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Resource Move Count 1.1

Atlat

Trainer
Member
Joined
Jan 8, 2023
Posts
53
Atlat submitted a new resource:

Move Count - Allows Pokémon

This is for those people who want to allow Pokémon to attack more than once. A boss fight that's heavily in your favor when it comes to Pokemon on your side of the field? Now you can do it. Funny shenanigans? Of course. The part of raid battles where the opponent attacks multiple times? Yep.

You don't need to do anything with the plugin itself besides putting it in the Plugins folder. All that's user input is the new attribute move_count (like pkmn.move_count = [Number]) or to put...

Read more about this resource...
 
Hi, I was testing the script and it works very well, but I found a small error. If you use the "Following Pokemon EX" script and call "FollowingPkmn.toggle_off", it "undefined nethod []".

I fixed it by changing this part:

if @paths && @paths[0]

if self.x == @paths[0].goal.x && y == @paths[0].goal.y && @paths[0].success_proc

@paths[0].success_proc.call

end

next_route

end
 
Hi, I was testing the script and it works very well, but I found a small error. If you use the "Following Pokemon EX" script and call "FollowingPkmn.toggle_off", it "undefined nethod []".

I fixed it by changing this part:

if @paths && @paths[0]

if self.x == @paths[0].goal.x && y == @paths[0].goal.y && @paths[0].success_proc

@paths[0].success_proc.call

end

next_route

end
That is a plugin I wasn't really focusing on since it wasn't related to any of my work, and I can't exactly adjust another person's plugin. I'm not even sure why a plugin related to the overworld crashes because of an in-battle plugin. However, if you got it to work, that's good to hear!
 
wow amazing work!
but i think its better to use an "extra_move_amount" property of Battler to handle that.
after all battlers moved every turn(main move phase), then check "extra_move_amount" for extra move(extra move phase).
it should also support item/ability/terrain effects for extra move(s).
 
Not sure I understand. "After all battlers moved every turn" section implies to me that you think it would be better to have every move for the initial turn go first, then handle any extra moves for the turn. That feels kind of sloppy to me as we're just kind of shoving everything to the end regardless of speed order, and would lead to other issues like priority moves kind of just breaking. Maybe I'm just misunderstanding something here.

As for the second part involving item/ability/terrain effects, are they not applying? Are you able to give me some examples? I could totally believe they are not knowing me.
but i think its better to use an "extra_move_amount" property of Battler to handle that.
after all battlers moved every turn(main move phase), then check "extra_move_amount" for extra move(extra move phase).
it should also support item/ability/terrain effects for extra move(s).
 
Not sure I understand. "After all battlers moved every turn" section implies to me that you think it would be better to have every move for the initial turn go first, then handle any extra moves for the turn. That feels kind of sloppy to me as we're just kind of shoving everything to the end regardless of speed order, and would lead to other issues like priority moves kind of just breaking. Maybe I'm just misunderstanding something here.

As for the second part involving item/ability/terrain effects, are they not applying? Are you able to give me some examples? I could totally believe they are not knowing me.
you said "and would lead to other issues like priority moves kind of just breaking", I can't get it, could you explain?
 
you said "and would lead to other issues like priority moves kind of just breaking", I can't get it, could you explain?
If every extra attack is put after the main attacks, you'll end up with instances with moves like Avalanche and Trick Room occuring before other moves, and then also having moves like Protect just not do anything whatsoever because it's oossible no one else besides itself has any more attacks to use.
 
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