The linked tutorial explains everything you need to know. You can also achieve what you want through the Debug menu.
- Fixed the broken download link to the plugin.
- Tweaked how the
PowerSpot
flags are checked for in the Map Metadata to prevent some unnecessary error messages.- Ultra Burst will no longer produce errors after updating Essentials Deluxe.
Those have been removed from the Settings a few updates ago. All of those settings are now toggleable in-game through the Debug menu, so you no longer have to reset the game to apply them.Hello! I'm having trouble finding where to set switches that disable certain features. Was it supposed to be in Settings.rb, or am I looking in the wrong place?
Is there a specific script I can call during an event to toggle them on and off? This is for the player to choose which one they want active.Those have been removed from the Settings a few updates ago. All of those settings are now toggleable in-game through the Debug menu, so you no longer have to reset the game to apply them.
They're handled via game switches, exactly how theIs there a specific script I can call during an event to toggle them on and off? This is for the player to choose which one they want active.
NO_MEGA_EVOLUTION
switch works in base Essentials. I've updated the "Disabling ___" sections in the ZUD tutorial for each mechanic to be more clear on this, and where to find them.Found it. Thanks!They're handled via game switches, exactly how theNO_MEGA_EVOLUTION
switch works in base Essentials. I've updated the "Disabling ___" sections in the ZUD tutorial for each mechanic to be more clear on this, and where to find them.
- Removed the restrictions on wild Pokemon utilizing ZUD mechanics. You may now set up wild Pokemon to use Z-Moves, Ultra Burst, or Dynamax without a trainer by simply flagging them as an "ace".
- Edited the ZUD animations to now support wild Pokemon that trigger these mechanics without a trainer.
- ZUD animations are now compatible with animated battler sprites.
- Overhauled how Dynamax sprites are displayed, greatly simplifying the code, and making them easier to customize...
I specifically designed all of the plugins to work together, yes. And yes, you can even use them all in the same battle, although not on the same Pokemon.Silly question maybe, but can you use both Mega's, Dynamax, Z-Moves and Terestal phenomenon at the same time in a game? Not the same battle obviously, but in the same game
Like the list suggests, Terastallization is out-prioritized by Dynamax. So if the trainer can potentially use Dynamax, Terastallization will never appear. Basically, if you're on a Power Spot map with a Dynamax Band in your inventory, you can't use Terastallization.Thank you for all the updated plugins, exactly what I was impatiently waiting for! And thanks for the clarifications above. Respecting the priority list above makes sense, although it limits some possibilities, I understand the necessity. Again, thank you so much for your work!
Edit: Okay, I might need some input from you on this: as soon as I give a trainer both the Tera Orb and the Dynamax Band, the terastallization does not trigger any more. My Mid Battle script for triggering them is working, as it works for either of the two when I remove one of the items from the trainer's item list. What am I missing?
It's just the nature of how the mechanics work that make them incompatible. If you're on a Power Spot and in a battle that supports Dynamax, then all the mechanics with lower priority than Dynamax are simply never checked for, because Dynamax will always out-prioritize them. Even if Dynamax is no longer available because it was used previously; if the Pokemon is still POTENTIALLY able to Dynamax because it meets all the criteria, then none of the mechanics with lower priority (Battle Styles and Terastallization) will be eligible due to that potential for Dynamax still being there (since you could still theoretically recharge your Dynamax Band with a Wishing Star item, or use the CTRL button in Debug mode, or use Cheer in a Max Raid battle to replenish Dynamax, etc..).Thanks for the lightning speed reply! Ohhh so this means it also does not work even after a Pokémon used Dynamax in the battle already? Could it work if I only activate Dynamax later in the battle with a Mid Battle trigger?
Do you have any other plugins installed that edit sprites in some way?hello!
im trying to set up a dynamax adventure, but wheneve i talk to the guy i set up for it, i het this error message:
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]
Script error in event 2 (coords 18,16), map 78 (Route 102)
Exception: RuntimeError
Message: Filename is nil (missing graphic).
***Full script:
pbDynamaxAdventure.start(nil, nil)
Backtrace:
088:AnimatedBitmap:6:in `initialize'
[Essentials Deluxe] Species Files.rb:546:in `new'
[Essentials Deluxe] Species Files.rb:546:in `pokemon='
268:Pokemon_Sprites:97:in `initialize'
[ZUD Mechanics] LairMenu_Base.rb:162:in `new'
[ZUD Mechanics] LairMenu_Base.rb:162:in `block in pbDrawRentalScreen'
[ZUD Mechanics] LairMenu_Base.rb:157:in `times'
[ZUD Mechanics] LairMenu_Base.rb:157:in `pbDrawRentalScreen'
[ZUD Mechanics] LairMenu_Menus.rb:10:in `pbRentalSelect'
[ZUD Mechanics] LairMenu_Menus.rb:1018:in `block in pbStartSetScreen'
can you help me?
yes, the gen 8 pack, essentials deluxe, and MQS (dont know if that last one edits sprites)Do you have any other plugins installed that edit sprites in some way?
The error is quite straight forward - you're missing a sprite for one or more Pokemon. Icon sprites in particular. Normally, if you're missing a sprite, it should just display the "?" sprite instead, as a placeholder. So if it's returning an error instead, then something else is getting in the way of the process that is breaking this failsafe.