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Resource Custom Field Effects(deprecated) v1.0.6

Penelope

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Sep 15, 2023
Posts
86
Penelope submitted a new resource:

Custom Field Effects (Definitely my love!) - Do you want some fields that have effects? Easily add field effects to your game!

Have you ever wanted to have Field Effects in your game?
For me, that's my love, definitely!

#===========================================
What are Field Effects?
If you have played Gen 6 or Gen 7, then you probably know about Terrains (Electric Terrain, Psychic Terrain ...)
Field Effects, are in a way, the exact same thing, but they are present from the very start of the battle, and are map based.
Because of this, it can be used to make fights more interesting, and based on what kind...

Read more about this resource...
 

Sonicover

Cooltrainer
Member
Joined
Jan 14, 2022
Posts
129
In the video the fields were changing like crazy at the end of some turns, is it because of an ability or that happens when 2 pokemon with setting abilities happen to be at the same time on the field? Regardless, good script! Fields change things in a lot of places so trying to summarize everything in one plugin is hard.
Btw, I saw you mentionend adding reborn's fields as a pre-install, any plans on adding something like a pokegear app to showcase what each field does? Kinda like how reborn handles the different fields?
 

Penelope

Trainer
Member
Joined
Sep 15, 2023
Posts
86
In the video the fields were changing like crazy at the end of some turns, is it because of an ability or that happens when 2 pokemon with setting abilities happen to be at the same time on the field? Regardless, good script! Fields change things in a lot of places so trying to summarize everything in one plugin is hard.
Btw, I saw you mentionend adding reborn's fields as a pre-install, any plans on adding something like a pokegear app to showcase what each field does? Kinda like how reborn handles the different fields?
Let me check... (coz i even dont remember what i did)
In the video, just default field is psychic, then pikachus ability is electric surge(2 turn), then chanseys ability is misty surge(2 turn), then when using thunder wave in misty field, field will change to psychic, finally when using quick attack in electric field, field will change to grassy field.
just a crazy showcase, forget about it.

And, i dont have a desire to adding something like a pokegear app to show what each field does, just read the fieldnote in plugin (or game).
Im lazy...
 

TurtTheTurtle

Trainer
Member
Joined
Jul 10, 2023
Posts
56
So first i have to say thank you guys for making this... anyways im trying to make seeds like in Reborn (Elemental, Magical, ECT) but whenever i make it in the items effected script its not changing from the basic defense boost because at this moment im making it for the Grassy terrain even know ive created a seperate item for it.
 

Penelope

Trainer
Member
Joined
Sep 15, 2023
Posts
86
So first i have to say thank you guys for making this... anyways im trying to make seeds like in Reborn (Elemental, Magical, ECT) but whenever i make it in the items effected script its not changing from the basic defense boost because at this moment im making it for the Grassy terrain even know ive created a seperate item for it.
im sorry about that.
i dont know if i get u right.
electricseed.png

Ruby:
Expand Collapse Copy
Battle::ItemEffects::TerrainStatBoost.add(:YOURITEMNAME,
  proc { |item, battler, battle|
    next false if ![:Electric].include?(battle.field.terrain) # replace with your terrain name
    next false if !battler.pbCanRaiseStatStage?(:ATTACK, battler) # replace stat
    itemName = GameData::Item.get(item).name
    battle.pbCommonAnimation("UseItem", battler)
    next battler.pbRaiseStatStageByCause(:ATTACK, 2, battler, itemName) # replace stat and the num
  }
)
 

TurtTheTurtle

Trainer
Member
Joined
Jul 10, 2023
Posts
56
I have finally fixed that issue... was a slight oversight by me but what i haven't figured out yet is how to give effects with the seeds such as Magnet Rise, Focus Energy, Damage, or them having to wait a turn. I've also ran into some issues with the transforming of fields by using just a move like a factory field being shorted out by discharge or destroyed by earthquake.
 

