• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Conquest protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Scripting Question] How do you give a route Rain, Electric Terrain, and permanent Tailwind against the player?

  • 428
    Posts
    5
    Years
    How do you give a route permanent Rain, permanent Electric Terrain, and permanent Tailwind against the player?

    If the player tries anything to change the weather in this area it should fail. It's for important lore and gameplay difficulty reasons.
     
    Hi @SuperSpyroDragon64
    When trying to do a task like this, the trick is to think in smaller stages.

    The rough steps would be as follows:
    NOTE: I'm presuming that there are no changes to the overworld
    0) Write a method checking to see if the player is on the map
    1) Have it such that it is rain upon entry in the battle. This is made easier thanks to things like overworld weather.
    2) Have it such that it is electric terrain upon entry in the battle
    3) Have it such that it is an opposing Tailwind all the time. This one is more difficult
    4) Have it such that rain never ends.
    5) Have it such that electric terrain never ends
    6) Have it such that Tailwind never ends, if it is the opponent's
    7) Stop the player from changing the weather
    8) Stop the player from changing the terrain
    9) Stop the player from changing the tailwind
    At the moment, only Defog can stop Tailwind, so let's have Defog fail on this map

    This should cover Step 0)
    Spoiler:

    This should override any other settings in place
    This covers Steps 1) and 2), and actually also covers steps 4) and 5) due to how defaultWeather already works
    On Overworld_BattleStarting, before line:
    Code:
        # Environment
    Put:
    Spoiler:

    This covers part of step 3)
    On Battle_StartAndEnd, before line:
    Code:
        # Abilities upon entering battle
    Put:
    Code:
      pbStartOpponentsTailwind

    On the following:
    - The first method covers the second half of step 3)
    - The second method covers step 6)
    - The third method covers the first half of step 7)
    - The fourth method covers the first half of step 8)
    Wherever you want, between all the Battle sections and Main, or in a plugin, put:
    Spoiler:

    This covers the second half of step 7)
    Put this in the same place that I told you to put the previous block in:
    Spoiler:

    This covers the second half of step 8)
    Put this in the same place that I told you to put the previous two blocks in:
    Spoiler:

    This should cover the step 9)
    As far as I know, the only way to stop a Tailwind is to use Defog, so let's have Defog fail in this situation
    Spoiler:
     
    Last edited:
    Hi, I am trying to do the exact same thing, but keeping it simple with just adding the terrains as a starting battle condition for certain maps (just like weather)

    I am just struggling to find where to put the script for step 0. Where would this be saved?

    Also, I would love steps to do this with other conditions like trick room, spikes, stealth rocks etc.

    Cheers!
     
    Hi, I am trying to do the exact same thing, but keeping it simple with just adding the terrains as a starting battle condition for certain maps (just like weather)

    I am just struggling to find where to put the script for step 0. Where would this be saved?

    Also, I would love steps to do this with other conditions like trick room, spikes, stealth rocks etc.

    Cheers!
    Ok, so firstly I noticed I made an error on my covering of Step 0. I've edited and corrected it
    And the answer is: Anywhere you want that is not inside of a class or module. Just make sure you remember where it is!

    With the other conditions, you follow the same sort of principles, really
    TR is a field effect and Spikes and SR are side affects. The two groups would work slightly differently to each other but similar

    I'd really like you to try it yourself a bit before I provide full steps, but if you're really struggling, or fail some bits, then let us know

    Hope this helps!
    Swdfm
     
    Back
    Top