Carboncino
SwampyK
- 16
- Posts
- 7
- Years
- He/Him
- Italy
- Seen Nov 22, 2023
I have a problem with Sparkling Aria. When I use it, it doesn't work, 'cause it doesn't attack :c
Any solution?
Any solution?
I have a problem with Sparkling Aria. When I use it, it doesn't work, 'cause it doesn't attack :c
Any solution?
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
##########################################################################
# 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]].id!=@effects[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]=@lastMoveUsed
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
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]].id!=@effects[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]=@lastMoveUsed 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.
I haven't used this yet because in the game I'm working on there's already some "fakemon" that I had to give its own number to, but I feel like spriting so I decided to download this to see if there are any sprites that needs to be made. That's when I noticed that there wasn't a Shiny Alolan Sandslash! I dunno if the wrong one was in the file or if the person just didn't have enough time to make it, but I did a quick recolor of it if anybody wants it.
Spoiler:![]()
I've also noticed a lack of Dusk Lycanroc and the new Ultra Beasts... Unless they're in the new pack that I don't think is downloading for some reason... I can do those sprites and add them onto Essentials if I find the time. I at least wanted to have the shiny Sandslash so people would know that they have in fact encountered a shiny. =3
And also I'm sorry if the sprite is gone after some time. I have it downloaded so I can upload it on MediaFire if I really need to.
Edit: By "adding them onto Essentials" I mean the stats and what-not, in the "Pokemon" PBS file.
Or you could use this resourceIt is worth noting that, for those who want to use this pack, it is no longer compatible with Essentials v16 and upward. Pokemon.txt in essentials now has an entry called "shape" for searching with the Pokedex, and the text files in this pack do not have that line on any of the Pokemon.
You can still make it "re-compatible" by adding in the line and proper shape yourselves, but that is a tedious effort.