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silverlime

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Posts posted by silverlime

  1. On 6/9/2022 at 10:27 PM, Seel The Deal said:

    this is actually how it works (also double-checked with bulbapedia), and it's consistent with other spread moves with secondary effects like Discharge and Muddy Water

    As far as I am reading, bulbapedia says that's how it worked in gen 6 but not anymore in gen 7.

    Generation VI

    Diamond Storm deals damage. It has a 50% chance to raise the user's Defense by one stage for each Pokémon that it hits. If it increases the user's Defense stat more than once from a single use, the stat raising animation will only play once, but a message stating that its Defense rose will appear for each increase.

    Generation VII

    Diamond Storm now has a 50% chance to raise the user's Defense by two stages if it hits, rather than only one.

     

    Notice how the wording changes from "for each Pokemon that it hits" to "if it hits". Also, I tested it out on doubles Pokemon showdown. I tried using it 13 times with hitting both opponents, and it got no boosts 7 times, one boost 6 times, and two boosts 0 times. This fully supports it working only once per hit (and being 50% chance per hit). If it worked so that it's 50% chance per hit, the number of times it has no boosts and two boosts should be around the same (and one boost should occur twice as often as the others) but this is not even remotely the case.

    Smogon's database also supports this in its descriptions.

    Gen VI: "Has a 50% chance to raise the user's Defense by 1 stage for each hit."

    Gen VII: "Has a 50% chance to raise the user's Defense by 2 stages."

     

    Also it's not really consistent with Discharge/Muddy Water because those effects apply to the opponent. If anything it would be more similar to Mind Blown or Clanging Scales I'd argue, which have their effects only activate once no matter how many targets they hits.

  2. I noticed in the code that the AI halves move scores when using moves that can sleep or freeze the target against a target that has Synchronize. Synchronize only works with Burn, Paralyze, and Poison though. As far as I can tell, this is only an issue with the AI and Synchronize itself will not activate with sleeping or freezing.
    unknown.png

     

    unknown.png

  3. In the battle tower, Silvally holding a Steel Memory correctly makes its defensive typing Steel, but its sprite is the normal-type version. I know that it's purely visual and is actually Steel-type because Brave Bird from my Pidgeot did resistant damage to it and Flamethrower from my Genesect did super-effective damage to it.

    unknown.png

     

    I know the Steel version looks a bit similar to the Normal version, but if you look at the comparison between the two you can clearly see that this is the sprite for Normal Silvally.

     

    Steel:  unknown.png

     

    Normal: unknown.png

  4. 26 minutes ago, Disalign said:

    Ye, rock move gaining the additional ice type and being quad super effective against the Staraptor likely meant it was 2x super effective instead of 4x super effective! That's my guess,

    I mean if that's how it's intended to work, then sure, but I'm pretty sure it should be that each constituent type of a move is applied the strong winds reduction if applicable. Strong Winds says that Staraptor is no longer weak to Ice and no longer weak to Rock, right? So it should be neutrally effective?

  5. On 6/3/2022 at 4:53 PM, silverlime said:

    No, I don't think so lol. I remember seeing the health bar go down right after the healing animation, but I guess there is a possibility that I saw it incorrectly because I don't remember which fight that was at this point.

    Actually I just checked. This was one of the Labradorra meteor grunt's (Kenan's) Volcarona, and it has a Wiki Berry, so definitely not Life Orb.

  6. On 6/1/2022 at 12:30 AM, Scyl said:

    Was it Life Orb?

    No, I don't think so lol. I remember seeing the health bar go down right after the healing animation, but I guess there is a possibility that I saw it incorrectly because I don't remember which fight that was at this point.

  7. There's an issue with the visuals corresponding to Bulldoze being used in the Byxbysion Wasteland Aggron fight. I think the best way to see it is in this video. It seems like it's pushing the sprites over down and to the right after each stat drop corresponding to a hit (when it hits Mawile the second time, you can see part of it even lower and to the right, and Tentacruel's Giga Drain animation occurs from a position further down and to the right than it should be).

     

    Even when I send in Butterfree next you can see that it's in the wrong position even before being hit or using any moves.

    unknown.png

     

  8. On 8/23/2021 at 3:40 PM, poop face said:

    Any answers about gal.Weezing?

    Nobody gave a definite answer yet...

    As far as I can tell, Galarian Weezing can be obtained when leveling up to level 35 in any of the following areas:

    West Gearen City, WG Power Plant, WG Generator Room, Blakeory Manor, WG Sewage Management

  9. I'm here with a preview of the Pokemon World Tournament. While the it will not be functionally available in the next release, these characters as well as several others will be found (and fightable) somewhere for registration in the Tournament Pager, and the PWT will be unlocked in the episode after that. Note that this is the earliest version and that it is very likely that things will be changed and added before officially available. I hope you enjoy nonetheless!

     

    • Like 1
  10. Sorry, it has been a while since I last posted here, but hopefully you will enjoy this progress update.

     

    Hera sprite comparison (already posted in discord, but I didn't put it here yet)
    Old:
    Hera.png
    New:
    Capture.PNG
    She looked like an old lady in the original one, which was unintended, so this one portrays her as closer to her desired age (also looks a bit better if I do say so myself).

     

    Small sprite adjustment for Skyler

    Old:

    trainer170.png

    New:

    trainer170.png

     

    Since the Pokemon World Tournament will be a significant part of the game, trainers from other regions will also need VS sprites, so here are a few we've made so far. Look out for these trainers, as they will appear in v1!

    Cheryl:
    vsTrainer209.png
    Mira:
    vsTrainer206.png
    Hop:
    vsTrainer207.png

     

    The next update will probably contain the completely revamped Field Effect Manual which will hopefully be pretty interesting.

    Here's a sample from the revamped Chess Board Field in case you didn't see it in the discord (note that this is a bit outdated though, so see changes below):

     

    For the changes we've made to the Chess Board after posting this video, note that we moved the quad ability feature to the Holy Field instead. With the other things we added to the Chess Board, it was already getting very crowded with effects, so it doesn't really need this aspect. However, we also made it so chess attacks will shift the background as if at the end of the round upon use, which could create some interesting strategies.

    But anyway, here's the Field Effect page for this field now that it's mostly complete:

    Spoiler

    #-------------------------------- 5. Chess Board [CHB] --------------------------------#
    "An army of chess pieces lines each side of the field."
    :::TYPE MODIFIERS:::
    *    On White turns, Normal moves become Chess Attacks and deal x1.3 damage, but Dark moves deal x0.5 damage
    *    On Black turns, Dark moves become Chess Attacks and deal x1.3 damage, but Normal moves deal x0.5 damage
    *    Chess Attacks gain additional Rock-type
    :::ABILITY MODIFIERS:::
    *    The following abilities additionally raise Speed upon entry:
            Battle Armor        Own Tempo
    *    Oblivious additionally lowers Speed at the end of each turn
    *    Pokemon with Levitate additonally have their Speed doubled
    *    Pokemon with Trace instead have a 50% chance of using damaging moves that target the Pokemon against the attacker
    *    Inner Focus additionally prevents stat reduction and ignores opponent's stat increases
    *    Pressure's effect is doubled
    *    Pokemon with Run Away have their Attack reduced but Speed increased upon entry
    *    Pokemon with Keen Eye have an increased Critical hit rate
    *    Hustle additionally applies to Special moves, but Accuracy is instead always x0.7
    *    The following abilities additionally increase opposing Pokemon's PP usage by 1:
            Arena Trap        Unnerve
    *    Steadfast additionally boosts Speed whenever the Pokemon is damaged by a move
    *    Rivalry is activated regardless of gender
    *    Skill Link additionally copies the effect of the chess piece from last turn for the Pokemon
    *    No Guard additionally decreases Defense and Sp. Def upon entry
    *    Stall additionally raises Defense and Sp. Def upon entry, and heals for 1/16 max HP at the end of each turn
    *    The following abilities are disabled:
            Super Luck
    *    The following abilities additionally decrease Accuracy upon entry:
            Scrappy            Reckless        Confidence        Gorilla Tactics
    *    Contrary additionally switches the background color upon entry
    *    Defiant additionally increases Attack and shifts the background's color upon entry
    *    Weak Armor additionally decreases Defense upon entry
    *    Infiltrator additionally gives the Pokemon the opposite color type boost when attacking (but doesn't make the move a Chess Attack)
    *    Justified additionally raises Attack when using moves that gain the field's color boost, but lowers Attack when using moves that suffer from the field's color drop
    *    The following abilities additionally boost Sp. Atk upon entry:
            Competitive        Neuroforce
    *    Magician has a 50% chance of shifting the background the same as it would be shifted at the end of the round when using damaging moves
    *    Stance Change instead has the following effects:
            The Pokemon no longer changes form based on which attacks are used
            All prior stat changes are removed upon each background shift
            When the background shifts to the Pawn piece, boosts Speed 2 stages and changes to Shield Forme
            When the background shifts to the King piece, boosts Sp. Def 2 stages and changes to Shield Forme
            When the background shifts to the Queen piece, boosts Sp. Atk 2 stages and changes to Blade Forme
            When the background shifts to the Knight piece, boosts Evasion 2 stages and changes to Blade Forme
            When the background shifts to the Bishop piece, boosts Accuracy 2 stages and changes to Blade Forme
            When the background shifts to the Rook piece, boosts Defense 2 stages and changes to Shield Forme
    *    The following abilities additionally decrease Accuracy upon activation:
            Berserk            Anger Point        Compulsion        Frantic
    *    Chess Attacks deal x2 damage to Pokemon with the following abilities:
            Oblivious        Simple            Unaware            Klutz            Comatose
    *    The following abilities additionally lower the Accuracy of all opposing Pokemon upon entry:
            Dancer            Quip
    *    Disguise additionally boosts Evasion upon entry
    *    Queenly Majesty additionally switches the field piece to Queen upon entry and makes the Pokemon always move first in the priority bracket
    *    The following abilities additionally boost Attack upon entry:
            Stakeout        Overlord
    *    Stamina instead boosts Sp. Atk and Sp. Def upon activation
    *    Wimp Out additionally activates whenever the Pokemon is damaged by an attack
    *    Pokemon with Thrust additionally deal x1.5 damage when it's the Knight's turn
    *    Tactics instead boosts the power of affected moves x1.5, and gives the Pokemon perfect Accuracy
    *    Cautious additionally boosts Defense but lowers Attack upon entry
    *    Sneak Attack additionally allows Chess Attacks to Flinch the opponent even with a Crit rate higher than 2
    *    Similarity instead boosts a random stat for each ally on the field, including itself
    *    Magic Bounce additionally shifts the background color upon activation
    *    The following abilities are activated at all times:
            Bodyguard        Shackle
    *    Quick Draw's activation chance is set to 100%
    *    Reconstruct additionally heals 1/5 max HP upon activation
    *    Chess Attacks deal x0.5 damage to Pokemon with the following abilities:
            Adaptability        Synchronize        Anticipation        Telepathy        Attentive
    :::MOVE MODIFIERS:::
    *    These moves become Chess Attacks, gaining a x1.5 increase in power and gain additional Rock-type:
            Psychic            Strength        Ancient Power        Pursuit            Last Resort
            Force Palm        Royal Blades        Bulldoze        Accelerock        False Surrender
            Poltergeist
    *    Chess Attacks deal x2 damage to Pokemon suffering from Confusion or Infatuation (This does not stack with ability damage increase)
    *    These moves have their stat-changing effects amplified by 1 stage:
            Calm Mind        Nasty Plot        Leer            No Retreat
    *    Trick Room lasts for 8 turns
    *    These moves increase in base power x1.5:
            Fake Out        Feint            Feint Attack        Dig            Quick Attack
            Rock Smash        Brick Break        Meteor Mash        Astonish        Shadow Sneak
            Rock Wrecker        Smart Strike        Crush Grip
    *    Nature Power becomes Court Change
    *    Camouflage changes the user's type to Psychic
    *    Secret Power may lower Defense
    *    Magic Coat additionally shifts the background upon use
    *    The damage of the following moves is boosted x1.25:
            Counter            Bide
    *    Confusion's additional effect activation chance is increased to 100%
    *    Double Team additionally boosts Attack and Sp. Atk upon use
    *    Focus Energy additionally sharply boosts Accuracy upon use
    *    Moves copied by Mirror Move have perfect Accuracy
    *    Amnesia instead harshly lowers Sp. Def upon use
    *    Substitute instead gives the replacement 1/3 max HP (but still reduces 1/4 max HP)
    *    The following moves additionally make the target's next move miss if it targets the user:
            Mind Reader        Future Sight
    *    Detect additionally boosts Accuracy upon use
    *    The base Accuracy of the following moves is decreased to 80:
            Outrage            Frustration        Dragon Rage        Rage            Lash Out
    *    Psych Up only copies the target's stat changes that are higher than the user's
    *    The following moves instead target both opposing Pokemon:
            Torment            Taunt
    *    The following moves additionally shift the background color upon use:
            Reversal        Trick            Switcheroo        Skill Swap        Power Trick
            Guard Swap        Heart Swap        Trick Room        Ally Switch        Speed Swap
            Court Change        Flip Turn
    *    Use of the following moves make the next successful move a sure hit against the target:
            Rock Tomb        Sand Tomb        Embargo            Attack Order        V-Create
            Thunder Cage
    *    Iron Defense additionally sharply raises the Defense of the user's partner
    *    Block additionally sharply raises the user's Defense
    *    Focus Blast's base Accuracy is increased to 100
    *    Defend Order additionally raises the Defense and Sp. Def of the user's partner
    *    King's Shield additionally blocks all status moves on King turns
    *    Obstruct additionally blocks all status moves
    *    Poltergeist works even when the target doesn't have an item
    *    The stat-decreasing effect of Royal Blades is nullified
    :::ITEM MODIFIERS:::
    *       Synthetic Seed lowers Sp. Def and applies Obstruct to the holder
    :::FIELD TRANSFORMATION:::
    *    The following moves terminate this field:
            Stomping Tantrum    Tectonic Rage
    :::OTHER EFFECTS:::
    *    At the end of each round, the background shifts, indicating a type of chess piece (chosen randomly) and a color (alternates each round) for the next round
    *    Chess Attacks shift the background the same as it would be shifted at the end of the round
    *    On Pawn rounds, no special effect takes place
    *    On Bishop rounds (which only can occur in doubles), moves hitting the position diagonal from the user increase in power x1.5
    *    On Bishop rounds (which only can occur in doubles), moves hitting the position across from the user decrease in power x0.5
    *    On Rook rounds (which only can occur in doubles), moves hitting the position across from the user increase in power x1.5
    *    On Rook rounds (which only can occur in doubles), moves hitting the position diagonal from the user decrease in power x0.5
    *    On Knight rounds, the priority bracket is inverted (goes back to normal temporarily if Trick Room is in effect)
    *    On King rounds, x1.5 to the Defense and Sp. Def of all Pokemon
    *    On Queen rounds in double battles, type effectiveness is inverted
    *    On Queen rounds in single battles, x1.5 to the Attack and Sp. Atk of all Pokemon

