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General Questions

Pokémon Essentials BES is an unofficial fork of Pokémon Essentials v16.2 and the successor to “Base de Pira”. It includes:
  • All Pokémon, moves, and abilities through Generation 9
  • Quality of life improvements
  • Bug fixes and compatibility updates
  • Integration with original code for maximum compatibility
  • Minimal additions beyond what’s strictly necessary
It’s an ideal base for Spanish-speaking makers and for projects that want a stable v16.2 foundation with modern content.
Pokémon Essentials BES:
  • Based on v16.2 (older but stable)
  • Includes Gen 6-9 Pokémon, moves, and abilities
  • Spanish language support and documentation
  • Curated additions focused on content, not features
  • Popular in Spanish-speaking community
Base Pokémon Essentials (v20+):
  • Latest version with modern Ruby features
  • Gen 8 native support (Gen 9 via plugins)
  • Official English documentation
  • More plugin ecosystem
  • Active official development
Choose BES if you want v16.2 stability with modern Pokémon content, or prefer Spanish resources.
No. Pokémon Essentials BES is for fan games only.⚠️ Important:
  • Pokémon is copyrighted by Nintendo, Game Freak, and The Pokémon Company
  • Fan games must be free and non-commercial
  • You cannot sell games made with this engine
  • You cannot use Pokémon IP in commercial products
  • Donations for your game may also be problematic
Legal Options:
  • Make a free fan game for the community
  • Create original monster-catching games with your own designs
  • Use Essentials as a learning tool for game development
Usually not directly. Pokémon Essentials v20+ uses a very different code structure than v16.2.However:
  • Many plugin concepts can be manually ported
  • The scripting logic is similar, just the implementation differs
  • v16.2 has its own plugin ecosystem
  • Some developers maintain versions for both v16.2 and v20+
If you need a v20+ plugin, you’ll likely need to:
  1. Understand what the plugin does
  2. Adapt the code for v16.2 structure
  3. Test thoroughly for compatibility
Use BES if:
  • You want Gen 9 content on v16.2
  • You prefer Spanish resources and community
  • You have existing v16.2 scripts you want to keep
  • You want a stable, well-tested foundation
  • You’re comfortable with the v16.2 codebase
Use v20+ if:
  • You want the latest official version
  • You need modern plugin compatibility
  • You want official English documentation
  • You’re starting fresh with no v16.2 dependencies
  • You want cutting-edge features
Both are viable choices for complete games.

Setup & Installation

  1. Download the base:
    • Check the GitHub repository README for the Google Drive link
    • Download the complete base package
  2. Install RPG Maker XP:
    • BES requires RPG Maker XP to run
    • Install RGSS102E.dll if prompted
  3. Extract and open:
    • Extract the BES folder
    • Open Game.rxproj in RPG Maker XP
  4. Test run:
    • Press F12 or click the “Play” button
    • The game should start
  5. Compile PBS data:
    • In-game, go to Options
    • Select “Debug” and compile data if needed
Minimum:
  • Windows XP or later (Windows 10/11 recommended)
  • RPG Maker XP installed
  • 512MB RAM
  • DirectX 9.0c or later
  • 500MB free disk space
Recommended:
  • Windows 10/11
  • 2GB+ RAM
  • 1GB+ free disk space (for your project)
  • Graphics card with DirectX support
Note: RPG Maker XP games can run on Linux/Mac via Wine or other compatibility layers.
Common causes:
  1. RGSS102E.dll missing:
    • Install RPG Maker XP properly
    • Download RGSS runtime if needed
  2. Project files corrupted:
    • Re-extract from the download
    • Check for antivirus interference
  3. Wrong RPG Maker version:
    • Must use XP, not VX or MV
    • Verify you’re opening Game.rxproj
  4. File permissions:
    • Run as administrator
    • Check folder isn’t read-only
See Troubleshooting for more details.

