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![[PokeCommunity.com] Generation 8 Project for Essentials v19.1 [PokeCommunity.com] Generation 8 Project for Essentials v19.1](https://i.postimg.cc/9FCv4nTH/f2jp-TJ74-Fq.gif)
![[PokeCommunity.com] Generation 8 Project for Essentials v19.1 [PokeCommunity.com] Generation 8 Project for Essentials v19.1](https://i.postimg.cc/tCk8FNtZ/mlq0-MMBlga.gif)
Generation 8 Project for Essentials v19.1
Generation 8 Scripts, PBS, Sprites, Cries and more, all formatted for Essentials v19.1
Overview:
Essentials v19 did bring some great improvements such as performance boosts through mkpx-z, customizable event sizes, customizable controls, HTTPS support, and more! However, it was missing one key feature that we all wanted ... Generation 8 content. So, while we wait for the eventual v20 to bring this content, I have undertaken the task to bring Generation 8 to Essentials v19 by myself. I've taken the liberty to port all of the code, PBS, sprites and cries from the old Generation 8 Project, format it for v19 and improve upon it.
Features:
- PBS for items, Pokemon, Moves, Abilities etc from Gen 1-8 (including IoA, CT and BDSP), formatted to work with v19.1.
- Battler and Icon Sprites for all Pokemon from Gen 1-8 (including IoA, CT and BDSP), formatted to work with v19.1 (and EBDX).
- Overworld Sprites for all Pokemon from Gen 1-8 (including IoA, CT and BDSP), formatted to work with v19.1 and Following Pokemon EX
- Icons for all Items from Gen 1 - 8 (including IoA, CT and BDSP).
- Scripts for Moves, Abilities, Items, Evolution Methods etc from Gen 1-8 (including IoA, CT and BDSP).
- Scripts for all new mechanics like Square Sparkle Shinies, Brilliant Pokemon, Pokemon Box Link, Number Battled, Flying Taxi and EV Maximization through Hyper Training.
- Added EBDX's Bitmap Wrapper to scale sprites in code with no hassle.
- Fixes for a few bugs in v19.1, over the actual base v19.1 fixes.
- Updated auto sprite renamer, for easy compatibility with Gigantamax from the ZUD plugin
- Full compatibility with EBDX and the ZUD Plugin (and both simultanously).
- Plug-and-Play installation.
Fixes from the Previous Version:
Spoiler:
- All Pokedex entries and Egg Moves have been updated to Generation 8 standards.
- All reported bugs with moves, items, tms and pokemon PBS have been fixed
- Alot of the scripts have been vastly improved, with alot of refactoring.
- The game is set to run at 60 FPS by default.
- Most, if not all, bugs from the last project have been fixed.
- Added Overworlds for almost all missing Pokemon.
- Updated all sprites to the latest version from the XY Sprite Project.
- No more tiny backsprites, thanks to Luka S.J.!
- Repositioned all of the battler sprites, for base Essentials and EBDX!
- Added in all the missing Pokemon and Item Icons.
- Updated all GMax Battlers and Icons to match the ZUD Plugin.
- Added all the script changes from the ZUD Plugin into the main version for seamless integration.
- Scripts are provided in both, rxdata form (for base Essentials users) and extracted form (for users of the GitHub version of Essentials)
Fixes from base Essentials v19.1:
Spoiler:
- Fixed crash when force compiling encounters from the Debug Menu.
- Fixed battle items like Focus Sash not working.
- Fixed crash after levelling up to 100.
- Fixed crash with AI of Mind Blown.
- Fixed crash with the ability Mummy.
- Fixed default Essentials battle intro animation not working.
- Fixed most, if not all, ASCII-8BIT to UTF-8 crashes.
- Fixed trainer's trainer type possibly being an integer rather than a symbol.
- Fixed player's feet remaining invisible after being in tall grass and performing a map transfer to elsewhere.
- Fixed error when showing a Pokémon to the Move Relearner who doesn't have any level-up moves it can relearn.
- Fixed problems when you have multiple dependent events and one is removed.
- Fix for Trainer Type Editor spamming the console with error when showing the "New Trainer Type" option.
- Fixed some game data not being cleared before compiling.
- Fix for messages not being reloaded after the game is compiled.
- Fixed messages in plugin scripts not being extracted for translating.
- Fixed AI bug with Natural Gift when a Pokémon has no item.
- Fixed bad code when checking if a trainer has a Pokémon of a given type.
- Fixed favoured type Wild Pokemon Generation.
- Fixed Plugin Manager crashing when optional dependencies of Plugin is not installed.
- Fixed Relic Song crashing when interacting with Meloetta's form change.
- Fixed unused items not returning to bag after their usage is cancelled by pressing BACK.
- Fixed Gale Wings requiring full HP if MECHANICS_GENERATION is less than 7.
- Fixed z values of Trainers and Pokemon in battle, so that the Front Sprite of a Pokemon doesn't go above the back sprite of a trainer.
- Fixed switching moves executing their effect after a battle has ended.
- Fixed Pokeradar not working all the time.
- Fixed crash when compiling trainers.txt using the old format.
- Fixed crash when using the move Conversion.
- Fixed error in debug Pokémon editor when changing moves.
- Fixed error when creating colored plane for backgrounds.
- Fixed Magician, Pickpocket, Sticky Barb, Covet, Thief not affecting held items after the battle is over.
- Fixed Symbiosis doing nothing.
- Fixed Roost not roosting
- Fixed Normalize not boosting damage
- Fixed crash in Bug Catching Contest.
