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Completed Games

Projects with a complete, playable release are located here! Playable demos and other works in progress should be posted in the other sections.
 
V11: RJW Trainer and Pokemon Update Please note that if you had started playing on any version below v10, your saves won't be compatible. If, however, you had already finished Oak's part, and updated shortly after having started Red's part, you may use this save: https://mega.nz/file/wDRDzYBa#A3PMHRjDow6XKqfI-5exr8uwrThUUZfR5xFfJQRW0oo It will start you right at the beginning of RJW. (v10 compatible) A swan song to the older generations who started with the originals, and a novel, thrilling, emotional story for the newer generations!! Experience "Generation 0" where it all began - witness Professor Oak's first journey across the Kanto Region - and after you are done, follow Red's Journey to Johto, 40 years later, in search of a very important person! Two adventures in one! Instead of a traditional postgame, you'll get to experience a new story, throughout a challenging Johto, in the shoes of the (second) strongest Trainer in the world! Follow Red's Journey to redemption after a devastating and humiliating loss to Ethan (Gold). Witness his transformation through loneliness to maturity, as he traverses Johto together with a cast of familiar characters. It is the year 1957. Samuel Oak, a 20 year-old prodigy, has just returned back to his home country after spending three years in the world’s best university. With him, he brings science, technology, and the true spirit of trainerhood. On a mission to establish the first ever League in the East, Oak will have to adjust to local battling traditions, overcome bureaucratic hurdles, and introduce local uneducated Tamers to the proper way of doing things. FIND OUT HOW IT ALL PLAYED OUT BACK IN THE 50ies! Gen 0! STORY FEATURES: CHARACTERS: ~ ~ ~ In Red’s Journey West, you will be faced with harder (than usual) fights. If you are competent in competitive, they will be a walk in the park - otherwise, since they were designed to teach non-competitive players how to adapt to the scene, you will come out with greater confidence in your skills, as a result. So don't fret, and approach your choices with a tactical mind! Find out the truth about Red's missing brother, and the events that transpired between Red's loss and his arrival in the West, in this emotional journey about the process of coming of age, in a time when traditional family structures have started falling apart. On a fateful day, on the very peak of Mt. Silver, Red was dealt a decisive blow - a newcomer from Johto, with 16 badges, swept his team with ease. To someone like Red, who had never lost a battle before, it felt like the world had ended. After running away with his tail between his legs, he stumbled upon an old friend, who gave him a letter mentioning a potentially important person to Red. With purpose anew, our protagonist finally descends Route 26, and travels to Johto in search of him. Features: Red Blue Green Daisy SCREENSHOTS: DOWNLOAD: Bugs: Community Mods: CREDITS: Questions and Miscellanous Information: Q: Is this game for me? A: If you like story-driven games with a bit of challenge here and there, then yes. The game is generally for everyone, but will probably be most enjoyed by older fans. Q: Generation specifics? A: Evolution: Levelup only for ALL mons no need for trading, stones etc. Gen6 mechanics, No Double Battles(well, mostly), evolutions of Kanto mons, later evos included, but baby mons not included until postgame. Psychic and Fighting types, as well as several Kanto-specific mons do not exist yet. Farfetchd is OP. Q: Is this game complete? A: Yes it is. Feedback greatly appreciated! Q: What is Red's Journey West? A: In traditional terms the "postgame" but it's an entire new game, a second part to The First Journey, playable after you finish Oak's part. Feel free to use this version of Kanto in your game as long as you credit JohtoBlaziken and La Pampa (and their associated credit list), goes without saying. [/SPOILER]
 
Hey! Another day, another lost media recreation! Today I bring you Pokémon Pichu Playground Unity (PPPU), a fangame/tech-demo that allows you to interact in various ways with Pichu on your mobile or desktop device. Plot and Features: PPPU tries to recreate the experience of “Pikachu DS”, the techn-demo that Creatures and The Pokémon Company presented at E3 2004 to show the functionalities of the Nintendo DS console. In this case, instead of Pikachu, we have Pichu as the main character, being able to interact in demonstrations that even though they are not exactly the same as the original demo, they intend to show fun functionalities that are not usually seen in Pokémon fangames. Among these we find some like pulling from Pichu's face (similar to the intro of Pokémon Dash), scratching a card to disvover a pokémon, painting, blowing up a drifloon by blowing into the microphone... Features like the guitar or xilophone were discarded as I didn't found them interesting to implement. In addition, the backgrounds are randomized among several available, choosing one each time we start the game. In the same way, Pichu can be Shiny randomly. Languages: The game is available in English, Spanish, French, Portuguese, Italian, German, Japanese and Spanish. Platforms: The game is playable, as usual on Windows, MacOS, Linux, Android and iOS. Nintendo Switch is discarded due to the lack of compute shader compilation on that platform. We will see if Nintendo Switch 2 can handle those. Screenshots: Video: Download: Zelda Credits: Game Freak Creatures Inc Nintendo
 
Kube Kreatures: Bleached White is a full length Pokémon style game drenched in childhood trauma from being scared by spooky Pokémon Creepypastas and urban legends that freaked me out when I was tiny as well as being drenched in my adult fears for the sake of variety. It's 16 hours long with 151 Kube Kreatures, and enough content to rival your most lurid fever dream! If you like the game, please donate to Team Trees using the hashtag #BleachedWhite, it's a charity that plants trees. This is basically a full scale not Pokémon game, which is an elaborate way of guilt tripping you into donating to Team Trees so please do it! If you don't, I won't feed the people trapped in my basement. Okay that's that, I hope you had a good day and more importantly I hope you play my game. DOWNLOAD ON ITCH.IO ----------->https://oakrotgames.itch.io/kube-kreatures Game Dev Twitter link: Louis Morel (@LouisMorelart) / X Game Dev Blue Sky link: @louismorelsad.bsky.social — Bluesky CHARITY LINK --------> #teamtrees and once more for fun: carl wheezer-carl wheezer slow dancing in the dark(Lyrics) Created through Pokémon Essentials (and sleepless nights) feature include ---- >automatically healing after every battle so no need to worry about wasting time tracking back-and-forth from the Poké Centre and a slew of incredibly weird, unique types all with new moves to discover a reskin of Pokémon essentials from the UI to the noises the little monsters make Plot summary, the world has ended. -----> There is nothing left aside from your childhood dream to be the best like no one ever was Created by", "", "Louis Morel", "", "Tyler Warr", "", "Zach Horton", "", "", _INTL("Royalty Free videos used:"), "", "'Daisy' by:", "DDB Worldwide, 1964", "", "'Early Flight - The Pioneer Era, 1900 to 1914'", "Circa 1914 (Unknown Author)", "", "'Mr. Yuk PSA' by:", "Pittsburgh Poison Centre, 1971", "", "'Mutant Cats PSA' by:", "Zoë Wolkoff, 2011", "", "'Siamese Cat Eating Peas' by:", "Turbojet, 2017", "", "'Teddy with Sebelius", "on Flu Prevention' by:", "Centers for Disease", "Control and Prevention, 2009", "", "'The Cameraman's Revenge' by:", "Ladislas Starevich, 1912", "", "'The Seapreme Court' by:", "Famous Studios, 1954", "", "", "All can be found on", "Wikimedia Commons.", made with "Pokémon Essentials" by Maruno, Flameguru, Poccil (Peter O.) With contributions from: AvatarMonkeyKirby, Marin, Boushy, MiDas Mike, Brother1440, FL, PinkMan, Genzai Kawakami, Popper, help-14, Rataime, IceGod64, Savordez, SoundSpawn, Jacob O. Wobbrock, the__end, KitsuneKouta, Wachunga, Lisa, Anthony, Venom12, Near Fantastica, Luka S.J. and everyone else who helped out with plugins by Golisopod User And an incredibly Photoshop and distorted piece of Garfield fan art by godivaghoul
 
Once upon a time I thought to myself... People like playing through Pokemon FireRed/LeafGreen. People also like playing around with either Fakemon or Delta/Alolan/Alternate forms of familiar Pokemon. Thus, Pokemon WaterRed came to be. A version of FireRed (the story is, due to my relative inexperience with Romhacking for the most part unchanged.) where just about every Pokemon one runs into has been changed to a different form, and if that is not the case it likely will evolve into such a Pokemon. Game type: ROMHack (Pokemon FireRed (U) (V1.1) ) Features: Around 200 Pokemon in new alternate forms. These range from simple palette swaps for some, to huge changes on others. This number will keep on growing as ideas spout into my mind. New moves, such as Firebreath, Freeze Ray, Magmarock, Iron Slam and more. Certain moves, which in the original FR/LG are awful, have been buffed or changed. Examples include damage-dealing Electric-type Flash, Giga Drain at it's later-generation stats, Steel-type Cut and more. New Evolution stones in place of previously useless items. (Seeing as one cannot trade Pokemon in this game, and Porygon's type has been changed, there is no need for an Up-Grade to be in the game as an example.) All evo stones, old and new are available in the Celadon department store. While fully playable due to essentially being FireRed version, not all trainer's teams and wild encounters are finalized. Download: https://drive.google.com/open?id=1rIweWO3yWRStHMM0aL6lUacM1oeRQVMU Note that the version here gets updated after any major work is done on the game. -moved up to demo. Enjoy. Once you obtain a Pokemon with Waterfall (and preferably also defeat the Champion, though that isn't necessary), meet me on Route 3 for a battle! (The HM for Waterfall is in Icefall Cave on Four Island for those that don't remember, and certain Water-Types will learn Waterfall naturally when they are of appropriate level for this duel.)
 
Discord: Discord Invite Wiki: Wiki Link - - - INTRODUCTION - - - Pokémon Daybreak is a fangame made in Pokémon Essentials, and has been in the works for over 4 years by an extremely small development team. For incentive, we have explored: the Pokémon anime and games, real world locations, mythical legends and more. Recently as of Feburary 2023, we have released a huge overhaul update which was in the works for over 2 years! - - - TRAILER - - - - - - STORY - - - A meteor has struck, and you, the local professor's new assistant are assigned to the case. However, some mischievous individuals have beat you to it; and are inspecting the meteor for their own purposes. Who are they, and why is the meteor imperative? Pokémon Daybreak introduces the enigmatic region 'Armira', and is centralised around storytelling and challenging gameplay. The game is aesthetically beautiful and there are many unique locations you will encounter on your journey, such as a meteor crash site, a castle and a cherry blossom forest. Themes of exploitation, greed, and history are examined and lore is dotted all throughout the game. Take on the challenge of becoming Pokémon Champion in the all-embracing region of Armira! - - - FEATURES - - - A new and expansive region, 'Armira' and post game 'Armiran Isles' 10 Gyms, Elite Four + Champion At least 20 hours of gameplay A custom dex of 400 Pokémon from gens 1-9 (excluding 200 from post game) Difficulty Settings (Normal and Hard Mode) Classic GBA-Theme, with Gen 3 Styled textures, music and many new, custom remixes An intriguing, climactic story with new, original characters New custom regional forms/variants including: Water Arcanine, Fairy/Dragon Garchomp and more New custom mega evolutions, including those of Milotic, Heliolisk, Mega Venusaur and Blastoise X 'Dualeons' are a mix of two eeveelution types to create a new mon Quests (Including optional side-quests) The ability to see ALL encounters in that area from your menu The Battle Island! (Our version of the Battle Frontier) Complete Post Game with its own regional dex and a final act to the story! An active discord where you can interact with other players, the developers, find a FAQ, get updates immediately and more How to Download: There are 2 download methods 1. Classic Method: Go to this Download Link and then click Code > Download Zip this will download the newest version, but means to update the game you will have to patch 2. Better method: Go to this Download Link and then click Code > Open with Github Destkop. This will allow you to receive the newest updates with 0 need to patch. All you have to do is click Pull on Github Destkop. The README.txt in the game files has a FAQ Current Version: v1.7 [Updated 2nd Feburary 2023] CREDITS: Credits List In no way do we receive any profit for this fangame or anything related to such. We are protected under fair use laws and do not intend to breach those. Discord: Discord Invite
 
Pokemon - Wild Lands Made by the creator of Pokemon - Aether and Chaos About the Game: Wild Lands is an open world adventure with a level scaling system. A quest/task system guides the player through the story, however the player can play as they like with minimal restrictions. Once again, I created a new soundtrack for this game, following the style of Aether and Chaos. Wild Lands, however, is a very different style of game to Aether and Chaos. Features: A large world to explore with very little limitation Innate skills replace HMs Phantom Pokemon and Shrines (mini boss events) 286 Pokemon selected from generations 1 - 9 All Pokemon are catchable All Pokemon have been rebalanced All moves have been rebalanced + many added - 4 new natures Gyms are replaced by Clans of which you must assist to gain honor New and old mini-games Speed up A completely new soundtrack Lots more, check out the guide Screenshots: Potential Issues: I have play tested it enough that there should be no random crashes. However, as this is a one man show, please let me know if there is anything that occurs. Sorry in advance if there is anything that impedes your playthroughs. Additionally, avoid using the speed up button during events and especially mini-games. The ideal speed up speed is 2 (1 being normal, 2 being fast, 3 being very fast) Tools used: RPG Maker XP Pokemon Essentials v21.1 Ableton GIMP Installation Guide: Download the link provided below and extract the files to your desired destination. Run the Game.exe file. Enjoy the game. Discord Link: Discord Downloads: Mediafire Credits: Thanks to all the previous fan games and main creators of the essentials project for any work used within this game. Namely, sprites, tile sets and plugins. If you notice anything you have done which has not been credited and would like to be added, please let me know.
 
“Humans come to Hell to get punished?” ...What nonsense. I, for one... came to Hell to rule. ††††† A re-imagination of Pokémon Emerald’s Battle Pike! ††††† This summer, turn up the heat!!! † 5 Stages † 5 Bosses † 75 Randomized Rooms † † Easy&Hard Modes † Generations I-VIII † Mega Evolution † † Explosions † Fiery Battles † Monster Girls † Gothic Metal † In the depths of Hell!!! ††††† DOWNLOAD ††††† Game (v1.3) | Resource Pack
Welcome to The Hodgepodge Platoon! This is a small scale Pokemon Emerald Decompilation hack made by a community of Pokemon rom hackers, called "The Pebbler Platoon". In this game, you play as the old, wise protagonist Tawila, as they try to earn their reputation in the battle facility and discover all the Pokemon there are to see in this land. Speaking of, the main draw of this hack is the 80+ usable Fakemon, all lovingly designed and sprites by members of our team. Each of them has a fine-tuned set to use, with many moves, abilities, and held items spanning all generations. Not only that, but we have many tweaks and brand new moves, abilities, and items to play around with. Full feature list: Refined version of Pokemon Emerald's Battle Factory rental-and-swap ruleset 80+ usable Fakemon from 20+ different artists 60+ more Fakemon to be unlocked in the Pokedex A profusion of moves, abilities, items, and other battle features from every generation, along with newly crafted ones coded by us A better Battle AI that more appropriately reacts to the player's efforts Extended move, ability and item descriptions and all Pokemon related information available in-game, so you don't have to look at documentation so often Extended text limits for the Pokedex, allowing for in-depth lore for every Pokemon A small narrative throughline as Tawila completes their Pokedex, with them striking up a camaraderie with the facility's owner, Lanette Screenshots (No Spoilers): Current Version V1.4.0 Download: https://pebblerplatoon.miraheze.org/wiki/Hodgepodge_Platoon_Download Project Credits: Chairry, Livra & Sadfish - Project Leads Livra, Ogwon, SharkGuy, Yondi/FBI, Bepis, Lichen, Dahlia, EeVeeEe, Ty_Sprites, Dillsacke, BigBoiPablo, Enwaitea, Val, PurrfectDoodle, Plasto, Memelord, DahViper, GaboSwampert, BonzosBunker, Celadonk, Clove, Cuprite, Savannah, TardySoap - Art and Sprite Design Sadfish, Ghoulslash, Wiz1989, Shuckle Lord Mixone, SparkleButt/mcnomnom, BSBob, Mudskipper13 - Coding Chairry - Map Design and Scripting TrainerX493 - Extensive Tester Pret, RHH, and Pokemon Emerald Expansion - Decompilation & Code Base Special Thanks to the rest of the Pebbler Platoon for playing and supporting the hack before release!
 
