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Overworld Weather moves

v20.1 Overworld Weather moves 2022-05-20

This resource pertains to version 20.1 of Pokémon Essentials.
Pokémon Essentials Version
v20.1 ➖
rain.gif
You know what's cool? Overworld moves. So let's make some more!

This is a script that allows the player to use Sandstorm, Hail, Rain Dance, and Sunny Day to summon their respective weathers in the overworld.

Please note the instructions below the scripts!
v20/v19
You can download the plugin here (v20), or paste in a script section above Main, or at the bottom of Overworld_FieldMoves.

Ruby:
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#===============================================================================
# Rain Dance
#===============================================================================
HiddenMoveHandlers::CanUseMove.add(:RAINDANCE,proc { |move,pkmn,showmsg|
  map_metadata = GameData::MapMetadata.try_get($game_map.map_id)
  if !map_metadata || !map_metadata.outdoor_map
    pbMessage(_INTL("Can't use that indoors.")) if showmsg
    next false
  end
  if $game_screen.weather_type==:Rain ||
     $game_screen.weather_type==:HeavyRain
    pbMessage(_INTL("It's already raining.")) if showmsg
   next false
end
  for i in 0...pkmn.moves.length
    if pkmn.moves[i].id==:RAINDANCE
      moveno = i
    end
  end
  if pkmn.moves[moveno].pp==0
    pbMessage(_INTL("Not enough PP...")) if showmsg
    next false
  end
  next true
})

HiddenMoveHandlers::UseMove.add(:RAINDANCE,proc { |move,pokemon|
  if !pbHiddenMoveAnimation(pokemon)
    pbMessage(_INTL("{1} used {2}!",pokemon.name,move.name))
  end
  $game_screen.weather(:Rain, 9, 20)
    for i in 0...pokemon.moves.length
      if pokemon.moves[i].id==:RAINDANCE
        pokemon.moves[i].pp -= 1
      end
    end
    Graphics.update
    Input.update
    pbUpdateSceneMap
  next true
})

#===============================================================================
# Sandstorm
#===============================================================================
HiddenMoveHandlers::CanUseMove.add(:SANDSTORM,proc { |move,pkmn,showmsg|
  map_metadata = GameData::MapMetadata.try_get($game_map.map_id)
  if !map_metadata || !map_metadata.outdoor_map
    pbMessage(_INTL("Can't use that indoors.")) if showmsg
    next false
  end
  if $game_screen.weather_type==:Sandstorm
    pbMessage(_INTL("There is already a sandstorm.")) if showmsg
   next false
end
  for i in 0...pkmn.moves.length
    if pkmn.moves[i].id==:SANDSTORM
      moveno = i
    end
  end
  if pkmn.moves[moveno].pp==0
    pbMessage(_INTL("Not enough PP...")) if showmsg
    next false
  end
  next true
})

HiddenMoveHandlers::UseMove.add(:SANDSTORM,proc { |move,pokemon|
  if !pbHiddenMoveAnimation(pokemon)
    pbMessage(_INTL("{1} used {2}!",pokemon.name,move.name))
  end
  $game_screen.weather(:Sandstorm, 9, 20)
  for i in 0...pokemon.moves.length
    if pokemon.moves[i].id==:SANDSTORM
        pokemon.moves[i].pp -= 1
      end
    end
    Graphics.update
    Input.update
    pbUpdateSceneMap
  next true
})

#===============================================================================
# Hail
#===============================================================================
HiddenMoveHandlers::CanUseMove.add(:HAIL,proc { |move,pkmn,showmsg|
  map_metadata = GameData::MapMetadata.try_get($game_map.map_id)
  if !map_metadata || !map_metadata.outdoor_map
    pbMessage(_INTL("Can't use that indoors.")) if showmsg
    next false
  end
  if $game_screen.weather_type==:Snow ||
     $game_screen.weather_type==:Blizzard
    pbMessage(_INTL("It's already snowing.")) if showmsg
   next false
  end
  for i in 0...pkmn.moves.length
    if pkmn.moves[i].id==:HAIL
      moveno = i
    end
  end
  if pkmn.moves[moveno].pp==0
    pbMessage(_INTL("Not enough PP...")) if showmsg
    next false
  end
  next true
})

