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groniack

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Pokemon Reborn Development Blog

Pokemon Rejuvenation Development Blog

Posts posted by groniack

  1. On 10/11/2020 at 3:14 PM, Ice Cream Sand Witch said:

    Sheer Force was kept because I was unsuccessful in scripting Gorilla Tactics. The notepad file "gen7and8movesandabilities" included in the game folder lists all of the Gen 7 and 8 moves and abilities I was able to add. Ones not included there I was unable to add because trying to add them either caused an error or the ability just didn't work. 

     

    I remember Zen Mode not working for Galarian Darmanitan when adding and testing Gen 8 Pokemon but forgot to document it, will add it to the known bugs list now.

     

    For Zen Mode to work for Galarian Darmanitan Use this script:

    image.png.a1595bdc5d9e35225126ae5b251009d9.png

     

    # Zen Mode
        if isConst?(self.species,PBSpecies,:DARMANITAN) || isConst?(self.species,PBSpecies,:GDARMANITAN)
          if self.hasWorkingAbility(:ZENMODE) && @hp<=((@totalhp/2).floor)
            if self.form!=1
              self.form=1; transformed=true
            end
          else
            if self.form!=0
              self.form=0; transformed=true
            end
          end
        end

    I am not sure how you have defined Galarian Darmanitan in your PBS files. I assume it's GDARMANITAN. If that's not the case, replace the GDARMANITAN with what you use 🙂 

    This should fix the issue.

    • Like 1
  2. Here is a quick fix for the latest bugs:

    Multiscale: At PokeBattle_Move script section find this line:

    if opponent.hasWorkingAbility(:MULTISCALE) || opponent.hasWorkingAbility(:SHADOWSHIELD) && opponent.hp==opponent.totalhp

    and replace it with this:

    if (opponent.hasWorkingAbility(:MULTISCALE) || opponent.hasWorkingAbility(:SHADOWSHIELD)) && opponent.hp==opponent.totalhp

    Only a parenthesis was missing and was causing the issue.

     

    Topsy Turvy: At PokeBattle_MoveEffects section find this line (it's located in the topsy turvy move script):

    pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation) if !didsomething

    and replace it with this:

    pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation) #if !didsomething

    The only difference is that I commented out the if part of the script because there was no need for it to be there

     

    These should take care of both the new bugs! 😃

  3. 10 minutes ago, tfhthf said:

    I asked my friend to dl the game and it worked for him,after this i tried to dl other games and i have the same problem with another game with the same game.exe with the same size (69ko) but with pokemon rejuvenation who have 200ko game.exe it worked perfectly so idk

     

    Sometimes you just have to create a new folder for Pokemon Spork and copy everything from the previous folder to the new one. It happened to my brother once with another fan game and this method worked. You should test it out

  4. Here is the fix for the primordial weathers:

     

    At PokeBattle_Battle script section find this line: def pbPrimordialWeather

     

    Replace that and everything below it till the ##### part with this:

     

    def pbPrimordialWeather
        # End Primordial Sea, Desolate Land, Delta Stream
        hasabil=false
        case @weather
        when PBWeather::HEAVYRAIN
          for i in 0...4
            if isConst?(@battlers[i].ability,PBAbilities,:PRIMORDIALSEA) &&
               !@battlers[i].isFainted?
              hasabil=true; break
            end
          end
          if !hasabil
            @weather=0
            pbDisplayBrief("The heavy rain has lifted!")
          end
        when PBWeather::HARSHSUN
          for i in 0...4
            if isConst?(@battlers[i].ability,PBAbilities,:DESOLATELAND) &&
               !@battlers[i].isFainted?
              hasabil=true; break
            end
          end
          if !hasabil
            @weather=0
            pbDisplayBrief("The harsh sunlight faded!")
          end
        when PBWeather::STRONGWINDS
          for i in 0...4
            if isConst?(@battlers[i].ability,PBAbilities,:DELTASTREAM) &&
               !@battlers[i].isFainted?
              hasabil=true; break
            end
          end
          if !hasabil
            @weather=0
            pbDisplayBrief("The mysterious air current has dissipated!")
          end
        end
      end

    It should be working properly now 🙂

    • Like 1
  5. I saw some bugs being posted so I tried to fix some of them:

     

    1) Fell stinger issue:

