Bro but you wouldn't have got the error if you extracted the scripts. Make sure you replace your Scripts.rxdata with the one from the Generation 8 Project.Bro I did exact step are in mention in install extract all file in my project but still facing error......
Bro but you wouldn't have got the error if you extracted the scripts. Make sure you replace your Scripts.rxdata with the one from the Generation 8 Project.
Sure bro. If you can make the Rotom Rally feature and Digging Pa and Ma from Isle or Armor then I'll definitely make a Watt feature for the next update.Hey
Golisopod User bro
Can you add watts system and watts traders?
Like main series
Sure bro. If you can make the Rotom Rally feature and Digging Pa and Ma from Isle or Armor then I'll definitely make a Watt feature for the next update.
You are using v1.1.0 of the Generation 8
Project for Essentials v19.1
Hello! I'm using Generation 8 with ZUD (And a few other plugins like EBDX, but I already tested this just with ZUD and Generation 8) and when I caught a Pokémon in Safari Zone, I got this error:
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Q: Why do the sprites get cut off in the Summary Screen?
A: This was implemented because the sprites in the Generation 8 Project are much bigger than default Essentials sprites. It doesn't look the best in the Summary, but works very well everywhere else.
This error appears when using this move, and similar "b" related errors appear when using other moves.
Looking back at my backups and which ones have this crash vs which ones didn't and which one only started crashing with this problem when I added code from my newer version to my older version, I think this code is causing the problem:
I started getting these crashes upon using super-effective moves after I made the Random Effect Chance and Serene Grace code into this:
def pbAdditionalEffectChance(user,target,effectChance=0)
return 0 if target.hasActiveAbility?(:SHIELDDUST) && [email protected]
ret = (effectChance>0) ? effectChance : @addlEffect
if Settings::MECHANICS_GENERATION >= 6 || @function != "0A4" # Secret Power
ret = 100 if user.hasActiveAbility?(:SERENEGRACE)
end
ret = 100 if Effectiveness.super_effective?(b.damageState.typeMod);
return ret
ret = 100 if $DEBUG && Input.press?(Input::CTRL)
return ret
end
My goal is:
For randomly-happening optional effects to never trigger, unless it is an optional effect of a move that was super-effective when used on the foe, then the activation chance should be guaranteed at 100%. Serene Grace should also guarantee 100% optional effect chance regardless of effectiveness.