It looks to me like you want everything this pack has except
- Sky/Inverse battles. As long as you don't make an NPC that wants to Sky/Inverse battle, it shouldn't be a problem. I know Inverse Battles are run by these lines of code:
Code:
def PBTypes.getEffectiveness(attackType,opponentType,inverse=false)
ret=PBTypes.loadTypeData()[2][attackType*(PBTypes.maxValue+1)+opponentType]
[COLOR="Red"]if inverse
if ret==0 || ret==1
ret=4
elsif ret==4
ret=1
end
end[/COLOR]
return ret
end
in PBTypes_Extra. Sadly, I don't know they made Sky Battles work.
- Animated Sprites Just copy the sprites from generic Essentials and you should be good, the sprites will no longer be animated.
- Gen VI Battle Mechanics This one's tricky, but doable. In PokeBattle_BattlerEffects, you need to make the following changes:
Remove lines 190-193 (In the function pbCanPoison?), which read
Code:
if (pbHasType?(:POISON) || pbHasType?(:STEEL)) && !hasWorkingItem(:RINGTARGET)
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
This allows Poison and Steel types to be poisoned again.
Remove lines 220-228 (in pbCanPoisonSynchronize?), which will now be 216-224.
Code:
if (pbHasType?(:POISON) || pbHasType?(:STEEL)) && !hasWorkingItem(:RINGTARGET)
if EFFECTMESSAGES
@battle.pbDisplay(_INTL("It doesn't affect {1}..",pbThis(true)))
else
@battle.pbDisplay(_INTL("{1}'s {2} had no effect on {3}!",
opponent.pbThis,PBAbilities.getName(opponent.ability),pbThis(true)))
end
return false
end
This allows Poison and Steel types to be poisoned by Synchronize.
Remove line 249 (in pbCanPoisonSpikes?), now line 236
Code:
return false if pbHasType?(:POISON) || pbHasType?(:STEEL)
this allows Poison and Steel types to be hit by Toxic Spikes. I think Poison types will still absorb them and therefore be immune that way, I'm not sure.
Remove lines 310-313 (in pbCanBurn?), now lines 296-299
Code:
if pbHasType?(:FIRE) && !hasWorkingItem(:RINGTARGET)
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
Fire types can now be burned
Remove lines 349-352 (in pbCanBurnFromFireMove?), now lines 331-334
Code:
if pbHasType?(:FIRE) && !hasWorkingItem(:RINGTARGET)
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true))) if showMessages
return false
end
Fire types can now be burned as a side effect of a Fire type move.
Remove lines 422-430 (I've lost track of my mental math of where these lines would be after all the above deletions, it's in pbCanBurnSynchronize?)
Code:
if pbHasType?(:FIRE) && !hasWorkingItem(:RINGTARGET)
if EFFECTMESSAGES
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true)))
else
@battle.pbDisplay(_INTL("{1}'s {2} had no effect on {3}!",
opponent.pbThis,PBAbilities.getName(opponent.ability),pbThis(true)))
end
return false
end
Fire types can now be burned from Synchronize
From here on out the numbers I would give would be wrong because I've added functions to allow for new entry hazards.
In pbCanParalyze?, remove the lines
Code:
if pbHasType?(:ELECTRIC) && !self.hasWorkingItem(:RINGTARGET)
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis)) if showMessages
return false
end
This will allow Electric types to be paralyzed.
In pbCanParalyzeSynchronize?, remove these lines
Code:
if pbHasType?(:ELECTRIC) && !self.hasWorkingItem(:RINGTARGET)
if EFFECTMESSAGES
@battle.pbDisplay(_INTL("It doesn't affect {1}...",pbThis(true)))
else
@battle.pbDisplay(_INTL("{1}'s {2} had no effect on {3}!",
opponent.pbThis,PBAbilities.getName(opponent.ability),pbThis(true)))
end
return false
end
This will allow Electric types to be paralyzed through Synchronize.
In PokeBattle_Move, lines 220-225 read as follows:
Code:
def effectsGrass?
powdermoves=[getID(PBMoves,:RAGEPOWDER),getID(PBMoves,:COTTONSPORE),
getID(PBMoves,:SLEEPPOWDER),getID(PBMoves,:SPORE),getID(PBMoves,:STUNSPORE),
getID(PBMoves,:POISONPOWDER),getID(PBMoves,:POWDER)] #the id#s of moves considered to be powder moves
return !(powdermoves.include?(@id))
end
Change it to
Code:
def effectsGrass?
return true
end
and Grass types can be hit by Powder moves again.
I think that's all the Gen VI battle mechanics.