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Rot8er_ConeX

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Reborn Development Blog

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Posts posted by Rot8er_ConeX

  1. Pokemon Essentials, the engine upon which Reborn runs, does have Mystery Gift functionality that can work regardless of whether or not the game has net-based trading or battling.  It does require an internet connection, as it looks at a text file stored somewhere to determine what gifts are available.

     

    I'm not sure why Reborn has not yet used Mystery Gifts, but there is probably a reason that has to do with the game's delicate balance.

  2. 21 hours ago, Twilightwing said:

    Hmmm so the delta pokemon in your game did you get inspire by Pokemon Insurgence or was it from the Pokemon Card game btw any pics of Mega Delphox?

    I was inspired by Pokemon Insurgence and its predecessor, but once I found out the TCG did it, I tried to use as many TCG Delta types as possible.  After all, they were the closest we had to "canon" Deltas before Alolan Forms came along.

     

    No pics of Mega Delphox.  the fake Megas don't have pics yet.

  3. 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.




    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.

  4. I would like to point out that even though from a mechanics perspective, it is effectively just being able to go from day to night at will - because as you point out, you're still locked to your own game's version exclusives, much to my dismay - the way the game treats it from a lore perspective very much implies that it is another dimension.

    "Beyond the portal is what seems to be another world. Would you like to go there?"

    The fact that the names of the Alter and the Lake change when you go to the other world.

    What the significance of this is, is as yet unknown.

  5. I keep seeing these arguments that alolan mons are like delta mons, when the truth is pokemon has been doing delta mons since before these fan games were a thing. They weren't used in game, rather in the TCG with pokemon such as ludicolo being fire type,

    MAROWAK being FIRE TYPE, Feraligatr being Electric, etc. Gamefreak and Pokemon could've done all of these things with regional variants looooooooong before any of these fangames even came to be. Different forms with different stats or types also isn't a new a concept, it's been done with pokemon like wormadam. I know it isn't comparable to delta/alola mons, but it does show GF was quite capable of making different variants of pokemon with different stats and types.

    I'm not saying the fact that I have Delta Pokemon is proof of them copying. I'm saying that the way I coded Delta Pokemon, which is different from the way most fangames do Delta Pokemon, is more akin to Game Freak's way than anyone else.

    This is something gamefreak and pokemon could've done earlier as well, but I feel it's mostly because they thought most players would pay attention to it themselves.

    Again, this is something Gamefreak and Pokemon could've done on their own as well, the reason it's happening now is because the games have gotten a lot more hand-holdy and easier imo. Back in gen 1, you were expected to discover and learn what things were weak to and good against. As more and more types have been added and as the audience broadens, not everyone is going to be able to remember it all, so gamefreak decided to make it easier.

    I agree, They could have added these features in their games before, and in the case of the stat modifier indicators, other fangames and Pokemon simulators have added it before I did.

    However, it's funny that you say that the games are getting "more hand-holdy" when this is the first game that actually makes the important characters hard to fight, by giving them IVs and EVs in the relevant stats.

    In regards to your responses to the spoilers:

    yes, Gen VI hinted at alternate dimensions. But there were no hints that the dimensions would ever interact, or that an entire timeline would end up dying. Or that we'd ever go to the other dimension.

    Yes, the Alter of the Sunne/Moone is just there to help you have easier access to time-based encounters and evolutions. But they could have easily gone the Skyward Sword route and made it so you could sleep in a bed and change the time by taking a nap. The second Cosmog could have easily have been obtained with the same method as in the official game, but in the main dimension rather than the alternate one. Instead, they made the names and appearances of landmarks change when you went to the alternate dimension. They even refer to it as another world when you go there. They're building lore with this. Pokemon is going the A Link Between Worlds route (not A Link To The Past because you can't switch at will but can only switch in specific locations.)

    And as for not having seen anything like what I'm talking about, it's something that you have to figure out by reading between the lines, like the way ORAS treated the original revelation regarding alternate dimensions. Anabel came from the Original Timeline, which is basically known already. But you may have missed what is so important by the wording of what she remembers.

    She defended some tower there. Which means something was attacking the Battle Tower. Considering she fell through the Ultra Wormhole, it's easy to figure out that she was defending the Battle Tower from the Ultra Beasts. What were the Ultra Beasts doing in Hoenn? The Ultra Dimension connection is in Alola.

    Considering he lost his memory, something Anabel also did, it's easy to assume that Looker in ORAS is also from the Original Timeline. In the Original Timeline, Looker's last known location is Unova. If he also fell through the Ultra Wormhole, the UBs also attacked Unova.

    We also have the fact that when you fight her in the Battle Tree, Anabel uses the original Frontier Brain music, despite that song having gotten a remix in ORAS that would fit in Sun and Moon's music style better. What else did this? The legendaries scattered throughout Hoenn in ORAS. Which means they, too, came from the Original Timeline. Could Hoopa been trying to save them? If so, from what?

  6. Then if you want to be consistent by only introducing new things, you cannot introduce new evolutions like weavile and rhyperior because inconsistency with eviolite.

    To be fair, Eviolite was introduced in Gen V, and since then the only new evolution to an old Pokemon we've gotten was Sylveon, a branched evolution for a Pokemon that could already evolve and therefore was already compatible with Eviolite.

    Eviolite and CoM are the main reason I don't think we're going to see any more new evolutions to previously-Fully-Evolved Pokemon.

  7. Do I think Game Freak knowingly took inspiration from my game? No, but I've seen so may parallels to my game that sometimes I do get paranoid.

    - Alolan Forms/Regional Variants are very similar to the way my game in particular handles Delta Pokemon. Most games code them as if they're an entirely new species that has the same base stats as the original and is unbreedable. I made it a point in my game to code them as if they were a new kind of Shiny, so that they could be layered on top of the existing form code to make different forms for the same Delta Species.

    - The fact that you can see your stat mods in the middle of battle is something else my game can do. To be fair, I took inspiration from Insurgence, but didn't do it the way they [Insurgence] did because it looked like too much code for something like that (making it auto-stack and only show the stats that are changed).

    - The type effectiveness display on your moves was something that I had perfected approximately this time last year. In the early version of this feature in my game, it was an option in the Options screen and always displayed regardless of whether or not you'd seen that species. I have since edited it to match Game Freak's requirements for making it appear. Unlike Game Freak's version, though, mine accounts for abilities, doesn't display in online battles (to not give away sets), and knows the difference between a Delta Pokemon and its non-Delta counterpart (so will only display if you've seen the proper variant of the Pokemon).

    Jumping outside of the mechanics and into the story, we have (FUCKING MASSIVE SPOILERS BELOW) :

    - The death of an entire timeline. In my game, the way I'd explained the existence of Delta Pokemon was that they came from another timeline whose very fabric of spacetime was breaking apart, and the people of that timeline had managed to find means to send themselves and the Pokemon of their realm to another reality. The people, who had found a technological solution, went to the Original Timeline, and the Pokemon were helped via Hoopa, ending up in the Mega Timeline. They didn't realize until they were too late that they'd been sent to two different timelines.

    As it turns out, the postgame of Sun and Moon heavily implies that the Original Timeline was attacked by Ultra Beasts after Lusamine's plan succeeds (presumably due to the player having died at the beginning of his/her quest because Tapu Koko had no reason to save him/her, and as such he/she was unable to stop the initial Nihilego), and without Mega Evolution and Z-Moves, the swarm of legendary-level pseudo-Pokemon managed to overwhelm even the strongest trainers.

    Not exactly the way I'd handled it in my game - Game Freak's way was much, much darker, since it was a timeline that people knew and loved. But it's still not a concept to be casually thrown around without knowing what you're doing.

    And in the combination of mechanics and lore, we have (slightly-large spoilers below) :

    - The ability to go to another dimension with basically the same geography. In my postgame, after obtaining Delta Hoopa from his/her Deltaverse counterpart, the player can enter the decaying Deltaverse and in it, find and catch the Delta Legendaries and Mythicals, who were staying behind to hold spacetime open long enough for everyone else to escape.

