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

Resource Innate Abilities (Yet Another "All Abilities Mutation" mod) 1.5.4

Could someone get me a followup on this? I have no clue what to do, and I can't really keep working on things until it's fixed.
That error happens because the ability commander does not exist when it's being looked for.

In the latest updated I mentioned I was considering adding the gen 9 as a mandatory dependency but didn't actually added it in the meta file, and the Commander ability was added by the gen 9 pack.

Installing the gen 9 pack plugin and recompiling should do the trick and solve the problem, even I'd you don't use anything that it added, since I hard coded a lot more of its methods in the plugin.

My bad, in the next update it will be required in the meta file as well
 
You mean post a pack of the abilities present in Elite Redux? If so yes, there is some interest since I really like that game (otherwise this plugin wouldn't exist lol) and I even added some of them to my game already.

I however probably won't get around to do all of them anytime soon since like I said I'm focusing mostly on my personal project and bug fixing this plugin, both of then already squeezed among my personal struggles.

If it helps, most if not all abilities present in Elite Redux can be easily adapted to Essentials with the usage of already existing abilities and methods. If anything the only 2 that did gave me trouble where Color Change and the abilities that trigger a move after an action, but even so those could be adapted as well.
Thank you very much for responding!

Firstly, I can help with this!. I've already reworked some skills, such as:
<Frost Burn: Triggers 40BP Ice Beam after using a Fire-type move.>
<Inflatable Ups Def and Sp. Def by one stage if hit by Flying or Fire moves.>
I can share the code here if you want. or as I do more I can send it here too.

This would be a really cool idea, we could even create a server on discord to bring together volunteers, to form a big project. If you want, I can send my username on discord!

Thanks again!!

 
That error happens because the ability commander does not exist when it's being looked for.

In the latest updated I mentioned I was considering adding the gen 9 as a mandatory dependency but didn't actually added it in the meta file, and the Commander ability was added by the gen 9 pack.

Installing the gen 9 pack plugin and recompiling should do the trick and solve the problem, even I'd you don't use anything that it added, since I hard coded a lot more of its methods in the plugin.

My bad, in the next update it will be required in the meta file as well
Worked like a charm, tysm
 
Thank you very much for responding!

Firstly, I can help with this!. I've already reworked some skills, such as:
<Frost Burn: Triggers 40BP Ice Beam after using a Fire-type move.>
<Inflatable Ups Def and Sp. Def by one stage if hit by Flying or Fire moves.>
I can share the code here if you want. or as I do more I can send it here too.

This would be a really cool idea, we could even create a server on discord to bring together volunteers, to form a big project. If you want, I can send my username on discord!

Thanks again!!
I would preffer to keep this thread exclusive to the Innate Abilities on its own just for organization, but if by any chance you are on the Eeveexpo discord you can make a thread there and I will see it and try to help! Im Sonicover on discord as well.

Just like I said, can't promise doing much since my free time is rather limited for now
 
Ruby:
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[Pokémon Essentials version 21.1]
[v21 Hotfixes 1.0.1]
[v21.1 Hotfixes 1.0.9]
[EBDX v1.4.7.1 (E21)]

Script error in event 18 (coords 28,6), map 3 (Manu's house)
Exception: NoMethodError
Message: undefined method `empty?' for nil:NilClass

***Full script:
TrainerBattle.start(:BEAUTY, "Bridget")
Backtrace:
[Innate Abilities] AAM Battler.rb:87:in `pbInitPokemon'
Battler_Initialize:61:in `pbInitialize'
Battle_StartAndEnd:117:in `pbCreateBattler'
Battle_StartAndEnd:153:in `block (3 levels) in pbSetUpSides'
Battle:411:in `block in eachInTeam'
Battle:411:in `each'
Battle:411:in `each_with_index'
Battle:411:in `eachInTeam'
Battle_StartAndEnd:150:in `block (2 levels) in pbSetUpSides'
Battle_StartAndEnd:148:in `each'

I just tried it without EBDX too and it's the same error, which seems good.
Sorry to be a bother, but would it be possible to get some advice on this? This is using the most recent version, with all the UI-related bonuses (which all work perfectly so far).
 
Sorry to be a bother, but would it be possible to get some advice on this? This is using the most recent version, with all the UI-related bonuses (which all work perfectly so far).
Yes my bad, I forgot to answer. I saw your post but so far I've been unable to replicate this error wich is strange, specially since I fixed a similar error for this version. Today I'll try in a fresh copy of essentials with ebdx and try and see if there any errors there. I remember ebdx also overwriting the ability splash so maybe it's overwriting something. I'll test it today once I get home
 
Sonicover submitted a new resource:

Innate Abilities (Yet Another "All Abilities Mutation" mod) - Unlock the true potential of a pokemon with more than one ability!



Read more about this resource...
I'm getting this error and i don't know why:
H4ctTZA.png
 
This error has been reported and I'm in the look for a solution, thanks! But it's odd since I can't quite recreate it
I fixed it. Apparently the error was coming from the innatesets.pbs file, I deleted the #>Mega Aggron part and there was also a blank space in it, that was probably it, but I don't know if there was already that space before the #, so I checked if there wasn't any other blank space, and compiled the plugins again and the pbs, and the game loaded. I even tried to rewrite the self.load part in InnateSets Gameclass.rb, from line 8 to 50 and line 8 to 61 but I got several errors so I gave up.
 
