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Released Pokémon Uakitite v1.6.5

This project has a release available. The full version is still a work in progress.
Project Status
Work in Progress
Project Version
1.6.5

title-png.166002

Made using Essentials v21.1 on RPG Maker XP

Download

Story
Welcome to the Fervor Region, a region up in the north that has been in crisis for a couple years due to the events of a group of criminals releasing a chaotic substance across the entire region, essentially trapping everyone within out of fear it'll spread. Our protagonist and their friend are stuck at their relatives' place because of this, and are just trying to enjoy life even with a fractured league. However, a chance encounter are going to expand these children's understanding of the world... and perhaps another.​
  • A world of human-like, but not human individuals along with humans.
  • Main Story Content at first bonus chapter (two "badges" and one bonus chapter).
  • Multiple characters to play as.
  • Multiple save files to play with.
  • An unreal time system with dates and deadlines to worry about, along with a changing weather system.
  • Side quests.
  • Two new types.
  • Boss Pokémon.
  • Different difficulty modes.
  • Challenges.
  • 400 Pokémon in Main Pokédex (but plenty more catchable). The goal is for 150 of these to be fakemon, as well as some regional forms.
  • Special Charms to change up the battle.
  • Drop materials like in ScVi (especially useful for side quests). They won't function the exact same way as in ScVi.
  • Travel from place to place while keeping an eye on stats and hunger while in the mainland, with events and battles as possibilities.

screenshots-png.160855


Pokémon Uakitite By:
Atlat

Fakemon Art:
Atlat
Kyatra
Louis

Music:
danger!ghosts! (Gothmonkey)
Wario Land Shake It!/Wario Land The Shake Dimension
Super Mario Galaxy

Playtesters:
Reintendo0

----(Not-Plugin Stuff)---------------------------------------------------------------------------------------------------------------------------------------------------

Updating Maps on Command:
RTCanwind

Controlling Partners:
black2424

Berry Bush Code:
Not Important
Zeak6464
Marin

Attack Animations:

StCooler
DarryBD99
WolfPP
ardicoozer
riddlemeree
Drake Baku
KRLW890
Nut0066
Toxillian
QuahogTheCreator
Lcorp
Shashu-Greninja
Pokémon Reborn Team
BellBlitzKing

----(Deviant Art Stuff)--------------------------------------------------------------------------------------------------------------------------------------------------
Tent Design:
J-Treecko252

Fossil Tileset (Partially):
princess-phoenix

----(Plugins)--------------------------------------------------------------------------------------------------------------------------------------------------------------

Deluxe Battle Kit:
  • Lucidious89
Enhanced Battle UI:
  • Lucidious89
SOS Battles:
  • Lucidious89
Animated Pokémon System:
  • Lucidious89
  • Golisopod User
  • Luka S.J.
Modular UI Scenes:
  • Lucidious89
In-Depth Pokédex Data Page:
  • Lucidious89
Auto Multi Save:
  • http404error
Instant Message:
  • wrigty12
Lin's Notebook:
  • Mr. Gela
  • Barubary
  • redblueyellow
  • wrigty12
  • LinKazamine
Lin's Weather System:
  • LinKazamine
  • Zaldar
  • Swdfm
Modular Quest System:
  • ThatWelshOne_
  • mej71
  • derFischae
  • Marin
Multiple Protagonists:
  • NettoHikari
Pokémon Color Variants:
  • MickTK
Tip Cards:
  • wrigty12
Type Matchup UI:
  • ThatWelshOne_
  • gameguy39
Voltseon's A-Star Pathfinding:
  • Voltseon
  • Golisopod User
  • ENLS

----(Gen 9 Project)------------------------------------------------------------------------------------------------------------------------------------------------------

Scripts:
-Caruban
-Lucidious89
-Eskiss (Original Legend Plate script)
-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 Sprite Project
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
-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
-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

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 Absol's Gen 9 Cries compilation video
Edited from HeroLinik's Pokemon Scarlet and Violet - Walking Wake and Iron Leaves Cries video
Edited from HeroLinik's Pokemon Scarlet and Violet - All Teal Mask Cries video

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 Sprites Credit List:
See Full Sprites Credit List

----(Essentials)----------------------------------------------------------------------------------------------------------------------------------------------------------

Pokémon Essentials was created by:
Poccil (Peter O.)
Maruno
Flameguru
With contributions from:
AvatarMonkeyKirby, Boushy, Brother1440, FL., Genzai Kawakami,
Golisopod User, help-14, IceGod64, Jacob O. Wobbrock, KitsuneKouta,
Lisa Anthony, Luka S.J., Marin, MiDas Mike, Near Fantastica,
PinkMan, Popper, Rataime, Savordez, SoundSpawn,
the__end, Venom12, Wachunga
and everyone else who helped out
mkxp-z by:
Roza
Based on mkxp by Ancurio et al.
RPG Maker XP by:
Enterbrain
Pokémon is owned by:
The Pokémon Company,
Nintendo,
Affiliated with Game Freak

