- Pokémon Essentials Version
- v17.2 ➖
Hey all. So, my Flying Press is a bit of an odd script. I am still working out the kinks in the scripts, but atm, it does massive damage if the opponent is weak to both Fighting and Flying types.
To get started, add this line in PBEffects at the bottom of the section '# These effects apply to a battler':
Be sure to use the replace 109 with whatever the next number in the sequence is for you.
This next place to go to is PokeBattle_Move and there are two pieces of code to add here, so use CTRL+F and the Electrify to quickly jump around (if you don't already, lol). The first will under the section 'def pbType(type,attacker,opponent)'. Below the following lines...
... add in these lines...
With those lines added, let's move down to the next part of this. This one is under the section 'def pbTypeModifier(type,attacker,opponent)'. Below the following lines...
... add these lines
Hopefully, Flying Press hasn't changed numbers in your MoveEffects. If it has, be sure to replace my 144 with whatever number is associated with Flying Press.
With those two added, the last place to go is PokeBattle_MoveEffect. At the main bottom, add the following lines in:
Be sure to replace whatever my 159 with whatever the next number in the sequence is for you.
To get started, add this line in PBEffects at the bottom of the section '# These effects apply to a battler':
Code:
ZeroGravity = 109
Be sure to use the replace 109 with whatever the next number in the sequence is for you.
This next place to go to is PokeBattle_Move and there are two pieces of code to add here, so use CTRL+F and the Electrify to quickly jump around (if you don't already, lol). The first will under the section 'def pbType(type,attacker,opponent)'. Below the following lines...
Code:
if attacker.effects[PBEffects::Electrify]
type=getConst(PBTypes,:ELECTRIC)
@powerboost=false
end
... add in these lines...
Code:
if attacker.effects[PBEffects::ZeroGravity]
type=getConst(PBTypes,:FLYING)
@powerboost=false
end
With those lines added, let's move down to the next part of this. This one is under the section 'def pbTypeModifier(type,attacker,opponent)'. Below the following lines...
Code:
if @function==0x135 && !attacker.effects[PBEffects::Electrify] # Freeze-Dry
mod1=4 if isConst?(otype1,PBTypes,:WATER)
if isConst?(otype2,PBTypes,:WATER)
mod2=(otype1==otype2) ? 2 : 4
end
if isConst?(otype3,PBTypes,:WATER)
mod3=(otype1==otype3 || otype2==otype3) ? 2 : 4
end
end
... add these lines
Code:
if @function==0x144 && !attacker.effects[PBEffects::ZeroGravity] # Flying Press
mod1=4 if isConst?(otype1,PBTypes,:GRASS) || isConst?(otype1,PBTypes,:BUG) || isConst?(otype1,PBTypes,:FIGHTING)
if isConst?(otype2,PBTypes,:GRASS) || isConst?(otype2,PBTypes,:BUG) || isConst?(otype2,PBTypes,:FIGHTING)
mod2=(otype1==otype2) ? 2 : 4
end
if isConst?(otype3,PBTypes,:GRASS) || isConst?(otype3,PBTypes,:BUG) || isConst?(otype3,PBTypes,:FIGHTING)
mod3=(otype1==otype3 || otype2==otype3) ? 2 : 4
end
end
Hopefully, Flying Press hasn't changed numbers in your MoveEffects. If it has, be sure to replace my 144 with whatever number is associated with Flying Press.
With those two added, the last place to go is PokeBattle_MoveEffect. At the main bottom, add the following lines in:
Code:
################################################################################
# Target's moves become Flying-type for the rest of the round. (Zero Gravity)
################################################################################
class PokeBattle_Move_159 < PokeBattle_Move
def pbEffect(attacker,opponent,hitnum=0,alltargets=nil,showanimation=true)
return -1 if pbTypeImmunityByAbility(pbType(@type,attacker,opponent),attacker,opponent)
if opponent.effects[PBEffects::ZeroGravity]
@battle.pbDisplay(_INTL("But it failed!"))
return -1
end
if @battle.choices[opponent.index][0]!=1 || # Didn't choose a move
!@battle.choices[opponent.index][2] ||
@battle.choices[opponent.index][2].id<=0 ||
opponent.hasMovedThisRound?
@battle.pbDisplay(_INTL("But it failed!"))
return -1
end
pbShowAnimation(@id,attacker,opponent,hitnum,alltargets,showanimation)
opponent.effects[PBEffects::Immolate]=true
@battle.pbDisplay(_INTL("{1} began to float!",opponent.pbThis))
return 0
end
end
Be sure to replace whatever my 159 with whatever the next number in the sequence is for you.
- Credits
- For crediting me, please use the name Kirik instead of my username here.