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[Essentials v17.2] Gen 8 stuffs (Abilities, Items & Move)

Not seen anything about it; but anyone know the way/how to make the change between iron head and behemoth blade/behemoth shield when entering battle? doesnt seem to work the same way as rotoms form moves.
 
Not seen anything about it; but anyone know the way/how to make the change between iron head and behemoth blade/behemoth shield when entering battle? doesnt seem to work the same way as rotoms form moves.

Really?
 
Sinistea's evo method, where we have two differents form: Phony and Antique.
Spoiler:
 
Sinistea's evo method, where we have two differents form: Phony and Antique.
Spoiler:

Amazing job on the Evolution Method but I don't think people will be adding Polteageist's formes to their game because the visual difference between the 2 formes is literally one tiny mark in a place where no sprite artist can show the difference between the two.
 
Gulp Missile:
Spoiler:
 
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Why don't you guys put everything in a zip archive and upload it when you think you have everything finished with gen 8 for essentials.
At least thats it, what I would do if I were you.
 
when you think you have everything finished with gen 8 for essentials.

Sure, I'm planning to do that. But only when everything is completed.
 
I disagree with your comment because if I were to follow this idea I would not have posted as much move script as I did, due to the fact that it is not complete.
I put the codes when I do so that others who write codes save time and focus on others (abilities, items, evo method etc).
If I followed what of your posted, there wouldn't even be my first post here. :p
 
Rare candies can now evolve Pokémon if they're level 100.
For example, using a Rare candy on a level 100 Magikarp won't level it up but it will still cause it to evolve.
Has anyone made a script for this yet?
 
Here we can see the ability only will trigger into the end of turn (if Yamper hp>0 of course): https://youtu.be/AmULLkvD55c

How can we code it?

Improved Ball Fetch's code:
Spoiler:


Improved Cotton Down's code:
https://www.pokecommunity.com/posts/10043796

Improved Wandering Spirit's code:
https://www.pokecommunity.com/posts/10085505
 
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Ripen Ability

Replace (or adapt) the defs pbConfusionBerry, pbStatIncreasingBerry and pbActivateBerryEffect with the following codes
Spoiler:

Code:
  def pbStatIncreasingBerry(stat,berryname)
    if hasWorkingAbility(:RIPEN)
      return pbIncreaseStatWithCause(stat,2,self,berryname)
    else
      return pbIncreaseStatWithCause(stat,1,self,berryname)
    end
  end
Spoiler:


You have successfully implemented the ability!!!!

We can simplify it using '? : ' instead. Here how I did:
Spoiler:
 
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Mimicry:
Spoiler:
 
Rare candies can now evolve Pokémon if they're level 100.
For example, using a Rare candy on a level 100 Magikarp won't level it up but it will still cause it to evolve.
Has anyone made a script for this yet?

I made this but I haven't tried it yet, can anyone do so. (Its based on the force evolution stone made by mej71)

Code:
ItemHandlers::UseOnPokemon.add(:RARECANDY,proc{|item,pokemon,scene|
  if pokemon.level==PBExperience::MAXLEVEL
    for form in pbGetEvolvedFormData(pokemon.species)
      newspecies=form[2]
    end
    return if !newspecies
    if newspecies>0
      evo=PokemonEvolutionScene.new
      evo.pbStartScreen(pokemon,newspecies)
      evo.pbEvolution
      evo.pbEndScreen
    end
#     next true     
#     scene.pbDisplay(_INTL("It won't have any effect."))
#     next false
  else
    pbChangeLevel(pokemon,pokemon.level+1,scene)
    scene.pbHardRefresh
    next true
  end
})
 
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Snipe Shot (move) and Stalwart/ Propeller Tail (abilities):
Spoiler:
 
Galarian Farfetch'd evo method:
Spoiler:


BONUS:
Inside 'def pbIsCritical?(attacker,opponent)' add SIRFETCHD as well:
Code:
    if attacker.hasWorkingItem(:STICK) &&
       (isConst?(attacker.species,PBSpecies,:FARFETCHD) ||
        isConst?(attacker.species,PBSpecies,:SIRFETCHD))
      c+=2
    end
    if attacker.hasWorkingItem(:LUCKYPUNCH) &&

You're welcome! :D

To not trigger the evo method when the player uses Rare Candy, go to 'PItem_Items' and replace 'def pbChangeLevel(pokemon,newlevel,scene)' to:
Spoiler:
 
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