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Resource Rejuvenation-Style Boss Battle 1.0

Hello,

Please, can you explain how the script works?

Unfortunately I haven't played Pokemon Rejuvenation.

Thank you.
 
Aren't Rejuvenation's graphic assets free-use? What's stopping you from releasing the UI graphics?

I assume most people would edit them to fit their game anyway.
I asked one of the devs a while ago and they said they would prefer if I didn't release it with the graphics
 
Hello,

Please, can you explain how the script works?

Unfortunately I haven't played Pokemon Rejuvenation.

Thank you.
Basically this script works by giving a pokemon a BossId and you would give certain effects to that BossId, like starting a field on switch-in or reducing the players stats when the "shield" breaks (the shield is basically another hp bar) among a lot more things
 
Question.
Could it be compatible with v20.1 or it's only compatible with v21.1??
I'm sorry if the question is a bit dumb but I really love Rejuvenation's boss battle system.
 
Question.
Could it be compatible with v20.1 or it's only compatible with v21.1??
I'm sorry if the question is a bit dumb but I really love Rejuvenation's boss battle system.
I haven't tried it woth v21 but I can try helping you with fixing any bugs if you do decide to use it
 
That's weird. All of Reborn & Rejuv's graphic assets are public use with credit. The dev shouldn't be gatekeeping them.

Ultimately it doesn't matter, was just curious why.
That's no true.
 
Hi I am currently working on porting your plugin into my fangame in version 20.1 (with mixed success but the shields work now at least) but I can't find how two of the PNG files the game is looking for are supposed to look like, it's the

Graphics/UI/Battle/icon_numbers
Graphics/UI/Battle/bossicon1

if it's not too much of a problem could you post them just so I know how they are supposed to look like?
 
Maybe overlooking something, but the game just closes down when launching it from RPG Maker when adding this plugin. Anyone else experiencing this? Or am I missing something?

And before you ask, yes it really is this plugin. When I remove it, it just loads normally.

Does anyone have a working set of graphics for this plugin or a list of pics needed to be made?
 
Last edited:
I noticed in your video there was this weird 'double HP drop' bug and found a fix for it. adding
Ruby:
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&& ((@hp - amt) == 0) && self.shieldCount > 0
to the end of
Ruby:
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return @battle.pbShieldDamage
within "BossBattle_Battler.rb" seems to fix it
 
We've upgraded and improved a bunch of the graphical errors here, there is also a bug with the function for 'Roar' causing it to end all battles in game.
 
Ruby:
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#===============================================================================
# When used against a sole wild Pokémon, makes target flee and ends the battle;
# fails if target is a higher level than the user.
# When used against a trainer's Pokémon, target switches out.
# For status moves. (Roar, Whirlwind)
# Fails against Wild Bosses
#===============================================================================
class Battle::Move::SwitchOutTargetStatusMove < Battle::Move
  def ignoresSubstitute?(user); return true; end
  def canMagicCoat?;            return true; end

  def pbFailsAgainstTarget?(user, target, show_message)
    if target.hasActiveAbility?(:SUCTIONCUPS) && !@battle.moldBreaker
      if show_message
        @battle.pbShowAbilitySplash(target)
        if Battle::Scene::USE_ABILITY_SPLASH
          @battle.pbDisplay(_INTL("{1} anchors itself!", target.pbThis))
        else
          @battle.pbDisplay(_INTL("{1} anchors itself with {2}!", target.pbThis, target.abilityName))
        end
        @battle.pbHideAbilitySplash(target)
      end
      return true
    end
    if target.effects[PBEffects::Ingrain]
      @battle.pbDisplay(_INTL("{1} anchored itself with its roots!", target.pbThis)) if show_message
      return true
    end
    if target.wild? && target.allAllies.length == 0 && @battle.canRun
      # End the battle
      if target.level > user.level
        @battle.pbDisplay(_INTL("But it failed!")) if show_message
        return true
      end
    elsif !target.wild?
      # Switch target out
      canSwitch = false
      @battle.eachInTeamFromBattlerIndex(target.index) do |_pkmn, i|
        canSwitch = @battle.pbCanSwitchIn?(target.index, i)
        break if canSwitch
      end
    elsif target.isbossmon
      canSwitch = false
      @battle.eachInTeamFromBattlerIndex(target.index) do |_pkmn, i|
        canSwitch = @battle.pbCanSwitchIn?(target.index, i)
        break if canSwitch
      end
      if !canSwitch
        @battle.pbDisplay(_INTL("But it failed!")) if show_message
        return true
      end
    else
      @battle.pbDisplay(_INTL("But it failed!")) if show_message
      return true
    end
    return false
  end

  def pbEffectAgainstTarget(user, target)
    @battle.decision = 3 if target.wild?   # Escaped from battle
  end

  def pbSwitchOutTargetEffect(user, targets, numHits, switched_battlers)
    return if !switched_battlers.empty?
    return if user.fainted? || numHits == 0
    targets.each do |b|
      next if b.fainted? || b.damageState.unaffected
      next if b.wild?
      next if b.effects[PBEffects::Ingrain]
      next if b.hasActiveAbility?(:SUCTIONCUPS) && !@battle.moldBreaker
      newPkmn = @battle.pbGetReplacementPokemonIndex(b.index, true)   # Random
      next if newPkmn < 0
      @battle.pbRecallAndReplace(b.index, newPkmn, true)
      @battle.pbDisplay(_INTL("{1} was dragged out!", b.pbThis))
      @battle.pbClearChoice(b.index)   # Replacement Pokémon does nothing this round
      @battle.pbOnBattlerEnteringBattle(b.index)
      switched_battlers.push(b.index)
      break
    end
  end
end
 
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