Report Bugs in the Latest Version of Essentials

Hollow_Ego

Trainer
Member
Posts
75
#21
I encountered an issue with the summary screen in battle.
When you are in battle and open the summary screen of a pokemon and press X you can still give an item. This shouldn't be possible as that would break the held item mechanic (as you could just keep giving berries to a Pokemon or switch around items)
 

Xerado

Novice
Member
Posts
26
#22
Hello. There's only a few bugs pertaining to some moves which bug out. No crash occurs, only an error message and the battle turn ends as normal.
It happens when using Magic Coat when an enemy is going to use a stat-lowering move against you. Also, i'm unsure what exactly the Chatter scripts are for, but Chatter replicates a similar bug. Showing the move animation, then error message. Then the next turn starts.
 

Maruno

Pokémon Essentials dev
Essentials Developer
Posts
221
#23
Do you want to show us the error messages you're getting? They contain information about the errors and are quite useful.
 

Xerado

Novice
Member
Posts
26
#26
Another bug, this one is inexplicable and I can re-create it almost every time.
For some strange reason, in a double battle, if an opponent sends out a new Pokémon and you switch a new Pokémon in yourself on the same turn-
the chat box text goes to the absolute smallest setting, making it completely illegible.
But then resets on battle end. I don't know where to begin with this one, lol.
EDIT: It seems like this was happening because in a double battle, if the trainer name has the '&' character it will result in an underscore when put into comment and script commands. This apparently somehow causes any simultaneous switch-ins on the same turn to resize the default text about as small as it seems possible. I don't know why, but it does.
 
Last edited:

MGriffin

Trainer
Member
Posts
95
#27
If you have two connected maps that both have fog you get some pretty funky effects from them overlapping as you transition between those maps.

I have a really nasty fix where I change Game_Map to delay running autorun/parallel process events until the player is physically on the map, and also change MapFactory to immediately set the fog opacity to 0 when the player leaves the map, but I imagine there has to be a better solution?

Code:
# Game_Map
    # Only update events that are on-screen
    for event in @events.values
      if in_range?(event) or event.move_route_forcing or
-        event.trigger==3 or event.trigger==4
+        (event.map_id==$game_map.map_id and (event.trigger==3 or event.trigger==4))
        event.update
      end
    end

# MapFactory
  def setCurrentMap
    return if $game_player.moving?
    return if $game_map.valid?($game_player.x,$game_player.y)
    newmap=getNewMap($game_player.x,$game_player.y)
    if newmap
+     $game_map.fog_opacity=0
      oldmap=$game_map.map_id
      if oldmap!=0 && oldmap!=newmap[0].map_id
        setMapChanging(newmap[0].map_id,newmap[0])
      end
      $game_map=newmap[0]
      @mapIndex=getMapIndex($game_map.map_id)
      $game_player.moveto(newmap[1],newmap[2])
      $game_map.update
      pbAutoplayOnTransition
      $game_map.refresh
      setMapChanged(oldmap)
    end
  end
 

risusen

Rookie
Member
Posts
2
#28
In a real Pokemon game, a short looped theme plays when a trainer lays their eyes on you such as this:
For some reason Pokemon Essentials decides to use MEs for pbTrainerBattle and all its related PBS data which will not deliver a loop due to the characteristic of an ME of playing just once.

To circumvent this problem, I decided to try two things:
1. Modify some segment of the code to play BGMs instead of MEs and memorize the map BGM to play it after the battle ends.
2. Use the built in event functions to memorize the map BGM, play the trainer intro as a BGM, and restore the map BGM after pbTrainerEnd. (This is not desirable as it involves hard coding each event)

Both approaches I tried however results in the trainer intro playing for about half a second after the battle ends before transitioning back to the map BGM. I don't think this behavior is intentional.
 

MGriffin

Trainer
Member
Posts
95
#29
I wanna say that Fire Fang has a 1% burn and 1% flinch chance.

It's 10% in the PBS file:
Code:
142,FIREFANG,Fire Fang,00B,65,FIRE,Physical,95,15,10,00,0,abei,"The user bites with flame-cloaked fangs. It may also make the target flinch or leave it burned."
But then in pbAdditionalEffect we also apply a 10% check to both effects:
Code:
class PokeBattle_Move_00B < PokeBattle_Move
  def pbAdditionalEffect(attacker,opponent)
    return if opponent.damagestate.substitute
    if @battle.pbRandom(10)==0
      if opponent.pbCanBurn?(attacker,false,self)
        opponent.pbBurn(attacker)
      end
    end
    if @battle.pbRandom(10)==0
      opponent.pbFlinch(attacker)
    end
  end
end
Interestingly the same thing happens for Ice Fang, but not for Thunder Fang (which has 100 in the PBS).

However even Thunder Fang doesn't work correctly with Serene Grace, because it generates a 10% chance without consulting the ability.
EDIT: Nor does the "hold ctrl to generate the secondary effect in debug mode" thing work, for the same reason.
 
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FloofyPanther

Doing it myself and it still isn't done right
Member
Posts
48
#30
I'm not sure if I should call it a "bug", but whenever you have an event following you and you tell them to stop following, they disappear from existence. You should at least be able to find them in the same spot where they were before without having to refresh the map.

Oh, and don't even get me started with that annoying bounce you see whenever you transfer maps!
 

FloofyPanther

Doing it myself and it still isn't done right
Member
Posts
48
#31
I don't know if the error is that if you surf near this guy you surf on land or if it is that this guy can approach land. But I do know that something is wrong
 
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