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Innate Abilities (Yet Another "All Abilities Mutation" mod)

Resource Innate Abilities (Yet Another "All Abilities Mutation" mod) 1.5.3

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
275
Hey guys I have installed the latest gen 9 pack 3.2.7 and then this mod and it keeps giving me an error to update gen 9 plugin higher then 3.2.6


full error is:

Plugin Error:
Plugin 'Modular UI Scenes' requires 'Generation 9 pack', if installed to be version 3.2.6 or higher, but the instaleld verion is 3.2.3.
Check https://reliccastle.com/threads/5817/ for an update to 'Generatin 9 pack'.
Unrelative to this plugin. Just recompile your game can solve it.
 

kimminal

Rookie
Member
Joined
Sep 15, 2024
Posts
3
Unrelative to this plugin. Just recompile your game can solve it.

when I try to compile by holding control it gives me a new error.

error on plugin: [all abilities mutation]
expectation: NameError
message: undefined method `pbRoughDamage' for class `battle::ai'
 
Last edited:

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
275
when I try to compile by holding control it gives me a new error.

error on plugin: [all abilities mutation]
expectation: NameError
message: undefined method `pbRoughDamage' for class `battle::ai'
maybe you can delete your save file
 

Sonicover

Cooltrainer
Member
Joined
Jan 14, 2022
Posts
140
when I try to compile by holding control it gives me a new error.

error on plugin: [all abilities mutation]
expectation: NameError
message: undefined method `pbRoughDamage' for class `battle::ai'
By any chance are you using this plugin alongside the all abilities mutation one?

I know I called this one a mod but it's because it's a modification of the original one, it does not need however the original one to function as well.

Also, could you send the whole error message? As there is not any file called "all abilities mutation" in this plugins so I can't seem to find where the error is originating.
 

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
275
Problem: I have my Kyurem fused with Zekrom/Reshiram and assigned their innates but the fused Kyurem's innates are still the base form's.
 

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
275
Problem: I have my Kyurem fused with Zekrom/Reshiram and assigned their innates but the fused Kyurem's innates are still the base form's.
The same happens with Necrozma and Calyrex. Though I have found how to fix I still wanna mention it.
 

Bguy7

Pokémon Sol Version Creator
Member
Joined
Jul 1, 2024
Posts
25
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 ability, but I wanted to bring it up.

Also of possible note, when Minior has Shield's Down as its regular ability and Sturdy as its innate ability, the display message says that Shield's Down is activating says Sturdy instead, which, as I understand it, is the opposite of the usual problem where instead of saying Sturdy when it's an innate, it will say its regular ability's name.
 
Last edited:

komeiji514

Elite Trainer
Member
Joined
Oct 28, 2023
Posts
275
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 ability, but I wanted to bring it up.

Also of possible note, when Minior has Shield's Down as its regular ability and Sturdy as its innate ability, the display message says that Shield's Down is activating says Sturdy instead, which, as I understand it, is the opposite of the usual problem where instead of saying Sturdy when it's an innate, it will say its regular ability's name.
As Essentials use self.ability instead of hasActiveAbility? when it comes to form-changing abilities, innates can't be triggered there.
 

Sonicover

Cooltrainer
Member
Joined
Jan 14, 2022
Posts
140
Problem: I have my Kyurem fused with Zekrom/Reshiram and assigned their innates but the fused Kyurem's innates are still the base form's.
That happens because you need to call a method to roll the innate abilities. Normally it calls it by itself on evolution and on battle but I need to make aliases for outside of battle methods.

The only one I think the devs will have to manually use is for deoxys, as thar happens by am event script so I can't alias it. But I'll provide the method on the update. Still I'm glad you could solve it and thanks for the report!
 

Tauxins

Aspiring Game Maker
Member
Joined
Jan 24, 2022
Posts
17
I plan to use this (with credit of course).
Here are the Innates for my chosen Starter Trio, made up of Treecko, Fennekin, and Oshawott.

Treecko - Speed Boost, Grassy Surge
Grovyle - Speed Boost, Grassy Surge
Vylengel* - Speed Boost, Grassy Surge, Chained Rage**

Fennekin - Drought, Magician
Braixen - Drought, Magician
Radixen*** - Drought, Magician, Chained Rage

Oshawott - Drizzle, Moxie
Dewott - Drizzle, Moxie
Tsunawott**** - Drizzle, Moxie, Chained Rage

  • *Vylengel: Grass/Psychic-type. Evolves from Grovyle using the Red Chain.
  • **Chained Rage: The Pokémon gets a 1.5× increase to all moves when inflicted with a status. It becomes a 2× increase when it gets below half health.
  • ***Radixen: Fire/Dark-type. Evolves from Braixen using the Red Chain.
  • ****Tsunawott: Water/Fighting-type. Evolves from Dewott using the Red Chain.

(I apologize for this being so long.)
 

Sonicover

Cooltrainer
Member
Joined
Jan 14, 2022
Posts
140
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 ability, but I wanted to bring it up.

Also of possible note, when Minior has Shield's Down as its regular ability and Sturdy as its innate ability, the display message says that Shield's Down is activating says Sturdy instead, which, as I understand it, is the opposite of the usual problem where instead of saying Sturdy when it's an innate, it will say its regular ability's name.
As Komeji said that because innates work with handlers and hasActiveAbility, not the .ability that some codes use, that's also why innates don't have out of battle effects. I'll try to implement them as such but I can't guaranteed they will work.

It also means that stance change doesn't work, nor the Zen modes.

You can simply change it to check for the active ability but that means it can be ignored. There's also a method to call the innate list so I can use that to check for the name.
I'll update the plugin as soon as I can, thanks for the report.

As for the name issue, it happens if the triggered ability calls the ability splash outside of a handler. You can hard store the name in the same way I included in the Readme file for the Sturdy case
 

Sonicover

Cooltrainer
Member
Joined
Jan 14, 2022
Posts
140
I plan to use this (with credit of course).
Here are the Innates for my chosen Starter Trio, made up of Treecko, Fennekin, and Oshawott.

Treecko - Speed Boost, Grassy Surge
Grovyle - Speed Boost, Grassy Surge
Vylengel* - Speed Boost, Grassy Surge, Chained Rage**

Fennekin - Drought, Magician
Braixen - Drought, Magician
Radixen*** - Drought, Magician, Chained Rage

Oshawott - Drizzle, Moxie
Dewott - Drizzle, Moxie
Tsunawott**** - Drizzle, Moxie, Chained Rage

  • *Vylengel: Grass/Psychic-type. Evolves from Grovyle using the Red Chain.
  • **Chained Rage: The Pokémon gets a 1.5× increase to all moves when inflicted with a status. It becomes a 2× increase when it gets below half health.
  • ***Radixen: Fire/Dark-type. Evolves from Braixen using the Red Chain.
  • ****Tsunawott: Water/Fighting-type. Evolves from Dewott using the Red Chain.

(I apologize for this being so long.)
This do look good ngl, hit me up when you release your project!
 

Sonicover

Cooltrainer
Member
Joined
Jan 14, 2022
Posts
140
Also so sorry everyone for the radio silence all this time. I got a promotion on my job so now I have more responsibilities, more stress and half the free time.
I'll try to update the plugin to include aliases for the form changes outside of battle and the cases of self.ability that some abilities use.
 

Sonicover

Cooltrainer
Member
Joined
Jan 14, 2022
Posts
140
Finally I've managed to solve and possible future proof the problem with form changes, for both in and out of battle. Now I just need to make some adjustments for people that use the randomized to not have their pokemon have random innates every time they switch forms.
 

