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Reload this Page [Release] Pokémon Essentials, version 8 - 10th July 2012

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Pokémon Essentials All questions and discussion about Pokémon Essentials, the Pokémon game kit for RPG Maker XP, go in here. Also contains links to the latest downloads and the Essentials Wiki.



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  #1    
Old July 10th, 2012 (09:42 AM).
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Maruno Maruno is offline
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Pokémon Essentials, version 8 - 10th July 2012
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The anniversary special!

One year ago today, Poccil told me that he would be happy to donate his Pokémon Essentials Starter Kit to the wiki I created for it, as he had lost interest in maintaining it himself. I took over development of the kit, and 366 days later, here we are!

So what's new?

Affecting Effects
  • A large bucket-load of new item, move and ability effects have been added, as well as the improvement of many existing effects. There are far too many to list (I gave up trying, so I literally don't know what exactly I've done), but trust me, there's a lot.
Getting Animated
  • Animations and the Animation Editor have been improved, introducing a new kind of animation and a new way of displaying them. The new animation kind is called "Screen" (the old "Screen" has been renamed to something more appropriate), which doesn't stretch or twist in any way, meaning it's perfect for things like showing weather or moves like Surf which just wash over everything. The new display method is the introduction of cel priorities - a cell is either higher priority or lower priority, with higher ones being drawn after (i.e. on top of) lower ones. This means you can pop some cels behind the battlers, which I'm sure people will find useful.
Transforming forms
  • You know how Pokémon don't change their appearance in battle, unless they're using the move Transform? Well, not any more! Nowadays all Pokémon whose form could change in the middle of battle (Castform, Shaymin and so on) actually do so. The differences between those forms have been put with the rest of the form difference information for convenience. Oh, and there's form difference information for Gen 5 Pokémon too, should you feel the urge to include them in your game.
Round, Round, Get Around, I Get Around
  • Moving around maps has now been improved a bit. Sliding on ice no longer mucks up where the camera ends up pointing at, and you no longer jump insane heights just to get over ledges. The darkness in dark maps now looks nicer with its new fades. Bicycles are now strictly prohibited if you want to team up with a partner trainer.
Bug Fixes
  • Because it wouldn't be a proper release without them. Some of them are rather important, such as the previously incorrect type effectiveness calculations, which always surprises me as to how they weren't discovered earlier. It's always interesting to read these, as you might not have realised what you used to put up with.

There are plenty of other things I've also done in this version, but are too minor to be mentioned. It's all in the change log on the wiki.

I haven't tested the vast majority of the new effects I've added, so there are bound to be some that don't work properly (or at all). Please let me know below if you find any.

Cheers!
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Old July 10th, 2012 (09:52 AM).
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Darn, and I just scripted some gnarly features into the kit!
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Old July 10th, 2012 (10:07 AM).
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Great work maruno i checked few things already, later will look more into it and move my game there. Great Work and thanks.
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Old July 10th, 2012 (10:08 AM).
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Congrats Maruno, I can't imagine how hard and quick you worked on this to get this out for yesterday/today, well done.
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Old July 10th, 2012 (11:57 AM).
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Important!
A couple of serious bugs were found in this version. I have fixed them and uploaded the fixed version. If you have already downloaded the first (buggy) release, delete it and download the much better version that is now available on the wiki.

If your downloaded file is called Pokémon Essentials 2012-07-10, that is the old release and you should get rid of it.

The new file is called Pokémon Essentials v8 2012-07-10.
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Old July 10th, 2012 (12:34 PM).
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Quote originally posted by Maruno:
Round, Round, Get Around, I Get Around
Clever reference!

About these ability, item and move effects... I take it the pages on the Wiki are up-to-date regarding what's implemented or no?
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Old July 10th, 2012 (01:10 PM).
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You say "clever", I say "cheesy".

They are now. Usually it takes me about a week to update the wiki with the correct information after a release. For now, the pages "Function codes" and "Ability effects" are up to date, and the talk page of "Item effects" has a list of missing item effects for completeness (they didn't seem to fit into the main page). The other pages will be updated eventually.
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Old July 10th, 2012 (01:10 PM).
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Hurray, time top update
Great job on the new release, maruno!
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Old July 10th, 2012 (01:34 PM).
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yay I have been waiting for this :D
  #10    
Old July 10th, 2012 (02:56 PM).
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A lot of changes to the BattleScene scripts..... THANKS MARUNO!!!! :D
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Old July 11th, 2012 (03:38 AM).
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I just want to know how I can transfer my game from version 7 to this version 8? Can some one tell me how please?
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Old July 11th, 2012 (05:39 AM).
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Just copy your data from your data folder to Essentials data folder: Maps, mapinfos, messages, commonevents, townmap, trainers, trainerlists, trainertypes, types and encounters... Everything else is up to you, these are the things that won't effect Essentials in any way.
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Old July 12th, 2012 (09:10 AM).
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Rayd12smitty Rayd12smitty is offline
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I'm not sure where to post this. It's not a big, I have a question directly related to the newest version of essentials. I see one of the biggest updates was that Pokemon now change forms when they are supposed to. To make this happen, we're there changes made to the txt Pokemon file, or just to scripts. I added regional numbers on over 200 Pokemon to the last version, and want to copy it over, but am worried about then replacing any important changes to the Pokemon txt file. And if there were changes to the file, was it just on form changing Pokemon?
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Old July 12th, 2012 (01:22 PM).
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Maruno Maruno is offline
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Quote originally posted by Rayd12smitty:
I'm not sure where to post this. It's not a big, I have a question directly related to the newest version of essentials. I see one of the biggest updates was that Pokemon now change forms when they are supposed to. To make this happen, we're there changes made to the txt Pokemon file, or just to scripts. I added regional numbers on over 200 Pokemon to the last version, and want to copy it over, but am worried about then replacing any important changes to the Pokemon txt file. And if there were changes to the file, was it just on form changing Pokemon?
No, nothing was changed in pokemon.txt since version 7, except for the rearranging of Eevee's evolution methods.

All form-changing goes on in the scripts, including the details of all alternate forms.
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Old July 12th, 2012 (02:23 PM).
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Thank you that's great news
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Old July 12th, 2012 (11:41 PM).
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Not much to say except that this is one of the best updates I've seen. Been dying for all these gen 4-5 move and ability functions.
  #17    
Old July 13th, 2012 (07:52 AM).
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! <3
Don't have to redo pokemon.txt AND save files still work from v7! It's like Christmas~
Speaking of those, how's the save converter thing? Is there anything else you need me to do for it?
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Old July 14th, 2012 (02:38 PM).
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FL FL is offline
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Good release! Nice sample Game Corner event with the game console XD. Maybe you can put a debug option to change Game Corner coins.

Since you removed the PokemonBoxManager script section, you may, at least, give permission to put on some wikia page? Probably someone can use something, I don't think that is a good idea to throw away a very big script done by a genius.
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Old July 14th, 2012 (03:09 PM).
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Quote originally posted by FL .:
Good release! Nice sample Game Corner event with the game console XD. Maybe you can put a debug option to change Game Corner coins.

Since you removed the PokemonBoxManager script section, you may, at least, give permission to put on some wikia page? Probably someone can use something, I don't think that is a good idea to throw away a very big script done by a genius.
That debug option already exists. It's in the Debug menu (I know, right?).

I don't remember anyone ever needing permission to edit the wiki. However, in this case I don't think the PokemonBoxManager script should be uploaded to it. It's useless for the remarkably vast majority of users, and the (literally) one or two people who would actually want to play with it can download an old version and extract it. Basically, it's clutter.
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Old July 14th, 2012 (03:29 PM).
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Quote originally posted by Maruno:
That debug option already exists. It's in the Debug menu (I know, right?).

I don't remember anyone ever needing permission to edit the wiki. However, in this case I don't think the PokemonBoxManager script should be uploaded to it. It's useless for the remarkably vast majority of users, and the (literally) one or two people who would actually want to play with it can download an old version and extract it. Basically, it's clutter.
Really it is on debug. I can't believe that I won't find it before XD.

Consider after a big time like five years that almost no one knows about the PokemonBoxManager existence,

LOL necessary evil in scripts.
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Old July 15th, 2012 (07:31 PM).
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Nice I was reading and caught 1 thing of importance, the pre-defining of pokemon for trades : D this will be a nice addition to the trade system I am working on.
  #22    
Old July 16th, 2012 (02:39 AM).
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If anyone wants to put Kyurem's new forms in the game, simply download
P-Signs BW pack and input 2 new items in the PBSitems document (e.g. Volt Orb, Ember Orb, etc).

Then input this script into PokemonMultipleForms:
Code:
MultipleForms.register(:KYUREM,{
"ability"=>proc{|pokemon|
   if pokemon.form==0
     next getID(PBAbilities,:PRESSURE)
   else
     next getID(PBAbilities,:MOLDBREAKER)
   end
},
"getForm"=>proc{|pokemon|
   if isConst?(pokemon.item,PBItems,:insert white Kyurem's hold item here)
     next 1
   end
   if isConst?(pokemon.item,PBItems,:insert black Kyurem's hold item here)
     next 2
   end
   next 0 
},
"getBaseStats"=>proc{|pokemon|
   case pokemon.form
     # White Forme
     when 1; next [170,160,140,120,140,140]
     # Black Forme
     when 2; next [170,170,150,110,140,150]
     # Normal Forme
     else;   next [150,100,120,90,100,120]
   end
}
})
Credits to this goes to myself and Maruno if used.
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Old July 16th, 2012 (07:56 AM). Edited July 16th, 2012 by Steevie88.
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Hi, i updated my Game and everything works well thx
But which Data I have to copy that the switch and variable names are in the new kit?

Edit: hmmm i tested Ice sliding, but nothing happend ... yes it is terrain tag 12
  #24    
Old July 16th, 2012 (10:01 AM).
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Rayd12smitty Rayd12smitty is offline
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Hi another quick question about the new version. Was anything in the pictures folder changed?
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Old July 16th, 2012 (11:14 AM).
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Maruno Maruno is offline
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Quote originally posted by Steevie88:
Hi, i updated my Game and everything works well thx
But which Data I have to copy that the switch and variable names are in the new kit?

Edit: hmmm i tested Ice sliding, but nothing happend ... yes it is terrain tag 12
I just tried it myself by turning the water autotile into ice (by making it passable and changing its terrain tag to 12), and it works. Changing the terrain tag can be a bit temperamental, though.

I have no idea where switch/variable names would be kept.


Quote originally posted by Rayd12smitty:
Hi another quick question about the new version. Was anything in the pictures folder changed?
Off the top of my head, all I did was add Shadow type-related graphics to types.png and battleFightButtons.png. I don't think I've done anything else. You can always check when the pictures were last modified if you want to know that kind of thing.
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