Pokemon Super Yellow Gameplay Edition Super Yellow Gameplay Edition V1.0.1 Google Drive Link: https://drive.google.com/drive/folders/1m-pZN3pkee6Gmp1x4LC_C1b0ku1pzrI-?usp=sharing Super Yellow Gameplay Edition V1.0.1 Internet Archive Link: https://archive.org/details/sy-v-1.0.1-build Super Yellow Gameplay Edition V1.0.1 MEGA Link: https://mega.nz/folder/UmkEyDBS#WqUtr7jVTlnNoDJy9nZ-gA Pokemon Super Yellow team Hazy Crazy/4AllNighterGrinder64/OrgeDevil632 (Aka, me who made this game) Features 30+ trainer battles and more in future updates All tools for fully training a Pokemon team All 1025 Pokemon, from Gen 1 to Gen 9, and every tool needed to obtain specific forms All battle gimmicks, from Mega Evolution to Terastallization Regional form trading via the Form Trader resource by drdoom76: https://eeveeexpo.com/resources/1425/ All public resources Super Yellow uses are listed in the Credits Compendium, embedded into this thread, and come with the download for Pokemon Super Yellow Gameplay Edition Pokemon Essentials V21.1 by Flameguru, Poccil (Peter O.), Maruno With contributions from AvatarMonkeyKirby, Marin, Boushy MiDas Mike, Brother1440, Near Fantastica FL., PinkMan, Genzai Kawakami Popper, help-14, Rataime IceGod64, SoundSpawn, Jacob O. Wobbrock the__end, KitsuneKouta, Venom12 Lisa Anthony, Wachunga, Luka S.J. Pokémon Essentials Deluxe Battle Kit Suite Lucidious89 MKXP by Roza "RPG Maker XP" by: Enterbrain Pokémon is owned by: The Pokémon Company Nintendo Affiliated with Game Freak This is a non-profit fan-made game. No copyright infringements intended. Please support the official games! Super Yellow Gameplay Edition Credits Compendium, pre-rewrite (Embedded into the download, because I am stressed out and don't know how the paragraph tools work) Credits compendium list #===================================================================== Pokemon Essentials Engine and V21.1 Hotfixes #===================================================================== Maruno Stock Essentials Website = https://github.com/Maruno17/pokemon-essentials Essentials is made by: Flameguru, Poccil (Peter O.), Maruno With contributions from: AvatarMonkeyKirby, Marin, Boushy MiDas Mike, Brother1440, Near Fantastica FL., PinkMan, Genzai Kawakami Popper, help-14, Rataime IceGod64, SoundSpawn, Jacob O. Wobbrock the__end, KitsuneKouta, Venom12 Lisa Anthony, Wachunga, Luka S.J. Pokémon Essentials Deluxe Battle Kit Suite Lucidious89 #===================================================================== Generation 9 Resources Pack #===================================================================== Scripts: -Caruban -Lucidious89 -Eskiss (Legend Plate script based on) -StCooler (Original PLA Expansion script for Gen 8 Project in v18 and Status sprites) -PorousMist and curryofthepast (Adapting the PLA Expansion script script for v19.1 use) PBS: -Caruban -Lucidious89 -PorousMist (Updated the abilities, items, and moves description) -DJChaos (TM Items) -Futuresushi (Shortened abilities and moves description) Pokemon 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 -PLA Pokemon Sprites - Smogon Gen8 Sprite Project (https://www.smogon.com/forums/threads/smogon-sprite-project.3647722/) Blaquaza, KingOfThe-X-Roads, KattenK, Travis, G.E.Z., SpheX, Hematite, SelenaArmorclaw -Gen 9 Pokemon Sprites - KingOfThe-X-Roads, Mak, Caruban, jinxed, leParagon, Sopita_Yorita, Azria, Mashirosakura, JordanosArt, Abnayami, OldSoulja, Katten, Divaruta 666, Clara, Skyflyer, AshnixsLaw, ace_stryfe -Gen 9 Vanilla style sprites - KingOfThe-X-Roads, Mak, Caruban, jinxed, leParagon, Sopita_Yorita, Azria, Mashirosakura, JordanosArt, Scept, NanaelJustice, SoyChim, KRLW890, AnonAlpaca, PokeJminer, Red7246, Carmanekko, Eduar, Lykeron, GriloKapu10, Mesayas, Erkey830, QDylm, PorousMist, OldSoulja, AlexandreV2.0, Z-nogyroP, lennybitao, Ruben1986, GRAFAIAIMX Blaquaza, KattenK, Travis, G.E.Z., SpheX, Hematite Pokemon Icon Sprites: -Gen 1-6 Pokemon Icon Sprites - Alaguesia, harveydentmd -Gen 7 Pokemon Icon Sprites - Marin, MapleBranchWing, Contributors to the DS Styled Gen 7+ Repository -Gen 8 Icon Sprites - Larry Turbo, Leparagon -Shiny Icon Sprites - StarrWolf, Pokemon Shattered Light Team -PLA Pokemon Icon Sprites - LuigiTKO -Shiny PLA Pokemon Icon Sprites - StarrWolf (recolored from LuigiTKO icons) -Gen 9 Icon Sprites - ezerart, JordanosArt -Shiny Gen 9 Icon Sprites - ezerart, JordanosArt -PLA Vanilla Icon Sprites - LuigiTKO, Pikafan2000, Cesare_CBass, Vent, Cesare_Cbass, MultiDiegoDani, leParagon, JWNutz and thanks for Pokémon Icons Act 2.9 - Teracristalizando (https://whackahack.com/foro/threads/pokemon-icons-act-2-9-teracristalizando-07-08-2022.63896/) -Gen 9 Vanilla Icon Sprites - Vent, Katten, leParagon, Cesare_CBass, AlexandreV2.0, Carmanekko, GRAFAIAIMX also thanks to Axel Loquendo, CarmaNekko, Divaruta 666, Okyo, JLauz735, and ClaraDragon for Iconos 9na Gen gba completos (https://whackahack.com/foro/threads/iconos-9na-gen-gba-completos-act-04-03-2023.67908/) Pokemon Gen 9 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, LarryTurbo -Gen 6+ Berry Tree Overworlds - Anarlaurendil -Gen 6 Pokemon Overworlds - princess-pheonix, LunarDusk, Wolfang62, TintjeMadelintje101, piphybuilder88 -Gen 7 Pokemon Overworlds - Larry Turbo, princess-pheonix -Gen 8 Pokemon Overworlds - SageDeoxys, Wolfang62, LarryTurbo, tammyclaydon -PLA Pokemon Overworlds - Boonzeet, DarkusShadow, princess-phoenix, Ezeart, WolfPP -Gen 9 Pokemon Overworlds - Azria, DarkusShadow, EduarPokeN, Carmanekko, StarWolff, Caruban Pokemon Footprints : -Gen PLA-9 Pokemon Footprints - Caruban Pokemon Cries: -Gen 1-6 Pokemon Cries - Rhyden -Gen 7 Pokemon Cries - Marin, Rhyden -Gen 8 Pokemon Cries - Zeak6464 -PLA Pokemon Cries - Morningdew -Gen 9 Pokemon Cries - Edited from Lightblade's Absol Gen 9 Cries compilation video https://www.youtube.com/watch?v=KV6k3G62oT0 Edited from HeroLinik's Pokemon Scarlet and Violet - Walking Wake and Iron Leaves Cries video https://www.youtube.com/watch?v=weH2W3mQ35Y Edited from HeroLinik's Pokemon Scarlet and Violet - All Teal Mask Cries video https://www.youtube.com/watch?v=pQr9z4ryE40 Edited from Joya in UK's Indigo Disk Cries video https://www.youtube.com/watch?v=2Qqr9IzgcKE Item sprites: -Gen 9 item sprites - lichenprincess, Caruban, jinxed -PLA item sprites - AztecCroc, 3DJackArt, Caruban, lichenprincess Pokeballs battle animation and summary icon: -Caruban -WolfPP (Beast ball battle animation) Compilation of Resources: -Gen 9 Pack - Caruban -Gen 8/9 Resized Sprites- http404error -Gen 8 Pack - Golisopod User, UberDunsparce Full PLA-Gen 9 Sprites Credit List: https://docs.google.com/spreadsheets/d/1T-KC-4XDOeFKq0Z6tfN6Sz4JIlpaK7B8A0lbmBg9fNY/edit?usp=sharing #===================================================================== Full Deluxe Battle Kit + Add-Ons #===================================================================== Lucidious89 Deluxe Battle Kit Website Guide = https://lucidious89-tutorials.gitbook.io/deluxe-battle-kit-tutorial The Full Deulxe Battle Kit consists of: Deluxe Battle Kit (Covers Mega Evolution and various under the hood changes to Pokemon Essentials) Modular UI Scenes Enhanced Pokemon UI Enhanced Battle UI Pokedex Data Page Z-Power SOS Battles Dynamax Terastallization Improved Field Skills As of the 24th April 2024, the Raid Battles Add-On has not been released. #===================================================================== EVs and IVs From Party #===================================================================== Internet Name: Hazy Crazy Relic Castle/Eevee Exo Name: 4AllNighterGrinder64 Poke Community Name: OrgeDevil632 The Plugin itself is just taking existing Debug code in stock Pokemon Essentials and allowing a player to freely change EVs and IVs directly from the Party Menu. The plugin has not been tweaked to remove the Randomise pID feature. But what that does for 99.9% of players is inconsequential. Let them mess around with it if they want. Plugin code block: MenuHandlers.add(:party_menu, :hidden_values, { "name" => _INTL("Change EVs/IVs"), "order" => 60, "parent" => :level_stats, "effect" => proc { |screen, party, party_idx| cmd = 0 loop do pkmn = $player.party[party_idx] persid = sprintf("0x%08X", pkmn.personalID) cmd = screen.pbShowCommands(_INTL("Personal ID is {1}.", persid), [_INTL("Set EVs"), _INTL("Set IVs"), _INTL("Randomise pID")], cmd) break if cmd < 0 case cmd when 0 # Set EVs cmd2 = 0 loop do totalev = 0 evcommands = [] ev_id = [] GameData::Stat.each_main do |s| evcommands.push(s.name + " (#{pkmn.ev[s.id]})") ev_id.push(s.id) totalev += pkmn.ev[s.id] end evcommands.push(_INTL("Randomise all")) evcommands.push(_INTL("Max randomise all")) cmd2 = screen.pbShowCommands(_INTL("Change which EV?\nTotal: {1}/{2} ({3}%)", totalev, Pokemon::EV_LIMIT, 100 * totalev / Pokemon::EV_LIMIT), evcommands, cmd2) break if cmd2 < 0 if cmd2 < ev_id.length params = ChooseNumberParams.new upperLimit = 0 GameData::Stat.each_main { |s| upperLimit += pkmn.ev[s.id] if s.id != ev_id[cmd2] } upperLimit = Pokemon::EV_LIMIT - upperLimit upperLimit = [upperLimit, Pokemon::EV_STAT_LIMIT].min thisValue = [pkmn.ev[ev_id[cmd2]], upperLimit].min params.setRange(0, upperLimit) params.setDefaultValue(thisValue) params.setCancelValue(thisValue) f = pbMessageChooseNumber(_INTL("Set the EV for {1} (max. {2}).", GameData::Stat.get(ev_id[cmd2]).name, upperLimit), params) { screen.pbUpdate } if f != pkmn.ev[ev_id[cmd2]] pkmn.ev[ev_id[cmd2]] = f pkmn.calc_stats screen.pbRefreshSingle(party_idx) end else # (Max) Randomise all evTotalTarget = Pokemon::EV_LIMIT if cmd2 == evcommands.length - 2 # Randomize all (not max) evTotalTarget = rand(Pokemon::EV_LIMIT) end GameData::Stat.each_main { |s| pkmn.ev[s.id] = 0 } while evTotalTarget > 0 r = rand(ev_id.length) next if pkmn.ev[ev_id[r]] >= Pokemon::EV_STAT_LIMIT addVal = 1 + rand(Pokemon::EV_STAT_LIMIT / 4) addVal = addVal.clamp(0, evTotalTarget) addVal = addVal.clamp(0, Pokemon::EV_STAT_LIMIT - pkmn.ev[ev_id[r]]) next if addVal == 0 pkmn.ev[ev_id[r]] += addVal evTotalTarget -= addVal end pkmn.calc_stats screen.pbRefreshSingle(party_idx) end end when 1 # Set IVs cmd2 = 0 loop do hiddenpower = pbHiddenPower(pkmn) totaliv = 0 ivcommands = [] iv_id = [] GameData::Stat.each_main do |s| ivcommands.push(s.name + " (#{pkmn.iv[s.id]})") iv_id.push(s.id) totaliv += pkmn.iv[s.id] end msg = _INTL("Change which IV?\nHidden Power:\n{1}, power {2}\nTotal: {3}/{4} ({5}%)", GameData::Type.get(hiddenpower[0]).name, hiddenpower[1], totaliv, iv_id.length * Pokemon::IV_STAT_LIMIT, 100 * totaliv / (iv_id.length * Pokemon::IV_STAT_LIMIT)) ivcommands.push(_INTL("Randomise all")) cmd2 = screen.pbShowCommands(msg, ivcommands, cmd2) break if cmd2 < 0 if cmd2 < iv_id.length params = ChooseNumberParams.new params.setRange(0, Pokemon::IV_STAT_LIMIT) params.setDefaultValue(pkmn.iv[iv_id[cmd2]]) params.setCancelValue(pkmn.iv[iv_id[cmd2]]) f = pbMessageChooseNumber(_INTL("Set the IV for {1} (max. 31).", GameData::Stat.get(iv_id[cmd2]).name), params) { screen.pbUpdate } if f != pkmn.iv[iv_id[cmd2]] pkmn.iv[iv_id[cmd2]] = f pkmn.calc_stats screen.pbRefreshSingle(party_idx) end else # Randomise all GameData::Stat.each_main { |s| pkmn.iv[s.id] = rand(Pokemon::IV_STAT_LIMIT + 1) } pkmn.calc_stats screen.pbRefreshSingle(party_idx) end end when 2 # Randomise pID pkmn.personalID = rand(2**16) | (rand(2**16) << 16) pkmn.calc_stats screen.pbRefreshSingle(party_idx) end end next false } }) #===================================================================== Super Yellow Resource Pack #===================================================================== Internet Name: Hazy Crazy Relic Castle Name: 4AllNighterGrinder64 Poke Community Name: OrgeDevil632 #===================================================================== Generation 9 Animation Project #===================================================================== Project Host: KRLW890 Website = https://www.pokecommunity.com/threads/the-gen-9-move-animation-project.526189/ Thanks to the Reborn team for letting people use their resources. You are awesome. Gen 8 Animation Project lead by StCooler, with additional contributions by DarrylBD99, WolfPP, ardicoozer, riddlemeree Thanks to BellBlitzKing for his Pokemon Sound Effects Pack: Gen 1 to Gen 7 - All Attacks SFX. Gen 9 Animation Project led by KRLW890 and Nut0066, with additional contributions by Toxillian, QuahogTheCreator, Lcorp, and Shashu-Greninja #===================================================================== Independent Hidden Power Type (Adapted for V21.1) #===================================================================== DemICE #===================================================================== Legends Arceus Move Relearner #===================================================================== Kotaro,IndianAnimator #===================================================================== Normal-Type Attacks without STAB match your first Type instead #===================================================================== Jason Godwyn Code Block: pbCalcType(user) orginal code: def pbCalcType(user) @powerBoost = false ret = pbBaseType(user) if ret && GameData::Type.exists?(:ELECTRIC) if @battle.field.effects[PBEffects::IonDeluge] && ret == :NORMAL ret = :ELECTRIC @powerBoost = false end if user.effects[PBEffects::Electrify] ret = :ELECTRIC @powerBoost = false end end return ret end pbCalcType(user) changed code: def pbCalcType(user) @powerBoost = false type = @calcType userTypes = user.pbTypes(true) ret = pbBaseType(user) if ret == :NORMAL && !user.pbHasType?(:NORMAL) ret = userTypes[0] end if ret && GameData::Type.exists?(:ELECTRIC) if @battle.field.effects[PBEffects::IonDeluge] && ret == :NORMAL ret = :ELECTRIC @powerBoost = false end if user.effects[PBEffects::Electrify] ret = :ELECTRIC @powerBoost = false end end return ret end #===================================================================== Type Icons in Battle #===================================================================== Golisopod User, Hubercioch #===================================================================== Type Matchup UI #===================================================================== ThatWelshOne_ #===================================================================== Pokemon Form Trader #===================================================================== Dr.Doom76 #===================================================================== User's Speed is used instead of user's Attack for this move's calculations #===================================================================== Jason Godwyn Code Block: #=============================================================================== # User's Speed is used instead of user's Attack for this move's calculations. # (Aerial Ace) #=============================================================================== class Battle::Move::MySpeedIsMyAttack < Battle::Move def pbGetAttackStats(user, target) return user.speed, target.stages[:SPEED] + Battle::Battler::STAT_STAGE_MAXIMUM end end #=============================================================================== Sparling Vial #=============================================================================== Apples, Asforcia, BigFriv PBS and Code Block: #------------------------------- [SPARKLINGVIAL] Name = Sparkling Vial NamePlural = Sparkling Vials Pocket = 2 Price = 20000 SellPrice = 10000 FieldUse = OnPokemon Description = A vial of red liquid that sparkles extremely bright in the gleam of sunlight. #------------------------------- ItemHandlers::UseOnPokemon.add(:SPARKLINGVIAL, proc { |item, qty, pkmn, scene| if pkmn.shiny? == false pbSEPlay('Item Used', 100, 100) pbMessage(_INTL("The sparkling essence has altered your Pokémon!")) pkmn.shiny = true elsif pkmn.shiny? == true pbMessage(_INTL("The sparkling essence seems to have no effect.")) next false end }) #=============================================================================== Near Universial TMs #=============================================================================== FL Near Universial Tms Code Block: Name = Near Universal TMs by FL Version = 1.0 Essentials = 21.1 #=============================================================================== # * Near-Universal TMs - by FL (Credits will be apreciated) #=============================================================================== # # This script is for Pokémon Essentials. It makes all pokémon, except a few # specific ones, learn the near universal moves as TM/TR/HM/Tutor, so it's not # necessary to add the move to the PBS learnset. # #== INSTALLATION =============================================================== # # Put it above main OR convert into a plugin. No need to add/remove anything # from PBS. # #=============================================================================== if !PluginManager.installed?("Near-Universal TMs") PluginManager.register({ :name => "Near-Universal TMs", :version => "1.0", :link => "https://www.pokecommunity.com/showthread.php?t=492298", :credits => "FL" }) end NEAR_UNIVERSAL_TUTOR_MOVES = [ :ATTRACT,:BIDE,:CAPTIVATE,:CONFIDE,:CURSE,:DOUBLETEAM,:DOUBLEEDGE,:ENDURE, :FACADE,:FRUSTRATION,:HEADBUTT,:HELPINGHAND,:HIDDENPOWER,:MIMIC,:NATURALGIFT, :PROTECT,:RAGE,:REST,:RETURN,:ROUND,:SECRETPOWER,:SLEEPTALK,:SNORE, :SUBSTITUTE,:SWAGGER,:TAKEDOWN,:TERABLAST,:TOXIC ] # Ignores forms NEAR_INCOMPATIBLE_TUTOR_SPECIES = [ :CATERPIE,:METAPOD,:WEEDLE,:KAKUNA,:MAGIKARP,:DITTO,:UNOWN,:WOBBUFFET, :SMEARGLE,:WURMPLE,:SILCOON,:CASCOON,:WYNAUT,:BELDUM,:KRICKETOT,:BURMY, :COMBEE,:TYNAMO,:SCATTERBUG,:SPEWPA,:COSMOG,:COSMOEM,:BLIPBUG,:APPLIN ] class Pokemon alias :_compatible_with_move_FL_near :compatible_with_move? def compatible_with_move?(move_id) if ( NEAR_UNIVERSAL_TUTOR_MOVES.include?(move_id) && !NEAR_INCOMPATIBLE_TUTOR_SPECIES.include?(@species) ) return true end return _compatible_with_move_FL_near(move_id) end end #=============================================================================== Any Nature Mint #=============================================================================== Appletun's Apples Code and PBS Block: Item_Effects ItemHandlers::UseOnPokemon.add(:SPECIALMINT, proc { |item, qty, pkmn, scene| scene.pbDisplay(_INTL("Select a new nature for {1}.", pkmn.name)) commands = [] ids = [] GameData::Nature.each do |nature| next if pkmn.nature == nature.id commands.push(_INTL("{1}", nature.name)) ids.push(nature.id) end commands.push(_INTL("Cancel")) msg = _INTL("{1}'s nature: {2}", pkmn.name, pkmn.nature.name) cmd = scene.pbShowCommands(_INTL("Give which nature?\n#{msg}", pkmn.name), commands, 0) next false if cmd < 0 || cmd >= commands.length - 1 pkmn.nature = ids[cmd] pkmn.calc_stats scene.pbRefresh scene.pbDisplay(_INTL("{1} was given the {2} nature.", pkmn.name, pkmn.nature.name)) next true }) #------------------------------- [SPECIALMINT] Name = Special Mint NamePlural = Special Mints Pocket = 2 Price = 20 FieldUse = OnPokemon Flags = Fling_10 Description = When a Pokémon smells this mint, its nature can be changed to what it desires. #------------------------------- #=============================================================================== # Automatic Level Scaling #=============================================================================== Benitex, Joltik, Umbreon #=============================================================================== # Automatic Level Scaling #=============================================================================== LinKazamine, Lucidious89 #=============================================================================== # Leaf - Sprite Overworld #=============================================================================== Wolfang62: https://www.deviantart.com/wolfang62/art/Leaf-Sprite-Overworld-887602743 #=============================================================================== # Various Gen 4 Art Style trainer and overworld sprites #=============================================================================== Kyledove: https://pokengine.org/trainers/017gkf02/Brock Kyledove: https://pokengine.org/trainers/018np8rv/Misty?collection=105var2c Kyledove: https://pokengine.org/trainers/01hf2258/Leaf?collection=105var2c Brumirage: https://play.pokemonshowdown.com/sprites/trainers/agatha-lgpe.png Brumirage: https://play.pokemonshowdown.com/sprites/trainers/lorelei-lgpe.png hyo-oppa: https://play.pokemonshowdown.com/sprites/trainers/brendan.png hyo-oppa: https://play.pokemonshowdown.com/sprites/trainers/may.png Beliot: https://play.pokemonshowdown.com/sprites/trainers/beauty-gen7.png Brumirage: https://play.pokemonshowdown.com/sprites/trainers/marnie.png And numberous more by Kyledove, Brumirage, Hypo-oppa, Beliot, Brumirage. I hate having short term memory issues, I don't know where to find the source to verify if all of this resource pack is good to use for public use. Please don't kill me Eevee Exo. I'm overwhelmed, I can't remember who's resource is approved for public use. Just please let me know if I fucked up and what I have to get rid of, so it's no longer a problem. #=============================================================================== # Various music pieces from Offical Pokemon games #=============================================================================== ENLS’s Pre-Looped Music Library Looped and compiled by: @ENLS @Thundaga @KrakerwatYT @Sulucnal @FrivolousAqua #=============================================================================== # Ethically-Sourced Handmade Alternate Trainer Spritepack r3.2.18.24 #=============================================================================== Muffyang #=============================================================================== # Random Trainer Graphic Resources #=============================================================================== deoxysacid #=============================================================================== # Ga-Olé Trainer Classes #=============================================================================== kyledove #=============================================================================== # Pokémon Battle Revolution - Colosseum Leader Front Sprites #=============================================================================== jinxed #=============================================================================== # "Nidothing" Trainer Sprites #=============================================================================== jinxed #=============================================================================== # Gen 4 and 5 Trainer sprites and PBS #=============================================================================== Mr. Gela #=============================================================================== # Taiga´s Trainer Collections #=============================================================================== Taiga DiegoWT Neo-Spriteman Vanilla Sunshine AtomicReactor PizzaSun Tebited #=============================================================================== # Offical games Trainer Classes #=============================================================================== Kyledove #=============================================================================== # Pokemon Clover - Culmination (VS. Champion) #=============================================================================== Jim Clover Poclo Sound Team Le Ruse Bird aaaa Dimbus Maximus CCChiptunes Mammothplant Coraldev DSAI-Qaeda Gameonion TheLostRune Kottbullar Squeetz Starmagician Turqouise Anonymous and more from 4-Chan Recorded by Squeetz poclo.bandcamp.com poclo.net #=============================================================================== # Pokémon Clover - Culmination (VS. Champion) OR/AS Style #=============================================================================== thelostrune / Le Ruse Bird: https://www.youtube.com/watch?v=GbLWCqshDFU #=============================================================================== # Fan made Pokemon Trainer sprites + overworlds or Offical Trainer sprites + overworlds #=============================================================================== Countless artists from Pokemon Showdown Countless artists from Pokengine.org Numerous resource packs on Eevee Exo/Pokecommunity It's a likely possibility that dispite my best efforts, I forgot to credit someone because of the sheer quantity. It's important to note that Super Yellow does not use every offical character design art into a Gen 4 pixel art format. By the time I assembled this Credits Compendium on the 20th May 2024, 5 days before the game jam I plan to attend would happen, it's a blank for me if specfic sprites such as the LGPE and SWSH sprites are good to use for public use. And if it turns out there not after the fact, then I will get rid of them. I'm aware that your are expected to never use an asset in the first place, if you don't know if it is or isn't a public resource. Once again, Super Yellow Gameplay Edition was rushed out the door. I'm afraid I unknowingly set myself up to cause my own problems with even allowing Super Yellow Gameplay Edition to exist. And I could have avoided this issue if I was not in a rush. I'm going to stop being a dumb fuck rat now. Tell me if I fucked up and need to be punished for my crimes. I don't even care if I deserve to die for it. As Relic Castle/Eevee Exo states: NOT CREDITING SOMEONE FOR SOMETHING THEY CREATED IS CONSIDERED CONTENT THEFT AND IS A VERY SERIOUS OFFENSE. And I wasn't expecting to get a heart attack at the very end of making Super Yellow Gameplay Edition. Scared for my life that I am going to stumble into trouble. All because I missed, flat out forgot or can't find a contact for an exact artist to confirm if their thing is a public resource. #=============================================================================== # Jason Godwyn Poke Editor #=============================================================================== Poke Editor Code Blocks: Will you lose your lunch if you have to farm any more Heart Scales? Are you sick of catching/breeding countless Pokemon of the same species hoping for one with the right Nature and Ability, only to spend ages getting the right Moves/Egg Moves/TMs? Do you hate the idea of event-exclusive moves that break the game almost as much as you hate the Canon Pokemon Series's habit of only letting certain Pokemon learn certain moves in certain games, often from single-use-only Move Tutors to encourage every player to buy as many games as possible even if they only want to compete in the most modern one? Hi, I'm Jason Godwyn, and I have a solution to all your problems! Okay, for these specific problems. First add the following code to a newly inserted Script in the Script Editor called JasonGodwynsTools! Code: ##Jason Godwyn's Nature Changer for Pokeditor def pbChangeNature commands = [] ids = [] $player.party.each do |pokemon| next if pokemon.egg? commands.push("#{pokemon.name} (#{GameData::Nature.get(pokemon.nature).real_name})") ids.push(pokemon) end commands.push(_INTL("[Cancel]")) cmd = -1 loop do msg = _INTL("Choose a Pokémon to change its nature.") cmd = pbMessage(msg, commands, -1) break if cmd < 0 || cmd >= commands.length - 1 pokemon = ids[cmd] nature_commands = [] nature_ids = [] GameData::Nature.each do |nature| if nature.stat_changes.empty? nature_commands.push(_INTL("{1} (---)", nature.real_name)) else plus_text = "" minus_text = "" nature.stat_changes.each do |change| if change[1] > 0 plus_text += "/" if !plus_text.empty? plus_text += GameData::Stat.get(change[0]).name_brief elsif change[1] < 0 minus_text += "/" if !minus_text.empty? minus_text += GameData::Stat.get(change[0]).name_brief end end nature_commands.push(_INTL("{1} (+{2}, -{3})", nature.real_name, plus_text, minus_text)) end nature_ids.push(nature.id) end nature_commands.push(_INTL("[Reset]")) nature_commands.push(_INTL("[Back]")) loop do nature_cmd = pbMessage("Select a nature", nature_commands, 0) break if cmd < 0 || cmd >= commands.length - 1 if nature_cmd >= 0 && nature_cmd < nature_commands.length - 2 # Set nature pokemon.nature = nature_ids[nature_cmd] pbMessage(_INTL("{1}'s nature is set to {2}.", pokemon.name, GameData::Nature.get(pokemon.nature).real_name)) # Update the Pokémon's name and nature in the commands array commands[cmd] = "#{pokemon.name} (#{GameData::Nature.get(pokemon.nature).real_name})" break elsif nature_cmd == nature_commands.length - 2 # Reset pokemon.nature = nil pbMessage(_INTL("{1}'s nature has been reset.", pokemon.name)) # Update the Pokémon's name and nature in the commands array commands[cmd] = "#{pokemon.name} (#{GameData::Nature.get(pokemon.nature).real_name})" break elsif nature_cmd == nature_commands.length - 1 # Back button break end end end end def pbGetRelearnableMoves(pokemon) return [] if !pokemon || pokemon.egg? || pokemon.shadowPokemon? moves = [] # Add moves from level-up moves pokemon.getMoveList.each do |move| move_id = move[1] next if move[0] > pokemon.level || pokemon.hasMove?(move_id) moves << move_id if !moves.include?(move_id) end # Add moves from TMs and HMs tm_moves = pokemon.species_data.moves if tm_moves if tm_moves.is_a?(Array) moves.concat(tm_moves.select { |move| move[0] == :TM && !pokemon.hasMove?(move[1]) }.map { |move| move[1] }) else moves << tm_moves[1] if tm_moves[0] == :TM && !pokemon.hasMove?(tm_moves[1]) end end # Add moves from tutor moves tutor_moves = pokemon.species_data.tutor_moves if tutor_moves if tutor_moves.is_a?(Array) moves.concat(tutor_moves.reject { |move_id| pokemon.hasMove?(move_id[1]) }) else moves << tutor_moves if !pokemon.hasMove?(tutor_moves) end end # Add moves from egg moves egg_moves = pokemon.species_data.egg_moves if egg_moves if egg_moves.is_a?(Array) moves.concat(egg_moves.reject { |move_id| pokemon.hasMove?(move_id[1]) }) else moves << egg_moves if !pokemon.hasMove?(egg_moves) end end moves.uniq! moves.sort_by! { |move_id| GameData::Move.get(move_id).name } moves end # https://www.youtube.com/@JasonGodwin69 ##Jason's Move Teacher def pbTeachMovePokedit commands = [] pokemon_list = [] $player.party.each do |pokemon| next if pokemon.egg? moves = pbGetRelearnableMoves(pokemon) next if moves.empty? commands << "#{pokemon.name} (Level #{pokemon.level})" pokemon_list << pokemon end commands << _INTL("[Cancel]") cmd = -1 loop do msg = _INTL("Choose a Pokémon to teach a move.") cmd = pbMessage(msg, commands, -1) break if cmd < 0 || cmd >= commands.length - 1 pokemon = pokemon_list[cmd] moves = pbGetRelearnableMoves(pokemon) move_commands = moves.map { |move_id| pbGetMoveName(move_id) } move_commands << _INTL("[Back]") loop do move_cmd = pbMessage("Select a move to teach.", move_commands, 0) break if move_cmd == move_commands.length - 1 # Back button next if move_cmd < 0 || move_cmd >= move_commands.length - 1 move_id = moves[move_cmd] if move_id && GameData::Move.exists?(move_id) pbLearnMove(pokemon, move_id) else pbMessage("Invalid move ID: #{move_id}") end break end end end def pbGetMoveName(move_id) move_data = GameData::Move.try_get(move_id) return "Unknown Move (ID: #{move_id})" unless move_data return move_data.name end ##Jason Godwyn's Pokeditor Ability Changer def pbChangeAbilityJason commands = [] ids = [] $player.party.each do |pokemon| next if pokemon.egg? commands.push("#{pokemon.name} (Ability: #{ability_name(pokemon.ability)})") ids.push(pokemon) end commands.push(_INTL("[Cancel]")) cmd = -1 loop do msg = _INTL("Choose a Pokémon to change its ability.") cmd = pbMessage(msg, commands, -1) break if cmd < 0 || cmd >= commands.length - 1 pokemon = ids[cmd] ability_commands = [] ability_ids = [] # Retrieve the list of abilities the Pokémon can learn based on species ability_list = pokemon.species_data.abilities # Append Hidden Ability to the list if available hidden_ability = GameData::Ability.get(pokemon.species_data.hidden_abilities[0]) if pokemon.species_data.hidden_abilities.length > 0 ability_list.push(hidden_ability) if hidden_ability ability_list.each do |ability_id| ability = GameData::Ability.get(ability_id) ability_name = ability_name(ability.id) next if ability_ids.include?(ability.id) # Skip duplicate abilities ability_commands.push(_INTL("{1}", ability_name)) ability_ids.push(ability.id) # Add the ability ID to the array end ability_commands.push(_INTL("[Reset]")) ability_commands.push(_INTL("[Back]")) loop do ability_cmd = pbMessage("Select an ability.", ability_commands, 0) break if ability_cmd < 0 || ability_cmd >= ability_commands.length - 1 if ability_cmd >= 0 && ability_cmd < ability_commands.length - 2 # Set ability pokemon.ability = ability_ids[ability_cmd] # Retrieve the ability ID from the array pbMessage(_INTL("{1}'s ability is set to {2}.", pokemon.name, ability_name(pokemon.ability))) # Update the Pokémon's name and ability in the commands array commands[cmd] = "#{pokemon.name} (Ability: #{ability_name(pokemon.ability)})" break elsif ability_cmd == ability_commands.length - 2 # Reset pokemon.ability = nil pbMessage(_INTL("{1}'s ability has been reset.", pokemon.name)) # Update the Pokémon's name and ability in the commands array commands[cmd] = "#{pokemon.name} (Ability: #{ability_name(pokemon.ability)})" break elsif ability_cmd == ability_commands.length - 1 # Back button break end end end end def ability_name(ability_id) return ability_id ? GameData::Ability.get(ability_id).name : "---" end Then get any NPC, Key Item, or Common Event to run "pbChangeNature", "pbTeachMovePokedit", or "pbChangeAbilityJason" or allow the player to choose from any of these three scripts to execute! Now your Pokemon player can freely edit their Pokemon's Nature, Ability, and Moves without needing to grind or hack their save files for cash and Heart Scales! Credits Jason Godwyn - https://www.youtube.com/@JasonGodwin69 #=============================================================================== # NPB's Battle UI #=============================================================================== No pro bro,BiggusWeeabus,Taiga,Ardicoozer(for v21.1 script) #=============================================================================== # Fancy looking type icons and Tera-Type Icons made Sol Emeralds #=============================================================================== Eevee Exo/Relic Castle: Sonicover Deviantart: Banjo2015 #=============================================================================== # Various Pixel Art asset designs from other fan games #=============================================================================== Pokemon Party menu background from Pokemon Insurgence Pokemon Insurgence artists: SleepLate AtlusAbound EchoTheThird ZeroBreaker FluffyChikorita Skurleton Nico Rune_Script Selena #=============================================================================== # Trainer Transitions #=============================================================================== Wes by Meme Galactic: https://tumblunni.tumblr.com/post/132880703981/im-trying-to-make-some-wes-sprites-and-i-found-a Leaf by Nyjee: https://www.deviantart.com/nyjee/art/VS-Trainer-SPECIAL-Portrait-165669863 Red by iTheRealPikachuV2: https://www.deviantart.com/itherealpikachuv2/art/Pokemon-Vs-Red-Mugshot-213466606 Breandan by hyo-oppa: https://www.deviantart.com/hyo-oppa/art/Pokemon-ORAS-Brendan-DPPt-HGSS-Gen-IV-Sprite-Sheet-681502142 May by skyin2020: https://www.deviantart.com/skyin2020/art/Pokemon-Female-Trainers-VS-Sprite-788731786 #=============================================================================== # Character Selection By FL #=============================================================================== Made by FL Script.rb code block: #=============================================================================== # * Character Selection - by FL (Credits will be apreciated) #=============================================================================== # # This script is for Pokémon Essentials. It's a character selection screen # suggested for player selection or partner selection. # #== INSTALLATION =============================================================== # # To this script works, put it above main OR convert into a plugin. Put a 32x32 # background at "Graphics/Pictures/character_selection_tile" (may works with # other sizes). # #== HOW TO USE ================================================================= # # Call 'startCharacterSelection(overworld,battle)' passing two arrays with the # same size as arguments: # # - The first include overworld graphics names (from # "Graphics/Pictures/Characters"). # - The second include battler/front graphics names (from # "Graphics/Pictures/Trainers" or "Graphics/Pictures/Characters"). # # The return is the player selected index, starting at 0. # #== EXAMPLES =================================================================== # # An example that initialize the player: # # overworld = ["trainer_POKEMONTRAINER_Red","trainer_POKEMONTRAINER_Leaf", # "trainer_POKEMONTRAINER_Brendan","trainer_POKEMONTRAINER_May"] # battle = ["POKEMONTRAINER_Red","POKEMONTRAINER_Leaf", # "POKEMONTRAINER_Brendan","POKEMONTRAINER_May"] # result = startCharacterSelection(overworld,battle) # pbChangePlayer(result+1) # #=============================================================================== if defined?(PluginManager) && !PluginManager.installed?("Character Selection") PluginManager.register({ :name => "Character Selection", :version => "1.1", :link => "https://www.pokecommunity.com/showthread.php?t=338481", :credits => "FL" }) end class CharacterSelectionScene BACKGROUND_SPEED = 3 ANIMATION_FRAME_INTERVAL = 4 # Increase for slower animation. FRAMES_TO_TURN = 128 def pbStartScene(overworld,battle) @overworld = overworld @battle = battle @sprites={} @viewport=Viewport.new(0,0,Graphics.width,Graphics.height) @viewport.z=99999 @sprites["bg"]=CharacterSelectionPlane.new( BACKGROUND_SPEED,FRAMES_TO_TURN,@viewport) @sprites["bg"].setBitmap("Graphics/Pictures/character_selection_tile") @sprites["arrow"]=IconSprite.new(@viewport) @sprites["arrow"].setBitmap("Graphics/Pictures/selarrow") @sprites["battlerbox"]=Window_AdvancedTextPokemon.new("") @sprites["battlerbox"].viewport=@viewport pbBottomLeftLines(@sprites["battlerbox"],5) @sprites["battlerbox"].width=256 @sprites["battlerbox"].x=Graphics.width-@sprites["battlerbox"].width @sprites["battlerbox"].z=0 @sprites["battler"]=IconSprite.new(384,284,@viewport) # Numbers for coordinates calculation lines = 2 totalWidth = 512 totalHeight = 232 marginX = totalWidth/((@overworld.size/2.0).ceil+1) marginY = 72 for i in 0...@overworld.size @sprites["icon#{i}"]=AnimatedChar.new( "Graphics/Characters/"+@overworld[i],4, [ANIMATION_FRAME_INTERVAL-1,0].max, FRAMES_TO_TURN, @viewport) @sprites["icon#{i}"].x = marginX*((i/2).floor+1) @sprites["icon#{i}"].y = marginY+(totalHeight - marginY*2)*(i%lines) @sprites["icon#{i}"].start end updateCursor @sprites["messagebox"]=Window_AdvancedTextPokemon.new( _INTL("Choose your character.")) @sprites["messagebox"].viewport=@viewport pbBottomLeftLines(@sprites["messagebox"],5) @sprites["messagebox"].width=256 pbFadeInAndShow(@sprites) { update } end def updateCursor(index=nil) @index=0 if index pbPlayCursorSE @index=index end @sprites["arrow"].x=@sprites["icon#{@index}"].x-32 @sprites["arrow"].y=@sprites["icon#{@index}"].y-32 @sprites["battler"].setBitmap(trainerBitmapPath(@battle[@index])) @sprites["battler"].ox=@sprites["battler"].bitmap.width/2 @sprites["battler"].oy=@sprites["battler"].bitmap.height/2 end def trainerBitmapPath(spriteName) ret = pbResolveBitmap("Graphics/Trainers/"+spriteName) return ret if ret ret = pbResolveBitmap("Graphics/Characters/"+spriteName) return ret end def pbMidScene loop do Graphics.update Input.update self.update if Input.trigger?(Input::C) pbPlayDecisionSE if pbDisplayConfirm(_INTL("Are you sure?")) pbPlayDecisionSE return @index else pbPlayCancelSE end end lines=2 if Input.repeat?(Input::LEFT) updateCursor((@index-lines)>=0 ? @index-lines : @overworld.size-lines+(@index%lines)) end if Input.repeat?(Input::RIGHT) updateCursor((@index+lines)<=(@overworld.size-1) ? @index+lines : @index%lines) end if Input.repeat?(Input::UP) updateCursor(@index!=0 ? @index-1 : @overworld.size-1) end if Input.repeat?(Input::DOWN) updateCursor(@index!=@overworld.size-1 ? @index+1 : 0) end end end def update pbUpdateSpriteHash(@sprites) end def pbDisplayConfirm(text) ret=-1 oldtext=@sprites["messagebox"].text @sprites["messagebox"].text=text using(cmdwindow=Window_CommandPokemon.new([_INTL("Yes"),_INTL("No")])){ cmdwindow.z=@viewport.z+1 cmdwindow.visible=false pbBottomRight(cmdwindow) cmdwindow.y-=@sprites["messagebox"].height loop do Graphics.update Input.update cmdwindow.visible=true if !@sprites["messagebox"].busy? cmdwindow.update self.update if Input.trigger?(Input::B) && !@sprites["messagebox"].busy? ret=false end if (Input.trigger?(Input::C) && @sprites["messagebox"].resume && !@sprites["messagebox"].busy?) ret=(cmdwindow.index==0) break end end } @sprites["messagebox"].text=oldtext return ret end def pbEndScene pbFadeOutAndHide(@sprites) { update } pbDisposeSpriteHash(@sprites) @viewport.dispose end class CharacterSelectionPlane < AnimatedPlane LIMIT=16 def initialize(speed, turnTime, viewport) super(viewport) @speed = speed @turnTime = turnTime end def update super @frame=0 if !@frame @frame+=1 @direction=0 if !@direction if @frame==@turnTime @frame=0 @direction+=1 @direction=0 if @direction==4 end case @direction when 0 #down self.oy+=@speed when 1 #left self.ox-=@speed when 2 #up self.oy-=@speed when 3 #right self.ox+=@speed end self.ox=0 if self.ox==-LIMIT || self.ox==LIMIT self.oy=0 if self.oy==-LIMIT || self.oy==LIMIT end end class AnimatedChar < AnimatedSprite def initialize(*args) @realframeschar=0 @direction=0 @turnTime=args[3] super([args[0],args[1],args[2],args[4]]) @frameheight=@animbitmap.height/4 if @animbitmap.width%framecount!=0 raise _INTL("Bitmap's width ({1}) is not a multiple of frame count ({2}) [Bitmap={3}]",@animbitmap.width,@framewidth,@animname) end @playing=false self.src_rect.height=@frameheight self.ox=@framewidth/2 self.oy=@frameheight end def frame=(value) @frame=value @realframes=0 self.src_rect.x=@frame%@framesperrow*@framewidth end def update super if @playing @realframeschar+=1 if @realframeschar==@turnTime @realframeschar=0 @direction+=1 @direction= 0 if @direction==4 #Spin if @direction==2 dir=3 elsif @direction==3 dir=2 else dir=@direction end self.src_rect.y=@frameheight*dir end end end end end class CharacterSelectionScreen def initialize(scene) @scene=scene end def pbStartScreen(overworld,battle) @scene.pbStartScene(overworld,battle) ret = @scene.pbMidScene @scene.pbEndScene return ret end end def startCharacterSelection(overworld,battle) ret = nil pbFadeOutIn(99999) { scene=CharacterSelectionScene.new screen=CharacterSelectionScreen.new(scene) ret=screen.pbStartScreen(overworld,battle) } return ret end #=============================================================================== # Gen 5 VS Sprite Pack #=============================================================================== BW VS rips came from Barubary on spriters-resource B2W2 VS rips came from redblueyellow on spriters-resource VS bars came from TechSkylander1518 #=============================================================================== # Music from other media #=============================================================================== Tekken 2 - Morning Field (Jun's Theme) Pokemon Uranium - Decisive Battle by Emdasche/Electric Mudkip Pokemon Uranium - Elite Battle by Emdasche/Electric Mudkip Pokemon Reborn - Marnie Battle Theme ft. Scottay (Remix by GlitchxCity) Pokémon Kanto Gym Leader Battle Theme (FRLG Ver.) Remix by KokiRemix Slame of the Northstar - Quad City DJs vs Crystal Kings by GAR Gigachad Theme Hans Zimmer Can you Feel My Heart by Carameii Please Help I've Imagined Too Many Dragons by William Maranci Mashups Sonic And the Fallen Star Subspace Distortion Supernova Mix Special Stage by Hollie Taylor Big Iron But it's Been Shagged by an Audiophile and Rendered Using a Biscuit Tin By DominantChris Man with a Mission - When My Devil Rises Yu Go Oh Duel Links Gong Strong ARC V Theme Main Theme Sonic Adventure 3 SilvaGunner If it turns out music from other media is a big no no with Pokemon fan games, I'm seriously sorry. I didn't want the stock Pokemon music tones, and for some music pieces, I wanted to use them cause they were funny. I'm more than ready to purge these from Super Yellow if I have to. First time ever I made a Pokemon fan game, so I don't know what the big no no's are. I saw that Pokemon Bushido used Naruto Shikamaru Theme and Breath of The Wild Ganon music, so if it turns out Bushido led me down the wrong path, than that's my own fault. #=============================================================================== # GSC Kris Gen 4 Sprites (Artist has given permission for the character sprites to be used in Super Yellow Gameplay Edition, evidence is in the Misc Folder) #=============================================================================== SirPeaches: https://www.deviantart.com/sirpeaches/art/HeartGold-SoulSilver-Kris-Ver-2-555601343 #=============================================================================== # DeigoWT Character sprites #=============================================================================== Wes: https://www.deviantart.com/diegowt/art/Wes-Sprite-Pack-842134086 ORAS May: https://www.deviantart.com/diegowt/art/Sprite-Pack-ORAS-May-976413120 ORAS Bredan: https://www.deviantart.com/diegowt/art/Sprite-Pack-ORAS-Brendan-976412704 #=============================================================================== # Mid117 #=============================================================================== Wes backsprite: https://www.deviantart.com/mid117/art/Commission-PKMN-Colosseum-Wes-Backsprite-842604661 #=============================================================================== # neosth2001 #=============================================================================== Wes Gen 4 trainer sprite (Source links to a 404 Deviant Art page. Source link currently unknown) https://www.deviantart.com/neosth2001/art/Wes-Pokemon-Cobalt-364693531 #=============================================================================== # hyo-oppa #=============================================================================== Pokemon Trainer Battle Sprite Collection: https://www.deviantart.com/hyo-oppa/art/Hyo-s-Pokemon-Trainer-Battle-Sprite-Collection-878566572 Pokemon ORAS Brendan DPPt/HGSS Gen IV Sprite Sheet: https://www.deviantart.com/hyo-oppa/art/Pokemon-ORAS-Brendan-DPPt-HGSS-Gen-IV-Sprite-Sheet-681502142 #=============================================================================== # skyin2020 #=============================================================================== Pokemon Female Trainers VS Sprite: https://www.deviantart.com/skyin2020/art/Pokemon-Female-Trainers-VS-Sprite-788731786 #=============================================================================== # Solo993 #=============================================================================== PUBLIC OrAs Protagonists Gba back front sprites: https://www.deviantart.com/solo993/art/PUBLIC-OrAs-Protagonists-Gba-back-front-sprites-491737986 #=============================================================================== # PKMNTrainerRick #=============================================================================== POKEMON RED DPP BACK SPRITE: https://www.deviantart.com/pkmntrainerrick/art/POKEMON-RED-DPP-BACK-SPRITE-918844486 POKEMON LEAF DPP BACK SPRITE: https://www.deviantart.com/pkmntrainerrick/art/POKEMON-LEAF-DPP-BACK-SPRITE-918844468 #=============================================================================== # Tales of The Outskirt Stand Resources #=============================================================================== Rider Willie Gen 4 Trainer + Overworld Sprite Tales of the Outskirt Stand Credits: ### POKEMON ESSENTIALS ### Flameguru Poccil (Peter O.) Maruno With contributions from: AvatarMonkeyKirby Marin Boushy MiDas Mike Brother1440 Near Fantastica FL. PinkMan Genzai Kawakami Popper help-14 Rataime IceGod64 SoundSpawn Jacob O. Wobbrock the__end KitsuneKouta Venom12 Lisa Anthony Wachunga Luka S.J. #### Scripts #### # Fly Menu Screen # Creg #### Plugins #### # Pokémon Essentials Deluxe # Lucidious89 # Bag Screen with Interactable Party # DiegoWT #Pokemon BW Party Screen # DeepBlue PacificWaves Shashu-Greninja Golisopod User # Improved Battle AI for Essentials v20.1 # KRLW890 # Better Battle Animation Editor # KRLW890 #### Tilesets #### # Water autotile # Slaqueen Zeo254 # Indoor Tileset PC and Mart Pokemon Forever Lost (yes its public look at the comments) # WesleyFG GavZxHayley kaitodesign Kymotonian Dewitty # Tileset ver.3 [Free*] # Magiscarf # Mishmash of tropical tiles # princess-phoenix # Swampy Gatehouse Tileset # princess-phoenix # The Home of Excello Village Tileset # princess-phoenix # The Messy Room of a Random Galar Zigzagoon Fan # princess-phoenix # Waterfall Autotile v1 # Hek-el-grande PandaInDaGame # Agate Village (Tileset) # KingTapir # Evolina Mountains # Phyromatical EVoLiNa zetavares852 # Mixed Cave-Tileset # Phyromatical zetavares852 # Desert tiles # KingTapir # Underwater Tiles # Kyle-dove Manuxd789 #Desert Tileset # BlackPokeNinja DaNerdyDude Kymotonian Hek-El-Grande ForeverXShoddyBattle #Puddle Tiles # Phyromatical zetavares852 DarkDragonn # Yet another water autotile # Slaqueen Zeo254 # Indoor Tileset PC and Mart Pokemon Forever Lost (yes it is public now) # WesleyFG GavZXHayley kaitodesign Kymotonian Dewitty #### Graphics #### # Ultra Wormhole # Ulithium_Dragon # Pokemon Colosseum/XD trainer sprites # https://www.deviantart.com/akuma-tsubasa/art/Sprite-Commission-LightningKillua15-4-843105484 https://www.deviantart.com/akuma-tsubasa/art/Sprite-Commission-LightningKillua15-5-856465249 Akuma-Tsubasa LightningKillua15 # Orre-Exclusive Items # KingTapir # The DPPt Style Gen VI and Beyond Backsprite Resource # @ Dreadwing93: *All Unova Pokemon (Victini-Genesect)(repubished by Aki) *Most Kalos Pokemon: -Chespin line -Fennekin line -Froakie line -Bunnelby line -Fletchling line -Scatterbug line -Vivillon forms -Litleo line -Flabebe line + colors -Honedge line -Spritzee -Inkay line -Skrelp line -Helioptile line -Tyrunt line -Amaura line -Carbink @ Prodigal96: *Some Alolan Forms: -Alolan Raticate -Alolan Meowth -Alolan Grimer line *Some Galarian Forms: -Galarian Meowth -Galarian Slowpoke line *Some Galar Pokemon: -Gossifleur line -Yamper line -Arrokuda -Grimmsnarl -Stonjourner -Eiscue forms -Indeedee forms -Copperajah -Eternatus -Zarude forms *Some Alola Pokemon: -Wishiwashi -Bruxish -Bewear -Buzzwole -Pheromosa *Some Megas: -Mega Venusaur -Mega Charizard X + Y -Mega Blastoise -Mega Beedrill -Mega Pidgeot -Mega Alakazam -Mega Gengar -Mega Kangaskhan -Mega Pinsir -Mega Gyarados -Mega Aerodactyl -Mega Mewtwo X + Y -Mega Ampharos -Mega Scizor -Mega Houndoom -Mega Sceptile -Mega Blaziken -Mega Swampert -Mega Manectric -Mega Altaria -Mega Banette -Mega Absol -Primal Kyogre -Primal Groudon *Some Gigantamax Forms: -Gigantamax Venusaur -Gigantamax Charizard -Gigantamax Blastoise -Gigantamax Butterfree -Gigantamax Pikachu -Gigantamax Meowth -Gigantamax Machamp -Gigantamax Gengar -Gigantamax Kingler -Gigantamax Lapras -Gigantamax Eevee -Gigantamax Snorlax -Gigantamax Grimmsnarl -Gigantamax Copperajah *Barbaracle edits @ MM980: *Some Alola Pokemon: -Dartrix -Decidueye *Some Kalos Pokemon: -Ash-Greninja -Eternal Flower Floette -Barbaracle -Goodra -Trevenant -Noivern -Xerneas -Yveltal -Zygarde Forms -Volcanion *Galarian Yamask *Mega Gardevoir @ 44tim44: *Sylveon @ Gnomowladny: *Some Megas: -Mega Sableye -Mega Mawile -Mega Glalie -Mega Lopunny -Mega Audino *Some Alolan Pokemon: -Rowlet -Mimikyu @ MetalFlygon (republished by Zygoat): *Some Alola Pokemon: -Rockruff line -Salandit line -Meltan *Some Galar Pokemon: -Nickit line -Clobbopus line -Sirfetch'd -Mr. Rime *Some Alolan Forms: -Alolan Ratatta -Alolan Raichu -Alolan Sandshrew line -Alolan Vulpix line -Alolan Diglett line -Alolan Persian -Alolan Geodude line -Alolan Exeggutor -Alolan Marowak *Some Galarian Forms: -Galarian Ponyta line -Galarian Farfetch'd -Galarian Weezing -Galarian Mr. Mime -Galarian Corsola @ Zygoat: *Some Megas: -Mega Heracross -Mega Medicham -Mega Garchomp -Mega Lucario *Some Galar Pokemon: -Obstagoon -Alcremie *Pikachu Libre *Galarian Zigzagoon and Linoone @ WolfPP: *Some Galarian Pokemon: -Kubfu line -Dreepy -Inteleon -Galarian Zapdos -Galarian Moltres @ lichenprincess: *Some Galarian Pokemon: -Thwackey -Raboot -Drizzile -Hatterene -Drakloak -Dragapult -Regieleki *Galarian Articuno *Dhelmise @ BiggusWeeabus: *Rookidee line @ ChromusSama: *Phantump @ briochee *Litten *Incineroar *Popplio line *Pikipek line *Yungoos line *Grubbin line *Morelull *Jangmo-o line @ Mak: *Skiddo *Some Alola Pokemon -Crabrawler -Mudbray line -Dewpider line *Some Galar Pokemon -Sizzlipede line -Sinistea -Impidimp -Morgrem -Frosmoth *Galarian Stunfisk *Goomy and Sliggoo forms @ Loafus022: *Basculegion forms @ Sopita_Yorita: *Hisuian Growlithe @ lennybitao: *Rillaboom *Hisuian Arcanine *Hoopa (Unbound) @ Scept: *Gen 9 Starters -Sprigatito -Fuecoco -Quaxly @ Travis: *Some Hisui Pokemon -Sneasler -Overqwil @ MrEoncito: *Some Galar Pokemon -Grookey -Scorbunny -Cinderace -Sobble *Some Megas: -Mega Latias -Mega Latios -Mega Gallade *Silvally @ IDesbas/Angy: *Some Megas: -Mega Steelix -Mega Tyranitar *Kleavor @ MarcStuts08: *Pangoro @ PorousMist326: *Runerigus *Marshadow *Gigantamax Inteleon *Galarian Darumaka line *Fairy-type Arceus *HOME Shiny Castform forms *Sandyghast line *Cutiefly *Binacle *Hoopa *Mega Sharpedo *Pikachu Forms: -Black Tip -Partner Pikachu *Eevee Forms: -Female Eevee -Partner Eevee *Hisuian Qwilfish *White-striped Basculin *Missing shinies *Recolor edits *Compiling of sprites ------------------------------------------------------------------------------------------------------ Special thanks to the following: ------------------------------------------------------------------------------------------------------ @ leParagon: *Inspiration and bases of many sprites @ DS-style Gen VII and Beyong Pokemon Sprite Repository: *Inspiration and bases of many sprites @ Smogon Art Projects: *Inspiration and bases of many sprites ------------------------------------------------------------------------------------------------------ DS-style Gen VII and Beyond Pokemon Sprite Repository (Inspiration and bases of many sprites here) https://www.pokecommunity.com/showthread.php?t=368703 leParagon (Inspiration and bases of many sprites here) https://www.deviantart.com/leparagon #### Music #### # ENLS’s Pre-Looped Music Library # @ENLS @Thundaga @KrakerwatYT @Sulucnal @FrivolousAqua # Sound Effects # https://forums.rpgmakerweb.com/index.php?threads/sound-effects-pack-ogg-the-match-makers.73381/ Osabisi # Crystal Cave: Remastered (https://www.youtube.com/watch?v=A4yjALpgADU) # Zame #### Animations #### # Pokemon Reborn Animations # Amethyst Jan Inuki Smeargletail Mde Koyo Vulpes Draconis andracass # Pokemon Gen 8 Animation Project # StCooler DarryBD99 WolfPP ardicoozer riddlemeree ##### Pokemon Essentials Gen 9 Project ##### Script Gen 9 and Adapting PLA for v20: -Caruban -Lucidious89 -Eskiss (Legend Plate script based on) PBS for Gen 9: -Caruban -PorousMist (Updated the abilities, items, and moves description) -DJChaos (TM Items) -Futuresushi (Shortened abilities and moves description) Pokemon Gen 9 Battler Sprites: KingOfThe-X-Roads, Mak, Caruban, jinxed, leParagon, Sopita_Yorita, Azria, Mashirosakura, JordanosArt, Abnayami, OldSoulja, Katten, Divaruta 666, Clara, Skyflyer, AshnixsLaw Pokemon Gen 9 icons: ezerart, JordanosArt Pokemon Gen 9 Followers: Azria, DarkusShadow, EduarPokeN, Carmanekko, StarWolff, Caruban Pokemon PLA and Gen 9 Footprints : Caruban Pokemon Gen 9 Cries: Edited from Lightblade Absol Gen 9 Cries compilation video https://www.youtube.com/watch?v=KV6k3G62oT0 Edited from HeroLinik Pokemon Scarlet and Violet - Walking Wake and Iron Leaves Cries video https://www.youtube.com/watch?v=weH2W3mQ35Y Gen 9 item icons: -lichenprincess (Tera Orb, Bamboos, Tera Shards, Mirror Herb, Loaded Dice, Leader Crest, and Kubfu Scrolls, Booster Energy, Gimmighoul coin, TM Material, Kofu's Wallet, Sandwich, Herba Mysticas) -Caruban (Punching Glove, Auspicious Armor, Malicious Armor, Ability Shield, Clear Amulet, Covert Cloak, Scarlet&Violet Book) Original Pokémon: Legends Arceus Expansion Script : -StCooler (Original script for Gen 8 Project in v18 and Status sprites) -PorousMist and curryofthepast (Adapting the script for v19.1 use) PLA item icons : AztecCroc, 3DJackArt, Caruban, lichenprincess Pokemon cries ripped: -Morningdew Pokeballs battle animation and summary icon: -Caruban -WolfPP (Beast ball battle animation) PLA Pokémon icons: LuigiTKO PLA Followers: Boonzeet, DarkusShadow, princess-phoenix, Ezeart, WolfPP PLA Sprites from Smogon Gen8 Sprite Project : (https://www.smogon.com/forums/threads/smogon-sprite-project.3647722/) Blaquaza, KingOfThe-X-Roads, KattenK, Travis, G.E.Z., SpheX, Hematite, SelenaArmorclaw Vanilla Style Version Pokémon sprites: KingOfThe-X-Roads, Mak, Caruban, jinxed, leParagon, Sopita_Yorita, Azria, Mashirosakura, JordanosArt, Scept, NanaelJustice, SoyChim, KRLW890, AnonAlpaca, PokeJminer, Red7246, Carmanekko, Eduar, Lykeron, GriloKapu10, Mesayas, Erkey830, QDylm, PorousMist, OldSoulja, AlexandreV2.0, Z-nogyroP, lennybitao, Ruben1986 Blaquaza, KattenK, Travis, G.E.Z., SpheX, Hematite Gen 9 Icons: Vent, Katten, leParagon, Cesare_CBass, AlexandreV2.0, Carmanekko PLA Icons: LuigiTKO, Pikafan2000, Cesare_CBass, Vent, Cesare_Cbass, MultiDiegoDani, leParagon, JWNutz