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Not a major update, but I did want to share that last week I posted a sprite animation for my Cosmic Quest fan fiction. While this is not directly related to Sol Version, it was created using Sol Version's engine, assets, and some existing maps, so it might still be worth taking a look at if you...
I wanted to report a minor glitch I've been experiencing since updating to the current version the other day. It seems that if I open my menu within the first few seconds of starting the game, then the game will pause the party preview sprites will appear, but the rest of the UI will be missing...
I wanted to report that I got pretty much the same error as this after recently updating to the most current version. The mid-battle script worked fine before the update, but now there's a problem. The issue comes into play when a battle is set to have a message appear every time after a certain...
I use HMs for their original purpose as roadblocks, so yes, there are times where they're required to progress forward. The further you get in the game, they more they become optional, especially for the early game HMs, but there's at least one required usage of each HM. Sorry if you don't like...
We're only four months away from the beta/demo release of Sol Version! I've been celebrating 2025 as the Year of Tenno in honor of the upcoming release, as well as the upcoming end of my Cosmic Quest story. One of the ways I'm celebrating is with a series of articles detailing the various...
That is exactly the issue I was having. I was exporting as an OGG, but with 48 kHz as well. Thanks for responding. Somehow, in all my searching for a fix for the problem, the 44.1 kHz thing never came up.
I was wondering if anyone here could help me out with some problems I had looping my own music that isn't included in the resource.
Based on tutorials I've found online and by reverse-engineering the tracks provided in the resource, I've attempted to loop my own music from sources not covered...
Since you're trying to make this plugin compatible with the Gen IX Plugin, I wanted to bring up a compatibility issue I came across. It seems that both plugins are using their own version of "ability_triggered?" that do not align in usage.
Here's the version found in the AAM Battler script...
A problem I've been having with fogs is that I have two connected maps which should both have the same fog, but depending on how how I set up the events, I either get a second fog overlaid with the first when the second map loads in, or I have to deal with event triggers that cause there to be a...
I'd rather not do use the "No Ability" ability, just because then it would show up on the ability page of the Pokémon description, and that feels strange to me, but if that's the solution, then that's the solution. I understand that it's a very niche problem that probably no one else but me is...
Wanted to mention two problems I encountered while testing my gameplay.
The first is that it seems that when a Ditto with an innate ability uses Transform, it keeps its innate, rather than copying the target's. If there's not an easy fix for this one, I'll probably just remove Ditto's innate...
Want to hear a funny story? Literally last night I was saying to someone else how it would be cool to have an opening cinematic, but I've never once seen a plugin or a guide on how to make that happen. I check through recent plugins today, and I find yours. Thanks for giving me exactly what I...
Found a small glitch. A Minior with Shields Down as its innate ability will not have the ability activate. I tested it as both as regular ability and an innate and it only works as a regular ability. For now, I'm just removing Shields Down as an innate and making it only available as a regular...
I'm very sorry to waste your time. It was a problem on my end, not yours. I had edited the way that the Innate Summary Page works to better fit my needs, and must have broken something along the way. I didn't realize that that page had the ability to physically change the abilities, so I assumed...
Came across a strange bug today while working with Mega Evolution. When the Pokémon Mega Evolves and changes its innate ability, that part works fine. What gets strange is when it changes back. Functionally, it will have its original ability, but if you check its summary page, it will say it...
Had a glitch to report. It seems that the function to stop a Pokémon from having the same innate ability as its regular ability doesn't function as intended and it is possible for them to be the same.
Since I try to debug my own code using ChatGPT as tool to help find errors, I figured I'd try...
First off, I wanted to thank you immensely for this resource. I was working my way through making animations for every move myself, but they were nowhere near this quality, and I was nowhere near done. So, this saved me a lot of time and work, while also making my project look better.
I wanted...
No worries, hidden innates was not something I was considering.
Sounds like that could work to me. Do what you want and take your time. Thanks for giving it consideration.