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- Seen Jan 19, 2010
Generation III doesn't work that way. That was something invented in generation IV. for all the generations before IV, attacks are physical or special depending on their type, and nothing else. Thus, *all* grass type attacks are special attacks, and *all* rock type attacks are physical attacks.
I could make a program that let's you switch which types are special and physical the hard way, but I think there's a short way of doing it also, which I would like to find. If I can't find the short way, I'll make a program that does it the long way.
Also, a few other things: I found an error when trying to open a file when a file's already open, so I'll work on that. If you get it, just close the program and run it again to open the file you want, and it should prolly work then.
And lastly, for some reason I neglected to say this in the readme, but some of the choices for "effects" have an asterisk by them. This means that they're not used in the game, but the description given fits the pattern for what should *theoretically* be there. Thus, I don't know if such effects actually do something, or do nothing; I was too lazy to test it, but I'll test it soon when I start my next round of fixing programs.
I'm fairly certain the attacks flagged as "contact" (those that trigger the rough skin ability) were the ones changed to physical attacks in D/P. Wouldn't changing how the game engine treats "contact" attacks be the only necessary change?