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Emulated Rebornian/Rejuvenian Field Effects & Revamped Battle Tower (v4.0.0) [v21.1] (Updated 5/25/2025)

DarkWolf13

Battle Subway Editor
  • 279
    Posts
    13
    Years
    I hope I am doing this right... but I after working hard on this. I am proud to announce that I present you the Rebornian/Rejuvenanian Field Effects for v21.1.
    Here are some of the screenshots I've taken the liberty to share. No, I'm not Edd from Ed, Edd n Eddy for those who know what he says.

    Update (5/25/2025) to v4.0.0:

    I am proud to announce that after months of working hard on this. It's time to pat myself on the back as the next update of this project is finally here!
    [PokeCommunity.com] Emulated Rebornian/Rejuvenian Field Effects & Revamped Battle Tower (v4.0.0) [v21.1] (Updated 5/25/2025)[PokeCommunity.com] Emulated Rebornian/Rejuvenian Field Effects & Revamped Battle Tower (v4.0.0) [v21.1] (Updated 5/25/2025)[PokeCommunity.com] Emulated Rebornian/Rejuvenian Field Effects & Revamped Battle Tower (v4.0.0) [v21.1] (Updated 5/25/2025)[PokeCommunity.com] Emulated Rebornian/Rejuvenian Field Effects & Revamped Battle Tower (v4.0.0) [v21.1] (Updated 5/25/2025)[PokeCommunity.com] Emulated Rebornian/Rejuvenian Field Effects & Revamped Battle Tower (v4.0.0) [v21.1] (Updated 5/25/2025)[PokeCommunity.com] Emulated Rebornian/Rejuvenian Field Effects & Revamped Battle Tower (v4.0.0) [v21.1] (Updated 5/25/2025)

    Spoiler: Changelog


    Spoiler: Credits


    Download Link: https://www.mediafire.com/file/gt6r...ted_Field+Effect_Battle_Tower+v4_0_0.rar/file
    Patches Link: https://www.mediafire.com/file/r3f0mop2prssqeu/v4_0_1+patch.zip/file

    Extract the main game in a separate folder. Extract patches in the main folder to simply replace the file. Do NOT extract to a new folder or it will not work!
    Please let me know of any issues so that I can fix them the best I can.
    I have provided the .txt files of the Credits and the notes I made regarding the fields so you can study and read up on building teams that revolve around the field.
    Enjoy and have fun.
     

    Attachments

    • Natural Gift Berry Power chart.txt
      565 bytes · Views: 4
    • v3_0_0 movepool additions.txt
      15.1 KB · Views: 9
    • Credits.txt
      5.7 KB · Views: 1
    • DarkWolf13's Emulated Field Effects.txt
      99.5 KB · Views: 0
    Last edited:
    Updated to v2.0.1b

    Changelog:
    • Fixed a bug where Gooey gives an error due to the default Terrain not being added.
    • Added the 17 types of Hidden Power to the Move Tutor to freely select your Hidden Power type.
    • Added functionality of the Beach Field version of the Shell Bell where the holder recovers 25% of the damage inflicted on the target.
     
    Updated to v2.0.2b
    • Fixed issue where wrong form of certain Pokémon will be created in the Battle Tower, such as a female Meowstic using the male form instead of female or Toxtricity being in Amped form regardless of nature.
    • Added AI Bug fixes from the Gen 9 script update.
    • Hoopa can permanently stay between Confined and Unbound forms.
    • Furfrou can permanently remain in a trim form.
    • Fixed issue where moves marked as moves with Fire sub-typing did not have the sub-type on Dragon's Den Field.

    Added a link that includes the fixes. Follow instructions on first post.
     
    Updated to v2.1.0b
    • Installed the latest versions of the Deluxe Battle Kit & Add-Ons
    • Special Fields Division Battles now available. There is slowdown during the challenge so please give it time. However, these battles are using the default roster for now as the Special Fields rosters are still a WIP.
    • Added Master Tera Jewel to the BP Shop.
    • Changed the BP payout after 7 battles to be sufficient.
     
    Updated to v3.0.0b
    • All challenges playable with Grassy & Electric done with update rosters.
    • Underwater Field no longer damages those weak to Water and no longer nerfs non-Water type moves used by non-Water types. Speed reduction remains though.
    • Some move changes on the Tower enemy roster were made.
    • Corrosive Mist Field no longer poisons non-Poison/Steel-type Pokémon.
    • Volcanic/Infernal Field no longer damages non-Fire grounded Pokémon.
    • Murkwater Surface no longer damages grounded non-Poison/Steel-type Pokémon on switch-in.
    • Corrupted Cave Field no longer poisons grounded non-Poison/Steel-type Pokémon.
    • More movepool additions. In movepool additions file, look for Pokémon marked with "*".
    • Removed Field Selector NPC.
    • Misty Terrain/Surge no longer work on Corrosive Mist Field.

    The download also has a new link check the first post for the new link.
     
    Hi Darkwolf13



    I tried out v3.0.0b, the update you made to the Field Effect Project on the 19th of January 2025. I encountered a problem related to the move Bug Bite. When the move is used by the opponent Pokémon, it gives this error message:



    [Pokémon Essentials version 21.1]

    [v21.1 Hotfixes 1.0.9]



    Exception: NoMethodError

    Message: undefined method `is_berry?' for nil:NilClass



    Backtrace:

    MoveEffects_Items:461:in `pbBaseDamage'

    [Deluxe Battle Kit] [002] Damage Calc Refactor.rb:1665:in `pbCalcDamage'

    Battler_UseMove:782:in `block in pbProcessMoveHit'

    Battler_UseMove:774:in `each'

    Battler_UseMove:774:in `pbProcessMoveHit'

    Battler_UseMove:544:in `block in pbUseMove'

    Battler_UseMove:542:in `times'

    Battler_UseMove:542:in `pbUseMove'

    [[DBK] Animated Pokémon System] [007] Substitute Doll.rb:82:in `pbUseMove'

    [Deluxe Battle Kit] [001] Animation Utilities.rb:278:in `block in pbProcessTurn'



    This is when I downloaded the latest version of the Field Effect Project, and I did not add any additional plugins. I can't quite tell what's going wrong with the version of Deluxe Battle Kit the download of the Field Effect Project comes with. Because when I change the move properties of Bug Bite in moves.txt, to have None as its function code, meaning it's an ordinary attack move, the game does not throw an error message and soft lock the game repeatedly, until a paralysis check paralyzes the opponent Pokémon. I thought it would be best to alert you to this problem I encountered. I first found out about this problem on the 23rd of January 2025.
     
    That is strange. I'm doing a test battle with an opposing Pokemon with Bug Bite and the move works as intended. Do you know if this was done in a field? If so, which field was it so I can test. And did you do a fresh download and a fresh restart of a new save? You might need to erase your old save and start anew.
     
    Last edited:
    That is strange. I'm doing a test battle with an opposing Pokemon with Bug Bite and the move works as intended. Do you know if this was done in a field? If so, which field was it so I can test. And did you do a fresh download and a fresh restart of a new save? You might need to erase your old save and start anew.
    Hi Dark Wolf

    This time, I downloaded the source project from here on Poke Community. I cleared out all my save files that were leftovers I overlooked when I was crafting my own build of Essentials. I did a test battle against the Team Rocket Grunt in the stock maps that come with Essentials. When fighting Burmy in a battle with no field effects active, on Route 7 of Essen, the stock region map that comes with Essentials, and it uses Bug Bite. This happens:

    [PokeCommunity.com] Emulated Rebornian/Rejuvenian Field Effects & Revamped Battle Tower (v4.0.0) [v21.1] (Updated 5/25/2025)

    I have made zero edits to your Field Effect Project when testing again the Bug Bite crash issue. And this is the PBS data of the fight on Route 7, in a normal trainer battle situation, in a battle with no Field Effects active:

    [PokeCommunity.com] Emulated Rebornian/Rejuvenian Field Effects & Revamped Battle Tower (v4.0.0) [v21.1] (Updated 5/25/2025)

    And just like before, if this crash happens and the opponent of player Pokémon using Bug Bite don't get affected by Paralysis, the game soft locks. This issue happened in the exact same way, before I cleared out the possibility of leftover data affecting things. And after clearing out leftover save data.
     
    That is strange... also, those trainers in the Essen route I left untouched because the primary focus of the game itself is the Battle Tower.

    I went to that particular trainer and tested it out and had Burmy use Bug Bite on me, and I had Static but I did not get the error.
    Edit: AH, I SEE..!! The error occurs AFTER the berry was stolen and eaten and the move was attempted again. That was my doing because I had changed Bug Bite and Pluck to deal extra damage if the target was holding a berry. Thank you for sharing this and I'll see to a quick patch to solve this immediately.
     
    Last edited:
    Added a fixes link underneath the main link. Put it into the game's main folder and simply extract and replace all files within it. If you had made any changes prior, BACK UP the folder first.

    Added a fix with Bug Bite/Pluck
    • Bug Bite and Pluck no longer deal extra damage as it caused a bug when attempting the move again after successfully stealing and eating a held berry.
     
