• Do not use Discord to host any images you post, these links expire quickly! You can learn how to add images to your posts here.
  • Reminder: AI-generated content is not allowed on the forums per the Rules and Regulations. Please contact us if you have any questions!
Innate Abilities (Yet Another "All Abilities Mutation" mod)

v21.1 Innate Abilities (Yet Another "All Abilities Mutation" mod) 1.6.1

This resource pertains to version 21.1 of Pokémon Essentials.
BE SURE TO RECOMPILE AND START A NEW SAVE FILE AFTER THIS UPDATE!

Finally fixed the "Innate Abilities - Species" file to only tackle stuff related to the "Innate Abilities", and to avoid any major compatibility issues with other plugins that modify the pokemon's Species file (Mainly Lucidious ones).

And also, suggested by user Bguy7, added support for pokemon that have 0 abilities and innates, by giving them a temporal "No ability" ability, which is virtually useless but it's there just to avoid "nil" cases.
  • Reworked the file "Innate Abilities - Species" to modify only stuff added by the Innate abilities and nothing else
  • -Therefore, solved compatibilities with the DBK/Animated Pokemon System plugin and the Dynamax plugin.
  • Added support for pokemon with no abilities/innates. Simply make a new ability with the id "NOABILITY" with a similar name and description, or add the "abilities_innateabilities.txt" to your pbs folder.

As for the case for abilities with no ability handler shown incorrectly in the Ability Splash, while I work in a automatic fix, you can hard code the name before the @battle.pbShowAbilitySplash(target) . Like this for example:

Temporal fix:
Expand Collapse Copy
elsif target.damageState.sturdy
      $aamName = GameData::Ability.get(:STURDY).name #Forces the ability name
      @battle.pbShowAbilitySplash(target)
      if Battle::Scene::USE_ABILITY_SPLASH
        @battle.pbDisplay(_INTL("{1} endured the hit!", target.pbThis))
      else
        @battle.pbDisplay(_INTL("{1} hung on with Sturdy!", target.pbThis))
      end
      @battle.pbHideAbilitySplash(target)

I'm still trying to figure out a solution. My biggest appologies for all of the problems!
  • Like
Reactions: Bguy7
I've realized the .rar file didn't contained the new AAM Settings updated, so it caused some errors. Whoops.
* Re uploaded the .rar to include the proper way LEVELS_TO_UNLOCK it's handled in AAM Settings and avoid errors. If you donwloaded the v.1.3.1 that I've posted a couple of days back:
- Either re-download this version and change the AAM Settings file to this new one:
- Or simply, if your LEVELS_TO_UNLOCK setting looks like this : "LEVELS_TO_UNLOCK = [1, 15, 20]", add a new pair of []: "LEVELS_TO_UNLOCK = [[1, 15, 20]]"

My biggest apologies for any problems caused.
If you are using INNATE_PROGRESS_WITH_LEVEL, now you can give specific pokemon their own level's to unlock their innates! You can use this to make them get their full potential sooner or later than the rest.
Instructions given in the "Overview" page and in the "instructions.txt" file that comes with the .rar

  • Updated the way the "INNATE_PROGRESS_WITH_LEVEL" works, so now you can give specific pokemon' species custom levels to which they can unlock their innates
  • Updated the "Innates in summary" page to reflect this change
This update focues on adding ways to "Lock" and "Unlock" innates for a more dynamic progression. Similar on how Elite Redux handles unlocking the Innates in higher difficulties.

*Added two ways of make the Innate system progress, either by a variable and make it affect all pokemon,
*or via each pokemon level, and make them affect each one individually
*Added text in case of a pokemon doesn't have an Innate to show in the summary.
*I haven't managed to find a solution for Guard Dog nor Opportunist. I belive those will require to
*mod the Gen 9 plugin itself or add them to the Scripts directly. I need more testing but I wanted
*to release this feature first
This update just fixes some of the faulty code of the previous version, and fixes a couple of handlers:
  • Updated the "hasActiveAbility?" defition (Credits to Penelope for the suggestion and code)
  • Protean and Libero now work as Innates because of this
  • Fixed the handler "ModifyMoveBaseType" so abilities that use it(Like Galvanize or Pixilate) now properly work as Innates
  • Solved Poison Puppeteer working as an Innate now (Credits to Penelope for the code)
  • Fixed an small typo in the Pokedex Data Page mod, so now reads "An Innate" and not "A Innate"


Also for the list of currently known bugs:
*Opportunist still doesn't work neither as an Innate nor regular Ability
*Guard Dog only blocks the stat drop of intimidate, yet doesn't raise it after it
Back
Top