• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Report bugs and errors in unmodified Essentials version 21

I found the source of this bug. It's an AI miscalculation, and happens only to wild Pokémon about half the time (regardless of which moves it knows). It'll be fixed soon enough.
 
if a pokemon breaks out of a safari ball, after having been fed with a bait or thrown at with a rock, it's sprite will slide down behind the players control bar. it stays there for the rest of the battle. this happens in a clean version.
 
if a pokemon breaks out of a safari ball, after having been fed with a bait or thrown at with a rock, it's sprite will slide down behind the players control bar. it stays there for the rest of the battle. this happens in a clean version.

Happens to me too, it also happens if a rock is thrown instead or in addition to bait.
It does not happen if a ball is thrown without using bait or rocks
 
Yep, that's a bug with the new animations.
 
Using the "Fill Storage Boxes" command in the debug menu throws this at me

Spoiler:


Edit: This is actually because I have too many pokemon. Only 720 slots available by default. To solve just change this number here to higher in your settings
Code:
STORAGEBOXES = 24
 
Last edited:
I get this error when I enter a map with a berry that has grown (in a clean version of Essentials 15):
Exception: NoMethodError
Message: undefined method `addUserAnimation' for nil:NilClass
PokemonBerryPlants:333:in `setGraphic'
PokemonBerryPlants:151:in `initialize'
PokemonBerryPlants: 8:in `new'
PokemonBerryPlants:8
PokemonBerryPlants: 5:in `each'
PokemonBerryPlants:5
PokemonBerryPlants: 1:in `call'
PBEvent:54:in `trigger'
PBEvent:49:in `each'
PBEvent:49:in `trigger

I don't know what caused this error but I think it has something to do with Poison Heal, I was in a double battle and suddenly this error message popped up. It didn't crash the game but weird things started happening. Like the foe didn't switch in any new Pokémon and the same for me. This is the error:

Exception: NoMethodError
Message: undefined method `PBEffects' for #<PokeBattle_Battle:0x99ac260>
PokeBattle_Battle:2885:in `__clauses__pbEndOfRoundPhase'
PokeBattle_Battle:2880:in `each'
PokeBattle_Battle:2880:in `__clauses__pbEndOfRoundPhase'
PokeBattle_Clauses:42:in `pbEndOfRoundPhase'
PokeBattle_Battle:2301:in `pbStartBattleCore'
PokeBattle_Battle:2300:in `logonerr'
PokeBattle_Battle:2300:in `pbStartBattleCore'
PokeBattle_Battle:2284:in `loop'
PokeBattle_Battle:2305:in `pbStartBattleCore'
PokeBattle_Battle:2117:in `pbStartBattle'

Edit: There's also something wrong when playing a random cry, I deleted the code and it worked (Line 78 and 79 in Scene_Intro)
 
Last edited:
If you go through the Pokémon Summarys in the storage box and the box itself isn't full (There no 30 Pokémon in it) you will hear the Cry of the last Pokémon everytime when you press the down-button.

Example: You use the debug command "Fill storage boxes" and go to Box 22. If you select genesect and view his summary screen and press down, you will hear his cry again and again.
 
When you see the move relearner's graphics, the image reminderSel.png is too up.
To fix this, in the script "PokemonMoveRelearner" after the line 65 (@sprites["background"].setBitmap("Graphics/Pictures/reminderSel")), add "@sprites["background"].y=78"
 
Last edited:
Shortly under this in PokeBattle_Battle

Code:
# Initialize opponent in single battles

this
Code:
trainerpoke=@party2[0]
should be
Code:
trainerpoke=@party2[sendout]
Otherwise, there's no point in checking which pokemon is the opponent's next able choice.
 
If you didn't already notice it yet, in def pbRoughAccuracy (in the AI), Hustle has a slight bug. Add the red part

Code:
if skill>=PBTrainerAI.highSkill
        accuracy*=0.8 if attacker.hasWorkingAbility(:HUSTLE) &&
                         move.basedamage>0 &&
                         move.pbIsPhysical?([COLOR="Red"]move.[/COLOR]pbType(move.type,attacker,opponent))
      end
 
There also seems to be a small bug with some abilities (Vital Spirit, Insomnia and the Leaf Guard + sunny weather combo). In PokeBattle_Effects, around line 23:
Code:
    if hasWorkingAbility(:VITALSPIRIT) ||
       hasWorkingAbility(:INSOMNIA) ||
       (hasWorkingAbility(:LEAFGUARD) && @battle.pbWeather==PBWeather::SUNNYDAY)
      abilityname=PBAbilities.getName(self.ability)
      @battle.[COLOR="Red"]pbDispbIncreaseStatplay[/COLOR](_INTL("{1} stayed awake using its {2}!",pbThis,abilityname)) if showMessages
      return false
    end
Change the red part to
Code:
pbIncreaseStatplay
Really simple fix. Feel free to make me look like a dumbass if something's wrong.
 
