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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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What about Surprise type pokemon?
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Helfire666
Fairy is weak to Steel, not Ground
Oops. Thanks for catching that! Fixed.

In addition, I included some extra bits with the TM info that mentions how HMs are forgettable by any means rather than solely through a move deleter.
author=Ratty524
In addition, I included some extra bits with the TM info that mentions how HMs are forgettable by any means rather than solely through a move deleter.


THANK YOU.
NeverSilent
Got any Dexreth amulets?
6280
author=Ratty524
HMs are forgettable by any means rather than solely through a move deleter.


But wouldn't that mean you can get stuck permanently if you enter an area that is only accessible through the use of an HM move, don't carry that HM around with you and have your Pokémon forget that move there?
Seiromem
I would have more makerscore If I did things.
6375
author=NeverSilent
But wouldn't that mean you can get stuck permanently if you enter an area that is only accessible through the use of an HM move, don't carry that HM around with you and have your Pokémon forget that move there?


Yeah, but honestly, why would anyone put away their TMs, let alone their HMs.
halibabica
RMN's Official Reviewmonger
16873
If the player has the ability to ditch their HMs in the PC, then you can't let them get stuck like that. It's bad design.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=NeverSilent
author=Ratty524
HMs are forgettable by any means rather than solely through a move deleter.
But wouldn't that mean you can get stuck permanently if you enter an area that is only accessible through the use of an HM move, don't carry that HM around with you and have your Pokémon forget that move there?

The only way to deposit an HM is through a PC, which is mostly located in Pokemon Centers that are out of the way of the spots you'd need the HMs anyway. Neither HMs or TMs can be disposed of permanently (not even shops will buy them from you), either, so you can easily re-teach the move you need progress on your Pokemon.

In other cases, though, you do have a point. I'll look into a work-around to prevent unwinnable states like that.
halibabica
RMN's Official Reviewmonger
16873
All you'd have to do is make it so HMs can't be deposited in the PC. That way, even if they forgot the move they needed, they could reteach it. Whether Essentials can make that distinction or not, I don't know, but that's the most elegant solution.
If HMs can be removed whenever you want, I suggest having Escape rope becomes non-consumable. Because what if you where surfing in a cave and accidentally removed your only surf on a stranded island? That's why HMs weren't easily removed in the first place.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=halibabica
All you'd have to do is make it so HMs can't be deposited in the PC. That way, even if they forgot the move they needed, they could reteach it. Whether Essentials can make that distinction or not, I don't know, but that's the most elegant solution.

I'd pretty much have to edit the scripts themselves, but I think this is doable.

Another idea I had was to create a key item that warps the player to the last town/Pokecenter visited, so that it would prevent situations where the player gets stuck yet doesn't make HM Fly obsolete.

The third option is just to get rid of Item Storage altogether, considering it was only useful in Red/Blue because the player had a specified limit to how many items he could carry at a time, which is no longer the case with newer games and Essentials.
Fuck HM moves and forcing the player to trade precious move slots to pass arbitrary plot barriers.

That is all.

my dream would be that simply having a pokerman that can learn the move and having the badge/hm that allows its use is sufficient, learning the move itself is entirely optional
NeverSilent
Got any Dexreth amulets?
6280
author=Ratty524
The third option is just to get rid of Item Storage altogether, considering it was only useful in Red/Blue because the player had a specified limit to how many items he could carry at a time, which is no longer the case with newer games and Essentials.


If there is truly no limit to the number of items in the inventory in Pokémon Essentials, I would be very happy if you did this. Having to store items and then forgetting to take a certain key item with you was insanely frustrating about earlier Pokémon games. If item storage has become obsolete anyway, then why keep such a mechanic?
the ability to keep 999 super potions whenever? That'll be EPIC!
Seiromem
I would have more makerscore If I did things.
6375
author=seacliff217
the ability to keep 999 super potions whenever? That'll be EPIC!


Why do it in your PC when you can do it in your bag?
author=seiromem
author=seacliff217
the ability to keep 999 super potions whenever? That'll be EPIC!
Why do it in your PC when you can do it in your bag?

That's what I meant...
Seiromem
I would have more makerscore If I did things.
6375
I was agreeing.
Probably not useful at this point of production but, i once read somewhere on some fan game and idea to make HMs a skill that can be tought to a pokemon and not a move, kinda like a secondary movepool that isnt used in battle.... that would be cool.
author=seiromem
I was agreeing.

XD Imma slow sometimes...
Ratty524
The 524 is for 524 Stone Crabs
12986
So I made a mistake. Apparently the ability to forget HM moves was a feature of the debugger, and actually retains the restriction during regular play. It'll mean game-breakers like Hali described won't be an issue... But eh.
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