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Raid Battles [DBK Add-On] [v21.1]

Resource Raid Battles [DBK Add-On] [v21.1] v1.0

Is it possible to set the raid Pokémon to be uncatchable?
Not currently. You can, however set the capture chance to 0% via DBK battle rules.

After a Raid, all subsequent battles start as Raids. How do I fix this?
Idk, sounds like your battle rules werent properly reset somehow.
 
After a Raid, all subsequent battles start as Raids. How do I fix this?
I don't know if this helps, but it fixed that same issue for me.
in [000] Raid Battle - Setup
From line 74-82

# Battle end.
$PokemonGlobal.partner = old_partner
$game_temp.transition_animation_data = nil
if rules[:pokemon]
EventHandlers.trigger(:on_wild_battle_end,
rules[:pokemon].species_data.id, rules[:pokemon].level, decision)
end
return [1, 4].include?(decision)
end

Add this chunck after the first end and before return [1, 4].include?(decision). Hopefully that fixed the issue.
[imath]game_temp.battle_rules.clear if[/imath]game_temp.battle_rules
$PokemonGlobal.nextBattleBGM = nil
[imath]PokemonGlobal.nextBattleBack = nil if[/imath]PokemonGlobal.respond_to?(:nextBattleBack)
[imath]PokemonGlobal.nextBattleBase = nil if[/imath]PokemonGlobal.respond_to?(:nextBattleBase)


# Battle end.
$PokemonGlobal.partner = old_partner
$game_temp.transition_animation_data = nil
if rules[:pokemon]
EventHandlers.trigger(:on_wild_battle_end,
rules[:pokemon].species_data.id, rules[:pokemon].level, decision)
end

[imath]game_temp.battle_rules.clear if[/imath]game_temp.battle_rules
$PokemonGlobal.nextBattleBGM = nil
[imath]PokemonGlobal.nextBattleBack = nil if[/imath]PokemonGlobal.respond_to?(:nextBattleBack)
[imath]PokemonGlobal.nextBattleBase = nil if[/imath]PokemonGlobal.respond_to?(:nextBattleBase)

return [1, 4].include?(decision)

end
 
I don't know if this helps, but it fixed that same issue for me.
in [000] Raid Battle - Setup
From line 74-82

# Battle end.
$PokemonGlobal.partner = old_partner
$game_temp.transition_animation_data = nil
if rules[:pokemon]
EventHandlers.trigger(:on_wild_battle_end,
rules[:pokemon].species_data.id, rules[:pokemon].level, decision)
end
return [1, 4].include?(decision)
end

Add this chunck after the first end and before return [1, 4].include?(decision). Hopefully that fixed the issue.
[imath]game_temp.battle_rules.clear if[/imath]game_temp.battle_rules
$PokemonGlobal.nextBattleBGM = nil
[imath]PokemonGlobal.nextBattleBack = nil if[/imath]PokemonGlobal.respond_to?(:nextBattleBack)
[imath]PokemonGlobal.nextBattleBase = nil if[/imath]PokemonGlobal.respond_to?(:nextBattleBase)


# Battle end.
$PokemonGlobal.partner = old_partner
$game_temp.transition_animation_data = nil
if rules[:pokemon]
EventHandlers.trigger(:on_wild_battle_end,
rules[:pokemon].species_data.id, rules[:pokemon].level, decision)
end

[imath]game_temp.battle_rules.clear if[/imath]game_temp.battle_rules
$PokemonGlobal.nextBattleBGM = nil
[imath]PokemonGlobal.nextBattleBack = nil if[/imath]PokemonGlobal.respond_to?(:nextBattleBack)
[imath]PokemonGlobal.nextBattleBase = nil if[/imath]PokemonGlobal.respond_to?(:nextBattleBase)

return [1, 4].include?(decision)

end
It works! Thank you so much!
 
Not currently. You can, however set the capture chance to 0% via DBK battle rules.


Idk, sounds like your battle rules werent properly reset somehow.
I couldn't set the capture rate to 0% via DBK battle rules. But I managed to solve it another way. In the file [001] Misc - Deluxe Additions, on line 138, I replaced this
battle.raidStyleCapture = true if !battle.raidStyleCapture

with this
if $game_switches[125]
battle.raidStyleCapture = false
else
battle.raidStyleCapture = true if !battle.raidStyleCapture
end
Then I created the switch 125 as RAID and you just need to activate and deactivate it before each RAID battle where you want to be uncatchable. I'll use it on legendaries and boss battles.
 
I'm trying to test a basic raid battle in my game. Then used the debug feature too. The tutorial for raid says one can use this plugin as is without any extra gimmicks. Yet it's saying Z crystal?

