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Effect fixes and new ones for other fan games

  • 53
    Posts
    5
    Years
    • Seen Feb 6, 2025
    I fixed Brick Break's secondary effect here:

    In PokeBattle_Move go to # Freeze-Dry and paste under its script this

    Spoiler:
     
    Just for the heck of it, why not?

    My game has a new move called Swag, before you guys say that term's not cool anymore.. Allow me to explain myself as to why I chose that move name:

    Swag used to have an item-based meaning like Treasure, Dirty Money (which was gonna be the move's name originally), Loot, etc. With that in mind; Here is Swag's secondary effect you can use for all stealing moves in your game:

    Spoiler:

    This is not a move you'd want used on you unless your pokemon's holding an item that doesn't matter to you.
     
    By effect fixes do you mean fixes to existing problems in essentials? Not sure why Brick Break's type modifier changes then. Anyway, I think this could be a good place to post a fix to a lot of moves like Skill Swap, Role Play, etc. and abilities like Trace that don't have the correct list of abilities that cause them not to work (even within only up to gen 5). Same thing with moves like Assist, Copycat, etc. Here it is updated to gen 8 because a lot of people forget to include this when making gen 7/8 ability scripts (Just find the list with the corresponding move/ability and replace it with the updated one below):

    Power of Alchemy:
    Spoiler:
    Receiver:
    Spoiler:
    Trace:
    Spoiler:
    Mummy:
    Spoiler:
    Wandering Spirit (Had to assume based on Mummy for abilities not in SwSh):
    Spoiler:
    Simple Beam:
    Spoiler:
    Worry Seed:
    Spoiler:
    Role Play:
    Spoiler:
    Entrainment:
    Spoiler:
    Skill Swap:
    Spoiler:
    Gastro Acid:
    Spoiler:
    Core Enforcer:
    Spoiler:

    FOR THIS SECTION BELOW, YOU MUST CHANGE THE FUNCTION CODE TO MATCH THE MOVE AFTER THE "#" AS DEFINED IN moves.txt

    Mimic:
    Spoiler:
    Sketch:
    Spoiler:
    Copycat:
    Spoiler:
    Me First:
    Spoiler:
    Sleep Talk:
    Spoiler:

    Assist:
    Spoiler:
    Metronome:
    Spoiler:
    Encore:
    Spoiler:
     
    Last edited:
    In gen 3, I remember Brick Break being super effective to psychic despite being fighting because of it's ability to shatter barriers. I might be wrong, but any fixes to moves you feel should've been part of the move's or ability's effect that wasn't there; I'd like to see everyone's ideas. ^^
     
    Anyone who sees this and is looking to spice up their fan game; I'd like to hook you up with some new mechanics you may find interesting and will redefine Passive Skills in pokemon games

    In settings, add this under the EXP for capture comment

    Spoiler:

    Then under GAINEXPFORCAPTURE

    Spoiler:
     
    To add to my new mechanics, use this to test it out; I tested it and it works in my game:

    In PokeBattle_Battler, find def isAirborne then adapt or replace with this

    Spoiler:

    Then find if target.hasWorkingItem(:AIRBALLOON) and add above it

    Spoiler:
     
    To add to my new mechanics, use this to test it out; I tested it and it works in my game:

    In PokeBattle_Battler, find def isAirborne then adapt or replace with this

    Spoiler:

    Then find if target.hasWorkingItem(:AIRBALLOON) and add above it

    Spoiler:

    Seems cool, but not sure why you have 2 different methods for this. Also you used "=" instead of "==" for checking Mega Altaria's form.

    Here are some other Pokemon that I think could also work with this attribute (I won't include past gen 5 because that's not in default essentials):
    - Abra
    - Mega Alakazam
    - Magnemite
    - Magneton
    - Magnezone
    - Porygon
    - Porygon2
    - Porygon-Z
    - Mew
    - Celebi
    - Shedinja (Wonder Guard already prevents this but this could be nice if it still worked after Gastro Acid or Mold Breaker)
    - Meditite
    - Castform
    - Shuppet
    - Glalie
    - Froslass
    - Beldum
    - Metang
    - Mega Metagross
    - Burmy
    - Wormadam
    - Probopass
    - Dusknoir
    - Darkrai
    - Cottonee
    - Yamask
    - Solosis
    - Duosion
    - Reuniclus
    - Vanillite
    - Vanillish
    - Vanilluxe
    - Escavalier
    - Klink
    - Klang
    - Klinklang
    - Elgyem
    - Beheeyem
    - Lampent
    - Chandelure
    - Volcarona
     
    To add to my new mechanics, use this to test it out; I tested it and it works in my game:

    In PokeBattle_Battler, find def isAirborne then adapt or replace with this

    Spoiler:

    Then find if target.hasWorkingItem(:AIRBALLOON) and add above it

    Spoiler:

    I already created this mechanic (with the same name, even) a year ago:
    https://www.pokecommunity.com/posts/10073129
     
    The seperate method for my mechanics being active and one without to see if the user doesn't like the mechanics.
     
    Interesting, same name throughout development years.. Seems like great minds think alike and you beat me to it.
     
    Introducing new passive skills that will shake up the battle scene;

    Inner Tide (3-stage passive skill)

    In PBEffects under applies to battler

    Spoiler:

    In PokeBattle_Battler above @effects[PBEffects::Illusion] = nil

    Spoiler:

    In same script, go down to #Forms, then above if transformed lines paste this

    Spoiler:

    In PokeBattle_Move, under Furcoat; paste this

    Spoiler:

    For stage 3's welcome bonus: go to # Freeze-Dry and paste under its script this

    Spoiler:
     
    Incindiary Skillz (2-stage passive skill) *Will update soon for dragons that can utilize this*

    In PBEffects under applies to battler

    Spoiler:

    In PokeBattle_Battler above @effects[PBEffects::Illusion] = nil

    Spoiler:

    In same script, go down to #Forms, then above if transformed lines paste this

    Spoiler:

    Then find FLAMEBODY and paste this under it

    Spoiler:

    For stage 2's welcome bonus: go to # Freeze-Dry and paste under its script this

    Spoiler:
     
    Last edited:
    Elemental Grasp (3-stage passive skill)(will be updated for fire types that can utilize this)

    In PBEffects under applies to battler

    Spoiler:

    In PokeBattle_Battler above @effects[PBEffects::Illusion] = nil

    Spoiler:

    In same script, go down to #Forms, then above if transformed lines paste this

    Spoiler:

    In PokeBattle_Move, under Furcoat; paste this

    Spoiler:

    For stage 3's welcome bonus: go to QUEENLYMAJESTY in PokeBttle_Move and paste under its script this

    Spoiler:
     
    Spoiler:

    F all Ground types. :)
     
    Spoiler:


    F all Ground types. :)

    Yeah I don't think I'm going to add this to my game especially since I'm using Reborn/Rejuv Field Effects and those don't give Ground-types much love at all (some fields just make Ground moves fail and Ground is one of the only types that doesn't get a flat boost from any field), but I think it's a feature that could be explored.
     
    I'm making a passive skill for ground types that allows them to ignore immunity when they reach level 75 but won't be very effective but can effect all fliers in addition and varies depnding on type match up.
     
    Ah, what the heck.. Might as well add new moves here as well :/

    Uproot:

    Spoiler:

    Then adapt Move Effect 0EC with missing part in comparison:

    Spoiler:

    Then go to PokeBattle_Move the add below Freeze-dry for effectiveness change:

    Spoiler:

    And that's it, I've tested it and it worked.. Maybe different for V19.1 when I get there. Have fun.
     
    Last edited:
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