I mean, I know how to fix it. I'm letting Ludicious know so they can fix it on their end for public release. But your current solution just displays it if the plugin is installed. || is "or". You'd want something like this.
If someone has this plugin but not the Terastallization plugin installed, the game throws an error as soon as you try to open the Battler UI (the selection menu is fine), because the function pbDisplayTeraType( does not exist. I assume that you intended this to be a moot point because the lack of a tera_type property of battlers would prevent that line of code from being run, but any player-controlled battler will still try to run that block of code.
Overhauled how the plugin opens each UI page on the backend to make the code more efficient.
Improved the sprite outliner utilities so that it may now add outlines to item sprites, not just Pokemon icons.
Made some minor tweaks to Tera type displays so that a Pokemon that is unable to use Terastallization will no longer display a Tera type in the Battler Info UI.
Added button prompts to the battle scene to make the player aware of which button opens which UI. This may be...
Hey, I love this new update! I tried to make an extra info UI on top of your plugin in the past, to show the player which key does what, but this one is much better than mine. Also love the ball shortcut idea, it is really handy. I've just one question regarding this though, I want to replace the default "back" arrow with my own animated one, similar to those left and right arrows, to better fit the style, but I can't seem to make it work. Can this be done with relative ease?
Hey, I love this new update! I tried to make an extra info UI on top of your plugin in the past, to show the player which key does what, but this one is much better than mine. Also love the ball shortcut idea, it is really handy. I've just one question regarding this though, I want to replace the default "back" arrow with my own animated one, similar to those left and right arrows, to better fit the style, but I can't seem to make it work. Can this be done with relative ease?
The back arrow is actually an item sprite, which is the same one used in the bag. It's found in Graphics/Items/back so you can replace that icon if you want. I doubt you can make it animated though. The ball menu always has 5 item sprites displayed at a time. Even if the slot is blank or displaying an arrow, they are still considered item sprites.
So to do what you wanna do, youll have to initialize your arrow sprites and have their visibility set to false by default. Then in the ball menu youll have to edit the loop to turn their visibility on and update their x coordinates whenever they should be visible in the ball inventory. You'll also have to turn off the visibility of the default arrow sprite the plugin uses by setting blankzero = true for that slot.
It's not necessarily difficult, just tedious if you're unfamiliar with the code.
The back arrow is actually an item sprite, which is the same one used in the bag. It's found in Graphics/Items/back so you can replace that icon if you want. I doubt you can make it animated though. The ball menu always has 5 item sprites displayed at a time. Even if the slot is blank or displaying an arrow, they are still considered item sprites.
So to do what you wanna do, youll have to initialize your arrow sprites and have their visibility set to false by default. Then in the ball menu youll have to edit the loop to turn their visibility on and update their x coordinates whenever they should be visible in the ball inventory. You'll also have to turn off the visibility of the default arrow sprite the plugin uses by setting blankzero = true for that slot.
It's not necessarily difficult, just tedious if you're unfamiliar with the code.
Thank you so much that worked perfectly! I already had my arrow initialized without visibility and had been able to show it when necessary but I couldn't find the way to make the default back sprite dissapear. Didn't know that blankzero was what I was looking for. Thanks again!
Hey Lucidious, what are the chances you support your Select Battler UI as a replacement for target selection for moves? I was thinking of looking into doing the change myself, but thought I'd ask if it was anywhere on your roadmap
Hi! I have an issue where the window is not showing in battle.
All of the UI elements are in their folder, and the command box doesn't show me any error. The functionality is there and works just like it should! It pulls up the other windows and such when pressing A or S. Not sure what I've done here, if you have an idea of where to look I would appreciate it!
EDIT: This wasn't an SOS battle, but I see you've updated that so I'm going to see if that fixes it. I have the base DBK, SOS Battles and Enhanced UI.
EDIT2: Yup, that did it. Also an update for base DBK. This is what I get for starting development during the dark times of the old castle being down. Sorry to bother you!