Content Creation

Basic steps:
  1. Edit PBS/pokemon.txt:
    [999]
    Name=MyPokemon
    InternalName=MYPOKEMON
    Type1=NORMAL
    BaseStats=80,80,80,80,80,80
    GenderRate=Female50Percent
    GrowthRate=Medium
    BaseEXP=100
    EffortPoints=1,0,0,0,0,0
    Rareness=45
    Happiness=70
    Abilities=OVERGROW
    Moves=1,TACKLE,5,GROWL
    
  2. Add sprites:
    • Front sprite: Graphics/Battlers/999.png
    • Back sprite: Graphics/Battlers/999b.png
    • Icon: Graphics/Icons/icon999.png
  3. Recompile PBS:
    • Start game in Debug mode
    • Select “Compile all” from Debug menu
  4. Test:
    • Use Debug menu to spawn your Pokémon
    • Verify stats and appearance
For detailed guides, see the Pokémon creation documentation.
Edit PBS/moves.txt:
999,CUSTOMMOVE,Custom Move,100,100,NORMAL,Physical,100,20,0,00,0,abef,"Description of the move."
Format:
  • ID number (use next available)
  • Internal name (ALLCAPS)
  • Display name
  • Function code (determines behavior)
  • Base power
  • Type
  • Category (Physical/Special/Status)
  • Accuracy
  • PP
  • Priority
  • Flags
  • Target code
  • Description
Advanced functionality: For custom move effects, you’ll need to script the function code in the battle scripts.See the move creation guide for complete details.
Edit PBS/abilities.txt:
999,CUSTOMABILITY,Custom Ability,"Description of what this ability does."
Then script the functionality: Abilities require Ruby scripting in the PokeBattle_Battler and related scripts.Common ability triggers:
  • pbOnEnteringBattle - When sent out
  • pbEffectsOnDealingDamage - When dealing damage
  • pbEffectsAfterMove - After using a move
  • pbEndOfRoundEffect - End of turn
Example structure:
if isConst?(battler.ability,PBAbilities,:CUSTOMABILITY)
  # Your ability effect here
end
Ability creation requires Ruby knowledge. Study existing abilities first.
Method 1: Edit the intro event
  1. Open RPG Maker XP
  2. Find the map with the starter selection event
  3. Edit the event commands
  4. Change the Pokémon species given
Method 2: Edit scripts directly Look for the intro sequence script and modify:
pbAddPokemon(:SPRIGATITO,5) # Change species here
Don’t forget:
  • Update rival Pokémon accordingly
  • Update Professor dialogue if referencing types
  • Test all starter paths
  • Update type advantage tutorials if present
Yes! Follow the same process as adding new Pokémon:
  1. Create PBS entry in pokemon.txt
  2. Design and add sprites
  3. Create movepool and stats
  4. Add Pokédex entry
  5. Compile PBS data
Tips for Fakemon:
  • Keep stats balanced (compare to similar official Pokémon)
  • Give them logical type combinations
  • Create sensible evolution lines
  • Design sprites in the official Pokémon style
  • Write lore for Pokédex entries
  • Add to encounters or events
Legal note: Fakemon are your original creations, so they don’t have the same legal issues as using Pokémon IP (though the engine and game style still do).

Generation 9 Features

Yes! All Generation 9 Pokémon from #906 (Sprigatito) through #1025 (Pecharunt) are included with:✅ Complete base stats ✅ All types and abilities ✅ Level-up movesets ✅ Evolution data ✅ Pokédex entries (Spanish) ✅ Sprites (front, back, and icons)This includes:
  • All three starter lines
  • All Paradox Pokémon
  • Legendary and Mythical Pokémon
  • The Loyal Three
  • Ogerpon forms
  • Terapagos
See Generation 9 Features for the complete list.
Partially. What’s included:✅ Tera Blast move ✅ Tera Starstorm move ✅ Terapagos forms ✅ Tera Type data structureNot included:
  • Visual Tera transformation
  • Battle type changing
  • Tera Orb system
  • UI elements
  • Full STAB calculations
To fully implement: You’ll need to script the complete Terastallization system yourself, including:
  1. Battle UI changes
  2. Type override mechanics
  3. Tera Orb charging
  4. Visual effects
  5. AI considerations
This is an advanced project requiring significant Ruby scripting.
Fully implemented:
  • Seed Sower
  • Well-Baked Body
  • Wind Rider
  • Earth Eater
  • Guard Dog
  • Good as Gold
  • Toxic Chain
  • Minds Eye
  • And many others
Partially implemented:
  • Proto Synthesis (marked #A MEDIAS)
  • Quark Drive (marked #A MEDIAS)
  • Orichalcum Pulse (marked #A MEDIAS)
  • Hadron Engine (marked #A MEDIAS)
May need work:
  • Abilities marked with #TODO
  • Commander (requires specific Double Battle setup)
  • Some form-change abilities
Check PBS/abilities.txt for specific implementation notes.