and thanks for Pokémon Icons Act 2.9 - Teracristalizando (https://whackahack.com/foro/threads/pokemon-icons-act-2-9-teracristalizando-07-08-2022.63896/) Full Sprites Credit List: https://docs.google.com/spreadsheets/d/1T-KC-4XDOeFKq0Z6tfN6Sz4JIlpaK7B8A0lbmBg9fNY/edit?usp=sharing #### Pokemon Essentials Gen 8 Project #### 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+ Berry Tree Overworlds - Anarlaurendil Gen 6 Pokemon Overworlds - princess-pheonix, LunarDusk, Wolfang62, TintjeMadelintje101, piphybuilder88 Gen 7 Pokemon Overworlds - Larry Turbo, princess-pheonix Gen 8 Pokemon Overworlds - SageDeoxys, Wolfang62, LarryTurbo, tammyclaydon 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, LarryTurbo Icon Sprites Gen 1-6 Pokemon Icon Sprites - Alaguesia, harveydentmd Gen 7 Pokemon Icon Sprites - Marin, MapleBranchWing, Contributors to the DS Styled Gen 7+ Repository Gen 8 Icon Sprites - Larry Turbo, Leparagon Shiny Icon Sprites - StarrWolf, Pokemon Shattered Light Team Cry Credits: Gen 1-6 Pokemon Cries - Rhyden Gen 7 Pokemon Cries - Marin, Rhyden Gen 8 Pokemon Cries - Zeak6464 Script Credits: Golisopod User, Luka S.J. Compilation of Resources: Golisopod User, UberDunsparce #=============================================================================== # Pokemon Super Yellow V1.0.0 Plugin Resources #=============================================================================== [DBK_000] Deluxe Battle Kit Name = Deluxe Battle Kit Version = 1.1.4 Essentials = 21.1 Requires = v21.1 Hotfixes,1.0.9 Optional = Generation 9 Pack,3.2 Optional = Generation 8 Pack Scripts,1.0 Optional = Bag Screen w/int. Party,2.5 Optional = Customizable Battle UI,1.0 Optional = Modular UI Scenes,2.0.3 Conflicts = Essentials Deluxe,1.0 Conflicts = Mid Battle Dialogue,1.0 Conflicts = Elite Battle: DX,1.0 Conflicts = SOS Battles,1.0 Website = https://www.pokecommunity.com/threads/deluxe-battle-kit-v21-1.525780/ Credits = Lucidious89 [DBK_001] Enhanced Battle UI Name = [DBK] Enhanced Battle UI Version = 2.0 Essentials = 21.1 Requires = Deluxe Battle Kit,1.1.4 Website = https://www.pokecommunity.com/threads/enhanced-battle-ui-dbk-add-on-v21-1.525837/ Credits = Lucidious89 [DBK_002] SOS Battles Name = [DBK] SOS Battles Version = 1.0.4 Essentials = 21.1 Requires = Deluxe Battle Kit,1.1.2 Website = https://www.pokecommunity.com/threads/sos-battles-dbk-add-on-v21-1.525882/ Credits = Lucidious89 [DBK_004] Z-Power Name = [DBK] Z-Power Version = 1.0.3 Essentials = 21.1 Requires = Deluxe Battle Kit,1.0.8 Website = https://reliccastle.com/resources/1478/ Credits = Lucidious89 [DBK_005] Dynamax Name = [DBK] Dynamax Version = 1.0.4 Essentials = 21.1 Requires = Deluxe Battle Kit,1.1.1 Website = https://www.pokecommunity.com/threads/dynamax-dbk-add-on-v21-1.526509/ Credits = Lucidious89 [DBK_006] Terastallization Name = [DBK] Terastallization Version = 1.0.7 Essentials = 21.1 Requires = Deluxe Battle Kit,1.0.9 Website = https://reliccastle.com/resources/1476/ Credits = Lucidious89 [MUI_000] Modular UI Scenes Name = Modular UI Scenes Version = 2.0.4 Essentials = 21.1 Requires = v21.1 Hotfixes,1.0.6 Optional = Generation 8 Pack Scripts,1.0 Optional = Generation 9 Pack,2.0 Website = https://reliccastle.com/resources/1325/ Credits = Lucidious89 [MUI_002] Pokedex Data Page Name = [MUI] Pokedex Data Page Version = 2.0 Essentials = 21.1 Requires = Modular UI Scenes,2.0.4 Website = https://www.pokecommunity.com/threads/in-depth-pokedex-data-page-v21-1.500459/ Credits = Lucidious89 [MUI_004] Improved Field Skills Name = [MUI] Improved Field Skills Version = 1.0.1 Essentials = 21.1 Requires = Modular UI Scenes,2.0.4 Website = https://www.pokecommunity.com/threads/improved-field-skills-use-hms-without-knowing-the-move-v21-1.501989/ Credits = Lucidious89 Automatic Level Scaling Name = Automatic Level Scaling Version = 1.5.1 Essentials = 20, 20.1, 21, 21.1 Website = https://github.com/Benitex/Automatic-Level-Scaling Credits = Benitex, Joltik, Umbreon #=============================================================================== # Instalation #=============================================================================== # To install this plugin, extract the zip file into your game root folder. # Then, you should check if you"re already using variables 99 and 100 in your game. # These are the variables that control trainer and wild pokemon difficulty, respectively. # # If you are already using these variables, go to the Settings.rb script and change # the value to whichever variable you want to use to change the difficulty. # # In "Settings.rb", you can also change some options, create other difficulty options, # and enable more complex conditions for level scaling. This is everything you need to do # to install the script, but you should also activate it by selecting a difficulty. # #=============================================================================== # How to use #=============================================================================== # Selecting a difficulty: # # In order to change the difficulty, you should use an event to change the variable # value according to the pre-defined difficulties. If you want to disable automatic # level scaling, just set the variable value to 0. By default, all variable values are 0, # so levels are not balanced unless you set these variables to one of the difficulties ids. # # Selecting a difficulty: # # In order to change the difficulty, you should use an event to change the variable # value according to the pre-defined difficulties. If you want to disable automatic # level scaling, just set the variable value to 0. By default, all variable values are 0, # so levels are not balanced unless you set these variables to one of the difficulties ids. # # Setting up gift pokemon, trades, fixed encounters: # # Whenever you find a field where you should insert a pokemon level (except for PBS), # you can use the function "AutomaticLevelScaling.getScaledLevel" and the level will be # automatically defined according to the currently selected difficulty. # # Creating new difficulties: # # There are three pre-defined difficulties, but you can add your own new ones by using the function # "Difficulty.new(random_increase, fixed_increase)" in the DIFFICULTIES Hash in Settings.rb. # "fixed_increase" is a pre-defined value that increases the pokemon level # "random_increase" is a randomly selected value between 0 and the value provided # Note that these variables can also store negative values. # Setting them to 0 would have the same effect of calling "pbBalancedLevel($player.party)" # and removing two from the avarage. # # Changing settings for a specific battle: # # You can use the function "AutomaticLevelScaling.setTemporarySetting(setting, value)" to apply a # temporary change to a setting for a specific battle, all changes will be reverted after the battle. # This is a new way to change settings in v1.4, based on Essentials "setBattleRule" function. # You can simply insert the setting name in the first parameter and the value defined in the second, # you should call it multiple times if you want to apply multiple settings. You can still use the older # "AutomaticLevelScaling.setSettings" function if you prefer though. # # "AutomaticLevelScaling.setSettings" does not automatically revert changes after the next battle and # they will be permanent until the game is closed or new changes are made. You can use the "temporary" # parameter to revert the changes after the battle. If you don"t use it, don"t forget to change them # back to the original settings after the battle or series of battles. All arguments are optional and # can be positioned in any order, use a value of the type indicated after the parameter name. # # AutomaticLevelScaling.setSettings( # update_moves: boolean, # automatic_evolutions: boolean, # include_previous_stages: boolean, # proportional_scaling: boolean, # only_scale_if_higher: boolean, # only_scale_if_lower: boolean, # first_evolution_level: Integer, # second_evolution_level: Integer # ) # # Setting Description # "updateMoves" Set to false if you want to use the pre-defined moves in the PBS. # "proportionalScaling" When true, Takes original level differences from the PBS into consideration when scaling levels. # "automaticEvolutions" Set to false if you don't want pokemon automatically evolving. # "includeNonNaturalEvolutions" Set to false if you want to disable evolution for pokemon that evolve with evolution stones, happiness, etc. # "includePreviousStages" When true, returns pokemon to their previous evolution stages if they did not reach their evolution level. # "includeNextStages" If false, stops evolution at the species used in the function call (or defined in the PBS). In other words, you can set the maximum evolution of a pokemon in the wild or for a specific trainer. # "firstEvolutionLevel" Select the level required for pokemon that don't evolve by level up to get to their mid-form. # "secondEvolutionLevel" Select the level required for pokemon that don't evolve by level up to get to their final form. # "onlyScaleIfHigher" When true, the script will only scale levels if the player is over-leveled. # "onlyScaleIfLower" When true, The script will only scale levels if the player is under-leveled. # "temporary" Restores all settings to their default values after the next battle. Only possible in setSettings because "setTemporarySetting" enables this by default. #=============================================================================== # Detailed credits #=============================================================================== # The one script I was inspired by the most is Joltik"s Advanced Pokemon Level Balancing + evolution, # but the default Essentials random dungeon script was also important to make this script. #=============================================================================== Character Selection by FL Name = Character Selection By FL Version = 1.1 Essentials = 21.1 Credits = FL Enhanced Pokemon UI Name = Enhanced Pokemon UI Version = 1.0.3 Essentials = 21.1 Requires = Modular UI Scenes,2.0.2 Website = https://www.pokecommunity.com/showthread.php?t=500755 Credits = Lucidious89 Form Trader Name = Form Trader Version = 2.0 Essentials = 20, 20.1, 21, 21.1 Website = https://reliccastle.com/resources/1425/ Credits = Dr.Doom76 #=============================================================================== # Installation #=============================================================================== # To install this plugin, extract the folders file into your game root folder. # #=============================================================================== # How to use #=============================================================================== # Use the call "pbFormTrader" in an event, and it will run itself from there. # Use the call "pbFormTrader(nickName, trainerName, trainerGender)" if you want to use arguments. # Nickname is going to be the nickname of the Pokemon coming back to you. # If left blank, it will default to the Pokemon's name. # Trainer name is the name of the Trainer who is trading you, or "OT". # If left blank, it will default to the NPC Event's name within your game. # Trainer gender is the gender of the trainer who is trading you. 0 by default. # 0 = male, 1 = female. # This plugin will allow you to trade Pokemon for a different form of that Pokemon. # The Pokemon traded back will be the same Pokemon (stats, etc) as the one traded. # The arguments are optional, but can be used if desired. # If using my Charm Case, it will also add to the IV's and add a chance to come back Shiny. # This will not work on Mega forms, Legendary forms, or Pokemon that change forms due to outside circumstances(deerling, etc.) Generation 9 Pack Scripts Name = Generation 9 Pack Version = 3.2.3 Essentials = 21.1 Requires = v21.1 Hotfixes,1.0.7 Website = https://www.reliccastle.com/threads/5817/ Credits = Caruban # Change logs ############################################# # 3.2.3 ############################################# # - Added Gen 9 shiny icons # - Fixed Gen 9 pokemon metric PBS # ############################################# # 3.2.2 ############################################# # - Fixed Make it Rain from making stat drop for every targets # - Fixed Battle AI ShouldSwitch handler for Zero to Hero ability effect # - Fixed Whirldwind/Roar move function # ############################################# # 3.2.1 ############################################# # - Added the missing overworld sprites (except Ogerpon tera forms, Archaludon, Terapagos terastal form, and Terapagos stellar form) # - Fixed discrepancies between the main PBS and the backup PBS (standalone) # - Fixed error when AI used Spicy Extract # - Fixed error when player walks and all the pokemon faint # - Fixed typo in pbCalcDamageMultipliers for "IncreasePowerInSunWeather" move # ############################################# # 3.2.0 ############################################# # - Added Indigo Disk DLC Pokémon, abilities, moves, and several items to PBS # - Added Resized Gen 8 Pokémon sprites # - Added Meteorite item handler # - Added MultipleForms for Terapagos # - Added Electro Shot, Burning Bulwark, Fickle Beam, Dragon Cheer, Alluring Voice, Psychic Noise, Upper Hand Move handler # - Added BurningBulwark effect in pbEndOfRoundPhase # - Added Battle::DamageState class for Tera Shell # - Added new ability trigger OnInflictingStatus for Poison Puppeteer # - Added ModifyTypeEffectiveness and OnMoveSuccessCheck ability trigger for Tera Shell # - Edited triggerOnStatusInflicted to add OnInflictingStatus trigger for Poison Puppeteer # - Fixed pbSuccessCheckAgainstTarget so that Silk Trap/Burning Bulwark don't trigger during the charge turn of two turn moves # - Removed the HighCriticalHitRatio flags from the moves Ceaseless Edge and Stone Axe, and updated their descriptions to remove all mentions of critical hits # - Removed Scale Shot move handler # - Updated Feint, Hyperspace Fury, and Shadow Force/Phantom Force # ############################################# # 3.1.1 ############################################# # - Added Gen 9 TM item PBS files as an OPTIONAL # - Added "once-per-switch-in" rules to intimidate ability # - Added Ogerpon form compability for Pokedex Data Page plugin # - Added "getFormOnCreation" proc for lechonk and oinkologne # - Added rough_accuracy AI method for Glaive Rush # - Fixed Mind's Eye effectiveness_of_type_against_single_battler_type error # - Fixed egg form handler for Petilil, Rufflet, and Goomy # - Fixed efficiency of "of Ruin" ability for AI rough damage calculations # - Fixed multiplier of Hydro Stream for AI rough damage calculations # - Fixed typo of Drowsy AI rough damage calculations # - Removed dondozo ability to dynamax when Commander ability active # ############################################# # 3.1.0 ############################################# # - Added Teal Mask Pokemon, Form, Move, some Items, sprites, and cries. # - Added the missing Accuracy calc portion of Illuminate's new effect. # - Added the PBS Updater script file to update older species PBS files. # - Added Gen 9 Base Item Ranking to wants_item? # - Added Gen 9 Base Ability Ranking to wants_ability? # - Added several missing Vanilla style Pokemon Icons. # - Added a rewrite for Shaymin's form handler so that it also reverts forms when Frostbitten. # - Added the ability to have different animations for Raging Bull based on which type the move is # - Created new methods for getting the correct weather/terrain text to make this code easier to edit. # - Changed the breeding method to always produce baby pokemon species regardless of held item. # - Fixed a text bug in battle that would display "Hail" instead of "Snow" if the weather was inherited from overworld weather. # - Fixed Generation 9 Pokemon Color and Body Shape based on Pokemon Home. # - Fixed AI MoveEffectScore for Mortal Spin # - Fixed moldBreaker bug where using a move that ignores target ability (pbFindTargets, pbChangeTargets, pbSuccessCheckAgainstTarget) # - Fixed error caused by isCommander? that used for target instead of target.battler in pbPredictMoveFailureAgainstTarget # - Fixed incorrect function code for Raging Bull in display_type # - Fixed shiny animation error while on Safari Game. # - Removed Tera Orb and Tera shards from pack. (It will be included into Lucidious89's Tera plugin) # - Removed Tera Blast from Moves PBS and Pokemon PBS TutorMoves. (It will be included into Lucidious89's Tera plugin) # - Removed duplicate Psyblade move function handler # - Renamed @function to @function_code in pbAdditionalEffectChance # - Renamed PBEffect::Protean to PBEffect::OneUseAbility # - Renamed typo in the filename of Rellor's vanilla backsprites # - Separated all gen 9 species into a stand-alone file. # - Set the Drowsy and Frostbite settings to false by default. # - Updated several Pokemon overworld sprites. # ############################################# # 3.0.1 ############################################# # - Fixed AI script to use has_active_ability? && has_active_item? # - Fixed typo in Illuminate ability handlers that effects Keen Eye ability handler # - Removed :minimum_level proc and add :any_level_up proc to some evolution method # ############################################# # 3.0.0 for v21.1 ############################################# # - Added Portion name to a few items # - Added AI Item and Ability Rangking handlers for Gen 9 Items and abilities # - Changed several habitat and flags in Pokémon pbs data # - Updated all AI move score modifiers to v21 # ############################################# # 2.0.0 ############################################# # PBS Files #-------------------------------------- # Pokemon: # - Updated move learn sets of all species. # - Made it so that Pokemon can now have moves added to their level-up learn set that are learned at level -1. This is used for Move Relearner-exclusive moves that the Pokemon isn't meant to learn at any level, not even level 1. This is a feature that was introduced in Scarlet & Voilet. # - Added Move Relearner-exclusive moves to the learn sets of all appropriate species. # - Added the appropriate form names to all Gen 9 and PLA species. # - Added Tera Blast to the tutor move list of all eligible species. This includes everything besides Magikarp, Ditto, Smeargle, Unown, Wobbuffet, and Wynaut. # - Added the "Paradox" flag to all paradox species. # - Added the "Mystical" flag to all mystical Pokémon. # - Added the "Legendary" flag to all legendary Pokémon. # - Added the Linking Cord as an alternative item-based evolution method for Kadabra, Machoke, Graveler and Haunter, like it's used in PLA. # - Gave Tandemaus a normal level-up evolution method, and removed the method it used previously. # - Gave Bisharp the Leader's Crest as its uncommon wild held item. # - Gave each Oricorio their respective nectar as its uncommon wild held item. # - Gave Iron Leaves/Walking Wake tentative Pokedex entries based on Pokemon Home. # - Change Overqwil evolution requirement to level up after using Barb Barrage at least 20 times. # - Change Sneasler evolution requirement to level up while holding a Razor Claw during the day. # - Rename the walk evolution method name to :LevelWalk. # - Updated Kleavor and Hisuian Zoroark stats. # # Moves: # - All PLA moves updated to have the appropriate stats that they have in Scarlet/Voilet. # - All of the newly added moves have been given the appropriate move flags that they're supposed to have. # - Renamed the function codes for nearly all of the newly added moves in this plugin. # - Added appropriate move flags for compatibility with the PLA Battle Styles plugin. # # Abilities: # - Implemented Futuresushi's shortened Ability descriptions so that they don't break the default Essentials UI. # # Items: # - Shortened the description of certain items so they no longer break the default Essentials UI. # - Added missing Fling damage flags on several items. # - Added appropriate item flags for compatibility with the Terastal Phenomenon plugin. #-------------------------------------- # Scripts #-------------------------------------- # General: # - Overhauled all of the code in the entire plugin. Implemented aliases wherever possible to avoid overwriting huge portions of code. This should make the plugin more efficient, while also much more inherently compatible with loads of other plugins, as well as custom script changes. Also rewrote and renamed entire methods for more clarity, and added new methods for more convenience. # - Restructured and reorganized how the plugin scripts are named and sorted to be more accessible and easy to use. # - Created a new Settings file to customize some of the new mechanics added by this plugin. # # Related to Pokemon: # - Added the feature which allows for Move Relearner-exclusive moves in a species' learn set. # - Added the feature which allows Pokemon in the party to inherit Egg Moves from each other when a Mirror Herb is held. This is checked for as the player walks, and will pass a random compatible Egg Move to the Mirror Herb holder every 100 steps or so. The Pokemon must have an empty move slot to inherit any Egg Moves. # - Added a feature to the Pokemon Summary. You can now Nickname a Pokemon directly in this UI when you open the Options menu. In addition, you can also relearn or forget moves directly from their Moves page, as well as teach them any compatible TM's. # - Reworked the evolution handlers for all of the new evolution methods added by this plugin. They should now be tracked far more accurately, with less bloat. # - Fixed an issue where this plugin previously overwrote Alolan and Galarian species spawning in their correct forms when hatched from eggs. All regional forms should now hatch from eggs in the correct form. # - Made it so Quilava, Dewott, and Dartrix will now automatically be forced into form 1 if you are in the Hisui region (region 3 by default). This allows them to appropriately evolve into their Hisuian evolutions. # - Fixed a typo in Squawkabilly's form handler that prevented it from correctly spawning in random forms. # - Added in battle effect for the Illumate ability. #-------------------------------------- # Related to Battle #-------------------------------------- # Weather: # - Overhauled the Hail weather so you can now toggle four different versions of this weather with HAIL_WEATHER_TYPE in the plugin Settings. # - 0: The normal Hail weather that exists in vanilla Essentials by default. Deals damage to non-Ice types each turn. # - 1: The new Snow weather that replaces Hail. This is the Gen 9 version of this weather that boosts the Defense of Ice-type Pokemon by 50%. # - 2: A Hailstorm weather that combines Hail and Snow. This is a custom weather that combines all three effects above into a single weather type. # # Statuses: # Drowsy # - Added the Drowsy status introduced in PLA. This status can be used in two ways. If SLEEP_EFFECTS_CAUSE_DROWSY is set to true in the plugin Settings, then all effects in the game that would normally inflict or check for the Sleep status will now call the Drowsy status instead. This effectively replaces Sleep in your game with the Drowsy status. If this is instead set to false, then Drowsy and Sleep are treated as unrelated status conditions, and may be inflicted independently of each other. Note however, that you'll have to customize moves and effects to specifically apply the Drowsy status in this case. # # - Drowsy status effects: # - The user has a 33% chance to be unable to act each turn. This doubles to 66% in Snow/Hail. # - The user takes 33% more damage from attacks while Drowsy. # - Drowziness may end naturally after 3-4 turns. # - Drowsiness may end early if a move with the "ElectrocuteUser" flag is used on or by the user. # # - Interactions: # - All items that may be used to cure the Sleep status will now also do so with the Drowsy status. This includes the Chesto Berry, Awakening, Blue Flute, and Poke Flute. # - All moves that cure the Sleep status will now also do so with the Drowsy status. This includes Aromatherapy/Heal Bell, Jungle Healing/Lunar Blessing, Psycho Shift, Wake-Up Slap, and Uproar. # - All abilities that prevent or cure the Sleep status will now also do so with the Drowsy status. This includes Insomnia/Vital Spirit, Healer, Hydration, and Shed Skin. # - The Synchronize ability may now also pass on the Drowsy status. # - Added the DrowseTarget function code to be given to moves to allow them to inflict the Drowsy status. # # Frostbite # - Added the Frostbite status introduced in PLA. This status can be used in two ways. If FREEZE_EFFECTS_CAUSE_FROSTBITE is set to true in the plugin Settings, then all effects in the game that would normally inflict or check for the Frozen status will now call the Frostbite status instead. This effectively replaces Freeze in your game with the Frostbite status. If this is instead set to false, then Frostbite and Freeze are treated as unrelated status conditions, and may be inflicted independently of each other. Note however, that you'll have to customize moves and effects to specifically apply the Frostbite status in this case. # # - Frostbite status effects: # - The user takes damage at the end of each round equal to 1/16th their max HP. # - Damage dealt by the user's special attacks is halved. # - Frostbite may end early if a move with the "ThawsUser" flag is used on or by the user. # # - Interactions: # - Made it so that moves that have a chance to inflict Frostbite will have their chances doubled when used during Hail/Snow. # - All items that may be used to cure the Frozen status will now also do so with the Frostbite Status. This includes the Aspear Berry and Ice Heal. # - All moves that cure the Frozen status will now also do so with the Frostbite status. This includes Aromatherapy/Heal Bell, and Jungle Healing/Lunar Blessing. # - All abilities that prevent or cure the Frozen status will now also do so with the Frostbite status. This includes Magma Armor, Healer, Hydration, and Shed Skin. # - The move Psycho Shift and the ability Synchronize may now also pass on the Frostbite status. # - Added the FrostbiteTarget function code to be given to moves to allow them to inflict the Frostbite status. # # Moves: # - Added the DrowseTarget function code to be used by custom moves to inflict the Drowsy status. # - Added the FrostbiteTarget function code to be used by custom moves to inflict the Frostbite status. # - Added the StartSplintersTarget function code to be used by custom moves to inflict the Splinters effect from PLA. # - Added the DamageTargetAddSpikesToFoeSide function code to apply Spikes to the opposing side with a damage-dealing move, like the Gen 9 version of Ceaseless Edge. # - Added the DamageTargetAddStealthRocksToFoeSide function code to apply Stealth Rocks to the opposing side with a damage-dealing move, like the Gen 9 version of Stone Axe. # - Added the ElectrocuteUser flag to be given to moves. This functions how the ThawsUser flag does, but for the Drowsy status. # - Psycho Shift: This move may now pass on the Drowsy and Frostbite statuses. # - Aromatherapy: This move and others like it may now also heal the party's Drowsy and Frostbite statuses. # - Jungle Healing: This move and others like it may now also heal the Drowsy and Frostbite statuses. # - Wake-Up Slap: This move may now also remove the target's Drowsy status. # - Uproar: This move may now also heal and prevent any battler's Drowsy status. # - Rest: This move now fails when used by a Pokemon with the Purifying Salt ability. # - Dragon Tail: This move and other moves like it will now be able to properly hit Pokemon with the Guard Dog ability, its switch-out effects simply won't activate. # - Tailwind: Added the missing proc for the Wind Rider ability. # - Charge: When MECHANICS_GENERATION is set to 9+, the Charge effect will remain on the user indefinitely until they either switch or use an Electric-type move, instead of counting down each turn. This applies to all other effects that apply the Charge effect, too. # - Spark: Gave this move the "ElectrocuteUser" flag, as it does in PLA. # - Volt Tackle: Gave this move the "ElectrocuteUser" flag, as it does in PLA. # - Wild Charge: Gave this move the "ElectrocuteUser" flag, as it does in PLA. # - Ally Switch: This move now properly works off the Protect counter, as it does in Gen 9. You may now switch between the Gen 9 and older variants of this move with the MECHANICS_GENERATION setting. # - Fling: The additional effects of this move when flinging certain items are now blocked by Covert Cloak. # - Skill Swap: This move will now fail if the user is holding an Ability Shield. # - Core Enforcer: This move will now properly hit Pokemon holding an Ability Shield, its ability suppression effects simply won't activate. # - Sunsteel Strike: This move and other moves like it will no longer ignore the target's ability if they are holding an Ability Shield. # - Judgment: This move now functions like it does in PLA if the user is holding a Legend Plate. This will cause the user to change type and form into one that would be most effective against the current target. This move's typing will also change to reflect this. The typing of this move while displayed in the fight menu will now reflect its actual type, instead of always displaying as Normal. An edited version based on Eskiss's Functional Legend Plate. # - Power Shift: This move now functions identically to Power Trick. # - Wave Crash: This move now functions identically to other recoil moves, like Brave Bird. # - Lunar Blessing: This move now functions identically to Jungle Healing. # - Triple Arrows: This move now applies its Defense drop and flinching effects separately, like the Elemental Fangs do. # - Ceaseless Edge: This move now properly applies Spikes on the opponent's side. If MECHANICS_GENERATION is set below 9, this move will inflict the splinters effect instead, like it does in PLA. # - Stone Axe: This move now properly applies Stealth Rocks on the opponent's side. If MECHANICS_GENERATION is set below 9, this move will inflict the splinters effect instead, like it does in PLA. # - Collision Course: This move and other moves like it now have the proper damage modifier applied to Super Effective hits. # - Raging Bull: This move now properly changes type to match the user's form, as well as removing screens. The typing of this move while displayed in the fight menu will now reflect its actual type, instead of always displaying as Normal. # - Silk Trap: This move now works as intended, as previously the check for this move wasn't initialized properly. # - Glaive Rush: After using this move, the any attacks against the user will now have perfect accuracy, as intended. This vulnerable state now ends immediately after the user uses its next move, instead of always lasting until the end of the next turn. # - Spicy Extract: This move now raises/lowers the targets stats by the correct number of stages. # - Tidy Up: This move now raises Attack/Speed like it should. This move will now only fail if all possible effects of the move would fail. # - Order Up: This move may now call different animations based on the form of Tatsugiri commanding the user. Note however that these animations aren't included in the plugin by default. # # Abilities: # - Insomnia: This ability and others like it now also block/cure the Drowsy status. # - Magma Armor: This ability now also blocks/cures the Frostbite status. # - Healer: This ability may now also heal the Drowsy and Frostbite statuses. # - Hydration: This ability may now also heal the Drowsy and Frostbite statuses. # - Shed Skin: This ability may now also heal the Drowsy and Frostbite statuses. # - Synchronize: This ability may now also pass on the Drowsy and Frostbite statuses. # - Intimidate: Items that proc off of this ability triggering, such as the Adrenaline Orb, may no longer trigger on targets with the Guard Dog ability if their Attack is already at +6. # - Poison Touch: This ability is now blocked by Covert Cloak. # - Wandering Spirit: This ability now fails if either Pokemon is holding an Ability Shield. # - Protean: This ability and others like it are only limited to once per switch-in when MECHANICS_GENERATION is set to 9+. # - Intrepid Sword: This ability and others like it are only limited to once per battle when MECHANICS_GENERATION is set to 9+. # - Battle Bond: This ability raises the user's stats instead of changing into Ash-Greninja only when MECHANICS_GENERATION is set to 9+. # - Armor Tail: Corrected an issue that overwrote Queenly Majesty from sharing this ability's effect. # - Opportunist: This ability has been completely redone so that it now works as it's intended to. # - Costar: This ability may now also copy an ally's Focus Energy boosts, as it's intended to. # - Orichalcum Pulse: This ability and others like it now apply the correct damage multiplier in the right conditions. # - Mycelium Might: The user's held Quick Claw may no longer proc if using a status move with this ability. # - Seed Sower: Fixed the redundant terrain-setting message. # - Thermal Exchange: This ability may now heal the user's Burn if it's somehow burned while having this ability. # - Toxic Debris: This ability will no longer trigger if the user is behind a substitute. This ability will now always lay Toxic Spikes on the opponent's side, even if struck by an ally. The Toxic Spikes animation will now play whenever this ability is triggered. # - Protosynthesis: This ability now takes stat stages into account when determining which to boost. The user also ignores the effect of a held Utility Umbrella, or the Cloud Nine/Airlock abilities when determining whether to trigger this ability. # - Quark Drive: This ability now takes stat stages into account when determining which to boost. # - Zero to Hero: Fixed a crash that would occur when ending a battle before a user of this ability on the field has transformed. # - Commander: Fixed all of the switching-related inconsistencies this ability previously had. The user's actions will now be properly cancelled if it selected a move on the same turn this ability triggered. When this ability is active, the user's sprite will now be hidden for the duration of this ability's effect. # # Items: # - Adamant Crystal: This item may no longer be removed if the holder is Dialga. # - Lustrous Globe: This item may no longer be removed if the holder is Palkia. # - Griseous Core: This item may no longer be removed if the holder is Giratina. # - Blank Plate: This item may no longer be removed if the holder is Arceus. # - Legend Plate: This item may no longer be removed if the holder is Arceus. Changes how the move Judgment works if held by the Arceus. # - Booster Energy: This item may no longer be removed if the holder is a species with the "Paradox" flag and has either the Protosynthesis or Quark Drive abilities. # - Chesto Berry: This item may now also heal the Drowsy status. # - Aspear Berry: This item may now also heal the Frostbite status. # - Lum Berry: This item may now also heal the Drowsy and Frostbite statuses. # - Hopo Berry: Corrected an issue that overwrote Leppa Berry from sharing this item's effect. # - Hisuian Heavy Ball: This ball now has an increased capture rate on Pokemon with a low base Speed stat (50 or lower). This effect is shared by the Leaden and Gigaton Balls, and scale in strength. # - Feather Ball: This ball now has an increased capture rate on airborne Pokemon, or those with a high base Speed stat (100 or higher). This effect is shared by the Wing and Jet Balls, and scale in strength. # - Origin Ball: This ball now functions identically to a Master Ball when specifically used on Dialga, Palkia or Giratina while in their Origin Formes. # - Quick Claw: This item may no longer proc if the user has the Mycelium Might ability and is using a status move. # - Mirror Herb: This item has been completely redone so that it now works as it's intended to. This item can now proc off of an opponent's Opportunist ability, but it can't proc off of other Mirror Herbs. #-------------------------------------- # Other #-------------------------------------- # - Included new status icon graphics that replaces your old files. These include new icons for the Drowsy/Frostbite statueses. # - Included optional files in PBS/Plugins for compatibility with Essentials Deluxe and other plugins which rely on it. You may delete the files found here that aren't relevant to you. # - Added the missing back and follower sprites. # ############################################# # 1.1.0 ############################################# # - Fixed : adding move. infront of specialMove? and physicalMove? in Ai Changes.rb # - Fixed : Commander ability when dondozo fainted # - Fixed : Doodle affects by ability shield # - Added : missing move and ability affected by Ability Shield (role play, entrainment, power of alchemy, receiver, and trace) # - Added : Walking Wake and Iron Leaves cries, battle and icon sprites # - Added : Footprints, more backsprites and follower sprites # - Added : AI score for move affected by ability shield # ############################################# # 1.0.0 ############################################# # - Fixed : Chloroblast and Stone Axe power base, accuracy, and removing high critical hit rate from Stone Axe (Move PBS) # - Fixed : Walk Evolution error (Evolution Method) # - Fixed : Supreme Overlord typo from battler to user (Ability Effect) # - Edited : Hisuian poké ball's icon filename typo # - Edited : Shorten some item descriptions (Item PBS) # - Added : Wind tag to Bleakwind Storm, Fairy Wind, Sandsear Storm, Springtide Storm, and Wildbolt Storm (Move PBS) # - Added : Category for some of Paldean and Hisuian form Pokémon (Multiple Form PBS) # - Added : 2 new moves Hydro Steam and Psyblade (Move PBS and Function) # - Added : 2 new pokemon Walking Wake and Iron Leaves (Pokemon PBS) # - Added : More backsprites and follower sprites # - Added : Sandwich and Herba Mysticas icon sprites # ############################################# # 0.9.0 ############################################# # - Added Water Tera Shard, Booster Energy, Gimmighoul coin, TM Material, Kofu's Wallet item sprites # - Added and Changed Toedscool, Toedscruel, Tadbulb, Bellibolt sprites # - Added Charcadet, Armorouge, Ceruledge backsprite # - Added Gen 4 style sprites # - Fixed Revive AI bug (Won't do any effect if the faint pokemon index = 1) # - Updated the movepool for the returning Pokémon in SV # ############################################# # 0.8.0 ############################################# # - Fixed Libero and Protean from only once per battle to once per switch in # - Fixed Wave Crash, Chloroblast, Headlong Rush, Psyshield Bash, Mystical Power, Victory Dance, Shelter, and Take Heart additional effect chances # - Fixed Squawkabilly PBS data and files # - Fixed Nymble and Lokix front sprite typo # - Updated PLA pokemon and forms moveset to gen 9 # - Updated basculin evolution to receive recoil damage without fainting # - Maushold now skip the evolution scene if it level up but not participate in that battle # - Added Enamorus to the Reveal Glass UseOnPokemon function # - Added Rabsca, Orthworm, Dachsbun, and Wattrel Front sprites by The-King-Of-Roads-X # - Added Annihilape, Clodsire, Squawkabilly, Scovillain and Capsakid back sprites by Caruban # - Added PLA poke balls battle animation sprites and summary icons by Caruban and WolfPP # - Added some Gen 9 Follower sprites by DarkusShadow # - Added some moves animation by TheToxic7326 to resource page # - Added Fidough, Dachsbun, Naclstack, Pawmi, Pawmo, Pawmot, Sprigatito, Floragato, Meowscarada, Fuecoco, Crocalor, Skeledirge, Quaxly, Quaxwell, Quaquaval,Maschiff, Wattrel, Kilowattrel back sprites # - Added Pawmo and Naclstack front sprites # - Added Pawmot front sprites by jinxed # - Added Vinizen, Tauroses front sprites by KingOfThe-X-Roads # - Added Tera Orb, Rotom Phone, Bamboos, Tera Shards, Mirror Herb, Loaded Dice, Leader Crest, and Kubfu Scrolls sprites by Iichenprincess # - Added Tera Orb, Rotom Phone, Scarlet Book, Violet Book, Bamboos, Tera Shards PBS # - Added Hopo Berry function # - Updated PLA mon Exp base # - Fixed bug when enemy fainted because inderect damage like Rocky Helmet, Rough Skin, or Recoil. # ############################################# # 0.7.0 ############################################# # - Added base exp to the Pokemon PBS file # - Added more pokemon sprites # - Added pokemon cries # - Added AI support for the moves # - Added code for AI to be able to use revive items # - Changed Torch Song function code to RaiseUserSpAtk1 # - Changed Comeuppance function code to CounterDamagePlusHalf (Metal Burst) # - Changed Make it Rain function # - Changed the fainted counting method for Supreme Overlord and Last Respect # - Fixed error in move that have crash damage # - Fixed error in RemoveTerrain function # - Fixed Move PBS file missing flag, typo, and changing accuracy from 101 to 0 # - Fixed error for Basculegion evolution method # - Fixed error when enemy using Revival Blessing # - Fixed adding base type modifier for Raging Bull # - Made Revival Blessing a healing move # - Rearranged Pokemon order in Pokemon PBS file # - Updated Supreme Overlord, change fainted counting method and change attack_multipier to base_damage_multiplier # - Updated Ally Switch (Will fail when used successfully by another ally Pokémon on the same turn) # - Updated Moves PBS for Sandsear Storm, Wildbolt Storm, Infernal Parade, and Take Heart # - Updated items price # ############################################# # 0.6.0 ############################################# # - Added Punching flag to Headlong Rush, Rage Fist, Surging Strikes # - Added Slicing flag to Ceaseless Edge, Secret Sword, Stone Axe # - Added Farigiraf, Smoliv, Koraidon, and Miraidon Sprites # - Added more Gen 9 Pokemon icons # - Added 3 new item icons # - Excluded Synchronize effect when outside of battle for mechanic generation > 8 # - Fixed supreme overlord # - Fixed gigaton hammer # - Removed the pbSetWeatherScene line # - Updated Dauntless Shield, Intrepid Sword, Libero, Protean Independent Hidden Power Type Name = Independent Hidden Power Type Version = 1.0 Essentials = 20.1 Requires = v21.1 Hotfixes Optional = Essentials Deluxe,1.0 Optional = BW Summary Screen,1.0 Optional = Enhanced UI,1.0 Website = https://reliccastle.com/resources/1235/ Credits = DemICE #==================================================================== # Change log #==================================================================== # # 1.0.0: # - Plugin Creation LAMR Name = LA Moverelearner Version = 1.0 Link = https://reliccastle.com/resources/933/ Credits = Kotaro,IndianAnimator Lin's IV EV Summary Screen Name = Lin's IV EV Summary Screen Version = 1.2.1 Essentials = 21,21.1 Requires = Modular UI Scenes Link = https://reliccastle.com/resources/1328/ Credits = LinKazamine, Lucidious89 Super Yellow Pack Scripts Name = Super Yellow Pack Version = 1.0.0 Essentials = 21.1 Requires = v21.1 Hotfixes,1.0.9 Requires = Generation 9 Pack,3.2.2 Website = (Pending) Credits = Hazy Crazy ###Change Log### #===================================================================== ### 1.0.0 ### In these notes, the (codebase.rb) at the end refers to what script in base Essentials is being changed. ### If your Pokemon fangame requires extensive changes and reworks, it is best pratice to organise everything into a portable resource pack. ### So if you ever need to start over, all the work you done can be easily carried over. ### Trust me when I say, making a portable resource pack is going to save you a TON of pain. #===================================================================== # - Generated Pokemon will always have 32 IVs (pokemon.rb) # - Added the Change EVs/IVs Party Menu option, for full manual EV and IV editing (For Trick Room, Foul Play, Hidden Power and making building competitive teams not be a waste of time to get results you can try out in action) # - Added the Normal Type Attacks without STAB match your first type change to pbCalcType(user) or NTAW STAB MFT for short, by Jason Godwyn. Super Yellow checks if a Pokemon does not have the Stellar Type when it uses a Normal Type move # - Added the move Hidden Force, a physical move that is a clone of Hidden Power # - Super Yellow uses Independent Hidden Power Type by DemICE, adapted to work with V21.1, to divorce Hidden Power/Hidden Force from it's god awful mechanic of the move's type being affected by precise IV values # - The player can obtain the Hidden Orb Key Item, that allows them to manually set a Pokemon's Hidden Power type (Future Updates will add a Change Hidden Power Party Menu option, for faster adjustments) # - The Independent Hidden Power Type plugin and the new move Hidden Force now means Hidden Power and Terastallization can coexist # - The Dynamax mechanic has been adjusted, so a Pokemon cannot Dynamax if they know the moves Hidden Power/Hidden Force, to stop Max Airstream from breaking the metagame (Actual implementation will be in future updates. All these notes are checklist plans for Super Yellow, not factual features it has) # - Super Yellow uses the Legends Arceus Move Reminder plugin by Kotaro and IndianAnimator, configured to allow the player to freely edit a Pokemon's level up/TM/Tutor/Event/Egg moves. It's vital to be able to freely change a Pokemon's moveset at a moment's notice, because of the infinite amount of outcomes a player can encounter in a battle # - Super Yellow changes the type chart of the 18 Pokemon types that exist as of Gen 9 (Stellar in pratice is the ??? type with a new coat of paint, outside of being super effective on only Tera Pokemon) # - Ice, Grass, Ghost, Psychic, Electric, Rock, Water, Dark and Bug types have signficant changes made to their matchups (All changes can be viewed in game with the Type Lookup menu option) # - Fire and Fighting types do not take damage from the Snow Hail weather condition (Gen 9's Snow weather and Pre Gen 9's Hail end of turn damage effect) # - Super Yellow uses Type Icons in Battle, so it's easier to know at a glance what a Pokemon's type is # - Super Yellow changes type effectiveness, so only Pokemon with a double weakness take 3 times damage, rather than 4 times damage. type effective damage multipliers outside of this change are the same as they are in the offical games. Aurorus (Rock/Ice) and Rock/Ground types are now going to have a better time handling their type weaknesses! # - Super Yellow uses the Form Trader Plugin, to solve the problem of obtaining a Pokemon's regional form, without tedium or having to catch another Pokemon to get one # - Super Yellow tweaks the Gym Badge and Traded Pokemon level obedience, so that a traded Pokemon's level doesn't matter, regarless of how many Gym Badges you have. This is done, because the Form Trader plugin exists to make obtaining a Pokemon's regional form less tedious and annoying if you want to make a Living Pokedex. # - Jungle Healing recovers 66% HP and heals Status Conditions (Gen 9 Jungle Healing is 25% HP and heals status conditions. Buffed in Super Yellow, because Zarude is the only Pokemon that can learn it and they are a Grass/Dark type) # - Battle Bond's Gen 9 one time effect can now be used by any Pokemon, and is mainly used by the starter Pokemon of Super Yellow # - Knock Off does not grant a damage boost when an opponent Pokemon is holding an item, still knocks off an item like normal # - Psywave, Dragon Rage and Sonicboom have the FixedDamageUserLevelRandom move effect, and their power now ranges from 125 to 150 (Could change to have Fickle Beam's effect) # - Punishment is now a +2 Priority move. Base Power starts at 100 and goes up to 250 # - Trump Card's power curve is now 80,100,120,150,200 # - Aerial Ace uses the user's speed, rather than attack for damage caculation # - Egg Bomb is now a 100 Base Power, 100% Accurate move, that becomes physical or special based on the user's best attacking stats # - Psychic type Pokemon cannot miss when using Drowzy inducing status moves # - Electric type Pokemon cannot miss when using Paralysis inducing status moves # - Fire type Pokemon cannot miss when using Burn inducing status moves # - Ice type Pokemon cannot miss when using Frostbite inducing status moves # - Cut is a 70 Base Power, 100% Accurate Grass type move, that is super effective on Grass types # - Sunsteel Strike is super effective on Fire types # - Normal type Pokemon cannot miss when using confusion inducing status moves # - Fairy type Pokemon cannot miss when using Infatuation inducing status moves # - Geomancy gives +2 Defense, +2 Sp.Defense and +2 Speed # - Bonemerang can hit and ground Flying type Pokemon # - Stealth Rock is now Stellar Rock. It now deals Stellar type damage, meaning Stealth Rock will deal times 1 to anything in pratice. # - Stellar Rock damage is now (battler.totalhp * 1 / 5), Stealth Rock damage in Gen 9 is (battler.totalhp * eff / 8) # - To counter balance this radical change, Spikes and other entry hazards like it are now airborne hazards, meaning Flying and Levitate Pokemon cannot avoid hazard damage # - Present's random damage range is now 80,110,140. Can still heal a Pokemon by 25% HP # - Metal Burst will deal back 2 times the damage dealt # - Mind Awaken is part of Pokemon's movepool, a Special Attack clone of Belly Drum # - Purify can now heal a Pokemon's HP, regarless of if it has a status condition or not # - Super Yellow changes and tweaks almost all of the 900+ moves that exist in Pokemon, as of Gen 9 # - Fury Swipes, Bind, Wrap, Comet Punch, Barrage and Constrict and many move obscure moves have been given a new buffed coat of paint # - Added in the All Megalite key item Mega Stones, Mega Stones that act as universal Mega Stones, for Regular Megas, X Megas, Y Megas, and Z Megas if you want them # - Added in the Auto Win Policy, a key item that brute forces a win if your sick of the game's bullshit # - Added the X Max battle item, that gives +6 to all stats and max Critial Hit Rate. For wierd people that don't want to use the Auto Win Policy # - Added the Doom and Exp Precision items, candies that lower a Pokemon's level and raise a Pokemon's Exp to just before they level up # - Added the Dream Capsule and Patch items, that allow a Pokemon to freely switch between 2 regular abilities and 2 Hidden Abilities # - Added the Frosty Orb and Iron Vest battle items. Iron Vest is Defense Assualt Vest and Frosty Orb acts like the Toxic and Flame Orb, inflicting Frostbite # - The Light Ball also now acts like the Toxic and Flame Orb, inflicting paralysis on non Electric Pokemon # - Added the Sparkling Vial item, that toggles a Pokemon's Shiny and Normal colors # - Added the Ice Absorb Ability, a clone of Water Absorb for Ice type Immunity # - Defeatist does 1.5 times reduction when a Pokemon with it is at 50% HP or less (previous was 2 times) # - Pure Power now raises Special Attack, instead of being a clone of Huge Power # - Iron Fist gives a 30% to punching moves # - With Slow Start, the attack reduction is removed, only lowering speed # - Rain Spit, Sun Panic and Snow Roar are new abilities, that are clones of Sand Spit # - Spirit and Hubris are new abilities, that are clones of Stamina and Moxie (Spirit raises Special Defense, Hubris raises Special Attack) # - Slow Start only takes 3 turns to get going. For Competitive Pokemon, anything longer than 2 turns is too long # - Run away now acts as a built in Shed Shell # - The Light Ball will now power up the following Pokemon: # Pichu (1.3 Atk/Sp.Atk boost, Life Orb without HP Loss) # Pikachu (2 Atk/Sp.Atk boost) # Raichu (1.5 Atk/Sp.Atk boost, 2 Def/Sp.Def boost) # Plusle (1.5 Atk/Sp.Atk boost) # Minum (1.5 Atk/Sp.Atk boost) # Pachirisu (1.5 Atk/Sp.Atk boost) # Emolga (1.5 Atk/Sp.Atk boost) # Dedenne (1.5 Atk/Sp.Atk boost) # Togedemaru (1.5 Atk/Sp.Atk boost) # Morpeko (1.5 Atk/Sp.Atk boost) # Pawmi (1.3 Atk/Sp.Atk boost, Life Orb without HP Loss) # Pawmo (2 Atk/Sp.Atk boost) # Pawmot (1.5 Atk/Sp.Atk boost) # - Super Yellow has an optional UI_Options tweak for stock settings. I only have this cause the stock settings drive me up the wall. Get rid of it if you don't like it. # - Super Yellow thanks to Jason Godwyn's Python Pokemon Rebalancer Script has revamped the Base Stat Totals of every Pokemon who does not have a 600 BST total. 905 Pokemon out of 1025 Pokemon now have higher Base Stat totals, with some small changes for better Bulk and Speed! # - Nearly Every Pokemon that now choose 1 out of 4 abilities, via using the Dream Patch and Capsule Items. Nearly every Pokemon has 1 Regular Ability and 3 Hidden Abilities to choose from. This is done to make getting a Pokemon with it's overall best ability less tedious # - Mega Rayquaza now must hold the Green Orb Item in order to Mega Evolve # - As of 1.0, While the All Megalite Items exist, they don't Mega Evolve a Pokemon when it holds it. To Mega Evolve a Pokemon, use the offical _ite stones. Not done because it's a ton of work to manually assign the stones to every Mega Pokemon # - Super Yellow uses the Legend Plate from Pokemon Legends Arceus. Have fun using it with Arecus! # - Sivally's Memory items give it a 20% boost to the Memory's respective STAB # - Super Yellow Version 1.0.0 has 33 Pokemon Trainer battles. Future updates will have more battles! Type Icons in Battle Name = Type Icons in Battle Version = 1.0.0 Essentials = 21.1 Website = https://www.youtube.com/watch?v=dQw4w9WgXcQ Conflicts = Elite Battle: DX Conflicts = Focus Meter System Optional = Boss Battles EX, 1.0.0 Credits = Golisopod User, Hubercioch Type Matchup UI Name = Type Match-up UI Version = 2.0.1 Essentials = 21.1 Website = https://reliccastle.com/resources/667/ Credits = Gameguy39, ThatWelshOne_ v21.1 Hotfixes Name = v21.1 Hotfixes Version = 1.0.9 Essentials = 21.1 Conflicts = v19 Hotfixes Conflicts = v19.1 Updates Conflicts = v20 Hotfixes Conflicts = v20.1 Hotfixes Conflicts = v21 Hotfixes Website = https://github.com/Maruno17/pokemon-essentials Credits = Maruno #===================================================================== # Change log #===================================================================== # # 1.0.0: # - Fixed Pokédex not showing male/female options for species with # gender differences, and showing them for species without. # - Fixed AI always switching Pokémon due to unusable moves if the # Pokémon is asleep or frozen. # - Fixed class PngAnimatedBitmap animating slowly. # # 1.0.1: # - Fixed being unable to replace a NamedEvent. # - Fixed Cramorant's form not reverting after coughing up its Gulp # Missile. # # 1.0.2: # - Fixed crash when a phone contact tries to call you while you're on # a map with no map metadata. # - Fixed error from previous version relating to AI switching. # - Fixed long messages in battle not appearing/lingering properly, # especially when making them appear faster by pressing Use/Back. # # 1.0.3: # - Fixed being able to fly from the Town Map even if the # CAN_FLY_FROM_TOWN_MAP Setting is false. # - Made some unhelpful error messages when compiling more helpful. # - Language files are now loaded properly even if the game is # encrypted. # - Fixed trying to load non-existent language files not reverting the # messages to the default messages if other language files are # already loaded. # - Fixed standing on an event preventing you from interacting with an # event you're facing. # # 1.0.4: # # - Fixed error messages in def validate_all_compiled_types. # - Fixed line breaks making some messages appear oddly at slow text # speeds. # - Fixed being unable to write values to PBS files that were # enumerated to something other than a number. # - Fixed abilities triggering twice when a Pokémon with Neutralizing # Gas faints and is switched out. # # 1.0.5: # # - Fixed error in previous version relating to writing PBS files. # # 1.0.6: # # - Fixed forcing a caught Pokémon into your party not actually # forcing it. # - Fixed Rotom Catalog not being able to change Rotom to its base # form. # - Fixed the Compiler not writing some enumerables correctly when # writing PBS files. # - Fixed the default battle weather being a primal weather causing an # endless loop of that weather starting and ending. # # 1.0.7: # # - Fixed the AI thinking it will take End of Round damage when it # won't, and switching because of that. # - Fixed the AI wanting to trigger a target's ability/item instead of # not wanting to. # - Fixed an event's reflection not disappearing if its page is # changed to one without a graphic. # # 1.0.8: # # - Fixed bad conversion of old phone data in an old save file. # - Fixed events with an even width/height that approach the player # shuffling back and forth endlessly in front of them. # - Fixed Event Touch events on a connected map triggering themselves # by moving around. # - Properly fixed previous fix relating to Cramorant's form changing. # - Fixed a replacement Pokémon being invisible if its predecessor # fainted and used the same sprite as it. # # 1.0.9: # # - Fixed the previous version of this plugin so it actually works. # #===================================================================== # # Also included in this plugin is an updated copy of townmapgen.html, # now called "Town Map Generator.html", which you should put in your # game's main folder. It is now able to find map images again, which # were moved into a different folder in Essentials v21. # #===================================================================== Screenshots
 
