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Welcome aboard! And nice work digging into the script editor this earlier. It's confusing to start, but the sooner you start learning it the more cool things you'll be able to do.
I actually do this in my own game and looked up this section. Here's what I did.
=begin
# Play random cry...
This looks amazing. Thank you sincerely for all your hard work on these minigames. This one looks especially in depth and I'm definitely going to toy with it and several of the others.
If you might be interested in helping with Misty Orange, check out this form!
https://docs.google.com/forms/d/e/1FAIpQLSfdic3lj3qbZXI5TDhCUBPcVb3ohGd9hc6KpjHX6Ka55St2fg/viewform?usp=header
Hello everyone. My name is Kwatar from the internet. You may know me. But you probably don't. Unless you do.
Look, I'm not going to mince words here. Over at Team Misty Orange, which is mostly all of me right now, we've been deliberating and considerating our plans and commincerating our words...
I sincerely appreciate the offer here! Unfortunately, I'm just at a point of my life where time is more valuable than money. However, there are others who do contract coding on here with Essentials you could check with in the Team Recruitment section with posts tagged as 'Freelance" (Goliospod...
Yeah, this should be possible. I'm going to recommend a few things without testing myself, so take this with a grain of salt, but...
So, every pokemon has a variable called @shiny that marks whether or not they are shiny. You can find this in Pokemon under [[Pokemon]] in the script editor...
You've got some good info in there, but not quite enough. I'm assuming you copied this from FormHandles?
MultipleForms.register(:GIRATINA, {
"getForm" => proc { |pkmn|
next 1 if pkmn.hasItem?(:GRISEOUSORB)
if $game_map &&...
It should be possible based on what you're doing.
While I don't have time to program this code myself, what you'd want to do is grab the moves from the current battler and save them. So, I'd suggest making a new local variable and adding something after the changeform there like:
@tempmoves =...
My apologies for the double-post:
The above post has been edited to currently be correct. Previously, I had recommended copy-pasting the plugin into the game files, but this does nothing (and editing mid-battle dialogue there will not be read by the game). If you read my previous instructions...