Incredibly helpful. I was unable to get dynamax to work, following the original tutorial, so this helped alot.
Do you think someday you can make the script compatible with version 16.2?
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.
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.Just asking cause I don't see anything about it in the main post, is Dynamax Cannon implemented in the script?
def pbBaseDamage(basedmg,attacker,opponent)
if opponent.effects[PBEffects::Dynamax]
return basedmg*2
end
return basedmg
end
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:<error>
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.
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.
#=========================================================================
# G-Max Vine Lash
#=========================================================================
if sides[i].effects[PBEffects::VineLash]>0
[B]#[/B]@battle.pbCommonAnimation("VineLash",nil,nil) if i==0
[B]#[/B]@battle.pbCommonAnimation("VineLashOpp",nil,nil) if i==1
for j in priority
next if (j.index&1)!=i
next if j.pbHasType?(:GRASS) || j.hasWorkingAbility(:MAGICGUARD)
[B]@scene.pbDamageAnimation(j,0)[/B]
hploss=j.pbReduceHP((j.totalhp/8).floor)
pbDisplay(_INTL("{1} is hurt by G-Max Vine Lash's ferocious beating!",j.pbThis)) if hploss>0
if j.fainted?
return if !j.pbFaint
end
end
sides[i].effects[PBEffects::VineLash]-=1
if sides[i].effects[PBEffects::VineLash]==0
PBDebug.log("[End of effect] G-Max Vinelash effect ended on the player's side") if i==0
PBDebug.log("[End of effect] G-Max Vinelash effect ended on the opponent's side") if i==1
end
end
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.
I think you responded to the wrong person. Not to worry, though, I'm sure they'll see it.