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ZUD Plugin [Essentials v19.1]

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Just a heads up for anyone who's interested:
Once Essentials v20 hits (presumably very soon), I'm planning on working on a pretty substantial update for this plugin to overhaul and optimize a few things. After which, I will no longer be supporting Essentials v19.1. So if you don't plan on upgrading to v20, I can't guarantee that future versions of the ZUD Plugin will be compatible for you. So, just a fair warning in case you're someone who falls into that camp.
 
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Just a heads up for anyone who's interested:
Once Essentials v20 hits (presumably very soon), I'm planning on working on a pretty substantial update for this plugin to overhaul and optimize a few things. After which, I will no longer be supporting Essentials v19.1. So if you don't plan on upgrading to v20, I can't guarantee that future versions of the ZUD Plugin will be compatible for you. So, just a fair warning in case you're someone who falls into that camp.

Hi luci,
When I turn off a Dynamax Size, ebdx won't to making a normal size sprites and still bigger like I turn on Dynamax size...
Are you have a solution for this problem?
Thank you^^
 
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Hi luci,
When I turn off a Dynamax Size, ebdx won't to making a normal size sprites and still bigger like I turn on Dynamax size...
Are you have a solution for this problem?
Thank you^^

Thats something that EBDX itself does. The DYNAMAX_SIZE toggle doesnt do anything when EBDX is installed, because the Dynamax animation that already comes built-in with EBDX (the red clouds and pulsing color) naturally enlarges the sprite, too. So none of the ZUD mechanics are actually being used to enlarge the sprite.

If you want to disable this, youll have to manually go into the EBDX patches and ZUD scrip files and undo every instance that adds the EBDX animation to sprites. That'll probably be a huge pain if you dont know what youre doing. Also, even if you do this, the EBDX camera will still zoom out when Dynamaxed, which will look super odd with normal-sized sprites. So youd have to undo all the camera coding, too.

So basically...no. There isnt a solution for this. Something to keep in mind for my next update, though.
 
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I was testing EBDX randomizer and nuzlocke and keep getting these errors:

When I click Run when I have a pokeball of any type:

Spoiler:

I'm also unable to throw a pokeball:

Spoiler:

The battle becomes an endless loop when choosing to Guard, Wait or use a move then getting stuck in the attack phase:

Spoiler:

I can't start files with Randomizer active:

Spoiler:

I did nothing to these plugins, everything is as is. If there is a video or visual example on how to properly implement them or a fix/update someone can link me to, any help is welcome.
 
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I was testing EBDX randomizer and nuzlocke and keep getting these errors:

When I click Run when I have a pokeball of any type:

Spoiler:

I'm also unable to throw a pokeball:

Spoiler:

The battle becomes an endless loop when choosing to Guard, Wait or use a move then getting stuck in the attack phase:

Spoiler:

I can't start files with Randomizer active:

Spoiler:

I did nothing to these plugins, everything is as is. If there is a video or visual example on how to properly implement them or a fix/update someone can link me to, any help is welcome.

Have you tested if these errors still persist with ZUD not installed? Because none of your errors point to anything related to ZUD. The few times where ZUD is mentioned, it points to something that ZUD doesn't even add any edits to, and is exactly the same code as it is in the base game script.

Also, I just did some (albeit quick) testing, and everything works fine. So I'm inclined to believe this isn't a ZUD problem, so I'm afraid you'll have to figure it out on your own.

What I did:
  • With Randomized Wild Battles turned on:
    • Defeated a randomized wild Pokemon [No Errors]
    • Fled from a randomized wild Pokemon [No Errors]
    • Threw a Poke Ball at a randomized wild Pokemon [No Errors]
  • With Nuzlocke mode turned on:
    • Defeated a wild Pokemon [No Errors]
    • Fled from a wild Pokemon [No Errors]
    • Threw a Poke Ball at a wild Pokemon [No Errors]
    • Threw a Poke Ball at a wild Pokemon on a route I already had an encounter on [No Errors]
  • With Randomized Wild Battles AND Nuzlocke mode turned on:
    • Defeated a randomized wild Pokemon [No Errors]
    • Fled from a randomized wild Pokemon [No Errors]
    • Threw a Poke Ball at a randomized wild Pokemon [No Errors]
    • Threw a Poke Ball at a randomized wild Pokemon on a route I already had an encounter on [No Errors]

All of this was performed on an existing save file, I didn't start a new game to test any of this.
 
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They still persisted the last few times, sadly.. Strange.. I may have to nyx the idea of using it if I can't get it to work then.. I don't like to risk breaking codes I don't understand too well. Maybe it was how I actived them.. How do you turn it on with no errors, debug or coded on an event?
 
Last edited:
1,404
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They still persisted the last few times, sadly.. Strange.. I may have to nyx the idea of using it if I can't get it to work then.. I don't like to risk breaking codes I don't understand too well. Maybe it was how I actived them.. How do you turn it on with no errors, debug or coded on an event?

I just ran the code in an event that was stated in the EBDX docs.
 
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Okay, so I've had this bug for a good month now, and finally narrowed it down to either this plugin or a fault in stock Essentials v19.1. I do not have the time today to eliminate this plugin, and am posting here to see if you can replicate it, and if so, see whether it can be fixed. The error in question only occurs while playing a game nonstop for 5 hours or more, and only happens when that condition is met and the player tries to use any move defined in the PokeBattle_Clauses script, like Sonic Boom or Dragon Rage, multiple times in a battle. In most cases, the crash can be triggered before using the offending move 4 times, but sometimes using the move up to 10 times is required.
To test this error, I created a trainer about halfway through the game story-wise that had a level 80 Blissey with only Defense Curl as its move.

For testing, I used a level 10 Voltorb that I generated via Debug. I then played the game until I reached that trainer, and was able to reproduce the crash with 80% reliability. I have several plugins installed, so I migrated my PBS and Data folders to a barebones PE v19.1 installation, replacing everything except the Scripts.rxdata file. I then added in only the plugins that could not possibly have caused an issue, such as 'EVs and IVs in Summary' and the v19.1 Hotfixes plugin, as well as scripts that could not possibly be the offender, which included the speedup scripts 'Better Fast Forward' by Marin, and PokemonSelection by FL. I tested with both the ZUD plugin and the Generation 8 Project installed, then tested with only the Generation 8 Project. The bug only presented itself when the ZUD Plugin was installed alongside the Generation 8 Project, eliminating the latter as the culprit. It is still possible that one of the hotfixes within the Generation 8 Project fixes the bug with stock Essentials, and it is also possible that my testing of the lone Generation 8 Project was just 'unlucky'. Time will tell.

Actually, upon further consideration, it HAS to be the ZUD plugin, since if the Generation 8 Project fixes the supposed bug with stock Essentials, then the 2 plugins together would not have the error. I realized this while typing this message. So please, if you are developing a fan game that has the ZUD plugin, and have at least 10 hours of gameplay playable currently, playtest the game from beginning to end in one sitting, inserting 2 trainers in your test version, like my test case, one at the 5 hour mark, and one at the 10 hour mark, when you get the time. Something in the ZUD plugin is poorly optimized and has unterminated processes that pile up, causing the error.

Here is the error I have come across:

Spoiler:
 
1,404
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This is an insanely niche bug if true, and the unreliability of it occurring combined with the sheer investment required into causing it to occur means I'm probably not going to put a lot of time into it, and just hope it gets fixed as part of the overall process of updating this plugin for v20 whenever it comes out. It doesn't help that the error log pretty much gives me nothing to go off of other than perhaps one of the aliases that is used for "pbMoveFailed?" in the ZUD Plugin causing problems. Luckily, there are only two instances in the plugin that uses this - one for Self-KO moves (Explosion, Self-Destruct, etc), and one for Destiny Bond. And out of these, the one I'd be most suspicious of is probably the Self-KO moves, as the Clauses script also seems to alias "pbMoveFailed?" for that class of move.

It doesn't seem like either of those moves are things you were testing however, so I'm not sure how that plays into things. Unless you fought several trainers prior that used these moves, and it somehow stacked up after hours of play. But I don't even really think that's how it works, so I don't know if that makes any sense. Either way, if you wanna test this out more specifically with Self-KO moves (and I suppose Destiny Bond too) and see if you can reliably replicate this error, then I'll look into it more seriously. Until then, I'm just gonna make a mental note about it for the v20 release.
 
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I just ran the code in an event that was stated in the EBDX docs.

Did you use pokemonglobal.nuzlock = true, $trainer.nuzlocke = true (guessing that self. would apply to the player), @nuzlocke = true (the same 3 apply to randomizer? I'm asking cause that might be what's causing it and every code has a specific way of activating it) I'll keep testing to see where I messed up in the meantime. Been a great help in narrowing it down.
 
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Did you use pokemonglobal.nuzlock = true, $trainer.nuzlocke = true (guessing that self. would apply to the player), @nuzlocke = true (the same 3 apply to randomizer? I'm asking cause that might be what's causing it and every code has a specific way of activating it) I'll keep testing to see where I messed up in the meantime. Been a great help in narrowing it down.

