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ZUD plugin - Z-moves, Ultra-Burst, Dynamax, Dynamax adventures [v18]

Interesting question. Nobody's asked me what I want to add before lol.

Back when I first adapted this plugin from Fauno's original Dynamax tutorial, my main goal was to simplify the installation process for people, since his tutorial was complicated and had many script errors. So all I really wanted to do was spruce up what he already had, and make it more accessible. Over time, this project became more and more ambitious, with the addition of Max Raids, and then later combining it with Z-Moves with the help of StCooler. Now we have Dynamax Adventures as well. The scope of what this plugin encompasses continues to expand.

As for the future of the ZUD Plugin and where I would like to take it, I have a variety of ideas. Some are extremely ambitious and will probably never happen, and others are small things that I would love to get to, but are simply too insignificant to put a lot of time into. Others are just technical things to make the plugin easier to use. Below is a list of all of the ideas I have, although please keep in mind that these are just -ideas- and not actual items on the agenda. Most of these will probably never be worked on.


Compatibility Updates
  • Compatibility with Essentials v19.
  • Compatibility with EBDX (assuming it's updated to work with v19).
  • Compatibility with Cable Club (I haven't looked at this script yet, but it sounds cool).

Graphical Updates
  • Unique common animation for triggering Z-Moves.
  • Unique common animation for triggering Ultra Burst.
  • Unique common animation when Dynamax ends.
  • Unique move animations for all Z-Moves.
  • Unique move animations for all Max Moves and G-Max Moves.
  • Sprites for Dynamax Pokeball to be used when sending out a Dynamax Pokemon.
  • Animated sprites for red clouds over Dynamax Pokemon's heads.
  • Create a more cinematic intro to Max Raid battles, rather than just the black screen + text that is used now.
  • Find a better way to display enlarged Pokemon sprites so battles don't look so cramped and ugly (I don't think there's a good way to do this tbh).

Audio Updates
  • Unique sound effects for toggling the Z-Move/Dynamax buttons, like in the main series.
  • Add the actual Dynamax cries for each species, instead of just altering their base cries.

Mechanical Updates
  • Implement Totem forms to Pokemon that come in larger sizes, like in USUM.
  • Add some kind of generalized way of implementing Z-Move status effects to custom status moves people have added to their game, so that they don't simply do nothing when used as Z-Moves.
  • Add G-Max sprites to the Sprite Position Editor, rather than making you manually edit them in the PBS through trial & error.
  • Add metrics data for generic Dynamax (non-G-Max) sprite positions, since many Pokemon move positions after Dynamaxing.
  • Add AI partner trainers to Max Raid Battles (I'll probably never do this one tbh).
  • Make it so that OHKO moves remove 2 bars of the opponent's raid shield, like in the main series.
  • Restrict the player from using their full party in Max Raid battles, like in the main series.
  • Allow the Cheer command to be used during a fainted Pokemon's turn, like in the main series.
  • Skip the "Would you like to change Pokemon?" prompt during Max Raid battles, and just automatically send out the Pokemon instead.
  • Allow you to scroll through Pokemon info pages in the Max Raid Database with the arrow keys, instead of having to exit a page first to view another.
  • Add Endless Mode to Dynamax Adventures.
  • Add new types of map tiles to Dynamax Adventures, such as locked doors that require keys, or NPC's that offer you Z-Crystals. Fun things like that.

Installation Updates
  • Redo how the installation process is done so that all ZUD scripts can simply be installed by compiling the game, like how EBDX does it. Rather than having to individually copy/paste the code for each script manually.
  • Create a stand-alone Pokemon PBS file to add Habitat data for each species, rather than having to provide the full Pokemon PBS file just for this one minor thing (and risk erasing people's custom changes).


Besides all of these things, I suppose it's up to Game Freak what may or may not get added. Each new battle mechanic that has been added to the series is now represented in Essentials thanks to what's already been added in the base kit (Megas, Primals), and ZUD (Z-Moves, Ultra Burst, Dynamax). If a brand new battle gimmick is added in Gen 9 that Maruno has no interest in adding into Essentials himself, then it's possible this plugin may expand once again to encompass that mechanic as well. But it really depends on what that mechanic is, and how possible it is to pull off.

Now you are talking . No one would have thought about the possibilities that you are thinking of , hope you succed in those .
 
Sorry for bothering my main problem is hearts not working in dynamax adventure

Ok well, hearts work fine for me and no one else has reported this problem, so I dont know what to tell you. Reinstall the Adventure and Lair Map scripts and see if that does anything.
 
I reinstalled the adventure and lair map scripts but no use.

Oh, my mistake. It looks like I somehow never updated the LairMap script in the link with this fix. I fixed it in my game weeks ago and forgot to upload lol. Re-install the script and it'll work now.
 
When is Zud plugin Going to be compatible with Ebdx for v18.1

Never. Compatibility with v19 takes priority, and then when Luka updates EBDX for v19, we'll attempt to make this plugin compatible for that. But as far as v18 is concerned, we will no longer be working on it.

The current v18 iteration of the ZUD Plugin will no longer be receiving any updates.
 
Never. Compatibility with v19 takes priority, and then when Luka updates EBDX for v19, we'll attempt to make this plugin compatible for that. But as far as v18 is concerned, we will no longer be working on it.

