- Pokémon Essentials Version
- v20.1 ➖
Overview
Do you dislike the heavy reliance on RNG in Pokemon battles? Looking to add a new strategic edge to your battles? Then this plugin may be just what you're looking for!
This plugin aims to overhaul the bulk of RNG-based mechanics present in Pokemon battles with a new "Focus" mechanic that removes a lot of what makes Pokemon battles often feel cheap and unpredictable, and replaces it with something that deepens the gameplay with more meaningful decision making. In particular, the Critical Hit system, Accuracy/Evasion stats, and Additional Effect chance of moves as they currently exist in the base game are radically changed to be more fair, yet still retain the fun and flavor that have made them a mainstay in the series. Gone are the days of a rogue critical hit ruining your entire strategy, relying on dice rolls as your opponent stalls you out with Evasion spam, or feeling completely cheated because of a random Ice Beam freezing you.
Instead of all of these mechanics being completely dependent on random chance, each Pokemon may now build their "Focus" in battle, which is represented as a meter. Once the meter is full, they can harness this Focus to ensure that these RNG-dependent mechanics will instead trigger when you want them to. For example, instead of critical hits having a random chance of happening with each attack, critical hits will instead ONLY happen if a Pokemon with a full focus meter spends this meter to deal critical damage. The type of effect using your focus meter will have can be set on each individual Pokemon, allowing you to use many different sorts of strategies utilizing the focus meter.
Note however, that this plugin does not eliminate all RNG altogether. Random chance is deeply built into the battle system and part of what makes battles exciting. The goal here is to simply mitigate the more egregious examples of obnoxious RNG into an improved system that can be utilized in battle for powerful combos.
Plugin Features
- RNG overhaul for the entire battle system.
- Introduces a new meter mechanic that builds up during battle.
- Adds a new Pokemon property called "Focus Styles" that allows you to customize how each of your Pokemon may utilize their meter in battle.
- Several different visual styles for displaying the focus meter that can be customized in the plugin settings.
- A new "focus panel" pane that can be pulled up during battle to view the current focus levels of all battlers.
- Compatible with existing save files, so starting a new game isn't required for installation.
- Inherent compatibility with the ZUD Plugin.
Installation
- Download and install the latest version of the Essentials Deluxe plugin. To reiterate, this is required for this plugin to work.
- Download this plugin using the link provided and extract its contents to your root Essentials folder.
- Use the Settings file located in this plugin's folder to adjust things to your liking.
- IMPORTANT: If you plan on using other plugins that replaces or overwrites your entire Items, Moves, or Abilities PBS files, such as the Gen 9 Pack, then you must install this plugin AFTER installing those first. If you install this one first, then any PBS changes applied by this plugin will be overwritten the second those plugins are installed, thus rendering certain features of this plugin useless. Please keep that in mind before claiming that this plugin doesn't work.
Please refer to the PokeCommunity thread for in depth tutorials on all mechanics added by this plugin.
- Credits
- Lucidious89
Another example is with crits. A high crit move will no longer crit, but instead rapidly fill your meter. So in practice, this means you will be able to crit far more often, making it functionally identical to how high crit moves already work. The difference again is that it's no longer based on dice rolls, you just choose which turn you can trigger that crit. So I don't really think the identity of the moves are lost exactly, they actually function nearly the same as they do normally. It's just the mechanics surrounding them are different with this plugin. Like, if you wanted to make a crit-based set on a Scyther or something, Slash would still be a far better tool for it than Tackle, because with the right build you can make Slash completely fill your meter each turn, effectively always having the ability to crit when you want to. You couldn't do that as efficiently with Tackle. Slash (and other high crit moves) still have their niche.
With all that said, I can understand how they don't feel *immediately* distinct enough. Because in the traditional system, Slash can just start dealing crits right out of the gate with no build up, whereas with this system, Slash is just a normal move if your ability to build meter is shut down somehow. It relies on the meter to give it identity, whereas before the move just had an inherent identity. So I can understand it from that angle.
I think that ultimately, this system isn't really ideal for Pokemon, because RNG is so ingrained in the DNA of Pokemon at this point. It's just part of the appeal of the games. This system would probably be better implemented in a completely different RPG entirely, maybe if someone is using Essentials to build a Pokemon-like game, not just a direct Pokemon fangame. In either case, this project was more for me to create a fun proof of concept than anything, and I think it accomplished what it sets out to do pretty well.