Version 1.6.5
Changes:
  • Replace Lotta's tutorial dialogue during the fishing minigame with a tip card.
  • Buffed Play Rough a bit and brought Moonblast back down to Earth (metaphorically).
  • Updated the pictures for any design changes in the Pokémon.
  • Changed the Forest's Edge. It no longer sells items and is just a place to visit (some plot stuff for Chapter 2 included). You get access to certain Pokémon way too easily because of this.
  • Another EBN news.
Bug Fixes:
  • Updated the priority spots in pbSetCharaterLocationsUT.
  • Could get softlocked in the Uakitite Tower if someone stood directly on the other side of the restroom (existing files won't get it). If you don't have the version with a little mat preventing people from being on it, just reload to fix it 9 you can save in the Uakitite Tower).
  • Print statement in Instant Messenger removed.
Version 1.6.4
Quick progress update: Chapter 2 is coming along as smoothly as it can. The main story content remaining includes the main deadline stuff of the chapter, the boss of the chapter and the chapter ending. Then I'll move on to the side quests (main large ones and any additional small ones). Finally, I'll address any small additions planned like more Uakitite Tower decorations or events while travelling by carriage.
Changes:
  • Some outdated overworld encounters on the mainland were changed to reflect the newer Pokédex.
  • Another two EBN news was added.
Bug Fixes:
  • Fixed some passage errors in the Blue Star Rainforest.
  • Removed a print statement in the carriageBattle code.
  • Your very first movement can cause an extra section of distance during carriage travel if you bump since the bumping code applies before the moving.
Version 1.6.3
Changes:
  • Updated FROTA grunt designs.
  • At the end of non-break sections, events that can affect the types of events and frequency of events (and maybe encounters) that show up, as well as potential bonuses like speed or EXP, etc.
Bug Fixes:
  • Added some missing credits for certain graphics I got commissioned.
  • Trainer Nelson used the wrong Cyndaquil form.
Version 1.6.2
Changes:
  • Updated sprites for the Dynamutt and Inklar lines.
  • Gimmighoul coins added to the possible loot one gets from a treasure chest.
  • The Poké Dolls, Poké Toys, and Fluffy Tails limit the amount of Pokémon that show up per battle (changing 3v3s into 1v1s). These Pokémon have additional benefits (such as increased shiny odds).
  • Repels have a new functionality to avoid a non-boss or event battle while travelling carriage-style.
  • Max repels were buffed to 300 steps.
  • The tile screen theme is now custom.
  • Camo now resists ghost for balancing reasons.
Version 1.6.1
Changes:
  • Overhauled the relationship events system somewhat. The new instant messenger app now tells you where to go and there's no more "only one at a time" system that was really janky honestly. Calling them just brings up anything you can do with them along with their relationship level.
  • Credits were sloppy so I fixed them. Updated the credits as well.
  • Updated the badge section of the Trainer ID.
  • Illusion animation added.
Bug Fixes:
  • Enhanced Battle UI wasn't taking modified STAB into account.
  • Ninjask was a boss twice in the desert when Maractus should've been there.
  • Some plushies were able to be walked through.
  • Chirp's first relationship event was an outdated line.
  • Chirp and Eris' calls weren't properly implemented in the turn-on-off methods.
Version 1.6.0
So does the 6 mean much of anything? Not really, no. To anyone who's played earlier versions of this game, you'll know that I am absolute garbage at quality control and handling bugs. This is the culmination of the past few updates leading to a game that we've managed to get from start to finish without it breaking. This should be the end of rapid updates for a while? Hopefully?
Changes:
  • Moreroll were 1% encounters. Now they're 10% given a quest that exists.
  • Changed the Fervorian Sunkern line's hidden ability to Grassy Surge.
  • New theme for the Think theme heard in places like the File Select screen.
  • The title and load screens have been given makeovers.
  • Instead of a question mark, an item without an icon image will just show up blank.
  • At the Holiday Home, you can buy EXP candies now.
Bug Fixes:
  • Crash caused by misspelling of Geodude.
  • Crash caused by missing parameter in carriageP2.
  • EXP bug regarding having a partner trainer.
  • Actually fixed the softlock in the FROTA fortress (bookshelf beats bars it seems).
  • The RED_TEXT bug for eggs is back as I forgot to update the updated plugin.
  • Treasure Map crash.
  • Fixed the Groundwater and Dried Out Friend carriage events (the latter was even crashing the game).
  • High EXP mons could get you over the level cap.
  • Did not properly implement most of the updated Kodogora sprites (just the front and icon sprites).
  • Aero's second relationship event was replayable for no good reason.
  • After the temple raid in Enshro Village, the food quest was impossible to complete.
  • Gym leader fishermen had wrong ID.
  • Weather plugin had broke the fishing minigame.
  • Trollodile's dialogue portraits weren't showing up.
Version 1.5.16
Changes:
  • Raised the odds of events to be equivalent to the encounter odds during carraige travelling.
  • Rare Candy price nerfed (not as useful as in mainline games).
  • Updated the theme that plays after final Sociedew phase.
  • Overworld sprites for the starters' evolutions.
  • Not Kakuna Matata quest able to be done earlier.
  • No more time nonsense for when to do relationship events, especially since you can't time it.
  • A full wipe when travelling by carriage has its time consequence, but now heals you afterwards.
  • Rebalanced the mons in the FROTA fortress.
  • New save spots appear in certain places across the Otherside.
Bug Fixes:
  • You could go back into Rozele Forest when you're meant to talk to the professor and a cutscene becomes replayable.
  • removeAllPartners was causing crashes.
  • Certain quests had accessibility issues.
  • Can't access the hydropower plant when the Power Surge quest is completed.
  • Simisavor doors weren't properly implemented.
  • Couldn't save in Nepdewn Town.
  • Time jumps were still possible from full wipes during carriage travelling.
  • Low level Tropius could have Leaf Storm as a level 1 move too far right in the pbs file. Made a certain trainer have a Leaf Storming Tropius way too early.
  • Removed the Infinite Save Plugin since it seems to crash when dealing with multiple protagonists plugin.
  • Fixed party background colors not matching.
Version 1.5.15
Changes:
  • Updated sprites of the Wreang and Reindrop lines.
  • Backup feature added to the save system. If something breaks or you get softlocked, you can always go back.
  • Sinistea can now be found at the Holiday Home on Halloween.
  • Pandora's Box works with all characters. Lorewise it doesn't really make sense. It's just for gameplay purposes.
  • Improved the face of the Crush Girl so the mouth doesn't look stupid like it used to.
  • Nerfed and fixed the Sociedew battle a bit.
  • Nerfed the damage multipliers of rain and sun.
Bug Fixes:
  • Actually implemented the Drymal evolutionary line's icons.
  • No cheesing mainland events when not in free time mode.
  • Eris event was doable during story sections.
  • "No EVs" app wasn't obtainable at the time.
  • Side Rachel event in the Blind Temple was still doable even if you don't go that path. Also, if you start the event, faint, and then go back, Dhelmise is still moving.
  • First Quarter event repeating on revisiting locations.
  • Good Rod wasn't being removed during gym.
  • Blind Forest shrubbery causing softlocks by existing. Now they're gone once the deadline before the first major boss comes.
  • Losing the battle against Sociedew causes a softlock when trying to return.
  • pbRecoverHP randomly getting called from moves like Aqua Ring or Ingrain.
  • Throw Charm animation wasn't working.
  • DLV effect wasn't showing up (being overwritten by the shadow effect).
  • Held items weren't able to be held.
Version 1.5.14
Got myself a proper playtester to help, so we were able to go back and find the... myriad of game crashing bugs before the first boss.
Update: Swapping characters was using outdated code, leading to crashes. Yep, another game crashing bug I didn't catch.
Version 1.5.13
Changes:
  • Updates to older battle sprites, including the legendary new Drymal icon.
    drymal-wants-wood-png.165670
  • Wishiwashi buff of 20 HP.
  • New tip card for where to save.
Bug Fixes:
  • pbSetPokemonCenter wasn't working properly. Becuase of this, losing during the initial stages can lead to being softlocked in Galveson City.
  • Mons weren't sent out when facing "mysterious indviduals".
  • You could immediately buy stuff from the mart dude in the Pokémon Center before you should be able to.
  • Made it a little more obvious that you should sleep through the first day of freetime since you can't do much of anything else right now.
  • You should've always been able to save in the Uakitite Tower.
  • Last mon dialogue at 50% HP won't repeat over and over.
  • Cut trees broke.
Version 1.5.12
Bug Fixes:
  • Pandora's Box functionality fixed.
  • If you lose a battle while certain switches are on, your movement was permanently restricted.
  • Fixed up the story battle during the first carriage trip if you were to lose.
  • Fixed the incorrectly assigned trainers in the mini-gauntlet.
  • Fixed Lotta's levels.
  • Fixed an outdated function call by UT.
  • Crash occured thanks to the guard outside the Holiday Home as his event activates while on a different map.
Version 1.5.11
Changes:
  • Adjust how losing during a carriage travel works so it just adds extra days of "recovery" instead of forcing a restart.
  • A Raphael dialogue has been added.
  • Changes to the PLEASE STAND BY theme, which now gets used for more sections.
Bug Fixes:
  • Mistake made in the def pbDeregisterPartner2 function removing the wrong partner.
  • Checking moves cause a zMove? crash due to plugin. Shadow fix was downloaded.
  • Proper Jerboot cry.
  • Updated some outdated dialogue.
  • Fixed the party scene in Enshro Viallge.
  • Fixed a crash when resting in the lab bedroom.
  • Professor Banyan's dialogue box works properly now.
Version 1.5.10
Bug Fixes:
  • Currently no low battle HP music, but it was set to true in the plugin. So low HP was crashing the game.
  • Batu was missing its cry.
Version 1.5.9
Changes:
  • Implemented a new EV app that when turned on allows you to not get EVs from wild Pokémon.
Bug Fixes:
  • Food properly works now.
  • Spore Soup is not a candle.
  • Fixed oversight caused by the Weather System overwriting terrain tags (I forgot to adjust them).
  • Fixed some mismatching trees on Route 1.
Version 1.5.8
Changes:
  • Update the animation pack with the new update.
  • Made the Wreang line pure grass all the way through.
  • Changed the ability Paracine receives when holding the Parasect Charm since Unfainted didn't make any sense.
  • New charms: The Serious Charm, Lax Charm and Gentle Charm.
Bug Fixes:
  • Fixed the deadline system when dialogue typically happens after sleeping and hitting a deadline.
  • Improved how the deadline system determines a game over.
  • Fixed TMs I put on Johtoian starters instead of Fervorian ones.
  • Fixed the text colors when shopping so that they aren't using the dark colors. Still can't figure out why the data page in the dex isn't updating. To be done in a later update.
Version 1.5.7
Changes:
  • App store app for buying new apps.
  • Removed access to the lab sideplot for now till I can fully flesh it out.
  • Updated some of the battles in the FROTA fortress in Berry-Berry Canyon so that Galatea plays a bit more of a role.
  • A new EBN bonus news added. It's slow, but we're moving!
  • New move added: Liquid Metal (Steel-type Icy Wind).
Bug Fixes:
  • Removed the NPC that "gives" the PokéMatch app since it currently has no functionality.
  • The temporary removal of the full dialogue system I implemented had an oversight where certain characters wouldn't show up due to how they were set up.
Version 1.5.6
Changes:
  • Updated Drymal's sprite so the bottom arms were more visible.
  • Updated the Free Time tip card a bit to include sleeping.
Bug Fixes:
  • Early wild Pokémon were crashing the game due to trainers. That's kind of funny actually.
  • Fixed a move route bug for Zaria in Rozele Forest.
  • Due to makeshift dialogue system, I forgot to update it so the player's sprite works properly.
  • Fixed an outdated Zaria animation.
Version 1.5.5
Changes:
  • Updated trainer and avatar sprites for Professor Banyan.
  • Created some animations for certain camo moves.
  • Some more new charms.
  • All dialogue now uses overworld sprites for now. This'll be fixed once a proper dialogue system is implemented.
  • Some slight proportion adjustments to Reindrop in order to "starter-ify" it a bit.
  • Using the icons now, and made it so the color of the party slot changes depending on the type.
Bug Fixes:
  • Added a missing colon if the Furfrou charm is used with base Furfrou.
  • Adjusted the positioning of the misc dialogue box function.
  • Fixed the party menu... again.
Version 1.5.4
Changes:
  • End of chapter heals the parties.
  • Trainer Intro theme added.
  • Animated Pokémon... that aren't fakemon!
  • Improved the party menu since I had to address the halved size of sprites. Yeah, most of the sprite is now visible in the party menu, so that's probably a good thing, right?
Bug Fixes:
  • It was possible to put yourself in a situation where you can't get back the Uakitite Tower. Not anymore.
  • Uncommented trainer event that was allowing them to be challenged immediately on journey.
  • Fixed Pokémon metrics again.
Version 1.5.3
Soft resetting works properly again (thank you FL)! That's an Essentials/mkxp bug apparently which makes me feel better since that means it actually wasn't my faul tthis time.
Version 1.5.2
Bug Fixes:
  • Removed the unrelated moss from the Galveson tilesets... again. Clearly something went wrong between 1.0.2 and now and they were back. And because it's me, I didn't notice until now.
  • Couldn't get the "Interview with a Vatu" EBN since some stuff wasn't updated.
  • Fixed the buyable items at the Holiday Home crash.
  • Fixed some events during Chapter B1 that while not causing any crashes, made things not work fully (even if playable).
  • Some global locks so you can't get hit while talking.
  • You can't stand on the mansion laptops anymore.
  • Pumpkaboo and Gourgeist dolls show incorrect graphic.
  • Another case of = should be ==. This time with the chapter determiner.
Version 1.5.1
Changes:
  • Nerfed the Chirp fight a fair amount since it's not meant ot be a roadblock if you started with Wreang.
Bug Fixes:
  • Fixed a crash that happened when trying to sleep before first deadline function is called.
  • Used a wrong variable in deadline system which completely messed it up.
  • Changed graphic name meant Zaria's animation graphics are buggy.
  • Updated outdated tip card for Quests.
  • Oversight where you can't save in the basement fixed.
  • Line of dialogue during Chirp fight says Chirp when Zaria is talking.
  • You can now not get hit while talking to a Vlydrap during phase 1 of Sociedew.
Version 1.5.0
Well, well, well, an actual story update! Now, it's a small one being a bonus chapter, and you have to meet the requirements of finding them
find four purple objects of the chapter
but it is actually new content. If you're updating from an older version, MAKE SURE YOU'RE IN EASY MODE!!!
Changes:
  • Chapter B1 added.
  • An overhaul of the candle system.
  • Even more new music by danger!ghosts!
  • Travelling trainers event in overworld event.
  • Enhanced Battle UI added.
  • Ferocity and Resilience charms will not work on any mons with a BST over 535.
  • Modified encounter table for rebalancing purposes.
  • Updated the trainers taking the modified dex into consideration.
  • Modify dialogue to make it so wild Pokémon are more wary of balls and require candles because of this.
  • Removed the difficulty stuff for now. I need a proper balancer for that.
  • Fevorian Natu and Xatu have been changed to convergent evolutions Batu and Vatu. If you have a Natu in your party, it should just become a regular Natu with some of Batu's moves.
Bug Fixes:
  • Updated some more outdated dialogue involving Pandora's Box.
  • Fixed the Otherside doors crashing.
  • Fixed weird visiblility stuff with the Mantrees.
  • Eris' trainer class was "Trainer" and not "Pokémon Trainer" on accident.
  • Facing a playable character in a different outfit works properly.
  • Candles crash fixed.
  • Blocked off access to Galveson park without a Pokémon.
  • Fixed some dialogue for certain quests in Nepdewn Town.
  • Partner trainers were having disobedience issues.
  • Made Sociedew guaranteed female (she's a "matriarch" after all).
  • Fixed oversight in mid battle dialogue, along with some of Lotta's dialogue.
  • Using a blank charm in a multi battle has the same properties as a Poké Ball where it ends the turn.
  • Starting up game in Uakitite Tower doesn't adjust the map until something leaving map or new decoration.
  • Fixed crash when opposing trainer has no graphic.
Version 1.0.10
Changes:
  • Removed the "Toss" option in bag.
  • Modified the priorities of events so some are more frequent than others.
  • Boss Pokémon have smarter AI.
  • More food items that can be bought at Simisavor.
  • The Otherside now has a custom theme.
Bug Fixes:
  • Reimplemented the missing functionality of the Constant Tileset.
  • Nerfed the cactus juice a little since it was on an older version of the hunger system.
  • Fixed Typeless Charm being called "Typless Charm"
  • Status effects weren't applying to the right Pokémon during a boss phase.
  • Fixed Tropius Charm working on anyone.
  • Removed early access to the Holiday Home.
Version 1.0.9
Fixed the save functions. Especially since you could technically save if you press quit, which defeats the purpose of not being able to save everywhere.
Version 1.0.8
NOTE: It turns out soft resetting the game causes issues with UnrealTime, so for now avoid F12 like the plague.
Changes:
  • Couple new events added to carriage travel.
  • Some mid-battle dialogue for important battles.
  • New Galveson City theme thanks to danger!ghosts! More coming soon.
Bug Fixes:
  • Fixed carriage travel. Particularly how the movement goes on even when the map changes.
  • Made sure you can't go anywhere else in the mainland to cheese to the cutscene.
Version 1.0.7
Changes:
  • New challenge that disables IVs on the user.
Bug Fixes:
  • Anything that heals was broken UI-wise due to 1.0.6.
  • Fixed Paisley's overworld sprite.
Version 1.0.6
Mostly just improvements and fixes to the bosses.
Changes:
  • Design on special DLV Pokémon so they scream "special form".
Bug Fixes:
  • Fixed Fruity Scent not actually trapping the user.
  • Modified the UI so the caught symbol isn't over the boss bars.
  • Shrunk the thin battle bars a bit so you could fully see the remaining boss bars when there's more than one Pokémon on a side.
  • Potentially fixed a bug where the game is trying to heal more than what remains between the hp and totalhp. I'm not able to recreate it, but it's always been wildly inconsistent.
Version 1.0.5

