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Deluxe Battle Kit [v21.1]

Resource Deluxe Battle Kit [v21.1] v1.1.5

wrigty12

Tester-Coder Hybrid
Member
Joined
Jul 24, 2022
Posts
493
I edited a copy of one of the demos so I wouldn't get any errors, but I still got some.
Exception `SyntaxError' at Section008:635 - [Deluxe Battle Kit] [003] MidbattleScripts Module.rb:572: syntax error, unexpected string literal, expecting '}'
"UserDealtCriticalHit_SNORLAX"...
^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:573: syntax error, unexpected terminator, expecting literal content or tSTRING_DBEG or tSTRING_DVAR or tLABEL_END
"text_A" => "A critical hit fro...
^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:574: syntax error, unexpected '}', expecting `end'
},
^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:579: syntax error, unexpected terminator, expecting literal content or tSTRING_DBEG or tSTRING_DVAR or tLABEL_END
"text_A" => "A critical hit fro...
^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:580: syntax error, unexpected '}', expecting `end'
},
^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:585: syntax error, unexpected terminator, expecting literal content or tSTRING_DBEG or tSTRING_DVAR or tLABEL_END
"text_A" => "Snorlax got a supe...
^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:586: syntax error, unexpected '}', expecting `end'
},
^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:591: syntax error, unexpected terminator, expecting literal content or tSTRING_DBEG or tSTRING_DVAR or tLABEL_END
"text_A" => "Clodsire got a sup...
^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:592: syntax error, unexpected '}', expecting `end'
},
^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:597: syntax error, unexpected terminator, expecting literal content or tSTRING_DBEG or tSTRING_DVAR or tLABEL_END
"text_A" => "Snor! Lax!",
^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:597: syntax error, unexpected ',', expecting `end'
..."text_A" => "Snor! Lax!",
... ^
[Deluxe Battle Kit] [003] MidbattleScripts Module.rb:599: syntax error, unexpected '}', expecting `end'
}
^
this is what my code looks like:
Ruby:
################################################################################
# 1-1
################################################################################
 
  SNORLAXVSCLODSIRE = {
    #---------------------------------------------------------------------------
    # Turn 1 - Battle cry
    #---------------------------------------------------------------------------
    "RoundStartCommand_1_foe" => {
      "text_A"       => "CLODSIRRRE!",
    },
   
    "RoundStartCommand_1" => {
      "text_B"       => "Snor..."
    }
    #---------------------------------------------------------------------------
    # Snorlax crit
    #---------------------------------------------------------------------------
    "UserDealtCriticalHit_SNORLAX" => {
      "text_A"       => "A critical hit from Snorlax! \nHe clearly knows Clodsire's weak points!"
    },
    #---------------------------------------------------------------------------
    # Clodsire crit
    #---------------------------------------------------------------------------
    "UserDealtCriticalHit_CLODSIRE" => {
      "text_A"       => "A critical hit from Clodsire! \nHe clearly knows Snorlax's weak points!"
    },
    #---------------------------------------------------------------------------
    # Snorlax super effective
    #---------------------------------------------------------------------------
    "UserMoveEffective_SNORLAX" => {
      "text_A"       => "Snorlax got a super-effective hit! Watch out, Clodsire!"
    },
    #---------------------------------------------------------------------------
    # Clodsire super effective
    #---------------------------------------------------------------------------
    "UserMoveEffective_CLODSIRE" => {
      "text_A"       => "Clodsire got a super-effective hit! Watch out, Snorlax!"
    },
    #---------------------------------------------------------------------------
    # Pulverizing Pancake
    #---------------------------------------------------------------------------
    "BeforeZMove_PULVERIZINGPANCAKE" => {
      "text_A"       => "Snor! Lax!",
      "text_B"       => "Snorlax seems to be preparing to flatten Clodire! "
    }
  }
You're missing a comma after the } on line 15
 

Shadow56bomb

Cooltrainer
Member
Joined
Oct 15, 2022
Posts
156
Upon testing starting the battle, this error occurs.
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.7]

Script error in event 1 (coords 9,4), map 22 (Tournament Site)
Exception: NameError
Message: uninitialized constant Interpreter::SNORLAXVSCLODSIRE

***Full script:
setBattleRule("canLose")
setBattleRule("noExp")
setBattleRule("noMoney")
setBattleRule("autoBattle")
setBattleRule("midbattleScript", SNORLAXVSCLODSIRE)

Backtrace:
(eval):5:in `execute_script'
Interpreter:138:in `eval'
Interpreter:138:in `execute_script'
Interpreter_Commands:1177:in `command_355'
Interpreter_Commands:116:in `execute_command'
Interpreter:130:in `block in update'
Interpreter:86:in `loop'
Interpreter:86:in `update'
Scene_Map:167:in `block in update'
Scene_Map:166:in `loop'
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,047
Upon testing starting the battle, this error occurs.
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.7]

Script error in event 1 (coords 9,4), map 22 (Tournament Site)
Exception: NameError
Message: uninitialized constant Interpreter::SNORLAXVSCLODSIRE

***Full script:
setBattleRule("canLose")
setBattleRule("noExp")
setBattleRule("noMoney")
setBattleRule("autoBattle")
setBattleRule("midbattleScript", SNORLAXVSCLODSIRE)

Backtrace:
(eval):5:in `execute_script'
Interpreter:138:in `eval'
Interpreter:138:in `execute_script'
Interpreter_Commands:1177:in `command_355'
Interpreter_Commands:116:in `execute_command'
Interpreter:130:in `block in update'
Interpreter:86:in `loop'
Interpreter:86:in `update'
Scene_Map:167:in `block in update'
Scene_Map:166:in `loop'
Missing a colon in front of the script ID. The tutorial mentions this.
 

rafahbit

Novice
Member
Joined
Oct 21, 2020
Posts
42
Hello Trainers, I use the Mega MewThree achievement system and recently I created a method so that the system would understand every time a dynamax, gigantamax, terastal or z-move was used, increasing the progress of the achievement by 1 every time it was used. , so far I haven't had any problems with anything.

For those who want, just follow my post I made there, you can also add just what you want to use in your game, without having to add everything, just find the part you want and replace it in the original Mega MewThree script.

achievements for Dynamax, Gigantamax, Terastal and Zmove

It's fully editable, I just made the base and it worked.
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,047

komeiji514

Cooltrainer
Member
Joined
Oct 28, 2023
Posts
193
Oh you fixed the bugs that have been mentioned earlier than expectation! Good job!
 

komeiji514

Cooltrainer
Member
Joined
Oct 28, 2023
Posts
193
I'm here to report a strange bug. After a mid-battle speech, the place of message become like this. But before the speech or during a normal battle without speech there is nothing wrong.
Edit: it can be fixed by changing line 139 of [000] Midbattle Animations in [002] Midbattle Scripting to @sprites["messageWindow"].setSkin("Graphics/Windowskins/" + Settings::MENU_WINDOWSKINS[0]) (like the old version of DBK)
but this may not be what Lucidious89 wants.
I thought it was because of the UI I used, but this happens in the default UI too.
 

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Last edited:

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,047
I'm here to report a strange bug. After a mid-battle speech, the place of message become like this. But before the speech or during a normal battle without speech there is nothing wrong.
Edit: it can be fixed by changing line 139 of [000] Midbattle Animations in [002] Midbattle Scripting to @sprites["messageWindow"].setSkin("Graphics/Windowskins/" + Settings::MENU_WINDOWSKINS[0]) (like the old version of DBK)
but this may not be what Lucidious89 wants.
I thought it was because of the UI I used, but this happens in the default UI too.
In trying to fix one problem, I guess I created a new one.
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,047

Tapwater

Water Enjoyer
Member
Joined
Oct 2, 2022
Posts
5
Hii! I tried to make a double battle where the Clefairy uses heal pulse if it's ally is 50 percent or below, but it always end up targeting me instead. I looked into the manual but I still do not understand why that happens. I am not sure if it is a bug, or that i'm just missing something, so having your input would be nice.

setBattleRule("double")
setBattleRule("victoryBGM", "")
setBattleRule("battleIntroText", "{1}
blocks your escape!")
setBattleRule("midbattleScript", {
"RoundStartCommand_1_foe" => {
"speech" => ["I am not letting
you escape!"],
},
"TurnStart_foe1_repeat" => {
"ignoreUntil" =>
"TurnStart_foe1_repeat" => {
"ignoreUntil" => ["TargetHPHalf_foe2"],
"speech" => ["Clefairy, use heal
pulse!"],
"useMove_foe1" => "Healing_ally"
},
})
1710165206569.png
 

komeiji514

Cooltrainer
Member
Joined
Oct 28, 2023
Posts
193
Hii! I tried to make a double battle where the Clefairy uses heal pulse if it's ally is 50 percent or below, but it always end up targeting me instead. I looked into the manual but I still do not understand why that happens. I am not sure if it is a bug, or that i'm just missing something, so having your input would be nice.


View attachment 26896
Try to replace TargetHPHalf_foe2 with TargetHPHalf_player2?
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,047
Hii! I tried to make a double battle where the Clefairy uses heal pulse if it's ally is 50 percent or below, but it always end up targeting me instead. I looked into the manual but I still do not understand why that happens. I am not sure if it is a bug, or that i'm just missing something, so having your input would be nice.


