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ty_taurus

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  1. So the scripts folder is just filled with .rb files that I can't seem to do literally anything with, so I'm not really sure how I'm able to edit anything from there. I tried digging around the forum but can't really seem to find anyone that actually explains how to go about doing that. I tried locating some script editing resources like Gemini, but that can't open those files either. Like I said, I'm a bit of a novice when it comes to scripting, so I kinda need specifics in order to understand the steps I need to go through.
  2. Hey, Something I'd like to do is try and add in my own Aevium form pokemon with my own custom sprites. I distinctly recall editting Alola form pokemon in the past for Rejuvenation and Reborn using the script editor of RPG Maker XP, but looking at that for v13.0.4 only brings up what appears below. I'm honestly still quite the novice when it comes to this sort of thing, so if there's anyone who knows what's going on and can help me figure out how to add a new form of my own, I would greatly appreciate it!
  3. So something I've been thinking of trying out was trying to mod in my own custom move like how a lot of the other characters have their own, but I'm a little stumpted about how to get it to work. I have the PBS Files and RPG Maker XP to theoretically edit the game to read the move and assign an animation, but I'm not entirely sure how to go about adding it (at least not without replacing an existing move, which I've considered doing for something like Celebrate that otherwise will never get used). Honestly, I'm pretty rusty in my modding skills, but I remember needing to use the script editor I believe in RPG maker to actually integrate something like that into the game; however, I must've done something weird because all that comes up when I open that in RPG maker is in the image I linked below. Was wondering if anyone would have some suggestions for doing this. Also, the move I would really like to make would be to have a Psychic-Type move that adds a random additional type to it like how certain moves work in crystal caves, though that I think would require actually programming that functionality into a move. I have no idea if anyone has any idea how to make that work that might be willing to help. I have a much more straightforward backup plan, but thought I'd throw that out there :p.
  4. Oh Starmie is great, but I also want to use Slowbro since I like them both and wasn't sure which one was the better option to try and prioritize. Slowbro's bulk has helped me stall out certain threats so far and I haven't really tried putting Starmie into practice. Its power and speed would definitely be a benefit in certain scenarios, but I also find it difficult to get my squishy sweepers in without sacking someone first. And yeah, I definitely know what you mean regarding switching your team frequently. I have 1.5 boxes of Pokemon that have been used at least once for certain fights, though I like to keep a general "core" team that I try and work with most frequently and adapt as is necessary. I'm not sure when the earliest opportunity is for the Claydol crest, but I have one waiting that I purified for when I do. I've also bread a Chimecho with Stored Power, Cosmic Power, and Recover (along with Charge Beam) and wow does he put in far more work than he should be at this point. Clefable would probably perform that role better, but without any way to get soft-boiled, I prefer the more sustainable Recover Chimecho gets to Moonlight or Wish. I've legitimately swept bosses I had no business sweeping with just a Chimecho and maybe a bit of setup.
  5. Hey friends. Playing through V13 from start (Intense Mode). I'm now just passed Angie and caught myself a Slowpoke and a Staryu after clearing the lighthouse quest and I'm a little stumped for which I want on my team (Sadly, both is probably not a great option as much as I love them). I kinda like to play with semi-monotype teams inspired by Reborn. A lot of characters would run with 3 Pokemon of their favorite Type while the other 3 could be any type, and I've really enjoyed trying to make teams like that. I've been keeping this in mind for my favorite type, Psychic, but I'm definitely needing to update and think about the party I want to be my A Team. Regarding who else I've been using/planning to use: I know I want to make use of A-Milotic and A-Lapras. As for a third Psychic, I'm thinking Metagross in the distant future might be the smartest choice, though I want to be more flexible to try and create a more synergistic team. Other Psychics I've been using up till now: - Chimecho - Grumpig - Xatu - M-Meowstic - Solrock - Sap Sipper Girafarig (With Petal Blizzard, he's become actually pretty effective in double battles) They've all honestly been putting in a ton of good work. Other Pokemon that I've been using: - Primeape - Unburden Drifblim with Hypnosis - Technician Ambipom - Petal Blizzard Cherrim - Luxray - Cheek Pouch Dedenne (You wouldn't think it, but he's honestly been fantastic. Ruined Madelis at Blacksteeple) - Tail Glow Lumineon (She's been a great sweeper for me but will have to step down in favor of Starmie/Slowbro.) I'm at a point where I'm really gonna need to start actually thinking about my team's synergy as Angie has proved to me, so I'm kind of building my ideas now and thinking about what Pokemon I'll be able to get in the future to think about my main squad long-term. I'd like to get some thoughts from other players to get some more perspectives on building this team right.
  6. Just some more casual theorycrafting on ideas to offer the eeveelutions. From my experience, a lot of them can really struggle at times, and both Leafeon and Glaceon really like their own crests, so I wanted to think up a few ideas for what the others might look like. This is the result: Vaporeon Crest: - Activates Aqua Ring & Haze effects on switch-in Notes: Vaporeon's pretty decent as a bulky Water-Type with lots of HP to heal herself or her allies with Wish which is great. Aqua Ring basically acts as a pseudo Leftovers while resetting all stat changes can make her a great option to deny enemies the chance to really set up on you. Flareon Crest: - All special moves become physical moves Notes: Flareon has always struggled the most--arguably even more than Leafeon and Glaceon have. Her emphasis on physical attacks has really limited her options in battle since day 1 in Pokemon. Making all her attacks physical not only opens up more coverage options like Shadow Ball and Hidden Power, but also enables a lot more options with Fire attacks Flareon normally overlooks, like Lava Plume, or more prominently, Overheat that no longer depreciates in damage. It can be really powerful, but Flareon will still need to overcome her low speed. Jolteon Crest: - Blocks priority attacks Notes: Jolteon is the best sweeper among the eeveelutions, but his fragility can still make him easy to take down. Jolteon benefits from really high speed though and will almost always get the first hit in. Protecting Jolteon from Priority can help in the long run in keeping him safe from things like Sucker Punch that can end him very quickly. Espeon Crest: - STAB/Resistance for Ghost type Notes: Espeon can have a much tougher time than Jolteon as a sweeper. Dark and Ghost type coverage is far more prominent than Ground, and her lower speed can sometimes mean very dangerous enemies can often get the one-up on her. Eliminating Ghost as a weakness immediately helps against Shadow Sneak opponents, and the added damage on Shadow Ball suddenly makes her matchups against enemies that resist Psychic but not Ghost much safer, like Steel types. Umbreon Crest: - Toxic Orb + Poison Heal effect Notes: Admittedly this one might be a bit intense, however, I also feel like Poison Heal really should've been Umbreon's hidden ability given his history as almost being a Poison-Type and having Pokedex entries about sweating poison. It would make Umbreon such a bulky, hard-to-kill tank, which could also be points against the idea. That said, I'd definitely like to see it in practice. Sylveon Crest: - All physical moves become special Notes: Sylveon is pretty commonly agreed upon to be the strongest of the eeveelutions, or least one of the strongest, so there's not a huge reason to want to boost Sylveon even further. That said, I think there's some room to add a more tame crest, and while the effect is similar to the Flareon Crest suggestion, I don't believe Sylveon has access to any physical moves that would be quite as powerful as the Overheat combo. Instead, I think this just opens Sylveon up to using Pixilate more flexibly rather than just relegating it to Hyper Voice alone. Body Slam, Retaliate, and Facade all become alternative options that don't hit as hard at face value, but bring different niches that I think is something that would be nice to see more of on Pixilate/Refrigerate/Galvanize Pokemon.
  7. Honestly, that's one of my favorites on the list. I feel like Furret is meant to be very non-descript, but I see it as a a very tricky Pokemon. To me, a tricky burrower would be such a great base for a Ground/Fairy Pokemon.
  8. Seeing the addition of aevium forms is a fun and exciting addition to the game, in my opinion. I can understand some players wanting something more true to the official Pokemon games, but I also think there's a lot of charm in the addition of some of these new forms. I think this is especially true because of the quality of the sprites that the new forms have. I feel like Fakemon in fan-made Pokemon games tend to not really look anything like Pokemon, and that turns me off to those games, but the additions here feel very natural and believable. That said, I know it can be a ton of work to add in that kind of content, and Jan might not plan to add many more (if any) in future updates. Even so, I wanted to share some ideas that I had regarding some unused type combinations, as well as combinations that are exclusive to legendaries, megas, and form-changes, and which Pokemon could possibly fit those in Aevium form. This isn't really meant to be a request thread, just something to share ideas in and possibly inspire ideas for. If anyone in the design team catches this topic, feel free to take anything or use whatever inspiration any of these inspires for you :) Normal Combinations: Normal/Ice: A-Tauros Ability Suggestions: Thick Fat/Fluffy/Guts My Notes: Normal/Ice is a tough sell, so I think this would need to be a fast Pokemon, possibly redirecting some points into more speed with abilities that give you various options to combat the poor defensive typing or emphasize a higher risk offensive strategy. Normal/Poison: A-Ambipom Ability Suggestions: Technician/Moody/Contrary My Notes: I think a lot of Normal-Type Pokemon could pick up the Poison-Type comfortably with some creative designs, but Ambipom stuck out to me as I think the idea of a tricky, poisonous monkey Pokemon could be a really fun design to work on. Normal/Bug: A-Dunsparce Ability Suggestions: Shell Armor/Serene Grace/Shed Skin My Notes: This is a weird combination, but I'm actually really proud of this idea because I think it could very easily work in the official Pokemon games. Imagine Dunsparce using the shed bodies of a Pokemon like Silcoon or something similar as a form of armor that they hide in. I think it could be a really cool addition to the game, and the concept could be applied with lots of other combinations of Pokemon. Normal/Rock: A-Toucannon Ability Suggestions: Solid Rock/Skill Link/Bulletproof My Notes: Another hard-to-sell combination... I think it would be kind of interesting to see Toucannon adapt to living in caves or in burrows as a flightless bird with a massive beak made of stone, and with Solid Rock or Bulletproof, you create a few options to defend against potentially threatening attacks. Normal/Ghost: A-Stantler Ability Suggestions: Intimidate/Bad Dreams/Perish Body My Notes: I always felt like Stantler deserved more flavor, and for some reason, the it draws me to look at the Ghost-Type for inspiration. Looking at Stantler's horns is supposed to be unsettling, so I wanted to expand that idea further and perhaps make a form of Stantler that's creepy and haunts old forests--something that people tell horrifying stories of encountering. Normal/Steel: A-Exploud Ability Suggestions: Soundproof/Stalwart/Steelworker My Notes: I think adding Steel-Type to Exploud already makes a lot of sense given its pipe-like horns. Expanding on the design elements already present, and maybe adding some visual themes like organ pipes in place of its current horns would look really unique. Fire Combinations: Fire/Grass: A-Gourgeist Ability Suggestions: Flash Fire/Blaze/Merciless My Notes: I think a flaming jack-o-lantern seems like a fairly obvious direction to go in, but I figured it's worth mentioning anyway. I imagine this form would have Gourgeist looking pretty wild and erratic, and I thought Merciless could be an interesting direction to go in since it doesn't need to be exclusive to Poison-Types. Fire/Electric: A-Bewear Ability Suggestions: Volt Absorb/Fluffy/Intimidate My Notes: Fire/Electric is currently only covered by a Rotom form, and that's something where I'd like to see an alternative option to one day. There's fanart of a red panda-looking Fakemon that's pretty easy to find that gives me Fire/Electric vibes, and that inspired the decision to give this to Bewear. Fire/Fairy: A-Rapidash Ability Suggestions: Speed Boost/Flash Fire/Competitive My Notes: Rapidash already has a Galarian form; however, I think a lot of people were hoping Rapidash would've adopted the Fire/Fairy Type combo already, and I think it could be a good concept to explore regardless. Fire/Ice: A-Magcargo Ability Suggestions: Steam Engine/Ice Body/Filter My Notes: At the moment, only G-Darmanitan can be Fire/Ice, and that's only when using the objectively worse ability in contrast to Gorilla Tactics. Thinking about what other Poekmon could adopt this typing, I think it would be really interesting to see Magcargo with a frozen shell while retaining its lava body. It's this weird oxymoron of a Pokemon with two opposing elements coexisting together. Fire/Water: A-Carracosta Ability Suggestions: Solid Rock/Magma Armor/Steam Engine My Notes: We only have one legendary Pokemon with this typing, so thinking up another option, I think Carracosta having a mini volcano on its back would make a lot of sense to capture the theme of that combination. Fire/Steel: A-Dubwool Ability Suggestions: Fluffy/Heavy Metal/Bulletproof My Notes: Another legendary-only combination, thinking up something new leads me to imagining Dubwool as some kind of walking engine of sorts. Steam pours out of its horns and its wool is like steel wool. Fighting Combinations: Fighting/Electric: A-Vigoroth Ability Suggestions: Anger Point/Hustle/Guts My Notes: So Galar introduced certain Galar form Pokemon that had exclusive evolutions to those forms. Thinking about that interaction backwards, it would be cool to see some middle evolution Pokemon get some love as the final forms of their evolutionary line. With Vigoroth for example, I imagine it could adopt the typing combination very easily and have higher than average stats to compensate for the loss of Slaking's evolution. Fighting/Fairy: A-Grumpig Ability Suggestions: Thick Fat/Serene Grace/Soul-Heart My Notes: I could very easily see a little "magical girl" esque Grumpig and think it would be a really cute concept to flesh out. Fighting/Fairy's also a really cool combination that will be exciting to see in the future. Fighting/Rock: A-Kabutops Ability Suggestions: Rivalry/Battle Armor/Toxic Boost My Notes: Kabutops is already a Pokemon that I think has a bit of Fighting-Type energy in the designs. I think it could expand to showcase a more disciplined line of Kabutops that existed in the history of the Aevium Region. Fighting/Ghost: A-Lurantis Ability Suggestions: Cursed Body/Contrary My Notes: Lurantis' floral pink aesthetic could also look really interesting as a dimmer, more 'dead' orchid type body and with a stronger emphasis on combat and discipline within the species. Dragon Combinations: Dragon/Bug: A-Yanmega Ability Suggestions: Unaware/Tinted Lens/Poison Heal My Notes: I think this is an example of another missed opportunity combination since Yanma and Yanmega are dragonflies. There's a lot of ways to creatively capture that design aspect Dragon/Psychic: A-Dragonite Ability Suggestions: Wonder Skin/Multiscale My Notes: Dragon/Psychic is another legendary-only combination. I've seen some interesting concepts for alternate Dragonites that have inspired this concept and think it would make for a really interesting design. That said, I imagine A-Dragonite becoming a branching evolution with the next suggestion.... Dragon/Fairy: A-Dragonair Ability Suggestions: Symbiosis/Multiscale My Notes: Dragon/Fairy is only accessible through Mega-Altaria, so I wanted to add another option I think a lot of people would like to see a more usable Dragonair, and I think making it a branching evolution alternative to Kantonian Dratini, Dragonair, and Dragonite could be a really fun divergence from the normal game. Dragon/Ice: A-Dewgong Ability Suggestions: Marvel Scale/Serene Grace/Regenerator My Notes: To offer a non-legendary alternative, I was thinking that Dewgong could stand to gain some unqiue visual elements to suggest a more dragon-like appearance. Think things like some whiskers and auroral fins as if its a more mystical create in the remote southern waters of the region. Other Combinations: Electric/Grass: A-Sunflora Ability Suggestions: Battery/Solar Power/Triage My Notes: Electric/Grass is another Rotom-only type combination that I'd like to see more diversity for, and Sunflora could definitely use some love. I think it would be cool to incorporate elements of A-Sunflora being somewhat like a solar panel--absorbing sunlight and converting it into electricity to supply to your partner Pokemon. Ice/Poison: A-Nidorino & A-Nidorina Ability Suggestions: Snow Cloak/Rivalry/Unburden & Snow Cloak/Rivalry/Fur Coat (respectively) My Notes: I have always felt that the Nidorans would make a lot of sense having Ice-Type forms like snow bunnies and would be really cool Ice/Poison type Pokemon. I've kept a few middle evolution Pokemon as non-evolving in their regional forms and I feel this is especially appropriate here. Snow bunnies turn white to hide from prey, so I imagine they'd want to stay smaller and more easily hide in the ground and snow to avoid attackers. Steel/Poison: A-Florges Ability Suggestions: Effect Spore/Power of Alchemy/Corrosion My Notes: In a weird twist of events, I think it could be cool to flip Florges on her head to be the opposite of her current typing like how Ninetales was altered. I imagine her connection to the Steel-Type would be similar to Mawile--not being too overt--while having a bouquet of mushrooms rather than flowers. Ground/Fairy: A-Furret Ability Suggestions: Sweet Veil/Wonder Skin/Prankster My Notes: I always feel like Furret should have more Ground-Type elements, and I think this is because the original Pokemon Card of Furret featured a few in the desert. Regardless, I think it would be adorable to imagine A-Furret as a burrowing trickster who steals candy and sweets to hoard underground. Bug/Dark: A-Butterfree Ability Suggestions: Compound Eyes/Bad Dreams/Tinted Lens My Notes: I've always wanted to see a butterfly Pokemon that focused more on sleep and dreams since that's a common thing in many cultures around the world to associated with those insects. I feel like a lot of people view Butterfree as deserving the Psychic-Type, but I wanted to try something a bit different and imagine a more sinister Butterfree that lurks in dark forests and syphons dreams from unsuspecting travelers. Psychic/Ghost: A-Lumineon Ability Suggestions: Anticipation/Storm Drain/Magic Guard My Notes: Last one is another legendary-only combination. This time, I imagine Lumineon could have a darker color scheme, like dark purples, and have larger fins that are more torn up, but still retains this glowing element, like these haunting lights that swim around the bottom of the sea. I think it would turn out to be a really cool identity for a Pokemon that could really use some love. This was... an incredibly long post and for that I'm sorry, . I accidentally posted it prematurely a few times, but it's now completed. I enjoy thinking about this kinda stuff and coming up with Pokemon ideas in my head, so I wanted to share it in case it could inspire any ideas in the future. Like I said, though, I know it's a bunch of work, and the design team might not have any intentions to include more Aevium Form Pokemon which is totally fine (obviously). If we do get any more, though, I'll be excited to see what kind of rare or absent type combinations we might see.
  9. Yeah it's something I've been debating. I just need to look for 1 more hidden red shard and I'll probably just take that route. It's just a shame because it would be cool if it was still very difficult but wasn't gatekept behind Metronome. Like I said, if Echoed Voice just got swapped for Encore it would be infinitely more feasible while still at least requiring ancient power boosts of some amount to survive.
  10. I'm well aware that the Melia vs Madelis fight is meant to be lost; however, since it's winnable, my motto with games is "If it can be completed, it must be completed," so I have to do it. That said, just wanted to share my experience with it on Intense difficulty thus far and share some information that others can use if they want to attempt the same. I'm currently not passed it yet (about 2-3ish hours of attempts so far with roughly 2-3 attempts per minute). Here's what I've gathered: Melia vs Madelis is NOT a test of your skill nor a test of your knowledge of Pokemon. It is strictly a test of luck--luck that is exclusively gatekept by your ability to get a very narrow selection of moves from Metronome and get lucky with successive Ancient Power boosts. Know that there's less than a 0.01% chance of winning this fight for any given attempt before trying this yourself. Houndoom will always use Nasty Plot into Incinerate every time unless Metronome attempts mess with it. You cannot get Houndoom to double Nasty Plot, thus Yawn is unusable from start. Echoed Voice does absolutely nothing and should not be touched at all during this fight. Regarding stats: - Hapi has Serene Grace, so you actually have a 20% chance to activate the Ancient Power boost and gain secondary triggers from any Metronome pulls. - Houndoom will always kill Hapi if Houndoom has at least a +1 advantage between her Special Attack and Hapi's Special Defense - Hapi needs a +3 advantage on speed to outspeed Houndoom, so moves like Agility, Scary Face, and Tailwind are dead pulls. Hapi cannot outspeed a paralyzed Houndoom; however, you can still hope for paralysis chance (You would need 2 back-to-back paralysis triggers and 2 Ancient Power boosts to have a chance at victory). - If you pull something that negates Houndoom's Nasty Plot, such as Eerie Impulse, Haze, or Clear Smog, will cause Houndoom to use Nasty Plot again, so it's basically a reroll attempt. Moves like Trick Room or Speed Swap can also be effective rerolls, but they will be advantageous if your next Metronome can disrupt Houndoom. - If your Metronome confuses Houndoom, reduces her accuracy, or boosts your evasion, you should attempt to Yawn, which requires you avoid 2 attacks in a row to successfully put Houndoom to sleep. - Sleep is your most reliable attempt at defeating Houndoom. You must get at least 2 Ancient Power boosts before Houndoom wakes up or you'll be KOed before you can finish the fight. 3 boosts is ideal because Hapi can then outspeed Houndoom. - Hapi is lower level than Houndoom, so 1-hit-KO moves will always fail. - If you get Encore, forcing Houndoom into Nasty Plot, you should use 1 Ancient Power, then Yawn to maximize the amount of time you have to defeat Houndoom. It's such a shame that Hapi has Echoed Voice instead of Encore. That one change would change this fight form having a <0.01% chance of success to a much higher chance. Anyway, back to the grind. If you decide to take on the challenge, then good luck.
  11. I think I'd be able to help with modding specific mega Pokemon into your game if you had any in mind, the only problem for me though is the sprites. I'm no artist, let alone a pixel artist. I also don't think I can make any new abilities with effects that don't yet exist. I tried once to see if there was anyone on the community who'd be willing to made a sprite of a mega Pokemon, but couldn't find anyone to help. If you already have sprites you'd want to use, or can make them yourself, then I can help with the other stuff.
  12. Wow, I completely forgot to take into account Crests. That changes a lot...
  13. Right now I've been working mostly in order of the National Dex and I'm in Gen II with a few random ones here and there that come to me. I don't really know what to do for Castform though... He can be one of the few +60 net total candidates, bringing him from 70 in all stats to 80, but what does that really accomplish? I can't give him a different ability because Forecast is a defining trait of Castform, so I have to give him moves that fit with his theme but also increase his viability to not be a total gimmick and that's kind of the issue. If I compare him to another similar Pokemon, like Spinda... Spinda already has a unique strategy that can work if you know what you're doing thanks to Contrary + Superpower. I can possibly throw on another great Contrary attack on him and boost his stats to make him slightly less gimmicky and that will stick harder, but what does castform have? Weather Ball? Perhaps he'll naturally learn several of the legendary Pokemon moves that I'm spreading around, like Searing Shot and Glaciate, but I don't really know if that cuts it.
  14. Hmm... If I go through with creating a version everyone here can download, I could do several versions. It would probably be faster to make all the changes at once, but I could go through and do moves/abilities first, save that separately, then go in and edit some stats, that way if you don't want the stat changes but do want the other changes, then you'll have a version meant for you. Also, another reason I wanted to share this on here was because I'd love feedback on different mons as I go along. It's going to be difficult to ensure that every change I make is something that will be balanced. There are a lot of potential moves and abilities that could create dangerous combinations, and it can be easy to overlook that while going through the Pokemon. Like, I don't want to accidentally throw No Guard on a Pokemon with a 1-Hit KO move naturally.
  15. That's good to hear. There's a part of me doesn't want to have to edit Pokemon stats and abilities to make the game a bit more balanced, but another part of me that gets frustrated that some Pokemon are so much worse than some others. I spend a lot of time thinking about game design and game balance in a lot of titles, not just Pokemon, but this is the one that I kinda wish I could work on to make the game more fun and make competitive battling more diverse with extra options.
  16. Hello! So something I think most of us are familiar with is that there's a fairly massive gap in power levels between some of the strongest Pokemon and some of the weakest. It's hard to compare Luvdisc, for example, to a Pokemon like Gyarados. This is something that's always bothered me to a degree. I don't necessarily think that every Pokemon needs to be equally powerful, nor do I think that's even possible, but something I've found myself passionate about doing is trying to bring the bottom level up a few notches--to try and tighten the gap between the Pokemon that are weak and the others that are Strong. Right now, I'm working on a document listing the changes I'd like to make, and I am planning to make this for my own enjoyment for playing through Pokemon Rejuvenation that can perhaps be applied to Reborn as well (The main thing is the Gen 8 content). **EDIT** I'm glad to see a few people are taking interest. I'm gonna share the link to the Google Doc I'm using to work on these concepts. I wanna stress that I'm not actually working on any of the files yet (and probably won't actually start working on the mod until V13 comes out anyway because Gen 8), so this is all theorization. If you see a Pokemon with changes and you're like "Whoa! That's WAAAAY too busted!" please kindly let me know. Right now my focus is on getting a 'rough draft' of each Pokemon I want to change all the way through Gen 8. I'm focusing more on the stats and abilities right now and thinking about moves more casually at the moment, but I think getting more info from you all will be very helpful in ensuring nothing is too changed, too OP, or not actually effective at all. Here's the link: https://docs.google.com/spreadsheets/d/1IWeLjtq2SFUnxY5Imw7wRXEmR-RB_s1Z-ZUcxB9AIxc/edit?usp=sharing Here's a breakdown of the rules: - I want the changes I make to Pokemon to not feel much more extreme to the changes that were made to Pokemon in Gens 6 and 7. Here's what's on the table: - I cannot change a Pokemon's Type - I cannot dramatically alter a Pokemon's stats to be unrecognizable (i.e. We're not going to switch Alazakam's Attack and Special Attack, for example) - Stat totals can be increased to a maximum of a net +30 (In rare cases, I may drop a stat to add to another) **Changed from Net +60 max to Net +30 max after Crest realization** - The biggest change is updating older Pokemon abilities: Many weaker Pokemon are being given newer abilities - I am adding a few new abilities that will mimic existing abilities for theme (Check out the google doc for examples) - I will add some new moves to a Pokemon's learnset including adding "essential" moves to a Pokemon's learnable moves through level that they previously could learn only through tutors, breeding, or TM (such as Hyper Voice on Sylveon and Gardevoir, for example. They may be learned late though). - Some moves will be buffed slightly--mostly signature moves that are inferior to other options, like making Octazooka something better than Surf/Scald/etc. for Octillery since very few Pokemon can learn it anyway. - Certain signature moves of legendary Pokemon will be distributed among regular Pokemon, especially for legendaries that have several signature moves (Searing Shot, Mist Ball, Luster Purge, Fleur Cannon, etc.) These will still be fairly restrictive. Mainly these will be moves that aren't significantly better than other attacks, like no spreading about Ice Burn or Psystrike. Fleur Cannon, for example, would be given to floral Pokemon since it's not much different than Overheat. **EDIT** Since I added the spreadsheet, you can see what changes I've worked on thus far in there. Also, since remembering Crests are a thing in Rejuvenation, I'm reworking these changes. Before I finish this topic, I want to leave you all with some questions: 1. Is this something anyone actually wants? This is a passion project I'm ultimately making for my own enjoyment, but if anyone else is interested in something like this, then I'd be happy to share it. 2. Are the example changes something that feels good for those Pokemon but not too much? I'd honestly like feedback from other Pokemon fans on what kind of changes feel appropriate as well as getting better ideas on what can help fix a Pokemon's crippling weaknesses to make them more playable. I'm only one person of course, and I am sure that I will have plenty of cases where the changes don't address the problem enough, or perhaps take it way too far. 3. Is this something that, if others want it, is worth keeping a public topic updated on? I could see coming here and sharing clusters of Pokemon changes at a time every once in a while to get feedback as well as share some ideas for Pokemon that are in need of some assistance. It could also help me brainstorm solutions to Pokemon I don't know what to do with, kind of like Aurorus right now. Lastly, a disclaimer: A huge part of Reborn and Rejuvenation is adding difficulty to Pokemon without trying to change the core of Pokemon--in other words: to provide a real sense of challenge and difficulty that the regular Pokemon games don't provide. Going through and making a lot of weaker Pokemon stronger does alter this, and that may not be what everyone wants. I don't want this to seem like the "look I fixed it!" mod, but rather a mod for those that are more balance-obsessive like I am when it comes to gaming and want to see each Pokemon feel like they have more of an opportunity to succeed.
  17. From what I've seen, it looks like both Reborn and Rejuvenation are built the same, or almost the same. Rejuvenation was basically built out of Reborn once upon a time, and you can use their files interchangeably to a degree. If you were to copy the code for Rejuvenation and put it into Reborn, most things would run smoothly, and the amount of work needed is actually pretty small in that regard, I would believe. You'd just be adopting only certain parts of code, which is already broken up for you in RPG maker. The biggest issue, I think, would come from however Rejuvenation handles the rebalanced combat elements like new TMs/TRs, and removed moves. If Rejuvenation plans on adopting all of Sword and Shield's battle changes, that would make a direct transfer of data tricky for Reborn because Reborn would still be designed to operate with Gen 7 mechanics in mind. TM 57 in Gen 7 is Charge Beam--what Julia hands us. But if we swap to Gen 8 rules, that becomes Payback, which would be weird for Julia to give the player. This means that a simple adopting of Rejuvenation's code would mean we also need to change around the locations of TMs, adding in TRs in place of tutors or something, and changing opposing teams to match this. It's not massive grocery list, but it's a time consuming task to be sure.
  18. If Rejuvenation is going to add Generation 8 content, wouldn't it be fairly simple to add them into Reborn's programming after the fact? The game wouldn't need to be rebalanced to include them necessarily, just allow people to cheat them into their team if they want, or request them from someone else if they can't cheat them in themselves? I guess the one thing that might potentially need work would be TMs and whatnot.
  19. So I think there are a lot of Pokemon who could benefit from some changes to the abilities they have access to. This is a pretty broad statement because most Pokemon could obviously become stronger with a change in abilities. Throw Huge Power on basically anything and you get the point, but I don't necessarily mean just upgrading abilities haphazardly. I think there are many Pokemon where a certain ability they don't currently have access to could both make sense on them as well as benefit their play style (and hopefully make them a bit stronger for many of the weaker Pokemon). A simple example could be swapping Rattled on Granbull for Strong Jaw. It fits more with Granbull's theme and would make her a bit stronger, and along with a bit of a stat buff, we could see Granbull becoming a bit more prominent. But this time, I don't want to focus anymore on Granbull, I want to talk specifically about the ability: Levitate. Levitate is a great ability for many Pokemon, but lots of those Pokemon also ONLY get Levitate and thus have no hidden abilities. Let's go through these Pokemon and talk about a potential Hidden Ability that could replace it. Weezing - Levitate/Regenerator Weezing is a tough one because he really likes having that Ground immunity that could otherwise cause problems for his poison-typing. Since we have Galarian Weezing around the corner bringing something new too, regular Weezing seems like he'll be left behind. But what about maybe the ability "Regenerator?" It's hard to tell exactly how Regenerator is supposed to function, but perhaps we could interpret it for Weezing as a way to refuel his gasses when switching out. That way you could opt to forgo your Ground immunity for more reliable recovery, depending on the team. Mismagius - Levitate/Shadow Shield I think for Mismagius, "Shadow Shield" would feel very appropriate. Yes, it's Lunala's signature ability currently, but we've seen Legendary signature moves and abilities become accessible to non-legendary Pokemon before. Drizzle and Drought, anyone? Mismagius is pretty frail, so having that layer of defense in front could help Mismagius set up. Flygon - Levitate/Compound Eyes Flygon has a hard time because he's typically outclassed by Garchomp in every way. I do believe he needs a small stat boost to give him at least something that he does better than Garchomp, maybe like +10 to speed to make him faster for example. Beyond that, Compound Eyes makes a lot of sense with his bug-like features, and would really help out with the accuracy for moves like Dragon Rush and Stone Edge. Lunatone - Levitate/Sturdy This one's kinda rough because Lunatone needs a lot more than a new ability to be more useful and really like's the ground immunity like Weezing. Sturdy is an odd trade-off, but it does give you the option to endure a 1-shot from all your potential weaknesses as opposed to letting you ignore only 1 of them. This could allow you to get off something like Rock Polish with more reliability, set up screens, or prepare for a super effective hit with Pain Split. Solrock - Levitate/Drought I really wanted to go with Solar Power, but that's for Special Attackers, which Solrock definitely isn't. The idea that Solrock brings out the sun does make some sense, though, so Drought isn't too crazy. This definitely wouldn't make them replace Charizard-Y as a Drought setter in the higher tiers, but maybe could work as an alternative option to Ninetales in lower tiers. Claydol - Levitate/Unaware A bit more interesting, Claydol could opt to forgo Levitate for setup up immunity. Thematically, this does kinda fit in with Claydol being this enigmatic creature, and would help it's defensive nature against more than just Ground attacks for Swords Dancers, Calm Minds, and the like. Chimecho - Levitate/Magic Guard Magic Guard can make sense to go with Chimecho's mystical healing properties and allows him to be a better cleric, staller, or wall than Levitate does. What's more, Chimecho's stats and moves are actually pretty decent already, and this kind of ability could really help to allow Chimecho to set up without fear of being toxicked out. Carnivine - Levitate/Intimidate Carnivine really needs a bit more to have more uses. He suffers from a lot of the same problems pure grass-type Pokemon suffer from: No coverage. On top of that, he's super slow and not too defensive. Intimidate does feel appropriate given his natures as a carnivorous plant, and could help him endure all sorts of physical attackers a bit better. Maybe this would give him some potential doubles uses as a grass-type intimidator. Rotom - Levitate/Motor Drive Some of the different Rotom forms are already fairly strong, but others, not so much. Many appreciate Levitate and wouldn't give that up for Motor Drive, but if nothing else, Rotom-Fan would certainly appreciate an ability that wasn't completely useless. Electric/Flying Rotom-Fan has no use for Levitate, and could benefit from swapping into a Thunderbolt and getting a lot faster as a result. It might not be that easy of a choice for the other forms of Rotom, but I think there are some that might consider it as an alternative. Uxie - Levitate/Comatose Uxie definitely appears to be asleep in all their artwork. Being able to ignore status conditions could definitely stand to give them a slight defensive advantage for sure. Mesprit - Levitate/Moody Alright, so this one wouldn't really help Mesprit in terms of competitive use, since Moody is commonly seen as a no-go, but I do think it fits Mesprit's identity as the being of emotion. Rapidly changing emotions on the battlefield does make sense, and would potentially make Mesprit a wild card in Anything Goes. Azelf - Levitate/Defiant Defiant goes along with Azelf's theme of perseverance in the face of adversity, and works better thematically and functionally than Competitive. Azelf tends to carry physical attacks more than special, and potentially getting an extra oomph from Intimidators could make Azelf a little scarier. Giratina (Origin Forme) - Levitate/Infiltrator Well if we're doing every Levitate Pokemon, we might as well talk about Giratina also, despite really not needing more power. Infiltrator isn't a crazy alternative, and makes sense if you think about Giratina using distortion world to bypass screens, though you might still stick with Levitate anyway. Nothing anymore OP then we already have. Cresselia - Levitate/Serene Grace Also a Pokemon with plenty of power, but gotta do all the Levitate Pokemon, right? Serene Grace could potentially have some nice impact, and I think it fits pretty well for a graceful Pokemon like Cresselia. Eelektross - Levitate/Analytic This one feels a little sacrilegious to be honest. It seems like Eelektross' defining feature is being the one Pokemon without a weakness only because of Levitate. I figure, if you're willing to sacrifice the safety of Levitate, Eelektross is fairly slow. Analytic makes as much sense thematically as with Starmie, I imagine, so it wouldn't feel out of place and could allow you to get some extra oomph to your attacks instead. Cryogonal - Levitate/Steam Engine Steam Engine is a new confirmed ability for the Gen 8 Pokemon: Rolycoly. It increases your speed by 3 stages when hit with Fire. For Cryoganal, their Pokedex entry specifies they turn to steam when their temperature gets too high, so I think this can actually make quite a bit of sense, and Cryogonal has the special defense to eat a well-predicted Flamethrower and turn into a lightning-quick attacker. Hydreigon - Levitate/Unnerve Hydreigon also doesn't need any more power really, so something more subtle seems appropriate. Unnerve has some use, but isn't too game breaking, and works thematically with Hydreigon's scary appearance. Vikavolt - Levitate/Battery This one seems like a no-brainer to me. Charjabug's signature Battery is interesting, but is lost upon evolution. Maybe Vikavolt should retain access to it to function as a doubles Pokemon who can dish out high damage and enhance her partner too. Alolan Raichu - Surge Surfer/Levitate Surprise! Alolan Raichu isn't restricted to only Levitate, but to only Surge Surfer. It's a cool ability and all, but Electric Terrain is difficult to set up without Tapu Koko, and if you have Tapu Koko, do you really need Alolan Raichu, who's already fairly fast to begin with? By making Levitate Alolan Raichu's Hidden Ability, you also get that sweet ground immunity that electric-type Pokemon love. Phew! That was a lot more Pokemon than I remember having Levitate... But I think these additional hidden abilities could make some of them a lot more interesting and powerful. What do you think about these choices? Are there abilities that could suit certain Pokemon more than these suggestions?
  20. If I got to direct the next games, the biggest thing I'd want to do would honestly be to do a heavy rebalancing in multiple areas to accomplish a few different goals for each one. Task 1 - Reevaluate every Pokemon's stats, abilities, and moves such that each Pokemon has a cohesive combat style. What do I mean by this? I feel like when Pokemon are created, they're designed haphazardly without really thinking about if their stats, typing, moves, and abilities actually flow together. Look at Toxapex and her signature ability Merciless. It's a great ability, but has no business being the signature ability of a wall who would much rather benefit from Regenerator. Merciless would be way more suited on Pokemon like Seviper and Victreebel. There are some Pokemon who could use a change in abilities to pick up newer ones that fit their style. Dancer Bellossom is another cool example, but other Pokemon need more help. Other Pokemon may need their stats reworked to better suit the combat style they embody. Ledian, for example, has excellent physical coverage, Iron Fist, and was designed with the allusion to a Power Ranger, but has an attack stat of 35, worse than Flabebe. This doesn't make any sense from a game design perspective, and examples like this should be fixed. Task 2 - Shallow out every Pokemon's move pools. Not including Transfer moves, Many Pokemon can have upwards of 70+ moves to choose from which is a ton. Naturally, many of these aren't very useful, either because the moves themselves are weak transitional moves (i.e. Water Gun, Psybeam, Tackle, etc.) or because the Pokemon in question has no use for that kind of move. Alakazam doesn't need to have access to Fire Punch, Ice Punch, and Thunder Punch with his really low attack power. Not every Pokemon needs to have access to tools like Rest, Toxic, and Protect either. Not every Water Pokemon under the sun needs to get Ice Beam and Blizzard through TMs. If every Pokemon has a more shallow movepool to work with, it can both help create a unique playstyle for each Pokemon while also adding value to the Pokemon that naturally learn moves like Rest and Sleep Talk when suddenly not everything can mimic that same design. Additionally, in an effort to increase the quality of life on maintaining a Pokemon's moveset, moves will no longer be forgotten. Instead, players can simply customize their Pokemon's 4 moves from the Pokemon menu. Task 3 - Increase transparency for IVs, EVs, Hidden Powers, and Natures, and create the Elite Training Ground, a location for players to train these values. So this is honestly a huge one, so let's break it down one piece at a time... First and Foremost, the Elite Training Ground would Replace Breeding The Elite Training Ground (ETG) is a location that would be added to streamline the development of the invisible values of Pokemon while also helping to teach casual players about these features in a way that's both approachable and less of a grind. The ETG would feature a variety of services that could be used once per x amount of time. Using features in the ETG will allow you, the trainer, to gain Elite Experience, ultimately earning you Elite Trainer Levels. The higher your Elite Trainer Level, the faster it becomes to elite train your Pokemon, essentially creating an initial amount of work needed to begin training your Pokemon for competitive play, but becoming exponentially faster the harder you train. Pokemon Happiness also influences this, as max Happiness Pokemon will get more opportunities to grow stronger faster. The amount of Elite Experience you gain would be relative to the Pokemon you're training. You'll get a lot less points training your level 3 Rattata with no EV/IV investment vs your level 87 Dragonite who's close to capping all their values. Once you've proven that you're capable of training your Pokemon to be the best they can possibly be, it becomes increasingly faster to do that for new Pokemon. This makes sense, as it should take less time for a trainer who's well-experienced in elite training to help Pokemon reach their fullest potential. So now, let's break down each feature of the ETG starting with EXP Training EXP Training is you selecting 2 Pokemon to spar with one another. This sparring session will net a large chunk of bonus EXP to be distributed between the two Pokemon and the amount of Bonus EXP is influenced both by your elite trainer level as well as the average level between the sparring Pokemon. The EXP is distributed differently depending on your Pokemon's level difference as well. Two Pokemon of the same level split the EXP 50/50, but if the level gap is larger, the EXP will split disproportionately and benefit the weaker Pokemon more. If you have one level 75 Pokemon training a level 25 Pokemon, the stronger one won't be learning much, but will instead be helping the weaker Pokemon get stronger faster, basically. Additionally, since Egg Moves would no longer be possible without breeding, Egg Moves, Tutors, and TMs would all be merged into 1 new category: Cross Training Moves. Cross Training Moves are moves that cannot normally be learned by a Pokemon, but can be learned if that Pokemon EXP trains with another Pokemon that has that move. Alola Ninetales currently has Moonblast as an Egg Move, so with the ETG, how it works is that Alola Ninetales can learn Moonblast by training with another Pokemon who knows that move, such as a Gardevoir. Cross Training Moves require a Pokemon train multiple times before they can learn that move, and the amount of time will differ depending on the move in question. Moonblast might require a Pokemon train 5 times with another Pokemon that knows Moonblast. One great benefit to this is that Genderless Pokemon would have access to Cross Training Moves where previously they could not have any Egg Moves. Next Feature: Hidden Type Meditation Currently, the move Hidden Power has a different power level and type depending on your Pokemon's IV spread. This would be changed so that Hidden Type is now a completely separated value. The strength of Hidden Power would now be streamlined at 70 power, and a physical variation would be added: Hidden Force. Hidden Power and Hidden Force would be the only two moves that every single Pokemon can learn, extending this to Pokemon like Metapod, Magikarp, and Cosmog. Both moves would be learned when first using the Hidden Type Meditation feature. Hidden Type Meditation allows a Pokemon to unlock their Hidden Type, not only learning Hidden Power and Hidden Force, but making their Hidden Type view-able from the stats window of a Pokemon. Which Type a Pokemon receives is random under normal conditions, and a Pokemon who has already unlocked their Hidden Type can perform Hidden Type Meditation again to randomly change their Hidden Type. A Pokemon holding an Arceus Plate when performing Hidden Type Meditation will always receive the Hidden Type that matches the Plate. Next Feature: Hyper Training Locations, IVs and Natures IVs currently are completely random between 0 and 31. IVs would change to be between 0 and 15 and the value is just added to your Pokemon's current stat values regardless of level. Additionally, every Pokemon begins with 0 IVs. Now, IVs are acquired through Hyper Training in specific locations of the ETG. Things like sitting under a waterfall to increase Defense, Dodging Rocks to increase Speed, etc... Every Pokemon gains 2 Points