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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 mode. I know there's already a way to attach restrictions via a variable, but that way lacks the flavor text of "this innate is locked until level so-and-so."
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 mode. I know there's already a way to attach restrictions via a variable, but that way lacks the flavor text of "this innate is locked until level so-and-so."
I guess if you want to use the progress_level system but turn it on/off depending on a switch, you could go to AAM Settings and simply make "INNATE_PROGRESS_WITH_LEVEL = $game_switches[X]", with X being the game switch for your hard-mode. On theory that should do the trick beacuse that way it would return either true or false depending on the state of your switch.
First example is basically the main function, you can define a Pokemon's ID and then a line for its innates. The structure is basically the same as it was in the Pokemon.txt
Second and third examples are the same, but to show how do you handle different forms. In this example, base Aggron has Filter and Clear body as Innates, and Mega Aggron Sturdy and White smoke. In order to modify different forms, just use the ID of the pokemon + it's form number. Basically in the same way ass you would with adding a pokemon
And finally, you can give a Pokemon multiple innate sets with the use of a number right at the end and then the corresponding lines. Each set has an equal chance of being picked, so for pokemon with 2 sets its a 50/50, for 4 its 25/25/25/25, and so on and so forth.
Needless to say, this is all entirely optional per pokemon, so even if there's nothing in here your game shouldn't crash... although at that point why install anything lol.
The update should be up tomorrow at night, since I have to change all of the main documentation or at least check it to take all of this into consideration.
And yes, since the sets load before the randomizer and the progress settings, you can randomize innates in each set and give them limits either by the variable or level.
Now the whole plugin's utility is defined in Pokemon Class, which opens up more customizacion
Also, Innates are no longer defined in the Pokemon.txt file of the PBS but in a brand new innate_sets.txt file, defined like this:
With this update, other than bug fixes I'm not adding more features for a while. I really REALLY want to focus on my game for some time, at least for the first beta. I just wanted to drop this one because the idea of moving the Innates parameter to it's own separated file was too good.
As always please enjoy this resource and be sure to report any bugs or problems with it.
When I first ran it, I got this error - wondering if the pbAddTemporalPkmn script is a newly released function from the Gen9 pack (as it errors on defining an alias for pbAddTemporalPkmn).
[2024-08-17 09:59:53 +1000]
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]
Error in Plugin: [Innate Abilities]
Exception: NameError
Message: undefined method `pbAddTemporalPkmn' for class `Object'
When I first ran it, I got this error - wondering if the pbAddTemporalPkmn script is a newly released function from the Gen9 pack (as it errors on defining an alias for pbAddTemporalPkmn).
I guess if you want to use the progress_level system but turn it on/off depending on a switch, you could go to AAM Settings and simply make "INNATE_PROGRESS_WITH_LEVEL = $game_switches[X]", with X being the game switch for your hard-mode. On theory that should do the trick beacuse that way it would return either true or false depending on the state of your switch.
This error ocurrs if your innate_sets.txt has an empty space somewhere, which is a mistake by my part ssince my sample has either the code or a "#" for every line. I'll post a quick update to solve the error.
Fixed an error that would occur if your innate_sets.txt had an empty space. Still, I recommend not leaving one just for consistency
Fixed an error for an alias to an unexisting method, it was a custom code for my own game. This was fixed in the previous hotfix but I'm oficially adding it to the changelog now
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