Pokémon Essentials, version 19 - 27th April 2021

Pokémon Essentials, version 19
27th April 2021

Change log
Download v19
Download v19 Hotfixes

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!
 
Last edited:

Nuri Yuri

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It has been removed because MKXP does not support gif as for now.

Regardless, it's theorically possible to add it back with this:
 

Red1234

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I Don't think It's Going To be Working On Android and When I Edit the Game And Start Playing Using the rpgmaker It Says
Project creation failed
 

barretoareias

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I tried to test the new version but a got this 'ALC_SOFT_pause_device present' message, as well as, Open Gl 2 version
 

SuzuiXIi

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I don't know if it's just my computer, but v19 runs much, much slower than what v18 did. I also don't know where to enable the smooth mode for Essentials if now F1 is a custom way to set up the controls.

I've been looking at the code and it's true that a lot of things on how the overworld and encounters work have changed, and I still haven't gotten the time to explore the UIs...But I have a lot of custom code made by myself and I'm struggling to add it.

Also, because my game is in spanish...I think I'm going to have to translate all over again TnT (I have v18 fully translated if someone wants it)
 

That One Poliwag

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[2021-04-29 19:33:26 -0600]
[Pokémon Essentials version 19]

Exception: RuntimeError
Message: Unknown ID 677.

Backtrace:
102:GameData:32:in `get'
250:Pokemon_Move:16:in `initialize'
250:Pokemon_Move:73:in `new'
250:Pokemon_Move:73:in `convert'
252:Pokemon_Deprecated:44:in `block in convert'
252:Pokemon_Deprecated:44:in `each'
252:Pokemon_Deprecated:44:in `convert'
266:Player_Deprecated:95:in `block in convert'
266:Player_Deprecated:95:in `each'
266:Player_Deprecated:95:in `convert'

Every time I try to open the game this shows up, even after clean install.
 

popelus

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[2021-04-29 19:33:26 -0600]
[Pokémon Essentials version 19]

Exception: RuntimeError
Message: Unknown ID 677.

Backtrace:
102:GameData:32:in `get'
250:Pokemon_Move:16:in `initialize'
250:Pokemon_Move:73:in `new'
250:Pokemon_Move:73:in `convert'
252:Pokemon_Deprecated:44:in `block in convert'
252:Pokemon_Deprecated:44:in `each'
252:Pokemon_Deprecated:44:in `convert'
266:Player_Deprecated:95:in `block in convert'
266:Player_Deprecated:95:in `each'
266:Player_Deprecated:95:in `convert'

Every time I try to open the game this shows up, even after clean install.
I had this problem, as many people did. There's some saved games or data from a previous version of essentials that v19 is trying to read.
Straight to the point: open the file "game.ini" and change the line Title=Pokemon Essentials into something else (for instance add v19 at the end).
 

TheRedeemedGamer

How do I change this? :P
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[2021-04-30] 02_46_01.339.jpg

So, it appears that player icons don't appear on the map. I noticed it first while working on updating my game from v18 to v19, but then I tested it with a fresh copy of v19 and ran into the same issue.
 

That One Poliwag

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I had this problem, as many people did. There's some saved games or data from a previous version of essentials that v19 is trying to read.
Straight to the point: open the file "game.ini" and change the line Title=Pokemon Essentials into something else (for instance add v19 at the end).
Thank you so much!
 

Thessbmzocker

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Im curious about the custom loop points. Are they the usual metatags? LOOPSTART/LOOPEND? Or LOOPLENGTH? I would really love to know because looping music in XP would be amazing to have
 

FencerX4242

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With all the Win32API references being removed, would pokemon essentials projects be playable on a raspberry pi?
 

Maruno

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Im curious about the custom loop points. Are they the usual metatags? LOOPSTART/LOOPEND? Or LOOPLENGTH? I would really love to know because looping music in XP would be amazing to have
As far as I'm aware, yes. There's nothing stopping you from trying it and finding out for yourself.

With all the Win32API references being removed, would pokemon essentials projects be playable on a raspberry pi?
Why don't you try it and find out? You can also make versions of a game for Linux and Mac if you want.
 

Thessbmzocker

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As far as I'm aware, yes. There's nothing stopping you from trying it and finding out for yourself.
It worked with LOOPSTART and LOOPLENGTH! This is so cool! I had to fumble around a bit before I got it right (the tutorial I watched about that was completely off) but I worked it out in the end! Thanks for this, Im gonna enjoy this feature!!
 

TheRedeemedGamer

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View attachment 3994
So, it appears that player icons don't appear on the map. I noticed it first while working on updating my game from v18 to v19, but then I tested it with a fresh copy of v19 and ran into the same issue.
Figured this out.

Even in the fresh install, the map icon files are still named "mapPlayer000" and "mapPlayer001". If they're renamed to "mapPlayer[TrainerClass]" (for example "mapPlayerPOKEMONTRAINER_RED") then they should show up on the map.
 

Kururu

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I know this is minor, in the long run, but I really love how the scripts have been organized in the editor. Splitting up the battle settings and regular settings is such a good idea, as well!
 

Lycanroc Bv

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I am using a 32bits version of windows but I get this, what can I do?
 

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DaisukeDoi7

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First, I wanted to thank you for the work you have been putting into this. It's amazing how far we've gotten and I am very appreciated as I know this stuff can be super difficult to do.

Second, I wanted to ask if it's possible to still run scripts through the script editor in XP? I've been trying to run scripts using the folder, but that's been constantly giving me compiling issues
 
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