- Fix loading a game after event command "Return to Title Screen" starting a loop.
- Fixed Particle effects on Route 3 not working.
- Fixed Shadow Pokemon natures not showing up in the summary.
- Fixed opponent Shadow Pokemon being able to go into Hyper Mode.
- Fixed Acrobatics not being affected by gems.
- Fixed bug in the animation editor which prevented the text cursor from going left.
- Fixed Pokédex searches not considering the properties of alternate forms.
- Fixed form-inheriting code in breeding not considering forms past 1.
- Fixed Ability Capsule not working.
- Fixed Sylveon's evolution crashing the game.
- Fixed Magic Bounced moves not failing.
- Fixed weather graphics not centering on screen.
- Fixed crash when walking into a deep bush tile on a connected map.
- Fixed Pomeg berry allowing you to skip trainers.
- Fixed Map compiler not saving map names.
- Fixed small issues with the Credits screen.
- Fixed some forms such as Basculin, Scatterbug, Oricorio etc being randomized.
- Fixed fogs not displaying properly.
- Fixed Transferring the player automatically cancel surfing or diving.
- Fixed Toxic Orb not affecting a Poison Pokemon with Corrosion.
- Fixed default weather on maps being incorrect sometimes.
- Fixed Title Screen not working when no splash images are defined.
- Fixed a small chance to crash when Trading
- Fixed missing dat file errors.
- Fixed cries being pitch shifted anywhere else other than in battle.
- Fixed critical captures not showing rge correcr animation sometimes.
- Fixed Encounters Version not updating the encounter table instantly.
- Fixed Fishing animation and running through grass being janky.
- Fixed player not adhering to move speed and charset changes by move routes.
This plugin is not compatible with Essentials v18.1, v17.2, v16.2, or any other older version of Essentials. I do not plan to add compatibility for any of them.
Download Link
Please Credit the following people when using this plugin.
Spoiler:
- Battler Sprites:
- Gen 1-5 Pokemon Sprites - veekun
- Gen 6 Pokemon Sprites - All Contributors To Smogon X/Y Sprite Project
- Gen 7 Pokemon Sprites - All Contributors To Smogon Sun/Moon Sprite Project
- Gen 8 Pokemon Sprites - All Contributors To Smogon Sword/Shield Sprite Project
- Overworld Sprites
- Gen 6 Pokemon Overworlds - princess-pheonix, LunarDusk, Wolfang62, TintjeMadelintje101, piphybuilder88
- Gen 7 Pokemon Overworlds - Larry Turbo, princess-pheonix
- Gen 8 Pokemon Overworlds - SageDeoxys, Wolfang62
- Gen 1-5 Pokemon Overworlds - MissingLukey, help-14, Kymoyonian, cSc-A7X, 2and2makes5, Pokegirl4ever, Fernandojl, Silver-Skies, TyranitarDark, Getsuei-H, Kid1513, Milomilotic11, Kyt666, kdiamo11, Chocosrawlooid, Syledude, Gallanty, Gizamimi-Pichu, 2and2makes5, Zyon17,LarryTurbo, spritesstealer
- Icon Sprites
- Gen 1-6 Pokemon Icon Sprites - Alaguesia
- Gen 7 Pokemon Icon Sprites - Marin, MapleBranchWing, Contributors to the DS Styled Gen 7+ Repository
- Gen 8 Icon Sprites - Larry Turbo, Leparagon
- Cry Credits:
- Gen 1-6 Pokemon Cries - Rhyden
- Gen 7 Pokemon Cries - Marin, Rhyden
- Gen 8 Pokemon Cries - Zeak6464
- PBS Credits:
- Golisopod User, Zerokid, TheToxic, HM100, KyureJL, ErwanBeurier
- Script Credits:
- EBS Bitmap Wrapper - Luka S.J.
- Gen 8 Scripts - Golisopod User, Maruno, Vendily, TheToxic, HM100, Aioross, WolfPP, MFilice, lolface, KyureJL, DarrylBD99, Turn20Negate, TheKandinavian, ErwanBeurier
- Compilation of Resources:
- Golisopod User, UberDunsparce
- Porting to v19:
- Golisopod User, Maruno
Instructions:
Spoiler:
Installing and Updating the Plugin:
Spoiler:
- Make a backup of your project incase you have any custom changes in your Scripts, PBS, Pokemon or Items folder.
- NOTE: Backing up your project basically means Ctrl+C your game folder and Ctrl + V it somewhere else to keep your changes from being permanently overwritten by the next step. You don't need to do it with some special script, or software, or cloud service.
- Delete the
Graphics/Pokemon/
andAudio/SE/Cries/
folders from your project. Also deleteGraphics/EBDX/Battlers/
incase you use Elite Battle: DX. - Extract all the contents of the ZIP file into your game's root folder. (The folder with Game.exe in it). This will make permanent changes to your project, so make sure you completed step 1.
- NOTE: Extract ALL the files from the zip. Do not pick and choose what you want. Don't extract just the PBS, or just the scripts, or only half of the PBS files (like just pokemon.txt), or only half the graphic files. You have to get the Game.exe that comes with the project as well, there are no execptions.
- This step is different depending on whether you use the GitHub version of Essentials or no:
- If you don't use the GitHub version of Essentials, or don't know what it is, then open the
Data/
folder in your game and delete the folder calledScripts
and the file calledScripts-Github.rxdata
. - If you do use the GitHub version of Essentials, then open the
Data/
folder in your game and deleteScripts.rxdata
and rename the file calledScripts-Github.rxdata
toScripts.rxdata
.
