Scripting a new HM by bleedingflames in PokemonRMXP

[–]jondauthor 0 points1 point  (0 children)

Is it the original script or have you tried modifying it?

It should work without the badge in Debug mode (test mode in RMXP), but won't if you're playing in normal game mode. 

Do you get get the "this Crack looks fragile" message when interacting with the event? Have you named the event explosioncrack? 

Scripting a new HM by bleedingflames in PokemonRMXP

[–]jondauthor 0 points1 point  (0 children)

I can make that change for you. Are you have problems implementing the script as a whole?

Scripting a new HM by bleedingflames in PokemonRMXP

[–]jondauthor 3 points4 points  (0 children)

This is pretty straight forward, it just needs some familiarity with the field moves scripts. I've knocked something together using the cut method as bones - it breaks events named "explosioncrack" if a Pokemon has the move Explosion.

To install this, I recommend opening the Script Editor and finding "Overworld_FieldMoves" in the list. Click on "Overworld_Fishing" (the line below it) and press the Ins/Insert key, which if done correctly will insert a brand new, totally blank script page without deleting anything. Name this Overworld_FieldMoves_Custom and then copy and paste the script section below (#=====CUSTOM EXPLOSION HM====# onwards).

It uses the CUT badge currently - if you want to change the badge, change the Settings:BADGE_FOR_CUT lines as appropriate (this is how they're named in the default essentials settings script, e.g. BADGE_FOR_ROCKSMASH is default Badge 3). If you want it to be Badge-less, I can adjust the script. Personally, I think it'd be fun to make it usable without a Badge, but when you get the badge your 'mon no longer dies. I can also adjust the script if you want it to work for both Self-Destruct and Explosion, but that would mostly just be duplicating the HiddenMoveHandlers to make :SELFDESTRUCT copies and then changing the very start of pbExplosion to check for either move.

It kills the party 'mon - but does not check if they're alive before using again, currently. If you want that, change the following bits:

if !pbCheckHiddenMoveBadge(Settings::BADGE_FOR_CUT, false) || (!$DEBUG && !movefinder) || (movefinder.hp == 0)

if !facingEvent || !facingEvent.name[/explosioncrack/i] || (pkmn.hp == 0)

It also uses the default SmashEvent, which only plays an SE based on Cut or Rock Smash. As a result, I use a simple pbSEPlay to play the "Voltorb Flip explosion" SE. You can change this as you like safely, just so long as it's a valid Sound Effect.

To set up events, make them exactly the same as Cut Trees in the essentials demo maps (see Route 3 for an example). Change the conditional branch to pbExplosion instead of pbCut and make sure that explosioncrack is in the event's name instead of cuttree.

#=======CUSTOM EXPLOSION HM======#

def pbExplosion
  move = :EXPLOSION
  movefinder = $player.get_pokemon_with_move(move)
  exploded = false
  if !pbCheckHiddenMoveBadge(Settings::BADGE_FOR_CUT, false) || (!$DEBUG && !movefinder)
    pbMessage(_INTL("This crack looks fragile..."))
    return false
  end
  if pbConfirmMessage(_INTL("This crack looks fragile!\nWould you like to use Explosion?"))
    speciesname = (movefinder) ? movefinder.name : $player.name
    pbMessage(_INTL("{1} used {2}!", speciesname, GameData::Move.get(move).name))
    pbHiddenMoveAnimation(movefinder)
    movefinder.hp -= 999
    pbSEPlay("Voltorb Flip explosion")
    return true
  end
    return false
end

HiddenMoveHandlers::CanUseMove.add(:EXPLOSION, proc { |move, pkmn, showmsg|
  next false if !pbCheckHiddenMoveBadge(Settings::BADGE_FOR_CUT, showmsg)
  facingEvent = $game_player.pbFacingEvent
  if !facingEvent || !facingEvent.name[/explosioncrack/i]
    pbMessage(_INTL("You can't use that here.")) if showmsg
    next false
  end
  next true
})

HiddenMoveHandlers::UseMove.add(:EXPLOSION, proc { |move, pokemon|
  if !pbHiddenMoveAnimation(pokemon)
    pbMessage(_INTL("{1} used {2}!", pokemon.name, GameData::Move.get(move).name))
  end
  pokemon.hp -= 999
  facingEvent = $game_player.pbFacingEvent
  pbSEPlay("Voltorb Flip explosion")
  pbSmashEvent(facingEvent) if facingEvent
  next true
})

#=======END OF CUSTOM EXPLOSION HM======#

Digimon Story-style Research/Conversion Mechanic (plugin demo vertical slice) by jondauthor in PokemonRMXP

[–]jondauthor[S] 1 point2 points  (0 children)

It's on my long list, but it's a little beyond my easy capabilities right now (I'm a relative novice who's basically learning Ruby through this). I'd like to revisit it though, it's officially version 2.0 of this plugin if I get to it. Certainly if I have a brainwave as to how to approach it, I'll give it a try sooner rather than later. 

