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Held Item that increases flinch chance

element420

Novice
Member
Joined
Nov 14, 2019
Posts
27
was wondering is anybody knew how to make this work, so far i can only get it to work like serene grace, boosting all secondary effects. For example, if im reading the code right, moves like thunder fang effectively share the same chance variable for the secondary effects, and there is no way to change them independently without rewriting the move code?
 
Last edited:
Isn't that what King's Rock does, technically?
 
another issue i'm having is giving additional hits from a parental bond clone the original move animation

alias rr_pbNumHits pbNumHits
def pbNumHits(user, targets)
return 1 if defined?(powerMove?) && powerMove?
if user.hasActiveAbility?(:ORAORAORAORA) && punchingMove? &&
pbDamagingMove? && !chargingTurnMove? && targets.length == 1
user.effects[PBEffects::ParentalBond] = 3
return 2
end
return rr_pbNumHits(user, targets)
end

like this ability from the radical red pack, the additional hit animations seem to be messed up.
 
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