pbStoreBag broke because of item_decorations? It fixed itself when I opened the bag, so do that if you get an error involving pbStoreBag.
Changes:
  • Added missing materials.
Bug Fixes:
  • Modified Trollodile's minigame winning reward so that no charm is left out.
  • Battle Low HP doesn't exist yet, so battles break when player's mons reach low HP.
  • Cactus juice is not a decoration.
Version 1.0.4
Changes:
  • Decreased Sociedew's height by a meter.
  • Decreased the time for the HP bar.
  • Frugivore Charm that applies the "eaten berry" effect instantly.
  • Buffed Belch's accuracy to 100%.
Bug Fixes:
  • Added Sociedew's missing camo typing.
Version 1.0.3
Changes:
  • Worked on the battle UI some more.
  • More random dialogue for characters in tower when nothing specific to say.
  • DLV Swalot design updated so it's a little more unique.
  • Certain important battles have a variety of Pokémon that can appear (though right now it's just the first gym leader).
  • Certain items obtainable while fishing.
  • Add new trainer tip after Sociedew boss fight explaining using blank charms on anything DLV,
  • Updated badge part of the Trainer ID, specifically for the boss Pokémon.
  • Reworked the Fervorian Applin line along with adding the missing third path (thanks ScVi DLC for throwing an unexpected Dipplin and Hydrapple).
  • Changed up a certain plotline a bit.
Bug Fixes:
  • Forgot to remove a print statement during the carriage traversal in the savanna.
  • Messed up the cutscene code, which made the first carriage traversal impossible.
  • Removed Losrick's overworld sprite for now since it utilized the old spirte version.
  • Fixed sideways sprites of Boy and George not bouncing when walking.
  • Direction is now kept after fishing.
  • Cut off pixels in Interior tilesets fixed.
  • Fixed some form names for certain regional forms.
  • Fixed the type matchup up not properly showing alternate forms.
  • Fixed some passability issues with plants.
Version 1.0.2
Changes:
  • Completely changed Losrick's design, along with making its evolution Trovake.
  • Some more EBN news.
  • Removed the moss(?) from Galveson City since it didn't look good at all. Especially when considering that it isn't at all pixel-y.
  • Nerfed the availability of a certain NPC in a certain library.
  • All fakemon now have a habitat for the Pokedex Data Page Plugin.
Bug Fixes
  • Fixed jack-o-lanturn graphic.
  • Certain NPCs now have a cooldown.
Version 1.0.1
Bug Fixes:
  • Time doesn't show during story events (unless you talk to the clocks I guess). There isn't really supposed to be a specific time to worry about while free time is not going on.
  • Accidentally didn't change day after gym battle.
  • Fixed some lines that referred to Quarter by an outdated name.
  • Can't walk on locked door tiles in route gateways.
  • Fixed major oversight in replace_tileset function that was causing the tileset_name to not save the correct name.
  • Outdoor Light now only applies to night, not evening (just because of how the tilesets look).
  • Zaria is always cleaning the shower once she starts doing it (aka no event page that hides her).


If you find any bugs while playing the game, please inform me! I'm one person with some bad testing skills, so I'm absolutely going to miss things.
Also, recruitments are currently available!
 
Last edited:

Atlat

Novice
Member
Joined
Jan 8, 2023
Posts
30
Note: There seems to be a possible error with a certain utility function I made to remove and store your bag to be returned later when item PBS files are updated... I think. It seems to fix itself if you open the bag, so for any update that explicitly states new items are added or item PBS files are reordered/reworked, just open the bag on starting it up in a new update.

Now then, versions 1.0.4 and 1.0.5 came out and both were rather small (they are updates for fixing certain things discovered, so that shouldn't be too surprising. Even the larger v1.0.3 isn't that large in the grand scheme of things). They do fix some important oversights though, so make sure to download v1.0.5 if you're planning to play through.
 

Atlat

Novice
Member
Joined
Jan 8, 2023
Posts
30
Note: There seems to be some issues between UnrealTime, Auto Multi Save and soft resetting. If you ever need to leave your save file, close the game down (or use the quit app, I think that one is working fine) to make sure the date isn't messed up. Do not soft reset! I think the issue involves moving between files without the time properly adjusting or something like that? It's going to be worked on, but I wanted this update out because the carriage stuff was a higher priority.
 

safr

Elite Trainer
Member
Joined
Dec 6, 2021
Posts
323
For some reason the screenshot on this thread not appearing. I think you should reupload the screenshots
 

Atlat

Novice
Member
Joined
Jan 8, 2023
Posts
30
For some reason the screenshot on this thread not appearing. I think you should reupload the screenshots
It's working on my end just fine, but I re-added the screenshot.
 

Atlat

Novice
Member
Joined
Jan 8, 2023
Posts
30
Version 1.5.0
Well, well, well, an actual story update! Now, it's a small one being a bonus chapter, and you have to meet the requirements of finding them
find four purple objects of the chapter
but it is actually new content. If you're updating from an older version, MAKE SURE YOU'RE IN EASY MODE!!!
Changes:
  • Chapter B1 added.
  • An overhaul of the candle system.
  • Even more new music by danger!ghosts!
  • Travelling trainers event in overworld event.
  • Enhanced Battle UI added.
  • Ferocity and Resilience charms will not work on any mons with a BST over 535.
  • Modified encounter table for rebalancing purposes.
  • Updated the trainers taking the modified dex into consideration.
  • Modify dialogue to make it so wild Pokémon are more wary of balls and require candles because of this.
  • Removed the difficulty stuff for now. I need a proper balancer for that.
  • Fevorian Natu and Xatu have been changed to convergent evolutions Batu and Vatu. If you have a Natu in your party, it should just become a regular Natu with some of Batu's moves.
Bug Fixes:
  • Updated some more outdated dialogue involving Pandora's Box.
  • Fixed the Otherside doors crashing.
  • Fixed weird visiblility stuff with the Mantrees.
  • Eris' trainer class was "Trainer" and not "Pokémon Trainer" on accident.
  • Facing a playable character in a different outfit works properly.
  • Candles crash fixed.
  • Blocked off access to Galveson park without a Pokémon.
  • Fixed some dialogue for certain quests in Nepdewn Town.
  • Partner trainers were having disobedience issues.
  • Made Sociedew guaranteed female (she's a "matriarch" after all).
  • Fixed oversight in mid battle dialogue, along with some of Lotta's dialogue.
  • Using a blank charm in a multi battle has the same properties as a Poké Ball where it ends the turn.
  • Starting up game in Uakitite Tower doesn't adjust the map until something leaving map or new decoration.
  • Fixed crash when opposing trainer has no graphic.
 

Atlat

Novice
Member
Joined
Jan 8, 2023
Posts
30
Version 1.5.5
Changes:
  • Updated trainer and avatar sprites for Professor Banyan.
  • Created some animations for certain camo moves.
  • Some more new charms.
  • All dialogue now uses overworld sprites for now. This'll be fixed once a proper dialogue system is implemented.
  • Some slight proportion adjustments to Reindrop in order to "starter-ify" it a bit.
  • Using the icons now, and made it so the color of the party slot changes depending on the type.
Bug Fixes:
  • Added a missing colon if the Furfrou charm is used with base Furfrou.
  • Adjusted the positioning of the misc dialogue box function.
  • Fixed the party menu... again.
 
Last edited:

Misted-jay

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Member
Joined
Sep 23, 2023
Posts
12
I'm getting an error during the first battle. I don't have a screenshot, but as soon as it says "A wild Shrubug has appeared", I get the following error:

"Script 'Interpreter' line 177: EventScriptError occured.

EventScriptError"

I've re-downloaded, re-unzipped, etc and I can't get past the error.

There's also a pathing error for the blond girl in the same spot. If you approach the starters from as close to the tree line as possible (accidental because I was looking at my phone while moving towards them lol), she gets stuck on the cuttable trees. She tries to follow her standard path down (like down, left, down, left along the trees), but the second down movement brings her up against the trees and she can't move left because she's stuck. Admittedly, I only had this happen once because I got tired of having to restart chapter 1 repeatedly in my attempts to get past the script error (the save function disappears as soon as you speak to the assistant and begin Chapter 1, but I assume that's by design?), so it could potentially be a one-time thing that won't happen again. Also, not sure if this is intentional or not, but even though the game says that the Trainer ID app has been downloaded, it did not appear in my menu at any point leading up to the script error.

On an unrelated to errors note, I don't really understand the point of having the first free time happening before even getting a trainer ID, let alone a starter? Like unless I missed something, walking around in the morning really doesn't have much benefit. I appreciated the bit of backstory that some of the NPCs in town provided, but that all could have waited until after we have the (presumed) freedom to leave the city. I didn't bother trying to walk around the city during the afternoon, evening, etc. times because nothing the NPCs I spoke to made it seem like something I should do. I know the big popup explanation of free time mentioned that there are events that are time-locked, but by the time I realized that I couldn't even look at the shop menu(s) or pick up the item ball on the ground near the dumpsters to the west, it felt like exploring the city was an exercise in futility, so I went back home and slept until the next morning. Please let me know if I missed something that I could have witnessed or interacted with during that time, but it may be a better idea to just move that first free time to after Chapter 1 has started? Idk. That's just my opinion; feel free to ignore it lol.
 

Atlat

Novice
Member
Joined
Jan 8, 2023
Posts
30
I'm getting an error during the first battle. I don't have a screenshot, but as soon as it says "A wild Shrubug has appeared", I get the following error:

"Script 'Interpreter' line 177: EventScriptError occured.

EventScriptError"

I've re-downloaded, re-unzipped, etc and I can't get past the error.

There's also a pathing error for the blond girl in the same spot. If you approach the starters from as close to the tree line as possible (accidental because I was looking at my phone while moving towards them lol), she gets stuck on the cuttable trees. She tries to follow her standard path down (like down, left, down, left along the trees), but the second down movement brings her up against the trees and she can't move left because she's stuck. Admittedly, I only had this happen once because I got tired of having to restart chapter 1 repeatedly in my attempts to get past the script error (the save function disappears as soon as you speak to the assistant and begin Chapter 1, but I assume that's by design?), so it could potentially be a one-time thing that won't happen again. Also, not sure if this is intentional or not, but even though the game says that the Trainer ID app has been downloaded, it did not appear in my menu at any point leading up to the script error.

On an unrelated to errors note, I don't really understand the point of having the first free time happening before even getting a trainer ID, let alone a starter? Like unless I missed something, walking around in the morning really doesn't have much benefit. I appreciated the bit of backstory that some of the NPCs in town provided, but that all could have waited until after we have the (presumed) freedom to leave the city. I didn't bother trying to walk around the city during the afternoon, evening, etc. times because nothing the NPCs I spoke to made it seem like something I should do. I know the big popup explanation of free time mentioned that there are events that are time-locked, but by the time I realized that I couldn't even look at the shop menu(s) or pick up the item ball on the ground near the dumpsters to the west, it felt like exploring the city was an exercise in futility, so I went back home and slept until the next morning. Please let me know if I missed something that I could have witnessed or interacted with during that time, but it may be a better idea to just move that first free time to after Chapter 1 has started? Idk. That's just my opinion; feel free to ignore it lol.
Feedback and bug finds are always appreciated since I can easily miss these seemingly obvious bugs that cause issues. I appreciate it. As for what I can answer right now, the very first free time section is mainly to introduce the idea that free time even exists and letting you walk around without any specific tasks to require. I could possibly add a couple more early trainer introductions in the story (good ol' foreshadowing) and maybe a temporary sidequest or two for some extra money, but at the very least I'll make it clear that you aren't going to outright earn anything wandering around at the moment. This game also only allows you to save on certain maps like the Plex Townhouse or the Pokémon Center. This is by design to minimize save scumming and won't change, though I could add a tip card to make that more obvious. As for the trainer ID app not showing up, I thought that worked fine, so it's likely just me screwing up the story variable comparison needed for it to show up or something stupid like that.

Once again, I'll be getting to this as soon as possibl, so don't worry and thank you again for providing this because who knows how long it would've taken my moronic self to notice the obvious bugs.
 

Misted-jay

Novice
Member
Joined
Sep 23, 2023
Posts
12
Feedback and bug finds are always appreciated since I can easily miss these seemingly obvious bugs that cause issues. I appreciate it. As for what I can answer right now, the very first free time section is mainly to introduce the idea that free time even exists and letting you walk around without any specific tasks to require. I could possibly add a couple more early trainer introductions in the story (good ol' foreshadowing) and maybe a temporary sidequest or two for some extra money, but at the very least I'll make it clear that you aren't going to outright earn anything wandering around at the moment. This game also only allows you to save on certain maps like the Plex Townhouse or the Pokémon Center. This is by design to minimize save scumming and won't change, though I could add a tip card to make that more obvious. As for the trainer ID app not showing up, I thought that worked fine, so it's likely just me screwing up the story variable comparison needed for it to show up or something stupid like that.

Once again, I'll be getting to this as soon as possibl, so don't worry and thank you again for providing this because who knows how long it would've taken my moronic self to notice the obvious bugs.
In the interest of full disclosure, I did try loading it into RPGMaker to see if I could figure out what the error message was pointing to, but to say that I'm a beginner when looking at RPGM scripts is rude to actual beginners because coding makes my head spin lol. Sometimes I get lucky (like...win the lottery lucky) when I try looking at script coding, but this was not one of those days.

As for the free time section, idk that much extra is needed beyond making it obvious it's just to introduce it. The early intros or temp sidequests would be nice, but I don't know that they would be things that players necessarily need to understand the point of free time? Maybe for now, the heads-up that it's just an introduction to free time and then later when you don't feel pressured to push out new content go back and add something quick and easy in? Though, like I mentioned, you could just move that intro to the next time it occurs if that would be easier? Maybe connect that time-locked quest thing into the introduction at that point? And yes, a heads-up about the save thing would definitely be helpful, especially since players notoriously save scum when picking starters for stats/abilities/shinies. I, personally, use it when I know I'm about to enter a story fight because RNG notoriously despises me and has led to losing fights that I really shouldn't be losing lol (and is also the reason why I often refuse to use attacks that don't have 100 accuracy). I'm glad I mentioned the trainer ID thing, though. I almost didn't because part of me thought it wasn't supposed to show up until after receiving a starter.

