>>38811596There needs to be a check see if the player enabled Dynamax, whether or not it was activated by before by the player or any allies, code to upscale the model, code to apply the glowing effect, code to check whether 3 turns have passed since activation, and code to apply any stat changes if there are any associated with this feature. With pseudocode, it would look like this:
bool dynamaxUsed, playerUsed, allyUsed, dynamaxTrigger, dynamaxActive;
int dynamaxTurnCounter=0;
if (playerUsed =false || allyUsed=false){
dynaMaxUsed = true;
}
if (dynamaxTrigger = true){
applyModelUpscale;
applyModelRedShader;
applyStatDifferences //This can add to the vectors/array to the target Pokemon)
}
++dynamaxTurnCounter; //(Will with wherever turns are counted in the battle code)
if (turnCounter >3){
dynamaxActive=false;
disableModelUpscale;
disableModelRedShader;
disableStatChanges;
}
Not counting any of the calls to functions as additional code, that's at least 17 lines of code to implement Dynamax into the games. Still pretty lazy desu.