Ruby:
Expand Collapse Copy
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: NoMethodError
Message: undefined method `hasZCrystal?' for #<Battle::Battler>

Backtrace:
[Deluxe Battle Kit] [008] Databox Styles.rb:367:in `draw_style_icons'
[Deluxe Battle Kit] [008] Databox Styles.rb:188:in `refresh'
[Type Icons in Battle] script.rb:71:in `refresh'
Battle_Scene_Objects:40:in `initialize'
Scene_Initialize:79:in `new'
Scene_Initialize:79:in `block in pbInitSprites'
Scene_Initialize:77:in `each'
Scene_Initialize:77:in `each_with_index'
Scene_Initialize:77:in `pbInitSprites'
BugContestBattle:8:in `pbInitSprites'
 
I'm trying to test a basic raid battle in my game. Then used the debug feature too. The tutorial for raid says one can use this plugin as is without any extra gimmicks. Yet it's saying Z crystal?

Ruby:
Expand Collapse Copy
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: NoMethodError
Message: undefined method `hasZCrystal?' for #<Battle::Battler>

Backtrace:
[Deluxe Battle Kit] [008] Databox Styles.rb:367:in `draw_style_icons'
[Deluxe Battle Kit] [008] Databox Styles.rb:188:in `refresh'
[Type Icons in Battle] script.rb:71:in `refresh'
Battle_Scene_Objects:40:in `initialize'
Scene_Initialize:79:in `new'
Scene_Initialize:79:in `block in pbInitSprites'
Scene_Initialize:77:in `each'
Scene_Initialize:77:in `each_with_index'
Scene_Initialize:77:in `pbInitSprites'
BugContestBattle:8:in `pbInitSprites'
It's bugged.
 
I've downloaded the pluggin, however, after the game complies the pluggins and pbs files, it throws the below error, which doesn't seem to make sense; I don't even know where a adventure_map.dat file would even come from. How can this be solved?

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: Errno::ENOENT
Message: File Data/adventure_maps.dat not found.

Backtrace:
GameData:204:in `load_data'
GameData:204:in `load'
GameData:251:in `block in load_all'
GameData:249:in `each'
GameData:249:in `load_all'
[BadgeCase] Badgecase_PBS.rb:83:in `load_all'
StartGame:12:in `initialize'
Main:30:in `mainFunctionDebug'
Main:18:in `block in mainFunction'
Errors:80:in `pbCriticalCode'
 
I've downloaded the pluggin, however, after the game complies the pluggins and pbs files, it throws the below error, which doesn't seem to make sense; I don't even know where a adventure_map.dat file would even come from. How can this be solved?

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: Errno::ENOENT
Message: File Data/adventure_maps.dat not found.

Backtrace:
GameData:204:in `load_data'
GameData:204:in `load'
GameData:251:in `block in load_all'
GameData:249:in `each'
GameData:249:in `load_all'
[BadgeCase] Badgecase_PBS.rb:83:in `load_all'
StartGame:12:in `initialize'
Main:30:in `mainFunctionDebug'
Main:18:in `block in mainFunction'
Errors:80:in `pbCriticalCode'
From this plugin. Its included. Recompile.
 
From this plugin. Its included. Recompile.
I've tried recompiling, deleting the pluggin script data, deleting the whole pluggin itslef. Still throwing the same error, as that data file isn't being created. Could there be something else preventing the creation of this file?
 
I've tried recompiling, deleting the pluggin script data, deleting the whole pluggin itslef. Still throwing the same error, as that data file isn't being created. Could there be something else preventing the creation of this file?
The plugin scripts not actually being installed? The plugin PBS files not being installed? The game not actually compiling? Pretty much the only reasons.
 
The plugin scripts not actually being installed? The plugin PBS files not being installed? The game not actually compiling? Pretty much the only reasons.
Ok, it looks like the pbs fie is not being installed/complied. It's in the folder in correct spot, but the launcher doesn't seem to grab it. Any reason why that might be happening?
 
Ok, it looks like the pbs fie is not being installed/complied. It's in the folder in correct spot, but the launcher doesn't seem to grab it. Any reason why that might be happening?
Only reason would be either of the other two things i mentioned.

Also, have you read through the comments in this discussion? This isn't related to your problem, but you are aware that this plugin is currently in an incomplete state with loads of issues, right? Because this seems like a lot of struggling youre going through over a plugin that barely works right, even once installed.

Granted, none of the problems the plugin has is in any way related to the installation. Just its functionality being incomplete.
 
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