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Error when defining new terrain tag and encounters

LordHypnos

Lord of Dreams
  • 9
    Posts
    10
    Years
    Greetings, guys!
    It's me again with another problem:

    So I have a route which is set along the coast, and I wanted wild Pokémon appear in deep sand. So I sprited some deep sand tiles and used the guide in the essentials wiki to add a new terrain tag for it. I started the Game testing mode via rpgm and edited the terrain tags and the encounters.

    It all worked very well.

    But when I now open the external editor, which is very easy to use in my opinion, I get this error message:
    Code:
    ---------------------------
    Pokemon Essentials
    ---------------------------
    Exception: RuntimeError
    
    Message: Undefined encounter type DeepSand, expected one of the following:
    
    ["Land", "Cave", "Water", "RockSmash", "OldRod", "GoodRod", "SuperRod", "HeadbuttLow", "HeadbuttHigh", "LandMorning", "LandDay", "LandNight", "BugContest"]
    
    File PBS/encounters.txt, line 43
    
    DeepSand
    
    
    
    Compiler:1101:in `pbCompileEncounters'
    
    Compiler:4000:in `pbCompileAllData'
    
    Compiler:4106
    
    
    
    This exception was logged in 
    
    C:\Users\Hypnos\Saved Games/CJM Edition/errorlog.txt.
    
    Press Ctrl+C to copy this message to the clipboard.
    ---------------------------
    OK   
    ---------------------------

    I don't know what is wrong since I can encounter the Pokémon ingame as planned...
    Help! :(
     
    So now the issue has changed a bit:

    I can enter the external editor again and edit everything like before, but when setting the encounters i can't choose my "deep sand".

    But I can set this through the debug-mode, and it works just fine, so I got that going for me, which is nice.
     
    I checked because I had the same problem after adding more encounters in LandXxx (to have more choices) and I figured out that it's because the Editor is already compiled with the default encounter methods. So if you add one, or changes an existing one, the Editor won't know it. In my case, it won't show the percentages of my new encounter rates (it will keep the default % and empty %).

    The solution should be recompiling the Editor after editing its own scripts to add the encounter changes, but I'm not sure how to do it. I know we can access Editor scripts by replacing the Script.rxdata (backup it !!) in the data folder by the EditorScripts.rxdata (that will replace PE scripts by Editor scrips, so RMXP will show those scripts), but I don't know how it has been compiled.
     
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