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).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?
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.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.
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).
And then the player walks backwards.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.
That... The.. You... I...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.
And that's what the automating is for. :)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...
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 bugs/issues are the main focus for the next update?
Perhaps you can make the berry system work...
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).That sounds good. (What do you mean by 4 to 8 players?)
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.Perhaps you can make the berry system work...
All items/moves/abilities from up to Gen 5 will be included. Gen 5 Pokémon are iffy, as mentioned before.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.
I think I turned perspective mode on once, and I wasn't impressed. I'm unlikely to look into this.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.
But the Unova Pack use the standard Essentials method of adding new pokémon, moves and TMs, do you change something?That's something you should ask the maker of the Unova pack about. This is a thread about Essentials.
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).But the Unova Pack use the standard Essentials method of adding new pokémon, moves and TMs, do you change something?