-
Content Count
80 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Calendar
Pokemon Reborn Development Blog
Pokemon Rejuvenation Development Blog
Everything posted by silverlime
-
Ok, thank you. Do you happen to have the actual error message though? It should be in errorlog.txt (save file folder), and this would tell me exactly where the problem is in the code.
-
That's strange, I haven't heard of either of these problems yet. On which part of the opening scene does it say the script was taking too long? I'm not sure how I would be able to fix this problem if I can't replicate it, but I'll look into it nonetheless. For the sage, did you get an error message before the game crashed? This would help me figure out what the problem was. Anyway, sorry for all these issues, but I'm glad you still somewhat enjoyed it.
-
I'll let that speak for itself (also note that the HP bar only takes this long to go down because I have a bunch of programs running, and I apologize for the poor quality) Pokémon Vengeance 2020-10-23 15-00-25_Trim.mp4
-
So actually I lied. The Discord server is now up and running for players as well. Join if you guys want to discuss the game or want to see progress updates!
-
Thanks for trying it out! Here's a document with all the new moves and abilities so far: https://docs.google.com/document/d/1l2pZe5Tn7Lv3hOGtg4gdRDj3UlYrzeaDOzBmFJXuQyY/edit
-
Yes, all starters will eventually be available as event encounters, and we plan to make them all available starting at the same point in the game so that you aren't punished for not choosing certain starters. Oof um I may or may not have forgotten to put the link before lol, but it's there now. Let's pretend that never happened
-
As for new abilities, I can do you one better. Here's a spreadsheet with all the abilities planned to be given to Pokemon. Abilities highlighted in yellow are new for the Pokemon and these are subject to change, so don't expect them to be final, though I think the starter abilities won't change too much. Also keep in mind that hidden abilities are not available by default. https://docs.google.com/spreadsheets/d/1DeDkxbOA3MkoueWPXUIXWfgPMUFXRiL67uK32Ods7mc/edit#gid=0 I'm going to keep it a surprise which starters will receive new megas, but some are definitely planned to!
-
Damn that's a lot of posts, so I can't guarantee that I'm not restating what other people already posted. Ninjask: Switches out the target if it last used a status move, and the move used by Ninjask makes contact. Venusaur: Seed Bomb, Worry Seed, and Bullet Seed have a 20% chance of inflicting Leech Seed on the target when used. Sceptile: Until switching out, if an ally is affected by a non-volatile status condition at the end of the round, removes it and restores that Pokemon's HP by half. Decidueye: When at full HP, Evasion is increased and the
-
Thanks! I plan to create a discord server for the community once version 1 is released, but for now it's mainly just the thread. But since I haven't really posted much of the progress we've made since the demo yet (besides Aria's redesign and the new map segments), how about the map for the second section of Route 1? This is where the foliage starts to transition from the golden leaves in the Goldsong area to the dark leaves in the Darkleaf area. It also maybe even fits an early Halloween theme (though this is completely a coincidence).
-
These are quite amazing. The texture on the walls is very well done imo. Also I like how Sizzlipede looks like he's angrily pointing a finger at the player.
-
This game looks promising. I really like the overworld graphics, and the grass starter looks pretty cool. I'll keep an eye out for the first release.
-
Yeah I made each Pokemon have 4 total abilities (2 regular and 2 hidden). I've already planned to make this a bit more clear in the next release because it wasn't really mentioned anywhere and I didn't really say anything about it in this post. Music is also going to be revised in the next release. Thanks for trying out the game, it means a lot!
-
Thanks for trying out the demo, and your feedback is appreciated! Since there is so little content so far, I am very willing to change a bunch of things around, and some of these things you talked about I already fixed or have plans to fix for the next release. I acknowledge that there are quite a few critical errors in the demo, and I plan to fix as many of these as possible and refrain from doing them again in the future. One major thing I actually kind of completely redid was Aria's character as of this stage in the demo, which I think solves some of these issues about the plot
-
Try out the demo (currently only about 1 hour of gameplay), and join the Discord! Pokémon Vengeance, heavily inspired by Pokémon Reborn and Rejuvenation, takes place in the Verdiva Region, which consists of 3 main islands: - Deloria Island, the island on which the player begins their journey, is lush and full of forests, jungles, and mountains (and even a volcano). - Cryolysis Island is very cold and icy, and only consists of 1 city. It is very mountainous and not inhabited by many. - Dritari Island is very barren except for some areas in the Northeast. Sti
-
I'm not sure if this is intended, but a lot of checks to do with moves/abilities/items that are new (as in not in default essentials) use isConst? for checking if a Pokemon has a certain ability or a certain item instead of hasWorkingAbility and hasWorkingItem. This allows for things like Gastro Acid not nullifying an ability and Magic Room/Klutz not nullifying the effects of an item. I'll give some examples in the code where this would be problematic: - A Tapu Fini with Misty Surge enters with an Amplifield Rock while under the effects of Magic Room, but the duration of Misty Terrain is
-
Did you test this out on Ashen Beach and Swamp, where it becomes Meditate and Muddy Water, respectively? Not sure if giving it a specific target would make it so Muddy Water only hits 1 opponent or Meditate would increase the target's attack. I think it would make most sense to just change the target to the user in the PBS so that it works like in the actual games (Essentials v17.2 does this I believe).
-
In the AI, calls to "lastMoveUsed" aren't updated for rejuvenation's PBS and still use numbers from reborn (not sure why they don't just use PBMoves::MOVENAME). For example, in Crafty Shield's AI, this line is used: "if attacker.lastMoveUsed==565" (decreases the score if this is the case). In reborn's PBS, this is the move ID for crafty shield, but in rejuvenation's, it is the ID for the move Electric Terrain.
-
There are a few things wrong with this code segment: if (thismove.id == PBMoves::LAVASURF || thismove.id == PBMoves::LAVAPLUME || thismove.id == PBMoves::ERUPTION) $febackup = 6 $fefieldeffect = 6 @battle.pbChangeBGSprite @battle.pbDisplay(_INTL("The flate ignited the cave!")) end If you can't tell, this changes the cave field to the Big Top Arena (6), when it should change it to Volcanic Field (7). There's also a typo with "flate". Also you guys seem to have coded in Field transformations doubl
-
optimization finale: "fuck i gotta stop doing this"
silverlime commented on andracass's post in Records
It's great to see new ways to improve game speed, and I'm glad you're still giving updates about this. The level thing with saving it as a new variable so it's not called thousands of times seemed pretty simple, so I tried adding it in my copy of essentials, but for some reason, the Pokemon's level doesn't increase when it levels up. I guess there are some other places that have to be updated to account for this variable as well? -
It's nice to see that some characters are still getting new overworld sprites that look even better than before. I'm surprised Cella only got 3 votes. I thought she was a very well-made character that fits in well with the story. Also I'm surprised that 6 people spelled Casssandra with 3 s's.
-
I've found another thing that should probably be addressed in the AI, this time for Parting Shot. Here's the code for reference: when 0x13D # Parting Shot if (!opponent.pbCanReduceStatStage?(PBStats::ATTACK) && !opponent.pbCanReduceStatStage?(PBStats::SPATK)) || (opponent.stages[PBStats::ATTACK]==-6 && opponent.stages[PBStats::SPATK]==-6) || (opponent.stages[PBStats::ATTACK]>0 && opponent.stages[PBStats::SPATK]>0) score*=0 else if attacker.pbNonActivePokemonCount==0 if attacker.pbOwnSide.effects[PBEffects::
-
I found a few more bugs recently (sorry, not sure if some of these have already been found): 1. You can get all of Ren's Pokemon when you play as him if you send his to the PC when catching new ones 2. Rage Powder doesn't seem to work properly, as it failed to redirect a Shadow Ball from a Palossand on Desert Field 3. If you use a Revive on a Pokemon when you have only 1 left in doubles, this happens: 4. You can trigger an event early in the Narcissa quest if you go to the house on past Route 5 and open the locked door even if you haven't started the quest yet. It also br
-
Another couple random tiles that don't seem like they belong: Typo: eminated should be emanated
-
Tile priority error x2: Also I don't think this tree belongs here: Or this lamp: I'm not sure that you're supposed to be able to walk on these tiles:
-
I don't think this partial palm tree belongs in the building like this: