- 1,537
- Posts
- 11
- Years
- Seen today
Major Update 4/23/20: Script Overhauls and Zodiac Power Rebalancing
This update is focused around cleaning up the existing scripts, simplifying things, and making everything work more efficiently. The Zodiac Powers script in particular has gotten massive updates, with nearly every single Zodiac Power being fixed up and buffed with improved effects. The Birthsign Events script has similarly been completely overhauled, adding two new events to the project, as well as simplifying the entire process of setting up your events (say goodbye to fumbling with switches!). A host of smaller changes and additions have been added as well.
Changelist for Birthsings 2.9
Installation
This update is focused around cleaning up the existing scripts, simplifying things, and making everything work more efficiently. The Zodiac Powers script in particular has gotten massive updates, with nearly every single Zodiac Power being fixed up and buffed with improved effects. The Birthsign Events script has similarly been completely overhauled, adding two new events to the project, as well as simplifying the entire process of setting up your events (say goodbye to fumbling with switches!). A host of smaller changes and additions have been added as well.
Changelist for Birthsings 2.9
Spoiler:
GENERAL
BIRTHSIGN EVENTS
ZODIAC POWERS
OTHER
Spoiler:
Wild Birthsigns
The toggles for Wild Birthsigns have changed. The toggle numbers are now as follows:
New Methods
Birthsign Commands & Effects
The toggles for Wild Birthsigns have changed. The toggle numbers are now as follows:
- 0 - Pokemon will not spawn with birthsigns.
- 1 - Pokemon will spawn with the birthsign of the current month.
- 2 - Pokemon will spawn with either the Rival sign, or one of the two Partner signs of the current month at random.
- 3 - Pokemon will spawn with a random sign out of the zodiac.
- 4 - Pokemon will spawn with a random sign out of all possible birthsigns.
New Methods
Spoiler:
A variety of new methods have been added or changed, many of which may be useful when customizing your game.
Gets the calendar month number associated with the rival month to the Pokemon/Trainer's zodiac sign.
Gets the calendar month number associated with the partner months to the Pokemon/Trainer's zodiac sign. Set (num) to either 1 or 2 to return the first or second partner month, respectively.
- hasRivalsign?(value)[*]hasPartnersign(value)
- pbShareRivalsign?(pkmn1,pkmn2)[*]pbSharePartnersign?(pkmn1,pkmn2)
- pbShareBirthsign?(pkmn1,pkmn2)[*]pbShareZodiacsign?(pkmn1,pkmn2)
- getCalendarsign[*]getRivalsign[*]getPartnersign(num)
Gets the calendar month number associated with the rival month to the Pokemon/Trainer's zodiac sign.
Gets the calendar month number associated with the partner months to the Pokemon/Trainer's zodiac sign. Set (num) to either 1 or 2 to return the first or second partner month, respectively.
- setRivalsign(value)[*]setPartnersign(value,num)
Birthsign Commands & Effects
Spoiler:
- The Parent
This sign's command, "Incubate", has been changed.
Previously, this would reduce an egg's remaining step count to 1 if it had under 1,000 steps remaining.
Instead, this skill will now reduce an egg's remaining step count to 1, regardless of what its current step count is. However, this skill now works on a cooldown, and must be recharged between uses by walking 1,000 steps. This is a global cooldown, so all Pokemon with this skill are on the same recharge count. This is to prevent spamming the skill with multiple Pokemon, and bypassing the cooldown.
In addition, this birthsign now also has a secondary, passive effect.
While a Pokemon with this sign is in your party, eggs will require half as many steps to hatch, exactly like a Pokemon with Flame Body or Magma Armor functions.
- The Bard
This sign's command, "Harmonize", has been changed.
Previously, this would initiate a battle with a wild Pokemon in the area, mimicking the effects of Sweet Scent or Honey. Instead, this skill now has branching options with different effects. When selecting the command, you are given a list of three songs that the user may sing:
- Alluring Aria: Produces the same effect as before, allowing the user to lure a wild Pokemon. However, this now has the additional effect of temporarily lowering the levels of wild Pokemon in the area, mimicking the effects of White Flute.
- Repellent Rapture: The user sings a nasty tune that repels wild Pokemon for a certain number of steps. The duration of the repel effect depends on the user's level, scaling up to 250 steps (Max Repel) once the user is level 50 or higher. In addition to this, the levels of wild Pokemon in the area will be increased temporarily, mimicking the effects of Black Flute.
- Mysterious Melody: The user sings an exotic tune that attempts to draw a foriegn species into battle. If successful, the wild Pokemon encountered will be pulled from the list of PokeRadar-exclusive species, rather than the normal pool of wild Pokemon in the area.
This skill now also works on a cooldown, recharging after 400 steps. All three songs operate on the same cooldown.
- Alluring Aria: Produces the same effect as before, allowing the user to lure a wild Pokemon. However, this now has the additional effect of temporarily lowering the levels of wild Pokemon in the area, mimicking the effects of White Flute.
- The Alchemist
This sign's command, "Transmute", functions the same as before.
However, its pool of item combinations have expanded, including even more items from Gen 7 such as Silvally's memories, and a slew of new items introduced in Gen 8 such as the Nature Mints, EXP Candies, and miscellaneous hold items. Some overlooked items from past gens have also been included.
As always, there shouldn't be any issues if these new items aren't present in your game. If an unknown item is transmuted, the skill simply gives you a random junk item instead.
- The Soulmate
Fixed a scripting oversight that may have prevented this sign's effects from working in rare situations. It should work properly now.
- The Vampire
Previously, Pokemon with this birthsign would heal while walking at night, and take damage while outdoors during the day. The healing effect of this sign has now been changed to also only trigger while outdoors, to match the daytime's effect.
Coding for this sign has also been slightly reworked to fix a possible bug.
BIRTHSIGN EVENTS
Spoiler:
Switch Removal
The code for this script has been greatly streamlined and a lot of the fat has been cut. Because of this, the switch numbers previously required to make the code work are no longer needed. To run one of the several birthsign events, all you need to do is plug a single method into an event, and it'll run whatever it is you'd like. I'll go into detail in how to set up an event further below.
New Event: Pokemon Matchmaker
A new event has been added that I call a Matchmaker event. This is a flavorful event mostly designed to test the player's knowledge on sign match ups. An NPC is looking to set up a playdate between two Pokemon. The quality of the playdate depends on how the zodiac signs between his Pokemon and the one you offer match up.
This is meant to be a minor daily event.
New Event: Fortune Teller
Another new event has been added that I call a Fortune Teller event. This event is designed to give players a way to alter the signs of wild Pokemon they encounter, as well as giving the player a bit of knowledge about sign match ups. Unlike all of the other events so far, this event actually focuses entirely on the player's sign, not the Pokemon's. An NPC known as the Fortune Teller will ask to give you a reading based on your zodiac sign. If you agree, he will tell you which sign in the zodiac is currently strongest, and compare your sign to it. Depending on how the two signs pair up, this may temporarily influence the type of encounters you face.
These effects override any other effect that would alter a wild Pokemon's birthsign. So even if you set WILDBIRTHSIGNS to zero, which would normally make no Pokemon spawn with a sign, the Fortune Teller's effect will temporarily override this. The exception to this is Celestial Bosses, who's sign cannot be altered when spawned.
After giving your reading, the fortune teller will gift you with a Zodiac Gem relative to his sign.
Setting Up an Event
The code for this script has been greatly streamlined and a lot of the fat has been cut. Because of this, the switch numbers previously required to make the code work are no longer needed. To run one of the several birthsign events, all you need to do is plug a single method into an event, and it'll run whatever it is you'd like. I'll go into detail in how to set up an event further below.
New Event: Pokemon Matchmaker
Spoiler:
![[PokeCommunity.com] Pokemon Birthsigns [PokeCommunity.com] Pokemon Birthsigns](https://i.imgur.com/tCPk4PZ.png)
![[PokeCommunity.com] Pokemon Birthsigns [PokeCommunity.com] Pokemon Birthsigns](https://i.imgur.com/ZVKvQPl.png)
![[PokeCommunity.com] Pokemon Birthsigns [PokeCommunity.com] Pokemon Birthsigns](https://i.imgur.com/KP9TpiO.png)
A new event has been added that I call a Matchmaker event. This is a flavorful event mostly designed to test the player's knowledge on sign match ups. An NPC is looking to set up a playdate between two Pokemon. The quality of the playdate depends on how the zodiac signs between his Pokemon and the one you offer match up.
- If your Pokemon has a complimentary partner sign to the zodiac sign of the Matchmaker's Pokemon, then the two Pokemon will have a great time together, and your Pokemon will become very happy (by the same amount as if it got a massage). It will also come back from the playdate with a gift for you, which will be an item that promotes growth in some way, such as a Lucky Egg or a Power Item.
- If your Pokemon has an identical sign to the Matchmaker's Pokemon, the two Pokemon will have an okay time together, but grow bored somewhat quickly. Your Pokemon will return to you from the playdate with their happiness increased by a little bit, and a random Incense item as a gift.
- If your Pokemon has a rival sign to the Matchmaker's Pokemon, the two Pokemon will have a terrible time together, and your Pokemon will actually return to you with decreased happiness. In addition, it'll bring back a "harmful" item to you, such as a Toxic Orb or Sticky Barb.
This is meant to be a minor daily event.
New Event: Fortune Teller
Spoiler:
![[PokeCommunity.com] Pokemon Birthsigns [PokeCommunity.com] Pokemon Birthsigns](https://imgur.com/amrrfNm.png)
![[PokeCommunity.com] Pokemon Birthsigns [PokeCommunity.com] Pokemon Birthsigns](https://imgur.com/iI4zutA.png)
![[PokeCommunity.com] Pokemon Birthsigns [PokeCommunity.com] Pokemon Birthsigns](https://imgur.com/h7Qmdjp.png)
Another new event has been added that I call a Fortune Teller event. This event is designed to give players a way to alter the signs of wild Pokemon they encounter, as well as giving the player a bit of knowledge about sign match ups. Unlike all of the other events so far, this event actually focuses entirely on the player's sign, not the Pokemon's. An NPC known as the Fortune Teller will ask to give you a reading based on your zodiac sign. If you agree, he will tell you which sign in the zodiac is currently strongest, and compare your sign to it. Depending on how the two signs pair up, this may temporarily influence the type of encounters you face.
- If your sign is a complementary partner to the Fortune Teller's sign, then for the next 2,500 steps any wild Pokemon you encounter will always spawn with one of the two partner signs relative to yours. They will also spawn with boosted happiness, and have a chance at holding a Zodiac Gem relative to their sign.
- If your sign is identical to the Fortune Teller's sign, then for the next 2,500 steps any wild Pokemon you encounter will share the same sign as your trainer does. No other effects.
- If your sign is a rival to the Fortune Teller's sign, then for the next 2,500 steps any wild Pokemon you encounter will share the rival to your sign, and spawn with half their usual level of happiness.
These effects override any other effect that would alter a wild Pokemon's birthsign. So even if you set WILDBIRTHSIGNS to zero, which would normally make no Pokemon spawn with a sign, the Fortune Teller's effect will temporarily override this. The exception to this is Celestial Bosses, who's sign cannot be altered when spawned.
After giving your reading, the fortune teller will gift you with a Zodiac Gem relative to his sign.
Setting Up an Event
Spoiler:
To set up a birthsign event, all you need to do now is input the following code into an event:
That's it. No more switches.
Instead of switches, now you may set up an event by simply setting "eventnum" and "monthnum" to specific numbers.
For eventnum:
This number chooses the specific event you want to run. This value can range from 1-5.
Additionally, if you set this number to 0, or leave it blank, this will just default to a Birthstone event.
For monthnum:
This number chooses the specific month you want to base your event around. This value can range from 1-12, representing each month of the year.
Additionally, if this sign is set to "0", a random month number will be set instead. If you leave this number blank, it will default to whatever the current month's number is.
