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  1. Hollow_Ego

    [v18] Scripted and Simulated Battles - Bug fixes

    Fixed Bug, where end speeches wouldn't work on the player side in a simulated battle Fixed Bug, where recompiling the trainers pbs wouldn't updated the scripted battles Fixed Bug, where in simulated battles the player could still choose the next Pokemon for the player side How to update (Clean...
  2. Hollow_Ego

    Tutorial [v18] Scripted and Simulated Battles

    Hollow_Ego updated [v18] Scripted and Simulated Battles with a new update entry: Bug fixes Read the rest of this update entry...
  3. Hollow_Ego

    [v18] Scripted and Simulated Battles - Bug Fix - Error on Line 14 in 2_Scripted_Trainer when compiling

    This new version contains a permanent solution to this bug, which was caused by my script trying to access trainer data before that was compiled. With that bug fix your scripted battles will only recompile when they have changed and compiling them will always happen after compiling everything...
  4. Hollow_Ego

    Tutorial [v18] Scripted and Simulated Battles

    Hollow_Ego updated [v18] Scripted and Simulated Battles with a new update entry: Bug Fix - Error on Line 14 in 2_Scripted_Trainer when compiling Read the rest of this update entry...
  5. Hollow_Ego

    Resource ZUD Plugin - Z-Moves, Ultra Burst, and Dynamax (for Gen 8 Project)

    No disrespect, but there is no need to be a dick about it. I know very well how annoying some requests can be, if the answer was already provided somewhere. Still no reason to mock people about it. In my opinion the installation guide should be complete everywhere, where it is provided or let...
  6. Hollow_Ego

    Resource ZUD Plugin - Z-Moves, Ultra Burst, and Dynamax (for Gen 8 Project)

    Like I said: No, I didn't find that. I saw the installation guide, but there was just a lot of text in there and I had no reason to assume that it would differ from the guide on here. Because why wouldn't the one her be complete? Anyways I got what I needed to add support for your script to my...
  7. Hollow_Ego

    [v18] Scripted and Simulated Battles - Major Update to support Z-Moves, Ultra Burst, Dynamx and GMax

    With this update you can now use Z-Moves, Ultra Burst, Dynamax and GMax in scripted battles. To make this work you will need the ZUD Plugin by Lucidious89 and StCooler. Say thanks to the two people who suggested this support :) There won't be support for Raid Battles, as that requires too much...
  8. Hollow_Ego

    Tutorial [v18] Scripted and Simulated Battles

    Hollow_Ego updated [v18] Scripted and Simulated Battles with a new update entry: Major Update to support Z-Moves, Ultra Burst, Dynamx and GMax Read the rest of this update entry...
  9. Hollow_Ego

    Resource ZUD Plugin - Z-Moves, Ultra Burst, and Dynamax (for Gen 8 Project)

    Hey there, so I mightr be missing something in the installtion guide, but it appears that the PBS files are not compiled if you don't call the methods on your own. Couldn't find any place where that already happens by default. Edit: Same thing with pbSuccessCheckDynamax. In the comment above...
  10. Hollow_Ego

    [v18] Scripted and Simulated Battles - Support for VS Animations

    With this version I added full VS Animation support. Just make sure to have all files set up (see here). With this version there is one more file added: Shared_PField_Visuals.txt Update Guide (Clean installation only) If you have already installed the script and want to update you can do either...
  11. Hollow_Ego

    Tutorial [v18] Scripted and Simulated Battles

    Hollow_Ego updated [v18] Scripted and Simulated Battles with a new update entry: Support for VS Animations Read the rest of this update entry...
  12. Hollow_Ego

    Tutorial [v18] Scripted and Simulated Battles

    Then it's not influenced by this script. You might need to add the replacing script to this particular message. If the name works correctly in the rest of the battle, then this particular message might be handled differently.
  13. Hollow_Ego

    Tutorial [v18] Scripted and Simulated Battles

    I'm not really sure where that shpws up. Did you put in this message at one point or is it the regular message, that shows up when you catch a Pokemon?
  14. Hollow_Ego

    Tutorial [v18] Scripted and Simulated Battles

    I think in this case it would be better to modify the AI script to prefer those moves or even completely override the move choice on those turns/conditions
  15. Hollow_Ego

    Tutorial [v18] Scripted and Simulated Battles

    Well, it is possible to give control back to the player, however using moves or do anything else will break the game. It would requiere quite some more coding to fix this. And in that process you would lose control of all targeting attributes (like "paralyze Squirtle" or "do 10hp damage on...
  16. Hollow_Ego

    v18 Possibility of animated trainers and/or Pokémon (Without use of EBS)

    Best place to start would be EBS. And no not actually using it, but understanding how they do it and see if that can be converted. Another way would be by looking at how the back sprite of the player is animated, when the Pokemon is sent out. That actually might be the easisiest place to start.
  17. Hollow_Ego

    [v18] Scripted and Simulated Battles - Merged Keywords

    Summary Merged :moveMessage with :tryUseMoveMessage They can both be used to show a message, whenever a Pokemon tries to use a move, regardless of success I lost (or removed on purpose) the code that was used for :moveMessage and after investigating, decided that there is no need to...
  18. Hollow_Ego

    Tutorial [v18] Scripted and Simulated Battles

    Hollow_Ego updated [v18] Scripted and Simulated Battles with a new update entry: Merged Keywords Read the rest of this update entry...
  19. Hollow_Ego

    Tutorial [v18] Scripted and Simulated Battles

    I'm not certain what you mean by "but neither show the name of the rival", but I assume that no message at all was showing. If that's the case, check out the update. I somehow lost (or removed it on purpose) the code for :moveMessage. I decided to merge it with :tryUseMove, as I don't see a need...
  20. Hollow_Ego

    [v18] Scripted and Simulated Battles - Fixed Multihit and Protect moves bug

    There was an oversight in the first release, that would break protect and multihit moves in normal battles. This is fixed now. Either redownload the folder and replace everything with dirty.txt if you are using the dirty approach or replace the contents of Scripted_Battle_Moves Script Section...
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