HiddenMoveHandlers::UseMove.add(:HAIL,proc { |move,pokemon|
  if !pbHiddenMoveAnimation(pokemon)
    pbMessage(_INTL("{1} used {2}!",pokemon.name,move.name))
  end
  $game_screen.weather(:Snow, 9, 20)
  for i in 0...pokemon.moves.length
    if pokemon.moves[i].id==:HAIL
        pokemon.moves[i].pp -= 1
      end
    end
    Graphics.update
    Input.update
    pbUpdateSceneMap
  next true
})

#===============================================================================
# Sunny Day
#===============================================================================
HiddenMoveHandlers::CanUseMove.add(:SUNNYDAY,proc { |move,pkmn,showmsg|
  map_metadata = GameData::MapMetadata.try_get($game_map.map_id)
  if !map_metadata || !map_metadata.outdoor_map
    pbMessage(_INTL("Can't use that indoors.")) if showmsg
    next false
  end
    if $game_screen.weather_type==:Sun
    pbMessage(_INTL("It's already sunny.")) if showmsg
   next false
end
  if PBDayNight.isNight?
    pbMessage(_INTL("Can't use that at night.")) if showmsg
   next false
end
  for i in 0...pkmn.moves.length
    if pkmn.moves[i].id==:SUNNYDAY
      moveno = i
    end
  end
  if pkmn.moves[moveno].pp==0
    pbMessage(_INTL("Not enough PP...")) if showmsg
    next false
  end
  next true
})

HiddenMoveHandlers::UseMove.add(:SUNNYDAY,proc { |move,pokemon|
  if !pbHiddenMoveAnimation(pokemon)
    pbMessage(_INTL("{1} used {2}!",pokemon.name,move.name))
  end
  $game_screen.weather(:Sun, 9, 20)
  for i in 0...pokemon.moves.length
    if pokemon.moves[i].id==:SUNNYDAY
        pokemon.moves[i].pp -= 1
      end
    end
    Graphics.update
    Input.update
    pbUpdateSceneMap
  next true
})

To prevent weather from being transferred over, find this section of code in Overworld.
Ruby:
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EventHandlers.add(:on_leave_map, :end_weather,
  proc { |new_map_id, new_map|
    next if new_map_id == 0
    old_map_metadata = $game_map.metadata
    next if !old_map_metadata || !old_map_metadata.weather
    map_infos = pbLoadMapInfos
    if $game_map.name == map_infos[new_map_id].name
      new_map_metadata = GameData::MapMetadata.try_get(new_map_id)
      next if new_map_metadata&.weather
    end
    $game_screen.weather(:None, 0, 0)
  }
)
Ruby:
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Events.onMapChanging += proc { |_sender, e|
  new_map_ID = e[0]
  next if new_map_ID == 0
  old_map_metadata = GameData::MapMetadata.try_get($game_map.map_id)
  next if !old_map_metadata || !old_map_metadata.weather
  map_infos = pbLoadMapInfos
  if $game_map.name == map_infos[new_map_ID].name
    new_map_metadata = GameData::MapMetadata.try_get(new_map_ID)
    next if new_map_metadata && new_map_metadata.weather
  end
  $game_screen.weather(:None, 0, 0)
}
Comment out the line next if !old_map_metadata || !old_map_metadata.weather.

