• 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] Question 2: How do I add and edit status effects?

  • 46
    Posts
    10
    Years
    • Seen Nov 6, 2024
    Here's my second question:

    How do I add and edit status effects to my pokemon game?

    Here's the full list of status effects:

    Statuses
    Effects
    Elemental
    Note: Elemental Status effects have an associated icon. They can't be stacked.

    Entanglement (ENT) – Affected Pokemon can't execute a physical move or switch out. Lowers Speed. Lowers Attack. Temporary Status.

    Burn (BRN) – Affected Pokemon is damaged over time. Lowers attack. Lowers Defense. Temporary Status

    Drenched (DRN) – Affected Pokemon can't execute a special move. Lowers Speed. Lowers Defense. Temporary Status.

    Paralysis (PRZ) – Affected Pokemon cannot execute a move 50% of the time. Lowers Speed. Permanent unless cured by item, move, or ability.

    Frozen (FRZ) – Affected Pokemon cannot execute a move. Lowers Speed. Temporary status.

    Supernatural
    Note: Supernatural Status effects have an inbattle effect. They can be stacked.

    Blindness (Flash of Light over eyes) – Affected Pokemon's accuracy is lowered by 75%. Temporary Status

    Blur (Shade of darkness over eyes) – Affected Pokemon's evasion is lowered by 75%. Temporary Status

    Attraction (Hearts galore) – As long as caster is on the field, affected Pokemon cannot attack 50% of the time. Only works if caster is opposite gender.

    Repulsion (Irritation Emote) – As long as caster is on the field, affected Pokemon cannot attack 50% of the time. Only works if caster is same gender.

    Confusion (Flying stars and birds over head) – Affected pokemon attacks itself 33% of the time. Permanent Status.

    Curse (Skull Animation) – Affected pokemon loses 25% of its HP every turn. Permanent Status.

    Other
    Icon

    Poisoned (PSN) – Affected Pokemon loses 1/16th of its full HP every turn.

    Asleep (SLP) – Affected Pokemon cannot move. Temporary Status (Removed when Pokemon awakens)

    Animation

    Flinch – Affected Pokemon cannot attack this turn.
    Stun – Affected Pokemon may not be able to attack. Success rate changes every turn, ranging from 0% to 100%, in increments of 10%. Temporary Status (removed when pokemon successfully launches an attack).

    Party
    In-Battle (BTL) – Affect Pokemon is already in battle.
    Ready (RDY) – Affect Pokemon is battle capable.
    Not-Applicable (N/A) – Affected Pokemon cannot participate in battle.
    Fainted (FNT) – Affect Pokemon can no longer participate in battle.
     
    Have a look in the code for similar effects to the ones you want to add. It usually starts with either PBStatuses or PBEffects, but the bulk of the code could go in one of several places depending on how it works.
     
    Have a look in the code for similar effects to the ones you want to add. It usually starts with either PBStatuses or PBEffects, but the bulk of the code could go in one of several places depending on how it works.

    Hello M Griffin

    I looked at PBStatuses, but it only defines the statuses as a status, it does not really program anything into the game. Is there another location to program statuses?

    Also, I found where the activation of statuses are, in the PBBattlerEffects, but it only defines when and if the pokemon can or cannot be affected by a status
     
    The individual effects of statuses vary by status. If you care about all the things that burn does you can search all the scripts (using Ctrl+Shift+F) for PBStatuses::BURN, the same for all other statuses. If your new status is similar to an existing one then do that, and if it's more similar to an ability or item then search for the name in capitals, e.g. if you want something like Brightpowder then search :BRIGHTPOWDER.
     
    The individual effects of statuses vary by status. If you care about all the things that burn does you can search all the scripts (using Ctrl+Shift+F) for PBStatuses::BURN, the same for all other statuses. If your new status is similar to an existing one then do that, and if it's more similar to an ability or item then search for the name in capitals, e.g. if you want something like Brightpowder then search :BRIGHTPOWDER.

    What about Blindness/Blur? They are completely new and not similar to any status effect I've seen. How exactly would I program them in?

    Also, I may need to test the statuses on the fly. How would I do this?
     
    You don't think Blindness and/or Blur is similar to Brightpowder? How exactly to program is a question you will have to answer for yourself.

    I don't know what you mean about testing on the fly.
     
    You don't think Blindness and/or Blur is similar to Brightpowder? How exactly to program is a question you will have to answer for yourself.

    I don't know what you mean about testing on the fly.

    I mean like immediately stepping into battle and trying the move upfront without going through menus and adventure. Or for instance, using save states to try the move.

    Also, yes, I do not know how to program. I'm starting from scratch with programming. I've seen people with no programming experience take this tool and create amazing games with it. I figured I could do the same, even though I'm a slower learner.
     
    I mean like immediately stepping into battle and trying the move upfront without going through menus and adventure. Or for instance, using save states to try the move.

    I'm sorry, I still don't understand your concern. But I don't think save states exist in Pokémon Essentials, and I'm sure there's a single point in the code where all moves go through if you care to find it. I'd recommend that you try to get started on your changes, and then ask a specific question later if you find that there's something that you need help on.
     
    Back
    Top