recursal/Fanatic-Fandom huggingface dataset:
Credits

This page describes the **credits screen**.

## Credits screen

The credits screen displays the game's credits. They are displayed as lines of text that scroll up the screen, while the background image occasionally changes.

It is defined in `class UI_Credits`. This class contains a number of constants that affect how the credits screen appears. These constants are:

* `BACKGROUNDS_LIST` - An array of background image filenames that are displayed during the credits. These images are located in the "Graphics/Titles" folder. Any number of images can be listed here. They are displayed in order, and will loop back to the start of the list if necessary.
* `BGM` - The name of the BGM (music) that plays during the credits.
* `SCROLL_SPEED` - The speed at which the credits scroll up the screen, in pixels per second.
* `SECONDS_PER_BACKGROUND` - The length of time each background image is displayed for, before changing to the next background image.
* `TEXT_OUTLINE_COLOR`, `TEXT_BASE_COLOR`, `TEXT_SHADOW_COLOR` - The font colors for the credits.

To display the credits, use the following line of code:

```
$scene = Scene_Credits.new

```

The credits cannot be skipped (ended early) the first time they are played. However, in subsequent viewings, pressing the C key will immediately exit the credits presentation. This is determined by the value of `$PokemonGlobal.creditsPlayed` - `true` means they have already been played at least once and can be skipped in future. This is `false` by default, and is set to `true` at the end of playing the credits.

## Editing the credits text

The credits text is stored in two separate places:

1. The script section Settings, in `def self.game_credits`. This is where the credits specific to your game are written.
2. `class UI_Credits`. This is where the credits for Essentials itself are written, as well as credits for installed plugins. You should not edit these.

The method containing the game-specific credits (in Settings) returns an array of strings. Each string is one line. If `
` appears in a line, the text in it will be split into two columns, where the `
` is in the middle.

These credits are produced by a method rather than stored in a constant to allow you to translate any text in them.
Shape of you but Google Translated

Her husband is the best place in the club.

Travel.

My daughter has a table with me.

After the annual pension insurance.

I told you.

Tell me you have the chance.

Press your hand. Do not use toner

Then she sang and started dancing.

Because I love you

What is love

Santro Troyo.

He is stupid and can not imagine.

Tell me not to talk to your kids.

Choose a place near me

Santro Troyo.

Follow the instructions.

I love the movie.

We know the same bottle and leave.

I glazed my heart and my love.

I love my body

Even in the evenings and even in the room.

You have a big deal.

That's a new day.

I love my body

God - I am

I love my body

Oh oh me

I love my body

Oh oh me

I love my body

That's a new day.

I love the movie.

Start the story of the week's story.

On the first day we go.

But me and I can eat plants.

Treatment and care

We talked a few hours, fresh, sweet.

Today's family

I'm going to die and lead.

How do you believe in music and radio?

Because I love you

What is love

Santro Troyo.

He is stupid and can not imagine.

Tell me not to talk to your kids.

Choose a place near me

Santro Troyo.

Follow the instructions.

I love the movie.

We know the same bottle and leave.

I glazed my heart and my love.

I love my body

Even in the evenings and even in the room.

You have a big deal.

That's a new day.

I love my body

Oh oh me

I love my body

Oh oh me

I love my body

Oh oh me

I love my body

That's a new day.

I love the movie.

Come on, kids.

Come on, kids.

Come on, kids.

Come on, kids.

Come on, kids.

Come on, kids.

Come on, kids.

Come on, kids.

I love the movie.

We know the same bottle and leave.

I glazed my heart and my love.

I love my body

I slept in the room at night.

You have a big deal.

That's a new day.

I love my body

Come on, kids.

Come on, kids.

I love my body

Come on, kids.

Come on, kids.

I love my body

Come on, kids.

Come on, kids.

I love my body

That's a new day.

I love the movie.
Kikay

The most important thing is I can't even see it as an excuse for not having to wait until you have a great way for me and I don't think that is not an issue with my life and death in my head and a few years back on track with a few days and I don't love have to go to the point where you are not a fan of the year before the end zone and I have no idea what to say it is a good one for the next two weeks ago I don't think that the most beautiful girl in I have a great way for a few days and I'm not sure what to say do you think you should be a good time with my friends and to get the best of the year best friend and the other day of my life and death I don't think that is a very good nice day too to be the best way of life and I don't know how to do that to you and I have no a few lot to say I love you it was a little bit more than the first other original and I have a great way for the next few days and I don't think that.
Ummmmm

I don't have the right way too long and the first place I have no clue who I want you in my room for a long way toward an amazing and so is my favourite songs and it will take the bus driver in my room for a long way toward an amazing and so is my favourite songs on this album has to go out with the best way of saying it is the most recent version and the first place I have no clue who I want you in a while and then the other side is the most recent version and I love the fact is a long day ahead with plans and a lot to say it was not immediately known if the most beautiful and amazing I can't believe I'm going to get my money and time consuming but it doesn't even work in my head hurts so bad I can't believe I'm going to get my money and time consuming but it doesn't even work in my head hurts so bad I can't even work and it will take the first half and I love the fact is a long day ahead with plans and a lot to say it was so funny when you are so much for a few weeks and the most beautiful and amazing I can't even work and it will not have the most recent version and the other side is the only way you want a long way toward a long day of school for a few weeks and months and it will not have the most important and a few years and it will take place in the morning is going well iand is so good I don't have the most beautiful girl in the morning is going well and the most recent version and I don't think it's funny because the government to take my phone.
If you dont like CBBC, dont read this artical

CBBC

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Johnny Johnny but YOU Google Translate it!

in the comments

```
ohnny Johnny is closed
The bird does not make sugar
My father did not do it
face
Yes!
Yes!
Yes!
Johnny Johnny is closed
The bird does not make sugar
My father did not do it
face
Yes!
Yes!
Yes!
Johnny Johnny is closed
Johnny Johnny is closed
Johnny Johnny is closed
Johnny Johnny is closed
Johnny Johnny is closed
The bird does not make sugar
My father did not do it
face
Yes!
Yes!
Yes!

