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  #251    
Old June 2nd, 2015 (10:22 PM). Edited June 2nd, 2015 by KillerMapper.
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    I got the same problem too. But I didn't make the last updates yet.

    Edit: I don't have gen 6 project yet.
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      #252    
    Old June 2nd, 2015 (10:41 PM).
    Luka S.J.'s Avatar
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      I think my site may be breaking code, specifically the tags. I'm pretty sure I have those in my project file. I'll try to figure the problem out once I get home. But it's not a gen6 proj problem.
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        #253    
      Old June 3rd, 2015 (5:41 AM).
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        I've 2 problem, the firs is: Why appear this for a second?

        I've add this code after the code for show the shiny animation:
        Code:
          if isConst?(@battle.party2[0].species,PBSpecies,:DELTAELEKID) && @battle.battlescene
                pbCommonAnimation("DELTAELEKID",@battle.battlers[1],nil)
              end
        And the second problem is: How can i change the position of the trainer after the battle?
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          #254    
        Old June 3rd, 2015 (8:28 AM). Edited June 3rd, 2015 by Erassus.
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        Erassus Erassus is offline
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          Quote:
          Originally Posted by mej71 View Post
          Speed +-19

          ?


          Dont worry my friend. This happened because Volcarona has lvl 50 with Max IV and EV, then i set debug mode to change the level from 50 to 7, so when Volcarona level up's, show's + and -

          Quote:
          Originally Posted by KillerMapper View Post
          I got the same problem too. But I didn't make the last updates yet.

          Edit: I don't have gen 6 project yet.
          Tested in 15.01 fresh essential, yep, same problem, it's \r codes.



          Quote:
          Originally Posted by Luka S.J. View Post
          I think my site may be breaking code, specifically the tags. I'm pretty sure I have those in my project file. I'll try to figure the problem out once I get home. But it's not a gen6 proj problem.
          Yes, i'm sorry, is not problem from the Kit base.

          Quote:
          Originally Posted by ZioCricco View Post
          I've 2 problem, the firs is: Why appear this for a second?

          I've add this code after the code for show the shiny animation:
          Code:
            if isConst?(@battle.party2[0].species,PBSpecies,:DELTAELEKID) && @battle.battlescene
                  pbCommonAnimation("DELTAELEKID",@battle.battlers[1],nil)
                end
          Quote:
          Originally Posted by Luka S.J. View Post

          I've updated the Animations section of the script to fix the bug.
          Luka fixed the Shiny problem, you need to update your Scene and Animations section.
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            #255    
          Old June 4th, 2015 (1:09 PM).
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          KillerMapper KillerMapper is offline
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            I noticed something about the pokéballs. If me (or a trainer) sends out a Pokémon caught in a specific ball (great ball, ultra ball... basically all balls except the pokéball), I always see the basic pokéball in the sent out animation. Either for my pokémons or trainer pokémons. I checked in my pokémon resume to confirm that it was caught by another ball than the pokéball.

            Other thing: I would like to know how is the camera position handled with the move animation. The Gust animation isn't correctly placed (the camera focus the pokémon using it while the gust is on the target pokémon) and I would like to fix it, and know how to make new adapted animations.
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              #256    
            Old June 5th, 2015 (3:23 PM).
            Luka S.J.'s Avatar
            Luka S.J. Luka S.J. is offline
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              Quote:
              Originally Posted by ZioCricco View Post
              And the second problem* is: How can i change the position of the trainer after the battle?
              *That's not a "problem"
              Look in the def pbShowOpponent and make your changes accordingly.
              Quote:
              Originally Posted by Erassus View Post
              Tested in 15.01 fresh essential, yep, same problem, it's \r codes.
              I don't know how to fix the actual site, so I made some adjustments to the Scene script, so that it doesn't get broken.
              Quote:
              Originally Posted by KillerMapper View Post
              I noticed something about the pokéballs. If me (or a trainer) sends out a Pokémon caught in a specific ball (great ball, ultra ball... basically all balls except the pokéball), I always see the basic pokéball in the sent out animation.

