I've seen people throwing that error around previously, but I don't know why it happens. It seems to be related to an animation's effects (sound/flashes) when created in the Database animation editor, but I have no idea why it would muck up in the way the error message implies. I've never had that error myself.I wonder if there are any limit or sensitive points in animations data that Pokemon Essential can't stand because I've got this error while trying to compile an Animation data like this one, an error pops out and when I replaced the original animation data file, it disappeared.
And here's the error:
Spoiler:
Exception: NoMethodError
Message: undefined method `length' for 47:Fixnum
PBAnimation:336:in `pbConvertRPGAnimation'
Compiler:3999:in `pbCompileAnimations'
Compiler:3987:in `each'
Compiler:3987:in `pbCompileAnimations'
Compiler:4074:in `pbCompileAllData'
Compiler:4170
Thanks.
I feared as much. All those effects need to be made to work the same as Trace/Imposter, which is easy enough, even though it does clutter things up a bit.Opponent's pokemon faints. Prompted to switch?
If you send in a Pokemon with Intimidate, the opponent has not yet sent out their Pokemon, therefore Intimidate does not activate as it should.
That's the single most useful debug function there is: it allows the bypassing of Oak's lecture. I'm amazed someone actually didn't realise which event was which.I found that there are two events in the Intro map:
-the regular one, on the top-left; (in Autorun)
-another one on the bottom-left which does nothing and it's just a piece of the regular one. (with Action button)
It does basically nothing, but i believed at first that it was the right one so i was raging after one hour of trying to move the player location from the test map 2 to my new map. xD
Just delete it.
Can you check a fix for me? In the Chesto Berry's code in def pbBerryCureCheck, change the while to an if. Also turn the status into self.status. From what I can tell, it should work fine anyway - those code tweaks are just me making sure. The same applies to the similar berries.A Pokemon holding a Chesto Berry KO's a Pokemon with Effect Spore. Effect Spore puts the Chesto'd Pokemon to sleep as it dies. Player is prompted to switch. If they choose to do so, Chesto will not activate.
A poisoned Pokemon with Poison Heal displays the recovered health message even at full health
I'm not gaining any EXP when I'm using this version.... Is there anyway to fix this?
Has this been fixed yet? I have it too but couldn't find an answer when searching through the thread.
Can you check a fix for me? In the Chesto Berry's code in def pbBerryCureCheck, change the while to an if. Also turn the status into self.status. From what I can tell, it should work fine anyway - those code tweaks are just me making sure. The same applies to the similar berries.
Good stuff. Yes, Essentials does make the status problem heal immediately after inflicting it, which I can only assume is how it's supposed to work. Thanks!Check something that has a 10% chance of activation? :3
Flame Wheel ALL the Amoonguss!
Countless re-battles against a guy with six mushrooms later:
It works! Chesto now cures sleep before the EXP message displays. It actually finally activated for me on the last mushroom of the battle, so I didn't see the shift message, but since it did display pre-EXP and that comes before Shift, I'm fairly certain it's fine~
It's easy in the official games because there's exactly one Regional Dex, and you can't get Pokémon from outside it until gaining the National Dex. However, fan-games can be quite different, which makes a feature like this difficult to implement. It can work iff ("if and only if") the first Regional Dex is used until obtaining the National Dex, but it's easy to make a game where that isn't the case.I don't know if you consider this as a bug, but in official games, before you get the National Dex, the pokémon species number in summary screen is from the Regional Dex or "???"/blank if the pokémon isn't in Regional Dex. Essentials always shows the National Dex number.
The best solution that I can think is to use the last Regional Dex unlocked number (or ???). This is better than leaves the space empty or to shows the National Dex number before picking the National Dex.It's easy in the official games because there's exactly one Regional Dex, and you can't get Pokémon from outside it until gaining the National Dex. However, fan-games can be quite different, which makes a feature like this difficult to implement. It can work iff ("if and only if") the first Regional Dex is used until obtaining the National Dex, but it's easy to make a game where that isn't the case.
There's also the fact that Regional Dexes don't correspond to regions, so using a Regional number based on the map the Pokémon was obtained in can't be done.
One possible option would be to remove that information from the Summary screen, but then there'd be a gap. Another option would be to list the numbers in all unlocked Dexes (e.g. as 025/022/???) while there's no National Dex, but that depends on a very limited number of available Regional Dexes pre-ND.
Of course, there's no issue while there's no or just one Regional Dex.
If you can think up a decent solution, I'll hear it. And please don't spout out "make a Setting for it", because that's your answer to everything. ;) Such a minor feature doesn't need a Setting; it just needs to work.
Are you saying that the "is already confused" message shouldn't show up at all when the confusion-inducing is just an additional effect of the move (i.e. rather than the whole point of the move)?Lumineon used Water Pulse
Trubbish was confused
Trubbish hurt itself in its confusion
((a few turns later))
Lumineon used Water Pulse
Trubbish is already confused
Trubbish snapped out of confusion
Trubbish used blahblahblahwhatever
I have a feeling this isn't limited to Water Pulse. o.o