```

by Darkriolu1
Flex Tape

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Death

***Hi, Phil Swift here with Flex Tape! The super-strong waterproof tape! That can instantly patch, bond, seal, and repair! Flex tape is no ordinary tape; its triple thick adhesive virtually welds itself to the surface, instantly stopping the toughest leaks. Leaky pipes can cause major damage, but Flex Tape grips on tight and bonds instantly! Plus, Flex Tape’s powerful adhesive is so strong, it even works underwater! Now you can repair leaks in pools and spas in water without draining them! Flex Tape is perfect for marine, campers and RVs! Flex Tape is super strong, and once it's on, it holds on tight! And for emergency auto repair, Flex Tape keeps its grip, even in the toughest conditions! Big storms can cause big damage, but Flex Tape comes super wide, so you can easily patch large holes. To show the power of Flex Tape, I sawed this boat in half! And repaired it with only Flex Tape! Not only does Flex Tape’s powerful adhesive hold the boat together, but it creates a super strong water tight seal, so the inside is completely dry! Yee-doggy! Just cut, peel, stick and seal! Imagine everything you can do with the power of Flex Tape!***
Wo

W and O are two letters of the alphabet. They both serve a purpose in the alphabet and are the 23rd and 15th letters of the alphabet respectively.

## History

Um I Don't Think I Know Pls Edit To Help This Artical@

## Trivia!

* Airplanes refer these letters as Oscar and Whiskey respectively!
* The quick br***ow***n f***o***x jumps ***o***ver the lazy dog
* The sky is blue
Podrapane gaće (pjesma)

Podrapane gaće (pjesma) je izabrani članak. Izabrani su članci stranice koje Spužvopedisti smatraju najboljima i najtočnijima na Wikiji. Ako smatrate da ovaj članak treba doraditi, slobodno ga uredite. Ako želite da se ovaj predložak pojavi na *vašoj* omiljenoj stranici, predložite je, i možda jednog dana bude izabrana.

Ovaj članak govori o **pjesmi**. Možda ste tražili istoimeni članak o **epizodi**.

## Podrapane gaće (pjesma)

### Trajanje

1:19

*Podrapane gaće* pjesma je iz istoimene epizode prve sezone serijala Spužva Bob Skockani.

## Riječi

**Spužva** **Bob**: Lovro je došao

I sve je sad

Loše jer spužva mora plesat' sam

Jer cure ne žele plesati

S nekim tko će gaće podrapati

**Ribe**: Lovro je došao i sve je sad

Loše jer spužva mora plesat' sam

Cure ne žele plesati

S nekim tko će gaće podrapati

**Spužva** **Bob**: Znam da ne bi' trebao sad biti ljut,

Jer me čeka težak put

Znam da nije lako kad si sasvim sam

Al sutra je već *[Ribe se pridružuju]* novi dan

**Spužva** **Bob**: Lekciju sam svoju sad naučio

I sve sam teško podnio

Al' sada sam tu da kažem istinu

Nikad ne propuštaj *[Ribe se pridružuju]* priliku

## Zanimljivosti

* Ova je pjesma slična pjesmi "Be True to Your School" koju pjevaju The Beach Boys.
* Izuzevši naslovnu pjesmu, ovo je prva pjesma u serijalu.
Gucci Gang

Hi, Phil Swift here with Flex Tape! The super-strong waterproof tape! That can instantly patch, bond, seal, and repair! Flex tape is no ordinary tape; its triple thick adhesive virtually welds itself to the surface, instantly stopping the toughest leaks. Leaky pipes can cause major damage, but Flex Tape grips on tight and bonds instantly! Plus, Flex Tape’s powerful adhesive is so strong, it even works underwater! Now you can repair leaks in pools and spas in water without draining them! Flex Tape is perfect for marine, campers and RVs! Flex Tape is super strong, and once it's on, it holds on tight! And for emergency auto repair, Flex Tape keeps its grip, even in the toughest conditions! Big storms can cause big damage, but Flex Tape comes super wide, so you can easily patch large holes. To show the power of Flex Tape, ***I sawed this boat in half***! And repaired it with only Flex Tape! Not only does Flex Tape’s powerful adhesive hold the boat together, but it creates a super strong water tight seal, so the inside is completely dry! Yee-doggy! Just cut, peel, stick and seal! Imagine everything you can do with the power of Flex Tape!
Dont Hug me im scared 4's digital song but google translated

[Part 3: Book]
Welcome via email!
Everything is in between numbers and rules

[Black and white]
What is this?

[Clear]
Wow, we all have computers.

[Father]
Ooh!
Attach it
Attach it
Attach it
This computer

[Black and white]
I do not understand
How?
When I go home, where do I go?

