Minor Update!
This plugin has been updated to v1.1.4.
Yes, another update. Sorry for the inconvenience. Several new issues have come to my attention that needed fixing.
Change Log:
Added missing metrics for Gen 7 Pokemon in ZUD_Metrics (for Vanilla Essentials).
Undid a change in the previous update that added an array of Z-Crystals to the ZUD Settings script. This caused unintended issues, so I'm moving it back to [002]Data Additions/Item Handlers, where it was initially.
Fixed a bug in ZUD Compatibilities that would cause a crash in the Safari Zone while using EBDX.
Fixed the location of UI graphics in the EBDX folder.
G-Max sprites formatted for EBDX now come included in the EBDX folder.
Fixed the EBDX UI coordinates for the opponent Pokemon's Dynamax icon.
Made further adjustments to the Dynamax vectors for EBDX, allowing for better camera position while a Dynamaxed Pokemon is in play.
Further improved how patches for third party plugins are handled. It should now ensure that all patches for third party plugins are only ever considered if that particular plugin is present.
Fixed a bug that would cause a crash when using a Z-Move with vanilla Essentials.
Fixed a visual bug with EBDX where a Transformed Pokemon may revert to its original sprite after Dynamax ends, instead of retaining the copied sprite.
Added an array of Z-Crystals in the Settings. You must add any custom Z-Crystal items you create to this array for the item to be recognized as a Z-Crystal.
Added built-in compatibility with FL's Advance Pokedex script. This includes cross-compatibility with the BW Pokedex plugin as well, so both plugins can work in tandem with ZUD whether one or the other is installed, or both. You'll have to adjust the visuals for the Advance Pokedex script yourself however, if you plan on using it together with the BW Pokedex style.
Updated EBDX Compatibility so that battles no longer begin with a zoomed out camera if Dynamax is available. Instead, the camera will zoom out only while there is a Dynamaxed Pokemon in play, and then return to normal afterwards. People have been complaining about the EBDX camera with ZUD, so I tinkered with it and figured out a better way to implement this. It's still not perfect, however, so you'll have to fiddle with the EBDX metrics to make it look exactly how you want. But at least now the camera will only be adjusted while Dynamax is actually in play, and not at all times.
The Pokedex will now properly display the footprint icon of a G-Max species. A footprint graphic must be added first, however, for it to be displayed for that species. Footprint graphics for G-Max species should use the same naming convention as all other G-Max graphics (ex. CHARIZARD_gmax).
ZUD Compatibilities
The ZUD Compatibilities plugin has been updated to v1.1. It now contains patches to allow for compatibility with the BW Pokedex plugin.
Moved the ZUD Compatibilities plugin into the Primary Installation folder. You no longer have to fiddle with removing compatibility patches manually, the plugin will simply detect if patches should be applied and add them. Otherwise, they will be ignored. This should make the installation process easier, since you can now just drag and drop this into the plugins folder and never have to think about it again.
Fixed an issue regarding sprite scaling when utilizing versions older than v1.1.2 of the Gen 8 Project.
Added several missing patches necessary for compatibility with Modular Battle Scene in the ZUD Compatibilities plugin.
Tweaked how the ZUD Compatibilities plugin is set up so that it can be utilized in the future more generally with other plugins, rather than solely for EBDX.
Added compatibility with Essentials Modular Battle Scene plugin.
Changed the naming scheme of the script files and shortened the name of the plugin itself to just "ZUD Plugin".
A new additional plugin named "ZUD Compatibilities" is now included as a secondary installation. This plugin is where compatibility patches for other plugins are stored.
Included new additional item icons for custom items added by this plugin (ex. Max Soup, Dynamax Candy XL, etc.).
Added a missing step to manual script edit #11 that allows for the description text of Max Moves in the summary.
Pruned some superfluous code that was carried over from v18.1 that is no longer needed.
Extra redundancies have been put in place to ensure that the triggers for in-battle ZUD mechanics don't overlap in niche situations.
Tweaked some of the code to take into account the latest changes to the Gen 8 Project.
Placeholder code has been added for the end of round common animations for certain Max Move effects (G-Max Vinelash, G-Max Wildfire, etc.). The animations themselves still need to be created, though.
Triggering Ultra Burst will now utilize the Mega Evolution animation upon use. However, if a common animation named "UltraBurst" and "UltraBurst2" exists, it will utilize those instead.
