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

ReVaN777

Creator of Pokemon Titanium
108
Posts
12
Years
I'm getting the message "Script 'PokeBattle_Scene' line 189: SytaxError Occurred" when I try to load the game

Did you replace both the script with the new ones, you didnt try to add it to it already right, boths script are to replace the old one. try coping the script through print version at the beginning of the thread.
 
34
Posts
8
Years
When I try to look at a pokemon's summary from the party I get this error message:

Spoiler:
 
Last edited:
34
Posts
8
Years
When I try to look at a pokemon's summary from the party I get this error message:

Spoiler:

never mind, i was missing the graphics for the pokemon, what a silly mistake
 
11
Posts
15
Years
  • Seen Jan 9, 2016
Hi! I'm trying to figure out why my pokemon forms won't show. I'm using the same "PScreen_PokedexNestForm" script and the same pokemon.txt pbs than the Gen. 6 pack, but my battlers are from the 3rd and 4th gen. But in the battle, the sprites show perfectly.

Can anyone help?

Sorry the bad spelling, I'm from Brazil.
 
68
Posts
8
Years
  • Age 28
  • Seen Dec 3, 2016
Is there a way to fix the primal reversion?

And I have the same Problem like VanillaBrocker :(
 
Last edited by a moderator:
9
Posts
8
Years
I am using the Gen 6 addon and over the past few days I've fixed a common issue with the Y coordinates of Pokemon being wrong. However, upon testing out certain Mega evolutions, I noticed that when a pokemon mega evolves, their sprite moves upwards by a lot. Another problem I'm having relates to the width of the sprites. Are sprites not supposed to be wider than a certain width? Because the mega evolution back sprites are cut off from their right-side along with being sent upwards. Is there a way I can fix these problems? I tried looking through the scripts but I couldn't find anything.

You can get rid of the sprites moving upwards by getting rid of ALL the "formoffsetY" stuff in the script if you don't care about having it. And from what I noticed from personal experience the form sprites get cut off based on the amount of vertical pixels. For example, I had Mega sceptile without an arm and the size of the sprite's file was something like 186x160. After changing it to 186x202 the arm wasn't cut off anymore( you can play with the number until it's in the right place)

for the syntax error you should tell us the rest of the error message

Hi! I'm trying to figure out why my pokemon forms won't show. I'm using the same "PScreen_PokedexNestForm" script and the same pokemon.txt pbs than the Gen. 6 pack, but my battlers are from the 3rd and 4th gen. But in the battle, the sprites show perfectly.

Can anyone help?

Sorry the bad spelling, I'm from Brazil.

the forms worked before changing the scripts right? Did you try using the old script ?

Is there a way to fix the primal reversion?

And I have the same Problem like VanillaBrocker :(

What problem are you having with that exactly
 
Last edited by a moderator:
87
Posts
8
Years
Intimidate Error

Hi,
I'm getting a error in which makes my game crash completely if you use a pokemon with the intimidate ability (eg. Luxio)
Errors are:
Code:
Exception: NameError
Message: undefined local variable or method `attacker' for #<PokeBattle_Battler:0x82ca220>
PokeBattle_BattlerEffects:1067:in `pbReduceAttackStatStageIntimidate'
PokeBattle_Battler:1160:in `pbAbilitiesOnSwitchIn'
PokeBattle_Battler:1158:in `each'
PokeBattle_Battler:1158:in `pbAbilitiesOnSwitchIn'
PokeBattle_Battle:2362:in `pbOnActiveAll'
PokeBattle_Battle:2361:in `each'
PokeBattle_Battle:2361:in `pbOnActiveAll'
PokeBattle_Battle:2772:in `pbStartBattleCore'
PokeBattle_Battle:2603:in `pbStartBattle'
PField_Field:1015:in `pbWildBattle'

and
Code:
Exception: RuntimeError
Message: Script error within event 13, map 126 (Rakenvale Mountain):
Exception: NameError
Message: Section077:1067:in `pbReduceAttackStatStageIntimidate'undefined local variable or method `attacker' for #<PokeBattle_Battler:0x8c9b110>
***Full script:
pbTrainerBattle(PBTrainers::POKEMONRANGER_F,"Allison",_I("I failed the volcano!"),false,0,false,0)
Interpreter:243:in `pbExecuteScript'
PokeBattle_Battler:1160:in `pbAbilitiesOnSwitchIn'
PokeBattle_Battler:1158:in `each'
PokeBattle_Battler:1158:in `pbAbilitiesOnSwitchIn'
PokeBattle_Battle:2362:in `pbOnActiveAll'
PokeBattle_Battle:2361:in `each'
PokeBattle_Battle:2361:in `pbOnActiveAll'
PokeBattle_Battle:2772:in `pbStartBattleCore'
PokeBattle_Battle:2603:in `pbStartBattle'
PTrainer_NPCTrainers:496:in `pbTrainerBattle'

