- 10
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- Seen Jun 13, 2022
I'm a bit new to RPG Maker Xp and Pokemon essentials, but I've been wanting to know if there's a way for the game to detect if you use a certain move to defeat a pokemon in a battle.
For context, my idea is that I want to make a game that lets you "Kill" pokemon. But I don't just want to make it so when it faints, it 'dies.' I still want the player to be able to choose to either faint the pokemon or kill it. So I thought by making it a specific move, (along with a special type) it'll set a variable that sends the player down a different path. Making it a move seems the easiest way to do it, because I'm going to make it so you can only learn these moves from the evil team.
Context done, is there anywhere in the script that tracks what killed a pokemon in a specific battle? I know it tracks if it's been caught or fainted (obviously) so is having it 'killed' an option? If there isn't, is there an easy way to make a script to do it? Or maybe a workaround that achieves a similar affect? (With the player being able to choose to go down 'Evil' route during a battle)
For context, my idea is that I want to make a game that lets you "Kill" pokemon. But I don't just want to make it so when it faints, it 'dies.' I still want the player to be able to choose to either faint the pokemon or kill it. So I thought by making it a specific move, (along with a special type) it'll set a variable that sends the player down a different path. Making it a move seems the easiest way to do it, because I'm going to make it so you can only learn these moves from the evil team.
Context done, is there anywhere in the script that tracks what killed a pokemon in a specific battle? I know it tracks if it's been caught or fainted (obviously) so is having it 'killed' an option? If there isn't, is there an easy way to make a script to do it? Or maybe a workaround that achieves a similar affect? (With the player being able to choose to go down 'Evil' route during a battle)