I'm Developing a Pokémon Battle simulator. -WIP-
If you're asking the point of this:
The PokémonBattleEngine is a system that allows you to create any Pokémon, move, ability, items… and include them in the Pokémon battle system of gen7.
What is a PCP File and how to use it?
A PCP File (Pokémon Code Project) is a type of text file created especially for PBE. It contains all the data for a Pokémon specie, a Pokémon move, a Pokémon ability, a Pokémon item, a Pokémon type or an effect. PBE uses those files as a database and so, you will need to write them (or use default ones ).
PCP object are created in a single line, for example, here what a Pokémon definition looks like:
Bulbasaur:7:69:Grass:Poison:45:49:49:65:65:45/
Some definition contains logical programming for example an ability:
Mummy:after:condition(Target.Movecontact=true,set(Target.ability,Mummy))/
____________________________________________________________________________________________________________________________________________________________________________
Every instance of PBE needs 6 PCP files for each type of object.
Creating a new PCP file is easy, just create a text file and save it as a .PCP
_____________________________________________________________________________________________________________________________________________________________________________
The PCP effect coding are single line instruction using variables and functions. (Not Case Sensitive)
It comes with 2 runnable exe
one to create complete Pokémon (with EV, IV etc...)
and
one to play on the Battle simulator.
Haaaaa Finaly done !
EDIT: NOW SUPPORTS MULTI-LINE PCP CODING !!!
If you're asking the point of this:
- Showdown is only online and way harder to mod.
- This is way better than the CAP project for creating new Pokémon.
- Totally support some metagames (almost any ability, balanced hackmon and some that don't even exist yet).
- Not only you can create new pokémon but everything you want from abilities, items, moves, types, status effects or even weather effects...
- You can play against yourself or someone else on the same computer.
- That's cool...
The PokémonBattleEngine is a system that allows you to create any Pokémon, move, ability, items… and include them in the Pokémon battle system of gen7.
What is a PCP File and how to use it?
A PCP File (Pokémon Code Project) is a type of text file created especially for PBE. It contains all the data for a Pokémon specie, a Pokémon move, a Pokémon ability, a Pokémon item, a Pokémon type or an effect. PBE uses those files as a database and so, you will need to write them (or use default ones ).
PCP object are created in a single line, for example, here what a Pokémon definition looks like:
Bulbasaur:7:69:Grass:Poison:45:49:49:65:65:45/
Some definition contains logical programming for example an ability:
Mummy:after:condition(Target.Movecontact=true,set(Target.ability,Mummy))/
____________________________________________________________________________________________________________________________________________________________________________
Every instance of PBE needs 6 PCP files for each type of object.
Creating a new PCP file is easy, just create a text file and save it as a .PCP
_____________________________________________________________________________________________________________________________________________________________________________
When you create the PKMN.PCP file, you’re are defining the base elements of a Pokémon specie. That includes the specie name, height, weight, types, Base HP, Base ATK, Base DEF, Base SPA, Base SPD and Base SPE. Exactly in this order.
SpecieName:Height:Weight:Type1:Type2:HP:ATK:DEF:SPA:SPD:SPE/
A completed PKMN.PCP could look like this :
Every line is a different Pokémon specie that can be used in battle.
SpecieName:Height:Weight:Type1:Type2:HP:ATK:DEF:SPA:SPD:SPE/
A completed PKMN.PCP could look like this :
Every line is a different Pokémon specie that can be used in battle.
When you create the MOVE.PCP file, you’re are defining the base elements of a Pokémon move. That includes the move name, type, “speciality”, Base Power, Base Precision, PP, Critical Rate, Priority, Is Affected By Protect?, Makes Contact?, Is Reflectable ?, Move Category and Move effects. Exactly in this order.
MoveName:MoveType:Speciality:Pow:Prec:PP:Crit:Priority:Protect?:Contact?:Reflect?:Category:Effect/
A completed MOVE.PCP could look like this :
Every line is a different Move that can be used in battle.
MoveName:MoveType:Speciality:Pow:Prec:PP:Crit:Priority:Protect?:Contact?:Reflect?:Category:Effect/
A completed MOVE.PCP could look like this :
Every line is a different Move that can be used in battle.
