Oops, yeah don't want to make Bulbasaur take 4x damage from Nidoran's Poison Sting. XD
Really this solution should work quite nicely for these critters as well:
I've got to break for today I've thought about Pokémon way too much. I got an exciting day tomorrow as well. Thanks for the help and catching what would have been terrible for the trainers on route 1.
EDIT: So I've been checking out all the different scripts to see which parts I need to mod. It looks like I can just add a few into PokeBattle_Move. Specifically something like this but I'm not sure what the Syntax is..
I know am thinking I will need to use something like this but am not super sure where to put it inside the PokeBattle_Move area.. maybe add it onto def pbTypeModifier?
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def pbTypeModifier (type, attacker, opponent,zorovar=false)
//all the existing things like modifications because of Items and terrain first then mine below//
return 8 if isConst?(type,PBTypes,:NORMAL) && opponent.hasType?(:NORMAL) && ifConst?(type,PBTypes,:FIRE) && opponent.hasTYpe?(:FIRE)
&& if Const?(type,PBTypes:WATER) && opponent.hasType?(:WATER)
&& if Const?(typePBTypes:ELECTRIC) && opponent.hasType?(:ELECTRIC)
&& if Const?(typePBTYpes:GRASS) && opponent.hasType?(:GRASS)
....
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Another player wanted to add a new type and was told to modify the defpbCalcDamage function much later on for adjusting type on type damage shown here https://www.pokecommunity.com/showthread.php?p=9401592
if I did it that way it might be okay.. I'd kind of like for the type to be checked before any abilities like Dry Skin or wacky items I might implement but I don't really understand why the battle system is made the way it is.
For now I'm going to try messing around with the pbTypeModifier section and see if I can't get it to compile and if successful test it out by going to the Ghost gym and using my Golett.