- If you don't use the GitHub version of Essentials, or don't know what it is, then open the
- This step is different depending on whether you use Elite Battle: DX or no:
- If you don't use Elite Battle: DX, or don't know what it is, then delete the folder called
EBDX
in theGraphics/
andPBS/
folders of your game. - If you do use Elite Battle: DX, then open the
Graphics/Pokemon/
folder in your game and delete theFront/
,Front Shiny/
,Back/
,Back shiny/
folders in there.
- If you don't use Elite Battle: DX, or don't know what it is, then delete the folder called
- Run the game in Debug Mode once. Compile the PBS data if possible.
- NOTE: If you do not see...
Code:You are using v1.1.2 of the Generation 8 Project for Essentials v19.1
The solution is to retry the installation steps.
This is what the console window should look like, if the plugin is installed correctly:
Spoiler:
- NOTE: If you do not see...
- Start a new game. It is vital that you start a new game after the first installation of this project if you don't want to crash immediately when entering a battle. If you are updating from an older version then it would be nice if you start a new save file, but it's not a necessity.
- Read through all of the Frequently Asked Questions before asking any questions related to the Plugin. I cannot re-iterate the importance of this step. I have taken the time to document all possible questions regarding the project and provide answers to all of them, for your convenience. Please go through all of them, to avoid causing any confusion and inconvenience for yourself and me. They have been sectioned into several categories so as to not overwhelm you when reading.
Frequently Asked Questions:
Spoiler:
Battler Sprites:
Spoiler:
Q: Why do some Gen 6 Sprites have different Palettes/Styles for their Front and Back sprites?
A: This is because the Gen 6 Smogon Resource is going through a major sprite revamp. This will be all made consistent eventually.
Q: The sprites in the Pokemon folder are at 1x scale. Will they look small in battle?
A: No. The project uses the EBDX Bitmap Wrapper which scales all Pokemon sprites in code. They will all be scaled based on some constants in the script section called
Settings
. Read further into the FAQ to change the factor the sprites are scaled to.Q: Why are the backsprites in battle so weird looking?
A: The project uses the EBDX Bitmap Wrapper which scales all Pokemon sprites in code. The Bitmap Wrapper is set to scale all backsprites to 3x scale in battle by default. Read further into the FAQ to change the factor the sprites are scaled to.
Q: Why are my battler sprites so HUGE?
A: The project uses the EBDX Bitmap Wrapper which scales all Pokemon sprites in code. The default Essentials sprites are already in 2x scale, so when the Bitmap Wrapper scales them up they become 4x scale.
To fix this, you'll have to edit the factor to which the sprites are scaled in the code. Read further into the FAQ to change the factor the sprites are scaled to.
Q: I hate the inconsistent pixel density between the front and back sprites. Can you fix it?
A: I believe that the BW sprites actually look much worse without being scaled, which is why I took the decision to change it. If you want to change it, you can read further into the FAQ to learn how to change the factor the sprites are scaled to, and manually reposition the 1374 backsprites yourself.
(If you are willing to compile, organize, rename and reposition and correct the sRGB profile of HGSS style backsprites, consistent with current base Essentials sprites, for all 898 Pokemon, I'll gladly include them in the project)
Q: I want animated Pokemon sprites. What should I do?
A: The project uses the EBDX Bitmap Wrapper, so you can use spritesheets (like the ones used in EBDX) for your animated battle sprites.
Q: Can I have certain Pokemon at certain scales, apart from the global Sprite Scaling constants?
A: You can do this very easily by setting a few properties in the PBS files. Read further into the FAQ to learn how.
Q: I added a custom sprite but it's flickering/behaving weirdly. What should I do?
A: Make sure the sprite you are using has a square canvas ie it's width and height are the same. It won't flicker if it's in a square canvas. This behaviour cannot be changed unfortunately.
Q: Female Wobuffet/Female Girafarig have HUGE sprites. What do I do?
A: These Pokemon don't have any sprites provided in the Generation 8 Project, so the sprites being used are the default Essentials sprites, which are not correctly scaled for the project.
Step 2 in the Installation and Update Instructions was meant to rectify this.
To fix this, delete the
Graphics/Pokemon/
folder from your game and re-install the project. Please don't skip any of the steps in the Installation and Update Instructions next time.Icons Sprites:
Spoiler:
Q: Where can I get Shiny Icons? Why aren't they in the pack?
A: Shiny icons don't exist officially, so they are not included in the pack. Essentials makes up for this by showing the Shiny Star Icon next to the Pokemon icon sprite in the party screen.
(If you willing to recolor/collect recolored icons, organizing and renaming them and correcting the sRGB profile, I'll gladly include them in the project)
Q: The icons don't seem to animate, unlike the one's in base Essentials. Can you fix this?
A: Since Gens 6-8 don't have a 2 frame animations, all the icon sprites provided by the project are standardized to be static with a small jump animation.
Feel free to report to me if any of the icon sprites don't have a jump animation.
Pokemon Cries:
Spoiler:
Q: After extracting the project, I have many duplicate cries in the Cries folder. What should I do?
A: Default Essentials cries are in .wav format, but the cries provided in the Generation 8 Project are in .ogg format so the cries from this project do not overwrite the default cries.
Step 2 in the Installation and Update Instructions was meant to rectify this.
To fix this, delete the
Audio/SE/Cries/
folder from your game and re-install the project. Please don't skip any of the steps in the Installation and Update Instructions next time.Q: Why not just provide Gen 6 to 8 Cries, since Essentials already comes with Gen 1-5 cries?
A: The cries in default Essentials are in Gen 3 style, so the cries are in 8-bit format. The cries provided in the Generation 8 Project are from the latest games, so they are high definition. Hence, the project provides replacement cries.
Q: Why are the cries in the Generation 8 Project in .ogg format instead of .wav like the default Essentials cries?
A: Ogg files are smaller in file size compared to .wav files. Earlier versions of the project did come with .wav files, but the total file size of all the cries added upto 100 MB. Ogg files also come with the neat bonus of being loaded faster than .wav files, by Essentials. Thus, this change was made.
PBS Questions:
Spoiler:
Q: Why is
Pokedex
entry missing in the pokemonforms.txt
for X Pokemon when it was there in the default Essentials PBS?A: I have added Pokedex entries in
pokemonforms.txt
for all the Pokemon that I could find. If you still think any are missing, feel free to report it.Q: The name of this move/Pokemon/ability/item is too big to fit the battle/summary/party/PC/bag/Pokedex screen. What should I do?
A: Generation 8 has a maximum character limit of 12 for move/Pokemon/ability/item names. However, Essentials was made with Gen 4 in mind, when the maximum character limit was 10. You will need to edit your UI/Graphics by yourself to accomodate this change.
Q: The description of this move/Pokemon/ability/item is too big to fit the battle/summary/party/PC/bag/Pokedex screen. What should I do?
A: I have gone ahead and manually edited the descriptions of all moves/Pokemon/abilities/items to fit the default Essentials UI, to the best of my capabilities. However, please let me know if inspite of this, you see any that don't fit the default UI.
Q: How can I set a trainer to have a Square Shiny Pokemon?
A: It should be as simple as adding the
SquareShiny = yes
property to the trainers Pokemon in the trainer.txt
.Q: How can I set a Pokemon to have a sprite at a certain scale apart from the global Sprite Scaling constants?
A: It should be as simple as adding
FrontSpriteScale = X
or BackSpriteScale = X
property to the Pokemon in the pokemon.txt
or pokemonforms.txt
. (The scaling will be applied to all gender variants, shadow and egg sprites of the Pokemon. You cannot add separate scaling for these unless you define them as alternate forms like Meowstic and Indeedee)
Script related Questions:
Spoiler:
Q: How do I evolve Milcery?
A: Use the Sweet of your choice on Milcery. The item decides the topping, but the "swirl" you'll get is semi-randomized. The old code for this evolution was bloated and complex and caused lag on maps. Changing it was probably for the better.
Q: How do I evolve Meltan?
A: An item called Meltan Candy has been added. Feeding 400 of this to Meltan will evolve it. This number can be changed in the Evolution entry for Meltan in pokemon.txt.
Q: How do I set up the evolution for Galarian Yamask?
A: Create a Player Touch event with the script command
pbEvolvePokemonEvent(:YAMASK)
. When ingame, the player needs to touch this event after getting 49 damage or more on their Yamask in 1 hit, before fainting or healing at a Pokecenter.Q: How do I set up the evolution for Kubfu?
A: Add the script command
pbEvolvePokemonEvent(:KUBFU)
or pbEvolvePokemonEvent(:KUBFU,1)
if you want Rapid Strike Urshifu. Then have the player interact with this event.Q: How do I combine the Fossilized Bird/Drake/Fish/Dino?
A: Add an event to your map with the event command
pbFossilCombiner
and have the player interact with this event. It should open a menu that allow combination of Gen 8 fossils. Adding new combos should be as easy as adding new values to the hash called "combos" inside the function.Q: How can I edit the scale to which the sprites are scaled globally?
A: Edit the Constants
FRONT_BATTLER_SPRITE_SCALE
and BACK_BATTLER_SPRITE_SCALE
in the script section called Settings
. Make sure to recompile your game after that.Q: The changed FPS looks weird, how can I fix it?
A: In the script section called
MKXP Compatibility
, change the Graphics.frame_rate = 60
to Graphics.frame_rate = 40
.Q: Why does the Pokedex show the Icon Sprite of the Pokemon where it normally shows Footprints? How can I revert this?
A: From Generation 6 onwards, the official games stopped showing the Footprint graphics in the Pokedex. This means that there are no official Footprint graphics for Pokemon from Generation 6 onwards.
Even if there are custom resources for Footprints, I don't want to include them because I don't want go through the process of renaming and fixing the sRGB profile of those sprites, and because I hate feet. So I thought of a suitable replacement for the footprint sprites and decided to go with icon sprites instead.
If you do have custom footprints and want to show Footprints in the Pokedex then you can revert this change easily. You just need to edit the Constant
DEX_SHOWS_FOOTPRINTS
in the script section called Settings
.Q: The sprites seem constrained to a "box" in some of the UI. Why? How can I edit these battler sprite constraints?
A: Most of the sprites provided in the Generation 8 Project are 192x192, that is 20% larger than the sprites in default Essentials. These sprites are too big for the UI in default Essentials, leading to them spilling out onto the UI and giving a shabby unpolished look to it. The Generation 8 Project avoids this by constraining the sprites to a specific width and height, corresponding to the space provided for Pokemon sprites in the base Essentials UI.
To edit the constraints for your own custom UI, edit the numbers inside the
.constrict
function in the script section called EBDX Wrapper Compatibility
. Eg: the [208, 164]
in @sprites["pokemon"].constrict
. These numbers correspond to the maximum width and height the sprite can be before getting cut off.Q: Has X bug from the previous version of the project been fixed?
A: I have made sure to fix all bugs that were reported from the previous version. If there's any unreported bug which hasn't been fixed, feel free to report it.
Q: I get an
incorrect sRGB profile
in the Debug Console. What should I do?A: All of the sprites included in the project have correct sRGB profiles. This is probably an error in your own custom graphics. To fix it, open your graphic in an image editor and save it again.
Q: I don't want to update the Generation 8 Project because I feel lazy and whiny and don't want to re-add the script changes required for compatibility with the ZUD Plugin. What should I do?
A: You don't have to do anything actually. All versions of the Generation 8 Project (v1.1.2 onwards) come with all the necessary changes required for the ZUD Plugin already installed. You're welcome lan.
Q: I don't use the ZUD Plugin. Will the ZUD changes present in the Generation 8 Project affect my game?
A: Nope. The ZUD Additions have been made in such a way that they are ignored when the ZUD Plugin isn't present in the Plugins folder, so you'd never even have to worry about the ZUD plugin.
New Mechanics Questions:
Spoiler:
Q: What is the Pokemon Box Link?
A: The Pokemon Box Link is a brand new item introduced in Pokemon Sword and Shield that allows the player to access the PC from the party menu from anywhere in the world, except certain areas.
Q: How do I access the PC from the Party Menu when I have the Pokemon Box Link?
A: Press the key called "Special" when in the Party Menu. It's D by default. You can check what that key is in your game by pressing F1. If you have some custom Party UI script, this change may be overwritten.
Q: How do I make the Pokemon Box Link inacessible in certain areas?
A: In the script section called
Settings
, change the number for POKEMON_BOX_LINK_SWITCH
to a Game Switch number of your choice and set that switch to true when you want to make the Box Link inaccessible.Q: In Essentials, the Pokemon get healed whenever they are placed in the PC. Won't this make the Box Link very OP?
A: No, this is because that functionality has been disabled using a toggle in the script section called
Settings
, called HEAL_STORED_POKEMON
. You can set this to true or false as you'd like. By default, it's false.Q: I don't like the indicator that shows up in the Party Screen for the Pokemon Box Link. How do I remove it?
A: Delete the file called "box_link.png" in
Graphics/Pictures/Party/
and the indicator won't appear.Q: What is a square shiny Pokemon?
A: Square shinies are Shiny variants of Pokemon which are rarer than regular shiny Pokemon. The difference is the shiny animation, which has Square Sparkle effects instead of star sparkle effects.
Q: How can I make a Pokemon a Square Shiny forcefully?
A: The command
pkmn.square_shiny = true
should do the trick. pkmn is an object of class Pokemon. This can be placed in an encounter modifier.Q: What is the rate of appearance of a square shiny?
A: It's 1/16 of the actual Shiny Rate, just like in the official games. This rate cannot be changed as of now, but maybe in the future. Maybe it's better this way, to keep the uniqueness of these Pokemon.
Q: My Pokemon is a square shiny, but doesn't have a special animation. What should I do?
A: The project doesn't come with animations for Square Sparkle shinies. The code has been set in such a way that the animation for regular shininess will play if no animation for square shinies is explicitly defined.
Q: What is a Brilliant Pokemon?
A: You can read about Brilliant Pokemon here.
Q: What is the rate of appearance of a Brilliant Pokemon?
A: Since the rate of appearance of Brilliant Pokemon hasn't been disclosed by Gamefreak,
BRILLIANT_POKEMON_CHANCE
has been added to the script section called Settings
to control their appearance rate. By default, this is 1/1024. You can set this to 0 to disable Brilliant Pokemon. Chain Fishing for Brilliant Pokemon hasn't been implemented yet.Q: How can I make a Pokemon a Brilliant Pokemon forcefully?
A: Turn the switch with the number denoted by
BRILLIANT_POKEMON_SWITCH
in the script section called Settings
to true before a battle, to make a wild Pokemon a Brilliant Pokemon. Make sure to turn this switch off after the wild battle.Q: How do I know whether a Pokemon is a Brilliant Pokemon?
A: In the official games, Brilliant Pokemon appear in the Wild Area with a glowing Aura around them. This isn't possible in Essentials, for obvious reasons. However, the attribute
brilliant
is added to the Pokemon object, incase a public script would like to show a visual difference for Brilliant Pokemon.Q: What is "Number Battled"?
A: Number Battled is a value that the Pokedex keeps track of. It is the number of Pokemon of a particular species caught or defeated by the player in battle. Higher Number Battled values can lead to better shiny rates and better chance of encountering Brilliant Pokemon.
Q: What is the boosted shiny rate for the Number Battled method of shiny hunting?
A: The same as it is in the official games. Read more here.. You can turn off these boosted odds by setting
NUMBER_BATTLED_BOOSTS_SHINY_ODDS
to false in the script section called Settings
.Q: Where can I see how many Pokemon of a certain species I have battled?
A: This number can be checked in the Pokedex Entry screen for that Pokemon, by pressing the USE button on the Info Page of the entry. If you have some custom Pokedex UI script, this change may be overwritten.
Q: What is Hyper Training?
A: You can read about Hyper Training here.
Q: How do I access the Hyper Training Menu?
A: Add an event to your map with the event command
pbHyperTrainer(item1,item2)
item1 and 2 are the items you can hyper train with, where item1 can maximize the IVs of 1 stat and item2 can maximize the IVs of all stats. Normally they should be :BOTTLECAP, :GOLDBOTTLECAP.The trainer can only Hyper Train their Pokemon if they have atleast 8 badges and the Pokemon is at the maximum level possible.
Q: How do I know whether a Pokemon has been Hyper Trained?
A: There is no visual indicator for a Pokemon's IVs in base Essentials. However, you will see a difference in the stats of the Pokemon. The IV Judge in Daisy's House in Lappet Town can comment on your IVs if they have been boosted by Hyper Training.
Q: My IV Viewer/ IV Stat Grade doesn't show that my Pokemon have been Hyper Trained. What should I do?
A: The Hyper Trainer only effects stat calculation based on IVs, not the IV values itself. This is done for keeping the IVs intact for breeding purposes. So scripts that show IV values in summary or "IV Grade" scripts that use direct IV values will not reflect the Hyper Training changes. These IV/EV grade scripts require improvement to accomodate for the correct Hyper Training scripts.
EBDX related Questions:
Spoiler:
Q: After extracting the project, I have both numbered and non-numbered sprites in the Battlers folder. What should I do?
A: Default EBDX sprites are named in the ID number format, but the sprites provided in the Generation 8 Project are named in the Symbolic name format, so the sprites from this project do not overwrite the default EBDX sprites.
Step 2 in the Installation and Update Instructions was meant to rectify this.
To fix this, delete the
Graphics/EBDX/Battlers/
folder from your game and re-install the project. Please don't skip any of the steps in the Installation and Update Instructions next time.Q: After extracting the project, my sprites don't animate anymore, even when I have the animated sprites in my folder. What should I do?
A: Since EBDX code prioritizes symbolic names first, the old animated sprites will be ignored, since they are numbered. You'll have to either rename all the numbered sprites from EBDX in
Graphics/EBDX/Battlers/
to have Symbol names instead, or delete all the symbolic name sprites from the project, corresponding to your animated sprites.Q: I removed the static sprites from my project and replaced them with animated ones, but now my sprites are weirdly positioned. What should I do?
A: The sprite positions were defined according to the static sprites that came with the Generation 8 Project. But, since you decided to use sprites other than the ones designed for the Project, the PBS data will have to be changed to accomodate for that, and you will have to manually reposition your own sprites for your game using the EBDX sprite positioner.
Q: After extracting the project I have 2 sets of Gigantamax sprites, in the Gigantamax folder and the Gigantamax folder. What should I do?
A: In older versions of EBDX, Gigantamax Pokemon sprites were loaded from the "Gigantamax" folder, so the Generation 8 Project followed that format. This has been changed in EBDX v1.1.2, so there are 2 sets of sprites now.
Step 2 in the Installation and Update Instructions is meant to rectify this.
To fix this, delete
Graphics/EBDX/Battlers
folder from your game and re-install the project. Please don't skip any of the steps in the Installation and Update Instructions next time.Q: The Gen 8 Project provides EBDX formatted sprites for Gigantamax Pokemon, does that mean the ZUD plugin is compatible with EBDX?
A: Yes, as of v1.1.4 of the ZUD plugin, you can now use Dynamax Mechanics in EBDX. You can update to that version and follow the updated installation instructions for the ZUD plugin to add EBDX compatibility.
Q: Will the presence of Square Shinies affect EBDX's Super Shinies?
A: No, they will not. EBDX's super shiny rate is independent of square shinies' rate. Infact, if you are lucky enough, you might encounter a square super shiny!
Known Issues:
Spoiler:
- Missing Files:
- Overworlds for Eternal Flower Floette and World Cap Pikachu.
- Animation for Square Shiny Pokemon.
Changelog:
Spoiler:
- v1.1.2
- Gen 8 Project Bugfixes:
- Fixed the version number in error messages being incorrect. (Corrected to v1.1.2)
- Fixed Base Happiness of Pokemon being higher than the standard in SwSh.
- Fixed crash when Calyrex has 0 moves after a form change.
- Fixed Galarian Yamask's evolution method being incorrect. (It should take 49 damage in 1 hit without fainting or healing.)
- Fixed Grassy Glide not boosting priority in the appropriate terrain.
- Fixed many interactions with Dragon Darts.
- Fixed Teleport always failing in wild battles.
- Fixed descriptions for all TRs to be of appropriate length.
- Fixed TM95 and 96 and all HMs having incorrect icons.
- Fixed Rare Candy and EXP Candy being usable on Shadow Pokemon.
- Fixed Galarian Zen Mode Darmanitan crashing the game.
- Fixed bugs and added ability splash to Ripen.
- Fixed crash when catching Pokemon in the Safari Zone and Bug Catching Contest.
- Fixed Obstruct affecting status moves.
- Fixed some battler sprites having libpng errors.
- Fixed Antique sinistea not being encounterable in the wild.
- Fixed Infinite Rope being consumed after 1 use.
- Fixed Burning Jealousy leaving a burn always.
- Fixed crash when trying to evolve Milcery.
- Fixed some moves having incorrect PBS data.
- Fixed issue where people who didn't know how to read the instructions would crash their game when starting a wild battle.
- Fixed Galarian regional evolutions not breeding Galarian form eggs.
- Fixed EXP candies not providing the appropriate amount of happiness.
- Fixed "Damage Done" values not resetting after healing a Pokemon.
- Improved Ability Patch code to cycle through all possible hidden abilities of Pokemon if multiple are defined.
- Improved the sprite constraints provided by the EBDX Bitmap Wrapper, to more cleanly fit the UI (especially the Summary Screen).
- Improved the "Set Status" option in the Debug Menu.
- Improved the "Move Learning" dialogue to be more accurate to SwSh.
- Improved code for Rapid Spin, Healing Wish, Lunar Dance
- Improved code for Catching Charm.
