When the player triggers Dynamax while wearing an outfit, the animation will now properly display the trainer's current outfit during the animation.
The type of Max Move that a base move is converted into will now take into consideration certain properties that alter that base move's type. For...
When the player triggers a Z-Move while wearing an outfit, the animation will now properly display the trainer's current outfit during the animation.
Status move may now be used as the base move to be converted into an exclusive Z-Move. Previously, only damage-dealing moves would function...
Fixed several bugs related to Pokémon not properly yielding exp or triggering certain switch-in effects after joining the battle.
Wild SOS Pokémon will now properly play shiny, super shiny and/or shadow Pokemon animations when entering battle, if necessary.
Fixed various visual bugs related to...
The "Damage Gate" effect displayed in the Battler Info UI for wild boss Pokemon may no longer incorrectly display negative numbers as its value.
The Move Info UI will now properly display Z-Moves that are being converted into a different one. For example, if the base move is Weather Ball and it...
When the player triggers Mega Evolution while wearing an outfit, the animation will now properly display the trainer's current outfit during the animation.
Added the "battlerWish" midbattle command. This can be used to specifically set the Wish effect on a battler position.
Reorganized some of...
The plugin doesnt include any move animations for Tera Blast, so that's why it will always use the same animation regardless of type. That's up to you to add if you want to. The plugin includes support for multiple animations per type, but it doesnt include any of those animations itself.
Also...
Yeah, the damage calc refactor is dramatically important, both for DBK and every plugin that relies upon DBK. Almost nothing related to battles will work without it.
Idk, ive never encountered either of these issues, nor can I seem to replicate either of them now. Do you have any other plugins or custom edits that affect the damage calc or HP calc formulas?
To test, I set up a wild Blissey with around 15,000 HP and attacked it with a move that dealt around...
#-----------------------------------------------------------------------------
# Gets Ultra item for this species.
"getUltraItem" => proc { |pkmn|
next :ULTRAPYRIUMZ if pkmn.form = 0
next :ULTRAKPYRIUMZ if pkmn.form = 1
},
It's supposed to be == not =. That's all the problem is.
Idk, I set up some dummy tests for both Electrode and Pyroar and it works fine for me. I will say though that what youre trying to set up is really complicated and messy, and I suspect that the fact that youre unfamiliar with form handlers must compound the confusion.
The only generic advice I...
Does Pyroar already have an existing MultipleForms handler?
Regional forms typically already use a MultipleForms handler in order to force them into the correct form based on the region youre in. It's likely that they're overwriting each other.
Status moves arent meant to be used as base moves for exclusive Z-Moves. Only damage-dealing moves are meant for that.
Status moves have their own specific and unique interaction with Z-Power, which just provides them an additional effect and changes their name to Z-whatever (Z-Growl, Z-Leer...