EDIT3: I did notice that it doesn't show the correct form in the Pokemon overlay. My example above is against a Galarian Darumaka, but it shows the normal icon for Darumaka instead. Could be something wrong on my end- like not having the Pokedex set up either.
Hi! I have an issue where the window is not showing in battle.
All of the UI elements are in their folder, and the command box doesn't show me any error. The functionality is there and works just like it should! It pulls up the other windows and such when pressing A or S. Not sure what I've done here, if you have an idea of where to look I would appreciate it!
EDIT: This wasn't an SOS battle, but I see you've updated that so I'm going to see if that fixes it. I have the base DBK, SOS Battles and Enhanced UI.
EDIT2: Yup, that did it. Also an update for base DBK. This is what I get for starting development during the dark times of the old castle being down. Sorry to bother you!
EDIT3: I did notice that it doesn't show the correct form in the Pokemon overlay. My example above is against a Galarian Darumaka, but it shows the normal icon for Darumaka instead. Could be something wrong on my end- like not having the Pokedex set up either.
Hey Lucidious, what are the chances you support your Select Battler UI as a replacement for target selection for moves? I was thinking of looking into doing the change myself, but thought I'd ask if it was anywhere on your roadmap
Not on my roadmap, no. It wouldn't be a simple matter of just copy/pasting the selection menu UI over the default target UI's code. The target menu works entirely differently and is very specific. So it would essentially mean recoding the entire target menu to look like the selection menu, but in essence it would mean coding an entirely new UI. It's not really a priority for me.
Not on my roadmap, no. It wouldn't be a simple matter of just copy/pasting the selection menu UI over the default target UI's code. The target menu works entirely differently and is very specific. So it would essentially mean recoding the entire target menu to look like the selection menu, but in essence it would mean coding an entirely new UI. It's not really a priority for me.
I am using stellar Terapagos on my side and when viewing the opponent pokemon's information this happens.
The game didn't crash but the Battle scene become weird.
[2024-05-31 21:44:32 +0800]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]
def effectiveWeather
ret = @battle.pbWeather
ret = :None if [:Sun, :Rain, :HarshSun, :HeavyRain].include?(ret) && hasActiveItem?(:UTILITYUMBRELLA)
ret = :Sun if ret == :None && hasActiveAbility?([:CHLOROPLAST, :BIGLEAVES]) # battles as if in sunlight
return ret
end
when i opened the battler info in battle, it crashed.
i found it checks battle weather rather than battler weather,(line 390 or so) i mean, since it is info of battlers maybe check battler.effectiveWeather is better.
I am using stellar Terapagos on my side and when viewing the opponent pokemon's information this happens.
The game didn't crash but the Battle scene become weird.
[2024-05-31 21:44:32 +0800]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]
Did you edit the plugin at all? Because this error doesn't make any sense unless the code has been tweaked.
It has nothing to do with Tera or Terapagos, it's just simply saying that it's trying to display text on screen, but it's getting a number value instead of a string.
Did you edit the plugin at all? Because this error doesn't make any sense unless the code has been tweaked.
It has nothing to do with Tera or Terapagos, it's just simply saying that it's trying to display text on screen, but it's getting a number value instead of a string.
Well, the error seems to be pointing specifically to displaying text for battler effects in play (like weather, terrain, Trick Room, etc). So I doubt it has anything to do specifically with Terapagos. I would just test a bunch of things until you narrow it down. Because it works perfectly fine for me.
Well, the error seems to be pointing specifically to displaying text for battler effects in play (like weather, terrain, Trick Room, etc). So I doubt it has anything to do specifically with Terapagos. I would just test a bunch of things until you narrow it down. Because it works perfectly fine for me.
Yeah, it's irrelevant. Like I said, the error points specifically to where effect text is written. So my guess is one of the battlers in play had some sort of effect on them that caused the error. Still, it doesn't make any sense why that would happen. Perhaps you have some custom effect in your game that doesn't play well with the plugin.
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