Modding Move Effects

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Revision as of 04:08, 19 April 2024 by IDK (talk | contribs) (Priority)

This page details the ways to achieve move effects, such as modifying damage, status changes, etc. This can be done through the Skill Editor, found in the Data tab of the Dev Mode panel.

It only covers the effect of moves. Other battle factors such as statuses, abilities, and held items can be found in the page for Modding Passive Effects

All of this can be achieved by editing the Data of a move.

Overview

Skill Data has several elements that can be edited. These control the stats of the move, its typing, etc.

To achieve the special effects that Pokemon moves are known for, you will need to insert events into Battle Event lists like Before Hits, On Hits, etc.

Effect Priority

Battle Events added to event lists each have a priority. This determines in what order these effects execute.

It may seem straightforward in this image that damage will happen first, and additional effect will happen second. However things get more complicated when you factor passive effects from other sources, such as an enemy having the ability Static, or yourself holding a King's Rock. All of these battle events will need to be shuffled together, and priority ensures they all land in the correct order.

Inflicting Damage

Base Power

Fixed Damage

Additional Effects

Additional Effect Chance

Chance of Status

Chance of Stat Change

Chance Effect on User

Other Move Flags

Moves that make contact, sound-based moves, slash-based moves, etc.

Hit Critical Hit Moves

Non-Damaging Status Moves

Status Conditions

Status Changes

Weather/Terrain

Hitting Tiles

Destroying Items

Destroying Terrain

Laying Traps

Healing

Displacements

Knockback/Throw/Displacements


Further Reading

The list of effects on this page is not exhaustive and there are many more effects such as increased damage on targets under certain conditions (Brine), variable basepowers (Eruption/Water Spout), etc.

For a full list of BattleEvents you can use, check the BattleEvent Reference.

Effects can get very specfic, and sometimes you may want to make your own. You can make your own BattleEvents using ScriptedBattleEvent.