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Stockpile pokemon
Stockpile pokemon









My other idea was about changing the animation to signify to the player that they had max stacks of DoT.

Stockpile pokemon code#

all 'StackingPoison' or all 'stockpile') but like I said, the stockpile split up doesn't work by itself and I feel like just jamming more code in there without really knowing what I'm doing here is not going to help. Now, I assume you would take the Apply and Remove effects and replace them with the one above making sure to refer to the effect as one thing (i.e.

stockpile pokemon

Var stacks = Math.min(5, target._stackingPoison) Target._stackingPoison = target._stackingPoison || 1 Target._stackingPoison = target._stackingPoison || 0 This doesn't even account for the damage over time formula: tStateCounter(stateId, target._stockpile) Īfter I did this, the stockpile effect was successfully being applied to the target, however the stockpile split up ability was either never disabled despite the custom requirement saying the ability is only to be disabled at 0 stacks. Target._stockpile = Math.min(target._stockpile, 3) After one of those moves is used, the user loses the Defense and Special Defense boosts. The power of Spit Up and HP gained from Swallow varies depending on how many times Stockpile was used. Target._stockpile = target._stockpile || 0 Stockpile can be used up to three times before its companion moves, which will attack or recover HP respectively. So the first thing I tried doing was changing the code of the stockpile effects, replacing 'user' and 'a' with 'target' and/or 'b' However, this is only similar to what I wanted to achieve, however, Stockpile doesn't do DoT and it stacks on the user. I found these videos on Stockpile and Stockpile Split Up effect from Pokemon:īoth the effects work perfectly on their own. Then I thought it would be cool to try and make an attack which is only unlocked when you reach a certain number of stacks of the DoT effect, deals damage based off the number of stacks and then proceeds to reset the number of stacks to 0 First I wanted a damage over time effect which I got from this video: I'm trying to learn as I go alongĮssentially this is what I'm struggling with: Continued abuse of our services will cause your IP address to be blocked indefinitely.Okay so, I'm not too confident on the coding at the moment. Please fill out the CAPTCHA below and then click the button to indicate that you agree to these terms. If you wish to be unblocked, you must agree that you will take immediate steps to rectify this issue. If you do not understand what is causing this behavior, please contact us here. If you promise to stop (by clicking the Agree button below), we'll unblock your connection for now, but we will immediately re-block it if we detect additional bad behavior.

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    Stockpile pokemon