First, I'd like to say, I'm you took what I said and went along, becasue now we can all help, you have a nice big list to work through so there are things others can contribute that others will not see, this is what makes game developent so fun haha.
Now...
I mean prices specific to a particular Mart (e.g. for Discount Friday, or more expensive items in remote places, or whatever). It's not a feature that exists in the official games, as far as I know, but I think it'd be nice to have.
This I already have working and is on one of the threads I made regarding this effect, you can take it and edit it how you like, for example, making a check with variables HALFPRICEFRIDAYS, DOUBLEPAYTUESDAYS, however you like in the "Settings" Script page and refer that way, so users can change this without problems.
As for everything else, I'm not going to quote everyone on this, as my post would be huge, so I'm kinda gonna through my point along, and say where I got it from if it was someone else idea.
There is a lot of things I can actually do in that list, where I just scouted through and noticed a few things, but I viewed this on my phone, now I'm on a laptop I can properly look through this.
As for what has been mentioned:
AI intelligence; I have this in my game and it has nothing to do with the payout, this I assume, you mean the end money received, as in my game you receive no money at the end of the battle, this wouldn't work for me! So to contemplate games like mine, AI would officially be ruined, so maybe come up with a new way, I can however contribute my way to you VIA PM, but I thought my way is unique and smart, but you could always add it officially into Essentials, it's up to you...
F5; This is in a good place in my opinion, I actually had button choosing in my game, but figured, I don't care how others want there buttons, with all the features I have in my game, remembering what buttons they have changed theirs to will confuse them, so it's probably a good thing to keep it "standard", don't change this, unless you give users the ability VIA the "Settings" script...
VS. Animation; This is a personal opinion isn't it? I can have this in my game, I made the graphics myself, I made a lot of this myself, to make mine different from others and it fully works how I wanted this... Obviously, you can shove some script in there, or the event itself and it can be used willy nilly if wanted, but don't make this a high importance when other users with little or no abillity can do this...
Player Card; I for one wouldn't like changes to this, I had a nice way of this set out before the big change earlier this year, and then I have re-changed it again, and if you change the layout or such, again, it would cause more unneccasary changes for myself and others again, if you mean just the colour or something like that then this comment is stupid haha...
Shop Coins; What? This for game corner? Things like this require no scripting knowledge, as it's simple to do with an event even a begginer to RPGMaker can do this.
PvP; Haha, I'd be kidding if I didn't want this in.
HP Sound; Ahhhh! The second most annoying sound effect ever to be made... 1st. Walking into something... 2nd. Low HP...
ROM Reading; Huh? Never new this was there... Not needed I guess.
Remove Important Items; I guess this could make the Marts look tidier, BUT, just because you own the item, it shouldn't take that away from the Marts, maybe add a check instead to see if you already own the Key Items, and have a message saying "Oh! You already own this.", when I go to a Mart and it doesn't have the item I'm looking for, I move to the next, if it's removed because I own it, maybe I found it on the floor but didn't realise, if it were a TM, I would get mad haha!
That was what was already covered by others...
Maruno's List said:
Bug: Events on water can't move if the player isn't surfing, and can move onto land
Invent the event name "Swimmer" as a counterpart to "Trainer", with its own allowed movements
I think this would be a good idea, although, I didn't know they can move onto land but my swimmers barely move, I think side to side is the most they move, so I would never of found this.
Maruno's List said:
Bug: An item ball should disappear before the message stating an item has been gained
This is a one liner I believe! I'm sure I just put remove graphic before the receiving of the item... You or anyone could do this now and this can be removed off the list, I'm sure...
Maruno's List said:
This is not important, it's what SOME people would like to see, not everyone... If they want Gen 5 Pokémon, add them in themself for the time being.
Maruno's List said:
Include egg hatching screen (similar to evolution screen) – overlay crack pictures on the egg sprite
I don't know how to do the crack seen, other than changing the graphic, but if I knew how to show pictures in the right position and stuff, I would do this, I don't know what the co-ordinates of the center of the screen are... the best I could do on this is, look into it, but I will leave this to someone else, I'm sying this because I'd like this in sooner rather than later.
Maruno's List said:
Improve the evolution animation
I'm not too sure what this looks like, but didn't the official games only have a Pokémon in the center of the screen, then it changed white, then the evolved form "grew" from behind and was white also?! This shouldn't be too hard to do, I don't know what Black and White looks like, so if this has something special, I wouldn't know.
Maruno's List said:
Improve the trading animation
o Allow setting the ball type of the new Pokémon as well?
The trading screen thus far is pathetic haha! Although... I like how it's short and straight to the point, maybe make something that is the same but prettier!
Maruno's List said:
Improve the "using move outside battle" animation, e.g. proper background picture/swooshing things
I don't like things that long the gaming experience out... I'd prefer, "Oh, I used Cut, oh the bush has been cut, let's continue the game...", FLY however needs an animation of some sort, but this can be done easily enough.
Maruno's List said:
Change default key controls
o F5 is in a stupid place, and should be closer to the rest of the controls
o What would be the best layout?
o Make surfacing button be the back/cancel button?
o No it doesn't.
o Fine how it is.
and
o I think surfacing should have it's own button or stay how it is and fix the event encounter thing instead.
Maruno's List said:
Find out how to allow instant text (particularly in battle)
I want this myself... Like how the games call messages like "Oh no, my last Pokémon, this is where it gets interesting."
Maruno's List said:
Make choosing a number only allow valid numbers
Do you mean, Number Input? If it's this, then it's easily done VIA labels... Otherwise I don't know why I opened my mouth haha.
Maruno's List said:
Lots of sound effects are missing:
o When using a HP-healing item, or EV/PP-manipulating item
o Pokémon storage in general
o Buying an item from a Mart
o Learning a move
o Non-active battlers upon their level up
o Fleeing a battle
o A "ping" sound effect for each ball in the line-up at the start of battle
o Calling a Pokémon out – does this already exist?
o Exp bar in battle while increasing (not just upon level up)
o I don't think the sound is available.
o What?
o I've got this in my game, I thought it was already in haha.
o A suond is played here?
o Didn't know this either.
o This is needed, also, a slight "lag" should be here.
o Why?
o You on about the pop when a Pokémon appears, I'm sure it does...
o Isn't this the same sound as Poiton being used?
Maruno's List said:
Bug: Using a healing item makes the HP bar immediately jump to the new value, rather than animating it
I've done this, I will pass this on to you when I get on RPGMaker later.
Maruno's List said:
Bug: A map with nil BGM will keep playing the BGM of the previous map – is this a bug?
I hope you don't change this, in KANTO, Route's 24 and 25 use the same music, right? So I wouldn't want the music to "re-start", if developers don't want the last music to play, change the new map to have a "fade BGM out", event.
Maruno's List said:
Debug options
o Main debug:
§ Set player name, set player's ID
§ Toggle badges
§ Allow setting moves of a test wild battle?
§ "Warp to map" with coordinates
§ Loop the "Add Pokémon" and "Add single item" option
o Possibly.
o I think this should be in.
o I think so.
o Possibly.
o Not sure what this means?
Maruno's List said:
New Settings:
o Roaming Pokémon and roam maps
o Array of which Bag pockets auto-sort themselves
o Use old or new Exp calculations (i.e. without/with using the gainer's level)
This are things that should be looked in to... I've seen a few people, or the one person repeating themselves haha, not sure, but they wanted auto sorting, I wouldn't say no to this, TM's for one, but this would have to make the "select" button, not to be able to select too...
Maruno's List said:
Field:
o Make Escape Rope and Dig return the player to the last-used cave entrance (put a script in the cave entrance transition to set this location)
o Using Teleport/Dig/Escape Rope should make the player spin on the spot
o Create a def that drops the player through a hole (destination map and coordinates are parameters for this def)
§ It transfers to the new map centred on the destination, but player is put above the top of the screen and then moved quickly down to the destination. Play thud sound and slight screen shake
§ How about falling into water? Put surfing on during the transfer (ignore checking whether surfing is possible – just show a debug message to that effect)
o Add in cracking ice (similar to how soot grass works) – use alongside the "drop through a hole" def mentioned above, with the coordinates determined like how diving does it
§ First step on tile (fresh -> cracked)
§ Second step on tile (cracked -> hole, fall through)
§ Sound effects
o Make roamers array be individual Pokémon, to allow more than 1 per species
o Make a roamer on map X able to turn up in an encounter on map Y if the two maps have the same name
§ Stop roamers roaming when stepping between two maps with the same name
§ Each long route has one "representative" map, which the roamer's icon appears on in the Town Map (if implemented)
o Allow the use of \v[42] in map names – would require a big change to the save file again
o Add Hall of Fame
o Check that ledge-jumping makes the player go to the right height (currently too high?)
o Make the player's surfing sprites animate even while standing still, and at a constant (lower) speed
o Improve how dependent events move (e.g. which way they face when moving)
Right...
Teleport, should have an animation, I don't believe it should spin, I have created a "teleport" effect for a wild Pokémon, clearly ABRA, and I think it looks sexy, I don't have a recording program and the few I tried I can't ge tthe hang of, so a video quickly wouldn't be coming from me, but I shall take a few screenshots later to show my example, I think make it my way or similar, let's make Essentials better than the official games haha.
I thought DIG and Escape Rope, already worked properly, I have never used these to be honest...
Roamers need working on and the things you just said I thought up myself, I had 2 maps the same, connected, but the roamer moved when I "changed" maps... Which was quite annoying.
\v[42]?! You what?! Why would a variable be used in a maps name?
Hall of Fame, this needs adding, but I am currently working on the Pokémon League in my game, as it's almost complete, so I will soon be looking into this myself, questions I have about this;
Could this be done through events?
Pictures and text...?
Have a podium scene instead...?
Show credits immediatly after?
I have a few views on this and the Podium idea is where I will probably go, Ash never went into any kind of HoF, asides the footprint thing, this could be done through events I believe! Correct me if I'm wrong.
Ledges, the player jumps WAY too high, I can't find how to fix this though I'm affraid.
Maruno's List said:
Add animations for throwing bait and throwing rocks (start by copying the "throw ball" animation)
Does the different balls have different animations, as PokéBall has a high altitude, MasterBall appears to be thrown directly at the Pokémon... If so, Bait is like PokéBall I believe and Rock is like MasterBall...
Maruno's List said:
I don't think you should add many games, most people with RMXP experience can make some games VIA events, others with scripting knowledge can use scripts, I have knowledge of both, more of the one less of the latter, and I have lot's of in-game, mini games, keep it as it is I say.
Maruno's List said:
There is nothing you can do other than play the game right, maybe make a new way to get cards, other than the triad shop which is the same as your PokéDex.
Maruno's List said:
Maybe add some more move target options:
o Single opposing Pokémon (not selected at random)
o User and ally
o All Pokémon
I thought this already worked, or does it not give you the option to "select"?!
Maruno's List said:
Rename HealingSpot to FlyDestination, because that's what it is
Unneccasary change... It's not really a problem as there is a replace function in any text program, but this is up to you.
Maruno's List said:
Create berry.txt PBS file for berry-related info (growth rate/yield)
I am in the process of writing this (
not sure if it's the same idea you have), it's coming along very slowly as I'm currently not using berries, until a new region is made, but it's start... I'm currently very knowledgable about how to read and write VIA .txt files as this is what I've been learning most recently.
Maruno's List said:
Add support for registering non-Key Items (e.g. Repel)
o Delete 1 of the registered item each time it's used (unless it's an important item) – it's difficult to decide when it was used successfully
o Deregister everything when you've run out of the registered item
o Alternatively, make F5 pop up a menu listing every item/move that can be used – context-sensitive
This is a good idea, I've never thought of this.
Maruno's List said:
Add a Gen 3-and-later style starter selection screen
I made a PokéBall viewing type screen, where the screen changed to grey, 3 PokéBalls appeared and depending on left or right button being pressed 2 balls shaded grey and the other ball opened and the Pokémon sprite was shown, it didn't start right however, all balls were coloured properly instead of one already selected, for one to be selected a button had to be pressed and if left was pressed, the left ball would be open, if right was pressed, the center ball was open (
you can see the "not right" part there)... But I scrapped it a long time ago to change for how my starter Pokémon choice is now, I can hunt this down for you... I think it will be a massive push, but I will look into it and let you know.
Maruno's List said:
Add into Options screen an "instant" text display option
Good idea, but this would look horrible unless it's for 1 word sentences!
