pkmnordd
TRANSCRIPT
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Design Document for Pokemon Origins
(working title)
A game design document (GDD) is a living document: it is edited during the development of the game.Last edited: 19/11/2011
By Anshu.
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Contents
Game Concept1. Intro
2. Style
3. Platform4. Who makes the game
Game mechanics
1. Interacting with the world
2. Wild pokemon encounter 3. Wild pokemon battle
4. Trainer encounter/battle
5. Safari Zone battles6. Attack Process
7. Status problems
8. Experience, leveling up and evolving
9. Stat Experience
10. DV (Deter Values)
11. Types
12. Catching wild pokemon
13. NPC list
14. Pokemon list
15. Pokemon moves
16. Items
17. Kanto region
Interface
1. Main menu
2. In-game menu
3. Controls
Art pipeline
1. 3d models
2. 2d graphics3. Effects
4. Music and sound effects
Your help is needed
Notes
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Game Concept
Intro
Pokemon Origins (working title) is a 3d remake of the games Pokemon Red/Blue. Pokemon Origins is
a fan game done by pokemon fans and as such is completely non-profit. Pokemon Origins is not
sponsored, endorsed or associated by or with Nintendo. The game does not use any images, audio,video from the original games, anime and other media. Everything is done from scratch.
The goal of the game, like in the original games, is to become Pokemon League's new champion by beating the Elite Four and the current Champion. To be able to compete against the Elite Four, you
must first travel across the Kanto region and beat the 8 Gym leaders and acquire 8 gym badges. To be
able to compete against the Gym leaders, you must catch and raise your pokemon and battle againstother trainers to become stronger. The ultimate (and optional) goal of the game is to catch all pokemon
and complete the pokedex.
Style
The game uses cel shading for some objects to mimic the anime look and feel and uses normal shading
for the environment. The world is textured with anime style textures.
cel shading:
Platforms
Pokemon Origins is being made with the Panda3d game engine which has been successfully compiled
on Windows operating systems, Mac OSX, Linux distributions and other OSs such as FreeBSD.
Who makes the game
The game is done by pokemon fans. There's only few of us now and we are seriously lacking somehelp. If you can help, please join the community: http://pokemonorigins.forumotion.net
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Game Mechanics
Interacting with the world
There are some objects and NPC (non-playable characters) with which you can interact in the game's
world.
Object Info
Door You can open unlocked doors and walk through them.
Sign, bookshelf, shop
shelf, sculpture, poster, blackboard, NES, etc.
A textbox will appear where you can read it.
TV You can look at some television screens.
Item The player can pick up some objects that are shaped like pokeballs (this
might change in the future and the object might look what they really are).
Elevator button You can use the elevator button to choose which floor you wish to go to.PC You can use the PC to deposit and withdraw pokemon, items and view the
Hall of Fame after beating the Elite Four.
Vending machine You can purchase some drinks (items) from the vending machine.
Slot machine You can play mini games with the slot machine.
Small tree A player can cut down some small trees which are blocking the way (by
using the HM “Cut”).
NPCs Info
Trainer Some trainers will run up to you and challenge you to a battle if you get in
their line of sight (more on this in the next sections).
Trainer (in towns) The player can talk to trainers in towns like with any other NPCs.
Pokemon There are some pokemon that will appear on the map as NPCs with which
you can “talk” with.
Others There are many other NPCs you can talk to, some of them even share thesame 3d model.
Visualising collisions. A “collision sphere” is used to keep the player from going through walls and
interacting with certain objects, a “collision ray” is used to keep the player on the ground. Lessdetailed “collision meshes” are used for collisions, not real rendered geometry.
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The 3d modeller will need to “tag” these kinds of objects in Blender by adding a String property in the
Game logic panel with the appropriate values before exporting. Users of the BGE (Blender game
Engine) are already familiar with this process.
The list of properties isn't complete yet, more may be added in the future.
'trigger' - run a corresponding function when player collides/ collides and interacts with the object
'npc' - loads an NPC model on the location of the object (should be an Empty)
'billboard' - sets an object to always face the camera'point' - sets an object to be rendered as points
'wire' - sets an object to be rendered as edges (wires)
'shadeless' - sets an object to not be affected by lightning 'background' - sets an object to be rendered behind everyhting (can be used for clouds, etc)
'reflection' - sets reflection effect on an object
'posival' - applies a position inetrval on an object, more on inetrvals here:
http://www.panda3d.org/manual/index.php/Lerp_Intervals
'rotival' - applies a rotation interval to an object 'scaleival' - applies a scale interval to an object
'colorival' - applies a color interval to an object 'texoffsetival' - applies a texture UV interval to an object
'floor' - set object as collision floor, set on a lowpoly child object of the real thing
'wall' - set object as collision wall, set on a lowpoly child object of the real thing 'Polyset' - used with 'floor' and 'wall' to optimize collisions
'sound' - applies a 3d sound effect to an object
'particle' - sets particle effect on an object (object should usually be an Empty)
'terrain' - terrains support texture splatting 'shader' - apply a custom Cg/GLSL shader to the object
'shaderinput' - used with 'shader' 'water' - apply the default water animation on the object 'bgm' - set the background music for this map
Example:
Type - “String”, name - “door”, value - “open”.
These properties are read by the game when loading the 3d file.
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Wild pokemon encounter
Wild pokemon can be found, battled and captured in any of the following places:
Location Additional information
Grass Most pokemon in the game can be found in tall grass. When the player walks
in a tall grass, a random number generator decides if a wild pokemon battle
will occur every 3 steps.
Cave Unlike roads, wild pokemon can be encountered anywhere in a cave.
Surfing Same as Cave.
Fishing Player can catch some pokemon by using a fishing rod while standing next to
water. Every time player uses the fishing rod, a random number generator decides if the pokemon battle will occur or not (will a pokemon get caught).
Other There are some indoor locations in the game where pokemon can be
encountered like in Caves (ex. Pokemon Tower or Pokemon Manshion).
NPC pokemon There are some rare pokemon that can only be battled and caught once. Such
pokemon don't appear randomly and are NPCs on the map and you can battlethem by “talking” to them.
