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PLA Battle Styles for v20.1
An adaptation of the Strong/Agile Style system from Pokemon Legends Arceus into Pokemon Essentials.
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Overview
In Pokemon Legends Arceus, a new battle mechanic was introduced that allowed you to shift the battle style of your Pokemon during combat to optimize their attacks in certain ways. This mechanic was designed to emphasize that game's unique approach to turn based combat for the Pokemon series - opting for a more active time battle approach as opposed to Pokemon's traditional turn based combat. When utilizing the Strong Style, Pokemon would act slower, meaning more infrequent turns. However, this would be offset by a boost in overall power and effectiveness of their moves. In contrast, using the Agile Style would instead weaken the Pokemon's move power, but with the benefit of being able to act sooner, with more chances to act.
Because of how different the battle system is in this game, replicating this mechanic as it was designed within the framework of a traditional Pokemon system isn't possible. However, with some creative liberties, the general themes and spirit behind PLA's Battle Style mechanics can be reimagined for Essentials, which is the goal of this plugin. All the mechanics related to battle styles have been retooled and rebalanced for use in Essentials, with customization options to allow you to tweak things as you see fit for your game.
Plugin Features
- Fully replicated the Strong/Agile battle styles from PLA.
- The ability to "master" a Pokemon's moves, which allows them to utilize battle styles.
- Pokemon may now naturally master level-up moves as they level.
- Introduces the Seed of Mastery item, which allows you to master a Pokemon move.
- The ability to master the moves of AI Pokemon to allow them to use battle styles against you.
- Graphics, Audio, and animations for the use of battle styles in combat.
- Full compatibility with my Enhanced UI plugin; allowing you to see the effects each battle style has on your moves.
-DOWNLOAD LINK-
Installation
Spoiler:
- Download and install the latest version of the Essentials Deluxe plugin. To reiterate, this is required for this plugin to work.
- Download this plugin using the link provided and extract its contents to your root Essentials folder.
- Use the Settings file located in this plugin's folder to adjust things to your liking.
- IMPORTANT: If you plan on using other plugins that replaces or overwrites your entire Items or Moves PBS files, such as the Gen 9 Pack, then you must install this plugin AFTER installing those first. If you install this one first, then any PBS changes applied by this plugin will be overwritten the second those plugins are installed, thus rendering this plugin useless. Please keep that in mind before claiming that this plugin doesn't work.
Changelog (v1.0.9 FINAL VERSION)
Spoiler:
- FINAL UPDATE 1.0.9
- Made various tweaks for better compatibility with the newest update to the Gen 9 Pack.
- This is the final update for this plugin. Going forward, my focus will now be on adapting this plugin for v21.
- 1.0.8
- Fixed a bug that prevented moves from being mastered when leveling up via Rare Candy.
- Made it so leveling up via Exp. Candies may now prompt move mastery, which was missing before.
- Many new game statistics may now be tracked.
- 1.0.7
- Made several updates to the script in preparation for the release of the Terastal Phenomenon plugin.
- Expanded the battle style midbattle triggers with extra functionality.
- 1.0.6
- Updated midbattle triggers related to battle styles to be compatible with the latest update to Essentials Deluxe.
- 1.0.5
- Refactored all of the code related to displaying Style buttons while in the Fight Menu, and moved it into this plugin instead of keeping it in Essentials Deluxe.
- Fixed a visual bug related to the Styles button in the Fight Menu that wouldn't display the button properly.
- Fixed an error that would occur when the Battle Style animation would trigger in a battle with an unequal number of battlers on both sides.
- 1.0.4
- Moved all switches introduced by this plugin to Essentials Deluxe settings, for tidiness.
- Updated the AI so that they will no longer trigger Battle Styles on their own if they are flagged to only use them as part of a scripted battle event using Essentials Deluxe.
- 1.0.3
- Moved the Move Mastery debug tool implemented by this plugin so that it is now located in the "Deluxe" debug menu added by Essentials Deluxe.
