Alemi Posted July 15 Share Posted July 15 Don't report bugs to the devs if you are using mods. If you have issues with this mod use this thread to report it or contact me by Discord. The rar comes with the proper folder structure, just throw the contents into the game folder. You don't need the old versions unless the current one is giving you issues that an old one didn't. V14 Just released, so you can expect updated to break this. I will try to fix any bugs as soon as I can. Ported the mod for rejuvenation V14, the old one won't work due to changes made in the code. This mod adds a QoL present in recent games (and champions specifically for x4 and 1/4), the one that shows the effectiveness of our moves. We can already check the types of the enemy, so this is saving us time from checking that if you don't know the types and have to check what works better. Some people love this, others hate it, which is why I am providing it separate from everything else. Of course, bonus effects from the fields are also shown but that’s already available in non-modded Rejuv. The graphics to show the bonus of the fields differ with this mod to being able to show everything while looking good though. There are five indicators: Ineffective, 1/4, 1/2, x2, and x4, which is shown with colors and symbols very similar to how buffs and debuffs fields were shown on vanilla. Now fields are shown with a big + or - of green or red color on the left side instead. There is also a big brown X when a field make a move ineffective since Update 7. On double battles you are shown both enemies, with the icons on left or right matching the opponent in question. If you think this mod can be improved further because something isn't being shown properly, please tell me. I know I can get more into specifics to get it better. I know some niche cases may need to be implemented, but I am not always active in the forum, so I may miss messages for quite a long. V14 has jsut released so I should be checking frequently though. Note for Andoid users: Delete path cache after installing mods, not doing so may cause some mods not appearing, so if the mod is failing, try doing this first. Spoiler Update 8 Added new abilities that were missing, and some moldbreaker checks that I forgot to add previously. Update 7 Fixed issues with pbWeather Update 6 Fixed issues with Bulletproof Update 5 Fixed issues with remaining status moves Added cosniderations for Well Baked Body and Good as Gold Update 4 Fixed issues with paralyzing status moves Update 3 Fixed typo in pbCanPoison? Update 2 Fixed moveFieldBoost lacking an argument Update1 First version released for V14 Download: ShowMoveEffectivenessV14_Update8.rar Old donwloads: Spoiler ShowMoveEffectivenessV14_Update1.rar ShowMoveEffectivenessV14_Update2.rar ShowMoveEffectivenessV14_Update3.rar ShowMoveEffectivenessV14_Update4.rar ShowMoveEffectivenessV14_Update5.rar ShowMoveEffectivenessV14_Update6.rar ShowMoveEffectivenessV14_Update7.rar 1 Link to comment Share on other sites More sharing options...
SpokenSoftly Posted July 15 Share Posted July 15 On dropping the Patch folder into my Rejuv directory, attempting to open the Fight menu in battle results in this message, followed by the player's move selection being skipped altogether: [Pokemon Rejuvenation 14.0.2 2026-07-15 18:17:16 -0400] Exception: ArgumentError Message: wrong number of arguments (given 0, expected 1) Scripts/Battle_Field.rb:993:in `moveFieldBoost' ./patch/Mods/ShowMoveEffectiveness.rb:271:in `pbFieldMoveHighlights' ./patch/Mods/ShowMoveEffectiveness.rb:212:in `block in refresh' ./patch/Mods/ShowMoveEffectiveness.rb:131:in `each' ./patch/Mods/ShowMoveEffectiveness.rb:131:in `refresh' Scripts/Battle_Scene.rb:842:in `update' Scripts/Battle_Scene.rb:809:in `update' Scripts/Battle_Scene.rb:2878:in `pbFrameUpdate' Scripts/Battle_Scene.rb:4253:in `block in pbFightMenu' Scripts/Battle_Scene.rb:4252:in `loop' Scripts/Battle_Scene.rb:4252:in `pbFightMenu' Scripts/Rejuv/Battle/Battle_Scene.rb:413:in `pbFightMenu' Scripts/Battle.rb:4724:in `block (4 levels) in commandloop' Scripts/Battle.rb:4723:in `loop' Scripts/Battle.rb:4723:in `block (3 levels) in commandloop' Scripts/Battle.rb:4718:in `loop' Scripts/Battle.rb:4718:in `block (2 levels) in commandloop' Scripts/Battle.rb:4717:in `catch' Scripts/Battle.rb:4717:in `block in commandloop' Scripts/Battle.rb:4708:in `each' Scripts/Battle.rb:4708:in `commandloop' Scripts/Battle.rb:4675:in `pbCommandPhase' Scripts/Battle.rb:4540:in `block in pbRunTurn' Scripts/PBDebug.rb:4:in `logonerr' Scripts/Battle.rb:4538:in `pbRunTurn' Link to comment Share on other sites More sharing options...