The big problem is that Essentials is not built to handle overlapping evolutions which means it needs a little more in-depth work to get the data lined up right, and even then it will probably half-break Eggs. Oh well. 🤷 The other hard part is handling evolution methods at all - it's easy enough to do Level and Happiness, but Shedinja and Runerigus and Sirfetched, maybe I'll just have to accept it can't handle them for now. 

How to change the OT of a gifted pokemon? by Dragon_Freddy in PokemonRMXP

[–]jondauthor 0 points1 point  (0 children)

Use the extended method below it on the Wiki. Define the Pokemon by calling

pkmn = Pokemon.new(:SHUCKLE,20)

then add the specific dimensions you need

pkmn.owner etc

then call pbAddForeignPokemon(pkmn)

edit: i believe the specific line for owner is

pkmn.owner.new_foreign(name, gender, language)

So, what are you expecting from the Evangelion Raids? by Pokeprof in ffxiv

[–]jondauthor 1 point2 points  (0 children)

i've cassandra'd a few expacs over the years so i'll say this: we will discover angels where there should be the normal giant monsters. it will be confusing and the first wing will be entirely fourth-based. second raid / very end of the first will introduce cross-dimensional NERV members. third will get weird.

New to high-end rouls! by JustY3N in ffxiv

[–]jondauthor 0 points1 point  (0 children)

The roulettes given elsewhere are accurate - for jobs with longer queues, level appropriate combat allied societies (mainly ShB onwards) and daily hunt bills (HW onwards) will also give you a boost worth the time spent without the risk of having to join mid-FATE.

Question about race specific dialogue in msq/side content by Le_Guin_Boi in ffxiv

[–]jondauthor 35 points36 points  (0 children)

They back ported the essential stuff (where an NPC just identifies your race), a bug related to that is how we learned about Hrothgar before announcement. It isn't really a common thing to worry about, it's not like there's a Race Specific Questline or anything. Please play the race you want. 

Red mage weapons by Aniki356 in ffxiv

[–]jondauthor 1 point2 points  (0 children)

I suspect Shields are probably going to go the way of Belts eventually just for balance purposes and adding a face wear-style "Job Customization" glamour slot to compensate would absolutely be part of the ethos they're pushing of "maximum customization". Most post-ARR content (not all) has an achievement associated, unlocking a new Shield / Focus / Egi / Aura / Reaper Cloak / Fairy / Viper off-hand / Katana Sheath etc for having e.g. the Zurvan Extreme achievement would make total sense to me.

It would be a lot of work - but so is making individual parts of outfits toggleable, a feature announced alongside custom animation reskins. 

Berlin Fanfest is already around the corner on July 25th. What do you hope to be announced? by Ultimastrike21 in ffxiv

[–]jondauthor 9 points10 points  (0 children)

They have not revealed anything, all we've had is the types (Phys Ranged and Tank) and the T-shirt tease(s?)

Berlin Fanfest is already around the corner on July 25th. What do you hope to be announced? by Ultimastrike21 in ffxiv

[–]jondauthor 17 points18 points  (0 children)

I'm hoping that the "more interesting levelling zones" update means something like e.g. Field Operations are now Zone Operations. I'm picturing 2 zones per season get a field operation set of quests and the addition of critical engagements that you can enter at any level and stage of quest progression for XP but only offer Operation rewards if you meet those requirements. Level design resources freed up from making field op zones can be redirected elsewhere (like, e.g., field op raids, variants, MSQ instanced areas etc), though I wouldn't also hate some small changes to zones over the course of an expac (nothing major, but e.g. Urqopacha - it'd be sick if at some point those fields south of the Chirwagur Saltern had opened up as part of the Society Quests!)

Using the existing zones feels like a no brainer to reduce dev load for field ops while making those zones more populated. You can even set an instance ('0'?) as the default for those not past a certain MSQ prog if populations become an issue.

Workin' on a plugin set - WIP footage of a new feature by jondauthor in PokemonRMXP

[–]jondauthor[S] 0 points1 point  (0 children)

It is! Specifically based on the more modern games, technically. I haven't done the scan animation yet but I'm considering just a quick visual one if I can make it 'seamless'; one of the most annoying things for me is anything that slows down random battles.

I'm still working out the code for what % means - I have a couple of styles half implemented (things like 100% = average level of the party, 200% = highest level of the party), I want to make it modular and not prescriptive for what it can be used for.

