Script Essentials Deluxe [v20.1] Page 6

Started by Lucidious89 August 5th, 2022 6:54 PM
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Male
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I'm getting the following error when I try and start a battle, and it's confusing me because if I'm reading the message right the error is in the part I just copied from the example and substituted out.

Script error in event 6 (coords 10,9), map 116 (town 2)
Exception: SyntaxError
Message: (eval): 1: syntax error, unexpected ',', expecting end-of-input
...rt([:RIVAL_Sammy, "Sammy", 1]), {
... ^


***Full script:
TrainerBattle.dx_start([:RIVAL_Sammy, "Sammy", 1]), {
:BGM => "Energetic Indy Rock"
:environ => : Sand
:nomoney => True
})
You're closing your parenthesis after the trainer array.
Male
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Major Update (v1.2)

General
  • Fixed several errors related to undefined methods.
  • Fixed a bug that would cause an error when Ultra Burst is available in battle when using the ZUD Plugin.
  • Fixed an issue where fainted Pokemon will still have their databoxes displayed during cinematic battle text displays.
  • Cinematic battle speech can now be used on the player's side too, and will display the player or ally as the speaker. Trainer sprites won't slide in for these speakers, however.
  • When setting speech or text as an array to be triggered mid-battle, you may now have sound effects and animations play during that speech by including the
    :SE
    ,
    :Cry
    or
    :Anim
    symbols in the array to set a sound effect, battler cry, or animation during a cinematic speech event, respectively. It also accepts move ID's to play the animation of a specific move as well.
  • Added
    DEMO_CAPTURE_TUTORIAL
    to
    Midbattle_Config
    which may be used as an example to set up a scripted battle that may serve as a basic capture tutorial.
  • Added
    DEMO_VS_SADA_PHASE_1
    and
    DEMO_VS_SADA_PHASE_2
    to
    Midbattle_Config
    which may be used as an example to replicate both phases of battle versus AI Sada from Pokemon Scarlet.


Deluxe Battle Rules
  • Added the following settings to be used in the "Rules" hash for a Deluxe Battle:
    • :victory
      - Allows you to set certain music to play as the victory jingle for this battle (or no jingle to play).
    • :player
      - Allows you to temporarily change the name and/or outfit of the player character for this battle only.
    • :party
      - Allows you to set a temporary party to be used by the player for this battle only.
    • :setcapture
      - Allows you to set all Poke Balls thrown in a wild battle to always be 100% or 0% successful.
    • :autobattle
      - Allows you to set the AI to control the player's choices in this battle.


Midbattle Triggers
  • Added the following midbattle triggers:
    • "move"
      - Triggers when a battler uses ANY move during the attack phase.
    • "physicalMove"
      - Triggers when a battler uses a physical move during the attack phase.
    • "specialMove"
      - Triggers when a battler uses a special move during the attack phase.
    • "statusInflicted"
      - Triggers when a battler is inflicted with a status condition.
    • "battleStyle"
      - Triggers when a battler initiates EITHER battle style (PLA Battle Styles).
  • Renamed the following midbattle triggers so that they are more clear about when they trigger, or are more consistent with other triggers:
    • "attack"
      renamed to
      "damageMove"
    • "status"
      renamed to
      "statusMove"
    • "damage"
      renamed to
      "damageTaken"
    • "halfhp"
      renamed to
      "halfHP"
    • "halfhp_final"
      renamed to
      "halfHPLast"
    • "lowhp"
      renamed to
      "lowHP"
    • "lowhp_final"
      renamed to
      "lowHPLast"
  • You may now add a type ID at the end of any "move" trigger to specifically trigger when a move of that particular type is used. For example,
    "moveFIRE"
    ,
    "statusMoveWATER"
    ,
    "physicalMoveFAIRY"
    , etc.
  • With the
    "move"
    trigger specifically, you may add a particular move ID at the end to only trigger when that specific move is used. For example,
    "moveBODYSLAM"
    will only ever trigger when the move Body Slam is used.


Midbattle Keys
  • The
    :ability
    key used in a midbattle hash now accepts
    :Reset
    as a value to reset the battler's ability back to whatever its natural ability is.
  • Added the following keys to be used in a midbattle hash:
    • :blankspeech
      - May be used to display normal text with cinematic black bars without being tied to a specific speaker.
    • :usemove
      - May be used to control which specific move a battler will use this turn.
    • :lockspecial
      - May be used to toggle the availability of battle mechanics such as Mega Evolution mid-battle.


Please refer to the tutorial for more information about changes to specific mechanics.

Note: When updating, please make a copy of any custom work you've added to
Midbattle_Config
. Updating the plugin will overwrite any of your additions.