Alemi Posted July 16 Author Share Posted July 16 4 hours ago, SpokenSoftly said: On dropping the Patch folder into my Rejuv directory, attempting to open the Fight menu in battle results in this message, followed by the player's move selection being skipped altogether: [Pokemon Rejuvenation 14.0.2 2026-07-15 18:17:16 -0400] Exception: ArgumentError Message: wrong number of arguments (given 0, expected 1) Scripts/Battle_Field.rb:993:in `moveFieldBoost' ./patch/Mods/ShowMoveEffectiveness.rb:271:in `pbFieldMoveHighlights' ./patch/Mods/ShowMoveEffectiveness.rb:212:in `block in refresh' ./patch/Mods/ShowMoveEffectiveness.rb:131:in `each' ./patch/Mods/ShowMoveEffectiveness.rb:131:in `refresh' Scripts/Battle_Scene.rb:842:in `update' Scripts/Battle_Scene.rb:809:in `update' Scripts/Battle_Scene.rb:2878:in `pbFrameUpdate' Scripts/Battle_Scene.rb:4253:in `block in pbFightMenu' Scripts/Battle_Scene.rb:4252:in `loop' Scripts/Battle_Scene.rb:4252:in `pbFightMenu' Scripts/Rejuv/Battle/Battle_Scene.rb:413:in `pbFightMenu' Scripts/Battle.rb:4724:in `block (4 levels) in commandloop' Scripts/Battle.rb:4723:in `loop' Scripts/Battle.rb:4723:in `block (3 levels) in commandloop' Scripts/Battle.rb:4718:in `loop' Scripts/Battle.rb:4718:in `block (2 levels) in commandloop' Scripts/Battle.rb:4717:in `catch' Scripts/Battle.rb:4717:in `block in commandloop' Scripts/Battle.rb:4708:in `each' Scripts/Battle.rb:4708:in `commandloop' Scripts/Battle.rb:4675:in `pbCommandPhase' Scripts/Battle.rb:4540:in `block in pbRunTurn' Scripts/PBDebug.rb:4:in `logonerr' Scripts/Battle.rb:4538:in `pbRunTurn' Maybe I haven't been on a field boost on V14 so the error didn't trigger to me, I am ging to fix it Link to comment Share on other sites More sharing options...
Alemi Posted July 16 Author Share Posted July 16 5 hours ago, SpokenSoftly said: On dropping the Patch folder into my Rejuv directory, attempting to open the Fight menu in battle results in this message, followed by the player's move selection being skipped altogether: [Pokemon Rejuvenation 14.0.2 2026-07-15 18:17:16 -0400] Exception: ArgumentError Message: wrong number of arguments (given 0, expected 1) Scripts/Battle_Field.rb:993:in `moveFieldBoost' ./patch/Mods/ShowMoveEffectiveness.rb:271:in `pbFieldMoveHighlights' ./patch/Mods/ShowMoveEffectiveness.rb:212:in `block in refresh' ./patch/Mods/ShowMoveEffectiveness.rb:131:in `each' ./patch/Mods/ShowMoveEffectiveness.rb:131:in `refresh' Scripts/Battle_Scene.rb:842:in `update' Scripts/Battle_Scene.rb:809:in `update' Scripts/Battle_Scene.rb:2878:in `pbFrameUpdate' Scripts/Battle_Scene.rb:4253:in `block in pbFightMenu' Scripts/Battle_Scene.rb:4252:in `loop' Scripts/Battle_Scene.rb:4252:in `pbFightMenu' Scripts/Rejuv/Battle/Battle_Scene.rb:413:in `pbFightMenu' Scripts/Battle.rb:4724:in `block (4 levels) in commandloop' Scripts/Battle.rb:4723:in `loop' Scripts/Battle.rb:4723:in `block (3 levels) in commandloop' Scripts/Battle.rb:4718:in `loop' Scripts/Battle.rb:4718:in `block (2 levels) in commandloop' Scripts/Battle.rb:4717:in `catch' Scripts/Battle.rb:4717:in `block in commandloop' Scripts/Battle.rb:4708:in `each' Scripts/Battle.rb:4708:in `commandloop' Scripts/Battle.rb:4675:in `pbCommandPhase' Scripts/Battle.rb:4540:in `block in pbRunTurn' Scripts/PBDebug.rb:4:in `logonerr' Scripts/Battle.rb:4538:in `pbRunTurn' Got it fixed on Update 2. If you find any other error, tell me and I will fix it ^^ 1 Link to comment Share on other sites More sharing options...
