Z-Power: Mid-Battle Scripting
Section 7.D.5
This plugin adds various new keys to be used by the Deluxe Battle Kit's mid-battle scripting functionality.
Trigger Keys
These are keys which trigger upon a battler utilizing Z-Power or its various mechanics.
"BeforeZMove" Triggers right before a battler's selected generic or exclusive Z-Move is about to be executed.
"BeforeZStatus" Triggers right before a battler's selected Z-Powered status move is about to be executed.
Trigger Extensions: You may extend these keys with a species ID or type ID to specify that they should only trigger when a specific species is about to use a Z-Powered move, or when a Z-Powered move of a specific type is about to be used. For example, "BeforeZMove_RAICHU" would trigger only when a Raichu is about to use a Z-Move, where "BeforeZStatus_PSYCHIC" would trigger only when a Psychic-type status move is about to be used with a Z-Powered effect.
Both triggers also accept an ID of a specific move as well, for example "BeforeZMove_CATASTROPIKA" would only trigger when the Z-Move Catastropika is about to be used, while "BeforeZStatus_MEMENTO" would only trigger when the move Memento is about to be used with a Z-Powered effect.
"BeforeUltraBurst" Triggers when a battler is going to use Ultra Burst this turn, but before that Pokemon actually Ultra Bursts.
"AfterUltraBurst" Triggers after a battler successfully uses Ultra Burst.
Trigger Extensions: You may extend these keys with a species ID or a type ID to specify that they should only trigger when a specific species or species of a specific type triggers Ultra Burst. For example, "BeforeUltraBurst_NECROZMA" would trigger only when a Necrozma is about to Ultra Burst, where "AfterUltraBurst_DRAGON" would trigger only after a Pokemon has become a Dragon-type after using Ultra Burst.
Command Keys
These are keys which trigger certain actions related to Z-Powered mechanics to take place during battle, such as forcing a trainer to use a Z-Move, or disabling Ultra Burst.
Hardcoding
Here's a list of methods and/or properties that you might want to reference when hardcoding a midbattle script, since this plugin adds a lot of new custom content which you may need to call on to make certain things happen:
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