              My balls seem to be fine.
              Quote:
              Originally Posted by KillerMapper View Post
              Other thing: I would like to know how is the camera position handled with the move animation.
              The positioning of the scene gets handled through the @vector variable. The animation player uses the @vector.set function to set the next vector to which the current vector will move. Move animations, as with stock Essentials get handled in the def pbAnimationCore. To figure out how the @vector works, I suggest looking at the Math portion of the scripts. Vector movement is not currently handled per move, but rather the move animation type and the index of the user and target Pokemon. I'll look into why Gust does not behave the way it should when used by the opponent, but if the move is coded to behave like the rest of the regular moves, the animation should be played in the same manner.
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                #257    
              Old June 7th, 2015 (11:48 AM).
              ToStronk4u's Avatar
              ToStronk4u ToStronk4u is offline
                 
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                Can Fakemon be animated like this to.
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                  #258    
                Old June 7th, 2015 (12:00 PM).
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                carmaniac carmaniac is offline
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                  Quote:
                  Originally Posted by ToStronk4u View Post
                  Can Fakemon be animated like this to.
                  As long as there are frames to create an animation and that they're formatted properly on a sprite sheet.
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                    #259    
                  Old June 7th, 2015 (2:45 PM).
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                  ToStronk4u ToStronk4u is offline
                     
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                    Awesome
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                      #260    
                    Old June 8th, 2015 (9:39 PM).
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                    Chrisario Chrisario is offline
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                      Would the add on work on the DS essentials as well the axis of the hp bars.
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                        #261    
                      Old June 10th, 2015 (6:36 AM).
                      Marvelferdinand25 Marvelferdinand25 is offline
                         
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                        I kept getting this problem

                        ---------------------------
                        Pokemon Essentials Gen 6
                        ---------------------------
                        Exception: RuntimeError

                        Message: Script error within event 13, map 5 (Route 1):

                        Exception: RuntimeError

                        Message: Section047:393:in `load_bitmap'Failed to load the bitmap located at: Graphics/Pictures/newStatuses

                        ***Full script:

                        pbWildBattle(
                        PBSpecies::DIANCIE,5,1,true,true)
                        pbSet(12,"A",true)


                        Interpreter:243:in `pbExecuteScript'

                        #6 BitmapWrappers:271:in `pbBitmap'

                        #4 UI:66:in `initialize'

                        #2 Scene:103:in `new'

                        #2 Scene:103:in `pbLoadUIElements'

                        #2 Scene:260:in `pbStartBattle'

                        #1 Battle:62:in `pbStartBattleCore'

                        PokeBattle_Battle:2603:in `pbStartBattle'

                        PField_Field:1015:in `pbWildBattle'

                        PField_Field:1014:in `pbSceneStandby'



                        Interpreter:276:in `pbExecuteScript'

                        Interpreter:1606:in `command_355'

                        Interpreter:494: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'
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                          #262    
                        Old June 10th, 2015 (6:41 AM). Edited June 10th, 2015 by Luka S.J..
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                        Luka S.J. Luka S.J. is offline
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                          Quote:
                          Originally Posted by Marvelferdinand25 View Post
                          I kept getting this problem
                          Spoiler:

                          ---------------------------
                          Pokemon Essentials Gen 6
                          ---------------------------
                          Exception: RuntimeError

                          Message: Script error within event 13, map 5 (Route 1):

                          Exception: RuntimeError

                          Message: Section047:393:in `load_bitmap'Failed to load the bitmap located at: Graphics/Pictures/newStatuses

                          ***Full script:

                          pbWildBattle(
                          PBSpecies::DIANCIE,5,1,true,true)
                          pbSet(12,"A",true)


                          Interpreter:243:in `pbExecuteScript'

                          #6 BitmapWrappers:271:in `pbBitmap'

                          #4 UI:66:in `initialize'

                          #2 Scene:103:in `new'

                          #2 Scene:103:in `pbLoadUIElements'

                          #2 Scene:260:in `pbStartBattle'

                          #1 Battle:62:in `pbStartBattleCore'