[Computer]
But no
You are a computer
Yes, but true

[Clear]
If this is not true, I'm not sure.
But no?

[Father]
Oh, sir, big and happy!
What can we do in this world?
What can we do?

[Computer]
Good question
Well, you're the same
There are three things in the world

[Black and white]
Oh, look at the image of the skin.

[Clear]
Information

[Computer]
Game game
No, it's good.

[Black and white]
Look at the screen.

[Clear]
Information

[Computer]
Game game
No, it's good.

[Black and white]
Wow, look at the table.

[Clear]
Information

[Computer]
Game game
No, it's good.

[Black and white]
Wow, blue

[Clear]
Information

[Computer]
Game game
No, it's good.

[Black and white]
Oh, nothing.

[Clear]
Information

[Computer]
Game game
No, it's good.

[Clear]
Information

[Computer]
Game game
No, it's good.

[Clear]
Information

[Computer]
Game game
No, it's good.

[Clear]
Dream

[Computer]
Game game
No, it's good.

[Other mountains]

[Current information]
Now you are crazy.
I will be a cloth
My dad has a computer
You are not invited any time

[Father]
Wait for something

[Pulou]
Itemfinder

*For regular visible items lying around in maps, see Item balls.*
This page describes how the Itemfinder item works in Essentials.

## The Itemfinder

The Itemfinder, also known as the Dowsing Machine, is a Key Item that can be used to find hidden items in maps. It has a range of 7 tiles in the east/west directions and 5 tiles in the north/south directions, which covers all the whole tiles visible on-screen at the default screen size (it doesn't cover the half-tiles visible at the edges of the screen).

When the Itemfinder detects a hidden item, it will turn the player to face towards it. If the player is standing on it, the player will spin around instead.

## Hidden items

A hidden item is an event containing the phrase "`HiddenItem`" (this text is not case-sensitive; note the lack of a space between the two words). The event's name may contain other text as well.

You can name an empty event "`HiddenItem:POTION`" (or some other item name), which will make the Compiler rewrite the event and turn it into a hidden item event with the appropriate pages and commands.

For a hidden item event to be detectable by the Itemfinder, its Self Switch A must be OFF. Picking the item up turns its Self Switch A ON, meaning it should no longer be detectable because the item is no longer there.

A hidden item event can technically do anything (because the only requirements are having "`HiddenItem`" in the event name and for its Self Switch A to be OFF). It does not have to be an item ball; however, it usually will be.

## Itemfinder's code

The code for the Itemfinder's effect is in an `ItemHandlers::UseInField` proc in the script section **Item\_Effects**. It makes use of `def pbClosestHiddenItem` which is in the script section **Item\_Utilities**.

## Tips

* You could make hidden items that regenerate every so often.
Summary screens

This page describes the **Pokémon summary screens**. These are screens that display information about a Pokémon.

## Summary screens

The summary screens are accessed from the player's Party screen and the Pokémon storage screen. The associated scripts are found in the script section **UI\_Summary**.

Each summary screen has a background image, which is in the folder "Graphics/Pictures/Summary" and is called "bg\_X.png", where "X" is the number of the page (or "egg" for egg summaries).

Below are screenshots of each summary page:

Page 1 - InfoPage 2 - Trainer MemoPage 3 - SkillsPage 4 - MovesPage 5 - Ribbons
## Egg summary page

Eggs have their own (single) summary page, which doesn't display much information because almost nothing is known about an egg. This page is shown by `def drawPageOneEgg`.

A Pokémon that has been hatched has extra information when compared to a regular received Pokémon. Both the time/place of receiving the egg and the time/place of the egg hatching are shown on the Trainer Memo (page 2).

## Interactivity

Pressing the "Use" button in a summary screen will allow you to do something depending on which screen you are looking at.

While not interacting with a screen, you can press the "Action" button to play the Pokémon's cry.

### Moves screen

Interacting with the Moves screen allows you to select individual moves to see more information about them and to reorder them.

To reorder moves, press the "Use" button while selecting a move to mark it for switching, then select a different move and press the "Use" button again to swap the two. Pressing the "Back" button will unmark the first move.

The appearance of this screen changes depending on how the page is accessed. If the Pokémon is attempting to learn a move, it also displays the fifth move.

### Ribbons screen

Interacting with the Ribbons screen allows you to select individual ribbons to see their names and descriptions and to reorder them.

To reorder ribbons, press the "Use" button while selecting a ribbon to mark it for switching, then select a different ribbon and press the "Use" button again to swap the two. Pressing the "Back" button will unmark the first ribbon.

### Other screens

Interacting with any other screen opens a menu, from which you can choose to give/take a held item, view the Pokédex entry for the Pokémon, or open a marking panel in which you can change the Pokémon's/egg's markings.
Battle Frontier

The **Battle Frontier** is a feature (usually only accessible after defeating the Elite Four) that lets players battle powerful trainers. There are many different facilities within the Battle Frontier, which include the Battle Tower and Battle Factory.

## Battle Tower

The events and scripts for the Battle Tower are found in the example map "Battle Frontier". The information for the trainers and the Pokémon that they use are in the PBS files "battle\_tower\_trainers.txt" and "battle\_tower\_pokemon.txt" respectively.

## Battle Factory

The Battle Factory is a place where players use borrowed Pokémon to fight rather than their own. At the end of each battle, they are allowed to replace one of their rental Pokémon with one from the team they just defeated.
Ojcowie Założyciele

Dość dawno temu 10 ojców założycieli utworzyło gminę tarnowo podgórne.

ojcowie założyciele to ogólnie założyciele gminy.Teraz pozostało po nich wiele relikwi.

Nie wiadomo co się z nimi teraz dzieje.

## Lista ojców założycieli

Jacques Houdek

Kapitan Iglo

Człowiek Szpadel

Grzybiarz

Wujek Bochun

Alcest

San Hill

Quin Shi Huang

Borat

Generał Cyc
Essentials Docs Wiki

Essentials is a collection of gameplay-altering original code designed for use in an RPG Maker XP game. This wiki contains documentation for that original code, and is itself 100% original information. Images on this wiki are used for illustrative purposes and qualify as Fair Use. There are no download links to any copyrighted or trademarked materials on this wiki. Any ads you see are put there by Fandom for Fandom; only they profit off them.
Essentials has its own sections on the PokéCommunity forum and the Relic Castle forum.

 Pokémon Essentials v21.1 has been released. While there aren't as many changes in this as there have been in previous X.1 versions, it's still worth getting. You get improvements to messages, more sound effects and a new battle rule, plus a few other tweaks and a number of bug fixes.
The change log lists all the changes in this new version, so go have a look. This wiki cannot provide any download links.
Enjoy!

 **Essentials v21.1**
Released: **30th July 2023**
**Change log**

 **Guides** • **Forum**
**Suggest new features****Report bugs** • **Common errors****About and FAQ** • **How you can help**
Map metadata

*For global metadata and player characters, see Metadata.*
This page describes the **map metadata**, a set of information relevant to specific game maps defined in the PBS file "metadata.txt".

## Map metadata

Each map has its own set of metadata, which contains information that is specific to that map and which tells it how to behave. For example, a map's metadata can specify whether the player can ride a bicycle on that map, where that map is located on the region map, and whether it is an outdoor map.

The PBS file "map\_metadata.txt" contains all the map metadata defined in the game. Each section in this file is one separate map's metadata, where a section begins with a line containing an ID number in square brackets and ends when the next section begins. Each line in a section is one separate piece of metadata for that map.

Aside from the ID number line, every line in a section follows the format:

```
XXX = YYY

```

where XXX is a property and YYY is the value or values associated with it (the spaces are optional). For example:

```
[002]   # Lappet Town
Name = Lappet Town
Outdoor = true
ShowArea = true
MapPosition = 0,13,12
BattleBack = field
#-------------------------------
[008]   # Daisy's house
Name = Lappet Town
MapPosition = 0,13,12
#-------------------------------
[028]   # Natural Park
Name = Natural Park
Outdoor = true
ShowArea = true
Weather = Rain,100
MapPosition = 0,16,8
BattleBack = field
Flags = MossRock

```

These examples have the map's RPG Maker map name as a comment after the map ID number (in square brackets). This is just a comment (anything after a `#`) and is ignored, but it can be useful for distinguishing between maps.

While every property in a map's metadata is technically optional, several of them will need to be included for (nearly) all maps in order to ensure they behave properly.

## Editing map metadata

You can edit the map metadata in two ways: the first is by editing the PBS file "map\_metadata.txt" directly, and the second is by using the "Edit Map Metadata" option in the Debug menu.

Note that the "Edit Map Metadata" option does NOT move any files around, nor does it create any audio files or graphics that may be needed. You will need to add these files into the appropriate folders yourself.
Bug-Catching Contest

This page describes the **Bug-Catching Contest**, a competition in which trainers compete against each other by catching the best Bug-type Pokémon.

## Bug-Catching Contest code

`class BugContestState` contains various pieces of information about the state of a Bug-Catching Contest, along with several methods that make one work. There is only one instance of this class throughout a game, which can be obtained with `pbBugContestState`.

Notable methods in `class BugContestState` are:

 `pbSetReception("BugContestReception")` | Set a map metadata flag; any map with this flag in their map metadata will be considered a reception map. Reception maps are ones the player can reach just by walking from the Contest map, e.g. gatehouses surrounding the park in which the Contest takes place. The Bug-Catching Contest is not cancelled if the player enters a reception map, but events in those maps should ask whether the player wants to end the Contest early and, if not, return them to the map that the Contest takes place on.
 `pbSetContestMap("BugContest")` | Set a map metadata flag; any map with this flag in their map metadata is a map in which the Bug-Catching Contest takes place. If the player goes to a different map (that isn't a reception map), the Contest is cancelled. The Pokémon caught by the other contestants are randomly chosen from what is encounterable on the Contest map(s).
 `pbEnd` | Ends the Bug-Catching Contest.

In addition, there are two methods that are used as Script Switches:

 `pbBugContestDecided?` | Returns whether the Bug-Catching Contest is over. Used to begin the ending ceremony in which the winners are announced and prizes awarded.
Learning moves

*For NPCs who offer to teach moves or make a Pokémon forget moves, see Special NPCs.*
This page describes the various ways in which a Pokémon can **learn moves**, as well as how to make them forget moves.

## Levelling up and evolving

Pokémon attempt to learn moves from their moveset when they level up or evolve. They will only learn moves for the appropriate level(s). Level 0 moves are moves that are learned upon evolving.