When a trainer walks in a tall grass, it collides with an invisible collision geometry which triggers a“collision event”. This collsion event is different from others such as wall and floor collsions, which
change the player's position in the 3d space. In this case a “task” is started which checks if the player is
inside the collsion shape and runs a random number generator each 3 steps of the player to decide if a pokemon battle will be triggered or not. For caves and similar areas there are no collision shapes and
the “task” is started as soon as you enter the location.
an example grass collision geometry in Blender:
Wild pokemon battle
After encountering wild pokemon in the above cases, the screen fades to black and then fades into the
battle screen. The battle screen consists of a small “chunk” of the location you are in, like in most jrpggames:
battle screen from Final Fantasy IX:
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In the battle screen the player can't control the camera. The camera is animated by running one of thecamera animations randomly and the move's camera animation (if defined) when attacking.
As soon as the battle starts, the battle music starts playing.The trainer takes out the first pokemon in the party list. After the pokemon is out from his pokeball, the
pokemon's and wild pokemon's health bars appear and the battle begins.
You are given 4 options: “Fight”, “Bag”/”Pack”, “Pokemon”/”Party”, “Run”.
If you choose “Fight”, you can choose between the 4 or less moves the pokemon knows.
The moves have a PP (Power Point), every time you use a move, it's PP will decrease by 1, if the
move's PP is 0, the pokemon won't be able to use the move. If the PPs of all the moves are 0, the pokemon will use a special move called “Struggle”, which slightly decreases the pokemon's current HP.
PP, as well as HP (Health Point) and some status changes can be recovered by using an item during the
battle, outside of a battle, or by having your pokemon healed in places like Pokecenter.A pokemon can't use a move which has been “disabled”.
If you choose “Pack”/”Bag”, you will be taken to the items screen. Only some items can be used during
battle. Some items can only be used on the active pokemon, while some can be used on any in the
party. If you'll use an item, your active pokemon will skip it's turn.
If you choose “Pokemon”/”Party”, you will be taken to your Party screen, where you can check datafor your pokemon, or switch your active pokemon with another from the party. Switching pokemon
will cost you a turn. Going to the “Pokemon”/”Party” screen but not switching pokemon will not cost
you a turn. The opponent pokemon can use some moves which might prevent you from being able toswitch the active pokemon.
If you choose “Run”, either from the options or when prompted to when your active pokemon faints, a
random number generetor will decide if you can run and end the battle or not, taking into account somefactors such as the difference in the levels of your active pokemon and the wild pokemon. The
opponent pokemon can use some moves which might prevent you from running (in some cases onlywhen your active pokemon is the one the corresponding move was used on).
an example battle GUI by kimphoe showing healthbars and the 4 options:
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another example battle GUI used during development, by Anshu:
Trainer encounter/ battle
Trainer encounters are different from wild pokemon encounters because trainers appear on the map and
there is no such thing as random trainer encounter like for wild pokemon. When you are in a trainers
line of sight, the trainer runs up to you.
trainer's field of view and territory:
When the trainer reaches you, a dialog box appears where the trainer will say something before the battle starts.
The trainer battles are almost identical to wild pokemon battles, with the following exceptions:
1. Although the run command is still there, you cannot run from any trainer battle once it has
started.
2. You cannot catch another trainer's pokemon. If you throw one, the trainer will block it and you
will not only lose your pokeball but your turn.
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3. Unlike wild pokemon battles, when you only have to fight one pokemon per encounter, trainers
can have a party of up to six pokemon. After defeating one you will be asked if you want to
switch your active pokemon before the next opponent pokemon is sent out.
4. You will be awarded with pokemoney if you defeat a trainer and lose half of your own if youare defeated and like with wild pokemon battles, you will be sent to the last visited pokemon
center. Evolutions will of course happen after defeating the trainer, not just the current
pokemon.
Safari Zone battles
Battles in Safari zone are different from both wild pokemon and trainer battles. Here you do not useyour own pokemon. The purpose of Safari Zone battles is only to catch a pokemon. Other than your
pokemon, your pokeballs will also be taken before you enter the Safari zone and given 30 special kinds
of pokeballs (“safari balls”) that can only be used there and the remaining are given back when leavingthe zone.
The traditional options “Fight”, “Bag”/”Pack”, “Pokemon”/”Party”, “Run” are replaced with “Ball”,
“Bait”, “Throw rock”, “Run”.
“Ball” - Throw a safari ball at the pokemon.
“Bait” - Bait makes a pokemon less likely to run away, but also makes it less likely to be captured.
“Throw rock” - Throwing a rock makes a pokemon more likely to run away, but also makes it morelikely to be captured.
“Run” - You can always run from these battles.
There are some pokemon that only appear in the Safari Zone.
Attack process
(info taken from upokecenter)
1. After both pokemon have chosen a move for the current turn, it is then determined which of them
gets to attack first. All attacks are split into 4 speed categories:
Speed level Moves
4 Endure, Protect, Detect
3 Quick attack, Mach punch, Extremespeed
2 All other attacks
1 Counter, Mirror Coat, Whirlwind, Roar, Vital Throw
1. The move with the higher speed level strikes first.
2. If the moves have the same speed level and one of them holds Quick claw, then the holder of Quick claw has a 25% chance of striking first, if they both have Quick claw, it is determined
randomly.
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3. If the moves have the same speed level and both pokemon aren't holding Quick claw, the
pokemon with the higher speed level strikes first.
4. If both pokemon have chosen moves which have the same speed level, they both aren't holding
Quick claw and both pokemon have the same speed level, then it is determined randomly.
The speed level of the pokemon in the current battle is determined by the following factors:
1. If the player has earned the appropriate badge, the pokemon's Speed is multiplied by 9 and
divided by 8.
2. Speed can be changed with a move (either the pokemon's or opponents, either increasing or decreasing).
3. Speed is divided by 4 if the pokemon is paralyzed.
4. Protect, Detect, and Endure are always performed last, they ignore the speed level of the pokemon.
2. After the order of attacks is determined, the following steps are performed:
1. The game checks if the attacking pokemon is asleep or frozen. If the pokemon is asleep, the
game decides randomly if the pokemon should wake up and perform the attack or not (sleeping
can last 1-7 turns). Some moves can (only) be performed while asleep (ex. Snore and Sleeptalk). The same applies to Feeze. The only moves which can be used while Frozen are Flame
Wheel and Sacred Fire.
2. If the attacker is confused, there is 50% of chance for him to perform the attack or “hit itself because of confusion”.
3. If the attacker is in love, there is 50% of chance for him to perform the attack.
4. If the attacker is paralized, there is 50% of chance for him to perform the attack.. Unlike other
status effects, paralize doesn't heal over time (turns).
