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New "Wild <Pokémon> Appeared" messages

Skystrike

[i]As old as time itself.[/i]
  • 1,629
    Posts
    16
    Years
    I'm wondering if, for certain wild encounters, I can define a different "Wild <Pokémon> Appeared!" message. Like, if I encounter a Magikarp, and instead of "Wild Magikarp appeared!" I wanted it to say "The godly Magikarp appeared!", how would I go about that without changing the original "Wild <Pokémon> appeared!" message?
     
    Go to PokeBattle_Battle and scroll down to line 593. You'll see:

    Code:
            pbDisplayPaused(_INTL("Wild {1} appeared!",wildpoke.name))

    Replace that with:

    Code:
            if wildpoke.name=="Bulbasaur"
              pbDisplayPaused(_INTL("The godly {1} appeared!",wildpoke.name))
              else
            pbDisplayPaused(_INTL("Wild {1} appeared!",wildpoke.name))
            end

    Replace Bulbasaur with whatever Pokémon you want, and "The godly {1} appeared!" with whatever you want.
     
    Don't check against the Pokémon's nickname, check against its species (nickname will break if the game is translated, for example). So:
    Code:
    if wildpoke.name=="Bulbasaur"
    should be
    Code:
    if wildpoke.species==PBSpecies::BULBASAUR
    Otherwise, it's perfect. If you plan on having this for several species, you could use a case statement instead:
    Code:
    case wildpoke.species
    when PBSpecies::BULBASAUR
    #stuff
    when PBSpecies::IVYSAUR
    #different stuff
    else
    #standard stuff
    end
     
    Don't check against the Pokémon's nickname, check against its species (nickname will break if the game is translated, for example). So:
    Code:
    if wildpoke.name=="Bulbasaur"
    should be
    Code:
    if wildpoke.species==PBSpecies::BULBASAUR
    Otherwise, it's perfect. If you plan on having this for several species, you could use a case statement instead:
    Code:
    case wildpoke.species
    when PBSpecies::BULBASAUR
    #stuff
    when PBSpecies::IVYSAUR
    #different stuff
    else
    #standard stuff
    end

    Ah, right. Never thought of that. Thanks for pointing that out!
     
    You may want to use a switch aswell... Because all wild Pokemon that are Magikarp will have that little phrase too, unless that's what you want
     
    Just curious, I know this isn't my thread, but it seems pointless to create another one, could you use this method to change the wild battle message?
    when $game_variables[100]=5
    pbDisplayPaused(_INTL("The mighty {1} appeared!",wildpoke.name))
    else
    pbDisplayPaused(_INTL("Wild {1} appeared!",wildpoke.name))
    end
    Just wondering.
    If that works, I assume
    when $game_switches[42] = true
    also should those be == or just = like I have it?
     
    Just curious, I know this isn't my thread, but it seems pointless to create another one, could you use this method to change the wild battle message?
    when $game_variables[100]=5
    pbDisplayPaused(_INTL("The mighty {1} appeared!",wildpoke.name))
    else
    pbDisplayPaused(_INTL("Wild {1} appeared!",wildpoke.name))
    end
    Just wondering.
    If that works, I assume
    when $game_switches[42] = true
    also should those be == or just = like I have it?
    '==' for comparison
    '=' for attribution
    So is '=='. And isn't 'when' but 'if'.
    I prefer to use 'if pbGet(100)==5' rather that 'if $game_variables[100]==5'
    The switch thing works too, but for true or false (boolean) you can use 'if $game_switches[42]' rather that 'if $game_switches[42]==true'. If you want 'if $game_switches[42]==false' just use 'if !$game_switches[42]'.
     
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