• 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?".
  • 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.

[PBS] Gen 7 PBS, Scripts, Graphics and more

Status
Not open for further replies.

Jooys2001

Marigold
11
Posts
7
Years
Pokemon Gen 7 script error...plz help

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.))
 

Attachments

  • PokeBattle_Battler.txt
    142.4 KB · Views: 10
  • PokeBattle_BattlerEffects.txt
    40.8 KB · Views: 7
  • PokeBattle_Move.txt
    54.3 KB · Views: 7
  • PokeBattle_MoveEffects.txt
    391.4 KB · Views: 8
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
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.
 

Diverscope

Pardon me
152
Posts
11
Years
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.
 
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
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.
 
Last edited:

Guest123123

Guest
0
Posts
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.
 
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
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.
 
8
Posts
8
Years
  • Age 27
  • Seen Dec 29, 2020
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.
 
7
Posts
8
Years
  • Age 21
  • Seen Jun 11, 2023
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
 
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
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.
 
7
Posts
8
Years
  • Age 21
  • Seen Jun 11, 2023
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.
 
7
Posts
8
Years
  • Age 21
  • Seen Jun 11, 2023
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'
 
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
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.
 
7
Posts
8
Years
  • Age 21
  • Seen Jun 11, 2023
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
 

Azurestonedog

AZR Stonedog
21
Posts
7
Years
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
 
30
Posts
8
Years
  • Age 27
  • Seen Jan 5, 2024
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. ;-;
 
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
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?
 

Azurestonedog

AZR Stonedog
21
Posts
7
Years
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
 
971
Posts
7
Years
  • Age 21
  • Seen Nov 28, 2022
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.
 
Status
Not open for further replies.
Back
Top