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Thanks for informing me. Even I am a python programmer so i really know what a script requires . So besides asking you and disturbing you I will just wait and check for the updates , anyway nice to meet you and Best of luck to both of you for script . 🙂
hey guys i took some time to build some maps but i think i don t understand
how lure will work with rare spawn in dynamax raids i know i am stupid
but like i give an example take a water raid in which dragonair is the rarest pokemon
but even lure doesnt help in that spawning if you dont know what lure is
a item that boost chace of rare pokemon to spawn
hey guys i took some time to build some maps but i think i don t understand
how lure will work with rare spawn in dynamax raids i know i am stupid
but like i give an example take a water raid in which dragonair is the rarest pokemon
but even lure doesnt help in that spawning if you dont know what lure is
a item that boost chace of rare pokemon to spawn
So if I understand you correctly, you have a custom item called Lure that is designed for attracting rare wild species, and you're asking how to attract a rare species in a den with this item?
Honestly, I don't really feel like the item should affect den species. I mean, other encounter-modifying items like Repels and White Flute have no effect on raids, so I don't really think this Lure item should, either. Raid encounters are events, and event species aren't usually affected by encounter modifiers.
If you're dead set on making it work on raids though, I don't think there's an easy solution. The way raids determine species is handled in a completely different way than standard encounters are, so there's no generalized way to do this. The only things I can think of are:
A) Manually create a list of rare species the raid should spawn if the Lure item is active. But then you'd have to do this with every single raid event.
B) Set the species to nil so that the den only spawns species on that map's encounter table, and customize the code in the raid script itself where this is handled so that it pulls from a specific "rare" encounter table instead when Lure is active. Idk how to actually do this off the top of my head, it's just a general idea.
The simplest solution imo is just to not have Lures affect raids lol.
you understand me correctly and lure is not a custom item it is lets go game
and i think a simple line of code script can do it i think
like battle compatibility if you have mega evolution available dynamax is locked so
if you can make a custom code that checks if lure is active and then
changes the pokemon spawn rate so rare pokemon like those who have a 1% chance
of spawning becomes like 10%
you understand me correctly and lure is not a custom item it is lets go game
and i think a simple line of code script can do it i think
like battle compatibility if you have mega evolution available dynamax is locked so
if you can make a custom code that checks if lure is active and then
changes the pokemon spawn rate so rare pokemon like those who have a 1% chance
of spawning becomes like 10%
You don't understand how raids determine species. It's not based on the encounter data. It gathers every species in the Pokemon PBS that matches your criteria (Rank, Types, Habitat, Regional Dex) and then puts all those species into one big array and then randomly chooses between all of those species. Rarity is never something thats considered, because it's not checking what the encounter rates are for that species on each map. So it's impossible to determine which species is "rare" and which isn't without reworking how the entire species list is generated. And that's a lot of work just to make one item work with this.
And like I said earlier, it wouldn't even make sense for Lure to work with this, anyway. The Lure item in the LGPE games affect wild overworld Pokemon. It doesn't affect event Pokemon. Raid Den Pokemon are event Pokemon, so even if dens existed in LGPE, Lures wouldn't affect them anyway.
A little problem, the Life ord should reduce 5% instead of 10% when dynamax,but I cant find similar handle in the scripts.
I did some simple and temporary handle below.
BattleHandlers::UserItemAfterMoveUse.add(:LIFEORB,
proc { |item,user,targets,move,numHits,battle|
next if !user.takesIndirectDamage?
next if !move.pbDamagingMove? || numHits==0
hitBattler = false
targets.each do |b|
hitBattler = true if !b.damageState.unaffected && !b.damageState.substitute
break if hitBattler
end
next if !hitBattler
PBDebug.log("[Item triggered] #{user.pbThis}'s #{user.itemName} (recoil)")
user.pbReduceHP(user.totalhp/10) if !user.dynamax?
user.pbReduceHP(user.totalhp/20) if user.dynamax?
battle.pbDisplay(_INTL("{1} lost some of its HP!",user.pbThis))
user.pbItemHPHealCheck
user.pbFaint if user.fainted?
}
)
A little problem, the Life ord should reduce 5% instead of 10% when dynamax,but I cant find similar handle in the scripts.
I did some simple and temporary handle below.
Major Update!
A new plugin will be released tomorrow that incorporates Z-Move and Ultra Burst mechanics and all Dynamax and Max Raid mechanics found in this thread into a single, comprehensive project. This will be known as the ZUD Plugin (Z-Moves + Ultra Burst + Dynamax), and is designed for Essentials v18.dev. Check out ZUD Plugin here. This thread and version of the Dynamax plugin will be abandoned afterwards, so please move any questions or discussion to the new thread, instead.
The new ZUD Plugin includes an improved version of Dynamax and Max Raids that fixes all known issues with the current Dynamax plugin, as well adding a slew of new options and features that this current plugin doesn't support. Here's a glimpse of the new content that will be included:
Dynamax
Spoiler:
Battler graphics for all G-Max forms now come included with the plugin, properly named with the new "_gmax" naming scheme.
Gigantamax forms can now be viewed in the Pokedex, and display their official heights and dex entries.
G-Max moves with names longer than 15 characters will now be cut off with ellipses so that they don't extend out of bounds. This feature can be disabled with a toggle in the script.
All data for Gigantamax forms are now handled in their own PBS file. Here you can customize their form names, dex entries, and sprite metrics to position them in battle. You can also assign G-Max Moves to each species here, and create your own custom G-Max forms. In addition, you can assign new Max Moves for custom types here, too.
Max Moves now use function codes starting with D000 and up, to avoid conflicting with custom moves.
All visual bugs for the move Transform when copying a Dynamaxed Pokemon have been fixed.
Dynamax mechanics are now adjusted for Gen 8 content not included in Essentials v18.1, such as the abilities Gorilla Tactics and Wandering Spirit.
Support for Mid-Battle Dialogue has been added. This allows you to set trainer dialogue before and after Dynamaxing/Gigantamaxing, among other things.
Max Raids
Spoiler:
Battle
Eternamax Eternatus's battle theme is now included, and will play during a raid battle with Eternatus instead of the standard Legendary raid theme.
Raid Pokemon may now attack multiple times in a single turn, like they do in the main series. The amount of extra attacks they get in a turn depends on the size of the raid.
You are no longer able to switch out during Max Raid battles, to closer emulate the main series. You may still switch in a new Pokemon after one faints, though.
The "Run" command is now replaced with "Cheer" during raid battles. Using Cheer can grant your active Pokemon a variety of buffs, heal, destroy the opponent's raid shield, or even recharge your Dynamax Band to allow you to Dynamax for a second time.
Z-Moves can now be used during raid battles, and will remove two bars from the opponent's Raid shield, just like Max Moves do.
Compatibility with Modular Battle Scene allows for 4v1 and 5v1 raid battles (not thoroughly tested, may be buggy).
Events
You can now force certain forms of species to appear in Max Raids by inputting the species and form number in the event script. For example, inputting :ZYGARDE_1 will create a raid den with Zygarde 10% form, instead of standard Zygarde.
The rank of a raid will now scale to fit the highest rank the species is capable of spawning in (if the inputted rank doesn't contain that species). For example, if you create a 5-Star raid and input the species as :CATERPIE, the raid will scale down to a 2-Star Raid, because that's the highest ranked raid Caterpie can appear in. Previously, a scenario like this would just create a 5-Star Ditto raid.
Up to 5 party Pokemon can be displayed on the Raid entry screen now, for compatibility with Modular Battle Scene.
And of course, full compatibility with Z-Moves and Ultra Burst mechanics.
Just delete the current Dynamax and Mechanic_Compatibility scripts. The ZUD Plugin uses completely different scripts, all to be installed right above Main.
Also, undo steps 1 & 5 in the Additional Installation guide. These steps are changed in the new plugin. All the other steps *should* still be the same (although the plugin adds some additional new steps).
Audio and Graphics are the same, the new plugin just adds more. Item and Move PBS data is updated though, so those'll have to be replaced.
Major Update!
A new plugin will be released tomorrow that incorporates Z-Move and Ultra Burst mechanics and all Dynamax and Max Raid mechanics found in this thread into a single, comprehensive project. This will be known as the ZUD Plugin (Z-Moves + Ultra Burst + Dynamax), and is designed for Essentials v18.dev. This post will be updated with a link to this new plugin once it's released. This thread and version of the Dynamax plugin will be abandoned afterwards, so please move any questions or discussion to the new thread, instead.
