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Generation 8 Project for Essentials v18 and v18.1 (Scripts, PBS and More)

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YashPokeFan123

#PokeFan
283
Posts
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    • Seen Apr 28, 2023
    Would you mind posting yout error?

    ---------------------------
    Pokemon Essentials
    ---------------------------
    [Pokémon Essentials version 18.1.dev]

    Exception: NameError

    Message: undefined local variable or method `textpos' for #<PokemonSummary_Scene:0xc5b24b0>



    Backtrace:

    PScreen_Summary:749:in `drawSelectedMove'

    PScreen_Summary:189:in `pbStartForgetScene'

    PScreen_Summary:1347:in `pbStartForgetScreen'

    PItem_Items:673:in `pbForgetMove'

    PItem_Items:670:in `pbFadeOutIn'

    PItem_Items:674:in `pbForgetMove'

    PItem_Items:648:in `pbLearnMove'

    PItem_Items:645:in `loop'

    PItem_Items:665:in `pbLearnMove'

    Pokemon_Forms:796



    This exception was logged in

    C:\Users\USERNAME\Saved Games\Pokemon Essentials\errorlog.txt.

    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK
    ---------------------------

    he is talking about this error I am also having
     

    YashPokeFan123

    #PokeFan
    283
    Posts
    3
    Years
    • Seen Apr 28, 2023
    hey i am also getting error when fuse calyrex with glastrier same error as spectrier


    ---------------------------
    Pokemon Essentials
    ---------------------------
    [Pokémon Essentials version 18.1.dev]

    Exception: NameError

    Message: undefined local variable or method `textpos' for #<PokemonSummary_Scene:0xcdd9f50>



    Backtrace:

    PScreen_Summary:749:in `drawSelectedMove'

    PScreen_Summary:189:in `pbStartForgetScene'

    PScreen_Summary:1347:in `pbStartForgetScreen'

    PItem_Items:673:in `pbForgetMove'

    PItem_Items:670:in `pbFadeOutIn'

    PItem_Items:674:in `pbForgetMove'

    PItem_Items:648:in `pbLearnMove'

    PItem_Items:645:in `loop'

    PItem_Items:665:in `pbLearnMove'

    Pokemon_Forms:794



    This exception was logged in

    C:\Users\USERNAME\Saved Games\Pokemon Essentials\errorlog.txt.

    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK
    ---------------------------
     

    StCooler

    Mayst thou thy peace discover.
    9,301
    Posts
    4
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    • Seen May 5, 2024
    hey i am also getting error when fuse calyrex with glastrier same error as spectrier
    The problem should be general to any situation where you need to teach a move, I'd guess.

    Please post the code of the abovementioned def drawSelectedMove() from the class PokemonSummary_Scene in the file PScreen_Summary.
    The lines that appear in the error message here do not correspond at all to the ones from the Gen 8 project.
     

    YashPokeFan123

    #PokeFan
    283
    Posts
    3
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    • Seen Apr 28, 2023
    The problem should be general to any situation where you need to teach a move, I'd guess.

    Please post the code of the abovementioned def drawSelectedMove() from the class PokemonSummary_Scene in the file PScreen_Summary.
    The lines that appear in the error message here do not correspond at all to the ones from the Gen 8 project.

    here is all code of my pscreen summary
    Spoiler:
     

    StCooler

    Mayst thou thy peace discover.
    9,301
    Posts
    4
    Years
    • Seen May 5, 2024
    Here is the problem:
    Above the comment:
    Code:
        # Write power and accuracy values for selected move
    paste this:
    Code:
        textpos = []
     
    83
    Posts
    3
    Years
  • Hey, great resource. However, I've found a bug. Whenever I go to another region, for some reason the sprites are automatically change for the Dynamax versions. For example, I have a Pikachu that I want to evolve into Alolan Raichu, so I set up a test map that it's techinically in another region (even though is literally outside on the starter area). So what happens is that whenever I go to that map, my Pikachu shows it's dynamax sprite, in the summary or in the battle, but it can still evolves into Alolan Raichu. I found a little odd, so I've decided to report this little bug that I've discovered.

    Anyway, aside from that, I'm loving this resource overall
     

    StCooler

    Mayst thou thy peace discover.
    9,301
    Posts
    4
    Years
    • Seen May 5, 2024
    Hey, great resource. However, I've found a bug. Whenever I go to another region, for some reason the sprites are automatically change for the Dynamax versions. For example, I have a Pikachu that I want to evolve into Alolan Raichu, so I set up a test map that it's techinically in another region (even though is literally outside on the starter area). So what happens is that whenever I go to that map, my Pikachu shows it's dynamax sprite, in the summary or in the battle, but it can still evolves into Alolan Raichu. I found a little odd, so I've decided to report this little bug that I've discovered.