So some examples of what setting up an event would look like:
This would initiate a Celestial Boss event with August's celestial guardian.
This would initiate a Matchmaker event with the Matchmaker's Pokemon having the current month's sign.
This would initiate a Fortune Teller even where the Teller's chosen sign is random each time you speak to him.
Not inputting any numbers would initiate the default Birthstone event with the current month's sign.
Code:
pbBirthsignEvent(eventnum,monthnum)
That's it. No more switches.
Instead of switches, now you may set up an event by simply setting "eventnum" and "monthnum" to specific numbers.
For eventnum:
This number chooses the specific event you want to run. This value can range from 1-5.
- When set to "1", this will run a Birthstone event.
- When set to "2", this will run a Birthpath event.
- When set to "3", this will run a Celestial Boss event.
- When set to "4", this will run a Matchmaker event.
- When set to "5", this will run a Fortune Teller event.
Additionally, if you set this number to 0, or leave it blank, this will just default to a Birthstone event.
For monthnum:
This number chooses the specific month you want to base your event around. This value can range from 1-12, representing each month of the year.
- For a Birthstone event, this number will decide which month's zodiac sign is given to a chosen Pokemon.
- For a Birthpath event, this number will decide which sign is required on a Pokemon to open the path.
- For a Celestial Boss event, this number will decide which boss you encounter, relative to the month it represents.
- For a Matchmaker event, this number will decide what sign the Matchmaker's Pokemon has.
- For a Fortune Teller event, this number will decide which sign the Fortune Teller compares yours to.
Additionally, if this sign is set to "0", a random month number will be set instead. If you leave this number blank, it will default to whatever the current month's number is.
So some examples of what setting up an event would look like:
Code:
pbBirthsignEvent(3,8)
Code:
pbBirthsignEvent(4)
Code:
pbBirthsignEvent(5,0)
Code:
pbBirthsignEvent
ZODIAC POWERS
Spoiler:
General
This section has received the bulk of the changes for this update, and most of the code has been streamlined and improved. Nearly every Zodiac Power has received some sort of rebalancing or touch up to improve performance, and an emphasis was placed on weaker and less interesting Zodiac Powers to make them shine a bit more.
Zodiac Powers
EBS Compatibility
The compatibility script for Luka's EBS received minor tweaks, but the old version should still work just fine. However, I did correct a minor graphical bug that has been annoying me. Previously, when pressing the Z button to toggle a zodiac power (or mega evolution, or Z-Move), the toggle would not reset if you chose to back out of the command before confirming. What this means is that the next time you opened the fight menu, the Z button toggle would still appear to be in the "on" position, even though it functionally wasn't. I've corrected this now, so backing out of the fight menu should now reset the Z button toggle.
This section has received the bulk of the changes for this update, and most of the code has been streamlined and improved. Nearly every Zodiac Power has received some sort of rebalancing or touch up to improve performance, and an emphasis was placed on weaker and less interesting Zodiac Powers to make them shine a bit more.
Zodiac Powers
Spoiler:
Friend Boost
Previously, this power would grant an ally the Helping Hand effect in a double battle.
Now, this power is a bit more fleshed out. The user focuses all of its energy in aiding its ally, skipping its own turn to give them a Helping Hand. In addition to this, the user also negates the effects of all Protect moves used by opponents for this turn only, ensuring that the user's partner can make use of the helping hand boost.
Blinding Light
Previously, this power reduced the accuracy of all opponents by 2 stages.
Now, this power only reduces the accuracy of all opponents by 1 stage. However, as an additional effect, this power will also cause all foes to flinch on the turn this is used.
Feral Frenzy
Previously, the user would cut their HP to boost Attack, Sp.Atk, and Speed by 1 stage.
This effect remains the same, however, the user's stats will now be raised by 2 stages instead of 1 if their HP drops to 1 by this power's effect.
Ability Whiz
Previously, the user would attempt to copy the ability of the nearest opponent.
