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Report bugs and errors in unmodified Essentials version 21

Maruno

Lead Dev of Pokémon Essentials
5,286
Posts
16
Years
    • Seen May 3, 2024
    I found the source of this bug. It's an AI miscalculation, and happens only to wild Pokémon about half the time (regardless of which moves it knows). It'll be fixed soon enough.
     
    32
    Posts
    9
    Years
    • Seen Aug 16, 2016
    if a pokemon breaks out of a safari ball, after having been fed with a bait or thrown at with a rock, it's sprite will slide down behind the players control bar. it stays there for the rest of the battle. this happens in a clean version.
     

    Radical Raptr

    #BAMFPokemonNerd
    1,123
    Posts
    13
    Years
  • if a pokemon breaks out of a safari ball, after having been fed with a bait or thrown at with a rock, it's sprite will slide down behind the players control bar. it stays there for the rest of the battle. this happens in a clean version.

    Happens to me too, it also happens if a rock is thrown instead or in addition to bait.
    It does not happen if a ball is thrown without using bait or rocks
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    Yep, that's a bug with the new animations.
     
    1,224
    Posts
    10
    Years
  • Using the "Fill Storage Boxes" command in the debug menu throws this at me

    Spoiler:


    Edit: This is actually because I have too many pokemon. Only 720 slots available by default. To solve just change this number here to higher in your settings
    Code:
    STORAGEBOXES = 24
     
    Last edited:
    11
    Posts
    9
    Years
    • Seen May 25, 2015
    I get this error when I enter a map with a berry that has grown (in a clean version of Essentials 15):
    Exception: NoMethodError
    Message: undefined method `addUserAnimation' for nil:NilClass
    PokemonBerryPlants:333:in `setGraphic'
    PokemonBerryPlants:151:in `initialize'
    PokemonBerryPlants: 8:in `new'
    PokemonBerryPlants:8
    PokemonBerryPlants: 5:in `each'
    PokemonBerryPlants:5
    PokemonBerryPlants: 1:in `call'
    PBEvent:54:in `trigger'
    PBEvent:49:in `each'
    PBEvent:49:in `trigger

    I don't know what caused this error but I think it has something to do with Poison Heal, I was in a double battle and suddenly this error message popped up. It didn't crash the game but weird things started happening. Like the foe didn't switch in any new Pokémon and the same for me. This is the error:

    Exception: NoMethodError
    Message: undefined method `PBEffects' for #<PokeBattle_Battle:0x99ac260>
    PokeBattle_Battle:2885:in `__clauses__pbEndOfRoundPhase'
    PokeBattle_Battle:2880:in `each'
    PokeBattle_Battle:2880:in `__clauses__pbEndOfRoundPhase'
    PokeBattle_Clauses:42:in `pbEndOfRoundPhase'
    PokeBattle_Battle:2301:in `pbStartBattleCore'
    PokeBattle_Battle:2300:in `logonerr'
    PokeBattle_Battle:2300:in `pbStartBattleCore'
    PokeBattle_Battle:2284:in `loop'
    PokeBattle_Battle:2305:in `pbStartBattleCore'
    PokeBattle_Battle:2117:in `pbStartBattle'

    Edit: There's also something wrong when playing a random cry, I deleted the code and it worked (Line 78 and 79 in Scene_Intro)
     
    Last edited:

    Diverscope

    Pardon me
    152
    Posts
    11
    Years
  • If you go through the Pokémon Summarys in the storage box and the box itself isn't full (There no 30 Pokémon in it) you will hear the Cry of the last Pokémon everytime when you press the down-button.

    Example: You use the debug command "Fill storage boxes" and go to Box 22. If you select genesect and view his summary screen and press down, you will hear his cry again and again.
     
    18
    Posts
    9
    Years
    • Seen Apr 18, 2015
    When you see the move relearner's graphics, the image reminderSel.png is too up.
    To fix this, in the script "PokemonMoveRelearner" after the line 65 (@sprites["background"].setBitmap("Graphics/Pictures/reminderSel")), add "@sprites["background"].y=78"
     
    Last edited:
    1,224
    Posts
    10
    Years
  • Shortly under this in PokeBattle_Battle

    Code:
    # Initialize opponent in single battles

    this
    Code:
    trainerpoke=@party2[0]
    should be
    Code:
    trainerpoke=@party2[sendout]
    Otherwise, there's no point in checking which pokemon is the opponent's next able choice.
     
    1,224
    Posts
    10
    Years
  • If you didn't already notice it yet, in def pbRoughAccuracy (in the AI), Hustle has a slight bug. Add the red part

    Code:
    if skill>=PBTrainerAI.highSkill
            accuracy*=0.8 if attacker.hasWorkingAbility(:HUSTLE) &&
                             move.basedamage>0 &&
                             move.pbIsPhysical?([COLOR="Red"]move.[/COLOR]pbType(move.type,attacker,opponent))
          end
     

    Savordez

    It's time to end fangames.
    115
    Posts
    10
    Years
  • There also seems to be a small bug with some abilities (Vital Spirit, Insomnia and the Leaf Guard + sunny weather combo). In PokeBattle_Effects, around line 23:
    Code:
        if hasWorkingAbility(:VITALSPIRIT) ||
           hasWorkingAbility(:INSOMNIA) ||
           (hasWorkingAbility(:LEAFGUARD) && @battle.pbWeather==PBWeather::SUNNYDAY)
          abilityname=PBAbilities.getName(self.ability)
          @battle.[COLOR="Red"]pbDispbIncreaseStatplay[/COLOR](_INTL("{1} stayed awake using its {2}!",pbThis,abilityname)) if showMessages
          return false
        end
    Change the red part to
    Code:
    pbIncreaseStatplay
    Really simple fix. Feel free to make me look like a dumbass if something's wrong.
     