Alemi Posted July 16 Author Share Posted July 16 Fixed another error reported on discord in pbCanPoison? on Update 3. Link to comment Share on other sites More sharing options...
deltajordan Posted July 16 Share Posted July 16 Getting this error after selecting "Fight" in a double battle on my Pikachu's turn: [Pokemon Rejuvenation 14.0.2 2026-07-16 04:18:51 -0500] Exception: ArgumentError Message: wrong number of arguments (given 1, expected 2) Scripts/Battle_Effects.rb:303:in `pbCanParalyze?' ./patch/Mods/ShowMoveEffectiveness.rb:234:in `showMoveEffectivenessStatus' ./patch/Mods/ShowMoveEffectiveness.rb:195:in `block in refresh' ./patch/Mods/ShowMoveEffectiveness.rb:131:in `each' ./patch/Mods/ShowMoveEffectiveness.rb:131:in `refresh' Scripts/Battle_Scene.rb:842:in `update' Scripts/Battle_Scene.rb:809:in `update' Scripts/Battle_Scene.rb:2878:in `pbFrameUpdate' Scripts/Battle_Scene.rb:4253:in `block in pbFightMenu' Scripts/Battle_Scene.rb:4252:in `loop' Scripts/Battle_Scene.rb:4252:in `pbFightMenu' Scripts/Rejuv/Battle/Battle_Scene.rb:413:in `pbFightMenu' Scripts/Battle.rb:4724:in `block (4 levels) in commandloop' Scripts/Battle.rb:4723:in `loop' Scripts/Battle.rb:4723:in `block (3 levels) in commandloop' Scripts/Battle.rb:4718:in `loop' Scripts/Battle.rb:4718:in `block (2 levels) in commandloop' Scripts/Battle.rb:4717:in `catch' Scripts/Battle.rb:4717:in `block in commandloop' Scripts/Battle.rb:4708:in `each' Scripts/Battle.rb:4708:in `commandloop' Scripts/Battle.rb:4675:in `pbCommandPhase' Scripts/Battle.rb:4540:in `block in pbRunTurn' Scripts/PBDebug.rb:4:in `logonerr' Scripts/Battle.rb:4538:in `pbRunTurn' Link to comment Share on other sites More sharing options...
Alemi Posted July 16 Author Share Posted July 16 59 minutes ago, deltajordan said: Getting this error after selecting "Fight" in a double battle on my Pikachu's turn: [Pokemon Rejuvenation 14.0.2 2026-07-16 04:18:51 -0500] Exception: ArgumentError Message: wrong number of arguments (given 1, expected 2) Scripts/Battle_Effects.rb:303:in `pbCanParalyze?' ./patch/Mods/ShowMoveEffectiveness.rb:234:in `showMoveEffectivenessStatus' ./patch/Mods/ShowMoveEffectiveness.rb:195:in `block in refresh' ./patch/Mods/ShowMoveEffectiveness.rb:131:in `each' ./patch/Mods/ShowMoveEffectiveness.rb:131:in `refresh' Scripts/Battle_Scene.rb:842:in `update' Scripts/Battle_Scene.rb:809:in `update' Scripts/Battle_Scene.rb:2878:in `pbFrameUpdate' Scripts/Battle_Scene.rb:4253:in `block in pbFightMenu' Scripts/Battle_Scene.rb:4252:in `loop' Scripts/Battle_Scene.rb:4252:in `pbFightMenu' Scripts/Rejuv/Battle/Battle_Scene.rb:413:in `pbFightMenu' Scripts/Battle.rb:4724:in `block (4 levels) in commandloop' Scripts/Battle.rb:4723:in `loop' Scripts/Battle.rb:4723:in `block (3 levels) in commandloop' Scripts/Battle.rb:4718:in `loop' Scripts/Battle.rb:4718:in `block (2 levels) in commandloop' Scripts/Battle.rb:4717:in `catch' Scripts/Battle.rb:4717:in `block in commandloop' Scripts/Battle.rb:4708:in `each' Scripts/Battle.rb:4708:in `commandloop' Scripts/Battle.rb:4675:in `pbCommandPhase' Scripts/Battle.rb:4540:in `block in pbRunTurn' Scripts/PBDebug.rb:4:in `logonerr' Scripts/Battle.rb:4538:in `pbRunTurn' Fixed. It seems the status moves will need deeper revision, all issues are being on that section... Link to comment Share on other sites More sharing options...
deltajordan Posted July 16 Share Posted July 16 pbCanSleep (L242) and pbCanBurn(L241) both seem to have this issue as well. Link to comment Share on other sites More sharing options...
