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Raid Battles [DBK Add-On] [v21.1]

Resource Raid Battles [DBK Add-On] [v21.1] v1.0

Lucidious89

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Lucidious89 submitted a new resource:

Raid Battles [DBK Add-On] [v21.1] - Implements Raid battle mechanics to set up challenging wild encounters.

Raid Battles for v21.1
Implements Raid battle mechanics to set up challenging wild encounters.
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Overview
This plugin builds upon the Deluxe Battle Kit to add various new battle modes to allow for challenging boss fights against wild Pokemon. Raid battles have their own special mechanics that draw...

Read more about this resource...
 
This plugin, like the rest of the DBK, looks absolutely goated. For the rest of the plugin family, I already know how awesome they are.

For me, however, this plugin seems to cause an error with several instances of the pbStorePokemon command and its variants used in the 21.1 Hotfix plugin, the base Deluxe Battle Kit, this Raid Battles plugin, and even base 21.1 Essentials. No idea if this is just me, but it appeared after I installed this plugin. I tried looking into the commands, but I really have no clue what happens here. There are also a couple pbEndOfBattle additions in there, for some reason. Maybe they loop around and fail to actually store the Pokemon?

I did try setting up non-raid encounters, wild Mega, Dynamax, Gigantamax, and Tera events, but they all failed once I plugged this plugin back into the folder, though only after I caught the mon and it tried storing the Pokemon. Registering it didn't seem to cause any issues. I tried that without the Raid Battle plugin installed.

Finally, I just erased the offending line from the Raid Battles plugin (because violence against offending lines of code solves things sometimes, surprisingly), but not this time. The Pokemon just fails to get stored at all... Well, I should have figured things aren't that simple. I'm just baffled what happened here.

In hopes of getting things resolved, I included screenshots of the errors I got after catching a Pokemon set up through the wildMegaEvolution command from the Deluxe Battle Kit, a Pokemon I caught while it was in its mega-form (through setting an encounter with the mega-form directly through the encounters.txt PBS), and a plain old non-mega Pokemon I caught normally.

The error report for the wildMegaEvolution event:
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The other two look the same, but the first one is the wild mega, the second is the regular wild Pokemon:
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[PS: Noticed it after the fact, but the "regular wild Pokemon" was actually an overworld event using visible overworld encounters. Not that it changes anything, as I added a new screenshot below with a truly regular wild Land encounter.]
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- Reply -
First, we are aware of the Bugs this Plugin has, Lucidious dind't have time to polish every single Bug and released on this stage. however, we are waiting some time for more bugs to be found before releasing an Update to fix them, Lucidious in on a break, so we won't have updates from him for a while

In the meantime, go to the '[DBK] Battle - Raid Properties' inside '[002] Battle' folder within the plugin, found the raid_pbStorePokemon at the very end of the file and add (pkmn) next to it to fix the storing problem, also, yor images won't work because we need perms to view them, i recommend using Imgur when sharing images
 
First, we are aware of the Bugs this Plugin has, Lucidious dind't have time to polish every single Bug and released on this stage. however, we are waiting some time for more bugs to be found before releasing an Update to fix them, Lucidious in on a break, so we won't have updates from him for a while

In the meantime, go to the '[DBK] Battle - Raid Properties' inside '[002] Battle' folder within the plugin, found the raid_pbStorePokemon at the very end of the file and add (pkmn) next to it to fix the storing problem, also, yor images won't work because we need perms to view them, i recommend using Imgur when sharing images
I had some trouble with Imgur at the time, and the Drive images showed up for me, so... Yeah, dummy be dummy. I fixed it now, but your addition already fixed that particular issue. Very happy with this plugin, thank you very much for the help!
 
Potential idea, Mega Raids (very limited so I understand why it was included, but it could be a cool bonus feature) and gimmick meters, like how the dynamax meter works in pokemon go (after dealing enough damage, you're allowed to use the battle gimmick in a bonus turn)
Edit: Also, Shadow Raids could be cool
 
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Hey, I found a bug.
When I go back to a den to take on a Raid Pokémon that previously defeated me (either by knock-outs or by turns), the new battle will continue from the same KOs and turns remaining that the old battle had.

For example, I took on this 5-star Throh, and I ran out of turns. But then, when I went back to re-challenge it, the match started out with 0 turns remaining and only 2 KOs left.

Screenshot-2025-09-14-022337.png
Screenshot-2025-09-14-022417.png
Screenshot-2025-09-14-022012.png
 
Also, I know that normally you can only register 1 partner trainer, but is it possible to set two partner trainers to join you for the raid battles specifically, so each of you will use 1 Pokémon?
I wanna do a tutorial for my game, where the game's 2 rivals both join you for a raid.
I'm also looking into online raids and multiplayer functionalities, so players would be able to join each other's raids (but I don't know how realistic that is to set up yet)
 
AS soon as the currently game breaking bugs are fixed, this is an absolutely incredible plugin.
 
AS soon as the currently game breaking bugs are fixed, this is an absolutely incredible plugin.
Someone else is gonna have to get around to it then, because im not gonna be around to support these plugins anymore for a long, long time.
 
Is it possible to combine elements of dens and adventures? Eg: making an adventure only use Fire-type Pokemon for its battles, a specific map's encounter table so the whole adventure always uses Pokemon in that area (or even manually setting which mons will appear for all eleven battles?) or a specific Tera-typed boss/battles, like making every it uses Terastallize as Grass to make it like a gym or trial?

Also, is it possible to use your own team for adventures instead of rentals?

Basically, I'm interested in using Raid Dens/Adventures as a sort of Boss Trial, where the player must complete it to progress in the game, and the adventure would hold either mons of a specific type/Tera-type or would all be mons available in a certain area.

(UPDATE: I've found if you use RaidAdventure.start_core, since it skips the introductory text, it'll force the top three mons in your party to be the ones for the raid, nice! Though that also means it doesn't really have a way to check if you won, lost or exited the adventure, for other events that might rely on that)
(Though I've found the den options don't seem to work out for Adventures, sadly. I can't force it to pick any specifics on which mons appear outside the boss, and the mons that appear ignore their raid rank, although they still show up at low levels, eg: a lv10 Gallade)
 
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Is it possible to combine elements of dens and adventures? Eg: making an adventure only use Fire-type Pokemon for its battles, a specific map's encounter table so the whole adventure always uses Pokemon in that area (or even manually setting which mons will appear for all eleven battles?) or a specific Tera-typed boss/battles, like making every it uses Terastallize as Grass to make it like a gym or trial?

Also, is it possible to use your own team for adventures instead of rentals?

Basically, I'm interested in using Raid Dens/Adventures as a sort of Boss Trial, where the player must complete it to progress in the game, and the adventure would hold either mons of a specific type/Tera-type or would all be mons available in a certain area.

(UPDATE: I've found if you use RaidAdventure.start_core, since it skips the introductory text, it'll force the top three mons in your party to be the ones for the raid, nice! Though that also means it doesn't really have a way to check if you won, lost or exited the adventure, for other events that might rely on that)
(Though I've found the den options don't seem to work out for Adventures, sadly. I can't force it to pick any specifics on which mons appear outside the boss, and the mons that appear ignore their raid rank, although they still show up at low levels, eg: a lv10 Gallade)
Adventures ignore scaling level based on raid ranks, and instead scale based on badge count. 0 badges = level 10, and it caps at level 70. This is because unlike raids, you can participate in an Adventure with any number of badges, while raid dens lock you into specific ranks based on badges.

The start_core is indeed what you would use for this, and the Adventure will return a value to determine win/loss (much like the start_core used for normal battles do). Its just up to you to set that value to a variable and determine what to do with it.

You can also use start_core to determine the boss species, party Pokemon, and species that appear in the lair. There's arguments for all of those things. You'll have to look at the code to figure out how it's all set, though. I never once tested any of it myself.
 
Adventures ignore scaling level based on raid ranks, and instead scale based on badge count. 0 badges = level 10, and it caps at level 70. This is because unlike raids, you can participate in an Adventure with any number of badges, while raid dens lock you into specific ranks based on badges.

The start_core is indeed what you would use for this, and the Adventure will return a value to determine win/loss (much like the start_core used for normal battles do). Its just up to you to set that value to a variable and determine what to do with it.

You can also use start_core to determine the boss species, party Pokemon, and species that appear in the lair. There's arguments for all of those things. You'll have to look at the code to figure out how it's all set, though. I never once tested any of it myself.
Ooh, very cool! I'll give it a dive! :D
I did notice the adventures did scale Pokemon to the right level (at zero badges, they were lv10), just that it had no way to exclude species that would be too strong so they were mostly final forms like Gallade.

