"Ultra Effective" Sound

Morningdew

Novice
Member
Joined
Jul 8, 2017
Posts
26
If you have ever played Pokemon Insurgence, you may know there is a special sound that plays when a battler is hit with a 4x super effective move.

An example would be a Kartana getting hit with a Flamethrower, or a Scrafty getting hit with a Moonblast.

The default Essentials plays this sound as a normal "super-effective" hit, but is it possible to add an "ultra-effective" similar to the way Insurgence handles it?
 

Uax

Novice
Member
Joined
Jan 10, 2018
Posts
14
Taking a fast look at the script...

#####################################

Code:
def pbDamageAnimation(pkmn,effectiveness)
 
pkmnsprite=@sprites["pokemon#{pkmn.index}"]
 
shadowsprite=@sprites["shadow#{pkmn.index}"]
 
sprite=@sprites["battlebox#{pkmn.index}"]
 
oldshadowvisible=shadowsprite.visible
 
oldvisible=sprite.visible
 
sprite.selected=3
 
@briefmessage=false
 
6.times do
 
pbGraphicsUpdate
 
pbInputUpdate
 
pbFrameUpdate
 
end
 
case effectiveness
 
when 0
 
pbSEPlay("Battle damage normal")
 
when 1
 
pbSEPlay("Battle damage weak")
 
when 2
 
pbSEPlay("Battle damage super")
 
end ......

#####################

Seems like you need to define a new case of effectiveness and play a different SE like this

###################
Code:
case effectiveness
 
when 0
 
pbSEPlay("Battle damage normal")
 
when 1
 
pbSEPlay("Battle damage weak")
 
when 2
 
pbSEPlay("Battle damage super")
 
when 3
 
pbSEPlay("Battle damage ultra")
 
end ......
######################
Ofc you need to redefine everything related to it...
 
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