Bug Fixes
Fixed a PP bug with Z-Powered status moves that would erroneously consume an additional PP from the base move after use.
Fixed a PP bug with Max Moves upon learning a new move via level-up while the user is currently Dynamaxed. Previously, the new Max Move would erroneously inherit the PP of the forgotten move.
Fixed a bug that would not recognize a Transformed Pokemon as capable of using a Z-Move, even if a compatible Z-Crystal was held.
Fixed a bug that would cause an error when exiting the move selection menu of a Transformed Pokemon after toggling Dynamax.
Fixed a bug with G-Max Replenish, as well as removing its reliance on a deprecated method.
Fixed a bug with Dynamax that could cause crashes if the user is KO'd before their Dynamax turns expired.
Fixed a bug with Max Raid Battles where capturing the raid Pokemon would sometimes fail when it was otherwise supposed to be a guaranteed catch.
Fixed an issue with Max Raid dens where den events on different maps may unintentionally share the same saved raid info if both events share the same Event ID number. You may now have up to 100 raid den events per map without this overlap issue.
Elite Battle: DX - Notes
Removed "Elite Battle: DX" as a conflict for the ZUD Plugin in its meta.txt file.
Added new UI sprites for ZUD mechanics that suits EBDX's graphical style.
Included updated PBS files for certain EBDX components to recognize ZUD mechanics.
Ultra Burst will utilize EBDX's Mega Evolution animation upon activation.
Z-Moves will utilize EBDX's Aura Flare animation upon activation.
Dynamax will utilize EBDX's form change and Roar animations upon activation.
Added calls for trainer battle speech for EBDX's scripted battles feature. You can call these prior to using a ZUD mechanic in a trainer battle with the following:
Z-Moves: "zmove" or "zmoveOpp"
Ultra Burst: "ultra" or "ultraOpp"
Dynamax: "dynamax" or "dynamaxOpp"
Modular Battle Scene - Notes
The battle size for Max Raids is capped at 5 when EMBS is installed, instead of 3. However, 3 is still set as the default.
When setting up a test raid battle in the Max Raid Database, the options to set the battle size as 4v1 or 5v1 will now appear when EMBS is installed.
When entering a Dynamax Adventure, the default rental party size will be set at 4 with EMBS installed, rather than 3.
Certain mechanics, such as the Shift feature and the move Ally Swap will not function correctly in battle sizes larger than 3. Additionally, target selection menus may not be properly aligned. These are issues with EMBS itself, not the ZUD Plugin.
Fixed an issue with Galarian Darmanitan not appearing in Max Raids, the Max Raid Database, or Dynamax Adventures.
Generalized the code a bit more that determines if a species is considered a regional form for the purposes of Raids/Adventures. This should make it easier for custom regions/regional forms to be detected when added in the ZUD Settings.
Added a new array in ZUD Settings called LEGENDARY_EXCEPTIONS. Adding species ID's to this array will add those species to the pool of potential Legendary encounters in Raids/Adventures, regardless of whether or not they meet the stat/egg group requirements that most legendary species meet.
Moved the ZUD Settings script into the Plugin folder now, together with the rest of the ZUD Plugin Scripts. It is now located in [000]General/01_Settings. I thought it would be less confusing for people to have these settings easily accessible in the game scripts themselves, but it seems like all this really ends up doing is adding an extra unnecessary step in the installation process.
Removed the items Max Honey and Max Mushrooms from the plugin, as the Gen 8 Project now includes these by default. If you want these items in your non-Gen 8 game, you can get the graphics/PBS/code from there.
Removed sprites that were included in the Gen 8 Project folder in the download, as the Gen 8 Project now includes them by default.
Updated some of the plugin scripts to work with the Gen 8 Project's changes to sprites.
Updated the Dynamax metrics for Alcremie's forms to match its base form.
Fixed an error that would attempt to bring up the Treasure Chest rewards screen instead of the Endless Mode record screen at the end of an Endless Dynamax Adventure, causing a crash.
Made it so that the Endless Mode record screen can be viewed from the options menu from within the Max Lair, if you're playing in Endless Mode (as it was originally intended).
Re-uploaded one of the scripts that was accidentally uploaded in an outdated version.
Moved a couple of lines around that (maybe?) helps with performance on the Max Lair map screen.
To apply this update, all that is necessary is to re-install the contents of the Plugins folder.