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Script: Deluxe Battle Kit [v21.1]

I hope this isn't rude, but I do have a feature request.
With the Battle Rule that allows you to customise wild encounters "editWildPokemonX", I would love to see a key that allows us to set a pokemon to be a shadow pokemon.
 
I have a question regarding the lenght of some of those scripts. How do i get them in? For example the one from the deluxe battle kit tutorial has a Opal trainer battle with her in-battle-quiz. The script for the setBattleRule midbattleScript is 48 lines long. But i can't get that many in the textbox. Even with the extendtext.exe the max. amount of lines is just 12. How do i get long scripts like that in?
 
I have a question regarding the lenght of some of those scripts. How do i get them in? For example the one from the deluxe battle kit tutorial has a Opal trainer battle with her in-battle-quiz. The script for the setBattleRule midbattleScript is 48 lines long. But i can't get that many in the textbox. Even with the extendtext.exe the max. amount of lines is just 12. How do i get long scripts like that in?
There's a whole section in "Advanced Scripting" portion of the guide that covers this.
 
Is it possible to change the battle UI and that mid battle? I want make a boss battle with multiple HP bars. So far i made it with the hp cap so that it will restore to full HP whenit hits 1 hp and it can happen multiple times.I also made custom sprites for the Pokemon, so that whenever it resores HP full it also changes the sprite. But i also want a way to show people, how many HP bars it has left. The way i thougt of it was over the battlers UI, that it has a symbol for it. But that also means whenever a HP bar is down and the sprite changes, the UI must also change to one of the other that i would make.
Is that possible?
 
Is it possible to change the battle UI and that mid battle? I want make a boss battle with multiple HP bars. So far i made it with the hp cap so that it will restore to full HP whenit hits 1 hp and it can happen multiple times.I also made custom sprites for the Pokemon, so that whenever it resores HP full it also changes the sprite. But i also want a way to show people, how many HP bars it has left. The way i thougt of it was over the battlers UI, that it has a symbol for it. But that also means whenever a HP bar is down and the sprite changes, the UI must also change to one of the other that i would make.
Is that possible?
This plugin doesnt have any UI features. What you're trying to implement sounds like raid battle mechanics, which will be implemented down the road as a separate add-on.

If you don't want to wait for that, you kinda have to code all your UI stuff from scratch on your own.
 
So i don't know if that has something to do with the deluxe kit, but since it has a Mega Evolution.rb i thought i might just ask.
My Problem is, that if i have a Trainer that battles with me in double battles, he doesn't mega evolve. Is that normal? He has the Ring the Pokemon has the stone and when i fight against him he does Mega evolve. Only when he is fighting with me he doesn't Mega evolve. Is there something in the deluxe kit that controls that?
 
So i don't know if that has something to do with the deluxe kit, but since it has a Mega Evolution.rb i thought i might just ask.
My Problem is, that if i have a Trainer that battles with me in double battles, he doesn't mega evolve. Is that normal? He has the Ring the Pokemon has the stone and when i fight against him he does Mega evolve. Only when he is fighting with me he doesn't Mega evolve. Is there something in the deluxe kit that controls that?
Nope. Works fine for me.
 
Nope. Works fine for me.
Then what is wrong by me? Does anyone now were the script for Partner Mega evolutions is? Or whatever controlls that.

If someone at least knows which scripts are used for it, can you give the entire script section or txt?
 
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Then what is wrong by me? Does anyone now were the script for Partner Mega evolutions is? Or whatever controlls that.

If someone at least knows which scripts are used for it, can you give the entire script section or txt?
There isnt a script for it. It uses the exact same AI as enemy trainers do, there is no difference. You're likely just overlooking something with your set up.
 
Minor Update (v1.1.5)
  • Added the "noBag" Battle Rule that disables the ability to use items from the inventory for all trainers in a battle.
  • Added the "tempBag" Battle Rule that gives the player a temporary bag for this battle only with items of your choosing.
  • Added the "disableItems" midbattle Command Key that disables the ability to use items from the inventory for all trainers.
  • Implemented a new battle animation and sound effects to play when a trainer uses an item on a battler.
  • Improved the item announcement text when using items in battle so it now specifies the Pokemon or battler name that the item is being used on.
  • Added new functionality that allows you to set an overlay on Shadow Pokemon sprites so you can differentiate Shadow forms without having to create unique sprites for each species. This overlay is also animated by default.
  • Midbattle scripts will now display exactly what they're doing in the console when battle logging is enabled.
  • Included a new cursor_command graphic that replaces the default graphic. This is to ensure compatibility with future plugins that will utilize this.
  • Made some slight adjustments in preparation for the release of the Wonder Launcher add-on.
  • Fixed various bugs.

Here's an example of the new item animation in battle:
[PokeCommunity.com] Deluxe Battle Kit [v21.1]


Here's an example of the new animated overlay for Shadow Pokemon:
[PokeCommunity.com] Deluxe Battle Kit [v21.1]
 
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Hello, this error happens every time I or the ai tries to use an item. This only happens with the plugin installed. Any thoughts?
[PokeCommunity.com] Deluxe Battle Kit [v21.1]
 
How do I add the name plates to my game? Are they only for mid-battle scripting or can I add them to everywhere in the game?
 
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This happens when I set a wonder launcher battle and use a move on the first round. The game didn't crash and move can be used, but launcher points didn't decrease after using items.
[2024-07-08 22:56:26 +0800]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: ArgumentError
Message: Invalid argument passed to method.
Expected nil to be one of [Symbol, GameData::Move, String], but got NilClass.

Backtrace:
015:Validation:29:in `validate'
100:GameData:100:in `get'
[[DBK] Z-Power] [004] Battle_AI.rb:64:in `block in <main>'
035:Event_Handlers:139:in `trigger'
198:Battle_AI:98:in `move_will_fail?'
202:AI_ChooseMove:190:in `pbPredictMoveFailure'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:492:in `block in pbGetMoveScores'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:476:in `each'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:476:in `each_with_index'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:476:in `pbGetMoveScores'
 
This happens when I set a wonder launcher battle and use a move on the first round. The game didn't crash and move can be used, but launcher points didn't decrease after using items.
[2024-07-08 22:56:26 +0800]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: ArgumentError
Message: Invalid argument passed to method.
Expected nil to be one of [Symbol, GameData::Move, String], but got NilClass.

Backtrace:
015:Validation:29:in `validate'
100:GameData:100:in `get'
[[DBK] Z-Power] [004] Battle_AI.rb:64:in `block in <main>'
035:Event_Handlers:139:in `trigger'
198:Battle_AI:98:in `move_will_fail?'
202:AI_ChooseMove:190:in `pbPredictMoveFailure'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:492:in `block in pbGetMoveScores'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:476:in `each'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:476:in `each_with_index'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:476:in `pbGetMoveScores'
Was the move Copycat in one of the AI's movesets?
 
Hello, I have a question regarding the autobattle. How does the AI choose the player's moves? Is it random?
 
Hello, I have a question regarding the autobattle. How does the AI choose the player's moves? Is it random?
It's the same exact AI any other trainer would use.
 
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