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Ah I see. Thank you, that makes sense. I'll check out those scripts and see what I can do there, thanks again. Another (hopefully easy one)

1) Is there a move / effect already set up to recover some HP relative to the attack i.e absorb or giga drain for example.

There is not; I think it would be pretty easy to implement though. Make a new "drain" side effect that applies to the target. When computing target side effects you already have access to the dmgdata variable (which among other things contains the actual damage dealt to the current target prior to applying side effects), and a_user, the battlemonster instance using the move, so it's pretty simple to apply a heal to the move's user using this information.

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Great, that's simple enough. Last question for now lol, where is the IV information held for each Mon? Is it held against each Mon or is it computed somehow? And does the way EVs and IVs work in this framework an exact copy or or there some differences?

IV and EV data are stored in the AMP data for that monster (AMP = Active Monster Party, the monster individuals that are in your / the enemy's party, contrasted to the general notion of each species). So, held for each mon.

They work a bit differently in this engine, both to make them legally distinct and make monster stats grow faster so you don't need to grind levels to beat the demo. If you wanna make them more Pokémon-like, all the stat calculations are in the stat-computing scripts we talked about a couple days ago - just change them there and it will affect all the monster stats in the game.