This command levels a Pokémon up by the amount of levels (integer) specified in LevelAmount.
If a Pokémon could learn one or more moves on any of the levels between its original level and its level after the command, the command will allow the player to teach each of those moves.
@Music.ForcePlay(song)
Changes the currently playing music to a new one and prevents the music from being changed by warps or surfing/riding and such.
@Music.Unforce
Allows warps and surfing/riding etc. to change the music again.
* Fixed an issue with GameMode Items in battles
* Updated the example files for GameMode Items and GameMode Moves
* Maybe fixed something audio volume related
* Made it possible to disable the reduction of PP using the DeductPP (bool) property for GameModeMoves
* Added the new functions "SetTrigger" and "RemoveTrigger" for GameModeMoves:
Function "SetTrigger" checks if a Pokémon does or does not have a certain Status and prevents functions after it from executing if the Pokémon does not have the desired Status.
The function is formatted like this: Function|SetTrigger,Target,Triggers
* "Target" determines which Pokémon's Status is checked and has to be either 0 or 1 (0 = check own Pokémon, 1 = check opponent's Pokémon)
* "Triggers" determines the status effect(s) that should or should not be on the target Pokémon. You can add multiple possible status effects to check for by separating them with a semicolon (;), the values can be: "burn", "freeze", "paralyze", "poison", "badpoison", "anypoison", "sleep", "noburn", "nofreeze", "noparalyze", "nopoison", "nobadpoison", "nopoison", "nosleep"
Function "RemoveTrigger" removes such a trigger so that functions after it are executed
@screen.trade(storeData {itemID,amount,price}{...},canBuy [bool],canSell [bool],currencyIndicator [str],shopIdentifier [str])
shopIdentifier is the value to register to (e.g. if the shopIdentifier = apple then it will register apple_110 if you bought item 110 (pearl) from that shop)