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- Seen Jan 8, 2023
Yes it worked, thanks so much!
GameData::Item
called PortionName
and PortionNamePlural
in preparation of the Improved Item Text plugin.GameData::Item
called HeldDescription
to set up an alternative description for items. This may be used to display a second, completely different line of description text of an item if they have an effect that differs for some reason when viewed in other menus outside of the bag screen. (Z-Crystals, for example):setstyle
key used in the "rules" hash of a Deluxe Battle has been renamed to :setmode
so that it isn't confused with Battle Styles.:size
key used in the "rules" hash of a Deluxe Battle now accepts strings to allow you to set up uneven battle sizes, such as "3v1" or "2v3", or any existing combination you'd like. It still also accepts a number as it did before to set the battle size generally.:status
key used in a midbattle hash now accepts :Random
as a valid entry, to randomly select a status effect to apply, out of all main status effects. Alternatively, you may now input an array of statuses to randomize a status out of the specific ones you've entered in the array.:item
and :ability
keys used in a midbattle hash now accept an array to randomly give a battler an item/ability out of the specific ones you've entered in the array.:stats
key used in a midbattle hash now accepts :Random
in place of a stat ID when setting up an array of stats to change. This will randomly select a stat to change by the number of inputted stages. This will never select a stat that already appears in your stat array.:useitem
key used in a midbattle hash will now properly allow a trainer to use ANY item in battle that has an in-battle effect, not just in-battle items such as X Attack. This means you can force a trainer to use things such as Potions, Ethers, a flute item, or even Poke Balls (though only the player can be forced to use these).:usespecial
key used in a midbattle hash is now compatible with the Focus Meter plugin, and will now accept :Focus
as a value to force a trainer to use their Pokemon's built up Focus, or to manipulate the level of their Focus Meter.Midbattle_Config
. Updating the plugin will overwrite any of your additions.I'm getting the following error when I try and start a battle, and it's confusing me because if I'm reading the message right the error is in the part I just copied from the example and substituted out.
Script error in event 6 (coords 10,9), map 116 (town 2)
Exception: SyntaxError
Message: (eval): 1: syntax error, unexpected ',', expecting end-of-input
...rt([:RIVAL_Sammy, "Sammy", 1]), {
... ^
***Full script:
TrainerBattle.dx_start([:RIVAL_Sammy, "Sammy", 1]), {
:BGM => "Energetic Indy Rock"
:environ => : Sand
:nomoney => True
})
:SE
, :Cry
or :Anim
symbols in the array to set a sound effect, battler cry, or animation during a cinematic speech event, respectively. It also accepts move ID's to play the animation of a specific move as well.DEMO_CAPTURE_TUTORIAL
to Midbattle_Config
which may be used as an example to set up a scripted battle that may serve as a basic capture tutorial.DEMO_VS_SADA_PHASE_1
and DEMO_VS_SADA_PHASE_2
to Midbattle_Config
which may be used as an example to replicate both phases of battle versus AI Sada from Pokemon Scarlet.:victory
- Allows you to set certain music to play as the victory jingle for this battle (or no jingle to play).:player
- Allows you to temporarily change the name and/or outfit of the player character for this battle only.:party
- Allows you to set a temporary party to be used by the player for this battle only.:setcapture
- Allows you to set all Poke Balls thrown in a wild battle to always be 100% or 0% successful.:autobattle
- Allows you to set the AI to control the player's choices in this battle."move"
- Triggers when a battler uses ANY move during the attack phase."physicalMove"
- Triggers when a battler uses a physical move during the attack phase."specialMove"
- Triggers when a battler uses a special move during the attack phase."statusInflicted"
- Triggers when a battler is inflicted with a status condition."battleStyle"
- Triggers when a battler initiates EITHER battle style (PLA Battle Styles)."attack"
renamed to "damageMove"
"status"
renamed to "statusMove"
"damage"
renamed to "damageTaken"
"halfhp"
renamed to "halfHP"
"halfhp_final"
renamed to "halfHPLast"
"lowhp"
renamed to "lowHP"
"lowhp_final"
renamed to "lowHPLast"
"moveFIRE"
, "statusMoveWATER"
, "physicalMoveFAIRY"
, etc."move"
trigger specifically, you may add a particular move ID at the end to only trigger when that specific move is used. For example, "moveBODYSLAM"
will only ever trigger when the move Body Slam is used.:ability
key used in a midbattle hash now accepts :Reset
as a value to reset the battler's ability back to whatever its natural ability is.:blankspeech
- May be used to display normal text with cinematic black bars without being tied to a specific speaker.:usemove
- May be used to control which specific move a battler will use this turn.:lockspecial
- May be used to toggle the availability of battle mechanics such as Mega Evolution mid-battle.Midbattle_Config
. Updating the plugin will overwrite any of your additions.DEMO_VS_SADA_PHASE_1
and DEMO_VS_SADA_PHASE_2
added in this update. This is just an example to show what can be accomplished with this update (particularly phase 2).Is it possible to color mid-battle text? I've been trying to but it doesn't seem to register either "\c[x]" or "\\c[x]" and I can't think of anything else. :/
For context:
Spoiler:... midbattle = {"turnCommand" => {:text => ["\c[6]Hope: \c[0]I'm sure you understand the basics of battle, so we'll skip that part.", ...
I can deal with it if it just doesn't support it, but I figured it'd be a good idea to ask, just in case.
(...Also, how do I update the plugin from 1.1.9 to 1.2? I tried and it keeps crashing... The one consistent thing is that it crashes when I have the Focus system installed, so is it just not compatible with the new version of EDX yet? If so... that is unfortunate, but I can probably make 1.1.9 work if need be)
It doesn't give an error at all. At least, not as a pop-up. It starts loading the plugins and as soon as it gets to EDX (or FMS?) it instantly closes. Some sort of error (I think) pops up in the console that shows up with the playtest in red text, but it closes way too quickly for me to read it at all (About one frame is all I get to look at it). Idk, it's just bizarre.
I don't know if that helps at all, I'm sorry if it isn't helpful, but that's genuinely all I have. I can try to screenshot that single frame, tho it might take a while to get it. .-.
Annoyingly incompatible with randomised trainer teams. Still, adds enough that if I have to choose one I'm choosing it.
(broken link removed)
Here, pretty sure the problem is on its end because its the one that breaks.
Text color changes after mid battle dialogue finishes, is there any way to prevent that from happening?
Is the text color you use different than the default?
Yes, I am using a white font instead of black, but it reverts to black after playing the speech
LIGHT_TEXT_MAIN_COLOR
is set to in MessageConfig when displaying dialogue (black bars), and then when the bars fade, it reverts to whatever your default text color would normally be for your windowskin using getDefaultTextColors
. You must have set up your text weirdly if it doesn't recognize your text color as the default.