Weather Damage Glitch
How activate: Use a Fire/Water move on Rain Dance/Sunny Day.
Effect: The Fire moves on Sunny Day and Water moves on Rain dance have 200% damage when the right is 150%.
How fix: In PokeBattle_Move, around line 386 change
Code:
#Weather
[email protected]
if weather==PBWeather::SUNNYDAY
if isConst?(type,PBTypes,:FIRE)
damage*=2
elsif isConst?(type,PBTypes,:WATER)
damage>>=1
end
end
if weather==PBWeather::RAINDANCE
if isConst?(type,PBTypes,:FIRE)
damage>>=1
elsif isConst?(type,PBTypes,:WATER)
damage=(damage*2)
end
end
to
Code:
#Weather
[email protected]
if weather==PBWeather::SUNNYDAY
if isConst?(type,PBTypes,:FIRE)
damage=(damage*1.5).floor
elsif isConst?(type,PBTypes,:WATER)
damage=(damage*0.5).floor
end
end
if weather==PBWeather::RAINDANCE
if isConst?(type,PBTypes,:FIRE)
damage=(damage*0.5).floor
elsif isConst?(type,PBTypes,:WATER)
damage=(damage*1.5).floor
end
end
Barriers Glitch
How activate: Use Reflect/Light Screen.
Effect: Both moves cuts half ATK AND SATK insteady of just one.
How fix: In PokeBattle_Move, around line 430 change
Code:
#Reflect
oppside=opponent.pbOwnSide
if oppside.effects[PBEffects::Reflect] > 0
if opponent.pbPartner.hp>0 # if opponent has a partner [TODO: should apply even if partner faints during an attack]
damage=(damage*2/3).floor
else
damage=(damage/2).floor
end
end
#Light Screen
if oppside.effects[PBEffects::LightScreen] > 0
if opponent.pbPartner.hp>0 # if opponent has a partner [TODO: should apply even if partner faints during an attack]
damage=(damage*2/3).floor
else
damage=(damage/2).floor
end
end
to
Code:
#Reflect fix
oppside=opponent.pbOwnSide
if oppside.effects[PBEffects::Reflect] > 0
if opponent.pbPartner.hp>0 # if opponent has a partner [TODO: should apply even if partner faints during an attack]
atk=(atk*2/3).floor
else
atk=(atk/2).floor
end
end
#Light Screen fix
if oppside.effects[PBEffects::LightScreen] > 0
if opponent.pbPartner.hp>0 # if opponent has a partner [TODO: should apply even if partner faints during an attack]
spatk=(spatk*2/3).floor
else
spatk=(spatk/2).floor
end
end
SolarBeam Double Message Glitch
How activate: Use SolarBeam .
Effect: BThe move message has displayed twice.
How fix: In PokeBattle_Move, around line 2350 delete the last three lines in:
Code:
class PokeBattle_Move_97 < PokeBattle_Move
def pbTwoTurnAttack(attacker)
return attacker.effects[PBEffects::TwoTurnAttack]==0
end
def pbEffect(attacker,opponent)
if attacker.effects[PBEffects::TwoTurnAttack]>0 && @battle.pbWeather!=PBWeather::SUNNYDAY
@battle.pbAnimation(@id,attacker,nil)
@battle.pbDisplay(_INTL("{1} took in sunlight!",attacker.pbThis))
return 0
else
@battle.pbDisplayBrief(_INTL("{1} used {2}!",attacker.pbThis,
self.name))
Draw Exp Glitch
How activate: You need to put two or more pokémon to participate in battle (to gain exp). Have a pokémon that defeat the opponent and goes faint in the same turn (like when using Explosion).
Effect: The other pokémon don't gain exp.
How fix: Unknown
Item Index Glitch
How activate: Sort, toss, sell an item or use the PC item.
Effect: The item graphics and description won't update if an item will be removed.
How fix: In PokemonBag, around line 420 change
Code:
def pbChooseItem
@sprites["helpwindow"].visible=false
itemwindow=@sprites["itemwindow"]
itemwindow.refresh
sorting=false
to
Code:
def pbChooseItem
pbRefresh
@sprites["helpwindow"].visible=false
itemwindow=@sprites["itemwindow"]
itemwindow.refresh
sorting=false
And around line 480 in the same script change
Code:
if sorting
sorting=false
tmp=thispocket[itemwindow.index]
thispocket[itemwindow.index]=thispocket[sortindex]
thispocket[sortindex]=tmp
@sprites["itemwindow"].sortIndex=-1
next
else
pbRefresh
to
Code:
if sorting
sorting=false
tmp=thispocket[itemwindow.index]
thispocket[itemwindow.index]=thispocket[sortindex]
thispocket[sortindex]=tmp
@sprites["itemwindow"].sortIndex=-1
pbRefresh
next
else
pbRefresh
And around line 590 in the same script change
Code:
def pbChooseItem
@sprites["helpwindow"].visible=false
itemwindow=@sprites["itemwindow"]
itemwindow.refresh
pbActivateWindow(@sprites,"itemwindow"){
loop do
to
Code:
def pbChooseItem
pbRefresh
@sprites["helpwindow"].visible=false
itemwindow=@sprites["itemwindow"]
itemwindow.refresh
pbActivateWindow(@sprites,"itemwindow"){
loop do
Double Battle Use Item Glitch
How activate: Use an item like potion in double battle.
Effect: The selection screen is like single battle with only one active pokémon insteady of two.
How fix: In PokeBattle_ActualScene, around line 1970, change "pkmnlist.pbStartScene(@battle.party1,_INTL("Use on which Pokémon?"))" to "pkmnlist.pbStartScene(@battle.party1,_INTL("Use on which Pokémon?"),@battle.doublebattle)".
Double Item Use Glitch
How activate: Fight in double battle versus a trainer that use item like Hyper Potion. In one turn attack both opponent pokémon, they must be in low HP.
Effect: The opponent use an item on two pokémon, even when he have only one item.
How fix: Unknown
Secret Area Glitch
How activate: Use "Area" on pokédex for a pokémon caught in one area that be only view if one switch is one when this switch is off.
Effect: Show the secret area in pokédex.
How fix: In PokemonArea change
Code:
for enc in encdata.keys
enctypes=encdata[enc][1]
if pbFindEncounter(enctypes,species)
mappos=pbGetMetadata(enc,MetadataMapPosition)
points.push(mappos) if mappos
end
end
to:
Code:
for enc in encdata.keys
enctypes=encdata[enc][1]
mappos=pbGetMetadata(enc,MetadataMapPosition)
if mappos!=nil
for loc in @map[2]
if loc[0]==mappos[1] && loc[1]==mappos[2]
if !loc[7] || $game_switches[loc[7]]
if pbFindEncounter(enctypes,species)
mappos=pbGetMetadata(enc,MetadataMapPosition)
points.push(mappos) if mappos
end
end
end
end
end
Pokédex Search See Glitch
How activate: Use a Heaviest, Lightest, Tallest or Smallest mode on search while had numeric order.
Effect: The selection sorts pokémon that you don't owned and even pokémon taht you don't see!
How fix: I only discover the "seen" fix.
In PokemonPokedex, around line 250 change
Code:
def pbGetDexList()
dexlist=[]
dexdata=pbOpenDexData
region=pbGetPokedexRegion()
regionalSpecies=pbAllRegionalSpecies(region)
if regionalSpecies.length==1
# No regional species defined,
# use national Pokédex order
for i in 1..PBSpecies.maxValue
regionalSpecies.push(i)
end
end
for i in 1...regionalSpecies.length
nationalSpecies=regionalSpecies[i]
if pbCanAddForModeList?($PokemonGlobal.pokedexMode,nationalSpecies)
pbDexDataOffset(dexdata,nationalSpecies,33)
height=dexdata.fgetw
to
Code:
def pbGetDexList(search=false)
dexlist=[]
dexdata=pbOpenDexData
region=pbGetPokedexRegion()
regionalSpecies=pbAllRegionalSpecies(region)
if regionalSpecies.length==1
# No regional species defined,
# use national Pokédex order
for i in 1..PBSpecies.maxValue
regionalSpecies.push(i)
end
end
for i in 1...regionalSpecies.length
nationalSpecies=regionalSpecies[i]
if (
pbCanAddForModeList?($PokemonGlobal.pokedexMode,nationalSpecies)&&!search)||
(pbCanAddForModeSearch?($PokemonGlobal.pokedexMode,nationalSpecies)&&search)
pbDexDataOffset(dexdata,nationalSpecies,33)
height=dexdata.fgetw
And around line 330 in the same script change
Code:
def pbSearchDexList(params)
dexlist=pbGetDexList
dexdata=pbOpenDexData()
if params[0]!=0 # Filter by name
nameCommands=[
to
Code:
def pbSearchDexList(params)
dexlist=pbGetDexList(true)
dexdata=pbOpenDexData()
if params[0]!=0 # Filter by name
nameCommands=[
Z Pokédex Index Glitch
How activate: Press Z and List Top or List Bottom in pokédex
Effect: The pokémon graphics won't update.
How fix: In PokemonPokedex, around line 750 change
Code:
pbDexSearch
elsif Input.trigger?(Input::A)
retval=pbMenu
case retval
when 1 # List Top
@sprites["pokedex"].index=1
when 2 # List Bottom
@sprites["pokedex"].index=@sprites["pokedex"].count-1
to
Code:
pbDexSearch
elsif Input.trigger?(Input::A)
retval=pbMenu
case retval
when 1 # List Top
$PokemonGlobal.pokedexIndex=0
pbRefreshDexList
when 2 # List Bottom
$PokemonGlobal.pokedexIndex=@sprites["pokedex"].count-1
pbRefreshDexList($PokemonGlobal.pokedexIndex)
This also fix the List Top Glitch
Pokédex Index List Glitch
How activate: Change to other list (Alphabetical, Heaviest, etc...) when the index are in a high pokémon (like 300) and the list is shorter down (like 200) because of limitation of owned and seen.
Effect: Error message and close game:
Code:
Exception: NoMethodError
Message: undefined method `[]' for nil:NilClass
PokemonPokedex:18:in `species'
PokemonPokedex:322:in `pbRefreshDexList'
PokemonPokedex:197:in `pbStartScene'
PokemonPokedex:809:in `pbStartScreen'
PokemonMenu:148:in `pbStartPokemonMenu'
PokemonMenu:145:in `pbFadeOutIn'
PokemonMenu:145:in `pbStartPokemonMenu'
PokemonMenu:142:in `loop'
PokemonMenu:241:in `pbStartPokemonMenu'
Scene_Map:180:in `call_menu'
How fix: In PokemonPokedex, around line 680, after the line "$PokemonGlobal.pokedexMode=params[5]" add the line "$PokemonGlobal.pokedexIndex=0"
Battle Tower Attack Glitch
How activate: Attack on Battle Tower.
Effect: Your opponent can't attack on Battle Tower.
How fix: Unknown
Battle Tower Challenge End Glitch
How activate: Finish a challenge at Battle Tower.
Effect: You abruptly exit for tower, but you party remain the same (the pokémon that aren't in the challenge disappeared) and you streak aren't saved.
How fix: Unknown
Battle Tower Level 50 Glitch
How activate: Go to the Level 50 challenge at Battle Tower.
Effect: The opponent are in level 100.
How fix: Unknown