    Anyway, aside from that, I'm loving this resource overall

    Oh, I get it!
    I was going to say it's a Dynamax bug, but no.
    In this ressource, the Gigantamax sprites are numbered as usual forms. So the Gmax form of Pikachu is numbered as form 1, while form 1 already exists in the database as Alolan Pikachu (which has no difference in sprite by the way, only the method of evolving). This is an error I didn't report, but now it is.
    How to solve this:
    • Go to: https://bulbapedia.bulbagarden.net/wiki/Gigantamax so you know which Pokémon has a Gigantamax form
    • Go to your Graphics/Battlers and Graphics/Icons folders, and rename the sprites yourself like this:
      025_1 ==> 025_gmax (It's PIKACHUUU!!!)
      052_3 ==> 052_gmax (this is Meowth)
      and so on. The suffix "gmax" is the suffix used in the Dynamax plugin.
     
    211
    Posts
    7
    Years
    • Seen May 5, 2024
    I don't know if it's from this bug seems like I can't mega evolve anymore :/

    Place this script in Pokemon_MegaEvolution :

    MultipleForms.register(:GYARADOS,{
    "getSpecificMegaForm" => proc { |pkmn|
    next 1 if (pkmn.hasItem?(:GYARADOSITE))
    next
    }
    })

    You can make gyarados to mega evo

    That's a example Mega evolution method scripts
    But I don't know how to make mega evo for charizard and mewtwo

    Sorry for my bad english
     

    StCooler

    Mayst thou thy peace discover.
    9,301
    Posts
    4
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    • Seen May 5, 2024
    Place this script in Pokemon_MegaEvolution :

    MultipleForms.register(:GYARADOS,{
    "getSpecificMegaForm" => proc { |pkmn|
    next 1 if (pkmn.hasItem?(:GYARADOSITE))
    next
    }
    })

    You can make gyarados to mega evo

    That's a example Mega evolution method scripts
    But I don't know how to make mega evo for charizard and mewtwo

    Sorry for my bad english

    He meant he cannot Mega-Evolve in game, while this script is already in place.
    It was a known bug, item ID's didn't function well (the problem is already solved on Github, so it will be solved here soon too).
     
    8
    Posts
    3
    Years
  • Sorry to disturb you sir but I can't teach my pokemon any tm/hm/tr moves whenever I try it shows this error and here's my code.
    Code:
    #===============================================================================
    # Teach and forget a move
    #===============================================================================
    def pbLearnMove(pkmn,move,ignoreifknown=false,bymachine=false,&block)
      return false if !pkmn
      movename = PBMoves.getName(move)
      if pkmn.egg? && !$DEBUG
        pbMessage(_INTL("Eggs can't be taught any moves."),&block)
        return false
      end
      if pkmn.shadowPokemon?
        pbMessage(_INTL("Shadow Pokémon can't be taught any moves."),&block)
        return false
      end
      pkmnname = pkmn.name
      if pkmn.hasMove?(move)
        pbMessage(_INTL("{1} already knows {2}.",pkmnname,movename),&block) if !ignoreifknown
        return false
      end
      if pkmn.numMoves<4
        pkmn.pbLearnMove(move)
        pbMessage(_INTL("\\se[]{1} learned {2}!\\se[Pkmn move learnt]",pkmnname,movename),&block)
        return true
      end
      loop do
        pbMessage(_INTL("{1} wants to learn {2}, but it already knows four moves.\1",pkmnname,movename),&block) if !bymachine
        pbMessage(_INTL("Please choose a move that will be replaced with {1}.",movename),&block)
        forgetmove = pbForgetMove(pkmn,move)
        if forgetmove>=0
          oldmovename = PBMoves.getName(pkmn.moves[forgetmove].id)
          oldmovepp   = pkmn.moves[forgetmove].pp
          pkmn.moves[forgetmove] = PBMove.new(move)   # Replaces current/total PP
          if bymachine && !NEWEST_BATTLE_MECHANICS
            pkmn.moves[forgetmove].pp = [oldmovepp,pkmn.moves[forgetmove].totalpp].min
          end
          pbMessage(_INTL("1,\\wt[16] 2, and\\wt[16]...\\wt[16] ...\\wt[16] ... Ta-da!\\se[Battle ball drop]\1"),&block)
          pbMessage(_INTL("{1} forgot how to use {2}.\\nAnd...\1",pkmnname,oldmovename),&block)
          pbMessage(_INTL("\\se[]{1} learned {2}!\\se[Pkmn move learnt]",pkmnname,movename),&block)
          pkmn.changeHappiness("machine") if bymachine
          return true
        elsif pbConfirmMessage(_INTL("Give up on learning {1}?",movename),&block)
          pbMessage(_INTL("{1} did not learn {2}.",pkmnname,movename),&block)
          return false
        end
      end
    end
    
    def pbForgetMove(pkmn,moveToLearn)
      ret = -1
      pbFadeOutIn {
        scene = PokemonSummary_Scene.new
        screen = PokemonSummaryScreen.new(scene)
        ret = screen.pbStartForgetScreen([pkmn],0,moveToLearn)
      }
      return ret
    end
    
    def pbSpeciesCompatible?(species,move)
      return false if species<=0
      data = pbLoadSpeciesTMData
      return false if !data[move]
      return data[move].any? { |item| item==species }
    end
    Generation 8 Project for Essentials v18 and v18.1 (Scripts, PBS and More)
     

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    • Generation 8 Project for Essentials v18 and v18.1 (Scripts, PBS and More)
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    StCooler

    Mayst thou thy peace discover.
    9,301
    Posts
    4
    Years
    • Seen May 5, 2024
    Sorry to disturb you sir but I can't teach my pokemon any tm/hm/tr moves whenever I try it shows this error and here's my code.
    <CODE>

    Find the definition of the class PokemonSummaryScreen and see if some parts of the following code are missing:
    Spoiler:
     
    7
    Posts
    7
    Years
    • Seen Apr 2, 2021
    Hi, I get this error when trying to test my game:

    ---------------------------
    Project:Pokémon
    ---------------------------
    [Pokémon Essentials version 18.1]

    Exception: RuntimeError

    Message: Undefined value SweetItem in PBEvolution

    File PBS/pokemon.txt, section 868, key Evolutions

    ALCREMIE,SweetItem







    Backtrace:

    Compiler:424:in `checkEnumField'

    Compiler:401:in `csvEnumField!'

    Compiler:584:in `pbGetCsvRecord'

    Compiler:476:in `each'

    Compiler:476:in `pbGetCsvRecord'

    Compiler_PBS:772:in `pbCompilePokemonData'

    Compiler_PBS:759:in `each'

    Compiler_PBS:759:in `pbCompilePokemonData'

    Compiler_PBS:758:in `each'

    Compiler_PBS:758:in `pbCompilePokemonData'



    This exception was logged in

    C:\Users\USERNAME\Saved Games\Project_Pokémon\errorlog.txt.

    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    Aceptar
    ---------------------------

    How do I fix this?
     

    StCooler

    Mayst thou thy peace discover.
    9,301
    Posts
    4
    Years
    • Seen May 5, 2024
    Hi, I get this error when trying to test my game:

    ---------------------------
    Project:Pokémon
    ---------------------------
    [Pokémon Essentials version 18.1]

    Exception: RuntimeError

    Message: Undefined value SweetItem in PBEvolution

    File PBS/pokemon.txt, section 868, key Evolutions

    ALCREMIE,SweetItem

    This is because you used v18.1, with a PBS file defined for the Gen 8 project. :)
     
    7
    Posts
    7
    Years
    • Seen Apr 2, 2021
    This is because you used v18.1, with a PBS file defined for the Gen 8 project. :)

    Oh, that explains it. I was sure I did nothing wrong while installing everything of this project, turns out it's PE's version that's wrong. Thanks for the help!
     
    15
    Posts
    5
    Years
    • Seen Aug 22, 2021
    I have a small suggestion. I was testing out the surge abilities and I saw the ability splash image that shows up from the side of the screen disappears pretty fast, not giving the player a chance to read the ability before the terrain text comes up. The ability name should be visible for a short amount of time but these went away too fast. I spent some time to find the area of code responsible and the only thing I needed to do was move around a time of code. I figured I should mention it here since it's a noticeable thing with an easy fix that could be implemented into later versions of this resource. (Big thanks to everyone involved btw)

    Look for script: PokeBattle_Battle
    Go to line 720 (should be identical if you haven't edited this script) I don't remember how to paste code here without breaking it but shouldn't be an issue for this small edit.

    @field.terrainDuration = duration
    pbCommonAnimation(PBBattleTerrains.animationName(@field.terrain))
    pbHideAbilitySplash(user) if user <----------Move this line
    case @field.terrain
    when PBBattleTerrains::Electric
    pbDisplay(_INTL("An electric current runs across the battlefield!"))
    ... (other terrains)
    when PBBattleTerrains::Psychic
    pbDisplay(_INTL("The battlefield got weird!"))
    end
    <------------Put line here in-between "end" and "pbCalculatePriority"
    pbCalculatePriority(true) if DYNAMIC_PRIORITY
    # Check for terrain seeds that boost stats in a terrain
     
    658
    Posts
    7
    Years
  • I have a small suggestion. I was testing out the surge abilities and I saw the ability splash image that shows up from the side of the screen disappears pretty fast, not giving the player a chance to read the ability before the terrain text comes up.
    Thanks for this. The problem isn't the code though. The problem is that you are missing the Common Animations for the terrains. When you add those in, your problem will automatically be resolved.
     

    Sir William

    Chemist
    72
    Posts
    3
    Years
    • Seen Apr 14, 2021
    Thanks for this. The problem isn't the code though. The problem is that you are missing the Common Animations for the terrains. When you add those in, your problem will automatically be resolved.
    How Shoukd I name them like Common:Terrain Name ?
     
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