---
description: Section 7.H.1
---

# Launcher: Plugin Overview

When the Wonder Launcher is enabled, all trainer's inventories are swapped out with a temporary Wonder Launcher inventory. Unlike the player's usual inventory, Wonder Launcher inventories only have two "pockets" - a Medicine pocket which include all basic Potions, Revives, Ether/Elixirs, and status cures; as well as a Battle pocket which include all X items, Dire Hit, Guard Spec., and a few exclusive Wonder Launcher items.

These items are all infinite in supply, however they may only be used by expending a number of points. Below, I'll go into detail about Wonder Launcher mechanics.

{% hint style="info" %}
**Item Limit**

Note that unlike in _Pokemon Black & White_, you may only launch an item with the Wonder Launcher once per turn. This means that in double or triple battles, only one of your Pokemon's turns can be used to launch an item, and you'll be prevented from selecting another item that turn. This limitation has been set both for balance reasons due to certain Launcher items being buffed, and also to simplify the battle AI.
{% endhint %}

***

<mark style="background-color:orange;">**Enabling a Wonder Launcher Battle**</mark>

To even enter a Wonder Launcher battle, you must first enable these types of battles to occur. Only trainer battles may be fought as Wonder Launcher battles, so wild battles will never be affected even if the feature is turned on.

By default, the Wonder Launcher feature will be disabled for all trainer battles. To enable it, this can be done in one of two ways.

<details>

<summary>Battle Rule</summary>

You may set the <mark style="background-color:green;">**"wonderLauncher"**</mark> Battle Rule prior to a trainer battle to enable the Wonder Launcher for that battle only. More on this is covered in the "Launcher: Battle Rules" subsection.

</details>

<details>

<summary>Game Switch</summary>

When enabled with a switch, you can enable the Wonder Launcher globally for all trainer battles by default. The switch number used for this can be found by going into this plugin's files and opening the Settings file.

Here, you will find a setting called `WONDER_LAUNCHER_SWITCH`. This is where the switch number used to toggle Wonder Launcher battles on or off is stored. By default, this switch number is set to `72`, but please set this to whatever switch number you want if this overlaps with an existing switch that you are using elsewhere. While playing in debug mode, you can quickly toggle this switch by going to "Deluxe plugin settings..." in the debug menu, and using the "Toggle Wonder Launcher" setting.

Once your preferred switch number is set and you turn this switch on in-game, all trainer battles will use the Wonder Launcher.

If you ever want to turn this feature off and disable the Wonder Launcher mechanic for all trainer battles, you can do so by simply turning this game switch off again.

</details>

***

<mark style="background-color:orange;">**Launcher Points**</mark>

Launcher Points, or "LP" for short, is the currency required to Launch items onto the battlefield during a Wonder Launcher battle. Each item in your Wonder Launcher inventory requires a certain number of points to use, relative to the quality of the item. Each trainer gains LP at the start of each turn. Deciding whether to stock up on LP for stronger items or to use LP immediately for a head start is part of the strategy of Wonder Launcher battles.

<details>

<summary>Accruing LP</summary>

<mark style="background-color:yellow;">**LP Gains**</mark>

Each trainer gains LP at the start of each turn. By default, this will only be 1 LP per turn, however you may change this to a different value if you wish by opening the plugin Settings and changing `WONDER_LAUNCHER_POINTS_PER_TURN` to a different amount.

If a trainer has less remaining Pokemon on the battlefield than the opponent, they will gain an additional +1 LP per turn. Obviously, this is only really relevant in double or triple battles. This gives the losing trainer a chance for a comeback by saving up for a Revive item faster.

***

<mark style="background-color:yellow;">**Maximum LP**</mark>

Each trainer can only hold a maximum of 14 LP by default. After which, any additional LP gains will go to waste. However, you may change this max LP cap if you wish by opening the plugin Settings and changing `WONDER_LAUNCHER_MAX_POINTS` to a different amount. Note however, that all UI displays related to the Wonder Launcher are designed with the default cap in mind, so you may have to manually adjusts some visuals if you decide to exceed this default limit.

***

<mark style="background-color:yellow;">**Debug Options**</mark>

Finally, while playing in debug mode, you can manually assign the current LP totals of any trainer during battle by opening the debug menu, selecting "Trainer options..." and selecting "Launcher Points" to assign the LP for each trainer.&#x20;

<img src="https://2153694798-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FvzqYxbzoSOVtGkOgfRUQ%2Fuploads%2FJ5MdioDusve6Z7qIbsno%2F%5B2024-06-26%5D%2012_41_53.566.png?alt=media&#x26;token=0e89d70c-31a2-48be-ab76-e8a042ffaeff" alt="" data-size="original">  ![](https://2153694798-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FvzqYxbzoSOVtGkOgfRUQ%2Fuploads%2FW0NHCCwNPcIc3j4yLlZI%2F%5B2024-06-26%5D%2012_41_11.742.png?alt=media\&token=d01c3132-4311-450d-8b1f-3c0f39fde74f)

If you select the "Wonder Launcher" option, you can completely disable the ability to accrue or spend any LP at all for each trainer.

</details>

<details>

<summary>Spending LP</summary>

To actually use the LP you gain to launch items, you have to select an item from your Wonder Launcher inventory. This can be done by selecting the LAUNCH command in the command menu, which replaces the normal BAG command option during Wonder Launcher battles.

<img src="https://2153694798-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FvzqYxbzoSOVtGkOgfRUQ%2Fuploads%2Fj2flaJ2hNxSocxbh7VJR%2F%5B2024-06-26%5D%2012_40_42.992.png?alt=media&#x26;token=64076996-d128-4ca4-a131-97a0693f65d9" alt="" data-size="original">

When you open the Wonder Launcher inventory, you'll notice that there's some slight differences to the normal inventory screen. There are only two viewable "pockets" in this inventory - Medicine and Battle items. Both of these types of items function identically to their normal equivalents, though there are a few key differences.

<img src="https://2153694798-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FvzqYxbzoSOVtGkOgfRUQ%2Fuploads%2Fu59zcKIiBfvz9t3bJPm8%2F%5B2024-06-26%5D%2012_46_27.392.png?alt=media&#x26;token=a72761f0-b343-4102-915e-1c7f7c5670aa" alt="" data-size="original">

Firstly, you'll notice that while scrolling through these item lists, there isn't a quantity listed for each item. This is because items in the Wonder Launcher inventory are infinite in supply. Instead, the LP cost required will be listed next to each item. In order to use a listed item in this inventory, you need to have enough accrued LP to spend on them.

On the left side of the screen, a unique window will be shown that displays the player's Current LP. This will be displayed as a gauge with several blue pips that indicate your total LP count thus far. While your cursor is hovered over an item, this meter will display red pips which indicate just how much of your LP the highlighted item would consume when used. This quickly gives you a visual indication of the cost of each item, and how many points you'd have remaining after its use.

</details>

<details>

<summary>Battle Visuals</summary>

During a Wonder Launcher battle, each trainer's LP will be tracked visually with a splash bar that will appear on screen whenever a trainer's LP totals change, such as when they Launch items. This helps indicate each trainer's current remaining LP total. These bars will display the name of the trainer, as well as a character icon (if one is available) to distinguish which trainer's LP you are viewing.

<img src="https://2153694798-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FvzqYxbzoSOVtGkOgfRUQ%2Fuploads%2FY1uT757h5o4vaAiIZDMM%2Flauncher.gif?alt=media&#x26;token=1ca36abe-7cdc-479f-80fb-1a2a6ac85c76" alt="" data-size="original">

Since LP is gained at the start of each turn, this means these bars will appear on screen at the start of each turn for each trainer as well. If you dislike this or find it annoying to display each turn, you may disable this by opening the plugin Settings and setting `SHOW_LAUNCHER_SPLASH_EACH_TURN` to `false`.

