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- Posts
- 10
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- Seen Jan 8, 2023
Hello Guys!!!!!!
I'm a newbie on the script, but I tried to create the new Zygarde's forms:
I tried to create the new Zygarde's ability:
but if i add:
tells me syntax error...why?
then I tried to create Zygarde Cube:
Now I ask you: how do I insert the option to choose the ability to assign and the moves for him to learn? I found a script on skill choices, but do not know how to integrate the script mentioned above:
I'm a newbie on the script, but I tried to create the new Zygarde's forms:
Code:
MultipleForms.register(:ZYGARDE,{
"getBaseStats"=>proc{|pokemon|
case pokemon.form
when 1; next [54,100, 71,61,85,115] # Zygarde 10%
when 2; next [216,100,121,91,95,85] # Zygarde 100%
else; next # Zygarde 50%
end
},
"height"=>proc{|pokemon|
case pokemon.form
when 1; next 12 # Zygarde 10%
when 2; next 45 # Zygarde 100%
else; next # Zygarde 50%
end
},
"weight"=>proc{|pokemon|
case pokemon.form
when 1; next 335 # Zygarde 10%
when 2; next 6100 # Zygarde 100%
else; next # Zygarde 50%
end
}
})
I tried to create the new Zygarde's ability:
Code:
# Zygarde
if isConst?(self.species,PBSpecies,:ZYGARDE)
if self.hasWorkingAbility(:POWERCONSTRUCT) && @hp<=((@totalhp/2).floor)
if self.form!=2
self.form=2; transformed=true
end
else
if self.form!=0
self.form=0; transformed=true
end
end
end
Code:
# Zygarde
if isConst?(self.species,PBSpecies,:ZYGARDE)
if self.hasWorkingAbility(:POWERCONSTRUCT) && @hp<=((@totalhp/2).floor)
if self.form!=2
self.form=2; transformed=true
end
else
if self.form!=0
self.form=0; transformed=true
end
[COLOR="Red"]else
if self.form!=1
self.form=1; transformed=true
end[/COLOR]
end
end
then I tried to create Zygarde Cube:
Code:
ItemHandlers::UseOnPokemon.add(:ZYGARDECUBE,proc{|item,pokemon,scene|
if isConst?(pokemon.species,PBSpecies,:ZYGARDE)
if pokemon.hp>0
pokemon.form=(pokemon.form==0) ? 1 : 0
if scene.pbConfirm(_INTL("Would you like to change {1}'s Form?",
pokemon.name))
scene.pbRefresh
scene.pbDisplay(_INTL("{1} changed Forme!",pokemon.name))
next true
else
scene.pbDisplay(_INTL("This can't be used on the fainted Pokémon."))
end
else
scene.pbDisplay(_INTL("It had no effect."))
next false
end
})
Code:
ItemHandlers::UseOnPokemon.add(:ABILITYCAPSULE,proc{|item,pokemon,scene|
abils=pokemon.getAbilityList
abil1=0; abil2=0
for i in abils
abil1=i[0] if i[1]==0
abil2=i[0] if i[1]==1
end
if abil1<=0 || abil2<=0 || pokemon.hasHiddenAbility?
scene.pbDisplay(_INTL("It won't have any effect."))
next false
end
newabil=(pokemon.abilityIndex+1)%2
newabilname=PBAbilities.getName((newabil==0) ? abil1 : abil2)
if scene.pbConfirm(_INTL("Would you like to change {1}'s Ability to {2}?",
pokemon.name,newabilname))
pokemon.setAbility(newabil)
scene.pbRefresh
scene.pbDisplay(_INTL("{1}'s Ability changed to {2}!",pokemon.name,
PBAbilities.getName(pokemon.ability)))
next true
end
next false
})
Last edited: