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Feral Tamer_Setup File
This page goes in depth on the various options available in the Feral Tamer Setup File.
All settings are implemented in the module FeralTamerConfig. If creating any custom code to use alongside this plugin, call these with e.g. FeralTamerConfig::CONVERT_STYLE
These are settings related to the basic function of research. Please note the following calculation for the rate of research, as explained below:
(Base Rate * Shiny Multiplier) + Variable Value + Flag Rate
CONVERT STYLE - CONVERT_STYLE
There are three basic styles of conversion:
0 - Wild Only
1 - Trainer Only
2 - Wild and Trainer
Each functions roughly as you'd expect - this is when you will gain research information. If set to 0 or 1, it will only be added to your data when in the appropriate type of battle. When set to 2, all battles will increase your research level for the opposing Pokemon present.
CONVERT - IN-GAME SWITCH TOGGLE - CONVERT_TOGGLE_GAMESWITCH
As you might imagine, this is an in-game switch that affects the function of the conversion/research system. When this switch is turned on, no research will be gained in battle. This is a disabling switch, not an enabling one.
CONVERT RATE - BASE RATE - CONVERTRATE_BASE
This is the base rate of learning - by default, with no other modifiers, when entering battle against a Pokemon, your research level for that Pokemon will raise by this amount.
CONVERT RATE - MODIFIER VARIABLE - CONVERTRATE_MODIFIER_VARIABLE
This is an array that contains two values: [state,id]
- If state is
true, then the game variable #idwill be checked each time standard research occurs in battle. The value of this game variable will then be added to the base rate - basically, if you want, you can modify the research rate at any time. You can therefore use this to e.g. make Legendaries instantly be max conversion rates. If state isfalse, this check will not occur. This setting cannot be changed in game; state is only used here to avoid the placeholder id causing havoc if you don't set it to a safe value.
This value is added to the Base Rate as a simple calculation, so negatives can also be used - CONVERTRATE_BASE + game variable data, so 20 + 10 = 30, and 20 + -10 = 10.
CONVERT RATE MODIFIER FLAGS - CONVERTRATE_MODIFIER_FLAGS + CONVERTRATE_MODIFIER_RATES
These are two paired arrays - each index of _FLAGS corresponds to the same index in _RATES, i.e. [1,2,3,4] = [a,b,c,d].
_FLAGS is a series of strings that can be added as Flags to any Pokemon in the Pokemon.txt PBS. E.g. Flags = Rookie,Legendary,InheritFormFromMother. When you give a Pokemon a specific flag from the _FLAGS list, any time that Pokemon is encountered in Battle, the base rate will be modified by the matching amount (i.e. +10, -20 etc).
CONVERT RATE - SHINY INCREASE - CONVERTRATE_MODIFIER_SHINY
A simple array in the format [state,multiplier] - if state is true, then the base rate (pre-modifiers) will be multiplied by the multiplier value when a Shiny Pokemon is encountered. E.g. Base Rate 20 * Multiplier 2 = 40 when shiny.
These settings relate to the in-battle notification that research has occurred.
SOUND EFFECT - CONVERSION_BATTLE_SE_0 + CONVERSION_BATTLE_SE_100 + CONVERSION_BATTLE_SE_200
These are sound effect files that play when the notification appears. Each number is the threshold at which it plays - 200 at the highest level, then 100 at 100-199, and then 0 when below 100. Set these to the same value if you do not care about this feature - but a value must be set.
DISPLAY LENGTH - RATESHOWTIME
This is how long the notification will remain on screen, when displayed. The higher the value, the longer it is.
POSITIONING - SHOWRATE_X + SHOWRATE_Y
These are the X and Y co-ordinates of the Rate Text. Pokemon Icon will be automatically calculated based on this. IMPORTANT NOTE: The animation will always appear as a push-in from the right-hand side, so the X value should only be adjusted if fine-tuning.
These settings affect how the menu appears.
CAMERA - CONVERSIONSCREEN_CAMERASUBFOLDER
This is an integer of value 0, 1 or 2.
- If 2, will check \UI\pluginFeralCamera\FeralTamer_Conversion\ first and then \UI\pluginFeralCamera\ if no valid image can be found.
- If 1, will only check \UI\pluginFeralCamera\FeralTamer_Conversion.
- If 0, will only check \UI\pluginFeralCamera.
