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[Custom Feature Question] Does anyone know how to make the move 'the world'.

  • 15
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    4
    Years
    • Seen Nov 1, 2020
    Hello I'm wondering if anyone can teach me how to make the move the world, inspired by JoJo bizzare adventures and pokemon empyrean. This moves stops time and allows the users pokemon to have an extra attack having 2 turns to attack. If anyone is willing to help with this, that help will be very much appreciated. However if you don't want to spend your time doing this that's alright too.
    PS - I have very little coding knowledge and new to making pokemon games and just started learning on how to code, watching YouTube videos and all but still a noob at stuff like this.
     
    So its just a more complex way if saying that the opposing Pokemon Flinches. Check out the code for Fake Out, that will lead you in the right direction.
     
    Also remember to make it so the turn counter isn't increased so that temporary effects don't wear off or activate (like Reflect and poison damage) for effects on the field and on Pokemon (the strategy I provide will not have individual effects, like Ingrain, Poison damage, etc., activate on the Pokemon using the move but you could change this with a bit of extra work). Also remember to make it so that everyone except the user cannot view the menu while the Pokemon using the move is taking its extra turns. Like Golisopod said, the not moving part for the rest of the Pokemon is sort of similar to flinching.

    I'll direct you to certain sections of the scripts that may be helpful with this move and provide a strategy that could work with implementing it:
    • "# These effects apply to a battler" in PBEffects (you'll probably need to create a new effect for this move that applies to the Pokemon using the move)
    • "def pbInitEffects(batonpass)" in Pokebattle_Battler (set the effect to 0 by default)
    • "def pbCanShowCommands?(idxPokemon)" in Pokebattle_Battle (should return false if another Pokemon has the effect defined above > 0 and thispkmn doesn't have the effect > 0)
    • "PBDebug.logonerr{
      pbEndOfRoundPhase
      }" in Pokebattle_Battle (make it so this only happens if no Pokemon in play has the effect defined above > 0)
    • "@turncount+=1" in Pokebattle_Battle (make it so this only happens if no Pokemon in play has the effect defined above > 0)
    • "def pbTryUseMove(choice,thismove,turneffects)" in Pokebattle_Battler (should return false if another Pokemon has the effect defined above > 0 and this Pokemon doesn't have the effect > 0; make sure this is put at the beginning so that no message can be played from another effect activating first)
    • "def pbProcessMoveAgainstTarget(thismove,user,target,numhits,turneffects,nocheck=false,alltargets=nil,showanimation=true)" in Pokebattle_Battler (maybe here you could decrease the the number of the effect defined by 1 as long as the value is greater than 0; don't put this in "def pbEndOfRoundPhase" like most other effect counters because this will not activate under this effect)
    • Pokebattle_MoveEffects (Here you'll need to define a new function code that will set the value of the defined effect to 3, which includes the current turn so that there will be 2 actions starting on the next turn after the counter is decreased on the current turn)
    This is purely theoretical, and I didn't test any of this, but hopefully it will be helpful.
     
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