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First of all, i really like your script, you did a great job!
Everything works perfectly but I have a slight issue with the item that's needed to use the zodiac power, it disappears after using it in a battle.
I checked the script and it still has #@zodiacPower[side]=-2 line with the comment tag in front of it so I don't know what's causing this issue.
First of all, i really like your script, you did a great job!
Everything works perfectly but I have a slight issue with the item that's needed to use the zodiac power, it disappears after using it in a battle.
I checked the script and it still has #@zodiacPower[side]=-2 line with the comment tag in front of it so I don't know what's causing this issue.
Zodiac Gems are designed to be consumable items by default, but I offset this by making it so that you can use multiple Zodiac Powers per battle. This was both to "balance" them in a way, while also making them feel functionally different than Z-Moves.
Hello!
I was curious to know if there's any way for me to add animations for the Zodiac Powers?
Also, I wanted to change The Bard skill, so that it has a second skill called Dissonance, that works as a Super Repel, to keep away Pokémon from appearing for 150 ammount of steps, how would I do that?
Spoiler:
Code:
#===============================================================================
# Runic Sign - 'The Insightful'
# Harmonize Skill effect: Mimics the effect of 'Sweet Scent' and 'Honey'.
# Dissonance Skill effect: Mimics Super repel effect, no encounters for 150 steps.
#===============================================================================
elsif cmdHarmonize>=0 && command==cmdHarmonize
if !$PokemonEncounters.isEncounterPossibleHere?
Kernel.pbMessage(_INTL("But there's nothing nearby to hear {1}'s tune...",pkmn.name))
elsif $game_screen.weather_type!=PBFieldWeather::None
Kernel.pbMessage(_INTL("{1}'s tune doesn't seem to travel well right now...",pkmn.name))
else
if Kernel.pbConfirmMessage(_INTL("Activate {1}'s runic sign?",pkmn.name))
@scene.pbEndScene
pbRitualAnimation(pkmn)
pbWait(1)
pbSEPlay("Anim/Sing")
Kernel.pbMessage(_INTL("\\se[]{1} emitted an alluring tune...\\wt[80]",pkmn.name))
pbWait(10)
encounter = nil
enctype = $PokemonEncounters.pbEncounterType
Kernel.pbMessage(_INTL("{1}'s tune seems to have attracted something!",pkmn.name))
pbWait(10)
if enctype<0 || !$PokemonEncounters.isEncounterPossibleHere? || !pbEncounter(enctype)
Kernel.pbMessage(_INTL("{1}'s tune didn't seem to attract anything...",pkmn.name))
end
break
end
end
elsif cmdDissonance>=0 && command==cmdDissonance
if !$PokemonEncounters.isEncounterPossibleHere?
Kernel.pbMessage(_INTL("But there's nothing nearby to hear {1}'s tune...",pkmn.name))
elsif $game_screen.weather_type!=PBFieldWeather::None
Kernel.pbMessage(_INTL("{1}'s tune doesn't seem to travel well right now...",pkmn.name))
else
if Kernel.pbConfirmMessage(_INTL("Activate {1}'s runic sign?",pkmn.name))
@scene.pbEndScene
pbRitualAnimation(pkmn)
pbWait(1)
pbSEPlay("Anim/Sing")
Kernel.pbMessage(_INTL("\\se[]{1} emitted a disorganized tune...\\wt[80]",pkmn.name))
pbWait(10)
#encounter = nil
#encount = encount*2/3
#enctype = $PokemonEncounters.pbEncounterType
Kernel.pbMessage(_INTL("{1}'s tune seems to have scared everything!",pkmn.name))
break
end
end
i got it until here, but then I am unsure of how to make it work like Super Repel, if you can tell me I would be really grateful, thank you :)
Hello!
I was curious to know if there's any way for me to add animations for the Zodiac Powers?
Also, I wanted to change The Bard skill, so that it has a second skill called Dissonance, that works as a Super Repel, to keep away Pokémon from appearing for 150 ammount of steps, how would I do that?
Spoiler:
Code:
#===============================================================================
# Runic Sign - 'The Insightful'
# Harmonize Skill effect: Mimics the effect of 'Sweet Scent' and 'Honey'.
# Dissonance Skill effect: Mimics Super repel effect, no encounters for 150 steps.
#===============================================================================
elsif cmdHarmonize>=0 && command==cmdHarmonize
if !$PokemonEncounters.isEncounterPossibleHere?
Kernel.pbMessage(_INTL("But there's nothing nearby to hear {1}'s tune...",pkmn.name))
elsif $game_screen.weather_type!=PBFieldWeather::None
Kernel.pbMessage(_INTL("{1}'s tune doesn't seem to travel well right now...",pkmn.name))
else
if Kernel.pbConfirmMessage(_INTL("Activate {1}'s runic sign?",pkmn.name))
@scene.pbEndScene
pbRitualAnimation(pkmn)
pbWait(1)
pbSEPlay("Anim/Sing")
Kernel.pbMessage(_INTL("\\se[]{1} emitted an alluring tune...\\wt[80]",pkmn.name))
pbWait(10)
encounter = nil
enctype = $PokemonEncounters.pbEncounterType
Kernel.pbMessage(_INTL("{1}'s tune seems to have attracted something!",pkmn.name))
pbWait(10)
if enctype<0 || !$PokemonEncounters.isEncounterPossibleHere? || !pbEncounter(enctype)
Kernel.pbMessage(_INTL("{1}'s tune didn't seem to attract anything...",pkmn.name))
end
break
end
end
elsif cmdDissonance>=0 && command==cmdDissonance
if !$PokemonEncounters.isEncounterPossibleHere?
Kernel.pbMessage(_INTL("But there's nothing nearby to hear {1}'s tune...",pkmn.name))
elsif $game_screen.weather_type!=PBFieldWeather::None
Kernel.pbMessage(_INTL("{1}'s tune doesn't seem to travel well right now...",pkmn.name))
else
if Kernel.pbConfirmMessage(_INTL("Activate {1}'s runic sign?",pkmn.name))
@scene.pbEndScene
pbRitualAnimation(pkmn)
pbWait(1)
pbSEPlay("Anim/Sing")
Kernel.pbMessage(_INTL("\\se[]{1} emitted a disorganized tune...\\wt[80]",pkmn.name))
pbWait(10)
#encounter = nil
#encount = encount*2/3
#enctype = $PokemonEncounters.pbEncounterType
Kernel.pbMessage(_INTL("{1}'s tune seems to have scared everything!",pkmn.name))
break
end
end
i got it until here, but then I am unsure of how to make it work like Super Repel, if you can tell me I would be really grateful, thank you :)
#===============================================================================
# Runic Sign - 'The Insightful'
# Harmonize Skill effect: Mimics the effect of 'Sweet Scent' and 'Honey'.
# Dissonance Skill effect: Mimics Super repel effect, no encounters for 150 steps.
#===============================================================================
elsif cmdHarmonize>=0 && command==cmdHarmonize
if !$PokemonEncounters.isEncounterPossibleHere?
Kernel.pbMessage(_INTL("But there's nothing nearby to hear {1}'s tune...",pkmn.name))
elsif $game_screen.weather_type!=PBFieldWeather::None
Kernel.pbMessage(_INTL("{1}'s tune doesn't seem to travel well right now...",pkmn.name))
else
if Kernel.pbConfirmMessage(_INTL("Activate {1}'s runic sign?",pkmn.name))
@scene.pbEndScene
pbRitualAnimation(pkmn)
pbWait(1)
pbSEPlay("Anim/Sing")
Kernel.pbMessage(_INTL("\\se[]{1} emitted an alluring tune...\\wt[80]",pkmn.name))
pbWait(10)
encounter = nil
enctype = $PokemonEncounters.pbEncounterType
Kernel.pbMessage(_INTL("{1}'s tune seems to have attracted something!",pkmn.name))
pbWait(10)
if enctype<0 || !$PokemonEncounters.isEncounterPossibleHere? || !pbEncounter(enctype)
Kernel.pbMessage(_INTL("{1}'s tune didn't seem to attract anything...",pkmn.name))
end
break
end
end
elsif cmdDissonance>=0 && command==cmdDissonance
if !$PokemonEncounters.isEncounterPossibleHere?
Kernel.pbMessage(_INTL("But there's nothing nearby to hear {1}'s tune...",pkmn.name))
elsif $game_screen.weather_type!=PBFieldWeather::None
Kernel.pbMessage(_INTL("{1}'s tune doesn't seem to travel well right now...",pkmn.name))
else
if Kernel.pbConfirmMessage(_INTL("Activate {1}'s runic sign?",pkmn.name))
@scene.pbEndScene
pbRitualAnimation(pkmn)
pbWait(1)
pbSEPlay("Anim/Sing")
Kernel.pbMessage(_INTL("\\se[]{1} emitted a disorganized tune...\\wt[80]",pkmn.name))
pbWait(10)
pbDissonance(200,400)
Kernel.pbMessage(_INTL("{1}'s tune seems to have scared everything!",pkmn.name))
break
end
end
and add this at the every end of the birthsign script.