The current v18 iteration of the ZUD Plugin will no longer be receiving any updates.

Oh Sad I m using Pokemon Essentials 18.1
 
Hello! Even though ZUD v18 is not longer being updated, could you guys help me out with something simple?
I like using the AI to play my character, but since TrainerAce can't be given to our own Pokemon because it's only present in the PBS\trainers.txt, the player ends up never Dynamaxing their pokemon. Is there a way to make the player's last Pokemon their Ace?
If not, in "def pbEnemyShouldDynamax?(idxBattler)" in the "ZUD_02_Battle_Mechanics" script, how do I make it so that the trainer only chooses to Dynamax with the last pokemon on their party? (not the last pokemon the trainer chooses to send) I believe the player would be able to Dynamax that way too.

Thanks
 
Trainer Ace can be given to the player's Pokemon, as its simply a true/false flag in the PokeBattle_Pokemon data, which affects all Pokemon. It just doesnt do anything on your Pokemon, because no code is in place that utilizes it. You could make your own however to set the Trainer Ace flag to "true" on your own Pokemon that should be Dynamaxed, and just turn it off after battle ends (or however you wanna do it).
 
Oh, my mistake. It looks like I somehow never updated the LairMap script in the link with this fix. I fixed it in my game weeks ago and forgot to upload lol. Re-install the script and it'll work now.

Thanks bro now it's working perfectly
And also i hava question can possible change position of dynamax level,dynamax icon and gmax factor icon in summary screen
 
Thanks bro now it's working perfectly
And also i hava question can possible change position of dynamax level,dynamax icon and gmax factor icon in summary screen

Sure, just alter the sprite coordinates for those graphics like you would with anything else.
 
It seems that when the pkmn in the raid is set to "[:FAIRY]",sometimes it will get into error.
 
[PokeCommunity.com] ZUD plugin - Z-moves, Ultra-Burst, Dynamax, Dynamax adventures [v18]
 

*shrug*
I tried entering the den you posted multiple times, with multiple badge counts (which affect the rank), and I'm not getting any errors, so I don't know what to tell you.

Your error seems to be suggesting that it can't set the stars for the raid entry, because it can't find a rank. And the only reason it wouldn't be able to find a rank is if it couldn't find a species. And the only reason it wouldn't be able to find a species is...I have no idea lol. Is this error happening on an unedited version of the Gen 8 Project (v18.1)? Or is this on your personal project with a bunch of edits and fakemon and stuff like that?
 
Well I add some fakemon,but I change all the "PBSpecies.maxValueF" into "898" to prevent the fakemon shown in the raid.
Also I delete all the limit like"if $Trainer.numbadges>0" because I dont want to limit it with badges.
Like this
Code:
  totalrank  = rank1
  totalrank += rank2 #if $Trainer.numbadges>0
  totalrank += rank3 #if $Trainer.numbadges>=3
  totalrank += rank4 #if $Trainer.numbadges>=6
  totalrank += rank5 #if $Trainer.numbadges>=8
and
Code:
      stars.push(stars1) #if $Trainer.numbadges<6
      stars.push(stars2) #if $Trainer.numbadges<8 && $Trainer.numbadges>0
      stars.push(stars3) #if $Trainer.numbadges>=3
      stars.push(stars4) #if $Trainer.numbadges>=6
      stars.push(stars5) #if $Trainer.numbadges>=8
And when I use other types it works well.
Only when I use FAIRY, it sometimes get into error,and sometimes show another type raid boss.

EDIT:The max raid refreshs today and this time it works well.So it seems an accidental error...
 
Last edited:
Well I add some fakemon,but I change all the "PBSpecies.maxValueF" into "898" to prevent the fakemon shown in the raid.
Also I delete all the limit like"if $Trainer.numbadges>0" because I dont want to limit it with badges.
Like this
Code:
  totalrank  = rank1
  totalrank += rank2 #if $Trainer.numbadges>0
  totalrank += rank3 #if $Trainer.numbadges>=3
  totalrank += rank4 #if $Trainer.numbadges>=6
  totalrank += rank5 #if $Trainer.numbadges>=8
and
Code:
      stars.push(stars1) #if $Trainer.numbadges<6
      stars.push(stars2) #if $Trainer.numbadges<8 && $Trainer.numbadges>0
      stars.push(stars3) #if $Trainer.numbadges>=3
      stars.push(stars4) #if $Trainer.numbadges>=6
      stars.push(stars5) #if $Trainer.numbadges>=8
And when I use other types it works well.
Only when I use FAIRY, it sometimes get into error,and sometimes show another type raid boss.

EDIT:The max raid refreshs today and this time it works well.So it seems an accidental error...

Hmm, yeah, Idk. The Max Raid script is very delicate, with a million moving parts. It's possible one of those edits led to some kind of inconsistency under certain conditions.
 
If a Pokémon holding a Choice Band Dynamaxes, the item will temporarily have no effect; the stat boost will be disabled, and the Pokémon will no longer be subject to move locks. After the Dynamax ends, the stat boost is restored, and any previous move lock will be re-enabled.
As wiki said,the stat of choice band will restored after dynamax ends,but I found the lock stat reset.
Is this a bug of the scripts or just a bug of my game?
 
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