Commands: Battler Attributes

Section 4.B.5

These are keys which trigger something to happen to a battler, such as changing its attributes or effects, changing its stats, or manipulating its HP.

"battlerName" => String

Changes the name of the battler to whatever string is entered here.

"battlerHP" => Integer or Array

Changes the HP of the battler. When set to an integer, the battler's HP will be restored by whatever their total HP is divided by that number. For example, if you set this to 2 the battler will recover 50% of its total HP since it will heal whatever its total HP divided by 2 is. If you set this to 4, it will heal whatever its total HP divided by 4 is, aka a quarter of its HP. If you want to fully restore the battler's HP, you would set this to 1. If you want the battler to lose HP instead of heal, you would do the same exact thing, except with negative numbers. So -2 would reduce the battler's HP by half of its total HP, and -4 would reduce it by a quarter, etc. If you set this to -1, this will always reduce the battler to 1 HP, regardless of what its current HP may be. If you want to force the battler to faint regardless of its remaining HP, you can set this to 0. If you set this as an array, you can include a string as the second argument of the array to display a custom battle message that occurs when the battler's HP is changed. You can use {1} in this string to refer to the specific battler's name.

"battlerHPCap" => Integer

This sets an HP threshold for the battler that will cap how much damage it can possibly take from direct attacks. For example, if you set this threshold to be half of the user's total HP, then the battler's HP will never drop below 50% no matter how much damage is dealt to it. This can be used for specific boss encounters like Raid Pokemon who trigger certain actions when their HP reaches certain thresholds. Note however that this only affects damage taken by attacks, so any indirect damage may still reduce the battler's HP below the set damage cap. This setting is handled similarly to the "battlerHP" key detailed above. The damage cap will be whatever the battler's HP is divided by the number entered here. For example, if you set this to 2, the damage cap will be 50% of the battler's total HP. If set to 4, damage will cap out at 25% of the battler's total HP. If you want to cap the damage at 100% of the battler's total HP (aka, it takes no damage at all), then you would set this to 1. If you want the damage cap to be set to something above 50%; for example, if you wanted to prevent the Pokemon from taking any damage that would reduce it below 75% of its HP, then you can accomplish this by setting this to a negative number. The damage would be capped at whatever the difference is between the battler's total HP and its total HP divided by that number. For example, if you set this to -4 and the battler had 100 HP, then 100/-4 would be -25, and 100-25 = 75. So in this scenario, the battler's HP would not be able to go below 75%. If you want to set the damage threshold to 1 HP, then you would just set this to -1.

"battlerStatus" => Symbol or Array

Changes the status condition of the battler. If set to a symbol, you may enter the ID of a specific status to inflict that status on the battler. For example, :BURN would inflict a burn on the battler. You can also use the symbols :TOXIC or :CONFUSION to apply toxic Poison or to make the battler confused, respectively. If you want to cure the battler of its status conditions, you can use the symbol :NONE to remove them. Note that this will also remove the confusion and infatuation conditions, too. If you want to set a random status condition, you can simply set an array of different status symbols, and a random one will be chosen out of that array. Another way to use an array is to have the first item of the array be a status symbol (or array of status symbols), and the second item in the array may be set to true in order to display certain success/failure messages in applying that status condition.

"battlerForm" => Integer, Symbol, or Array

Changes the battler's form, if possible. If set to an integer, the battler will change to that form number, if one exists. You may also set this to :Random to change the battler into a random form out of all of its eligible forms, or you can set this to :Cycle for the battler to cycle through to its next form in order. For example, if the battler is Deoxys and :Cycle is set, Deoxys will shift from Normal form to Attack, Defense, then Speed, and then back to Normal again, each time its form is changed with :Cycle. Note however that certain forms, such as Mega and Primal forms, are not considered eligible forms with this setting, and will be ignored. So you cannot force a Charizard to become Mega Charizard X with this setting. Pretty much everything else however is fair game. You may also set this to an array if you'd like, and if you do, you may set the second item in this array as a string so that a custom message may appear when the battler changes form. If you set this second item to true instead, then a generic transform message will appear instead. Otherwise, no message will display.

