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Rot8er_ConeX

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Posts posted by Rot8er_ConeX

  1. Ask permission and if you get an okay it's completely safe so long as you give credit. Just tread lightly when using official stuff though.

    Normally, this would be the best advice we could give the OP, but, he wants to use music composed by someone who died recently. Can't really ask permission there.

    Personally, I wouldn't risk it. We don't know who the rights to the music went to, and they don't enter public domain for at most another twenty years.

  2. Also, uh, could I use a slightly edited version of Mega Chesnaught for my fan-game idea? Chesnaught's my favorite Pokemon, and I'd like to give it a Mega for the developer battles.

    Slightly edited how? You can use the whole thing if you want. There's no sprite yet, though, for either form.

  3. I tried to download this, but uhm... is it SUPPOSED to be like 1.2 gigabytes big? Because that's kind of huge, for a rom game. At least in my experience.

    It is kinda large, because it has a lot of animated sprites. Also, not a rom hack, but an Essentials game

  4. Pokemon Entropy beta v0.8.0 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 (0.8.0b):

    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 (0.7.7):

    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.

  5. This sounds like it could be really interesting to read, but I'm not sure I could participate. Remembering who has whose body could get really confusing really fast (which is likely your point).

  6. A while ago, I remember reading a comic somewhere, where the person was trying to catch a Pokemon, and they whispered to their Pokemon to attack, but be gentle. Then Amie Effects kicked in, and the attacker "was so in sync with >trainer's< wishes that it got a critical hit!", fainting the Pokemon they were trying to catch.

    While Pokemon Amie isn't a thing in my game, I am considering adding a feature to my game where you can tell your Pokemon that you don't want to make the wild Pokemon you're fighting faint. When you tell them this, you can still faint them if you make a bad move, but I was considering making it so that if:

    - a non-crit will not kill, but

    - a crit will kill

    the critical hit will be prevented from killing.

  7. I downloaded the game. It's pretty cool. I'm not sure if this is a bug but in the middle of a double battle inside a random hall, I killed a Plusle with Celebi causing Kadabra to level up. I replaced Confusion with Psybeam but Kadabra used Confusion on Minun regardless and it consumes no PP because Confusion is already deleted. So that's a thing.

    That's an interesting question. Wonder how that works in the official games. That's a very niche scenario:

    - Double Battle

    - The Pokemon that moves second has to level up from the defeat of a Pokemon during the first Pokemon's turn.

    - The Pokemon in question has to learn a new move, and the player has to overwrite the very move that the second Pokemon is going to use.

    - there still has to be an opponent on the field.

  8. Playing devil's advocate here.

    You bring up the fact that most small, animal shaped Pokemon cannot use a camping table the way humans can, and that's the reason that they eat from doggie bowls even though they are equals to humans.

    If they really were seen as equals, wouldn't society have tried to build something that is similar in function to a camping table, but in such a way that animal-like Pokemon could use it? After all, in the real world, for the longest time left-handedness was seen as a defect, and everything was made to cater to right-handed people - scissors, computer mice, etc. Only recently do we ignore handedness, and now we have left-handed or hand-neutral scissors. Heck, notebooks are still bound on the left in such a manner that makes writing comfortably difficult for lefties (my fourth grade teacher let the lefties in our class write in their notebooks upside-down to solve this very issue).

    Or something that's more personal to me: the ADA.

    People with wheelchairs aren't going to be able to go up the stairs in front of old buildings. Do we just go "okay, you have to wait outside?" No, we build ramps.

    You could make the argument that the smaller Pokemon are like children, and get to eat at the grown-up table when they grow up - i.e., evolve. But if that's the case, does that mean that Dedene is always a kid?

  9. Well, if you really want to make Arceus Raycraycray 9.0, but not break any rules (go off what we have, +100 ME boost, etc)

    HP120

    AT130/140

    DF140

    SA150/140

    SD140

    SP140

    With Judgement acting in as Dragon Ascent. ME ability is a bit more fun, though, since the weather trio gets revamped versions of their old abilities. Thus:

    Multiguard- This Pokemon takes reduced (25%/33% less) damage from all types not matching its held plate. (Plate does not change Arceus' type from Normal)

    This shares Multitype's Plate Knock-Off and Ability Overwrite immunities.

    Multiscale meets Multitype in a dually nerfed scenario that is still too strong, but also beatable. Hope you know your Arceus sprites well, because you'll only see it for a second before turning into the mega sprite, which is the same for all plates.

    Uhm, so essentially Spooky Plate would be useless. Since as an always-Normal, Arceus is already immune to Ghost type moves.

    Fist Plate would probably be the most OP of them, because it's the only thing M-Arceus is weak to.

  10. I'm going to be reading this topic from time to time, but probably not contributing much.

    My view is mostly what mde said.

    On Breeding

    I have to admit, I never thought about the ethics of breeding Pokemon (other than the stereotypical "Ditto is a whore" thoughts), and I have as such little to contribute to this facet of the discussion. I will say, however, to the person who mentioned IVs being physical traits of the Pokemon (low Speed IV = being lame, low Defense IV = having brittle bones) and Natures being actual characteristics of the Pokemon's personality (Gentle Gyarados, LOL)...thank you for coming up with a plausible explanation for what was perhaps the biggest hurdle in conceptualizing Pokemon stats.

    On Battling

    The anime - and some in-game dialogue - heavily implies that Pokemon battles are actually a way for all four parties (the two Trainers and the two Pokemon) to better understand each other. In that manner, they're more akin to a (very flashy, very intense) friendly debate - much like the one that we as a community are having now - than "cock fighting" in the real world.

    In this context, it almost makes sense for the Champion of a region to also be the political leader - after all, through their battles with the Gym Leaders and Elite Four, they've come to an understanding on how the entire region thinks, and are therefore the one best suited to lead them - in a crisis, they would be the one best able to delegate their subordinates in a way that suits everyone's strengths to the maximum.

    Since this is the case, catching and battling Pokemon is actually beneficial to the Pokemon as well as the human, and even gives an in-universe reason as to why a Trainer Pokemon gives more EXP than a Wild Pokemon that is otherwise identical - the Pokemon gains more understanding because it watches the synergy between its human opponent and its Pokeponet. A Pokemon can refuse to be caught, can refuse to battle, refuse to use a certain move, etc. - they are not slaves. They aren't quite pets, either. They are something entirely unique to the Pokemon universe, which is likely the reason the show never uses the word "pet". If, however, you asked me to pinpoint exactly what they are, I'd have to say that they're "friends". The anime uses the word "partner" quite a lot, as well.

    On Dining

    Yes, the section above does kinda make for some awkwardness when you start to think about the fact that people eat - since there aren't really any "non-Pokemon" animals, this means that people must be eating Pokemon.

    However, I think Shel Silverstein's The Giving Tree actually shows a good refutation to this. The tree was willing to sacrifice much of itself with no physical repayment because the man was its friend.

    In the Pokemon universe, Pokemon grow through bonds formed with Trainers. If there are no Trainers - no humans - then Pokemon won't grow. What do humans need to survive? Food.

    The Pokemon ecosystem as a whole is probably more than willing to sacrifice a few members of itself so that the ecosystem as a whole can benefit from its connection - its friendship - with humanity.

  11. well since pokerus is so rare it would be nice to have that also since that ability would be kinda useless after a pokemon has maxed out their ev we could also do an increase in exp gained by 1.1 or 1.2 so that it would be a little bit more useful

    So, I've looked at the code for stat calculation. What do you think about making it so that Aptitude Pokemon get a stat boost of EV/3 instead of EV/4? It wouldn't make things too OP - full EVs would boost a stat by 84 at level 100 instead of by 63, sure, but it comes at the price of any other ability the Pokemon has - and it would capture the spirit of Aptitude. It would also make those last two points in the 510 EV total actually have a use - since you'd want 252/252/6, not 252/252/4

    Obviously we wouldn't give it to something high up in the tier list already, since 21 points is a lot.

  12. have you thought about adding more fates skills as well. Quixotic would be interesting(basically it would be a serene grace+accuracy boost to both you and your enemy). Amaterasu(heals 20% of ally health at the beginning of the turn if right next to them which in a double battle would be 100% of the time) Seal strength/magic/def/resistance/speed(lower the opponent's respective stats by 2 stages for 1 turn or just 1 stage if you don't want it to be too op also it shouldn't stack so the opponent would only receive the debuff every other turn) Air Superiority (increase hit/evasion when fighting flying type pokemon) also other ideas, Gamble (decrease your accuracy by 1 stage, increase you crit-hit ratio 1 stage) Vantage (when at 1/2 health gets +1 priority, could be really useful for those slow pokemon) Aptitude(increase the EV values when training or just a general increase in exp)

    Let's see if I can break this down:

    - I've actually altered No Guard a bit to make it akin to Quixotic. If a Fire Emblem ability user goes against an opponent with No Guard, then their skill's proc rate is increased by 15. But now that you mention it I might add a Quixotic to be more like a balanced Serene Grace.