The moveset for Pokémon with multiple forms can be defined separately for each of those forms in the PBS file "pokemon\_forms.txt".

## TM/HM/Tutor

All moves that can be specially taught to a Pokémon (via TM/TR/HM or Move Tutor) are known as Tutor Moves. The `TutorMoves` property in the PBS file "pokemon.txt" and "pokemon\_forms.txt" define which moves can be taught to a Pokémon in these ways. If a Pokémon can learn a Tutor Move from is level-up moveset, that will have no bearing on whether it can learn the same move via a TM/TR/HM or Move Tutor - `TutorMoves` will need to include that move if it is to be taught in one of those ways.

The setting `TAUGHT_MACHINES_KEEP_OLD_PP` determines whether a move taught by TM/TR/HM will be given its full amount of PP or whether it will have no more PP than the move it replaced (if another move was forgotten to learn it). The intent behind this is to prevent abusing infinite-use TMs and HMs to replenish PP forever without healing or using Ethers or similar items.

## Move Relearner

This allows a Pokémon to relearn any move in its level-up moveset which could be learnt at the Pokémon's current level or below. This includes moves learned upon evolving ("level 0"). This service is usually provided by an NPC.

The setting `MOVE_RELEARNER_CAN_TEACH_MORE_MOVES` allows Pokémon to also relearn any moves the Pokémon has ever known. This applies to egg moves that were known upon hatching (including Volt Tackle), moves taught to the Pokémon by a TR, and special moves known by gift Pokémon. These additional moves are stored in the array `pkmn.first_moves`; any move in this array can be taught to the Pokémon by the Move Relearner if this setting is TRUE.

## Move Deleter

This allows a Pokémon to forget any move it currently knows (unless it only knows one move). This is typically only useful for forgetting HM moves, which cannot be overwritten by another move. This service is usually provided by an NPC.

## Special methods

*Main article: Editing a Pokémon*
These include methods that silently teach a Pokémon a move, and are usually used to customise a special Pokémon. They can teach any Pokémon any move with no restrictions.
Defining a type

*For the Shadow type used by Shadow Pokémon, see Shadow Pokémon.*
This page describes **how elemental types are defined**. Each Pokémon has either one or two types, and all moves have one type.

## Defining an elemental type

A type begins with its definition. This means that it is listed in the PBS file "types.txt", or a PBS file named "types\_XYZ.txt" (where "XYZ" is any text), so that it can be recognised by the game as a type.

## PBS file "types.txt"

The PBS file "types.txt" lists all the defined types in the game. Each section in this file is one separate type, where a section begins with a line containing an ID in square brackets and ends when the next section begins. Each line in a section is one separate piece of information about that type.

Aside from the ID line, every line in a section follows the format:

```
XXX = YYY

```

where `XXX` is a property and `YYY` is the value or values associated with it (the spaces are optional). For example:

```
[NORMAL]
Name = Normal
IconPosition = 0
Weaknesses = FIGHTING
Immunities = GHOST
#-------------------------------
[DARK]
Name = Dark
IconPosition = 17
IsSpecialType = true
Weaknesses = FIGHTING,BUG,FAIRY
Resistances = GHOST,DARK
Immunities = PSYCHIC

```

All pieces of information are optional, but will have default values if they are not defined. The order of the lines does not matter, except for the ID line in square brackets which must be first.

Note that the "`???`" type should be defined just like any other type. By default, it is the only pseudotype.

## Effects of types

Certain types have special effects. For example, Fire-type Pokémon cannot be burned, Ice-type Pokémon cannot be frozen, Flying-type Pokémon are considered to be airborne (making them usually immune to Ground-type moves), and so on. These effects are all coded in various parts of the scripts, and are not defined in "types.txt".

## Type icons and graphics

Each elemental type requires a number of graphics corresponding to it. The graphics are as follows:

* Type icon - In the "Graphics/UI" folder, called "types.png".
* Pokédex type icon - In the "Graphics/UI/Pokedex" folder, called "icon\_types.png".
* Move box - In the "Graphics/UI/Battle" folder, called "cursor\_fight.png". Includes both a non-highlighted and a highlighted version of each type's box, side by side.

The order of each icon/box in these files is the same. A type's "IconPosition" value determines which icon/box in these graphics to use - 0 is the one at the top, 1 is the next one down, and so on.

The dimensions of each icon/box cannot easily be changed.
Maps

*For defining special information about a map, see Metadata.*
*For joining two maps together, see Connecting maps.*
*For the graphic that shows the whole region, see Region map.*
This page describes how **game maps** work. It does *not* explain how to create maps, as that is a basic skill required to use RPG Maker XP.

Not to be confused with the region map, which is a picture of the entire region normally accessible via the Town Map or Pokégear, and which is used for choosing a Fly destination.

## Map details

Each map has a number of standard properties, which include the name, dimensions, tileset used and background music (BGM). These are all self-explanatory and are part of RPG Maker XP's functionality.

You should leave the "Encounters" part of a map's standard properties blank. Pokémon and wild Pokémon encounters are defined in a different way in Essentials and do not use RMXP's built-in "Encounters" feature.

### Map names

Map names are defined in the PBS file "map\_metadata.txt". The name of an RMXP map file is unused, so they can be named more specifically to help the developer identify them.

You can insert the player's name into a map's name, by using the phrase `\PN`, e.g.

```
\PN's house

```

If the player's name is "Red", then this map's name will be "Red's house".

## Tips

* Pad the edges of maps with inaccessible areas (e.g. trees, clifftops) so that the player cannot see the black beyond the edges of the map.
	+ There should be 8 padding tiles on the left and right sides, and 6 padding tiles on the top and bottom sides (assuming the default screen size).
	+ You do not need to bother doing this with indoor maps, as the blackness is a desired feature.
* Make sure there are no areas the player can reach and not get out of. When considering this, assume that the player will not have any items or HM-compatible Pokémon that could get them out of that area, unless they will *definitely* have them at that point and cannot lose them.
	+ One particular scenario to thoroughly check is when the player is able to push boulders/break rocks/slide on ice. It is very easy to accidentally design a map where the player can become trapped because of these obstacles.
* The current map's name is shown when the player saves the game. As the player can save on (nearly) every map, make sure all maps have names in the PBS file "map\_metadata.txt".
* If you have a really large map which is causing lag, consider splitting it up into multiple smaller maps. There are ways to treat the smaller maps as a single map, so the player won't notice any difference.
Audio

This page lists all the **audio files** that come with Essentials. It details how each of them are used.

## List of audio files in Essentials

### BGM

All other BGM files are only used as the "Auto-Change BGM" property for individual maps.

### BGS

There are no BGS files that come with Essentials.

### SE

SE files typically have distinctive filenames, and so can easily be searched for. The descriptions below are only filled in if there is any information available beyond what is obvious from the filename alone.

There are two folders inside the "Audio/SE" folders. See below for more details.

## Pokémon cries

In the folder "Audio/SE" is a folder called "Cries". In here are all the Pokémon cries.

## Attack animation sound effects

In the folder "Audio/SE" is a folder called "Anim". In here are all the SE files used by attack animations. Some of them happen to be duplicates of files in the main "Audio/SE" folder, but this doesn't matter.
Shiny Pokémon

*For an item that makes shiny Pokémon more common, see Poké Radar.*
*For changing the properties of an individual Pokémon, see Editing a Pokémon.*

This page describes **shiny Pokémon**, a rare variant of Pokémon with different colours.

## Rarity of shiny Pokémon

In the script section **Settings** is a variable called `SHINY_POKEMON_CHANCE`. This is the rarity of shiny Pokémon. The odds of a Pokémon being shiny will be this number divided by 65536, so the lower this number is, the rarer they are. The default code sets this to 16 or 8, depending on the generation set in `MECHANICS_GENERATION`).

To remove shiny Pokémon from your game altogether, simply set `SHINY_POKEMON_CHANCE` to 0.

Shininess depends on both the original trainer's ID number (a random number chosen when that trainer is created) and the Pokémon's personal ID (a random number defined when the Pokémon is generated). Therefore the odds of a Pokémon being shiny is completely random, but is consistent for each Pokémon (their original trainer and personal ID numbers will never change). The calculation of whether a Pokémon is shiny is done in `def shiny?` in the script section **Pokemon**.

Super shininess is a variant of shininess, where the only difference is that the sparkle animation played when the Pokémon enters battle will be different (although Essentials does not have this different animation by default). Whether super shininess is enabled is determined by the setting `SUPER_SHINY`. The rarity of a Pokémon being super shiny is 1/65536.

### Shininess that depends on some factor

You can alter the rarity of wild shiny Pokémon at certain points in the game. You can have the rarity depend on pretty much any factor, e.g.

* The species of the Pokémon
* The location the Pokémon is encountered in
* A Game Switch
* Whether the player has a partner trainer with them
* The time of day
* The way the Pokémon is encountered
* Possessing a certain item, such as the Shiny Charm

The script section **Overworld\_EncounterModifiers** exists for any scripts which affect a Pokémon's properties, including shininess.

The typical example of affecting shininess is the Red Gyarados from the Johto games, which is always shiny. In the above-mentioned script section is some code which will make all Pokémon generated while Game Switch 31 is ON be shiny. To use this effectively for a Red Gyarados-like event, you will need to turn the Game Switch ON immediately before that particular battle (usually an event encounter) and OFF immediately after it. There is an example of this in the example maps, for a Mew on Faraday Island.

Other possibilities, especially those which affect regular wild Pokémon (i.e. not event encounters), will be harder to implement.

## Tips

* Shininess is traditionally purely cosmetic, but you could modify shiny Pokémon to give the player more incentive to find them than just their exclusivity, e.g. give all shiny Pokémon perfect IVs. This is done in the same way as making a Pokémon shiny, but instead of making it shiny if a certain Game Switch is ON, you should change its IVs if it is shiny.
Defining an ability

*For the main page about abilities, see Abilities.*
*For a list of abilities in Essentials,, see List of abilities.*
*For assigning abilities to Pokémon species, see Defining a species.*
This page describes **how to define an ability**.

An ability begins with its definition. This means that it is listed in the PBS file "abilities.txt", or a PBS file named "abilities\_XYZ.txt" (where "XYZ" is any text), so that it can be recognised by the game as an ability. This alone does not give the ability an effect, but you *must* start by defining it before you can use it.

This page only describes how to define an ability. See the page Abilities to find out how to add effects to defined abilities.

## PBS file "abilities.txt"

The PBS file "abilities.txt" lists all the defined abilities in the game. Each section in this file is one separate ability, where a section begins with a line containing an ID in square brackets and ends when the next section begins. Each line in a section is one separate piece of information about that ability.