    In Sun and Moon's postgame, you can revisit the Alter of the Sunne/Moone and if you have your Box Legend at the front of your party, open a wormhole that takes you what is essentially the dimension of the other game. It's intended as a way to help the player have better control over the time-based evolutions and encounters, but the way it's handled lore-wise means it's actually an entirely new dimension.

    All of this, combined with the fact that Red appears in Sun and Moon, and is - as far as I can tell - still single and as such directly contradicts some backstory I'd made for my game, I'm considering scrapping my game entirely and just making a Gen VII Pack with what I've got now.

  8. Now that was a lengthy but GOOD read!

    Thank you. Honestly was expecting a crapton of "TL;DR?" responses.

    Having consistent lore and mechanics in games is very important to me, because this kind of details can make or break the player's immersion. In Pokémon's case, GF mostly did a good job at creating and expanding a coherent universe gen after gen, for the reasons you mentioned.

    Their attention to details is great. Apparently Alola has no fossils, which makes total sense, because real life volcanic islands don't have fossils either. That's just one example. Almost everything they do makes sense lore-wise.

    Because of this, I think it's very important that they preserve CoM. I was going to vote "uphold to highest degree" but I'd be ok with changes if those happen to be really well justified lore-wise. After all, the franchise has to evolve to stay alive, which makes preserving CoM increasingly difficult with each passing gen. Overall I'd say my opinion is mostly like yours.

    That's actually really cool that they did that. But...there's fossil Pokemon in the wild?

    They better never come up with a male Vespiquen. Or female Nidoking, which is something Reborn unintentionally made possible (had a good chuckle when I saw it tho!)

    LOL Whut?

  9. Up until - and mostly including - Sun and Moon, Game Freak has done a fairly good job of upholding a "Continuity of Mechanics". What is this, you might ask?

    Let us take the Eeveeloutions as an example.

    In Generation I, Game Freak introduced the original three Eeveeloutions. Vaporeon, Jolteon, and Flareon. They all evolved through evolutionary stones.

    In Generation II, they introduced two new ones. Espeon and Umbreon. These two were created by leveling up your Eevee with maximum friendship during the day and night, respectively. Since they also introduced a Sun Stone in Gen II, they could have made it so you got them by using Sun and Moon Stones on Eevee, respectively. Why didn't they?

    This is where the concept of CoM comes in. Eevee existed in Generation I. The Moon Stone existed in Generation I. If they'd made Eevee become Umbreon via Moon Stone, why did it not work in Gen I? Obviously the real-world reason would be that Umbreon didn't exist in Generation I, but what would be the in-universe lore reason?

    So instead, they made it so it evolves through friendship - a mechanic that didn't exist in Gen I - during specific times of day - also a mechanic that didn't exist in Gen I.

    Same with Leafeon and Glaceon in Gen IV. They could have made the Leaf Stone make Leafeon, and introduced an Ice Stone to make Glaceon. But they didn't, because once again they had a continuity to uphold. Technically, since Gen I and II were disconnected from Gen III and IV, you could argue that the first two gens no longer mattered, but you still had the third generation's lack of Leafeon to contend with.

    Instead, they made Eevee evolve via level-up in specific locations, which is explained in-universe as being near specific rocks that didn't appear prior to the Gen IV games.

    Sylveon is similar. It evolves via having a Fairy type move - Fairy type being new in Gen VI - and having two or more hearts in Pokemon-Amie/Refresh - a mechanic that didn't exist prior to Generation VI. In this particular case, they could have had a "Pixie Stone" and been done with it, but *shrug*

    We also have "baby Pokemon" as an example. Baby Pokemon were introduced in Generation II, with the Day Care system. In Generation II, they could make baby forms of Gen I Pokemon at will, since the Day Care didn't exist in Gen I. But ever since then, any new baby Pokemon of an old species has needed to have a parent hold specific Incenses.

    Now, their attempts at preserving the Continuity of Mechanics aren't always perfect. In Generation IV, they made a new evolution method where a Pokemon had to level up knowing a specific move. In some cases, they accidentally made the move required be one that the Pokemon could have learned in a prior generation. But I think that was accidental.