    At PokeBattle_AI section find this:

         score+=20 if !attacker.pbTooHigh?(:ATTACK) && opponent.hp<=(opponent.totalhp/4)

    and replace it with this:

         score+=20 if !attacker.pbTooHigh?(PBStats::ATTACK) && opponent.hp<=(opponent.totalhp/4)

    2) For Aromatic Mist:

    At PokeBattle_MoveEffects go to the Aromatic Mist code and find this line:

    ret=attacker.pbIncreaseStat(PBStats::SPDEF,1,attacker,false,self)

    and replace it with this one:

    ret=opponent.pbIncreaseStat(PBStats::SPDEF,1,attacker,false,self)

     

    3) For Ally switch:

    This was quite the problem... A lot of things that I tried didn't work. In the end I decided to just change the targets of the opposing attacks. So, if your opponent has a charmader and an oddish and one of them used ally switch, if you would target the oddish, you will hit the charmader without them switching positions on the screen. If you want to apply that, here is what I did:

    I changed the move effect of ally switch to this:

    ################################################################################
    # User switches places with its ally. (Ally Switch)
    ################################################################################
    class PokeBattle_Move_120 < PokeBattle_Move
      def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
        if !@battle.doublebattle ||
           !attacker.pbPartner || attacker.pbPartner.isFainted?
          @battle.pbDisplay(_INTL("But it failed!"))
          return -1
        end
        #pbShowAnimation(@id,attacker,nil,hitnum,alltargets,showanimation)
        a=@battle.battlers[attacker.index]
        b=@battle.battlers[attacker.pbPartner.index]
        temp=a
        a=b
        b=temp
        # Swap effects that point at the position rather than the Pokémon
        # NOT PerishSongUser (no need to swap), Attract, MultiTurnUser
        
        
        #effectstoswap=[PBEffects::BideTarget,
        #               PBEffects::CounterTarget,
        #               PBEffects::LeechSeed,
        #               PBEffects::LockOnPos,
        #               PBEffects::MeanLook,
        #               PBEffects::MirrorCoatTarget]
        #for i in effectstoswap
        #  a.effects[i],b.effects[i]=b.effects[i],a.effects[i]
        #end
        
        for i in 0...4
          if i!=attacker.index+2 && i!=attacker.index-2
            if @battle.choices[i][3]==attacker.index && !attacker.pbPartner.isFainted?
              @battle.choices[i][3]=attacker.pbPartner.index 
            elsif @battle.choices[i][3]==attacker.pbPartner.index && !attacker.isFainted?
              @battle.choices[i][3]=attacker.index 
            end
          end
        end
        
        @battle.pbDisplay(_INTL("{1} and {2} switched places!",attacker.pbThis,attacker.pbPartner.pbThis(true)))
      end
    end

    I know it's not the optimal solution... but it gets the job done 🙂

     

    I will try to see what the issue with the primal weathers is maybe one of these days. I hope the fixes work for you!

    • Like 1
  6. 3 hours ago, Suzuki said:

    I think it's interesting and it could work, but it would take a lot of balancing. Maybe instead of a cooldown, the skills depend on an RNG for their accuracy (or both). After all, instructing your pokemon to dodge doesn't mean it will be able to do so. The skills could also be dependent on the happiness of the pokemon, their current hp, stats and or stat changes (it's hard to imagine a shuckle dodging an attack). But overall it's a really cool idea.

    Thanks for the input! Yeah, balancing the skills is a challenging part. I decided to do it by giving the stronger skills bigger cooldowns but what you suggested might work too. I just didn't want the skills to be used all the time, because they might end up prolonging the battles a bit too much. You make a really fair point with the shucle example. Maybe skills like dodging should take into account the speed of the pokemon? 

     

    3 hours ago, Suzuki said:

    Not exactly a mechanic, but maybe something akin to combo moves. Kinda like how the pledge moves work with each other, For example  in a double battle selecting Thunder for one of your mons and hurricane for another, would produce a different effect or attack alltogether. You could also take into account the move your opponent used.

    That's interesting! I really love double battles and if a fan game was focusing mainly on double battles, this feature would really make sense. You can have type synergies as well (for example if you hit an opponent with a water move and then with an electric, the damage would be increased). So many possibilities!

