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Project: Generation 6 for Pokémon Essentials (Pokémon sprites and PBS files)

rigbycwts

Hmm, hmm.
98
Posts
11
Years
    • Seen Feb 22, 2019
    The egg move of Pidgey is "Feint Attack", not "Faint Attack". That's the reason. Anyway in my pokemon.txt it's correct.

    But I discovered some other bugs in pokemon.txt:
    - The rareness of some legendaries are not ORAS-conform (Rayquazza has the rareness 45 instead of 3, Reshiram and Zekrom each has the rareness of 3 instead of 45)
    - Many Pokémon of the 6th generation don't have their hidden ability defined: The starter Pokémon, Carbink, Klefki & the evolution line of Flabébé, Skiddo, Spritzee, Swirlix, Tyrunt & Amaura. Instead, their hidden ability is defined as the second regular ability.
    - There is no evolution for Fletchinder defined.
    - Flabébé has the wrong name (Flabebe).
    - Eevee doesn't have a evolution method for Sylveon defined.
    - Sylveon has the same ability twice.
    Aside from these, Bellsprout doesn't have starting moves at Level 1. The fix for those issues is here, except for Sylveon evolution method and the rareness.
     
    12
    Posts
    8
    Years
    • Seen Sep 21, 2019
    so after using the gen6 project for about a week now i too have found a lot of little bugs and errors but overall its awesome and i want to thank you guys before listing one more annoying one
    (im not going to list all the stuff like the sucker punch script having a typo:
    if pponent.hasMovedThisRound? || opponentmove.basedamage<=0
    instead of
    if opponent.hasMovedThisRound? || opponentmove.basedamage<=0)

    so you added the sweet little effect that every time an ability like intimidate gets activated you see its name. now heres the problem: forecast gets activated 3+ times per round to check if the weather changes during any point in time. even if it doesnt change the form it still displays the message which obviously quickly gets really annoying.

    so where is this effect defined so I or you can fix it.
     

    mde2001

    Pokemon Industrial Developer
    70
    Posts
    9
    Years
    • Seen Aug 26, 2016
    Hi. This project has been very helpful but I have one issue. I've had to replace the pokebattle_actualscene script folder to make some field effects work but the scripts that I was using for that folder don't work with the animated sprites. Is there a place where I can find the battlers that won't appear as long strings of pokemon. Or if not which lines in the script folder animate the battlers (eg. turn them into a single pokemon rather than a line) so that I can replace them.

    Thanks for any help.
     

    Sir_Tman

    Overworked game Dev
    201
    Posts
    8
    Years
  • Good News not really I also sometimes get this in multi battles with the opponent unable to send out a pokemon.
    Exception: NoMethodError

    Message: undefined method `f' for #<PokeBattle_Pokemon:0xaed6a48>
    PokeBattle_Battle:1551:in `pbSwitch'
    PokeBattle_Battle:1544:in `each'
    PokeBattle_Battle:1544:in `pbSwitch'
    PokeBattle_Battle:4116:in `__clauses__pbEndOfRoundPhase'
    PokeBattle_Clauses:42:in `pbEndOfRoundPhase'
    PokeBattle_Battle:2791:in `pbStartBattleCore'
    PokeBattle_Battle:2790:in `logonerr'
    PokeBattle_Battle:2790:in `pbStartBattleCore'
    PokeBattle_Battle:2774:in `loop'
    PokeBattle_Battle:2795:in `pbStartBattleCore'
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen May 3, 2024
    You can start by telling us which version of Essentials you're using, and whether you're using, say, the Gen 6 pack or any other script changes.
     

    Sir_Tman

    Overworked game Dev
    201
    Posts
    8
    Years
  • Partner trainer unable to send next pokemon out. AGIAN!

    In a Multi Battle when my partner pokemon faints he is unable to send out his next pokemon. Then im presented with this error.

    Spoiler:


    Dissmissing the error continues the battle but at the end of the round this error keeps poping up. Also if all my pokemon faint no one can do anything.

    Futhermore sometimes in multi battle the oponents pokemon faints I get a similar thing except with this error.
    Spoiler:

    And sometimes this error

    Spoiler:


    Now for your infomation I am currently useing the latest version of Project 6 Gen which uses the latest version of essentials and i'm not useing the elite battle system.

    Disclaimer: As I live on the other side of the world to most of you [i.e Australia] me responding to this may take some time.
     
    12
    Posts
    8
    Years
    • Seen Sep 21, 2019
    hey as it was already said some movesets are not done

    bellsprout (only vine whip)
    treeko
    grovyle
    sceptile
    torchic
    combusken
    blaziken
    mudkip
    marshtomb
    swampert
    linoone
    swellow
    pelipper
    shroomish
    slakoth
    nincada
    loudred
    nosepass
    skitty
    meditite
    medicham (only counter)
    volbeat
    tropius
    chimecho
    absol
    glalie

    i updated all movesets in my own way so i dont have the right movesets myself. when im done with the last 3 generation for myself i will make an updated oras one with the missing abilitys for generation 6 pokemon if u need it. just wanted to let u know.
     

    Sir_Tman

    Overworked game Dev
    201
    Posts
    8
    Years
  • A wile back I posted saying i'm haveing issues with multi-battles. Now i'm haveing a similar issue with single battles.

    Exception: NoMethodError
    Message: undefined method `f' for #<PokeBattle_Pokemon:0xaabb588>
    PokeBattle_Battle:1551:in `pbSwitch'
    PokeBattle_Battle:1544:in `each'
    PokeBattle_Battle:1544:in `pbSwitch'
    PokeBattle_Battle:4116:in `__clauses__pbEndOfRoundPhase'
    PokeBattle_Clauses:42:in `pbEndOfRoundPhase'
    PokeBattle_Battle:2791:in `pbStartBattleCore'
    PokeBattle_Battle:2790:in `logonerr'
    PokeBattle_Battle:2790:in `pbStartBattleCore'
    PokeBattle_Battle:2774:in `loop'
    PokeBattle_Battle:2795:in `pbStartBattleCore'

    And no I have not made any script changes im just useing the latest version of 6 gen.
     

    Alababal

    Pokémon Alabaster Developer
    101
    Posts
    9
    Years
  • I've been playing around with this a bit and I've found that the ability aftermath does damage every turn, not only the turn that the opponent faints. The fix seems simple enough (I'm pretty sure I didn't screw anything up :P)

    In PokeBattle_Battler I added the red.
    Code:
    if target.hasWorkingAbility(:AFTERMATH,true) && !user.isFainted? [COLOR=Red]&& target.isFainted?[/COLOR]
    Also kecleon didn't have a hidden ability defined. I haven't gone through to see if any others were missing yet.

    And finally I'd like to second Sir_Tman's question about double battles when you have a partner. The bit of code causing the error has to do with Illusion. I managed to bypass the error by adding the lines in green, but it doesn't actually fix the problem itself, so is someone could come up with something better that'd be great.

    Code:
          if !pbOwnedByPlayer?(index)
            if !pbIsOpposing?(index) || (@opponent && pbIsOpposing?(index))
              newenemy=pbSwitchInBetween(index,false,false)
              [COLOR=SeaGreen]if pbIsOpposing?(index) #Temp Edit[/COLOR]
              if isConst?(@party2[newenemy].ability,PBAbilities,:ILLUSION) #ILLUSION
                [email protected]_all {|item| item && !item.egg? && item.hp>0 }
                if party3[@party2.length-1] != @party2[newenemy]
                  illusionpoke = party3[party3.length-1]
                end
              end #ILLUSION
              newname = illusionpoke != nil ? illusionpoke.name : @party2[newenemy].name #ILLUSION
              [COLOR=SeaGreen]end #Temp Edit[/COLOR]
              opponent=pbGetOwner(index)
     

    Alababal

    Pokémon Alabaster Developer
    101
    Posts
    9
    Years
  • Define Not fixing the problem.
    The problem is with Illusion itself I think. I haven't tested it but I'm pretty sure if your partner had an Illusion pokemon it wouldn't work with my edit. Also in my game right now when zoroark attacks it says "zoroark used..." instead of "(imitated pokemon) used..." Not a big deal to me since zoroark's illusion is usually compromised after one turn anyway but it's not true to the official games.

    From my limited testing though double battles work fine, which is good enough for game development in the short term. Not sure about your second problem by the way. The line giving you a problem doesn't correlate to anything for me.
     

    Sir_Tman

    Overworked game Dev
    201
    Posts
    8
    Years
  • Right well thank you i'll give this script edit a try and see what happens. It will either make or break my day.
     

    Sir_Tman

    Overworked game Dev
    201
    Posts
    8
    Years
  • A wile back I posted saying i'm haveing issues with multi-battles. Now i'm haveing a similar issue with single battles.

    Exception: NoMethodError
    Message: undefined method `f' for #<PokeBattle_Pokemon:0xaabb588>
    PokeBattle_Battle:1551:in `pbSwitch'
    PokeBattle_Battle:1544:in `each'
    PokeBattle_Battle:1544:in `pbSwitch'
    PokeBattle_Battle:4116:in `__clauses__pbEndOfRoundPhase'
    PokeBattle_Clauses:42:in `pbEndOfRoundPhase'
    PokeBattle_Battle:2791:in `pbStartBattleCore'
    PokeBattle_Battle:2790:in `logonerr'
    PokeBattle_Battle:2790:in `pbStartBattleCore'
    PokeBattle_Battle:2774:in `loop'
    PokeBattle_Battle:2795:in `pbStartBattleCore'

    Well I worked out what this is. In the latest version of Essentials they changed the way you set gender for opponent pokemon. It used to be Male=0 & Female=1 (0,1) in the latest version of Vanilla Essentials Male=M & Female=F (M,F). Now the editor that comes with the 6 gen pack uses the (M,F) to determin gender whilst 6 gen pack still reconises the (0,1) to determin gender.

    So to fix this I now go through my psb files and change all of the (M,F) to (0,1)
    Also is there a way to make the editor write gender as (0,1) rather than (M,F) I changed somethings in the scripts and that dose not do a thing. Because everytime i use the editor It keeps changing them back to (M,F)

    P.S. Has anyone come up for a better fix for Illusion yet because i'm haveing no luck what so ever and one of my partner trainers has an Illusion pokemon so I really need to figgure it out in the meantime im useing Alababal script for the mean time.
     
    Last edited:
    30
    Posts
    8
    Years
    • Seen Mar 20, 2017
    Hello!

    I'm using the G6 + EB in my project. Everything is fine by far, only one trouble is happening: when a Pokémon evolves the game stop, then RGSS crash message. It happen exactly when the sprite get red then start the rotation animation.

    It seems to be related to the sprites, cause when I removed both pre and pos evolution sprites, the evolution proccess finish. Maybe something because they are animated?

    EDIT: The problem happens with static sprites too. I put static sprites and the RGSS crash happened too.

    Did you see this problem? Could anyone help me to solve this?

    Thanks for the help! :)
     
    Last edited:
    2
    Posts
    8
    Years
    • Seen Aug 21, 2015
    I'm having a problem with this. IDK if i'm stupid, or forgot something, but whenever I try to start an actual game on essentials, it says that it Failed to load the bitmap located at: Graphics/Titles/gen6_bg....... can I have help with this?
     
    30
    Posts
    8
    Years
    • Seen Mar 20, 2017
    Hello!

    I'm using the G6 + EB in my project. Everything is fine by far, only one trouble is happening: when a Pokémon evolves the game stop, then RGSS crash message. It happen exactly when the sprite get red then start the rotation animation.

    It seems to be related to the sprites, cause when I removed both pre and pos evolution sprites, the evolution proccess finish. Maybe something because they are animated?

    EDIT: The problem happens with static sprites too. I put static sprites and the RGSS crash happened too.

    Did you see this problem? Could anyone help me to solve this?

    Thanks for the help! :)

    Nevermind, i found the solution. Was a problem with a .dll and the game.ini :)
     
    1,224
    Posts
    10
    Years
  • I'm having a problem with this. IDK if i'm stupid, or forgot something, but whenever I try to start an actual game on essentials, it says that it Failed to load the bitmap located at: Graphics/Titles/gen6_bg....... can I have help with this?

    It means you are missing graphic files.
     
    2
    Posts
    8
    Years
    • Seen Aug 21, 2015
    I know that, but I was asking where these graphics could be obtained..... I didn't see them in the downloads
     
    46
    Posts
    10
    Years
    • Seen Jan 19, 2017
    when NPC trainer's pokemon use Infestation move, it's have this error. how to fix it? thanks
    Code:
    Exception: NoMethodError
    Message: undefined method `isFainted?' for nil:NilClass
    PokeBattle_MoveEffects:5476:in `pbEffect'
    PokeBattle_Battler:3430:in `pbUseMove'
    PokeBattle_Battler:3429:in `logonerr'
    PokeBattle_Battler:3429:in `pbUseMove'
    PokeBattle_Battler:3671:in `pbProcessTurn'
    PokeBattle_Battler:3670:in `logonerr'
    PokeBattle_Battler:3670:in `pbProcessTurn'
    PokeBattle_Battle:3086:in `pbAttackPhase'
    PokeBattle_Battle:3057:in `each'
    PokeBattle_Battle:3057:in `pbAttackPhase'
     
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