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[0.28.2]Moves that still don't work properly

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snoe

Active Member
Qualiava's flame wheel looks like Ember O_0
someone suggested we give moves placeholder animations based on type until they can all be done up. so when i was doing fire i used ember animation for all the damaging moves i scripted
I started with Toto, the dile. So I never got to see any fire attacks until I reached Union Cave.

You should've seen the look on my face when I saw embed for the first time. I was like holy crap I have seen death and it has seen me.

It is an epic animation!

But it is a lengthy one too
 

DracoHouston

Kolben Developer
Contributor
someone suggested we give moves placeholder animations based on type until they can all be done up. so when i was doing fire i used ember animation for all the damaging moves i scripted
I started with Toto, the dile. So I never got to see any fire attacks until I reached Union Cave.

You should've seen the look on my face when I saw embed for the first time. I was like holy crap I have seen death and it has seen me.

It is an epic animation!

But it is a lengthy one too
people make fun of the 'flaming potato' fireball sprite sometimes but its neat nils was able to time the line of smoke puffs as it moves. i flipped the formula around and put in the impact which made it a bit nicer :)

nils' fire punch animation is pretty sick too
 

snoe

Active Member
I started with Toto, the dile. So I never got to see any fire attacks until I reached Union Cave.

You should've seen the look on my face when I saw embed for the first time. I was like holy crap I have seen death and it has seen me.

It is an epic animation!

But it is a lengthy one too
people make fun of the 'flaming potato' fireball sprite sometimes but its neat nils was able to time the line of smoke puffs as it moves. i flipped the formula around and put in the impact which made it a bit nicer :)

nils' fire punch animation is pretty sick too
If you guys could make it yellow possibly add some static to the sprite and remove the cloud trail. You'd have a really nice thunderbolt!
 

FerreTrip

Bug Catcher
Foresight doesn't work. I tried it when trying to catch my gastly, but it said it didn't work. Meaning it registered as an attack, not an effect move.
 

snoe

Active Member
quote="FerreTrip, post: 21588, member: 16286"]Foresight doesn't work. I tried it when trying to catch my gastly, but it said it didn't work. Meaning it registered as an attack, not an effect move.[/quote]

This thread is for moves that are implemented. Foresight is not implemented and is just a placeholder
 

DracoHouston

Kolben Developer
Contributor
quote="FerreTrip, post: 21588, member: 16286"]Foresight doesn't work. I tried it when trying to catch my gastly, but it said it didn't work. Meaning it registered as an attack, not an effect move.
This thread is for moves that are implemented. Foresight is not implemented and is just a placeholder[/quote]
actually, its scripted, because people requested identify moves. nils and i worked on 2 volatile statuses, identify and identifydark, foresight is also set as a status atm. i'm not sure why it would not be working, but people have reported that volatile status is not being applied correctly by supersonic so maybe it affects other moves
Code:
SetAttackBaseDamage(193,0)
SetAttackMaxPP(193,40)
SetAttackCategory(193,2)
SetAttackContestCategory(193,1)
SetAttackType(193,0)
SetAttackPriority(193,0)
SetAttackAccuracy(193,-1)
SetAttackAttackCategory(193,1)
SetAttackSpecialAttackDelegate(193, "ATTACKS_NORMAL_FORESIGHT_SPECIAL")
 
function ATTACKS_NORMAL_FORESIGHT_SPECIAL()
    Attacks_TryAddVolitileStatus("target", "identify")
end
(can anyone spot anything obviously wrong here? i can't :\)
 

Xane

Pokémon Ranger
Contributor
I've heard people complaining about supersonic. I've taken a look at it and can't see what's wrong either, but of course I can only check for so much, I don't know how the code operates like you do.

Anyway, this is just a quick shot in the dark. SetAttackSpecialAttackDelegate calls the function Attacks_Normal_Foresight_Special, which executes the (method?) Attack_TryAddVolitileStatus. That methodname must be spelled corretly to work yes?

Would'nt it be "Volatile" instead of "Volitile"?
 

Xane

Pokémon Ranger
Contributor
OK nvm, I just tried replacing the "i" in Attack_TryAddVolitileStatus for Supersonic, to "a" and it did'nt change anything at all lol.

