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Please help me fix these move effects
So I've been making a few move effects, these are the ones that don't work as intended:
This next move is supposed to do normal damage unless used 3 times in a row then it paralyzes on the 3rd hit. Problem is no paralysis. Spoiler:
That's the main one, but I'd also like to know how to solve the following small changes: Removing the 'can't be forced out' effect from ingrain. Making Yawn freeze instead of put to sleep. Remove the 'being trapped' from the wrap/firespin/clamp effect. Is there a way to checkweather? I'd like to use that too. Then there are some new effects like A move which does more damage the longer the battle lasts. Is there a number in RAM where the number of turns passed is stored then you could damagemultiplier that number or something? A move which has the effect of revive, I've tried callasming the revive battle script but the screen just flashes black forever. Any help would be greatly appreciated, Thank You |
I really need these fixed. Bump.
Anyone? I still haven't fixed this... |
Hey, this might seem really stupid of me, but have you tried using the A-Tack application? lets you change the effects, power, accuracy e.c.t. of an attack. You probably know this already though :P Just a thought...
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Sorry C Me, I can't help you with this either as I have little experience with battle scripts, only made 1 custom move. |
Last bump, would really appreciate any help.
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Also, Solarbeam and Thunder check weather to determine charge time/power and accuracy, respectively. The exact address will likely vary depending on the game you are modifying, but if you check those moves, your will probably find your answer. |
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It has a lot of unique effects and really it's a check for hail I'm wanting. The seteffectbyweather is used for castforms weatherball and it has no parameters so you can't know what it does unless you look at the routine for it. Quote:
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I might just be using the setbyte command wrong, basically I need an area of memory where I can add a byte after a move and then it resets to 0 after battle. I'm not using a lot of unique move effects so I have a lot of free memory I could use (stockpile is the one I've been thinking of). For the weather one, we know that the weather is stored in 0x20243CC so I think I could use jumpifbyte but I don't know what byte hail is. |
Sorry I meant to say I have no knowledge on this.
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