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[Pokeemerald] [TUTORIAL] Adding New Weather

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    4
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    • Seen Jan 4, 2025
    [BATTLE MECHANICS A]

    Ever grown tired of the same few weather effects? Wish some from Mystery Dungeon were implemented?
    Feeling devilish to bring back Gen 4 fog?

    Fortunately I've managed to figure how to add more weathers for battle effects. Special thanks to Ghoulslash for helping me with the Various ptrs

    So we'll begin with a relatively simple weather effect: Cloudy
    here's the gist of the effect;
    All moves that aren't Normal or Dark type will be weakened

    And visual
    [PokeCommunity.com] [TUTORIAL] Adding New Weather


    *Note for people using Battle Expansion: the AI has been rehauled massively. I'll make a new post for it later
    *Also this doesn't cover adding Castform forms. Believe me, I tried
    Now for code...

    For defining it:
    Spoiler:


    We can now move on to actually implementing the weather, animation for it, the AI in response to it, and text strings

    For anim scripts:
    Spoiler:


    We can move on to how the AI reacts to the changed weather

    AI (note, current Battle Expansion is all in a C file, so see next post for AI mechanics)
    Spoiler:


    Now for text edits
    Spoiler:


    We finally get to the meat of weather mechanics
    Spoiler:


    And there you have it. If you want to make it into a move like Rain Dance, or weather ability, you can simply copy what Vanilla/Battle Expansion does for the original weather types (we already established EFFECT_CLOUDY, so go nuts in src/data/battle_moves.h)

    Otherwise, you can view the effect in battle like so:
    [PokeCommunity.com] [TUTORIAL] Adding New Weather

    Where despite the major level difference, Mud Slap doesn't cut a third of health due to being weakened
     
    Last edited:
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