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All Abilities Mutation

Resource All Abilities Mutation 1.3.3

Hey DemICE, Recently update Deluxe and ZUD and been getting an error again in the safari zone so was wondering if there was a connection from the recent fix with this plugin just in case back in April. Any help will be appreciated!

[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Exception: ArgumentError
Message: wrong number of arguments (given 0, expected 1)

Backtrace:
SafariBattle:49:in `opposes?'
Wild Item Drops:5:in `block in pbWildBattleSuccess'
Wild Item Drops:3:in `each'
Wild Item Drops:3:in `pbWildBattleSuccess'
SafariBattle:279:in `pbThrowSuccess'
Battle_CatchAndStoreMixin:169:in `pbThrowPokeBall'
[Essentials Deluxe] Midbattle_Triggers.rb:247:in `pbThrowPokeBall'
SafariBattle:463:in `block in pbStartBattle'
SafariBattle:451:in `loop'
SafariBattle:451:in `pbStartBattle'
 
Hey DemICE, Recently update Deluxe and ZUD and been getting an error again in the safari zone so was wondering if there was a connection from the recent fix with this plugin just in case back in April. Any help will be appreciated!
theres no indication in that error that its caused by my plugin. did you disable AAM and the error didn't occur ?
 
theres no indication in that error that its caused by my plugin. did you disable AAM and the error didn't occur ?
Yeah, you are right does not seem to relate to your plugin, sorry about that! Just need to figure it out than.
 
Yeah, you are right does not seem to relate to your plugin, sorry about that! Just need to figure it out than.
Clearly it must have something to do with opposes? missing an (0) argument somewhere in whatever your Wild Held Drops script is doing.
 
Clearly it must have something to do with opposes? missing an (0) argument somewhere in whatever your Wild Held Drops script is doing.
Thank you very much! It fixed it, but it seems that I got this error after registering it in the Pokedex in the Safari Zone.

[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Exception: NoMethodError
Message: undefined method `raid_ResetPokemon' for #<SafariBattle>

Backtrace:
[ZUD Mechanics] Raid_Battle.rb:475:in `pbStorePokemon'
[Terastal Phenomenon] [004] Battle.rb:194:in `pbStorePokemon'
[Essentials Deluxe] Battle_Misc.rb:306:in `block in pbRecordAndStoreCaughtPokemon'
[Essentials Deluxe] Battle_Misc.rb:294:in `each'
[Essentials Deluxe] Battle_Misc.rb:294:in `pbRecordAndStoreCaughtPokemon'
[Essentials Deluxe] Battle_Deluxe.rb:416:in `pbRecordAndStoreCaughtPokemon'
SafariBattle:465:in `block in pbStartBattle'
SafariBattle:451:in `loop'
SafariBattle:451:in `pbStartBattle'
SafariZone:133:in `block (2 levels) in pbSafariBattle'

Edit: Forgot to include the change I made the the wild item script with this next if !b.opposes?(0) that did fix the pervious problem.

Edit2: Fixed
 
Last edited:
How can i set the mutation for a single encounter?
If you have Essentials Deluxe, edit Battle_Deluxe.rb, find at line 585:
Ruby:
Expand Collapse Copy
when :shadow   then pokemon.makeShadow if pkmn_hash[attribute]

then add right under it:
Ruby:
Expand Collapse Copy
when :abilityMutation   then pokemon.enable if pkmn_hash[attribute] && PluginManager.installed?("All Abilities Mutation")

Now when you make your WildBattle.dx_start, you can add :abilityMutation => true to the pokemon you want
 
Enemy Blastoise used Shell Smash, causing this:

[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Exception: ArgumentError
Message: wrong number of arguments (given 4, expected 5)

Backtrace:
[All Abilities Mutation] AAM Ability Effects.rb:149:in `triggerOnStatGain'
164:Battler_StatStages:65:in `pbRaiseStatStage'
[Generation 9 Pack] [002] Battle_Battler.rb:125:in `pbRaiseStatStage'
177:MoveEffects_BattlerStats:450:in `block in pbEffectGeneral'
177:MoveEffects_BattlerStats:448:in `times'
177:MoveEffects_BattlerStats:448:in `pbEffectGeneral'
166:Battler_UseMove:706:in `pbProcessMoveHit'
166:Battler_UseMove:407:in `block in pbUseMove'
166:Battler_UseMove:405:in `times'
166:Battler_UseMove:405:in `pbUseMove'

"All Pokemon have all Abilities" mode was active.
 
Enemy Blastoise used Shell Smash, causing this:

[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Exception: ArgumentError
Message: wrong number of arguments (given 4, expected 5)

Backtrace:
[All Abilities Mutation] AAM Ability Effects.rb:149:in `triggerOnStatGain'
164:Battler_StatStages:65:in `pbRaiseStatStage'
[Generation 9 Pack] [002] Battle_Battler.rb:125:in `pbRaiseStatStage'
177:MoveEffects_BattlerStats:450:in `block in pbEffectGeneral'
177:MoveEffects_BattlerStats:448:in `times'
177:MoveEffects_BattlerStats:448:in `pbEffectGeneral'
166:Battler_UseMove:706:in `pbProcessMoveHit'
166:Battler_UseMove:407:in `block in pbUseMove'
166:Battler_UseMove:405:in `times'
166:Battler_UseMove:405:in `pbUseMove'

"All Pokemon have all Abilities" mode was active.
this happens to me too when any stat is changed by any pokémon, my guess would be compatibility issues with gen 9 pack v2.0 since this plugin says it only supports v1.0
 
this happens to me too when any stat is changed by any pokémon, my guess would be compatibility issues with gen 9 pack v2.0 since this plugin says it only supports v1.0
Yup, v2.0 of the Gen 9 pack uses entirely different code.
 
Well, that sucks. What's necessary for a patch that makes the two play nice?
Id have no idea without going over the code. And considering neither this plugin or Gen 9 are my projects, and the fact that im moving on from working on v20.1 scripts overall; im unlikely to look into it.
 
I know this might be a bit out of the scope of the plugin since it's an "all abilities", but there could be a way to limit that to some degree? (At least in the early game)
Like making a weaker item that only allows you to have 1 extra ability, or some way to give some specific abilities or mons a sort of ban to avoid them having all their power, like a flag or similar.
Mostly to try and have a more balanced game with the global mutation on, and then late game let the mutations do all the fun stuff full power
 
I know this might be a bit out of the scope of the plugin since it's an "all abilities", but there could be a way to limit that to some degree? (At least in the early game)
Like making a weaker item that only allows you to have 1 extra ability, or some way to give some specific abilities or mons a sort of ban to avoid them having all their power, like a flag or similar.
Mostly to try and have a more balanced game with the global mutation on, and then late game let the mutations do all the fun stuff full power
your idea makes sense from a game progression standpoint but code wise, this has already been hellishly complicated to make especially when taking compatibility with other plugins into account. Specifying abilities from a pokemon's possible ones sounds like a major headache.
 
I don't understand how to give mutated pokemon to a trainer. Could you help me?
 
you add
AAM = true
to a trainer's pokemon in the pbs like this
1705337226073.png
 
you add
AAM = true
to a trainer's pokemon in the pbs like this
View attachment 24024
I don't understand, where do I put various abilities for the same trainers' Pokémon?
Pokemon = CHARMANDER,10
Ability = SPEEDBOOST
Ability = STAMINA
Ball = MASTERBALL
AAM = true

Or

Pokemon = CHARMANDER,10
Ability = SPEEDBOOST, STAMINA
Ball = MASTERBALL
AAM = true

I tried both ways and it doesn't work
 
I don't understand, where do I put various abilities for the same trainers' Pokémon?
Pokemon = CHARMANDER,10
Ability = SPEEDBOOST
Ability = STAMINA
Ball = MASTERBALL
AAM = true

Or

Pokemon = CHARMANDER,10
Ability = SPEEDBOOST, STAMINA
Ball = MASTERBALL
AAM = true

I tried both ways and it doesn't work
you do not put the abilities in the pbs, in fact you don't put any abilities there at all. if the plugin works properly, then AAM = true should be enough for the pokemon to have all its possible (defined in the PBS pokemon.txt) abilities active in battle
 
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