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All gen 7 abilities

Good to look that ' !doesIgnoreAbilities?'. Can you share your def? Cuz i havent yet...

That is relating Necrozma's special moves' effects, which is almost done. When I finish that I'll post in another thread.

Also, could you post SHIELDSDOWN ability? I saw that you script is different to the others.

Dancer is next in my list of requests. This was my hardest challenge, by the way. So, here it is:

Add this in PokeBattle_Move, after def isBombMove?
Spoiler:
Add in PBEffects an effect that applies to a battler:
Spoiler:
Now, everything next is in PokeBattle_Battler.

Where is def pbProcessMoveAgainstTarget:
Spoiler:
below, just above # Berry Check:
Spoiler:
below, where is # Try to use move against user if there aren't any targets
Spoiler:
below, where is # Turn processing
Spoiler:
below, where is def pbEndTurn:
Spoiler:

Known discrepancies with the official standards:
-The priority among multiple moves activated by Dancer are sorted by speed (slowest to fastest), ignoring some effects (e.g.: Trick Room)
-Dancer will still activate if a dance move is snatched
-Moves activated by Dancer ignore Confusion, Encore, Taunt and Choice items and cannot be snatched or reflected by Magic Bounce or Magic Coat
-Petal Dance used through Dancer locks its attacker 2-3 turns (like its normal usage)
*-Oricorios are not stupid, i.e., doesn't attack its allies (this was made intentional by me, to make this ability more practical)

If anyone knows how to fix those above (minus the last), would be ideal, but if not, is no tragedy; as you see, those are not relevant bugs for the average hack.
 
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Hello again, mybusiness.

1- You're right about the total number of abilities, 233. I don't numbered right the last ones well.
2- Comatose now works perfectly.
3- Dancer works fine too, i've tested it.
 
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Shields Down:

In PokeBattle_Battler:
Spoiler:

I'll reference Comatose, so, those of you who don´t have it already, look higher in the thread
In PokeBattle_BattlerEffects:
Spoiler:
In PokeBattle_MoveEffects:
Spoiler:
In PField_DayCare, where is # Inheriting form:
Spoiler:
In PSystem_PokemonUtilities, in def pbAddPokemon:
Spoiler:

EDIT: FIXED PREVIOUS BUGS
 
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Stakeout:
Spoiler:


Long Reach (I suggest this one):
Spoiler:


Long Reach (alternative):
Spoiler:

Slush Rush:
Spoiler:
 
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1- Slush Rush ability is working fine.

2- Longreach works fine but when i use a poke with fluffy ability in battle, after an opponent attacks, i get this error:

[PokeCommunity.com] All gen 7 abilities


My fluffy ability before:

Code:
if opponent.hasWorkingAbility(:DRYSKIN) && isConst?(type,PBTypes,:FIRE)
        damagemult=(damagemult*1.25).round
      end
      [COLOR="red"]if opponent.hasWorkingAbility(:FLUFFY) && isConst?(type,PBTypes,:FIRE)
         damagemult=(damagemult*2).round
      end[/COLOR]

My fluffy ability after i added longreach, i replaced all the lines because there the same:

Code:
if opponent.hasWorkingAbility(:DRYSKIN) && isConst?(type,PBTypes,:FIRE)
        damagemult=(damagemult*1.25).round
      end
      [COLOR="red"]if opponent.hasWorkingAbility(:FLUFFY) && !attacker.hasWorkingAbility(:LONGREACH) && isContactMove?
        finaldamagemult=(finaldamagemult*0.5).round
      elsif opponent.hasWorkingAbility(:FLUFFY) && isConst?(type,PBTypes,:FIRE)
        finaldamagemult=(finaldamagemult*2.0).round
      end[/COLOR]

Second part of Fluffy ability:

Code:
if !attacker.hasMoldBreaker
      if opponent.hasWorkingAbility(:MARVELSCALE) &&
         opponent.status>0 && pbIsPhysical?(type)
        defmult=(defmult*1.5).round
      end      
      [COLOR="Red"]if isConst?(opponent.ability,PBAbilities,:FLUFFY) && category=0
         basedmg=(basedmg/2).floor
      end[/COLOR]

All of my codes for Fluffy ability are there.
 
Stakeout:
Spoiler:


Long Reach:
Spoiler:

Slush Rush:
Spoiler:


The Stakeout script works great. Thank you very much :smile:
 
Code:
if opponent.hasWorkingAbility(:DRYSKIN) && isConst?(type,PBTypes,:FIRE)
        damagemult=(damagemult*1.25).round
      end
      [COLOR="red"]if opponent.hasWorkingAbility(:FLUFFY) && !attacker.hasWorkingAbility(:LONGREACH) && isContactMove?
        finaldamagemult=(finaldamagemult*0.5).round
      elsif opponent.hasWorkingAbility(:FLUFFY) && isConst?(type,PBTypes,:FIRE)
        finaldamagemult=(finaldamagemult*2.0).round
      end[/COLOR]

Just guessing, but did you mean "damagemult" where you write "finaldamagemult"? Or maybe you need a "finaldamagemult=???" somewhere near the top, not sure what you'd put where I have the "???" though, I would have suggested "1.0" but that won't work very will with all the rounding you're doing.
 
