In the mean time, just to be sure, please make sure to recompile and start a new game while trying this update, as that seems to do the trick with most of my friends trying the code
In the mean time, just to be sure, please make sure to recompile and start a new game while trying this update, as that seems to do the trick with most of my friends trying the code
That's your culprit. Try it like this:
[[8, 32, 50]]
Since the script was modified to search for the first array inside of an array, not having the double [] leaves it serching for the array inside of the level one.
If you don't intend to use the specific levels to unlock, you can leave it like this: [[8, 32, 50]].
Otherwise I suggest you to write it like this for more clarity:
LEVELS_TO_UNLOCK = [
[8, 32, 50]
]
I realized I didn't actually updated that file in the .rar. My bad, I'm going to update it inmediately, but that's basically why it gives that error.
I've realized the .rar file didn't contained the new AAM Settings updated, so it caused some errors. Whoops.
* Re uploaded the .rar to include the proper way LEVELS_TO_UNLOCK it's handled in AAM Settings and avoid errors. If you donwloaded the v.1.3.1 that I've posted a couple of days back:
- Either re-download this version and change the AAM Settings file to this new one:
- Or simply, if your LEVELS_TO_UNLOCK setting looks like this : "LEVELS_TO_UNLOCK = [1, 15, 20]", add a new pair...
First off, wanted to thank you for making the plugin. Having two abilities at once is a feature I've wanted for my game, but I've never been able to even begin to figure how I would make it work on my own.
First of all, thanks!
And second, yeah, sadly the EBDX does change the way that the ability splash works. I could try to give a look into how the EBDX port works but being an unofficial update I can't promise anything
Anyways, I'm having this same problem where the ability splash shows the name of the regular ability when the innate ability activates, but I am not using EBDX or anything else I can think of that affects ability splashes. The specific instance is a Geodude with Sturdy as an innate and Rock Head as a regular ability. It shows Rock Head as activating when the effect of Sturdy prevents it from fainting. I also replicated this with another Pokémon that also had Sturdy as an innate and Iron Fist as its regular ability.
First off, wanted to thank you for making the plugin. Having two abilities at once is a feature I've wanted for my game, but I've never been able to even begin to figure how I would make it work on my own.
Anyways, I'm having this same problem where the ability splash shows the name of the regular ability when the innate ability activates, but I am not using EBDX or anything else I can think of that affects ability splashes. The specific instance is a Geodude with Sturdy as an innate and Rock Head as a regular ability. It shows Rock Head as activating when the effect of Sturdy prevents it from fainting. I also replicated this with another Pokémon that also had Sturdy as an innate and Iron Fist as its regular ability.
Ah yes, that's a problem both the base plugins and this mod have with hard-coded abilities. Abilities that use handlers are defined in the plugin and have their name stored and recorded for display. Abilities that are hard-coded and don't have any handler (Like Sturdy or Ice face) don't have this.
I'm still working on a fix for these but it's being a bit of a mess. I'll update as soon as I fix it
First off, wanted to thank you for making the plugin. Having two abilities at once is a feature I've wanted for my game, but I've never been able to even begin to figure how I would make it work on my own.
Anyways, I'm having this same problem where the ability splash shows the name of the regular ability when the innate ability activates, but I am not using EBDX or anything else I can think of that affects ability splashes. The specific instance is a Geodude with Sturdy as an innate and Rock Head as a regular ability. It shows Rock Head as activating when the effect of Sturdy prevents it from fainting. I also replicated this with another Pokémon that also had Sturdy as an innate and Iron Fist as its regular ability.
In the mean time one thing you can do to solve this is hard-storing the name of that ability in $aamName just before the abilitySplash it's called. For example for Sturdy, go into 002_Move_Usage and find this:
Ruby:
elsif target.damageState.sturdy
@battle.pbShowAbilitySplash(target)
if Battle::Scene::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} endured the hit!", target.pbThis))
else
@battle.pbDisplay(_INTL("{1} hung on with Sturdy!", target.pbThis))
end
@battle.pbHideAbilitySplash(target)
Simply add $aamName = GameData::Ability.get(:STURDY).name Before the pbShowAbilitySplash
Fixed Sturdy, and only Sturdy's display:
elsif target.damageState.sturdy
$aamName = GameData::Ability.get(:STURDY).name
@battle.pbShowAbilitySplash(target)
if Battle::Scene::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} endured the hit!", target.pbThis))
else
@battle.pbDisplay(_INTL("{1} hung on with Sturdy!", target.pbThis))
end
@battle.pbHideAbilitySplash(target)
You need to do this for every ability that does not have a handler and it's displayed.
Thats what I was reffering in my previous comment. The handlers that AAM Abilities add do this automatically. For hard-coded ones you need to go each and store the name. I'm working on a way to do this automatically but I fear it might not be as easy, specially for a plug and play plugin. Still, for now, that helps
This method should work for all cases where you call the abilitySplash but the incorrect ability gets displayed. It's very manual, but that's what I'm trying to automate
In the mean time one thing you can do to solve this is hard-storing the name of that ability in $aamName just before the abilitySplash it's called. For example for Sturdy, go into 002_Move_Usage and find this:
Ruby:
elsif target.damageState.sturdy
@battle.pbShowAbilitySplash(target)
if Battle::Scene::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} endured the hit!", target.pbThis))
else
@battle.pbDisplay(_INTL("{1} hung on with Sturdy!", target.pbThis))
end
@battle.pbHideAbilitySplash(target)
Simply add $aamName = GameData::Ability.get(:STURDY).name Before the pbShowAbilitySplash
Fixed Sturdy, and only Sturdy's display's display:
elsif target.damageState.sturdy
$aamName = GameData::Ability.get(:STURDY).name
@battle.pbShowAbilitySplash(target)
if Battle::Scene::USE_ABILITY_SPLASH
@battle.pbDisplay(_INTL("{1} endured the hit!", target.pbThis))
else
@battle.pbDisplay(_INTL("{1} hung on with Sturdy!", target.pbThis))
end
@battle.pbHideAbilitySplash(target)
You need to do this for every ability that does not have a handler and it's displayed.
Thats what I was reffering in my previous comment. The handlers that AAM Abilities add do this automatically. For hard-coded ones you need to go each and store the name. I'm working on a way to do this automatically but I fear it might not be as easy, specially for a plug and play plugin. Still, for now, that helps
This method should work for all cases where you call the abilitySplash but the incorrect ability gets displayed. It's very manual, but that's what I'm trying to automate
Technically you do not need to.
The abilities that checked through hasActiveAbility? already have updated $aamName.(or check another multi-ability plugin here)
It doesn't display Sturdy means that $aamName has been changed again later.
Technically you do not need to.
The abilities that checked through hasActiveAbility? already have updated $aamName.(or check another multi-ability plugin here)
It doesn't display Sturdy means that $aamName has been changed again later.
It does change it, debugging the ability shows that the name is correctly stored but somewhere in between that and the splash it gets replaced by the first name in the array.
I need to check the whole process for this
Thanks for the tip on the last problem. Another thing that's come up is that it seems the plugin is not compatible with Pokémon that have no abilities, even though base Pokémon Essentials does allow for a Pokémon to have no ability. I do have some special cases of non-obtainable Pokémon that have no abilities.
Technically, I can fix this by making a filler ability called "None" that has no effect, but that is a little sloppy. Not a big deal, but I figured I'd bring it up.
Thanks for the tip on the last problem. Another thing that's come up is that it seems the plugin is not compatible with Pokémon that have no abilities, even though base Pokémon Essentials does allow for a Pokémon to have no ability. I do have some special cases of non-obtainable Pokémon that have no abilities.
Technically, I can fix this by making a filler ability called "None" that has no effect, but that is a little sloppy. Not a big deal, but I figured I'd bring it up.
Hello, I really like your plugin and it has been used in the game, but it seems to be incompatible with the latest version of Deluxe Battle Kit. What should I do? Looking forward to your reply and resolution. Thank you very much.
[Pokémon Essentials version 21.1]
[v21.1Hotfixes 1.0.9]
Exception: ArgumentError
Message: wrong number of arguments (given 1, expected 0)
Hello, I really like your plugin and it has been used in the game, but it seems to be incompatible with the latest version of Deluxe Battle Kit. What should I do? Looking forward to your reply and resolution. Thank you very much.
[Pokémon Essentials version 21.1]
[v21.1Hotfixes 1.0.9]
Exception: ArgumentError
Message: wrong number of arguments (given 1, expected 0)
Like I said in my thread, the issue is that this plugin overwrites the entirety of the Species class, even for things that this plugin doesn't otherwise need to edit. So there's going to be conflicts with other plugins that edit this class.
For this specific error, you just need to delete the shows_shadow? method in this plugin.
Hello, I really like your plugin and it has been used in the game, but it seems to be incompatible with the latest version of Deluxe Battle Kit. What should I do? Looking forward to your reply and resolution. Thank you very much.
[Pokémon Essentials version 21.1]
[v21.1Hotfixes 1.0.9]
Exception: ArgumentError
Message: wrong number of arguments (given 1, expected 0)
Ah yes, like I said in the main page I've made this plugin with ductape and prays lol. I've already solved this and the issue with "No ability" that Bguy7 reported but I'm holding the update because I'm reworking the class edits to avoid compatibility issues. Those are remnants of when I was too afraid to write a code for myself.
Also if you are using Dynamax Plugin this plugin makes that no pokemon can Gigantamax. It's a mess.
If all goes right ill update it later or tomorrow night
BE SURE TO RECOMPILE AND START A NEW SAVE FILE AFTER THIS UPDATE!
Finally fixed the "Innate Abilities - Species" file to only tackle stuff related to the "Innate Abilities", and to avoid any major compatibility issues with other plugins that modify the pokemon's Species file (Mainly Lucidious ones).
And also, suggested by user Bguy7, added support for pokemon that have 0 abilities and innates, by giving them a temporal "No ability" ability, which is...
Love what this plugin allows me to do.
I'm one step achieving one unique aspect for my project.
Do you think it's possible to add an extra feature that when the pokemon is to choose their innate abilities at random?
E.g. If I give a Pokemon 6 possible innates, but only a maximum of 4. Upon capture, the pokemon randomly assigns itself 4 abilities, and thus, never gets the other 2.
Love what this plugin allows me to do.
I'm one step achieving one unique aspect for my project.
Do you think it's possible to add an extra feature that when the pokemon is to choose their innate abilities at random?
E.g. If I give a Pokemon 6 possible innates, but only a maximum of 4. Upon capture, the pokemon randomly assigns itself 4 abilities, and thus, never gets the other
As for the suggestion, I can't promise much but I'll give it a try. It shouldn't be difficult to implement.
For reference, how is this variable value going to work?
I'll assume the value it's going to be global for all pokemon, unless you have something more specific in mind that I coukd try and add
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