Field effects?

Started by SuperJanBro May 27th, 2014 3:08 PM
  • 4319 views
  • 8 replies

SuperJanBro

Renegade

Male
New York
Seen December 2nd, 2015
Posted September 3rd, 2015
63 posts
6.5 Years
Hello! Um, I'm still sorta new here so sorry if I sound noobish, but I was wondering if any of you had an idea on how to implement field effects? Sorta like how rain works inside of battle, except have it extend to the whole area. For example:

Say I had a flower field area, and I wanted to have a special field effect for this place. (Boosting grass type moves as you will, and having wind attacks boosted in accuracy)

How could I do this in-game? I know it's possible, because I've seen a few fan-games do it.

(Now that I think about it, sorta like Grassy, and Misty terrain, but have it work automatically, and not done through moves.)

Thanks!

SuperJanBro

Renegade

Male
New York
Seen December 2nd, 2015
Posted September 3rd, 2015
63 posts
6.5 Years
What I'm talking about is an entire map. See I may have explained it sort of weird, but I'll try to explain it again. Say you go into this swamp that's full of poison water etc. I want to have it so that in that SPECIFIC map, to have poison types boosted. Basically have certain things different depending on the conditions of the particular biome.

Like I said before, if you have ever played X/Y they have new moves called Grassy/Misty Terrain. Basically changes the field and in turn, changes certain things.

I want to have that, except have it active all the time on a specific map. I'm sorry if this is still confusing. I'll try to find an example somewhere!

☆Rei☆

Age 23
Female
Nearby my feet.
Seen January 24th, 2020
Posted November 21st, 2018
1,748 posts
11.3 Years
Okay, so basically what you do is add the little script below, after you edit the part where it says "InsertMapIDHere" to your map ID.

# the line below should be all the maps where poison type should be boosted.
maps = [InsertMapIDHere, InsertAnotherMapIDHereIfYouWant]
if isConst?(type,PBTypes,:POISON)
  if maps.include?($game_map.map_id)
        damage = (damage * 1.5).floor
  end
end
place this in PokeBattle_Move after IRONFIST

This should multiply all poison type moves to 1.5x as normal if it's on a given map.

SuperJanBro

Renegade

Male
New York
Seen December 2nd, 2015
Posted September 3rd, 2015
63 posts
6.5 Years
Oh, so in that case Mej71 was correct. Sorry about that! One more question I promise. So in addition to that, if I wanted to weaken a type's move would it be like
maps = [InsertMapIDHere, InsertAnotherMapIDHereIfYouWant]
if isConst?(type,PBTypes,:FAIRY)
if maps.include?($game_map.map_id)
damage = (damage * .5).floor
end
end
?
~Creator of Pokemon Rejuvenation ~
and owner of the YouTube Channel Superjanbro

Lusus

Age 21
Non-binary
Ljubljana
Seen April 18th, 2018
Posted February 17th, 2018
1,409 posts
7.9 Years
Oh, so in that case Mej71 was correct. Sorry about that! One more question I promise. So in addition to that, if I wanted to weaken a type's move would it be like
maps = [InsertMapIDHere, InsertAnotherMapIDHereIfYouWant]
if isConst?(type,PBTypes,:FAIRY)
if maps.include?($game_map.map_id)
damage = (damage * .5).floor
end
end
?
i think that should work. if it doesn't just change .5 to 0.5