Hello, I'm having this issue with the MQS add-on, whenever I have a possible quest to show on the map all of the top right text goes waaay to the left. This only happens If I have an available quest with the Map segment. Otherwise everything works as normal
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...
Sonicover updated Innate Abilities (Yet Another "All Abilities Mutation" mod) with a new update entry:
Small bunch of fixes
Read the rest of this update entry...
I will give it a second look. If it's OK with you I'll use the code you fixed in your port, at least for comparison.
Feel free to take from this one whatever you want.
On the ER summary part I don't think I'll implement that because that would be giving the player the entire information about...
So nice to see it oficially released!
Could I suggest/ask for a feature? Maybe give the option to offer discounts or a sale, like: If the player has X item (A coupon maybe?), or a switch/variable is active, all item's (or just items that belong in a specific category) sell prices get lowerd by...
It works wonderfully, thanks a lot!
I haven't got any problems with the "hasActiveAbility?" def but I was aware there was a problem when I saw your port. I've tried implementing your code but that causes some abilities like Guard Dog not working completely (It blocks Intimidate but doesn't...
I think thats out of the scope of this project. At least by now, since it'll imply making another property for pokemon to add compatible abilities and a method to know when a pokemon should learn a new one, and then making the AAM plugin read only the active abilities and not the whole property...
Your method does work! Thanks! I'll give you credit when I update the plugins.
However the only drawback making it this way has is that the handler only works with Poison Puppeteer, so I'll still be on the look for making all innates that use the handler work
Yes, to be fair I've only played Elite, however I saw that Exceeded also included Innate abilities so I've wanted to mention it as well.
How do Level up or tutor abilities work? I might try to implement them as well
Sonicover submitted a new resource:
Innate Abilities (Yet Another "All Abilities Mutation" mod) - Unlock the true potential of a pokemon with more than one ability!
Read more about this resource...
First and foremost: This plugin uses DemIce's All Abilities Mutation plugin as a base. My plugin just updates it a bit and adds some new values in the PBS to make this version work. All credits please go towards him, since I basically just made a copy-paste of what was already on essentials and...
I was refering to the after activation. Yes the Data page is activated with a Switch, but once activated its treated as a 4th page. but pressing Right on the Forms page, the 3rd page, does nothing. That's because both plugins handle max dex's pages differently and yours takes priority.
I found...
I'm having a problem with the compatibility with the "In-depth pokedex data page". The Data page is not accesible. Pressing "Right" in the forms page does nothing, as if only 3 pages where active at the time.
2 things: 1st, amazing script, really has saved me a lot of time thinking about teams for routes
And 2nd, I'm having this error whenever y try to use a trainer class that has a power value:
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.5]
Script error in event 89 (coords 16,23), map...