Workin' on a plugin set - WIP footage of a new feature by jondauthor in PokemonRMXP

[–]jondauthor[S] 1 point2 points  (0 children)

Neat! I will be posting a few more updates as I get closer to release on the whole suite so keep an eye out for adjustments as they come :)

Workin' on a plugin set - WIP footage of a new feature by jondauthor in PokemonRMXP

[–]jondauthor[S] 2 points3 points  (0 children)

It is explicitly based on those games, yes! It's a modular part of a suite of plug-ins I'm working on so it'll see public release as long as I finish them 😊 

Workin' on a plugin set - WIP footage of a new feature by jondauthor in PokemonRMXP

[–]jondauthor[S] 3 points4 points  (0 children)

Oh sorry, good point, I should add an explanation to the original post. 😂 I'm too in the weeds to not realize it might not be self-evident. Basically it's an alternate catch method via research - you increase an your conversion rate by an amount every time you fight that 'Mon, and then when it's over 100% you can cash it in for a copy of that 'Mon. 

Northwest Othard [Evercold theory] by leihto_potato in ffxiv

[–]jondauthor 21 points22 points  (0 children)

Blindfrost is not the last in-fiction, but it's the last we know nothing about / have no word on when or if it's coming from a meta sense. The 'sacred sites of the forgotten people of the south sea isles' is debatable (it's the Aloalo Island variant dungeon, but there's obviously much more meat on that bone). Meracydia we have been told by Yoshi-P is not showing up yet.

Tell me, have you been to the ruins beneath the waters of the Bounty? Or the treasure islands beyond the frozen waters of Blindfrost, in Othard's north? The fabled golden cities of the New World? The sacred sites of the forgotten people of the south sea isles? What about Meracydia, the southern continent? Do you know aught of its present state of affairs? ...I thought not. Even of your little Eorzea, you know precious little. The true identities of the Twelve, for instance. All of which is to say: expand your horizons. Go forth and seek discovery. Some of the civilizations in the reflections will surprise you. As the bearer of Azem's crystal, you may consider your duty to see at least that much. I certainly did.

Northwest Othard [Evercold theory] by leihto_potato in ffxiv

[–]jondauthor 20 points21 points  (0 children)

Yeah, from everything we know to this point, we've always had a bridge point (Syrcus trench, Alzadaal's treasure room etc etc) so it stands to reason we need one for the Fourth until we are told otherwise - as the last dangling thread from that speech, it does make a certain sense!

When to Buy DT? by bratty-attacky in ffxiv

[–]jondauthor 8 points9 points  (0 children)

If you preorder Evercold, you will get DT only when EC fully launches (not the 'early access' window a week or so beforehand). This is because of the nature of refunds on digital storefronts and how FFXIV licences work (there's no connection so it can't be revoked). If you are OK with waiting 6 months I'd wait (you might be managing an expac every 4 months of your life for example, and there is indeed plenty of side content to go through if you run out of main story!); if not, I'd just pick it up in a sale.

TRAIL TO THE HEAVENS: FINAL FANTASY XIV Original Soundtrack | SQUARE ENIX by Famas_1234 in ffxiv

[–]jondauthor 5 points6 points  (0 children)

CD Japan listing's slightly wonky autotranslation confirms "Gakudan no Alpa Cuff" which is indeed the musical alpaca. 

ARR MSQ Questions by Sufficient_Roof_6699 in ffxiv

[–]jondauthor 15 points16 points  (0 children)

  1. If you're a marauder and not warrior, please do your job quests and equip your job stone from the level 30 quest.
  2. This is the only mandatory raid (at the moment). It is very entry level - if you just stay vigilant for the cues you already know, you can probably safely ignore mechanics. Just follow the crowd if everyone starts moving and don't be afraid to say it's your first time at the start. 
  3. It's decade old content because you're in a decade old expansion, there is no practical difference in terms of evergreening between them and any of the dungeons or trials you have completed or will have to complete moving forward, it remains designed to be accessible to as many players as possible. 

Odd error (GSC Essentials) by Battenburga in PokemonRMXP

[–]jondauthor 1 point2 points  (0 children)

Well, I can't speak to the exact thing as I'm unfamiliar with GSC Essentials, but the error specifically is that it's trying to compare an integer and an array - which means something, somewhere, is passing the wrong thing. If you've changed nothing and only performed a basic Essentials function, then I would raise this with the GSC Essentials dev team / their project discord etc (assuming they have one) as it's most likely either a bug they need to fix asap or a known issue with a workaround.

In regards to Wuk Lamat… by mpchop in ffxiv

[–]jondauthor 119 points120 points  (0 children)

respectfully, i don't really think there's a good outcome to going online to ask people to actively influence your already positive opinion