There's a whole section in "Advanced Scripting" portion of the guide that covers this.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?
Found it thx!There's a whole section in "Advanced Scripting" portion of the guide that covers this.
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.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?
Nope. Works fine for me.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?
Then what is wrong by me? Does anyone now were the script for Partner Mega evolutions is? Or whatever controlls that.Nope. Works fine for me.
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.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?
"noBag"
Battle Rule that disables the ability to use items from the inventory for all trainers in a battle."tempBag"
Battle Rule that gives the player a temporary bag for this battle only with items of your choosing."disableItems"
midbattle Command Key that disables the ability to use items from the inventory for all trainers.cursor_command
graphic that replaces the default graphic. This is to ensure compatibility with future plugins that will utilize this.I fixed this the other day already, just redownload.Hello, this error happens every time I or the ai tries to use an item. This only happens with the plugin installed. Any thoughts?
View attachment 161451
Was the move Copycat in one of the AI's movesets?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'
Yeah. So that's the real reason?Was the move Copycat in one of the AI's movesets?
Yep. Just gotta swap two lines.Yeah. So that's the real reason?
It's the same exact AI any other trainer would use.Hello, I have a question regarding the autobattle. How does the AI choose the player's moves? Is it random?