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You mean this one?
https://eeveeexpo.com/resources/1436/
That plugin creates its entirely own unique way of drawing Pokemon sprites that is unlike every other way they are drawn in UI's/Battle. It would basically need to be overhauled entirely.
Yeah, I don't think its related to this plugin. There's absolutely nothing about it that would be directly related to controller support. Especially since you say you had this exact same issue in the exact same spot in the past, before this plugin was even involved.
Best I can suggest is to...
I cant imagine what relevance an event error, let alone gamepad compatibility has to do with Pokemon sprites. Unless the event calls a Pokemon sprite to display at some point? Like have you tried playing normally on a computer to see what happens?
Both errors indicate that either
A) You dont have the plugin scripts installed.
Or, B) Your game hasnt compiled any of the new data.
So those are the only options, and im assuming you didnt mess up option A, so it must be option B. If you cant compile via CTRL for some weird reason, then an...
Well compiling before youve installed the plugin wouldnt be relevant. You have to compile after all of the new data is added to your game. The error shouldn't be relevant at all to your ability to compile, since compiling is done prior to this error even appearing.
Yeah, its a Gen 8 plugin issue. My plugins arent designed with Gen 8 compatibility in mind anymore, now that the Gen 9 Pack and/or the Animated Pokemon System plugins already do whatever the Gen 8 Pack would otherwise do, but better.
I have no idea, ive never looked at it. Im sure at the very least the issue can just be skipped by adding a return if the bitmap argument equals nil in the mosaic animation code. Idk what other consequences that would have, though, but it would at least stop the crash im assuming.
Any species with a Gigantamax form can drink Max Soup, it's irrelevant what evolution stage they are (for example, G-Max Pikachu and G-Max Eevee). Just add the G-Max forms for those species as shown in the guide, recompile, and that's it.
Hmm, idk about that. It should still probably have "getFormOnCreation" so it spawns in the correct form when encountered in the wild. The "getForm" handler should honestly never be relevant to Toxel unless you have a mechanic in your game where you can manually change a Pokemon's actual nature...
Thats a problem with Essential's form handlers for those species, not the sprites.
Both handlers are missing this:
"getFormOnCreation" => proc { |pkmn|
next pkmn.gender
}
Basculegion and Oinkologne don't have this problem, because we already included this missing part in the Gen 9 Pack.
Are you sure it's the same issue, as in the same exact error? Because that's frankly not really possible. I literally changed to code to say "If zMove is undefined, skip this part." So it can't be returning an error that zMove is undefined when the code is specifically ignored if it isn't. I...
I mean, that's just wrong though. Even if there was some error in the dex that was preventing it from appearing, Indeedee female is a form, not a gender difference. So its sprite must be named INDEEDEE_1. Naming it INDEEDEE_female is incorrect. The only reason why this wouldn't be the case is if...
I mean, it's right there in the same section, so there's no where new to direct you to. The same place where the playSE command is explained in detail, theres like 4 different BGM-related commands listed and defined directly below it. Im not sure how you can miss it.