                          PokeBattle_Battle:2603:in `pbStartBattle'

                          PField_Field:1015:in `pbWildBattle'

                          PField_Field:1014:in `pbSceneStandby'



                          Interpreter:276:in `pbExecuteScript'

                          Interpreter:1606:in `command_355'


                          Interpreter:494: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'
                          Could you please put the error report in spoiler tags as requested in that glaring text at the opening post? Thanks. You're missing graphics files, the error message tells you exactly which. Anyway, not my problem, it's up to you whether or not you want to follow all the instructions.
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                            #263    
                          Old June 13th, 2015 (1:28 AM).
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                            Quote:
                            Originally Posted by BadSamaritan View Post
                            Hello Luka. I have a question. So I'm in the process of adding in Elite Battle to my game, and along with that comes converting my previously animated fakemon sprites into this add-on's format. Now I see in the script for the new bitmapwrapper that it says it allows for the setting of custom loop points. I was wondering if you could expand upon what this entails?

                            For instance for the sprite sheets I'm making right now, I have a set up that looks like - (normal animation, normal animation, normal animation, special animation). And despite the high file sizes, it works just fine. But still, if this looping method allows for custom points for each pokemon, like (normal animation{3 times|, special animation), that would go a long way in helping me cut that down.

                            Thanks for any info :)
                            The loop points don't really work like that. For now you can just set the beginning and the end point, and it will loop indefinitely between those two points. Not to mention you'd have to hardcode loop points for each Pokemon species, so I don't know how nice that'd be. I just suggest just using the included converter and converting the GIFs into those formatted sprite sheets.

                            Anyway, loop points are set by using the .setLoop(start,finish) function. So you'd need to add that to the @bitmap in the DynamicPokemonSprite part of the scripts.
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                              #264    
                            Old June 13th, 2015 (5:06 AM).
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                            KillerMapper KillerMapper is offline
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                              I updated to the latest version. The balls are ok when the player sends a pokémon (or try to catch), but not from the trainers. I had a look in your code and found this (for trainer sent out):

                              Code:
                                    @ballframe=0
                                    @sprites["pokeball1"]=Sprite.new(@viewport)
                                    @sprites["pokeball1"].bitmap=BitmapCache.load_bitmap("Graphics/Pictures/pokeballs")
                                    @sprites["pokeball1"].src_rect.set(0,@ballframe*40,41,40)
                              While for player's ball, I see this:

                              Code:
                                    @[email protected][0].pokemon.ballused
                                    @frames=0
                                    @ballframe=0
                                    @sprites["pokeball0"]=Sprite.new(@viewport)
                                    @sprites["pokeball0"].bitmap=BitmapCache.load_bitmap("Graphics/Pictures/pokeballs")
                                    @balltype=0 if @balltype*41 >= @sprites["pokeball0"].bitmap.width
                                    @sprites["pokeball0"].src_rect.set(@balltype*41,@ballframe*40,41,40)
                              Seems like there is no code to get the ball used by the trainer (something we can define in trainers.txt).

                              Do you think you can add this at the beginning of a trainer battle?


                              Edit: well since we can see the team size in the battle menu, maybe it's not worth... although it's always cool to see this when a battle starts :p

                              Thanks.
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                                #265    
                              Old June 19th, 2015 (12:44 PM).
                              Luka S.J.'s Avatar
                              Luka S.J. Luka S.J. is offline
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                                Quote:
                                Originally Posted by KillerMapper View Post
                                I updated to the latest version. The balls are ok when the player sends a pokémon (or try to catch), but not from the trainers. I had a look in your code and found this (for trainer sent out)
                                I forgot to post it, but the fix for this has been up for a while. I wasn't aware that Essentials allowed for custom trainer Pokeballs, since the official games always use just a regular Pokeball for enemy trainer Pokemon. Anyway, updated the Scene to add that. Also, I don't really remember which, but I think I updated two more scripts, so it'd be wise to update the first 6 scripts that are listed in the opening post.
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                                  #266    
                                Old June 20th, 2015 (10:23 AM).
                                richtofen richtofen is offline
                                   
