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[Discussion] Pokémon Essentials v18 progress report

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1. Gen 7 mechanics: Are the following Gen 7 features going to be in v18?
a) Mega Evolved Pokemon gain their new speed stat immediately upon Mega Evolving (unlike Gen 6 where the new speed stat takes place the next turn)
b) Dark types are immune to Prankster
- I've already added these to my v17.2 game (thanks to Vendily and WolfPP, respectively), but I'm just curious if I'll have to add this again in v18
a) Yes, if you're using the setting that enables the newest battle mechanics.

b) Yes, because that's an effect of Prankster in Gen 7. Again, under the setting that enables the newest battle mechanics.

2. What does the new trainers.txt format look like, where you can now set individual EV's & IV's?
Here are two entries which demonstrate the new format:

Code:
#-------------------------------
[CAMPER,Liam]
Pokemon=DIGLETT,10
Pokemon=BONSLY,11
#-------------------------------
[LEADER_Brock,Brock,1]
Items=FULLRESTORE,FULLRESTORE
Pokemon=GEODUDE,12
    Moves=DEFENSECURL,HEADSMASH,ROCKPOLISH,ROCKTHROW
    Ability=0
    Gender=male
    IV=20,20,31,20,20,31
    EV=0,0,252,0,0,252
Pokemon=ONIX,14
    Item=SITRUSBERRY
    Moves=HEADSMASH,ROCKTHROW,RAGE,ROCKTOMB
    Ability=0
    Gender=male
    Shiny=yes
    IV=20
    Name=Rocky
    Ball=19
#-------------------------------
The indents are unnecessary; they're just there to make it easier to read. Both the old and the new format can be used at once, although a given trainer must use one or the other.

3. Does the AI ability handlers extend to the -ate abilities (Pixilate, Galvanize, Refrigerate, etc...)?
- I'm hoping the AI will treat Normal attacks as their new type (ex: an opposing Sylveon will use Hyper Voice against my Ghost-type, knowing that it's now a Fairy move)
I haven't done much to the AI. That's a whole can of worms for another time.
 
Code:
#-------------------------------
[CAMPER,Liam]
Pokemon=DIGLETT,10
Pokemon=BONSLY,11
#-------------------------------
[LEADER_Brock,Brock,1]
Items=FULLRESTORE,FULLRESTORE
Pokemon=GEODUDE,12
    Moves=DEFENSECURL,HEADSMASH,ROCKPOLISH,ROCKTHROW
    Ability=0
    Gender=male
    IV=20,20,31,20,20,31
    EV=0,0,252,0,0,252
Pokemon=ONIX,14
    Item=SITRUSBERRY
    Moves=HEADSMASH,ROCKTHROW,RAGE,ROCKTOMB
    Ability=0
    Gender=male
    Shiny=yes 
    IV=20
    Name=Rocky
    Ball=19
#-------------------------------
That looks really nice! It would make it a lot easier to write it all out; right now it's really complex.
I also have a few requests for you:
  • When you give the player an egg, you should be able to choose the level (default is the value in Settings), here is the code I made:
    Rewrite of pbDayCareGenerateEgg
    Spoiler:
    Rewrite of pbGenerateEgg
    Spoiler:
Spoiler:
 
That looks really nice! It would make it a lot easier to write it all out; right now it's really complex.
I also have a few requests for you:
  • When you give the player an egg, you should be able to choose the level (default is the value in Settings), here is the code I made:
    Spoiler:
  • A better way to check if a pokemon evolves with a certain item (e.g. moonstone for the moon ball)
  • De-evolution
That's all! Thanks for not giving up essentials!
There's a stickied thread for suggestions, but I'll reply to these here.

Choosing an egg's level makes no sense. Newly hatched Pokémon should always be at the lowest level (1). After all, how can eggs gain experience?

I've already rewritten the Moon Ball check to actually check the evolution methods. I've done something similar with Eviolite.

De-evolution isn't a mechanic I'm interested in. Even Game Freak hasn't touched it. It's far from an essential part of Pokémon games.
 
Great job so far! Reading trhough your changelog here are some suggestions:

- Gen 7 PAR nerf: halves par'd user's speed instead of quarters
- Have regional variants baked in the software, whether it be for Galar or Alola... this is a thing that will be a consistently requested feature, I think

"Fixed code of Counter/Mirror Coat/Metal Burst so they can't choose a random target if the countered target doesn't exist, and they do 1 damage if they took 0 damage"

That is correct though; counter, metal burst, mirror caot fail if the user doesn't recieve damage. I've never seen a move where a move does less than 1 damage?
 
I'm glad to see this still getting love.

My only thing...

Gamepad support. Like, I wanna be able to play the game without having to use Joy2Key. My level of skill in Ruby/RGSS is not very high, so implementing this myself is not something I'm likely able to accomplish...
 
Great job so far! Reading trhough your changelog here are some suggestions:

- Gen 7 PAR nerf: halves par'd user's speed instead of quarters
- Have regional variants baked in the software, whether it be for Galar or Alola... this is a thing that will be a consistently requested feature, I think
This isn't the suggestions thread.

"Fixed code of Counter/Mirror Coat/Metal Burst so they can't choose a random target if the countered target doesn't exist, and they do 1 damage if they took 0 damage"

That is correct though; counter, metal burst, mirror caot fail if the user doesn't recieve damage. I've never seen a move where a move does less than 1 damage?
False Swipe when the target is already at 1 HP. It doesn't fail, it just does 0 damage.

Gamepad support. Like, I wanna be able to play the game without having to use Joy2Key. My level of skill in Ruby/RGSS is not very high, so implementing this myself is not something I'm likely able to accomplish...
This isn't the suggestions thread.
 
Seconding julio here on not being a suggestion.
Not everyone uses mouse and keyboard for gaming.

The "make sure you don't forget the gen 7 par nerf wasn't a suggestion...

He's not saying that he doesn't want to hear your feedback. He's saying that if you want to request Maruno to add some feature that want (like Reigonal formes/ Gamepad Support) then please post it on this thread (https://www.pokecommunity.com/threads/271498) and not the v18 progress report thread.
 
Eerie Impulse is bugged out! Error message happens and then quickly disappears. the battle continues however, with only the move failing to activate.
 
With the arrival of the 8th gen, will you implement it in this version or will it stay until the 7th gen?
 
Is there an expected release date?
No. I'd never get people's hopes up by announcing a date and then missing it (which I invariably would). That's why my only answer to this question is: "When it's done."

I haven't been working on Essentials recently because of the Relic Castle Game Jam, but that's just ended. Problem is, now there's a heatwave which makes me disinclined to think about anything.
 
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