JulyArt
New Developer
- 69
- Posts
- 4
- Years
- Seen Dec 17, 2021
~Recent Implemented Basicness~
Show Text window overhaul, remaining only text. Added profile icon to left of textbox. Much Inspired by Megaman Zero Text Window
>still need to simply animate textbox slide, then finally have a working dialogue u.i.
Added 'Volume Slider' for character's voicelines, amazing voicelines from voce actors of Dolls' Frontline franchise.
~Current Main Focus~
>Complete Starting Island, 5 towns, 5 insignias. (Not by defeating Gym Leaders, rather by meeting conditions XYZ)
>>Complete MC and PKMN partner custom sprites/moves
>>Complete the 4 Zelda inspired 'temple/dungeon' within Starting Island.
>>Complete roster of companionable NPC
>>>Implement reputation system for the 5 towns.
>>>Implement companion system for certain NPC
>>>>Finally, unlock conditioning to move onto next 'major area' via M.V. Ticket (Fun fact, S.S. abbreviates 'steam ship', nowadays most vessels are 'motor vessel')
~Basic To-do~
>>For goodness, code in 'dash' already to be triggered via L/R inputs. To make speed-running more enjoyable and rewarding.
~Key Overall Focus~
16:9 Ratio
~MC & Partner Design~
>'MC' is 'meant' to be easily portrayed by Players. Allowing players to build their own personality, represent themselves or a roleplay through the PCs instead of playing as an established character.
>'Partner' is the real MC in the game, full of personality and coming to term with 'responsibilities'.
PC's movelist.
Lvl 1. Sweep. 25/100 "Cuts two targets next to one another."
Lvl 3. Blunt Side. 35/100 "Bash target, 25% to flinch, won't finish off the target."
Lvl 5. Riposte. 30/100 "Moves after target, returning and additional 25% of their damage."
Lvl 7. Parry. 10/100 "Parries a physical attack and deals damage. (Diminishing Parry Chance)"
Lvl 9. En Garde. 50/100 "On first turn, raises def, on second turn raises def. and deals damage."
>I wanted this specific play to allow Players to 'bring' themselves to this world if they so choose, or roleplay as the character they'd like.
>To accomplish this however is difficult as no characters would be barraged with world saving quests as a must.
>Reasonable characters would just do 'whatever they'd like'. The world would spin on.
>One solution is to create compelling characters in which players may vicariously experience 'story' through.
~Before Way Later Mechanics~
Implement basic Electric/Water system for housing.
Implement basic Sims4 annoying 'housing' bills.
~Way Later Mechanics~
>Resource Overhaul e.g. to place a vitality within game currency will be 'challenging' but rewarding.
>Farm Management System
>>PKMN within an array are called to interact with Farms .objects
>>Overworld codings of PKMN 'performing' their tasks
>>Based on stats, some PKMN will be better at harvesting, some will be better at tending. Each have a 'desire' to do X. e.g. not every PKMN will naturally possess the skill to do tend the farm they'd like.
>>Harvest Moon mechanics of 'chopping' large tree trunks to gain resource, 'mining' boulders, 'scything' grass.
>>Implement a "currently equipped tool" which will determine the main 'action'. e.g. Mining Pick equipped -> Boulder = Mine the boulder.
~Why this post exist~
As I write more and more information to keep track of this project, it'd be easier to start and continuously edit this post so I don't have to go back and forth later, when way in the future when others would like to know how PKMN Radiance plays in terms of mechanics, it's here.
For myself, google's spreadsheet is useful for PBS edits and organization, but not good for keeping track of 'the other stuff'.
Terms: PCs = Players | Radiance = This Project
~The Sprites~ (If ever reach over 50x, go me.)
~The Farm~
In terms of starting location vibe, very 'Harvest Moon', 'Stardew Valley'. However, at a certain point, it feels like a chore running around to do XYZ.
>>Preferred play: it's more enjoyable for players (PCs) to 'manage' a farm through 'helpers' which will have individual 'skill values' just like PCs which affects 'growth_time, growth_yield, growth_rarity, etc'.
