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- <Piex> :)
- <Piex> awesome.. yea my pproject involves
- <Piex> creating pokemon too
- <Piex> I had some of the moves coded by a friend and
- <Piex> was trying to do some testing on another server but
- <Piex> well if you think you can help me specifically about this I'll continue
- <HeaLnDeaL> do you mean brand new moves
- <Piex> yes
- <HeaLnDeaL> or coding old moves onto new Pokemon
- <Piex> coding brand new moves
- <Piex> and we will in time need to code them to brand new pokemon
- <HeaLnDeaL> Umm I have done it before, but not anything super complex
- <Piex> well that's more than I've done lol so
- <Piex> any help you can offer
- <Piex> would be greatly appreeciated
- <HeaLnDeaL> basically you gotta find examples of exisitng moves with similar effects and hodge podge the code
- <Piex> yea I know that bit
- <Piex> the only issue is
- <Piex> the numbering
- <Piex> initially we had them
- <Piex> labelled negatively
- <Piex> now I think they've been labelled just past the highest numbering of the current moves
- <Piex> and we're just been trying to play regular challenge cup and
- <Piex> when we go into battle
- <Piex> we're only able to use struggle
- <Piex> and then
- <HeaLnDeaL> the numbering should matter at all
- <Piex> struggle fails
- <HeaLnDeaL> lemme look into my repository to see what I did
- <Piex> thanks :)
- <HeaLnDeaL> "reroot": { num: 521, accuracy: 100, basePower: 70, category: "Special", desc: "Deals damage to one adjacent target. If this move is successful and the user has not fainted, the user switches out even if it is trapped and is replaced immediately by another party member. The user does not switch out if there are no unfainted party members, or if the
- <HeaLnDeaL> "voltswitch": { num: 521, accuracy: 100, basePower: 70, category: "Special", desc: "Deals damage to one adjacent target. If this move is successful and the user has not fainted, the user switches out even if it is trapped and is replaced immediately by another party member. The user does not switch out if there are no unfainted party members, or if
- <HeaLnDeaL> used the same number of voltswitch
- <HeaLnDeaL> so, just keeping the old number should work
- <Piex> oh
- <Piex> hmm that's an intresting way to go about it but
- <Piex> does that mean you need
- <Piex> the same stuff like
- <Piex> accuracy bp category etc?
- <HeaLnDeaL> don't think so
- <HeaLnDeaL> I think any number within PS's number range is fine really
- <HeaLnDeaL> just copying the number from a similar move might be the best bet. Unless PS has made some massive move changes since the last time I made a new move
- <Piex> okay well
- <Piex> thank you very much for the advice
- <Piex> I'll keep a copy of this conversation
- <Piex> and I'll seek advice from other members and see if they can help at all
- <HeaLnDeaL> okie
- <HeaLnDeaL> yeah, I've gone through the list of all my custom moves... they just use the same number as the move that the code is mostly based off of
- <HeaLnDeaL> "flameimpact": { num: 245, accuracy: 100, basePower: 65, category: "Physical", desc: shortDesc: "Nearly always goes first-Uranium Move.", id: "flameimpact", isViable: true, name: "Flame Impact", pp: 10, priority: 2, isContact: true, secondary: false, target: "normal", type: "Fire" },
- <Piex> thanks ^^
- <HeaLnDeaL> yup np
- <Piex> just curious what was the project that you did this for?
- <HeaLnDeaL> I own Fuji Labs, and have done some code for hosting Uranium Pokemon (an actual fangame) on a PS server as well
- <Piex> ah very nice :)
- <Piex> my project is pretty simply just making
- <Piex> new moves pokemon etc. just for the fun of it
- <Piex> I guess it's like it's what I'd hoped cap was instead of what it actually is.. I mean I get the purpose of cap as it is but it doesn't personally suit me
- <HeaLnDeaL> ah. tbh I don't like custom moves that much but at least I can code them xD
- <Piex> lol
- <Piex> with me I just wanted it be as authentically original as I reasonably could achieve without the game just turning to shit lol
- <Piex> well anyway, thanks for your time ^^
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