SkillData Reference: Difference between revisions

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     public [[LocalText Reference|LocalText]] Name;
     public [[LocalText Reference|LocalText]] Name;


The move's name. The default (English) name of a move can be called with <code>skill.Name.DefaultName</code>.
The move's name. More often than not, you'll want to call [[#SkillData.ToString()|ToString()]] instead.
 
 
== SkillData.ToString() ==
 
    public override string ToString()
 
Returns the name of the move in the currently set language.




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== SkillData.GetColoredName() ==
== SkillData:GetColoredName() ==


     public string GetColoredName();
     public string GetColoredName();
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== SkillData.GetIconName() ==
== SkillData:GetIconName() ==


     public string GetColoredName();
     public string GetColoredName();

Revision as of 01:48, 10 May 2024

This page shows all properties of SkillData that can be manipulated from Lua.

SkillData.Name

   public LocalText Name;

The move's name. More often than not, you'll want to call ToString() instead.


SkillData.ToString()

   public override string ToString()

Returns the name of the move in the currently set language.


SkillData.Desc

   public LocalText Desc;

The move's description text when viewed in the menu. The default (English) description of a move can be called with skill.Desc.DefaultName.


SkillData.Released

   public bool Released;

Internal flag to show whether a move is completed and allowed to show up in the game. true if the move is completed, false otherwise. Moves that are not released show up with an *asterisk next to their names when viewed in the Dev Mode editors.


SkillData.Comment

   public string Comment;

An internal piece of text only visible using the Dev Mode editors, or by calling this property. Usually used to take notes on the move if necessary.


SkillData.IndexNum

   public int IndexNum;

Index number of the move for sorting. Must be unique. For moves from the original Pokémon games, generally correlates with the move's internal id number in the main series games.


SkillData.BaseCharges

   public int BaseCharges;

The move's default max PP.


SkillData.Strikes

   [Dev.NumberRange(0, 1, Int32.MaxValue)]
   public int Strikes;

How many times the move attacks. Set greater than 1 for multi-strike moves like Fury Swipes.


SkillData.HitboxAction

   public CombatAction HitboxAction;

Data on the hitbox of the move. Controls range and targeting — how far the move travels; whether it's a dash, shot, etc.; and whether it hits allies, enemies, or both.


SkillData.Explosion

   public ExplosionData Explosion;

Optional. Data to specify a splash effect on the tiles/Pokémon hit.


SkillData.Data

   public BattleData Data;


Events that occur with this move, i.e. attack effects. Pretty much all of the combat logic of the moves beyond its range and number of hits will be found here.


SkillData:GetColoredName()

   public string GetColoredName();

Returns the name of the skill along with the appropriate color text code for moves.


SkillData:GetIconName()

   public string GetColoredName();

Returns the name of the skill along with the appropriate color text codes for moves and with the type icon prepended. This is what's usually used to display the name of the move in menus.