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

Resource Innate Abilities (Yet Another "All Abilities Mutation" mod) 1.6.1

Sonicover updated Innate Abilities (Yet Another "All Abilities Mutation" mod) with a new update entry:

I told you it was still alive

YOU HAVE TO RE-COMPILE AND START A NEW GAME AFTER THIS UPDATE, AS IT CHANGES A LOT OF STUFF
  • Reworked the settings to be able to toogle the Innate progress methods mid playthrough and be assignated to a switch and/or a variable.
  • The same treatment was given to the randomizer, so now you can toogle it mid playthrough and assign it to a switch and/or variable as well.
  • Fixed Guard Dog. At last.
  • Fixed Shedinja's innates not properly...

Read the rest of this update entry...
 
Existing problems:
1.codes for triggerSpeedCalc and triggerWeightCalc are still not corrected though.
2.hasActiveAbility? is broken when checking a pokemon's ability, since the first element of abilityMutationList is a MultiAbilityProxy, and you can directly check self.ability == check_ability or check_ability.any? { |abil| self.ability == abil } if is an Array.
 
Existing problems:
1.codes for triggerSpeedCalc and triggerWeightCalc are still not corrected though.
2.hasActiveAbility? is broken when checking a pokemon's ability, since the first element of abilityMutationList is a MultiAbilityProxy, and you can directly check self.ability == check_ability or check_ability.any? { |abil| self.ability == abil } if is an Array.
I knew I was missing something. I already fixed the triggers for the next patch

As for the ability check, I made it that way just for all of the codes that already have self.ability == X hardcoded in them, like almost all of the Advanced AI plugin. Despite the multiabilityproxy being a class it "behaves" like a symbol so as long as that Pokemon's ability exist somewhere on it, either as the main or in the array, it should work no prob

Still I'll adjust it because its using the old logic so it might cause problems. Did it gave you any particular error? So I can fix it for the patch as well
 
I knew I was missing something. I already fixed the triggers for the next patch

As for the ability check, I made it that way just for all of the codes that already have self.ability == X hardcoded in them, like almost all of the Advanced AI plugin. Despite the multiabilityproxy being a class it "behaves" like a symbol so as long as that Pokemon's ability exist somewhere on it, either as the main or in the array, it should work no prob

Still I'll adjust it because its using the old logic so it might cause problems. Did it gave you any particular error? So I can fix it for the patch as well
No error but abilities using hasActiveAbility? cannot be triggered properly when it's the pokemon's first ability.
 
Sonicover updated Innate Abilities (Yet Another "All Abilities Mutation" mod) with a new update entry:

Small pack of fixes

  • Fixed an issue with the triggerSpeedCalc and triggerWeightCalc handlers for the innates (Thanks to komeiji514 for the report and fix)
  • Added a couple of checks so the Advanced AI System's NPC trainers can see the innates of it's team and properly evaluate them for switch
  • Modified the hasActiveAbility? method so it better uses the new definitions for the...

Read the rest of this update entry...
 
No error but abilities using hasActiveAbility? cannot be triggered properly when it's the pokemon's first ability.
I've added your fixes for the calcs and also added a modified hasActiveAbility method

After some test in both my project and a mostly fresh version of essentials both uses worked no problem, but if any interaction is not working for you please let me know and if you also want to share the code I can look at how it's interacting to try and recreate it
 
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