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Resource Ultimate Charm Resource V1.0

I made a heart-shaped charm for the friendship charm and later saw the charm you made for the heart charm. They don't look the same but are similar enough. Guess that everyone thinks of hearts when thinking of friendship.
 
step.png
> Not my favorite, but there's my attempt at a step charm

effort.png
> Tried something different for the EV charm. Since they are "Effort" values, I thought it'd be kinda fun to have a blue ribbon-style charm. It helps differ from all the other charms that already have a stone-like charm.
 
step_.png

Maybe looks better with those... beans? Don't know what they're called.

I like the EV charm, though. I think there even was a ribbon for a pokémon that maxed their EV? So it kind of fits.
 
Lol. Have any other ideas for more, wrigty? I've got an itemfinder charm in the works, with a disable charm and wishing charm in the back of my mind.
LinKazamine already made the sprite for the itemfinder. Just have to figure out the disposal. Was giving me issues. And I plan on coding that Twin Charm. I like it idea of it.
 
Yes, it looks better than the other one. The red color is plain, but the rest of the colors are good and the pixel density is constant.
 
Idea for the Disable Charm? I know it doesn't follow the 4 pixel rule, but it looked crazy when I tried it with four pixels. I'll redo it, but this is what I'm thinking?
@wrigty12 @LinKazamine
DISABLECHARM.png
 
Last edited:
Coding for the disable charm? Should disable foe's last move on hp drop below 50%? Pretty much cursed body.. Didn't really think about a better way to do it, unless it was on hit with a random number.
@wrigty12 @LinKazamine
Ruby:
Expand Collapse Copy
  #Disable Charm
  Battle::AbilityEffects::OnHPDroppedBelowHalf.add(:DISABLECHARM,
  proc { |ability, battler, move_user, battle|
  if activeCharm?(:DISABLECHARM)
     next if user.fainted?
    next if user.effects[PBEffects::Disable] > 0
    regularMove = nil
    user.eachMove do |m|
      next if m.id != user.lastRegularMoveUsed
      regularMove = m
      break
    end
    next if !regularMove || (regularMove.pp == 0 && regularMove.total_pp > 0)
    next if battle.pbRandom(100) >= 30
    battle.pbShowAbilitySplash(target)
    if !move.pbMoveFailedAromaVeil?(target, user, Battle::Scene::USE_ABILITY_SPLASH)
      user.effects[PBEffects::Disable]     = 3
      user.effects[PBEffects::DisableMove] = regularMove.id
      if Battle::Scene::USE_ABILITY_SPLASH
        battle.pbDisplay(_INTL("{1}'s {2} was disabled!", user.pbThis, regularMove.name))
      else
        battle.pbDisplay(_INTL("{1}'s {2} was disabled by {3}'s {4}!",
           user.pbThis, regularMove.name, target.pbThis(true), target.abilityName))
      end
      battle.pbHideAbilitySplash(target)
      user.pbItemStatusCureCheck
    end
    battle.pbHideAbilitySplash(target)
    end
  }
)
 
I guess? I don't have much of a clue of how to make a disabling charm, honestly.

As for the charm... trying to do the one you posted in the pixel density of all the other sprites will be really hard. I would suggest simplifying it. It's very likely that the inner black box will not fit so you can either try to make the red cross on the centre of the paper or simplify the amulet to a simple red cross.
 
I guess? I don't have much of a clue of how to make a disabling charm, honestly.

As for the charm... trying to do the one you posted in the pixel density of all the other sprites will be really hard. I would suggest simplifying it. It's very likely that the inner black box will not fit so you can either try to make the red cross on the centre of the paper or simplify the amulet to a simple red cross.
It came out looking like a cross...

DISABLECHARM.png
 
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