Sorry, my bad. I don't have my own copy of the game yet, so there may be some errors.
But when you used it twice, is it gonna be fail or player cannot choose the move like Torment?
Sorry, my bad. I don't have my own copy of the game yet, so there may be some errors.
But when you used it twice, is it gonna be fail or player cannot choose the move like Torment?
I see. No problem.
Yes, it works like that, you can't use Gigaton Hammer twice in a row. But you can use another move, an item, switch, or run with no issue.
I keep getting this error after a turn passes in the battle. The only two plugins I have installed are this one and the 20.1 Hotfixes. What could be causing this error?
=================
[2022-11-28 11:21:55 -0600]
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]
Exception: NoMethodError
Message: undefined method `pbSetWeatherScene' for #<Battle::Scene>
I keep getting this error after a turn passes in the battle. The only two plugins I have installed are this one and the 20.1 Hotfixes. What could be causing this error?
=================
[2022-11-28 11:21:55 -0600]
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]
Exception: NoMethodError
Message: undefined method `pbSetWeatherScene' for #<Battle::Scene>
Some stuff I spotted as I was looking through the files:
1) I think the "Doodle" move function code is still just a copy of "Role Play", I don't see where it's affecting the user's ally in a double battle.
2) The PBS for "Jet Punch" is missing the CanProtect and CanMirrorMove flags. "Aqua Step" and "Axe Kick" are missing the Contact flag.
3) Is Revival Blessing considered a healing move (i.e. for the effects of Triage or Heal Block)? If it is then that function def is missing in the move function code for it, but if it isn't then ignore me. I'm aware this may be hard to determine since Heal Block isn't in Gen XIII or Gen IX and the only thing with Triage is Comfey. Not sure if there are any other interactions that could determine this.
4) I think anything in the PBS with "Accuracy = 101" should be "Accuracy = 0" if the intended effect is that it skips accuracy checks (e.g. looking at existing PBS for Recover, etc).
5) I don't think "Torch Song" needs its own move function, since the interaction with Throat Spray applies to all Sound based moves anyway, and it has the Sound flag applied in PBS to enable this. I think its PBS function just needs to be "RaiseUserSpAtk1". Please correct me if there's an additional reason for this function that I'm missing.
6) Raging Bull appears to be missing the type-altering function. I've written a function that seems to correctly use the move's entire effect if you want to use it:
Raging Bull function code:
#===============================================================================
# Type depends on the user's form. (Raging Bull)
#===============================================================================
class Battle::Move::TypeDependsOnUserForm < Battle::Move::RemoveScreens
def pbBaseType(user)
ret = :NORMAL
if user.species == :TAUROS
ret = :FIGHTING if user.form == 1
ret = :FIRE if user.form == 2
ret = :WATER if user.form == 3
end
return ret
end
end
The form numbers / types listed above should align with your existing PBS without needing any edits to it. It appears as a Normal move in the battle screen regardless of what form Tauros is, but this is also how Revelation Dance and Judgment work for Oricorio and Arceus's similar moves.
7) I think Made it Rain might be better if you code it like this:
Make it Rain:
#===============================================================================
# Scatters coins that the player picks up after winning the battle.
# Lowers the user's Special Attack by 1 stage.
# (Make It Rain)
#===============================================================================
class Battle::Move::AddMoneyGainedFromBattleLowerUserSpAtk1 < Battle::Move::LowerUserSpAtk1
def pbEffectGeneral(user)
if user.pbOwnedByPlayer?
@battle.field.effects[PBEffects::PayDay] += 5 * user.level
end
@battle.pbDisplay(_INTL("Coins were scattered everywhere!"))
end
end
I was mostly just concerned because despite the "super" it won't be inheriting anything from "StatDownMove" since the superclass is the one for Pay Day and not the one for lowering stats or lowering the user's Sp.Atk. In this version I made "LowerUserSpAtk1" the superclass instead and copied the small function from "AddMoneyGainedFromBattle" since it was the less complex move function without a superclass of its own.
Some stuff I spotted as I was looking through the files:
1) I think the "Doodle" move function code is still just a copy of "Role Play", I don't see where it's affecting the user's ally in a double battle.
2) The PBS for "Jet Punch" is missing the CanProtect and CanMirrorMove flags. "Aqua Step" and "Axe Kick" are missing the Contact flag.
3) Is Revival Blessing considered a healing move (i.e. for the effects of Triage or Heal Block)? If it is then that function def is missing in the move function code for it, but if it isn't then ignore me. I'm aware this may be hard to determine since Heal Block isn't in Gen XIII or Gen IX and the only thing with Triage is Comfey. Not sure if there are any other interactions that could determine this.
4) I think anything in the PBS with "Accuracy = 101" should be "Accuracy = 0" if the intended effect is that it skips accuracy checks (e.g. looking at existing PBS for Recover, etc).
