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How do you keep the spawned overworld pokemon in the grass? They spawn there but they running everywhere
Love this resource. Do any of the plugins have settings relating to making it so overworld encounters can only appear/move on grass or other specific tiles only?
How do you keep the spawned overworld pokemon in the grass? They spawn there but they running everywhere
Hello! I'm sorry for asking about an error for a pretty old version of Essentials, but in Spanish community is the one we work the most with. The matter in here is that there's an overlaping of the wild Pokémon that spawn and the priorities on my tiles, as the wild Pokémon are shown above the tiles with priority above 1. I'd like to know if there's any possible solution to this error or it's just due to the Essentials version. Thanks in advance for even reading this comment and sorry again for asking about old versions.
Exception `RuntimeError' at [Visible Overworld Wild Encounters] 001_visible overworld wild encounters script.rb:679 - can't add a new key into hash during iteration
__________________________________________________________________________________________________________
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]
Exception: RuntimeError
Message: can't add a new key into hash during iteration
Backtrace:
[Visible Overworld Wild Encounters] 001_visible overworld wild encounters script.rb:679:in `spawnPokeEvent'
[Visible Overworld Wild Encounters] 001_visible overworld wild encounters script.rb:477:in `pbPlaceEncounter'
[Visible Overworld Wild Encounters] 001_visible overworld wild encounters script.rb:381:in `pbSpawnOnStepTaken'
[Max Spawn - Visible Overworld Wild Encounters Add On] 004_add_on_max_spawn.rb:30:in `pbSpawnOnStepTaken'
[Automatic Spawning - Overworld Encounters Add On] add_on_automatic_spawning.rb:45:in `block in <main>'
035:Event_Handlers:89:in `block in trigger'
035:Event_Handlers:89:in `each_value'
035:Event_Handlers:89:in `trigger'
036:Event_HandlerCollections:63:in `trigger'
032:Scene_Map:155:in `updateSpriteset´
_____________________________________________________________________________________________________________
Hi can someone tell me whats the Problem here? :D i am pretty new in Essentials
I got the latest version from the github link but I still get this error:
Plugin Error:
Plugin 'Restrict Monement - Visible Overworld Wild Encounters Add on' requires plugin 'Visible Overworld Wild Encounters' version 20.0.0.4 or higher. but the installed version is 20.0.0.3
Hello, from time to time I get this error:
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]
Exception: SystemStackError
Message: stack level too deep
Backtrace:
[Additional Animations - Overworld Encounters Add On] 002_add_on_additional_animations.rb:127:in `each'
[Additional Animations - Overworld Encounters Add On] 002_add_on_additional_animations.rb:127:in `update'
[Additional Despawn Methods - Overworld Encounters Add On] 005_add_on_additional_despawn_methods.rb:65:in `update'
[Additional Animations - Overworld Encounters Add On] 002_add_on_additional_animations.rb:152:in `update'
[Additional Despawn Methods - Overworld Encounters Add On] 005_add_on_additional_despawn_methods.rb:65:in `update'
[Additional Animations - Overworld Encounters Add On] 002_add_on_additional_animations.rb:152:in `update'
[Additional Despawn Methods - Overworld Encounters Add On] 005_add_on_additional_despawn_methods.rb:65:in `update'
[Additional Animations - Overworld Encounters Add On] 002_add_on_additional_animations.rb:152:in `update'
[Additional Despawn Methods - Overworld Encounters Add On] 005_add_on_additional_despawn_methods.rb:65:in `update'
[Additional Animations - Overworld Encounters Add On] 002_add_on_additional_animations.rb:152:in `update'
Can you add the ability to set max spawns for different maps?
I updated the max_spawn_add_on. Now, you can set different spawn limits for different maps. I haven't tested it. So, if you find any errors then let me know.
looks like a fun plugin. only thing i want to ask at the moment is that under the v20 and v21 one of the addons was for the lavander town ghosts but the only script for them ive found is for pe17 is this the correct one still? just want to be sure before i break something using the wrong script since it seems to require a lot of editing
Okay. Then I should also test it. Which Pokemon Essentials Version do you use? And which version of the visible overworld wild encounter plugin do you use? Do you use any addons for the visible overworld encounters plugin? And do you use any other plugins in your project? And if you want, then you can send me the code you wrote to reverse what Remove Events does.I don't have it, so I am unsure why the events are unloading.
How would I do what Remove Events does but in reverse?
EDIT: I've managed to do it, but the Sprite for the Pokemon is just free floating, disconnected from the Event itself.
I've seen this before with Following Pokemon.
Spoiler: Code
#########################################################
# #
# ADD-ON: MAX SPAWN by TrankerGolD #
# -updated by derFischae #
#########################################################
# You can use this add-on to set a maximal number of wild Encounters Events
# that can be spawned on the map at the same time.
# Use the parameter DEFAULT_MAX_SPAWN (see below) to set the limit of overworld pokeEvents at the same time.
# Use the parameter MAP_MAX_SPAWN (see below) to set specific limits for each map differently.
# FEATURES:
# * Stop more PokeEvent from spawning with the DEFAULT_MAX_SPAWN parameter and give exceptions for each map in MAP_MAX_SPAWN.
module VisibleEncounterSettings
DEFAULT_MAX_SPAWN = 0 # default 0
# DEFAULT_MAX_SPAWN is the max number of wild Encounters Events that can be spawned on the map at the same time.
# <=0 - means infinite (no maximum)
# >0 - equals maximum of wild encounters on all maps (that are not listed as exceptions in MAP_MAX_SPAWN below)
MAP_MAX_SPAWN = [
[4, 5] # - means the maximal spawn limit is 5 on map with map_id 4
#[map_id, limit], # - add your specific map limits here. Don't forget to use a comma between your pairs.
]
# MAP_MAX_SPAWN is a parameter that contains pairs of the form [map_id, limit], where each pair consists of the map_id of a map and the corresponding spawn limit of that map.
# example: [ [4,5], [6,0] ] means "map with id 4 has spawn limit of 5 pokemons and map with id 6 has no spawn limit".
end
#===============================================================================
# overwriting method pbSpawnOnStepTaken in script visible overworld wild encounters
# to include maximal number of spawned pokemon
#===============================================================================
alias o_pbSpawnOnStepTaken pbSpawnOnStepTaken
def pbSpawnOnStepTaken(repel_active)
max_spawn = VisibleEncounterSettings::DEFAULT_MAX_SPAWN
currentRegion = pbGetCurrentRegion
currentMapName = $game_map.name
if MAP_MAX_SPAWN && MAP_MAX_SPAWN.length > 0
for map_limit in MAP_MAX_SPAWN do
map_id = map_limit[0]
if map_id != $game_map.map_id
map_metadata = GameData::MapMetadata.try_get(map_id)
next if !map_metadata || !map_metadata.town_map_position ||
map_metadata.town_map_position[0] != currentRegion
next if pbGetMapNameFromId(map_id) != currentMapName
end
max_spawn = map_limit[1]
break
end
end
return false if max_spawn>0 && pbCountPokeEvent >= max_spawn
o_pbSpawnOnStepTaken(repel_active)
end
#===============================================================================
# new methods to count pkmn spawned
#===============================================================================
#Count all spawned events
def pbCountPokeEvent
currentCountPokeEvent = 0
if $MapFactory
for map in $MapFactory.maps
for event in map.events.values
if event.is_a?(Game_PokeEvent)
currentCountPokeEvent = currentCountPokeEvent + 1
end
end
end
else
for event in $game_map.events.values
if event.is_a?(Game_PokeEvent)
currentCountPokeEvent = currentCountPokeEvent + 1
end
end
end
return currentCountPokeEvent
end
#Count spawned events in current map
def pbCountPokeEventInMap
currentCountPokeEvent = 0
$game_map.events.values.each { |event|
if event.is_a?(Game_PokeEvent)
currentCountPokeEvent = currentCountPokeEvent + 1
end
}
return currentCountPokeEvent
end