    Last edited:
    18
    Posts
    9
    Years
    • Seen Apr 18, 2015
    If you write an email and you give it to a pokémon, when you read the text is on a single line
     
    1,224
    Posts
    10
    Years
  • In PokeBattle_Scene, in def pbSwitch(index,lax,cancancel)

    this
    Code:
    # Fade out and hide all sprites
     visiblesprites=pbFadeOutAndHide(@sprites)
        pbShowWindow(BLANK)
        pbSetMessageMode(true)
        modparty=[]
        for i in 0...6
          modparty.push(party[partypos[i]])
        end

    should be
    Code:
    # Fade out and hide all sprites
        pbShowWindow(BLANK)
        pbSetMessageMode(true)
        modparty=[]
        for i in 0...6
          modparty.push(party[partypos[i]])
        end
        visiblesprites=pbFadeOutAndHide(@sprites)

    Otherwise it makes a weird flicker when going to the party screen in battle.
     

    Erassus

    I'm back.
    50
    Posts
    9
    Years
  • I found a error when adding pokémons to a new trainers battle in external editor (fresh version 15.01 essentials)

    Code:
    ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: NameError
    
    Message: uninitialized constant PokeBattle_Pokemon::PBStats
    
    PokeBattle_Pokemon:806:in `calcStats'
    
    PokeBattle_Pokemon:804:in `each'
    
    PokeBattle_Pokemon:804:in `calcStats'
    
    PokeBattle_Pokemon:884:in `initialize'
    
    PTrainer_NPCTrainers:128:in `new'
    
    PTrainer_NPCTrainers:128:in `pbNewTrainer'
    
    PTrainer_NPCTrainers:114:in `loop'
    
    PTrainer_NPCTrainers:137:in `pbNewTrainer'
    
    PTrainer_NPCTrainers:108:in `each'
    
    PTrainer_NPCTrainers:108:in `pbNewTrainer'
    
    
    
    This exception was logged in 
    
    Saved Games/Pokemon Essentials/errorlog.txt.

    EDIT:

    It seems the EditorScripts.dat from 15.01 doesn't work.

    I replace the EditorScripts.dat with V15 or V14 and now works well.
     
    Last edited:
    11
    Posts
    9
    Years
    • Seen May 25, 2015
    When fighting a Smeargle that knows One-Hit KO moves I get this error, I think it's something wrong with Moody:
    Exception: NoMethodError
    Message: undefined method `pbTooHigh?' for 1:Fixnum
    PokeBattle_Battle:3327:in `__clauses__pbEndOfRoundPhase'
    PokeBattle_Battle:3325:in `each'
    PokeBattle_Battle:3325:in `__clauses__pbEndOfRoundPhase'
    PokeBattle_Battle:3295:in `each'
    PokeBattle_Battle:3295:in `__clauses__pbEndOfRoundPhase'
    PokeBattle_Clauses:42:in `pbEndOfRoundPhase'
    PokeBattle_Battle:2340:in `pbStartBattleCore'
    PokeBattle_Battle:2339:in `logonerr'
    PokeBattle_Battle:2339:in `pbStartBattleCore'
    PokeBattle_Battle:2323:in `loop'
    It makes me unable to switch in a new Pokémon after it knocked out one.
     
    Last edited:
    119
    Posts
    10
    Years
    • Seen Sep 1, 2023
    I found a possible bug in PokeBattle_AI. (Present in both v15 and v15.1)

    At 2 instances it checks whether "[PBEffects::StealthRock]>0", while [PBEffects::StealthRock] actually is a boolean. I fixed it by replacing ">0" by "==true".

    EDIT: Sorry, this was from v14, and was fixed in v15.
     
    Last edited:

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    I found a possible bug in PokeBattle_AI. (Present in both v15 and v15.1)

    At 2 instances it checks whether "[PBEffects::StealthRock]>0", while [PBEffects::StealthRock] actually is a boolean. I fixed it by replacing ">0" by "==true".
    Wherever you found that, it wasn't in v15 or v15.1.
     
    119
    Posts
    10
    Years
    • Seen Sep 1, 2023
    You're right. My bad, it was v14, I didn't double check it. (and besides that, it also doesn't need the ==true)
     
    1,224
    Posts
    10
    Years
  • Not sure if this counts as a bug or a suggestion, but if you have custom evolution types, and don't also apply those custom type names to the editor(which I didn't realize I had to do), when you use the editor it saves them with "Custom 2" and such. It'd be nice if it wouldn't do that
     
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