # Wake up in an uproar
                    if self.status==PBStatuses::SLEEP && !self.hasWorkingAbility(:SOUNDPROOF)
                      for i in 0...4
                        if @battle.battlers[i].effects[PBEffects::Uproar]>0
                          pbCureStatus(false)
                          @battle.pbDisplay(_INTL("{1} woke up in the uproar!",pbThis))
                        end
                      end
                    end
                  end
                
                  def pbEndTurn(choice)
                    # True end(?)
                    if @effects[PBEffects::ChoiceBand]<0 && @lastMoveUsed>=0 && !self.isFainted? && 
                       (self.hasWorkingItem(:CHOICEBAND) ||
                       self.hasWorkingItem(:CHOICESPECS) ||
                       self.hasWorkingItem(:CHOICESCARF))
                      @effects[PBEffects::ChoiceBand][email protected]
                    end
                    @battle.pbPrimordialWeather
                    for i in 0...4
                      @battle.battlers[i].pbBerryCureCheck
                    end
                    for i in 0...4
                      @battle.battlers[i].pbAbilityCureCheck
                    end
                    for i in 0...4
                      @battle.battlers[i].pbAbilitiesOnSwitchIn(false)
                    end
                    for i in 0...4
                      @battle.battlers[i].pbCheckForm
                    end
                  end
                
                  def pbProcessTurn(choice)
                    # Can't use a move if fainted
                    return false if self.isFainted?
                    # Wild roaming Pokémon always flee if possible
                    if [email protected] && @battle.pbIsOpposing?(self.index) &&
                       @battle.rules["alwaysflee"] && @battle.pbCanRun?(self.index)
                      pbBeginTurn(choice)
                      @battle.pbDisplay(_INTL("{1} fled!",self.pbThis))
                      @battle.decision=3
                      pbEndTurn(choice)
                      PBDebug.log("[Escape] #{pbThis} fled")
                      return true
                    end
                    # If this battler's action for this round wasn't "use a move"
                    if choice[0]!=1
                      # Clean up effects that end at battler's turn
                      pbBeginTurn(choice)
                      pbEndTurn(choice)
                      return false
                    end
                    # Turn is skipped if Pursuit was used during switch
                    if @effects[PBEffects::Pursuit]
                      @effects[PBEffects::Pursuit]=false
                      pbCancelMoves
                      pbEndTurn(choice)
                      @battle.pbJudge #      @battle.pbSwitch
                      return false
                    end
                    # Use the move
                #   @battle.pbDisplayPaused("Before: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
                    PBDebug.log("#{pbThis} used #{choice[2].name}")
                    PBDebug.logonerr{
                       pbUseMove(choice,choice[2][email protected])
                    }
                #   @battle.pbDisplayPaused("After: [#{@lastMoveUsedSketch},#{@lastMoveUsed}]")
                    return true
                  end
                end
                Last 'end' is line 3544.
                You've not copy/pasted something over properly.
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                  #135    
                Old 2 Weeks Ago (2:23 AM).
                Arma's Avatar
                Arma Arma is offline
                The Hyena
                • Silver Tier
                 
                Join Date: Dec 2009
                Location: The Hague
                Age: 24
                Gender: Male
                Nature: Jolly
                Posts: 1,426
                Marin, you've probably already heard this from me, but once again, you are a hero! Thanks so much for this! and of course my thanks to everyone who helped him put this together. =)
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