- Added the following debug options to the general debug menu under "Deluxe Plugins..."
- Toggle the switch that enables/disables Battle Styles.
- 1.0.2
- Fixed a error that would occur in battle that would check for a ZUD property, causing a crash if ZUD wasn't installed.
- 1.0.1
- Messages related to Battle Styles will no longer be displayed if the battle has already concluded, or the trainer is out of usable Pokemon.
Plugin Tutorials
Player Battle StylesSpoiler:Move Mastery
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In order to use a battle style, your Pokemon must first have at least one known move that has been "mastered". Move mastery is permanent, meaning that even if the Pokemon forgets the move and re-learns it, the move will still be mastered upon relearning it. You can tell if a move has been mastered by checking for the scroll icon next to any move in the moves page in the Pokemon's Summary.
There are several ways in which you can master a move, which are outlined below:
- Level-Up
Pokemon will naturally master moves that appear on their level-up learnset when leveling up with that move in their moveset. The levels that they need to reach in order to master each level-up move depends on when that move was learned. This can range from 9 to 11 levels from when they first learned the move. Moves that were learned below level 25 require 9 level-ups. Moves that were learned below level 35 require 10 level-ups. Any moves learned at a higher level than that will require 11 level-ups.
For example, Pikachu learns Electro Ball at level 12. Because this move was learned before level 25, it requires 9 level-ups to master, meaning the minimum level Pikachu needs to reach with Electro Ball in its moveset is level 21.
- Seed of Mastery
Moves that don't appear in the Pokemon's level-up learnset will not be mastered naturally. The only way to master these moves through normal gameplay is by feeding the Pokemon a Seed of Mastery. If so, you will be given the ability to select one of their moves to master. This mimics how Seeds of Mastery can be used in PLA, where only tutor moves can be mastered through this item. However, if you don't like this restriction, you can use thePLA_MOVE_MASTERY
plugin Setting to remove it, allowing you to use Seeds of Mastery to master ANY eligible Pokemon move, even level-up moves.
Note: If a Pokemon reaches max level and thus can no longer naturally master level-up moves from leveling up, then Seeds of Mastery can be used to master any of the Pokemon's level-up moves, regardless of whether or not the restriction is in place.
- Script/Event
You can set up a script or event to master a Pokemon's moves. You can master a specific move by usingPokemon#master_move(id)
, where "id" is either an index number of the Pokemon's moveset, or a move ID that appears in the Pokemon's moveset. Alternatively, you can just usePokemon#master_moveset
to master the Pokemon's entire moveset instead.
- Debug
When playing in debug mode, a new option in the Pokemon's debug options will appear within "Deluxe Options.." which handles move mastery. When selected, this will instantly master all eligible moves in that Pokemon's moveset.
Battle Style Selection
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Once a Pokemon has at least one mastered move in its moveset, the option to use battle styles will appear during battle. When theACTION
button is pressed, you will now be able to toggle between Strong or Agile styles by pressing the left and right keys. While scrolling through your style options, you may press theSPECIAL
button to toggle a "Style Info" menu that gives you a brief rundown of the effects that each style will grant you. You may press theBACK
button at any time to cancel your style choices and return to your move selection.
When you've chosen your desired style, you may press theUSE
orACTION
button again while highlighting your desired style to return to your move selection, and select one of your mastered moves. You can tell which of your moves are mastered by the scroll icon that appears next to a move. You cannot enter a battle style if you select an un-mastered move. After a move has been selected, the Pokemon will enter your selected style at the start of the turn, before any actions have been taken. They will then proceed with their turn, remaining in your selected style for a number of turns until the effect expires.
Note that even if the Pokemon has mastered moves and is capable of using battle styles, the option will not appear if the Pokemon also meets the requirements for Mega Evolution, Z-Moves, Ultra Burst, or Dynamax, or is under the effects of any of those mechanics. Battle Styles will always have the lowest priority among these mechanics, and will only be an available option if no other mechanic is currently available or in use.