5) I don't think "Torch Song" needs its own move function, since the interaction with Throat Spray applies to all Sound based moves anyway, and it has the Sound flag applied in PBS to enable this. I think its PBS function just needs to be "RaiseUserSpAtk1". Please correct me if there's an additional reason for this function that I'm missing.
1. Yeah, it's a copy of Role Play, but there is a loop of battlers in pbEffectAgainstTarget using allSameSideBattlers
2. I think I missed that
3. The problem is Heal block is listed as unuseable move in Pokémon S/V...
4. Also missed that too
5. When I read this from Bulbapedia :
"If the user is holding a Throat Spray, the item will be consumed and the user's Special Attack stat will raise by one stage."
I thought it overrode the Torch Song effect, hahaha...
1. Yeah, it's a copy of Role Play, but there is a loop of battlers in pbEffectAgainstTarget using allSameSideBattlers
2. I think I missed that
3. The problem is Heal block is listed as unuseable move in Pokémon S/V...
4. Also missed that too
5. When I read this from Bulbapedia :
"If the user is holding a Throat Spray, the item will be consumed and the user's Special Attack stat will raise by one stage."
I thought it overrode the Torch Song effect, hahaha...
1. Missed that, thanks. No further issue with this, then.
2. Solved
3. Yeah, this is more of a me issue than an issue with the code, just thinking if anyone wanted to use it with custom Pokemon or wanted to keep moves missing from past gens then it might matter. But there's no way of really knowing, so it can be ignored unless there's more info in the original code or something.
4. Solved
5. It lists that effect for Throat Spray on all Sound moves as far as I'm aware so it's universal, you can
I added a point 6 and 7 to the original comment with some function code for Raging Bull and a rewritten Make it Rain if you want to look that over and use any of it. Apologies if I was editing while you were replying and it was missed.
1. Missed that, thanks. No further issue with this, then.
2. Solved
3. Yeah, this is more of a me issue than an issue with the code, just thinking if anyone wanted to use it with custom Pokemon or wanted to keep moves missing from past gens then it might matter. But there's no way of really knowing, so it can be ignored unless there's more info in the original code or something.
4. Solved
5. It lists that effect for Throat Spray on all Sound moves as far as I'm aware so it's universal, you can
I added a point 6 and 7 to the original comment with some function code for Raging Bull and a rewritten Make it Rain if you want to look that over and use any of it. Apologies if I was editing while you were replying and it was missed.
3. But make it as a healing move is not a bad idea either
5. Change the function code to RaiseUserSpAtk1
6. I missed that too, gonna include this with some edit
7. I need to check it again for the Make It Rain
Minor thing, I don't think Comeuppance needs its own move function. It looks like a clone of Metal Burst. Also, there's a small typo in the move PBS where Rage Fist's flags say "PunchingH" instead of "Punching".
Your error is from the ZUD Plugin, not this resource. (If you just replaced the ZUD PBS with the PBS from this resource, that'll be your issue - you have to combine them)
I have encountered a problem with the move Defog, and I found the reason being the part of code in Quark Drive, the variable "allBattlers" is undefined. So I added @battle. in front of it and it seemed to fix it.
Ruby:
# Update for Quark Drive
#===============================================================================
# Decreases the target's evasion by 1 stage. Ends all barriers and entry
# hazards for the target's side OR on both sides. (Defog)
#===============================================================================
class Battle::Move::LowerTargetEvasion1RemoveSideEffects < Battle::Move::TargetStatDownMove
alias quarkdrive_pbEffectAgainstTarget pbEffectAgainstTarget
def pbEffectAgainstTarget(user, target)
quarkdrive_pbEffectAgainstTarget(user, target)
@battle.allBattlers.each { |battler| battler.pbAbilityOnTerrainChange }
end
end
I have encountered a problem with the move Defog, and I found the reason being the part of code in Quark Drive, the variable "allBattlers" is undefined. So I added @battle. in front of it and it seemed to fix it.
Ruby:
# Update for Quark Drive
#===============================================================================
# Decreases the target's evasion by 1 stage. Ends all barriers and entry
# hazards for the target's side OR on both sides. (Defog)
#===============================================================================
class Battle::Move::LowerTargetEvasion1RemoveSideEffects < Battle::Move::TargetStatDownMove
alias quarkdrive_pbEffectAgainstTarget pbEffectAgainstTarget
def pbEffectAgainstTarget(user, target)
quarkdrive_pbEffectAgainstTarget(user, target)
@battle.allBattlers.each { |battler| battler.pbAbilityOnTerrainChange }
end
end
Not sure if this is something you still need, but I've converted the entire TM list from SV into PBS format if you want to include it. As far as I've been able to test, everything should be compatible.
Not sure if this is something you still need, but I've converted the entire TM list from SV into PBS format if you want to include it. As far as I've been able to test, everything should be compatible.
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