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Ok Guys,
i did it :D
Thank you very much for your nice work. I will quote your post in in the main post such that every new reader can find your pretty modification immediately.
Ok Guys,
i did it :D
https://imgur.com/a/n109XZn
Alright this is the third time I've had to ask for help, which I think is too many. There is no error on ice, like you thought. It's just this error that pops up after every f12 refresh. I'm starting to lose patience. Thanks in advance.
I don't know if it can help but I have the Script Following Pokémon.
When I press F12, the follower Pokémon enters its pokéball.
Maybe you don't have the Script Following Pokémon...
Pay attention to your tone. Especially, since this is not the third time you asked. Because contrarily, you claimed in your second post that you had fixed your stack overflow issue by yourself.https://imgur.com/a/n109XZn
Alright this is the third time I've had to ask for help, which I think is too many. There is no error on ice, like you thought. It's just this error that pops up after every f12 refresh. I'm starting to lose patience. Thanks in advance.
All your other problems have been solved in this thread and even for your still unsolved (which we only know since your last post) issue we tried to help.Following on from my last post, I think the stack overflow thing I was getting was fixed with a simple reinstall. This time I come with a slight oversight you may not have thought of: cave encounters. From what I'm seeing, they can spawn on impassable tiles (such as the black tile used to surround maps)
https://imgur.com/a/6LubjmP
alias original_increase_steps increase_steps
def increase_steps
if self.name=="vanishingEncounter" && @stepCount && @stepCount>=STEPSBEFOREVANISHING
removeThisEventfromMap
else
@stepCount=0 if (!@stepCount || @stepCount<0)
@stepCount+=1
original_increase_steps
end
end
def increase_steps
if self.name=="vanishingEncounter" && @stepCount && @stepCount>=STEPSBEFOREVANISHING
removeThisEventfromMap
else
@stepCount=0 if (!@stepCount || @stepCount<0)
@stepCount+=1
@stop_count = 0
triggerLeaveTile()
end
end
Pay attention to your tone. Especially, since this is not the third time you asked. Because contrarily, you claimed in your second post that you had fixed your stack overflow issue by yourself.
All your other problems have been solved in this thread and even for your still unsolved (which we only know since your last post) issue we tried to help.
I think you should show some gratitude instead of making demands.
And now to your error message. The method "original_increase_steps" links to the allready defined method "increase_steps". This method is not defined in the visible overworld wild encounter script. It is defined in Pokemon Essentials or could be overwritten by any other script you installed. If you use f12 without closing the test window, then the game memory will not be cleared. This leads to the problem that the method "original_increase_steps" does not link to the original method "increase_steps" anymore, but to the later defined method "increase_steps" in the visible overworld wild encounter script. This behaviour leads to the stack overflow after using f12 without closing the window and, by the way, can occure in any arbitrary script which uses the "alias" command. That's why I do not recommand to use f12 without closing the window.
However, if you want to continue with your workflow and use f12, then you can do so by modifying the code in the following way:
Go find the following code in the visible overworld wild encounter script (it is the snippet where your errors occure)
and replace it byCode:alias original_increase_steps increase_steps def increase_steps if self.name=="vanishingEncounter" && @stepCount && @stepCount>=STEPSBEFOREVANISHING removeThisEventfromMap else @stepCount=0 if (!@stepCount || @stepCount<0) @stepCount+=1 original_increase_steps end end
It will work, I tested it. However, if you use any other script that overwrites the Method "increase_steps" of Class "Game_Character" in Script section "Game_Character", then this new code above will neglect that changes of that other script and could lead to compatibly problems. The original code above will not due to the alias command.Code:def increase_steps if self.name=="vanishingEncounter" && @stepCount && @stepCount>=STEPSBEFOREVANISHING removeThisEventfromMap else @stepCount=0 if (!@stepCount || @stepCount<0) @stepCount+=1 @stop_count = 0 triggerLeaveTile() end end
You're welcome.
I have tested multiple times but still the Overworld is not using the shiny sprite. All shiny sprites are properly placed in Graphics/Characters but still it is giving normal sprite.
Strange, usually there are no problems with shiny overworld sprites.
First of all, which version of Pokemon Essentials do you use and which version of this visible overworld wild encounter script have you installed?
Moreover, we need some more details on what happens exactly.
- Are there shiny pokemon moving on the overworld, but they are invisible? You can still detect them because of their grass rustleing, and if you move to that tile you get an encounter.
- Are there no shiny pokemon sprites on the overworld. But if you fight with them, then some of them have shiny sprites in the battle scene?
- Are there no shiny pokemon sprites on the overworld and even in battle the pokemon are not shiny?
The first case can occure if you're missing some shiny sprites in the folder or if the shiny sprites are misspelled or not an png-picture. But your descriptions let me think that this is not your case. Right?
The second case is quite a strange behaviour which should not be possible, I would say. But if it is the case, then there might be some bug or something else in the code.
And the third case can have various reasons. I guess this is your case, isn't it?
Moreover, we need to know, how you have tested the shiny spawning? It is well known that shinys are extremly rare. That's why you might not see any shiny durring normal play. But you can force spawning pokemon to be shiny by activationg the Shiny wild Pokemon Switch 31. Have you tested while this switch 31 was ON? Or have you tried to chain pokemon of one kind to increase the propabiliy of a shiny encounter of that species? This is a special feature in this visible overworld wild encounter script. Or did you just tried to spawn a shiny without specific precautions?
I am using PEv17.2 and Visible Overworld Encounter v1.9.2.
My problem is related with Case 2. There no shiny pokemon sprites on the overworld. But if I fight with them, then some of them have shiny sprites in the battle scene.
I also tested by setting the Shiny Rate to 65535 in Settings and 1 in your script. But, the error remain. I am getting Shiny Encounters but the sprite is not showing. I am also using the modification of side-by-side Original Encounter. Can it be the cause?
OverworldLand, OverworldCave, OverworldWater, OverworldLandMorning, OverworldLandDay, OverworldLandNight, OverworldBugContest
module EncounterTypes
Land = 0
Cave = 1
Water = 2
RockSmash = 3
OldRod = 4
GoodRod = 5
SuperRod = 6
HeadbuttLow = 7
HeadbuttHigh = 8
LandMorning = 9
LandDay = 10
LandNight = 11
BugContest = 12
OverworldLand = 13
OverworldCave = 14
OverworldWater = 15
OverworldLandMorning = 16
OverworldLandDay = 17
OverworldLandNight = 18
OverworldBugContest = 19
Names = [
"Land",
"Cave",
"Water",
"RockSmash",
"OldRod",
"GoodRod",
"SuperRod",
"HeadbuttLow",
"HeadbuttHigh",
"LandMorning",
"LandDay",
"LandNight",
"BugContest",
"OverworldLand",
"OverworldCave",
"OverworldWater",
"OverworldLandMorning",
"OverworldLandDay",
"OverworldLandNight",
"OverworldBugContest"
]
EnctypeChances = [
[20,20,10,10,10,10,5,5,4,4,1,1],
[20,20,10,10,10,10,5,5,4,4,1,1],
[60,30,5,4,1],
[60,30,5,4,1],
[70,30],
[60,20,20],
[40,40,15,4,1],
[30,25,20,10,5,5,4,1],
[30,25,20,10,5,5,4,1],
[20,20,10,10,10,10,5,5,4,4,1,1],
[20,20,10,10,10,10,5,5,4,4,1,1],
[20,20,10,10,10,10,5,5,4,4,1,1],
[20,20,10,10,10,10,5,5,4,4,1,1],
[20,20,10,10,10,10,5,5,4,4,1,1],
[20,20,10,10,10,10,5,5,4,4,1,1],
[60,30,5,4,1],
[20,20,10,10,10,10,5,5,4,4,1,1],
[20,20,10,10,10,10,5,5,4,4,1,1],
[20,20,10,10,10,10,5,5,4,4,1,1],
[20,20,10,10,10,10,5,5,4,4,1,1]
]
EnctypeDensities = [25,10,10,0,0,0,0,0,0,25,25,25,25,25,10,10,25,25,25,25]
EnctypeCompileDens = [ 1, 2, 3,0,0,0,0,0,0, 1, 1, 1, 1, 1, 2, 3, 1, 1, 1, 1]
end
def pbEncounterTypeOnTile(x,y)
if PBTerrain.isJustWater?($game_map.terrain_tag(x,y))
return EncounterTypes::OverworldWater if self.hasEncounter?(EncounterTypes::OverworldWater)
return EncounterTypes::Water
elsif self.isOverworldCave?
return EncounterTypes::OverworldCave if self.hasEncounter?(EncounterTypes::OverworldCave)
return EncounterTypes::Cave
elsif self.isOverworldGrass?
time = pbGetTimeNow
enctype = EncounterTypes::Land
enctype = EncounterTypes::OverworldLand if self.hasEncounter?(EncounterTypes::OverworldLand)
enctype = EncounterTypes::LandNight if self.hasEncounter?(EncounterTypes::LandNight) && PBDayNight.isNight?(time)
enctype = EncounterTypes::OverworldLandNight if self.hasEncounter?(EncounterTypes::OverworldLandNight) && PBDayNight.isNight?(time)
enctype = EncounterTypes::LandDay if self.hasEncounter?(EncounterTypes::LandDay) && PBDayNight.isDay?(time)
enctype = EncounterTypes::OverworldLandDay if self.hasEncounter?(EncounterTypes::OverworldLandDay) && PBDayNight.isDay?(time)
enctype = EncounterTypes::LandMorning if self.hasEncounter?(EncounterTypes::LandMorning) && PBDayNight.isMorning?(time)
enctype = EncounterTypes::OverworldLandMorning if self.hasEncounter?(EncounterTypes::OverworldLandMorning) && PBDayNight.isMorning?(time)
if pbInBugContest? && self.hasEncounter?(EncounterTypes::BugContest)
enctype = EncounterTypes::BugContest
enctype = EncounterTypes::OverworldBugContest if self.hasEncounter?(EncounterTypes::OverworldBugContest)
end
return enctype
end
return -1
end
def isOverworldCave?
return false if @density==nil
return (@enctypes[EncounterTypes::Cave] || @enctypes[EncounterTypes::OverworldCave]) ? true : false
end
def isOverworldGrass?
return false if @density==nil
return (@enctypes[EncounterTypes::Land] ||
@enctypes[EncounterTypes::LandMorning] ||
@enctypes[EncounterTypes::LandDay] ||
@enctypes[EncounterTypes::LandNight] ||
@enctypes[EncounterTypes::BugContest] ||
@enctypes[EncounterTypes::OverworldLand] ||
@enctypes[EncounterTypes::OverworldLandMorning] ||
@enctypes[EncounterTypes::OverworldLandDay] ||
@enctypes[EncounterTypes::OverworldLandNight] ||
@enctypes[EncounterTypes::OverworldBugContest]) ? true : false
end
Der Fischhae, can you make the OverWorlds appear always in grass. Means, make it compatible with your this script- https://www.pokecommunity.com/threads/429020
I would like to make an exception for the legendary Pokémon.
I wish they would not appear in overworld mode but only in the grass.
(I use this method because I have both type of wild encounter in my game. Normal encounter and overworlds encounter as you mentioned in INSTANT_WILD_BATTLE_PROPABILITY
Thanks in advance and I continue to enjoy your awesome scripts.
encounter = EncounterModifier.trigger(encounter)
BANLIST = [36,150,162] # default []
#contains the numbers of pokemon which shall not spawn as overworld encounters.
RESTRICTENCOUNTERSTOPLAYERMOVEMENT = false
if !$PokemonEncounters.pbCanEncounter?(encounter,repel)
$PokemonTemp.forceSingleBattle = false
EncounterModifier.triggerEncounterEnd()
return
end
if (!$PokemonEncounters.pbCanEncounter?(encounter,repel) || BANLIST.include? (encounter[0]))
$PokemonTemp.forceSingleBattle = false
EncounterModifier.triggerEncounterEnd()
return
end
And I'd like that during the double encounters, there is only one Pokémon and not two.
To make it more realist.
encounter2 = $PokemonEncounters.pbEncounteredPokemon($PokemonTemp.encounterType)
encounter2 = [species,level]
Both scripts can be installed parallel and should be compatible. Did you find any compatibility errors or glitches?
Here is my error. Watch that Watchog and not Hoothoot(it is an event). Watchog dont show the always in grass script outcome. Thank you.
So you have installed at least the scripts
- "allways on bush" https://www.pokecommunity.com/threads/429020
- this visible overworld wild encounter script and
- a third script which makes the grass look like it is bend down.
Right? Can you give a link to the code of that third script? I'm asking because in my case (I use only the first two scripts) everything looks good. Maybe, the third script is producing the incompatibility.
That is Tall Grass Script by WolfPP. Link here- https://www.pokecommunity.com/threads/421411