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FL
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  • It's not working :/ I will check it out later is it ok if I mod your Pokemon Essentials Tutorial to make it a bit more specific? I think I might know what's wrong.
    Excuse me. FL I know you might not want to be bothered but do you think you can help me? I can't seem to input the Team Preview script correctly. I followed you Directions but I get the same error for some reason and it's from the script that I put in. It's the script piece for: elsif @opponent and it's saying Error. Can you help?
    This is the full error.


    ---------------------------
    Pokemon Essentials
    ---------------------------
    Script 'PokeBattle_Battle' line 2611: SyntaxError occurred.
    ---------------------------
    OK
    ---------------------------
    I haven't seen, no... But I will take a look shortly, nice to see you didn't give up like I've seen a lot of others do... I'll give you feedback later
    I am using custom perspective, what priority should I have tiles like the top of the trees at? Would five be fine or should I go lower?

    EDIT: I figured it out, thanks for pointing me in the right direction.
    Oh right nice, have you got anything legit now? I'd like to take a look... I can't remember how I made my system, I'm currently looking into making a month, days and date system, but figuring out leap years are hard... I'd like to see how you are acconplishing this.

    Oh I see, I'll have to play around I guess... But at the moment my new fake time system fully works... It's not scripty, I done it so any one can create one or use one in their game without messing with scripts... But I can't set months to have certain dates.
    Hello... Oh right, I've managed to make a source of fake time... But I can't combine it with the day night system and the site you gave me I'm tryin to learn, but using those ways give me errors... I'm assuming because of Poccils translations...

    What sort of system you working in?
    Good to hear. I did notice it also affected the quote marks around the storage creator, although since that bit of information is compiled in a different way, it's just cosmetic.

    One less thing to worry about now.
    I've just had another look at the issue, and found a possible solution. If you want to spend some time testing it, that would be really helpful - look for anything that might use the def csvquote, and use it.

    In the affected line, I actually removed all parts except the first one, str[/[,\"]/], because I don't think they're useful. Again, I don't think there'd be any problems, but I haven't properly tested it.
    Hi do you know hot to check how many tiles a event are from player? I want to define it for my message system.
    Don't use the Editor. That's what I'd do.

    I have an irrational dislike of the Editor, so I don't know anything about it. I don't know of any fixes there. I suppose the simplest solution is to copy the regional numbers elsewhere, and copy them back in afterwards.

    Nice to hear you're still working on it, though.
    If people want to have their own Regional Dex, they can go through the trouble to add it in themselves. It's the same reason why Essentials won't be including all the Kanto, etc. maps. Frankly, if they're having a custom Regional Dex, they're going to go through the lines anyway to add it in, so there's no difference between adding in a new number and replacing an existing number. It's not difficult.

    A missing Regional Dex number is indeed treated as 0, as is a missing RegionalNumbers line for a species.
    I would like to include examples of Regional Dexes. I think just two is plenty (Kanto and Johto?), plus the National Dex. Eventually, an NPC in Oak's lab will explain and show off the multiple region part of the Pokédex. The Regional Dexes are just for the sake of example, rather than catering to people who want to create remakes.

    The way Essentials works with regards to abilities is that, if it can't find the ability a Pokémon is supposed to have, it tries again. If its abilityflag is 2 (hidden ability), but it doesn't have one defined, it looks for the regular ability it would have instead (based on personal ID). If that would be the second ability but that isn't defined either, it'll use the first ability.

    Abilities=LEVITATE on its own works just fine. This won't even cause a problem if the Pokémon then evolves into one with more available abilities.
    There are no other combinations. The only chances are 100%, 50%, 5% and 1% (the other possible combinations are 55%, 51% and 6%, but these aren't used in the official games). Making it so that having just two of the slots being the same results in 100% would be more confusing to the user than requiring all 3 slots be filled. Technically I could allow fully customisable percentages, but that's a hassle and not necessary.

    I'll look at including the Gen 5 items. I'm pretty sure new items can be mentioned in pokemon.txt even if they're not defined - they're just ignored.
    For the wild items part, Gen 5 actually have three different slots: 50% chance, 5% chance and 1% chance. Call these "WildItemCommon", "WildItemUncommon" and "WildItemRare" respectively - I'll be adding in the extra option as part of the improvement.

    Remember that if all three options list the same item, the chance will be 100% instead.
    That'll certainly be useful. I have a feeling a lot of the information is out of date.
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