3. Then the attack is performed. If there is no PP left for all the attacks, “Struggle” is used instead.
Otherwise the PP of the attack is reduced by 1.
4. Before the attack is hit, the following steps are performed:
1. Will this be a “critical hit”?2. Will the attack hit or miss, depending on the accuracy and some other factors?
Using Dream Eater will miss/fail if the opponent is awake.
The attack will miss/fail if opponent had used Protect or Detect.If attacker had used Mind Reader or Lock-on, attack will not hit Pokémon using Fly if attack is
Earthquake, Fissure, or Magnitude. Otherwise the attack will succeed (Gust, Thunder, Twister,
and Whirlwind will be effective even to opponents using Dig). Either way, the effect of Mind
Reader and Lock-on now ends.Life-draining moves (Dream Eater, Absorb, and so on.) on a substitute will fail.
Gust, Thunder, Twister, and Whirlwind are effective to pokemon using Fly; Earthquake,
Fissure, and Magnitude are effective to pokemon using Dig. All other attacks will fail in either
case.
During Rain Dance, Thunder will not miss.
Swift will not miss.
3. Then, the accuracy ratio is decided as follows. Each pokemon has one stat stage each for
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evasion and accuracy, which are not really stats, but affect an attack's probability of hitting an
opponent. The table below shows the multipliers for evasion and accuracy.
Stat stage -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6
Accuracy
multiplier
0.33 0.36 0.43 0.5 0.6 0.75 1 1.33 1.66 2 2.33 2.66 3
Evasion
multiplier
3 2.66 2.33 2 1.66 1.33 1 0.75 0.6 0.5 0.43 0.36 0.33
An attack's accuracy is multiplied by its user's accuracy multiplier, as shown in the table above, but not
to less than 1, then multiplied by its opponent's evasion multiplier, as shown in the table above, but not
to less than 1 or greater than 255. For certain attacks, if the opponent is holding Brightpowder, theaccuracy is decreased by 20, but not to less than 0. Then, if the accuracy equals 255, it will hit.
Otherwise, the attack will hit if a random number from 0 through 255 is less than its accuracy.
Accuracy and evasion are two of Pokémon's stat stages. Like other stat stages, each Pokémon begins
with a stat stage of 0, and a Pokémon's stat stages are reset to 0 when it is switched.
Some attacks cannot be evaded and always have the accuracy defined for the attack. No accuracychecks are performed for such attacks.
5. The probability of an attack's stat stage modification or status problem is determined now. This step
will be skipped if the pokemon faints from the attack (pokemon can't become confused or paralyzed
before fainting).
Status problems are explained in the corresponding section of this document. Attack list describes astatus problem caused by an attack.
The attack process of multi-hit attacks, in its short form, is below.
1. Check accuracy and success
2. For each hit:1. Calculate damage
2. Stop multi-hit attack if opponent fainted
3. Check for additional effect
6. After a pokemo's turn, any end-of-turn effects trigger for that pokemon. These effects are invokedeven if a pokemon doesn't choose a move for use at the beginning of the round. These effects are, in
order:1. HP loss from poison/burn
2. HP loss and recovery from Leech Seed3. Effect of Nightmare
4. Effect of Curse
7. After the end-of-turn effects, the end-of round effects are invoked. The effects are, in order:
1. Future Sight (non-leader first)
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2. Sandstorm/Sunny Day/Rain Dance
3. Multi-turn attacks
4. Perish Song
5. Recover with Leftovers6. Check if defrosted
7. Check end of Reflect/Light Screen/Safeguard
8. Check for condition based on Berry (for both players)9. Check end of Encore
Effects above that apply to both players are resolved leader-first unless noted otherwise.
Status problems
Here is the list of all the status problems and their explanations:
Paralyze (PRZ) If a pokemon is paralyzed, there is 25% chance of it not being able to attack each
turn. Also it's Speed stat is decreased by 25%. Paralyze doesn't wear out after some
amount of turns.
Freeze (FRZ) If a pokemon is frozen, it is unable to perform any move at all unless you use anappropriate item or if an opponent hits the pokemon with a fire type attack. Freezedoesn't wear out after some amount of turns.
Burn (BRN) When a pokemon is burned, it loses the 1/16th it's health at the end of each of his
turn. You can use an appropriate item or move to heal the pokemon. Burn doesn't
wear out after some amount of turns.
Poison (PSN) Like for Burn, when a pokemon is poisoned, it loses the 1/16th it's health at the end
of each of his turn. You can use an appropriate item or move to heal the pokemon.Poison doesn't wear out after some amount of turns. Unlike Burn, Poison will cause
the pokemon to loose 1 HP per three steps outside of battle. This means that the
pokemon can faint outside of battle and you, if you don't have any other non-fainted pokemon, to “black-out”.
Badly Poisoned(PSN)
Badly Poisoned status problem is caused by the move “Toxic”. It has the same effectas Poison, but in battle the pokemon will also loose extra 1/16 th of your HP for every
turn since it has been badly poisoned (this “counter” resets after the battle).
Sleep (SLP) If a pokemon is asleep, it is unable to perform any move at all from 2 to 7 turns
unless you use an appropriate item or or move. Only using a move is considered a“turn”. Pokemon will wake up after choosing a move, before attacking.
Experience, leveling up and evolving
A pokemon gains experience by appearing in a battle and not fainting. This means that even if the
pokemon hasn't beaten the opponent pokemon tself (for instance, if you have switched it), it will still
get experience points, but in this case the total experience point obtained from beating an opponent
pokemon will be halved between all the pokemon which have appeared in battle with that pokemon.Experience points are required for leveling up. A pokemon can level up up to level 100 and then it
won't get any experience point at all.
The total amount of experience points needed to reach level 100 is called Total Experience Points. This
amount varies between pokemon (but is always the same for each evolutionary family). There are 5
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kinds of “Experience Groups”:
Type Total Experience Points Exp Points to level up
Fast 800000 L* L* L* 4/5
Medium
Fast
1000000 L* L* L
Medium
Slow
1059860 L* L* L* 6/5 - 15* L* L + 100* L - 140
Slow 1250000 L*L*L*5/4
The “Experience Group” determines how much Experience Points a pokemon needs in order to level
up for each level. L means “level” in the above table.
When a pokemon gains enough experience points for the current level, it “levels up”. Pokemon stats
usually increase with a new level and some pokemon evolve and/or learn new move at some levels.
This is how you calculate the Experience Points a pokemon gets after defeating an opponent pokemon:(from upokecenter)
Exp. Points = ((L* (G/(E* F)))/7))* X* Y* Z
Stat Experience Gained = B/(E* F)
here:
• L = Defeated pokemon's level
• G = Defeated pokemon's Base Experience
• X = If the battle is a Trainer battle, X=1.5; else 1.
• Y = If the participating pokemon's Trainer ID is different from the player's, Y=1.5; else 1("[name] gained a boosted [value] Exp. Points!")
• Z = If the participating pokemon is holding a Lucky Egg, Z=1.5; else 1.
• E = Number of unfainted pokemon that participated in the battle against the defeated pokemon.
• F = If at least one pokemon is holding Exp. Share, F=2; else 1.
• B = Base stat for the defeated pokemon's current species.
A "participant" means each unfainted pokemon in the player's party who had seen the opposing
pokemon since the last time the opponent pokemon became active. A participant need not have used anattack against the pokemon, but must merely have seen it. If a pokemon faints at the same time as the
opponent pokemon, it doesn't count as a participant. (In internal battles, if both teams have no pokemon
at the same time, it is considered a loss for the player.)If Exp. All is in the player's pack, the pokemon earns Exp. Points in up to two stages: once if the pokemon is a participant as defined above, and once more, since it's in the player's party (in which case
E is equal to the number of Pokémon in the player's party in the above formula.) Stat experience is
earned in the same way.
When a pokemon gains a level, its current HP is its new HP minus the HP lost before the level gain. A pokemon gains levels one at a time, in case it earns so much experience at once that it gains more than
one level.
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When a pokemon is placed in the Day-Care, its experience is set to the minimum amount necessary for
the current level. While a pokemon is in the Day-Care, it will earn 1 Exp. Point for each step the player
walks and will learn new moves as it gains levels; such moves, if the list is full, will overwrite older
moves, starting from the top of the list. (Even HM moves will be overwritten this way.) In the first-generation versions, the Day-Care person won't accept a pokemon that has learned an HM move.
Pokemon Origins removes this limitation.
Pokemons Stats change during evolution, in some cases even decrease. A pokemon can be prevented toevolve in the evolution screen.
As mentioned, some pokemon will evolve at some level, although that is not the only method of
evolution. Some pokemon evolve from being given an item or trade. Evolution from leveling up in a
battle happens only after the battle.
Base Stats
Base Stat are values between 0-255 which determine how high a certain Stat can go for a pokemonspecie. There are 5 (6) Base Stat values, like the 5 (6) ordinary Stat values (HP, Attack, Defence,
Special Attack/Special Defence, Speed). Base Stats are used when modifying a pokemon's Stat (ex.evolution, leveling up). This is why all Chanseys with no exception have comparably high HP value.
Here is a list of the Base Stats for all pokemon in the game:
(info taken from upokecenter)
No. Name HP ATK DEF SPD SPC
1 Bulbasaur 45 49 49 45 65
2 Ivysaur 60 62 63 60 80
3 Venusaur 80 82 83 80 100
4 Charmander 39 52 43 65 505 Charmeleon 58 64 58 80 65
6 Charizard 78 84 78 100 85
7 Squirtle 44 48 65 43 50
8 Wartortle 59 63 80 58 65
9 Blastoise 79 83 100 78 85
10 Caterpie 45 30 35 45 20
11 Metapod 50 20 55 30 25
12 Butterfree 60 45 50 70 80
13 Weedle 40 35 30 50 20
14 Kakuna 45 25 50 35 25
15 Beedrill 65 80 40 75 45
16 Pidgey 40 45 40 56 35
17 Pidgeotto 63 60 55 71 50
18 Pidgeot 83 80 75 91 70
19 Rattata 30 56 35 72 25
20 Raticate 55 81 60 97 50
21 Spearow 40 60 30 70 31
22 Fearow 65 90 65 100 61
23 Ekans 35 60 44 55 40
24 Arbok 60 85 69 80 65
25 Pikachu 35 55 30 90 50
26 Raichu 60 90 55 100 90
27 Sandshrew 50 75 85 40 30
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28 Sandslash 75 100 110 65 55
29 Nidoran(f) 55 47 52 41 40
30 Nidorina 70 62 67 56 55
31 Nidoqueen 90 82 87 76 75
32 Nidoran(m) 46 57 40 50 40
33 Nidorino 61 72 57 65 55
34 Nidoking 81 92 77 85 75
35 Clefairy 70 45 48 35 60
36 Clefable 95 70 73 60 8537 Vulpix 38 41 40 65 65
38 Ninetales 73 76 75 100 100
39 Jigglypuff 115 45 20 20 25
40 Wigglytuff 140 70 45 45 50
41 Zubat 40 45 35 55 40
42 Golbat 75 80 70 90 75
43 Oddish 45 50 55 30 75
44 Gloom 60 65 70 40 85
45 Vileplume 75 80 85 50 100
46 Paras 35 70 55 25 55
47 Parasect 60 95 80 30 80
48 Venonat 60 55 50 45 40
49 Venomoth 70 65 60 90 90
50 Diglett 10 55 25 95 45
51 Dugtrio 35 80 50 120 70
52 Meowth 40 45 35 90 40
53 Persian 65 70 60 115 65
54 Psyduck 50 52 48 55 50
55 Golduck 80 82 78 85 80
56 Mankey 40 80 35 70 35
57 Primeape 65 105 60 95 60
58 Growlithe 55 70 45 60 50
59 Arcanine 90 110 80 95 80
60 Poliwag 40 50 40 90 40
61 Poliwhirl 65 65 65 90 50
62 Poliwrath 90 85 95 70 70
63 Abra 25 20 15 90 10564 Kadabra 40 35 30 105 120
65 Alakazam 55 50 45 120 135
66 Machop 70 80 50 35 35
67 Machoke 80 100 70 45 50
68 Machamp 90 130 80 55 65
69 Bellsprout 50 75 35 40 70
70 Weepinbell 65 90 50 55 85
71 Victreebel 80 105 65 70 100
72 Tentacool 40 40 35 70 100
73 Tentacruel 80 70 65 100 120
74 Geodude 40 80 100 20 30
75 Graveler 55 95 115 35 45
76 Golem 80 110 130 45 5577 Ponyta 50 85 55 90 65
78 Rapidash 65 100 70 105 80
79 Slowpoke 90 65 65 15 40
80 Slowbro 95 75 110 30 80
81 Magnemite 25 35 70 45 95
82 Magneton 50 60 95 70 120
83 Farfetch'd 52 65 55 60 58
84 Doduo 35 85 45 75 35
85 Dodrio 60 110 70 100 60
86 Seel 65 45 55 45 70
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87 Dewgong 90 70 80 70 95
88 Grimer 80 80 50 25 40
89 Muk 105 105 75 50 65
90 Shellder 30 65 100 40 45
91 Cloyster 50 95 180 70 85
92 Gastly 30 35 30 80 100
93 Haunter 45 50 45 95 115
94 Gengar 60 65 60 110 130
95 Onix 35 45 160 70 3096 Drowzee 60 48 45 42 90
97 Hypno 85 73 70 67 115
98 Krabby 30 105 90 50 25
99 Kingler 55 130 115 75 50
100 Voltorb 40 30 50 100 55
101 Electrode 60 50 70 140 80
102 Exeggcute 60 40 80 40 60
103 Exeggutor 95 95 85 55 125
104 Cubone 50 50 95 35 40
105 Marowak 60 80 110 45 50
106 Hitmonlee 50 120 53 87 35
107 Hitmonchan 50 105 79 76 35
108 Lickitung 90 55 75 30 60
109 Koffing 40 65 95 35 60
110 Weezing 65 90 120 60 85
111 Rhyhorn 80 85 95 25 30
112 Rhydon 105 130 120 40 45
113 Chansey 250 5 5 50 105
114 Tangela 65 55 115 60 100
115 Kangaskhan 105 95 80 90 40
116 Horsea 30 40 70 60 70
117 Seadra 55 65 95 85 95
118 Goldeen 45 67 60 63 50
119 Seaking 80 92 65 68 80
120 Staryu 30 45 55 85 70
121 Starmie 60 75 85 115 100
122 Mr.Mime 40 45 65 90 100123 Scyther 70 110 80 105 55
124 Jynx 65 50 35 95 95
125 Electabuzz 65 83 57 105 85
126 Magmar 65 95 57 93 85
127 Pinsir 65 125 100 85 55
128 Tauros 75 100 95 110 70
129 Magikarp 20 10 55 80 20
130 Gyarados 95 125 79 81 100
131 Lapras 130 85 80 60 95
132 Ditto 48 48 48 48 48
133 Eevee 55 55 50 55 65
134 Vaporeon 130 65 60 65 110
135 Jolteon 65 65 60 130 110136 Flareon 65 130 60 65 110
137 Porygon 65 60 70 40 75
138 Omanyte 35 40 100 35 90
139 Omastar 70 60 125 55 115
140 Kabuto 30 80 90 55 45
141 Kabutops 60 115 105 80 70
142 Aerodactyl 80 105 65 130 60
143 Snorlax 160 110 65 30 65
144 Articuno 90 85 100 85 125
145 Zapdos 90 90 85 100 125
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146 Moltres 90 100 90 90 125
147 Dratini 41 64 45 50 50
148 Dragonair 61 84 65 70 70
149 Dragonite 91 134 95 80 100
150 Mewtwo 106 110 90 130 154
151 Mew 100 100 100 100 100
Stat Experience
Stat Experience (EVs or Effort Values in later generations) are like Experience Points which the player
cannot see. There are five Stat Experience values: Attack, Defence, Special Attack/Defence, Speed. StatExperience is earned the same way as experience points: by defeating an opponent pokemon. The
amount of earned Stat Experiences is equal to the opponent pokemon's Base Stats.
A pokemon you get or catch all start with 0 Stat Experiences. Stat Experiences can go up to 65535 each
Using Rare Candies to level up a pokemon provide no Stat Experience, this is why a pokemon whichwas leveled up with rare candies will ususally have poorer Stats. Because a wild pokemon has 0 Stat
Experience values, a wild pokemon will usually have poorer Stats then the same pokemon you have
caught and grew to that level.
Stat Experiences are used when modifying a pokemon's Stats when leveling up or evolving.
Deter Values (DV)
Deter values (DVs) or Individual Values (IVs) are what can be called a pokemon's “genes”. Unlike Stat
Experiences, Deter Values do not start at 0 when you catch or earn a pokemon, they are values between
0-15 which are randomly generated for each pokemon and cannot change. Deter values are Attack DV,Defense DV, Special Attack/Defence DV, Speed DV and HP DV (which is not randomly generated, but
calculated from the rest DV values).
Deter Values should also not be confused with Base Stats, which are the same for a specific pokemon
specie.
This is the formula for calculating HP DV:
(taken from upokecenter):
HP DV = A + B + C + D
where:
• A=0. If Attack DV is odd, A=8.
• B=0. If Defense DV is odd, B=4.
• C=0. If Speed DV is odd, C=2.
• D=0. If Special DV is odd, D=1.
And so, this is how you calculate a pokemon's stats in cases such as leveling up or evolving:
(taken from upokecenter):
Stat = int(((A+B)* 2 + C)* D/100) + E
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A = Pokémon's Base Stat.
• B = Pokémon's Deter Value (from 0 through 15)
• C = To find C, let X equal the pokemon's Stat experience. Take the square root of (X minus 1),
or 0 if X is 0 or 1, add 1 to that value, divide the result by 4, and round down. The final result isC, which can be as high as 63. (This variable, C, is also known as "stat points.") (To find the
square root of a number, set M and P to that number. Then calculate (M+P/M)/2, rounding each
division down. If M equals or is less than the result, use M as the square root; otherwise, set Mto the result and repeat this process at the calculation step.)
• D = pokemon's level.
• E = Additive. When calculating a Pokémon's HP, use (Level + 10). For all other stats, use 5.
Types
Both pokemon and moves have their type. There are 15 types. Every type is effective against someother type, less effective against another type and in some cases completely ineffective against a third
one.
If the type of the move is strong against the type of the opponent pokemon, then the damage ismultiplied by 2.
If the type of the move is weak against the type of the opponent pokemon, then the damage is
multiplied by 0.5.
If the type of the move is completely ineffective against the type of the opponent pokemon, then the
damage is multiplied by 0.
Table of all types and their effectiveness against other types:
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Nor
mal
Fight
ing
Flyin
g
Pois
on
Grou
nd
Rock Bug Gho
st
Fire Wate
r
Gras
s
Elect
ric
Psyc
hic
Ice Drag
on
Normal 1 1 1 1 1 0.5 1 0 1 1 1 1 1 1 1
Fighting 2 1 0.5 0.5 1 2 0.5 0 1 1 1 1 0.5 2 1
Flying 1 2 1 1 1 0.5 2 1 1 1 2 0.5 1 1 1
Poison 1 1 1 0.5 0.5 0.5 2 0.5 1 1 2 1 1 1 1
Ground 1 1 0 2 1 2 0.5 1 2 1 0.5 2 1 1 1
Rock 1 0.5 2 1 0.5 1 2 1 2 1 1 1 1 2 1
Bug 1 0.5 0.5 2 1 1 1 1 0.5 1 2 1 2 1 1
Ghost 0 1 1 1 1 1 1 2 1 1 1 1 0 1 1
Fire 1 1 1 1 1 0.5 2 1 0.5 0.5 2 1 1 2 0.5
Water 1 1 1 1 2 2 1 1 2 0.5 0.5 1 1 1 0.5
Grass 1 1 0.5 0.5 2 2 0.5 1 0.5 2 0.5 1 1 1 0.5
Electric 1 1 2 1 0 1 1 1 1 2 0.5 0.5 1 1 0.5
Psychic 1 2 1 2 1 1 1 1 1 1 1 1 0.5 1 1
Ice 1 1 2 1 2 1 1 1 1 0.5 2 1 1 0.5 2
Dragon 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2
The damage is multiplied by these numbers.
If a pokemon has 2 types and they both are weak against the attack's type, than the damage is
multiplied by 4.
Catching wild pokemon
(info from upokecenter)
Wild pokemon can be caught by using a pokeball.
The catch rate involves random numbers, stat changes, pokemon's “rareness” value and of course the
type of the ball.
If the player is using a pokeball, a random number is generated between 0-250,
if the player is using a great ball, a random number is generated between 0-200,
if the player is using an ultra ball, a random number is generated between 0-150.
A new variable, “C” is created and set to 0.
1. If the pokemon is asleep or frozen, C is set to 12
2. if the pokemon is burned, poisoned or paralyzed, C is set to 25
A variable F4 is set to max(255, int(int((B* 255)/A)/min(1, int(C/4))) where:
1. A = 8 if the Great Ball is used, else 12
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2. B = pokemon's total HP
3. C = pokemon's current HP
If the pokemon's “rareness” is less than R1, the pokemon breaks free.
1. R2 is a random number between 0-255.
2. If F4 is less than R2, the Pokémon breaks free. Otherwise, the pokemon is caught.
If the player uses master ball, the pokemon is always caught. None of the above is calculated.
A pokemon species “rareness” is a hard-coded integer value (0-255). The lower the value, the lesslikely to be caught.
A different formula is used for Safari Zone battles.
Two variables, R and B, are set to 0. Another variable, C, is set to the pokemon's “rareness” value.
1. When the player throws a rock, C is doubled; B is set to 0; and B is increased by a random
number from 1 through 5, but not to more than 255.2. When the player throws bait, C is halved and rounded down; R is set to 0; and B is increased by
a random number from 1 through 5, but not to more than 255.
3. If the player throws a safari ball, the rareness used in the catch rate formula above is equal to C.Then, at the end of each turn:
1. If B is greater than 0, the Pokémon "is eating" and B is decreased by 1.
2. If R is greater than 0, the Pokémon "is angry", R is decreased by 1, and C is reset to the
Pokémon's starting rareness if R is decreased to 0 this way.3. A variable, S, is set to 2 times the pokemon's speed. S is divided by 4 and rounded down if B is
greater than 0, and is doubled if R is greater than 0. The pokemon will run if a random number
from 0 through 255 is less than S, or if the Pokémon's Speed is 128 or greater.
NPC list
Trainers:
1. Bug catcher
2. Lass
3. Youngster
4. Super nerd
5. Hiker 6. Rocket
7. Swimmer
8. Junior trainer
9. Gentleman
10. Sailor
11. Fisherman
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12. Gambler
12. Engineer
13. Pokemaniac
14. Chaneller
15. Beauty
16. Black belt
17. Scientist
18. Juggler
19. Psychic
20. Biker
21. Cueball
22. Bird keeper
23. Tamer 24. Burglar
25. Cooltrainer
26. Rival (Blue)
Gym leaders:
1. Brock
2. Misty
3. Lt. Surge
4. Erika
5. Sabrina
6. Koga
7. Blaine
8. Giovanni
Elite Four:
1. Lorelei
2. Bruno
3. Agatha
4. Lance
Other:
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1. Mom
2. Professor Oak
3. Daisy Oak
4. Bill
5. Mr. Fuji
6. Baoba, Safari Zone warden
7. Copycat
8. Karate master
9. Professor Oak's aides
10. Mr. Psychic
11. Old man
There are some other NPCs that don't have a unique name and might share the same 3d model withother NPCs
Pokemon list
Pokemon Origins (working title), being a fan remake of the games Pokemon Red/Blue, includes all the151 original pokemon.
Their type, Pokedex entry, stats and other info can be found here:
http://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_National_Pok
%C3%A9dex_number#.23001_-_.23051_Bulbasaur_-_Dugtrio
3d model of Cubone:
Pokemon moves
Each pokemon can know up to 4 moves. A new move can be learned via leveling up or learning aTM/HM. There are 165 moves in the game. Their type, PP, power and accuracy can be found here:
http://bulbapedia.bulbagarden.net/wiki/List_of_moves
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Pokemon moves are made up from a pokemon's skeletal animation and an Effect, which is explained in
it's own section.
Items
Items are objects in the game which can be acquired, stored in the bag or PC and used.
Items are categorized into types in the bag. This has only appeared since the Gen. 2 games, but the ideais to have categories in the bag for making things simpler.
The bag sections are:
1. General (main) items
2. TMs and HMs
3. Pokeballs
4. Key items
When a section becomes full, the player isn't able to pick up any items. He has to move some to the PCor toss away to make room first.
Key items cannot be tossed.
Here is a list of all the items in the game, in their respective sections and listed alphabetically.