    In Generation VII, we have the first time where they have deliberately broken Continuity of Mechanics, with three Alolan Forms - specifically, the three that evolve from non-Alolan Form Pokemon: Alolan Raichu, Alolan Exeggutor, and Alolan Marowak.

    HOWEVER, there is an in-universe reason given for these three changes - and in the case of Marowak, we may end up seeing the change becoming permanent, using the Day/Night Cycle to determine which Marowak Cubone evolves into. Because of the in-universe reason being the unique climates of the Alola Region, I have taken to calling these three specific Alolan Forms "WEAFs" - short for "Wormadam-Esque Alolan Forms", because Wormadam is a Pokemon that also changes based on where you are when it evolves from Burmy. Maybe WERVs (Wormadam-Esque Regional Variants) is a better term in case they make more WEAFs, but the term has stuck in my mind.

    Here is where your opinions come in. Recently, I have seen a YouTube video where two people discussed evolution methods that bothered them, and discussed new methods that could work for these Pokemon. While the ideas presented in the video were okay (though most of them broke CoM, but in interesting ways, like Kadabra knowing Kenisis and holding a Twisted Spoon while leveling up), it was the comments section that triggered me - yes, I fully think the correct way to describe my feeling was "triggered". So many people were suggesting making all of the Eeveeloutions evolve via stones - Sun Stone makes Espeon, Moon Stone makes Umbreon, Leaf Stone makes Leafeon, Ice Stone makes Glaceon, and (depending on the particular comment) Dawn or Shiny Stone makes Sylveon.

    I am not against the idea of making new evolution methods to make an old Pokemon evolve into another old Pokemon. I am fully okay with the change to evolution method for Feebas->Milotic between Generations III and IV. I understand the reason they did it - the Beauty stat, related to Contests, was no longer something you could edit in-game, since Contests were gone. And I agree with the way they did it - they added a new item not available prior to Generation IV, and made you have to trade Feebas holding that item. Continuity of Mechanics was upheld.

    I would have been okay if they had made the new Ice Stone possible to generate Glaceon in Sun and Moon - it was a new item not available in previous games (and it would have indirectly made my second favorite Pokemon slightly easier to get). But they didn't do that, so in my opinion it is now too late to go back and make it happen. Even with my bias towards Glaceon, it is too late in my opinion to make the Ice Stone work on Eevee.

    But that doesn't mean that we can't make the more aggravating evolution methods less so. Perhaps in future games we could get a chisel that can break off pieces of the Mossy Rock and Frozen Rock, and in this manner make Mossy Fragments and Frozen Fragments that could be used like evolution stones or level-up held items. Maybe we could get a rare Link Stone that so many fangames include, which would allow you to use it like an evolution stone but it evolves trade-evolve Pokemon (and in the case of Shelmet and Karrablast, you'd have to have the other or its evolution in the party when using the stone on one).

    I'm okay with allowing female Gallade and male Froslass to exist - but only if they use a new evolution stone that doesn't exist yet, not the Dawn Stone like the current evolution methods. I'm not okay with making male Vespiquen because that evolution line is based on bees and their social structure, but I'd be fine with a new evolution for male Combee that uses a new evolution method (and is slightly weaker than Vespiquen, again for bee social structure reasons). I'm not sure where I stand with the idea of male Salazzle because I don't know enough about which animal that evolution line is based on.

    I am okay with them breaking Continuity of Mechanics if and only if they have a good in-universe reason for it. In this case, the Alola region is based on both Hawaii and the Galopegos Islands, the latter of which literally has regional variants of the kind seen in Alola.

  10. Your friend's OT is 065535 or 2^16 - 1, the maximum value of a 16bit variable, also the max OT of past gens.

    Is it possible to manipulate the OT legally in this gen yet? Anyway that and the fact that it's shiny with what I suppose are max IV is more than suspicious, I wouldn't trust it to be legal.

    Technically, the fact that all six markings are lit up doesn't necessarily mean the IVs are maxed.

    In regards to the shiny chances, people using KeySAV are having trouble figuring out how peoples' TSVs and ESVs work in this game. Sometimes an ESV will be listed as negative, and if I remember correctly each save file has like three TSVs instead of one.

    My theory is that, in order to prevent people from TSV hatching, the game now rotates between multiple TSVs each time a Pokemon is generated. The problem with this theory is that it breaks the Masuda Method.

  11. "20July2016. Do not let your parents talk to hers. Stop being afraid of Mom, and stand up for your own happiness."

    2011 me wouldn't know who the her in this message means. We didn't meet until 2014.

    If he/I remembered this message on the fateful day, he/I probably wouldn't have even waited until the event to follow the advice. He/I might have even turned the Dinner of Doom around by actually lashing out when Mom made her accusations.

    Now, if I could send myself back in time, I would. I'd let events play out as they did in reality, but when they drove back to "rescue" me, future!me would swoop in to replace past!me.

  12. When asked if I'm a boob man or a butt man, I generally say that I'm a hair man. I like redheads without curly hair, and that attracts me more than any cleavage or rear does.

    That said, if forced to make a choice between the two, I'm more of a boob guy than a butt guy. I don't actually like boobs to be huge like the media seems to portray the idealized female body to have; I prefer something around a C or low D cup.

    I'm not sure how abnormal my tastes are. I'm definitely not a stereotypical man, but how much of the stereotype is true?

  13. *doesn't know enough about the story of Reborn to comment on the actual idea presented here*

    *looks at timeline drawings*

    The first one, in temporal mechanics, is called a deconvergance.

    Assuming that temporal physics in Reborn works the same way it does in Star Trek, you will end up overwriting the original timeline, unless someone from your newly-created timeline goes back and recreates the original timeline. If both timelines need to exist in order for anything to make sense, it changes from being a deconvergance to a disentanglement, and both timelines will continue beyond the point when you went back in time (the far right of your diagram).

    Assuming, on the other hand, that temporal physics works the way it does in Fire Emblem: Awakening, then there's no weirdness with timelines dying, and both timelines will continue past the right side of the diagram.

    The second one, commonly referred to as a "grandfather paradox", is more correctly called a "self-consistent causal loop". In order for something to happen, someone had to go back in time to make it happen. But in order for them to know that it needed to happen - and for them to go back in time - it had to have already happened.

  14. Well, I was very obviously being sarcastic there, since A-Raichu's explanation for an extremely arbitrary type and form change is literal brain-poop. I was mocking the ridiculous ways in which GF could revamp any old thing with negligible context.

    But if you're taking it seriously, I actually have no idea. Magnemite probably should stay biologically genderless, since, well, it's not a biological creature, but rather a mechanical robotic one. I like your idea of deltas, but personally an Ice type Magnemite is a ghastly sacrilege in my eyes so eh :/ still, it's a good conceptual idea.

    To be fair, I'm fairly certain that Raichu's explanation is deliberately "brain-poop". They just wanted to make a nod to the surfing Pikachu.

    That said, you do bring up a good point about Magnemite being robotic in nature. I've decided that Magnemite genders can Attract each other, and will display (as colored lowercase F's) like any other gender in the party and summary screens and in battle, because the Magnemites consider them to be real genders. But they won't be able to breed, because the lack of biology. So, a sort of compromise.

  15. As for me...

    "In the Alola Region, Magnemite sexually identifies as a falcon, because it is upset that it's labeled a genderless Pokémon. It therefore becomes a Steel/Flying type and obtains Volt Absorb.

    Obligatory casual cartoon:

    >cartoon removed to shrink the quote<

    Well, I mean, if a rat can become psychic and start surfing on its tail while levitating, because it apparently ate too many sweet pancakes...

    Interestingly enough, you and I took a very similar idea (the sexual identities of Magnemite) in very different directions. When working on making Deltas for every Pokemon for my game, I decided that the Magnemite line's Deltas would be based on the opposing poles of a magnet. For this reason, the Magnemite line would have two Delta forms: one Fire type and the other Ice type, referencing the colors generally used to refer to the north and south poles of magnets. Plus there's the fact that you can't have heat without cold, and vice versa, just like how you can't have a north pole without a south pole, and vice versa.

