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  #1    
Old August 25th, 2013, 04:23 PM
woobowiz
 
Join Date: Jun 2013
Gender: Male

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I'm very new to this forum, and I'm not aware if this has been asked.

I recently wanted to script in some during battle effects as well as moves, I'm currently working on Moxie, as it's a least concern priority to get working for most people.

I would assume I would have to put the script code somewhere between lines 2522 and 2532 in the PokeBattle_ActualScene script?

Code:
# This method is called whenever a Pokémon faints.
  def pbFainted(pkmn)
    frames=pbCryFrameLength(pkmn.pokemon)
    pbPlayCry(pkmn.pokemon)
    frames.times do
      pbGraphicsUpdate
      pbInputUpdate
    end
    @sprites["shadow#{pkmn.index}"].visible=false
    pkmnsprite=@sprites["pokemon#{pkmn.index}"]
    pkmnsprite.visible=false
    if @battle.pbIsOpposing?(pkmn.index)
      ycoord=(@sprites["battler0"].visible && @battle.doublebattle) ? 118 : 130
      tempvp=Viewport.new(0,0,Graphics.width,ycoord+@foeyoffset)
    else
      tempvp=Viewport.new(0,0,Graphics.width,224+@traineryoffset)
    end
    tempvp.z=@viewport.z
    tempsprite=SpriteWrapper.new(tempvp)
    tempsprite.x=pkmnsprite.x
    tempsprite.y=pkmnsprite.y
    tempsprite.bitmap=pkmnsprite.bitmap
    tempsprite.visible=true
    pbSEPlay("faint")
    20.times do
      tempsprite.y+=8
      pbGraphicsUpdate
      pbInputUpdate
    end
    # I assume I have to insert the code here?
    tempsprite.dispose
    tempvp.dispose
    8.times do
      @sprites["battler#{pkmn.index}"].opacity-=32
      pbGraphicsUpdate
      pbInputUpdate
    end
    @sprites["battler#{pkmn.index}"].visible=false
    pkmn.pbResetForm
  end
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  #2    
Old August 26th, 2013, 04:59 PM
dexter1o6
 
Join Date: Jul 2013
Age: 26
Gender: Male
Looks about right to me. But I must say I'm not very experienced with including moves and abilities. Is there any other ability that is triggered when the opponent faints? And if so, has it been implemented yet? And if so, where was that ability implemented?

Otherwise I would say, make a backup, fiddle with the code, test it, and if it works, post it among resources/scripts or something, and if it doesn't, post it here with some questions. You can always switch back to the backup.
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  #3    
Old August 27th, 2013, 05:11 AM
Maruno's Avatar
Maruno
Lead Dev of Pokémon Essentials
 
Join Date: Jan 2008
Location: England
PokeBattle_ActualScene is for the visual stuff. It's not where effects go.

Moxie sounds like it occurs at the same time that Destiny Bond occurs. That's a good place to start. Search for DestinyBond.
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  #4    
Old August 27th, 2013, 02:13 PM
dexter1o6
 
Join Date: Jul 2013
Age: 26
Gender: Male
When you say destiny bond, I think of Aftermath. Since this is an ability just like moxie, it should be at the same place. Also, if I remember correctly, Aftermath works already works. So you can search for Aftermath as well.
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  #5    
Old August 28th, 2013, 05:14 PM
woobowiz
 
Join Date: Jun 2013
Gender: Male
So I mixed a bit of code from Aftermath and Speed Boost

and squeezed it after Mummy (I would assume Mummy would activate first because of this so Moxie gets negated?)

Code:
if isConst?(target.ability,PBAbilities,:MUMMY) && user.hp>0
        if !isConst?(user.ability(true),PBAbilities,:MULTITYPE) &&
           !isConst?(user.ability(true),PBAbilities,:WONDERGUARD) &&
           !isConst?(user.ability(true),PBAbilities,:MUMMY)
          user.ability=getConst(PBAbilities,:MUMMY) || 0
          pbDisplay(_INTL("{1} was mummified by {2}!",user.pbThis,target.pbThis(true)))
        end
      end
      if isConst?(user.ability,PBAbilities,:MOXIE) && user.hp>0 && target.hp<=0
        if !user.pbTooHigh?(PBStats::ATTACK)
          user.pbIncreaseStatBasic(PBStats::ATTACK,1)
          pbCommonAnimation("StatUp",i,nil)
          pbDisplay(_INTL("{1}'s Moxie raised its Attack!",user.pbThis))
        end 
      end
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  #6    
Old August 28th, 2013, 08:35 PM
dexter1o6
 
Join Date: Jul 2013
Age: 26
Gender: Male
You may want to test that assumption in an actual game.
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  #7    
Old August 29th, 2013, 06:17 PM
woobowiz
 
Join Date: Jun 2013
Gender: Male
Well I know for certain Moxie works, but I haven't a clue how to simulate the Mummy test case.
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  #8    
Old August 29th, 2013, 07:44 PM
dexter1o6
 
Join Date: Jul 2013
Age: 26
Gender: Male
Have a pokemon with moxie defeat a pokemon with mummy in one (physical) blow. That should do for testing.
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  #9    
Old September 3rd, 2013, 04:45 PM
Giu's Avatar
Giu
 
Join Date: Jan 2010
Gender: Male
Nature: Modest
Hi there. Did you guys get moxie working fine?
I tried to make it work using woobowiz idea, but I still get no effects, it seems like I'm missing something. What should be done in order to add it properly?
Thank you all.
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  #10    
Old September 5th, 2013, 11:41 AM
AmethystRain's Avatar
AmethystRain
Crystaline
 
Join Date: Apr 2012
Gender: Female
Yeah, Woobowiz did actually!
Here, I'll put up the script she gave me for future users
Quote:
So Moxie's code is applied directly after Mummy's code in the PokeBattle_Battle script. The code for Moxie should start at line 1966.
Code:
if isConst?(user.ability,PBAbilities,:MOXIE) && user.hp>0 && target.hp<=0

        if !user.pbTooHigh?(PBStats::ATTACK)

          user.pbIncreaseStatBasic(PBStats::ATTACK,1)

          pbCommonAnimation("StatUp",user,nil)

          pbDisplay(_INTL("{1}'s Moxie raised its Attack!",user.pbThis))

        end

end
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  #11    
Old September 5th, 2013, 12:49 PM
Giu's Avatar
Giu
 
Join Date: Jan 2010
Gender: Male
Nature: Modest
Quote:
Originally Posted by AmethystRain View Post
Yeah, Woobowiz did actually!
Here, I'll put up the script she gave me for future users
Thank you so much! Now I've noticed that the original script had only a little difference from this one that prevented it from working. Now it is working perfectly fine.
Thank you and Woobowiz. :D
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