(Unfortunately, this has to be done by editing the base scripts - I've tried making it part of the plugin, it just doesn't work.)
v18 and earlier
Just paste this down in a script section above Main, or at the bottom of PField_FieldMoves.
Ruby:
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#===============================================================================
# Rain Dance
#===============================================================================
HiddenMoveHandlers::CanUseMove.add(:RAINDANCE,proc { |move,pkmn,showmsg|
  if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
    pbMessage(_INTL("Can't use that indoors.")) if showmsg
    next false
  end
  if $game_screen.weather_type==1 ||
     $game_screen.weather_type==2
    pbMessage(_INTL("It's already raining.")) if showmsg
   next false
end
  for i in 0...pkmn.moves.length
    move = pkmn.moves[i]
    if isConst?(pkmn.moves[i].id,PBMoves,:RAINDANCE)
        if pkmn.moves[i].pp==0
          pbMessage(_INTL("Not enough PP...")) if showmsg
        end
      end
    end
  next true
})

HiddenMoveHandlers::UseMove.add(:RAINDANCE,proc { |move,pokemon|
  if !pbHiddenMoveAnimation(pokemon)
    pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move)))
  end
  $game_screen.weather(PBFieldWeather::Rain,9.0,20)
  for i in 0...pokemon.moves.length
    move = pokemon.moves[i]
    if isConst?(pokemon.moves[i].id,PBMoves,:RAINDANCE)
        pokemon.moves[i].pp -= 1
      end
    end
    Graphics.update
    Input.update
    pbUpdateSceneMap
  next true
})

#===============================================================================
# Sandstorm
#===============================================================================
HiddenMoveHandlers::CanUseMove.add(:SANDSTORM,proc { |move,pkmn,showmsg|
  if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
    pbMessage(_INTL("Can't use that indoors.")) if showmsg
    next false
  end
  if $game_screen.weather_type==5
    pbMessage(_INTL("There is already a sandstorm.")) if showmsg
   next false
end
  for i in 0...pkmn.moves.length
    move = pkmn.moves[i]
    if isConst?(pkmn.moves[i].id,PBMoves,:SANDSTORM)
        if pkmn.moves[i].pp==0
          pbMessage(_INTL("Not enough PP...")) if showmsg
        end
      end
    end
  next true
})

HiddenMoveHandlers::UseMove.add(:SANDSTORM,proc { |move,pokemon|
  if !pbHiddenMoveAnimation(pokemon)
    pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move)))
  end
  $game_screen.weather(PBFieldWeather::Sandstorm,9.0,20)
  for i in 0...pokemon.moves.length
    move = pokemon.moves[i]
    if isConst?(pokemon.moves[i].id,PBMoves,:SANDSTORM)
        pokemon.moves[i].pp -= 1
      end
    end
    Graphics.update
    Input.update
    pbUpdateSceneMap
  next true
})

#===============================================================================
# Hail
#===============================================================================
HiddenMoveHandlers::CanUseMove.add(:HAIL,proc { |move,pkmn,showmsg|
  if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
    pbMessage(_INTL("Can't use that indoors.")) if showmsg
    next false
  end
  if $game_screen.weather_type==3 ||
     $game_screen.weather_type==4
    pbMessage(_INTL("It's already snowing.")) if showmsg
   next false
end
  for i in 0...pkmn.moves.length
    move = pkmn.moves[i]
    if isConst?(pkmn.moves[i].id,PBMoves,:HAIL)
        if pkmn.moves[i].pp==0
          pbMessage(_INTL("Not enough PP...")) if showmsg
        end
      end
    end
  next true
})

HiddenMoveHandlers::UseMove.add(:HAIL,proc { |move,pokemon|
  if !pbHiddenMoveAnimation(pokemon)
    pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move)))
  end
  $game_screen.weather(PBFieldWeather::Snow,9.0,20)
  for i in 0...pokemon.moves.length
    move = pokemon.moves[i]
    if isConst?(pokemon.moves[i].id,PBMoves,:HAIL)
        pokemon.moves[i].pp -= 1
      end
    end
    Graphics.update
    Input.update
    pbUpdateSceneMap
  next true
})

#===============================================================================
# Sunny Day
#===============================================================================
HiddenMoveHandlers::CanUseMove.add(:SUNNYDAY,proc { |move,pkmn,showmsg|
  if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
    pbMessage(_INTL("Can't use that indoors.")) if showmsg
    next false
  end
  if $game_screen.weather_type==7
    pbMessage(_INTL("It's already sunny.")) if showmsg
   next false
end
  if PBDayNight.isNight?
    pbMessage(_INTL("Can't use that at night.")) if showmsg
   next false
end
  for i in 0...pkmn.moves.length
    move = pkmn.moves[i]
    if isConst?(pkmn.moves[i].id,PBMoves,:SUNNYDAY)
        if pkmn.moves[i].pp==0
          pbMessage(_INTL("Not enough PP...")) if showmsg
        end
      end
    end
  next true
})

HiddenMoveHandlers::UseMove.add(:SUNNYDAY,proc { |move,pokemon|
  if !pbHiddenMoveAnimation(pokemon)
    pbMessage(_INTL("{1} used {2}!",pokemon.name,PBMoves.getName(move)))
  end
  $game_screen.weather(PBFieldWeather::Sun,9.0,20)
  for i in 0...pokemon.moves.length
    move = pokemon.moves[i]
    if isConst?(pokemon.moves[i].id,PBMoves,:SUNNYDAY)
        pokemon.moves[i].pp -= 1
      end
    end
    Graphics.update
    Input.update
    pbUpdateSceneMap
  next true
})


(I actually wrote two versions of code for this- I had originally written it as a command in PScreen_Party. That version doesn't work quite as well, as it doesn't show the Hidden Move animation, and you have to exit the menu before the weather appears, but if you're interested, here it is:
In PScreen_Party, find this:
Ruby:
Expand Collapse Copy
        if !pkmn.egg? && (isConst?(move.id,PBMoves,:MILKDRINK) ||
                          isConst?(move.id,PBMoves,:SOFTBOILED) ||
                          HiddenMoveHandlers.hasHandler(move.id))

Change it to this:
Ruby:
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        if !pkmn.egg? && (isConst?(move.id,PBMoves,:MILKDRINK) ||
                          isConst?(move.id,PBMoves,:SOFTBOILED) ||
                          isConst?(move.id,PBMoves,:SUNNYDAY) ||
                          isConst?(move.id,PBMoves,:RAINDANCE) ||
                          isConst?(move.id,PBMoves,:HAIL) ||
                          isConst?(move.id,PBMoves,:SANDSTORM) ||
                          HiddenMoveHandlers.hasHandler(move.id))

