The ability Guts has code under Move_UsageCalculations that decides the penalty to physical attack while having the burn status. Here's the original code for that:
if user.status == :BURN && physicalMove? && damageReducedByBurn? &&
!user.hasActiveAbility?(:GUTS)...
Introduction:
This fangame is made using RPG Maker XP and Pokémon Essentials v21.1. See full credits list for details.
This fangame is designed as a remake of FireRed/LeafGreen with a lot of additions and revisions.
If you're familiar with my previous project, Pokémon Dustbowl, most of the...
I'm making a fangame using Pokémon Essentials v21.1. Between the last time I was able to compile my project without error to now, I've been adding to the scripts to create some custom moves and abilities. I've also been making some small changes that shouldn't result in errors. I'm currently...
I thought this would be simple to set up. First, I looked for the part of the scripts that handles whether a type is immune to a status effect: [[ Battle ]] > [[ Battler ]] > Battler_Statuses > starting at line 86:
hasImmuneType = false
case newStatus
when :SLEEP...
Here's the code for an ability that deploys Tailwind when the ability user enters battle:
Battle::AbilityEffects::OnSwitchIn.add(:COMPANION,
proc { |ability, battler, battle, switch_in|
battle.pbShowAbilitySplash(battler)
battler.pbOwnSide.effects[PBEffects::Tailwind] = 3...
v0.4.0 available now!
edit (December 21 2025): updated the screenshots on this posting.
I'm not currently working on Dustbowl but I plan to return to it Eventually™.
Thank you for playing my first fangame project.
Introduction:
This fangame is designed around the sandstorm weather and is...
I think there's an obvious solution but I haven't been able to find it.
After using the move Fling during a trainer battle or while battling against a wild Pokémon, the player's Pokémon's hold item is lost and doesn't restore at the end of the battle. I want all hold items on the player's...