Now, this power works "smarter" in how it targets in a double battle, and will search for the first viable target to copy from. Before, only the nearest target would be chosen, and if this power's effect failed to copy their ability for some reason (uncopyable ability, like Multitype), the whole effect would just fail right there and then. Now, this power searches the nearest foe, and if the effect would fail on them, it moves on to the next target instead.
As an additional effect, this power will now also use the Gastro Acid effect on all foes, suppressing their abilities from activating.
Battle Cry
Previously, the user's Attack & Defense both increase one stage, and opponents become Taunted for 1 turn.
This effect remains the same, however, the Taunt effect now lasts for 2 turns.
Tour Guide
Previously, this power would force the opponent out with a U-Turn effect.
Now, this power uses a Roar effect, which makes more sense and fixes a lot of bugs from the previous version of this effect. Pokemon with Suction Cups or with the ingrain effect are immune to this effect. This power automatically targets the nearest viable target. This effect now automatically ends wild battles.
Hit & Run
Previously, the user would attempt to steal the held item of the nearest opponent. Successfully stealing would raise Speed.
Now, this power's targeting has been improved, much like with Ability Whiz. Before, only the nearest opponent would be targeted, and if this power would fail on them (unstealable item, no item, etc), then this whole effect would fail. Now, if you're in a double battle, both opponents will be searched to find a viable target for stealing from.
In addition, I also fixed an error that would replenish the user's Zodiac Gem after battle. Now, the user will properly consume their Zodiac Gem. Items stolen with this effect in wild battles will be kept, but items stolen from trainers will not (as is intended).
Pig Out
Previously, the user would heal up to half its max HP, but lower its Speed by 1 stage. Its weight would also increase.
Now, this power has been almost entirely changed and is far more creative than before. When activating this power, the user will begin gorging itself on a stockpile of random berries, activating their effects consecutively in one turn, until it is full. Up to 4 berries total can be consumed back to back, and include a variety of HP healing and stat boosting berries. If the user is suffering from a status condition, a Lum Berry will always be the final berry consumed. As like before, the user's weight is increased after it's done feasting.
Last Stand
Previously, the user would gain the Endure effect for one turn.
Now, this power has been entirely changed. When activating this power, the user turns itself into a wall in a last-ditch effort to outlast the opponent. Attack and Speed are dropped by 3 stages in order to put all its energy in fortifying itself with fully restored HP and +6 Defense.
If the user has the Contrary ability, they instead make their last stand with guns blazing, gaining +3 Attack & Speed, and Defense dropped to -6.
Quick Study
Previously, the user would gain the Snatch effect for one turn.
Now, this power has been expanded upon. In addition to the Snatch effect, the user pulls a fast one on its opponents and uses a multi-target Psycho Shift effect, allowing it to reverse its status condition to both opponents and removing it from itself.
Market Crash
Previously, the user would place the Embargo effect on both opponents for 3 turns.
Now, this has been buffed to 5 turns. In addition coins are scattered everywhere when this effect activates, and you can pick up cash equal to the user's level x100.
Great Purge
Previously, the user would heal itself and its partner of any status conditions.
Now, in addition to this effect, the user also consecrates the ground with a Misty Terrain to prevent further status conditions.
Untouchable
Previously, the user would gain the Magic Coat effect for 1 turn.
Now, in addition to this effect, this power will also cause the user to channel all of its energy, leaving it with just 1 HP. But in exchange, the user gains the Wonder Guard ability.
Spirit Guard
Previously, the user would set up Light Screen and Reflect for 3 turns.
Now, this has been increased to 5 turns.
Bodyguard
Previously, the user would gain the Follow Me effect for 1 turn.
Now, in addition to this effect, the user also gains the Parental Bond ability. The user skips its turn when it activates this power, however.
Corner Strike
Previously, the user would gain the Pursuit effect on their next attack, allowing them to strike an opponent switching out.
Now, in addition to this effect, this power now has new effects if the opponent is a wild Pokemon, or a trainer who is down to their last Pokemon. Because the target has no one to switch out to, they become cornered by the user and unable to defend themselves. Because of this, their Defense and Sp.Def both drop by 2 stages, and they suffer from the Quash effect for this turn, forcing them to move last.
