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groniack

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Posts posted by groniack

  1. Scripts.rxdata

    Here you go! I fixed that issue. Now if you want to go up a page the key is still Q and if you want to go down a page the new key is 1. You can use the W and S keys as intended now! I hope there are no other issues 😂

     

    Again, if anything is weird again, tell me! Have fun with your new controls!

    • Thanks 1
  2. 35 minutes ago, RedWolf705 said:

    It works pretty well! Thanks! Though in certain menus, like the options menu, the menus that pop up when picking options in dialogue, the PC menu and the menu you get when pressing B, instead of going up, W brings the cursor all the way down to the last option on the menu. It appears Q and W brings the cursor to the first and last choices on a menu, respectively. W still works as the UP button in battle and when moving your character though, so that's pretty much the only issue.....

    Alright! I might have forgotten to replace something then. I won't be able to look at it today probably, but I will have it ready as fast as possible!

    • Thanks 1
  3. Here is your file. Place it where you found it in your data folder!

     

    Your new keys are these:

     

    W -> Up

    A -> Left

    S -> Down

    D -> Right

    J -> Run

    K -> A

    L -> B

    I -> Use registered item

     

    Other changes I made because some of the keys you requested where already taken:

     

    C -> is now used for quicksave

    X -> is used now to toggle auto run

    Z -> is now used as the X button, can't remember what that did in Spork :)

     

    So yeah, test it out and tell me if everything works as you wanted. I will probably see your message tomorrow because I will be traveling today! I hope it works well!

     

    Scripts.rxdata

  4. If you have rpg maker, you can open the Game.rxproj file and go to the scripts. Find the section PSystem_Contrtols and find this part:

    image.png.7b85ef7347569faa9c7e454a388d71dc.png

     

    I added the small red rectangles just as an example. Those buttons are the J for LEFT movement, K for DOWN, L for RIGHT and I for UP. If you don't like those keys you can always check the ASCII Table and find those that work better for you. If you decide to do so, make sure you use the Hexadecimal (Hex) representation of the key you want.

     

    If you don't have rpg maker, or you are having trouble making this work, send me your Scripts.rxdata file located in your Data folder and I will do it for you. Name me the keys you want to use though :)

     

    • Like 3
  5. 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
  6. 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! 😃

  7. 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

  8. 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
  9. 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
  10. 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
  11. 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
  12. 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:

     

  13. First of all, If you are not sure if something will work, you can save a copy of it and then make the changes you want. If something goes wrong, you can always return to your original file!

     

    I am currently working on a only-fakemon game and I have some experience with this kind of stuff. So if the question is whether you can remove all the pokemon from your pbs file pokemon.txt, the answer is yes, but you need to check some other stuff out as well. You have to remove all references of the battlers you removed from everywhere else. For example, the encounters.txt, the trainers.txt, btpokemon.txt, tm.txt (I think these are all the files that need a pokemon to exist).

     

    But I wouldn't recommend to do so just yet. Being able to see how the files are structured, will help you make your pokemon and trainers easier. What I do in my game is create the new pokemon under the original ones and test them to see if they work properly. When I reach to a point where I don't need the others anymore, I will delete them.

     

    If you are afraid to delete anything, there is another route you can go. Define a new pokedex and have only your pokemon appear there.

     

    Whichever route you wish to follow, it will work. Even if you decide to delete all the older pokemon and an error pops, the compiler will tell you where the error occurs. So you don't have to worry that much about it.

     

    Hope this helps you

  14. 57 minutes ago, Morningdew said:

    Which version does everyone typically prefer? I can't decide which I want to base off of.

     

    Well, if I were to choose now, I would pick the newest version. Normally the latest versions have content up to date ( new abilities, moves, mechanics). So you will not have to implement those things yourself. I personally use the version 15 though, because version 16 or 17 weren't available at that time and I am too lazy to change it 🙂

    Anyway, my advice is this. Always go for the latest one, it will probably save you trouble.

    • Upvote 1
  15. 1 hour ago, lavalampflamingo said:

    Hello! This is my first post on here so apologies if I'm asking this in the wrong place. I'm currently playing around with Pokemon Essentials and trying to learn how to use it properly. However, a problem has popped up. Whenever I engage in battle, the Pokemon sprites appear about an inch lower than they should. So right now I can only see the top of my Pokemon's head, and the enemy Pokemon looks like they're in front of their little patch of ground instead of on top. Sorry if I'm not making any sense. It's kind of hard to explain. 