General (main) items list:
name effect
Antidote Cures poison
Awakening Cures sleep
Burn heal Cures burn
Calcium Raises Special Attack
Carbos Raises speed
Direct Hit Raises chance of critical hit in battle
Elixir Restores 10 PP for each move of a pokemon
Escape Rope Escape from a cave or similar locations (return to entrance)
Ether Restores 10 PP of one move of a pokemon
Fire Stone Evolves some pokemon
Fresh Water Restores 50 HP of a pokemon
Full Heal Cures all status problems of a pokemon
Full Restore Cures all status problems and restores all HP of a pokemon
Guard Spec Prevents stats reduction in a battle for the pokemon
HP Up Raises max HP of a pokemon
Hyper Potion Restores 200 HP of a pokemon
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Ice Heal Cures freeze
Iron Raises max defense of a pokemon
Leaf Stone Evolves some pokemon
Lemonade Restores 80 HP of a pokemon
Max Elixir Restores all PP of all moves of a pokemon
Max Ether Restores all PP of one move of a pokemon
Max Potion Restores all HP
Max Repel Repels weaker pokemon for 250 steps
Max Revive Revives a fainted pokemon and restores all HP
Moon Stone Evolves some pokemon
Nugget Can be sold at a high price
Paralyze Heal Cures paralyze
Poke Doll Can be used for escaping from a pkemon battle
Potion Restores 20 HP
PP Up Increases the max PP of a pokemon
Protein Raises the max attack of a pokemon
Rare Candy Levels up a pokemon
Repel Repels weaker pokemon for 100 steps
Revive Revives a fainted pokemon and restores all HP
Soda Pop Restores 80 HP
Super Potion Restores 50 HPSuper Repel Repels weaker pokemon by 200 steps
Thunderstone Evolves some pokemon
Water Stone Evolves some pokemon
X Accuracy Raises accuracy in a battle
X Attack Raises attack in a battle
X Defence Raises defence in a battle
X Special Raises special attack and special defence in a battle
X Speed Raises speed in a battle
Pokeballs list:
Pokeball Catches a pokemon
Great Ball Higher chance of catching a pokemon than a Pokeball
Ultra Ball Higher chance of catching a pokemon than a Great Ball
Master Ball 100% chance of catching a pokemon
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Safari Ball A special ball which you can obtain and use only in the Safari Zone
Key items:
Bicycle Allows traveling at double speed
Bike Voucher Show at Cerulean Bike Shop for a free bike
Card Key Unlocks doors at the Silph Co. buildings
Coin Case Holds 9999 Casino coins for use at Celadon Casino
Dome Fossil Used to clone Kabuto at the Cinnabar Island Laboratory
EXP. All Divides EXP from battle between all party members
Gold Teeth Return to Safari Zone Warden and receive HM04
Good Rod Fish for medium-levelled water pokemon
Helix Fossil Used to clone Omanyte at the Cinnabar Island Laboratory
Itemfinder Detects hidden items in close proximityLift Key Unlocks the elevator in the team Rocket Hideout, Celadon City
Oak's Parcel Deliver to Prof. Oak in pallet Town and receive a Pokedex
Old Amber Use to clone Aerodactyl at the Cinnabar Island Laboratoy
Old Rod Fish for low-levelled water pokemon
Pokeflute Awakens sleeping pokemon
Pokedex Recoards all information about seen and caught pokemon
S.S. Ticket Use to board the S.S. Anne in Vermilion City
Secret Key Unlock Blaine's gym on Cinnabar islandSilph Scope Allows ghosts to be detected in the Pokemon Tower, Lavendar Town
Super Rod Fish for high-levelled water pokemon
Town Map Shows your position in the Pokemon World
TMs
TMs are short for Technical Machines. HMs are short for Hidden Machines. They are items which can
be used to teach a pokemon some move. The can be found, given by Gym leaders after being defeatedor bought. Unlike HMs, they can only be used once. A pokemon can't forget a HM move unless by the
Move Deleter. HMs can be used outside of battle, even if the pokemon is fainted. HMs can't be tossedor sold. To be able to use some HMs, you need a corresponding gym badge.
TM Move
1 Mega Punch
2 Razor Wind
3 Sword's dance
4 Whirlwind
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5 Mega Kick
6 Toxic
7 Horn Drill
8 Body Slam
9 Take Down
10 Double Edge
11 Bubble Beam
12 Water Gun
13 Ice Beam
14 Blizzard
15 Hyper Beam
16 Pay Day
17 Submission
18 Counter
19 Seismic Toss
20 Rage
21 Mega Drain
22 Solar Beam
23 Dragon Rage
24 Thunderbolt
25 Thunder 26 Earthquake
27 Fissure
28 Dig
29 Psychic
30 Teleport
31 Mimic
32 Double Team
33 Reflect34 Bide
35 Metronome
36 Self Destruct
37 Egg Bomb
38 Fire Blast
39 Swift
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40 Skull Bash
41 Soft Boiled
42 Dream Eater
43 Sky Attack
44 Rest
45 Thunder Wave
46 Psywave
47 Explosion
48 Rock Slide
49 Tri Attack
50 Substitute
HMs
HM Move
1 Cut
2 Fly
3 Surf
4 Strenght
5 Flash
Kanto region
Artwork of Kanto from Gen IV:
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The terrain is modelled in Blender or any other tool, as long as it can be imported to Blender and
exported as a game model file or a heightmap.
The whole world consists of smaller “chunks”, which are loaded and unloaded as you move along the
Kanto region. Each chunk can have 4 textures: 2 textures, a stencil map and a detail map. In the futurethe allowed amount of textures might increase.
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+
+
+
=
Of course it's your choice to use them or not.
Buildings, trees, vegetation and the like are how they appear in the 3d modeller, but they can havedifferent LOD levels.
The terrain mesh can be exported as a heightmap, or as an ordinary polygonal geometry.
NPC locations can be set with Blender empties and properties.
As mentioned earlier, meshes you can interact with can have all the needed data set as Properties in the
Game Logic Panel of Blender before export.
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A terrain chunk generated with Blender:
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Interface
Main Menu
The main menu is the first place you can interact in the game after the intro and “Press start”/”Press
any key” screen. Here you can choose to start a new game, continue, go to Options/Settings or quit thegame.
The main menu's design and structure hasn't been decided yet. You are encouraged to show your own
design in the forums.
an example the Options/Settings screen (programmer's art):
In-game menu
The in-game menu is a sidebar which you can toggle outside of battles. The manu contains the
following options:
1. Pokedex
2. Pokemon/ Party
3. Bag/ Pack
4. Player's name/ Trainer card5. Save
6. Options
7. Exit
an example of an “in-game menu”:
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The Pokedex screen allows you to use your Pokedex (the button will appear after acquiring a pokedex
from Professor Oak). The pokedex is a first generation pokedex. The GUI images haven't been made
yet.
