The only thing I can do is removing Zmoves/Gmaxmoves by default in my next update, and see if I have a problem with ZUD. But sadly, I can't fix an error that I can't reproduce.
the script wasn't made with zud plugin so maybe gmax moves are coded differently. But even if there are moves that don't exist in your game, it shouldn't crash. For the banlist, when you changed it, did you set your variable 35 back to 0? because actually, it sees an empty thing instead of your...
Tbh as I can't reproduce the error I don't know from where it comes. When you run it alone are you sure there wasn't anything else active? Removing plugins from the folder do not remove them from the game, delete plugin.rxdata in your data folder to force compile. Did you try to run the default...
It could be a weird interaction with ZUD plugin. What I would advise is, test if the same setup work in vanilla essentials then add plugins one by one until it crashes. You probably have to merge the faulty codes together.
Another thing you can try is to use the default move relearner script...
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|...