Spoiler:
Code:
class PokemonGlobalMetadata
attr_accessor :dissonance
alias new_initialize initialize
def initialize
new_initialize
@dissonance = 0
end
def pbDissonance(steps,reset)
if $PokemonGlobal.dissonance>0
Kernel.pbMessage(_INTL("But the sounds of discord still lingers."))
return 0
else
$PokemonGlobal.repel=steps
$PokemonGlobal.dissonance=reset
return 3
end
end
end
theoretically speaking, this should make it so that for 200 steps, you won't encounter anything, and afterwards you won't be able to use the birthsign ability again for another 200 steps to balance it out.
Okay I seemed to have a new problem.
I have been trying to limit the player so that he can only use as many items as the enemy has.
For that I added this section:
Spoiler:
And then I went to:
Spoiler:
Code:
elsif cmd==1 # Bag
if !@internalbattle [COLOR="Red"]|| pbGetTotalItems(battlerIndex)==0[/COLOR]
if pbOwnedByPlayer?(i)
pbDisplay(_INTL("Items can't be used here."))
end
else
and added the section in red, but I found out that Birthsigns adds another # elsif cmd==1 # Bag
Code:
elsif cmd==1 # Bag
if !@internalbattle || pbGetTotalItems(battlerIndex)==0
if pbOwnedByPlayer?(i)
pbDisplay(_INTL("Items can't be used here."))
end
else
I tried doing the same thing in it, but it just doesn't work; it throws me this error:
I tried making it be @battlerIndex, but then it started other problems...
I know this has nothing directly related to Birthsigns itself, but I hope that you can help me figure this out if possible, thank you.
Okay I seemed to have a new problem.
I have been trying to limit the player so that he can only use as many items as the enemy has.
For that I added this section:
Spoiler:
And then I went to:
Spoiler:
Code:
elsif cmd==1 # Bag
if !@internalbattle [COLOR="Red"]|| pbGetTotalItems(battlerIndex)==0[/COLOR]
if pbOwnedByPlayer?(i)
pbDisplay(_INTL("Items can't be used here."))
end
else
and added the section in red, but I found out that Birthsigns adds another # elsif cmd==1 # Bag
Code:
elsif cmd==1 # Bag
if !@internalbattle || pbGetTotalItems(battlerIndex)==0
if pbOwnedByPlayer?(i)
pbDisplay(_INTL("Items can't be used here."))
end
else
I tried doing the same thing in it, but it just doesn't work; it throws me this error:
I tried making it be @battlerIndex, but then it started other problems...
I know this has nothing directly related to Birthsigns itself, but I hope that you can help me figure this out if possible, thank you.
A huge chunk of the Zodiac script is just a copy/past of the code found in PokeBattle_Battle with tweaks, so most likely what's happening is that you're adding this new code into PokeBattle_Battle, and it's then being overwritten by the Zodiac script where your code isn't present. So then when you try running your code, it tries to search for something that isn't present because its been overwritten. I'd suggest trying to add your code in the appropriate place within the Zodiac script itself, rather than in PokeBattle_Battle.
Looks like it's just some sort of visual bug. I don't seem to have this issue in my game, so you might have a different version of Luka's EBS installed that my script isn't suited for.
Then Luka may have updated his script, and my compatibility script may be the one out of date. Truth be told, I haven't been keeping up on updates with EBS, so it's quite possible this is the case. Do you have a link for the latest version of EBS?
Hello, I was wondering if it's possible to code in a Poke Ball which works better on the Celestial Bosses as well as wild Pokemon bearing Zodiac Signs.
The name of it is the Zodiac Ball, and it's intended to have an increased catch rate on wild encounters relating to the Zodiacs.
Hello, I was wondering if it's possible to code in a Poke Ball which works better on the Celestial Bosses as well as wild Pokemon bearing Zodiac Signs.
The name of it is the Zodiac Ball, and it's intended to have an increased catch rate on wild encounters relating to the Zodiacs.
I don't see why not, it seems like it would be rather simple to make. Something like:
Code:
BallHandlers::ModifyCatchRate.add(:ZODIACBALL,proc{|ball,catchRate,battle,battler|
catchRate*=3 if battler.isCelestial? || battler.hasZodiacsign?
next catchRate
})
Would probably work, although I haven't bothered to test.
I hope you don't mind, but I gave Vladimorg custom graphics.
Source: Vampire Gligar Line, Pokefarm Q
NOTE: This was merely a test to see if it worked, it's not the real Vladimorg. I've been having trouble getting the Celestial Events to work. I followed the steps and everything, even added a second page after setting it up. I may need a clearer walkthrough.
I hope you don't mind, but I gave Vladimorg custom graphics.
Source: Vampire Gligar Line, Pokefarm Q
NOTE: This was merely a test to see if it worked, it's not the real Vladimorg. I've been having trouble getting the Celestial Events to work. I followed the steps and everything, even added a second page after setting it up. I may need a clearer walkthrough.