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Resource Modular Field Effects 1.1

phantombass

Elite Trainer
Member
Joined
Sep 21, 2020
Posts
251
phantombass submitted a new resource:

Modular Field Effects - Easily add field effects to your game!

Ever wanted field effects like Pokémon Reborn for your game? Here it is! Simply modify the Field Effects Data file with the information you need, and the game will automatically plug in your changes to damage calcing, and will display messages to show when moves and abilities are affected by the field!

Read more about this resource...
 

Asforcia

Novice
Member
Joined
Feb 22, 2022
Posts
13
Now that I think about it, there isn't any way to change the field with an ability right? I think it would be really nice if there was a thing for changing the field with an ability just like a move. You know, if a pokemon is send out and has a specific ability the field changes.
 

ardicoozer

Cooltrainer
Member
Joined
Sep 29, 2020
Posts
180
This is amazing plugin..
But, I'm curious about how to insert status pokemon to field effect like burn, poisoned, etc.
 

phantombass

Elite Trainer
Member
Joined
Sep 21, 2020
Posts
251
Are you wanting it to activate whenever a Pokémon enters the field? If so, add a flag to the :intro_script section in Data and call it whatever you want as long as it's in quotes. Then in the Main script, search for intro_script, and put your condition for the flag you made in that place by starting with when "flag" (with flag being whatever you called your flag in :intro_script)
 

ardicoozer

Cooltrainer
Member
Joined
Sep 29, 2020
Posts
180
Are you wanting it to activate whenever a Pokémon enters the field? If so, add a flag to the :intro_script section in Data and call it whatever you want as long as it's in quotes. Then in the Main script, search for intro_script, and put your condition for the flag you made in that place by starting with when "flag" (with flag being whatever you called your flag in :intro_script)
Brilliant..
Thank you bro
 

SebastiaanZ

Trainer
Member
Joined
Jun 5, 2019
Posts
60
Stupid question probably. Is setting the battleback in the metadata enough to define it in game? So for example add forest in metadata?
 

phantombass

Elite Trainer
Member
Joined
Sep 21, 2020
Posts
251
You could do that. You'd also need to make sure you have an Environment defined for that as well but I think that's already there. But the reason this requires you to list that battleback gfx in the script is so that if you have a field change in the battle, the battleback and battle base will update. Which is also why I recommend making sure your battleback and battle base files have the same name to coordinate
 

Sodsire

Rookie
Member
Joined
Dec 28, 2022
Posts
3
I don't be "that guy" but are you willing to make this compatible with V21 of Essentials?
 

Chikako

Rookie
Member
Joined
Aug 13, 2022
Posts
3
Is this combatable with v20.1? I just copied and past the file into plugin and tried running it. I get this error.
 

MaouAlter

Novice
Member
Joined
Aug 8, 2022
Posts
15
I have the same problem as Chikako, after further changing the code in an attempt to successfully compile the code I'm now having errors relating to end in Field_Effects_Main
Changes to the forest field:
Expand Collapse Copy
        :Forest => {
            :field_name => "Forest",
            :intro_message => "The forest is dark.",
            :field_gfx => "forest",
            :nature_power => :SILVERWIND,
            :mimicry => :BUG,
            :intro_script => nil,
            :abilities => [:SWARM],
            :ability_effects => {
            :SWARM => [:ATTACK,1]
            },
            :move_damage_boost => {
            1.2 => [:WIND_MOVES]
            },
            :move_messages => {"The wind blew through the trees." => [:WIND_MOVES]},
            :move_type_change => {},
            :move_type_mod => {},
            :move_accuracy_change => {},
            :defensive_modifiers => {},
            :type_damage_change => {
            1.2 => [:BUG]
            },
            :type_messages => {"The bugs of the forest joined in!" => [:BUG]},
            :type_type_mod => {},
            :type_mod_message => {},
            :type_type_change => {},
            :type_change_message => {},
            :side_effects => {},
            #:field_changers => {:None => [:IGNITE_MOVES]},
            #:change_message => {"The forest burned down!" => [:IGNITE_MOVES]},
            #:field_change_conditions => {:None => Battle.ignite?}
        }
    }

The error I get when compiling:
Expand Collapse Copy
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Error in Plugin: [Modular Field Effects]
Exception: SyntaxError
Message: [Modular Field Effects] Field_Effects_Main.rb:272: syntax error, unexpected `end', expecting `when'
    end
    ^~~
[Modular Field Effects] Field_Effects_Main.rb:328: syntax error, unexpected `end', expecting `when'
    end
    ^~~
[Modular Field Effects] Field_Effects_Main.rb:374: syntax error, unexpected `end', expecting `when'
  end
  ^~~
[Modular Field Effects] Field_Effects_Main.rb:580: class definition in method body
[Modular Field Effects] Field_Effects_Main.rb:584: class definition in method body
class Battle::Scene
^~~~~~~~~~~~~~~~~~~
[Modular Field Effects] Field_Effects_Main.rb:648: class definition in method body
[Modular Field Effects] Field_Effects_Main.rb:1027: syntax error, unexpected `end', expecting `when'
        end
        ^~~
[Modular Field Effects] Field_Effects_Main.rb:1092: syntax error, unexpected end-of-input, expecting `end'

Backtrace:
008:PluginManager:653:in `eval'
008:PluginManager:653:in `block (2 levels) in runPlugins'
008:PluginManager:643:in `each'
008:PluginManager:643:in `block in runPlugins'
008:PluginManager:634:in `each'
008:PluginManager:634:in `runPlugins'
386:Main:29:in `mainFunctionDebug'
386:Main:19:in `block in mainFunction'
014:Errors:80:in `pbCriticalCode'
386:Main:19:in `mainFunction'
Were the changes I tried flawed or the code has more typos?
 
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