MewYou is a game where you get to play as Mew! Will you fight everyone you come across, or pick your battles carefully? Not sure which version you have? The newest one is 2.6 and it will say so on the titlescreen like above. →Here is the latest download of MewYou← Features: Play and battle as Mew All wild encounters are visible instead of random chance Pokemon will rematch multiple times, getting stronger and even evolving With timing and a healthy dose of luck, you can avoid almost every battle Opponents level up immediately after battle, and can also evolve (Usually stops at about level 50, but you can keep rematching them anyway) Buizel is your first partner, but your second is determined by what items you find during your journey! This game was made for Relic Castle's game jam #1 which ran from June 30th - August 10th 2015. It was my first time releasing a game, and there were a lot of bugs and dev errors that made the game unplayable and impossible to complete...but for some reason people liked it, and asked me to repost when the site moved. So it got some updates! If you beat the game already, here's how to get The Mew Badge! Frequently Asked Questions Q: Why won't my emulator run this game? What emulator do I need? A: This isn't a hacked game. It's made with RMXP, so no emulator needed! Q: What should I name Mew? Are there special codenames? A: There are a couple names that will have special effects! Q: Are you going to fix this bug I found? A: No. This was the first game I ever released, and my files got corrupted; basically it's a mess and it only gets messier if I did try to edit anything. I'm sorry about the level curve being too harsh in places. When I designed it I thought I was compensating for Mew's power and encouraging the more stealth aspect of the game, but if I wanted players to never battle I should have made the final battle optional somehow. Q: Is the game going to be made longer? A: No. I told the whole story I wanted to tell so making it longer would mean me shoving filler in somewhere...which I don't wanna do. Also see the answer about bugs. Q: What is Andante mode? Did Andante mode also get fixed/finished? A: When I made the game I was partially inspired by a friend's RP/Ask blog (ask-andante.tumblr), which focuses on a mew named Andante. If you name your character Andante when starting the game, you'll play as him (a poorly written OOC version) instead of the normal mew character. The differences are that Andante talks, some NPCs are replaced for cameo purposes, and he has different partners. It's still included in the game because he and his mun were part of the inspiration to make a mew game, and I still wanted to honor them with a nod even if I'm looking back and cringing at how poorly I actually did it. Note: This mode isn't supported anymore and probably contains game breaking bugs, such as being sent out of bounds. Q: Why do trainer's pokemon say they're wild? A: It's one part Mew doesn't really care about the trainer during battles, and one part having it be a wild battle avoids the awkwardness of "Mew sent out Mew!" that's programmed to happen during trainer battles. This also allows the trainers to actually use moves that end the battle (something like roar doesn't fail), which in a trainer battle would have no effect. Q: Why can't I run from battles?! A: Because you can see wild encounters, so the running should happen before the battle. That said I think some of them might be moving too fast to avoid, which was something I did because my old computer lagged so much that I needed that speed setting to tell that they were moving at all. I'm sorry but I think they've all been fixed in the latest updates. Q: Why is Celebi so annoying/confusing? A: A lot of your interactions with her happen when she is pretty young. She's excitable, and inexperienced, and bossy, and her older selves are sorry about that. Q: Was that Xerneas? A: Yes, that's what I was implying. I think the time-travelling guardian of the forest and the deer who spends years sleeping as a tree would make good friends. The use of "xe" was specifically placed in the sentence so it could be either a nickname for Xerneas, or as a genderless pronoun for Xerneas; interpret that in whichever way you prefer. Q: Why is Mewtwo in my party after beating the game? Is there more content? Can I use Mewtwo? Can I be Mewtwo in the sequel?! A: There is no hidden or extra content where you can use Mewtwo. I added it to the party at the end so it's immediately obvious when booting up the save file that the game has been completed. I'm lazy okay? As an admin checking save files to make sure some has earned a badge, I allways had to download and play that person's copy of the game. I open up the bag to check for key items, or walk myself to the nearest PC and scour the boxes for a certain endgame pokemon. For MewYou, boot up the game and I can see the person completed it. Easy. Lazy. Q: When is the sequel coming out? Will I get to play as Mewtwo? A: I never planned to make a sequel. Due to the insane amount of attention MewYou has gotten though...I did start experimenting with some abilities Mew has that were neglected in MewYou. Mew is still the main playable character though, not Mewtwo. Q: Can I rip or use something from this game? A: No. But this game was made for a jam, and one of the rules of the jam was that any resources I make for it become public. Here's what I made: some fogs! Q: How do I get a certain partner? What Pokemon does each item become? A: When Celebi asks you to offer an item, the list is different depending on what you have. This game was mostly developed by me, but there's a lot of people who helped to make this game possible.
Introduction: Step back in time to a world where Pokemon roam wild and free, and trainers rely on their bond with their creatures rather than technology. In Pokemon: Temple of Time, you'll embark on a thrilling adventure set before the era of Pokeballs and modern conveniences. Explore ancient Aztec temples, learn about their rich history and the value of time, and encounter trainers with intriguing Nahuatli names. Form unbreakable bonds with your Pokemon as they follow you around and navigate a world where survival depends on your skill, your courage, and your ability to connect with nature's most powerful creatures. This is my very first game so please be nice, be warned the game is quit challenging and you might have to grind on certain floors here and there. Above all i hope you will enjoy playing at as much as I have enjoyed developing my very first game. Thank you for playing. Story: Deep within the heart of the ancient Aztec empire, a towering temple stands as a testament to the gods' power. Every year, trainers from far and wide gather here to participate in the Gauntlet of Time, a grueling test of strength, skill, and courage. Those who emerge victorious will be granted a favor by the gods, a boon that few have ever dared to dream of. But the trials do not end there. The true test begins in the heart of the mystical forest, where the elusive Celebi resides. To unlock the secrets of time travel, you must understand the delicate balance between past, present, and future. Only then can you truly harness the power of the legendary Pokémon. As you venture through the Gauntlet, you'll encounter formidable foes, ancient guardians, and mind-bending puzzles. Each challenge is a step closer to your ultimate goal: to become the greatest time-traveling warrior the empire has ever known. But the journey is not without its dangers. The future is filled with powerful adversaries who will stop at nothing to prevent your rise. Can you overcome their challenges and prove yourself worthy of the gods' favor? The fate of the empire, and perhaps even the universe itself, hangs in the balance. Features: • New Region of Tecuba in the Old Aztec Empire, set centuries before the main series steeped with lore and history. • Roguelike Gauntlet containing chief Pokémon, trainers, boss battles, wild encounters and brain cracking puzzles. • A challenging world filled with treasures, secrets, sidequests and hundreds of ancient Pokémon ranging from Gen 1 - Gen 5 to collect and follow you on your quest. • Discover the regional variants as you travel through wild encounters within the temple of time. Screenshots: Made using: RPGXP Pokémon Essentials 17.2 Audacity Logic Pro X Paint.net Visual Studio 2022 Version: 1.5 HOTFIX UPDATED 06/09/2024 19:46 No future updates are planned. If there are any game breaking bugs I will do my best to see what I can do. DOWNLOAD HERE (Mediafire) Credits: EmpyrSW Elite Battle System by Luka S.J. PinkCatDragon BadSamaritan Tebited15 redblueyellow Eli Pokecheck.org lilatraube AceRidley406 Telemetius Modular Pause Menu by Luka S.J. Modular Title Screen by Luka S.J. YoshiCLONE Mario Gamer Scripting Utilities by Luka S.J. Graphics & Audio by Delamancha2 Poltergeist Coffecup Magicscarf PureAzuure Kyle-Dove Brandon Fiechter Heavy-Metal-Lover WesleyFG Dewitty Zetavares852 XDinky Newtiteuf Phantawalker Alucus Erma96 Kokiremix Hydrargirium Poison-Master Thedeadheroalistair Shutwig Asdsimone Xxdevil Steinnaples Hek-el-grande sylver1984 NikNak93 TeaAddiction Cuddlesthefatcat Magiscarf Gigatom The-Red-eX ChaoticCherryCake ShinyxMagic Sylv Luigigas "RPG Maker XP" by: Enterbrain "Pokémon Essentials" was created by: Flameguru Poccil (Peter O.) Maruno With contributions from: AvatarMonkeyKirby Luka S.J. Boushy MiDas Mike Brother1440 Near Fantastica FL. PinkMan Genzai Kawakami Popper help-14 Rataime IceGod64 SoundSpawn Jacob O. Wobbrock the__end KitsuneKouta Venom12 Lisa Anthony Wachunga and everyone else who helped out! Pokémon is owned by: The Pokémon Company Nintendo Affiliated with Game Freak This is a non-profit unoffical fan-made game. No copyright infringements intended. Please support the official games!
 
1,2,3... Coco Flip! is a recreation of the Voltorb Flip game that appears in the Korean and Western editions of Pokémon HeartGold and SoulSilver but without any Pokémon theme to be able to publish it without problem with Ninjas. For those who don't know it, the game is a mix between Minesweeper and Picture Cross (Picross) and the bomb placement is given for each row and column. The object of the game is to uncover all the 2 and 3 tiles on a given board and move to higher levels that have a greater number of coins. The numbers on the sides and at the bottom of the board indicate the sum of the tiles and how many bombs are in that row/column, respectively. Each tile you flip multiplies your collected coins by that value. When you uncover all tiles 2 and 3, all the coins you have collected in this level will be added to your total and you will go up one level to a maximum of 999. If you flip a coconut, you lose all your coins from the current level and risk dropping down to a lower level. Also, don't worry about running out of coins. Every day you can get enough to play a couple of games in the “daily reward”. Screenshots: You can play it online or download the game from my itch.io. Credits: - Pokémon Essentials team for the explision and point animations. Cheers!
 
Pokémon: Chaos in Vesita 1.1.5 Playtime: 35-40 hrs -About German Version- Hello, I‘m a german fan game creator ready to release his third fan game. As a huge Pokémon fan I was always interested in creating cities or landscapes so when I discovered the RPG Maker XP and the Pokémon Essentials kit (V.17) my new obsession started. I'm doing everything on my own from mapping, writing, spriting and eventmaking. With the given material of many talented spriters and composers I was able to create a beautiful Pokémon game which kinda feels like an homage to our Nintendo childhood. I've been inspired by the release of brilliant diamond to take a step back and appreciate the wonderful memories these games gave us and to turn it into a new and colorful adventure. The game mainly focuses on the 6th gen Pokémon and features, very underrated in my opinion! Far away from every known continent is an island located in the deepest blues of coral oceans. So rich of Pokémon and nature, life has evolved into the most beautiful ways all around the region. From 'the lungs of Vesita' the Saltu Jungle to the highest peaks of Vesita Mountains Pokémon, nature and people lived in harmony and peace. No one knows how life on Vesita would have looked like if the shadow of chaos never striped the island. But it landed on here. Errupting into chaos, life on Vesita would never be the same again. Pokémon turn against human while a new ice age emerged killing everything coming its way. Hope is near, as two more shadows appear over the night sky of the fresh born chaos. Sent by the guardian of equality and balance they were able to defeat the chaos in a three year long war resulting into many innocent deaths. Dust has settled over Vesita and the story of the so called 'Savior-Pokémon' lives on to this day inspiring a whole new generation of people. Your adventure starts with a huge surprise! An organisation called PokéVentur is offering you an once in a lifetime, all-inclusive trainer experience. As one of three lucky winners of a starcard you will travel around the region accompanied by the diligent helpers of PokéVentur. However things take a dark turn very fast. Vesita is built on destruction, death, war but also hope. People from all over the region have gathered and formed another organisation called Team Duplica. Their leader is... one of a kind. He lost the presidental election to the admiring and charming Alexo. Team Duplica leader Master Ilan does everything in his power to get what he wants. Will you prevent him from birthing another chaos into the Vesita region? +Discover the completely new 'Vesita' region +A great cast of new characters +Dive into a new storyline +31 new Pokémon forms for Gen 6 Pokémon +1 new legendary Fakemon +16 Custom Mega Evolution for Gen 6 Pokémon +1 HM item for every Field Move +Speed Up button on Q-Key +Gen 6 Exp Share (Exp All) +Level Scaling (optional) +Move Relearner inside PokéCenter PC +Nature changing mints +Encounter signs +Nickname Pokémon from party +PokéVentur quest system +24/7 Gym +New UI +Casino, Triple Triad, Safari-Zone +Story-heavy post game The Starter Trio Many Regional Forms Custom Mega Evolutions The Vesita Region -Post Game Guide- -Videos/Playthroughs- PokeHax SacredAlmighty Simpistotle LEVELMAX! HeroVoltsy Thanks so much guys! -Discord- Join the community -Bugs- Please report any bugs/errors you find to this thread! Have fun! -Credits-
 
King_Waluigi presents... POKEMON NIMBUS! WELCOME TO THE ADYNE REGION! The Adyne Region is fairly new to hosting its own "Pokemon League." In fact, the introduction of Gyms in the region only happened about twenty or so years ago! The creation of the Elite Four happened only five years ago! You play as a young adult, preparing to begin your adventure by helping out as Professor Ilex's research assistant. Your old friend Layla is recruited as well, which sparks a rivalry between you two. Challenge Adyne's Pokemon League! The Gym Challenge consists of six balanced and difficult Gym Leaders, most of which don't have a specific type-specialty. Battle Team Cyclone! Adyne's criminal organization will stop at nothing to accomplish their goal... Calling forth the legendary "King of Storms," the ruler and protector of the Adyne Region! Discover the mysterious lore of the "King of Storms!" No one has seen their protector in hundreds of years... All that is left to suggest that he ever existed are two stones, the Heat and Cool Stone, and a worn name... "TH-ND-R-S..." FEATURES! -EBDX! Animated battlers and Mid-Battle Dialogue! -Custom Mega Evolutions! For Pokemon such as Emolga and Ludicolo! -A Quest System! Completing quests will reward you with some type of reward! -Harsh Level Caps! Pokemon Nimbus includes strict level caps, making it impossible to reach a level higher than a Gym Leader! -HM Items! No need for HMs anymore! Use items like the Surfboard to replace HMs! -Trainer Services at every Pokemon Center! Change your Pokemon's nickname, check it's friendship, relearn moves, or even check your Pokemon's Hidden Power power and type! SCREENSHOTS! CREDITS! Pokemon Essentials v18 was used to make this game! CURRENT DEX! THUNDAGA'S BETA TESTING LET'S PLAY! Join the Discord server for both Pokemon Nimbus AND Pokemon Guardians, Nimbus' SUPER UPDATED sequel! https://discord.gg/VEGgBu5uxs
 
