# Pokémon Essentials, version 19.1 - 22nd May 2021

Pokémon Essentials, version 19.1
22nd May 2021

Essentials v19.1 has now been released. It's full of bug fixes, text characters in the naming screen, gif support and a working Battle Factory. Download it today to get all this good stuff.

You do not need the v19 Hotfixes plugin. v19.1 contains all the fixes it provided and much more.

Pokémon Essentials, version 19
27th April 2021

Change log

You may not have been expecting a new version of Essentials, only seven months after the previous one, but surprise! Not only is it being released so soon (compared to the gaps between previous releases), but it's a very important step forward.

Before we get into it, I should say that Essentials is now open source on GitHub, and this has directly helped others to contribute to the development of Essentials. I wouldn't have been able to do all this by myself. Everyone who has worked on Essentials with me is fantastic, and I want to give them a lot of thanks for it.

But anyway, what's so great about v19?

mkxp-z ftw omg

mkxp-z is a bundle of letters, but it's also a very big deal. It's an alternative to RGSS, and if you don't know what that means, it's a set of code that RPG Maker games can use to make themselves work. And not just work, but work better than they would if they were using RGSS. RGSS is, to use the technical term, way old now, and mkxp-z is much newer and faster and has more features. And it's now in Essentials.

The upshot of it is that Essentials should now work a lot better. For one, it's faster, but that's not the only benefit. Fonts can be used without having to be installed, there's a built-in way to remap the controls to whichever keys you want, you can access information on https websites (so Mystery Gift works again), there are better screen resizing options, custom loop points in music, and so on and so on. It's also possible now to create versions of a game that can run on Linux and Mac, so games are far more portable now.

Sounds exciting, no?

Scripts and values

There have been various code enhancements behind the scenes in addition to the above, and one of them is the addition of support for external scripts. These scripts will live in the new Plugins folder, which makes it much easier for you to add third party scripts to your game - just drag and drop the script files.

Another big change is that things like species, abilities and items are now going to be known by their internal names (:BULBASAUR, :INTIMIDATE, :POTION, etc.) rather than their ID numbers. This applies to storing them in variables such as Pokémon objects, as well as using them in the filenames for sprites and icons and cries. The meaningless numbers will be abolished completely in future. Lots of code has been changed because of this, and Pokémon/item graphics have been rearranged into different folders to make them easier to work with.

How about something that makes more sense? There are two new PBS files (regionaldexes.txt and ribbons.txt), and tm.txt has been merged into pokemon.txt/pokemonforms.txt. Also, encounters.txt has a new format which offers increased flexibility and even allows multiple sets of encounters per map to choose from, so you could make wild Pokémon get stronger as you earn more Gym Badges (for example).

Big and beautiful

You know how events occupy a single tile no matter how big their graphic is? Well, not any more! You can now specify the width and height (in tiles) of an event, and that event will sit in all of them. There are so many things you could do with this simple yet powerful feature, such as having huge boulders to push around, Snorlaxes blocking whole paths at once, condensing the contents of whole bookshelves into a single event, triggering a single Player Touch event that lies across the whole of a road, and so on. Why use many events when a single one works just as well?

Meanwhile, the overworld weather animations have been overhauled and now look much better than they used to.

And the rest

To be honest, a lot of what's in v19 is behind the scenes - code improvements and refactoring and restructuring. It ought to be very exciting to those who are interested in that kind of thing, but on paper it's not as flashy as a pile of new features would be.

Despite that, there are still a number of new things in v19 that everyone can appreciate, and of course there are always bug fixes. The fact that so much work has been put into the gears and levers behind the scenes probably makes makes it an even smarter idea to upgrade your game to it. It's an important milestone for many reasons (mkxp-z, code restructures, being the first result of the new open source development), and exciting times are ahead.

The full change log for this version is available on the wiki.

Enjoy!

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#### Voltseon

##### Coding sprites and drawing scripts
Member
Did not expect this so soon. Dang this is hype!

#### Buckle

##### Rookie
Member
Sounds like this makes pretty big changes.

Will tutorials like Thundaga's still be relevant? About to try Essentials for the first time myself.

#### Thundaga

##### Tutorial Guy
Member
V19 HYPE! Amazing work Maruno, I'm super excited to dive into the newest Essentials version! Love all of the changes listed above, especially MKXP and the TMs PBS update haha! I'm certain the event width/height definition is going to be a massive gamechanger moving forward as well!

The future of fangames looks brighter and brighter with every update that you and the rest of the Essentials team release (also shoutouts to my boi GolisopodUser)

Sounds like this makes pretty big changes.

Will tutorials like Thundaga's still be relevant? About to try Essentials for the first time myself.
They should still be mostly relevant! I would like to update any tutorial that's out of date on the newest versions, so definitely reach out to me if you run into issues!

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#### Deo

##### Ex-Staff
Member
Very exciting changes! I've been dabbling in fan games again and was really excited to hear through the grapevine what v19 had in store. Playing with a controller without third party software is really nice. Bless mkxp-z

#### Kamkam10302005

##### Novice
Member
How exactly do I get the game to open correctly? I get "OpenGL (ES) version > = 2 required" when I try to open it.

#### King_Waluigi

##### The King of Waaahh!
Member
How would v18 resources work with this? Like is there a specific thing that can be changed in the scripts. (Like how v17 to v18, you will practically just remove any instances with "kernel.")