- Improved code for Gorilla Tactics, Mimicry, Rattled, Neutralizing Gas, As One.
- Base Essentials Bugfixes:
- Fixed Gale Wings requiring full HP if MECHANICS_GENERATION is less than 7.
- Fixed z values of Trainers and Pokemon in battle, so that the Front Sprite of a Pokemon doesn't go above the back sprite of a trainer.
- Fixed the "Fill Bag" option in the Debug Menu taking an extremely long time to execute.
- Fixed switching moves executing their effect after a battle has ended.
- Fixed Pokeradar not working all the time.
- Fixed crash when compiling trainers.txt using the old format.
- Fixed crash when using the move Conversion.
- Fixed error in debug Pokémon editor when changing moves.
- Fixed error when creating colored plane for backgrounds.
- Fixed Instruct and Dancer allowing Pokemon to use moves they are unable to (locked bt Choice Item, Encore, Torment etc).
- Fixed Magician, Pickpocket, Sticky Barb, Covet, Thief not affecting held items after the battle is over.
- Fixed Symbiosis doing nothing.
- Fixed Roost not roosting.
- Fixed Normalize not boosting damage
- Fixed loading a game after event command "Return to Title Screen" starting a loop.
- Fixed Particle effects on Route 3 not working.
- Fixed Shadow Pokemon natures not showing up in the summary.
- Fixed opponent Shadow Pokemon being able to go into Hyper Mode.
- Fixed Acrobatics not being affected by gems.
- Fixed bug in the animation editor which prevented the text cursor from going left.
- Fixed Pokédex searches not considering the properties of alternate forms.
- Fixed form-inheriting code in breeding not considering forms past 1.
- Fixed Ability Capsule not working.
- Fixed crash when putting Shaymin in Daycare.
- Fixed Sylveon's evolution crashing the game.
- Fixed genderless Pokemon having a Gender when its species is changed in debug.
- Fixed Magic Bounced moves not failing.
- Fixed weather graphics not centering on screen.
- Fixed crash when walking into a deep bush tile on a connected map.
- Fixed Pomeg berry allowing you to skip trainers.
- Fixed Map compiler not saving map names.
- Fixed small issues with the Credits screen.
- Fixed some forms such as Basculin, Scatterbug, Oricorio etc being randomized.
- Fixed fogs not displaying properly.
- Fixed Transferring the player automatically cancel surfing or diving.
- Fixed Toxic Orb not affecting a Poison Pokemon with Corrosion.
- Fixed default weather on maps being incorrect sometimes.
- Fixed Title Screen not working when no splash images are defined.
- Fixed a small chance to crash when Trading
- Fixed missing dat file errors.
- Fixed cries being pitch shifted anywhere else other than in battle.
- Fixed critical captures not showing rge correcr animation sometimes.
- Fixed Encounters Version not updating the encounter table instantly.
- Fixed Fishing animation and running through grass being janky.
- Fixed player not adhering to move speed and charset changes by move routes.
- Additions and Changes:
- Added basic AI for all Generation 8 Moves, Items and Abilities. The AI won't behave dumb when using the new moves.
- Added BDSP TM Compatibilities and Movesets for all Pokemon.
- Added script command to combine Galar Fossils.
- Added properties to the pokemon.txt and pokemonforms.txt to set the sprite scale for the front and back sprites of individual species.
- Added a toggle to the Settings to replace the Footprint shown in the Pokedex entry with the icon sprite instead.
- Added a toggle in Settings to add better control over disobedience for Pokemon.
- Added a toggle to nerf the damage boost provided by Terrains in BattleSettings.
- Added quick debug options to set the "critical hits" and "damage done" properties for Galarian Farfetch'd and Yamask.
- Added accurate item prices for all items that didn't have them earlier.
- Added a few missing cries for some forms.
- Added all the script changes from the ZUD Plugin by default.
- Added Affection Affects in battle when using the Pokemon Amie script by bo4p5687. These are disabled by default
- Added the Improved Terrain Tag editor from the Essentials GitHub.
- Added an indicator for the Pokemon Box Link.
- Added all the fixes from the v19.1 Hotfix Plugin v1.0.3 to v1.0.7. You can install it if it's some plugin's requirement, but it's not necessary.
Many sprites and sound files have been updated since the last version. It is highly recommended that you update the Graphics and Audio folders as well.
The FAQ and the Installation and Update Instructions have been updated to account for some changes made to this version of the Project. It is highly recommended that you go through them thoroughly.
This will most likely be the last version of the project in this form. No new content, apart from bugfixes, will be added in future updates until the release of Pokemon: Legends Arceus in January 2022.
The scripts provided by this project will receive no support and will be taken down after the release of Essentials v20.
- v1.1.1
- Bugfixes:
- Fixed a crash with moves that affect items, like Fling and Teatime.
- Fixed Max Mushrooms being in the incorrect pocket.
- Fixed Nature Power having inappropriate moves.
- Fixed Double Iron Bash dealing 2x damage to minimized targets.
- Fixed Leppa Berries' Gen 8 effect causing a crash.
- Fixed Iron Ball quadrupling the effectiveness of Ground moves, when it shouldn't.
- Fixed Shaymin transforming into its base form when it's not supposed to.
- Fixed Sky Forme Shaymin causing a crash on the load screen.
- Fixed Fluffy not being affected by Long Reach.
- Fixed Soundproof affecting the user if the target of the move is the user itself.
- Fixed Speed Boost boosting the speed of a Pokemon that's fleeing from battle.
- Fixed Adrenaline Orb triggering inspite of intimidate.
- Fixed Assault Vest blocking the usage of Me First.
- Fixed Dive Ball not boosting its catch rate at the appropriate time.
- Fixed Howl not being a spread and sound move.
- Fixed Curse's Ghost effect targeting a specific foe, rather than random like in Gen 8.
- Fixed Unburden ignoring Neutralizing gas' effect.
- Changes:
- Added a setting to increase the EV gained from power items to Gen 8 standards.
- Added a setting to increase the Premier Balls received from Pokemarts as commemorative items to Gen 8 standards.
- Added all the fixes from the v19.1 Hotfix Plugin v1.0.2. You can install it if it's some plugin's requirement, but it's not necessary.
- v1.1.0
- Bugfixes:
- Fixed Sizzlepede and Applin not having cries.
- Fixed Therian Genies and Resolute Keldeo missing shiny Overworld sprites.
- Fixed some Pokemon not having proper form name and Generation entries.
- Fixed many icon sprites with animation issues.
- Fixed Minior not having any Tutor Moves in the PBS.
- Fixed form name in Pokedex for genderless Pokemon with multiple forms being vague.
- Fixed messages in plugin scripts not being extracted for translating.
- Fixed AI bug with Natural Gift when a Pokémon has no item.
- Fixed bad code when checking if a trainer has a Pokémon of a given type.
- Fixed Optional Dependencies in plugins causing a crash.
- Fixed favoured type Wild Pokemon Generation not working.
- Fixed Plugin Manager crashing when optional dependencies of Plugin is not installed.
- Fixed Spinda's patterns causing a crash.
- Fixed Expanding Force, Rising Voltage and Misty Explosion not doing anything at all when in their respective Terrain.
- Fixed Steel Roller not deducting the correct amount of HP.
- Fixed Teatime, Jungle Heal and Life Dew being very buggy with their healing effects.
- Fixed Clangorous Soul not activating healing berries.
- Fixed Obstruct not being broken by protection breaking moves.
- Fixed Perish Body only affecting the target instead of both, the user and the target of the move.
- Fixed Entry Hazards not doing any damage at all.
- Fixed some abilities not having proper Ability Splash animations.
- Fixed EXP charm not doing anything if the Pokemon was holding any of the EXP Modifying held items.
- Fixed Fling not having any data for Gen 8 Items.
- Fixed Galarian Farfetch'd not evolving at all.
- Fixed crash when Wandering Spirit successfully activated.
- Fixed Behemoth Moves having incorrect PP after a battle.
- Fixed Stuff Cheeks and Teatime not activating all berry effects.
- Fixed items affected by Corrosive Gas being usable after switching out.
- Fixed improper type multiplier being used when Tas Shot is active.
- Fixed Nature Mint item icons being cut off in the bag.
- Fixed Relic Song crashing when interacting with Meloetta's form change.
- Fixed unused items not returning to bag after their usage is cancelled by pressing BACK.
- Improved item code for Blunder Policy, Room Service, Catching Charm and all the EXP Candies.
- Improved ability code for Ball Fetch, Screen Cleaner, Ice Face, Neutralizing Gas, Cotton Down, Quick Draw, Pastel Veil, Stalwart, Propeller Tail and Zen Mode.
- Improved move function codes for Aura Wheel, Fishious Rend, Court Change, Grav Apple, Surging Strikes, Terrain Pulse, Poltergeist, Magic Powder, Burning Jealousy, Lash Out, Octolock, No Retreat, Shell Side Arm and Ally Switch.
- Changes:
- Repositioned all sprites for EBDX, no more floaty Pokemon in EBDX!
- Added the bouncing animation to all the Gen 7 and 8 Overworlds. Now they'll animate nicely just like all the other Gen 1-6 Pokemon.
- Added square shiny Pokemon ie Shiny Pokemon which are rarer than regular shinies and have a different shiny animation (animation not included).
- Added Brilliant Pokemon ie rare Pokemon with special attributes like Perfect IVs in 2 or more stats, Egg Moves and a higher shiny rate.
- Added the "Number Battled" metric from the official games that allows you to get higher Shiny Rates and Higher chance to get Brilliant pokemon. This number can be seen in the Pokedex.
- Added a script command to Hyper Train a Pokemon. This can be accessed when the player has 8 badges and the Pokemon is at the highest possible level.
- Added a new evolution method for Meltan and updated Galarian Yamask's Evolution to be more accurate to the official games.
- Added PBS, Code and Graphics for PC Box Link Item, to access the PC from the Party Menu.
- Added PBS, Code and Graphics for 3 missing items; Pewter Crunchies, Max Honey, Max Mushrooms and Meltan Candies.
- Added the ability to use more than 1 Rare Candy, Healing Item, Vitamin or EXP Candy at once from the Bag on a Pokemon.
- Added a toggleable setting for making TR Moves relearnable at the Move Tutor.
- Added a setting to match the amount of HP healed by healing items like Hyper Potion to Gen 8 standards.
- Added a setting to remove the ability to evolve a Pokemon at max level by giving it a Rare Candy.
- Added wild Pokemon hold items which are consistent with the official games.
- Changed the price of many items to match that of Gen 8.
- Converted all the sprites to Ogg Vorbis format, thus decreasing the file size of the project by almost 50%.
- Applied all the bugfixes from the v19.1 Hotfix Plugin v1.0.1 You can still install it if needed, it won't affect the Generation 8 Project.
The installation instructions and FAQ have been updated. Please make sure to read them incase you're updating from an older version. A save reset will be required if you are updating from an older version.
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