The new ZUD Plugin includes an improved version of Dynamax and Max Raids that fixes all known issues with the current Dynamax plugin, as well adding a slew of new options and features that this current plugin doesn't support. Here's a glimpse of the new content that will be included:
Dynamax
Spoiler:
Battler graphics for all G-Max forms now come included with the plugin, properly named with the new "_gmax" naming scheme.
Gigantamax forms can now be viewed in the Pokedex, and display their official heights and dex entries.
G-Max moves with names longer than 15 characters will now be cut off with ellipses so that they don't extend out of bounds. This feature can be disabled with a toggle in the script.
All data for Gigantamax forms are now handled in their own PBS file. Here you can customize their form names, dex entries, and sprite metrics to position them in battle. You can also assign G-Max Moves to each species here, and create your own custom G-Max forms. In addition, you can assign new Max Moves for custom types here, too.
Max Moves now use function codes starting with D000 and up, to avoid conflicting with custom moves.
All visual bugs for the move Transform when copying a Dynamaxed Pokemon have been fixed.
Dynamax mechanics are now adjusted for Gen 8 content not included in Essentials v18.1, such as the abilities Gorilla Tactics and Wandering Spirit.
Support for Mid-Battle Dialogue has been added. This allows you to set trainer dialogue before and after Dynamaxing/Gigantamaxing, among other things.
Max Raids
Spoiler:
Battle
Eternamax Eternatus's battle theme is now included, and will play during a raid battle with Eternatus instead of the standard Legendary raid theme.
Raid Pokemon may now attack multiple times in a single turn, like they do in the main series. The amount of extra attacks they get in a turn depends on the size of the raid.
You are no longer able to switch out during Max Raid battles, to closer emulate the main series. You may still switch in a new Pokemon after one faints, though.
The "Run" command is now replaced with "Cheer" during raid battles. Using Cheer can grant your active Pokemon a variety of buffs, heal, destroy the opponent's raid shield, or even recharge your Dynamax Band to allow you to Dynamax for a second time.
Z-Moves can now be used during raid battles, and will remove two bars from the opponent's Raid shield, just like Max Moves do.
Compatibility with Modular Battle Scene allows for 4v1 and 5v1 raid battles (not thoroughly tested, may be buggy).
Events
You can now force certain forms of species to appear in Max Raids by inputting the species and form number in the event script. For example, inputting :ZYGARDE_1 will create a raid den with Zygarde 10% form, instead of standard Zygarde.
The rank of a raid will now scale to fit the highest rank the species is capable of spawning in (if the inputted rank doesn't contain that species). For example, if you create a 5-Star raid and input the species as :CATERPIE, the raid will scale down to a 2-Star Raid, because that's the highest ranked raid Caterpie can appear in. Previously, a scenario like this would just create a 5-Star Ditto raid.
Up to 5 party Pokemon can be displayed on the Raid entry screen now, for compatibility with Modular Battle Scene.
And of course, full compatibility with Z-Moves and Ultra Burst mechanics.
A new plugin will be released tomorrow that incorporates Z-Move and Ultra Burst mechanics and all Dynamax and Max Raid mechanics found in this thread into a single, comprehensive project. This will be known as the ZUD Plugin (Z-Moves + Ultra Burst + Dynamax), and is designed for Essentials v18.dev. This post will be updated with a link to this new plugin once it's released. This thread and version of the Dynamax plugin will be abandoned afterwards, so please move any questions or discussion to the new thread, instead.
Major Update!
A new plugin will be released tomorrow that incorporates Z-Move and Ultra Burst mechanics and all Dynamax and Max Raid mechanics found in this thread into a single, comprehensive project. This will be known as the ZUD Plugin (Z-Moves + Ultra Burst + Dynamax), and is designed for Essentials v18.dev. This post will be updated with a link to this new plugin once it's released. This thread and version of the Dynamax plugin will be abandoned afterwards, so please move any questions or discussion to the new thread, instead.
The new ZUD Plugin includes an improved version of Dynamax and Max Raids that fixes all known issues with the current Dynamax plugin, as well adding a slew of new options and features that this current plugin doesn't support. Here's a glimpse of the new content that will be included:
Dynamax
Spoiler:
Battler graphics for all G-Max forms now come included with the plugin, properly named with the new "_gmax" naming scheme.
Gigantamax forms can now be viewed in the Pokedex, and display their official heights and dex entries.
G-Max moves with names longer than 15 characters will now be cut off with ellipses so that they don't extend out of bounds. This feature can be disabled with a toggle in the script.
All data for Gigantamax forms are now handled in their own PBS file. Here you can customize their form names, dex entries, and sprite metrics to position them in battle. You can also assign G-Max Moves to each species here, and create your own custom G-Max forms. In addition, you can assign new Max Moves for custom types here, too.
Max Moves now use function codes starting with D000 and up, to avoid conflicting with custom moves.
All visual bugs for the move Transform when copying a Dynamaxed Pokemon have been fixed.
Dynamax mechanics are now adjusted for Gen 8 content not included in Essentials v18.1, such as the abilities Gorilla Tactics and Wandering Spirit.
Support for Mid-Battle Dialogue has been added. This allows you to set trainer dialogue before and after Dynamaxing/Gigantamaxing, among other things.
Max Raids
Spoiler:
Battle
Eternamax Eternatus's battle theme is now included, and will play during a raid battle with Eternatus instead of the standard Legendary raid theme.
Raid Pokemon may now attack multiple times in a single turn, like they do in the main series. The amount of extra attacks they get in a turn depends on the size of the raid.
You are no longer able to switch out during Max Raid battles, to closer emulate the main series. You may still switch in a new Pokemon after one faints, though.
The "Run" command is now replaced with "Cheer" during raid battles. Using Cheer can grant your active Pokemon a variety of buffs, heal, destroy the opponent's raid shield, or even recharge your Dynamax Band to allow you to Dynamax for a second time.
Z-Moves can now be used during raid battles, and will remove two bars from the opponent's Raid shield, just like Max Moves do.
Compatibility with Modular Battle Scene allows for 4v1 and 5v1 raid battles (not thoroughly tested, may be buggy).
Events
You can now force certain forms of species to appear in Max Raids by inputting the species and form number in the event script. For example, inputting :ZYGARDE_1 will create a raid den with Zygarde 10% form, instead of standard Zygarde.
The rank of a raid will now scale to fit the highest rank the species is capable of spawning in (if the inputted rank doesn't contain that species). For example, if you create a 5-Star raid and input the species as :CATERPIE, the raid will scale down to a 2-Star Raid, because that's the highest ranked raid Caterpie can appear in. Previously, a scenario like this would just create a 5-Star Ditto raid.
Up to 5 party Pokemon can be displayed on the Raid entry screen now, for compatibility with Modular Battle Scene.
And of course, full compatibility with Z-Moves and Ultra Burst mechanics.
Thats great news but firstly I want to know , what is this v18.dev ? Will this plugin dont work for essentials v18.1 after installing gen 8 project ! .
Thats great news but firstly I want to know , what is this v18.dev ? Will this plugin dont work for essentials v18.1 after installing gen 8 project ! .
I know that this is not maintaned anymore, but can you please share the download link once again? I want to install the new one but already installed this one and now I don't know what are the steps 1 and 5 that I need to undo in order for the new plugin to work properly =\
I know that this is not maintaned anymore, but can you please share the download link once again? I want to install the new one but already installed this one and now I don't know what are the steps 1 and 5 that I need to undo in order for the new plugin to work properly =\
The link doesn't exist anymore, I threw out this version of the plugin.
However, I know what the steps are.
Step 1 added an extra line of code in pbTransform. This should be deleted, because that method no longer exists and transform is handled differently.
Step 5 added a line in Move_Usage_Calculations (it was called pbCalcDynamaxDamage, or something like that IIRC). The new plugin changed this line to:
Code:
pbCalcRaidShieldDamage(target,multipliers)
That's it. Everything else *should* more or less be the same, the steps are just listed in a different order in the new plugin. There's also additional steps to follow that weren't in this original plugin.
Thanks for the reply! By any chance do you remember what was the extra line on pbTransform and which was the added line in Move_Usage_Calculations? I was not able to find pbCalcDynamaxDamage or something likely this on Move_Usage_Calculations