Aside from the ID line, every line in a section follows the format:

```
XXX = YYY

```

where XXX is a property and YYY is the value or values associated with it (the spaces are optional). For example:

```
[STENCH]
Name = Stench
Description = The stench may cause the target to flinch.
#-------------------------------
[MAGMAARMOR]
Name = Magma Armor
Description = Prevents the Pokémon from becoming frozen.
Flags = FasterEggHatching

```

All pieces of information are optional, but will have default values if they are not defined. The order of the lines does not matter, except for the ID line in square brackets which must be first.

This line must come first in a section, because, as mentioned above, this line defines when a new section begins.
 Name
 Flags
* FasterEggHatching - Eggs hatch twice as fast when there are 1 or more Pokémon in the party whose species has this flag.
Game Corner

This page describes the **Game Corner** in Essentials.

The **Game Corner** is a unique building where the player can play with Slot Machines and Voltorb Flip. The Lottery is usually located there as well. The player can earn coins from games and spend them on prizes. The Game Corner in the example maps also features examples of the Triple Triad mini-game.

There are typically two separate buildings to the Game Corner: one for the games, and one where you can exchange coins for prizes.

## Coin Case

A Coin Case is a Key Item that holds the player's Game Corner Coins. Coins are not actually stored within the Coin Case, though. The Coin Case only serves as a way to restrict access to the mini-games: you cannot play or buy Coins if you do not have a Coin Case. Using the Coin Case from the Bag displays the current Coin amount.

The amount of Coins the player has is stored in the variable `$player.coins`. You can change this amount at any time, even if the player does not have a Coin Case yet. The maximum amount of Coins the item can hold is defined by the setting `MAX_COINS` (99,999 by default).
Guides

Essentials can be tricky to use at times, even with all the documentation on this wiki. That's why this page provides a number of **guides** on various facets of game development using Essentials.

Guides are written by this wiki's users. Feel free to update a guide with additional information, clarity or corrections, or indeed write new guides.

Please note that a guide should be about how to use some part of Essentials, or contain ideas and analyses and advice, or describe an aspect of the game development process. It should *not* be about adding new features - that is third party content and does not belong here.

## Guides

The guides listed below are only suggestions of the kinds of guides it would be nice to have. If you have more ideas for guides, add them.

* How to use Essentials - Basic tips about working with Essentials.
* How to upgrade your game - Updating to a newer version of Essentials.

### Tools

* RPG Maker XP tips - Useful tips and tricks for using RPG Maker XP.
* Introduction to Essentials - An overview of the files that come with Essentials and how to play it.
* Game creation tools - Things that help you draw, compose, write, code, plan, balance, assess and review.

### Designing and planning a game

* Mindset and skills - What you should be able to do if you want to use RMXP/Essentials to make a game, and what you should be expecting to do.
* Project planning - Advice on how to organise the development of your game, including file sharing, communication with team members, documenting progress/ideas, and archiving.
* Game design - General tips about how to design a Pokémon game that aren't covered in other guides.
* Story design - Tips revolving around the plot in a Pokémon game and how it affects/is affected by other things.
* Region design - How to lay things out in your world, populate it, tips on how to move the player around the region, and a little bit about distributing Pokémon.
* Map design - Ways to design game maps, and how to recognise which tile in the tileset is the blank one.
* Aesthetics - How your game looks and sounds is important, but it's perfectly acceptable to just stick with what Essentials gives you.

### Creating a game

* Essentials game content - Stuff that is defined for Essentials, but which you'll need to change or at least bear in mind when creating your own game.
* Creating a new game - A basic walkthrough for creating the first few maps of a game.
* How to keep going - Tips and tricks for when (not if) you start to run out of steam.

### Recruiting and working with a team

* Recruiting team members - Also talks about how to join someone else's game project.
* Working with others

### Fixing your game

* Troubleshooting problems
* Common errors
* Asking for help
* Gameplay balancing - Smooth out those unwanted difficulty spikes, and keep the story's pace and player's achievements consistent. You can get feedback from playtesters to help you.

### Advertising and releasing your game

* Advertising your game - Posting about your progress, creating a community around your game, and announcing when it's done.
* Game demos
* Finalising your game for release
Jukebox

This page describes the **Jukebox** application of the Pokégear. This app allows the player to change the background music.

## Jukebox

The Jukebox lists a number of default songs to choose from, and also includes a "Play: Custom..." option which contains all the music in the folder "Audio/BGM". Selecting any of these options will play that music as the background music. The "Stop" option will stop the Jukebox's music playing, and the original background music will resume.

The default music may have additional effects while playing. They are as follows:

* Pokémon March - Makes wild Pokémon encounters occur 50% more often (same effect as the White Flute).
* Pokémon Lullaby - Makes wild Pokémon encounters occur 50% less often (same effect as the Black Flute).
* All other music, including the above tracks played via the "Play: Custom..." option, have no special effects.

