Bguy7
Pokémon Sol Version Creator
- 12
- Posts
- 8
- Years
- Tenno Region
- Seen Apr 23, 2025
I've never really used plugins before, but I recently decided to use Caruban's (broken link removed) so I could keep my in-progress project up to date while waiting for the official update of Essentials that supports Gen IX Pokémon. I figured out how to use it easily enough, but ran into an issue tonight.
I spent about two and a half hours trouble shooting a section of custom code for a form changing ability I was making. It was supposed to work similar to Stance Change with Aegislash. I copy/pasted the Stance Change section in Battle_UseMove and edited accordingly. As far as I could tell, it looked right. But when testing it, nothing happened. Piece by piece, I tested every bit of the code. I could not for the life of me figure out why it wasn't working. There weren't even any error messages to point me in the right direction. In a last ditch act of desperation, I changed the conditions for Stance Change to be my new ability and Pokémon. Still nothing. For the heck of it, I tried battling an Aegislash and found that Stance Change still worked on it, despite me removing the only line of code in the entire script regarding the function of Stance Change. I was beyond confused and frustrated. It seemed like somehow my changes to the script weren't being accepted. When trying to think about how my script could possibly not get updated, I realized that plugin scripts could be the culprit. So, I removed the plugin, and lo and behold, my custom ability worked as expected.
Long story short, the Gen IX plugin I'm using has a section that overrides my custom script. After digging through the plugin script, I found it was the file labeled "Ability Shield Changes" that was the culprit, as that featured the original Stance Change script in it. This is rather unfortunate, as the changes to have Ability Shield work seem to have no impact on Stance Change directly. Its script section just happens to be there for other purposes.
I'm not too worried about this specific plugin messing with my code, as it will eventually be replaced by a future version of Essentials that natively features Gen IX, but what about other plugins? There's a few I've had my eyes on to eventually use. But how am I supposed to know if a plugin conflicts with the custom script I've already made? I've made countless changes in a wide variety of areas and to compare every single one against the entirety of a plugin's script would be an extreme undertaking.
Am I missing something, or do I just have to avoid plugins altogether? Unfortunately, it seems like plugins are the only way people share custom scripts anymore, so that would be a pretty big loss. How do you deal with this issue on your projects?
I spent about two and a half hours trouble shooting a section of custom code for a form changing ability I was making. It was supposed to work similar to Stance Change with Aegislash. I copy/pasted the Stance Change section in Battle_UseMove and edited accordingly. As far as I could tell, it looked right. But when testing it, nothing happened. Piece by piece, I tested every bit of the code. I could not for the life of me figure out why it wasn't working. There weren't even any error messages to point me in the right direction. In a last ditch act of desperation, I changed the conditions for Stance Change to be my new ability and Pokémon. Still nothing. For the heck of it, I tried battling an Aegislash and found that Stance Change still worked on it, despite me removing the only line of code in the entire script regarding the function of Stance Change. I was beyond confused and frustrated. It seemed like somehow my changes to the script weren't being accepted. When trying to think about how my script could possibly not get updated, I realized that plugin scripts could be the culprit. So, I removed the plugin, and lo and behold, my custom ability worked as expected.
Long story short, the Gen IX plugin I'm using has a section that overrides my custom script. After digging through the plugin script, I found it was the file labeled "Ability Shield Changes" that was the culprit, as that featured the original Stance Change script in it. This is rather unfortunate, as the changes to have Ability Shield work seem to have no impact on Stance Change directly. Its script section just happens to be there for other purposes.
I'm not too worried about this specific plugin messing with my code, as it will eventually be replaced by a future version of Essentials that natively features Gen IX, but what about other plugins? There's a few I've had my eyes on to eventually use. But how am I supposed to know if a plugin conflicts with the custom script I've already made? I've made countless changes in a wide variety of areas and to compare every single one against the entirety of a plugin's script would be an extreme undertaking.
Am I missing something, or do I just have to avoid plugins altogether? Unfortunately, it seems like plugins are the only way people share custom scripts anymore, so that would be a pretty big loss. How do you deal with this issue on your projects?
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