VIDEO EXAMPLE
Here's a video showcasing
DEMO_VS_SADA_PHASE_1
and
DEMO_VS_SADA_PHASE_2
added in this update. This is just an example to show what can be accomplished with this update (particularly phase 2).

Cuprite (Kyu)

Formerly TheGoldenRiolu

Male
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Is it possible to color mid-battle text? I've been trying to but it doesn't seem to register either "\c[x]" or "\\c[x]" and I can't think of anything else. :/
For context:
Spoiler:
... midbattle = {"turnCommand" => {:text => ["\c[6]Hope: \c[0]I'm sure you understand the basics of battle, so we'll skip that part.", ...

I can deal with it if it just doesn't support it, but I figured it'd be a good idea to ask, just in case.

(...Also, how do I update the plugin from 1.1.9 to 1.2? I tried and it keeps crashing... The one consistent thing is that it crashes when I have the Focus system installed, so is it just not compatible with the new version of EDX yet? If so... that is unfortunate, but I can probably make 1.1.9 work if need be)
I usually go by Cuprite or Kyu now.


(The above image is a relic of what was once a Pokémon fangame.)

That moment when you realize you have way too many ideas for your own good.
Male
Seen 9 Hours Ago
Posted 1 Day Ago
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8.8 Years
Is it possible to color mid-battle text? I've been trying to but it doesn't seem to register either "\c[x]" or "\\c[x]" and I can't think of anything else. :/
For context:
Spoiler:
... midbattle = {"turnCommand" => {:text => ["\c[6]Hope: \c[0]I'm sure you understand the basics of battle, so we'll skip that part.", ...

I can deal with it if it just doesn't support it, but I figured it'd be a good idea to ask, just in case.

(...Also, how do I update the plugin from 1.1.9 to 1.2? I tried and it keeps crashing... The one consistent thing is that it crashes when I have the Focus system installed, so is it just not compatible with the new version of EDX yet? If so... that is unfortunate, but I can probably make 1.1.9 work if need be)
Crashing how? What's the error, when does it trigger, etc, etc.

Cuprite (Kyu)

Formerly TheGoldenRiolu

Male
Somewhere, who knows?
Seen 1 Day Ago
Posted 1 Week Ago
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6.4 Years
It doesn't give an error at all. At least, not as a pop-up. It starts loading the plugins and as soon as it gets to EDX (or FMS?) it instantly closes. Some sort of error (I think) pops up in the console that shows up with the playtest in red text, but it closes way too quickly for me to read it at all (About one frame is all I get to look at it). Idk, it's just bizarre.
I don't know if that helps at all, I'm sorry if it isn't helpful, but that's genuinely all I have. I can try to screenshot that single frame, tho it might take a while to get it. .-.
I usually go by Cuprite or Kyu now.


(The above image is a relic of what was once a Pokémon fangame.)

That moment when you realize you have way too many ideas for your own good.
Male
Seen 9 Hours Ago
Posted 1 Day Ago
1,183 posts
8.8 Years
It doesn't give an error at all. At least, not as a pop-up. It starts loading the plugins and as soon as it gets to EDX (or FMS?) it instantly closes. Some sort of error (I think) pops up in the console that shows up with the playtest in red text, but it closes way too quickly for me to read it at all (About one frame is all I get to look at it). Idk, it's just bizarre.
I don't know if that helps at all, I'm sorry if it isn't helpful, but that's genuinely all I have. I can try to screenshot that single frame, tho it might take a while to get it. .-.
You're probably just hitting a key while the message comes up that instantly closes it. Just don't press anything when it comes up.
If it's red text, then it's most likely that you have another plugin installed that relies on Essentials Deluxe that is out of date.
Male
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Annoyingly incompatible with randomised trainer teams. Still, adds enough that if I have to choose one I'm choosing it.
Link to the plugin then so i can look into it.
Male
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https://reliccastle.com/resources/906/

Here, pretty sure the problem is on its end because its the one that breaks.
Yeah, I took a quick glance through the script, and the author could avoid a lot of compatibility issues (not just with my plugins, but any others that modify Trainer data) if they simply used aliases instead of re-writing entire chunks of code. They also seem to re-write lines of code that have no reason to be re-written, which is just asking for more compatibility problems. There's a lot of simple things that could be modified in that script to make it friendlier with other plugins.
Male
Seen 9 Hours Ago
Posted 1 Day Ago
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8.8 Years
Text color changes after mid battle dialogue finishes, is there any way to prevent that from happening?
Is the text color you use different than the default?
Male
Seen 9 Hours Ago
Posted 1 Day Ago
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Yes, I am using a white font instead of black, but it reverts to black after playing the speech
The text is set to whatever
LIGHT_TEXT_MAIN_COLOR
is set to in MessageConfig when displaying dialogue (black bars), and then when the bars fade, it reverts to whatever your default text color would normally be for your windowskin using
getDefaultTextColors
. You must have set up your text weirdly if it doesn't recognize your text color as the default.
Male
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Update (v1.2.1)


