Overworld Damage & Status Effects
Introduction
Sometimes, your Pokémon may take damage or be afflicted by a status condition while exploring the overworld, outside of battle. This can be used to add environmental hazards, scripted events, or immersive cutscenes.
Overworld Damage Trigger
To apply damage, use the following trigger:
damage=25%,first - Deals 25% damage to the first Pokémon in the party.
damage=10,3 - Deals 10 HP to the Pokémon in slot 3.
damage=500,all - Deals 500 HP to every Pokémon.
damage=50%,last - Deals 50% damage to the last party member.
damage=100% - Deals 100% damage to the first Pokémon by default.
damage=-50%,random - Heals 50% HP to a random party Pokémon (negative values heal).
Parameters
damageAmount can be a raw number (e.g. 20) or a percentage (e.g. 25%).
target (optional):
first - First available Pokémon.
last - Last Pokémon in the party.
all - All party Pokémon.
1 to 6 – Specific slot
random - A random party Pokémon.
If omitted, it defaults to first.
Healing
Healing: Use a negative damage value to heal Pokémon. This works for both flat numbers and percentages, and will even revive fainted Pokémon.
💡 Credit: The Move Relearner system was developed by Skur.
Status Affliction Trigger
You can inflict status conditions on a player’s Pokémon using the status trigger, often in conjunction with a scripted environment hazard.
if ontile and mapvar[teslaon]=3
msg(The electricity sent a shock through you and your Mons!)
execute(flash&icon=1&status=paralyzed)
This will:
-
Display a flash effect.
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Show the default status icon.
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Apply the Paralyzed status to your entire party of Pokémon.
-
You can swap paralyzed with any valid status condition:
- poisoned
- burned
- frozen
- asleep
Status Coverage
Status is currently applied to the entire party, and it’s unclear if support exists for: Targeting individual Pokémon. Applying advanced statuses like badly poisoned or fainted.