• Do not use Discord to host any images you post, these links expire quickly! You can learn how to add images to your posts here.
  • The Eevee Expo Game Jam has concluded! 🎉 Head on over to the game jam forum to play through the games.
    Don't forget to come back September 21st to vote for your favorites!
  • Reminder: AI-generated content is not allowed on the forums per the Rules and Regulations. Please contact us if you have any questions!
Encounter list UI (v19+)

Resource Encounter list UI (v19+) 1.1.0

I assume the Level Scaling plugin edits the encounter table? Or does it determine the encounter's evolved-ness as the battle begins by editing that one specific encounter? If the former, that should be easy to tap into for this resource. If the latter, then that won't be possible without significant work.

To remove the question marks, you can look at what I wrote in this comment.
I Looked at the code and it seems that It goes by encounter. I'm wondering if its possible to have the encounter list determine if a pokemon encountered was part of the evolution family and highlight that one specific pokemon?

Or, does this plugin go based off of the encounter list and pokedex?
 
Last edited:
I Looked at the code and it seems that It goes by encounter. I'm wondering if its possible to have the encounter list determine if a pokemon encountered was part of the evolution family and highlight that one specific pokemon?

Or, does this plugin go based off of the encounter list and pokedex?
It uses exactly what's defined in encounters.txt for the given map. It would be possible to look at evolution lines using get_family_evolutions (you'd have to check the correct name of the function), but I'm not sure how that would behave for the UI.
 
Got this error:
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.5]

Exception: RuntimeError
Message: Bitmap's width (32) is not a multiple of frame width (40) [Bitmap=Graphics/Pictures/rightarrow]

Backtrace:
BitmapSprite:44:in `initializeLong'
BitmapSprite:94:in `initialize'
[Encounter List UI (v20)] 002_UI_Encounters.rb:118:in `new'
[Encounter List UI (v20)] 002_UI_Encounters.rb:118:in `pbStartScene'
[Encounter List UI (v20)] 002_UI_Encounters.rb:232:in `pbStartScreen'
[Voltseon's Pause Menu] 002_VoltseonMenu_Main.rb:343:in `block (2 levels) in <main>'
MessageConfig:575:in `pbFadeOutIn'
[Voltseon's Pause Menu] 002_VoltseonMenu_Main.rb:340:in `block in <main>'
[Voltseon's Pause Menu] 003_VoltseonMenu_Menu.rb:54:in `update'
[Voltseon's Pause Menu] 002_VoltseonMenu_Main.rb:222:in `block in update'

I assume it has something to do with Voltseon Pause Menu, but not sure what.
 
Got this error:
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.5]

Exception: RuntimeError
Message: Bitmap's width (32) is not a multiple of frame width (40) [Bitmap=Graphics/Pictures/rightarrow]

Backtrace:
BitmapSprite:44:in `initializeLong'
BitmapSprite:94:in `initialize'
[Encounter List UI (v20)] 002_UI_Encounters.rb:118:in `new'
[Encounter List UI (v20)] 002_UI_Encounters.rb:118:in `pbStartScene'
[Encounter List UI (v20)] 002_UI_Encounters.rb:232:in `pbStartScreen'
[Voltseon's Pause Menu] 002_VoltseonMenu_Main.rb:343:in `block (2 levels) in <main>'
MessageConfig:575:in `pbFadeOutIn'
[Voltseon's Pause Menu] 002_VoltseonMenu_Main.rb:340:in `block in <main>'
[Voltseon's Pause Menu] 003_VoltseonMenu_Menu.rb:54:in `update'
[Voltseon's Pause Menu] 002_VoltseonMenu_Main.rb:222:in `block in update'

I assume it has something to do with Voltseon Pause Menu, but not sure what.
It's nothing to do with Voltseon's menu. It says that the width of rightarrow.png in your graphics folder isn't a multiple of 40 (since it's 32), which means you've either somehow changed the size of it or you replaced it with a new image smaller than that. If you did and you want to use the new arrows, you'll have to go into the plugin's script, somewhere around line 118 where it says
Ruby:
Expand Collapse Copy
@sprites["rightarrow"] = AnimatedSprite.new("Graphics/Pictures/rightarrow",8,40,28,2,@viewport)
and change that 40 to a 32, and then change the 28 to whatever is the height of each frame of the arrow's animation. This is something unrelated to the plugin, but I'm pretty sure anywhere that uses that rightarrow png will be broken because of the same reasons, so you'll have to fix them all at some point too
 
It's nothing to do with Voltseon's menu. It says that the width of rightarrow.png in your graphics folder isn't a multiple of 40 (since it's 32), which means you've either somehow changed the size of it or you replaced it with a new image smaller than that. If you did and you want to use the new arrows, you'll have to go into the plugin's script, somewhere around line 118 where it says
Ruby:
Expand Collapse Copy
@sprites["rightarrow"] = AnimatedSprite.new("Graphics/Pictures/rightarrow",8,40,28,2,@viewport)
and change that 40 to a 32, and then change the 28 to whatever is the height of each frame of the arrow's animation. This is something unrelated to the plugin, but I'm pretty sure anywhere that uses that rightarrow png will be broken because of the same reasons, so you'll have to fix them all at some point too
Apparently the arrows got deleted entirely from the game. Don't know how, but reinserting them worked. Thanks for the help.
 
