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Your suggestions for Essentials

Started by seeker January 16th, 2012 12:54 PM
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  • 320 replies

seeker

Ireland
Seen 3 Weeks Ago
Posted May 20th, 2018
10,571 posts
10.5 Years
Pokémon Essentials Suggestions

This thread is for making suggestions of things you would like to see in a future version of Pokémon Essentials. When posting, you should follow these rules:
  • Don't repeat a suggestion that has already been made.
  • Don't report bugs or errors. There is a separate thread for that.
  • This thread is not for asking questions. You should make a new thread for your questions.
  • This thread is not for discussing a particular version of Pokémon Essentials. You can discuss the latest version in this thread instead.
Happy suggesting!

seeker

Ireland
Seen 3 Weeks Ago
Posted May 20th, 2018
10,571 posts
10.5 Years
Something I would like to do or see happen would be the RGBG (red, green, blue, grey) colour system when it comes to the tints in PokemonTime & PokemonUtilities to be changed to RGBA(red, green, blue, alpha). This means that I wish to see the grey changed to alpha, thereby making it possible to achieve good results in relation to the tints. I literally have no idea how to use the RGBG system, even with some research. However, finding the area where to change the grey and add alpha functionality instead is something I haven't been able to find. Thoughts on such an addition, and possibly where to start?
Male
Seen 3 Weeks Ago
Posted May 1st, 2016
188 posts
10.3 Years
I propose an alteration to the way encounters are defined. At present, we are given a list of predetermined percentages to which we can assign Pokemon and their levels. I think it would be more user friendly and certainly much more efficient to have users able to add as many or as few lines as they like, adding an extra variable for the percentage then including an error check to determine if the total encounter percentages equal 100. For example:

Route 1
BULBASAUR,1,5,50
SQUIRTLE,1,5,29
CHARMANDER,2,4,20
CHARMANDER,8,9,1

Where the values are, in order, Internal Name, Minimum Level, Maximum Level, and Encounter Rate (Percent). Thoughts?

Edit: I almost forgot, if it's not already possible can the ability to assign a map to more than one "tile" on the town map be included? Something in the vein of Jubilife City is inappropriate to assign just one map tile to. Separating the maps into one "tile" pieces is also a very large inconvenience that may affect user's ability to event scenes and what not. As an extension of that, is it possible to put the "player is here" icon on the map in a specific one of those multiple tiles based on where in the map they are? Thanks for your consideration.
Female
Seen May 18th, 2017
Posted April 15th, 2015
47 posts
8.1 Years
I think most people want more 4th and 5th gen move effects, especially with moves like Uturn, Psyshock, Dragontail, Sucker Punch, and Trick Room which are slightly exotic (and thus tougher for newer programers) but are widely used in official GF releases.

Also, support for boulder pushing puzzles, especially ones like pushing boulders through holes in the floors and onto switches that appeared in gen1 games in most caves, would be very appreciated.

Being able to have multiple roamers of the same species would be cool. Events like having the player clear out a swarm of ghosts from a room would be much easier to pull off.

Ability to set the Ability, Nature and EVs of a trainer's individual pokemon. I think it only pops up in the Battle Frontier in main games and against certain trainers, but it would be cool to do it for important trainers like gym leaders and such to make the game more challenging/customizable.

Icons for physical/special/status next to attacks.

5th Gen experience system. Seems to be a good candidate for Settings.

Eternal Dreamer

Dreaming my way to the top!

Male
USA
Seen February 4th, 2012
Posted February 4th, 2012
21 posts
7.7 Years
Two things that this kit needs:
A scroll bar for bag items, and ESPECIALLY for Debug mode when setting encounters and what-not.
When setting metadata, you can only have one battleback option? Why not have it where you can choose the battleback for whatever tile the encounter will occur on?

In example:
F9 > Set metadata > Battleback >
"Choose a category"
Water
Land
Cave
Rocksmash
(etc.)

Yes?
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FL

Pokémon Island Creator

Male
Seen 2 Hours Ago
Posted 1 Week Ago
1,808 posts
9.1 Years
Two things that this kit needs:
A scroll bar for bag items, and ESPECIALLY for Debug mode when setting encounters and what-not.
When setting metadata, you can only have one battleback option? Why not have it where you can choose the battleback for whatever tile the encounter will occur on?

In example:
F9 > Set metadata > Battleback >
"Choose a category"
Water
Land
Cave
Rocksmash
(etc.)

Yes?
Have you tried to use PageUp/PageDown to scroll? Maruno really need to make this feature more clearer.

Maruno

Lead Dev of Pokémon Essentials

England
Seen 2 Days Ago
Posted 3 Days Ago
5,186 posts
11.7 Years
Have you tried to use PageUp/PageDown to scroll? Maruno really need to make this feature more clearer.
Please do tell me how this would be done, when half the more common controls in Essentials aren't listed either.
Go to the Essentials Docs Wiki

Essentials Docs Wiki

Follow me on Twitter: @maruno42


FL

Pokémon Island Creator

Male
Seen 2 Hours Ago
Posted 1 Week Ago
1,808 posts
9.1 Years
Please do tell me how this would be done, when half the more common controls in Essentials aren't listed either.
In some event in sample maps or even in the blue screen at Oak "Controls" options.
I even made the icons (and one for F8) in attachment for the use on my game, but I want to share with everyone, even you if you want to put in default kit.

Pia Carrot

Age 24
Male
Seen 1 Day Ago
Posted August 18th, 2019
819 posts
9.2 Years
I propose lots of new battle animations. The ones in Essentials (atleast in my version, dunno about the 2 newest releases) are rather dinky...


Ho-oh 112

Advance Scripter

Age 23
Male
Seen March 8th, 2014
Posted March 8th, 2014
310 posts
8.7 Years
Also, support for boulder pushing puzzles, especially ones like pushing boulders through holes in the floors and onto switches that appeared in gen1 games in most caves, would be very appreciated.

Being able to have multiple roamers of the same species would be cool. Events like having the player clear out a swarm of ghosts from a room would be much easier to pull off.
1. I have successfully made a boulder pushing puzzle WITHOUT SCRIPTING, you just need to read the map x/y of the puzzle and when they are correct an autorun/parrellel process runs the effect.

2. I thought this was already possible (didn't check yet...)

3. I would like to see a universal screen like the i-pad and other things it's 1 screen but you can touch(in this case click) on an object and something will happen(mostly used for Guis....) but using these for pokedex scrolling/battles/pokegear it could be better(in terms of features, I really hate using the D-pad in the hand-held games for typing my name/ other processes that may take a while(1 minutes+) excluding battles though...)
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FL

Pokémon Island Creator

Male
Seen 2 Hours Ago
Posted 1 Week Ago
1,808 posts
9.1 Years
Keep a look that some question threads also have good feature suggestions (like Disabling PokeGear features).

Maybe the debug can have a "refresh map" option? This can be useful when chaging switchs and variables, but need to be a separate option.

Some debug menus like battling a wild pokémon can't be cancelled, can made it cancelable?

FL

Pokémon Island Creator

Male
Seen 2 Hours Ago
Posted 1 Week Ago
1,808 posts
9.1 Years
There should be a thing when pokemon is fainted he cant use hm/tm outside of battle.
Impractical. Imagine a trainer trapped in one ground tile after the surf pokémon is defeated after hooked some strong pokémon, just a example.

This only can be usable if you limit to moves like Flash.

D. Lawride

Audi Famam Illius, Scriptor!

Male
Lusolandia
Seen June 21st, 2018
Posted March 6th, 2015
577 posts
10.2 Years
Quick suggestion; last time I checked, the internal name of Pokémon had a character limit to it. Maybe it would be better to either allow the developer to manipulate the character limit or remove it entirely? (Note that I'm referring to the internal name, not nicknames)

I've tried editing it once manually through the scripts, but once it started compiling it was errors galore.

Maruno

Lead Dev of Pokémon Essentials

England
Seen 2 Days Ago
Posted 3 Days Ago
5,186 posts
11.7 Years
Quick suggestion; last time I checked, the internal name of Pokémon had a character limit to it. Maybe it would be better to either allow the developer to manipulate the character limit or remove it entirely? (Note that I'm referring to the internal name, not nicknames)

I've tried editing it once manually through the scripts, but once it started compiling it was errors galore.
There are no limits on the lengths of internal names of things, only the display names. I just tried it with BULBASAURBULBASAUR, and it worked just fine.