The Party screen allows you to organize your pokemon party and check their stats.
The Bag/Pack screen allows you to browse your current items, move them in their list, use them or toss
them.
The Trainer Screen allows you to see your trianer card: your name, axquired badges and pokemoney.
Controls
The game is controlled with the keyboard and mouse.
The controls are different between different screens, for example you cannot manually control the
camera in the “battle screen”.
Custom key mapping might be possible.
controls being used during development:
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(the image is licensed under the Creative Commons Attribution-ShareAlike 3.0 License. By
Michaelliberty)
The 3rd and 1st person cameras can be controlled in the game with the mouse. Click and hold the right
mouse button and move the mouse to rotate the camera, in 3rd person mode, use the mouse wheel tozoom.
how 3rd person camera works:
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Art pipeline
3d models and animation can be done in any 3d modeller, but to export the files to the game's format,
you'll need to get them to Blender (which is a free program) and export it with the game exporter.
The format for 2d graphics is PNG, which is supported by just about any graphics editor.Music and sound effects have to be converted to OGG format.
The game can load TTF font files.
3d models
As mentioned earlier, 3d models are exported to the game's 3d format from Blender.
This is the exporter: http://chicken-export.sourceforge.net/
However, egg files are a native 3d format of the game engine and so exporting the files should be the
last step. Animations should be exported as separate files, although it's possible to have them in thesame file as the model.
We can differentiate 3 kinds of models: static models, animated (humans, pokemons) models and
terrain models.
Exported models can be previewed with the PO Model Viewer:
http://www.indiedb.com/games/pokemon-origins/downloads/model-viewer-01
The textures shouldn't be over 512x512 pixels.
The vertex count should be below 3000 for humans and pokemon.
Animated models shouldn't have more than 30 bones (joints).
Pokemon models need the following animations:
1. idle
2. attack
3. defend
4. faint
5. pokeball out/in
The above list might grow, for example having different versions of attack and defend.
NPCs need the following animations:
1. idle
2. walk
3. run
It has been suggested to have “base” models which others can use for making their characters. You are
welcome to make one. Few exist already.
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http://pokemonorigins.forumotion.net/t73-base-mesh-male
http://pokemonorigins.forumotion.net/t61-base-mesh-female
Post in those threads if you want to receive those models to use them as base.
2d graphics
There is nothing much to say about 2d graphics. You should ultimately convert them to .png. Textures
shouldn't be bigger than 512x512 pixels. Also, not that the game's “pixel-perfect” resolution is1024x768.
Effects
Effects are used for the pokemon moves and various other stuff in the game, such as rain. When we talk
about an effect, we mean an animated billboard, particle effect, animated geometry and texture UV
animation, vertex and pixel shaders or combination of some of these.
the Particle Editor from the SDK:
The particle editor can be downloaded from here: http://www.indiedb.com/games/pokemon-origins/downloads/particle-editor-01
an animated billboard:
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UV scrolling in the game FFIV (DS):
(Animated) Billboard - A billboard is a special effect that causes an object to rotate automatically to
face the camera, regardless of the direction from which the camera is looking. Usually the object is atextured quad. An animated billboard simply replaces the texture of the quad from a list over time
(milliseconds).
Particles – A particle effect involves creating, moving and removing lots of “billboards” over time tosimulate effects such as fire or smoke. There is a Particle Editor program included in the game engine. I
might release it as a standalone program in the future.
UV scrolling – Change the texture UV over time to simulate an effect as if the texture is “flowing” on
the mesh. Used for effects such as water.
Animated geometry – An effect caused by modifying/creating vertices with joints (bones) or morphs.
Shaders – Shaders are programs that run on the GPU and create or modify pixels (fragments) and
vertices. Shaders are mostly what makes a game “next-gen”. Of course shaders can only run on a
hardware which supports them.
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Music and sound effects
Music and sound effects can be done with any program, as long as you can get them to .ogg (an open
audio format). If your program doesn't support .ogg and you're lazy to convert it with many of the free
and open source tools these days, you can just send me a losless format and I'll do the conversion.Example of losless formats are .wav or .flac (compressed).
A good free audio editing program can be found here: http://audacity.sourceforge.net
List of music themes and some sound effects (in alphabetical order):
Bicycle
Celadon City
Champion battle
Cinnabar Island
Cinnabar Mansion
CreditsEvil trainer encounter
Evolving
Female trainer encounter
Game Corner
Gym
Gym Leader battle
Gym Leader defeated
Hall of Fame
Indigo Plateau
Item found
Item received
Lavender Town
Leveling up
Male trainer encounter
Mt. Moon
Oak's lab
Oak's pokedex evaluation
Oak's theme
Opening theme
Pallet Town
Pokemon Center
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Pokemon Tower
Rival theme
Route 1
Route 10
Route 12
Route 16
Route 24
S.S. Anne
Secret item found
Show me around
Silph Co.
Surf
Team Rocket's hideoutTitle Screen
Trainer Battle
Vermilion City
Viridian City
Viridian Forest
Wild pokemon battle
Wild pokemon caught
Wild pokemon fainted
I don't know if the names are very accurate. You can listen the midi versions here if you do not
recognise some of them:
http://www.vgmusic.com/music/console/nintendo/gameboy/index-classic.html
Some music made for the game:
http://www.indiedb.com/games/pokemon-origins/videos/ss-anne#imagebox
http://www.indiedb.com/games/pokemon-origins/videos/lavender-town#imagebox
We will also need to make the cries of all the first gen pokemon.
There is no plan for human speech, however if there would be enough people to offer some voice
acting, I'd be more than glad to add that to the game.
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Your help is needed
As you see, this project is certainly not a one-man job. I have listed all the assets needed for the game
in this document (3d models, music and sound effects, 2d graphics, special effects). If you think you
can make some assets, then head to the forum, check if it hasn't already been done and post your work in the appropriate section.
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Notes
There are some info and screenshots in this document which are simply taken from other video games
or websites. They are considered “Fair Use” in the US copyright law and “Fair Dealing” in someEuropean countries. If an info is taken from somewhere else, it is mentioned as being such.