    Hi Dark Wolf

    This time, I downloaded the source project from here on Poke Community. I cleared out all my save files that were leftovers I overlooked when I was crafting my own build of Essentials. I did a test battle against the Team Rocket Grunt in the stock maps that come with Essentials. When fighting Burmy in a battle with no field effects active, on Route 7 of Essen, the stock region map that comes with Essentials, and it uses Bug Bite. This happens:

    View attachment 171229

    I have made zero edits to your Field Effect Project when testing again the Bug Bite crash issue. And this is the PBS data of the fight on Route 7, in a normal trainer battle situation, in a battle with no Field Effects active:

    View attachment 171230

    And just like before, if this crash happens and the opponent of player Pokémon using Bug Bite don't get affected by Paralysis, the game soft locks. This issue happened in the exact same way, before I cleared out the possibility of leftover data affecting things. And after clearing out leftover save data.
    The fix has been applied. I tested it and it no longer crashes or gives an error when attempting the move again after the berry was stolen and consumed by the move.
     
    The fix has been applied. I tested it and it no longer crashes or gives an error when attempting the move again after the berry was stolen and consumed by the move.
    I just tested the Fixes Patch for 3.0.0. Bug Bite is working as intended now. The game no longer soft locks when a Pokemon in a regular battle with no field effects use Pluck or Bug Bite. Good job on making the fix!
     
    Kudos for releasing an alternate version of Pokémon Essential 21.1 featuring Pokémon Reborn's Field Effects. I had wondered why so many rebornian fangames were still based on version 17 of Essentials. Does the battle AI in this version take into account all these terrain changes? (I know that at Reborn, their combat AI script is almost 1 Megabyte)

    For my part, I entirely coded my Field Effects on my fangame, based on an old version of PSDK.
    Here is the full documentation. Maybe it can give you some ideas.

    I have a holistic version of Field effects: so it encompasses weather and other terrain effects that aren't explicitly a battlefield or climate effect.
     
    Kudos for releasing an alternate version of Pokémon Essential 21.1 featuring Pokémon Reborn's Field Effects. I had wondered why so many rebornian fangames were still based on version 17 of Essentials. Does the battle AI in this version take into account all these terrain changes? (I know that at Reborn, their combat AI script is almost 1 Megabyte)

    For my part, I entirely coded my Field Effects on my fangame, based on an old version of PSDK.
    Here is the full documentation. Maybe it can give you some ideas.

    I have a holistic version of Field effects: so it encompasses weather and other terrain effects that aren't explicitly a battlefield or climate effect.
    Thank you. The Battle AI I will have to take a huge look into once I have the Tower rosters in every field challenge ready and set. There are a few glaring issues I have been seeing such as the AI favoring NVE moves at times like Knock Off but maybe cuz it prioritizes slapping down the opponent's item away. Also, 2-two moves ALWAYS targeting the right-most Pokemon in Doubles/Triples like I have a Steelix on the right and the opponent chooses Meteor Beam but targets Steelix, not Steelix's partner who is weak to the move. I would love to find a way to stop that. I don't plan on adding any more fields since it had taken me a few months before finally having all the fields from Reborn/Rejuvenations working (BAR MIRROR FIELD, sorry but a field that encourages accuracy hax is definitely not what I wish to have here.) Plus these fields, as I said in the first post, function different to their games of origin since I don't know how to effectively change the field bgs midbattle, so I chose not to include the transitioning effects and removed field damage overall. This project is still ongoing but going slow since RL stuff and working alone on this.
     
    That's why I shared my own game design, hoping that this can help you complete what you're missing.
    I managed to code all the features myself (barring the addition of a second type, as this Pokémon Reborn mechanic was absent from my game design).

    BTW, here is the mother script of my Field Effects. (The forum does not allow sending *.rb files, I renamed the extension to *.txt)
    You can see it in action by downloading my fangame. (Which will allow you to see the few hundred method calls from the BattleEngine involving the Field Effects). Even if it's not on Pokémon Essentials, on PSDK, it's still Ruby, so the same programming language.
     

    Attachments

    • 12112 Field effects of Keltios.txt
      205.8 KB · Views: 4
    • Field Effects_EN.pdf
      1.7 MB · Views: 4
    Amazing plugin(?) addon? template? So far the most polished when it comes to Field Effects in 21.1
    It's nice how it integrates with other plugins and modern mechanics, most importantly plugins relating to DBK.
    I just had a couple questions regarding the project itself and future plans:
    1. Could there be an option to re-enable the damage/poison/nerf effects removed in 3.0.0b, I'm sure some gamedevs would like to have them for certain occasions.
    2. Any plans to support DBK's Dynamax Add-On (or at least make it so that Dynamax doesn't work on the Nostalgia Field like other Battle Gimmicks)
    3. Would it be possible to have "Field Notes" or more detailed descriptions in the Enhanced Battle UI menu?
    4. Do you think the fields could have issues with the "Innate Abilities" plugin? I've tested a few interactions and I haven't found any problems with the Flower Garden Field at least.
    5. Any plans for major updates? I'm particularly wondering if you'll update the fields to work alongside the DBK's Raid Plugin when it releases.
     
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