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Anonymous /vp/57964210#57990095
7/11/2025, 4:13:11 PM
>>57990034
It just breaks my brain as a whole. But my particular concern right now is adding *original* moves (and abilities, later), as I don't want this to just be "what if Gen [4-9] but in gen 3?", not only because that's already been done many times but if that was my goal I could just get the emerald expansion or get CFRU and be on my merry way.
Like I'm watching Team Aqua Hideout's videos, and I can follow it until I can't. Moves and battle_moves, okay. Battle_scripts, ehhh we're going up on the curb a little bit. But once battle_util, script commands, structs, macros and all that shit join the party seemingly out of nowhere, it's Joever.
Good example of where this is all breaking down for me; I posted about Focus Punch above. We all know what it does - charge up before anything else, if the mon gets hit it fails, if the mon doesn't get hit the move fires. In the seemingly orderly battle_moves file that I can mentally process, there is NOTHING about any of this behavior under Focus Punch. In there, Focus Punch just looks like a 150 power fighting move with -3 priority. So where is all the other shit that defines the move coming from? What's triggering the charge-up, the autofail if attacked, and even if I do track down whatever gibberish is dictating this behavior in the sea of other, seemingly un-ordered gibberish on some other file, how do I identify what's relevant for those new moves I might want to make? It just goes from reasonable to bonkers in the blink of an eye for me.
>G04RY
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