Yeah, probably you have to replace "damagemult" with "finaldamagemult". Meanwhile you repair that, these are the next abilities:

Queenly Majesty and Dazzling:
In PokeBattle_Battler, just under def pbSuccessCheck":
Spoiler:
In PokeBattle_Move, under def isBombMove?, place this def:
Spoiler:

Done.
 
Just guessing, but did you mean "damagemult" where you write "finaldamagemult"? Or maybe you need a "finaldamagemult=???" somewhere near the top, not sure what you'd put where I have the "???" though, I would have suggested "1.0" but that won't work very will with all the rounding you're doing.

This part of code was not madded by me. It was madded by mybusiness. I will review that part of code to see if i can fix it. Fluffy ability worked fine but when i implement the long reach ability, it have that reported error.

EDITED: What's the difference between "damagemult" and "finaldamagemult"? I tested without the final part and they work without errors, but i want to know just in case. XD
 
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Those are distinct variables. "finaldamagemult" is like ''the final variable''. Don't overthink that.
As for the Long Reach, I have an alternative that may be better for further additions (like gen 8). If you want to try this, delete everything about Long Reach. Now:

In PokeBattle_Battler:
Spoiler:
In PokeBattle_Move:
Spoiler:
 
Do you by any chance have the Tangling Hair ability coded? I've searched everywhere and no dice, so I'm really hoping you might post it.
 
Do you by any chance have the Tangling Hair ability coded? I've searched everywhere and no dice, so I'm really hoping you might post it.

You will find here:
https://www.pokecommunity.com/showthread.php?t=387706

Spoiler:


Credits to:
Spoiler:
 
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There are several problems with that, WolfPP (it isn't contact based, does not work for multiple hits in a row, etc.). This is my code for Tangling Hair:

Before anything, set up Long Reach, as I stated it in my previous post, otherwise, it won't work. Now, in PokeBattle_Battler, in def pbProcessMoveAgainstTarget under #Illusion, put this
Code:
# Tangling Hair
      if target.hasWorkingAbility(:TANGLINGHAIR) && thismove.isContactMove?(user) &&
         !target.damagestate.substitute
        if user.pbReduceStatWithCause(PBStats::SPEED,1,user,PBAbilities.getName(target.ability))
          PBDebug.log("[Ability triggered] #{target.pbThis}'s Tangling Hair was activated")
        end
      end
 
There are several problems with that, WolfPP (it isn't contact based, does not work for multiple hits in a row, etc.). This is my code for Tangling Hair:

Before anything, set up Long Reach, as I stated it in my previous post, otherwise, it won't work. Now, in PokeBattle_Battler, in def pbProcessMoveAgainstTarget under #Illusion, put this
Code:
# Tangling Hair
      if target.hasWorkingAbility(:TANGLINGHAIR) && thismove.isContactMove?(user) &&
         !target.damagestate.substitute
        if user.pbReduceStatWithCause(PBStats::SPEED,1,user,PBAbilities.getName(target.ability))
          PBDebug.log("[Ability triggered] #{target.pbThis}'s Tangling Hair was activated")
        end
      end

Oh my gosh, thank you so much it worked like a charm! You sir or madam have officially made my day!:smile:
 
No problem. Almost finishing my list of requests:

Full Metal Body, Shadow Shield, Prism Armor and Neuroforce (all in one!):
Spoiler:
 
Do you have all the Terrain Surges and the boost with the seeds?
 
Like Electric, Misty, Grassy, and Psychic Seed. They go with All the terrain abilities that the Tapu's have.

Ah, I saw now what those items are. Probably tomorrow, you'll have all these abilities.

Edit: so here you have them. Rather than figure out what are my additions, I'll put all that is related to terrains (excepting Z-Moves). So, add only what you don't have from this enormous resource.

All Surges plus seeds, extender, moves and more:
In PBEffects, make sure you have all four effects for the respective terrains:
Spoiler:
Also, in PokeBattle_ActiveSideField:
Spoiler:
In PokeBattle_Battler:
Spoiler:

In PokeBattle_BattlerEffects:
Spoiler:

In PokeBattle_Move:
Spoiler:
In PokeBattle_MoveEffects:
Spoiler:

In PokeBattle_Battle
Spoiler:
 
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