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Recent content by derFischae

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    Script: Visible Overworld Wild Encounter

    The visible overworld wild encounters plugin and all its add-on are for Pokemon Essential v20.1. Moreover, all update of these add-ons - even the ones in the future - are designed to work in Pokemon essentials v20.1. At least as long as there is no Pokemon Essentials version 22. So, there is no...
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    Script: Visible Overworld Wild Encounter

    Unfortunately, I still cannot reproduce your error. However, I updated the additional animations add-on. Please download the newest version 1.5 and add it to your project. Maybe this removes your error. Please let me know. Can you also post the whole error message with the whole backtrace and...
  3. D

    Script: Visible Overworld Wild Encounter

    I have good news for you. I managed to reproduce your error and updated the "Additional Animations-Add On" to version 1.5. You can find it in the github repository now. Please, try it out and tell me if you get any errors. It seems that the "Additional Animations - Add On" and the "Remove...
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    Script: Visible Overworld Wild Encounter

    Thank you for letting me know. You should test the following now: Remove all plugins from your project, except for the Improved Mementos plugin and all plugins it requires. Then place an event on the map that starts a wild battle when triggered. Start your playtest, run into that event and...
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    Script: Visible Overworld Wild Encounter

    Do you use any other addons in your fangame, such as automatic spawning? Please let me know about all your plugins and visible overworld wild encounter addons that are important to mention.
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    Script: Visible Overworld Wild Encounter

    I would guess, that the creator of the Improved Mementos plugin forgot to include the new saving routines for marks in wild battles that get triggered with the method wildbattle.start (in placed overworld events).
  7. D

    Script: Visible Overworld Wild Encounter

    Do you use any other visible overworld wild encounter addons that are important to mention? Do you use the automatic spawning addon? Do you use fog on the map where the error occured? Or any other important Pokemon Essentials plugins? And if you or your testers run into that error again and...
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    Script: Visible Overworld Wild Encounter

    Thank you for reporting the error. Since the error occures at random, it is hard to reproduce. It may take some time to check. If you find anything interesting, please let me know.
  9. D

    Script: Visible Overworld Wild Encounter

    Thank you for reporting the bug. Unfortunately, but I could not reproduce it. I did the following. I added a short script that made all spawning pokemon shiny. I moved on the overworld till an pokemon (a shiny one) spawned. I saved the game. I closed the game (pressing the x on the upper...
  10. D

    Script: Visible Overworld Wild Encounter

    You discribe that overworld encounter have marks during battle. But after you caught that pokemon the marks are gone and will not be listed in the mementos overview menu. Did I understand you correctly? Have you ever tried to place an event manually on the map (on the map editor), that triggers...
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    Script: Visible Overworld Wild Encounter

    Thank you for sharing your updated version. I added a link to your version in the overwiew post for V18.1.
  12. D

    Script: Visible Overworld Wild Encounter

    I removed that the overworld lavender town ghosts Add-On requires the original lavender town ghost plugin. Now, you can use the overworld version by its own without the full funtionality of the original plugin.
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    Script: Visible Overworld Wild Encounter

    Yes, exactly. And combining everything really means combining every occurrence of that mathod in any script or plugin. This is the same problem, but with the method increase_steps , which is overwritten in the visible overworld wild encounters script with the help of an alias . And possiblly...
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    Script: Visible Overworld Wild Encounter

    First of all, I suggest that the error with the F12 reload occurs only during playtesting in debug mode and not in the final version of a game anymore. (Please tell me if I'm wrong.) So, there is no really need to change any code. You can simply close the test game window and restart it instead...
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    Script: Visible Overworld Wild Encounter

    The mysterious "stack level too deep" error was discussed before. Right now, There is only one reason known. That is if someone presses the F12 button during playtesting without closing the game window before. More about that can be read in...
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