• 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!
  • 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] New catch system

  • 107
    Posts
    4
    Years
    • Seen Apr 27, 2023
    I have a new idea for a catch system for those who have a reduced Rareness value and have time-sensitive encounters.
    It would consist of the following idea:
    When battling a Pokémon, we would have a TURNS limit to use Poké Balls, or battle the Pokémon until it automatically runs away from the battle.
    In case of ability that trap the Pokémon, this number of turns would be increased!

    The purpose of this script would be basically not to make tiring catch on rare Pokemons and forcing the player to prepare for the next encounter with efficient Pokeballs.

    But I don't know enough about ruby for this, could anyone give it a hand this time? Credits are appreciated to those who create this, thanks!
     
    This is essentially something that's already been accomplished by the ZUD Plugin's Max Raid battles. You start the battle with a timer, and each turn reduces the timer by 1. Once the timer reaches zero, you're kicked out of the raid and the Pokemon flees.

    So if you're interested in adapting this for normal battles, I'd start there and just strip it of all the Dynamax mechanics.
     
    Back
    Top