    • Upvote 1
  7. In the pokemon anime trainers don't just call the moves, they give some instructions as well. Like "dodge the attack" or "hang in there" and stuff like that. I would love it if trainers had their unique skill sets. Pokemon have their moves, so trainers could have a list of instructions. This would make the fights even more interactive and closer to the anime fights.

     

    I am actually working on that for my game. I am designing as an optional mechanic, like mega evolution. After you use a skill, there would be a cooldown period (depends on the skill you used), during which you won't be able to activate any skills. I am doing this for balance purposes because some skills are stronger than others. For example, dodging an attack is better most times than defending so as to get hit for less damage.

     

    Both you and your opponent(s) will be able to use those.

     

    I think this is a good way to approach the anime pokemon fights. But I am always open to suggestions. Do you think this is a fair mechanic? What skills do you believe should exist?

     

    If you are interested in more details about what I have thought about this mechanic, just ask 🙂

     

     

    • Like 1
  8. 9 minutes ago, JWijsdoorn said:

    Hi everyone, I've been looking for fangames that alter the balance between existing mons. One example would be Pokemon Clockwork with its added typings, moves and base stat changes. Does anyone have examples of similar games?

     

    One that comes to my mind is Pokemon Empire. You should definitely check it out. They have lots of new abilities, rebalanced pokemon stats, some moves and abilities have been slightly changed and stuff like that. I think you will enjoy it. Here is a link to it:

     

  9. Oh there is a problem with poison point again? 😞 I thought we fixed that. Are you sure you have the latest version? I tested it again to see if there is a problem and it works fine for me...

    @apro Can I ask you to check something at your scripts so as to see if you have the correct one?

    image.png.68111d228180a28cbadc7ac5e62b26be.png

    At script section PokeBattle_Battler at line 1449 do you have exactly what I show you here? If not, that must be the problem.

  10. @OldSoulja  It's certainly not your fault that this happened. That editor breaks a lot of things in random parts by itself without you noticing.

     

    The compiler says that your error is at trainers.txt file. Something got deleted and the word GARDENER is at a place where the name of the pokemon should have been.

     

    Do you have RPG Maker xp? If you have it, you should compile the game there. It won't give you any unnecessary errors. 

  11. On 10/20/2018 at 3:24 AM, Elaxus said:

    Hello, I was wondering could someone explain how to run pokemon desolation on my computer because I think i made a mistake and I don't know how to fix it. Here's what happened I finish downloading the game then my computer asks with what app should i open the file and i put  in internet explorer then put inside of a zip folder than extracted it but when it finished extracting nothing happened. What should i do? Because when i try to take out of the way i decided to open it wont let me and i dont know what to do. Also, can somebody as well explain the correct to run the game it would be greatly appreciated.

     

    Try opening the zip with winRar and not with internet explorer. If you don't have it, you should download that first.

  12. 4 minutes ago, Enora said:

    Thank you guys, last thing I recall is that I edited alakazam moveset and restored them to his original moves, cuz I had him learned aura sphere and electro ball ( I hadn't mewtwo, so I said why not make alakazam my mewtwo x'D) well guess having a mewtwo or something similar to it isn't my destiny xD

    When you made these changes did you use the editor that's provided with spork or did you just edit the PBS Files directly? Also, do you remember in which map you were when you last saved yout game? I don't know if this info will help but I want to try some things

  13. 4 hours ago, Ice Cream Sand Witch said:

    This error mentions a lot of lines x . x It's hard to pinpoint what the issue is when so many parts are mentioned, but the first line referenced is for Ring Target and the second is for Effect Spore. Was Lucario holding a Ring Target?

    I looked a little bit on this issue and I think I found the solution. One of the arguments of pbCanPoison needs to be the attacker since the addition of the corrosion ability because we need to know if we are going to bypass the poison immunity. So, what I did was to replace the "nil" with "user" like the pic below.

    image.png.de1ac2fea3dcbb2021047808635c44d4.png

    I run some tests and I didn't encounter the some problem anymore. I think it should be ok now 🙂

    • Like 2
  14. 1 hour ago, Princess Titania said:

     

    I can't actually find the errorlog, but I wrote down exactly what the error says:

     

    Script 'Scene_Intro' line 78 NameError occurred uninitialized constant IntroEventScene::PBSpecies

     

    I assume this is something with the intro, because it says press enter twice and then I get the error.

     

    Did you by any chance change flareon's name?

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