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  #51    
Old February 21st, 2017 (12:39 PM).
Mashirosakura's Avatar
Mashirosakura Mashirosakura is offline
     
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    Quote:
    Originally Posted by M3rein View Post
    Did you look for moxie and copy only the Water Bubble underneath it? In the right place at that?
    Well, it's there now. I also got another bug but upon inspection found it was our outdated Lazer Focus code so I removed it and now all is well. Thanks for all the help :)
      #52    
    Old February 22nd, 2017 (3:13 PM).
    rigbycwts's Avatar
    rigbycwts rigbycwts is offline
    Hmm, hmm.
       
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      Quote:
      Originally Posted by M3rein View Post
      Here are some lines (You may not have all of these, but that doesn't matter. You do have moxie, from which you know where to put this):
      Code:
          # Moxie
          if user.hasWorkingAbility(:MOXIE) && target.isFainted?
            if user.pbIncreaseStatWithCause(PBStats::ATTACK,1,user,PBAbilities.getName(user.ability))
              PBDebug.log("[Ability triggered] #{user.pbThis}'s Moxie")
            end
          end
          # Rubbed
          if target.hasWorkingAbility(:RUBBED) && thismove.isContactMove? ||
             thismove.function==0x02 && target.effects[PBEffects::Rubbed]==-1
            target.effects[PBEffects::Rubbed]=6
          end
          # Beak Blast
          if target.effects[PBEffects::BeakBlast]>0 && thismove.isContactMove?
            user.status=PBStatuses::BURN
          end
          # Battle Bond
          if isConst?(user.species,PBSpecies,:GRENINJA) && user.hasWorkingAbility(:BATTLEBOND)
            if target.isFainted? && !user.isFainted? && user.form==0
              party=@battle.pbParty(target.index)
              if party.length>1
                PBDebug.log("[Ability triggered] #{user.pbThis}'s Battle Bond")
                @effects[PBEffects::BattleBond]=1
              end
            end
          end
          # Beast Boost
          if user.hasWorkingAbility(:BEASTBOOST) && target.isFainted? && !user.isFainted?
            if isConst?(user.species,PBSpecies,:BUZZWOLE) || isConst?(user.species,PBSpecies,:KARTANA) ||
               isConst?(user.species,PBSpecies,:GUZZLORD)
              if user.pbIncreaseStatWithCause(PBStats::ATTACK,1,user,PBAbilities.getName(user.ability))
              end
            end
            if isConst?(user.species,PBSpecies,:PHEROMOSA)
              if user.pbIncreaseStatWithCause(PBStats::SPEED,1,user,PBAbilities.getName(user.ability))
              end
            end
            if isConst?(user.species,PBSpecies,:XURKITREE) ||
               isConst?(user.species,PBSpecies,:CELESTEELA)
              if user.pbIncreaseStatWithCause(PBStats::SPATK,1,user,PBAbilities.getName(user.ability))
              end
            end
            if isConst?(user.species,PBSpecies,:NIHILEGO)
              if user.pbIncreaseStatWithCause(PBStats::SPDEF,1,user,PBAbilities.getName(user.ability))
              end
            end
          end
          if user.hasWorkingAbility(:WATERBUBBLE) && user.status==PBStatuses::BURN
            PBDebug.log("[Ability triggered] #{pbThis}'s #{PBAbilities.getName(@ability)}")
            pbCureStatus(false)
            @battle.pbDisplay(_INTL("{1}'s {2} prevents burns!",pbThis,PBAbilities.getName(user.ability))) if showMessages
          end
          # Berserk
          if user.hasWorkingAbility(:BERSERK) && user.hp<=(user.totalhp/2).floor
            if user.pbCanIncreaseStatStage?(PBStats::SPATK,user)
              user.pbIncreaseStatWithCause(PBStats::SPATK,1,user,PBAbilities.getName(user.ability))
            end
          end
          # Comatose
          if user.hasWorkingAbility(:COMATOSE)
            case user.status
            when PBStatuses::SLEEP
              PBDebug.log("[Ability triggered] #{pbThis}'s #{PBAbilities.getName(@ability)}")
              pbCureStatus(false)
              @battle.pbDisplay(_INTL("{1} is already sleeping!",pbThis))
            when PBStatuses::BURN
              PBDebug.log("[Ability triggered] #{pbThis}'s #{PBAbilities.getName(@ability)}")
              pbCureStatus(false)
              @battle.pbDisplay(_INTL("{1} can't be burned!",pbThis))
            when PBStatuses::POISON
              PBDebug.log("[Ability triggered] #{pbThis}'s #{PBAbilities.getName(@ability)}")
              pbCureStatus(false)
              @battle.pbDisplay(_INTL("{1} can't be poisoned!",pbThis))
            when PBStatuses::FROZEN
              PBDebug.log("[Ability triggered] #{pbThis}'s #{PBAbilities.getName(@ability)}")
              pbCureStatus(false)
              @battle.pbDisplay(_INTL("{1} can't be frozen!",pbThis))
            when PBStatuses::PARALYSIS
              PBDebug.log("[Ability triggered] #{pbThis}'s #{PBAbilities.getName(@ability)}")
              pbCureStatus(false)
              @battle.pbDisplay(_INTL("{1} can't be paralyzed!",pbThis))
            end
            if user.effects[PBEffects::Yawn]>=1
              @effects[PBEffects::Yawn]=0
              @battle.pbDisplay(_INTL("{1} is already sleeping!",pbThis))
            end
          end
      Out of pure curiosity, what's the Rubbed Ability?
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        #53    
      Old February 22nd, 2017 (9:52 PM).
      Rot8er_ConeX's Avatar
      Rot8er_ConeX Rot8er_ConeX is offline
         
