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- Seen May 24, 2024
I've installed this plugin and was testing everything starting by abilities, I've encountered some problems:
>Anger Shell : It wasn't proccing at 50%, just below 50%.
:It used droppedbelowhalfhp, which I think is the function for Emergency Retreat, it's not appropriate for this ability.
>Commander : When Tatsugiri faints, then Dondozo faints, it still says Tatsugiri came out of Dondozo's mouth. It correctly says Tatsugiri comes out of its mouth when Tatsugiri faints but it even says "Pokemon" came out of its mouth after Tatsugiri faints and is replaced with a non tatsugiri pokemon, Dondonzo also remains "trapped" after tatsugiri fainted.
: I think this can't be done with just commander effect, on my end I fixed using a commanderUsed attribute for the battlers, and setting dondozo's commander to nil after tatsugiri fainted while keeping commanderUsed true until it finally faints.
>Cud Chew : It doesn't work on flung berries.
>Electromorphosis : According to bulbapedia the message should also be displayed even if the attack faints, I don't agree with it, but I thought I'd also mention it.
>Lingering Aroma : The message is spammed.
: next if [:MUMMY, :LINGERINGAROMA].include?(user.ability) should be just "ability". Also This works just fine as a copy of mummy without a single change.
>Protosynthesis : It lets a Protosynthesis pokemon active the ability when there's sun / harsh sun and a cloud nine / air lock pokemon in the field.
: I fixed it on my end by adding another check after for the field after the first one, field_check = [:Sun, :HarshSun].include?(battle.pbWeather) if ability == :PROTOSYNTHESIS. pbWeather here checks for cloud nine and air lock.
>Supreme Overlord : A team mate dying to a damage move will count for 4 deaths instead of 1.
: Just need to add a "return if @Fainted" before paldea_pbFaint(showmessage), this happens because pbFaint is called in 4 different places when processing a move, the original pbFaint function stopped it with this strategic return, but the alias lacks it.
>Sword of Ruin: Doesn't boost physical attacks.
: I have no idea why it doesn't work, the code for it is more complex than the rest of it and at the end of the day I just can't figure it out. I tested Beads of Ruin earlier today and it seemed fine so this is just weird to me.
Edit: It seems the Beads of Ruin test earlier was wrong, maybe it was a matter of a high roll vs low roll, but after testing again, neither of the treasure of ruins abilities are working for me, the message shows but the effect doesn't work.
There's also some other things to take into account:
Bulbapedia says overworld weather should make Orichalcum Pulse fail, I think that's stupid and I confirmed it doesn't work that way (which I actually agree with so I didn't count as a bug).
Protosynthesis and Quark Drive page in bulbapedia isn't clear enough but the text makes it seem like it should be an ungainable and unstoppable ability.
Bulbapedia isn't also clear on these aspects regarding Orichalcum Pulse and Hadron Engine, it just says skill swap should fail and it doesn't.
I'd also like to point out that my project is already pretty modded but I hadn't made any changes to the battle part yet, still you never know, there might be some things that I messed up on my end.
>Anger Shell : It wasn't proccing at 50%, just below 50%.
:It used droppedbelowhalfhp, which I think is the function for Emergency Retreat, it's not appropriate for this ability.
>Commander : When Tatsugiri faints, then Dondozo faints, it still says Tatsugiri came out of Dondozo's mouth. It correctly says Tatsugiri comes out of its mouth when Tatsugiri faints but it even says "Pokemon" came out of its mouth after Tatsugiri faints and is replaced with a non tatsugiri pokemon, Dondonzo also remains "trapped" after tatsugiri fainted.
: I think this can't be done with just commander effect, on my end I fixed using a commanderUsed attribute for the battlers, and setting dondozo's commander to nil after tatsugiri fainted while keeping commanderUsed true until it finally faints.
>Cud Chew : It doesn't work on flung berries.
>Electromorphosis : According to bulbapedia the message should also be displayed even if the attack faints, I don't agree with it, but I thought I'd also mention it.
>Lingering Aroma : The message is spammed.
: next if [:MUMMY, :LINGERINGAROMA].include?(user.ability) should be just "ability". Also This works just fine as a copy of mummy without a single change.
>Protosynthesis : It lets a Protosynthesis pokemon active the ability when there's sun / harsh sun and a cloud nine / air lock pokemon in the field.
: I fixed it on my end by adding another check after for the field after the first one, field_check = [:Sun, :HarshSun].include?(battle.pbWeather) if ability == :PROTOSYNTHESIS. pbWeather here checks for cloud nine and air lock.
>Supreme Overlord : A team mate dying to a damage move will count for 4 deaths instead of 1.
: Just need to add a "return if @Fainted" before paldea_pbFaint(showmessage), this happens because pbFaint is called in 4 different places when processing a move, the original pbFaint function stopped it with this strategic return, but the alias lacks it.
>Sword of Ruin: Doesn't boost physical attacks.
: I have no idea why it doesn't work, the code for it is more complex than the rest of it and at the end of the day I just can't figure it out. I tested Beads of Ruin earlier today and it seemed fine so this is just weird to me.
Edit: It seems the Beads of Ruin test earlier was wrong, maybe it was a matter of a high roll vs low roll, but after testing again, neither of the treasure of ruins abilities are working for me, the message shows but the effect doesn't work.
There's also some other things to take into account:
Bulbapedia says overworld weather should make Orichalcum Pulse fail, I think that's stupid and I confirmed it doesn't work that way (which I actually agree with so I didn't count as a bug).
Protosynthesis and Quark Drive page in bulbapedia isn't clear enough but the text makes it seem like it should be an ungainable and unstoppable ability.
Bulbapedia isn't also clear on these aspects regarding Orichalcum Pulse and Hadron Engine, it just says skill swap should fail and it doesn't.
I'd also like to point out that my project is already pretty modded but I hadn't made any changes to the battle part yet, still you never know, there might be some things that I messed up on my end.
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