Hi! Is there any way to set a game where you can use these 3 field moves on terrains without having them? I don't mind if there's an item that allows you to use them, all I want is to be able to use them since the beginning of the game. Thanks a lot!
I was able to do this in my game. Just go to overworld_fieldmoves in the script section add some # to null things out.
I think waterfall would need these things nulled out, for example.
def pbWaterfall
# move = :WATERFALL
# movefinder = $player.get_pokemon_with_move(move)
# if !pbCheckHiddenMoveBadge(Settings::BADGE_FOR_WATERFALL, false) || (!$DEBUG && !movefinder)
# pbMessage(_INTL("A wall of water is crashing down with a mighty roar."))
# return false
# end
if pbConfirmMessage(_INTL("It's a large waterfall. Would you like to use Waterfall?"))
# speciesname = (movefinder) ? movefinder.name : $player.name
# pbMessage(_INTL("{1} used {2}!", speciesname, GameData::Move.get(move).name))
# pbHiddenMoveAnimation(movefinder)
pbAscendWaterfall
return true
end
return false
end
#HiddenMoveHandlers::CanUseMove.add(:WATERFALL, proc { |move, pkmn, showmsg|
# next false if !pbCheckHiddenMoveBadge(Settings::BADGE_FOR_WATERFALL, showmsg)
# if !$game_player.pbFacingTerrainTag.waterfall
# pbMessage(_INTL("You can't use that here.")) if showmsg
# next false
# end
# next true
#})
#HiddenMoveHandlers::UseMove.add(:WATERFALL, proc { |move, pokemon|
# if !pbHiddenMoveAnimation(pokemon)
# pbMessage(_INTL("{1} used {2}!", pokemon.name, GameData::Move.get(move).name))
# end
# pbAscendWaterfall
# next true