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Report bugs and errors in unmodified Essentials version 21

199
Posts
14
Years
    • Seen Jul 6, 2022
    Other bug:

    Only if USENEWBATTLEMECHANICS = true

    Hoopa used Nature Power
    Nature Power turned in to Tri Attack, and appears error message:

    Exception: NoMethodError
    Message: undefined method `index' for nil:NilClass
    PokeBattle_MoveEffects:4741:in `pbEffect'
    PokeBattle_Battler:3118:in `pbUseMove'
    PokeBattle_Battler:3117:in `logonerr'
    PokeBattle_Battler:3117:in `pbUseMove'
    PokeBattle_Battler:3348:in `pbProcessTurn'
    PokeBattle_Battler:3347:in `logonerr'
    PokeBattle_Battler:3347:in `pbProcessTurn'
    PokeBattle_Battle:2944:in `pbAttackPhase'
    PokeBattle_Battle:2941:in `each'
    PokeBattle_Battle:2941:in `pbAttackPhase'

    If you use Tri-Attack without being called by Nature Power, it works well and no error message appears.
     
    1,406
    Posts
    10
    Years
    • Seen today
    I found a minor error the other day with the move Spiky Shield. It deals damage to the Pokemon using the move, instead of the attacker. I was able to fix it by replacing some of the instances of the word "target" with "user" in the appropriate areas in PokeBattle_Battler. I don't have the project in front of me right now, though.
     

    ptisnjunk95

    Made in Portugal
    129
    Posts
    11
    Years
  • Hi, while investigating the Hoopa/Forfrou SystemStackError, I decided to add Hoopa and only hoopa (nothing else) to essentials. To add it I used Alakazam's Moveset to avoid compatibility with the other PBS files as shown below:
    Spoiler:

    So I decided to Fill the Storage the check if it was Project Gen 6 or not. I got the error and the error log:
    Spoiler:

    With the help of a friend, I'm trying to find the bug and fix it.
     
    824
    Posts
    8
    Years
  • In reference to the above comment:

    EDIT: I've checked all Pokémon with Multiple forms in Gen 6, it appears that only Hoopa and Forfrou crash the game.

    Which means it likely has to do with the "change back after a certain amount of time" code.

    EDIT: Yep, I was right.

    Code:
    MultipleForms.register(:HOOPA,{
    [COLOR="red"]"getForm"[/COLOR]=>proc{|pokemon|
       timenow=pbGetTimeNow
       if [COLOR="Red"]pokemon.form[/COLOR]>0 && (!pokemon.formTime ||
                             timenow.to_i>pokemon.formTime.to_i+60*60*24*3) # 3 days
         next 0
       end
       next
    },

    If the getForm function exists, the game will run that every time the you check the Pokemon's form. Including...in the getForm function.
     

    Sir_Tman

    Overworked game Dev
    201
    Posts
    8
    Years
  • I apear to be missing the Ability Text in my Summary Screen.
    Spoiler:
     

    ptisnjunk95

    Made in Portugal
    129
    Posts
    11
    Years
  • Original Post
    If you are looking for the final fix, it isn't. Don't use this code!!!!!
    Also it would be great if someone give us feedback and some suggestions to try, and finnally manage this error.
    Spoiler:

    My friend decided to do it by a different way. Now Furfrou and Hoopa change forms, but in battle they return to form 0.

    So ignoring what I've done before, my friend did this instead

    Hoopa's Section
    Spoiler:

    Furfrou Section
    Spoiler:
     
    296
    Posts
    9
    Years
  • Hi guys! I found a working solution.

    First of all, in PRISONBOTTLE ItemEffects script section, after scene.pbRefresh line, add this:

    timenow=pbGetTimeNow.to_i
    pokemon.formTime=(timenow+(60*60*24*3)).to_i

    After this, in MultipleForms script section, replace the old HOOPA and FURFROU "getForm" with this code:

    "getForm"=>proc{|pokemon|
    next 1 if (pbGetTimeNow.to_i)<(pokemon.formTime.to_i)
    next 0 if ((pokemon.formTime.to_i==0) || ((pbGetTimeNow.to_i)>=(pokemon.formTime.to_i)))
    },

    Don't forget to set this:

    timenow=pbGetTimeNow.to_i
    pokemon.formTime=(timenow+(60*60*24*5)).to_i

    for Furfrou's grooming.
     