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.6]

Exception: NoMethodError
Message: undefined method `pokedex' for nil:NilClass

Backtrace:
[Encounter List UI (v20)] 002_UI_Encounters.rb:163:in `block in drawPresent'
[Encounter List UI (v20)] 002_UI_Encounters.rb:161:in `each'
[Encounter List UI (v20)] 002_UI_Encounters.rb:161:in `drawPresent'
[Encounter List UI (v20)] 002_UI_Encounters.rb:128:in `pbStartScene'
[Encounter List UI (v20)] 002_UI_Encounters.rb:232:in `pbStartScreen'
UI_PauseMenu:330:in `block (2 levels) in <main>'
MessageConfig:575:in `pbFadeOutIn'
UI_PauseMenu:327:in `block in <main>'
[Voltseon's Pause Menu] 003_VoltseonMenu_Menu.rb:54:in `update'
[Voltseon's Pause Menu] 002_VoltseonMenu_Main.rb:222:in `block in update'


have deleted two messages of things not working and me fixing them and now this happens
 
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.6]

Exception: NoMethodError
Message: undefined method `pokedex' for nil:NilClass

Backtrace:
[Encounter List UI (v20)] 002_UI_Encounters.rb:163:in `block in drawPresent'
[Encounter List UI (v20)] 002_UI_Encounters.rb:161:in `each'
[Encounter List UI (v20)] 002_UI_Encounters.rb:161:in `drawPresent'
[Encounter List UI (v20)] 002_UI_Encounters.rb:128:in `pbStartScene'
[Encounter List UI (v20)] 002_UI_Encounters.rb:232:in `pbStartScreen'
UI_PauseMenu:330:in `block (2 levels) in <main>'
MessageConfig:575:in `pbFadeOutIn'
UI_PauseMenu:327:in `block in <main>'
[Voltseon's Pause Menu] 003_VoltseonMenu_Menu.rb:54:in `update'
[Voltseon's Pause Menu] 002_VoltseonMenu_Main.rb:222:in `block in update'


have deleted two messages of things not working and me fixing them and now this happens
I haven't updated this resource to v21.1 (and I'm not sure if I ever will). Replace all mentions of $Trainer with $player.
 
1706188216238.png

try using the plugin for v21.1 I did what you told other people about changing trainer for player, but it still gives me an error, what can I do to solve it?
 
Thanks a lot for this, works right away, I tweaked it a bit so that it's an unlockable feature and also changes bg for each encounter type and it looks pretty cool. Just a question, is there any way to sort how the different encounters appear? Like, I want all my maps to have the same encounter page order (Land, Cave, Water, Fishing, Rest). Also, is it possible to skip a specific encounter type? For instance, I have a map that has all fishing encounters defined but I want to show only super rod encounters.
 
Thanks a lot for this, works right away, I tweaked it a bit so that it's an unlockable feature and also changes bg for each encounter type and it looks pretty cool. Just a question, is there any way to sort how the different encounters appear? Like, I want all my maps to have the same encounter page order (Land, Cave, Water, Fishing, Rest). Also, is it possible to skip a specific encounter type? For instance, I have a map that has all fishing encounters defined but I want to show only super rod encounters.
I imagine both of those things are possible but I have no idea how to do it. You need to find a way to sort/subset the @encounter_tables object defined on line 67 of the script.

Hello! I'm getting this error when opening Encounters in the pause menu.

View attachment 26965

View attachment 26966
Compile your plugins.
 
I imagine both of those things are possible but I have no idea how to do it. You need to find a way to sort/subset the @encounter_tables object defined on line 67 of the script.


Compile your plugins.
Thanks for the advice! I managed to sort that object (I basically created an empty hash and then loop to fill it using certain order criteria) and now I have my encounters properly sorted. I was able to remove undesired encounter types using the same method as well, I'm really happy about how it ended up looking 😁
 
Thanks for the advice! I managed to sort that object (I basically created an empty hash and then loop to fill it using certain order criteria) and now I have my encounters properly sorted. I was able to remove undesired encounter types using the same method as well, I'm really happy about how it ended up looking 😁
Ooh congrats! :D
 
Thanks for the advice! I managed to sort that object (I basically created an empty hash and then loop to fill it using certain order criteria) and now I have my encounters properly sorted. I was able to remove undesired encounter types using the same method as well, I'm really happy about how it ended up looking 😁
Do you think you could share that little bit of script? It sounds very interesting to organize them.
I wanted to try to create a method on my own, but it was not possible :(
 
Back
Top