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Dynamax [DBK Add-On] [v21.1]

Resource Dynamax [DBK Add-On] [v21.1] v1.1.3

The triggers just tell the game when the entered commands should happen. They designate the timing. The command triggers designate the actions to perform.

Trigger keys are basically saying "at this time, perform these actions:", while the command keys are the actions.

What you wrote is basically saying "at this time, perform these actions:" and then listed a time as an action, which obviously doesn't make any sense even linguistically.
What I really wanted was for it to activate before someone attacks but only with a specific pokemon that isn't the first one.
 
What I really wanted was for it to activate before someone attacks but only with a specific pokemon that isn't the first one.
Then why not just use BeforeMove_GASTRODON_foe?
 
Then why not just use BeforeMove_GASTRODON_foe?
I just tried it but it's not exactly what I'm looking for since I think Dynamax should be activated before any attack and not before attacking, or maybe I'm wrong and it wasn't like that.
 
I just tried it but it's not exactly what I'm looking for since I think Dynamax should be activated before any attack and not before attacking, or maybe I'm wrong and it wasn't like that.
The point of implementing Dynamax through midbattle scripting is that you can force Dynamax to occur at any point in battle; outside of the normal gameplay rules of Dynamax.

If you want Dynamax to function like it normally does, except that it is only ever used by a specific Pokemon in the trainer's lineup, then just give all of the trainer's Pokemon the NoDynamax flag in the trainer PBS data. Except, obviously, for the one you want them to Dynamax.
 
When I'm using dynamx, the graphic of my pokemon does not appear at the correct position, what should I do?
 
The point of implementing Dynamax through midbattle scripting is that you can force Dynamax to occur at any point in battle; outside of the normal gameplay rules of Dynamax.

If you want Dynamax to function like it normally does, except that it is only ever used by a specific Pokemon in the trainer's lineup, then just give all of the trainer's Pokemon the NoDynamax flag in the trainer PBS data. Except, obviously, for the one you want them to Dynamax.
It didn't work... The Gastrodon fought normally, and then the last Pokémon used the tera as usual (I expected that last bit, I'll change it later). I even used the "AntiReserveLastPokemon" flag.
 
It didn't work... The Gastrodon fought normally, and then the last Pokémon used the tera as usual (I expected that last bit, I'll change it later). I even used the "AntiReserveLastPokemon" flag.
Oh, I forgot you're trying to jam all of the mechanics in a single fight. Either way, it still seems to work fine for me. This was my test setup:

Trainer: Cool Trainer
Skill Level: 60
Items: Z-Ring, Dynamax Band, Tera Orb

Party:
Ivysaur
Item: Grassium Z
NoDynamax = true
NoTera = true

Charmeleon
NoTera = true

Wartortle
NoDynamax = true

I battled this trainer on a Dynamax-capable map. In the battle, they send out Ivysaur first, and cannot Dynamax or Terastallize it, sonit uses a Z-Move since its holding a compatible Z-Crystal. When Charmeleon is sent out, the AI cannot Terastallize it due to the flag set on Charmeleon, so its only available option is to Dynamax. When it sends out Wartortle, it cannot Dynamax it, so the only available option is to Terastallize it.

Technically, neither Ivysaur or Wartortle really need to have these flags set, since just holding a Z-Crystal already invalidates Ivysaur from using the other mechanics, and Wartortle cannot use Dynamax anyway since Terastallization will always have higher priority than Dynamax. Only Charmeleon's flag is actually necessary here, to prevent Terastallization from being an available option for it; freeing it up to use Dynamax instead. However, for the sake of being thorough and testing the scenario, I applied the redundant flags anyway.
 
When I'm using dynamx, the graphic of my pokemon does not appear at the correct position, what should I do?
Edit the Dynamax metrics.
 
Oh, I forgot you're trying to jam all of the mechanics in a single fight. Either way, it still seems to work fine for me. This was my test setup:

Trainer: Cool Trainer
Skill Level: 60
Items: Z-Ring, Dynamax Band, Tera Orb

Party:
Ivysaur
Item: Grassium Z
NoDynamax = true
NoTera = true

Charmeleon
NoTera = true

Wartortle
NoDynamax = true

I battled this trainer on a Dynamax-capable map. In the battle, they send out Ivysaur first, and cannot Dynamax or Terastallize it, sonit uses a Z-Move since its holding a compatible Z-Crystal. When Charmeleon is sent out, the AI cannot Terastallize it due to the flag set on Charmeleon, so its only available option is to Dynamax. When it sends out Wartortle, it cannot Dynamax it, so the only available option is to Terastallize it.

