Then it's not influenced by this script. You might need to add the replacing script to this particular message.
If the name works correctly in the rest of the battle, then this particular message might be handled differently.
I'm not really sure where that shpws up. Did you put in this message at one point or is it the regular message, that shows up when you catch a Pokemon?
I think in this case it would be better to modify the AI script to prefer those moves or even completely override the move choice on those turns/conditions
Well, it is possible to give control back to the player, however using moves or do anything else will break the game. It would requiere quite some more coding to fix this. And in that process you would lose control of all targeting attributes (like "paralyze Squirtle" or "do 10hp damage on...
Best place to start would be EBS. And no not actually using it, but understanding how they do it and see if that can be converted.
Another way would be by looking at how the back sprite of the player is animated, when the Pokemon is sent out. That actually might be the easisiest place to start.
Summary
Merged :moveMessage with :tryUseMoveMessage
They can both be used to show a message, whenever a Pokemon tries to use a move, regardless of success
I lost (or removed on purpose) the code that was used for :moveMessage and after investigating, decided that there is no need to...
I'm not certain what you mean by "but neither show the name of the rival", but I assume that no message at all was showing.
If that's the case, check out the update. I somehow lost (or removed it on purpose) the code for :moveMessage. I decided to merge it with :tryUseMove, as I don't see a need...
There was an oversight in the first release, that would break protect and multihit moves in normal battles. This is fixed now.
Either redownload the folder and replace everything with dirty.txt if you are using the dirty approach or replace the contents of Scripted_Battle_Moves Script Section...
Hollow_Ego updated [v18] Scripted and Simulated Battles with a new update entry:
Fixed Multihit and Protect moves bug
Read the rest of this update entry...
Hollow_Ego submitted a new resource:
[v18] Scripted and Simulated Battles - Define battles until the very last turn or simulate a trainer battle
Read more about this resource...
Scripted and Simulated Battles
Taking the randomness out of battles.
Description
Have you ever been this situation? In your story you have this all powerfull Pokémon Trainer and you want to show how badass they are, but all you can do is, fade the screen to black for a moment and then have...
I'm working on a battle related script and got an error within pbMessageOnRecall So I checked a clean copy of Essentials annd reproduced the error there as well.
The error message (shortened):
Message: undefined local variable or method `b' for #<PokeBattle_Battle:0x11aced68>
Backtrace...
[Volunteering]
Expertise: Programming
Examples of Work: My resurces on RC ; also got quite some experience with more complex pause menus
Method of Contact: PM; Discord Hollow_Ego#0335
Timezone: GMT +1
Additional Information: When contacting me, please tell me a bit about what you have in mind...