Credit to "topher147" for the badge and credit to "xUMG" for the logo. Hey everyone. I started this project back in August 28th 2017 (exactly 7 years ago as of the time of posting this). I'm happy to say that the game is finally completed (excluding post game, but it still ends in a natural way, without seeming like there is more to play). In fact, the ending of the game is connected to the official games (ORAS). As the name suggests, you’ll play as your favorite officer of the law: Looker. You’ll begin your International Police Officer training, while a complex scheme involving Team Rocket and high ranking Kanto politicians is lurking in the shadows. Your future will be full of surprises and shocking twists that will shift the regional balance of power. Are you ready to jump in the adventure of a lifetime? Content Explore Kanto with new graphics and new locations Two starters (Growlithe & Croagunk) New dark storyline with elements of a political thriller No rival No mom Raised difficulty Pokemon from Gen-1 to Gen-5 Elite Officers Gym Leaders are optional Post-game in the new Namuki Region filled with legendary Pokemon [/FONT][/SPOILER] Playability: v1.0 is the complete game but it doeen't include post-game, that will come in a future release. There's about 9-10 hours of gameplay. Known Bugs/Glitches: -Evolution sound missing -Pokeballs don't align with the pokecenter healing machine and no healing sound -The game crashes after the end credits roll, this isn't an issue though considering how the game ends If you find any bugs that I haven't mentioned please report them to me. This Pokemon fan game was made with the essentials starter kit so here's the link to the essentials wiki: http://pokemonessentials.wikia.com/wiki/Pokémon_Essentials_Wiki Check out our Twitter account: Pokemon Looker (@LookerPokemon): https://twitter.com/LookerPokemon?s=09 Join our discord server: https://discord.gg/pvADVjDEfB PokéCommunity thread: https://www.pokecommunity.com/threads/pokémon-looker-v1-0.531263/ Not affiliated with Nintendo or GameFreak
 
