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Pledge Move refactor #5621
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Pledge Move refactor #5621
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{ TYPE_GRASS, TYPE_WATER, BattleScript_EffectCombinedPledge_Grass }, | ||
{ TYPE_WATER, TYPE_FIRE, BattleScript_EffectCombinedPledge_Water }, | ||
{ TYPE_FIRE, TYPE_GRASS, BattleScript_EffectCombinedPledge_Fire }, |
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Do you think you could find a way to include base power in the table as well in this table and then store it in a BattleStruct field?
case EFFECT_PLEDGE:
if (gBattleStruct->pledgeMove)
basePower = BattleStruct->combinedMoveBasePower;
- It can be change adjusted depending on the type
- If hackers add more type combinations they aren't locked into 150
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Great idea overall
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Do you think you could find a way to include base power in the table as well in this table and then store it in a BattleStruct field?
I was able to do this locally, but I want to check what else would we like to allow for customability.
Targets? Animations? This could potentially be a realization of GF's old "combined moves" leftover code.
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I doubt target is needed. That's get chosen by AI / Player.
Not sure about animation since usually the one that overrides the type gets chosen.
Description
It creates a new struct and table to assign scripts based on the type of the different pledge move combinations.
Images
Example of a "Rock Pledge" effect combined with Fire Pledge (calls Salt Cure's script).
static const struct PledgeCombo sPledgeCombos[] = { // Dominant, Passive, Script to execute { TYPE_GRASS, TYPE_WATER, BattleScript_EffectCombinedPledge_Grass }, { TYPE_WATER, TYPE_FIRE, BattleScript_EffectCombinedPledge_Water }, { TYPE_FIRE, TYPE_GRASS, BattleScript_EffectCombinedPledge_Fire }, + { TYPE_ROCK, TYPE_FIRE, BattleScript_EffectSaltCure }, };
mGBA_aXrZN9NTMI.mp4
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AsparagusEduardo