Alemi Posted July 16 Author Share Posted July 16 24 minutes ago, deltajordan said: pbCanSleep (L242) and pbCanBurn(L241) both seem to have this issue as well. Yeah, I noticed, I was fixing them too. I also make it work correctly with Wekk Baked Body and Good as Gold. Update 5 should be fine, hopefully. Link to comment Share on other sites More sharing options...
unatheworld Posted July 16 Share Posted July 16 another one Spoiler only seen it in the double battle with ren in ch16p2. i think it's the ursaluna causing it Link to comment Share on other sites More sharing options...
Alemi Posted July 16 Author Share Posted July 16 5 hours ago, unatheworld said: another one Reveal hidden contents only seen it in the double battle with ren in ch16p2. i think it's the ursaluna causing it Yeah, it was because Bulletproof. How it check bullet moves has changed. Fixed on Update 6. Link to comment Share on other sites More sharing options...
unatheworld Posted July 18 Share Posted July 18 Spoiler happens with rift torterra Link to comment Share on other sites More sharing options...
Alemi Posted July 18 Author Share Posted July 18 1 hour ago, unatheworld said: Reveal hidden contents happens with rift torterra Should be fixed on Update7. pbWeather now needs one parameter and my script wasn't giving it. Well found, thank you. Link to comment Share on other sites More sharing options...
AnnaGoel34 Posted July 23 Share Posted July 23 (edited) On 7/15/2026 at 9:29 PM, Alemi said: Don't report bugs to the devs if you are using mods. If you have issues with this mod use this thread to report it or contact me by Discord. The rar comes with the proper folder structure, just throw the contents into the game folder. You don't need the old versions unless the current one is giving you issues that an old one didn't. V14 Just released, so you can expect updated to break this. I will try to fix any bugs as soon as I can. Ported the mod for rejuvenation V14, the old one won't work due to changes made in the code. This mod adds a QoL present in recent games (and champions specifically for x4 and 1/4), the one that shows the effectiveness of our moves. We can already check the types of the enemy, so this is saving us time from checking that if you don't know the types and have to check what works better. Some people love this, others hate it, which is why I am providing it separate from everything else. Of course, bonus effects from the fields are also shown but that’s already available in non-modded Rejuv. The graphics to show the bonus of the fields differ with this mod to being able to show everything while looking good though. There are five indicators: Ineffective, 1/4, 1/2, x2, and x4, which is shown with colors and symbols very similar to how buffs and debuffs fields were shown on vanilla. Now fields are shown with a big + or - of green or red color on the left side instead. There is also a big brown X when a field make a move ineffective since Update 7. On double battles you are shown both enemies, with the icons on left or right matching the opponent in question. If you're looking for something to celebrate after a successful gaming session, prosecco wine is always a great choice. Its light, crisp bubbles make it perfect for relaxing with friends or marking a small victory at the end of the day. If you think this mod can be improved further because something isn't being shown properly, please tell me. I know I can get more into specifics to get it better. I know some niche cases may need to be implemented, but I am not always active in the forum, so I may miss messages for quite a long. V14 has jsut released so I should be checking frequently though. Reveal hidden contents Update 7 Fixed issues with pbWeather Update 6 Fixed issues with Bulletproof Update 5 Fixed issues with remaining status moves Added cosniderations for Well Baked Body and Good as Gold Update 4 Fixed issues with paralyzing status moves Update 3 Fixed typo in pbCanPoison? Update 2 Fixed moveFieldBoost lacking an argument Update1 First version released for V14 Download: ShowMoveEffectivenessV14_Update7.rar 19.63 kB · 238 downloads Old donwloads: Reveal hidden contents ShowMoveEffectivenessV14_Update1.rar 19.49 kB · 17 downloads ShowMoveEffectivenessV14_Update2.rar 20.12 kB · 10 downloads ShowMoveEffectivenessV14_Update3.rar 20.12 kB · 30 downloads ShowMoveEffectivenessV14_Update4.rar 20.23 kB · 3 downloads ShowMoveEffectivenessV14_Update5.rar 20.25 kB · 32 downloads ShowMoveEffectivenessV14_Update6.rar 19.63 kB · 111 downloads Thanks for keeping this mod updated and maintaining a separate support thread. Having move effectiveness displayed is a great quality-of-life improvement, especially in longer playthroughs where constantly checking type matchups can get repetitive. I also like that you've included support for double battles and field effects without making the interface feel cluttered. Looking forward to seeing how the mod evolves with future Rejuvenation updates! Edited July 23 by AnnaGoel34 Link to comment Share on other sites More sharing options...
