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Custom Pokémon doesn't faint

Ice1

[img]http://www.serebii.net/pokedex-xy/icon/712.pn
  • 3,441
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    10
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    • Seen Nov 23, 2023
    I recently started up a Pokémon Essentials project, and decided I wanted to add a custom pokémon because of my background in sprite art. Problem is, once I added it, it wouldn't faint in battle. When it's HP hits zero, the sprite will stay where it is and the battle ends. No experience is rewarded. In double battles it'll stay active for one turn extra, untargetable, and then the battle will end, no experience rewarded. The pokémon has 5 different forms, that only change the sprite.

    Here is the information in .txt file:

    Name=Turnivant
    InternalName=TURNIVANT
    Type1=GRASS
    BaseStats=70,40,85,25,85,40
    GenderRate=Female50Percent
    GrowthRate=Medium
    BaseEXP=80
    EffortPoints=0,0,1,0,0,1
    Rareness=200
    Happiness=70
    Abilities=POISONHEAL
    Moves=1,ABSORB,1,COTTONGUARD,5,HEADBUTT,6,TACKLE,11,POISONPOWDER,16,FAKETEARS,20,LOWKICK,21,MEGADRAIN,30,GIGADRAIN,35,RAZORLEAF
    Compatibility=5,5
    StepsToHatch=510
    Height=1.5
    Weight=5.0
    Color=Green
    Kind=Glorified
    Pokedex=This pokémon used to only come in yellow, but humans bred it to come in more colours.
    FormNames=Yellow,Purple,Red,Black,Teal
    WildItemCommon=ORANBERRY
    BattlerPlayerY=0
    BattlerEnemyY=22
    BattlerAltitude=0
    Evolutions=

    EDIT: I figured it out, it's because the ID is higher then 649. Does anyone know how I can add pokémon with an ID above 649 and being able to faint?
     
    Last edited:
    The ID being higher than 649 isn't the problem. I'm fairly certain that there isn't a limit to the pokémon you can have listed.
    Anyway, I tested a wild battle with the information you gave here, and everything went smooth! Therefore, your issue isn't in the pokemon.txt file. Have you checked your trainers.txt and the events where this pokémon is supposed to appear, just to make sure everything is as it should be?
     
    There is no trainer file that uses them, it's a wild encounter. I added another pokémon with the ID:651 to check, and that one doesn't faint too. I then replaced a existing pokémon with him, and then it does work, so I suspected it had something to do with the ID. The fact that it works for you makes me really curious about what I did wrong.

    I'm using Pokémon Essentials 12.
     
    Last edited:
    Make sure you actually have the ID number in the txt file before you define the Pokemon. Can't think of anything else that could be causing the problem.
     
    I tried with a clean version of essentials, unedited by me, and tried again. I added the sprites and put this:
    Spoiler:
    in Pokemon.txt
    I then started an instance, used the DEBUG to simulate a wild encounter, but a Abomasnow I simulated didn't faint either. I then added them both to a map as wild encounters. The Abomasnow fainted, my custom pokémons hp hit zero and just ended the battle without fainting or granting experience. It seems like I'm the only person ever to experience it, so I think I'm just not seeing something very simple.
     
    I cant really tell anythings wrong with this. I added all the Kalos Pokemon and some new ones too. I've never had this problem. Did you edit any scripts at all? Like anything? Also, I don't know if its on purpose, but you put type 1 and type 2 both poison. Type 2 is optional. So if you want this Poisaur pokemon to be pure poison type, just have type 1 set to poison. You can omit type 2 entirely if this the case.
     
    I tried the same process on a other computer, and I had the same result there. I didn't think it was something with my computer, but it was worth the try. I looked up several tutorials to check on how to add pokémon, and the only thing I can find that's different is the ID the give the pokemon. (And of course the pokémon itself, but I know the data isn't the problem.) I'm updating now to Essentials 13, maybe that will solve the problem?

    EDIT: I upgraded to Essentials 13 and just copy pasted my data. Everything works fine now. Thanks for looking in to it everyone. This thread can be closed now, or at least ingnored.
     
    Last edited:
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