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        Quote:
        Originally Posted by rigbycwts View Post
        Out of pure curiosity, what's the Rubbed Ability?
        Whatever it is, it looks like it has to do with getting hit by the move Struggle, and setting something up to last for six turns. If I had to hazard a guess, I'm going to assume that it makes the user immune to the move Struggle for six turns, basically forcing the target to Struggle itself to death without getting to deal any damage.

        That feels to me like a very niche ability. How often does Struggle come up?
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          #54    
        Old February 23rd, 2017 (1:00 AM).
        Marin's Avatar
        Marin Marin is offline
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        Quote:
        Originally Posted by Rot8er_ConeX View Post
        Whatever it is, it looks like it has to do with getting hit by the move Struggle, and setting something up to last for six turns. If I had to hazard a guess, I'm going to assume that it makes the user immune to the move Struggle for six turns, basically forcing the target to Struggle itself to death without getting to deal any damage.

        That feels to me like a very niche ability. How often does Struggle come up?
        I should've taken that out, it's for a project I'm helping with :P
        As for struggle, I wanted it to activate even when struggle is used, since it appeared not to activate it. I appreciate your guess, though :D
        (I also have no idea if that's actually working to this day, I haven't worked on it after adding those lines in)
          #55    
        Old March 4th, 2017 (7:48 AM).
        Jooys2001 Jooys2001 is offline
           
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          Some are the custom script, which is not gen 7 (they are my custom script...)
          but when I starts the game, the game stops with the unknown error.

          If you help me fixing the bug, then I will show you in my pokemon game, "Pokemon Procyon and Deneb" in the ending credit.
          (My blog is blog.naver.com/jooys2001 there will be pokemon procyon and deneb. (You have to translate the language.))
            #56    
          Old March 4th, 2017 (8:16 AM).
          Zeak6464's Avatar
          Zeak6464 Zeak6464 is offline
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            post your error ..
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              #57    
            Old March 5th, 2017 (1:35 AM).
            Marin's Avatar
            Marin Marin is offline
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            Quote:
            Originally Posted by Jooys2001 View Post
            Some are the custom script, which is not gen 7 (they are my custom script...)
            but when I starts the game, the game stops with the unknown error.

            If you help me fixing the bug, then I will show you in my pokemon game, "Pokemon Procyon and Deneb" in the ending credit.
            (My blog is blog.naver.com/jooys2001 there will be pokemon procyon and deneb. (You have to translate the language.))
            First of all, I haven't used any scripts from people I haven't credited. Therefore, your name is not in the credits. This sounds rude, but I've never even seen your name before.

            As for you error, I'm not going to spit through your scripts to find the issue in probably near 15.000 lines if I don't know where the error is supposed to be. I need to see what error comes up, but it's probably a syntax error somewhere (which would lead me to believe you pasted something in improperly, or that there's a bug in my pack, but I doubt that, since all worked good for me).

            As for the crediting, by adding the people in who worked on this pack/gen 7 scripts on their own I used (because I did), you deserving respect towards those people. Some of the scripts are originally from other people, like Rot8er_CoNeX. They had released working gen 7 scripts for either abilities or moves, so instead of coding those myself and end up having it look nearly the same but possibly with errors, I may as well use them and give them credit. I expect you to do the same. I haven't explicitly said you have to credit, but not crediting anyone is plain rude. I'm also not sure about people who made stuff I included require credits or just appreciate them, so I recommend not taking the risk. As for crediting me, I put stuff together, created the PBS, creating missing abilities and items, so the same would go for me. I'm not above others, but I'm also not below others.
              #58    
            Old March 5th, 2017 (8:21 AM).
            Diverscope's Avatar
            Diverscope Diverscope is online now
            Pardon me
               
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              Quote:
              Originally Posted by M3rein View Post
              First of all, I haven't used any scripts from people I haven't credited. Therefore, your name is not in the credits. This sounds rude, but I've never even seen your name before.
              Originally his post was an own thread, so someone merged both threads together. I think he is not referring to your scripts, but rather to his own changes.
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                #59    
              Old March 5th, 2017 (1:02 PM). Edited May 21st, 2017 by Marin.
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              Quote:
              Originally Posted by Obito Uchiha View Post
              Originally his post was an own thread, so someone merged both threads together. I think he is not referring to your scripts, but rather to his own changes.
              If that is indeed the case, whoever I may have (according to him) got it from, did not feel the need to credit. (Again, this sounds rude, but) recreating working code is pointless since you get the same result, because you know how you can do it. Then trying to recode that usually ends up very similar, from my experience at least.
                #60    
              Old March 5th, 2017 (1:39 PM).
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              Ice Cream Sand Witch Ice Cream Sand Witch is offline
                 
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                I haven't read through all of the thread, only the first post, so I apologize if this was already brought up, but I think it would be helpful if you mentioned which specific moves, abilities, items, etc. are in the download.
                  #61    
                Old March 6th, 2017 (10:31 PM).
                Marin's Avatar
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                Quote:
                Originally Posted by TISSUEPAPERGHOST View Post
                I haven't read through all of the thread, only the first post, so I apologize if this was already brought up, but I think it would be helpful if you mentioned which specific moves, abilities, items, etc. are in the download.
                I might make a quick pastebin with stuff done and stuff to do. I don't think I'll be doing any more moves or abilities, because I'm not feeling like it. Others can use that as a reference, if they'd like. I'll see if I can edit the main post later today.
                  #62    
                Old March 8th, 2017 (10:51 AM).
                Borbland Borbland is offline
                   
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                  About Water Bubble, is the double Water-type move power in the script ?

                  I dont know much about scripting, but it seems to only currently contain the burn prevention and the reduced Fire damage.
                    #63    
                  Old March 10th, 2017 (11:42 AM).
                  Alex362's Avatar
                  Alex362 Alex362 is offline
                     
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                    Hi, I liked your project more in my game. This error is appearing.

                    Exception: RuntimeError
                    Message: Invalid quoted field (in: 1,0,0,
                    )
                    File PBS/items.txt, line 638
                    1,0,0,


                    Compiler:369:in `csvfield!'
                    Compiler:517:in `pbGetCsvRecord'
                    Compiler:490:in `each'
                    Compiler:490:in `pbGetCsvRecord'
                    Compiler:1612:in `pbCompileItems'
                    Compiler:1611:in `pbCompilerEachCommentedLine'
                    Compiler:271:in `each_line'
                    Compiler:271:in `pbCompilerEachCommentedLine'
                    Compiler:268:in `open'
                    Compiler:268:in `pbCompilerEachCommentedLine'

                    Please help me
                      #64    
                    Old March 10th, 2017 (12:00 PM).
                    Marin's Avatar
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                    Quote:
                    Originally Posted by Alex362 View Post
                    Hi, I liked your project more in my game. This error is appearing.

                    Exception: RuntimeError
                    Message: Invalid quoted field (in: 1,0,0,
                    )
                    File PBS/items.txt, line 638
                    1,0,0,


                    Compiler:369:in `csvfield!'
                    Compiler:517:in `pbGetCsvRecord'
                    Compiler:490:in `each'
                    Compiler:490:in `pbGetCsvRecord'
                    Compiler:1612:in `pbCompileItems'
                    Compiler:1611:in `pbCompilerEachCommentedLine'
                    Compiler:271:in `each_line'
                    Compiler:271:in `pbCompilerEachCommentedLine'
                    Compiler:268:in `open'
                    Compiler:268:in `pbCompilerEachCommentedLine'

                    Please help me
                    If that's this line:

                    645,DECIDIUMZ,Decidium Z,Decidium Z,1,0,"It converts Z-Power into crystals that upgrade Decidueye’s Spirit Shackle to an exclusive Z-Move."1,0,0,

                    ...Then add another comma between the zero and the last quote. My bad.
                      #65    
                    Old March 10th, 2017 (12:25 PM).
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                    Alex362 Alex362 is offline
                       