Lottery
Previously, the user would randomly activate the effects of particular birthsigns.
Now, this power can activate the Zodiac Power of every single birthsign, and has new battle text to describe its activation. This power can only randomly select the effects of Friend Boost, Self Sacrifice, Bodyguard, and Star-Crossed while in a double battle, however.
Solidarity
This power's intended effect remains unchanged, and it inflicts the Pain Split effect on all battlers. However, the code for this power has been improved so that it's no longer so buggy, and HP is now split appropriately.
Mirror Image
Previously, the user would gain the Reflect Type effect, copying an ally or opponent's type.
Now, this power will instead use the Transform effect on the nearest opponent. The user will still keep their original moveset, however, so the change only applies to their stats/type/ability etc.
Transmogrify
Previously, the user would morph an opponent's held item into something else, potentially turning it into something useless or harmful.
Now, this power morphs both Pokemon's items in a double battle. More items have been added to the list of morphable items.
Star-Crossed
Previously, the user would gain the Rainbow effect for 4 turns for the entire party if the user and its ally have matching Partner signs.
Now, the Rainbow effect is increased to 8 turns. In addition to this, the user and its partner gain the Plus/Minus abilities, respectively, if they match. If the two Pokemon happen to share Rival signs, their bad luck brings an impending doom to the battle that puts the Perish Song effect on all battlers instead.
Previously, this power would grant an ally the Helping Hand effect in a double battle.
Now, this power is a bit more fleshed out. The user focuses all of its energy in aiding its ally, skipping its own turn to give them a Helping Hand. In addition to this, the user also negates the effects of all Protect moves used by opponents for this turn only, ensuring that the user's partner can make use of the helping hand boost.
Blinding Light
Previously, this power reduced the accuracy of all opponents by 2 stages.
Now, this power only reduces the accuracy of all opponents by 1 stage. However, as an additional effect, this power will also cause all foes to flinch on the turn this is used.
Feral Frenzy
Previously, the user would cut their HP to boost Attack, Sp.Atk, and Speed by 1 stage.
This effect remains the same, however, the user's stats will now be raised by 2 stages instead of 1 if their HP drops to 1 by this power's effect.
Ability Whiz
Previously, the user would attempt to copy the ability of the nearest opponent.
Now, this power works "smarter" in how it targets in a double battle, and will search for the first viable target to copy from. Before, only the nearest target would be chosen, and if this power's effect failed to copy their ability for some reason (uncopyable ability, like Multitype), the whole effect would just fail right there and then. Now, this power searches the nearest foe, and if the effect would fail on them, it moves on to the next target instead.
As an additional effect, this power will now also use the Gastro Acid effect on all foes, suppressing their abilities from activating.
Battle Cry
Previously, the user's Attack & Defense both increase one stage, and opponents become Taunted for 1 turn.
This effect remains the same, however, the Taunt effect now lasts for 2 turns.
Tour Guide
Previously, this power would force the opponent out with a U-Turn effect.
Now, this power uses a Roar effect, which makes more sense and fixes a lot of bugs from the previous version of this effect. Pokemon with Suction Cups or with the ingrain effect are immune to this effect. This power automatically targets the nearest viable target. This effect now automatically ends wild battles.
Hit & Run
Previously, the user would attempt to steal the held item of the nearest opponent. Successfully stealing would raise Speed.
Now, this power's targeting has been improved, much like with Ability Whiz. Before, only the nearest opponent would be targeted, and if this power would fail on them (unstealable item, no item, etc), then this whole effect would fail. Now, if you're in a double battle, both opponents will be searched to find a viable target for stealing from.
In addition, I also fixed an error that would replenish the user's Zodiac Gem after battle. Now, the user will properly consume their Zodiac Gem. Items stolen with this effect in wild battles will be kept, but items stolen from trainers will not (as is intended).
Pig Out
Previously, the user would heal up to half its max HP, but lower its Speed by 1 stage. Its weight would also increase.