>>i.e. PKMN will 'put the seeds in the ground', 'harvest the grows', etc. helpers PKMN is designed to be extensions of the PCs management choices.
Some other pictures of inside of farm house and etc.
and yes, the Zelda 'open chest' SE plays. :') fun part of making a fangame is , do whatever, just have fun, build a fun experience.
~The Journey~
~Key Changes from Traditional PKMN~
>Much of this project is simplicities within its own component, however ambitious all-together in terms of time consumptions, and I realize this. My plan isn't to make it happen over a day, my plan is to slowly build the structure via singular brick at a time. If one day it's all built, cool, if not, it's already been worth the enjoyment of working on the project and learning RUBY.
>>Have fun. and that's subjective. e.g. there is no universal agreement nor boolean choice regarding whether a mechanic is fun or not. There's a range of approval and disapproval.
i.e. For myself, I'm not too worried about ~not gonna add x.PKMN to the game because it would 'break' the current meta and etc~
I'm certainly going to think when new x.PKMN first availability within game is going to be, and how that will influence the 'main' progression.
>>Remove 'advantageous' elements of soft-resets PKMN. e.g. there should be other methods to outputting the same results, more 'fun' methods. e.g.g. Overhaul 'shiny', 'breeding', and 'adding new PKMN to party'.
>>>'shiny'
>>>Pre-Info: The default shiny chance is 1/4096 in recent traditional games, acquiring a 'shiny charm' adds +2 'shiny rerolls' to this, initiating 1/4096 3x separate times.
>>>There is diminishing return regarding 'rolls'. e.g. if the chances were 1/100, adding 1 extra roll puts it at 1/50, adding 2 extra rolls puts it at 1/33, adding 3 extra rolls puts it at 1/25 and etc. the 99th extra roll atop 98th only adds 1 extra % while the very first extra roll adds '50%'. (In basic concept, I know it's much more complicated than that.)
>>> The key takeaway is, anything more than +4 extra rolls, isn't improving the odds by much.
>>>In Radiance, the default shiny chance is also 1/4096, however, PCs are able to gain 'shiny rerolls' through multiple methods.
>>>>+1 reroll if at least 1 PKMN within Party happiness value >= 220 e.g. PCs unlocks first +1 reroll whenever they have a pretty happy PKMN within party. 220 is a common value, homage to determine evolution and etc.
>>>>+1 reroll if at least 2 PKMN within Party happiness value >= 220 e.g. PCs will essentially unlocks 'shiny charm' effect quite early.
>>>>+1 reroll for each acquired 'Shiny Charm', there are currently seven different colors, each obtainable through different methods. e.g. PCs really only need 2x of these to yield the 'most' of the effect.
>>>>-1 reroll for each 1 PKMN within Party happiness value <50 (This may be a mistake, but I feel good about this negative roll)
>>To 'allow' player more freedom regarding missing Shiny, there's the following item.
>>>'Shine Crystal', when used on a PKMN, unlocks ability to toggle Shiny on said PKMN.
>>>There's also 'metallic tints', Diamond/Gold/Silver/Bronze, their 'roll chances' are below and are given the same rerolls amount as previous mentions conditions.
>>>>These 'metallic tints' may coincide with Shiny. e.g. a PKMN can be Diamond and Shiny simultaneously, this is due to how 'metallic tints' operates.
>>>>Instead of adding thousands of extra .png, the current solution is to script a tint modifier onto existing .png which if pkmn.diamond? i.e. below
>>Since the chances of receiving a natural Shiny Diamond is within the millions.
>>There's also items to unlock toggle of Diamond/Bronze/etc via the following item.
>>>'Diamond Enchantment', when used on a PKMN, unlocks ability to toggle 'Diamond tint' on said PKMN.
>>>'Breeding'
>>Eggs are 'incubated' within incubators or 'rested' at nest, and are hatched via passed time.
>>Eggs within party also pass via time, however at faster rate. (20% faster)
>>Eggs sprite are Shiny if the PKMN within is shiny. e.g. PCs will know if the they have lucked in onto a shiny egg upon first seeing the egg.