<img src="https://2153694798-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FvzqYxbzoSOVtGkOgfRUQ%2Fuploads%2Fd0oLiFDganqC4vBRXnVS%2Fpointgain.gif?alt=media&#x26;token=73968b55-b509-4ddb-b659-d480b129608a" alt="" data-size="original">

Note that LP bars will linger on screen for about 2 seconds each time they slide in. However, pressing the `USE` button while they linger will force them to hide immediately, so you can speed this animation up in this way.

If you happen to have the Enhanced Battle UI add-on plugin installed, you can view all trainer's current LP  at any point during command selection by opening the battler selection menu with the `JUMPUP` (A) key. If so, each trainer's LP totals will appear parallel to their party ball icons.

<img src="https://2153694798-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FvzqYxbzoSOVtGkOgfRUQ%2Fuploads%2FeN4u9zlwsp9GKS401t7q%2F%5B2024-06-26%5D%2012_42_15.103.png?alt=media&#x26;token=a46ee6f7-a87e-490c-8da4-617646d3f97c" alt="" data-size="original">

</details>

***

<mark style="background-color:orange;">**Wonder Launcher Inventory**</mark>

The stock of items available to each trainer in a Wonder Launcher battle is generally the same and have an infinite supply. These items will replace whatever inventory the trainer would normally have in a regular battle.

Note however that even while in a Wonder Launcher battle, all trainers will still retain any Key Items that would be in their normal inventories, they just won't be visible during the battle. So you can still give trainers items such as a Mega Ring and have them use Mega Evolution during a Wonder Launcher battle, even though their normal inventories are replaced with the Wonder Launcher inventory.

Below, I'll list all possible items that will appear in a trainer's Wonder Launcher inventory by default.

{% tabs %}
{% tab title="Medicinal Items" %}
These are all of the items that will appear in the Medicine pocket of the Wonder Launcher inventory by default.

<table><thead><tr><th width="188">Item</th><th width="102" align="center">LP Cost</th><th width="130" align="center">Target</th><th>Effect</th></tr></thead><tbody><tr><td>Potion</td><td align="center">2</td><td align="center">User Party</td><td>Heals 20 HP.</td></tr><tr><td>Super Potion</td><td align="center">4</td><td align="center">User Party</td><td>Heals 60 HP.</td></tr><tr><td>Hyper Potion</td><td align="center">8</td><td align="center">User Party</td><td>Heals 120 HP.</td></tr><tr><td>Max Potion</td><td align="center">10</td><td align="center">User Party</td><td>Heals all HP.</td></tr><tr><td>Full Restore</td><td align="center">13</td><td align="center">User Party</td><td>Heals all HP and status.</td></tr><tr><td>Awakening</td><td align="center">4</td><td align="center">User Party</td><td>Cures Sleep.</td></tr><tr><td>Antidote</td><td align="center">4</td><td align="center">User Party</td><td>Cures Poison.</td></tr><tr><td>Burn Heal</td><td align="center">4</td><td align="center">User Party</td><td>Cures Burn.</td></tr><tr><td>Paralyze Heal</td><td align="center">4</td><td align="center">User Party</td><td>Cures Paralysis.</td></tr><tr><td>Ice Heal</td><td align="center">4</td><td align="center">User Party</td><td>Cures Freeze.</td></tr><tr><td>Full Heal</td><td align="center">5</td><td align="center">User Party</td><td>Cures status and confusion.</td></tr><tr><td>Revive</td><td align="center">11</td><td align="center">User Party</td><td>Revives with half HP.</td></tr><tr><td>Max Revive</td><td align="center">14</td><td align="center">User Party</td><td>Revives with full HP.</td></tr><tr><td>Ether</td><td align="center">4</td><td align="center">User Party</td><td>Restores a move's PP by 10.</td></tr><tr><td>Max Ether</td><td align="center">6</td><td align="center">User Party</td><td>Fully restores a move's PP.</td></tr><tr><td>Elixir</td><td align="center">8</td><td align="center">User Party</td><td>Restores all move PP by 10.</td></tr><tr><td>Max Elixir</td><td align="center">10</td><td align="center">User Party</td><td>Fully restores all move PP.</td></tr></tbody></table>