     

    I think I remember seeing this kind of glitch in a game before, but I'm not sure where. If someone could help me figure out how to fix it, I'd greatly appreciate it.

     

    You can edit the position the pokemon appear in battle through your pokemon file in your PBS folder.

    image.png.288e7d5780b8e046fdd7e994cff49d95.png

     

    You can edit the values of the variables in the red box I show you here. If you adjust them correctly, the pokemon will appear the way you want them to. But it would take some testing, especially if lots of pokemon need to be changed.

     

    • Like 1
  16. 16 hours ago, Felcatty said:

    @groniack

    The layout looks really nice, good to know that you can see the cooldown period. I would like a system where you earn the special skills, like the z-crystals; also more challenge and less predictability.

    The fire starter looks so much better, I went back to your first post for a comparison and it's almost unrecognisable. The cracks/bumps could be changed to a dark red rather than a black or that brownish colour

    The yeti looks cute/cool. My guess is ground and steel. The final evo's arms look a bit too stiff, the area around its shoulder looks too 'square' (?), almost makes it look like it's shrugging. Or maybe that's just me

     

    Keep up the awesome work guys 😄 

     

    Thanks a lot again!!! About the final evo, we were thinking that it looked stiff, too. But we didn't know what exactly was wrong there and we wanted some help with it 🙂 Thanks for pointing out the hand issue. That might be the problem. We will make some edits there. I hope it turns out good.

     

    By the way, your guess about the type was a bit off, lol. It's supposed to be Fire + Fighting. I know it's a really hated typing but since this is not a starter, I hope it's ok! And it's a really good type combination.

  17. Hey everyone! It's been a while since the last time we posted here. We have been busy with lot's of things but we managed to make some progress in the game when we got some free time. So, here are what we worked on:

     

    1) The Trainer skill feature should be working properly right now. We added a countdown to show you in how many turns you will be able to use a skill again:

     

    image.png.a4ea9bd3a61236f3435bd144dc678e06.png   Here you see in the blue circle that you have 1 turn till you can use your skill again

     

    We added some basic AI for the opponents (or partner trainers) so as to use their skills wisely. I might add more conditions (and more skills) there as the development progresses. For now we have it working like this: Every trainer from the start can use 3 basic skills. Other trainers like gym leaders can use other Special Skills in addition to the basic ones.

    We were thinking of having a gym leader reward you with their skill when you defeat them in battle. That would be one way of acquiring skills.

     

    2) Some new pokemon and some redesigns!

     

    image.png.c6f47d4a0efbfed847511a7760899c42.png

     

    The redesigns are of the fire starter line. We might make some edits to the other starters as well.

    As for the new line, it's supposed to resemble a yeti! Can you guess what type it is?

     

    Anyway, this is what I am going to share with you for now 🙂 What are your thoughts on all of these?

     

    • Upvote 2
  18. 3 hours ago, Endstrom said:

    alright so I'm pretty tired and aren't too familiar with ruby but I'll give a shot as to something that might be going on (always good to practice debugging lol)

     

    so from what I can tell, the battler's just not being refreshed properly through pbRefresh

    so in that definition, the code checks to see if there's a sprite so that it doesn't get a null error, but when a Pokemon's fainted its sprite doesn't exist in the battle so the refresh isn't reached, meaning the HP bar or anything is never drawn for it

     

    if this is the case (because like I said I'm not too familiar with this so I could be wrong) then it'll probably be an easy fix to add a line into the revive items' functions before pbRefresh to add the sprite back to the @sprites array using pbAddSprite so that it gets properly refreshed

     

    regardless, I think your solution's probably fine as long as the player doesn't lose if their last pokemon is knocked out the turn the revive is used, since they'd technically have 0 pokemon before the end of the turn even though another is on its way, but that'd really be the only concern. It also doesn't let players revive a "sacrafice" mon in case they want the opponent to not target their last one, but that part's probably less of an issue.

     

    Hope y'all can figure something out soon

     

     

    We wanted to avoid having the battler automatically being in battle after it was revived because it would be a target instantly without being able to use a move at that time. Also, if your other battler faints when you use revive, you won't lose the battle. The health of your pokemon is restored in your party which is what the scripts check to determine the outcome of the battle.

    On another note, this script is meant only for the player to use. It doesn't work for your opponents since in the majority of the games out there, the opponents don't use revive. If anyone is interested in changing this so as to be used by the opponents as well, go ahead 🙂

    • Like 1
  19. 1 minute ago, Felcatty said:

    @groniack

    I think a cool down would be unique. Do you think you would do it based on the type of skill or mastery (does that exist right now?)? For example you wouldn’t want players to be able to spam an evasive skill every other turn and the battle would go nowhere. Or would you put it in a random generator; say 1-5 for example?

     

    Yeah, each skill will have a different cooldown for exactly that reason. Some skills might be a little bit stronger than others so we will balance it by making them have a longer cooldown. We already have done this for a certain number of skills so as to see how things would play out. We might need some opinions on the cooldowns later 🙂

    And yeah... skill mastery is not a thing now. The skills you use will be in full power from the beginning.

  20. @Felcatty Yeah, what's done is done. I like your attitude there 🙂 I don't know how I would react if it happened to me... But yeah, it's better to move on from it.

    Thanks again for the review!! I also think this system is easier for the player to use in battles as it gives them more control. And luck in pokemon battles is not my thing as well so any luck based features wouldn't help me.

    As for the difficulty in programming it, it's not that different. We had already implemented the previous one and tested it. This one is implemented as well.

    As for the backsprites... we are really struggling with this 🙂 This Caleaf backsprite is just the frontsprite flipped and having some little edits. Thanks for pointing out the shading issues. We will try to improve it. I hope we can just flip all the other mons and have the backsprite ready with some little edits. It's hard and time consuming to create a backsprite from scratch 😞

    The idea of a two turn skill is nice! We hadn't thought about this. We might give it a shot!

     

    @Yahen Oh, you preferred the previous implementation? The thing I really liked about this is that you could get the feel of an anime battle from it. There would be various orders given by all the trainers but that would be based on luck. The limit to the chance used to be 50% for each order and that is if you were a master in that skill.

     

    So... since I see mixed feelings about the changes, I have a suggestion. Would it be better not to limit the use of a skill to once per battle but give it a cooldown and let you equip different skills from the bag during the battles so as to use the skill you see fitting in the situation? What are your thoughts on this?

  21. So it's time for another update! This is about a feature we mentioned before that was going to be implemented to the game, the trainer skill feature! If you don't remember what the that feature was check the spoiler:

    Spoiler

    Trainer skill was meant to be a way for a trainer to take more part in a battle by issuing various orders to the pokemon apart from what move to use. For example, the trainer can tell their pokemon to guard against a move, to attack faster or put more weight to an attack, stuff like that. The original thought for this, and the way it was actually implemented at the beginning was this: There would be various different orders that the trainer would be able to issue with a chance based on the training you had done. The more you have trained, the higher the chance of the order to be issued was.

     

    So after doing some tests (especially during boss fights) we didn't feel like we were directly affecting the fight. The random factor "luck" wasn't what we really wanted. Sometimes we felt it was a little bit unfair to the player as well, when random trainers with low chance of activating their skills were spamming orders one after another.

    So we decided to make some changes.

     

    1st change: The skills now are equipable. You have a different pocket in your bag where different skills are stored and before a battle you can select which one you are going to be using in the battle. So, you would be able to use only 1 Skill in a battle.

    here is a reference: image.png.d415bb8c314240157e5c0d92fb270f5c.png

    2nd change: You can activate the effect of a skill by pressing the "S" Button before you select the move you are going to use in the battle, similar to the mega evolution button. You can only use this effect once per battle so you have to be careful where or when you use it.

    here is a reference:

    image.png.da3fc0d5c25d421512307630f3f0cfd6.png this is before you press the "S" button

     

    image.png.5ecec3fe51ccee98cc75028c4507e8a1.png And here is after. The Graphics are subject to change...

     

    image.png.a2eeb97d0fd59be7b339adde93c0a10e.png And here is the order as it appears on the screen.

     

    So these are the major changes on the feature so far. We would like to hear your opinion on this one. Do you prefer it from the previous one?

    You can ask anything you want about it. And if you want, you can suggest different skills that you would like to be available in the game by giving a name and an in battle effect. Who knows, you might see it in the game 🙂

    So that's all for now. I hope you like these kind of updates that talk about something different in the game other than the fakemon. If you do, we might be having more updates like these in the future!

     

    • Upvote 2
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