Are you sure it didn't just... miss?Beat Up don't work. 0 Damage.
Exception: RuntimeError
Message: Undefined Trainer constant name: CAMPER
Name must consist only of letters, numbers, and
underscores and can't begin with a number.
In addition, the name must be defined
in trainertypes.txt.
File PBS/trainers.txt, line 1
CAMPER
Compiler:928:in `pbGetConst'
Compiler:970:in `parseTrainer'
Compiler:1382:in `pbCompileTrainers'
Compiler:1380:in `loop'
Compiler:1474:in `pbCompileTrainers'
Compiler:4052:in `pbCompileAllData'
Compiler:4170
Thread name said:Report Bugs & Errors in the (unmodified) Latest Essentials Version (9)
I've spotted an incongruity.I get this whenever I try to edit trainers.txt...
I've spotted an incongruity.
The fact that you haven't even posted your trainers.txt doesn't help. I can only say that I've edited these files directly myself, and I don't have a problem, so you must be doing something wrong.
Swoobat used Heart Stamp! Muk used Disable. Swoobat's Heart Stamp is disabled!
Swoobat used Calm Mind. Muk used Sludge Bomb. Swoobat is disabled no more!
Confirmed the following for Petal Dance, so I expect Outrage and Thrash are the same.https://bulbapedia.bulbagarden.net/wiki/Disable_%28move%29
Generation III
Same as before, but Disable lasts 4-7 turns.
Normally, the user cannot switch Pokemon when locked into a move like that, even by the Shift method. I'm afraid Bulbapedia only says this:Meganium used Petal Dance! Opponent is KO'd!
Trainer is about to send in _____. Would you like to switch?
I do know from the competitive scene however. I realise anecdotal evidence is not preferable, but it's actually a rather critical competitive element- sacrificing one Pokemon if they use Outrage so you can bring in a steel type for a safe set up, and being that they're locked into the move, there's not much they can do...Once selected, even if it misses, the user will only be able to use Petal Dance, and will not be able to switch out.
That's probably due to the time-of-year modifications to the shading (which make it get darker earlier in winter, etc.), resulting in strangeness around midnight. I don't think that modification is needed at all, and if no one objects, I'll remove it and have constant day length.
Essentials already has it (the first idea, not the season one), isn't?Essentials takes the computer's time, which does DST by itself.
If you're talking about making the days longer or shorter (by fixed amounts) depending on the date, we could either have it apply during set months, or do that 1-month-per-season nonsense that Gen 5 does. I don't really care for that feature, so perhaps I'll leave it as an exercise for those who want it.
Having said that, Deerling/Sawsbuck currently operate on the 1-month-per-season idea. Well, they would if they were in Essentials. It's not a good enough argument for seasons.
My fix (look at wikia page) is working here.I've just tested it in the bleeding-edge version of Essentials, and despite my tweaks to it, it still becomes light around 11:30pm. I don't know if I can actually fix it, so the next best option is to remove the feature altogether.
It works for me.The Timer function in RPG Maker doesn't works on Essentials v9, the Timer is displaying, but it isn't running. However in Essentials v8 Timer works in the same event.
Somebody can help me with that?
You could've just said that the Escape Rope is consumed even if it can't be used.This video is from v9, but I've tested it in v10, and it still happens:
ItemHandlers::UseFromBag.add(:ESCAPEROPE,proc{|item|
if $game_player.pbHasDependentEvents?
Kernel.pbMessage(_INTL("It can't be used when you have someone with you."))
next 0
end
if ($PokemonGlobal.escapePoint rescue false) [COLOR=Red]&& $PokemonGlobal.escapePoint.length>0[/COLOR]
next 4 # End screen and consume item
else
Kernel.pbMessage(_INTL("Can't use that here."))
next 0
end
})