>>>To counteract soft-resetting eggs, 'eggs value are generated long before players actually sees said eggs'
>>>PKMN will not produce egg if one of the parent happiness value is <70
>>>Removed Masuda Method of adding +5 shiny rerolls.
>>Radiance Rerolls
>>>>+1 reroll if mother PKMN happiness value >= 220 OR father PKMN happiness value >= 220 e.g. 1 reroll if one parent is >=220
>>>>+2 reroll if mother PKMN happiness value >= 220 AND father PKMN happiness value >= 220 e.g. 2 more reroll atop if both parent are >=220
>>>>+1 if farm condition is 'good'.
>>>>+2 if farm condition is 'excellent'
#Below are same as Encounter Rerolls
>>>>+1 reroll if at least 1 PKMN within Party happiness value >= 220 e.g. PCs unlocks first +1 reroll whenever they have a pretty happy PKMN within party. 220 is a common value, homage to determine evolution and etc.
>>>>+1 reroll if at least 2 PKMN within Party happiness value >= 220 e.g. PCs will essentially unlocks 'shiny charm' effect quite early.
>>>>+1 reroll for each acquired 'Shiny Charm', there are currently seven, each obtainable through different methods. e.g. PCs really only need 2x of these to yield the 'most' of the effect.
>>>'adding new PKMN to party'
>>>Unlike traditional PKMN playstyles, PCs won't be able to add new PKMN via pokeball directly.
~Adding Wild PKMN~
>>>Wild PKMN whom HP when reached <10% will 'run away'. This adds them to a list of 'potentials new arrivals'.
>>>'potentials new arrivals' have a chance to show up on the farm every 'new day' looking for the PCs, or they may forget about PCs and stay in wild
>>>PCs may then accept them or deny them staying at the farm.
>>>PKMN within 'the farm' all have 'trust' value, which affects XYZ, in this specific case though, it affects whether the following is success or not.
>>>PCs may offer PKMN within farm a 'pokeball' or 'prism' (if they don't already have one), when PKMN accepts, this allow the ability to move them from 'the farm' to the 'Party' and back to the farm later if so choose.
>>>Keep in mind however, they won't benefit the farm while in the party e.g. if there was a Bulbasaur that was excellent at harvesting, it's busy with the Party now.
>>PCs may also receives PKMN as gifts from NPCs. PCs may accept or otherwise.
>>There are also occasional PKMN which 'needs shelter or medical care' will randomly show up at the farm seeking safety. PCs may accept or otherwise.
>>Removes 'needs' for multiple saves in regards of single save exclusive, e.g. all PKMN can be obtained multiple times, it should be more fun for players to obtain more 'legendary' on a singular save than to run through the game again just for another static encounter.
>>>Specific 'Legendary' PKMN can be sought after at their respected 'nest' locations.
>>>'Legendary' PKMN encounters can happen 'at any time' within 'reasoning'. i.e. Can't encounter Jirachi while diving underwater.
>>>'Legendary' PKMN eggs can be found randomly overworld 'at any time'.
>>>>Since there will be a 'legendary' nest somewhere instead, PCs may encounter at nests. As of this moment, I don't plan on any static 'legendary' encounter unless there's a story element in relation.
~Implemented Resources~
Gen 7 + 8: (broken link removed)
Modular Pause Menu: https://luka-sj.com/res/MODMN + Luka's Scripting Utilities : https://luka-sj.com/res/LUTS
PokeRide: https://luka-sj.com/res/PKRD
Following PKMN: (broken link removed)
Spoiler:
Show Text window overhaul, remaining only text. Added profile icon to left of textbox. Much Inspired by Megaman Zero Text Window
>still need to simply animate textbox slide, then finally have a working dialogue u.i.
Added 'Volume Slider' for character's voicelines, amazing voicelines from voce actors of Dolls' Frontline franchise.
~Current Main Focus~
>Complete Starting Island, 5 towns, 5 insignias. (Not by defeating Gym Leaders, rather by meeting conditions XYZ)
>>Complete MC and PKMN partner custom sprites/moves
>>Complete the 4 Zelda inspired 'temple/dungeon' within Starting Island.