I just tested the attack multiple times though. So far, it has given me 4 distinct effects:
-Burned an opponent
-Paralysed an opponent
-Froze an opponent
-Doing nothing at all (not because the attack did not hit, because it doesn't even show a string about the attack not hitting:/)

DracoHouston
Any chance there could be something wrong outside the lua files rather than with the lua files themselves?
 

DracoHouston

Kolben Developer
Contributor
I've heard people complaining about supersonic. I've taken a look at it and can't see what's wrong either, but of course I can only check for so much, I don't know how the code operates like you do.

Anyway, this is just a quick shot in the dark. SetAttackSpecialAttackDelegate calls the function Attacks_Normal_Foresight_Special, which executes the (method?) Attack_TryAddVolitileStatus. That methodname must be spelled corretly to work yes?

Would'nt it be "Volatile" instead of "Volitile"?
OK nvm, I just tried replacing the "i" in Attack_TryAddVolitileStatus for Supersonic, to "a" and it did'nt change anything at all lol.

I just tested the attack multiple times though. So far, it has given me 4 distinct effects:
-Burned an opponent
-Paralysed an opponent
-Froze an opponent
-Doing nothing at all (not because the attack did not hit, because it doesn't even show a string about the attack not hitting:/)

DracoHouston
Any chance there could be something wrong outside the lua files rather than with the lua files themselves?
lol what a fuck up. sorry about that folks. at least i didn't spell badpoison badpoinson *coughnilscough ;) )

btw if you want to know if something is correct i copied the function declarations into a wiki page http://pokemon3d.net/wiki/index.php?title=Attacks_API also if you call something that isnt defined you'll get a LUA error in log.dat, you can check that to see if your script is at fault for something not working

and yes, something in the engine messing it up is my theory. when i made the code to handle that i tested it a lot, it should be working.

i don't know exactly what nils changed between me giving him the code for this and it coming out, when i can get my hands on this patch's source i'll get to work on that. but for now frankly on things that apply volatiles i'm as puzzled as anyone.

edit: oh noooo all 3 volatile status functions are spelt volitile D: maybe we'll change that before too many mods start making their own attacks, i don't mind hitting replace all on the scripts at some point to fix it
 

snoe

Active Member
Battled a butterfree today and it used confusion.

there was no text about any status effects being applied, so i was surprised to find out that my Totodile was confused.

not only that, but BUTTERFREE WAS CONFUSED AS WELL.

it eventually confused itself to death i lol'd

DracoHouston
is this move under the volatile category as well?
 

DracoHouston

Kolben Developer
Contributor
Battled a butterfree today and it used confusion.

there was no text about any status effects being applied, so i was surprised to find out that my Totodile was confused.

not only that, but BUTTERFREE WAS CONFUSED AS WELL.

it eventually confused itself to death i lol'd

DracoHouston
is this move under the volatile category as well?
volatile status means a status that is temporary, removed when the pokemon switches (fainted, switched out, end of battle) (yes i'm aware confusion persists in the main games but it doesnt in this system :p)

we use it for all sorts of things, flinching, confusion, identifying a target, making rollout continue (thats broken too! D:) letting stomp know the target has used minimize, ghost version of curse, you name it. the other kind of status is sleep/paralyze/frozen/poisoned/burned
 

snoe

Active Member
(yes i'm aware confusion persists in the main games but it doesnt in this system :p)
wha'chu talkin bout willis?

are you telling me that they made confusion persist after battles in gen 5?????
cus honestly the more things i found out they've changed about pokemon mechanics
the sadder i get.... and it all started with poison not persisting after battle

also what i'm wondering is how it confused butterfree? is that a serious bug then?

as far as i know outrage is the one move that i know can cause that
 

DracoHouston

Kolben Developer
Contributor
(yes i'm aware confusion persists in the main games but it doesnt in this system :p)
wha'chu talkin bout willis?

are you telling me that they made confusion persist after battles in gen 5?????
cus honestly the more things i found out they've changed about pokemon mechanics
the sadder i get.... and it all started with poison not persisting after battle

also what i'm wondering is how it confused butterfree? is that a serious bug then?

as far as i know outrage is the one move that i know can cause that
im pretty sure i've had a pokemon be confused in 1 battle and still be confused when i used them next but i might have been mistaken. i play a gen 4 game btw :p

but volatiles in this are cleared on swap, along with stuff like conversion, transform, stat changes etc
 
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