- Joined
- Aug 7, 2021
- Posts
- 116
ThanksYeah the whole point is that you wanna drag and drop so that all the folders included in the plugin just merge with the existing project folders. So Audio merges with Audio, Graphics with Graphics, etc, etc.
ThanksYeah the whole point is that you wanna drag and drop so that all the folders included in the plugin just merge with the existing project folders. So Audio merges with Audio, Graphics with Graphics, etc, etc.
I dont know what the Volo fight entails, but im sure there's an easier way to do whatever it is youre trying to do.I want to replicate the Volo fight so I tried using the fainted_foe trigger but since at that point the Pokemon has already fainted none of the commands (form change, restore hp) are applied. Is there some other trigger I should be using or is it just not possible to replicate that battle at this point in time?
The way I'd do it is to just constantly keep Endure status on it, then when it hits 1 HP just restore its HP to max and change its form. I've done a similar mechanic for another boss fight. You'll need to hard program in a way to check if HP is at 1, but that isn't too hard. If you REALLY wanted that 100% genuine, authentic accuracy, you'd need to hijack the code for pbFaint and twist it to fit your needs, but that is considerably more difficult and honestly not worth the time in my opinion.I want to replicate the Volo fight so I tried using the fainted_foe trigger but since at that point the Pokemon has already fainted none of the commands (form change, restore hp) are applied. Is there some other trigger I should be using or is it just not possible to replicate that battle at this point in time?
Yeah, im aware of the shiny thing. Its more of a product of how the Debug tool is coded, which isnt expecting shiny forms to be visible. I just keep this feature turned off when debugging.During the Volo fight, when you KO Giratina it will revive at maximum health and shift into Origin Form.
The way I'd do it is to just constantly keep Endure status on it, then when it hits 1 HP just restore its HP to max and change its form. I've done a similar mechanic for another boss fight. You'll need to hard program in a way to check if HP is at 1, but that isn't too hard. If you REALLY wanted that 100% genuine, authentic accuracy, you'd need to hijack the code for pbFaint and twist it to fit your needs, but that is considerably more difficult and honestly not worth the time in my opinion.
I'd also like to take this moment to point out that there is a small... quirk (I don't use bug because it's a very narrow issue that only happens under debug-only conditions). When you use the debug command to fill the box with every Pokemon, and check the Pokedex, if you have the "Display Shinies in Pokedex" setting toggled, all the sprites shown for Pokemon you didn't encounter normally (ie, stuff added by filling the box) will be the shiny sprite.
How would I remove the Endure effect after the Pokemon transforms? It stays active since I'm using _repeat.And yeah, the Endure method is how I would handle it. Id probably just make the form change trigger at low HP, with the Endure effect active as a failsafe to prevent fainting.
Use theHow would I remove the Endure effect after the Pokemon transforms? It stays active since I'm using _repeat.
:ignore
function to stop the effects of a trigger from repeating after another specified trigger has activated.Could I get an example of how to format the :ignore command?Use the:ignore
function to stop the effects of a trigger from repeating after another specified trigger has activated.
:ignore => "defenderHPLow_foe"Could I get an example of how to format the :ignore command?
:ignore
in that hash will no longer activate. Based on what you've described about your battle, I'm assuming you want the Endure effect to stop activating after the foe's Pokemon reaches low HP for the first time, so that's the trigger I went with.Nope. If im going to do all the work to add compatibility, id rather just wait to do so with Luka's actual successor to EBDX. People are going to immediately abandon the EBDX port as soon as Luka releases his update, anyway. There's zero point in doubling my work load if that's the case.Just wanted to ask, there's an unofficial port of EBDX to Essentials v20.1 wich basically just updates the code to not crash but doesn't add anything new.
Any chance you can make Essentials Deluxe compatible?
If not its fine, asking mostly to know if you would be interested
IMPORTANT You must start a new game after installing this update. IMPORTANT
IMPORTANT You must start a new game after installing this update. IMPORTANT
General Fixes
- Reorganized many of the files included in the plugin.
- Aliased the code related to pbEffectivenessMessage so that this plugin should no longer overwrite any custom...
I don't believe that this is overwritten by this plugin anymore.Back in an older version of Deluxe, I remember I had to go into the Deluxe scripts to change the position of the HP bar for my UI since it overwrote the base Essentials script, but I can't seem to find it in the newest version's scripts anywhere. Where is that handled?
No, those arent the reasons a new save file is required. In fact, the memento attribute already accepts nil as a valid value, and the size attribute defaults to 100 (medium sized) if no size value is present. So if those were the only additions, a new save wouldnt be required.so theoretically if you manually set up a code that initializes the :size and :memento attributes on all existing pokemon, you can make older saves compatible without needing to restart
The latest ZUD update addresses this.I see, that's useful to know.
incidentally the dmax icon doesn't turn off here.
View attachment 17513View attachment 17514
Which plugin did you install first - this, or the Gen 8 Pack?i have this problem.
I installed the generation 8 pack but now when I use the dynamax function the pokemon get smaller.
Any idea why this is happening.
Thanks for the help.