    - I've considered Amaterasu. I'm not sure if I will add it. It's pretty balanced, but also very niche - moreso than M-Audino's Healer.

    - I probably won't do the Seal skills.

    - Air Superiority might be okay, but in order to make it balanced I'd need to make one for each type, not just Flying.

    - We technically already have Gamble in the Pokemon universe. It's just called Hustle.

    - I've considered Vantage, but like Galeforce I'm having issues on how I want to translate it. Sure, it could be +1 priority if below half health, but, I don't know, you could still run into priority moves.

    - Aptitude the way you describe it is Pokerus. Would you want it to stack with Pokerus?

  13. Final thoughts:

    Mightyena, Dusknoir, and Rotom seem like the best fits in my opinion. If only one is getting Ignis, Mightyena, unless it already is getting something else.

    Might look at the others another time.

    I just gave it to all three of them. I need to figure out an ability to give the appliance Rotoms now.

  14. Galeforce

    When this Pokemon defeats an opponent - it will deal scaling Flying-type damage to the next Pokemon being switched in.

    Essentially a ONE TIME flying type Entry-Hazard upon defeating an opposing Pokemon - scales like stealth rock (normal = 1/8th of MaxHP - single weakness = 1/4th of Max HP etc.)

    Possible Pokemon:

    Flying types ONLY! - maybe Megas only (Mega Fearow, Mega Crobat)

    Thought Process:

    Galeforce allows you to take another turn upon defeating an enemy, and with that another attack in the same turn on another enemy. Since Pokemon doesn't support extra-turns, I settled with dealing damage upon switching in.

    I've been debating on how to incorporate Galeforce for a while now - especially since a lot of the time I mistype Gale Wings as Gale Force. This seems better than anything I planned. Basically, when the user kills an enemy, place an invisible entry hazard on the field, that after damaging the next foe, disappears.

    Even Rhythm and Odd Rhythm

    On Turns with an even Number - the Pokemon passively gains an accuracy and evasion boost by one stage (Even Rhythm)

    On Turns with an odd Number - the Pokemon passively gains an accuracy and evasion boost by one stage (Odd Rhythm)

    Even Rhythm Bonus turns: 2, 4, 6, 8, 10, 12 ...

    Odd Rhythm Bonus turns: 1, 3, 5, 7, 9, 11 ...

    Possible Pokemon:

    Spinda

    Mime Jr.

    Pokemon associated with dancing

    I've considered Even Rhythm and Odd Rhythm before, but I feel like they would be too easy to make OP. After all, Protect, attack with Even Rhythm boost, Protect, attack, Protect, attack, ad nauseam..

  15. How about Sol for Solrock and Espeon, since they are both "Sun Pokemon?" I would say Volcarona too, but Volc already has Roost and Giga Drain and it has no need for that.

    Solrock already has a new gimmick. If I made Espeon have a second HA, I'd have to give one to each and every one of my Eeveeloutions. Considering my game has one for each and every type...

    I honestly don't know how I'd pull off Sol, anyway.

  16. Aether and Luna could be considered >.>

    I did consider Aether and Luna. My issue with them is the difference in how damage is calculated in FE and Pokemon. In FE, "cutting the opponent's Defense in half" just changes up how much damage you do, and is more useful against opponents with high Defense. In Pokemon, it directly translates to "double the amount of damage you do".

    And then Aether would just be a buffed Parental Bond.

  17. Woah.

    These are all broken as HELL! Even though they don't proc all the time, the mere chance of them existing changes things drastically.

    The only thing I think is not game-shattering is the PP saving one. That feature actually exists in the Mystery Dungeon series as an IQ skill.

    Ignis Mixed Infernape and Salamemce though? And that Vengeance if on a thing like TankChomp?

    Shudders.

    This is actually the reason I want help with what to put these on. Sure, if you slap Ignis on a Salamence it would become deadly AF, but slapping it on, say, a Poliwrath might merely bump it up a tier or two.

