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Old November 18th, 2016 (1:29 PM).
MightyBirdy MightyBirdy is offline
 
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Is there a way to create an 'ignore x type immunity' effect for moves?

An example would be in Gen 6, Thousand Arrows can hit Flying types despite being a Ground move - I assume it has a flag or effect that could possibly be rewritten to apply to other types that have immunities, unless it's just a flag that just flat out means 'ignore immunity'. You'd probably need to set it manually for each move you'd want to ignore immunities, but I'd be interested in having it work to change Special Dragon moves to hit Fairy, Special Normal/Fighting moves to hit Ghost, Physical Psychic moves to hit Dark, and/or Physical Electric moves to hit Ground.

If anything, it might be easier creating a Dragon-version of Mind's Eye that allows hitting Fairy/a Electric-version that allows hitting Ground. (Which again is probably just creating a new effect using Mind's Eye as a template.)

I know we are definitely nowhere near the level of being able to edit a Gen 5/6 game to the point that we can Gen 3.
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Old November 20th, 2016 (10:21 PM).
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Buffel Saft Buffel Saft is offline
 
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Generally moves with more complex effects like that (Scald's defrosting effect, Psyshock, etc.) are handled by the battle engine itself. The game has specific routines it calls when one of those moves is used, which means that the effect is tied to the move ID number rather than the move effect number. Unfortunately, this means creating more moves with an effect like Thousand Arrows outside of the first three gens is very difficult; you'd have to do it by editing the battle engine rather than just the move.

There's definitely a way to do it, but the method depends on which game you want to modify.

EDIT: to clarify, here's an example: giving another ground move Thousand Arrows' effect ID won't allow it to hit flying types (or at least it didn't work when I tried it with Bonemerang).
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Old November 27th, 2016 (7:43 PM).
MightyBirdy MightyBirdy is offline
 
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Damn, that's exactly what I wanted to change too - projectile Ground moves not hitting Flying types, or that non-Fighting Punches hit Ghosts at all.

I'm assuming the battle engine for Gen VI is split between the code.bin and DllBattle.cro, if not entirely contained in the latter.
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