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Pokemon Entropy [Recruiting!]


Rot8er_ConeX

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Pokemon Entropy engine beta version 0.8.2 is out!

After an involuntary months-long hiatus, I'm back with a vengeance!  Because even though I wasn't able to get on the internet with my laptop and therefore upload any new updates to my game, that doesn't mean I haven't been working on it.  I've been keeping up-to-date with all the news about Sun and Moon, even keeping up with the Lurantis leaks for datamine info despite actually having wanted to be surprised by the story.  Every time a new ability, move, or mechanic was introduced either officially or unofficially, I would try to reverse-engineer it, and as such when the official game came out I was not as swamped as I expected to be.  I still need to make the AI able to handle the new move effects, but otherwise I have every Essentials-compatible Gen VII mechanic in my game.  Heavy debugging needed, obviously.

Changelog (0.8.2):

1a.) Preliminary work for adding the remaining Gen VII abilities.
1b.) Preliminary work for adding the remaining Gen VII moves.
1c.) Preliminary work for adding the remaining Gen VII items.
1d.) Preliminary work for adding Gen VII's changes to existing mechanics.
1e.) Preliminary work adding Z-Crystals and Z-Moves, as well as observed mechanics.  All official Z-Moves have been added.
1f.) Addition of all official Alolan forms to the list of canon Deltas.
1g.) Addition of code to make Pokemon that require an item to evolve to require different items if they are Delta or not.
1h.) Addition of Gen VII's new marking colors to the marking options.
1i.) Addition of a function to allow you to edit the markings from the Summary Page.
2a.) Addition of code to allow for form-specific TM and Move Tutor compatibility.
2b.) Moving of Wormadam's form TM/Move Tutor compatibility from being hard-coded in TMs to being part of Wormadam's form code.
3.) Addition of four new Fire Emblem reference abilities.
4.) Bugfix for Dancer.
5.) Rearranged the Family-ordered Pokedex to allow for Gen VII Pokemon (buffer given for: 3 Grass starters, 3 Fire starters, 3 Water starters, 4 fossil Pokemon, 10 legendaries, 100 other Pokemon)
6a.) Addition of functions designed to check for the genders of Delta Magnemite family Pokemon.
6b.) Addition of code enabling Delta Magnemite genders to attract each other, including interactions with Closet Keys.
6c.) Addition of code to allow Delta Magnemite genders to display properly like other genders.
7.) Welcome to the Deltaverse, and for real this time!  Addition of code making it so Pokemon in the Deltaverse use the Delta appearance and will retain their Delta-ness when traded.  Delta Pokemon in the Deltaverse will use the standard appearance and will not be Delta when traded.
- Note that for save files already playing in the Deltaverse prior to this update, this may reverse the polarity of the Pokemon in your party.  The Pokemon in your PC should retain their proper Deltaness and therefore have their appearence change.  This behavior, while not intended, is expected and not problematic.
8.) Fix to the move Captivate to allow for the altered Attract mechanics.
9.) Suze and Gwithy trainers coded to use Deltaverse functionality to hard-code their teams to be the same regardless of if you're playing in the Deltaverse or not.
10.) Alteration to the size mechanics to allow for decimal sizes.
11.) Fix to cases where no one gains EXP due to both Pokemon fainting at the same time.
12.) Bugfix for Mat Block.
13a.) Inclusion of a function to randomly pick an ability that is useful for a specific type of Pokemon, ignoring any abilities that aren't useful for that type (so no Drizzle during a Fire Gym Battle, even in Extreme Randomizers, sorry).
13b.) Changes to the Gym Leader team generation formula to account for this new function.
14.) Alteration to Ally Switch's code to actually make it work.
15.) Accounting for non-binary trainers in the rival team-building code.
16a.) Addition of code that allows a Pokemon's maximum level to increase.
16b.) Addition of code that makes the EXP bar display differently in battle if the Pokemon has reached their maximum level.
17.) Fix to Genetic Memory's animation so the Pokemon will actually transform.
18.) Addition of code to cause certain events in two major, interacting sidequests to happen correctly depending on your choices and the order in which you do the pieces of the sidequests.
19.) Addition of a sound file for Rot8er's Megallade's cry.
20.) Fixed bug that disallowed switching of player Pokemon during wild battles.
21.) Fixed bug relating to using Pledge Moves in a Double Battle when your partner is dead.
22.) Fixed Randomizer bug relating to randomly creating Pokemon with a species value of 0.
23.) Fixes to Xerneas' and Yveltal's catch rates.
24.) Fix to weather-based evolutions.
25.) Changes to how Primal Reversion is handled in EBS v4 to allow it to display correctly in Mix-and-Mega Mode for Pokemon other than Groudon and Kyogre.
26.) Fix to enable ability renamining to carry over to EBS v4.  Cloud Nine Rayquaza now properly displays as Air Lock Rayquaza.
27.) Fix to the Hall of Fame to display the proper Pokedex number, not the internal data number.
28.) Alteration to Arceus's and Silvally's form mechanics to make them dependant on their abilities.  No more misleading ability descriptions.
29.) Fix to the Delta Player team generation function.
30a.) Fix to the stat boost display indicator.
30b.) Addition of a few more stat increases to the borders.
31.) Fairy Glomp added to the list of moves boosted by Reckless.
32.) Fix to Knock Off so it doesn't affect other moves.
33.) Fix to make Gastro Acid and other ability-negating effects interact correctly with the dynamic type display.
34.) Addition of a time-shifting mechanic.

Earlier Changelogs{

Changelog (0.8.1):

Changelog (0.8.0):

1.) Preliminary work for adding Sunsteel Strike's and Moongeist Beam's immunity to opposing abilities.
2.) Preliminary work for adding Zygarde forms, based on a theory regarding how Swarm Call is going to work.
- Exceptions have been coded to prevent this from affecting already-added 50% form Zygardes
3.) Changes to how Vee is coded to allow the HP stat to change mid-battle
4.) Coded in the abilities Soul-Heart and Stakeout
5.) Upgrading from EBS v3 to v4.  Retained functionality:
- Multitype Moves
- target and type effectiveness indicators
- non-binary Pokemon genders
- Secret Identities, long nicknames, doubled nicknames
- Delta and Albino Pokemon indication in the infobox (though done in a different manner than before)
- Status-specific party balls
- Stakeout compatibility
- Multi-team party balls
- Pokemon size mechanics
- visible entry hazards, rainbow mechanic
- Battle Camera and EXP Share indicators and toggles
- special icon for Pokemon seen but not caught
- special status indicators for Nightmare, Badly poisoned, and Confusion
- display of max HP for Substitute and Paper Photocopies
- Mega Evolution, Mixed-Up Megas and Primal Reversion
- Sparkle animation for Pokeminorities
- stat buff/debuff indicators
- Safari Zone and related indicators
- music change for final Pokemon
- Heal Block and Curse indicators
Functionality lost:
- music speed-up at low HP
6.) A few bugfixes involving the Bag.
7.) Addition of an NPC to give the player a Mega Ring
8.) Fix to how Long Formatted Numbers are rendered

Changelog (0.7.x):

Changelog (0.7.7):

1.) Addition of code to show, when attempting to Use or Give items through the party screen, whether the item is:
a.) tailored specifically for this Pokemon (like Mega Stones, Timespace Orbs, etc.)
b.) useful for this Pokemon but not tailored specifically for it (Life Orb, Weakness Policy, etc.)
c.) tailored specifically against this Pokemon (Lucky Punch for anyone except Chansey, etc.) but still holdable even if it will be useless.
d.) not useable at all in this manner (Key items/TMs/etc. in the "Give" command)
2.) Addition of code that makes cetrain changes to how the accuracy is displayed.
3.) Fix to the way the non-Pokemon's intro is handled so it doesn't trigger when sent out by the player.
4.) Addition of a second theme for the villain, used specifically for when his final Pokemon undergoes Mega Evolution.
5.) Special description added for revival items in Nuzlocke Mode.
6.) It is now more likely for the Fire Emblem proc abilities (Pavise, Aegis, Astra, etc.) to trigger against Pokemon with No Guard.  This makes No Guard akin to the FE:Fates skill Quixotic.
7.) Addition of new two-turn moves to the blacklist for Transform.
8.) Fix to the Gen V style title screen.
9.) Addition of priority messages for specific moves that accidentally didn't get them (moves that didn't use the standard accuracy calculation, A.K.A. OHKO moves and always-hit moves.)
10.) Astra changed so that it can trigger on any of the hits of a multi-strike move.  It still only applies to single-target moves.
11.) Fix to Analytic so it doesn't trigger with newly added variations of Future Sight.
12.) Fix to the interaction between Gems and Electrify.
13.) AI now considers Solar and Snow Force abilities, as well as the new variations of Flash Fire.
14.) Addition of code for a "Delta Player" character class.
15.) Changed Rightful King's name to [Hoshidan] Unity.  This name fits better IMO with how the ability works in Pokemon.
16a.) Addition of code designed to make inserting the player character's pronouns into dialogue just as easy as inserting their name.
16b.) Addition of code allowing the player to define said pronouns outside the realm of binary gender roles.
17.) Removal of code that looks at the player's username when generating a random name.  Game will now generate a name based on a name-generation formula.
18.) Addition of code that prevents certain trainers' Ace Pokemon from being sent out as the result of switching moves.
19.) Scripting it so that the stat change indicator only displays when one or more stats have been altered.
20.) Added a second pseudo-weather for an E4 member.
21.) Made it so that the abilities that summon the E4-member pseudo-weathers have this reflected in the type-effectiveness page of their summary screens.

Changelog (0.7.6):

1.) In-battle indicators added for the health remaining on a substitute.
2.) Alteration to how the move Substitute interacts with the photocopies created by the ability Paper Pokemon.
3.) Changes to Generational Mechanics so that Dissa-exclusive features now are counted as Gen 8, leaving room for the real Gen VII.
4a.) Oak's "this is a Pokemon" Pokemon changed from Marill to Ralts.
4b.) Intro Pokemon now coded to have a chance to be Shiny, Delta, or Albino.
5.) Fainted Pokemon no longer enter the Hall of Fame in Nuzlocke Mode, since they're dead.
6.) The "Challenges" option in the pause menu now runs off the same GUI as the one for picking challenges at the start of the game.  You can still only turn off/alter existing challenges rather than add new ones mid-game.
7.) HP bars now appear below the icons in the pause-screen HUD
8.) The HP bars in the pause-screen HUD, Party screen, and Summary screen now all display as gradients, with the color on the left determined by the percentage of HP remaining and the color on the right determined by the absolute amount of HP remaining.  This can be turned off (to revert to the standard green/yellow-if-below-half/red-if-below-a-quarter bars) with a new option in the Options screen.
9.) Party screen icons are now not animated except for the Pokemon the cursor is hovering over.
10.) Addition of code that makes the Delta Chansey line have a (very small) chance of being male, while not affecting the non-Delta version's gender ratio at all.
11.) Hoopa Unbound's species name ("the Djinn Pokemon") added.
12.) Added trust mechanic to the non-Pokemon.
13.) Seperation of the two kinds of Wonder Guard into two different abilities.
14.) Recoding of a few overworld moves so they don't close the Party screen.
15.) Inclusion of a snippet of code (from the newest version of EBS) that fixes any F12 soft-resetting issues.
16.) Addition of code that speeds the music up when one of your Pokemon on the field has low health.
17.) Addition of code, "stolen" from the newest version of the EBS, that shows you how many Pokemon the opponent has during their in-battle intro.
18.) Addition of a friendship bar, to be a counterpart to the EXP bar, on the second page of the Summary screen.
19.) Addition of "Awkward Multitype Moves", where rather than having the multiple type effectiveness modifiers stack on top of each other, each one is applied to an equal-sized chunk of the damage, possibly resulting in some awkward type effectiveness.
20.) Changing Tri-Attack from a standard Multitype Move to an Awkward Multitype Move.
21.) Addition of a third variation of Rough Skin/Iron Barbs, called Frostbite.
22.) Addition of many many battle intro types, as part of the newest version of the EBS.
23.) Addition of four new possible title screens in a single new title archetype.
24.) De-commenting of some lines of code that made messages display at the end of Combined Pledge effects.  The lines of code were already there, just commented out for some reason.
25.) Addition of an Electric Pledge.
26.) Fix to the code that alters the item decriptions of TMs in Extreme Randomizer to match the moves they teach.  Was changing the text after the text was displayed, which really didn't do us a lot of good.
 
27.) Addition of code that makes it so that opening the bag from the Party screen to use an item on a Pokemon will result in TMs' names changing color based on if they are compatible with the Pokemon in question.
 
28.) Special start-of-battle animations added for Suze and Gwithy trainers, and for the Duotone battle created by combining them.

Changelog (0.7.5):

1.) In Single Battles, if the player has the right settings, the game will display the effectiveness of damaging moves as a little icon.  This is the counterpart to Double Battles' spread icons.
2.) The border for the spread/effectiveness icons now properly displays for multitype moves.
3.) STAB moves now have an aura instead of a shadow.
4.) Standard Multitype Tri-Attack's move choice button fixed.  (was broken when I fixed Normalize + hardcoded Multitype move choice buttons.  Was the only move broken because it's the only move to change primary type in Multitype Moves Mode)
5.) Change to how Special is calculated in Gen I battles, to account for the IVs of both SpAtk and SpDef, and to account for both EV counts as well.
- All Kanto Pokemon, as well as evolutions/babies/counterparts thereof, now have the correct Special base stats.  Other Pokemon have their Special base stat determined by the lesser of their SpAtk and SpDef.
- The Special IV is determined by taking the average of the SpAtk and SpDef IVs.
- The Special EV is determined by adding the SpAtk and SpDef EVs.  It caps at 252 like any normal EV does, however.
6.) Change to the base stats page to reflect the change above.
7.) Addition of the Mega Eeveeloutions to the Pokedex.
8.) Addition of "Gen I Special" to the IVs/Evs/Hidden Power page of the Pokemon Summary screen.
9.) Fix to Safari Battles, which were broken when I made the Paper Pikachu code.
10.) Addition of battle background recolor code for Terrain moves.
11a.) Addition of new pulse-based moves to the list of those affected by Mega Launcher.
11b.) Interaction between Mega Launcher and Heal Pulse added.
12.) Entry hazards now show up in battles.
13a.) Fix to Sticky Web.
13b.) Fix to entry hazards triggering even after another hazard killed the Pokemon.
13c.) Addition of code allowing Pokemon to faint between the activation of Molten Stealth Rocks and the activation of normal ones.
14.) Fix to the Wonder Guard aspect of Perfect Shell.
15.) Fix to double-battle AI when facing only one Pokemon on the player's side (i.e., if an ally faints)
16.) Addition of new items to the array for Fling.
17.) Addition of code for Mega Rapidash.
18.) Fix to overworld weather ending one turn into battles.
19.) Castform no longer becomes Sand Castform in Purity Mode.
20.) Rainbow mechanics added, including a change to Weather Ball when rainbows are up.
21a.) Addition of code allowing players to toggle the EXP Share All mid-battle, as well as an in-battle icon used to see if it's on or off.
21b.) Addition of code allowing players to toggle the Battle Camera mid-battle, as well as an in-battle icon used to see if it's on or off.
22.) Addition of code preventing Suze and Gwithy trainers' Pokemon's abilities from being randomized, ever.
23.) Fixed a typo in the code for Mega Crobat.  It's not supposed to be a Fire Emblem reference!
24.) Addition of code that increases the maximum number of abilities.  Feature stolen from Essentials v16.
25.) Added other-type versions of Water/Volt Absorb and of Gale Wings.
26.) Fixed the display message for Flame Burst.
27.) AI overhaul.  Taking into consideration more of the new features.
- Captivate's consideration now accounts for the Gender Flux item.
- Switching moves' consideration now account for new entry hazards.
- The moves Simple Beam, Worry Seed, Role Play, Entrainment, Skill Swap, and Gastro Acid now ignore new abilities they can't change/get rid of.
- Burning moves are less likely if the target has the ability Burn Heal.
- Stealth Rocks now accounts for the Foundry version.
- AI now considers moves with new functions.
28.) Primal Reverting/Mega Evolving after Gastro Acid debugged.
29.) Illusion Megas altering the Illusion's origin fixed.
30.) Shrink now will shrink Pokemon that are already Bug type.
31.) Size mechanics adjusted so they are now separate from Minimize mechanics.  Minimized targets can now reach maximum size.
32.) Color Change altered to interact with Multitype Moves in the same way that Protean does.
33.) Randomizer scripts moved to their own script section.
34.) Altarianite base stat increase added for Mix-and-Mega (oops).
35.) Steam Eruption added to the moves that can thaw the target.
36.) Added new abilities.
37.) Astra changed from five half-damage hits to five quarter-damage hits.
38.) Cherrim's form changes altered to be connected to Flower Gift.
39.) Special effect coded for when Pokemon with Contrary use Malamarmite in Mix-and-Mega Mode
40.) Change to the Mystery Gift URL to account for the document host's restructuring.
41a.) Made room in the Pokedex for Magiana.
41b.) Added Wingardeon.
42.) Fix to Pokedex not searching for Fairy type Pokemon correctly.
43.) Lightning Rod, Storm Drain, and Magical Drain now only grant immunity if the generation is greater than four.
44.) Pokemon holding their Mega Stones will pass their EVs to their eggs.
45.) The abilities Hustle, Huge Power/Pure Power, Overcharge, and Huge Mind now all show the recalculated stats in the summary screen.
46a.) Anticipation now accounts for Multitype Moves Mode.
46b.) Farther interaction of AI and Multitype Moves Mode.
47.) Heavy restructuring (mostly optimization) of the Summary screen, including the addition of a page that shows the effectiveness of each type against the Pokemon.
48.) Addition of a new challenge mode where moves start at 80% of their standard power and accuracy, and they increase through repeated use.  This challenge has three variations.
49.) Addition of a UI for choosing callenges, rather than a series of yes/no questions.

Changelog (0.7.4):

1.) The item name in the summary screen gets greyed out if the Pokemon isn't holding an item.  Feature stolen from Pokemon Essentials v16.
2a.) Stat change messages in battle now display according to Gen VI messages.
2b.) Stat change messages display that a Pokemon's "Special" rose or fell in Gen I mechanics, including special cases when both SpAtk and SpDef are affected.
3.) Fix for the gender icon of enemy Pokemon in cases where the length of the name would put the icon in the wrong place.
4.) Visible "stats" for Safari Zone battles when stat display is active.
5.) Shadow Sneak is added as an overworld move.
6.) Alteration to the interaction between Mix-and-Mega Mode and triple-typed Deltas.  Now only removes the third type if the second type is changed by the Mega Stone.
7.) STAB calculation altered.
- In Multitype Moves Mode, STAB is always 1.5x (2x with Adaptabilty)
- For Pokemon with more than two natural types, STAB is now a boost of 1+1/[number of types] (1+2/[number of types] with Adaptability).  In-game, this is referred to as "mini STAB"
- STAB on added types (result of moves like Forest's Curse, Trick-or-Treat, Leviosa, or Pixie Dust) is always 1.5x (2x with Adaptability).
8.) AIs of sufficient difficulty can now take advantage of Multitype Moves Mode's altered item mechanics and type effectiveness.
9.) Fix to Point of Origin effect ending.
10a.) Interactions between Normalize and hardcoded Multitype moves (Flying Press, Fairy Fyre, Fairy Force, etc.) fixed.
10b.) Interactions between Normalize and Delta Hawlucha's signature move have been fixed, for the case of Extreme Randomizer.
11.) Added an HM for Shadow Sneak, which teaches to the Pokemon that can learn it by level-up or by egg move.
12.) Glitch with sunny weather/other status freeze immunity fixed.  Before, it would say that the Pokemon's ability was why it was immune, even though the code checked for weather or status.
13.) Added items that mimic certain abilities.
14.) Added icon and battler for Diancie Eggs.
15a.) Fixed Hoopa's EV Yield.
15b.) Fixed the EV Yield for fake Eeveeloutions.
16.) Alteration to the Stats page of the Pokedex, to now include EV Yields, Base Happiness, and Egg Steps.
17.) Changed base happiness of the non-Pokemon, but not of her Pokemon relatives.
18.) Addition of a color classification for "orange" Pokemon, and alterations to certain Pokemon's Pokedex entries.
19.) Addition of a subroutine designed to randomly give a Pokemon of a certain color (as defined by the Pokedex).
20.) Fix to many of the random-Pokemon-within-parameters functions.
21.) Addition of a new ability, Astra, named after the Fire Emblem: Awakening skill of the same result.  Due to a lack of a Skill stat, and the fact that stats go higher than they do in FE:A, the trigger percentage is changed from Skill/2 to Speed/4.
22.) Delta Bronzor line's HA changed to Astra.
23.) Removal of an accidental spoiler in the stats page of the Pokedex.
24a.) Framework added for Cosplay Pikachu, as a female-exclusive series of alternate forms.
24b.) Framework added for new male-exclusive form for Pikachu, literally based on Paper Mario.
25.) Fix for Giratina's HA.
26.) Kinda disturbing secret overworld moves added.  They're pre-existing moves, but they don't get the TM icon in the party screen, and only pop up in your list of moves under the right conditions.
25.) Followers now get colored based on the status of the attached Pokemon.  Feature stolen from Following Pokemon script v1.4 by mej71.
26.) Fix to names in the Summary screen when the item name needs shrinking.
27.) Fix to mid-battle status immunity changes.
28.) Fix for Substitue-hiding Pokemon taking exactly 1 HP of damage when their substitute is hit.
29.) Size mechanics added.  Using certain moves will cause a Pokemon to grow or shrink.  Normally this has no effect on battles, but tiny Pokemon are vulnerable to certain attacks.
30.) Addition of Rough Skin to the Cute Charm/Static/Flame Body/Poison Point/Sticky Freeze ability set for Dark type Deltas.  Also added Lullaby for Psychics and Slip Skin for Ghost and Water types.
31.) Fix for the Tri-Dee Chess trigger.
32.) Special case added for Milotic @ Gyaradosite.
33.) System added where certain species can naturally use certain HMs without knowing them.
34.) Changes to how Hidden Power X types are calculated to allow for Fairy type more often.
35.) Addition of a function designed specifically to give Pokemon Hidden Powers or Hidden Power Xs of a specific type.
36.) Nuzlocke Mode now disallows more than one catch per map.  Exceptions include:
- Pokeminorities (Shinies, Deltas, Albinos, and Shadow Pokemon)
- Legendary and Mythical Pokemon (except in Randomizers)
- Pokemon the code defines as "special encounters"

Changelog (0.7.3):

1.) Special message for Nuzlocke mode added.
2.) Special "gender ratio" icon for Azurill added.
3a.) Change to the way Pokedex descriptions are displayed to allow for longer discriptions to not be cut off.
3b.) Change to the way item descriptions are displayed in the Bag, to allow for longer descriptions to not be cut off.
3c.) Change to the way Ability descriptions are displayed in the Summary page, to allow for longer descriptions to not be cut off.
4.) Base Stats page added to the Pokedex.
5.) Pokeminority-exclusive forms - Primal Dialga, Red Scarf Glaceon, Rot8er's Megallade, Mega Delta Blastoise - now can only be switched to while that particular Pokeminority is being displayed.
6.) Special case in Mix-and-Mega mode added for Slowking @ Slowbronite.  Added to the Pokedex as an alternate form, but only in Mix-and-Mega Mode.
7.) Bug with sleeping Shadow Pokemon is fixed.
8.) Base stats for Delta Mega Steelix altered.  Now doesn't use standard Steelix's Mega boosts.
9.) Code added to allow trainers in Mix-and-Mega Mode to have an 8% chance of having a Mixed-up Mega.
10.) Interaction between Plus/Minus and the AI fixed.
11.) Hurricane fixed.
12.) Interaction between Magic Bounce and ability display code fixed.
13.) Alteration to the pause screen HUD to make more room and display more information.
14.) Suze and Gwithy trainers now hard-coded.
15.) Belch double failure fixed.
16.) Hyperspace Fury failure for non-Hoopa/Confined Hoopa now coded in.
17.) Changes to the mapping of the area east of Route 7.
18.) Starters now get randomized in Randomizers, but only within the starters of the proper types (including the elemental monkeys, and Z/O starters).  Each starter ball is randomized individually.
19a.) Stealing the following features from the new Pokemon Essentials v16:
- type-based default move animations
- module PBEggGroups
- slider types can appear in the Options screen (currently unused)
19b.) Reworked the Pokedex and Summary screens to use the PBEggGroups module, to make reading my code easier.
20a.) Glitch with Double Battles with multiple Dynamic Trainers fixed.
20b.) Glitch with Pokemon staying Mega after fighting a Dynamic Trainer fixed.
21.) Special music added when fighting both Challengers sametime.
22.) Pledge moves and Relic Song glitches fixed.
23.) Moves that can have random moves as an outcome (Sleep Talk, Metronome, etc.) can now spit out Chatter if the user of the original move is Chatot.
24.) New two-turn moves now added to Sleep Talk's blacklist.
25.) Trade Stone coded to allow Shelmet and Karrablast evolve if the other (or the other's evolved form) is in the party.

Changelog (0.7.2):

1.) Followers for Lula re-added.  Talking to Lula still unavailable, on purpose.
2.) Further debugging of Follower + Bike interaction.
3.) Ability to manually toggle off Following Pokemon removed.
4.) Protean bug fixed.
5.) Interaction between Hax Engine and multi-target moves fixed.
6a.) Sprites for Shiny Delta Ditto line added.
6b.) Previous sprites for (non-Shiny) Delta Mew changed to be the sprites for Shiny Delta Mew, and sprites for (non-Shiny) Delta Mew added.  Mew and Ditto have the same color setup again.
6c.) Sprites for Shiny Delta Unown added.
7.) Dittwo creation event recoded slightly.
                                    Before:           After:
  standard Ditto + standard Ditto = standard Dittwo = standard Dittwo
  standard Ditto + Shiny Ditto    = Shiny Dittwo    = Shiny Dittwo
  standard Ditto + Delta Ditto    = Delta Dittwo    = Delta Dittwo
  standard Ditto + Albino Ditto   = Albino Dittwo   = Albino Dittwo
  Shiny Ditto + Shiny Ditto       = Shiny Dittwo    = Shiny Dittwo
  Shiny Ditto + Delta Ditto       = Delta Dittwo    = Shiny Delta Dittwo
  Shiny Ditto + Albino Ditto      = Albino Dittwo   = Shiny Dittwo
  Delta Ditto + Delta Ditto       = Delta Dittwo    = Delta Dittwo
  Delta Ditto + Albino Ditto      = Albino Dittwo   = Delta Dittwo
  Albino Ditto + Albino Ditto     = Albino Dittwo   = Albino Dittwo
8.) Dittwo naming mechanics altered.  If both Dittoes have a nickname upon merging, the Dittwo keeps both until renaming.
9.) NPC crash on Route 7 fixed.
10a.) Height and Weight indicators in non-US Pokedexes fixed to show the values for the currently-displayed form.  (US Pokedexes were fixed a while ago.  Recently discovered that the fix didn't also apply to non-US ones.)
10b.) Weight for display forms that don't have standard species weight now correctly calculate.
10c.) Height and weight for alternate forms altered to official values.
11.) The gender-change button in the Pokedex can now be used to switch between the entries of the two Nidorans.  It can also be used to switch between Volbeat and Illumise.
12.) Dynamic trainer battle added in the Cedolan City Condo.
13.) Addition of a Pokedex ordered by evolution family rather than by National Dex number.  Note that on existing save files, you will have to use the debug menu to get rid of your existing Pokedex, then grab a Pokedex from either your kitchen table or Oak's Lab in order to trigger it.
14.) Removal of unused data in the Pokemon.txt file.
15.) Shiny sprites added for fake Eeveeloutions.
16.) Wild Shedinjas now hardcoded to never be Delta, even if the "All Wild Pokemon are Delta" switch is on.  In-game there aren't going to be wild Shedinjas, but adding the case for Randomizer mode.
17.) Interaction between Levitate and an added weather effect has been fixed.
18.) Xerneas form mechanics added.
19.) All followers added.
20.) Purity Mode accuracy change for Frost Breath has been reflected in the move buttons in battle.
21.) Huge Generation Battle overhaul.
22.) Change to how Shadow Pokemon learn Shadow type moves, making some moves exclusive to certain Shadows.
23.) All Shadow type moves now given 25 PP instead of unlimited.
24.) Shadow type moves no longer pop up in Extreme randomizer.
25.) Shadow Pokemon no longer receive STAB on Shadow type moves.
26.) Changed interaction between Delta Hawlucha's signature move and Gen I battles, to account for the lack of Steel and Dark types.
27.) Gen III and VI Deltas' learnsets finalized.

Changelog (0.7.1):

1.) Mega Donphan's "Point of Origin" now triggers Gen VI physics (instead of Gen "7" like most unofficial Megas) and welcomes the battle to Torren, making it the only Pokemon with a unique region.
2.) PC crash bug due to the Shadow Pokemon display code fixed.
3.) More lag removed from the Party screen.
4.) The "Foundry + Continental Force" picture is changed to display only when the proper setting in the Options menu is active.
5a.) Sprites for Shiny Delta Salamence line added.
5b.) Sprites for Shiny Delta Ralts family added.
5c.) Sprites for Shiny Delta Victini added.
5d.) Sprites for Shiny Delta Rotom added.
5e.) Sprites for Shiny Delta Seviper added.
6.) Registered Key Items formally moved to the QWE keys instead of F3-F5.
7a.) Eevee can no longer evolve into fake Eeveeloutions in Purity Mode.
7b.) Dittwo creation does not work in Purity Mode.
8.) Rather than being prevented from using certain items, Vee is now directly prevented from evolving into the Kanto Eeveeloutions.
9a.) Albino Followers added for all Pokemon that already had normal and Shiny ones.
9b.) Delta Followers added for all Kanto-Sinnoh Pokemon.
9c.) Followers added for Totodile line's and Deoxys's second outfits.
9d.) Lula and Egg followers forcefully removed.
10.) Rare Candy mechanics changed.  Previously would allow you to waste one on a level 100 Pokemon, displaying the message "[name]'s level remained unchanged".  Now cannot be used on a level 100 Pokemon (like the official games) unless the Pokemon evolves by leveling up (unlike the official games), in which case it will cause the Pokemon to evolve.
11.) Critical Pokeball Throw mechanics added, including the increasing probability as you catch more Pokemon.
12a.) Interactions between Following Pokemon and Bicycles fixed.
12b.) Interactions between Following Pokemon and Surfing fixed.
13a.) Moves taught by TMs - but not HMs - are now randomized in Extreme Randomizer.
13b.) The pseudo-random subroutine for ability changing in Extreme Randomizer is now dependant on the player's Trainer ID.
13c.) The abilities of alternate forms now get randomized.
14a.) Gen I-V Hidden Power BP now displayed on the proper page of the Summary screen, labeled as such so players aren't confused when the BP is locked at 60.
14b.) Pokemon with their Hidden Ability now display what their non-HA will be in Gen III and IV battles.
15.) Delta Ditto + Delta breeding mechanics changed to allow for creation of Shiny Delta Pokemon.
16.) Freeze-Dry and Brain Freeze's PP is fixed.
17.) Gen II Deltas' learnsets finalized.

Changelog (0.7.0):

1.) Now uses Luka's Complete Title Screen Resource...all of it.
Title screen is randomly chosen each time you boot up the game, from seven title screen "archetypes" - the six generational title screens and another based on Essentials' default title screen.
Within the archetype chosen, the game will randomly choose which of Mewtwo's forms to display.  Some archetypes only have access to the two Mega Evolutions, some have access to the basic form as well.
If the particular archetype has access to Basic Mewtwo and successfully chooses it, certain background aspects have an equal probability of being either light blue or pink.
If the particular archetype does not have access to Basic Mewtwo, there is a 1/3 chance that certain background aspects will be recolored to yellow.  The exception is the Basic Essentials title screen.
Gen V title screens have an equal chance of Mewtwo facing either slightly left or slightly right.
This brings the total number of possible title screens to a staggering 30, although all of them do not have an equal chance of being picked.  28 of them are fully animated.
The game will even remember which of Mewtwo's forms was chosen by the title screen, but only X or Y form.  If Basic Mewtwo is chosen, pink simulates X and light blue simulates Y.  This variable will be used in the final version of the game.
2.) New TMs for added moves.  These TMs are Delta-exclusive (except for Mew).
3.) Wormadam TM/Move Tutor compatablity fixed.
4.) A rare bug having to do with Delta abilities is fixed.
5.) Gen I Deltas' learnsets finalized.
6.) Overworld moves now appear on the Party screen like they do in Gen VI.  Unlike Gen VI games, they're color-coded to show you the kind of move: aquatic, healing, Rock Smash, weather-summoning, or other.
7.) Removal of the code for a planned-but-scrapped feature, in hopes of removing lag from the Party screen.
8.) Certain Party screen graphics are optomized.
9.) The Exp. Share now has a unique icon for the item icon on the Party screen and the pause menu's HUD.
10.) Holding Shift to use speed-up mode has now been changed to pressing shift to toggle it.
11.) Dream Balls and Park Balls added.  The former has a 4x catch rate if the target Pokemon has its Hidden Ability.  The latter is, like a Premier Ball, merely a recolored Poke Ball.
12.) Like ORAS, an option to move "Organize Boxes" to the top of the Pokemon Storage System menu.  Unlike ORAS, it's in the Options screen.
13.) Special image created and coded for the (illegal outside of Extreme Randomizers) combination of the move Continental Force with the ability Foundry.  This is in the unlikely case that I release an event Delta Mega Steelix with the move.
14.) Glitch with Continental Force not harming the target fixed.
15.) Bug with moves that forced switching not cancelling the switched Pokemon's move (resulting in things like a Jirachi being forced to switch into a Gallade and then the Gallade using one of Jirachi's moves in the same turn) has been fixed.
16.) Certain abilities are now exempt from Extreme Randomizer, mostly because they only work when applied to one Pokemon.
17.) Shadow Pokemon have their images in the Pokemon Storage System properly colored.
18.) Tweaks to the pause screen HUD.  Shadow Pokemon icons are properly displayed, and fainted Pokemon become reddish.
19.) Following Pokemon have finally been satisfactorilly debugged!  Currently only have sprites for non-Delta Pokemon up until Gen V.
20.) Little secret message hidden in battle, inspired by the support system in Fire Emblem: Awakening.  In order to trigger it:
- You need to be fighting in a Double Battle.
- Both of the Pokemon on your side of the field need to be owned by you.
- The attack trying to hit one of your Pokemon needs to miss.
- A random integer between 0 and 499 needs to be lower than the target's partner's happiness value.





Anyone who downloads the demo should read this spoiler:

 

Every Pokemon has an animated sprite for both the front and the back. Some of the backsprites' animations are weird, akin to the female character's animation. If you run into a sprite with this issue, tell me the Pokemon (National Dex number would be better than name), as well as the form and the Pokeminority (normal, Shiny, Delta, Albino)


The initial idea
Pokemon games have always had a sort of moral for those that pay attention.

  • Gen I was about the dangers of letting a single man stay in charge of a big business, for fear of the business becoming corrupt.
  • Gen II was about the dangers of seeking revenge
  • Gen III was about the delicate balance between the three major facets of the ecosystem.
  • Gen IV was about the dangers of Man Playing God.
  • Gen V was about the difference between friendship, pet-keeping, and slavery (a line that's very very blurry in the Pokeverse). Personally, I saw it meaning the dangerousness that innocence can be when taught by the wrong hands, but the moral I stated above is probably the one Game Freak probably intended.
  • Gen VI is about the balance between humanity's technology and the beauty of nature.

With that knowledge, I came to the conclusion that there needed to be a Pokemon game about acceptance of the differences between people.

The plot as it is
Ten years after the events of BW2, a man depressed over the loss of his wife, a woman he loved dearly but the world did not, travels to the Dissa Region, a region just north of Kanto. Dissa houses the one thing he thinks he needs to fulfill his aim of creating a world where she would have been seen as an equal: The Legendary Mewtwo.

Having been created specifically by humans from the ancestor of all modern Pokemon, Mewtwo's DNA contains secrets this man needs in order to level the playing field by making every human...identical. Except it soon becomes clear that this goal isn't viable, causing the man, now leader of Team Hail, to turn to darker means to accomplish his ends...

Your family recently moved to the Dissa Region from Johto just in time for you to come of age and begin your journey as a Pokemon Trainer. You soon meet the boy who will eventually become your Rival. Except he doesn't just seem to aspire to be the Pokemon Champion. He speaks highly of his sister, a smart young woman in AFOs (a special kind of leg brace), who it is his goal to impress. Except...why don't you ever get to meet her?

Soon, the two of you encounter Team Hail, and it's clear he is fueled by his love of his sister when fighting them. He fights fiercely, and the two of you overwhelm the Team Hail Grunts. But its clear the battle has just begun.


Game Mechanics - most game mechanics are the same as they are in the Gen VI games, thanks to the Gen VI Pack (led by mej17 and Worldslayer) for Pokemon Essentials. I have fixed a few buggy codes I found - the ones I remember are Rototiller and Tinted Lens.
Pokeminorities - Shinies aren't the only rare versions of common Pokemon anymore.

  • Shiny Pokemon - The Shiny Pokemon Chance has been increased from 1/8192 to 1/1024.
  • Delta Pokemon - Like many fangames, my game includes Delta Pokemon, existing Pokemon species mutated to be a new type. Unlike most, my game counts them as the same species as their progenitors, allowing them to breed and making them pop up randomly in the wild, just like Shinies, at a 1/1000 chance. They learn the same moves as their normal counterparts - with two exceptions (both legendaries) - and have the same abilities - with three exceptions so far (all legendaries) - making their typing the only real difference.
  • Albino Pokemon - Based on a glitch in X/Y, Albino Pokemon have had all their color leeched away. They are mostly just a color variant, but they do increase a field-changing move's duration from five to eight turns. They have a 1/102,400 chance.
  • Shadow Pokemon - these Pokemon are only obtainable by catching them from NPCs in game. Like shinies, they're randomly generated, at a 1/1024 chance. They behave as their non-Shadow counterparts, except they know Shadow type moves. Non-Shadow Pokemon are weak to them, but Shadow Pokemon resist them. Unlike the other games with Shadow Pokemon, they can gain experience and cannot be purified.

Challenge Modes - these can be mixed and matched.

  • Nuzlocke Mode - In this mode, fainted Pokemon cannot be revived in any way. Revives give a message saying they can't be used, and the PC and Pokemon Centers don't heal Pokemon whose HP is below 0. Thanks to FL for his Game Over script that fixed a bug in the way I had Nuzlockes working.
    Note that this mode doesn't include the "must catch the first Pokemon on the route and only the first Pokemon" stipulation Nuzlockes usually have. Forcing this into the game would prevent players from being able to catch Pokeminorities, and considering Pokeminorities are a well-known exception to this rule I don't want to prevent players from catching them.
  • PP Challenge - In this mode, PP is not healed by the PC or Pokemon Center. If you use an Ether or Elixir, the PP will be healed in this manner, and you can change moves using TMs and HMs or move learning, but this mode forces you to constantly switch up your moveset in order to keep progressing. No more "choose this move to win" scenarios.
  • Randomizer - In this mode, wild Pokemon can randomly be any of the 729 species I have programmed in currently (eventually there will be 732), regardless of how/where they're encountered. Certain battleable events are exempt from being randomized, but can still pop up randomly in the wild.
  • Randomizer+ - This mode can only be triggered if you have Randomizer on. In this mode, trainer Pokemon also get randomized.
  • Extreme Randomizer - This mode can only be triggered if you have Randomizer on. In this mode, level-up moves are randomized, and abilities and TM/HM/Move Tutor compatibility is pseudo-randomized
  • Multitype Moves Mode - Plan to Fire Punch a Frosslas? Sorry, no can do - Fire Punch is now Fire/Fighting. Perhaps the most unique of all the challenge modes, this mode takes existing moves and makes them dual- or even triple-typed. This encompasses all type mechanics - damage dealt, Protean, immunities, etc. Much like how type-changing mechanics affect Flying Press in normal mode, only the first type is changed unless something specifically changes the second or third typing. Unlike Flying Press in normal mode, if a user has both (or all) types, they get double (or triple) STAB.
  • Mix-and-Mega Mode - Based on the Showdown metagame of the same name, this mode allows any Pokemon to use any Mega Stone/Primal Orb and gain the ability, stat changes, and any type changes thereof. For example, a Pikachu holding a Gyaradosite can Mega Evolve and becomes Electric/Dark with Mold Breaker and 35/65/70/60/80/90 base stats. Smeargle can Mega Evolve by knowing Dragon Ascent and gains Mega Rayquaza's BST increases and ability. If Smeargle is holding a Mega Stone/Primal Orb and knows Dragon Ascent, it gains both BST increases, but only the stone's ability and type changes. Rayquaza cannot use any stone (for balance reasons - Megaquaza with a Mega Stone?!?), and Kyogre/Groudon cannot use the other's Orb (for lore reasons).
  • The Deltaverse - Welcome to the world where everything is upside down. What you think are normal Pokemon are actually Deltas, and vice versa! Can you get used to the changed reality before you're washed out?

New Mechanics

  • Ditto's Transform - When used by a Ditto, Transform will cause the user to transform into the same species and stats as the target, but keep the user's own Pokeminority. Used by a Mew or a Smeargle, however, it still uses the target's. This should make Ditto and its evolution more interesting.
  • Dittwo - The first of my new Pokemon. Sticking two Dittoes in the Day Care holding certain items causes them to merge into one. This becomes a new Pokemon. Inheriting the better IVs from each Ditto and everything else from the first one you stuck in the Day Care, this Pokemon learns Sketch every ten levels, much like Smeargle. Because of this, Ditto can now use Eviolite.
  • The Battle Camera - A new item called the Battle Camera that will slow down moves for new players, breaking down what otherwise-invisible game mechanics - held items, abilities, STAB, weather, etc. - affect both that particular move's accuracy and its damage output, in real time as the game calculates them. This can be toggled on or off.
  • Delta Breeding - By breeding a Delta Ditto with another Delta, you can guarantee hatched Pokemon are Delta. This is to make gaining Deltas - which unlike Shinies have strategic distinctions from their standard counterparts - more obtainable. But first you got to find/create an oh-so-coveted 6iv Delta Ditto.
  • General Breeding - Anyone familiar with the concept of TSV hatching knows that eggs can hatch shiny for one player that wouldn't hatch shiny for anyone else. Every trainer has what's known as their TSV, which is their Trainer ID number run through an algorithm. Every egg has an ESV, which is the Personality ID value of the Pokemon inside run through an algorithm. If the two numbers match, the egg hatches shiny.
    This concept carries over to Entropy as well. TSVs and ESVs have been expanded from four-digit numbers (1234) to six-digit ones (1234.56). If the first four digits of the trainer's TSV match the first four of the egg's ESV, it hatches Shiny. If the last three digits match, it hatches Delta. If all six match, it hatches Albino.

New Moves

  • Brain Freeze - Vanillish's new signature move. Freeze Dry-style, this is an Ice type move hard-coded to always be super-effective against Psychic types, regardless of Inverse or Generational conditions.
  • Livewire and Oil Spill - counterparts to Toxic Spikes, these entry hazards can paralyze or burn foes, respectively. Electric and Fire type Pokemon absorb them like Poison types absorb Toxic Spikes.
  • Hidden Power PX/SX - two new Hidden Power moves - one Physical, the other Special - that include Fairy type in their calculations.
  • Point of Origin - effect explained below
  • Leviosa - A move that, like Forest's Curse and Trick-or-Treat, adds Flying type to the target. To be the signature move of the Flying-type Eevee, Wingardeon.
  • Elemental Kicks - Icicle Kick and Elec-Kick to be counterparts to Blaze Kick
  • Elemental Minds

But wait, there's more!

  • More Player Characters - I have added functionality to have four player characters, and can add more if my future team decides the game needs it. Likewise, I have the framework to make a trainer customization system if so decided.
  • More save files, courtesy of mej71 - The game can save multiple save files - supposedly an infinite number if you have enough memory
  • More Balanced - Ice's long-standing weakness to Rock has been removed so that a hypothetical(?) Every-Typed-Pokemon has no weaknesses. Incidentally this also makes Glaceon, my favorite non-Mega Pokemon, a little more viable
  • More Precision - In-battle stat modifier indicators much like Pokemon Showdown
  • More Effectiveness - More precise type-weakness indicators ("It's super effective! A double weakness!").
  • More Knowledge - A new summary page showing your Pokemon's IVs/Evs and their Hidden Powers.
    The party screen now makes the infoboxes different colors depending on the Pokemon's status ailment.
    The party screen also shows different item icons based on the type of item the Pokemon is holding - mail, a Mega Stone that can Mega Evolve them naturally, a Mega Stone that can't Mega Evolve them except in Mix-And-Mega Mode, a Berry, or something else.
    Eggs have an Inheritance page in the summary that shows which parent each IV, the nature, the ability, and the Pokeball come from. It also shows the ESV.
    The Trainer Card - which now depends on whether the player is playing a Challenge Mode, not on the player's gender - now shows the player's TSV.
  • More Megas - Mega Donphan taken directly from Pokemon Insurgence for use by a Suzerain NPC Trainer. (since it's thanks to him I got the idea for Deltas).
    Mega Castform with a different Mega for each weather
    Mega Plusle and Minun along with a neutrally-charged Mega for mixing up the Mega Stones
    Mega Greninja, having Prankster but keeping the typing he had before going Mega, requiring you to time your Mega Evolution wisely
    Mega Malamar with an ability that turns the battle into an Inverse Battle as long as he's on the field
    a second Mega Blastoise that only can trigger if it's Delta
    a second Mega Gallade that can only trigger if it's Shiny
    Mega Porygon-Z that turns Effect Spore into what is basically an automatic Tri-Attack
    Mega Chesnaught with Stance Change meets Wonder Guard
    Mega Delphox with Levitate (yes, I know, not as clever as the others)
    Mega Sawsbuck with a different typing for each season
  • More Nostalgic - Introducing Generation Battles. These little buggers revert the type chart to as it was in previous generations, and can even nullify items for Gen I and abilities for Gens I-II.
    Much like Mega Malamar's ability Antimatter Vortex can trigger Inverse conditions mid-battle, Generation conditions can be triggered mid-battle thanks to a new move Point of Origin. Based on the user's species (Megas counting as from Gen VI unless being one of the ones I added, in which case it counts as "Gen 7" with Ice not weak to Rock), it switches the battle condition for five turns - or eight if the user is Albino!
  • More Control - the A button now toggles "auto-run" mode, where the character runs without you needing to hold the run button.
    The pause menu now includes a HUD-like strip at the bottom of the screen, and pressing the right or left arrow keys shifts the Pokemon in your party over, allowing you to move a particular party member to the front or back of the party. Thanks to FL for both scripts, and to SunakazeKun for some alterations to the HUD.
    Items can now be registered to three buttons. Currently set as f3, f4, and f5. But I may change them to Q, W, and E.
    Holding down Left Shift now activates Fast Mode. The frame rate is more than doubled, making the game run faster.
  • More Bikes - the ordinary Bike is still in my game for the simple use of moving faster, but I have added the Mach and Acro Bikes as well for the new locations they allow you to access. Thanks to Hansiec
  • More Evolutions - Want a Male Frosslas or a Female Gallade? Thanks to the new Twilight Stone, you can get one!
    Can't trade because of no online access? The Trade Stone is here to help.
    Eevee now has new evolutions - one that evolves by using the Twilight Stone on it while it's fainted, and another by using (yes, using) an Everstone on it while it's level 100. A few more use locations or methods like "have a Shadow Pokemon in your party".
  • More Names - Pokemon now have two names: a nickname and a "secret identity". Intended originally for use only by the superhero-like Mega Gallade, the secret identity is revealed when you Mega Evolve your Pokemon. The Name Rater is used to change both.
  • More Genders - Pokemon holding a Gender Flux become the opposite gender regardless of their species' gender ratio. Attract and breeding are affected, the sprites of Pokemon with visible gender differences are not. This is indicated on the party, summary, and PC screens by giving the gender icon a light purple shadow.
    Pokemon holding a Jendergelly become a hermaphrodite. Can be Attracted to and can Attract either gender and/or another hermat, can breed with either gender or a Ditto breeding group member but not with other hermats (I don't know how to decide which the game should consider the "mother"), but the sprites of Pokemon with visible gender differences are not. This is indicated anywhere gender icons are shown by having both gender icons displayed in dark purple side-by-side.
    Pokemon holding a Closet Key show their true sexual identity. Without affecting anything else gender-related, these Pokemon react unpredictably to the move Attract when it's used on them. Depending on a formula run on their gender byte, the Pokemon can be homosexual (Attracted to the same gender rather than the opposite one), bisexual (Attracted to either gender), or asexual (immune to Attract). This is indicated anywhere gender icons are shown by having the gender icon have a green shadow.
    These are all held items to prevent them from completely changing the Attract metagame, in case I ever get online running, and to make an easy "don't like it, don't use it" system.

What I need from the community Despite the essay I have written of working features, I cannot complete this alone. I need people with the following talents:

  • Musician
  • Map-maker
  • Graphical artist to make (animated) sprites for the Eeveeloutions I've added and for characters.

bob_by_rot8erconex-d98jeaq.png

credits

 

"Version Checker" add-in

R3zonance, Pokebuzo

"Type quiz" add-in
FL

"Following Pokemon" add-in (may or may not be used, will still be in the code even if it isn't)
Help-14, zingzags, Rayd12smitty, venom12

"Hoenn Bike Duo" add-in
Hansiec

"Braille display" add-in
Hansiec

"Game Over" add-in (used only in Nuzlocke Mode)
FL

"Simple HUD" add-in
FL, SunakazeKun

"Multiple Save Files" add-in
mej71

"Gen VI Pack" Project Organization:
WorldSlayer, mej71

Pokemon Sprites:
/u/sicns
/u/Evolemon

Pokemon Icons:
Pikachumazzinga

New Sprite animation and Title System
Luka S.J.

Sprite converter:
dragonnite

Item Icons/various sprite work:
Serbii, TheDeKay, Radical Raptr

PBS file editing:
karstictrainer, WorldSlayer, TheDeKay, viperk1, SunakazeKun, Radical Raptr, RPD490, Takyon!, Pokegod7020

Scripting:
mej71, ~JV~, TheDeKay, Maruno, XmarkXalanX, Ratty524, joeyhugg, Nickalooose, Lucidious89, AmethystRain, AlexTCGPro, Destiny, baaabuuu, trueegee, woobowiz, Radical Raptr, DL Kurosh, p.claydon

Research:
Drakath569, Florio, MrDeepDarkMind, snooper117

"Pokémon Essentials" was created by:
Flameguru, Poccil (Peter O.), Maruno

With contributions from:
AvatarMonkeyKirby, MiDas Mike, Boushy, Near Fantastica, Brother1440, PinkMan, FL., Popper, Genzai Kawakami, Rataime, Harshboy, SoundSpawn, help-14, the__end, IceGod64, Venom12, Jacob O. Wobbrock, Wachunga, KitsuneKouta, xLeD, Lisa Anthony, and everyone else who helped out

"RPG Maker XP" by:
Enterbrain



1.) Bugfixes relating to Mega Gallade's unique mega message.
2.) Addition for Illusiary Mega compatibility with EBS v4.
3.) Adjustments to the positioning of the infoboxes in the battle HUD.
4.) Switching the positions of the two enemy party arrows to match the positions of everything else.
5a.) Prelimiary work for adding the following abilities:
- Electric Surge
- Dazzle
- Berserk
- Battery
- Corrosion
- Comatose
- Dancer
- Fluffy
- Surge Surfer
5b.) Preliminary work for adding the move Revelation Dance
6a.) Changes to how the game knows which abilities are official and which ones are unofficial.
6b.) Changes to how the game knows which moves are official and which are unofficial.
6c.) Changes to how the game knows which Pokemon are official and which ones are Fakemon.
7.) Fix to how Zygarde forms are handled, to include the new information learned via English website.
8.) Addition of Rockruff to the Pokemon who get Vital Spirit instead of Insomnia.
9.) Change of code designed to make the type effectiveness indicators only appear for Pokemon you've fought before, as seen in the E3 SuMo info dump.
10.) Changes to how the screen displays based on time, to make tilesets appear nicer in the evening and to make night more visible.
11a.) Addition of a variable weight mechanic.
11b.) Addition of a variable height mechanic.
12.) Changes to how weight displays in U.S. Pokedexes.  Now displays as pounds and ounces, rather than decimal portions of pounds.
13.) Alteration to how the Trainer Memo page of the Summary screen renders text to allow more to fit on the screen at once.
14.) Addition of Height and Weight indicators to the Trainer Memo page of the Summery Screen.
15.) Alteration to how Strong Jaw and Mega Launcher are handled, to make defining crunch- and pulse-based moves easier.
16a.) Alteration to how moves are randomized in Purity Mode.
16b.) Alteration to how species are randomized in Purity Mode.
17.) Severe optimization of the Pokedex "what sprite should I display?" code.
18.) Addition of a group of Pokemon that could appear as Deltas in Purity Mode, to make room for Alolan Forms.
19.) Removal of some functions that were variations of the check for Deltaness but used only once.
20.) Addition of Surge Surfer to the list of "weather speed" abilities, for Electric Pokemon, for use by Deltas.
21.) Special evolution animation added for "Wormadam-esque Alolan Forms" (henceforth referred to as WEAFs).
22.) Addition of form data for the canon Alolan Forms for the following Pokemon, replacing their previous Delta Forms:
- Exeggutor (as well as a way to evolve Alolan Exeggutor from Exeggcute)
- Vulpix/Ninetails
- Sandshrew/Sandslash
- Marowak (no method to get Alolan Marowak from Cubone yet)
- Meowth
- Raichu (no method to get Alolan Raichu from Pikachu yet)
Pokemon labeled with parenthetical annotations are WEAFs, and the others are True Deltas.
23.) Removal of the previous images for the Delta forms of Pokemon listed above.  Note that there are no replacement images yet.
Edited by Rot8er_ConeX
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As Jam said, recolor that. Our site's a wonky with text, honestly. If you set it to "Automatic", it will show black in the text editor, but white in the actual post. That said, I'm keeping a close eye on this project: it looks to be moving along real well.

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O.o, how many delta's do you have currently in-game? Like, far more than Insurgence? (Though I'm guessing rarer too)

Also, just started the game, intro screen "Story of kid who let Red die."

All my wats.

if by "in-game" you mean, in the game's code, I have one for every species exccept Eevee and its evolutions, the Legendary Beasts, Castform, and Deerling/Sawsbuck. If by in-game you mean obtainable through legitimate means in the game, there's an always Delta Bronzong in the Mystery Gift, and any Pokemon that you can obtain in the wild has a 1/1000 chance of being Delta.

Also, yeah, I may remove that bit of the intro. it's a little too...spoiler-y.

Edited by Rot8er_ConeX
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if by "in-game" you mean, in the game's code, I have one for every species exccept Eevee and its evolutions, the Legendary Beasts, Castform, and Deerling/Sawsbuck. If by in-game you mean obtainable through legitimate means in the game, there's an always Delta Bronzong in the Mystery Gift, and any Pokemon that you can obtain in the wild has a 1/1000 chance of being Delta.

Also, yeah, I may remove that bit of the intro. it's a little too...spoiler-y.

I agree, way to spoiler-y. If we do get -spoiler- killed, then it should come at us with a big WHAM when it happens. Shouldn't be spoiled right at the start.

Ah, so I must pray to RNGesus for a delta baring the mystery gift. I'm curious, do you share delta's with Insurgence/other games or are all the ones in this custom-designed? In the engine test, is there a way to just spawn them to inspect what they do? (I could spend hours doing that xD). Either way, VERY NICE with that many delta's, should be loads of fun to try to catch/breed em all! (Hopefully we have enough storage space).

I noticed in the EV/IV screen there is Hidden Power / Hidden Power X, whats that all about?

Edited by WavesBlade
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I agree, way to spoiler-y. If we do get -spoiler- killed, then it should come at us with a big WHAM when it happens. Shouldn't be spoiled right at the start.

Ah, so I must pray to RNGesus for a delta baring the mystery gift. I'm curious, do you share delta's with Insurgence/other games or all the ones in this custom-designed? In the engine test, is there a way to just spawn them to inspect what they do? (I could spend hours doing that xD). Either way, VERY NICE with that many delta's, should be loads of fun to try to catch/breed em all! (Hopefully we have enough storage space).

I noticed in the EV/IV screen there is Hidden Power / Hidden Power X, whats that all about?

You can either:

A.) Go into the Pokemon party screen and hover over a Pokemon and select Debug. One of the options there is Pokeminority. That can change Pokemon into Delta (or Shiny or Albino or Shadow).

B.) Go into the Pause menu's Debug menu and select Switches. One of the switches should be labeled Delta Wild Pokemon. Switching that on should make all wild encounters Delta Pokemon.

As for Deltas' typings, I have taken every single official Delta's types from the TCG (which is where the concept of Delta Pokemon originated), and then most of the "pseudo-official" ones from Zeta/Omicron and Insurgence. I tried to shy away from the "Suze Official" Deltas that shared a type with the normal version of the Pokemon, like Delta Houndoom which was Ice/Fire. Most of the time the Suze Official ones agreed with the TCG ones (Delta Snorlax, for example, is Grass type in both Insurgence and the TCG).

As for storage space, you have 30 boxes. I may up that to 50.

Current Hidden Powers don't have the possibility of being Fairy type. I added a pair of moves called Hidden Power PX/SX that can be Fairy type.

Edited by Rot8er_ConeX
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Oh wow, I have to check out this game hopefully this century. Also, it would be nice if ice had a few resistances, like grass or flying. And go Glaceon!

I'm not trying to make too many changes to the type chart. I had to remove someone's weakness to Rock so that a certain secret boss would have no weaknesses, and I chose Ice because:

A.) it's the type of my favorite non-Mega Pokemon.

B.) Ice is already defensively weak.

I'm not trying to make the type chart make more sense or anything, just to balance the types out so that a Pokemon that's every type at once has no weaknesses. If I make too many changes, it'll confuse people when they go from an official game or a game with the official type chart, to my game or back.

Also, <3 your avatar.

Edited by Rot8er_ConeX
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I'm not trying to make too many changes to the type chart. I had to remove someone's weakness to Rock so that a certain secret boss would have no weaknesses, and I chose Ice because:

A.) it's the type of my favorite non-Mega Pokemon.

B.) Ice is already defensively weak.

I'm not trying to make the type chart make more sense or anything, just to balance the types out so that a Pokemon that's every type at once has no weaknesses. If I make too many changes, it'll confuse people when they go from an official game or a game with the official type chart, to my game or back.

Also, <3 your avatar.

Honestly there's enough other strange additions and changes that this isn't very appealing to me really. Like just too much in other mechanics that to me... don't really seem to have any useful purpose or meaningfully add anything. But, that's me after all.

Good luck with the project though. Just because I won't be partaking doesn't mean I want you to do awfully lol. It's just not for me is all.

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this looks pretty cool.

As I said before, here let me throw my abilities at you!

(Yeah, I can't do animated pokémon sprites)

You've seen my work, Mayhaps it is a bit creepy but, hey,

CREEPY IS GOOOOOOOOD!

Anyhow, if you don't need any creepy(badly made-sorry, low self confidence) sprites,

I can also Music.

(I hope to make music for movies, tv shows and videogames as a professional career so this would be fabulous experience.)

If you asked for a theme for a particular place (haunted house, say haunted house) then I could whip something up and show you.

I don't know how to map or code or anything though.

Edited by Juuzou
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Honestly there's enough other strange additions and changes that this isn't very appealing to me really. Like just too much in other mechanics that to me... don't really seem to have any useful purpose or meaningfully add anything. But, that's me after all.

I suppose I can relate to this. I don't like change. I was the guy raging about the steel type nerfs because that'd mean I'd have to relearn the system again. There are people like me that only like a few additions slowly and not a completely whole new system. Heck, I'm even a guy who strongly opposes Fakemons.

Also, that's quite a stretch of stuff you got there and it might be nice to put some spoilers up by doing this [spoiler-] stuff [/spoiler-] but remove the dashes.

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this looks pretty cool.

As I said before, here let me throw my abilities at you!

(Yeah, I can't do animated pokémon sprites)

You've seen my work, Mayhaps it is a bit creepy but, hey,

CREEPY IS GOOOOOOOOD!

Anyhow, if you don't need any creepy(badly made-sorry, low self confidence) sprites,

I can also Music.

(I hope to make music for movies, tv shows and videogames as a professional career so this would be fabulous experience.)

If you asked for a theme for a particular place (haunted house, say haunted house) then I could whip something up and show you.

I don't know how to map or code or anything though.

Hellooo I am Hebi-chan, the other person who has been working on this for the past few weeks.

If by theme you mean tileset, that would be amazing and would allow me to try my hand at mapping because I do not want to use the default FR/LG tilesets as I think they are overused and ugly. As for music, as Rot8er said in the opening post, we are looking for musicians so that would be very helpful! Although need the tiles and sprites quicker, having music in the work would not be a bad thing.

As for comments about Entropy being weird, most of the changes we made in fakemon and delta species are able to be turned off using the purity mode option. Additionally, mixed megas and dual type moves are both optional challenges. However, I find the game to be more fun with purity mode off and multimoves on myself.

Edited by Hebi-chan
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Since the option for all Delta's is already there, have you considered an All Delta challenge mode? Everything having different types, moves, and passive abilities would be quite the different experience. For added bonus, have regular pokemon appear with the ratio deltas do in normal mode.

If it were to be added, remove the sparkle from deltas >.>

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Since the option for all Delta's is already there, have you considered an All Delta challenge mode? Everything having different types, moves, and passive abilities would be quite the different experience. For added bonus, have regular pokemon appear with the ratio deltas do in normal mode.

If it were to be added, remove the sparkle from deltas >.>

Sadly there are a few issues with that, mainly the few pokemon we could not give deltas due to their wonkiness or other factors. I like the idea though, perhaps we can brainstorm something else.

Edit: Orrr Rot8er could go and do it anyhow, cause he's awesome like that.

Edited by Hebi-chan
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@Wavesblade and Hebi-Chan - Thanks to the former's suggestion, I have made what I'm calling Deltaverse Mode.

In Deltaverse Mode, Pokemon with defined Delta typings (with the exception of Shedinja and Arceus for balance reasons) will have their Delta types, abilities, and learnset UNLESS they are a Delta (or Shadow) Pokemon. This effectively switches the chances of finding a Delta Pokemon with the chances of not finding one. HOWEVER, due to some errors on the loading screen, I couldn't get the sprites to switch. So in the Deltaverse, the green Rayquaza is Electric/Steel and the yellow one is Dragon/Flying, rather than the other way around as is normal.

I'm in the process of fixing Megas and alt forms for Deltaverse Mode.

Edited by Rot8er_ConeX
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@Wavesblade and Hebi-Chan - Thanks to the former's suggestion, I have made what I'm calling Deltaverse Mode.

In Deltaverse Mode, Pokemon with defined Delta typings (with the exception of Shedinja and Arceus for balance reasons) will have their Delta types, abilities, and learnset UNLESS they are a Delta (or Shadow) Pokemon. This effectively switches the chances of finding a Delta Pokemon with the chances of not finding one. HOWEVER, due to some errors on the loading screen, I couldn't get the sprites to switch. So in the Deltaverse, the green Rayquaza is Electric/Steel and the yellow one is Dragon/Flying, rather than the other way around as is normal.

I'm in the process of fixing Megas and alt forms for Deltaverse Mode.

You, are, awesome.

Though, is it possible to turn off the sparkle for Deltaverse mode? Having everything sparkle every battle every-time over the course of a game would eat up time/grow annoying I'd think.

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You, are, awesome.

Though, is it possible to turn off the sparkle for Deltaverse mode? Having everything sparkle every battle every-time over the course of a game would eat up time/grow annoying I'd think.

The sparkle is still attached to visibly Delta Pokemon. Using the example I gave, the green Electric/Steel Rayquaza will not sparkle, the yellow Dragon/Flying one will.

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