"battlerAbility" => Symbol or Array

Changes the battler's ability. If set to an ability ID symbol, the battler's ability will be changed to that ability. This won't work however if the battler currently has an ability that cannot be removed, or if the ability you're attempting to give it is an ability that can only be utilized by a specific species. If you want to reset the battler's ability back to its original ability, you can use the symbol :Reset, instead. If you want to assign a random ability to the battler out of a list, you can simply enter this as an array of ability ID's, and a random one will be chosen out of that array. If you want to alert the player of this ability change, you may enter this as an array where the first item in the array is the ability ID (or array of ability ID's), and the second item of this array may be set as either true, or a string containing a custom message. If neither are included, then the battler's ability will be changed silently, without alerting the player.

"battlerItem" => Symbol or Array

Changes the battler's held item. If set to an item ID symbol, the battler's held item will be changed to that item. This won't work however if the battler is currently holding an item that cannot be removed. If you want to remove a battler's held item without replacing it with another, you can use the symbol :Remove, instead. If you want to assign a random held item to the battler out of a list, you can simply enter this as an array of item ID's, and a random one will be chosen out of that array. If you want to alert the player of this item change, you may enter this as an array where the first item in the array is the item ID (or array of item ID's), and the second item of this array may be set as either true, or a string containing a custom message. If neither are included, then the battler's item will be changed silently, without alerting the player.

"battlerMoves" => Symbol or Array

Changes the battler's moves. If set to a move ID, the battler will have that move added to their moveset. If their moveset is already full, their first move will be deleted and their moveset will shift up by one to make room for the new move. If you want to reset the battler's moveset back to the normal moves it would typically have at that level, you can use the symbol :Reset instead. If you want to change multiple moves in a battler's moveset, you may instead enter this as an array of move IDs, and each move ID will replace the existing move located at that index in the battler's current moveset. If you want to simply delete a move in a battler's moveset instead of replacing it with anything, you can just enter nil at that index.

"battlerStats" => Array or Symbol

Changes the battler's stat stages. Set this to an array containing the ID of the stat you want to change, followed by the number of stages you want to change it by. For example, entering [:ATTACK, 2] would increase the battler's Attack stat by 2 stages. You can enter as many stats as you want in this array, as long as it follows this pattern of symbols and numbers. If you want to decrease the stage of a particular stat, then you would just enter a negative number instead. For example, [:DEFENSE, -3] would lower the battler's Defense by 3 stages. If you would like a random stat to be altered, then you can use :Random in place of a stat ID. This randomized stat will never be a stat that already appears in the array, however. So for example, if your stat array looks like [:SPEED, 1, :Random, -1], the random stat will never be Speed, since that stat is already going to be altered. If you would like to reset all of a battler's stat stages back to zero, you may do so by entering the symbol :Reset, instead of an array. If you only want to reset a battler's increased stat stages to zero, then you would use the symbol :ResetRaised. Alternatively, if you only want to reset a battler's negative stat stages to zero, then you would use the symbol :ResetLowered.

"battlerEffects" => Array

Changes the effects that are applied to the battler. This is entered as an array that must contain at least two items; the first item in the array must be the symbol of the specific effect you'd like to alter or apply, and the second item in the array must be the value you want to set this effect to. Optionally, you may enter a string as the third item in this array, which will display a custom message when applying this effect. For example, you may enter this as [:Endure, true] to silently apply the Endure effect on a battler, or you could set something like [:FocusEnergy, 2, "{1} is getting pumped!"] to set the battler's Focus Energy effect to 2 and announce it to the player. You may even enter multiple different effects to be applied all at once if you want, by making an array of arrays, like this: [[:Rage, true], [:NoRetreat, true], [:PerishSong, 3, "{1} will faint in three turns!"]]

Last updated