Enemy Battle StylesSpoiler:Move Mastery
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Much like with the player, AI opponents only require that a Pokemon has at least one mastered move in their moveset in order to have the option to use battle styles. Unlike other battle mechanics such as Mega Evolution, this is something that may be performed by wild Pokemon too, not just trainers.
For wild Pokemon, all you need to do is set their moves as mastered. This can be done through setting up a Deluxe wild battle with Essentials Deluxe (refer to that plugin's tutorial for details), or you can manually create a Pokemon object and set the "id" inPokemon#master_move(id)
to the index or ID of the move you want mastered. If you want to master the wild Pokemon's entire moveset, you can simply usePokemon#master_moveset
instead.
Alternatively, if you want wild Pokemon to spawn with mastered moves at random, you can use theWILD_MASTERY
plugin Setting to make this happen. Set this to a number between 0-100 to set the likelihood of random wild Pokemon appearing with a mastered move. Setting this to 0 will make it so that random wild Pokemon will never spawn with a mastered move, where as setting this to 100 will make it a guarantee with each encounter. Tweak these odds to what feels right to you.
For opposing trainers, you can simply set this up through either the in-game trainer editor, or through thetrainers.txt
PBS file. You simply have to setMastery = yes
on a Pokemon, and all of its eligible moves will be considered mastered when battled.
Battle Style Selection
Spoiler:The AI will select either Strong or Agile styles based on a number of factors. Typically, if the AI is slower than you, it will favor Agile Style, but if it has moves that can perform better in Strong Style, it will tend to favor that instead. If neither style would be beneficial for whatever reason, then it may also opt to not use any style at all. A lot of randomness is factored into this as well, as to not make the AI's selection too predictable, but this is typically how things will play out. It's difficult to make the AI behave intelligently and with purpose, so they may not consistently select the best style for their situation. But that's AI for ya.
Battle Style MechanicsSpoiler:General
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When a Pokemon enters a battle style, it must remain in that style for a number of turns before reverting to normal. For the duration of this effect, all of the bonuses or penalties associated with that style remain active. A Pokemon cannot change into a different style until the effects of its previously selected style have expired. By default, the effects of your selected style remain in play for 2 turns. However, this can be customized with theSTYLE_TURNS
plugin Setting, which allows you to set the duration of battle styles last however long you like.
Unlike mechanics such as Z-Moves or Dynamax, Battle Styles can be used as many times as you like in a single battle. However, there is a cooldown period you must wait between each usage before the option to use a Battle Style becomes available again. By default, this cooldown period lasts for 3 turns. However, this can be customized with theSTYLE_COOLDOWN
plugin Setting, which allows you to set the cooldown period between uses to whatever you like. Note that if you set this to -1, Battle Styles will never cooldown, meaning they'll only be usable once per battle.
A Pokemon may only initiate a battle style by selecting a mastered move in their moveset to attack with. However, once the Pokemon is in a battle style, it can use any move in its moveset, even if they are un-mastered. Any un-mastered moves that are selected will not receive any bonuses from the style, however. While in a battle style, any mastered moves that the Pokemon uses will consume 1 additional PP than normal.
Strong Style
Spoiler:This style emphasizes the power and effectiveness of your moves. However, this comes at the cost of reducing the Pokemon's turn priority, meaning it will typically act slower than it normally would. Pokemon in this style are also vulnerable to being flinched by Agile Style users, who can typically strike first and disrupt you before you can attack.
Bonuses:
- Move Statistics
- Increases the Base Power of damage dealing moves. (Ignores moves with variable damage, such as Low Kick or Gyro Ball)
- Increases the Accuracy of moves that rely on accuracy.
- Increases the odds of applying an added effect on moves that have them.
- Move Effects
- Healing moves will generally heal significantly more HP.
