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Freelance Custom moves and abilities programmer for art

This person is offering their services to others.

Tea-Rex

Rookie
Member
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:


Ruby:
Expand Collapse Copy
#===============================================================================
    # 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:
Expand Collapse Copy
#===============================================================================
    # 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:
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