Sonicover

Cooltrainer
Member
Joined
Jan 14, 2022
Posts
140
Sonicover updated Innate Abilities (Yet Another "All Abilities Mutation" mod) with a new update entry:

Outside of battle form change fix and MAX randomizer added

YOU HAVE TO RE-COMPILE AND START A NEW GAME AFTER THIS UPDATE, AS IT CHANGES A CHUNK OF STUFF
  • Fixed a problem that made form changes outside of battle not properly update their innates.
  • Added a new setting: MAX randomizer. Instead of randomly choosing innates from the pokemon's innate list, it instead picks a random selection of abilities from the entire ability list in the game.
  • There's of course a blackist for you to add abilities that...

Read the rest of this update entry...
 

Mirroon

Novice
Member
Joined
Jun 29, 2020
Posts
14
Exception `Errno::ENOENT' at Section078:127 - No such file or directory - Graphics/UI/Summary/page_innates
Exception `Errno::ENOENT' at Section078:127 - No such file or directory - Graphics/UI/Summary/page_innates
Exception `Errno::ENOENT' at Section078:127 - No such file or directory - Graphics/UI/Summary/page_innates
Exception `Errno::ENOENT' at Section078:127 - No such file or directory - Graphics/UI/Summary/bg_innates
Exception `Errno::ENOENT' at Section078:127 - No such file or directory - Graphics/UI/Summary/page_innates
Innates already assigned for form 1.

What does that mean. I mean i know its missing, but where do i get the backgrounds?
Also for some reason the 3rd initiate is no ability didn't set up anything else
 

Sonicover

Cooltrainer
Member
Joined
Jan 14, 2022
Posts
140
Exception `Errno::ENOENT' at Section078:127 - No such file or directory - Graphics/UI/Summary/page_innates
Exception `Errno::ENOENT' at Section078:127 - No such file or directory - Graphics/UI/Summary/page_innates
Exception `Errno::ENOENT' at Section078:127 - No such file or directory - Graphics/UI/Summary/page_innates
Exception `Errno::ENOENT' at Section078:127 - No such file or directory - Graphics/UI/Summary/bg_innates
Exception `Errno::ENOENT' at Section078:127 - No such file or directory - Graphics/UI/Summary/page_innates
Innates already assigned for form 1.

What does that mean. I mean i know its missing, but where do i get the backgrounds?
Also for some reason the 3rd initiate is no ability didn't set up anything else
You can find the images in the Innate Summary Page plugin folder.

As for the no ability, that only should load if the pokemon you are currently using has no ability nor any innate assignated to it.

If you haven't set that pokemon's Innates, then the "No innate" description appears just to inform the player that that pokemon has no innate to be unlocked in that slot. If the 3 slots have "no innate" it means the pokemon has, well, no innate.

If it's specifically loading the name "No ability" and the description "The user doesn't have any ability", then thats akward as it should not loaded it elsewere, but in that case it's just a code for a default scenario and it does literally nothing else.
 

Mirroon

Novice
Member
Joined
Jun 29, 2020
Posts
14
You can find the images in the Innate Summary Page plugin folder.

As for the no ability, that only should load if the pokemon you are currently using has no ability nor any innate assignated to it.

If you haven't set that pokemon's Innates, then the "No innate" description appears just to inform the player that that pokemon has no innate to be unlocked in that slot. If the 3 slots have "no innate" it means the pokemon has, well, no innate.

If it's specifically loading the name "No ability" and the description "The user doesn't have any ability", then thats akward as it should not loaded it elsewere, but in that case it's just a code for a default scenario and it does literally nothing else.
Thank you for the first one, I really overlooked that. But for the second one I set three innates in the pbs, but only 2 show up.
 

Sonicover

Cooltrainer
Member
Joined
Jan 14, 2022
Posts
140
Thank you for the first one, I really overlooked that. But for the second one I set three innates in the pbs, but only 2 show up.
Odd. What settings are you using? And also, the missing innate happens to match the pokemon's current ability?

If anything, could I look at both your innate_sets file and pokemon.txt file foe that specific mon? Or is an issue with all of then?
 
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