Oh cool, I'll look into it! Thanks heaps!

Update: Success! I've managed to get it scaling level by badges at the amounts I want (just changing your existing calc formula was enough), and I got it to recognise ranks, so at zero badges it can only spawn lowbies like Impidimp and Mankey into the adventure! :3 I was also able to add a write to game variable upon completion of the adventure, so events outside the den will behave according to whether it was a win or loss.

Sadly, I haven't been able to find and control the arguments for what Tera-type each species is generated with in the adventure, or things like encounter tables to control which species can appear.

Update 2: Further success! Rewriting the self.tera_type rules to check a game variable worked! I've been able to, in the den event, set it up to be able to pick and choose which Tera Type the raid will be (only one so far, so an adventure will all be the same Tera Type, but that's what i wanted to do, so it works for me! :>)
 
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Found an error that occurs upon exiting a Raid Adventure called by start_core (this problem did not occur when using the normal start):

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]
[v21.1 Hotfixes 1.0.9]
[v21.1 Hotfixes 1.0.9]

Exception: TypeError
Message: can't dump hash with default proc

Backtrace:
SaveData:60:in `dump'
SaveData:60:in `block in save_to_file'
SaveData:60:in `open'
SaveData:60:in `save_to_file'
StartGame:118:in `save'
UI_Save:116:in `pbSaveScreen'
UI_PauseMenu:264:in `block in <main>'
UI_PauseMenu:124:in `block in pbStartPokemonMenu'
UI_PauseMenu:117:in `loop'
UI_PauseMenu:117:in `pbStartPokemonMenu'
 
Found an error that occurs upon exiting a Raid Adventure called by start_core (this problem did not occur when using the normal start):

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]
[v21.1 Hotfixes 1.0.9]
[v21.1 Hotfixes 1.0.9]

Exception: TypeError
Message: can't dump hash with default proc

Backtrace:
SaveData:60:in `dump'
SaveData:60:in `block in save_to_file'
SaveData:60:in `open'
SaveData:60:in `save_to_file'
StartGame:118:in `save'
UI_Save:116:in `pbSaveScreen'
UI_PauseMenu:264:in `block in <main>'
UI_PauseMenu:124:in `block in pbStartPokemonMenu'
UI_PauseMenu:117:in `loop'
UI_PauseMenu:117:in `pbStartPokemonMenu'
You have 3 different copies of the Hotfixes installed.
 
Oh oops (didn't have any effect on the issue I described, but still silly of me)

On the plus side, nothing goes wrong with having the regular start call instead of start_core, so I've been able to adjust that to what I want to use it for. :)
Just trying to figure out if I can filter by Pokemon type for an Adventure since I have them all getting the same Tera type now.

Other than that, I'm able to make Raid Adventures use only the desired rank, all be the same Tera-type, and toggling if catching is permitted (I allowed it for Tera Dens but not Adventures), so things are going well! Thanks so much as always for making such awesome plugins!
 
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Getting this when the game attempts to store a Pokemon:

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: ArgumentError
Message: wrong number of arguments (given 1, expected 0)

Backtrace:
[Deluxe Battle Kit] [003] Deluxe Battle Rules.rb:213:in `pbStorePokemon'
[[DBK] Raid Battles] [003] Pokemon Storage Fix.rb:24:in `raid_pbStorePokemon'
[[DBK] Raid Battles] [001] Battle - Raid Properties.rb:124:in `pbStorePokemon'
Battle_CatchAndStoreMixin:98:in `block in pbRecordAndStoreCaughtPokemon'
Battle_CatchAndStoreMixin:83:in `each'
Battle_CatchAndStoreMixin:83:in `pbRecordAndStoreCaughtPokemon'
[[MUI] Enhanced Pokemon UI] [002] Legacy Data.rb:278:in `pbRecordAndStoreCaughtPokemon'
[Deluxe Battle Kit] [003] Deluxe Battle Rules.rb:209:in `pbRecordAndStoreCaughtPokemon'
[[DBK] Raid Battles] [001] Battle - Raid Properties.rb:134:in `pbRecordAndStoreCaughtPokemon'
Battle_StartAndEnd:480:in `pbEndOfBattle'

I've installed the raid battle hotfixes by NoNoNever but this hasn't fixed anything. Anyone know a fix?
 
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