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Script: Generation 9 Resource Pack [v21.1]

Hello!
I really love the sprites in this resource pack. I wanted to play Pokèmon Showdown with these sprites, so I made a little userscript to replace the sprites in Pokèmon Showdown with these ones.
May I please publish the script I made on the Smogon forums, so other players can do the same? Of course, I would give due credit.
 
Is there a way to disable the 'Learn/Remember/UseTM' Menu whenever in the summary?
Its turned off automatically if MECHANICS_GENERATION is set to a gen less than 9. Note that doing this will revert a ton of other game mechanics, though.

Otherwise, you can just delete the script that adds this to the Summary.
 
Minor Update (v3.2.8)
Fixed several AI bugs.

Change log:
  • Spoiler: v3.2.8
 
Minor Update (v3.2.9)
Fixed several AI bugs.

Change log:
  • Spoiler: v3.2.9
    • Added an ice defense buff algorithm for the AI during snow
    • Fixed a bug in the pbPartyScreen for Revival Blessing
    • Fixed the Opportunist message to display battler.pbThis instead of user.pbThis
    • Fixed the Triple Arrows AI move's defense stat drop score
 
I FINALLY FIXED IT OMG!! Though, I do have one final question. The full back sprites, what are those for? Stylistic choice or something? They seem to cover a lot of the screen,
Full back, but the fronts and backs are floating. Plus, when I try to compile the data in the debug menu (since it isn't doing it on launch), I get this:
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[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.7]

Exception: RuntimeError
Message: Undefined value TRAILBLAZE in GameData::Move
File PBS/pokemon.txt, section BULBASAUR, key TutorMoves
ACIDSPRAY,BODYSLAM,BULLETSEED,CHARM,CURSE,DOUBLEEDGE,ENDURE,ENERGYBALL,FACADE,FALSESWIPE,GIGADRAIN,GRASSKNOT,GRASSPLEDGE,GRASSYGLIDE,GRASSYTERRAIN,HELPINGHAND,KNOCKOFF,LEAFSTORM,MAGICALLEAF,PROTECT,RE...



Backtrace:
Compiler:454:in `checkEnumField'
[v21.1 Hotfixes] Compiler bug fixes.rb:53:in `cast_csv_value'
Compiler:724:in `block (2 levels) in get_csv_record'
Compiler:710:in `each'
Compiler:710:in `block in get_csv_record'
Compiler:708:in `loop'
Compiler:708:in `get_csv_record'
Compiler_CompilePBS:49:in `block (4 levels) in compile_PBS_file_generic'
Compiler_CompilePBS:31:in `each_key'
Compiler_CompilePBS:31:in `block (3 levels) in compile_PBS_file_generic'
could i ask how you fixed this? because i've tried so many things and it just don't work. trailblaze doesn't exist in the vanilla replacement pbs, but when i add the gen 9 moves pbs that DOES contain it, it says i have multiple copies of pokemon.
 
I fixed this just now. if anyone runs into it themselves, it's most likely from adding this, adding animated sprites, realizing they didnt add the pbs files right from this, and then overriding those pbs files with the gen 9 vanilla pbs from this mod. at least this was my case.
 
I've searched everywhere and no one seemed to have the same problem as me, but I'm a total Pokémon Essentials noob so maybe that´s the reason... All of the sprites are way too big (probably double), and I always get a Metrics error so it resets both X and Y to zero. Changing the images' sizes didn't work :(
 
I've searched everywhere and no one seemed to have the same problem as me, but I'm a total Pokémon Essentials noob so maybe that´s the reason... All of the sprites are way too big (probably double), and I always get a Metrics error so it resets both X and Y to zero. Changing the images' sizes didn't work :(
Did you install the Animated Sprites plugin? If so, the person who posted directly above you resolved this very same issue.
 
Did you install the Animated Sprites plugin? If so, the person who posted directly above you resolved this very same issue.
Thanks for the answer! I was not using the animated sprites plugin but it was something I was looking foward to since I really like the Gen 5 battle style. I took GIF's of the pokémons animations, turned them into sprite sheets using EZGIF (make sure to set the height as same as width, or else the sprite's resolution will be really bad or the model will be cropped). Then I went into Graphics/EBDX/Battlers and pasted the files. I still need to resize the overworld sprites since they're also too big but I think that'll be easier.
 
Minor Update (v3.3.0)
Added missing AI related for Drowsy and Frostbite.

Change log:
  • Spoiler: v3.3.0
    • Fixed the Psychic Noise effect on a fainted target
    • Added Drowsy and Frostbite as a status that could be healed by abilities with an OnSwitchOut AbilityEffects handler
    • Added Drowsy and Frostbite to get_score_change_for_consuming_item AI method
    • Added Drowsy and Frostbite to :cure_status_problem_by_switching_out AI ShouldSwitch handlers
    • Added Frostbite to :thawing_move_when_frozen AI GeneralMoveScore handlers
    • Added Frostbite to :thawing_move_against_frozen_target AI GeneralMoveAgainstTargetScore handlers
    • Added :electrocuting_move_when_drowsy AI GeneralMoveScore handlers
    • Added :electrocuting_move_against_drowsy_target AI GeneralMoveAgainstTargetScore handlers
    • Added ELECTROCUTE_MOVES_CURE_SLEEP in the plugin Settings. If ELECTROCUTE_MOVES_CURE_SLEEP is set to true, moves with the "ElectrocuteUser" flag can wake the target from Sleep.
 
Last edited:
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