Now, this power has been almost entirely changed and is far more creative than before. When activating this power, the user will begin gorging itself on a stockpile of random berries, activating their effects consecutively in one turn, until it is full. Up to 4 berries total can be consumed back to back, and include a variety of HP healing and stat boosting berries. If the user is suffering from a status condition, a Lum Berry will always be the final berry consumed. As like before, the user's weight is increased after it's done feasting.
Last Stand
Previously, the user would gain the Endure effect for one turn.
Now, this power has been entirely changed. When activating this power, the user turns itself into a wall in a last-ditch effort to outlast the opponent. Attack and Speed are dropped by 3 stages in order to put all its energy in fortifying itself with fully restored HP and +6 Defense.
If the user has the Contrary ability, they instead make their last stand with guns blazing, gaining +3 Attack & Speed, and Defense dropped to -6.
Quick Study
Previously, the user would gain the Snatch effect for one turn.
Now, this power has been expanded upon. In addition to the Snatch effect, the user pulls a fast one on its opponents and uses a multi-target Psycho Shift effect, allowing it to reverse its status condition to both opponents and removing it from itself.
Market Crash
Previously, the user would place the Embargo effect on both opponents for 3 turns.
Now, this has been buffed to 5 turns. In addition coins are scattered everywhere when this effect activates, and you can pick up cash equal to the user's level x100.
Great Purge
Previously, the user would heal itself and its partner of any status conditions.
Now, in addition to this effect, the user also consecrates the ground with a Misty Terrain to prevent further status conditions.
Untouchable
Previously, the user would gain the Magic Coat effect for 1 turn.
Now, in addition to this effect, this power will also cause the user to channel all of its energy, leaving it with just 1 HP. But in exchange, the user gains the Wonder Guard ability.
Spirit Guard
Previously, the user would set up Light Screen and Reflect for 3 turns.
Now, this has been increased to 5 turns.
Bodyguard
Previously, the user would gain the Follow Me effect for 1 turn.
Now, in addition to this effect, the user also gains the Parental Bond ability. The user skips its turn when it activates this power, however.
Corner Strike
Previously, the user would gain the Pursuit effect on their next attack, allowing them to strike an opponent switching out.
Now, in addition to this effect, this power now has new effects if the opponent is a wild Pokemon, or a trainer who is down to their last Pokemon. Because the target has no one to switch out to, they become cornered by the user and unable to defend themselves. Because of this, their Defense and Sp.Def both drop by 2 stages, and they suffer from the Quash effect for this turn, forcing them to move last.
Lottery
Previously, the user would randomly activate the effects of particular birthsigns.
Now, this power can activate the Zodiac Power of every single birthsign, and has new battle text to describe its activation. This power can only randomly select the effects of Friend Boost, Self Sacrifice, Bodyguard, and Star-Crossed while in a double battle, however.
Solidarity
This power's intended effect remains unchanged, and it inflicts the Pain Split effect on all battlers. However, the code for this power has been improved so that it's no longer so buggy, and HP is now split appropriately.
Mirror Image
Previously, the user would gain the Reflect Type effect, copying an ally or opponent's type.
Now, this power will instead use the Transform effect on the nearest opponent. The user will still keep their original moveset, however, so the change only applies to their stats/type/ability etc.
Transmogrify
Previously, the user would morph an opponent's held item into something else, potentially turning it into something useless or harmful.
Now, this power morphs both Pokemon's items in a double battle. More items have been added to the list of morphable items.
Star-Crossed
Previously, the user would gain the Rainbow effect for 4 turns for the entire party if the user and its ally have matching Partner signs.
Now, the Rainbow effect is increased to 8 turns. In addition to this, the user and its partner gain the Plus/Minus abilities, respectively, if they match. If the two Pokemon happen to share Rival signs, their bad luck brings an impending doom to the battle that puts the Perish Song effect on all battlers instead.
EBS Compatibility
The compatibility script for Luka's EBS received minor tweaks, but the old version should still work just fine. However, I did correct a minor graphical bug that has been annoying me. Previously, when pressing the Z button to toggle a zodiac power (or mega evolution, or Z-Move), the toggle would not reset if you chose to back out of the command before confirming. What this means is that the next time you opened the fight menu, the Z button toggle would still appear to be in the "on" position, even though it functionally wasn't. I've corrected this now, so backing out of the fight menu should now reset the Z button toggle.
OTHER
Spoiler:
Family Tree Compatibility
Compatibility with FL's Family Tree script has been improved further. A new graphic has been added that displays the Family Tree icon in the Summary while you have the birthsign page open, to maintain continuity. The birthsign script will automatically implement this graphic when SHOW_FAMILYTREE is set to "true".
Debug Pokemon
The debug menu has been expanded a bit with options to now automatically set a Rival or Partner signs on a Pokemon. If the Pokemon doesn't already have a zodiac sign, this will grant them the appropriate sign relative to the current month. If the Pokemon does have a zodiac sign, it will instead assign them a Rival or Partner relative to their current sign. In the case of Partner signs, the specific sign is chosen at random.
Debug Menu
Just like above, you can now set Rival or Partner signs on your trainer from the debug menu. This works identically to how it does for a Pokemon.
Trainer Signs
Chunks of this script became redundant when reworking the main birthsign script, so whatever was leftover in this script was just transferred back into the main script. As such, this script is no longer required, and should just be deleted. The Trainer birthsign event that allows you to grant the player a sign at the start of the game has simply been moved into the Birthsign Events script.
Birthsign Journal
Several small updates to the journal's display text to properly reflect changes made to birthsign and zodiac power effects.
Arceus Restrictions
Previously, Arceus was locked out from being given any birthsigns other than 'The Void', purely for "lore" reasons. These restrictions have been removed, since it just added pointless complications for a single Pokemon for not much reason.
Compatibility with FL's Family Tree script has been improved further. A new graphic has been added that displays the Family Tree icon in the Summary while you have the birthsign page open, to maintain continuity. The birthsign script will automatically implement this graphic when SHOW_FAMILYTREE is set to "true".
Debug Pokemon
The debug menu has been expanded a bit with options to now automatically set a Rival or Partner signs on a Pokemon. If the Pokemon doesn't already have a zodiac sign, this will grant them the appropriate sign relative to the current month. If the Pokemon does have a zodiac sign, it will instead assign them a Rival or Partner relative to their current sign. In the case of Partner signs, the specific sign is chosen at random.
Debug Menu
Just like above, you can now set Rival or Partner signs on your trainer from the debug menu. This works identically to how it does for a Pokemon.
Trainer Signs
Chunks of this script became redundant when reworking the main birthsign script, so whatever was leftover in this script was just transferred back into the main script. As such, this script is no longer required, and should just be deleted. The Trainer birthsign event that allows you to grant the player a sign at the start of the game has simply been moved into the Birthsign Events script.
Birthsign Journal
Several small updates to the journal's display text to properly reflect changes made to birthsign and zodiac power effects.
Arceus Restrictions
Previously, Arceus was locked out from being given any birthsigns other than 'The Void', purely for "lore" reasons. These restrictions have been removed, since it just added pointless complications for a single Pokemon for not much reason.
Installation
Spoiler:
1) Firstly, you may delete your Trainer Birthsigns script, if you have that installed. It's no longer needed, and everything it added is just rolled into a different script now.
2) If you want a new menu graphic for more compatibility with FL's Family Tree script, you may install this into your Birthsigns/Other folder:
Zodiac Page (Family Tree)
3) The following scripts need to be reinstalled:
Required:
Pokemon Birthsigns
Birthsign Journal
Birthsign Events
Zodiac Powers
Optional:
EBS Zodiac Compatibility
Debug_Pokemon
Debug_Menu
2) If you want a new menu graphic for more compatibility with FL's Family Tree script, you may install this into your Birthsigns/Other folder:
Zodiac Page (Family Tree)
3) The following scripts need to be reinstalled:
Required:
Pokemon Birthsigns
Birthsign Journal
Birthsign Events
Zodiac Powers
Optional:
EBS Zodiac Compatibility
Debug_Pokemon
Debug_Menu
Last edited: