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[Archive] The Pokémon Essentials Wiki

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We don't even have all real mon, fakemon can wait.
I agree with you, ЩѻƦḽᶑʂḽдƴƹƦ.

The fakemon I've made are all based on gen III sprites, so I personally have to wait on how things turn out before I go about remaking/implementing them.
 
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Also, here's an idea I've had for a while about those multiple-map-routes like you mentioned. How do you like the idea of the kit automatically not showing the name if the player enters a new map with an identical name to the previous map? It shouldn't be too difficult, no?
That's a nice idea. At the moment, stopping the signposts showing up is done manually, but that could really help. I'm just wondering if there are any cases where automating it would be a bad thing (can't think of any, though).


What about the people who do not want fakemon in their games? Seems to me like those who want to add their own fakemon are generally more keen on how to add pokemon as opposed to some people who know nothing of RMXP and need to remove a pokemon because not only do they not want fakemon in their, they have to figure out how to remove one which is not something that is commonly done.
If the fakemon were included, they wouldn't be included by default. People who wanted to use them would have to add them themselves - Essentials would just provide the graphics and data, and it's up to the user to put them in the right places.

Essentials won't have fakemon, though. It was just a random thought I had, and like many of them it's no good. I just thought it would be a conversation piece, even though it was unlikely to lead to anything.
 
That's a nice idea. At the moment, stopping the signposts showing up is done manually, but that could really help. I'm just wondering if there are any cases where automating it would be a bad thing (can't think of any, though).


If i understand correctly, Your talking about a long route that takes up two maps... you can already do this, using the metadata &/or Editor,

Goto: Essentials folder > Editor > Set Metadata > Select the map you want name to show, and set ShowArea=true then on your secont map, but the same route Set ShowArea=false there you go, when the player travels to the new map in the same route the area name wont show up again

There is nothing wrong with using the above method to get the job done its simple and effective. automating it would just be a waste of time that could be spent working on something else
 
There is nothing wrong with using the above method to get the job done its simple and effective. automating it would just be a waste of time that could be spent working on something else
And then the player walks backwards.
 
Huh? This is new to me, your saying the player starts to walk backwards where the maps connect??
That... The.. You... I...

... Um... What the heck made even figure I meant that?

No. I mean they turn around. The player manually turns around after moving onto the new map and walks back onto the old one with ShowArea=True. You should know what's the problem there.
 
That... The.. You... I...

... Um... What the heck made even figure I meant that?

No. I mean they turn around. The player manually turns around after moving onto the new map and walks back onto the old one with ShowArea=True. You should know what's the problem there.

lmao i have no clue.. :) I didnt think about that.. i guess their is a problem, maybe essentials can use a option show area once kinda function...
 
lmao i have no clue.. :) I didnt think about that.. i guess their is a problem, maybe essentials can use a option show area once kinda function...
And that's what the automating is for. :)


What bugs/issues are the main focus for the next update?
Nothing special, just some tweaks to make things work a bit better. The LandMorning, etc. encounter methods are back in, you can easily have up to 8 players now instead of 4 (and more easily add even more of them), the External Editor has been updated to match up with previous changes, and the battle screen now looks nicer at any screen resolution. Plus other stuff. I want to do something interesting for the next release, but I'm not sure what.

What I'd like to get done in the near future (not necessarily the next release, though) is getting the kit full of FRLG graphics (to keep the style consistent, i.e. no random RSE graphics in there), overhaul the example maps (including using a better tileset), and rearranging the move function codes. These are the next "big" things I want to do.

The biggest thing I want to do, of course, is upgrade the kit to semi-DP standard (this means it looks like DP except no dual screen, no touch screen, and no particular concerns about updating the tilesets). But that involves a lot of effort, so I'll get the simpler things out of the way first.
 
I still think we should slingshot past gen iv to gen v, at least in terms of pokemon/moves. If we do, we don't have to worry about being two gens behind in that area.
 
That sounds good. (What do you mean by 4 to 8 players?)
PlayerA, PlayerB, PlayerC and PlayerD. A is the male option and B is the female option, by default. With the next release you can go all the way up to H as standard, and it's easier to go even beyond that (it still requires some script edits, though).

It helps if you want multiple outfits for your player characters, and could even be used for a very inefficient character customisation thingy (every combination would need to be included separately). Alternatively, you could just let the player choose to be a Bug Catcher or Ace Trainer, etc. (they would still need to be set up separately to the NPC trainers of the same type, but at least there's room for that now).


Perhaps you can make the berry system work...
It works as it does in Gen 3, even the watering feature. The graphics should be relatively simple to add in, providing we have all the graphics (one charset per berry plant should work - there are 64 berries). Berry plants are animated, of course.

They're available here: https://www.spriters-resource.com/ds/pkmndiamondpearl/sheet/31929. If you want to turn them into charsets, let me know via PM and I'll advise further how to set them out.


I still think we should slingshot past gen iv to gen v, at least in terms of pokemon/moves. If we do, we don't have to worry about being two gens behind in that area.
All items/moves/abilities from up to Gen 5 will be included. Gen 5 Pokémon are iffy, as mentioned before.

I say Gen 4, and more specifically DP, because DP is the game least dependent on the lower screen - it's easiest to tweak the various menus in DP to work in a single screen (for comparison, it'd be impossible to do that for the HGSS party screen and others). Although, rather than strictly mimicking a single game, it will eventually end up as a hodge-podge of whatever looks good.


or you could even see if you can work on the perspective view some
I think I turned perspective mode on once, and I wasn't impressed. I'm unlikely to look into this.
 
Sounds good, Maruno. You're right, in the end PE will be it's own thing. And hopefully, those who make fan games off of it will customize it more.
 
I think making the kit exclusive to one generation is a good idea, rite now its mixed with all of them, which is a mess.. and i think the kit should be stripped down and only contain 3rd gen features/graphics, however all the scripts and data that add the additional features and functionality should be compiled into a certain place like a Essentials Add-Ons kinda thing..
 
I don't know, as someone who has only played up to the third gen I'm rather tired of it's aesthetics. I don't think PE needs to be any more outdated than it is, and I can only imagine that people more familiar with the current gens are more annoyed with it.

Maruno is right, let's get to Gen IV at least in the areas that we can.
I'm wiling to create all of the Gen IV trainer classes, and get started changing the trainer graphics (batter and charasets) to Gen IV. We should also change to Gen IV tilesets, I've seen one major one around these forums.
 
Essentials can contain several tilesets - they're just resources, after all, and that's what Essentials provides.

Personally, I prefer the FRLG tileset, because it was designed specifically to be used exactly how it is (no 3D models changing appearances), there are definitive tilesets out there (because they can be ripped directly, rather than recreated as and when) and I just generally like it.


But the Unova Pack use the standard Essentials method of adding new pokémon, moves and TMs, do you change something?
Not that I know of. It's still not my problem, though - I'm not going to limit Essentials updates just to make sure it stays compatible with the various mods out there (particularly one that's going to be mostly redundant soon).
 
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