#### TechSkylander1518

##### Wiki Dweeb
Member
Amazing work as always! I'm really loving the change from ID numbers to symbols, and those weather animations came out so good!

How would v18 resources work with this? Like is there a specific thing that can be changed in the scripts. (Like how v17 to v18, you will practically just remove any instances with "kernel.")
Not really- there's a lot of things that got changed, so it's really just a case-by-case basis to see what's different and what's not. For a few common fixes, stuff that refers to the PBS is generally replaced with GameData::(section), although a lot of calls are different, too, and the PokeBattle_Trainer class is now Player.

#### King_Waluigi

##### The King of Waaahh!
Member
Amazing work as always! I'm really loving the change from ID numbers to symbols, and those weather animations came out so good!

Not really- there's a lot of things that got changed, so it's really just a case-by-case basis to see what's different and what's not. For a few common fixes, stuff that refers to the PBS is generally replaced with GameData::(section), although a lot of calls are different, too, and the PokeBattle_Trainer class is now Player.
Ah okay, Thanks for telling me that!

#### TheRedeemedGamer

##### How do I change this? :P
Member
This is so hype! Can't wait to upgrade my game to Essentials v19! Really excited about the MKXP update, and event size definition! (Lol, I can't believe I wrote "height/weight" before!)

Awesome work!!!

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#### Nuri Yuri

##### .
Member
Weren't we supposed to fix the AMD lag issue before releasing v19 ?

#### DogzNDogz113

##### Arbiter of Doggos
Member
Weren't we supposed to fix the AMD lag issue before releasing v19 ?
Are you perhaps referring to the 1 frame of choppy lag every 3-4 steps thing? If yes, wasn't this a general issue in RMXP? (Your own engine has certainly fixed that though if that's the case).

Congrats on the release! I remember the old threads and discussions in various forums over the (im)possibility of using MKXP with Essentials and all that jazz, and how everyone was absolutely pessimistic about it, lol. Congrats to Inori-z for all the work they did too!

#### Nuri Yuri

##### .
Member
I'm referring to this, I did not receive the test I was supposed to do before releasing v19 ^^'
It's not a general RMXP bug btw (my engine is closer to RMXP than Essentials is). It's only Essentials that has it (on AMD hardware as far as I know).

Other than that, yes, good job for all the changes and refractoring!

##### Rookie
Member
It's cool that v19 has come out, but I'm actually going to stay on v18.1 so that I can keep using EB DX. Though I'll probably upgrade if it gets v19 functionality in the future.

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#### Maruno

##### Pokémon Essentials dev
Essentials Developer
I'm referring to this, I did not receive the test I was supposed to do before releasing v19 ^^'
It's not a general RMXP bug btw (my engine is closer to RMXP than Essentials is). It's only Essentials that has it (on AMD hardware as far as I know).
I don't recall anyone ever mentioning lag relating to AMD, and if you were following development at all on the Discord server, you had ample warning that the v19 release was approaching.

If you know what the fix is, or even what the cause is, please share.

#### messi3d

##### Trainer
Member
I went in the hope of making the perspective mode work, but when testing, it crashed.

[Pokémon Essentials version 19]

Exception: NoMethodError
Message: undefined method mega?' for nil:NilClass

Backtrace:
077:TileDrawingHelper:70:in initialize'
075:Tilemap_Perspective:102:in new'
075:Tilemap_Perspective:102:in initialize'
073:TilemapLoader:26:in new'
073:TilemapLoader:15:in updateClass'
065:Spriteset_Map:49:in new'
065:Spriteset_Map:49:in initialize'
066:Sprite_AnimationSprite:50:in `initialize'

#### DogzNDogz113

##### Arbiter of Doggos
Member
I don't recall anyone ever mentioning lag relating to AMD, and if you were following development at all on the Discord server, you had ample warning that the v19 release was approaching.

If you know what the fix is, or even what the cause is, please share.
I have reported something similar here: Thread regarding lag choke. I do believe it's an RMXP/standard RGSS thing in general though, as it isn't v 19 specific to me, but is exacerbated in v19 by the juxtaposition of the high, stable, MKXP fps rate with the sudden spikes.

#### Nuri Yuri

##### .
Member
I don't recall anyone ever mentioning lag relating to AMD, and if you were following development at all on the Discord server, you had ample warning that the v19 release was approaching.

If you know what the fix is, or even what the cause is, please share.
I mentioned this bug on the game jam channel and Goli was sending me preview versions to test if that's better or not (last time was on 12th of this month). During our conversations I though we'd fix this bug before v19 goes out since the purpose of Essentials v19 was mkxp. So let's just say it's a communication error/misunderstanding ;)

I don't have a fix yet because I have no time to work on that but I have a diagnostic: it's the map renderer.
The reason is that it's very visible in the outside maps and everywhere else is fine. (And as say DogzNDogz113, it's not specific to MKXP, it also happens on regular RGSS version of Essentials, screen tearing is just obscuring the issue on RGSS version).

#### Sylvecario

##### I have no idea what I do and yet I do many things
Member
Not really sure where to ask for help for this but I constantly get this "Unknown ID" error and don't really understand what it means
even after a fresh install, still the same problem after getting asked to check for files that need renaming

#### DogzNDogz113

##### Arbiter of Doggos
Member
Removed support for animated gifs.

Maruno, is there a reason you dropped animated GIF support? "Animating" images by using big PNGs is much more difficult to work with... not to mention not being able to adjust the frametimes on the GIF itself anymore.