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                      Quote:
                      Originally Posted by M3rein View Post
                      If that's this line:

                      645,DECIDIUMZ,Decidium Z,Decidium Z,1,0,"It converts Z-Power into crystals that upgrade Decidueye’s Spirit Shackle to an exclusive Z-Move."1,0,0,

                      ...Then add another comma between the zero and the last quote. My bad.
                      Thanks but no and this line, and line 638 but thanks for the help.
                        #66    
                      Old March 10th, 2017 (12:45 PM).
                      Marin's Avatar
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                      Quote:
                      Originally Posted by Alex362 View Post
                      Thanks but no and this line, and line 638 but thanks for the help.
                      Could you then be as smart as to link me that line? It's probably the same error, just before or after.
                        #67    
                      Old March 10th, 2017 (1:12 PM).
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                      Alex362 Alex362 is offline
                         
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                        Now a new error has appeared ;-;

                        Exception: RuntimeError
                        Message: Invalid quoted field (in: 1,0,0,
                        )
                        File PBS/items.txt, line 645
                        1,0,0,


                        Compiler:369:in `csvfield!'
                        Compiler:517:in `pbGetCsvRecord'
                        Compiler:490:in `each'
                        Compiler:490:in `pbGetCsvRecord'
                        Compiler:1612:in `pbCompileItems'
                        Compiler:1611:in `pbCompilerEachCommentedLine'
                        Compiler:271:in `each_line'
                        Compiler:271:in `pbCompilerEachCommentedLine'
                        Compiler:268:in `open'
                        Compiler:268:in `pbCompilerEachCommentedLine'
                          #68    
                        Old March 11th, 2017 (12:52 AM).
                        Marin's Avatar
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                        Quote:
                        Originally Posted by Alex362 View Post
                        Now a new error has appeared ;-;

                        Exception: RuntimeError
                        Message: Invalid quoted field (in: 1,0,0,
                        )
                        File PBS/items.txt, line 645
                        1,0,0,


                        Compiler:369:in `csvfield!'
                        Compiler:517:in `pbGetCsvRecord'
                        Compiler:490:in `each'
                        Compiler:490:in `pbGetCsvRecord'
                        Compiler:1612:in `pbCompileItems'
                        Compiler:1611:in `pbCompilerEachCommentedLine'
                        Compiler:271:in `each_line'
                        Compiler:271:in `pbCompilerEachCommentedLine'
                        Compiler:268:in `open'
                        Compiler:268:in `pbCompilerEachCommentedLine'
                        I see you've completely disregarded my last post. I asked for the line in the PBS file "items.txt". It's likely the same issue, having put "1,0,0, If I did, then that's my bad but I typically assume you guys are smart enough to read error messages and fix stuff like this.
                          #69    
                        Old March 11th, 2017 (6:26 AM).
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                        Alex362 Alex362 is offline
                           
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                          Quote:
                          Originally Posted by M3rein View Post
                          I see you've completely disregarded my last post. I asked for the line in the PBS file "items.txt". It's likely the same issue, having put "1,0,0, If I did, then that's my bad but I typically assume you guys are smart enough to read error messages and fix stuff like this.
                          But i did what you said
                            #70    
                          Old March 20th, 2017 (2:11 PM).
                          Azurestonedog's Avatar
                          Azurestonedog Azurestonedog is offline
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                            Whilst updating my game to include moves/abilities form your pack this error happens:

                            Script 'PokeBattle_Move' line 1344: SyntaxError occurred.

                            This is how it looks in Essentials:
                            1341:def pbMoveFailed(attacker,opponent)
                            1342: # Called to determine whether the move failed
                            1343: return false
                            1344: end

                            I had another end there at line 1345 that also causes the error, but for line 1345. What am I doing wrong?

                            Not using vanilla essentials obviously, no mods to these scripts bar your pack
                              #71    
                            Old March 20th, 2017 (2:15 PM).
                            Jol the Hedgehog Jol the Hedgehog is offline
                               
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                              That's a great pack, thanks for sharing it with the community, I hope you update it soon, but when you do that, please upload to another server, I suffer to download on that dumb Dropbox. ;-;
                                #72    
                              Old March 20th, 2017 (10:33 PM).
                              Marin's Avatar
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                              Quote:
                              Originally Posted by Azurestonedog View Post
                              Whilst updating my game to include moves/abilities form your pack this error happens:

                              Script 'PokeBattle_Move' line 1344: SyntaxError occurred.

                              This is how it looks in Essentials:
                              1341:def pbMoveFailed(attacker,opponent)
                              1342: # Called to determine whether the move failed
                              1343: return false
                              1344: end

                              I had another end there at line 1345 that also causes the error, but for line 1345. What am I doing wrong?