Updating & Compatibility

⚠️ WARNING: Always backup your project first!Option 1: Manual update (recommended)
  1. Download the new BES version
  2. Compare PBS files and copy new entries
  3. Compare scripts and copy new methods
  4. Test thoroughly
  5. Fix any conflicts
Option 2: Start fresh
  1. Install new BES version
  2. Copy your maps folder
  3. Copy your custom graphics/audio
  4. Recreate your changes
Don’t:
  • Simply replace files without checking
  • Update mid-project unless necessary
  • Skip testing after updating
Updating can break custom scripts and edits.
Usually yes! BES is based on v16.2, so most v16.2 scripts should work.However:
  • Test thoroughly before releasing
  • Some scripts may conflict with BES additions
  • Gen 9 content might not integrate automatically
  • PBS changes might cause issues
Best practice:
  1. Install script in a test copy
  2. Check for errors
  3. Test with Gen 9 Pokémon
  4. Verify PBS compilation works
  5. Test battle scenarios
Yes, but carefully:
  1. Backup everything first
  2. Copy PBS files:
    • Compare pokemon.txt and add entries #906-1025
    • Compare moves.txt and add new moves
    • Compare abilities.txt and add abilities #268-310
  3. Copy scripts:
    • Identify BES-specific scripts
    • Add them to your project
    • Watch for conflicts
  4. Add graphics:
    • Copy Gen 9 sprites and icons
    • Ensure proper file naming
  5. Test thoroughly:
    • Compile PBS
    • Test battles with Gen 9 Pokémon
    • Check for errors
Caution: This is complex. Consider starting with full BES if possible.

Debugging & Development

In-game:
  1. Start your game
  2. Press F8 (may need to enable in scripts first)
  3. Access Debug menu functions
In scripts: Find and set:
$DEBUG = true
Debug features:
  • Spawn any Pokémon
  • Edit Pokémon stats
  • Add items
  • Teleport to maps
  • Compile PBS data
  • Test battles
For release: Always disable Debug mode before distributing your game!
Error logs are typically in:
  • errorlog.txt in your game folder
  • Console output if run from RPG Maker
Reading error logs:
  1. Open errorlog.txt in a text editor
  2. Look for the last error (bottom of file)
  3. Note the script name and line number
  4. Read the error message
See Troubleshooting for common errors.
Method 1: Debug menu
  1. Start game with Debug enabled
  2. Open Debug menu (F8)
  3. Select “Compile all data”
Method 2: Force recompile Delete Data/messages.dat and restart the game. PBS will auto-compile.When to compile:
  • After editing PBS files
  • After adding new Pokémon/moves
  • When PBS changes aren’t appearing in-game
  • After extracting a project
Compilation errors: If compilation fails, check errorlog.txt for:
  • Syntax errors in PBS files
  • Missing required fields
  • Invalid references

Distribution & Sharing

Yes! You can share fan games made with BES.Requirements:
  • Must be free (no sales)
  • Must include proper credits
  • Can’t include RPG Maker XP RTP unless properly licensed
  • Should include disclaimer about Pokémon ownership
Where to share:
  • Relic Castle
  • Pokécommunity
  • itch.io
  • Your own website
  • Discord communities
Don’t forget:
  • Credit all resource creators
  • Include BES credits
  • Disable Debug mode
  • Test thoroughly
  • Provide clear installation instructions
Yes, absolutely!Minimum credits required:
  • Pokémon Essentials BES (Pira, Clara)
  • Pokémon Essentials team (Flameguru, Poccil, Maruno)
  • Sprite artists (Smogon Sprite Project, etc.)
  • Script contributors used
  • Nintendo, Game Freak, The Pokémon Company
Best practice: Include the full Créditos.txt file from BES in your game.See Credits for the complete list.

Getting More Help

If your question isn’t answered here:
  1. Check other documentation:
  2. Search forums:
    • Relic Castle
    • Pokécommunity
    • Spanish Essentials communities
  3. Ask in Discord:
    • Pokémon Essentials servers
    • Spanish game dev communities
  4. Study the code:
    • Read the scripts
    • Look at PBS file examples
    • Compare with working implementations
Remember to provide detailed information when asking for help!

Have a question that isn’t answered here? Consider contributing to this FAQ by suggesting additions through the community channels.

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