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- Seen Sep 19, 2023
That's helpful and something I needed to hear. Thanks. I'll just keep hanging on to see what happens with scripts i'm using (like the quest system, etc) Sorry again for being a turd today.
There is a problem with Arceus form 9 battler sprites, they are 160 * 160 rather 96 * 96. So they are immensely big after getting scaled.![]()
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Generation 8 Project for Essentials v19
Generation 8 Scripts, PBS, Sprites, Cries and more, all formatted for Essentials v19
Overview:
Essentials 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 Gen 8 Project, format it for v19 and improve upon it.
Features:
- PBS for items, Pokemon, Moves, Abilities etc from Gen 1-8 + DLC, formatted to work with v19
- Battler and Icon Sprites for all Pokemon from Gen 1-8 + DLC, formatted to work with v19 (And EBDX too)
- Overworld Sprites for all Pokemon from Gen 1-8 + DLC, formatted to work with v19 and Following Pokemon EX
- Icons for all Items from Gen 1-8 (Including Isle of Armor and Crown Tundra)
- Scripts for Moves, Abilities, Items and all new mechanics (Except Z-Moves and Dynamax) from Gen 1-8 + DLC
- An easy method to scale sprites, thanks to Luka S.J.!
- All fixes from the v19 hotfix plugin, all baked into the system. No more errors!
- More frequent updates than base v19, because this project is based on the GitHub version of Essentials.
- Updated auto sprite renamer, for easy compatibility with Gigantamax from the v19 version of the ZUD plugin
- Plug-and-Play installation
Fixes from the Previous Version:
Spoiler:
- All Pokedex entries and Egg Moves have been updated to Gen 8
- 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 project runs at 60 FPS by default.
- Most, if not all bugs from the last project have been fixed
- Added Overworlds for all missing Pokemon (except Eternal Flower Floette)
- Updated all sprites to the latest version from the XY Sprite Project
- No more tiny backsprites, thanks to Luka S.J.!
- Repositioned almost all of the battler sprites (still a wip)
- Added in all the missing Pokemon and Item Icons
- Updated all GMax Battlers and Icons to match the ZUD Plugin
- Scripts are provided in both, rxdata form (for base v19 users) and extracted form (for GitHub users)
Changes for Base Essentials v19:
Spoiler:
- Reduced some of the lag on AMD devices
- Sprite renamer is now in the Debug menu and doesn't run when compiling.
- Fixed bug in conversion of Bag contents and Phone number entries.
- Fixed not being able to move right in keyboard text entry.
- Fixed mispositioning of text and icons in text.
- Fixed crash when soft resetting.
- Fixed crash when Struggle and confusion pseudo-moves are used.
- Fixed broken AI for many different moves.
- Fixed crash after evolution.
- Fixed crash when editing weather map metadata and starting an advanced trainer battle.
- Fixed dynamic shadows not disappearing after a transfer.
- Fixed events not seeing the player at a distance if facing left.
- Fixed demo party not clearing the party before adding itself.
- ixed Pokemon icon renamer/mover not moving shiny Pokémon icons properly.
- Fixed crash when starting a battle against two trainers.
- Fixed Pokemon not asking which move to replace upon level up in battle.
- Fixed rounding error in positioning of overworld weather tile sprites.
- Fixed incorrect default species body shape.
- Fixed potential foreign Pokémon with blank names.
- Fixed Pokemon not un-mega evolving after battle, mega stone being losable and special Mega Evolution messages not being used.
- Fixed Kyurem not fusing properly and not learning moves upon fusion.
- Fixed Game Variables being weird.
- Fixed error message when a required plugin is missing.
- Fixed Event Touch not working.
- Fixed type error matchup calculation.
- Fixed event movement checks ignoring ledges if they're not on the top layer.
- Fixed Sketch, Metronome, Poké Flute, Illusion not working in battle.
- Fixed many bugs with shadow pokemon.
This plugin is not compatible with Essentials v18, 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 script
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 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
- Gen 6 Pokemon Overworlds - princess-pheonix, LunarDusk, Wolfang62, TintjeMadelintje101, piphybuilder88
- Gen 7 Pokemon Overworlds - Larry Turbo
- Gen 8 Pokemon Overworlds - SageDeoxys, Wolfang62
- 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:
- EBDX Bitmap Wrapper - Luka S.J.
- Gen 8 Scripts - Golisopod User, Vendily, TheToxic, HM100, Aioross, WolfPP, MFilice, lolface, KyureJL, DarrylBD99, Turn20Negate, TheKandinavian, ErwanBeurier
- Compilation of Resources
- Golisopod User, UberDunsparce
- Porting to v19
- Golisopod User
Instructions:
Spoiler:
Installation of Script:
Spoiler:
- Make a backup of your project incase you have any custom changes in your Scripts, 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
- Extract 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.
- This step is different depending on whether you use GitHub or no.
- If you don't use GitHub, or don't know what it is, then open the Data folder in your game, and delete the folder called "Scripts".
- If you do use GitHub, then go ahead and revert any changes that have been made to "Scripts.rxdata".
- This step is different depending on whether you use EBDX or no.
- If you don't use EBDX, or don't know what it is, then open the Graphics folder in your game, and delete the folder called "EBDX".
- If you do use EBDX, move onto the next step.
- Start a new game.
Frequently Asked Questions:
Spoiler:
Battler Sprites:
Q: Why do the sprites get cut off in the Summary Screen?
A: This was implemented because the sprites in the Generation 8 Project are much bigger than default Essentials sprites. It doesn't look the best in the Summary, but works very well everywhere else.
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 comes with an inbuilt sprite scaler which scales all Pokemon sprites in code. They will all be scaled based on some constants in the Settings script section.
Q: Why are the backsprites in battle so weird looking?
A: The project comes with an inbuilt sprite scaler which scales all Pokemon sprites in code. The scaler is set to scale all backsprites to 3x scale in battle by default.
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 wanna fix it, you can change the constant in the Settings script section and manually reposition the 1374 sprites 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 it in the pack)
Q: I want animated battlers. What should I do?
A: The project adds back GIF support and has the EBDX Bitmap Wrapper, so you can use GIFs as well as spritesheets (like the ones used in EBDX) for your animated battle sprites.
Q: Can I have certain Pokemon at certain scales?
A: You can do it yourself, the scaler won't do it for you though. And no, I won't set up anything for you to have this happen.
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.
Q: I see sprites in the folders with "_gmax" in their names, does that mean ZUD works with v19?
A: no
Icons Sprites:
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.
(If you willing to recolor/collect recolored icons, organizing and renaming them and correcting the sRGB profile, I'll gladly include it in the pack)
Q: Some of the icons don't animate. Can you fix this?
A: Since Gens 6-8 don't have a 2 frame animations, the icons are static with a small jump animation. (Please let me know if any icon doesn't have a jump animation)
Q: I see icon sprites in the folders with "_gmax" in their names, does that mean ZUD works with v19?
A: no
Overworld Sprites:
Q: Some Overworld Sprites are bouncing while others aren't. Can you fix this?
A: Yeah I know, I'm working on that.
PBS Questions:
Q: Why is theHabitat
entry missing in thepokemon.txt
from X Pokemon when it was there in the default Essentials PBS?
A: Yeah I know, I'm working on that.
Q: Why isPokedex
entry missing in thepokemonforms.txt
for X Pokemon when it was there in the default Essentials PBS?
A: I have added Pokedex entries inpokemonforms.txt
for all the Pokemon that I could find. If you still think any are missing, feel free to report it.
Q: The sprite of X Pokemon is too low/high in battle?
A: Yeah I know, I'm working on that.
Script related Questions:
Q: How do I evolve Milcery?
A: Give Milcery the Sweet Item of your choice. The item decides the topping, but the "swirl" you'll get is randomized.
Q: How do I evolve Galarian Yamask?
A: Get 49 damage or more before fainting.
Q: Why were the Milcery and Yamask evolution methods changed?
A: The code for them was bloated and complex and caused lag. Changing it was probably for the better.
Q: How can I edit the scale to which the sprites are scaled?
A: Edit the ConstantsFRONT_BATTLER_SPRITE_SCALE
andBACK_BATTLER_SPRITE_SCALE
in theSettings
script section.
Q: The auto sprite renamer was updated to work with ZUD Plugin, does that mean ZUD works with v19?
A: no
Q: The changed FPS looks weird, how can I fix it?
A: In the MKXP Compatibility script section, change theGraphics.frame_rate = 60
toGraphics.frame_rate = 40
Q: EBDX is weirdly sped up when using the Gen 8 Project. How do I fix it?
A: In the MKXP Compatibility script section, change theGraphics.frame_rate = 60
toGraphics.frame_rate = 40
Q: How can I edit the "box" for cutting off the battler sprites?
A: Edit the numbers inside the.constrict
function inPokemon_SpriteScaler
script section. Eg: the 164 in@sprites["pokemon"].constrict
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: It seems like the v19 hotfix plugin doesn't work with the project. What should I do?
A: That is correct, the project actively ignores the v19 Hotfixes plugin. This is because all those fixes are baked into the system itself, so all the project does is overwrite Gen 8 changes.
Q: I get anincorrect 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.
EBDX Sprite related Questions:
Q: After extracting the project, I have both numbered and non-numbered sprites in the Battlers folder. What should I do?
A: Ideally it won't be a problem. Since EBDX code prioritizes symbolic names first, the old numbered sprites will be ignored. But it'd be better to delete the old numbered sprites to avoid duplicates and save memory.
Q: After using the sprites from the project all my battlers are floating?
A: This is because the sprites need to be repositioned to work with EBDX. This will be done in the future when the Sprite Positioner for EBDX is completed. However, this is low priority for me.
(If you willing to reposition all the sprites in the pack for EBDX, I'll gladly include it in the pack)
Q: I see sprites in the folders with "_gmax" in their names, does that mean ZUD works with v19 and EBDX?
A: no
Q: I see a "Gigantimax" folder in the EBDX battlers, does that mean ZUD works with v19 and EBDX?
A: no
Q: There folder with the Gigantamax battlers has been misspelled as "Gigantimax", should I change that to the correct spelling?
A: No. The code for EBDX only reads Gigantamax battler sprites from the "Gigantimax" folder. Don't change it. If any changes are to be made, I'll make them.
Q: Since all the Gigantamax sprites are in the "Gigantimix" folder, should I delete the sprites with "_gmax" in their names?
A: No. Since the v19 ZUD plugin doesn't exist yet, I don't know how its naming convention will work, so I'm keeping all options open. If any changes are to be made, I'll make them.
Known Issues:
Spoiler:
- Missing Files:
- Footprints
- Shiny Overworlds for a few Pokemon (Notable one being the Therian Genies)
- Overworlds for Eternal Flower Floette
- Overworld sprite issues:
- Fix Positioning for Ferrothorn, Cryogonal, Reshiram Shiny, Zerkrom, Kyurem (All Forms), Zygarde Perfect
- Gen 7 and 8 Overworlds don't have the "bounce" that others do
- PBS Issues:
- Some Battler positions are incorrect
- There is no "Habitat" entry for all in the pokemon and pokemonforms.txt
- EBDX Issues:
- Battler positions are incorrect
- Script Issues:
- The "Always on Bush" script by KleinStudio may not work.
Changelog:
Spoiler:
- v1.0.2
Bugfixes:
Renamed a few misnamed overworld sprites
Renamed a few misnamed forms
Changes:
Applied all the fixes from Essentials v19.1
- v1.0.1
Bugfixes:
Fixed crashes with the Behemoth moves
Fixed TRs being unusable
Fixed Ball Fetch and Gulp Missile causing a crash
Fixed Dragon Darts hitting after the target has fainted
Fixed Chewtle having 550 HP
Fixed Tart Apple name and Description
Changes:
Applied all fixes from the v19 Hotfixes v1.0.6
Added 2 new issues under "Known Issues". These will be fixed in due time.
Sprite renamer is now in the Debug menu and doesn't run when compiling.
New trainer character naming format added, as well as a converter for it.
- v1.0
Plugin released
There is a problem with Arceus form 9 battler sprites, they are 160 * 160 rather 96 * 96. So they are immensely big after getting scaled.
Oh, one more tiny thing I ran into: The Item PBS renames all the "wing" items to "feather", but the hash for the move Fling still calls them by their "wing" names.
I'm not sure if this is the right place for this.
Just realized that Form 9 is ??? Arceus, something that is not included in the Project. That's why your sprite for it is 160x160, since it's using the default sprite instead. I won't be providing a changed sprite for it.There is a problem with Arceus form 9 battler sprites, they are 160 * 160 rather 96 * 96. So they are immensely big after getting scaled.
Read the FAQ.My main question is just, where is the resizing of the sprites is defined?
Yeah we tracked the issue to the ZUD Plugin. An update for it has just been released to fix that, make sure to get that.Hey, I had this installed already earlier and when I saw an update I downloaded it again and reinstalled it, however when I tested a battle the sprites were microscopic.
class PokeBattle_Move_18D < PokeBattle_Move
def pbBaseDamage(baseDmg,user,target)
baseDmg *= 2 if @battle.field.terrain == :Electric && user.affectedByTerrain?
return baseDmg
end
end
class PokeBattle_Move_18D < PokeBattle_Move
def pbBaseDamage(baseDmg,user,target)
baseDmg *= 2 if @battle.field.terrain == :Electric && target.affectedByTerrain?
return baseDmg
end
end