Raid Field
A Goodra raid that takes place in the Puddle environment, with permanent Rain and Electric Terrain.
Something completely new that has been added in this update is the ability to manually control the field conditions of individual Max Raid battles. There are three possible conditions to set: Weather, Terrain, and Environment. When setting these, you can alter the default conditions for the battle. For example, you could set up perma-Rain and perma-Electric Terrain to simulate a battle in a thunderstorm, or set up Sun in a Sand environment to simulate a battle in the desert. You can even randomize these conditions if you want, to create an unpredictable mix of conditions. This can help add some flavor to Raid Battles, while also adding some interesting quirks that can affect the gameplay and how you approach each raid.
By default, raid dens are set with the current conditions: No weather, no terrain, in a cave environment. You may change this with the "field" parameter in the
pbMaxRaid script. When you set this to a number, the default environment of the raid will change to reflect the environment associated with that number. However, if you want to set weather and terrain, you must set this as an array. In this array, the first item will handle weather, the second will handle terrain, and the third will handle environment. An example of this would look like: [1, 2, 10], which would result in Sunny weather on Grassy Terrain in a Forest environment. If you set "field" to nil, it will just return the default settings outlined above. If you want to randomize one or all of these conditions, simply set that condition to -1. So an array of [-1,0,1] will create a raid in a Grassland environment with no terrain in play, but the weather is always random. Obviously, you can set all three numbers to -1 to randomize everything.
Here's a reference for all the weather numbers:
⦁ 0 - Clear skies
⦁ 1 - Sun
⦁ 2 - Rain
⦁ 3 - Sandstorm
⦁ 4 - Hail
⦁ 5 - Harsh Sun
⦁ 6 - Heavy Rain
⦁ 7 - Strong Winds
⦁ 8 - Shadow Sky
Note: While the primordial weathers are supported (Harsh Sun, Heavy Rain, Strong Winds), these weathers are programmed to automatically end if their setters aren't on the field. This means that if you set the weather to Strong Winds for example, it will automatically end at the start of the battle, unless you're fighting Mega Rayquaza. Because of this, there's really no reason to ever use these weathers for raid battles. When randomizing weather by setting the condition to -1, none of the weather numbers above 4 will be considered.
Here's a reference for all the terrain numbers:
⦁ 0 - No terrain.
⦁ 1 - Electric Terrain
⦁ 2 - Grassy Terrain
⦁ 3 - Misty Terrain
⦁ 4 - Psychic Terrain
Here's a reference for all the environment numbers:
⦁ 0 - None (Tagged as "Urban")
⦁ 1, 2 - Grass, Tall Grass (Collectively tagged as "Grassland")
⦁ 3, 4 - Moving Water, Still Water (Collectively tagged as "Aquatic")
⦁ 5 - Puddle (Tagged as "Wetlands")
⦁ 6 - Underwater
⦁ 7 - Cave (Tagged as "Cavern")
⦁ 8 - Rocky (Tagged as "Earth")
⦁ 9 - Sand (Tagged as "Sandy")
⦁ 10, 11 - Forest, Forest Grass (Collectively tagged as "Forest")
⦁ 12, 13 - Snow, Ice (Collectively tagged as "Frosty")
⦁ 14 - Volcano (Tagged as "Volcanic")
⦁ 15 - Graveyard (Tagged as "Spiritual")
⦁ 16 - Sky
⦁ 17 - Space
⦁ 18 - Ultra Space
Note: Most of the environments are tagged with different names that will display in the raid screen. I did this mostly so I could simply lump several redundant environments together under one name ("Moving Water" and "Still Water" are mechanically identical as far as move effects go, for example). I also did this for a few environments that I felt could use a more generalized term to allow them to be applicable in more situations. "Graveyard" for example, evokes very specific imagery, but "Spiritual" could apply to many more situations. These new name tags are purely for display purposes only.
Custom weathers, terrains, and environments can be utilized by these field settings as well, assuming they continue the numbering system listed here. You'll have to create your own graphic tags for these to be properly displayed.
Battle Visuals
The background and bases the Pokemon stand on during a raid battle will reflect the type of environment the raid is set to. So if you set the raid to have one of the Aquatic environments, the background graphics will display a watery battlefield. If no environment is set, the raid will assume the battle takes place in a cave environment and display a cavernous backdrop, similar to the main series. However, if the current map you're on is of the Sky, Space, or Ultra Space environments, the default background of the raid battle will be set to what it normally would be in a regular battle on that map. This is because it wouldn't make any visual sense for there to be a cave in the sky, for example.
By default, Essentials doesn't support any battle background graphics for the Sky, Space, and Ultra Space environments. So if you manually set your raids to have those environments, you will get a completely black background in battle. Please install appropriate graphics for those backdrops if you want them to be displayed. Also, the "Puddle" background (environment 5) is supported by raids, but graphics for that environment are stored in the "unused" folder in Graphics/Battlebacks by default. Move those graphics out of that folder if you'd like them to display in raids.