Interpreter:276:in `pbExecuteScript'
Interpreter:794:in `command_111'
Interpreter:320:in `execute_command'
Interpreter:193:in `update'
Interpreter:106:in `loop'
Interpreter:198:in `update'
Scene_Map:103:in `update'
Scene_Map:101:in `loop'
Scene_Map:114:in `update'
Scene_Map:68:in `main'
The script section which is corresponding with this is....
Code:
if hasWorkingAbility(:CLEARBODY) || hasWorkingAbility(:WHITESMOKE) ||
       hasWorkingAbility(:HYPERCUTTER)
      if !attacker.hasBypassingAbility
        @battle.pbDisplayEffect(self)
        if EFFECTMESSAGES
            @battle.pbDisplay(_INTL("{1}'s stats were not lowered!",pbThis))
        else
          abilityname=PBAbilities.getName(self.ability)
          oppabilityname=PBAbilities.getName(attacker.ability)
          @battle.pbDisplay(_INTL("{1}'s {2} prevented {3}'s {4} from working!",
             pbThis,abilityname,attacker.pbThis(true),oppabilityname))
        end
(1065-1076)
and
Code:
# Intimidate
      if self.hasWorkingAbility(:INTIMIDATE) && onactive
        PBDebug.log("[#{pbThis}: has Intimidate]")
        @battle.pbDisplayEffect(self)
        for i in 0...4
          if pbIsOpposing?(i) && [email protected][i].isFainted?
            @battle.battlers[i].pbReduceAttackStatStageIntimidate(self)
          end
        end
      end
(1154-1163)

Thanks for the help! :)

Oh yeah, I'm using the Gen 6 Add-ons. (That's basically it)
 
68
Posts
8
Years
  • Age 28
  • Seen Dec 3, 2016
I already did that its still not working. If take Groudons Red Orb away its still in the primal form.
Also the back- and frontsprites are not shown in the Pokedex. I'm using the Elite Battle System
and the Gen 6 Project. I'm already using the AnimatedBitmapWrapper. :(
 
11
Posts
15
Years
  • Seen Jan 9, 2016
the forms worked before changing the scripts right? Did you try using the old script ?

Hi!

No, I just tried the latest version. Should I try another version of the addon? I don't want to lose the more recent changes. Should I just use the "PScreen_PokedexNestForm" script from a previous version ?

I've attached a printscreen of the problem.

Thanks!
 
824
Posts
8
Years
@BjFinest34 - You'll notice that one line that reads "if !attacker.hasBypassingAbility". That's from code left from copy-and-pasting code from a move effect. It's checking to make sure that the Pokemon who lowered your stats - which should have Intimidate since that's how this subroutine was triggered - doesn't have Mold Breaker. Unless you've completely recoded your game to allow Pokemon to have two abilities, this should never ever be false. Just change that line to say "if true"

@Sharazel - Okay. I see what I did to fix this. Search for "def pbResetForm". There you should see a list of Pokemon who have in-battle-only non-Mega forms - my game has Castform, Cherrim, Darmanitan, Meloetta, Aegislash, and Chesnaught (your mileage may vary, and you very likely won't have Chesnaught). Add lines of code for Kyogre and Groudon (and any other Primals you have).

@Sharazel and Vanillabrocker - I could never figure out what the problem was with the Gen VI Pack and the Pokedex's forms page, but yeah, it's there. I ended up recoding the main page of Pokedex entries to change the form of the image if you press Q and E (and also show female sprites if you press E, or Pokeminorities if you press A, S, D, or Z), which also allowed me to show the types of both Delta and alternate forms. But in order to do that, I had to extensively recode certain parts of the PScreen_Pokedex, Pokemon_MultipleForms, and PSystem_Utilities scripts, since what I end up doing is making a hidden variable that is a fully-fledged Pokemon and altering it to fit certain criteria, then asking that Pokemon "what type are you?" and displaying those types rather than the ones in Pokemon.txt
 
Last edited:
68
Posts
8
Years
  • Age 28
  • Seen Dec 3, 2016
Hey ^^ Thanks for the quick answer. I searched for "def pbREsetForm" but i cant find it oO
 
87
Posts
8
Years
@BjFinest34 - You'll notice that one line that reads "if !attacker.hasBypassingAbility". That's from code left from copy-and-pasting code from a move effect. It's checking to make sure that the Pokemon who lowered your stats - which should have Intimidate since that's how this subroutine was triggered - doesn't have Mold Breaker. Unless you've completely recoded your game to allow Pokemon to have two abilities, this should never ever be false. Just change that line to say "if true"

@Sharazel - Okay. I see what I did to fix this. Search for "def pbResetForm". There you should see a list of Pokemon who have in-battle-only non-Mega forms - my game has Castform, Cherrim, Darmanitan, Meloetta, Aegislash, and Chesnaught (your mileage may vary, and you very likely won't have Chesnaught). Add lines of code for Kyogre and Groudon (and any other Primals you have).

@Sharazel and Vanillabrocker - I could never figure out what the problem was with the Gen VI Pack and the Pokedex's forms page, but yeah, it's there. I ended up recoding the main page of Pokedex entries to change the form of the image if you press Q and E (and also show female sprites if you press E, or Pokeminorities if you press A, S, D, or Z), which also allowed me to show the types of both Delta and alternate forms. But in order to do that, I had to extensively recode certain parts of the PScreen_Pokedex, Pokemon_MultipleForms, and PSystem_Utilities scripts, since what I end up doing is making a hidden variable that is a fully-fledged Pokemon and altering it to fit certain criteria, then asking that Pokemon "what type are you?" and displaying those types rather than the ones in Pokemon.txt

I don't see the word (false) here, so is it in the 1st script section which deals with the white smoke and clear body abilites?
 
8
Posts
9
Years
  • Age 23
  • Seen Jun 22, 2016
So... <Rubs hands together, then claps.> Zygarde's new forms. Will they be added?
Also did the Mega Eon Pokemon's sprites get added to the EBS Battlers rar file?
 
9
Posts
8
Years
Hey ^^ Thanks for the quick answer. I searched for "def pbREsetForm" but i cant find it oO

try to search CHERRIM or CASTFORM or anything like that. you should get two results, on one of those there's a vertical list of all the pokemon that revert form after the battle.

@Natias Man they're coming out next year, there's still time for that xDD

@VanillaBrocker I checked out my game ( I have the 15.1 with gen 6 addons added rather than the base gen 6 addons) and I noticed that in the v15.1 the forms on the pokedex are shown but you can't choose wich one to see, so I'm afraid there's no fast way of fixing that problem.
I wouldn't worry too much though. Almost nobody actually uses the pokedex to see forms (in fan games I mean).
 
Last edited:

Delusions of Originality

good night, sleep tight
108
Posts
14
Years
  • Age 35
  • Seen Apr 17, 2024
Noticed a mistake in the AI's damage consideration: it checks for assault vest on the AI's pokémon and treats it as an offense-boosting item, rather than considering it a defense-boosting item for the opponent. (It appears to have been made as a direct clone of wise glasses, for some reason.)

In PokeBattle_AI, search for and delete

Code:
# Assault Vest
    if attacker.hasWorkingItem(:WISEGLASSES) && move.pbIsSpecial?(type)
      basedamage=(basedamage*1.1).round
    end
Then, search for

Code:
if opponent.hasWorkingItem(:SOULDEW) &&
         (isConst?(opponent.species,PBSpecies,:LATIAS) ||
         isConst?(opponent.species,PBSpecies,:LATIOS)) && move.pbIsSpecial?(type)
        defense=(defense*1.5).round
end
and add the following directly beneath it:

Code:
if opponent.hasWorkingItem(:ASSAULTVEST) && move.pbIsSpecial?(type)
        defense=(defense*1.5).round
end
All the assault vest code for the player using it/attacking a pokémon holding it looks fine at a glance; it's just the AI that was mixed up.

Probably not a big deal for most games (I wasn't even looking for it myself, I was just adding a different defensive effect and noticed the double wise glasses), but might be worth fixing if you're planning on using opponents who use competitively good items and what have you.
 

Sir_Tman

Overworked game Dev
201
Posts
8
Years
im back agian and I have been defeated by this error still.
Spoiler:
This happens when the opponet tries to switch in there next pokemon. I been baffuled for a month.
 
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