                              Not using vanilla essentials obviously, no mods to these scripts bar your pack
                              Can you post a few lines above and under? Put [ CODE ] before it and [ /CODE ] after it, without spaces. And this happened during startup, yes?
                                #73    
                              Old March 20th, 2017 (10:58 PM).
                              Azurestonedog's Avatar
                              Azurestonedog Azurestonedog is offline
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                                yes, occurs during startup, the final end is the end of the code section completely. Lines 1318 - 1345, copied the section from vanilla essentials into my project to see if that fixed the error and it doesn't, so that is why the end has reappeared at line 1345

                                Code:
                                  def pbOnDamageLost(damage,attacker,opponent)
                                    # Used by Counter/Mirror Coat/Revenge/Focus Punch/Bide
                                    type=@type
                                    type=pbType(type,attacker,opponent)
                                    if opponent.effects[PBEffects::Bide]>0
                                      opponent.effects[PBEffects::BideDamage]+=damage
                                      opponent.effects[PBEffects::BideTarget]=attacker.index
                                    end
                                    if @function==0x90 # Hidden Power
                                      type=getConst(PBTypes,:NORMAL) || 0
                                    end
                                    if pbIsPhysical?(type)
                                      opponent.effects[PBEffects::Counter]=damage
                                      opponent.effects[PBEffects::CounterTarget]=attacker.index
                                    elsif pbIsSpecial?(type)
                                      opponent.effects[PBEffects::MirrorCoat]=damage
                                      opponent.effects[PBEffects::MirrorCoatTarget]=attacker.index
                                    end
                                    opponent.lastHPLost=damage # for Revenge/Focus Punch/Metal Burst
                                    opponent.tookDamage=true if damage>0 # for Assurance
                                    opponent.lastAttacker.push(attacker.index) # for Revenge/Metal Burst
                                  end
                                
                                  def pbMoveFailed(attacker,opponent)
                                    # Called to determine whether the move failed
                                    return false
                                  end
                                end
                                  #74    
                                Old March 21st, 2017 (2:35 AM).
                                Marin's Avatar
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                                Quote:
                                Originally Posted by Azurestonedog View Post
                                yes, occurs during startup, the final end is the end of the code section completely. Lines 1318 - 1345, copied the section from vanilla essentials into my project to see if that fixed the error and it doesn't, so that is why the end has reappeared at line 1345

                                Code:
                                  def pbOnDamageLost(damage,attacker,opponent)
                                    # Used by Counter/Mirror Coat/Revenge/Focus Punch/Bide
                                    type=@type
                                    type=pbType(type,attacker,opponent)
                                    if opponent.effects[PBEffects::Bide]>0
                                      opponent.effects[PBEffects::BideDamage]+=damage
                                      opponent.effects[PBEffects::BideTarget]=attacker.index
                                    end
                                    if @function==0x90 # Hidden Power
                                      type=getConst(PBTypes,:NORMAL) || 0
                                    end
                                    if pbIsPhysical?(type)
                                      opponent.effects[PBEffects::Counter]=damage
                                      opponent.effects[PBEffects::CounterTarget]=attacker.index
                                    elsif pbIsSpecial?(type)
                                      opponent.effects[PBEffects::MirrorCoat]=damage
                                      opponent.effects[PBEffects::MirrorCoatTarget]=attacker.index
                                    end
                                    opponent.lastHPLost=damage # for Revenge/Focus Punch/Metal Burst
                                    opponent.tookDamage=true if damage>0 # for Assurance
                                    opponent.lastAttacker.push(attacker.index) # for Revenge/Metal Burst
                                  end
                                
                                  def pbMoveFailed(attacker,opponent)
                                    # Called to determine whether the move failed
                                    return false
                                  end
                                end
                                The issue isn't in this piece of code. My guess would be that you pasted something in improperly or that I made a mistake somewhere, which I don't think since I don't think anyone else has gotten this issue yet. Your best bet is probably to look at the lines you added new and see if every "if" and "def" gets "ended" properly.
                                  #75    
                                Old March 25th, 2017 (5:10 AM).
                                Marin's Avatar
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                                I'm not going to update the pack anymore; People manage to break it regardless of what I do and I find too many small typo's and such in the PBS. This is normally not a reason to stop, but since I'm going to be too busy and I don't really care for this project anymore, it is.

                                The download will still be available. Credits still remain the same. I may or may not respond to errors posted here, it depends on what it is. I won't respond to errors in PBS, as the error itself will literally be your answer.
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