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Some Gen 7 moves

rigbycwts

Hmm, hmm.
98
Posts
11
Years
    • Seen Feb 22, 2019
    Note: To avoid breaking codes, set the thread to Printable Version. This requires Essentials 16.2.

    Shore Up:
    Spoiler:

    First Impression:
    Spoiler:

    Baneful Bunker:
    Spoiler:

    Sparkling Aria:
    Spoiler:

    Psychic Terrain: https://www.pokecommunity.com/showpost.php?p=9519058&postcount=5
     
    Last edited:

    rigbycwts

    Hmm, hmm.
    98
    Posts
    11
    Years
    • Seen Feb 22, 2019
    Psychic Terrain. Add the following precisely in order:
    Spoiler:
     
    15
    Posts
    7
    Years
    • Seen Apr 21, 2023
    I made Aurora Veil like this, but I'm not sure it works perfectly (I tested it and it looks OK):
    Code:
    ################################################################################
    # For 5 rounds, lowers power of physical and special attacks against the user's side. (Aurora Veil)
    ################################################################################
    class PokeBattle_Move_160 < PokeBattle_Move
      def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
        if @battle.pbWeather==PBWeather::HAIL
          pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
          attacker.pbOwnSide.effects[PBEffects::LightScreen]=5
          attacker.pbOwnSide.effects[PBEffects::Reflect]=5
          if [email protected]?(attacker.index)
            @battle.pbDisplay(_INTL("Aurora Veil raised your team's defenses!"))
          else
            @battle.pbDisplay(_INTL("Aurora Veil raised the opposing team's defenses!"))
          end
        else
          @battle.pbDisplay("But it failed!")
          return -1
        end
        return 0
      end
    end
     
    824
    Posts
    8
    Years
  • I made Aurora Veil like this, but I'm not sure it works perfectly (I tested it and it looks OK):
    Code:
    ################################################################################
    # For 5 rounds, lowers power of physical and special attacks against the user's side. (Aurora Veil)
    ################################################################################
    class PokeBattle_Move_160 < PokeBattle_Move
      def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
        if @battle.pbWeather==PBWeather::HAIL
          pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
          attacker.pbOwnSide.effects[PBEffects::LightScreen]=5
          attacker.pbOwnSide.effects[PBEffects::Reflect]=5
          if [email protected]?(attacker.index)
            @battle.pbDisplay(_INTL("Aurora Veil raised your team's defenses!"))
          else
            @battle.pbDisplay(_INTL("Aurora Veil raised the opposing team's defenses!"))
          end
        else
          @battle.pbDisplay("But it failed!")
          return -1
        end
        return 0
      end
    end

    As far as I remember, Aurora Veil stacks with Light Screen and Reflect, it's not a combination of the two. Get confirmation of this first, though
     
    14
    Posts
    7
    Years
    • Seen yesterday
    Hey! I tried implementing Stomping Tantrum, but I'm not sure if it works like I intended it to. Here's what I got so far:
    Code:
    class PokeBattle_Move_178 < PokeBattle_Move
      @calcbasedmg=1
      def pbBaseDamage(basedmg,attacker,opponent)
        return @calcbasedmg 
      end
      
      def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=false)
        if opponent.lastHPLost==0 && (attacker.lastMoveUsed.pbIsPhysical?(movetype) ||
          attacker.lastMoveUsed.pbIsSpecial?(movetype))
          @calcbasedmg=150
        else
          @calcbasedmg=75
        end
        return super(attacker,opponent,hitnum,alltargets,showanimation)
      end
    end

    I programmed the code this way because I'm not sure how the game defines whether a move failed or not; sometimes it seems to use pbMoveFailed, and other times it seems to use pbEffects. Am I missing something?
     
    971
    Posts
    7
    Years
    • Age 21
    • Seen Nov 28, 2022
    Hey! I tried implementing Stomping Tantrum, but I'm not sure if it works like I intended it to. Here's what I got so far:
    Code:
    class PokeBattle_Move_178 < PokeBattle_Move
      @calcbasedmg=1
      def pbBaseDamage(basedmg,attacker,opponent)
        return @calcbasedmg 
      end
      
      def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=false)
        if opponent.lastHPLost==0 && (attacker.lastMoveUsed.pbIsPhysical?(movetype) ||
          attacker.lastMoveUsed.pbIsSpecial?(movetype))
          @calcbasedmg=150
        else
          @calcbasedmg=75
        end
        return super(attacker,opponent,hitnum,alltargets,showanimation)
      end
    end

    I programmed the code this way because I'm not sure how the game defines whether a move failed or not; sometimes it seems to use pbMoveFailed, and other times it seems to use pbEffects. Am I missing something?

    I haven't tested it, this is what I think would happen when I look at the code.
    A few things I noticed are that the base power would also double when last physical or special move missed (I'm not sure if this is how it's supposed to work). It wouldn't give a message when a status move failed, which is actually way more common. Then there is indeed what you said about "But it failed!". PBEffect perhaps? I wouldn't really know either.
     
    3
    Posts
    7
    Years
  • I've inserted Baneful Bunker as you did, and when I tested it in battle, the Pokémon protects itself for ever, even if i use a different move.
     
    8
    Posts
    8
    Years
    • Seen Oct 9, 2019
    I've inserted Baneful Bunker as you did, and when I tested it in battle, the Pok?mon protects itself for ever, even if i use a different move.

    This line needs added into PokeBattle_Battle in the "End of Round" section. It's the same place where you'll find a similar line for Protect.
    Spoiler:
     
    Last edited:
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