  18. I really don't know where to put this, but this is where my last such question was put, so...I guess I'll put it here, and an admin can move it if need be.

    I have coded some abilities in my game, all inspired by skills found in Fire Emblem: Awakening and returning in Fates. All of these skills, with the exception of the last two, have a chance to be Delta Bronzor/Bronzong's hidden ability (which one it is depends on an algorithm run on the pokemon's personality value), but I thought other Pokemon might enjoy these abilities. My game has a system where each species can have up to two HAs, so I don't need to overwrite the existing, official HAs.

    Please note that I'm looking for suggestions in the form of specific species. I include my personal thoughts on what Pokemon they might be good on, but I personally don't know what Pokemon fills which niche, and I also don't have much competitive knowledge, so might be completely wrong on what Pokemon they fit best.

    Astra - In Fire Emblem, this skill triggers (Skill/2)% percent of the time, and allows the user to turn a single strike into five strikes, each doing half the damage that a single strike would have done. Because this would be more broken in the right hands than Parental Bond, this ability has been seriously nerfed, but the spirit is still there.

    The ability Astra triggers (Speed/8)% of the time, and makes it so that single-target, single-strike moves become single-target, five-strike moves, each strike doing one quarter the damage a single strike would do.

    Ignis - This ability does almost exactly what the FE equivalent does, minus an alteration due to stats existing in FE but not in Pokemon. When using a damaging move, the Pokemon has a (Speed/4)% chance of adding half of the unused attack stat - i.e., SpAtk for physical moves, Attack for special moves - to the used attack stat when damage calculation is being performed.

    I imagine this ability would be really good for mixed attackers, or for Pokemon where their base Attack is higher but their movepool includes a larger number of Special attacks (or vice versa).

    Armsthrift - Again, this ability is identical to the FE counterpart, aside from mechanics differences. The Pokemon has a (Level/4)% chance of not expending PP when using a move. If triggered, it cancels out Pressure as well.

    Honestly, I can see almost any Pokemon benefiting from this ability, as it effectively makes PP-stalling harder to perform on the Pokemon.

    Vengeance - This one comes with its own funny story. In FE:A, this skill triggers (Skill*2)% of the time. With my established-by-now formula for converting FE stats into Pokemon stats, that would be (Speed/2)% chance of triggering. When coding the skill, I decided that was a little too much, so I changed it to (3*Speed/8)% of the time. At the time, I didn't know that Intelligent Systems had also decided to nerf the skill in FE:f, to triggering (Skill*1.5)% of the time, exactly the same nerf I had given it.

    When this skill triggers - (Speed*3/8)% of the time - half of the amount of damage the user has taken so far in the battle is added directly to the amount of damage the move will do. This happens after type effectiveness and other modifiers are applied, and the only thing that can stack on top of this is the move being a critical hit.

    This ability is likely good for a Pokemon that is a natural wall, one who can take a lot of hits and still survive, but that can also make use of damaging moves.

    Lifetaker - When conditions are right, this ability always triggers. Unlike the other ones, this one does not have a random chance of happening.

    Triggering at the same time as Moxie (i.e., when the user successfully causes an opponent to faint), this ability restores a quarter of the user's maximum HP. In FE, the skill of the same name restores half of the max HP, but in Pokemon that might be a bit too much.

    Thematically, I can see this ability matching the Zubat and Seviper lines really well.

    Pavise - If the opponent is using a Physical move, (Speed/4)% of the time, cuts the amount of damage dealt in half.

    Aegis - If the opponent is using a Special move, (Speed/4)% of the time, cuts the amount of damage dealt in half.

    These two abilities are counterparts, as they are in FE.

    The second-to-last one, which currently is only found on Delta Chimecho.

    Rightful King - when in a Double Battle, if the user's Ally has any of the abilities above (except Lifetaker), then the chance that the ability will trigger increases by a solid 10%. This means that Pavise and Aegis would trigger ((Speed/4)+10)% of the time.

    And the last one, which doesn't have any home at all yet:

    Trust (name changed from Nohrian Trust since Nohr isn't a thing in the Pokeverse) - When sent out in a Double Battle, this Pokemon copies its ally's ability, akin to how Trace copies the user's opponent's ability.

    I could see this one being more viable than Trace, since you have direct control of what ability to give the Pokemon.

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