I fixed it. Apparently the error was coming from the innatesets.pbs file, I deleted the #>Mega Aggron part and there was also a blank space in it, that was probably it, but I don't know if there was already that space before the #, so I checked if there wasn't any other blank space, and compiled the plugins again and the pbs, and the game loaded. I even tried to rewrite the self.load part in InnateSets Gameclass.rb, from line 8 to 50 after line 8 to 61 but I got several errors so I gave up.
Maybe i'm wrong but maybe this was caused because i compiled the new abilities at the same time i put the new abilities in the pokemon's innate set. If i had the game load the new abilities first and then compiled the innate sets separately again this wouldn't have happened?
 
Heya, thank you for the amazing plugin! Is there anyway to apply the innates to Battle Frontier trainers? Preferably with support for the Frontier Plus plugin
 
Last edited:
I fixed it. Apparently the error was coming from the innatesets.pbs file, I deleted the #>Mega Aggron part and there was also a blank space in it, that was probably it, but I don't know if there was already that space before the #, so I checked if there wasn't any other blank space, and compiled the plugins again and the pbs, and the game loaded. I even tried to rewrite the self.load part in InnateSets Gameclass.rb, from line 8 to 50 and line 8 to 61 but I got several errors so I gave up.
This solved it for me, got rid of the blank space before the comment in the default innate sets.

Although EBDX does cause an issue with the splash overwriting, when an innate triggers, the splash is always for the pokemon's actual ability rather than the innate. I'll see if I can fix it.
 
This solved it for me, got rid of the blank space before the comment in the default innate sets.

Although EBDX does cause an issue with the splash overwriting, when an innate triggers, the splash is always for the pokemon's actual ability rather than the innate. I'll see if I can fix it.
EBDX's ability splash looks like it's pretty easy to make work, I think you can just pass pbShowAbilitySplash the ability name as a string:
Ruby:
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pbShowAbilitySplash(battler = nil, ability = nil)
//
effect = (ability.is_a?(String)) ? ability : GameData::Ability.get(battler.ability).name
//
pbDrawOutlineText(bitmap, 0, bitmap.height/2 + 4, bitmap.width - 28, bitmap.font.size, "#{effect}", baseColor, Color.new(0, 0, 0, 125), 2)

I just can't figure out where this is being called from when it comes to innates...
 
EBDX's ability splash looks like it's pretty easy to make work, I think you can just pass pbShowAbilitySplash the ability name as a string:
Ruby:
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pbShowAbilitySplash(battler = nil, ability = nil)
//
effect = (ability.is_a?(String)) ? ability : GameData::Ability.get(battler.ability).name
//
pbDrawOutlineText(bitmap, 0, bitmap.height/2 + 4, bitmap.width - 28, bitmap.font.size, "#{effect}", baseColor, Color.new(0, 0, 0, 125), 2)

I just can't figure out where this is being called from when it comes to innates...
search for "lazy" iirc
 
search for "lazy" iirc
Thanks, that helped.

I made it work by adding the $aamName as an argument when AAM's pbShowAbilitySpash invokes original_pbShowAbilitySplash, and then modifying the Essentials battle.pbShowAbilitySplash to take an abilitytext argument and pass that argument to its own call for @scene.pbShowAbilitySplash.
 
Seems that codes for speed calc and weight calc are handled incorrectly. They should be like this.
Ruby:
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  def self.triggerSpeedCalc(ability, battler, mult)
    mult=1.0
    for i in battler.abilityMutationList
      $aamName=GameData::Ability.get(i).name
      mult = trigger(SpeedCalc, i, battler, mult, ret: mult)
    end   
    return mult
  end

  def self.triggerWeightCalc(ability, battler, weight)
    mult=1.0
    for i in battler.abilityMutationList
      $aamName=GameData::Ability.get(i).name
      mult =  trigger(WeightCalc, i, battler, weight, ret: weight)
    end   
    return mult
  end
 
While compiling my game ahead of its release tomorrow, I encountered a problem that may not have been tested for yet. When trying to run the compressed/compiled game (so, without the PBS files and with the data files built in), I get an error message telling me that Innate_Sets is not present in the PBS or Data folders.

As a work around, I copied the Innate_Sets data file from my main project folder into the compiled version's folder in its own Data folder, and everything worked fine. So, something is missing that allows the Innate_Sets data folder to be compressed into the game like the other PBS files do. I don't know enough about how that end of things work to offer any suggestions on a fix, but figured you'd want to know, as it's a problem you'll only encounter when preparing to release a game.
 
Any way for this to work with this resource: https://eeveeexpo.com/resources/569/ ? The screen doesn't show up at all, despite everything.
No, unfortunately. The BW Summary Plugin rewrittes the entire summary pages and methods.

The Innate page uses Lucidious' Modular UI Scenes as a base, which clashes with everything the BW plugin modifies. Doesnt help that the plugin is for v20 and it appears to be abandoned.

You can try and made it work, after all the methods to draw the innate info are there, but as a base no, it is not compatible
 
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