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Archive: Known bugs/Old bugs

Bugs are errors in how Essentials works. This can mean either that something works differently to how it should, or that it doesn't work at all, or that the game crashes when that thing is made to occur.

This page lists a number of bugs in Essentials. If you spot any others, please list them below, and if possible, offer solutions or suggestions on how to fix them.

We should only be concerned with bugs affecting the latest version of Essentials. Bugs that only affect older versions of Essentials shouldn't be mentioned (or at the most, kept to a user tutorial if someone wants to write one).

Incorrect party ball icons for pbDoubleTrainerBattle battles

When using pbDoubleTrainerBattle, the icons showing how many Pokémon the enemy has at the beginning (before throwing out their Pokémon) only shows one of the enemy battler's party. This is probably related to the above, as it is likely due to not recognising one or more battlers. ~ Maruno 03:07, March 6, 2011 (UTC)

More research has shown that this is NOT related to the above bug. The problem is that, when the enemy trainers' Pokémon are gathered together in a list of opponents ("combinedParty"), all 6 Pokémon of enemy trainer A are put in the list, followed by however many Pokémon enemy trainer B has, even if some of enemy trainer A's Pokémon don't exist. That is, the list of opponents ends up looking something like this:
  1. Pikachu
  2. Charmander
  3. Wartortle
  4. -
  5. -
  6. -
  7. Ivysaur
  8. Snorlax
Only the first 6 of these are shown as icons, which just happen to be all of enemy trainer A's Pokémon (including blank spots). Note that enemy trainer B's blank spots are NOT added to the list; the entire list is as above.
Now, this allows for an opponent to have up to 12 Pokémon (which works just fine in-game). It also happens for the player's Pokémon, i.e. when they have a partner trainer; the partner's Pokémon won't show up as icons (I haven't tried 6+6 on the player's side). I don't know whether this should be allowed (you can potentially have 12v12 battles). Clarification?
Fixing this should be simple enough (edit pbDoubleTrainerBattle to check party lengths of each enemy trainer, and allow 3 max. each). That is, assuming it needs fixing. If this is allowed, then perhaps a change to how the icons are displayed would be nice instead. ~ Maruno 00:05, April 30, 2011 (UTC)
Further research suggests all that needs doing is "bunching" the icons together only in the case of pbDoubleTrainerBattle battles. ~ Maruno 19:59, May 2, 2012 (UTC)

Starting the Battle Factory crashes the game

When attempting to start a Battle Factory challenge, the game progresses normally up until the receptionist takes the player into the room in which they are to choose the rentals. As soon as the player and NPC stop moving, Essentials crashes with the following error:

Exception: RuntimeError
Message: Script error within event 1, map 30 (Battle Factory):
Exception: NoMethodError
Message: (eval):1:in `pbExecuteScript'undefined method `pbPrepareRentals' for nil:NilClass
***Full script:
pbBattleChallenge.extra.pbPrepareRentals

Interpreter:243:in `pbExecuteScript'
Interpreter:1592:in `eval'
Interpreter:243:in `pbExecuteScript'
Interpreter:1592:in `command_355'
Interpreter:493:in `execute_command'
Interpreter:193:in `update'
Interpreter:106:in `loop'
Interpreter:198:in `update'
Scene_Map:103:in `update'
Scene_Map:101:in `loop'

Interpreter:275:in `pbExecuteScript'
Interpreter:1592:in `command_355'
Interpreter:493:in `execute_command'
Interpreter:193:in `update'
Interpreter:106:in `loop'
Interpreter:198:in `update'
Scene_Map:103:in `update'
Scene_Map:101:in `loop'
Scene_Map:114:in `update'
Scene_Map:68:in `main'

The Battle Factory has never worked in any version of Essentials.

Game crashes when talking with a dependent event in another map

After add one partner (pbAddDependency2(@event_id,"Brendan",2)), when you talk with him in another map, the game crashes:

Exception: NoMethodError
Message: undefined method `unlock' for nil:NilClass
Interpreter:512:in `command_end'
Interpreter:295:in `execute_command'
Interpreter:193:in `update'
Interpreter:106:in `loop'
Interpreter:198:in `update'
Scene_Map:103:in `update'
Scene_Map:101:in `loop'
Scene_Map:114:in `update'
Scene_Map:68:in `main'
Scene_Map:65:in `loop'

Pokeball use bug

Occasionally when using a masterball or a pokeball added to the game if the player mashes C right after selecting the ball, the "ball used" text appears and the item is depleted, but the ball is never actually thrown, then the battle continues as normal. Not tested with other pokeballs, but I assume it's for all of them.

ShadowFiendZX (talk) 21:24, November 15, 2013 (UTC)

Soot Grass Bug

When on a map with both weather and the "soot grass" terrain tag, the system is overloaded and restarts.

Form Change Bug

I started a battle against a trainer with a Rotom Heat. Before the battle started, it brought up a "Rotom is trying to learn Overheat" message and had me delete a move to make room for Overheat on the trainer's Rotom. After that, the battle started normally. This can be fixed by changing the PTrainer_NPCTrainers script (starting at line 46):

    for poke in trainer[3]
      species=poke[TPSPECIES]
      level=poke[TPLEVEL]
      pokemon=PokeBattle_Pokemon.new(species,level,opponent)
      pokemon.form=poke[TPFORM]
      pokemon.resetMoves
      pokemon.setItem(poke[TPITEM])
      if poke[TPMOVE1]>0 || poke[TPMOVE2]>0 || poke[TPMOVE3]>0 || poke[TPMOVE4]>0
        k=0
        for move in [TPMOVE1,TPMOVE2,TPMOVE3,TPMOVE4]
          pokemon.moves[k]=PBMove.new(poke[move])
          k+=1
        end
        pokemon.moves.compact!
      end

Instead of "pokemon.form", use "pokemon.formNoCall" and add the line "pbSeenForm(pokemon)" underneath it. (This may have some bad effect on other Pokemon with form changes; I'm not sure.)

Finding a shiny Pokemon in the safari crashes the game.

When you encounter a shiny Pokemon in the safari zone, the game crashes.

Example dungeon crashes the game

Upon entering the example dungeon for pokemon essentials, this pops up and the game crashes:

script 'game_character' line 206: NoMethodError occured.
Undefined Method '*' for nil:NilClass

Pressing Enter with no Pokemon in the party screen crashes the game

When I press Enter, C or Space when no Pokemon are in the party, the game crashes and pops up this massage:

Exception: NoMethodError

Message: undefined method `moves' for nil:NilClass
PokemonParty:1914:in `pbPokemonScreen'
PokemonParty:1893:in `loop'
PokemonParty:2019:in `pbPokemonScreen'
PokemonPauseMenu:173:in `pbStartPokemonMenu'
PokemonPauseMenu:172:in `pbFadeOutIn'
PokemonPauseMenu:172:in `pbStartPokemonMenu'
PokemonPauseMenu:142:in `loop'
PokemonPauseMenu:256:in `pbStartPokemonMenu'
Scene_Map:188:in `call_menu'
Scene_Map:159:in `update'
This only happens if your party became empty while the pause menu was open (because if you open the pause menu while you have no Pokémon, you can't access the party screen at all). This can only happen by Debug deleting the Pokémon, and is therefore not a problem that the player will ever face. There's no need to "fix" this. ~ Maruno (talk) 17:13, August 8, 2015 (UTC)
Redundant crash-protection might be necessary for bug-testers. Bwburke94 (message wall / contribs) 08:48, November 9, 2015 (UTC)

Encore bug

If an opponent has encore, it allows to choose to which Pokemon it will use the move. This one only happens in double battles, not in single ones.

Infinite loop attacks

*** This should be fixed as of V16.1 's round of bugfixes.

Some attacks go in the new version into an infinite loop, i.e. a wild Doduo uses Uproar up to 10 (or more, didnt count) times without giving the player the chance to attack. It doesnt even stop when your own Pokémon fades away. To me known attacks are: Uproar, Fly, Despair, Bide & Dig. This happens when the enemy or the player uses a attack.

The same happens when the player or the enemy can only Struggle. Altering the "10.times do" loop found at line 2928 of the PokeBattle_Battle script changes the number of repeats: e.g., with "2.times do" player and enemy Struggle once or twice. Furthermore, the Struggle move is shown as Water Gun and doesn't display a name when used ("The enemy Pokémon used !").

Double Battle Bug

When you enter an double battle with a partner, everything is fine. But when your partner's Pokémon dies, this message appears. I can't seem to figure out what it means. The game battle goes on, but your partner doesn't send out a Pokémon anymore and the message appears after every turn. Turns are messed up too: some effects (like flinch) appear with one turn delay just like all the status effects.

Exception: NoMethodError
Message: undefined method `ability' for nil:NilClass
PokeBattle_Battle:1378:in `pbSwitch'
PokeBattle_Battle:1370:in `each'
PokeBattle_Battle:1370:in `pbSwitch'
PokeBattle_Battle:3938:in `__clauses__pbEndOfRoundPhase'
PokeBattle_Clauses:42:in `pbEndOfRoundPhase'
PokeBattle_Battle:2656:in `pbStartBattleCore'
PokeBattle_Battle:2655:in `logonerr'
PokeBattle_Battle:2655:in `pbStartBattleCore'
PokeBattle_Battle:2637:in `loop'
PokeBattle_Battle:2660:in `pbStartBattleCore'

Gain Exp for Capture

Screenshot 2015-12-14 21.04.03

When i turn on the GAINEXPFORCAPTURE option in the settings in the Essentials V16 Version, the game will give me this error.

Pokemon.txt is missing abilities when you reposition sprites

When I compile the Pokemon data when I reposition sprites, editor deletes all the Abilities from Pokemon(Expert Hidden ones)

Pokémon Capture bug

When I try to catch a Pokemon, an error message appears instead of putting it in the Storage System/Pokemon Party (Although, it is still recorded as being owned). Will work properly if it is already captured.

Pokémon stays in mega evolution

When i mega evolve a pokémon and when the battle ends the pokémon is still mega evolved.

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