DEXART - DEXART_USECUSTOMPOKEMON_CONVERSION and DEXART_USECUSTOMICONS_CONVERSION
Format is [state, "folder"]. If using my plugin DexArt, you can use custom art instead of the Pokemon front sprite or icon. It will check this folder, and use the standard front sprite / icon if nothing is found.
- Do not switch on either
DEXARTsetting if not using my DexArt plugin!
MESSAGES - CONVERSIONSCREEN_ERROR + CONVERSION_MESSAGE_PRE + CONVERSION_MESSAGE_POST + CONVERT_OKTEXT
Affects the text displayed. _ERROR shows if (somehow) the menu is called while having no valid conversion data. _PRE and _POST show after conversion, in a similar message to "Your Eevee evolved into Vaporeon!". If your options are "A wild" and "appeared!" respectively, the message will read e.g. "A wild Vaporeon appeared!"; pre and post here refer to being pre- and post- the name. Please note that spaces are not assumed, so your messages should include a space at the beginning/end respectively if necessary.
- For
CONVERT_OKTEXT, this is format [state, "text"]. If state is true, displays the given text instead of the iconconvOK. If false, the icon is used and the text is ignored.
BUTTONS - CONVERT_BUTTONS
An array in the format [Help Button, Pokeball Button]. Changes the buttons used to activate commands within the menu. Options are "ACTION" (default button Z or Shift), "SPECIAL" (default button D), "JUMPUP" (A), "JUMPDOWN" (S), "AUX1" (Q) and "AUX2" (W). USE (space/C) and BACK (escape/X) are reserved for basic interactions and cannot be used. Both buttons must be assigned, even if not used.
SOUNDS - CONVERSION_FIRST_ME + CONVERSION_ME
These are the ME files that play on successful conversion. You can designate a separate sound for when it is a Pokemon yet to be registered to the Pokedex (your _FIRST owned), otherwise just make them the same file if you don't want to use this feature.
WINDOWSKINS - CONVERSIONSCREEN_WINDOW_CHOICES + _WINDOW_RATE + _WINDOW_HELP
Each of the three pieces of text (list of Pokemon, rate/level message and Pokeball help) can have a custom window skin. These are in the \Graphics\UI\pluginFeralTamer folder NOT the standard windowskins folder! Set to a blank image (e.g. the included "choice 0" file) to show the text directly on the menu background.
BASE STAT WIDTH - CONVERSIONSCREEN_BASESTAT_MAX
This is the maximum base stat possible for a Pokemon; the simple Base Stats image will scale based on this number. By default, it is 250. Set this too low and e.g. Shuckle's defence will render way too far across!
POKEBALLS - CONVERSIONSCREEN_BALL_STYLE + _BALL_DATA + _BALL_STYLE_HELP
As you are not catching these Pokemon, you can handle Pokeballs a number of ways. 4 styles are included, but savvy coders can always add more themselves! Styles are as follows:
- 0 - Will be whatever Pokeball is in the
_DATAarray, so if it's["POKEBALL"], it will convert them into a Pokeball every time. This does not use Pokeballs from the player's bag. If_HELPis defined, this will be shown instead._HELPvalue should be eitherCONVERSIONSCREEN_BALL_STYLE_HELP = nilor"Your text here" - 1 - Same as 0, but player must have at least 1 in their bag as they will be consumed to generate the Pokemon.
- 2 - Use a Pokeball depending on conversion rate. Nothing is used from the player's bag. Data should be e.g.
[[100,"POKEBALL"],[125,"PREMIERBALL"],[150,"GREATBALL"],[175,"ULTRABALL"],[200,"MASTERBALL"]]._HELPwill be shown when the Pokemon cannot be converted yet. - 3 - Select a Pokeball from the player's bag. Any Pokeball in the Pokeball tab may be used but conversion cannot occur until one is selected.
_DATAis not used._HELPis what will display when no Ball is selected. Players must press the AUX1 or ACTION buttons to open the Pokeball select menu; I personally recommend just identifying this in your_HELPmessage.
Note that no ball-consuming version of 2 is used; this is to prevent accidentally locking players out of being able to convert Pokemon at all.
HELP - CONVERT_SHOWHELPMESSAGE
A simple array in the format [boolean,#]. If boolean = true, pressing the SPECIAL key will activate the associated Common Event Id #. Use this to call a message with your help text (etc) - I am using this method to make it as easy as possible by using the standard essentials editor text markup rather than setting this in a lengthy text box that needs editing via code.
LEVEL HANDLING - RATE_STYLE + RATE_MODIFIER_DATA + LEVEL_LOWESTPOSSIBLE
When converting a Pokemon, it needs a level after conversion. You can choose Styles of handling this:
- 0 - At 100%, a level based on the balanced level of your party will be chosen. At 200%, the highest level of your party will be used.
- 1 - Defines a series of modifiers in
RATE_MODIFIER_DATA, in the bracket [100%,120%,140%,160%,180%,200%]. The conversion level will be balanced party level, plus the modifier (e.g. 20 + -7 = 13, 20 + 1 = 21). 200% modifier is not used, and the highest party level will instead be used. When using negative modifiers, level cannot be lower thanLEVEL_LOWESTPOSSIBLE. - 2 - Same as 1, but 200% uses the final modifier in the array instead of highest party level. This is my personal recommended mode.
LEVEL MESSAGE - LEVELDISPLAY_UNABLE + _ABLE_PRE + _ABLE_POST
The expected conversion level is rendered as text beneath the Rate bar. _UNABLE displays beneath 100% conversion rate, otherwise it will display as _PRE + Level + _POST.
FORM HANDLING - IGNOREFORMS + RANDOMFORMS + RANDOMFORMS_RANGE
Any Pokemon listed in the IGNOREFORMS array (e.g. [:CASTFORM,:PIKACHU] ) will be treated as Form 0 under all circumstances. This is intended for e.g. Castform, Arceus and Deoxys, or more specifically those 'mons whose forms are not an inherent part of their identity and should be handled as one discrete 'mon.
Any Pokemon listed in the RANDOMFORMS array (e.g. [:UNOWN,:SHELLOS] ) will have a random form chosen when they are converted. To make this work, a second array is present (RANDOMFORMS_RANGE) which lines up 1:1 with the RANDOMFORMS array - i.e. the first named form will be the first number in the range. To explain, [:UNOWN,:SHELLOS,:GASTRODON,:BURMY] and [27,1,1,2] means up to form 27 for Unown and up to form 2 for Burmy. Remember that the default 'mon in Pokemon.txt is form 0; the numbers here are as listed in Pokemon_Forms.txt. Range denotes the maximum form ID - so listing 4 for Floette but form 5 is Eternal Flower means you will never convert Eternal Flower Floette.
HELD ITEMS ON CONVERSION - HELDITEMS + HELDITEMCHANCE + HELDITEMRARITY
Manually adjusts the held item chance so that you can farm them better since you can't just outright catch 20 Caterpies in a row.
- If
HELDITEMSis true, Conversion will have a chance of holding an item. -
HELDITEMCHANCEis the chance out of 100% per rate of conversion - [100%, 125%, 150%, 175%, 200%], e.g. the second index of HELDITEMCHANCE will be used when the conversion rate is between 125 and 149%. Chance is out of 100 (e.g. 50 = 50%). -
HELDITEMRARITY- Rate of encountering rare and uncommon held items (respectively), out of 100. Rarity check is a d100 roll based on these markers, so if the array is [10,35] then 1-10 will return a rare item, 11-35 will return an uncommon item and 36-100 will return the common item. Rarity will descend - so if you get the rare chance, but they have no rare item defined, the uncommon will be checked (and so on). This does not work in reverse (i.e. rolling common does not give uncommon if common is not defined).
SOUNDS - FIRSTTIME_ME + EVOLUTION_ME + DEVOLUTION_ME
These MEs will play on a successful evolution. FIRSTTIME will always play if it is your first time encountering a 'mon entirely (forms do not count). Otherwise, EVOLUTION and DEVOLUTION will play as appropriate.
MESSAGES - EVOLUTION_WINDOWSKIN_EVO + EVOLUTION_WINDOWSKIN_DEVO + EVOLUTION_DESCRIPTIONBOX + EVOLUTION_SHOWHELPMESSAGE + EVOLUTIONSCREEN_MAXSTAT + EVOLUTION_OKTEXT
Default Windowskins are in the \Graphics\UI\pluginFeralTamer folder NOT the standard windowskins folder! Set to a blank image (e.g. the included "choice 0" file) to show the text directly on the menu background.
- Description Box changes the window skin of the description of evolution methods at the bottom of the screen. Set to a blank image (default provided is Choice 0) to show directly on the background.
-
_EVOand_DEVOaffects the list of evolutions present, as appropriate. -
_SHOWHELPMESSAGEis a simple array in the format [boolean,#]. If boolean = true, pressing the SPECIAL key will activate the associated Common Event Id #. Use this to call a message with your help text (etc) - I am using this method to make it as easy as possible by using the standard essentials editor text markup rather than setting this in a lengthy text box that needs editing via code. -
_MAXSTATscales the base stat box; this should be your highest single base stat. If a base stat is higher than this number, it will render outside of the designated space. - For
EVOLUTION_OKTEXT, this is format [state, "general text", "form text", "form text (cannot evolve)"]. If state is true, displays the given text instead of the iconevoOK_menuetc. If false, the icon is used and the text is ignored.
BUTTONS - EVO_BUTTONS
An array in the format [Help Button, Swap To Devolution, Swap To Evolution]. Changes the buttons used to activate commands within the menu. Options are "ACTION" (default button Z or Shift), "SPECIAL" (default button D), "JUMPUP" (A), "JUMPDOWN" (S), "AUX1" (Q) and "AUX2" (W). USE (space/C) and BACK (escape/X) are reserved for basic interactions and cannot be used. All buttons must be assigned, even if not used.
CAMERA - EVOLUTION_CAMERASUBFOLDER
An integer of value 0, 1 or 2.
- If 2, will check \UI\pluginFeralCamera\FeralTamer_Evolution\ first and then \UI\pluginFeralCamera\ if no valid image can be found.
- If 1, will check \UI\pluginFeralCamera\FeralTamer_Evolution.
- If 0, will check \UI\pluginFeralCamera\
DEXART - DEXART_USECUSTOMPOKEMON_EVOLUTION and DEXART_USECUSTOMICONS_EVOLUTION
Format is [state, "folder"]. If using my plugin DexArt, you can use custom art instead of the Pokemon front sprite or icon. It will check this folder, and use the standard front sprite / icon if nothing is found.
- Do not switch on either
DEXARTsetting if not using my DexArt plugin!
HISTORY - EVOLUTION_HISTORYLENGTH + SHOW_EVOHISTORY + FADE_EVOHISTORY
New Feature (1.2) - Pokemon now track their own evolution history. This value sets the limit of history kept - e.g. 5 means 5 records. If set to 0, an endless number will be recorded. If SHOW_EVOHISTORY is true, this history (in full!) will be shown as icons next to the Pokemon's icon on the evo/devo screens, and the Pokemon's current type(s) will render at the bottom of the camera window. If false, types will render next to the Pokemon's icon as before.
-
FADE_EVOHISTORYis format[state, fade rate, max fade]. If state is true, it will fade out the icons of previous evolutions visually to indicate history. Fade Rate is how quickly they fade out, higher = quicker. Max Fade is the first non-current Pokemon icon's opacity before removal of (rate * 1) (i.e. you can kickstart the intensity a bit lower). The full calculation for fade isopacity = max fade / (fade rate * (icons - index))where index is the current number counting along and icons is the total number of evolutions.
DEVOLUTION - DEVOLVE_STYLE + DEVOLUTION_ALLOWED + DEVOLUTION_PENALTY
DEVOLVE_STYLE is an array of possible devolution methods. The devolution list for a Pokemon will be every non-form Pokemon that can evolve into your Pokemon. These methods are a defined list of possible ways to devolve - a new method, :PreviouslyOwned has been added as the standard Digimon Story method but this will accept any Evolution Method within reason.
DEVOLUTION_ALLOWED is a simple array in the format [Style,SwitchID]. Switch ID refers to a Game Switch ID of the same number and is used by some styles. Styles are:
- 0 - devolution is totally blocked and cannot be enabled.
- 1 - devolution is enabled and cannot be turned off.
- 2 - devolution is turned on only by the game switch given.
- 3 - devolution is only applicable to fusions and is otherwise blocked.
- 4 - devolution is only applicable to fusions until the game switch is turned on.
Note that this only affects default methods of menu access (i.e. the default party menu handler and the evolution screen toggle) and does not disable the system entirely if the player is somehow able to directly access the devolution screen. Please specify a switch even if set to 1 or 0, just to avoid unseen bugs.
DEVOLUTION_PENALTY is an array in the format `[Style,Modifier,Lowest Possible Level,Fusions Too?]. This is used to impose XP-based penalties on Devolution, for balance purposes (should you wish). Styles are:
- 0 - no penalty is applied when devolving.
- 1 - level% of XP will be lost when devolving (e.g. if at level 33 with 100 XP, XP will reduce by 33 to 67). More XP is lost the higher the Pokemon's level.
- 2 - level/modififer% of XP will be lost (e.g. at level 33, with modifier 3, 33/3 = 11% of XP). More XP is lost the higher the Pokemon's level.
- 3 - 100-level% of XP will be lost when devolving (e.g. at level 33, 67% of XP). Less XP is lost the higher the Pokemon's level.
- 4 - 100-(level/modifier)% of XP will be lost when devolving (e.g. at level 34 with modifier 3, 66/3 = 22% of XP). Less XP is lost the higher the Pokemon's level.
- 5 - flat rate percentage equal to modifier (i.e. modifier 95 = 95% of XP lost).
Note that while level can go below Lowest Possible Level, you will not be able to select a devolution if your Pokemon is of a level lower than that number (i.e. a level 5 can drop to level 4, but that level 4 will not be able to devolve again until it returns to level 5).
Fusions are exempt from Devolution Penalties if 'Fusions Included' is false. Note that only if Fusions Included is true, Lowest Possible Level will prevent splitting fusions as appropriate.
TRADE ADJUSTMENT - TRADE_STYLE + TRADE_ITEMS
Because this menu does not process via trading, an option is provided to change how Trade is handled. You can - in theory - keep Trade Evolutions as they are an only show in the menu that these are options that "require trading" by adjusting the description. This option is not supported by default and is left in the hands of developers.
Using this method, trade gets a primary method to replace the need to trade. This is then used in concert with item, present species, present move types etc as usual. This is defined in an array of [style id, data]. Descriptions should auto-update as you change the style in debug, but those descriptions are also defined in the 01a_evolutionhandler file.
Styles are:
- 0 - Happiness. Data is the happiness amount, it is not tied to the default Essentials uses.
- 1 - Item. Data is the item (format
:POTION). - 2 - Ribbon. This Pokemon can evolve if they have a specific Ribbon. Data is the item (format
:POTION). You could adjust the Trade code to give traded Pokemon a ribbon! - 3 - Badge count; data is a raw count of badges (e.g. 4 = 4 badges).
- 4 - Items (type-based). Data is not used in the array, instead the second
TRADE_ITEMSarray is used. This is a simple list of types followed by an item; e.g. [:FIRE,:FIRESTONE,:WATER,:WATERSTONE]. Whatever item is listed after the type will be the item used. Format must be TYPE,ITEM,TYPE,ITEM,etc anything else will break. Avoid doubling up items here with any items used in TradeHoldItem - the method does not stack these, so even though TradeHoldItem,WATERSTONE for a water-type when the style 4 water item is WATERSTONE should mean two, it checks both items separately so you would only need 1 to evolve, even if the game will attempt to remove 2 afterward.
LIST SORTING - EVO_SORT
Simple sorting toggle for the list of evolutions. When true, will sort the list of Evolutions alphabetically by species' name (not form name). Otherwise, appears as they are compiled in 03_code_digivolution, which is:
- Evos as per Pokemon.txt PBS > Direct Forms > Form Changes > Fusions.
- Unsorted: Gastrodon,Wartortle,Tirtouga(As ordered in the PBS file),Gastrodon East Sea(Added by Direct Form),Shellos East Sea(Added by Form Change),White Kyurem(Added by Fusion)
- Sorted: Gastrodon,Gastrodon East Sea,White Kyurem,Tirtouga,Shellos East Sea,Wartortle
FORM HANDLING - FORMCHANGE_STYLE + [pokemon]_FORMS + [pokemon]_SPECIALFORMS + DIRECTFORMS + DIRECTFORMS_NAMESTYLE + MAINTAINFORMS
-
FORMCHANGE_STYLEis an evolution method, this is what will be used to enable Form Changes. Format is[:Method,data], a new evolution method called:FormChangehas been added should you just want free form changing without cost or conditions. -
[pokemon]_FORMS- define a Pokemon's forms. The array is a list of form IDs that you can change into. Current form will not appear in the list, and special forms can be exluded (e.g. Eternal Flower Floette). -
[pokemon]_SPECIALFORMS- similar to_FORMS, this is a longer list of nested arrays where instead of[0,1,2], it is instead[[form_id,method,data],[form_id,method,data],[etc],[etc]]. -
DIRECTFORMSis a complicated array where you can directly define evolution into specific forms. Pokemon Essentials cannot handle this directly - this is often handled through scripts and other kinds of handlers. Instead, here we used a nested array to handle individual evolution methods. The format is:-
[:BASE_POKEMON,form number,gender number,shiny status,:Method,DATA,:EVOLUTION_POKEMON,form number]. - For the base Pokemon, form, gender and shiny can be set to -1; this means any value is allowed. Otherwise, setting these to specific values (e.g. 1 for gender meaning female) will only show this as a valid evolution for Pokemon with that value. -1 gender but LevelFemale, for example, will mean it shows for all Combee but only Female Combee can evolve. 1 gender but Level means it will only show for Female Combee, Male Combee won't even get the option.