What is this? The living dream is a simple and short text based game about dreaming. It's made as both a concept to show what the forum is capable of, and as a way to tell a simple story. How do I play? On the bottom of the thread you will see a list of choices. Click on the spoiler to reveal the choices, and then click on the choice you want to make. The story will continue based on your choices. (Note: It does not work on strange resolutions like mobile) What is the goal? Since there is no obvious goal or ending, the goal is to explore and see what happens. Each choice will lead to a different outcome, and most choices will lead to a dead end. How is this possible? This was all made using BBCode magic (aka a lot of divs and images). Since there are no buttons, all choices are made using spoilers which contain more divs and images. It also means that restart buttons, which can't interact with the spoilers, simply reload the page. Credits Made by: @Voltseon With help from: @ENLS Using: The EeveeExpo forum engine version 1.0 Art made using: Paint.NET Game view [/SPOILER] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/SPOILER] [/div] [/div]
 
Pokémon Perilous Heights You've been up and down this mountain probably a thousand times. You know every tunnel, every crevice, every crack in every rock. And a nice story or five, to tell to the tourists who book your hiking tours. So the tour for the married couple who want to let her father relieve some old memories should be smooth sailing, right? There's always some danger involved, but nothing that's not manageable. Rampaging Pokemon, paths that are blocked by sudden rockfall, irregular weather or giant unmarked tunnel systems that lead deep into the mountain. Play as Hiker Henry and discover that there lies more beneath the surface of Mount Ygaros than he previously expected. About I realize quickly that I actually don't have too much to say about this game in particular, and I'm not sure if that's a good or a bad thing. It's mostly a story-driven adventure, and I've been starting to play around with mid-battle scripting a bit to maybe provide some challenging battles along the way, but that's basically all I want to say for now. As for the theme of Rebirth... I'm not sure if this counts. I tried to center it around it, but it came out more about immortality than rebirth if you break it down. But I'll... well, I'll let the judges judge that. Features About two hours of gameplay, give or take A mystery to uncover Screenshots Credits Download Link Pokemon Perilous Heights Resource Pack Pokemon Perilous Heights Resources
 
All Things It Devours A short - for you - Pokemon puzzle horror romhack. A collaboration by cbt and Unfolding. Made for Eevee Expo Game Jam 10, with pokeemerald and Porymap. Update V1.1 - Watch them decompose in real time! Also plenty of bugfixes and balancing that the game needed. Trapped in a cursed realm. No whips, no chains, no demons. Only tomorrow. Features: A complex narrative, told from five different perspectives. A grim exploration of immortality. And a dash of body horror. Screenshots: Download V1.1 Credits (Tools and Resources): pokeemerald, by Pret Porymap, by huderlem Pokémon Emerald Textbox Simulator, by meejle Character Customization Resources, by Coffee Cup Special Thanks: Nintendo, GameFreak, The Pokemon Company, Creatures Inc., etc, for all things Pokemon Nolla Games, for Noita Increpare, for Stephen's Sausage Roll
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