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[Essentials Tutorial] New Field Effects

#Not Important

All hail the wishmaker
  • 910
    Posts
    5
    Years
    I wanted to add some new field effects and saw (broken link removed) tutorial on Relic Castle and not here on Pokecommunity so I made this!

    You will learn to:
    • How to make it be active from the get go-
    • How to let background change based on the field-
    • How to implement battle start up messages-
    • How to buff overall move types, specific moves, specific move kind-
    • And more stuff...

    Here I go::
    Spoiler:

    Credit:
    Amethyst
    Blind Guardian
    BIGFriv
    Groniack
    #Not Important
     
    Last edited:
    Is this tutorial incomplete? How do I add this terrain effect to a move or an ability? How do I have it only for a certain number of turns? Why do we need to set it from metadata? Why can't we do it mid-battle like the Tapus?
     
    Hi! I was the one that made it on Relic Castle, I actually found a fairly better way to make the background load faster and how to decide what field to use in each map without requiring their IDs.
    I have just been really lazy when it comes to updating the thread ahaha, I'll try to get to it in the next couple weeks, so once I do that, you can update this thread too : )

    and @UberDunsparce
    This was made to be permanent field effects, you can do them temporarily too if you want, (which I will also update the thread later on)
    Through the metadata was because I wanted it to work from the get go, without requiring moves or abilities.
    I'll also update the thread these comming weeks on how to have an ability trigger them, and also moves trigger them. :)
     
    Hi! I was the one that made it on Relic Castle, I actually found a fairly better way to make the background load faster and how to decide what field to use in each map without requiring their IDs.
    I have just been really lazy when it comes to updating the thread ahaha, I'll try to get to it in the next couple weeks, so once I do that, you can update this thread too : )

    and @UberDunsparce
    This was made to be permanent field effects, you can do them temporarily too if you want, (which I will also update the thread later on)
    Through the metadata was because I wanted it to work from the get go, without requiring moves or abilities.
    I'll also update the thread these comming weeks on how to have an ability trigger them, and also moves trigger them. :)

    Thanks for making it! (it helped me a lot)
    I also found a little error; maps.include?($game_map.map_id) does not work. It has to be $game_map && maps.include?($game_map.map_id)
    =================================================================================================================================
    I have already figured out how to make abilities trigger the effect and moves too, just I did that in my head.
    =================================================================================================================================
    Am working on the loading background too, but I am sure you're way is better though!
    Spoiler:
     
    Small update;
    Make abilities trigger a terrain:
    Spoiler:
     
    For moves:
    Spoiler:
     
    Know what, Ill update the thread today : P, and I'll give you the proper methods for that.
    Youre making those permanent, while moves/abilities should be temporary

    There we go, go check it out :)
     
    Last edited:
    Know what, Ill update the thread today : P, and I'll give you the proper methods for that.
    Youre making those permanent, while moves/abilities should be temporary

    There we go, go check it out :)

    Thanks!
     
    :thinking:
    Did you reinstall the script from the beguinning?
    Dont forget that its no longer based on map ID, but rather on what background the map has in the metadata.
     
    Okay, I rechecked my thread, I commited an error, don't know if thats what is causing your error, but fix this:

    Now, go to
    Code:
    PBEffects
    and search for:



    Code:
    # These effects apply to the battle (i.e. both sides)

    add,

    Code:
    Terrain     =  xx
    Replace xx with whatever number you have afterwards, for me it's 13:

    [PokeCommunity.com] New Field Effects
     
    [
    maps=[5]#the maps that use the field

    if $game_map && maps.include?($game_map.map_id)
    if @environment==PBEnvironment::Grass || @environment==PBEnvironment::TallGrass || @environment==PBEnvironment::None
    $fieldeffectsbg=1 #Scorched
    pbDisplayPaused(_INTL("The ground is super-heated!")
    end
    end
    ]

    In this block of code there's supposed to be another ')' after 'super-heated!")' like so:

    pbDisplayPaused(_INTL("The ground is super-heated!"))

    Spent the last hour trying to debug a syntax error :))))
     
    [
    maps=[5]#the maps that use the field

    if $game_map && maps.include?($game_map.map_id)
    if @environment==PBEnvironment::Grass || @environment==PBEnvironment::TallGrass || @environment==PBEnvironment::None
    $fieldeffectsbg=1 #Scorched
    pbDisplayPaused(_INTL("The ground is super-heated!")
    end
    end
    ]

    In this block of code there's supposed to be another ')' after 'super-heated!")' like so:

    pbDisplayPaused(_INTL("The ground is super-heated!"))

    Spent the last hour trying to debug a syntax error :))))

    That method will be really really really long in the long run if you add a lot of fields. The method in the thread he linked in the original post is better. As it connects fields to the metadatas battle backgrounds instead.
     
    Couldn't figure out how to choose a different field effect, but I figured it out. It was better. Thanks for pointing it out!
     
    There is a V18 script adaptation ?
    Nope. But it's actually much easier to make new Terrains in v18. You should check out how Electric Terrain works and adapt.
     
    Trying to adapt, i put this code on PokeBattle_Battle where it's now the weather effect

    maps=[5]#the maps that use the field

    if $game_map && maps.include?($game_map.map_id)
    if @environment==PBEnvironment::Grass || @environment==PBEnvironment::TallGrass || @environment==PBEnvironment::None
    $fieldeffectsbg=1 #Scorched
    pbDisplayPaused(_INTL("Hay veneno en todos lados!")
    end
    end

    It's return sintaxis error
     
    Last edited:
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