• The Eevee Expo Game Jam #10 has concluded, congratulations to all participants! Now it's time for the judges to play through the games, and you can play along to vote who deserves the community choice spotlight.
    You can check out the submitted games here!
    Play through the games and provide some feedback to the devs while you're at it!
  • Hi, Guest!
    Some images might be missing as we move away from using embedded images, sorry for the mess!
    From now on, you'll be required to use a third party to host images. You can learn how to add images here, and if your thread is missing images you can request them here.
    Do not use Discord to host any images you post, these links expire quickly!
Deluxe Battle Kit [v21.1]

Resource Deluxe Battle Kit [v21.1] v1.2

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
254
Report: It doesn't play any cry of pokemon after mega evolution(and maybe other mechanics).
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,183
Lucidious89 updated Deluxe Battle Kit [v21.1] with a new update entry:

v1.1.8 Update

  • 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.)

Read the rest of this update entry...
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,183
Report: It doesn't play any cry of pokemon after mega evolution(and maybe other mechanics).
Should be fixed now. Along with Ultra Burst, Dynamax, and Terastallization.
 

Ray_7760

I got shiny Mudkip
Member
Joined
Nov 21, 2020
Posts
65
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:
Ruby:
Expand Collapse Copy
> setBattleRule("midbattleScript", {
 "RoundStartCommand_foe" => {
  "text" => "aaa",
  "WildFlee" => true
},
})
> WildBattle.start(:MUDKIP, 30)
The text works fine but the event ignores the " "WildFlee" => true" part.
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 :)
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,183
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:
Ruby:
Expand Collapse Copy
> setBattleRule("midbattleScript", {
 "RoundStartCommand_foe" => {
  "text" => "aaa",
  "WildFlee" => true
},
})
> WildBattle.start(:MUDKIP, 30)
The text works fine but the event ignores the " "WildFlee" => true" part.
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 :)
Command keys always start with lower case letters.
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,183
Well now the event just ignores the whole script😅
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.
 

Ray_7760

I got shiny Mudkip
Member
Joined
Nov 21, 2020
Posts
65
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.
Alright so:
Ruby:
Expand Collapse Copy
setBattleRule("midbattleScript", {
"RoundStartCommand_foe" => {
"text" => "aaa",
"wildflee" => true
},
})
Right?
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 😅

Edit: Didn't notice that it's supposed to be "wildFlee"
Edit 2: Yeah it works now haha, thank you!
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,183
Alright so:
Ruby:
Expand Collapse Copy
setBattleRule("midbattleScript", {
"RoundStartCommand_foe" => {
"text" => "aaa",
"wildflee" => true
},
})
Right?
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 😅
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.
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,183

gamemonkei

Novice
Member
Joined
Dec 31, 2022
Posts
11
Is there a way to make it so in the midbattle scripting it plays a theme when the final pokemon is sent out?
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,183
Is there a way to make it so in the midbattle scripting it plays a theme when the final pokemon is sent out?
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).
 

gamemonkei

Novice
Member
Joined
Dec 31, 2022
Posts
11
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).
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?
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,183
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?
I mean, it's right there in the same section, so there's no where new to direct you to. The same place where the 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.
 

gamemonkei

Novice
Member
Joined
Dec 31, 2022
Posts
11
Ah, I found it! Thank you!
I mean, it's right there in the same section, so there's no where new to direct you to. The same place where the 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.
 

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
254
I 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'
 

halily

Novice
Member
Joined
May 19, 2024
Posts
11
I 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'
Change it to @battle.pbDisplay("#{pbThis} is completely immune to indirect damage!") if showMsg
, but it doesn't seem to hide our ability bar.
 

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
254
Change it to @battle.pbDisplay("#{pbThis} is completely immune to indirect damage!") if showMsg
, but it doesn't seem to hide our ability bar.
And change Bad Dream's ability effect codes to this to hide ability splash.
Bad Dream:
Expand Collapse Copy
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)
  }
)
 

fncjinta

Novice
Member
Joined
Sep 30, 2023
Posts
24
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'
 

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
254
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'
Maybe you are not the latest version.
 
Back
Top