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Deluxe Battle Kit [v21.1]

Resource Deluxe Battle Kit [v21.1] v1.2.5

elmugiwara400

Rookie
Member
Joined
Mar 10, 2025
Posts
9
Hello! Nice plugin! I'm a big fan of the other ones!

I was wondering, is there a way to replace the low_health_bgm with a Low Health alarm? I would like it to sound like in the original games, where the alarm sounds a couple of seconds (not eternally like Gen 3) but doesn't stop the original battle soundtrack.

Thank you in advance.
 

jtrainor9708

Rookie
Member
Joined
Mar 22, 2025
Posts
6
I suppose there must be a conflict, then. I have no idea how that would be possible though, since literally nothing in the error is related to DBK, no other plugins are mentioned, and the error states it's an issue with the vanilla Essentials script.
I could send you the files to my game if you want. I literally have no idea what could be conflicting with DBK, since all of my moves and abilities (With the exception of a few) are all variations of other moves and abilities. When you do find the issue, I'd recommend making a patch to DBK to prevent the issue from happening to other users.
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,265
I could send you the files to my game if you want. I literally have no idea what could be conflicting with DBK, since all of my moves and abilities (With the exception of a few) are all variations of other moves and abilities. When you do find the issue, I'd recommend making a patch to DBK to prevent the issue from happening to other users.
Like I said, it isnt a DBK issue. It's an issue specific to your game.
 

jtrainor9708

Rookie
Member
Joined
Mar 22, 2025
Posts
6
Like I said, it isnt a DBK issue. It's an issue specific to your game.
I've honestly spent way too long trying to figure out what is causing this error. Like I said in my last message, I can send you the files for my game if that could help. Other than that, I might have to hold off on using DBK until the issue is found.
 

wrigty12

Tester-Coder Hybrid
Member
Joined
Jul 24, 2022
Posts
598
I've honestly spent way too long trying to figure out what is causing this error. Like I said in my last message, I can send you the files for my game if that could help. Other than that, I might have to hold off on using DBK until the issue is found.
Does this only happen with certain moves? Your crash log mentions it's happening for Battle::Move::None, which would be any move that has FunctionCode = None in the moves.txt PBS file. Do you have any plugin that does anything with "Battle::Move::None"? That function code should inherit all functions from Battle::Move, including the pbAdditionalEffect function, so the fact that it doesn't exist if very strange.
 

jtrainor9708

Rookie
Member
Joined
Mar 22, 2025
Posts
6
Does this only happen with certain moves? Your crash log mentions it's happening for Battle::Move::None, which would be any move that has FunctionCode = None in the moves.txt PBS file. Do you have any plugin that does anything with "Battle::Move::None"? That function code should inherit all functions from Battle::Move, including the pbAdditionalEffect function, so the fact that it doesn't exist if very strange.
The message shows up on any damaging moves, but it doesn’t crash the game. It just shows it every time I attack, which gets annoying. Not sure what is causing it.
 

wrigty12

Tester-Coder Hybrid
Member
Joined
Jul 24, 2022
Posts
598
The message shows up on any damaging moves, but it doesn’t crash the game. It just shows it every time I attack, which gets annoying. Not sure what is causing it.
Then it's like Lucidious said, it seems like that somehow the function got removed from your game. Use CTRL + SHIFT + F to search for def pbAdditionalEffectChance and it should return a result that's in the Move_UsageCalculations script.
 

jtrainor9708

Rookie
Member
Joined
Mar 22, 2025
Posts
6
Then it's like Lucidious said, it seems like that somehow the function got removed from your game. Use CTRL + SHIFT + F to search for def pbAdditionalEffectChance and it should return a result that's in the Move_UsageCalculations script.
This is the code in the Move_UsageCalcualtions script. Is it normal?:

def pbAdditionalEffectChance(user, target, effectChance = 0)
return 0 if target.hasActiveAbility?(:SHIELDDUST) && !@battle.moldBreaker
ret = (effectChance > 0) ? effectChance : @addlEffect
return ret if ret > 100
if (Settings::MECHANICS_GENERATION >= 6 || @function_code != "EffectDependsOnEnvironment") &&
(user.hasActiveAbility?(:SERENEGRACE) || user.pbOwnSide.effects[PBEffects::Rainbow] > 0)
ret *= 2
end
ret = 100 if $DEBUG && Input.press?(Input::CTRL)
return ret
end

I don't recall changing this section of the script.
 

wrigty12

Tester-Coder Hybrid
Member
Joined
Jul 24, 2022
Posts
598
This is the code in the Move_UsageCalcualtions script. Is it normal?:

def pbAdditionalEffectChance(user, target, effectChance = 0)
return 0 if target.hasActiveAbility?(:SHIELDDUST) && !@battle.moldBreaker
ret = (effectChance > 0) ? effectChance : @addlEffect
return ret if ret > 100
if (Settings::MECHANICS_GENERATION >= 6 || @function_code != "EffectDependsOnEnvironment") &&
(user.hasActiveAbility?(:SERENEGRACE) || user.pbOwnSide.effects[PBEffects::Rainbow] > 0)
ret *= 2
end
ret = 100 if $DEBUG && Input.press?(Input::CTRL)
return ret
end

I don't recall changing this section of the script.
Huh. Well, it's defined then, so I'm at a complete loss. Sorry
 

rafahbit

Trainer
Member
Joined
Oct 21, 2020
Posts
59
I’d like to know if I can share the system I made. Even though it’s basic, it’s already a functional solution for those who want to create custom battles.