It should be noted that, although a battery icon appears in the graphics of the Jukebox, this is just decoration. It does not indicate the battery life of a laptop.
挑戰野熊寨

## **副本描述**

* 位於長陽城玩家社區LV2的副本傳送石 (119,264)，選擇活動副本【挑戰野熊寨】。
* 活動副本一天有七場可以進入。 (一進入活動副本開始消耗次數，無論斷線或是陣亡不會返還次數)
* 副本等級限制:60以上(含)
## **副本說明**

進入活動副本，在時間內擊殺任何怪物才能消除障礙物 (綠色燃燒火焰)。

1. 一開始擊殺路上的賊兵、伙房賊兵以及伙房賊兵頭才能消除第一道障礙物。
2. 消除第一道障礙物後，擊殺路上的幽魂、紅衣幽魂以及白髮老妖才能消除第二道障礙物。
3. 最後BOSS關卡，路上有賊兵、伙房賊兵、山賊兄弟們(老二至老七)以及BOSS火眼唆倪，有兩種打法，自行評估。
**可以坦得住所有小怪以及山賊兄弟們嗎？**

1. 如果可以，那麼直接擊殺BOSS火眼唆倪。
2. 如果不可以，那麼直接擊殺小怪，最後再擊殺BOSS火眼唆倪。
成功擊殺BOSS火眼唆倪，必須領取寶箱內的所有物品才能離開活動副本。

※ 注意：如果選擇第一個，擊殺BOSS火眼唆倪之後，只有被召喚的小怪會消失，非被召喚的賊兵、伙房賊兵以及山賊兄弟們不會消失。

## **怪物資訊**

【備註】

* BOSS火眼唆倪達到指定百分比的血量會召喚小怪(賊兵、伙房賊兵、紅衣幽魂、幽魂)，分別如下：
	+ 血量剩餘 %時，隨機召喚兩隻小怪。
	+ 血量剩餘 %時，隨機召喚兩隻小怪。
	+ 血量剩餘 %時，隨機召喚三隻小怪。
	+ 血量剩餘 %時，隨機召喚四隻小怪。

## **副本獎勵**

* 成功擊殺 伙房賊兵頭，出現寶箱，打開寶箱隨機獲得如下

 其他類
 防爆卷兌換券 (改造)

* 成功擊殺 白髮老妖，出現寶箱，打開寶箱隨機獲得如下

 其他類
 防爆卷兌換券 (改造)

* 成功擊殺 火眼唆倪，出現寶箱，打開寶箱隨機獲得如下

 配方類
 其他類
 防爆卷兌換券 (升階)
 防爆卷兌換券 (改造)

【補充資訊】

* 蒐集300個火眼唆倪毛髮，點物品兩下即可兌換『殺人不眨眼』稱號。(稱號效果為+100物攻、+50物防、+500HP、+500MP)
* 初始完成此活動副本，可以獲得【挑戰野熊寨】成就任務。
* 完成副本所有隊員同時獲得物品如下：
	+ 火眼唆倪毛髮一個
	+ 每日副本證明卷一個
* 搶來的寶物可以兌換，請參考此連結。 搶來的寶物兌換
## **任務資訊修正**

* 2022年
	+ 07月20日維修結束
		- 調整活動副本稱號收集道具，獲得方式改為完成副本所有隊員同時獲得。
Is Andy Serkis Too Talented, and Should He be Stopped? (Number 29 of The Things Nick is the Keeper Of)

Nick isn't scared by many people - but Andy Serkis, of Flushed Away fame, is one of them. In Nick's eyes, he's just a too talented, too powerful, too strong - and he can't stand it. But should he be stopped? Nick will claim that yes, he should; but secretly, he probably wants him to continue being the person that he is, so that they face each other at full force one day in the fires of Valhalla. If Serkis is stopped now, he will likely atrophy, making such a confrontation impossible.
Nick's Stand-up Comedy Career

After making people gasp in awe at his masterful display of Jiu Jitsu, Nick Scarpino decided to make them laugh and become a stand up comedian. To be frank, watching his career unfold was actually really impressive (and not in the joking way, as most of this wikia is written): Nick saw something that he wanted to do that was daunting, yet not unobtainable, practiced hard, and went out did it. It's genuinely awe-inspiring, and a reminder that you can do whatever it is that you want to do it life - so long as you put the necessary work in.

Nick even collaborated with Rooster Teeth to create Waiting for the Punchline, a feature-length documentary about Nick's journey though the comedy club scene in San Francisco. It's supposedly fantastic, though the writer of this article couldn't tell you with certainty, as they have never seen it.
Moves

*For how to define a move, see Defining a move.*
*For the effects of moves, see Move effects.*
*For what moves look like when they are used in battle, see Attack animations.*
*For information about moves which can be used in the overworld, see Using moves outside battle.*
This page provides a general overview of **how moves work in the game**.

## Moves known by a Pokémon

Moves known by a Pokémon are stored in the array `pkmn.moves`. Each move is an instance of `class Pokemon::Move`, and this array contains up to 4 moves by default.

A move object contains the following information:

* ID of the move (e.g. `:TACKLE`).
* Current PP amount.
* The number of PP Ups used on the move (a PP Max is the same as 3 PP Ups). Each one increases the total PP by 20% of the original total PP.

The first move is `pkmn.moves[0]`, the second is `pkmn.moves[1]`, and so forth. `pkmn.numMoves` returns how many moves the Pokémon knows.

The maximum number of PP Ups that can be used on a move is limited only by the effects of the PP Up and PP Max items themselves. There is no such limit in the move object's code.

## Tips

* You could let moves be "upgraded" by some means during the game, such as by increasing their base damage or the probability of their additional effects. The PP Up item is an existing feature which upgrades moves; you can just expand on that concept. Your upgrades don't have to be caused by items, of course.