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Deluxe Battle Kit [v21.1]

Resource Deluxe Battle Kit [v21.1] v1.2.9

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.
 
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.
 
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.
 
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.
 
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.
 
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.
 
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.
 
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.
 
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
 
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’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.
 
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 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...
 
I'm trying to make a battle vs a mega pokemon, so I'm using the wildMegaEvolution script, but is there a way to remove the fact that after a certain damage the pokemon reverts back (or to edit that threshold) or to at least remove the text saying that "it can now be captured"?
 
I'm trying to make a battle vs a mega pokemon, so I'm using the wildMegaEvolution script, but is there a way to remove the fact that after a certain damage the pokemon reverts back (or to edit that threshold) or to at least remove the text saying that "it can now be captured"?
Its all done via midbattle scripting, so you can just edit the midbattle script for it in the plugin or make your own.
 
Its all done via midbattle scripting, so you can just edit the midbattle script for it in the plugin or make your own.
I think I'm missing something.
From your tutorial I can easly see how to add mid-battle scripting, but I'm not finding anything how to edit a mid-battle script that's already in place (as you said, if i understood correctly, the one that de-activates the mega evolution after a certain treshold when i use the wildMegaEvolution script).

I also tried looking for "wildMegaEvolution" in the script section but it returns no results.

Nevernind. I solved it!

I edited the RB in the Midbattle scripting folder and just removed the part that made the pokemon turn back. Now it seems to work just fine.

Thanks for the help!
 
Last edited by a moderator:
I've never messed with scripts before, i tried to upload the screenshot of the error i was getting. But from the DBK folder>[002] Midbattle scripting>copied all 5 scripts, then went to the script editor and pasted them above [[Main]] then tried starting it up while holding Lctrl. Is there more im supposed to add to the scripts editor to make it work?
 
I've never messed with scripts before, i tried to upload the screenshot of the error i was getting. But from the DBK folder>[002] Midbattle scripting>copied all 5 scripts, then went to the script editor and pasted them above [[Main]] then tried starting it up while holding Lctrl. Is there more im supposed to add to the scripts editor to make it work?
actually, you aren't supposed to past Plugin scrpts above main, everyhing works automacatically once you succefully compile everything
 
actually, you aren't supposed to past Plugin scrpts above main, everyhing works automacatically once you succefully compile everything
oh really? I dont see them in the script editor... I just have the DBK folder and all of its files in the base plugins. Now the add ons for this like dynamax, tera, z-power work in game, but i dont see where to add mid scripted fights
 
oh really? I dont see them in the script editor... I just have the DBK folder and all of its files in the base plugins. Now the add ons for this like dynamax, tera, z-power work in game, but i dont see where to add mid scripted fights
Because you are supposed to create the Mid Battle themselves, in a folder inside the Plugin itself, but that's only if you know what you're doing and have a minimum knowledge of Ruby.

Second, no Script Plugin will appear in the Script Editor, there it is only for the Kit's base Scripts, not custom scripts. Despite placing it above Main, but unless mentioned to do so, you should never do this with a plugin's Scripts if you don't want errors
 
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