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Dynamax [DBK Add-On] [v21.1]

Resource Dynamax [DBK Add-On] [v21.1] v1.1.1

Mr.Heathcliff

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Oh, didn't know about the summary, anyway the animation doesn't occur in battle either:

ezgif-6-998d838ace.gif


About the big sprites, I was referring to some gigantamax (from Smogon) and the animated sprites, some of them are big (like the pokémon going up and down for example). I started using them now so it's only now that I noticed this, but I found out that it is nothing related to the plugin. I started using the plugin and animations at the same time, so I thought it was related. This already happens in the "clean" Essentials.
 

Lucidious89

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Oh, didn't know about the summary, anyway the animation doesn't occur in battle either:

ezgif-6-998d838ace.gif


About the big sprites, I was referring to some gigantamax (from Smogon) and the animated sprites, some of them are big (like the pokémon going up and down for example). I started using them now so it's only now that I noticed this, but I found out that it is nothing related to the plugin. I started using the plugin and animations at the same time, so I thought it was related. This already happens in the "clean" Essentials.
Works fine for me. Did you re-install the graphics in the update, or just the scripts? Did you edit the DYNAMAX_PATTERN_MOVEMENT settings?
 

Mr.Heathcliff

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Works fine for me. Did you re-install the graphics in the update, or just the scripts? Did you edit the DYNAMAX_PATTERN_MOVEMENT settings?
In this test, its just the Dynamax and the Deluxe Battle plugins in a clean version (with the hotfixes), I didn't edit the settings. I just extract them directly on the game folder.

Here's an example of a big sprite (this one from the plugin):

FZwjHMO.png
 

Lucidious89

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In this test, its just the Dynamax and the Deluxe Battle plugins in a clean version (with the hotfixes), I didn't edit the settings. I just extract them directly on the game folder.

Here's an example of a big sprite (this one from the plugin):

FZwjHMO.png
I'm not talking about the "big" sprites, I'm talking about the animation. The sprites being big is just a matter of...the sprites being big. That's not a plugin issue.
 

Mr.Heathcliff

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I'm not talking about the "big" sprites, I'm talking about the animation. The sprites being big is just a matter of...the sprites being big. That's not a plugin issue.
I know, it was just to clarify what I meant (English is not my mother tongue). I started a new game just in case and the animation still doesn't work. I'll let you know if I find something.
 

Lucidious89

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I know, it was just to clarify what I meant (English is not my mother tongue). I started a new game just in case and the animation still doesn't work. I'll let you know if I find something.
The pattern settings should look like this:
DNNAgJp.jpeg


And the pattern graphics should be located here, and look like this:
06rFo6M.jpeg


If so, it should animate.
 

Lucidious89

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Lucidious89

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Lucidious89 updated Dynamax [DBK Add-On] [v21.1] with a new update entry:

v1.0.7 Update

  • Spinda will now properly display its spots during Dynamax animations.
  • Fixed a compatibility issue with the Animated Pokemon System add-on that would cause some sprites to display the incorrect Super Shiny hue during Dynamax animations.
  • Fixed a bug that could prevent Transform/Imposter from copying the correct form of the target.

Read the rest of this update entry...
 

Lucidious89

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Max Moves are just like regular moves, so you would make animations for them the same way you would any other moves.

And no, you cant have Dynamax without Max Moves. You can always just replace them with your own Max Moves though, if you dont like the custom ones.
 

komeiji514

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When a pokemon with normal color dynamax it displays super shiny sprite at the end of dynamax animation.
 

Lucidious89

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Scriptnoob31

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Back again, bothering a little more hehe
I´m trying to add Gigantamax forms also for stage 1 and 2 Pokémon. But, alas, they can´t drink the soup! Any workaround?
 

Lucidious89

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Back again, bothering a little more hehe
I´m trying to add Gigantamax forms also for stage 1 and 2 Pokémon. But, alas, they can´t drink the soup! Any workaround?
Any species with a Gigantamax form can drink Max Soup, it's irrelevant what evolution stage they are (for example, G-Max Pikachu and G-Max Eevee). Just add the G-Max forms for those species as shown in the guide, recompile, and that's it.
 