Happy to help! And tbh, I don't think of your self as moronic because of these bugs. I wouldn't expect you to start a brand-new file every time you add new content, unless you've added something to the beginning. Though I guess that script error I got could happen in any battle? Unless there's like...some sort of dialogue or choice being made right at that moment. Then I could see it not happening during regular battle testing. My guess would be, if that is the cause, that whatever script that's meant to pull up the "Choose a Pokémon" window is what's causing the error. No idea how to fix that, though lol. But again, I'm nearly coding illiterate, so I could be so far off base that I'm on the moon or something.
 

Atlat

Novice
Member
Joined
Jan 8, 2023
Posts
30
My humor can be very self deprecating, so don't worry about me calling myself moronic. I'm only, like, a quarter serious, lol. But playtesting is actually very important. Even small things can require larger playthrough to make sure those changes didn't break anything big.

Also, in case you're curious, as for the reason for the original error that started this, it was a bad argument that wasn't ever addressing wild mons. This code was to address (as you would see rather soon after the crash honestly), certain trainer types were to be hidden until a certain point in the story. Since the first argument related to the story variable, that means with anywhere I was working with at the time was after there and therefore never reached the problem argument.
 

Misted-jay

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Member
Joined
Sep 23, 2023
Posts
12
My humor can be very self deprecating, so don't worry about me calling myself moronic. I'm only, like, a quarter serious, lol. But playtesting is actually very important. Even small things can require larger playthrough to make sure those changes didn't break anything big.

Also, in case you're curious, as for the reason for the original error that started this, it was a bad argument that wasn't ever addressing wild mons. This code was to address (as you would see rather soon after the crash honestly), certain trainer types were to be hidden until a certain point in the story. Since the first argument related to the story variable, that means with anywhere I was working with at the time was after there and therefore never reached the problem argument.
Lol I understand. I'm a fan of hyperbolic self-deprecating, but you never know what will and won't drive a creator or studio to abandon a project so better safe than sorry (looking at you, Bioware...). And yeah, play testing is definitely important. I just understand why an error so early could have been missed when someone is trying to put out new content that's, presumably, several hours later. It's why I could never be a writer. I write something and CBA to look back lol.

When you say trainer types, do you mean like the standard Lass, Youngster, Fisherman, etc types? Because otherwise you've totally lost me lol. I mean, I understand that you're saying that the code was supposed to reveal something related to trainers, I think, but idk. I almost want to say it sounds like you're saying the code was meant to like activate the fact that enemies exist in general or that like it was supposed to reveal that wild Pokémon could be used in place of trainers (a la those scenes that are popular in fan games where it says something like "A wild Pikachu wants to battle. The wild Pikachu sends out Pikachu!" As a way to signify that that specific Pokémon is unable to be caught). Which, if you're play testing from a point after that, a bad argument would understandably not activate like it was for me since your file already has them activated. Or... something. I wasn't joking when I said code makes my head spin lol
 

Atlat

Novice
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Joined
Jan 8, 2023
Posts
30
Lol I understand. I'm a fan of hyperbolic self-deprecating, but you never know what will and won't drive a creator or studio to abandon a project so better safe than sorry (looking at you, Bioware...). And yeah, play testing is definitely important. I just understand why an error so early could have been missed when someone is trying to put out new content that's, presumably, several hours later. It's why I could never be a writer. I write something and CBA to look back lol.

When you say trainer types, do you mean like the standard Lass, Youngster, Fisherman, etc types? Because otherwise you've totally lost me lol. I mean, I understand that you're saying that the code was supposed to reveal something related to trainers, I think, but idk. I almost want to say it sounds like you're saying the code was meant to like activate the fact that enemies exist in general or that like it was supposed to reveal that wild Pokémon could be used in place of trainers (a la those scenes that are popular in fan games where it says something like "A wild Pikachu wants to battle. The wild Pikachu sends out Pikachu!" As a way to signify that that specific Pokémon is unable to be caught). Which, if you're play testing from a point after that, a bad argument would understandably not activate like it was for me since your file already has them activated. Or... something. I wasn't joking when I said code makes my head spin lol
In this case I mean the code that says the lines "[Trainer Type] [Trainer Name] wants to battle!" and "[Trainer Type] [Trainer Name] sent out [Pokemon]!" Essentially, I had made some code that would give different lines when the trainer is of a certain trainer type before the story variable reaches a certain point. The problem is that it was also checking the trainer type when in a WILD battle, where trainers don't exist. That was broken, but the story game variable was catching any instances above a certain value, so I wasn't seeing it. Simply put it, watch out for nulls and nils.
 

Misted-jay

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Joined
Sep 23, 2023
Posts
12
In this case I mean the code that says the lines "[Trainer Type] [Trainer Name] wants to battle!" and "[Trainer Type] [Trainer Name] sent out [Pokemon]!" Essentially, I had made some code that would give different lines when the trainer is of a certain trainer type before the story variable reaches a certain point. The problem is that it was also checking the trainer type when in a WILD battle, where trainers don't exist. That was broken, but the story game variable was catching any instances above a certain value, so I wasn't seeing it. Simply put it, watch out for nulls and nils.
Got iiiiiit. See, this is why coding baffles me. I'd have just stared and said, "What do? I quit!" Lol but hey, at least it sounds like it won't be a difficult fix?
 

Atlat

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Joined
Jan 8, 2023
Posts
30
Got iiiiiit. See, this is why coding baffles me. I'd have just stared and said, "What do? I quit!" Lol but hey, at least it sounds like it won't be a difficult fix?
Basically me but with music and any semblance of complicated animation or art.
 

Eternal Shadow

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VeFyjho.png

Made using Essentials v21.1 on RPG Maker XP

Download

NOTE: If you're updating from a version before 1.5.0, make sure you're in easy mode. The game won't function properly if so.

Story
Welcome to the Fervor Region, a region up in the north that has been in crisis for a couple years due to the events of a group of criminals releasing a chaotic substance across the entire region, essentially trapping everyone within out of fear it'll spread. Our protagonist and their friend are stuck at their relatives' place because of this, and are just trying to enjoy life even with a fractured league. However, a chance encounter are going to expand these children's understanding of the world... and perhaps another.​
  • Main Story Content at first bonus chapter (two "badges" and one bonus chapter).
  • Multiple characters to play as.
  • Multiple save files to play with.
  • An unreal time system with dates and deadlines to worry about, along with a changing weather system.
  • Side quests.
  • Two new types.
  • Boss Pokémon.
  • Different difficulty modes.
  • Challenges.
  • 400 Pokémon in Main Pokédex (but plenty more catchable). The goal is for 150 of these to be fakemon, as well as some regional forms.
  • Special Charms to change up the battle.
  • Drop materials like in ScVi (especially useful for side quests). They won't function the exact same way as in ScVi.
  • Travel from place to place while keeping an eye on stats and hunger while in the mainland, with events and battles as possibilities.

screenshots-png.160855


Fakemon Graphics: Atlat and Nephelibatha
Playtesters: UltraGoldenGod

Updating Maps on Command: RTCanwind
Controlling Partners: Fellowship in Kanto project led by black2424.
Multiple Save Files: http404error
Terrain Tag Side Stairs: Boonzeet, Vendily
Unreal Time System: FL
v21.1 Hotfixes: Maruno

Generation 9 Pack:
Scripts:
-Caruban
-Lucidious89
-Eskiss (Original Legend Plate script)
-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 Sprite Project
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
-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
-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

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 Absol's Gen 9 Cries compilation video
Edited from HeroLinik's Pokemon Scarlet and Violet - Walking Wake and Iron Leaves Cries video
Edited from HeroLinik's Pokemon Scarlet and Violet - All Teal Mask Cries video

