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Dynamax & Max Raid Battles [Essentials v18.1]

  • 44
    Posts
    3
    Years
    • Seen May 5, 2022
    I am so sorry but I just requested him if he wants if he don't want than it will be OK.

    My first account has been deleted
     
  • 1,408
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    10
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    • Seen yesterday
    Incredibly helpful. I was unable to get dynamax to work, following the original tutorial, so this helped alot.

    Glad you found it useful. The original script was good, it was just incomplete and seems to have been just pulled from a custom game, rather than built specifically for the default Essentials script. It also had a bunch of syntax errors riddled about, which is why it was frustrating if youre new and dont fully know how to fix them yourself.

    I will say though that I never would have been able to get the Max Moves to work without their base code. Everything else I was able to basically redo on my own, but I had no clue how to make the moves work, so im glad they got that part out of the way for me lol. They basically baked the cake, all i did was decorate it.
     
  • 50
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    4
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    • Seen Oct 17, 2023
    Do you think someday you can make the script compatible with version 16.2?
     
  • 89
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    4
    Years
    • Seen May 23, 2024
    Do you think someday you can make the script compatible with version 16.2?

    Probably not because v16.2 is 4 years old now. Also v18 is gonna be releasing soon (Its almost done but he's taken a break from working on it because of the RC Game Jam) so why would someone work on for compatibility for v16.2 when v18 is the one they should be working on for compatibility.
     
  • 1,408
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    10
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    • Seen yesterday
    I have a question. Does this support custom Gigantamax Pokemon?

    Sure, but they'll have to be manually added in. The areas where you'll need to do this are:

    GMAXSPECIES - Add to array
    hasGigantamax? - Add to the "true" checks (only necessary if the G-Max form isn't Form 1).
    isGigantamax? - Add to the list of species/form combos (only necessary if the G-Max form isn't Form 1).
    pbResetGMaxForm - Add the conditions to revert the G-Max Pokemon back to its original form (only necessary if the G-Max form isn't Form 1).
    pbMaxMove - Add the G-Max Pokemon and its exclusive G-Max Move to this list (if it has one).
    pbGetGmaxForm - Add the G-Max Pokemon and its associated form to this list (only necessary if the G-Max form isn't Form 1).

    Then of course, you'll need to add its G-Max Form and G-Max Move (if any) to their respective PBS files. And code in the effects of the G-Max Move.

    So yeah, it's totally doable, it just requires some work.
     

    HeroesFightingFear

    "The Champion of Alon"
  • 99
    Posts
    4
    Years
    Sure, but they'll have to be manually added in. The areas where you'll need to do this are:

    GMAXSPECIES - Add to array
    hasGigantamax? - Add to the "true" checks (only necessary if the G-Max form isn't Form 1).
    isGigantamax? - Add to the list of species/form combos (only necessary if the G-Max form isn't Form 1).
    pbResetGMaxForm - Add the conditions to revert the G-Max Pokemon back to its original form (only necessary if the G-Max form isn't Form 1).
    pbMaxMove - Add the G-Max Pokemon and its exclusive G-Max Move to this list (if it has one).
    pbGetGmaxForm - Add the G-Max Pokemon and its associated form to this list (only necessary if the G-Max form isn't Form 1).

    Then of course, you'll need to add its G-Max Form and G-Max Move (if any) to their respective PBS files. And code in the effects of the G-Max Move.

    So yeah, it's totally doable, it just requires some work.

    Cool, thanks for the help.
     

    DarrylBD99

    Content Creator and Game Developer
  • 321
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    4
    Years
    Just asking cause I don't see anything about it in the main post, is Dynamax Cannon implemented in the script?
     
  • 1,408
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    • Seen yesterday
    Just asking cause I don't see anything about it in the main post, is Dynamax Cannon implemented in the script?
    Nope. The only moves I implemented were Max Moves. Dynamax Cannon (along with Behemoth Blade/Bash) is just a regular move with a damage boost, so it didn't seem worth including since it can be easily self-implemented.
    Code:
    def pbBaseDamage(basedmg,attacker,opponent)
        if opponent.effects[PBEffects::Dynamax]
          return basedmg*2
        end
        return basedmg
      end
    Basically just add this to the respective move effects.
     
  • 44
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    4
    Years
    I'm getting this error when I try to use any of the G-moves that makes damage at the end of the turn (Venusaur, Charizard...)

    Spoiler:


    At first I thougth that the problem was another script, but I removed it and the problem is still there.

    I tried it on a clean version of essentials and I still get that error.

    Could be something with the dinamax script??
     
  • 658
    Posts
    7
    Years
    I'm getting this error when I try to use any of the G-moves that makes damage at the end of the turn (Venusaur, Charizard...)

    Spoiler:


    At first I thougth that the problem was another script, but I removed it and the problem is still there.

    I tried it on a clean version of essentials and I still get that error.

    Could be something with the dinamax script??

    Look for the code in the Dynamax.txt which handles the damaging part of G-Max Vinelash. Remove the pbDamageAnimation line from there and replace it with some Common Animation.
     
  • 44
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    4
    Years
    Look for the code in the Dynamax.txt which handles the damaging part of G-Max Vinelash. Remove the pbDamageAnimation line from there and replace it with some Common Animation.

    This is a bit shameful but... Can you show me what exactly did you changed? I tried almost everything with your advice, but I'm getting errors.

    I'm pretty new to ruby and coding, and it's hard to find this things.

    Thanks in advance.
     
  • 658
    Posts
    7
    Years
    This is a bit shameful but... Can you show me what exactly did you changed? I tried almost everything with your advice, but I'm getting errors.

    I'm pretty new to ruby and coding, and it's hard to find this things.

    Thanks in advance.

    Sure.

    Look for #G-Max Vinelash in the Dynamax.txt part of the script. And over there replace whatever I have marked in bold. Do the same for Cannonade,Wildfire and Volcano
    Spoiler:


    I'm on mobile so I can't confirm if this works but those are the lines that the error points to so it should work in theory.
     
  • 1,408
    Posts
    10
    Years
    • Seen yesterday
    This is a bit shameful but... Can you show me what exactly did you changed? I tried almost everything with your advice, but I'm getting errors.

    I'm pretty new to ruby and coding, and it's hard to find this things.

    Thanks in advance.

    Im releasing an update soon that fixes this (and a bunch of other additions). I found a different solution to the one they suggested that seems to resolve the problem in a better way. The problem isnt the animation really, its the fact that its trying to hit a second target in a single battle as if it was a double battle. Just add a "!j.fainted?" check (on the same line that checks for type), and that should be enough to resolve the issue. Ive still got more testing to do though.
     

    HeroesFightingFear

    "The Champion of Alon"
  • 99
    Posts
    4
    Years
    Im releasing an update soon that fixes this (and a bunch of other additions). I found a different solution to the one they suggested that seems to resolve the problem in a better way. The problem isnt the animation really, its the fact that its trying to hit a second target in a single battle as if it was a double battle. Just add a "!j.fainted?" check (on the same line that checks for type), and that should be enough to resolve the issue. Ive still got more testing to do though.

    I think you responded to the wrong person. Not to worry, though, I'm sure they'll see it.
     
  • 1,408
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    10
    Years
    • Seen yesterday
    Good news!

    The Max Raid Battle update is nearly done! Hope y'all are excited. I feel like it came out really well, it's super fun. Im in bug testing phase now, and then I gotta do some balancing. I'm aiming for releasing it by the end of the week. It seems as if I got all the mechanics working properly, and I made a very simple script to customize your Max Raids how you please. I decided to make this a purely single-player affair. At first I was considering double battles and AI partners, but that all made it so much more confusing and harder to balance, and doesn't really add much to it in the end. Because of this, the mechanic doesn't follow exactly how it does in the main series, and so I took some liberties in how things should work, but the core gameplay is still there. This could probably even be adapted to be used as a general Poke-Boss mechanic, and not necessarily even need to revolve around Dynamax.

    Check out these pics for a glimpse at what to expect:
    Spoiler:
     
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