{% hint style="info" %}
**PP Healing Items**

In the original Wonder Launcher battles in _Pokemon Black & White_, PP healing items such as Ethers and Elixirs were not included as Wonder Launcher items, even though data for these are found in the code. For the purposes of this plugin, I chose to include them anyway and gave them LP costs that I thought would be appropriate based on the other items.
{% endhint %}
{% endtab %}

{% tab title="Battle Items" %}
These are all of the items that will appear in the Battle pocket of the Wonder Launcher inventory by default. The X \<Stat> items listed here is just a placeholder to refer to all of the X Items for each stat (X Attack, X Defense, etc.).

<table><thead><tr><th width="188">Item</th><th width="102" align="center">LP Cost</th><th width="130" align="center">Target</th><th>Effect</th></tr></thead><tbody><tr><td>X &#x3C;Stat></td><td align="center">3</td><td align="center">User Battler</td><td>Increases &#x3C;Stat> by 1 stage.</td></tr><tr><td>X &#x3C;Stat> 2</td><td align="center">5</td><td align="center">User Battler</td><td>Increases &#x3C;Stat> by 2 stages.</td></tr><tr><td>X &#x3C;Stat> 3</td><td align="center">7</td><td align="center">User Battler</td><td>Increases &#x3C;Stat> by 3 stages.</td></tr><tr><td>X &#x3C;Stat> 6</td><td align="center">12</td><td align="center">User Battler</td><td>Increases &#x3C;Stat> by 6 stages.</td></tr><tr><td>Dire Hit</td><td align="center">3</td><td align="center">User Battler</td><td>Increases critical hit ratio by 1 stage.</td></tr><tr><td>Dire Hit 2</td><td align="center">5</td><td align="center">User Battler</td><td>Increases critical hit ratio by 2 stages.</td></tr><tr><td>Dire Hit 3</td><td align="center">7</td><td align="center">User Battler</td><td>Increases critical hit ratio by 3 stages.</td></tr><tr><td>Guard Spec.</td><td align="center">3</td><td align="center">User Side</td><td>Starts the Mist effect on the user's side.</td></tr><tr><td>Reset Urge</td><td align="center">9</td><td align="center">Any Battler</td><td>Resets a target's stat changes.</td></tr><tr><td>Ability Urge</td><td align="center">3</td><td align="center">Any Battler</td><td>Reactivates a target's ability.</td></tr><tr><td>Item Urge</td><td align="center">2</td><td align="center">Any Battler</td><td>Forces a target's held item to trigger.</td></tr><tr><td>Item Drop</td><td align="center">6</td><td align="center">Any Battler</td><td>Removes a target's held item.</td></tr></tbody></table>

{% hint style="info" %}
**X \<Stat> Items**

Something to note with X \<Stat> items is that in later gens (Gen 7 onwards), these items were changed so that they grant +2 stages to a stat, rather than +1. For the purposes of Wonder Launcher battles, this makes these items completely redundant with the X \<Stat> 2 items, as they would now effectively do the same thing. Because of this, the base X \<Stat> items will not appear in the Wonder Launcher inventory if Essential's `MECHANICS_GENERATION` setting is set to Gen 7 or higher.

If you'd like them to still appear regardless of generation, you could also set `X_STAT_ITEMS_RAISE_BY_TWO_STAGES` to `false` in Essentials.
{% endhint %}

{% hint style="info" %}
**"Urge" Items**\
In the original Wonder Launcher battles in _Pokemon Black & White_, the various "Urge" items (Reset Urge, Ability Urge, Item Urge, Item Drop) could only target one of the trainer's own active battlers, similar to X Items.

However, I thought that this was too limiting and made them too niche to ever want to really use. So for the purposes of this plugin, I've changed it so that these items can be used to target _any_ battler on the field, including opponents.

