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Resource [Obsolete] wrigty12's much less exciting and less robust Terastal Phenomenon 1.4.3

Using the typical way to create event Pokemon, just set pkmn.tera_type to what you want. Example: pkmn.tera_type = :GRASS



Interesting. I'll have to investigate it some time, but I know how I currently have the color stuff implemented wont work in the longrun anyway.. I recommend just keeping it turned off.
Yeah, definitely the way to go for now.
I have a question as well, when setting up a trainer to terastallize, how can I set their pkmn to tera into a specific type. I assume this can be done in defining species, but is there a way so that it only applies to that trainer's pkmn? I hope I'm not being confusing lol
 
Yeah, definitely the way to go for now.
I have a question as well, when setting up a trainer to terastallize, how can I set their pkmn to tera into a specific type. I assume this can be done in defining species, but is there a way so that it only applies to that trainer's pkmn? I hope I'm not being confusing lol
I have an idea on how to do this, so I'll have to experiment. I didn't want to overwrite the compiler that looks at pokemon/trainer definitions, so I have to come up with some compatible workarounds.
Hello! Does this plugin come with a way for the player to change their Pokemon's Tera Type?
Technically you can throw in some scripts in an event to do it, manipulating the pokemon.tera_type after the player selects a pokemon in their party, etc.

Brainstorming, here are some ideas I'll look at trying to easier to implement:
  • Basic item that can swap the tera type of the Pokemon to be one of its 2 original types
  • Special item that can completely randomize the tera type of the Pokemon
  • Command to run in an event to randomize or select a type.
 
I have an idea on how to do this, so I'll have to experiment. I didn't want to overwrite the compiler that looks at pokemon/trainer definitions, so I have to come up with some compatible workarounds.

Technically you can throw in some scripts in an event to do it, manipulating the pokemon.tera_type after the player selects a pokemon in their party, etc.

Brainstorming, here are some ideas I'll look at trying to easier to implement:
  • Basic item that can swap the tera type of the Pokemon to be one of its 2 original types
  • Special item that can completely randomize the tera type of the Pokemon
  • Command to run in an event to randomize or select a type.
For now I copied the code for the "change tera type" option found in the debug menu into an NPC. Aside from losing the line that displays the Pokemon's current type, it works fine.
 
1670866142985.png

When I select "Fight Menu", the error screen looks like this. What should I do?
 
I'm not entirely sure as
View attachment 14356
When I select "Fight Menu", the error screen looks like this. What should I do?
Can you open the 001_ScarletVioletGimmick file in a text editor like notepad or notepad++, find the "cw.battle = @battle" and add a # just before it (commenting it out; "#cw.battle = @battle"), save it, then try again?
 
I'm not entirely sure as

Can you open the 001_ScarletVioletGimmick file in a text editor like notepad or notepad++, find the "cw.battle = @battle" and add a # just before it (commenting it out; "#cw.battle = @battle"), save it, then try again?
Thanks, it works ^^
And, I have a question:
How do I fix the type that trainer will terastallize for their pokemon?
 
Thanks, it works ^^
And, I have a question:
How do I fix the type that trainer will terastallize for their pokemon?
Sweet, I'll fix that in the next update.

That's something I didn't think to implement yet, so I'll add it to my list of things to add for the next update.
 
wrigty12 updated [Beta] Terastal Phenomenon with a new update entry:

Update 1.4

  • Disabled the color filter until a better solution (without so many crashes) is found.
  • Removed a line of code I forgot to remove :)
  • Added a way to change a Trainer's Pokemon's Tera Type within an event. (See "Trainers" in Readme)
  • Added items to change a Pokemon's Tera Type in-game (See "Items" in Readme)
- Item that can swap the Tera Type of the Pokemon to be one of its 2 original types
- Item that can randomize the Pokemon's Tera Type
- Item that will...

Read the rest of this update entry...
 