>>Complete roster of companionable NPC
>>>Implement reputation system for the 5 towns.
>>>Implement companion system for certain NPC
>>>>Finally, unlock conditioning to move onto next 'major area' via M.V. Ticket (Fun fact, S.S. abbreviates 'steam ship', nowadays most vessels are 'motor vessel')
~Basic To-do~
>>For goodness, code in 'dash' already to be triggered via L/R inputs. To make speed-running more enjoyable and rewarding.
~Key Overall Focus~
Spoiler:
16:9 Ratio
~MC & Partner Design~
Spoiler:
>'MC' is 'meant' to be easily portrayed by Players. Allowing players to build their own personality, represent themselves or a roleplay through the PCs instead of playing as an established character.
>'Partner' is the real MC in the game, full of personality and coming to term with 'responsibilities'.
PC's movelist.
Lvl 1. Sweep. 25/100 "Cuts two targets next to one another."
Lvl 3. Blunt Side. 35/100 "Bash target, 25% to flinch, won't finish off the target."
Lvl 5. Riposte. 30/100 "Moves after target, returning and additional 25% of their damage."
Lvl 7. Parry. 10/100 "Parries a physical attack and deals damage. (Diminishing Parry Chance)"
Lvl 9. En Garde. 50/100 "On first turn, raises def, on second turn raises def. and deals damage."
>I wanted this specific play to allow Players to 'bring' themselves to this world if they so choose, or roleplay as the character they'd like.
>To accomplish this however is difficult as no characters would be barraged with world saving quests as a must.
>Reasonable characters would just do 'whatever they'd like'. The world would spin on.
>One solution is to create compelling characters in which players may vicariously experience 'story' through.
~Before Way Later Mechanics~
Spoiler:
Implement basic Electric/Water system for housing.
Implement basic Sims4 annoying 'housing' bills.
~Way Later Mechanics~
Spoiler:
>Resource Overhaul e.g. to place a vitality within game currency will be 'challenging' but rewarding.
>Farm Management System
>>PKMN within an array are called to interact with Farms .objects
>>Overworld codings of PKMN 'performing' their tasks
>>Based on stats, some PKMN will be better at harvesting, some will be better at tending. Each have a 'desire' to do X. e.g. not every PKMN will naturally possess the skill to do tend the farm they'd like.
>>Harvest Moon mechanics of 'chopping' large tree trunks to gain resource, 'mining' boulders, 'scything' grass.
>>Implement a "currently equipped tool" which will determine the main 'action'. e.g. Mining Pick equipped -> Boulder = Mine the boulder.
~Why this post exist~
As I write more and more information to keep track of this project, it'd be easier to start and continuously edit this post so I don't have to go back and forth later, when way in the future when others would like to know how PKMN Radiance plays in terms of mechanics, it's here.
For myself, google's spreadsheet is useful for PBS edits and organization, but not good for keeping track of 'the other stuff'.
Terms: PCs = Players | Radiance = This Project
~The Sprites~ (If ever reach over 50x, go me.)
Spoiler:
![[PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _ [PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _](https://i.imgur.com/or6mc1g.png)
![[PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _ [PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _](https://i.imgur.com/ULtqFpI.png)
~The Farm~
Spoiler:
![[PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _ [PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _](https://i.imgur.com/moHkJdl.png)
In terms of starting location vibe, very 'Harvest Moon', 'Stardew Valley'. However, at a certain point, it feels like a chore running around to do XYZ.
>>Preferred play: it's more enjoyable for players (PCs) to 'manage' a farm through 'helpers' which will have individual 'skill values' just like PCs which affects 'growth_time, growth_yield, growth_rarity, etc'.
>>i.e. PKMN will 'put the seeds in the ground', 'harvest the grows', etc. helpers PKMN is designed to be extensions of the PCs management choices.
Some other pictures of inside of farm house and etc.
Spoiler:
![[PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _ [PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _](https://i.imgur.com/W6mISaE.png)
and yes, the Zelda 'open chest' SE plays. :') fun part of making a fangame is , do whatever, just have fun, build a fun experience.
![[PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _ [PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _](https://i.imgur.com/fXP4PBh.png)
![[PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _ [PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _](https://i.imgur.com/USeaUtP.png)
![[PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _ [PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _](https://i.imgur.com/sM9Qo52.png)
![[PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _ [PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _](https://i.imgur.com/kiIYgSI.png)
~The Journey~
~Key Changes from Traditional PKMN~
Spoiler:
>Much of this project is simplicities within its own component, however ambitious all-together in terms of time consumptions, and I realize this. My plan isn't to make it happen over a day, my plan is to slowly build the structure via singular brick at a time. If one day it's all built, cool, if not, it's already been worth the enjoyment of working on the project and learning RUBY.
Spoiler:
>>Have fun. and that's subjective. e.g. there is no universal agreement nor boolean choice regarding whether a mechanic is fun or not. There's a range of approval and disapproval.
Spoiler:
i.e. For myself, I'm not too worried about ~not gonna add x.PKMN to the game because it would 'break' the current meta and etc~
I'm certainly going to think when new x.PKMN first availability within game is going to be, and how that will influence the 'main' progression.
>>Remove 'advantageous' elements of soft-resets PKMN. e.g. there should be other methods to outputting the same results, more 'fun' methods. e.g.g. Overhaul 'shiny', 'breeding', and 'adding new PKMN to party'.
>>>'shiny'
Spoiler:
>>>Pre-Info: The default shiny chance is 1/4096 in recent traditional games, acquiring a 'shiny charm' adds +2 'shiny rerolls' to this, initiating 1/4096 3x separate times.
>>>There is diminishing return regarding 'rolls'. e.g. if the chances were 1/100, adding 1 extra roll puts it at 1/50, adding 2 extra rolls puts it at 1/33, adding 3 extra rolls puts it at 1/25 and etc. the 99th extra roll atop 98th only adds 1 extra % while the very first extra roll adds '50%'. (In basic concept, I know it's much more complicated than that.)
>>> The key takeaway is, anything more than +4 extra rolls, isn't improving the odds by much.
>>>In Radiance, the default shiny chance is also 1/4096, however, PCs are able to gain 'shiny rerolls' through multiple methods.
>>>>+1 reroll if at least 1 PKMN within Party happiness value >= 220 e.g. PCs unlocks first +1 reroll whenever they have a pretty happy PKMN within party. 220 is a common value, homage to determine evolution and etc.
>>>>+1 reroll if at least 2 PKMN within Party happiness value >= 220 e.g. PCs will essentially unlocks 'shiny charm' effect quite early.
>>>>+1 reroll for each acquired 'Shiny Charm', there are currently seven different colors, each obtainable through different methods. e.g. PCs really only need 2x of these to yield the 'most' of the effect.
>>>>-1 reroll for each 1 PKMN within Party happiness value <50 (This may be a mistake, but I feel good about this negative roll)
>>To 'allow' player more freedom regarding missing Shiny, there's the following item.
>>>'Shine Crystal', when used on a PKMN, unlocks ability to toggle Shiny on said PKMN.
>>>There's also 'metallic tints', Diamond/Gold/Silver/Bronze, their 'roll chances' are below and are given the same rerolls amount as previous mentions conditions.
![[PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _ [PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _](https://i.imgur.com/WoHJ4Rh.png)
>>>>These 'metallic tints' may coincide with Shiny. e.g. a PKMN can be Diamond and Shiny simultaneously, this is due to how 'metallic tints' operates.
>>>>Instead of adding thousands of extra .png, the current solution is to script a tint modifier onto existing .png which if pkmn.diamond? i.e. below
![[PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _ [PokeCommunity.com] ~July's Project Management ~ PKMN | Radiance _ _ _ _ _ _ _](https://i.imgur.com/gRIv7gS.png)
>>Since the chances of receiving a natural Shiny Diamond is within the millions.
>>There's also items to unlock toggle of Diamond/Bronze/etc via the following item.
