• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Forum moderator applications are now open! Click here for details.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

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

1,224
Posts
10
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.

Can you post what you have on that line? Because I don't have anything of the sort in mine.
 
4
Posts
8
Years
  • Age 27
  • Seen Sep 20, 2015
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

I had to redownload the script patch to get rid of the syntax error so everything I had fixed was undone. Also, the syntax error didn't say anything else besides what I typed. And where is all of the FormOffsetY located? I deleted the section for it in multiple forms but the game crashed upon entering a battle. Thanks for helping me with this by the way!
 

Sir_Tman

Overworked game Dev
201
Posts
8
Years
PokeBattle_Pokemon:0xac3a800 <-- don't know what line this is

these are the rest of the line but there not very help full
Spoiler:

Would it be easier or something if I just gave you my entire script file.
 
1,224
Posts
10
Years
PokeBattle_Pokemon:0xac3a800 <-- don't know what line this is

these are the rest of the line but there not very help full
Spoiler:


Would it be easier or something if I just gave you my entire script file.

Message: undefined method `f' for #<PokeBattle_Pokemon:0xac3a800>
PokeBattle_Battle:1552:in `pbSwitch'
That's the object, not the location. PokeBattle_Battle:1552 , inside the method pbSwitch, is where the error occurred.
 

Sir_Tman

Overworked game Dev
201
Posts
8
Years
Ok thanks for that I didn't know.
heres a link to my pbswitch http://pastebin.com/B45usyQr

Also I put this in but I had the error before I put it in.
Spoiler:
 

ReVaN777

Creator of Pokemon Titanium
108
Posts
12
Years
Pokeball ArgumentError

i get this error everytime i try to catch a pokemon

---------------------------
Pokemon Titanium
---------------------------
Exception: ArgumentError

Message: wrong number of arguments(4 for 3)

PokeBattle_Battle:175:in `pbThrow'

PokeBattle_Battle:175:in `pbThrowPokeBall'

PItem_ItemEffects:1808

PItem_ItemEffects:1807:in `call'

Event:150:in `trigger'

PItem_Items:243:in `triggerUseInBattle'

PokeBattle_Battle:1776:in `pbRegisterItem'

PokeBattle_Battle:2890:in `pbCommandPhase'

PokeBattle_Battle:2847:in `loop'

PokeBattle_Battle:2935:in `pbCommandPhase'



This exception was logged in

C:\Users\Smkei_000\Saved Games/Pokemon Titanium/errorlog.txt.

Press Ctrl+C to copy this message to the clipboard.
---------------------------
OK
---------------------------
 
68
Posts
8
Years
  • Age 27
  • Seen Dec 3, 2016
I want the added sounds in Pokemon Essentials Bw too.
I tried to copy the parts with "BW_exp" and so on but the only
thing working is the flee sound. How do I add the other ones?oO
 
2
Posts
9
Years
  • Age 33
  • Seen Jun 17, 2020
Hi dudes!
Nice project, but I get an error when i start a battle or I open the Pokemon Summary Screen:
---------------------------
Pokemon Essentials Gen 6
---------------------------
Exception: TypeError

Message: cannot convert nil into String

PSystem_Utilities:1116:in `size'

PSystem_Utilities:1116:in `pbLoadPokemonBitmapSpecies'

PSystem_Utilities:1087:in `pbLoadPokemonBitmap'

PokeBattle_Scene:514:in `setPokemonBitmap'

PokeBattle_Scene:2179:in `pbStartBattle'

PokeBattle_Battle:2630:in `pbStartBattleCore'

PokeBattle_Battle:2603:in `pbStartBattle'

PField_Field:1015:in `pbWildBattle'

PField_Field:1014:in `pbSceneStandby'

PField_Field:1016:in `pbWildBattle'

Does somebody know how to fix it?
 

Delusions of Originality

good night, sleep tight
108
Posts
14
Years
  • Age 35
  • Seen Feb 3, 2024
I believe that's the error you get when you don't have the pokémon images in the right place. There were instructions in the first post stating that they were a separate download—try to read a bit more carefully next time!
 
9
Posts
8
Years
I had to redownload the script patch to get rid of the syntax error so everything I had fixed was undone. Also, the syntax error didn't say anything else besides what I typed. And where is all of the FormOffsetY located? I deleted the section for it in multiple forms but the game crashed upon entering a battle. Thanks for helping me with this by the way!

The other places where formoffsetY is called are Pokebattle_battler, Pokebattle_scene, and then you have to modify the def adjustbattlespriteY.
You can find all of those things using the "Find" function, either right click on the scripts list or go ctrl+shift+F.

The stuff that you have to change in adjustbattlespriteY is:
-in the first line where you have "def adjustBattleSpriteY(sprite,species,index,metrics=nil,zoom=true,formOffsetY=nil)" delete ",formOffsetY=nil"
(be sure to delete the comma)

-delete the last line (of the def) before the return which is "ret+=formOffsetY if formOffsetY"

After you did that, go delete the last argument in all the places where adjustbattlespriteY is called (they should be 9 and they are in Pokebattle_Scene)
This is an example of what you have to delete on those:

if illusionpoke != nil #ILLUSION
@endspritey=adjustBattleSpriteY(sprite,illusionpoke.species,pkmn.index,nil,false,illusionpoke.formOffsetY)
else

Sorry for answering after a while, was quite busy lately.
 
9
Posts
8
Years
Guys when an opponent switches pokemon the pokemon sprite ends up underneath the player health bar, does anyone know where the script section that decides where to put the graphic (after switching) is ?
 
9
Posts
8
Years
i get this error everytime i try to catch a pokemon

---------------------------
Pokemon Titanium
---------------------------
Exception: ArgumentError

Message: wrong number of arguments(4 for 3)

PokeBattle_Battle:175:in `pbThrow'

PokeBattle_Battle:175:in `pbThrowPokeBall'

PItem_ItemEffects:1808

PItem_ItemEffects:1807:in `call'

Event:150:in `trigger'

PItem_Items:243:in `triggerUseInBattle'

PokeBattle_Battle:1776:in `pbRegisterItem'

PokeBattle_Battle:2890:in `pbCommandPhase'

PokeBattle_Battle:2847:in `loop'

PokeBattle_Battle:2935:in `pbCommandPhase'



This exception was logged in

C:\Users\Smkei_000\Saved Games/Pokemon Titanium/errorlog.txt.

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

it's saying that a function is asking for a variable more than what it can use, that stuff usually happens when you patch your game in the "wrong way"
if you read the post on the first page you'll see they tell to port your stuff into the gen 6 scripts and not the other way around.
You probably ported something that was modified and now has a different number of variables than it had before.

to fix it you'll have to check the PbThrow (and the others mentioned) where it is defined and compare the stuff between the ( ) with the other places where it's called in the error log. It's telling you that something is like : Pbsomething(A,B,C,D) instead of Pbsomething(A,B,C)
 
824
Posts
8
Years
^ actually, "4 for 3" means it takes three arguments and he gave it four. It's entirely possible he wrote some script that was supposed to do something, and he accidentally put a comma instead of a period.
 
9
Posts
8
Years
Guys when an opponent switches pokemon the pokemon sprite ends up underneath the player health bar, does anyone know where the script section that decides where to put the graphic (after switching) is ?

I've tried changing chunks of code with the old ones from v14 and v15 (wich worked) but there's still something wrong. I can't find what's causing the problem but after the various changes I made I can tell it's not being caused by any of the SendOut or the recall/replace scripts. I think it has to deal with the pokeball animation for some reason.

And I think I know what the script is actually doing. Basically when the opponent switches pokemon, the pokeball animation for the newly sent out pokemon gets placed where the previous pokemon was , and not on the corner of the screen like it should.

This is a representation of what I mean if it can help.

O <--pokeball when the first pokemon is sent out

________ <---place where the first pokemon lands _______ O<--- pokeball of the newly sent out pokemon


_________ <-- place where the newly sent out pokemon lands


And it happens only if it's switched out, withdrawn I mean, if it faints the new pokemon is placed correctly, no idea why.
(I tried checking if there was something in the faint script missing on the switching one that could be relevant but there's appereantly nothing,
and yes I'm using the right version and etc. )

Thanks in advance to anyone who finds out something/helps/whatever it is.
 
Last edited:
46
Posts
10
Years
  • Seen Jan 19, 2017
Zoroark battle error in add-on gen 6

when i start a pokemon battle with zoroark. i have this error. please tell me how to fix it. thanks
Code:
Exception: NoMethodError
Message: undefined method `pokemon' for #<PokeBattle_Pokemon:0x7bc3d38>
PokeBattle_Scene:1152:in `initialize'
PokeBattle_Scene:2479:in `new'
PokeBattle_Scene:2479:in `pbSendOut'
PokeBattle_Battle:1607:in `pbSendOut'
PokeBattle_Battle:2753:in `pbStartBattleCore'
PokeBattle_Battle:2602:in `pbStartBattle'
PField_Field:977:in `pbWildBattle'
PField_Field:976:in `pbSceneStandby'
PField_Field:978:in `pbWildBattle'
PField_Field:975:in `pbBattleAnimation'
 
9
Posts
8
Years
when i start a pokemon battle with zoroark. i have this error. please tell me how to fix it. thanks
Code:
Exception: NoMethodError
Message: undefined method `pokemon' for #<PokeBattle_Pokemon:0x7bc3d38>
PokeBattle_Scene:1152:in `initialize'
PokeBattle_Scene:2479:in `new'
PokeBattle_Scene:2479:in `pbSendOut'
PokeBattle_Battle:1607:in `pbSendOut'
PokeBattle_Battle:2753:in `pbStartBattleCore'
PokeBattle_Battle:2602:in `pbStartBattle'
PField_Field:977:in `pbWildBattle'
PField_Field:976:in `pbSceneStandby'
PField_Field:978:in `pbWildBattle'
PField_Field:975:in `pbBattleAnimation'

it's telling you something is called pokemon instead of what it should be. Look in pbSendOut in the Pokebattle_scene script ,there's one or more "pokemon" somewhere that you have to change with something else ( looking at mine I think it should be pkmn, without vowels)

If you post the script I think we can tell you more precisely what's happening.
 
824
Posts
8
Years
when i start a pokemon battle with zoroark. i have this error. please tell me how to fix it. thanks
Code:
Exception: NoMethodError
Message: undefined method `pokemon' for #<PokeBattle_Pokemon:0x7bc3d38>
PokeBattle_Scene:1152:in `initialize'
PokeBattle_Scene:2479:in `new'
PokeBattle_Scene:2479:in `pbSendOut'
PokeBattle_Battle:1607:in `pbSendOut'
PokeBattle_Battle:2753:in `pbStartBattleCore'
PokeBattle_Battle:2602:in `pbStartBattle'
PField_Field:977:in `pbWildBattle'
PField_Field:976:in `pbSceneStandby'
PField_Field:978:in `pbWildBattle'
PField_Field:975:in `pbBattleAnimation'

it's telling you something is called pokemon instead of what it should be. Look in pbSendOut in the Pokebattle_scene script ,there's one or more "pokemon" somewhere that you have to change with something else ( looking at mine I think it should be pkmn, without vowels)

If you post the script I think we can tell you more precisely what's happening.

Just add this in the script PokeBattle_Pokemon, underneath all the "attr_accessor"s:
Code:
  def pokemon
    return self
  end
 
Back
Top