Since you're on v20, you can take advantage of the mkxp-z version that comes with v20, v2.3.1.
v2.3.0 added a Sprite Pattern Overlay feature, kind of like the one from Klein Bitmap, if you ever used that script.
That could help with making the crystal pattern :)
 
Since you're on v20, you can take advantage of the mkxp-z version that comes with v20, v2.3.1.
v2.3.0 added a Sprite Pattern Overlay feature, kind of like the one from Klein Bitmap, if you ever used that script.
That could help with making the crystal pattern :)
Nice! I'll look into that!
 
I'm currently using the Pokemon Essential Deluxe script, and I see it mentions compatibility with your script. However, how do I activate the Tera command in a Deluxe match? Can I put your script inside Deluxe's script, or can it only be activated when placed in Contional Branch?
Thank you!
 
Ideally you can use the :usespecial command in Battle Deluxe, but I'm unsure of which trigger is supposed to be used with it to make it work (awaiting comment from Lucidious89 about that).

In the meantime, you can do this for setup (using Brock as an example, this would make his first Pokemon terastallize):

trainer = GameData::Trainer.get(:LEADER_Brock, "Brock").to_trainer;trainer.teraIndex=0;TrainerBattle.dx_start([trainer])

That format would also allow you to hardcode the pokemon's tera type (include trainer.teraIndexForceType(:FAIRY); after the teraIndex part, and it would force it to be Fairy, for instance).
 
If you are looking to use Battle Deluxe to include Terastallization, here are some setup examples:

Use the following to Terastallize on the first turn:
Ruby:
Expand Collapse Copy
TrainerBattle.dx_start([:LEADER_Brock, "Brock"], {}, { "turnAttack" => {:battler => :Opposing,:usespecial => :Terastallize}})
-------------
You could also do the same by adding a command in Midbattle_Config (if you're going to do it for many different trainers):
Ruby:
Expand Collapse Copy
  TERA_FIRST_TURN = {
    "turnAttack" => {
        :battler => :Opposing,
        :usespecial => :Terastallize
    }
  }

And then use:
Ruby:
Expand Collapse Copy
TrainerBattle.dx_start([:LEADER_Brock, "Brock"], {}, :TERA_FIRST_TURN)
--------------
If you want to force a Tera Type for the Pokemon, use the following:
Ruby:
Expand Collapse Copy
trainer = GameData::Trainer.get(:LEADER_Brock, "Brock").to_trainer;trainer.teraIndexForceType(:FAIRY,0);TrainerBattle.dx_start([trainer], {}, :TERA_FIRST_TURN)
Where you replace :FAIRY with the type you want, and 0 with the party index of the trainer you want to set the Tera Type for.
 
I don't know if it is something on my side but when a Pokemon evolves it doesn't keep its prevolution tera type.
 
I don't know if it is something on my side but when a Pokemon evolves it doesn't keep its prevolution tera type.
I can't seem to replicate your issue, my Pokemon keep the previously set tera type when evolving. What Pokemon's evolution was switching tera type?
 
I got this an error at the start

"[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Exception: SystemStackError
Message: stack level too deep

Backtrace:
[ScarletVioletGimmick_TDW] 001_ScarletVioletGimmick.rb:77:in `initialize'
[ScarletVioletGimmick_TDW] 001_ScarletVioletGimmick.rb:77:in `initialize'
[ScarletVioletGimmick_TDW] 001_ScarletVioletGimmick.rb:77:in `initialize'
[ScarletVioletGimmick_TDW] 001_ScarletVioletGimmick.rb:77:in `initialize'
[ScarletVioletGimmick_TDW] 001_ScarletVioletGimmick.rb:77:in `initialize'
[ScarletVioletGimmick_TDW] 001_ScarletVioletGimmick.rb:77:in `initialize'
[ScarletVioletGimmick_TDW] 001_ScarletVioletGimmick.rb:77:in `initialize'
[ScarletVioletGimmick_TDW] 001_ScarletVioletGimmick.rb:77:in `initialize'
[ScarletVioletGimmick_TDW] 001_ScarletVioletGimmick.rb:77:in `initialize'
[ScarletVioletGimmick_TDW] 001_ScarletVioletGimmick.rb:77:in `initialize'"

Too deep!
 
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