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                                  I found a bug for the evolution screen

                                  All of the sprites are really small because of the 1x1 pixel resolution
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                                    #267    
                                  Old June 21st, 2015 (2:49 AM).
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                                  RafaelMaker1 RafaelMaker1 is offline
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                                    How can I add the in-battle trainer dialogue?
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                                      #268    
                                    Old June 21st, 2015 (5:23 AM).
                                    Luka S.J.'s Avatar
                                    Luka S.J. Luka S.J. is offline
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                                      Quote:
                                      Originally Posted by RafaelMaker1 View Post
                                      How can I add the in-battle trainer dialogue?
                                      Quote:
                                      Originally Posted by Luka S.J. View Post
                                      If you want to add in-battle text for your trainers, turn their speech field (of the trainer event script) into an array of form [end speech,in-battle speech].
                                      Quote:
                                      Originally Posted by Luka S.J. View Post
                                      The BGM change is completely optional, and you can have in-battle trainer speech without having to change the BGM.
                                      Code:
                                      pbTrainerBattle(trainerid,trainername,["end speech","in-battle speech","BWGymLastPokemon"])
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                                        #269    
                                      Old June 21st, 2015 (8:45 PM).
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                                      Florio Florio is offline
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                                        I was thinking, would there be a way to make the Pokemon positions in the pokemon.txt in a separate file? It would make switching to a different pokemon.txt a whole lot easier. Maybe a positions.txt or something.
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                                          #270    
                                        Old June 28th, 2015 (2:00 AM).
                                        jeroen visscher jeroen visscher is offline
                                           
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                                          I have a problem. When I want to start the game it says:

                                          Script 'Battle' line 242: SyntaxError occured.

                                          Can anyone help me? I did everything right.
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                                            #271    
                                          Old July 4th, 2015 (7:50 AM).
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                                          Monty Monty is offline
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                                            I'm sorry, but I can't seem to find a proper way to download this. It looks great, but your "script collection" link just loads forever and stops for me no matter what browser I use. I've searched through the thread and found the script uploaded onto Google Drive, but aren't there supposed to be resources? Sorry if I'm overlooking something.
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                                              #272    
                                            Old July 6th, 2015 (10:41 PM). Edited July 7th, 2015 by korjamer.
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                                            korjamer korjamer is offline
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                                              Hey Luka,
                                              I noticed after capturing a shadow pokemon with your script and during a trainer's defeated message
                                              a white outline in the shape of the caught pokemon appears.
                                              http://imgur.com/uMRNinx

                                              Also when a shadow pokemon is in hyper mode the "call" command doesn't show up for me.
                                              I see that you've included what could be a "call" button in your command buttons graphic.
                                              In a trainer battle using a shadow pokemon the "flee" button's function is replaced with
                                              the "call" button but not the graphic. Is this a bug?
                                              During a wild battle using a shadow pokemon the flee button functions as normal
                                              which causes there to be no way of snapping your pokemon out of hyper mode.
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                                                #273    
                                              Old July 7th, 2015 (9:40 PM). Edited July 7th, 2015 by JadeQuaza.
                                              JadeQuaza JadeQuaza is offline
                                                 
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                                                Hi Luka SJ,
                                                I have recently downloaded Pokemon Essentials for Gen 6 and tried it out. The default battle system worked out fine, but after I added your Elite Battle System scripts (and following all of your instructions to put the scripts directly above the Main section,) I noticed that the debug version would crash after I launched a wild battle (I have not tested for trainer battles, but I assume the problem can be found there as well.)

                                                This is the error I found when USENEWUI was set to true:
                                                Spoiler:

                                                ---------------------------
                                                Pokemon Essentials Gen 6
                                                ---------------------------
                                                Exception: RuntimeError

                                                Message: Failed to load the bitmap located at: Graphics/Pictures/newStatuses

                                                BitmapCache:393:in `load_bitmap'

                                                EliteBattle_BitmapWrappers:269:in `pbBitmap'

                                                EliteBattle_UI:64:in `initialize'

                                                EliteBattle_Scene:101:in `new'

                                                EliteBattle_Scene:101:in `pbLoadUIElements'

                                                EliteBattle_Scene:258:in `pbStartBattle'

                                                EliteBattle_Battle:60:in `pbStartBattleCore'

                                                PokeBattle_Battle:2603:in `pbStartBattle'

                                                PField_Field:1015:in `pbWildBattle'

                                                PField_Field:1014:in `pbSceneStandby'

                                                This exception was logged in
                                                C:\Users\JadeQuaza\Saved Games/Pokemon Essentials Gen 6/errorlog.txt.


                                                Even after disabling the UI, I noticed a new problem appearing: the wild Pokemon's sprite would appear, it would say "wild Pidgey appeared", but after the "Go, !" message, the program would return an error.
                                                This is the error I have found when I set USENEWUI to false:
                                                Spoiler:
                                                ---------------------------
                                                Pokemon Essentials Gen 6
                                                ---------------------------
                                                Exception: RuntimeError

                                                Message: Failed to load the bitmap located at: Graphics/Pictures/pokeballs

                                                BitmapCache:393:in `load_bitmap'

                                                EliteBattle_Scene:1211:in `pbSendOut'

                                                PokeBattle_Battle:1607:in `pbSendOut'

                                                EliteBattle_Battle:178:in `pbStartBattleCore'

                                                PokeBattle_Battle:2603:in `pbStartBattle'

                                                PField_Field:1015:in `pbWildBattle'

                                                PField_Field:1014:in `pbSceneStandby'

                                                PField_Field:1016:in `pbWildBattle'

                                                PField_Field:1013:in `pbBattleAnimation'

                                                PField_Field:1013:in `pbWildBattle'

                                                This exception was logged in
                                                C:\Users\JadeQuaza\Saved Games/Pokemon Essentials Gen 6/errorlog.txt.


                                                I have only edited the other scripts by changing the "def abilityIndex" function in the PokeBattle_Pokemon script by changing the &1 to %3 (for making dream world abilities available in the wild.)

                                                FYI, the Pokemon I was using in my party was an Abra and I could view its sprite perfectly fine in the Pokemon summary menu. I have also re-downloaded Essentials and your script, and I got the same results each time. Your help is greatly appreciated, thanks!

                                                edit: When I downloaded Pokemon Essentials Gen 6 and the Battlers folder (the latter of which I placed in the Graphics folder), I did not have these files (i.e. the folders "pokeballs" and "newStatuses". If they are required, please let me know how I can get them.)
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                                                  #274    
                                                Old July 8th, 2015 (11:47 PM).
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                                                mej71 mej71 is offline
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                                                Quote:
                                                Originally Posted by BadSamaritan View Post
                                                The "resource Pack" is what you're looking to download off the main page. And yes they are required. Whether or not you use them, the game still has to load the graphics so that's where your issue is stemming from.
                                                To explain this a bit better, these pictures it's failing to load are ones used regardless of the UI (status icons, pokeballs, etc), so it's irrelevant on whether you want the new UI or not.
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                                                  #275    
                                                Old July 10th, 2015 (3:15 PM).
                                                rizakh rizakh is offline
                                                   
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                                                  I downloaded and installed and it not work correctly... i think trainers not working i dont know how to index or something like that :[ someone can help me? :D

                                                  btw , i got this error for now:

                                                  Spoiler:
                                                  Exception: ArgumentError

                                                  Message: The species number (no. 270 of 120) is invalid.

                                                  PokeBattle_Pokemon:838:in `__mf_initialize'

                                                  Pokemon_MultipleForms:114:in `initialize'

                                                  PField_Field:918:in `new'

                                                  PField_Field:918:in `pbGenerateWildPokemon'

                                                  PField_Field:967:in `pbWildBattle'

                                                  PField_Field:1437:in `pbBattleOnStepTaken'

                                                  PField_Field:1461:in `pbOnStepTaken'

                                                  Game_Player:484:in `update_old'

                                                  Walk_Run:75:in `update'

                                                  Scene_Map:104:in `update'
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