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i dont mean to nag, but i have another suggestion

Scruffy3Janitor

Pokémon Ranger
can you also maybe try to make us able to add in custom abilities; when your making your own pokemon its nice to be able to give them fresh new abilities rather then dig through a list and choose what fits in the most
 

Tornado9797

Content Developer
P3D Developer
Global Moderator
can you also maybe try to make us able to add in custom abilities; when your making your own pokemon its nice to be able to give them fresh new abilities rather then dig through a list and choose what fits in the most
This could be made into a feature for GameMode development, but not likely for the main game.
 

nilllzz

Original Developer
Administrator
P3D Developer
Well, they would be purely aesthetic since they would have no functionality attached to them.
 

nilllzz

Original Developer
Administrator
P3D Developer
oh, so it wouldnt be codable then.
They are hardcoded entirely in the game since they have such varying functionality across the overworld and battle system. It wouldn't be possible to script them in P3Ds script language since that requires a loaded overworld environment to work.
 

Scruffy3Janitor

Pokémon Ranger
They are hardcoded entirely in the game since they have such varying functionality across the overworld and battle system. It wouldn't be possible to script them in P3Ds script language since that requires a loaded overworld environment to work.
ok, could you at least make it so we could make it be a renamed ability, like an ability that acts like another, also, does the script for making custom moves actually WORK. i cant get it to
 

nilllzz

Original Developer
Administrator
P3D Developer
ok, could you at least make it so we could make it be a renamed ability, like an ability that acts like another, also, does the script for making custom moves actually WORK. i cant get it to
I don't think the renaming would be worth the effort since you would still have the same ability.
And can you copy the content of your custom move file here?
 

Scruffy3Janitor

Pokémon Ranger
I don't think the renaming would be worth the effort since you would still have the same ability.
And can you copy the content of your custom move file here?
well, i actually gave up on it and deleted it, but i can put up the file i used as the baseplate, i can figure it out if it actually works
 

Scruffy3Janitor

Pokémon Ranger
well, i actually gave up on it and deleted it, but i can put up the file i used as the baseplate, i can figure it out if it actually works
this is the file i used:

#This is an example move for a GameMode.
#The default GameMode cannot load additional moves, however all other GameModes can.
#The move ID must be set and must lay above 999, it also is not allowed to interfer with an already existing move ID.
#If no properties are set, the move will come out as the default Pound move. If only the name property gets changed for example, the move will still be the Pound move, but with a different name.
#Here's a list of all properties that can be set: "id", "function", "basepower", "accuracy", "type", "category", "contestcategory", "description", "criticalchance", "ishmmove", "priority", "timestoattack", "makescontact", "protectaffected", "magiccoataffected", "snatchaffected", "mirrormoveaffected", "kingsrockaffected", "counteraffected", "disabledwhilegravity", "useeffectiveness", "ishealingmove", "removesfrozen", "isrecoilmove", "ispunchingmove", "immunityaffected", "isdamagingmove", "isprotectmove", "issoundmove", "isaffectedbysubstitute", "isonehitkomove", "iswonderguardaffected", "useaccevasion", "canhitinmidair", "canhitunderground", "canhitunderwater", "canhitsleeping", "cangainstab", "ispowdermove", "istrappingmove", "ispulsemove", "isbulletmove", "isjawmove", "useoppdefense", "useoppevasion"
#Always set the "function" property last because it might depend on other properties. To add more than one function to a move, separate them with a "," like this: "Function|Burn,Paralyze".
#Available functions: "Burn", "Paralyze", "Freeze", "Poison", "Toxic", "Sleep"

#To build your own move for your GameMode, create a new file with the .dat file extension in the Content\Data\Moves folder and add line like these without the #.
#ID|1001
#Name|TestMove
#Function|Paralyze

does this work? if so i can find out myself what i did wrong and try another move
 

nilllzz

Original Developer
Administrator
P3D Developer
this is the file i used:

#This is an example move for a GameMode.
#The default GameMode cannot load additional moves, however all other GameModes can.
#The move ID must be set and must lay above 999, it also is not allowed to interfer with an already existing move ID.
#If no properties are set, the move will come out as the default Pound move. If only the name property gets changed for example, the move will still be the Pound move, but with a different name.
#Here's a list of all properties that can be set: "id", "function", "basepower", "accuracy", "type", "category", "contestcategory", "description", "criticalchance", "ishmmove", "priority", "timestoattack", "makescontact", "protectaffected", "magiccoataffected", "snatchaffected", "mirrormoveaffected", "kingsrockaffected", "counteraffected", "disabledwhilegravity", "useeffectiveness", "ishealingmove", "removesfrozen", "isrecoilmove", "ispunchingmove", "immunityaffected", "isdamagingmove", "isprotectmove", "issoundmove", "isaffectedbysubstitute", "isonehitkomove", "iswonderguardaffected", "useaccevasion", "canhitinmidair", "canhitunderground", "canhitunderwater", "canhitsleeping", "cangainstab", "ispowdermove", "istrappingmove", "ispulsemove", "isbulletmove", "isjawmove", "useoppdefense", "useoppevasion"
#Always set the "function" property last because it might depend on other properties. To add more than one function to a move, separate them with a "," like this: "Function|Burn,Paralyze".
#Available functions: "Burn", "Paralyze", "Freeze", "Poison", "Toxic", "Sleep"

#To build your own move for your GameMode, create a new file with the .dat file extension in the Content\Data\Moves folder and add line like these without the #.
#ID|1001
#Name|TestMove
#Function|Paralyze

does this work? if so i can find out myself what i did wrong and try another move
When you tested that, did you remove the # at the beginning of the lines that are defining the move?
 
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