    Last edited:

    ptisnjunk95

    Made in Portugal
    129
    Posts
    11
    Years
  • Hi guys! I found a working solution.

    First of all, in PRISONBOTTLE ItemEffects script section, after scene.pbRefresh line, add this:

    timenow=pbGetTimeNow.to_i
    pokemon.formTime=(timenow+(60*60*24*3)).to_i

    After this, in MultipleForms script section, replace the old HOOPA and FURFROU "getForm" with this code:

    "getForm"=>proc{|pokemon|
    next 1 if (pbGetTimeNow.to_i)<(pokemon.formTime.to_i)
    next 0 if ((pokemon.formTime.to_i==0) || ((pbGetTimeNow.to_i)>=(pokemon.formTime.to_i)))
    },

    Don't forget to set this:

    timenow=pbGetTimeNow.to_i
    pokemon.formTime=(timenow+(60*60*24*5)).to_i

    for Furfrou's grooming.

    It is forcing Hoopa to stay in form 1, even debugging. Also if test a battle, the opponent Hoopa is in form 1
     
    Last edited:
    296
    Posts
    9
    Years
  • It is forcing Hoopa to stay in form 1, even debugging. Also if test a battle, the opponent Hoopa is in form 1

    It's strange, because this never happened to me. However, there is another bug and i'm working hard so that it's solved.


    [EDIT]: The previous code is wrong. I'm working to fix it.
     
    Last edited:
    824
    Posts
    8
    Years
  • Here's how the Gen VI Pack for v15.1 did it

    Code:
    "getForm"=>proc{|pokemon|
       next 0 if ((pbGetTimeNow-pokemon.form_change_time)/60/60/24)>3 || 
           !($Trainer.party).include?(pokemon)
       next
    },
     
    199
    Posts
    14
    Years
    • Seen Jul 6, 2022
    Bug: Deoxys-Attack (and other Deoxys forms), returns to his Normal Form at the end of a battle.
    How do I fix it?
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen yesterday
    Just to shut you lot up about this, here's the solution to Furfrou/Hoopa's form thing that will be in the next version of Essentials. All three of these things are in the script section Pokemon_MultipleForms.

    Instructions can be found here, because this forum doesn't display code properly: http://pastebin.com/LFrSymPD
     
    Last edited:
    199
    Posts
    14
    Years
    • Seen Jul 6, 2022
    I found a minor error the other day with the move Spiky Shield. It deals damage to the Pokemon using the move, instead of the attacker. I was able to fix it by replacing some of the instances of the word "target" with "user" in the appropriate areas in PokeBattle_Battler. I don't have the project in front of me right now, though.
    Also Spiky Shield always protect. I protected 8 times in two battles
     

    Maruno

    Lead Dev of Pokémon Essentials
    5,286
    Posts
    16
    Years
    • Seen yesterday
    Also Spiky Shield always protect. I protected 8 times in two battles
    Sounds like you were lucky. It's entirely possible to do that, you know. My Spiky Shield tests failed in succession about half the time, as it should.
     
    199
    Posts
    14
    Years
    • Seen Jul 6, 2022
    Sounds like you were lucky. It's entirely possible to do that, you know. My Spiky Shield tests failed in succession about half the time, as it should.

    if USENEWBATTLEMECHANICS = true SpikyShield never fail (I've done more than 30 times and never fail)

    if USENEWBATTLEMECHANICS = false Spiky Shield sometimes fails (one battle)
     
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