Maruno's List said:
Allow the uploading of your own team, and downloading someone else's team for an NPC to use
This would be a good idea, I've looked into this, vaguely though! And I've come up with one solution, don't bother, haha... I didn't go into much detail though, just a quick check really.
Maruno's List said:
Allow multiple saves (with limited slots)
o One slot per adventure, or any adventure can save to all slots?
o "Continue" will resume the latest save, but can also load another savegame
o Allow saves to be named?
I don't see the point... If you go ahead, deffinitly have continue to use last saved game, also, keep, how the screen looks, but, replace that big boring space underneath new game and options to "view" recent saved games, with the Pokémon icons to the right in, not so much a list, but a row styled list, an idea, but I wouldn't go too much into this as of now.
Maruno's List said:
Add a Mystery Gift feature
o Can distribute items and Pokémon this way (one at a time)
o Can use it to set Global Switches/Variables
o Need to limit the player to 1 of each gift somehow (save a copy of every gift code received, then do a comparison?)
o Include a brief message with each gift
o Gift Pokémon are generated when received, and can have different pIDs/etc. unless overwritten by the gift
o Have a default OT/OT ID/OT gender
I thought mystery gift was available already, I have it in my game... I don't use it though.
Maruno's List said:
Add swarming Pokémon
o There is a list of swarming Pokémon, and the map/encounter method/levels for each of them
o One swarmer is chosen at random at midnight, but only if a certain switch is ON (typically set upon gaining the National Dex)
o When determining an encounter, there is a 40% chance that it will be with a swarming Pokémon, and 60% chance of a regular encounter
o A registered trainer on that map can call the player to tell them about swarm (needs new messages)
I'm currently in the midst, of working on this, hold back on this, as I'm getting pretty close to comepleting this, just trying to get help from KitsuneKouta on something which, if possible, this will have to change... As of now, swarms can be made by using touch events when switch[blah] is on... I have overworld encounters in my game and to make them work as iff they "flee", I use a variable:
random variable[blah] = 0-4.
if variable[blah] == #, make wild encounter.
That would give the Pokémon a chance of encounter... It works, it's fine, but messy, hence why I'm working on another way... Oh I should never use the word "hence".
Maruno's List said:
Region map:
o Allow changing the map graphics at various times, e.g.
§ Change the map picture itself (to show visited hidden locations)
§ Colour in town dots when visited (wall maps are always fully coloured)
o For unvisited locations, maybe don't show location details (in player's map only)?
In addition to this, maybe add a clickable map, like a co-ordinates thing, like one of the Final Fantasy games, think 10, where to find secret locations, you click the co-ordinates...
Maruno's List said:
Battles:
o Add support for battlers that animate only upon when being sent in
o Let constantly animated Pokémon be animated even while using a move and during messages
o Make battlers glow a given colour if they have a given status
o Allow trainer back sprites to be any number of frames in length?
o Some function code-related effects are elsewhere in the scripts, but could be put into that code's class (e.g. 0D Blizzard's accuracy check)
o If there is no throwing ball animation, make the "player throw out Pokémon at start" ball animation happen only after the player's sprite has left the screen?
o Add a variable to each species in encounters.txt which determines if/how likely that Pokémon will flee
o Show the animations of bits of grass/water droplets when entering a battle
o Add a constant sound effect for low HP
o Include a trainer comment that gets the enemy trainer to slide back in upon sending out their final Pokémon, to say something
In you saying this, I'm working on the flee'ing thing and a bunch of other things, as I said earlier, I'm looking into the .txt file editing, when I get something worth showing, I'll give you this.
Maruno's List said:
Saving and loading:
o Details of a savegame to show can include:
§ Player's name
§ Play time
§ Badges
§ Pokédex completion (seen/owned)
§ Icons of player's party – more information about them?
§ Location
§ Money
§ Time of save
§ Number of save
There is a lot of space as it stands at the moment... I think some more things should be added, all the above is fine, how about a picture of your character?
I covered quite a lot here, I don't mean to, but sometimes what I do turns into running commentry haha... I did see a lot that doesn't need doing... I didn't go over any of the bugs... Just things you are considerring to do or change... This is my input on the list itself and my contribution will come soon with some new scripts, edits and events that can cover some of these... Essentials will be a well worked team effort and in future hopefully be better than the official games, that's something we should aim for, although a high target, we can make this a great project.