Penelope

Trainer
Member
Joined
Sep 15, 2023
Posts
86
I have finally fixed that issue... was a slight oversight by me but what i haven't figured out yet is how to give effects with the seeds such as Magnet Rise, Focus Energy, Damage, or them having to wait a turn. I've also ran into some issues with the transforming of fields by using just a move like a factory field being shorted out by discharge or destroyed by earthquake.
u can use these three for transforming:
@battle.pbStartTerrain(user, :YOURFIELDNAME) or @battle.field.terrainDuration = 1 or @battle.field.terrain = :None
 

TurtTheTurtle

Trainer
Member
Joined
Jul 10, 2023
Posts
56
I know the scripts to change it but is there a script to have a move trigger it like in reborn.
 

TurtTheTurtle

Trainer
Member
Joined
Jul 10, 2023
Posts
56
As it seems i spoke too soon, back onto the issue with Transforming fields via moves,
if [:FactoryField].include?(@battle.field.terrain) &&
[:EARTHQUAKE].include?(move.id)
targets.each do |b|
next if b.damageState.unaffected
@battle.pbDisplay(_INTL("The field was broken!"))
@battle.pbStartTerrain(user, :ShortCircuitField)
end
end
Even tho this is copy and pasted from the grassy field its not working, in battle nothing happens
 

MasteredUI.Music

Rookie
Member
Joined
Mar 21, 2023
Posts
5
Would like to preface that I am utterly clueless when it comes to code, but I really want field effects in game. However,
[Pokémon Essentials version 21.1]

Exception: NameError
Message: undefined local variable or method `pbWeatherStartMessage' for #<Battle>

Backtrace:
[Custom Field Effects] 001_SetField.rb:343:in `pbStartBattleCore'
Battle_StartAndEnd:271:in `pbStartBattle'
Overworld_BattleStarting:401:in `block (2 levels) in start_core'
Overworld_BattleIntroAnim:55:in `pbSceneStandby'
Overworld_BattleStarting:401:in `block in start_core'
Overworld_BattleIntroAnim:126:in `pbBattleAnimation'
Overworld_BattleStarting:400:in `start_core'
Overworld_BattleStarting:365:in `start'
Overworld:212:in `pbBattleOnStepTaken'
Overworld:193:in `block in <main>'

I don't even know where to find the issue here, this message shows up for any battle, where do I fix this?
 

Penelope

Trainer
Member
Joined
Sep 15, 2023
Posts
86
Would like to preface that I am utterly clueless when it comes to code, but I really want field effects in game. However,
[Pokémon Essentials version 21.1]

Exception: NameError
Message: undefined local variable or method `pbWeatherStartMessage' for #<Battle>

Backtrace:
[Custom Field Effects] 001_SetField.rb:343:in `pbStartBattleCore'
Battle_StartAndEnd:271:in `pbStartBattle'
Overworld_BattleStarting:401:in `block (2 levels) in start_core'
Overworld_BattleIntroAnim:55:in `pbSceneStandby'
Overworld_BattleStarting:401:in `block in start_core'
Overworld_BattleIntroAnim:126:in `pbBattleAnimation'
Overworld_BattleStarting:400:in `start_core'
Overworld_BattleStarting:365:in `start'
Overworld:212:in `pbBattleOnStepTaken'
Overworld:193:in `block in <main>'

I don't even know where to find the issue here, this message shows up for any battle, where do I fix this?
ooooh, thats my bad!
u need gen 9 pack, cuz gen 9 pack did some updates about weather, emmm maybe a lil complicated.
let me check...

Solution:
(no gen 9 pack)
in 001_SetField.rb line 347, u can simply delete this line, and "=begin" and "=end" to solve this problem.
(with gen 9 pack)
if u use gen 9 pack, maybe u will need do some modify in [003] Weather and Status.rb, just simply delete line 86-99(all def pbStartBattleCore section).

hope can solve u problem.
 