Technically, neither Ivysaur or Wartortle really need to have these flags set, since just holding a Z-Crystal already invalidates Ivysaur from using the other mechanics, and Wartortle cannot use Dynamax anyway since Terastallization will always have higher priority than Dynamax. Only Charmeleon's flag is actually necessary here, to prevent Terastallization from being an available option for it; freeing it up to use Dynamax instead. However, for the sake of being thorough and testing the scenario, I applied the redundant flags anyway.
Will something like this works with a perfect AI trainer or do I have to lower their skill level?
 
Will something like this works with a perfect AI trainer or do I have to lower their skill level?
If you give them the anti flag you mentioned earlier, it should probably work the same way.
 
If you give them the anti flag you mentioned earlier, it should probably work the same way.
This was my setup btw:

Ruby:
Expand Collapse Copy
[CHAMPION,CintiaDB]
Items = MEGARING,ZPOWERRING,DYNAMAXBAND,TERAORB
LoseText = ¡Menudo combate!
Flags = AntiReserveLastPokemon
Pokemon = SPIRITOMB,50
    Item = LEFTOVERS
    Moves = FOULPLAY,WILLOWISP,PAINSPLIT,HEX
    AbilityIndex = 0
    Nature = QUIET
    IV = 31,0,31,0,31,31
    EV = 252,0,252,0,0,4
    TeraType = POISON
    Ball = DUSKBALL
    NoDynamax = true
Pokemon = GASTRODON,50
    Item = HEAVYDUTYBOOTS
    Moves = RECOVER,EARTHPOWER,SLUDGEBOMB,SPIKES
    AbilityIndex = 0
    Nature = CALM
    IV = 31,0,31,31,31,31
    EV = 252,0,4,0,0,252
    Ball = DIVEBALL
    TeraType = GHOST
    NoTera = true
Pokemon = MILOTIC,50
    Item = FLAMEORB
    Moves = RECOVER,SCALD,HAZE,ICEBEAM
    AbilityIndex = 0
    Gender = female
    Nature = BOLD
    IV = 31,0,31,31,31,31
    EV = 252,0,248,8,0,0
    Ball = LUREBALL
    NoDynamax = true
Pokemon = LUCARIO,50
    Item = LUCARIONITE
    Moves = SWORDSDANCE,METEORMASH,CLOSECOMBAT,BULLETPUNCH
    AbilityIndex = 0
    Gender = female
    Nature = JOLLY
    IV = 31,31,31,31,0,31
    EV = 0,252,0,0,4,252
    Ball = LUXURYBALL
Pokemon = KOMMOO,50
    Item = KOMMONIUMZ
    Moves = CLANGINGSCALES,DRAINPUNCH,STEALTHROCK,FLAMETHROWER
    AbilityIndex = 0
    Nature = HASTY
    IV = 31,31,31,31,31,31
    EV = 0,252,0,252,0,4
    Ball = ULTRABALL
Pokemon = ROSERADE,50
    Item = LIFEORB
    Moves = SLUDGEBOMB,GIGADRAIN,TOXICSPIKES,POFUEGO
    AbilityIndex = 3
    Gender = female
    Nature = BOLD
    IV = 31,0,31,31,31,31
    EV = 0,0,0,252,252,4
    TeraType = WATER
    NoDynamax = true
Pokemon = GARCHOMP,50
    Item = LOADEDDICE
    Moves = SCALESHOT,EARTHQUAKE,SWORDSDANCE,IRONHEAD
    AbilityIndex = 0
    Gender = female
    Form = 2
    Nature = JOLLY
    IV = 31,31,31,31,0,31
    EV = 0,252,0,252,0,4
    TeraType = STEEL
    NoDynamax = true
 
Last edited:
If you give them the anti flag you mentioned earlier, it should probably work the same way.
Okay, so that's it, the skill level that ignores the antiflag for some reason.
Thank you so much for helping me and dedicating all this time.
:)
 
Lucidious89 updated Dynamax [DBK Add-On] [v21.1] with a new update entry:

v1.1.2 Update

  • 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 example, the move Weather Ball is normally converted into Max Strike due to being a Normal-type move. However, if the move's type is altered due to weather, it will instead be converted...

Read the rest of this update entry...
 
I was having trouble with getting the default dynamax metrics showing right when using this with the gen 9 pack. Turns out that you need to be using 'vanilla' back sprites, the gen 4 style half sprites. Got the defaults working using the vanilla options from the gen 9 plugin and the back sprites from gens 6-8 using: Pokémon DS-Styled Sprites from Generation 5, 6, 7 & 8 for Essentials.
The default Dynamax metrics are designed for the vanilla Essentials sprites, which are the cut off back sprites from Gen 4 and earlier.

That doesn't mean you must use these types of sprites. You can simply edit the metrics for full back sprites yourself. The plugin even has auto-positioning tools specifically for the full back sprite styles.
 
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