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Custom Attacks

152
Posts
11
Years
    • Seen May 11, 2015
    In the game I am working on, I'm adding new attacks (And Pokemon, but I know how to do that.)

    How do I make new function codes to suit their effects? For example, there is a move that is essentially the Special version of Dragon Dance, raising Sp. Attack instead of Attack.

    Although, the trickiest one would be one that diminishes in power the less PP it has.
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    Pick an unused function code (133 or higher) and give it to your new move in moves.txt.

    Then go into the script section PokeBattle_MoveEffects and find an effect similar to the one you want your new move to have. Copy that effect's class and give the copy your new function code's number. Then fiddle with the effect.

    The "trickiest" one you mentioned is almost identical to Trump Card, except the power increases with more PP rather than decreases. Not difficult at all, actually.
     
    152
    Posts
    11
    Years
    • Seen May 11, 2015
    How would I get a move like Miracle Eye/Foresight to work, except that it lets Poison-type moves hit Steel Types?

    I can't figure out how Miracle Eye's script works, so I don't know what to edit.

    Also I'm having problems with another move that raises both the user's and the opponent's attack by 1. Originally, I had accidentally assigned its number as 133, which is the move above (Acidify, lets Poison hit Steel). So when I used Acidify, it would have this effect instead. I fixed this and gave this move 134. However, when I use it now, nothing happens.

    This is the script for the move:

    Code:
    class PokeBattle_Move_134 < PokeBattle_Move
      def pbEffect(attacker,opponent)
        ret=-1
        if opponent.effects[PBEffects::Substitute]>0
          @battle.pbDisplay(_INTL("{1}'s attack missed!",attacker.pbThis))
          return -1
        end
        @battle.pbAnimation(@id,attacker,opponent)
        if !attacker.pbTooHigh?(PBStats::ATTACK)
          attacker.pbIncreaseStatBasic(PBStats::ATTACK,1)
          @battle.pbCommonAnimation("StatUp",attacker,opponent)
          @battle.pbDisplay(_INTL("{1}'s Attack rose!",attacker.pbThis))
          ret=0
        end
        if !opponent.pbTooHigh?(PBStats::ATTACK)
          opponent.pbIncreaseStatBasic(PBStats::ATTACK,1)
          @battle.pbCommonAnimation("StatUp",attacker,opponent)
          @battle.pbDisplay(_INTL("{1}'s Attack rose!",opponent.pbThis))
          ret=0
        end
        return ret
      end
    end
    And this is the line in the PB file:
    Code:
    561,ATARMS,At Arms,134,0,FIGHTING,Status,0,25,0,20,0,be,Cool,"The user honorably powers up itself and the foe to fight."
     
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