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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...
 
Is there anyway to have Loyalty and Happiness show up in a pokemon's summary page?
 
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:
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!
 
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.
 
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.
 
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?
 
are cases like "damaged", "didDamage", and "FollowerPkmn" set up to actually work? or are only the default ones functional?
 
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