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  1. SigMo

    Resource Innate Abilities (Yet Another "All Abilities Mutation" mod)

    So I got this error after applying 'if !pbOwnedByPlayer': [Pokémon Essentials version 21.1] [v21.1 Hotfixes 1.0.9] Exception: ArgumentError Message: wrong number of arguments (given 0, expected 1) Backtrace: [Innate Abilities] AAM Battler.rb:279:in `ability_triggered?'...
  2. SigMo

    Resource Innate Abilities (Yet Another "All Abilities Mutation" mod)

    Hey man, so first, no worries about the late response. Secondly, I tried making the edit to the file to where you recommended as so: alias abilityMutations_pbInitPokemon pbInitPokemon def pbInitPokemon(pkmn, idxParty) abilityMutations_pbInitPokemon(pkmn, idxParty) #...
  3. SigMo

    Resource Innate Abilities (Yet Another "All Abilities Mutation" mod)

    Hey, one other thing, because I know you want to retire the project already - but I was wondering if there might be a way to make it so that while a player might not have all their innate abilities activated, an npc will have all their innates activated. I imagine it would be as simple as adding...
  4. SigMo

    Resource Innate Abilities (Yet Another "All Abilities Mutation" mod)

    I tried replacing INNATE_PROGRESS_WITH_LEVEL = true with INNATE_PROGRESS_WITH_LEVEL = $game_switches[100], and I got this error message: [Pokémon Essentials version 21.1] [v21.1 Hotfixes 1.0.9] Error in Plugin: [Innate Abilities] Exception: NoMethodError Message: undefined method `[]' for...
  5. SigMo

    Resource Innate Abilities (Yet Another "All Abilities Mutation" mod)

    Hey, quick question - this plugin is doing wonders for me, I was just wondering though if there's a way to attach the level-up innate restriction system to an in-game switch? This way I could set it that players on only Hard Mode have a level-up restriction, rather than players on Normal or Easy...
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