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- Posts
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- Seen Feb 17, 2017
Is it possible to create an item that you can only use on some species of pokemon, I want the item to do similar things as protein, iron, calcium ect But to be only work on certain pokemon such as starters.
I tried looking at stone evolution methods but upon compiling my script it kept breaking as im not sure where to put it.
__
I am trying to make it so the item Upgrade can only be used on Porygon, and for it to increase its base happiness as I want it to evolve through happiness.
UnderchangeHappiness among the other items i added in what i want upgrade to do.
I think that is right.
And under ItemEffects I want something like this
But i dont know the correct way to make it so its only Porygon can have this item used on it. This doesn't compile because if pb.isSpecies(PORYGON) is just my pseudo code I dont know how to check for the species.
__
Thank you mej!
I tried looking at stone evolution methods but upon compiling my script it kept breaking as im not sure where to put it.
__
I am trying to make it so the item Upgrade can only be used on Porygon, and for it to increase its base happiness as I want it to evolve through happiness.
UnderchangeHappiness among the other items i added in what i want upgrade to do.
Code:
when "Upgrade"
gain=5
gain=200 if @happiness<200
I think that is right.
And under ItemEffects I want something like this
Code:
ItemHandlers::UseOnPokemon.add(:UPGRADE,proc{|item,pokemon,scene|
if pb.isSpecies(PORYGON)
scene.pbDisplay(_INTL("It won't have any effect."))
next false
else
scene.pbDisplay(_INTL("{1} Seems to be growing at a very fast rate",pokemon.name))
pokemon.changeHappiness("Upgrade")
next true
end
})
But i dont know the correct way to make it so its only Porygon can have this item used on it. This doesn't compile because if pb.isSpecies(PORYGON) is just my pseudo code I dont know how to check for the species.
__
Thank you mej!
Code:
ItemHandlers::UseOnPokemon.add(:UPGRADE,proc{|item,pokemon,scene|
if pokemon.species != getID(PBSpecies,:PORYGON)
scene.pbDisplay(_INTL("It won't have any effect."))
next false
else
scene.pbDisplay(_INTL("{1} Seems to be growing at a very fast rate",pokemon.name))
pokemon.changeHappiness("Upgrade")
next true
end
})
Last edited: