When you set any of the progress innate settings they affects all pokemons globally, so no pokemon can have advantage of innates over other, unless you are using the innate progress with level and specifically set a pokemon to have its innates earlier.
With the variable that's no problem. All...
Now I'll take a bit of a rest of adding new features because I said I was going to release the first beta of my project this 19th and I've been too bussy with this script lol.
I'll still take time to fix any bugs and errors of course, but as for new stuff first let me release the Beta that I...
Sonicover updated Innate Abilities (Yet Another "All Abilities Mutation" mod) with a new update entry:
Added Uniqueness check for the randomizer and some bug fixes
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Now the randomizer will check if one of the possible random abilities to be set as an innate does not match either the Pokemon's current regular ability nor any of the given Innates. That way, you can be sure that no ability gets...
Don't worry, it actually loops back to being my fault. When I added Poison Puppeteer's code I added it backwards, so the definition your error presents does exist... AFTER it's needed lol. The reason it didn't cause any crashes in my game it's because, since I have the gen 9 pack and it loads...
Ah yes, the sanity check. Pretty much just don't let it randomize duplicates. Sure, it shouldn't be difficult to implement since I just need to make the randomizer check if the ID of the ability its about to add doesn't match any in the array of abilities.
I'll however will have to slightly...
Out of curiosity, are you using the gen 9 pack? Because Poison Puppeteer's code seems to be the issue for setting status. It should work but maybe it broke in the update.
If you are not using it that might be it. If you are then yeah I'll need to re modify the code.
As for the Filter error it...
Odd, I played around with it on testing and didn't found any errors. It appears one handler is broken for the status effect.
As soon as I get home I'll give it a look
Interesting suggestion. The code doesn't check for repeated abilities itself because it assumes the Innates are different from the regular abilities and that the player only sets abilities in the Innate section one time each.
However I'm a bit confused in your endgoal, do you want to have one...
Sonicover updated Innate Abilities (Yet Another "All Abilities Mutation" mod) with a new update entry:
The Randomized Update
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Added a new way to have variety in the innates, the randomized system! Now each pokemon can have it's own set of innates with a maxium fron the "Innates =" section of the pbs. If a pokemon has more innates defined than the...
Im glad this
I'm glad this is helping you with your project!
As for the suggestion, I can't promise much but I'll give it a try. It shouldn't be difficult to implement.
For reference, how is this variable value going to work?
I'll assume the value it's going to be global for all pokemon...
Sonicover updated Innate Abilities (Yet Another "All Abilities Mutation" mod) with a new update entry:
"Innate Abilities - Species"file reworked and added support for pokemon with 0 abilities and innates
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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...
Ah yes, like I said in the main page I've made this plugin with ductape and prays lol. I've already solved this and the issue with "No ability" that Bguy7 reported but I'm holding the update because I'm reworking the class edits to avoid compatibility issues. Those are remnants of when I was too...
Lol, good catch. The idea of pokemon having no ability at all never crossed my mind. I'll update the plugin later for such cases.
For the incorrect display of the name I'm still trying to figure out the reason. I'm sorry it's taking so long
It does change it, debugging the ability shows that the name is correctly stored but somewhere in between that and the splash it gets replaced by the first name in the array.
I need to check the whole process for this
In the mean time one thing you can do to solve this is hard-storing the name of that ability in $aamName just before the abilitySplash it's called. For example for Sturdy, go into 002_Move_Usage and find this:
elsif target.damageState.sturdy
@battle.pbShowAbilitySplash(target)
if...