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Resource ZUD Plugin [Essentials v18.1] [DEPRECATED] 2023-05-04

the Z-move works now, but the rain effect still won't start. This is what I have for the code so far.

class PokeBattle_Move_Z00B < PokeBattle_ZMove
def pbAdditionalEffect(user,target)
@battle.pbStartWeather(PBFieldWeather::Rain)
end
end
 
the Z-move works now, but the rain effect still won't start. This is what I have for the code so far.

class PokeBattle_Move_Z00B < PokeBattle_ZMove
def pbAdditionalEffect(user,target)
@battle.pbStartWeather(PBFieldWeather::Rain)
end
end
You need to plug in "user" before the weather argument in pbStartWeather. The same way it looks for Genesis Supernova.

Note: You can also control the duration of the weather initiated by this move if you plug in a third argument in pbStartWeather. If you add "true" as the third argument, the weather will last 5 turns. If you leave it as is, the weather has infinite duration.
 
Update: Still haven't gotten my Lugia Z-move's effect to work.
I just realized the reason. You put PBFieldWeather::Rain in the argument for your code, which is incorrect. As the name implies, this controls the weather on the actual game map, not in battle. For battle, you simply want to use PBWeather::Rain. I whipped up a quick demo move to test, and it works perfectly for me after this change.

Here's what I'm using, in case you want to compare:

Move PBS:
Ruby:
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1087,WHIRLINGSEASTORM,Whirling Sea Storm,Z00B,185,FLYING,Special,0,1,100,NearOther,0,fz,"Lugia whips up an oceanic storm with its wings, causing it to start raining."
ZUD_zmove PBS:
Ruby:
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PIKANIUMZ,,AEROBLAST,LUGIA,WHIRLINGSEASTORM
(just using Pikanium Z here to test)

Move code:
Ruby:
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class PokeBattle_Move_Z00B < PokeBattle_ZMove
  def pbAdditionalEffect(user,target)
    @battle.pbStartWeather(user,PBWeather::Rain,true)
  end
end
 
I wanna do something similar but I plan on giving Raikou a Z-Move that sets up Electric Terrain from the aftershock.
The name is Raijin’s Fury, and the base move is a new move for Raikou called Thunder Storm, with Thunder Storm being an Electric-type Magma Storm.

I am also only installing the Z-Moves, as I am working on a lesser project currently that will connect to my main project.
 
I wanna do something similar but I plan on giving Raikou a Z-Move that sets up Electric Terrain from the aftershock.
The name is Raijin’s Fury, and the base move is a new move for Raikou called Thunder Storm, with Thunder Storm being an Electric-type Magma Storm.

I am also only installing the Z-Moves, as I am working on a lesser project currently that will connect to my main project.
Much of the Z-Move code is merged together with Dynamax, so there isnt really a "one or the other" way to install it. Unless you understand the code really well and are willing to decouple them.
 
Does this look good for the Raikou Z-Move? Or should I add a true to the startTerrain condition?
Ruby:
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class PokeBattle_Move_Z00A < PokeBattle_ZMove
  def pbAdditionalEffect(user,target)
    @battle.pbStartTerrain(user,PBBattleTerrains::Electric)
  end
end
 
Does this look good for the Raikou Z-Move? Or should I add a true to the startTerrain condition?
Ruby:
Expand Collapse Copy
class PokeBattle_Move_Z00A < PokeBattle_ZMove
  def pbAdditionalEffect(user,target)
    @battle.pbStartTerrain(user,PBBattleTerrains::Electric)
  end
end
Decided to make it a bit more helpful.
Tips on how to work this out? As I want the Z-Move to be something useful for Raikou no matter if the focus is Physical or Special.

Ruby:
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#===============================================================================
# Raijin’s Fury
#===============================================================================
# Sets Electric Terrain + is physical or special depending on what's best.
#-------------------------------------------------------------------------------
class PokeBattle_Move_Z00A < PokeBattle_ZMove
  def initialize(battle,move,pbmove)
    super
    @calcCategory = 1
  end

  def physicalMove?(thisType=nil); return (@calcCategory==0); end
  def specialMove?(thisType=nil);  return (@calcCategory==1); end

