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After-Battle Commentary 1.1.1

-Forgot to make the constructor of the battle class assume the recorded and team sizes attributes are nil - this crashed the wild battles. It's back up now.

-Forgot to include the descriptions of the 1.1 flags to the documentation - mistake corrected.
Got some feedback with some really good suggestions in it, so I tried to implement them as fast as I could!

Change log :

New features:
-added another possible flag to the overall result function, "BY_A_THREAD" - it procs if you manage to win with only one pokemon remaining, and said pokémon is at 25% or less health. Now you can have your NPC seethe at the player for clearly getting away right when you had them !

-Added a whole new feature that tracks the moves used by the player throughout the battle. In consequence, you can now call out the player for spamming the same move over and over !
(Trigger is having one move make up 45% or more of the moves used by the player throughout the battle. This should fit nicely for all types of battles, overall.)

-You can also pass a specific list of move names (be it their PBS name or in-game name, I take both) to the game and check if the spammed move is among those listed moves, which will fire a different flag from the previous one.
The main use of this is, if you're using Pokémon Reborn style Field Effects, all you have to do is feed the game the correct list and you can now accurately tell whether or not the player is abusing the field to win !
Remember to empty that list after that battle though, I made it a global variable for conveniency's sake so it'll actually stick until you clear it/redefine it.

Testing map got updated with another NPC to test out that feature.

Improvements :
-on my way to implement the move use feature I learned to use aliases properly ! So I went back and trimmed some of my script overrides so they'd just call the original and throw in their treatment after it's done. Should cut down on incompatiblity with other custom scripts, logically.

-Also tweaked some of the calculations about the overall result of the battle so it wouldn't assume you run a full team of 6 and have it's maths work from that assumption. Should now be team size-agnostic.

Bugfxing :
-caught a couple typos

-I forgot to include a backsprite in the original archive for the testing folder, meaning the game would crash trying to load the 2v2 battle where you're teamed up with a rando. Threw in a quick-and-dirty fix by adding a backsprite to them.

download link is the same as before, I just replaced the archive in Mega - do let me know if this is actually a bad idea and I should let older versions hang around somewhere.
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