Scriptnoob31

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Sorry, I´m a dumb dumb.. nothing wrong with the plugin. I just forgot to add the mandatory "GMaxmove". Works perfectly, thank youuu
Any species with a Gigantamax form can drink Max Soup, it's irrelevant what evolution stage they are (for example, G-Max Pikachu and G-Max Eevee). Just add the G-Max forms for those species as shown in the guide, recompile, and that's it.
 

Lucidious89

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Nova Ozuka

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I'm trying to make a Max Raid battle (or at least as close as what I can make on my own), but I can't seem to figure out how to make the partner trainer use Dynamax. I've made sure they've got a Dynamax Band, and I've only given them one Pokemon just because I want to make sure everything works first. I want them to set it up so that they Dynamax whenever either 3 Pokemon have fainted across the combined teams or they're on their last Pokemon, but I'm struggling with that part of the mid battle script.
 

Lucidious89

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I'm trying to make a Max Raid battle (or at least as close as what I can make on my own), but I can't seem to figure out how to make the partner trainer use Dynamax. I've made sure they've got a Dynamax Band, and I've only given them one Pokemon just because I want to make sure everything works first. I want them to set it up so that they Dynamax whenever either 3 Pokemon have fainted across the combined teams or they're on their last Pokemon, but I'm struggling with that part of the mid battle script.
I'm confused. Is the issue that Dynamax isn't working for the trainer at all? Or is is that Dynamax works fine, and your issue is just that you don't know how to build the specific mechanics you want for triggering it?
 

Nova Ozuka

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I'm confused. Is the issue that Dynamax isn't working for the trainer at all? Or is is that Dynamax works fine, and your issue is just that you don't know how to build the specific mechanics you want for triggering it?
I just tried using a higher ai value, and not even that worked, so the issue is that I can't get the trainer ai to use Dynamax at all against the Dynamaxed wild Pokemon even when it was a Combusken against a wild Deerling, not just that I can't figure out how to build the mechanics. I can Dynamax just fine on odd numbered turns because that's how I've set it up.
Code:
Expand Collapse Copy
setBattleRule("midbattleScript",
"BattlerFainted_player_repeat" => {"addVariable"  => 1},
"BattlerFainted_ally_repeat" => {"addVariable"  => 1},
"Variable_1" => {"text"  => ["The storm raging above you is growing stronger!"]},
"Variable_2" => {"text"  => ["The storm is growing even stronger!"]},
"Variable_3" => {"text"  => ["The storm is getting too strong to withstand!"]},
"Variable_4" => {"text"  => ["You were blown out  of the den!"], "endBattle" => 2},
"BattlerHPCritical_foe" => {"battlerHP" => 0},
"RoundEnd_10" => {"setVariable" => 4},
"ignoreAfter" => "AfterDynamax_Player",
"ignoreAfter" => "AfterDynamax_Ally",
"RoundStartCommand_player_repeat_odd" => {"text"  => ["Dynamax energy gathered around \\PN!"],
"disableDynamax" => false}, "RoundStartCommand_player_repeat_even" => {"disableDynamax" => true},
"RoundStartCommand_ally_repeat_odd" => {"disableDynamax" => true},
"RoundStartCommand_ally_repeat_even" => {"disableDynamax" => false}
)
The idea is that the partner trainer should Dynamax their last Pokemon or when there's 3 fainted Pokemon between them and the player. I've also tried using "dynamax" => true to force the ally trainer to use Dynamax, but I seem to be missing something since all of my attempts to use that have only ended with a syntax error.
 

Lucidious89

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I just tried using a higher ai value, and not even that worked, so the issue is that I can't get the trainer ai to use Dynamax at all against the Dynamaxed wild Pokemon even when it was a Combusken against a wild Deerling, not just that I can't figure out how to build the mechanics. I can Dynamax just fine on odd numbered turns because that's how I've set it up.
Code:
Expand Collapse Copy
setBattleRule("midbattleScript",
"BattlerFainted_player_repeat" => {"addVariable"  => 1},
"BattlerFainted_ally_repeat" => {"addVariable"  => 1},
"Variable_1" => {"text"  => ["The storm raging above you is growing stronger!"]},
"Variable_2" => {"text"  => ["The storm is growing even stronger!"]},
"Variable_3" => {"text"  => ["The storm is getting too strong to withstand!"]},
"Variable_4" => {"text"  => ["You were blown out  of the den!"], "endBattle" => 2},
"BattlerHPCritical_foe" => {"battlerHP" => 0},
"RoundEnd_10" => {"setVariable" => 4},
"ignoreAfter" => "AfterDynamax_Player",
"ignoreAfter" => "AfterDynamax_Ally",
"RoundStartCommand_player_repeat_odd" => {"text"  => ["Dynamax energy gathered around \\PN!"],
"disableDynamax" => false}, "RoundStartCommand_player_repeat_even" => {"disableDynamax" => true},
"RoundStartCommand_ally_repeat_odd" => {"disableDynamax" => true},
"RoundStartCommand_ally_repeat_even" => {"disableDynamax" => false}
)
The idea is that the partner trainer should Dynamax their last Pokemon or when there's 3 fainted Pokemon between them and the player. I've also tried using "dynamax" => true to force the ally trainer to use Dynamax, but I seem to be missing something since all of my attempts to use that have only ended with a syntax error.
Ok, a few things:

Partner Dynamax AI
The reason the partner AI isn't Dynamaxing at all is because they don't have a Dynamax Band in their inventory.

Before you say "but I'm sure I gave it one in the PBS data", I'm sure you have, but there's a bug in Essentials where partner trainers do not inherit the inventories that are set in the PBS data, so partner trainers will always have an empty inventory. I alerted Maruno to this bug a long time ago, but I guess he never included it in the Hotfixes patches. I already fixed this in my own game when I discovered it, so I kinda forgot about this bug entirely. I'll include my own fix for this in the next update for the DBK plugin.

For now, if you just manually give the partner trainer a Dynamax Band using the debug tools in battle, they'll be able to Dynamax just fine. So that solves that issue.

Midbattle Script
The reason the "dynamax" => true command is probably not working is because you're trying to trigger it during the Command Phase, but Dynamax can only logically occur during the Attack Phase. You also have several "IgnoreAfter" commands in your script that are just randomly hanging out on their own, not affecting anything.

If you'd rather just wait, I'm already waist-deep in designing my own Raid Battles plugin that will do all of this for you. If you're on the Game Dev Cafe discord, I have a whole thread there where I regularly post my progress so far. So you can just wait for that if you'd rather not waste time and effort into this on your own. If you're still interested in setting this script of yours up because you just want to figure it out on your own, then here's a general outline I made by modifying the script you shared:

Ruby:
Expand Collapse Copy
setBattleRule("midbattleScript", {
  "RoundStartCommand_1_player" => {
    "disableDynamax" => true
  },
  "RoundEnd_player_repeat" => {
    "ignoreAfter" => "RoundEnd_2_player",
    "text"        => "Dynamax energy gathered around \\PN!",
  },
  "RoundEnd_3_player" => {
    "text"           => "\\PN's Dynamax Band is fully charged!",
    "disableDynamax" => false
  },
  "RoundStartAttack_ally_repeat" => {
    "ignoreAfter"    => "AfterDynamax_ally",
    "ignoreUntil"    => "Variable_3",
    "dynamax"        => true
  },
  "RoundEnd_10" => {
    "setVariable" => 4
  },
  "BattlerFainted_player_repeat" => {
    "addVariable" => 1
  },
  "BattlerFainted_ally_repeat" => {
    "addVariable" => 1
  },
  "Variable_1" => {
    "text" => "The storm raging above you is growing stronger!"
  },
  "Variable_2" => {
    "text" => "The storm is growing even stronger!"
  },
  "Variable_3" => {
    "text" => "The storm is getting too strong to withstand!"
  },
  "Variable_4" => {
    "text"      => "You were blown out of the den!",
    "endBattle" => 2
  }
})
Tbh, I haven't really tested it, but the logic should function as such:
  • The player's Dynamax eligibility is disabled on turn 1.
  • At the end of the following two rounds, a message plays indicating that the player is gathering energy.
  • At the end of the third round, a message will play indicating that the player's Dynamax Band is fully charged. Dynamax eligibility will be turned back on.
  • Unlike the player, the partner trainer is able to Dynamax at any point. If they have only a single Pokemon, this means they will immediately Dynamax on turn 1. If not, the AI will determine if they should use it immediately, or wait for a better Pokemon to Dynamax in the party.
  • If for whatever reason the partner trainer has not used their Dynamax by the time the variable counter has reached 3 (3 KO's), then they will be forced to Dynamax during their next attack phase.
  • All turn/KO variable counters function as you already had them.
You can modify this from here if it still needs tweaking.
 
Last edited:
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