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Deluxe Battle Kit [v21.1]

v21.1 Deluxe Battle Kit [v21.1] v1.2

This resource pertains to version 21.1 of Pokémon Essentials.
  • Fixed some AI damage calcs when using moves added by the Terastallization add-on.
  • Tidied up some animation utilities.
  • Made some slight adjustments for compatibility with the Customizable Battle UI plugin.
  • Fixed a crash that would occur when a battle is triggered in the Safari Zone.
  • Fixed an issue where entering your party in the Hall of Fame would delete all their moves.
  • Fixed an oversight that would prevent Attract from appropriately failing on targets, even if they should be unaffected.
  • Made various tweaks in preparation for the release of the Dynamax add-on.
  • Added global midbattle script functionality.
  • Added a global midbattle script that implements low HP music to play when the HP of the player's Pokemon is low.
  • Added a new audio file in Audio/BGM named "Battle low HP."
  • Added a new plugin setting named PLAY_LOW_HP_MUSIC to toggle the low HP music feature.
  • Added the "lowHealthBGM" Battle Rule to set custom tracks for low HP music.
  • Added the following midbattle Trigger Keys:
    • "AfterSendOut"
    • "AfterLastSendOut"
    • "BattlerHPRecovered"
    • "BattlerHPFull"
    • "BattlerHPReduced"
    • "BattlerHPCritical"
  • Added the following midbattle Command Keys:
    • "pauseAndPlayBGM"
    • "resumeBGM"
Please refer to the Deluxe Battle Kit Tutorial for more more details on the newly-added features.

Here's a quick video demonstration of low HP music implemented in this update:
  • Made some slight adjustments for better compatibility with the Bag Screen with interactable Party plugin.
  • Fixed an issue that may have caused errors with moves that have a heightened critical hit ratio flag.
  • Fixed a bug that would cause the moves Sketch and Mimic to cause errors.
  • Added some missing Gen 9 effects to the PBEffect hash.
  • Made it so that the AI for wild Pokemon is improved when using a battle rule for certain wild battle modes (wild Mega Pokemon, wild Tera Pokemon, etc.)
  • Tweaked the opponent slide sprite animation so that the Pokemon's shadow sprite fades in if they slide in from the top of the screen.
  • Tweaked the wording of certain debug menu text.
  • Made various tweaks in preparation for the release of the Z-Power add-on.
  • Tweaked some compiler code to avoid errors in situations where there is missing PBS data.
  • Added a new battle rule called "setSlideSprite" which allows you to customize how the opponent's sprite slides on to screen at the start of a battle.
The opponent's slide sprite can be customized to slide in from the side (default), top, bottom, or remain still without sliding. For each of these variations, you can even hide the opponent's base and shadow sprites if you wish to give them the appearance of hovering in an abyss. More details can be found in the "Deluxe Battle Rules" section of the Deluxe Battle Kit tutorial, in the subsection "Battle Audio & Animations."

Here's some quick examples of every possible slide-in "style."
BznnuHo.gif
  • Fixed a bug with the move Transform/Imposter that could cause errors.
  • Reworked some of the Damage Calc Refactor scripts.
  • Tweaked some animation utilities.
  • The "wildMegaEvolution" battle rule now sets a scripted battle scenario vs wild Mega Evolved Pokemon, instead of just flagging them as Mega-capable.
  • Introduced a new game stat tracker $stats.wild_mega_battles_won to track how many battles the player won vs wild Mega Evolved Pokemon.
  • Made some minor adjustments in preparation for the release of the Terastallization add-on.

The "wildMegaEvolution" rule now sets up battles that work similar to wild Tera Pokemon in Scarlet & Violet, except with the Mega Evolution mechanic instead of Terastallization.

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When encountering a wild Pokemon who is capable of Mega Evolving with this set rule, the wild Pokemon will immediately Mega Evolve when encountered. If so, Poke Balls will be disabled. The Pokemon will survive with 1/6th of their max HP when taking lethal damage. Once reaching this threshold however, the Pokemon's Mega Evolution will fade, and they will revert to their original form. Once this happens, Poke Balls become usable again, and the Pokemon may be caught.

Whenever the player defeats or captures a wild Pokemon in this manner, the game will keep count of it. The total number of wild Mega Battles the player has cleared can be called with the script $stats.wild_mega_battles_won. You can set this up as a unique way of requiring the player to "earn" certain Mega Stones by first defeating a wild Mega boss of sorts.
  • Healing done by the "battlerHP" Command Key on a wild boss Pokemon with boosted HP will no longer be scaled down.
  • Updated which PBEffects can be set with midbattle commands.
  • Fixed a bug with the Forewarn ability.
  • Minor preparations for the Enhanced Battle UI plugin.
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