Even if there was a limit, I can't see why it would be useful to remove it.
Go to the Essentials Docs Wiki

Essentials Docs Wiki

Follow me on Twitter: @maruno42


D. Lawride

Audi Famam Illius, Scriptor!

Male
Lusolandia
Seen June 21st, 2018
Posted March 6th, 2015
577 posts
10.2 Years
There are no limits on the lengths of internal names of things, only the display names. I just tried it with BULBASAURBULBASAUR, and it worked just fine.

Even if there was a limit, I can't see why it would be useful to remove it.
Oh. My bad then, meant the display names.

Sometimes it's really just the matter of a single character missing in the name because the character limit doesn't allow it. Wouldn't be the first time I've needed to rename some of the Fakemon, for example, because there was a single character missing at the end.

I'm just saying it would allow a little more flexibility for the developers.

zingzags

PokemonGDX creator

Age 25
Boston
Seen October 13th, 2016
Posted August 14th, 2016
536 posts
10.7 Years
I think there should be a way to get variables, and stuff to become part of map names, for example something like [PN]'s Room would become Sally's Room or w.e name is defined as PN, and the same with variables [V23] is variable number 23.
Check out the Pokemon Game Engine I am working on:
https://github.com/sjosegarcia/Pokemon

Maruno

Lead Dev of Pokémon Essentials

England
Seen 2 Days Ago
Posted 3 Days Ago
5,186 posts
11.7 Years
Oh. My bad then, meant the display names.

Sometimes it's really just the matter of a single character missing in the name because the character limit doesn't allow it. Wouldn't be the first time I've needed to rename some of the Fakemon, for example, because there was a single character missing at the end.

I'm just saying it would allow a little more flexibility for the developers.
Feraligatr and Victreebel have already suffered from the 10-char limit.

I actually think having the limit is more useful for developers, since it tells them that word X (species name, item name, move name) will never be bigger than such and such, so they can more easily design their GUI knowing that there will never be lengthy names which they would otherwise need to allow for. I know the limits are helping me in my GUI redesign.

If it wasn't for that, I would have at least upped the limits already. However, "that" is really too important to change.


I think there should be a way to get variables, and stuff to become part of map names, for example something like [PN]'s Room would become Sally's Room or w.e name is defined as PN, and the same with variables [V23] is variable number 23.
You make a very interesting suggestion. I hadn't thought of that before. I'll definitely have a look into it.
Go to the Essentials Docs Wiki

Essentials Docs Wiki

Follow me on Twitter: @maruno42


zingzags

PokemonGDX creator

Age 25
Boston
Seen October 13th, 2016
Posted August 14th, 2016
536 posts
10.7 Years
You make a very interesting suggestion. I hadn't thought of that before. I'll definitely have a look into it.
IIRC, I think NM7, HM7, and etc uses it when its defining the camera view, also making the text into different colors, like [\\b] will be the color blue.
Check out the Pokemon Game Engine I am working on:
https://github.com/sjosegarcia/Pokemon

Yuoaman

I don't know who I am either.

Age 27
Male
Ontario, Canada
Seen June 27th, 2019
Posted December 12th, 2018
4,620 posts
14.3 Years
This is just a feature some friends thought would be pretty neat - the ability to set nicknames for Pokemon belonging to NPCs, mostly for just major characters and the like.
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AmethystRain

pixie-powered judgment!

Female
Seen September 2nd, 2019
Posted March 11th, 2019
250 posts
7.5 Years
Seconding the above. I'd also like, more so, clearer control of Trainer teams, abilities at least (though I feel like there's probably someway to do this with a script?) but maybe EVs, too?
My audience hails from an online battle simulator- they're used to competitive grade battles. AI will never measure up to humans, so I'd like to be able to at least construct the teams intelligently, rather than resorting to jacking up the levels for difficulty.

I'll compile a larger suggestion list for you as well, after I release my next demo.
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