if you use v18, it's not the right thread. And tbh I'm never using the text display thing you can do by default. It's supposed to use pbmessage so if you modified it, it could appear on top (or maybe it's an option of the command you used, check the parameters)
check what's displayed in the console when you compile, sometimes something you deleted from your plugin folder is still in the data. If it's not the problem check if you are not using another plugin that could conflict with this one. I assume you still have the default code in your essentials...
It can look stupid but did you select a pokemon? You didn't include the part that check if you select nothing.
but yeah, the only thing I could say would be to add a p pbGetPokemon(1) to see if a valid pokemon is really selected.
I don't think you changed anything in ui party but just in case...
I works the same way than the v18 version, I didn't touch the code. Put
battle.scene.appearBar
your dialogue
battle.scene.disappearBar
I didn't tested so many things so I'm not surprised if things like itemopp don't work. (Good call there was a missing !)
The download link is updated
I'll look into it and release a fix in the next version. the sendout thing works fine, it was sendoutXOpp in this case, the other things you mentioned works (even if big damage procs only if the target is still alive). Maybe it's conflicting with another plugin, for example the fainted condition...
The script is nice and seems to fit my needs. Just a little thing, a subfolder inside the plugin folder is missing, that would allow to copy paste everything into the root folder easily
Tbh, it's something I took from the v18 version and didn't touch. I never used this feature and it doesn't looks to work with the fainted condition. I think that something like this should work:
You could put this in the data.rb file:
Faint2=Proc.new{|battle|...
Yeah, MBD and Deluxe are not compatible. If you are using ZUD, you should use the mid battle thing built in deluxe. The only thing that should work is the boss protection effects as they have their own code
-Boss protection is now tied to a battler
-More cheesy moves are covered by the Boss Protect effect
battle.battlers[1].effects[PBEffects::BossProtect] = true #is now the way to trigger it
If something looks weird to you, feel free to comment the thread, I didn't tested everything
Yeah, the plugin probably won't work with things like EBDX (when it's out) or the ZUD plugin (which has it's own small things for dialogue). Anyways, if you need help I'm here for that and I will add small things to the guide after progressing in my own game