General
  • Fixed a bug with certain midbattle effects that would cause crashes when triggered by wild Pokemon in particular.
  • Sped up the black bar animation that appears during trainer dialogue.
  • Cleaned up the
    DEMO_SPEECH
    triggers in
    Midbattle_Config
    .
  • Added the Generation 9 Pack as an optional dependency to hopefully address compatibility issues.
  • Moved all battle animation-related graphics used by other plugins to Essentials Deluxe, for tidiness.
  • Made many changes to code related to Pokemon sprites to accommodate changes made to Dynamax sprites in ZUD.
  • Revamped battle animations for compatibility with animated battler sprites.
  • Expanded the functionality of the "ace" flag to now have a function when applied to wild Pokemon. Wild Pokemon with the "ace" flag may now initiate battle mechanics such as Mega Evolution without needing a trainer.
  • In a Deluxe wild battle call, you may now flag a wild Pokemon as an "ace" by setting
    :ace
    to true.
  • Added debug Pokemon options to allow you to toggle the "ace" flag on Pokemon.

Below is an example of how you would set up a basic battle vs. a wild Pokemon that can use Mega Evolution.
WildBattle.dx_start([:CHARIZARD, 50], {}, {
  :ace => true,
  :item => :CHARIZARDITEX
})

Mega Evolution
  • Revamped Mega Evolution and Primal Reversion code for better compatibility with other mechanics.
  • Made it so now all battle mechanics utilize the ZUD sound effect when triggered, including Mega Evolution.
  • Moved all code in ZUD that edited Mega Evolution mechanics into this plugin instead.
  • Added custom animations for Mega Evolution and Primal Reversion to keep it consistent with other plugins.
  • Changed the Mega Evolution icon used in battle to be more consistent Primal Reversion and other mechanics.
  • Pokemon holding Mega Stones will now display a Mega Stone icon in the party menu, instead of the standard held item icon.
  • Added a Deluxe Plugin debug tool to allow you to toggle the availability of Mega Evolution.

Examples:
Spoiler:
Mega Evolution Animation:


Mega Evolution (Wild Pokemon):


Primal Reversion Animation:



Terastallization
  • Revamped the entire plugin in preparation for the release of the Terastal Phenomenon plugin.
  • Removed some placeholder code previously used for the beta Terastal plugin by wrigty12.
  • Added placeholder data for Tera Types so that you may edit the Tera Types of NPC Trainer Pokemon if Terastallization is installed.
  • Implemented storage screen compatibility so that Tera Type icons may be displayed along with additions made by other plugins.
  • Updated BW Storage System compatibility to support Tera Type icons.
  • Updated Interactable Bag Screen compatibility to support Tera Shard mechanics, as well as compatibility with the Improved Item Text plugin.
  • In a Deluxe wild battle call, you may now set a wild Pokemon's Tera Type by setting
    :teratype
    to a type ID.
  • In a midbattle hash, you may now use
    :teracharge
    to set whether the player's Tera Orb is charged or not.


Midbattle Triggers
  • Added the
    "primal"
    midbattle trigger, which activates whenever a Pokemon initiates Primal Reversion.
  • Added the
    "gmax"
    midbattle trigger when using the ZUD Plugin, which activates whenever a Pokemon Dynamaxes specifically when doing so would cause them to enter Gigantamax form.
  • Added the
    "tera"
    midbattle trigger when using the Terastal Phenomenon plugin, which activates whenever a Pokemon Terastallizes.
  • Added the
    "teraType"
    midbattle trigger when using the Terastal Phenomenon plugin, which activates whenever a Terastallized Pokemon selects a damaging move that matches their Tera Type.
  • Expanded the functionality of several midbattle triggers to now allow you to specify certain criteria. These triggers are as follows:
    • "item"

      You may now attach a specific item ID to this trigger so that it may only trigger when that specific item is used. For example,
      "itemPOTION"
      will only ever trigger if the player uses a Potion from their inventory, whereas
      "itemFULLRESTORE_foe"
      would only ever trigger when an opponent uses a Full Restore.

    • "statusInflicted"

      You may now attach a specific status ID to this trigger so that it may only trigger when that specific status is inflicated. For example,
      "statusInflictedPOISON"
      will only ever trigger if the player's Pokemon is inflicted with the Poison status, whereas
      "statusInflictedBURN_foe"
      would only ever trigger when an opponent's Pokemon is inflicted with the Burn status.

