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[Discussion] Various Questions- Bad Poison, adding unique effects, etc.

Mewnair

Aka Regular Goat
  • 10
    Posts
    8
    Years
    As the title of the thread suggests, I'm having difficulty with adding move and ability effects, and also one other thing, which I'll get to in a second.

    First, how does the game refer to the Badly Poisoned effect? I've only seen reference in the scripts for Poison Fang and Toxic to opponent.pbPoison and PBStatuses::POISON which as far as I can tell is just regular Poison judging by the fact that moves like Poison Gas and Poison Sting also refer to the same thing. Can someone clear this up for me please?

    Second, I'd like to add a unique effect called Blast that functions like so:
    * It has no visible effect for two turns like Yawn or Future Sight does
    * It deals (the affected Pokemon's HP divided by 3) at the end of the two-turn period
    * If the affected Pokemon is hit with a Fire attack (either Physical or Special but not Status) during those two turns, the Fire attack's power is doubled and the primary effect (the two-turn attack) is removed.

    Third, I would like to create an ability that, upon switching in, every pokemon currently battling (ie both the user and opponent in singles or all four Pokemon in doubles) gains the Swagger effect. (attack up x 2 + confusion). How would I go about this?

    Fourth, on an outdoor map I created, the black world border is visible to the player. How do I prevent that while still allowing the camera to follow the player?

    Thank you in advance, guys. ♡
     
    For your first question, toxic poison, the type is set when opponent.pbPoison is called. def pbPoison takes three arguments, the attacker, a custom message, and whether or not the poisoning was toxic. so if you do opponent.pbPoison(attacker,nil,true), it will do a toxic poison, and say "The opponent was badly poisoned!" The toxic itself is set on the statuscount variable, which has different uses depending on the status. Sleep uses it as a turn count, poison uses it as a toxic/not toxic poisoning.

    Looking at the code, I think using yawn as a base is easier, as we can just set the counter to 0 for when the fire type move connects. you can double it in the same place that STAB would be applied (look for # STAB in PokeBattle_Move). You will need to make a new PBEffect for it, of course.

    The third one, you'd need to edit pbAbilitiesOnSwitchIn, it would be similar to intimidate.

    The last one, just make a bigger map that has the edges too.
     
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