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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...
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...
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
Read the rest of this update entry...
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.
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...
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...
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...
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...
Sorry for the long wait, I hate double shifts lol. Now it should create a file in the DATA folder where it stores all of the compiled innate sets, so the PBS folder is no longer a necessity and the game can be played without the PBS or Plugins folder with the direct .exe file right away.
Please...
YOU HAVE TO RE-COMPILE AND START A NEW GAME AFTER THIS UPDATE, AS IT CHANGES IT'S BEHAVIOR A BIT
Fixed an error when you tried to run the game without the PBS folder, so publishing your project or releasing a beta was impossible. Without the PBS files at least.
Added the dependency of Moduler...
Sonicover updated Innate Abilities (Yet Another "All Abilities Mutation" mod) with a new update entry:
Publishing fix and some other errors
Read the rest of this update entry...
Yes, this seems to be a HUGE oversight from my part. The Innate compiler checks fot a hard-coded path to load the innates constantly.
I'll need to tweak it some more to load them only on compiling and then load the sets straight from there instead of constantly cheking for the PBS folder
Lol, I'm glad you did notice. Even so, it's on part my fault for not adding a validation check on compiling that throws an error in case it tries to compile an undefined or wrongly defined ID to avoid those confutions on the first place.
It shouldn't be an issue with the level cap because locked innates are down right not loaded into the battler.
Edit:
For ease of debug, does the problem happens only with the level caps?
It seems to be a problem with the code of the handler itself but it's very odd that it happens sometimes...
I haven't been able to replicate this error. Let's go by steps
What did you do?
Mega evolve the pokemon > check summary > revert mega evolution > check summary again
I've tried that and the innates rebert back. I've tried switching and checking the summary and they revert back. I've tried...
That's annoying. But I think I also know exactly what to modify since I use twice the instance of original_innates in the code so perhaps that's modifying things that it shouldn't. And since I made the code to revert Mega innates before the one that reverts all form changes maybe it's messing...
Odd that I haven't got that error nor any reports about it. But on the other hand yes I should have add it as a dependency. Can't belive I forgot about that line in the meta lol.
I'll update it later when I get home