    I actually coded the game to choose which of these two forms Delta Magnemite-line Pokemon would take, using the exact same formula used to calculate the gender of Pokemon with genders. Eventually, I decided to embrace this idea within the lore itself, and called the two forms "Flamemale" and "Freezemale", implying that they were legitimately genders. I even coded it so that in the Debug menu, you had to change the form of Delta Magnemite-line Pokemon through the "gender" menu option, not the "form" option. (Even though players of the final game probably aren't going to be able to see the Debug menu, I generally like fulfilling the trope "The devs thought of everything...")

    I'm now wondering how far I should take this concept. Should Flamemale Magnemite be able to use Attract on Freezemales? Should they be able to breed without the help of Ditto? Should they actually have a gender icon, like the two main genders (and hermaphrodites)?

  16. Moo. I am posting here, once again, to throw you guys off.

    I gotta be careful how many times I do this, though, otherwise you guys will start expecting me.

    I guess Dragon116, because his/her name is listed under the "users reading this topic" header.

  17. I somewhat agree with you on the fact that, if you're working three hours a work day - approximately 15 hours a week - you shouldn't be making enough to make ends meet. That is a fully acceptable viewpoint. Most of the "teenagers looking for spending cash" that you describe, aren't working full time.

    The problem is that without raising the minimum wage, people who work full time - and a lot of the time, work OVERTIME - at minimum wage jobs - not all of which are entry-level - have to struggle. I don't care about people who have families who are on minimum wage. I'm talking about people who live by themselves, work minimum wage, and still have to be on food stamps or other government assistance in order to feed themselves.

    We look down on welfare recipients because they supposedly don't work jobs. The truth of the matter is that a lot of them do have jobs, the jobs just don't pay enough.

  18. Most of the ones I remember as a kid (back when I myself wasn't allowed to play) are already said here. Missingno., The Mew Truck, etc. But there are a couple...

    From the Red/Blue days: I remember the rumor that if you used a Fire Stone on a level 100 Dragonite, on a Game Boy Color (regular GB or a GBC didn't work), then it would evolve into Yoshi.

    From the FireRed/LeafGreen days: the games would overwrite the GBA's battery light indicator changing at low battery, and if you were playing FR the light would always be red, and if you were playing LG the light would always be green. To call your attention at low battery, the light would start flashing.

    To be fair, that second one actually sounds like something Game Freak would totally do if they had the capability, but I'm not sure they would have the capability.

  19. Pokemon Entropy beta v0.8.1 is out!

    Yes, you read that right. The second version number is not a seven, but an eight. Luka S.J. updated the EBS to give it an entirely new look, and I begrudgingly complied. Like when Essentials updated from v15.1 to v16.2, my game's update is more of a Frankenstein created from pieces of the old and pieces of the new, but from the player's perspective the in-battle HUD is entirely EBS v4, with changes added to include features of the existing battle system in Entropy - Multitype Moves, Mix-And-Mega, visible stat boosts, etc.

    This update came at a price. In version 0.7.6, I added a feature that made the music speed up by a factor of 1.25 when any of the Pokemon on your side of the field had HP below 1/4th of their maximum. Sadly, it turns out that feature ran on some code from EBS v3 that was deprecated in v4. As such, future versions of Entropy will not warn you when you're low HP.

    Likewise, with the number increase comes a folder renaming. You lose access to your previous save files, and have to create new ones. But this is the last time people should need to do that before the first plot release.

    Additional new features include preliminary code for things we've learned about Sun & Moon - Sunsteel Strike and Moongiest Beam's immunity to opposing abilities, Zygarde form mechanics and what that means for changing the HP stat mid-battle, Stakeout and Soul-Heart, etc.




    Changelog (0.8.1):


    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.

    20a.) Changing certain Deltas to match the official Alola forms.
    20b.) Addition of special case for the evolution of Exeggcute into Alola Exeggutor.

    21.) Addition of Surge Surfer to the list of "weather speed" abilities, for Electric Pokemon, for use by Deltas.

    22.) Special evolution animation added for "Wormadam-esque Alolan Forms" (henceforth referred to as WEAFs).

    23.) 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.

    24.) Removal of the previous images for the Delta forms of Pokemon listed above. Note that there are no replacement images yet.


    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.



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