  def pbOnStartUse(user,targets)
    # Calculate user's effective attacking value
    stageMul = [2,2,2,2,2,2, 2, 3,4,5,6,7,8]
    stageDiv = [8,7,6,5,4,3, 2, 2,2,2,2,2,2]
    atk        = user.attack
    atkStage   = user.stages[PBStats::ATTACK]+6
    realAtk    = (atk.to_f*stageMul[atkStage]/stageDiv[atkStage]).floor
    spAtk      = user.spatk
    spAtkStage = user.stages[PBStats::SPATK]+6
    realSpAtk  = (spAtk.to_f*stageMul[spAtkStage]/stageDiv[spAtkStage]).floor
    # Determine move's category
    @calcCategory = (realAtk>realSpAtk) ? 0 : 1
  end
 
  def pbAdditionalEffect(user,target)
    @battle.pbStartTerrain(user,PBBattleTerrains::Electric)
  end
end
 
Decided to make it a bit more helpful.
Tips on how to work this out? As I want the Z-Move to be something useful for Raikou no matter if the focus is Physical or Special.

Ruby:
Expand Collapse Copy
#===============================================================================
# Raijin’s Fury
#===============================================================================
# Sets Electric Terrain + is physical or special depending on what's best.
#-------------------------------------------------------------------------------
class PokeBattle_Move_Z00A < PokeBattle_ZMove
  def initialize(battle,move,pbmove)
    super
    @calcCategory = 1
  end

  def physicalMove?(thisType=nil); return (@calcCategory==0); end
  def specialMove?(thisType=nil);  return (@calcCategory==1); end

  def pbOnStartUse(user,targets)
    # Calculate user's effective attacking value
    stageMul = [2,2,2,2,2,2, 2, 3,4,5,6,7,8]
    stageDiv = [8,7,6,5,4,3, 2, 2,2,2,2,2,2]
    atk        = user.attack
    atkStage   = user.stages[PBStats::ATTACK]+6
    realAtk    = (atk.to_f*stageMul[atkStage]/stageDiv[atkStage]).floor
    spAtk      = user.spatk
    spAtkStage = user.stages[PBStats::SPATK]+6
    realSpAtk  = (spAtk.to_f*stageMul[spAtkStage]/stageDiv[spAtkStage]).floor
    # Determine move's category
    @calcCategory = (realAtk>realSpAtk) ? 0 : 1
  end

  def pbAdditionalEffect(user,target)
    @battle.pbStartTerrain(user,PBBattleTerrains::Electric)
  end
end
Seems pretty busted, but sure, I don't see why that wouldn't work.
 
I allways get this error when i want to battle a wild poke or trainer. The erro (message: undefined method dynamax? For #<pokebattle_battler)

How to fix it?
 
I allways get this error when i want to battle a wild poke or trainer. The erro (message: undefined method dynamax? For #<pokebattle_battler)

How to fix it?
Not really an expert here, but maybe try following the dynamax installation instructions again? or try re-installing the scripts?
 
I allways get this error when i want to battle a wild poke or trainer. The erro (message: undefined method dynamax? For #<pokebattle_battler)

How to fix it?
If Dynamax is undefined in your game, then you either didn't install the plugin properly, or have another script installed below ZUD that is overriding Pokemon data.
 
Hello
Im using the v18 version of the plugin (obviously on a essentials v18 build) and everything works fine except for the z status moves. They change with the z pressed, but they do just the regular effect, not the z one. For example, z-leer just decrease the target defense just like the regular leer, instead of boost the user attack as well
How could i fix that?
 
Lucidious89 submitted a new resource:

ZUD Plugin - Z-Moves, Ultra Burst, and Dynamax (for Gen 8 Project) - Adds functionality for Z-Moves, Ultra Burst, Dynamax and Max Raids to Pokemon Essentials.



Read more about this resource...
Hey you did a great job but I am facing a problem. It shows this message while I am trying to open it -
[Pokémon Essentials version 19.1]
[Generation 8 Project v1.1.2]

Exception: Errno::ENOENT
Message: File No such file or directory @ rb_sysopen - Plugins/ZUD Plugin/Primary Installation/[000] General/Compilers.rb not found.

Backtrace:
008:PluginManager:664:in `initialize'
008:PluginManager:664:in `open'
008:PluginManager:664:in `block (2 levels) in compilePlugins'
008:PluginManager:663:in `each'
008:PluginManager:663:in `block in compilePlugins'
008:PluginManager:656:in `each'
008:PluginManager:656:in `compilePlugins'
008:PluginManager:685:in `runPlugins'
375:Main:28:in `mainFunctionDebug'
375:Main:18:in `block in mainFunction'
 
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