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

Modular UI Scenes: Lucidious89
Voltseon's A-Star Pathfinding: Voltseon, Golisopod User, ENLS
Type Match-up UI: ThatWelshOne_, gameguy39
Secret Bases Remade: Vendily
Pokémon Color Variants: MickTK
Deluxe Battle Kit: Lucidious89
SOS Battles: Lucidious89
Enhanced Battle UI: Lucidious89
Multiple Protagonists: NettoHikari
Modern Quest System + UI: ThatWelshOne_, mej71, derFischae, Marin
Lin's Weather System: LinKazamine, Zaldar, Swdfm
Notebook: LinKazamine, Mr. Gela, Barubary, redblueyellow, wrigty12
Pokédex Data Page: Lucidious89
Delta Speed Up: Marin (og speed up script), Phantombass (19.1 version), Mashirosakura, Golisopod User, D0vid (v21.1 version)
Attack Animations: StCooler, WolfPP, riddlemeree, BellBlitzKing, DarryBD99, ardicoozer, Pokémon Reborn Team
Berry Bush: Not Important, Zeak6464, Marin
Trainer Tips: wrigty12
Tent Design: J-Treecko252 on DeviantArt
Ultra Wormhole Sprites: Clara-WaH on DeviantArt
Emotion Animations: Ulithium Dragon
Custom Music: danger!ghosts!
Music Not From Pokémon: Wario Land Shake It!/Super Mario Galaxy
Certain Sound Effects: FesliyanStudios


Animated Pokemon System

Creator: Lucidious89
Based on the Generation 8 Pack by Golisopod User and EBDX by Luka S.J.
  • Gen 1-5: Luka S.J.
  • Gen 6: All Contributors To Smogon X/Y Sprite Project
  • Gen 7: All Contributors To Smogon Sun/Moon Sprite Project
  • Gen 8: All Contributors To Smogon Sword/Shield Sprite Project
  • Gen 9: All Contributors To Smogon Scarlet/Violet Sprite Project
  • Contributors to the original "Sprites Animados" spanish plugin:
    Tenshi of War, DPertierra, Skyflyer, Hellfire_raptor, Antiant, AshnixsLaw, AyanoCloud, Azrita, BR0DE0, Caruban, Creobnil, DanEx, Diegotoon20, dimbly, ekurepu, Ebaru, EricLostie, Falcon7, Federico97_ez, Fleimer_, Franark122k, Hellfire0raptor, HM100, HyperactiveFlummi, iametrine, Involuntary-Twitch, ItsYugen, jinta, justnyxnow, KingOfThe-X-Roads, kiriaura, Legitimate Username, localghost, lucasomi, MallowOut, mangalos810, MCH4R1Z4RD, N-Kin, NoelleMBrooks, Noobiess, Nolo33, OldSoulja, OmegalingYT, PKMarioG, PomPomKing, Poki Papillon, PumpkinPastel, RetroNC, RadicalCharizard, seleccion, SelenaArmorclaw, SkidMarc25, Snivy101, Sopita_Yorita, SoulWardenInfinity, TheAetherPlayer, TheCynicalPoet, Typhlito, uppababy
  • Other Contributors: Lucidious89, Regis, Rod, kayzering

  • Gen 1-6: Alaguesia, harveydentmd
  • Gen 7: Marin, MapleBranchWing, Contributors to the DS Styled Gen 7+ Repository
  • Gen 8: Larry Turbo, Leparagon
  • Gen 1-8 (Shiny): StarrWolf, Pokemon Shattered Light Team
  • PLA Icons: LuigiTKO
  • Gen 9: ezerart, JordanosArt
  • Resource Compilation: Golisopod User, UberDunsparce, Caruban

  • Gen 6: भाग्य ज्योति
  • Gen 7-8: WolfPP
  • Gen 9 & PLA: Caruban
  • Resource Compilation: komeiji514

Pokémon Essentials was created by:
Poccil (Peter O.)
Maruno
Flameguru
With contributions from:
AvatarMonkeyKirby, Boushy, Brother1440, FL., Genzai Kawakami,
Golisopod User, help-14, IceGod64, Jacob O. Wobbrock, KitsuneKouta,
Lisa Anthony, Luka S.J., Marin, MiDas Mike, Near Fantastica,
PinkMan, Popper, Rataime, Savordez, SoundSpawn,
the__end, Venom12, Wachunga
and everyone else who helped out
mkxp-z by:
Roza
Based on mkxp by Ancurio et al.
RPG Maker XP by:
Enterbrain
Pokémon is owned by:
The Pokémon Company,
Nintendo,
Affiliated with Game Freak

Version 1.5.7
Changes:
  • App store app for buying new apps.
  • Removed access to the lab sideplot for now till I can fully flesh it out.
  • Updated some of the battles in the FROTA fortress in Berry-Berry Canyon so that Galatea plays a bit more of a role.
  • A new EBN bonus news added. It's slow, but we're moving!
  • New move added: Liquid Metal (Steel-type Icy Wind).
Bug Fixes:
  • Removed the NPC that "gives" the PokéMatch app since it currently has no functionality.
  • The temporary removal of the full dialogue system I implemented had an oversight where certain characters wouldn't show up due to how they were set up.
Version 1.5.6
Changes:
  • Updated Drymal's sprite so the bottom arms were more visible.
  • Updated the Free Time tip card a bit to include sleeping.
Bug Fixes:
  • Early wild Pokémon were crashing the game due to trainers. That's kind of funny actually.
  • Fixed a move route bug for Zaria in Rozele Forest.
  • Due to makeshift dialogue system, I forgot to update it so the player's sprite works properly.
  • Fixed an outdated Zaria animation.
Version 1.5.5
Changes:
  • Updated trainer and avatar sprites for Professor Banyan.
  • Created some animations for certain camo moves.
  • Some more new charms.
  • All dialogue now uses overworld sprites for now. This'll be fixed once a proper dialogue system is implemented.
  • Some slight proportion adjustments to Reindrop in order to "starter-ify" it a bit.
  • Using the icons now, and made it so the color of the party slot changes depending on the type.
Bug Fixes:
  • Added a missing colon if the Furfrou charm is used with base Furfrou.
  • Adjusted the positioning of the misc dialogue box function.
  • Fixed the party menu... again.
Version 1.5.4
Changes:
  • End of chapter heals the parties.
  • Trainer Intro theme added.
  • Animated Pokémon... that aren't fakemon!
  • Improved the party menu since I had to address the halved size of sprites. Yeah, most of the sprite is now visible in the party menu, so that's probably a good thing, right?
Bug Fixes:
  • It was possible to put yourself in a situation where you can't get back the Uakitite Tower. Not anymore.
  • Uncommented trainer event that was allowing them to be challenged immediately on journey.
  • Fixed Pokémon metrics again.
Version 1.5.3
Soft resetting works properly again (thank you FL)! That's an Essentials/mkxp bug apparently which makes me feel better since that means it actually wasn't my faul tthis time.
Version 1.5.2
Bug Fixes:
  • Removed the unrelated moss from the Galveson tilesets... again. Clearly something went wrong between 1.0.2 and now and they were back. And because it's me, I didn't notice until now.
  • Couldn't get the "Interview with a Vatu" EBN since some stuff wasn't updated.
  • Fixed the buyable items at the Holiday Home crash.
  • Fixed some events during Chapter B1 that while not causing any crashes, made things not work fully (even if playable).
  • Some global locks so you can't get hit while talking.
  • You can't stand on the mansion laptops anymore.
  • Pumpkaboo and Gourgeist dolls show incorrect graphic.
  • Another case of = should be ==. This time with the chapter determiner.
Version 1.5.1
Changes:
  • Nerfed the Chirp fight a fair amount since it's not meant ot be a roadblock if you started with Wreang.
Bug Fixes:
  • Fixed a crash that happened when trying to sleep before first deadline function is called.
  • Used a wrong variable in deadline system which completely messed it up.
  • Changed graphic name meant Zaria's animation graphics are buggy.
  • Updated outdated tip card for Quests.
  • Oversight where you can't save in the basement fixed.
  • Line of dialogue during Chirp fight says Chirp when Zaria is talking.
  • You can now not get hit while talking to a Vlydrap during phase 1 of Sociedew.
Version 1.5.0
Well, well, well, an actual story update! Now, it's a small one being a bonus chapter, and you have to meet the requirements of finding them
find four purple objects of the chapter
but it is actually new content. If you're updating from an older version, MAKE SURE YOU'RE IN EASY MODE!!!
Changes:
  • Chapter B1 added.
  • An overhaul of the candle system.
  • Even more new music by danger!ghosts!
  • Travelling trainers event in overworld event.
  • Enhanced Battle UI added.
  • Ferocity and Resilience charms will not work on any mons with a BST over 535.
  • Modified encounter table for rebalancing purposes.
  • Updated the trainers taking the modified dex into consideration.
  • Modify dialogue to make it so wild Pokémon are more wary of balls and require candles because of this.
  • Removed the difficulty stuff for now. I need a proper balancer for that.
  • Fevorian Natu and Xatu have been changed to convergent evolutions Batu and Vatu. If you have a Natu in your party, it should just become a regular Natu with some of Batu's moves.
Bug Fixes:
  • Updated some more outdated dialogue involving Pandora's Box.
  • Fixed the Otherside doors crashing.
  • Fixed weird visiblility stuff with the Mantrees.
  • Eris' trainer class was "Trainer" and not "Pokémon Trainer" on accident.
  • Facing a playable character in a different outfit works properly.
  • Candles crash fixed.
  • Blocked off access to Galveson park without a Pokémon.
  • Fixed some dialogue for certain quests in Nepdewn Town.
  • Partner trainers were having disobedience issues.
  • Made Sociedew guaranteed female (she's a "matriarch" after all).
  • Fixed oversight in mid battle dialogue, along with some of Lotta's dialogue.
  • Using a blank charm in a multi battle has the same properties as a Poké Ball where it ends the turn.
  • Starting up game in Uakitite Tower doesn't adjust the map until something leaving map or new decoration.
  • Fixed crash when opposing trainer has no graphic.
Version 1.0.10
Changes:
  • Removed the "Toss" option in bag.
  • Modified the priorities of events so some are more frequent than others.
  • Boss Pokémon have smarter AI.
  • More food items that can be bought at Simisavor.
  • The Otherside now has a custom theme.
Bug Fixes:
  • Reimplemented the missing functionality of the Constant Tileset.
  • Nerfed the cactus juice a little since it was on an older version of the hunger system.
  • Fixed Typeless Charm being called "Typless Charm"
  • Status effects weren't applying to the right Pokémon during a boss phase.
  • Fixed Tropius Charm working on anyone.
  • Removed early access to the Holiday Home.
Version 1.0.9
Fixed the save functions. Especially since you could technically save if you press quit, which defeats the purpose of not being able to save everywhere.
Version 1.0.8
NOTE: It turns out soft resetting the game causes issues with UnrealTime, so for now avoid F12 like the plague.
Changes:
  • Couple new events added to carriage travel.
  • Some mid-battle dialogue for important battles.
  • New Galveson City theme thanks to danger!ghosts! More coming soon.
Bug Fixes:
  • Fixed carriage travel. Particularly how the movement goes on even when the map changes.
  • Made sure you can't go anywhere else in the mainland to cheese to the cutscene.
Version 1.0.7
Changes:
  • New challenge that disables IVs on the user.
Bug Fixes:
  • Anything that heals was broken UI-wise due to 1.0.6.
  • Fixed Paisley's overworld sprite.
Version 1.0.6
Mostly just improvements and fixes to the bosses.
Changes:
  • Design on special DLV Pokémon so they scream "special form".
Bug Fixes:
  • Fixed Fruity Scent not actually trapping the user.
  • Modified the UI so the caught symbol isn't over the boss bars.
  • Shrunk the thin battle bars a bit so you could fully see the remaining boss bars when there's more than one Pokémon on a side.
  • Potentially fixed a bug where the game is trying to heal more than what remains between the hp and totalhp. I'm not able to recreate it, but it's always been wildly inconsistent.
Version 1.0.5

pbStoreBag broke because of item_decorations? It fixed itself when I opened the bag, so do that if you get an error involving pbStoreBag.
Changes:
  • Added missing materials.
Bug Fixes:
  • Modified Trollodile's minigame winning reward so that no charm is left out.
  • Battle Low HP doesn't exist yet, so battles break when player's mons reach low HP.
  • Cactus juice is not a decoration.
Version 1.0.4
Changes:
  • Decreased Sociedew's height by a meter.
  • Decreased the time for the HP bar.
  • Frugivore Charm that applies the "eaten berry" effect instantly.
  • Buffed Belch's accuracy to 100%.
Bug Fixes:
  • Added Sociedew's missing camo typing.
Version 1.0.3
Changes:
  • Worked on the battle UI some more.
  • More random dialogue for characters in tower when nothing specific to say.
  • DLV Swalot design updated so it's a little more unique.
  • Certain important battles have a variety of Pokémon that can appear (though right now it's just the first gym leader).
  • Certain items obtainable while fishing.
  • Add new trainer tip after Sociedew boss fight explaining using blank charms on anything DLV,
  • Updated badge part of the Trainer ID, specifically for the boss Pokémon.
  • Reworked the Fervorian Applin line along with adding the missing third path (thanks ScVi DLC for throwing an unexpected Dipplin and Hydrapple).
  • Changed up a certain plotline a bit.
Bug Fixes:
  • Forgot to remove a print statement during the carriage traversal in the savanna.
  • Messed up the cutscene code, which made the first carriage traversal impossible.
  • Removed Losrick's overworld sprite for now since it utilized the old spirte version.
  • Fixed sideways sprites of Boy and George not bouncing when walking.
  • Direction is now kept after fishing.
  • Cut off pixels in Interior tilesets fixed.
  • Fixed some form names for certain regional forms.
  • Fixed the type matchup up not properly showing alternate forms.
  • Fixed some passability issues with plants.
Version 1.0.2
Changes:
  • Completely changed Losrick's design, along with making its evolution Trovake.
  • Some more EBN news.
  • Removed the moss(?) from Galveson City since it didn't look good at all. Especially when considering that it isn't at all pixel-y.
  • Nerfed the availability of a certain NPC in a certain library.
  • All fakemon now have a habitat for the Pokedex Data Page Plugin.
Bug Fixes
  • Fixed jack-o-lanturn graphic.
  • Certain NPCs now have a cooldown.
Version 1.0.1
Bug Fixes:
  • Time doesn't show during story events (unless you talk to the clocks I guess). There isn't really supposed to be a specific time to worry about while free time is not going on.
  • Accidentally didn't change day after gym battle.
  • Fixed some lines that referred to Quarter by an outdated name.
  • Can't walk on locked door tiles in route gateways.
  • Fixed major oversight in replace_tileset function that was causing the tileset_name to not save the correct name.
  • Outdoor Light now only applies to night, not evening (just because of how the tilesets look).
  • Zaria is always cleaning the shower once she starts doing it (aka no event page that hides her).


If you find any bugs while playing the game, please inform me! I'm one person with some bad testing skills, so I'm absolutely going to miss things.
Also, recruitments are currently available!
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