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Pledge Move refactor #5621
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Pledge Move refactor #5621
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1abcc24
Removed hardcoding of Pledge Move IDs
AsparagusEduardo a1af19c
Using move types instead of separate effects
AsparagusEduardo 01f2afc
Pledge Combo Struct
AsparagusEduardo 7ea1d33
"Two moves become one" message now always shows
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Do you think you could find a way to include base power in the table as well in this table and then store it in a BattleStruct field?
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Great idea overall
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I was able to do this locally, but I want to check what else would we like to allow for customability.
Targets? Animations? This could potentially be a realization of GF's old "combined moves" leftover code.
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I doubt target is needed. That's get chosen by AI / Player.
Not sure about animation since usually the one that overrides the type gets chosen.
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I would say that the target could change, in the form of going from
MOVE_TARGET_SELECTED
toMOVE_TARGET_BOTH
orMOVE_TARGET_FOES_AND_ALLY
(or evenMOVE_TARGET_SELF
).Testing by replacing the effect for Fire+Grass with
BattleScript_EffectExplosion
only damaged 1 opponent. And used the animation for Fire Pledge.