![]() animation - all of these are based on animations from HGSS. There are now animations for facing off against a member of Team Rocket, a Team Rocket Admin, the Elite Four/Champion, and a new kind of Vs. Not ones for using moves, though I'm talking about the battle intro animations (the flashing and things that fade the screen to black just before a battle starts). (The name of this section is a reference to my avatar, Abe from the Oddworld game series.)Ī lot of new animations have been added. Oh yes, and followers now have reflections, so put your garlic away. The maps also contain improved doors which let the follower enter a building after you, rather than slamming the door in their face. You can also easily use move routes to make a follower walk around on their own, and there's now an example in the maps that come with Essentials of how to properly deregister a follower and make them stay where they are. I fixed all that.įollower code has been rewritten to work much better, thank you, now supporting connected maps and bridges and all kinds of things like a pro. I don't know what happens, but it probably involves teleporting. Walk over a bridge and they teleport even more. Try to walk from one map to a connected map and they start teleporting. A new autotile format has also been added, which is the same as the usual large autotile format but with four extra tiles for concave corners (instead of needing the top right tile to contain all four corners at once).ĭependent events (now called followers) have always been glitchy. Autotiles can now animate at their own rates. Not any more! You can now use the top part of the main tileset graphic to add as many extra autotiles as you want. It even re-adds the ability to change tiles on the fly, so walking through sooty grass will now make the soot disappear (you could also add a way to use Cut on tall grass to get rid of it if you wanted).Īutotiles are useful things, but a map could only have up to seven of them. So now there's a new renderer that fixes all this. The old one was laggy and wasn't designed to work well with connected maps. The map renderer is how the overworld appears on your screen. There are now also PBS files provided that contain Gen 6 data. You can now use multiples of certain items at once, such as Rare Candies. You can now be asked what to do with a newly caught Pokémon if your party is full (and you can turn off that prompt via the Options screen). The Pokédex entry for a new species can now show after evolution, hatching, trading and obtaining. There are brand new types of evolutions, one that triggers after every battle regardless and one you can trigger on demand. The Day Care can be turned into the Nursery, complete with sharing of egg moves. The Town Map now appears in the pause menu if you have it but don't have a Pokégear (and if you can use Fly, you can do so directly from the Town Map). For comparison, content from the Let's Go games isn't in Essentials either.Īffection mechanics (Pokémon shrugging off status problems if they really like you, and so on) are in. The content is from the BDSP games, because Pokémon Legends: Arceus is a spinoff game with notably different mechanics, and its new content isn't easy to incorporate into the main series game mechanics. and code to make it all work, but it also includes a variety of new features that were in the Gen 8 games. This includes the usual collection of PBS files defining the new species/items/moves/abilities/etc. Look below for a summary of the bigger features, and read through the change log linked above for a more exhaustive list of what's new.Ī lot of Generation 8 content has now been added to Essentials. It's been almost a year since v19.1 came out, so it's about time for a new release of Essentials.
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