Aaaaaaand I may have figured it.. I lost development time cause I keep overcomplicating things when all I had to do was refer to the docs. X_X
 
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Code:
[Pokémon Essentials version 19.1]
[Generation 8 Project v1.1.0]
[v19.1 Hotfixes 1.0.7]

Error in Plugin [ZUD Plugin]:
NameError occurred.
Undefined method `pbsuccesscheckagainsttarget' for class `pokebattle_battler': undefined method `pbSuccessCheckAgainstTarget' for class `PokeBattle_Battler'

Backtrace:
[ZUD Plugin] Move Effects.rb:188:in `<class:PokeBattle_Battler>'
[ZUD Plugin] Move Effects.rb:4:in `<main>'
008:PluginManager:705:in `eval'
008:PluginManager:705:in `block (2 levels) in runPlugins'
008:PluginManager:695:in `each'
008:PluginManager:695:in `block in runPlugins'
008:PluginManager:689:in `each'
008:PluginManager:689:in `runPlugins'
376:Main:28:in `mainFunctionDebug'
376:Main:18:in `block in mainFunction'

What does this error message mean? I only get it if I hold CTRL during startup. Then I get the error message and it crashes. But from that point on, I get the error message every time I turn the game on, followed by a crash.
 
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Code:
[Pokémon Essentials version 19.1]
[Generation 8 Project v1.1.0]
[v19.1 Hotfixes 1.0.7]

Error in Plugin [ZUD Plugin]:
NameError occurred.
Undefined method `pbsuccesscheckagainsttarget' for class `pokebattle_battler': undefined method `pbSuccessCheckAgainstTarget' for class `PokeBattle_Battler'

Backtrace:
[ZUD Plugin] Move Effects.rb:188:in `<class:PokeBattle_Battler>'
[ZUD Plugin] Move Effects.rb:4:in `<main>'
008:PluginManager:705:in `eval'
008:PluginManager:705:in `block (2 levels) in runPlugins'
008:PluginManager:695:in `each'
008:PluginManager:695:in `block in runPlugins'
008:PluginManager:689:in `each'
008:PluginManager:689:in `runPlugins'
376:Main:28:in `mainFunctionDebug'
376:Main:18:in `block in mainFunction'

What does this error message mean? I only get it if I hold CTRL during startup. Then I get the error message and it crashes. But from that point on, I get the error message every time I turn the game on, followed by a crash.

You must had edited something. Why is `pbsuccesscheckagainsttarget' all in lower case like that? That's not how it appears in the Essential scripts.
 
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No, I didn't edit anything in your scripts. I put them into my game exactly how the tutorial told me, copypasting what I was told to copypaste where I was told to paste it.

When I Shift-Ctrl-F for "pbsuccesscheckagainsttarget" in my project, I get this: https://paste.pics/da5226ff0adfe72964fea01b102614f4

The text isn't decapitalized in the script. The error message decapitalizes the word and I don't know why.
 
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No, I didn't edit anything in your scripts. I put them into my game exactly how the tutorial told me, copypasting what I was told to copypaste where I was told to paste it.

When I Shift-Ctrl-F for "pbsuccesscheckagainsttarget" in my project, I get this: https://paste.pics/da5226ff0adfe72964fea01b102614f4

The text isn't decapitalized in the script. The error message decapitalizes the word and I don't know why.

I never said you edited something in the ZUD scripts, as the error doesn't seem to even point to anything specific in ZUD. It's pointing to something in base Essentials code that ZUD simply adds an additional check to. And since nothing in the ZUD check would cause this error, you must have edited something in the base code itself.
 
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I ran into an issue when trying to use a Z-move with the move Belch. It worked fine for me as a player (followed the steps for making a custom Z-Move with a species and move requirement), however when I had the computer try to use it, it just skipped its turn. No error, no text, just went straight to my move and turn ended back to move select. It would do this repeatedly.
I couldn't find a solution anywhere, so I tested it with Poisonium Z. It ran into the same problem. I don't know if this a known bug, a bug with moves that have to meet a requirement before succeeding, or specifically with Belch.
When I changed my Z-Move requirement to a different move, it worked fine, which is my current fix for the issue. I was just posting this so the creators know about it.
The move did work for me as a player, its specifically a NPC problem.
 
1,404
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I ran into an issue when trying to use a Z-move with the move Belch. It worked fine for me as a player (followed the steps for making a custom Z-Move with a species and move requirement), however when I had the computer try to use it, it just skipped its turn. No error, no text, just went straight to my move and turn ended back to move select. It would do this repeatedly.
I couldn't find a solution anywhere, so I tested it with Poisonium Z. It ran into the same problem. I don't know if this a known bug, a bug with moves that have to meet a requirement before succeeding, or specifically with Belch.
When I changed my Z-Move requirement to a different move, it worked fine, which is my current fix for the issue. I was just posting this so the creators know about it.
The move did work for me as a player, its specifically a NPC problem.

Interesting, ill make a note to test this for the v20 update.
 
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The base code of Essentials itself? I don't recall editing that intentionally. But at this point my project file's a mess, probably my fault. How do I remove ZUD?
 
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