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But there are 5 skill levels for trainer AI. Which one does the autobattle choose? https://essentialsdocs.fandom.com/wiki/Battle_AIIt's the same exact AI any other trainer would use.
But there are 5 skill levels for trainer AI. Which one does the autobattle choose? https://essentialsdocs.fandom.com/wiki/Battle_AIIt's the same exact AI any other trainer would use.
Whichever one is set for the player's trainer class. Again, it's no different whatsoever from how the AI is determined for any other trainer.But there are 5 skill levels for trainer AI. Which one does the autobattle choose? https://essentialsdocs.fandom.com/wiki/Battle_AI
:POKEMONTRAINER_Red
trainer class defined in trainer_types.txt
. This class doesn't have a skill level set by default, so it will instead use the base money to determine its skill level, which is 60 (which correlates to a "high skill" level).BattlerStatusCured
, BattlerConfusionStart
, BattlerConfusionEnd
, BattlerAttractStart
, BattlerAttractEnd
pause
HIDE_DATABOXES_DURING_MOVES
that will hide battler databoxes during move animations when enabled, like in the Gen 5+ games."inverseBattle"
Battle Rule. This will make your next battle operate under Inverse Battle rules, like in Gen 5.You must have a plugin that does this, because the sprites in Essentials are static and arent scaled at all.I don't know if this has to do with DBK or Essentials in general, but would you happen to know how to stop battler back sprites from auto scaling up? I would like to have the back sprites remain their actual size. Thanks!
I think the issue has to do with zooming in on the back sprite as opposed to scaling it. I have been looking everywhere for the piece of code that would do that. Do you know where essentials would be zooming in on it?You must have a plugin that does this, because the sprites in Essentials are static and arent scaled at all.
Essentials doesn't do that. Like I said, Essentials doesn't edit Pokemon sprites at all. They're exactly how they appear in the Graphics folders. You must have a plugin installed that is doing that. Or, you installed a Graphics pack that just have large back sprites.I think the issue has to do with zooming in on the back sprite as opposed to scaling it. I have been looking everywhere for the piece of code that would do that. Do you know where essentials would be zooming in on it?
I was able to find out that the culprit was DBK animated sprites add-on. Thanks!Essentials doesn't do that. Like I said, Essentials doesn't edit Pokemon sprites at all. They're exactly how they appear in the Graphics folders. You must have a plugin installed that is doing that. Or, you installed a Graphics pack that just have large back sprites.
Most of the time replacing the files will suffice. The only time deleting the old files is necessary is if the new update renames existing files. For my plugins at least, I try to do this only when absolutely necessary, and make it a point to mention this in the update post if so.Just a quick question as I've never updated a plugin (fairly new at this), do I remove the old plugin and replace with the update and compile or do I replace the files and update?
DISABLE_IVS_AND_EVS
setting is enabled."battlerHP"
and "battlerHPCap"
midbattle commands work so that you can directly set the HP percentages, rather than needing to do complex math with negative numbers. For example, if you want a Pokemon to restore 66% of their HP, you can just do "battlerHP" => 66
."battlerSpecies"
midbattle trigger. This can be used to change a battler's species during battle."battlerEvolve"
midbattle trigger. This can be used to force a battler to evolve during battle."databoxStyle"
Battle Rule. This can be used to set custom databoxes for specific battles. The plugin includes two custom databoxes by default."battlerEvolve"
midbattle command in action:"databoxStyle"
Battle Rule:Right on cue, the Safari Zone breaks again the second I do literally anything with the code.Hi! I was having some issues with the Safari Zone so I made sure to update and extract this and all related plugins to the most recent version. I also made sure to compile data. However, when I start a Safari battle I only get a black screen and this error message:
[2024-11-09 15:24:23 +0000]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]
Exception: NoMethodError
Message: undefined method `databoxStyle' for #<SafariBattle>
Backtrace:
[Deluxe Battle Kit] [008] Databox Styles.rb:123:in `initializeDataBoxGraphic'
Battle_Scene_Objects:38:in `initialize'
Scene_Initialize:79:in `new'
Scene_Initialize:79:in `block in pbInitSprites'
Scene_Initialize:77:in `each'
Scene_Initialize:77:in `each_with_index'
Scene_Initialize:77:in `pbInitSprites'
BugContestBattle:8:in `pbInitSprites'
[Deluxe Battle Kit] [000] Midbattle Animations.rb:10:in `pbInitSprites'
[[DBK] Enhanced Battle UI] [000] Main.rb:62:in `pbInitSprites'
I read that "Databox Style" is a new type of Battle Rule in this plugin, but I'm not using it right now, so I don't really know about this error. Also, this only happen for Safari battles, normal battles still work as intended.
Hi! I was having some issues with the Safari Zone so I made sure to update and extract this and all related plugins to the most recent version. I also made sure to compile data. However, when I start a Safari battle I only get a black screen and this error message:
[2024-11-09 15:24:23 +0000]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]
Exception: NoMethodError
Message: undefined method `databoxStyle' for #<SafariBattle>
Backtrace:
[Deluxe Battle Kit] [008] Databox Styles.rb:123:in `initializeDataBoxGraphic'
Battle_Scene_Objects:38:in `initialize'
Scene_Initialize:79:in `new'
Scene_Initialize:79:in `block in pbInitSprites'
Scene_Initialize:77:in `each'
Scene_Initialize:77:in `each_with_index'
Scene_Initialize:77:in `pbInitSprites'
BugContestBattle:8:in `pbInitSprites'
[Deluxe Battle Kit] [000] Midbattle Animations.rb:10:in `pbInitSprites'
[[DBK] Enhanced Battle UI] [000] Main.rb:62:in `pbInitSprites'
I read that "Databox Style" is a new type of Battle Rule in this plugin, but I'm not using it right now, so I don't really know about this error. Also, this only happen for Safari battles, normal battles still work as intended.
def style
nil
end
class Battle::Scene::SafariDataBox < Sprite
attr_accessor :selected
def databoxStyle
# Return a default style or nil to prevent errors
:default
end
class SafariBattle
attr_reader :battlers # Array of fake battler objects
attr_accessor :sideSizes # Array of number of battlers per side
attr_accessor :backdrop # Filename fragment used for background graphics
attr_accessor :backdropBase # Filename fragment used for base graphics
attr_accessor :time # Time of day (0=day, 1=eve, 2=night)
attr_accessor :environment # Battle surroundings (for mechanics purposes)
attr_reader :weather
attr_reader :player
attr_accessor :party2
attr_accessor :canRun # True if player can run from battle
attr_accessor :canLose # True if player won't black out if they lose
attr_accessor :switchStyle # Switch/Set "battle style" option
attr_accessor :showAnims # "Battle scene" option (show anims)
attr_accessor :expGain # Whether Pokémon can gain Exp/EVs
attr_accessor :moneyGain # Whether the player can gain/lose money
attr_accessor :rules
attr_accessor :ballCount
include Battle::CatchAndStoreMixin
The much easier way to do it (and how I'll implement it in the plugin when I update it) is to just make a dummy method calledHi. I have the same problem. You need to modify SafariZone script:
1) Add:
Code:def style nil end
under
Code:class Battle::Scene::SafariDataBox < Sprite attr_accessor :selected
2) Add:
Code:def databoxStyle # Return a default style or nil to prevent errors :default end
under
Code:class SafariBattle attr_reader :battlers # Array of fake battler objects attr_accessor :sideSizes # Array of number of battlers per side attr_accessor :backdrop # Filename fragment used for background graphics attr_accessor :backdropBase # Filename fragment used for base graphics attr_accessor :time # Time of day (0=day, 1=eve, 2=night) attr_accessor :environment # Battle surroundings (for mechanics purposes) attr_reader :weather attr_reader :player attr_accessor :party2 attr_accessor :canRun # True if player can run from battle attr_accessor :canLose # True if player won't black out if they lose attr_accessor :switchStyle # Switch/Set "battle style" option attr_accessor :showAnims # "Battle scene" option (show anims) attr_accessor :expGain # Whether Pokémon can gain Exp/EVs attr_accessor :moneyGain # Whether the player can gain/lose money attr_accessor :rules attr_accessor :ballCount include Battle::CatchAndStoreMixin
def databoxStyle; return nil; end
in the SafariBattle class in the plugin placeholders script.