When you create the ABILITY.PCP file, you’re are defining the base elements of a Pokémon Ability. That includes the Ability name, Momentum and Effects. Exactly in this order.
AbilityName:Momentum:effects/
Momentum = (Before, during, after, Always, Both) keyword to indicate when during a turn the effect should be runned. Before for before attacking. During for after the fastest Pkmn attack. After for after attacking. Always for the 3 of them. Both for Before and after.
A completed ABILITY.PCP could look like this :
Every line is a different Ability that can be used in battle.
AbilityName:Momentum:effects/
Momentum = (Before, during, after, Always, Both) keyword to indicate when during a turn the effect should be runned. Before for before attacking. During for after the fastest Pkmn attack. After for after attacking. Always for the 3 of them. Both for Before and after.
A completed ABILITY.PCP could look like this :
Every line is a different Ability that can be used in battle.
When you create the ITEM.PCP file, you’re are defining the base elements of a Pokémon Item. That includes the Item name, Momentum, Category and Effects. Exactly in this order.
ItemName:Momentum:Category:effects/
Momentum = (Before, during, after, Always, Both) keyword to indicate when during a turn the effect should be runned. Before for before attacking. During for after the fastest Pkmn attack. After for after attacking. Always for the 3 of them. Both for Before and after.
A completed ITEM.PCP could look like this :
Every line is a different Item that can be used in battle.
ItemName:Momentum:Category:effects/
Momentum = (Before, during, after, Always, Both) keyword to indicate when during a turn the effect should be runned. Before for before attacking. During for after the fastest Pkmn attack. After for after attacking. Always for the 3 of them. Both for Before and after.
A completed ITEM.PCP could look like this :
Every line is a different Item that can be used in battle.
When you create the TYPE.PCP file, you’re are defining the base elements of a Pokémon Type. That includes the Type Name, Weakness, Resistance, Type Immunities, effect Immunities and Move Category Immunities. Exactly in this order.
TypeName:Weakness1,Weakness2,,,,,,,,:Resistance1,Resistance2,,,,,,,,,,:Immunity1,immunity2,,,,,,,,,:EffectImmunity1,EffectImunnity2,,,,,,,,,:MoveCategoryImmunity1,MoveCategoryImmunity2,,,,,,,,/
A completed TYPE.PCP could look like this :
Every line is a different Type that can be used in Other PCP Files.
TypeName:Weakness1,Weakness2,,,,,,,,:Resistance1,Resistance2,,,,,,,,,,:Immunity1,immunity2,,,,,,,,,:EffectImmunity1,EffectImunnity2,,,,,,,,,:MoveCategoryImmunity1,MoveCategoryImmunity2,,,,,,,,/
A completed TYPE.PCP could look like this :
Every line is a different Type that can be used in Other PCP Files.
When you create the EFFECT.PCP file, you’re are defining the base elements of a Pokémon Status Effect, Weather effect, terrain effect or Field effect. That includes the Effect Name, Category, Momentum and Effects. Exactly in this order.
ItemName:Category:Momentum:effects/
Momentum = (Before, during, after, Always, Both) keyword to indicate when during a turn the effect should be runned. Before for before attacking. During for after the fastest Pkmn attack. After for after attacking. Always for the 3 of them. Both for Before and after.
A completed EFFECT.PCP could look like this :
ItemName:Category:Momentum:effects/
Momentum = (Before, during, after, Always, Both) keyword to indicate when during a turn the effect should be runned. Before for before attacking. During for after the fastest Pkmn attack. After for after attacking. Always for the 3 of them. Both for Before and after.
A completed EFFECT.PCP could look like this :
*effects continues after...*
Every line is a different Effect that can be used in Other PCP Files.The PCP effect coding are single line instruction using variables and functions. (Not Case Sensitive)
It comes with 2 runnable exe
one to create complete Pokémon (with EV, IV etc...)
and
one to play on the Battle simulator.
Haaaaa Finaly done !
EDIT: NOW SUPPORTS MULTI-LINE PCP CODING !!!
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