- Joined
- Oct 22, 2021
- Posts
- 9
I've been coding publicly only for a little bit but I have been working in essentials for a couple of years. I can program most custom moves and abilities and had been practicing in a plugin (M.A.G) that I released to this forum.
I'm working on my own fangame and require some art for it, I'm hoping to offer my skills in exchange for some artwork for my own fangame. If your interested please feel free to DM me on my discord: .tearex
Examples:
I'm working on my own fangame and require some art for it, I'm hoping to offer my skills in exchange for some artwork for my own fangame. If your interested please feel free to DM me on my discord: .tearex
Examples:
Ruby:
#===============================================================================
# Vengence
# User gets +1 in all stats, traps self, -2 after KOing a mon
#===============================================================================
Battle::AbilityEffects::OnSwitchIn.add(:VENGENCE,
proc { |ability, battler, battle, switch_in|
if battler.pbOwnSide.effects[PBEffects::FaintedLast] > 0 && battler.effects[PBEffects::Vengence] == 0
battle.pbShowAbilitySplash(battler)
battle.pbDisplay(_INTL("{1} is enraged at its fallen ally!", battler.pbThis))
showAnim = true
[:ATTACK, :DEFENSE, :SPECIAL_ATTACK, :SPECIAL_DEFENSE, :SPEED].each do |raise|
next if !battler.pbCanRaiseStatStage?(raise, battler, nil, true)
if battler.pbRaiseStatStage(raise, 1, battler, showAnim)
showAnim = false
end
end
battle.pbDisplay(_INTL("{1} won't leave until it has won!", battler.pbThis))
battler.effects[PBEffects::Vengence] = 1
end
battle.pbHideAbilitySplash(battler)
}
)
Battle::AbilityEffects::OnEndOfUsingMove.add(:VENGENCE,
proc { |ability, user, targets, move, battle|
if user.effects[PBEffects::Vengence] == 1
next if battle.pbAllFainted?(user.idxOpposingSide)
numFainted = 0
targets.each { |b| numFainted += 1 if b.damageState.fainted }
next if numFainted == 0
battle.pbShowAbilitySplash(user)
battle.pbDisplay(_INTL("{1} is no longer vengeful!", user.pbThis))
showAnim = true
[:ATTACK, :DEFENSE, :SPECIAL_ATTACK, :SPECIAL_DEFENSE, :SPEED].each do |lower|
next if !user.pbCanLowerStatStage?(lower, user, nil, true)
if user.pbLowerStatStage(lower, 2, user, showAnim)
showAnim = false
end
end
battle.pbHideAbilitySplash(user)
battler.effects[PBEffects::Vengence] = 2
end
}
)
Ruby:
#===============================================================================
# Frozen Yin
# Combo of Overwhelmin Frost and Teravolt
#===============================================================================
Battle::AbilityEffects::OnSwitchIn.add(:FROZENYIN,
proc { |ability, battler, battle, switch_in|
battle.pbShowAbilitySplash(battler)
if Settings::MAG_TERAVOLT == true && !battler.pbHasType?(:ELECTRIC)
battler.effects[PBEffects::ExtraType] = :ELECTRIC
typeName = GameData::Type.get(:ELECTRIC).name
battle.pbDisplay(_INTL("{1} is radiating a bursting aura, gaining the {2} type!", battler.pbThis, typeName))
else
battle.pbDisplay(_INTL("{1} is radiating a bursting aura!", battler.pbThis))
end
next if battler.ability_triggered?
battle.pbSetAbilityTrigger(battler)
battle.pbDisplay(_INTL("{1}'s {2} froze everything on the battlefield", battler.pbThis, battler.abilityName))
battle.allOtherSideBattlers(battler.index).each do |b|
if b.pbCanFrostbite?(battler, false, self)
b.pbFrostbite(battler)
end
next if battler.allAllies.none?
battler.allAllies.each do |m|
if m.pbCanFrostbite?(battler, false, self)
m.pbFrostbite(battler)
end
end
end
battle.pbHideAbilitySplash(battler)
}
)
Last edited: