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Charon

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  1. An update to my own inquiry above! As of right now, it seems most of the mods that are compatible with the current version of Rejuvenation (13.5) also work fine with Desolation! I haven't tested a huge amount, but IIRC I only ran into startup issue with a single one (which I unfortunately can't remember), so do your own testing for the ones you want to use, and share results if you feel like it!
  2. I feel like that it might have been indefinite in a previous version, but considering how broken that would be I might just be remembering wrong.
  3. According to the Field Notes the Sky Field just extends Tailwind to 8 turns. Which might as well be indefinitely at the pace a normal battle goes.
  4. I could've sworn to god I read somewhere that it extended it from 3 turns to 5 turns, but from what I'm reading about it after searching again, apparently it was specifically excluded? Which is fair, extended Tailwind would be pretty OP. So I guess not.
  5. I know it's a longshot, but are there any current mods that actually work for Deso E6?
  6. Just because I'm curious, what's everybodies general-purpose endgame team like, by like Chapter 14 onwards? I'm talking the team you tend to have on-hand when advancing in the story, going into an unknown situations, or just moving around the world in general before you shuffle things around when facing an encounter you can't beat? Greninja @ Life Orb Ability: Protean EVs: 6 HP/252 SpAtk/252 Spd Modest Nature IVs: All 31 - Extrasensory - Hydro Pump - Ice Beam - Dark Pulse Aevian Breloom @ Muscle Band Ability: Tough Claws EVs: 6 HP/252 Atk/252 Spd Jolly Nature IVs: All 31 - Spore - Slash and Burn - Wake-Up Shock - Wake-Up Slap Sneasler @ NeverMeltIce Ability: Poison Touch EVs: 6 HP/252 Atk/252 Spd Jolly Nature IVs: All 31 - Dire Claw - Close Combat - Ice Punch - Shadow Claw Mawile @ Mawlite Ability: Intimidate EVs: 252 Atk/128 Def/128 SpDef Careful Nature IVs: All 31 - Play Rough - Iron Head - Sucker Punch - Fire Fang Delphox (Delpha) @ Wise Glasses Ability: Prism Power EVs: 6 HP/252 SpAtk/252 Spd Modest Nature IVs: All 31 - Will-O-Wisp - Grass Knot - Blue Flare - Psychic Flygon @ Dragon Fang (Stats altered to 80HP, 80Atk, 80Def, 120SpAtk, 80SpDef, 110Spd)(Basically turned it into Special Garchomp, because I get severely annoyed when all I see online for how to improve it is basically just "make it more like Garchomp", and if Garchomp is allowed to have base 600 stats, I can arbitrarily add to Flygons numbers too) Ability: Sheer Force EVs: 6 HP/252 SpAtk/252 Spd Modest Nature IVs: All 31 - Clanging Scales (added to it's level-up movelist, since it needs a good high-powered Special Dragon move, and this move makes sense based on Pokedex entries) - Sandblaster (Custom Move, basically just a spread Earth Power that can lower accuracy, so it gets buffed by Sheer Force)(Might just alter Earth Power so it targets all opponents) - Bug Buzz - Boomburst Yes I've made alterations to Flygon, he needs it to be something other than "Garchomp but worse" and I regret nothing. I want to give Flygon and Sneasler different items, but I'm really not sure what. Unburden is good on Sneasler, but Poison Touch has come in clutch for me on multiple occasions so I don't want to change it.
  7. Honestly the whole thing could be fixed by having Clear drop a random barrier when she releases Tuff-Puff. Or a bunch of SEC drones dropping in and occupying everyone else. There are options to make it less dumb.
  8. An Aggron or Steelix using Smack Down should do the trick, for whatever reason with me Souta never seemed to use any of the moves that would return the Mountain field to the Sky field when he had the chance. I used Aggron myself, Smack Down, Stealth Rocks, then Head Smash til he died, then Prankster Murkrow w/Amplifield Rock to set off my own Tailwind to counter his, then used some Rock-type or another (I can't remember which) and went to town, basically destroying the rest of his team with little issue. Both forms of Lycanroc are also available on Route 9, so Accelerock is also a viable part of whatever strategy you use.
  9. You can open up the .rb Script files in a basic text program just fine, no special programs needed, and alter them from there (though obviously keep unaltered backups around in case you screw up something you can't fix for some reason). If it's in the Scripts, you can change it. You just have to have Debug mode enabled so you can select the Compile All Data option after loading up the game for the changes to take effect.
  10. Assuming you're asking "what does deso mean?", it's shorthand for Pokemon Desolation, the third fangame with it's own separate section of the board.
  11. Well yes, I know it absorbs more HP, it's how it does it that I'm unsure about. In Rejuv, it specifically says "A Pokemon held item that boosts the power of HP-stealing moves to let the holder recover more HP.", while the standard Pokemon game description is, as of SV, "An item to be held by a Pokémon. This root boosts the amount of HP the holder restores to itself when it uses HP-stealing moves." (and before that "An item to be held by a Pokémon. It boosts the amount of HP the holder restores from HP-stealing moves."), which doesn't say anything about boosting the power of HP-stealing moves. I'm basically asking if the Big Root was changed to give a power boost to HP-stealing moves specifically, like Charcoal does for Fire moves, not if it lets you absorb more HP% from the moves.
  12. Since I can't find any documentation for it anywhere, has the way Big Root functions been changed for Rejuvenation? In vanilla Pokemon game all it does is increase the amount of HP absorbed from Hp-absorbing attacks, but in Rejuv 13.5 the item description instead says it boosts the power of HP-stealing moves to do something similar. I'm assuming that means stuff like Giga Drain and Draining Kiss become more powerful, but I don't know if that's how it works mechanically, or how the power boost compares to something like Miracle Seed for Giga Drain.
  13. For patching, right-click the game->show package contents->game folder->double-click updater.exe (.exe may or may not be vsible depending on settings for displaying extensions). The updater should run itself in Terminal and the game will be updated to the latest patch. I don't know offhand if the one available for download is the latest version, I would assume so but you can run the updater to check.
  14. Charon

    v13.5 .Karma Files

    I reported it as a bug already because I'm pretty sure it's not intended, but despite the release notes above saying movesets were updated to Gen 8, the majority of Pokemon that I've seen (and I checked the montext Script) are still using their Gen 7 level-up lists (their "compatible moves" seems more fully updated, but even those aren't always accurate). Sometimes with some alterations, but they're definitely not updated to Gen 8.
  15. I remember there being extra penultimate rewards for finishing all the quests at a Help Center, but I haven't gotten any from the East Gearen or Sheridan ones. Am I just remembering wrong, missing hidden quests, or was that changed/removed?
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