per Hyper Training session by default; however, Natures have been re-purposed and will influence this. Natures no longer influence your stats by +10% and -10% modifier (Something else will replace this which I'll bring up next.) Instead, your nature determines the points you'll earn from Hyper Training. An Adamant Pokemon, for example, will earn 4 points when Hyper Training Attack, but only 1 Point when Hyper Training Special Attack. Ultimately, an Adamant Pokemon can still max their Special Attack, it will just take longer to do so. Next Feature: Battle Tactics Training A new element to Pokemon would be their established Battle Tactics. Each Pokemon begins with the Tactic "Freestyle" which does nothing; however, you can train each Pokemon to have a certain battle tactic and change that tactic be reusing this feature. These are the tactics: Aggressive: Attack +10% Patient: Defense +10% Calculative: Special Attack +10% Resilient: Special Defense +10% Energetic: Speed +10% These effectively replace the current use of Natures, but without the stat penalty. This is because the stat penalty was already completely ignored by most Pokemon just by choosing either Attack or Special Attack, depending on which offensive stat the Pokemon didn't already use, and ultimately discouraged mix sets, as mix attackers would be forced to take a penalty while other Pokemon didn't have to. Next Feature: Super Training Dummies, EVs Currently, each Pokemon has certain EVs that they yield for being defeated in combat. This means players need to grind through a bunch of similar enemy Pokemon to train up this points which can be time consuming an monotonous. Instead, defeating enemy Pokemon nets your Pokemon blank EV points up to a max of 127. The amount you gain increases slowly as your Elite Trainer Level increases, starting with 0.25 Points per battle. With Super Training Dummies, you can distribute these points manually across your Pokemon's stats. The amount of points you can distribute increase with your Pokemon's level (to a max of 63 points per stat at level 100), and each point correlates to +1 in a stat per point. Last Feature: Ability Training This would simply replace ability capsules in allowing players to change the ability of the Pokemon they have. This would not be restrictive of Hidden Abilities; however, your Elite Trainer Level would need to reach a certain point before you could select Hidden Abilities for you Pokemon. That concludes all the different features of the ETG, but let's talk for a second about why all this change? The first big thing is all about being transparent with the player about these values. Everything would be clearly displayed with numbers, not vague spider graphs. Additionally, the entire ETG would be all about explaining these elements, giving the player control, and making it easy to learn. The games don't currently do this, and it creates this unnecessary gap between hardcore and casual players. It's also super grindy to have to chain-breed Pokemon in a world where time is a premium. This system would still create the initial slow grind in the beginning, but by the time your Elite Trainer Level hits max, you're able to completely create new Pokemon sets quickly and efficiently to encourage players to experiment with different Pokemon and different sets. You have to prove you're a good trainer to do it, but are rewarded by no longer needing to grind out for every new Pokemon you want to experiment with. Also, I have always felt that the concept of Breeding has been incredibly toxic to the themes of Pokemon as a whole. The games want you to believe that becoming a master is all about bonding with your Pokemon and helping them master their strengths and weaknesses to become the best they could be. In reality, actual Pokemon masters completely trash the Pokemon they experienced their journey with and turn the daycare into a puppy mill to breed out all the imperfections of the Pokemon they caught and trained with. We even have a term for all the imperfect Pokemon created along the way: Brejects. Game or no, this is an awful way to look at the Pokemon world. Removing breeding and replacing it with the ETG makes elite training all about putting in the work the way the game's themes want you to: Working hard with your partner Pokemon that you've developed bonds with to do all the things Breeding did, but with more control.
  21. So I have a pretty selfish request of anyone who's good at Pokemon Sprites: I'd like to try and get a front and back sprite for a Mega Girafarig concept I found a long time ago and have loved ever since. Just in the event that someone is willing to take the time for this, in which case please and thank you Totally understand if no one wants to though. (Designed by user Kottrman: https://www.deviantart.com/kottrman/art/Mega-Girafarig-554844752)
  22. Interesting. Maybe with that in mind, there's room for that sort of mechanic as a different kind of gimmick battle that could be implemented as maybe the main method in a fixed location (similar to one area of Platinum's Battle Frontier) that could be a select-able option for battling other players? That way it doesn't change the core gameplay, but becomes a more recognizable secondary game mode, and one that's more open than stuff like Flying Battles which only last a generation. That being said, there was also rotation battles before and those didn't last either.
  23. No the original idea was that you got a resistance of only your Pokemon's hidden type, so if you wanted to cut out ice attacks, you'd have to carry hp ice basically, but I'm personally leaning toward the idea of it maybe just being a once-per-battle resist anyway, or even something more niche, just because even then, anyone who doesn't feel obligated to carry a hidden type offensively would just use it to negate a weakness. I'd need to think more about how to create a good option for defensive Pokemon to care about their hidden type.
  24. Adding the physical Hidden Power as a different move works too, for sure. And I do agree that it would be nice if the type icon properly displayed. As for the resistance concept, I do think there should be some reason to give defensive Pokemon a reason to think about their hidden type. I hear you on the "no weaknesses" issue, and while Spiritomb certainly never won any awards for being even remotely effective in battle, Mega-Sableye would put that to much better use. That's not even including a lot of other options like basically any pure electric Pokemon doing the same with ground attacks, and other examples like Scizor softening his major fire weakness. I do think that there would be some room to experiment and test out the mechanic with a bit more emphasis on ways to play around with hidden type when it comes to abilities and moves. Imagine, for example, a move like Trick Room and Wonder Room called something like "Hidden Room" which caused all hidden types to apply a weakness instead of a resistance? If I were actually desiging the game, though, I wouldn't just release these changes. I would be very transparent about the concept and release a free demo that would be like a Pokemon Showdown clone with the Ultra Smoon Pokedex (Not the national dex) that included these changes along with some new abilities and moves revolving around this stuff and poll the community on their thoughts.
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