• Do not use Discord to host any images you post, these links expire quickly! You can learn how to add images to your posts here.
  • Eevee Expo's webhost has been having technical issues since Nov. 20th and you might be unable to connect to our site. Staff are also facing issues connecting, so please send a DM to Cat on-site or through Discord directly for faster service!
Deluxe Battle Kit [v21.1]

Resource Deluxe Battle Kit [v21.1] v1.2.3

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,231
Lucidious89 updated Deluxe Battle Kit [v21.1] with a new update entry:

v1.2.1 Update

  • Fixed a damage calc error with the move Psyblade.
  • Fixed HP calculations not properly ignoring IV/EV's when the DISABLE_IVS_AND_EVS setting is enabled.
  • Fixed an issue with low HP music being permanently disabled for all battles if a battle rule is used to disable it for a specific battle.
  • Fixed an issue related to cloning Pokemon objects that would erase the EV's and other attributes of the original Pokemon.
  • Fixed an issue where set damage moves like Sonic...

Read the rest of this update entry...
 

Nova Ozuka

Novice
Member
Joined
Apr 15, 2022
Posts
33
Is there a way to guarantee raid style capture's catch chance? My game has two intro raids, one of them being Teddiursa, and I've tried sitting it to 100 and 255. I've even tried using the always capture rule, but nothing I've tried worked so far because this Teddiursa broke out with each of those settings.
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,231
Is there a way to guarantee raid style capture's catch chance? My game has two intro raids, one of them being Teddiursa, and I've tried sitting it to 100 and 255. I've even tried using the always capture rule, but nothing I've tried worked so far because this Teddiursa broke out with each of those settings.
That doesn't seem possibe. Ill look into it, but it's literally never been an issue before and ive inadvertently tested this constantly (especially now, since im working on the Raid plugin specifically right now).

It sounds more likely that you just have something else installed that contradicts with DBK.
 

Sephinel

Rookie
Member
Joined
Nov 9, 2024
Posts
1
The newest update seems to break without your Z-Power plugin also installed. It gave me this error whenever I had the new databoxStyle enabled, and started working once I installed the other plugin. Not a big deal, but it didn't appear to be listed as a requirement anywhere so I figured I'd mention it.

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Script error in event 1 (coords 12,11), map 147 (Power Plant 2F)
Exception: NoMethodError
Message: undefined method `hasZCrystal?' for #<Battle::Battler>

***Full script:
setBattleRule("databoxStyle", :Long)
setBattleRule("cannotRun")
setBattleRule("disablePokeBalls")
WildBattle.start(:ZAPDOS, 34)

Backtrace:
[Deluxe Battle Kit] [008] Databox Styles.rb:323:in `draw_style_icons'
[Deluxe Battle Kit] [008] Databox Styles.rb:186:in `refresh'
195:Battle_Scene_Objects:40:in `initialize'
191:Scene_Initialize:79:in `new'
191:Scene_Initialize:79:in `block in pbInitSprites'
191:Scene_Initialize:77:in `each'
191:Scene_Initialize:77:in `each_with_index'
191:Scene_Initialize:77:in `pbInitSprites'
238:BugContestBattle:8:in `pbInitSprites'
[Deluxe Battle Kit] [000] Midbattle Animations.rb:10:in `pbInitSprites'
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,231
The newest update seems to break without your Z-Power plugin also installed. It gave me this error whenever I had the new databoxStyle enabled, and started working once I installed the other plugin. Not a big deal, but it didn't appear to be listed as a requirement anywhere so I figured I'd mention it.
Ah, yeah, that's definitely an oversight.
 

Nova Ozuka

Novice
Member
Joined
Apr 15, 2022
Posts
33
It sounds more likely that you just have something else installed that contradicts with DBK.
As far as I can tell, none of them should interfere with catch rate. I could list them, but I don't think you want to read the whole list. The only thing that changes the battle scene that isn't cosmetic is, in fact, DBK and its Add-Ons. Which are all installed except for Animated Sprites and Wonder Launcher. I haven't bothered trying the Always Capture rule outside of attempting to use it with Raid Style Capture, which likely overrides it.
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,231
As far as I can tell, none of them should interfere with catch rate. I could list them, but I don't think you want to read the whole list. The only thing that changes the battle scene that isn't cosmetic is, in fact, DBK and its Add-Ons. Which are all installed except for Animated Sprites and Wonder Launcher. I haven't bothered trying the Always Capture rule outside of attempting to use it with Raid Style Capture, which likely overrides it.
Well I looked over the code again, and everything looks good. I then tested setting the :capture_chance to 100 in the "raidStyleCapture" rule and KO'd a wild Mewtwo (a species with one of the lowest capture rates) to initiate the raid capture prompt. I then selected a Beast Ball (the ball with the lowest capture rate) to throw, and it caught Mewtwo without fail.

I then repeated this 5 times, and the Beast Ball captured Mewtwo 5/5 times. This is statistically impossible to happen by chance. The rule works as intended. As does the "alwaysCapture" rule.

Like I said, the issue is just that you have something else installed that overwrites DBK's changes to def pbCaptureCalc. Either that, or you made some custom changes to your game that somehow conflicts with how the plugin should work.
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,231
Lucidious89 updated Deluxe Battle Kit [v21.1] with a new update entry:

v1.2.2 Update

  • Fixed an issue with databox styles that would crash the game in the Safari Zone.
  • Fixed an issue with databox styles that would cause an error if the Z-Power add-on is not installed.
  • Fixed a bug with the "battlerMoves" midbattle command that would cause an error in certain situations.
  • Added the new midbattle command, "changeDataboxes". This allows you to alter databox styles mid-battle.
  • Added new animations when changing databox styles...

Read the rest of this update entry...
 

kshufo168

Rookie
Member
Joined
Nov 4, 2024
Posts
3
hi, i have a qustion.when i use setBattleRule("battleIntroText", "{1} it''ll overwrite the Chinese text.so which Midbattle Scripting Edit to back the Chinese text?
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,231
hi, i have a qustion.when i use setBattleRule("battleIntroText", "{1} it''ll overwrite the Chinese text.so which Midbattle Scripting Edit to back the Chinese text?
I have no idea. I know nothing about how text translation works.
 

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
275
hi, i have a qustion.when i use setBattleRule("battleIntroText", "{1} it''ll overwrite the Chinese text.so which Midbattle Scripting Edit to back the Chinese text?
Not a big deal. Just change texts in def pbStartBattleSendOut(sendOuts) of Deluxe Battle Rules part.
 

Zelo

Rookie
Member
Joined
Feb 11, 2022
Posts
8
Small detail, but both in the changelog on Eevee Expo and in the docs, you state that Inverse Battles were added in Gen 5, when they're actually from Gen 6. Small error, but it doesn't hurt to fix it, right? 😅
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,231
Small detail, but both in the changelog on Eevee Expo and in the docs, you state that Inverse Battles were added in Gen 5, when they're actually from Gen 6. Small error, but it doesn't hurt to fix it, right? 😅
Well shit. I could have sworn it was Gen 5. I have like distinct memories of Gen 5's graphic style correlated with inverse battles. I guess I must be thinking of rotation battles. Weird.
 

Zozustellation

Rookie
Member
Joined
Nov 28, 2024
Posts
2
Hey there! Firstly, I love all the work you do Licidious, you're the beating heart of this community!

I have a crash to bring to your attention, however, with the Purify Chamber. Using only 21.1 Hotfix, and DBK, the game consistently crashes when trying to access the Purify Chamber. In all honesty, it's been like this for a few months, but I've only really just gotten the confidence to report, and isolate, the issue.

This test was done on an otherwise vanilla version of Essentials 21.1, and here's the report:

___________

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Script error in event 5 (coords 13,9), map 2 (Lappet Town)
Exception: NoMethodError
Message: undefined method `shadowPokemon?' for nil:NilClass

***Full script:
pbPurifyChamber

Backtrace:
[Deluxe Battle Kit] [007] Shadow Pokemon.rb:44:in `set_shadow_icon_pattern'
[Deluxe Battle Kit] [007] Shadow Pokemon.rb:76:in `set_plugin_icon_pattern'
[Deluxe Battle Kit] [007] Shadow Pokemon.rb:123:in `pokemon='
Pokemon_Sprites:99:in `initialize'
UI_PurifyChamber:853:in `new'
UI_PurifyChamber:853:in `initialize'
UI_PurifyChamber:1101:in `new'
UI_PurifyChamber:1101:in `pbOpenSet'
UI_PurifyChamber:604:in `pbStartPurify'
UI_PurifyChamber:1292:in `block in pbPurifyChamber'

_________

Any chance you could look into this for us? No rush of course, but it would be neat to be able to use this function :)

Thanks for reading, and kind regards :)
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,231
Lucidious89 updated Deluxe Battle Kit [v21.1] with a new update entry:

v1.2.3 Update

  • Fixed an issue that would cause a crash when the Purify Chamber UI was opened.
  • Fixed an issue with raid-style captures that would cause an error if the Pokemon was KO'd by the moves Ice Fang, Fire Fang or Thunder Fang.
  • Fixed an issue with the "BattlerFainted" midbattle trigger behaving in unintended ways when multiple battlers are KO'd simultaneously.
  • Added the "battlerType" midbattle command which allows you to change a battler's typing during battle.
  • Added an icon...

Read the rest of this update entry...
 
Back
Top