This can open up some new strategies, such as resetting an opponent's increased stat stages (Reset Urge), forcing them to re-trigger an ability if it would benefit you in some way (Ability Urge), or forcing them to trigger an item earlier than they wanted to, or to drop the item altogether (Item Urge, Item Drop).
{% endhint %}
{% endtab %}

{% tab title="Plugin-Exclusive Items" %}
These items will also appear in the Battle pocket of the Wonder Launcher inventory, but only under certain conditions when certain add-on plugins are installed.

<table><thead><tr><th width="188">Item</th><th width="102" align="center">LP Cost</th><th width="130" align="center">Target</th><th>Effect</th></tr></thead><tbody><tr><td>Z-Booster</td><td align="center">7</td><td align="center">User Trainer</td><td>Only appears if the trainer has an eligible Z-Ring.<br>When used, replenishes the trainer's Z-Ring so that they may use a Z-Move again.</td></tr><tr><td>Wishing Star</td><td align="center">7</td><td align="center">User Trainer</td><td>Only appears if the trainer has an eligible Dynamax Band.<br>When used, replenishes the trainer's Dynamax Band so that they may use Dynamax again.</td></tr><tr><td>Radiant Tera Jewel</td><td align="center">7</td><td align="center">User Trainer</td><td>Only appears if the trainer has an eligible Tera Orb.<br>When used, replenishes the trainer's Tera Orb so that they may use Terastallization again.</td></tr></tbody></table>
{% endtab %}
{% endtabs %}

***

<mark style="background-color:orange;">**Item Details**</mark>

Certain items used with the Wonder Launcher have specific mechanics that I'll outline below.

<details>

<summary>Item Urge</summary>

This item can target any battler on the field to force that target to consume its held item to immediately use its effects. However, this is only limited to certain items that do something when consumed. The following are all of the items that can be potentially triggered via an Item Urge:

* Oran Berry
* Sitrus Berry
* Berry Juice
* Enigma Berry
* Aguav Berry
* Figy Berry
* Iapapa Berry
* Mago Berry
* Wiki Berry
* Pecha Berry
* Chesto Berry
* Cheri Berry
* Rawst Berry
* Aspear Berry
* Persim Berry
* Lum Berry
* Leppa Berry
* Hopo Berry (Gen 9 Pack)
* Liechi Berry
* Ganlon Berry
* Kee Berry
* Petaya Berry
* Apicot Berry
* Maranga Berry
* Salac Berry
* Starf Berry
* Lansat Berry
* Micle Berry
* White Herb
* Mental Herb

Note that some of these items can only be feasibly triggered with an Item Urge in very specific scenarios.

</details>

<details>

<summary>Ability Urge</summary>

This item can target any battler on the field to force that target to retrigger its ability. However, this is only limited to certain abilities that trigger upon switch-in. The following are all of the abilities that can be potentially triggered via an Ability Urge:

* Download
* Intimidate
* Intrepid Sword
* Dauntless Shield
* Pastel Veil
* Screen Cleaner
* Curious Medicine
* Drizzle
* Drought
* Snow Warning
* Sand Stream
* Desolate Land
* Primordial Sea
* Delta Stream
* Grassy Surge
* Electric Surge
* Psychic Surge
* Misty Surge
* Forewarn (player-side only)
* Anticipation (player-side only)
* Frisk (player-side only)
* Costar (Gen 9 Pack)
* Wind Rider (Gen 9 Pack)
* Orichalcum Pulse (Gen 9 Pack)
* Hadron Engine (Gen 9 Pack)
* Supersweet Syrup (Gen 9 Pack)
* Hospitality (Gen 9 Pack)
* Embody Aspect (Gen 9 Pack)
* Teraform Zero (Gen 9 Pack)

Note that some of these abilities can only be feasibly triggered with an Ability Urge in very specific scenarios. If the Gen 9 Pack is installed, some abilities may have a new once-per-battle or once-per-switch-in limitation that would prevent them from being triggered with an Ability Urge a second time.

</details>