-
-
DIRECTFORM_NAMESTYLEis how Direct Forms will be named. For changing a Pokemon's form, the form name will be used. For Evolution, however, you need to be able to distinguish Raichu and Alolan Raichu easily, for example. As a result, four styles are available:- 0 - Use species name:
Raichu - 1 - Use form name:
Alolan - 2 - Show as Species (Form):
Raichu (Alolan) - 3 - Show as Form Species:
Alolan Raichu
- 0 - Use species name:
-
MAINTAINFORMS- this is a simple array that just specifies Pokemon that should keep their form when evolving. Any Pokemon not in this array will reset to form 0; so put:SHELLOShere to make sure it turns into the same form of Gastrodon. Note this will echo into evolutions, so East Sea Shellos could theoretically evolve into Alolan Raichu.
FUSION FORM HANDLING - FUSIONFORMS + FORMNAME_ALWAYS
-
FUSIONFORMS- This is a large array of arrays to define possible fusions. The actual setup is relatively simple:[ [:FUSED_POKEMON,Fused_Form,:SOURCE_POKEMON_1, :SOURCE_POKEMON_2], [:F,0,:S1,:S2], [etc] ], e.g.[:KYUREM,1,:RESHIRAM,:KYUREM], [:REGIGIGAS,0,:REGIROCK,:REGICE]. You can set up multiple methods for the same Fusion; information is stored to make sure you get the correct 'devolution' to split the fusion back out. -
FORMNAME_ALWAYS- just determines a list of Pokemon whose Fusion evolutions will show the form name, not their name. Otherwise, the Pokemon's name will show - fine for fusing into Regigigas, but you obviously need White Kyurem for Kyurem!
CAMERA TYPE HANDLING - CAMERA_FORCESECONDTYPE
An array of :SPECIES, like FORMNAME_ALWAYS. Any species in this list will use their Second Type for the Camera Image - great for showing visual differences for Pokemon like Calyrex whose types are all Psychic-primary but Grass, Ice or Ghost secondary. This does not override unique Species/Form graphics.
How these menus appear in various menus themselves. To not use any of these, set the condition line to "condition" => next false,.
Evolve and Devolve - these methods add Evolution and Devolution options to the sub-menu in the Party Screen, alongside Summary and Hold Item management etc.
Pause Menu - adds the conversion menu to the Pause menu. By default, only shows if the conversion data has at least one value to view. You can remove this condition; a simple text message will display if there is nothing to show instead.
Rewrite to pbEvolutionCheck - the most simple of code nullification; this just hollows out the standard Pokemon Essentials evolution check so that only the Menu can handle these methods.
All rights reserved for original content.
Feral Tamer:
Documentation - Setup File Detail - Files
Feral Tank:
Documentation - Readme - Files
Feral Camera:
Documentation - Demo Files
Universal TM/HMs (Standalone Release)
Documentation - Download
Transfer Plus (Standalone Release)
Download and Install
Eggs Plus (Standalone Release)
Download and Install
Color Matched Pokemon Icons (Graphic Pack)
Download
Expanded Eggs (Graphic Pack)
Download and Info - Gallery
Dex Art (Standalone Release)
Download and Documentation
Keyring (Standalone Release)
Documentation - Download
Emotion Seeker (Standalone Release)
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Hall Of Fame Plus (Standalone Release)
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Load Screen Plus (Standalone Release)
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Triple Triad Menu Plus (Standalone Release)
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