Last edited:
If you write an email and you give it to a pokémon, when you read the text is on a single line
 
In PokeBattle_Scene, in def pbSwitch(index,lax,cancancel)

this
Code:
# Fade out and hide all sprites
 visiblesprites=pbFadeOutAndHide(@sprites)
    pbShowWindow(BLANK)
    pbSetMessageMode(true)
    modparty=[]
    for i in 0...6
      modparty.push(party[partypos[i]])
    end

should be
Code:
# Fade out and hide all sprites
    pbShowWindow(BLANK)
    pbSetMessageMode(true)
    modparty=[]
    for i in 0...6
      modparty.push(party[partypos[i]])
    end
    visiblesprites=pbFadeOutAndHide(@sprites)

Otherwise it makes a weird flicker when going to the party screen in battle.
 
I found a error when adding pokémons to a new trainers battle in external editor (fresh version 15.01 essentials)

Code:
---------------------------
Pokemon Essentials
---------------------------
Exception: NameError

Message: uninitialized constant PokeBattle_Pokemon::PBStats

PokeBattle_Pokemon:806:in `calcStats'

PokeBattle_Pokemon:804:in `each'

PokeBattle_Pokemon:804:in `calcStats'

PokeBattle_Pokemon:884:in `initialize'

PTrainer_NPCTrainers:128:in `new'

PTrainer_NPCTrainers:128:in `pbNewTrainer'

PTrainer_NPCTrainers:114:in `loop'

PTrainer_NPCTrainers:137:in `pbNewTrainer'

PTrainer_NPCTrainers:108:in `each'

PTrainer_NPCTrainers:108:in `pbNewTrainer'



This exception was logged in 

Saved Games/Pokemon Essentials/errorlog.txt.

EDIT:

It seems the EditorScripts.dat from 15.01 doesn't work.

I replace the EditorScripts.dat with V15 or V14 and now works well.
 
Last edited:
When fighting a Smeargle that knows One-Hit KO moves I get this error, I think it's something wrong with Moody:
Exception: NoMethodError
Message: undefined method `pbTooHigh?' for 1:Fixnum
PokeBattle_Battle:3327:in `__clauses__pbEndOfRoundPhase'
PokeBattle_Battle:3325:in `each'
PokeBattle_Battle:3325:in `__clauses__pbEndOfRoundPhase'
PokeBattle_Battle:3295:in `each'
PokeBattle_Battle:3295:in `__clauses__pbEndOfRoundPhase'
PokeBattle_Clauses:42:in `pbEndOfRoundPhase'
PokeBattle_Battle:2340:in `pbStartBattleCore'
PokeBattle_Battle:2339:in `logonerr'
PokeBattle_Battle:2339:in `pbStartBattleCore'
PokeBattle_Battle:2323:in `loop'
It makes me unable to switch in a new Pokémon after it knocked out one.
 
Last edited:
I found a possible bug in PokeBattle_AI. (Present in both v15 and v15.1)

At 2 instances it checks whether "[PBEffects::StealthRock]>0", while [PBEffects::StealthRock] actually is a boolean. I fixed it by replacing ">0" by "==true".

EDIT: Sorry, this was from v14, and was fixed in v15.
 
Last edited:
I found a possible bug in PokeBattle_AI. (Present in both v15 and v15.1)

At 2 instances it checks whether "[PBEffects::StealthRock]>0", while [PBEffects::StealthRock] actually is a boolean. I fixed it by replacing ">0" by "==true".
Wherever you found that, it wasn't in v15 or v15.1.
 
You're right. My bad, it was v14, I didn't double check it. (and besides that, it also doesn't need the ==true)
 
Not sure if this counts as a bug or a suggestion, but if you have custom evolution types, and don't also apply those custom type names to the editor(which I didn't realize I had to do), when you use the editor it saves them with "Custom 2" and such. It'd be nice if it wouldn't do that
 
Back
Top