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[Other Question] Are these features present in Essentials 19?

Hello,
In the eventuality of a migration to Pokémon Essentials, I am looking to see if the latest version of this starter kit has certain features.

• All scripts in external ruby scripts
It seems to me that yes since v19. There is no longer any need to use the RPG Maker XP script editor (which lacks a lot of ergonomics).

• Ruby 2.5 (at least)
In my own scripts I have used ruby commands which will not be valid on Ruby 1.8 as "clamp". Looks to me like Essentials 19 has gone up to Ruby 3.0

• Translations via CSV (internationalization of texts)
I know that some fangames like Pokémon Uranium have a multilingual system. Does Pokémon Essentials natively include a feature that allows you to write the text of its Events to external text files (usually in CSV format)?

• Custom tags for dynamic texts
This functionality consists of being able to attach a tag of your choice to a text via a scripted command, then when a text containing this tag is displayed, the tag will be replaced by the assigned character string. It's like the \V[number] or \C[number] in RMXP, but with the tags of my choice. Example: "[POKEMON], go!" becomes "Pikachu, go!" if I assigned the string "Pikachu" to the tag "[POKEMON]"

• Auto shadow under events
It seems to me to have seen a mod by Golisopod User which allows to have an automatic shadow under the OW in map.

• Unlimited maplink
As I make my maps using the terraforming technique and they are perfectly joined, I need to be able to link more than one map by cardinal point.

• Loopable musics
With fmod, you can automatically loop music with a LOOPLENGHT and LOOPSTART tag. Does the latest version of Pokémon Essential have similar functionality?

• Customizable resolution
RPG Maker XP theoretically limits to a 640x480. Pokémon Essentials is 512x384 by default. Is it possible to choose a larger resolution such as 1280x720?

Bonus: Elite Battle System
By far the most popular mod of Essentials by Luka S.J, long remained compatible only with v17. It seems to me that recently, a version has been adapted for v19 (Elite Battle DX).

Bonus 2: mkxp-z?
I seem to have read that this is an optional feature, and that has its advantages and disadvantages. The pixels are smoothed, for example, which may or may not please.

Thank you for your answers.
 
  1. Already possible, even before Essentials v19.
  2. Yes. It's using Ruby 3.
  3. Already possible, even before Essentials v19, but not using CSVs. You can read about how Essentials handles translations here. https://essentialsdocs.fandom.com/wiki/Translating_the_game
  4. Just use \v[X]
  5. Yes, using the Overworld Shadows EX plugin. https://www.pokecommunity.com/showthread.php?p=10355230
  6. I don't understand what you're saying.
  7. Yes.
  8. Already possible, even before Essentials v19.
  9. Yes, using the Elite Battle: DX plugin. https://luka-sj.com/res/ebdx
  10. Yes, but this isn't an optional feature, and the info you have about what mkxp-z does is wrong.
 
Thank you Golisopod User for your answers. Most of them are "yes", that's nice.

3. From what I read on the Wiki, it is not possible to have more than one language at a time. It only speaks of an import - export of texts. After, I know that some fangames like Uranium or Xenoverse offer a choice of language (so several languages are included in the full game)

4. It will be problematic for a text that is displayed outside the map. (For example in combat.) It also lacks ergonomics, because we can only assign numbers to our alias.

6. It's about this topic: https://essentialsdocs.fandom.com/wiki/Connecting_maps
I was asking if it was possible to connect multiple maps. (For example, 3 maps to the north)

Golisopod User said:
Yes, but this isn't an optional feature, and the info you have about what mkxp-z does is wrong.
I based myself on what I saw while playing Pokémon Xenoverse. (There are two executables: with and without the module). This is why I spoke of optional module.
 
3. From what I read on the Wiki, it is not possible to have more than one language at a time. It only speaks of an import - export of texts. After, I know that some fangames like Uranium or Xenoverse offer a choice of language (so several languages are included in the full game)
Yes, and that extracted text can be translated, imported and switched ingame for adding multiple language functionality. Please read the wiki page properly, and not just the captions under the photos.

4. It will be problematic for a text that is displayed outside the map. (For example in combat.) It also lacks ergonomics, because we can only assign numbers to our alias.
Text inside battles is usually hardcoded, so I don't see a use case for Dynamic Tags anyways. And Essentials already comes with its own method of variable substitution in hardcoded text through _INTL. It'd be better if you go through the battle code if possible, since that'd help you understand better.

6. It's about this topic: https://essentialsdocs.fandom.com/wiki/Connecting_maps
I was asking if it was possible to connect multiple maps. (For example, 3 maps to the north)
Yes.

I based myself on what I saw while playing Pokémon Xenoverse. (There are two executables: with and without the module). This is why I spoke of optional module.
Xenoverse doesn't use "the latest version of Essentials" though. It uses and older version of mkxp-z with Ruby 1.8. Essentials v19.1 on the other hand uses the latest version of mkxp-z with Ruby 3. It was very difficult to maintain dual compatibility for the regular RGSS (Ruby 1.8) and mkxp-z (Ruby 3) for various reasons, and so RGSS was removed entirely in very early stages of v19's development, making mkxp-z the "default". The smooth pixels you see in Xenoverse is just the game's artstyle, it isn't caused by mkxp-z. You can play other mkxp based games like Pokemon Splice, Pokemon Bushido, Pokemon Reborn, Pokemon Rejuvenation and the numerous games made in v19 and you'll see that no pixel smoothening takes place in them.
 
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