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Resource Loyalty Mechanics v1.0.0

systeromen_

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Jan 26, 2021
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thatonekriegerwriter submitted a new resource:

Loyalty Mechanics - A Loyalty System for Pokemon Essentials

Description:

Loyalty is a Mechanic which controls if a Pokemon will obey in combat or not(This can be toggled). A Pokemon with Low Loyalty may be more likely to disobey. This is paired with Happiness to make variable times when your Pokemon may disobey in combat.

A Secondary Function added by this script (which can also be toggled) is Nature Based Loyalty and Happiness changes. You could have a Modest Pokemon that when eating something like a Bitter Plant, might like...

Read more about this resource...
 

Taymation

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Is there anyway to have Loyalty and Happiness show up in a pokemon's summary page?
 

systeromen_

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Is there anyway to have Loyalty and Happiness show up in a pokemon's summary page?
It is possible to do, I have done it myself for my game, its just hard to find a place for it without making a new page, or replacing an old one, like Ribbons. Essentials does not reveal happiness by default, so I followed suit.

If I have time today, I'll try to push an update that has it as an option.
 
Last edited:

Taymation

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It is possible to do, I have done it myself for my game, its just hard to find a place for it without making a new page, or replacing an old one, like Ribbons. Essentials does not reveal happiness by default, so I followed suit.

If I have time today, I'll try to push an update that has it as an option.
That would be awesome! Appreciate it!
 

charific

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Sep 28, 2022
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Hey thanks for putting in so much work into making this script! It's just what I've been looking for. I was wondering if there was a way to use level caps instead of badge levels for determining disobedience? I figured I just had to swap out the badgeLevel part in the script but I wanted to be sure.
 

systeromen_

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Jan 26, 2021
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Hey thanks for putting in so much work into making this script! It's just what I've been looking for. I was wondering if there was a way to use level caps instead of badge levels for determining disobedience? I figured I just had to swap out the badgeLevel part in the script but I wanted to be sure.
You don't even really need to touch the badgeLevel stuff, what you could do is set conditions to return pbDisobey like I did under specific conditions, so

Ruby:
Expand Collapse Copy
return pbDisobey(choice, badgeLevel) if @pokemon.level >=15 && @pokemon.level <=20 && r <= 50

and then have corresponding things in pbDisobey if you want specific text for it.
 

charific

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Sep 28, 2022
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You don't even really need to touch the badgeLevel stuff, what you could do is set conditions to return pbDisobey like I did under specific conditions, so

Ruby:
Expand Collapse Copy
return pbDisobey(choice, badgeLevel) if @pokemon.level >=15 && @pokemon.level <=20 && r <= 50

and then have corresponding things in pbDisobey if you want specific text for it.
Thanks I think I get what you mean. Based on the code you wrote if I just omitted the r<=50 the pokemon would always be disobedient if it was greater than a certain level cap right?
 

Terra

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Apr 15, 2023
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are cases like "damaged", "didDamage", and "FollowerPkmn" set up to actually work? or are only the default ones functional?
 
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