Paramount to the incompatible of the coding sample, as provided by Darcia, is the logical infrastructure of PWO's battle system; it is incomparable to how it's used in the other games. The coding sample must corresponsively interrelate with the rest of the server-coding, and the framework thereof must be in place (which may take a while on its own accord to develop).
The logical infrastructure of the current battle system is, according to full-fledged programmers that have scanned through it, particularly inefficient with its optimization; without more minimalistic optimization, more coding may be required to make comprehensive changes to the server-coding, so it is probably inaccurate to say that it's only 1-minute coding if you're using other, more well-optimized games as a touchstone to project it.
As Fonty said, Bluerise would have the most definitive voice in commenting on its feasibility, but it must be understood that he does not qualify as a full-fledged programmer itself--a quality that likely should be harbored when working on something as intricate as Abilities.
If adding the ability through the architecture of the server-coding is infeasible, one simple stopgap meanwhile would be to hardcode Slaking's moves in the database. By adding an extra database column for moves, and marking somewhere in that column some placeholder variable for Slaking, you could probably use that variable to mark the moves with a "recharge" effect when used by Slaking--similar to what you've seen with moves such as Hyper Beam.
Of course, the server-coding would be optimal as opposed to adding in an extra database column for moves; however, there's limited active programming ability aboard, and some workarounds need to come into play lest holding your breath on something rather pressing.
The logical infrastructure of the current battle system is, according to full-fledged programmers that have scanned through it, particularly inefficient with its optimization; without more minimalistic optimization, more coding may be required to make comprehensive changes to the server-coding, so it is probably inaccurate to say that it's only 1-minute coding if you're using other, more well-optimized games as a touchstone to project it.
As Fonty said, Bluerise would have the most definitive voice in commenting on its feasibility, but it must be understood that he does not qualify as a full-fledged programmer itself--a quality that likely should be harbored when working on something as intricate as Abilities.
If adding the ability through the architecture of the server-coding is infeasible, one simple stopgap meanwhile would be to hardcode Slaking's moves in the database. By adding an extra database column for moves, and marking somewhere in that column some placeholder variable for Slaking, you could probably use that variable to mark the moves with a "recharge" effect when used by Slaking--similar to what you've seen with moves such as Hyper Beam.
Of course, the server-coding would be optimal as opposed to adding in an extra database column for moves; however, there's limited active programming ability aboard, and some workarounds need to come into play lest holding your breath on something rather pressing.