I can release it as a public plugin, or if you prefer, I can share it with you first for review. Since everything was built upon what you’ve already created, I want to respect your preference.

The main change I implemented was simplifying the event call. Setting up long events can be very tedious, so now you just need to use pbStartBossBattle(ID) to read all the boss configurations defined in the .rb file.

I remember you mentioning that you’re working on a raid system. That’s why I created this temporary solution to fill the gap until yours is ready. I know your system will be 500% better and more polished—I’m a huge fan of the DBK system and use everything in my project (which, by the way, hasn’t progressed beyond 2 towns in 2 years, lol).

so I did this:

Boss Battle & Raid System
Powered by the DBK Battle System

This custom system introduces dynamic boss encounters and raid battles with robust features:

  • Custom Boss Battles
  • Design unique boss fights for your storyline
  • Configure as catchable or uncatchable encounters
  • Implement special battle rules and mechanics
  • Smart Reward System
  • Customizable reward pools with tiered item lists
  • Flexible reward quantities (from 5+ items per battle)
  • Intelligent item distribution based on battle difficulty
  • Modern Reward Interface
  • Clean paginated display showing all obtained items
  • Eliminates repetitive "item obtained" messages
  • Intuitive navigation with visual indicators
  • Complete Customization
  • Define cooldown periods between attempts
  • Set unique battle rules for each boss
  • Create multi-phase encounters
  • Perfect for adding challenging end-game content or special event battles while maintaining a polished player experience.

You can check out a little bit of how it works in the video:

 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,265
I’d like to know if I can share the system I made. Even though it’s basic, it’s already a functional solution for those who want to create custom battles.

I can release it as a public plugin, or if you prefer, I can share it with you first for review. Since everything was built upon what you’ve already created, I want to respect your preference.

The main change I implemented was simplifying the event call. Setting up long events can be very tedious, so now you just need to use pbStartBossBattle(ID) to read all the boss configurations defined in the .rb file.

I remember you mentioning that you’re working on a raid system. That’s why I created this temporary solution to fill the gap until yours is ready. I know your system will be 500% better and more polished—I’m a huge fan of the DBK system and use everything in my project (which, by the way, hasn’t progressed beyond 2 towns in 2 years, lol).

so I did this:

Boss Battle & Raid System
Powered by the DBK Battle System

This custom system introduces dynamic boss encounters and raid battles with robust features:

  • Custom Boss Battles
  • Design unique boss fights for your storyline
  • Configure as catchable or uncatchable encounters
  • Implement special battle rules and mechanics
  • Smart Reward System
  • Customizable reward pools with tiered item lists
  • Flexible reward quantities (from 5+ items per battle)
  • Intelligent item distribution based on battle difficulty
  • Modern Reward Interface
  • Clean paginated display showing all obtained items
  • Eliminates repetitive "item obtained" messages
  • Intuitive navigation with visual indicators
  • Complete Customization
  • Define cooldown periods between attempts
  • Set unique battle rules for each boss
  • Create multi-phase encounters
  • Perfect for adding challenging end-game content or special event battles while maintaining a polished player experience.

You can check out a little bit of how it works in the video:


I guess id have to see what you did to determine what is actually different about this. DBK already allows you to simplify the event call by entering the constant ID of the battle script instead of writing out the entire thing in the event. So if that's the main change you made, then im not sure what's actually different here.

As far as the rewards, i do like your interface and UI. That alone could make a nice plugin, perhaps. But I cant tell without looking at it if the battle elements are unique enough to warrant being released as a plugin if the mechanics it uses is just repackaging what DBK already allows you to do.
 

rafahbit

Trainer
Member
Joined
Oct 21, 2020
Posts
59
I guess id have to see what you did to determine what is actually different about this. DBK already allows you to simplify the event call by entering the constant ID of the battle script instead of writing out the entire thing in the event. So if that's the main change you made, then im not sure what's actually different here.

As far as the rewards, i do like your interface and UI. That alone could make a nice plugin, perhaps. But I cant tell without looking at it if the battle elements are unique enough to warrant being released as a plugin if the mechanics it uses is just repackaging what DBK already allows you to do.

My main goal was to set up a cooldown for the boss, so that I can fight him multiple times throughout the gameplay. Initially, I didn't think about sharing it, but after I made the interface that receives the rewards, I thought that this would be useful to someone. I'll be sending you a private message with the link for you to examine what I did. Again, I did it just to simplify the boss setup for me, but I created a whole documentation explaining everything that the scripts do and how to use them, and I believe that I didn't forget anything.
 

Lucidious89

Champion
Member
Joined
Nov 12, 2020
Posts
1,265
Lucidious89 updated Deluxe Battle Kit [v21.1] with a new update entry:

v1.2.5 Update

  • Fixed issues with midbattle scripting that could cause crashes when a battler faints in certain situations.
  • Fixed issues with raid-style captures vs a single wild Pokémon. It should no longer be possible to capture the Pokemon and lose the battle in the same turn.
  • Fixed how raid-style captures work vs multiple wild Pokémon. If you capture one wild Pokémon but lose the battle before defeating/capturing the remaining wild Pokémon, you will still be able to keep the Pokémon you...

Read the rest of this update entry...
 
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