>>>'Diamond Enchantment', when used on a PKMN, unlocks ability to toggle 'Diamond tint' on said PKMN.
>>>'Breeding'
Spoiler:
>>Eggs are 'incubated' within incubators or 'rested' at nest, and are hatched via passed time.
>>Eggs within party also pass via time, however at faster rate. (20% faster)
>>Eggs sprite are Shiny if the PKMN within is shiny. e.g. PCs will know if the they have lucked in onto a shiny egg upon first seeing the egg.
>>>To counteract soft-resetting eggs, 'eggs value are generated long before players actually sees said eggs'
>>>PKMN will not produce egg if one of the parent happiness value is <70
>>>Removed Masuda Method of adding +5 shiny rerolls.
>>Radiance Rerolls
>>>>+1 reroll if mother PKMN happiness value >= 220 OR father PKMN happiness value >= 220 e.g. 1 reroll if one parent is >=220
>>>>+2 reroll if mother PKMN happiness value >= 220 AND father PKMN happiness value >= 220 e.g. 2 more reroll atop if both parent are >=220
>>>>+1 if farm condition is 'good'.
>>>>+2 if farm condition is 'excellent'
#Below are same as Encounter Rerolls
>>>>+1 reroll if at least 1 PKMN within Party happiness value >= 220 e.g. PCs unlocks first +1 reroll whenever they have a pretty happy PKMN within party. 220 is a common value, homage to determine evolution and etc.
>>>>+1 reroll if at least 2 PKMN within Party happiness value >= 220 e.g. PCs will essentially unlocks 'shiny charm' effect quite early.
>>>>+1 reroll for each acquired 'Shiny Charm', there are currently seven, each obtainable through different methods. e.g. PCs really only need 2x of these to yield the 'most' of the effect.
>>>'adding new PKMN to party'
Spoiler:
>>>Unlike traditional PKMN playstyles, PCs won't be able to add new PKMN via pokeball directly.
~Adding Wild PKMN~
>>>Wild PKMN whom HP when reached <10% will 'run away'. This adds them to a list of 'potentials new arrivals'.
>>>'potentials new arrivals' have a chance to show up on the farm every 'new day' looking for the PCs, or they may forget about PCs and stay in wild
>>>PCs may then accept them or deny them staying at the farm.
>>>PKMN within 'the farm' all have 'trust' value, which affects XYZ, in this specific case though, it affects whether the following is success or not.
>>>PCs may offer PKMN within farm a 'pokeball' or 'prism' (if they don't already have one), when PKMN accepts, this allow the ability to move them from 'the farm' to the 'Party' and back to the farm later if so choose.
>>>Keep in mind however, they won't benefit the farm while in the party e.g. if there was a Bulbasaur that was excellent at harvesting, it's busy with the Party now.
>>PCs may also receives PKMN as gifts from NPCs. PCs may accept or otherwise.
>>There are also occasional PKMN which 'needs shelter or medical care' will randomly show up at the farm seeking safety. PCs may accept or otherwise.
>>Removes 'needs' for multiple saves in regards of single save exclusive, e.g. all PKMN can be obtained multiple times, it should be more fun for players to obtain more 'legendary' on a singular save than to run through the game again just for another static encounter.
Spoiler:
>>>Specific 'Legendary' PKMN can be sought after at their respected 'nest' locations.
>>>'Legendary' PKMN encounters can happen 'at any time' within 'reasoning'. i.e. Can't encounter Jirachi while diving underwater.
>>>'Legendary' PKMN eggs can be found randomly overworld 'at any time'.
>>>>Since there will be a 'legendary' nest somewhere instead, PCs may encounter at nests. As of this moment, I don't plan on any static 'legendary' encounter unless there's a story element in relation.
~Implemented Resources~
Spoiler:
Gen 7 + 8: (broken link removed)
Modular Pause Menu: https://luka-sj.com/res/MODMN + Luka's Scripting Utilities : https://luka-sj.com/res/LUTS
PokeRide: https://luka-sj.com/res/PKRD
Following PKMN: (broken link removed)
Last edited: