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Ah I see haha, that would be neat!
Maybe the error is also related to this, I could try giving myself the second badge if the first one is not taken into account, right?
The error says:
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]
Script error in event 33 (coords 30,6), map 42...
I did a fresh installation of the plugin, also started a new save and all, but now when starting up the game, there is no number of badges displayed anymore, the number is just gone :(
Also the game is crashing when receiving a badge, but I'm still testing it out, this may be a problem on my end.
What does the error log say? The resource is specifically tested on your version so it should work. Have you put your own four backdrops with the stated naming convention into the backdrop folder?
The cheap way would be to create the same Pokemon as two different entities, so their names and everything are all the same, but their ID's (that are not shown ingame) are different, and you only list one of them in the dex .pbs.
To register it in the dex via event you can use the script...
Would there be an easy way to make it work for routes consisting of multiple individual maps? I have one route in my game that is stitched together out of three maps, ideally the outbreak would include all of the maps. How hard would it be to implement this or is it already a feature of the plugin?
I've updated it now, but the problem still persists. Even on a new save. It's weird, because while saving, the correct amount of badges are displayed, but when I'm closing the game and reloading it, it slways shows a 0.
I haven't altered the load screen at all.
Love the plugin and correct me if I'm wrong or if I'm using an outdated version and the issue has been fixed, so.. when saving, the normal amount of badges get displayed as a number, but when loading the game/starting it up, the number is always 0, this seems to be caused by the plugin. Is there...
I've actually tried out the muddy slopes since the time I asked (back when the Website was a little.. different hehe) and it's working perfectly, thank you very much!
I appreciate it, but this just toggles the Pokemon on and off, but doesn't prevent the player from toggling it manually as I understand it.
Is there a similar command that shuts down the ability to manually toggle for a while? Because when using just this one, the player is still able to just...
Ah nice! But I don't actually want to make it non toggleable, I just want to prevent it temporarily for longer events, so you can toggle it on/off again when the event is done. Would it be possible to turn this into some kind of command that's usable in the event? I've only managed to do it via...
Sooo now that the thread is back, I would like to repeat my question, but an important piece of info I forgot to mention is that I'm using the workaround for the 21.1 version.
Sooo.. is there a way to fix the lag that occurs when transitioning from one map to another? And the missing animation for the following pokemon jumping down ledges?
Also you can really screw up the game when you're toggling the following pokemon during cutscenes, is there a way to prevent the...
I see, my plan was to give away complicated evolution methods by subtle hints from npcs, but then I'll just work around it by not making it possible to encounter certain evolved forms to not spoil the method.
I appreciate the reply and cheers, aside from this minor detail this plugin is exactly...
Hello there, loving the plugin so far!
Is there a way to hide the info on how to evolve Pokémon for evolved Pokémon you've seen? I would be fine if the information is revealed when you already own the evolved form, but right now it's revealed even when you've just seen it.