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making gamemode moves

#1
Scruffy3Janitor submitted a new resource:

making gamemode moves(it will be fixed directory wise in next update) - this is for those who want to better understand the jumbled up words in the example script

this is the list of all the things in it i ABSOLUTELY understand(some i kinda get but im not sure of)

ID|number to use(must be over 999)
Name|name to show in-game
BasePower|the magnitude of the move(a multiplier in a formula)
Accuracy|chance it lands a hit
UseEffectiveness|PP
Type|name of type(with capital letter)
Category|catergory name(Physical,Special or Status)
ContestCategory|contest category name(Cool,Cute,Smart,Tough,Beauty)
Description|describes the move and what it does...
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J

jianmingyong

Guest
#4
What's it equal to, then?
UseEffectiveness is equal to.... How to explain this...

It accepts only boolean value which is to set whether the move depend on the type effectiveness or not.

For example, if it is a fire type moves, it should be effective to grass type. If it is false, then it will not be effective and do normal damage to it.

Code:
Just change the equal sign and the true and false to respective values and this is a small example of the syntax for.... Ember.
Type = Fire
ID = 52
Power = 40
Accuracy = 100
Category = Special
ContestCategory = Beauty
Name = Ember
Description = The target is attacked with small flames. It may also leave the target with a burn.
CriticalChance = 1
IsHMMove = False
Priority = 0
TimesToAttack = 1
MakesContact = False
ProtectAffected = True
MagicCoatAffected = False
SnatchAffected = False
MirrorMoveAffected = True
KingsrockAffected = False
CounterAffected = False
DisabledWhileGravity = False
UseEffectiveness = True
ImmunityAffected = True
HasSecondaryEffect = True
RemovesFrozen = False
IsHealingMove = False
IsRecoilMove = False
IsPunchingMove = False
IsDamagingMove = True
IsProtectMove = False
IsSoundMove = False
IsAffectedBySubstitute = True
IsOneHitKOMove = False
IsWonderGuardAffected = True
 
Last edited by a moderator:

Fanta

Content Developer
P3D Developer
Global Moderator
#5
UseEffectiveness is equal to.... How to explain this...

It accepts only boolean value which is to set whether the move depend on the type effectiveness or not.

For example, if it is a fire type moves, it should be effective to grass type. If it is false, then it will not be effective and do normal damage to it.

Code:
Just change the equal sign and the true and false to respective values and this is a small example of the syntax for.... Ember.
Type = Fire
ID = 52
Power = 40
Accuracy = 100
Category = Special
ContestCategory = Beauty
Name = Ember
Description = The target is attacked with small flames. It may also leave the target with a burn.
CriticalChance = 1
IsHMMove = False
Priority = 0
TimesToAttack = 1
MakesContact = False
ProtectAffected = True
MagicCoatAffected = False
SnatchAffected = False
MirrorMoveAffected = True
KingsrockAffected = False
CounterAffected = False
DisabledWhileGravity = False
UseEffectiveness = True
ImmunityAffected = True
HasSecondaryEffect = True
RemovesFrozen = False
IsHealingMove = False
IsRecoilMove = False
IsPunchingMove = False
IsDamagingMove = True
IsProtectMove = False
IsSoundMove = False
IsAffectedBySubstitute = True
IsOneHitKOMove = False
IsWonderGuardAffected = True
Ahh, for moves that ignores effectiveness and types?
 
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