- Joined
- Mar 31, 2022
- Posts
- 2
I've been tinkering with the idea of having a consumable item that executes a move. Does this seem like a farfetched idea?
Akin to throwing a rock in safari zone, except it would actually deal damage or apply a condition.
I made a [MOVEITEM] with the battle item = true
and added it into the [[PBS data]] Move section into the list of Battle Items.
Now I started looking for places in the scrips that would require additional input.
I recon I need to add it to ItemHandlers::CanUseInBattle.copy() and ItemHandlers::UseInBattle.copy() but I can't seem to find the place where the moves themselves are located. They've been turned into numbers, so finding them is a bit tricky. I'd like to give it the effects of BUGBUZZ as a test, just because it's fast to find in the moves PBS file, but I'm unsure where I can find its script definitions. I presume I'd place that bit into the same section with the definition of the POKEDOLL ([[Items]] Item_BattleEFfects).
For the purposes of this example, the item will never be used by the AI, nor interact with any pokemon abilities, just to see if I could make it work. MVP approach.
Any and all thoughts are welcome!
Akin to throwing a rock in safari zone, except it would actually deal damage or apply a condition.
I made a [MOVEITEM] with the battle item = true
and added it into the [[PBS data]] Move section into the list of Battle Items.
Now I started looking for places in the scrips that would require additional input.
I recon I need to add it to ItemHandlers::CanUseInBattle.copy() and ItemHandlers::UseInBattle.copy() but I can't seem to find the place where the moves themselves are located. They've been turned into numbers, so finding them is a bit tricky. I'd like to give it the effects of BUGBUZZ as a test, just because it's fast to find in the moves PBS file, but I'm unsure where I can find its script definitions. I presume I'd place that bit into the same section with the definition of the POKEDOLL ([[Items]] Item_BattleEFfects).
For the purposes of this example, the item will never be used by the AI, nor interact with any pokemon abilities, just to see if I could make it work. MVP approach.
Any and all thoughts are welcome!