- Moves that raise the user's stats will increase its stats by an additional stage.
- Moves that lower the opponent's stats will reduce their stats by an additional stage.
Penalties:
- Priority
For the duration of this battle style, the user will have the lowest priority within its priority bracket. Moves or effects that change priority will still change its priority, but it will still be the slowest Pokemon within that new bracket.
- Flinching
For the duration of this battle style, the user is highly susceptible to being flinched by users of the Agile Style. If the user takes any direct damage from an opponent using Agile Style, the user will flinch and be unable to act. This may only occur once per style usage however, so the user cannot be flinched on consecutive turns (unless a different effect that causes flinch happens to trigger).
- Move Effects
Recoil moves will generally deal significantly more recoil damage to the user.
Agile Style
Spoiler:This style emphasizes speed and disrupting the opponent. However, this comes at the cost of weakening the power and effectiveness of the user's moves. Pokemon in this style also become immune to flinching, and will ignore any effects that would normally apply it.
Bonuses:
- Priority
During the turn that this style is triggered, the user will have the highest priority within its priority bracket. Moves or effects that change priority will still change its priority, but the user will still be the fastest Pokemon within that new bracket.
- Flinching
For the duration of this battle style, the user is completely immune to effects that would cause flinching. In addition, if a user in this style deals direct damage to an opponent in the Strong Style, that opponent will be flinched and unable to act. This may only occur once with each of the opponent's uses of Strong Style however, so you cannot flinch the opponent on consecutive turns (unless a different effect that causes flinch happens to trigger).
- Move Effects
Reduces the amount of recoil damage taken by certain recoil moves.
Penalties:
- Move Statistics
Reduces the Base Power of damage dealing moves. (Ignores moves with variable damage, such as Low Kick or Gyro Ball)
- Move Effects
- Healing moves will generally heal significantly less HP.
- Moves that raise the user's stats will increase its stats by one less stage than usual (unless the move already only increases by 1 stage).
- Moves that lower the opponent's stats will reduce their stats by one less stage than usual (unless the move already only reduces by 1 stage).
Mastery BlacklistSpoiler:Most moves can be mastered, however not every move can. Moves that I felt would not work well when used with a Battle Style, or would be too broken if abused in certain ways have been given the flagCantMaster
in that move's PBS data. Any move that has been given this flag cannot be mastered through any means, and thus cannot be used to initiate a Battle Style in combat. If you would like to flag any of your own custom moves as unable to be mastered, you can add this flag to that move's PBS data. Below is a list of every move I have flagged as un-masterable:
- U-Turn
- Rage Powder
- Memento
- Obstruct
- Parting Shot
- Snatch
- Dynamax Cannon
- Volt Switch
- Misty Explosion
- Crafty Shield
- Counter
- Final Gambit
- Detect
- Mat Block
- Quick Guard
- Mirror Move
- Destiny Bond
- Grudge
- Spiky Shield
- Fissure
- Sheer Cold
- Explosion
- Self-Destruct
- Last Resort
- Snore
- Fake Out
- Endeavor
- Guillotine
- Horn Drill
- Spit Up
- After You
- Baton Pass
- Celebrate
- Copycat
- Endure
- Follow Me
- Happy Hour
- Helping Hand
- Hold Hands
- Me First
- Metronome
- Mimic
- Perish Song
- Protect
- Roar
- Sketch
- Sleep Talk
- Splash
- Spotlight
- Substitute
- Swallow
- Whirlwind
- Belch
- Baneful Bunker
- Mirror Coat
- Ally Switch
- Healing Wish
- Instruct
- Lunar Dance
- Magic Coat
- Rest
- Teleport
- Trick Room
- Wonder Room
- Wide Guard
- Behemoth Bash
- Behemoth Blade
- Metal Burst
- King's Shield
- Flip Turn
- All Z-Moves
- All Max Moves and G-Max Moves
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