Last edited:

MasteredUI.Music

Rookie
Member
Joined
Mar 21, 2023
Posts
5
ooooh, thats my bad!
u need gen 9 pack, cuz gen 9 pack did some updates about weather, emmm maybe a lil complicated.
let me check...

Solution:
(no gen 9 pack)
in 001_SetField.rb line 343, u can simply delete this line, and "=begin" and "=end" to solve this problem.
(with gen 9 pack)
if u use gen 9 pack, maybe u will need do some modify in [003] Weather and Status.rb, just simply delete line 86-99(all def pbStartBattleCore section).

hope can solve u problem.
Just added the gen 9 pack (I was going to eventually anyways) and it's all fixed! Thanks for the help!
 

MasteredUI.Music

Rookie
Member
Joined
Mar 21, 2023
Posts
5
Found another issue, sorry~

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.5]

Exception: NameError
Message: uninitialized constant PBEffects::InverseRoom

Backtrace:
[Custom Field Effects] 004_TypeEffectivenessCal.rb:57:in `pbCalcTypeModSingle'
[Generation 9 Pack] [001] Battle.rb:204:in `pbCalcTypeModSingle'
Move_UsageCalculations:74:in `block in pbCalcTypeMod'
Move_UsageCalculations:73:in `each'
Move_UsageCalculations:73:in `pbCalcTypeMod'
[Custom Field Effects] 007_ImmunityEffect.rb:87:in `pbSuccessCheckAgainstTarget'
[Generation 9 Pack] [002] Battle_Battler.rb:485:in `pbSuccessCheckAgainstTarget'
Battler_UseMove:383:in `block in pbUseMove'
Battler_UseMove:381:in `each'
Battler_UseMove:381:in `pbUseMove'


Used leech seed whilst on a grassy terrain on a fletchling, if that helps.
 

Penelope

Trainer
Member
Joined
Sep 15, 2023
Posts
86
Found another issue, sorry~

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.5]

Exception: NameError
Message: uninitialized constant PBEffects::InverseRoom

Backtrace:
[Custom Field Effects] 004_TypeEffectivenessCal.rb:57:in `pbCalcTypeModSingle'
[Generation 9 Pack] [001] Battle.rb:204:in `pbCalcTypeModSingle'
Move_UsageCalculations:74:in `block in pbCalcTypeMod'
Move_UsageCalculations:73:in `each'
Move_UsageCalculations:73:in `pbCalcTypeMod'
[Custom Field Effects] 007_ImmunityEffect.rb:87:in `pbSuccessCheckAgainstTarget'
[Generation 9 Pack] [002] Battle_Battler.rb:485:in `pbSuccessCheckAgainstTarget'
Battler_UseMove:383:in `block in pbUseMove'
Battler_UseMove:381:in `each'
Battler_UseMove:381:in `pbUseMove'


Used leech seed whilst on a grassy terrain on a fletchling, if that helps.
it seems coz I'm lazy, I did not delete some additionals, i'l fix it very soon and re-upload it.
 

Jangajinx

An Overly Ambitious Developer
Member
Joined
Apr 21, 2023
Posts
213
You got me hyped for the other field effects! For the rainbow field, you could make it where same type attacks like fire hit with fire are double effective?

Also, where could I find the ability effect for Inverse Maker? I tried looking in 009_AbilityEffect and I can not find it. I ask cause the ability from your other plugin does not alter the field at all.
 
Last edited:

Penelope

Trainer
Member
Joined
Sep 15, 2023
Posts
86
You got me hyped for the other field effects! For the rainbow field, you could make it where same type attacks like fire hit with fire are double effective?

Also, where could I find the ability effect for Inverse Maker? I tried looking in 009_AbilityEffect and I can not find it. I ask cause the ability from your other plugin does not alter the field at all.
I don't have a plan to finish other field effects recently, cos I have a way more important thing in my real life.
and... maybe, I can't get u right.
u can just use my other plugin for single ability rather than field effect, or u can just simply combine them two.(two plugins together may conflict, untested)
 
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