You mean post a pack of the abilities present in Elite Redux? If so yes, there is some interest since I really like that game (otherwise this plugin wouldn't exist lol) and I even added some of them to my game already.
I however probably won't get around to do all of them anytime soon since...
What komeji was trying to say is that the method that checks if an ability was activated was repurposed for this plugin, and a such the ability handlers need to be re made to include this new methods.
This includes Tera formZero, Super Sweet Syrup, Zero to Hero, even Intrepid Sword and...
I hope this update fixes some of the problems reported. Sorry if it took so long, work is very demanding at the moment.
For the next update I think I'll try to fix the abilities that use "pokemon.ability ==" for their main check. However if thats the case I'm afraid this will be the last update...
YOU HAVE TO RE-COMPILE AND START A NEW GAME AFTER THIS UPDATE, AS IT CHANGES ANOTHER CHUNK OF STUFF
FIXED OPPORTUNIST'S ABILITY AND INNATE AT LONG LAST. Huge thanks to Komeiji for suggesting update the bit of code that made the trick.
Reworked how the innates are stored in a Pokemon. Now...
Sonicover updated Innate Abilities (Yet Another "All Abilities Mutation" mod) with a new update entry:
Another bunch of fixes
Read the rest of this update entry...
Thats odd, I'm trying to recreate that error with both cases of the ability (being regular and innate) but had no issues so far. Perhaps another plugin is modifying your code? Or are you using them in a pokemon uncapable of being trapped?
I'm encountering an issue with the Unreal Time plugin, where even if the in game time passes either naturally or by the use of the command to advance time, the marts never update their refresh times. I don't know if it's an issue you'll be interested in looking but I'm reporting it nonetheless
Both of these errors will be solved next patch. I've solved them a while ago but hadn't updated the file and I'm not in my home due vacations. But for the first method you just need to go to the Utilities section of the plugin and delete all aliases for all of the pbAddPokemon methods, since...
The ability splash has some issues, I'm still trying to sort those, to also hopefully make the Enchsnced Battle UI show the corresponding innate, because it always shows the last innate in the array.
But thanks for the report! I'm doing a playtest on my game so hopefully I'll see those issues...
Just for more information, what version of the plugin are you currently ussing? I think I had an error similar to that but managed to fixed it. Then again, maybe it's because of an interaction with an ability. I've haven't tested Future Sight so I'll give it a quick look.
Text scrolling is a bit more difficult that it seems. I've tried before lol.
You'll need to do some rather heavy modifications to the code. The easiest solution I can think of is just make a 2nd copy of the "innate" page and make it display only your new set of innates. Either that or use the...
I'm glad to annouce, I've finally fixed Opportunist. The handler itself was fine but updating the method pbContinualAbilityChecks
to the gen 9 pack added the part that checked for Opportunist's code. (Thanks Komeiji)
At this point I think I'll just make the gen 9 pack a requirement for it since...
Sure, I have that set for my game actually,
You want to go to 006_UI_Summary, in class MoveSelectionSprite < Sprite
Search for def drawPageThree
There you'll see this code:
# Draw ability name and description
ability = @pokemon.ability
if ability
textpos.push([ability.name, 362...
If anything you can always remove the description and change it for empty space for that matter. But like I said that it's not ideal, specially because the base game CAN allow for that, so I don't want the plugin to be the exception. I'm just saying in case you desperatedly need a fix for that...
Don't they have their own section of unsupressable abilities also? But I guess also a direct check its easier to do, so I'll try to aliase them for if the innate array includes them as well
Yeah I should probably re-check a lot of the original code since it is from v20, specially the one that calls for other plugins. I'll give them a look, hopefully I could fix Guard Dog and Opportunist in them lol.
Thanks for the report.
Ok I know what line is causing it, but I haven't been able to recreate the error. It referring to the line that calls the assign_innate_abilities if the pokemon doesn't currently have any innates set or rolled for them, therefore, it's empty. But its strange since the active_innates method does...
Ok lets go by steps:
I didn't realized that Transform/Imposter use a different method to change the user rather than utilizing pbUpdate, so the innates arent re modified for them. I have already fixed the issue by modifying pbTransform to include a call for the target's current innate list and...