- Joined
- Oct 28, 2023
- Posts
- 275
Report: It doesn't play any cry of pokemon after mega evolution(and maybe other mechanics).
- Fixed another bug with pbAttract that would cause crashes.
- Fixed a bug that would prevent the Pokemon's cry from playing during the Mega Evolution and Primal Reversion animations.
- Fixed issues with the Deluxe Animation utilities that could display Pokemon sprites off-center during DBK-style animations (Mega Evolution, Primal Reversion, etc.)
Should be fixed now. Along with Ultra Burst, Dynamax, and Terastallization.Report: It doesn't play any cry of pokemon after mega evolution(and maybe other mechanics).
> setBattleRule("midbattleScript", {
"RoundStartCommand_foe" => {
"text" => "aaa",
"WildFlee" => true
},
})
> WildBattle.start(:MUDKIP, 30)
Command keys always start with lower case letters.Hi so I'm pretty new to this and I'm trying to make a simple event but it doesn't seem to work.
What I'm trying to do is get into a wild battle when interacting with an event, when in battle I want to make it so that before the player or the wild Pokemon can move, a text message appears saying something, and then the wild Pokemon flees.
So this is what I did:
The text works fine but the event ignores the " "WildFlee" => true" part.Ruby:> setBattleRule("midbattleScript", { "RoundStartCommand_foe" => { "text" => "aaa", "WildFlee" => true }, }) > WildBattle.start(:MUDKIP, 30)
I also tried " "WildFlee" => "The wild {1} fled!" " and it also didn't work.
I also tried to put "RoundStartCommand" without adding the "_foe" part, and putting other stuff like "RoundStartAttack"/"RoundStartCommand_2" but it also didn't work.
I understand that the "WildFlee" command won't do anything unless the battler is a wild Pokemon, but.. it IS wild... Am I wrong?
Thanks in advance :)
Well now the event just ignores the whole scriptCommand keys always start with lower case letters
Command key. Not trigger key.Well now the event just ignores the whole script
Alright so:Command key. Not trigger key.
Triggers = The first letter is always capitalized.
Commands = The first letter is always lowercase.
This is explained in the guide, so review that again if you need further clarification.
setBattleRule("midbattleScript", {
"RoundStartCommand_foe" => {
"text" => "aaa",
"wildflee" => true
},
})
Hmm, try "RoundStartAttack", then. The Pokemon probably cant flee because youre trying to make it happen before it has selected any commands. You cant flee before the turn has began, in the same way you cant attack before the turn has began. That's my guess off the top of my head.Alright so:
Right?Ruby:setBattleRule("midbattleScript", { "RoundStartCommand_foe" => { "text" => "aaa", "wildflee" => true }, })
The text works, it's just the wildflee that doesn't work.
I looked at the guide for two hours now, but yeah maybe I'm just missing something
- Fixed some issues that would cause crashes in the Safari Zone.
- Added the
"inverseBattle"
Battle Rule. This will make your next battle operate under Inverse Battle rules, like in Gen 5.
There's a whole section in the guide dedicated to audio command keys, and a whole section dedicated to trigger keys that activate upon a Pokemon switching (including the final Pokemon).Is there a way to make it so in the midbattle scripting it plays a theme when the final pokemon is sent out?
But I know how to make it play a sound effect when there final pokemon is sent out but I cant find anything on the BGM. I'm sorry if this is a stupid thing to ask but could you direct me to it?There's a whole section in the guide dedicated to audio command keys, and a whole section dedicated to trigger keys that activate upon a Pokemon switching (including the final Pokemon).
I mean, it's right there in the same section, so there's no where new to direct you to. The same place where theBut I know how to make it play a sound effect when there final pokemon is sent out but I cant find anything on the BGM. I'm sorry if this is a stupid thing to ask but could you direct me to it?
playSE
command is explained in detail, theres like 4 different BGM-related commands listed and defined directly below it. Im not sure how you can miss it.I mean, it's right there in the same section, so there's no where new to direct you to. The same place where theplaySE
command is explained in detail, theres like 4 different BGM-related commands listed and defined directly below it. Im not sure how you can miss it.
Change it to @battle.pbDisplay("#{pbThis} is completely immune to indirect damage!") if showMsgI am battling with a pokemon having :INDIRECT immunity. I put it to sleep and when Bad Dr4eams is triggered this happens. I can'f find any solution.
Exception: ArgumentError
Message: wrong number of arguments (given 2, expected 1)
Backtrace:
Battle:815:in `pbDisplay'
[Deluxe Battle Kit] [004] Wild Boss Attributes.rb:212:in `takesIndirectDamage?'
Battle_AbilityEffects:2422:in `block (2 levels) in <main>'
Battle_AbilityEffects:2419:in `each'
Battle_AbilityEffects:2419:in `block in <main>'
Event_Handlers:195:in `trigger'
Battle_AbilityEffects:247:in `triggerEndOfRoundEffect'
Battle_EndOfRoundPhase:689:in `block in pbEndOfRoundPhase'
Battle_EndOfRoundPhase:684:in `each'
Battle_EndOfRoundPhase:684:in `pbEndOfRoundPhase'
And change Bad Dream's ability effect codes to this to hide ability splash.Change it to @battle.pbDisplay("#{pbThis} is completely immune to indirect damage!") if showMsg
, but it doesn't seem to hide our ability bar.
Battle::AbilityEffects::EndOfRoundEffect.add(:BADDREAMS,
proc { |ability, battler, battle|
battle.allOtherSideBattlers(battler.index).each do |b|
next if battle.pbCheckOpposingAbility(:SWEETDREAMS)
next if !b.near?(battler) || !b.asleep?
battle.pbShowAbilitySplash(battler)
next if !b.takesIndirectDamage?(Battle::Scene::USE_ABILITY_SPLASH)
b.pbTakeEffectDamage(b.totalhp / 8) do |hp_lost|
if Battle::Scene::USE_ABILITY_SPLASH
battle.pbDisplay(_INTL("{1} is tormented!", b.pbThis))
else
battle.pbDisplay(_INTL("{1} is tormented by {2}'s {3}!",
b.pbThis, battler.pbThis(true), battler.abilityName))
end
end
end
battle.pbHideAbilitySplash(battler)
}
)
Maybe you are not the latest version.Hello, this problem occurs when ditto uses transformation. (I don't have the tera script, only dynamax)
[2024-09-04 07:08:53 -0300]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]
[SKY BASE version 1.0.7]
Exception: NoMethodError
Message: undefined method `tera_pbMoveFailed?' for #<Battle::Move::TransformUserIntoTarget>
Trace:
[Deluxe Battle Kit] [005] Updated Effects.rb:590:in `pbMoveFailed?'
Battler_UseMove:295:in `pbUseMove'
[[DBK] Dynamax] [012] Battle_Battler.rb:92:in `pbUseMove'
[[DBK] Animated Pokémon System] [007] Substitute Doll.rb:82:in `pbUseMove'
[Deluxe Battle Kit] [001] Animation Utilities.rb:265:in `block in pbProcessTurn'
PBDebug:6:in `logonerr'
[Deluxe Battle Kit] [001] Animation Utilities.rb:265:in `pbProcessTurn'
Battle_AttackPhase:128:in `block (2 levels) in pbAttackPhaseMoves'
Battle_AttackPhase:124:in `each'
Battle_AttackPhase:124:in `block in pbAttackPhaseMoves'