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Resource Nuzlocke Permadeath v2.2

NettoHikari

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NettoHikari submitted a new resource:

Nuzlocke Permadeath - Provides Nuzlocke-style permadeath for Pokemon battles

Hello, I’ve made a plug-and-play script that enables a Nuzlocke-style permadeath mode to battles. Basically, when it’s activated, any fainted Pokemon disappear immediately from the player’s party, whether that’s during battle or out in the field (due to poison). This is different from other Nuzlocke scripts in that it completely removes dead Pokemon from the player’s party, rather than just marking them “dead” and making them impossible to heal. The script is fairly easy to use, and I’ve put...

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NettoHikari

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Jan 4, 2019
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NettoHikari updated Nuzlocke Permadeath with a new update entry:

v1.1 Update

- Added "soft" nuzlocke mode (fainted Pokemon get transferred to Pokemon Storage)
- Fixed issue where player could continue after a double battle if all of the player's Pokemon died, but not their partner's
- Fixed error with catching Pokemon in double battles while having partner trainer
- Fixed error with Future Sight effects lingering after Pokemon dying

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NettoHikari

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Jan 4, 2019
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BiggusWeeabus

"What's so funny about Biggus Dickus?"
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What happens to a Save after the player gets defeated on the Nuzlocke Mode?
Is there a way to completely delete it right after the defeat from the script?
 

NettoHikari

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Jan 4, 2019
Posts
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What happens to a Save after the player gets defeated on the Nuzlocke Mode?
Is there a way to completely delete it right after the defeat from the script?
When a player gets defeated in Nuzlocke mode, it will simply go back to the title screen without touching the save, i.e. if the player saves before a battle, then loses, the player's save from just before the battle will still be there. I didn't want my script to force-delete a player's save because I imagine there are users who wouldn't like that, but it does seem like a good idea to make it a setting that you can enable at the top of the script. I'll update the script soon and let you know how to enable that option.
 

BiggusWeeabus

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Great!

Oh, also. It would be great to show an image from /pictures as Game Over screen, actual text doesn't look quite as good
 

NettoHikari

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Jan 4, 2019
Posts
90
Great!

Oh, also. It would be great to show an image from /pictures as Game Over screen, actual text doesn't look quite as good
Oh sorry, I didn't see this message until just now. I just put actual text as a sort of placeholder, but if you (or anyone else) wants to use a picture instead, you can just replace this line under "def pbStartOver(gameover=false)":
Ruby:
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]GAME OVER!"))
with code to show and erase a picture. Something like this should work:
Ruby:
# Fill in the values below for your specific image
$game_screen.pictures[0].show(name, origin, x, y, zoom_x, zoom_y, opacity, blend_type)
pbWait(20)
$game_screen.pictures[0].erase
 

BiggusWeeabus

"What's so funny about Biggus Dickus?"
Member
Joined
Sep 1, 2020
Posts
16
Age
19
Oh sorry, I didn't see this message until just now. I just put actual text as a sort of placeholder, but if you (or anyone else) wants to use a picture instead, you can just replace this line under "def pbStartOver(gameover=false)":
Ruby:
pbMessage(_INTL("\\w[]\\wm\\c[8]\\l[3]GAME OVER!"))
with code to show and erase a picture. Something like this should work:
Ruby:
# Fill in the values below for your specific image
$game_screen.pictures[0].show(name, origin, x, y, zoom_x, zoom_y, opacity, blend_type)
pbWait(20)
$game_screen.pictures[0].erase
All righty then, thank you!
 
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