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For those of you who are savvy with the inner workings of Pokémon's game mechanics, here is a list of some features that will be unique to Pokemon RMN:

Following changes to the matchups of Gen 6, the Fairy type is included in the game.
  • For those who don't already know, the Fairy type is weak to Poison and Steel, and strong against Fighting, Bug, and Dark, while being completely immune to Dragon. Offensively, the type is super-effective (dealing 2x regular damage) to the Dragon, Dark, and Fighting types. It is resisted (dealing half the regular damage) by Poison, Steel, and Fire types.



Also following the changes made in the 6th gen, the Steel type no longer resists Dark and Ghost type moves
  • Steel is OP anyway.



Electric type Pokemon are now immune to paralysis and Grass types are immune to "powder" moves (sleep powder, stun spore, etc.)
  • This is a change I valued with Gen 6 and happily implemented here. Unfortunately, ghost type Pokemon are currently NOT immune to being trapped/trapping moves.



The odds of encountering/obtaining a Shiny (alternate color) Pokémon is 200/65536 (roughly 0.3% chance), which is increased from a 8/65536 (roughly 0.01%) chance.
  • This increase is obviously to make shiny Pokemon a bit more accessible.



The highest amount of steps required to hatch an RMN-made Pokémon from an egg in this game is 2,805 steps, with the average amount being around 1,050 steps.
  • For those of you familiar with Pokemon egg cycles, this means that a majority of Pokemon in this game hatch at a time lower than Magikarp, which has one of the shortest egg cycles in the main series. The purpose is to make the whole process of breeding Pokemon go by much faster.



Poisoned Pokemon will take damage as the player walks in the field, and the Pokemon will faint after receiving enough damage from the status
  • Removed in newer games, but added back into this game to bring back the challenge of it all.



Technical Machines (TM) have infinite use, following the trends of recent games.
  • Single-use TMs are lame anyway.



Similar to Pokemon Black/White, EXP a Pokemon recieves from battle is scaled based on the level of the gainer.


There are no visible day/night effects.
  • The game is going to be in the daytime pretty much all the time. The reason is because I'm developing this with working adults who'll won't even think about playing games on a weekday morning in mind. Regardless Pokemon who still evolve by time of day will still evolve in that way, so all you need to do is pay attention to your PC clock.



As required by the event, no Pokemon that appears in the game evolves by means of trading.
  • The reason is more based on technical aspects then preferences. Adding player-to-player communication between RMXP games is difficult, and hosting an online server for all of it to happen is even moreso. Luckily for all the anti-socialites out there, no Pokemon requires trading between games for evolution.



Whether Pokemon's attack move deals physical or special damage is determined by the move itself, rather than typing.
  • This isn't playing by Gen 3 standards, despite its appearance.




-THIS OFFICIAL LIST OF FEATURES IS CURRENTLY SUBJECT TO CHANGE-

Posts

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Well that sucks. What does this mean for Tikny?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=matthewac95
Well that sucks. What does this mean for Tikny?

I haven't tested it with Tikny in particular, but I think that would mean Rock Smash would never be forgotten without a move deleter npc. I think something like Astonish would be a suitable replacement.
Want me to look in the code and see if I can make it a non-debugger feature?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Fomar0153
Want me to look in the code and see if I can make it a non-debugger feature?

Nah, I think it's okay overall. Keeping HMs the way they are does prevent some potential problems down the road.
author=Ratty524
author=Fomar0153
Want me to look in the code and see if I can make it a non-debugger feature?
Nah, I think it's okay overall. Keeping HMs the way they are does prevent some potential problems down the road.


Aw...Maybe put a move deleter inside of every pokemon center as a compromise? XD
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Zeuzio
author=Ratty524
author=Fomar0153
Want me to look in the code and see if I can make it a non-debugger feature?
Nah, I think it's okay overall. Keeping HMs the way they are does prevent some potential problems down the road.
Aw...Maybe put a move deleter inside of every pokemon center as a compromise? XD
Not a bad call. It would at least make them more accessible rather than having to keep track of one spot you have to fly to.
halibabica
RMN's Official Reviewmonger
16948
How about a move deletion service through the PC?
Seiromem
I would have more makerscore If I did things.
6375
Yes, installed by Dr. Toadly, who owns and operates this region's box service!
Ratty524
The 524 is for 524 Stone Crabs
12986
author=halibabica
How about a move deletion service through the PC?

It might be harder to implement since it would involve editing the scripts directly instead of using basic events+script calls, but I'll give it a shot. I might as well just put any move relearner/deletion service that way.

author=seiromem
Yes, installed by Dr. Toadly, who owns and operates this region's box service!

Nah I've already decided that role goes to Ankylo. :P
Seiromem
I would have more makerscore If I did things.
6375
Alright, there's this... "mechanic" in essentials that bothers me in double battles.

Say you have a miceberg and a sespirit, and they have a miceberg and flauret.

You manage to knock out their flauret in one hit with miceberg, THEN the trainer sends in a new pokemon. THing is, you double attacked it with your sespirit, so the sespirit's attack goes off AFTER they switch, instead of the sespirit attacking the enemy miceberg instead, THEN the trainer sending out a pokemon.
This just allows extra damage to them AND you, as if they knock out your pokemon in one with, you're forced to switch something else in, and then they get harmed for free. This shouldn't be the case, all switching should be done either before all attacks or after all attacks.

Tl;Dr make it so all attacks are executed BEFORE switching occurs if you've knocked out their pokemon in double battles, I'd say.
Ratty524
The 524 is for 524 Stone Crabs
12986
That's interesting. Is this present in the latest release of Essentials (v15.1)?
Seiromem
I would have more makerscore If I did things.
6375
No idea! I don't have the latest version of essentials.
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