    • "mega"
      ,
      "primal"
      ,
      "ultra"
      ,
      "dynamax"
      ,
      "gmax"
      ,
      "zmove"
      ,
      "tera"
      ,
      "teraType"

      You may now attach a specific species ID to these triggers so that they may only trigger when that specific species triggers them. For example,
      "megaGYARADOS"
      will only ever trigger if the player specifically Mega Evolves a Gyarados, and no other species; whereas
      "primalKYOGRE_foe"
      would only ever trigger specifically when the opponent has a Kyogre that enters Primal form. You may also attach a Type ID instead to trigger when a Pokemon of a particular type triggers these mechanics, instead. When using a Type ID with the
      "zmove"
      or
      "teraType"
      triggers, the type will instead refer to the type of the Pokemon's selected move. When using a Type ID with the
      "tera"
      trigger, the type will instead refer to the Tera Type of the Pokemon, instead of its actual types.

    • "recall"
      ,
      "beforeNext"
      ,
      "afterNext"

      You may now attach a specific species ID OR a specific type ID to these triggers so that they may only trigger when the specific species OR a Pokemon of a specific type is switched out or enters battle. For example,
      "recallPIKACHU"
      will only ever trigger when the player withdraws a Pikachu from battle; whereas
      "afterNextPSYCHIC_foe"
      would only ever trigger specifically when the opponent sends in a Psychic-type Pokemon.

    • "fainted"

      You may now attach a specific species ID OR a specific type ID to these triggers so that they may only trigger when the specific species OR a Pokemon of a specific type faints. For example,
      "faintedMEOWTH"
      will only ever trigger when the player has a Meowth on the field that faints; whereas
      "faintedWATER_foe"
      would only ever trigger specifically when the opponent has a Water-type Pokemon on the field that faints.


Please refer to the tutorial for more information about changes to specific mechanics.

Note: When updating, please make a copy of any custom work you've added to
Midbattle_Config
. Updating the plugin will overwrite any of your additions.
Male
Seen 3 Hours Ago
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5.9 Years
umm....how to fix this?
Spoiler:
[2023-02-04 13:15:18 +0700]
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Script error in event 1 (coords 18,15), map 221 (Carasta Underwater)
Exception: NoMethodError
Message: undefined method `gmax_factor?' for :none:Symbol

***Full script:
WildBattle.dx_start([:LUGIA, 70])

Backtrace:
[Visually Different Super Shiny] Script.rb:120:in `sprite_bitmap_from_pokemon'
[Essentials Deluxe] Species Files.rb:478:in `setPokemonBitmap'
[Essentials Deluxe] Battle_Scene.rb:69:in `pbChangePokemon'
Scene_Initialize:87:in `block in pbInitSprites'
Scene_Initialize:85:in `each'
Scene_Initialize:85:in `each_with_index'
Scene_Initialize:85:in `pbInitSprites'
BugContestBattle:8:in `pbInitSprites'
[Essentials Deluxe] Battle_Scene.rb:115:in `pbInitSprites'
[PLA Battle Styles] [003] Battle_Scene.rb:7:in `pbInitSprites'
Male
Seen 9 Hours Ago
Posted 1 Day Ago
1,183 posts
8.8 Years
umm....how to fix this?
Spoiler:
[2023-02-04 13:15:18 +0700]
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Script error in event 1 (coords 18,15), map 221 (Carasta Underwater)
Exception: NoMethodError
Message: undefined method `gmax_factor?' for :none:Symbol

***Full script:
WildBattle.dx_start([:LUGIA, 70])

Backtrace:
[Visually Different Super Shiny] Script.rb:120:in `sprite_bitmap_from_pokemon'
[Essentials Deluxe] Species Files.rb:478:in `setPokemonBitmap'
[Essentials Deluxe] Battle_Scene.rb:69:in `pbChangePokemon'
Scene_Initialize:87:in `block in pbInitSprites'
Scene_Initialize:85:in `each'
Scene_Initialize:85:in `each_with_index'
Scene_Initialize:85:in `pbInitSprites'
BugContestBattle:8:in `pbInitSprites'
[Essentials Deluxe] Battle_Scene.rb:115:in `pbInitSprites'
[PLA Battle Styles] [003] Battle_Scene.rb:7:in `pbInitSprites'
The issue is with the Visually Different Super Shiny plugin. Many scripts related to Pokemon sprites were changed in this last update to Essentials Deluxe, so that plugin is no longer compatible. You should make the author aware so that they can update it.