Noticed that some lines in the code for the map changed between essentials v20.1 and v21.1. Changed them on 02 - Map Weather/02 - Map_Display v21 acordingly.
I've just tested and I can toggle between fly mode and normal map by pressing the Z key on the keyboard. If it doesn't work for you, it must be another plugin interfering with that.
Changed the call for the Controls Screen from SetControls.open_ui(menu) to SetControls.open_ui in line 191 of Options_Main. Hopefully this should prevent crashes.
If you don't want to dowload and install it all again, just make the change I mentioned in your files. That line should end looking...
You have 4 zones in ZONE_MAPS, but only defined 3 on the WEATHER_SUBSTITUTE and the ZONE_WEATHERs. You NEED all those configurations to have the same number of zones, as I already explained. And if you don't want to use the Weather substitute, is as easy as setting all the zones with {:None =>...
The map display isn't what is causing the error. If you had anything wrong with that part, you would only get an error of it when opening the map. The error says that there is a problem when initializing the weather, so there has to be a problem with the other configuration I explained and you...
The error isn't because of compatibility, but because you have zones defined without weather probabilities. The numbers in the default configuration are sort of examples of posibles configurations for the weather probabilities, so unless you deleted zones in the ZONE_MAPS array, you should not...
Without knowing anything about the crash, I can't help much.
As for the seasonal weathers, the numbers are the probability of each weather (following the order stated above them) to be selected for that zone. Any weather type without a number will be treated as if it had a 0 probability but...
In the example maps, the command for the trainer battles is set in a conditional branch and anything happening within it (and not outside or in the "else" case) only happens if the trainer wins as far as I know. If you have the code for the candies outside that conditional branch or you didn't...
Well, the code for scaling the trainer's pokemon loads a pokemon and makes all checks and scaling and all that before sending them out. You could edit that to add a line that checks if a pokemon has the evolite equiped and if it has, to disable automatic evolution (it has to go before the line...