v0.3.1 is here!
There were quite a few major bugs, including some that were blocking content toward the end of the demo, so I've decided to release an update.
I've also added a lot of new content: a revamped Pokégear with a bunch of new apps, graphics that indicate new quests, social bonds with...
I figured out how to do it all in v20.1:
In Battle_Scene_Objects, replace the def draw_shiny_icon with this:
def draw_shiny_icon
return if !@battler.shiny? && !@battler.pokemon.hue?
shiny_x = (@battler.opposes?(0)) ? 206 : -6 # Foe's/player's
if !@battler.pokemon.hue...
Another killer plugin - the addition of Pokemon lots is awesome.
Is there a way to increase the frequency of lot refreshes? Like every 6 hours or 12 hours, rather than daily?
This is such an interesting plugin. I'm trying it out for my game - I especially like the XP/Shiny Bond rewards.
Would it be possible to make a similar reward for catch rate? I've been trying to muck around with the code on my own, but I'm just causing crashes.
Ran into another minor issue: if you have two maps connected, and the event with the indicator is visible on the next map before you cross over to it, the event will have two indicators. When you interact with the event, one goes away but the other lingers forever.
I moved the same event into a...
This plugin is awesome!
I've had one issue with it: if you want an event to do something once each day and it uses a s:cooledDown? event page, the bubble doesn't vertically animate at all.
Any way to work around that? I'd love if all of mine bounced.
It looks like this is incompatible with Auto Multi Save.
If there's a bubble open when the game tries to autosave, you get this error, the save corrupts, and the game can't be loaded until the autosave file is deleted:
v0.3.0 is here!
Loads of new content, getting you all the way through the 5th Gym and Dojo.
Join the Discord if you have questions, feedback, or bug reports.
Check the Pokédex and the type chart to learn about all Pokémon changes. Beware of spoilers.
Thanks for playing!
New Content:
Added...
One issue I've had in so many games is teaching moves to a Pokemon and not remembering if the Pokemon has a higher ATK or a high SP.ATK, which is pretty relevant in terms of whether I'd want to pick a physical over a special move.
Has anyone ever come up with a way to show which stat is higher...
Figured it out! If anyone's interested:
In the Move_Usage Calculations script section, add under the def pbCalcDamageMultipliers part:
if user.pbOwnedByPlayer?
if ($game_switches[92] == true && type == :FIRE)
multipliers[:base_damage_multiplier] *= 1.1
end
end
I'm trying to incorporate a feature in my game where certain achievements allow you to increase the damage of all moves any of your Pokemon use of a certain type.
Basically, a type boost like Charcoal or Blaze but for all your Pokemon and only when a switch has been turned on.
I've looked at...
v0.2.1 has arrived!
I've been working on this a lot, and there's plenty of new content, but the game ends right before you get to the city with the 5th Gym and Dojo. When that city is complete, I'll release the full v0.3.0.
But I'm releasing this now to address a lot of bugs and show some major...
v0.2.1 has arrived!
I've been working on this a lot, and there's plenty of new content, but the game ends right before you get to the city with the 5th Gym and Dojo. When that city is complete, I'll release the full v0.3.0.
But I'm releasing this now to address a lot of bugs and show some major...
I've been dealing with a weird problem that I can't figure out how to resolve. I've tried a few methods but nothing has worked properly.
My game has a lot of new Natures so I'm trying to add a Nature Guide with pictures of stat tables.
I'd prefer it as a Pokegear app, but I think setting up a...