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Making a move like Flame Charge/Power-Up Punch

  • 53
    Posts
    9
    Years
    I'm trying to make an attack like Flame Charge/Power Up Punch that raises the user's Defense.
    Here's the code:
    865,BUNKERCRASH,Bunker Crash,01D,60,STEEL,Physical,95,10,0,00,0,abe,"The user slams its tough body onto the target to raise its Defense stat."

    But when I use it in game, it just deals damage and doesn't raise the stat. What am I doing wrong?
     
    Try using this:
    Code:
    865,BUNKERCRASH,Bunker Crash,01D,0,STEEL,Status,0,30,0,10,0,d,"The user slams its tough body onto the target to raise its Defense stat."

    EDIT:
    I didn't realize you wanted it to do damage aswell. Use this for damage + defense:
    Code:
    865,BUNKERCRASH,Bunker Crash,01D,60,STEEL,Physical,95,10,100,00,0,abe,"The user slams its tough body onto the target to raise its Defense stat."
    It has the same accuracy, PP, and power as flame wheel.
     
    Last edited:
    From what I can tell, Train, all you did was change the accuracy (to an always-hit move) and the PP (from 10 to 30). I see you changed the flags (abe to d), but I don't know if that's important.
     
    Train's second version will work, yeah. To explain to BlowDryGuy, just remember to make sure you're also editing the effect chance when creating moves like this. Some moves that both deal damage and always have an effect (like flame charge and power-up punch, or like zap cannon to give a status example) have a 100% chance to proc the effect as opposed to "just happening automatically". It looks the same to the player, but it is technically handled differently. If you're not sure which you need in the future, be sure to check similar moves like flame charge to see what they're doing (flame charge has a 100% proc), and to check the MoveEffects script for that function code to see if there's a "pbAdditionalEffect" method listed under pbEffect. If it has pbAdditionalEffect, you generally need to add an effect chance to make sure the effect can happen.
     
    Last edited:
    From what I can tell, Train, all you did was change the accuracy (to an always-hit move) and the PP (from 10 to 30). I see you changed the flags (abe to d), but I don't know if that's important.

    The second version is the one that I intended to work. You most likely typed this reply while I was working on the edited version, as I can see from the time stamps.
     
    To explain to BlowDryGuy, just remember to make sure you're also editing the effect chance when creating moves like this. Some moves that both deal damage and always have an effect (like flame charge and power-up punch, or like zap cannon to give a status example) have a 100% chance to proc the effect as opposed to "just happening automatically".

    Ah so THAT was the problem. Thanks a lot, and thanks too Train.
     
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