BlueEew
PokeProject - GO!
- 786
- Posts
- 19
- Years
- Age 34
- England, UK.
- Seen Apr 10, 2024
Where do I edit the actual story line. I mean from where Oak talks to you and you choose you gender etc to the very end of the league?
class PokeBattle_Pokemon
def setLevel(level)
@level=level #Sets the level
calcStats #Recalculates the Pokémon's stats
Kernel.pbMessage(_INTL("{1} became level {2}!",@name,level) #Displays a message
pbTopRightWindow(_INTL("MaxHP: {1}\r\nATTACK: {2}\r\nDEFENSE: {3}\r\nSP. ATK: {4}\r\nSP. DEF: {5}\r\nSPEED: {6}",@totalhp,@attack,@defense,@speed,@spatk,@spdef)) #Displays the stat window
end
end
pokemon.level=5
pkmn=$Trainer.party[0]
pkmn.setLevel(5)
def randomStartup
rnd=rand(256)
return rand
end
randNumber=randomStartup
$game_variables[26]=randNumber
Alright, thanks. I still don't have anything to complain about, we are more than blessed to have this. lolSorry, the ability to delete encounter types from the editor hasn't been implemented yet. It will be added shortly.
Invisible event in the top-left corner of the "Intro" map...
I'm kind of lazy to try it out, so I'll just ask here.
Are all of the Status Effects already implemented?
Such as Burned, Asleep, etc.?
OK, this is prolly going to get me yelled at, but ima ask anyway.
When updating, is it better to copy the *new* scripts over (or ALL the scripts)
Or is it easyier to copy the Maps from the OLD project????
Thanks
what are the changes for the latest issue of pokemon essentials that was released yesterday?
well, i find it easier to copy EditorScripts and Scripts from the new data folder to your game rather than copy all the maps and switches and whatnot. the only problem with this tactic, is that any changes that YOU personally changed within the scripts will be gone. be sure to note these changes you make within a separate text document so you don't lose these changes. that's just my method though and it works perfect.