• Do not use Discord to host any images you post, these links expire quickly! You can learn how to add images to your posts here.
  • Eevee Expo's webhost has been having technical issues since Nov. 20th and you might be unable to connect to our site. Staff are also facing issues connecting, so please send a DM to Cat on-site or through Discord directly for faster service!
Resource icon

Resource Loyalty Mechanics v1.0.0

systeromen_

Novice
Member
Joined
Jan 26, 2021
Posts
46
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

Novice
Member
Joined
Aug 9, 2022
Posts
15
Is there anyway to have Loyalty and Happiness show up in a pokemon's summary page?
 

systeromen_

Novice
Member
Joined
Jan 26, 2021
Posts
46
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

Novice
Member
Joined
Aug 9, 2022
Posts
15
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

Rookie
Member
Joined
Sep 28, 2022
Posts
7
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_

Novice
Member
Joined
Jan 26, 2021
Posts
46
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

Rookie
Member
Joined
Sep 28, 2022
Posts
7
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

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