Below that, find
Code:
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              break if pkmn.hp<=amt
            end
            @scene.pbSelect(oldpkmnid)
            pbRefresh
            break
Right after that last break, put in:
Ruby:
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          elsif isConst?(pkmn.moves[i].id,PBMoves,:SANDSTORM)
            if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
                pbDisplay(_INTL("Can't use that indoors."))
                @scene.pbSelect(pkmnid)
                break
              end
           if $game_screen.weather_type==5
              movename = PBMoves.getName(pkmn.moves[i].id)
                pbDisplay(_INTL("There is already a sandstorm."))
                @scene.pbSelect(pkmnid)
                break
              end
            if pkmn.moves[i].pp<=1
              pbDisplay(_INTL("Not enough PP..."))
              break
            end
            $game_screen.weather(PBFieldWeather::Sandstorm,9.0,20)
            @scene.pbDisplay(_INTL("{1} caused a sandstorm!",pkmn.name))
            pkmn.moves[i].pp -= 1
            pbRefresh
            @scene.pbSelect(pkmnid)
            pbRefresh
            break
          elsif isConst?(pkmn.moves[i].id,PBMoves,:RAINDANCE)
            if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
                pbDisplay(_INTL("Can't use that indoors."))
                @scene.pbSelect(pkmnid)
                break
              end
           if $game_screen.weather_type==1 ||
              $game_screen.weather_type==2
              movename = PBMoves.getName(pkmn.moves[i].id)
                pbDisplay(_INTL("It's already raining."))
                @scene.pbSelect(pkmnid)
                break
              end
            if pkmn.moves[i].pp<=1
              pbDisplay(_INTL("Not enough PP..."))
              break
            end
            $game_screen.weather(PBFieldWeather::Rain,9.0,20)
            @scene.pbDisplay(_INTL("{1} made it rain!",pkmn.name))
            pkmn.moves[i].pp -= 1
            pbRefresh
            @scene.pbSelect(pkmnid)
            pbRefresh
            break
          elsif isConst?(pkmn.moves[i].id,PBMoves,:HAIL)
            if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
                pbDisplay(_INTL("Can't use that indoors."))
                @scene.pbSelect(pkmnid)
                break
              end
           if $game_screen.weather_type==3 ||
              $game_screen.weather_type==4
              movename = PBMoves.getName(pkmn.moves[i].id)
                pbDisplay(_INTL("It's already snowing."))
                @scene.pbSelect(pkmnid)
                break
              end
            if pkmn.moves[i].pp<=1
              pbDisplay(_INTL("Not enough PP..."))
              break
            end
            $game_screen.weather(PBFieldWeather::Snow,9.0,20)
            @scene.pbDisplay(_INTL("{1} made it snow!",pkmn.name))
            pkmn.moves[i].pp -= 1
            pbRefresh
            @scene.pbSelect(pkmnid)
            pbRefresh
            break
          elsif isConst?(pkmn.moves[i].id,PBMoves,:SUNNYDAY)
            if !pbGetMetadata($game_map.map_id,MetadataOutdoor)
                pbDisplay(_INTL("Can't use that indoors."))
                @scene.pbSelect(pkmnid)
                break
              end
            if PBDayNight.isNight?
                pbDisplay(_INTL("Can't use that at night."))
                @scene.pbSelect(pkmnid)
                break
              end
           if $game_screen.weather_type==7
              movename = PBMoves.getName(pkmn.moves[i].id)
                pbDisplay(_INTL("It's already sunny."))
                @scene.pbSelect(pkmnid)
                break
              end
            if pkmn.moves[i].pp<=1
              pbDisplay(_INTL("Not enough PP..."))
              break
            end
            $game_screen.weather(PBFieldWeather::Sun,9.0,20)
            @scene.pbDisplay(_INTL("{1} made it sunny!",pkmn.name))
            pkmn.moves[i].pp -= 1
            pbRefresh
            @scene.pbSelect(pkmnid)
            pbRefresh
            break
Mechanics
  • Using these moves depletes 1 PP from the move. If the move has 0 PP left, it can't be used. (I might need to make sure this works on earlier versions)
  • None of these moves can be used indoors.
  • Sunny Day can't be used at night.
You can make events respond to the change in weather! Make a conditional that checks GameData::Weather.get($game_screen.weather_type).category, and you can check it against the categories defined in Weather. (:None, :Rain, :Hail, :Sandstorm, :Sun, :Fog)


(In v18 and earlier, you could just check $game_screen.weather_type==#, with # being the number of your weather type)

Why bother with this?
Well, it's fun! But if you're looking for some ideas...
  • Weather-based evolutions... but the player has to set the weather to be able to evolve them!
  • Sidequests! Maybe you need to bring rain to someone's berry farm, or sunlight to power a solar panel!
  • Remember BW's season system? Let the player form those seasonal paths on their own! Hail could bring snowdrifts, rain could expand rivers, etc!
  • Special encounters! Maybe you can only find some Pokemon when they come out to sunbathe, or when the weather's cooler!
  • Bizarre regi-style puzzles! Maybe you even need to get the sun to hit the strange rock to read something!
Related-
  • this tutorial can help you make a global variable for weather, which can help make eventing a little easier!
  • eattwo's Weather Encounters Plugin lets you set different encounter tables depending on the weather!( Note that it's currently for v19)

Looking for more overworld moves?
You may also be interested in Lucidious89's Improved Field Skills.
Credits
Credit to TechSkylander1518, please!
Author
TechSkylander1518
Downloads
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More resources from TechSkylander1518

Latest updates

  1. v20 Update

    The code was all totally compatible with v20, actually, but while I was testing it, I actually...
  2. v19 Update

    v19 update! Also fixed up some of the code for checking PP, because I think that had some errors...
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