View attachment 26896

First of all, please try formatting your code better when you post it. This was really hard to read and decipher. I tried formatting it myself to try and follow what you're doing, but it doesn't make any sense to me. So this is what I assume you're trying to set up:
Ruby:
setBattleRule("double")
setBattleRule("victoryBGM", "")
setBattleRule("battleIntroText", "{1} blocks your escape!")
setBattleRule("midbattleScript", {
  "RoundStartCommand_1_foe" => {
    "speech" => ["I am not letting you escape!"],
  },
  "TurnStart_foe1_repeat" => {
    "ignoreUntil" =>
  "TurnStart_foe1_repeat" => {
    "ignoreUntil" => ["TargetHPHalf_foe2"],
    "speech" => ["Clefairy, use heal pulse!"],
    "useMove_foe1" => "Healing_ally"
  },
})

As for why it's not working, there's a lot of things are wrong here. Some of it my fault, some of it yours.

First, let's go over what's wrong on your end.
  • You have two instances of "TurnStart_foe1_repeat" in your script, the first of which isn't even complete. Frankly, I'm shocked this isn't throwing any errors at you. Remove lines 8 & 9 entirely.
  • The "useMove_foe1" command key you're using doesn't need "_foe1" attached here. This isn't doing anything at all and is just going to confuse you.

Now, let's go over what's wrong on my end.
  • The "Healing_ally" data you entered here is incorrect, because apparently I entered this wrong in the tutorial. It should just be "Heal_ally", instead. I'll change this error in the guide.
  • The move Heal Pulse uses the target data :Other, which allows it to hit both allies and foes. This apparently screws up the targeting for this command, because it's only ever checking for moves that specifically target allies by checking for a :NearAlly target data. This will prevent the "_ally" extension from working properly when trying to use it with Heal Pulse, and make it default to always targeting the nearest opponent instead. I've fixed this in a stealth patch, so please redownload the plugin.
So, here's how we can go about fixing these issues:
Ruby:
setBattleRule("double")
setBattleRule("victoryBGM", "")
setBattleRule("battleIntroText", "{1} blocks your escape!")
setBattleRule("midbattleScript", {
  "RoundStartCommand_1_foe" => {
    "speech" => "I am not letting you escape!"
  },
  "TurnStart_foe1_repeat" => {
    "ignoreUntil" => "TargetHPHalf_foe2",
    "speech"      => "Clefairy, use Heal Pulse!",
    "useMove"     => [:HEALPULSE, 3]
  }
})

This cleans up what you have, and will work when implemented after reinstalling the plugin. You can still use "Heal_ally" if you want, but imo it's more reliable to set the specific move ID and specific target index you want if you have a specific move/target in mind for your scenario. "Heal_ally" is more used for situations where you're okay with any heal move in a Pokemon's moveset being used on any viable ally target. Whereas [:HEALPULSE, 3] will only ever select Heal Pulse and only ever target battler index 3 (the opponent's second Pokemon).
 

ManFolds

Rookie
Member
Joined
Feb 20, 2024
Posts
1
Obviously though, this is assuming you've set up the appropriate costume sprites for your trainer.
Hey I was having the same issue. After seeing your post I've stopped getting errors however I can't find anywhere to set up costumes (I'm new and am struggling to search the right terms for this). Could you link or give a brief tutorial on how to do this for beginners please?
Thankyou :)
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,047
Hey I was having the same issue. After seeing your post I've stopped getting errors however I can't find anywhere to set up costumes (I'm new and am struggling to search the right terms for this). Could you link or give a brief tutorial on how to do this for beginners please?
Thankyou :)
Player outfits are explained in the Essentials wiki.
 

CrysalloSpirit

Rookie
Member
Joined
Mar 21, 2024
Posts
1
I was trying to download the Deluxe Battle Kit, but the archive I download from Mediafire says that its' corrupted. Does anyone have alternate download link?
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,047
Lucidious89 updated Deluxe Battle Kit [v21.1] with a new update entry:

v1.1.4 Update

  • 1.1.4
    • Made some minor adjustments for compatibility with v2.0 of the Enhanced Battle UI add-on.
  • 1.1.3
    • Fixed a crash that could occur when setting custom music for a battle through a battle rule.
    • Fixed an issue with low HP music ending when Pokemon with critical HP is on the field, but a healthy partner Pokemon is sent out, or a partner Pokemon is healed out of the critical HP zone.
    • Added the "endBGM" Command Key to be used in a midbattle hash...

Read the rest of this update entry...
 

Tauxins

Aspiring Game Maker
Member
Joined
Jan 24, 2022
Posts
12
Could you theoretically make two-phase Pokémon battles with this, akin to the Giratina moment in Legends?
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,047
Could you theoretically make two-phase Pokémon battles with this, akin to the Giratina moment in Legends?
You can kinda do whatever you want. Depends how you want to approach it. Some things would be easier to pull off than others.

If you mean just setting a damage gate at 1 HP and then fully restoring the Pokemon's HP to begin phase 2, then sure. If you mean having new opponents join the battle mid-fight, then you'll need the SOS add-on for that.
 
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