Smuahaha Posted July 23 Share Posted July 23 Hi! Not sure if I did something wrong, but I cant seem to get this working via Kirin on my phone. It works on my PC, but when I start with a fresh install and only install this mod, the battle UI has no markers at all anymore. Even the markers that are there in vanilla are gone. Really weird! I tried copying the exact same file to my phone (which took ages! lol) and its the same thing. Worked on PC but not on Kirin. The QoL modpack works fine - so seems to be just this one that I couldnt get working for some reason. Anyone else having this issue, or is it just me? Link to comment Share on other sites More sharing options...
Alemi Posted July 24 Author Share Posted July 24 22 hours ago, Smuahaha said: Hi! Not sure if I did something wrong, but I cant seem to get this working via Kirin on my phone. It works on my PC, but when I start with a fresh install and only install this mod, the battle UI has no markers at all anymore. Even the markers that are there in vanilla are gone. Really weird! I tried copying the exact same file to my phone (which took ages! lol) and its the same thing. Worked on PC but not on Kirin. The QoL modpack works fine - so seems to be just this one that I couldnt get working for some reason. Anyone else having this issue, or is it just me? Never used Kirin, so I don't know, if you pur the whoe patch folder it should work, inside the patch folder there is two folders, it the Graphics one is missing, then it will certainly fail, but if both are on I don't know why not. Link to comment Share on other sites More sharing options...
Evandle Posted July 26 Share Posted July 26 On 7/24/2026 at 12:22 AM, Smuahaha said: Hi! Not sure if I did something wrong, but I cant seem to get this working via Kirin on my phone. It works on my PC, but when I start with a fresh install and only install this mod, the battle UI has no markers at all anymore. Even the markers that are there in vanilla are gone. Really weird! I tried copying the exact same file to my phone (which took ages! lol) and its the same thing. Worked on PC but not on Kirin. The QoL modpack works fine - so seems to be just this one that I couldnt get working for some reason. Anyone else having this issue, or is it just me? Same, im using Kirin too and I don't see any markers either. Link to comment Share on other sites More sharing options...
Alemi Posted July 30 Author Share Posted July 30 On 7/26/2026 at 7:20 AM, Evandle said: Same, im using Kirin too and I don't see any markers either. Sorry, I really know nothing about Kirin. Be sure that inside the patch folder you have both the Mods folder and Graphics folder, with all the contents of the rar. I can't say more. --------------------------------------------------------- Update 8 released. Update 8 Added new abilities that were missing, and some moldbreaker checks that I forgot to add previously. Link to comment Share on other sites More sharing options...
lazycat Posted August 15 Share Posted August 15 I am also playing kirin and this mod is not working, all your other v14 mods are working just this one doesn't work. I checked both graphics and patch folder it ok from my side Link to comment Share on other sites More sharing options...
Alemi Posted August 19 Author Share Posted August 19 On 8/15/2026 at 11:57 AM, lazycat said: I am also playing kirin and this mod is not working, all your other v14 mods are working just this one doesn't work. I checked both graphics and patch folder it ok from my side There should be no reason it doesn't work on Kirin in theory, no idea why this is happening. Be sure to be on last version of Kirin. Otherwise maybe a cache issue? Link to comment Share on other sites More sharing options...
ashuadanpls Posted Thursday at 07:11 PM Share Posted Thursday at 07:11 PM On 8/15/2026 at 5:57 AM, lazycat said: I am also playing kirin and this mod is not working, all your other v14 mods are working just this one doesn't work. I checked both graphics and patch folder it ok from my side Not sure if you have tried yet, but I cleared path cache and it works now. Link to comment Share on other sites More sharing options...
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