     

    • Like 1
  11. I know you all have been improving the AI, but something I noticed when looking through the code was that the AI move memory interacts strangely with partner AI. Since the partner trainer uses the same AI as the opponents, it checks move memory the same way. However, move memory is only saved for the player and the player's partner's Pokemon, so when it's the partner's turn to calculate move scores, it will use the index (given by pokemonIndex) in the AI move memory array corresponding to the opponent, but since pokemonIndex uses values 1-12 for EACH team, it will look into the player (and the player's partner) for the index of the move instead.

     

    For example, let's say you start a team-up double battle sending out a Pokemon that uses Wide Guard on the first turn, and no opposing Pokemon are switched out this turn. On the next turn, the partner trainer will set the score for any multi-target move to 0, because the Pokemon with Wide Guard has a pokemonIndex of 0, but one of the opponents will also have that same pokemonIndex (so it would search the user's moves for Wide Guard instead).

     

    Maybe you all have already addressed this for v19, but it was a bit tedious to fix for me when using the Reborn AI code and I guess it's better to mention sooner rather than later. (Also why did you guys set the score for multi-target moves to 0 in this case lol, it makes it so much easier for the player because using Wide Guard once pretty much creates an effect that prohibits the use of all multi-target moves while the user is in play.)

  12. I'm back with a small progress update.

     

    Here's our Mega Arcanine sprite (made by Vlamingo):

    Vlamingo_01a.png

     

    And Aria's back sprite (made by Ny):

    trback.png

     

    A major part of v1 will be the completely revamped field effect interactions, and you can see this with the current length of the Field Effect Manual compared to how it started out when fields were first ported from Rejuvenation (I hope nobody dislikes the concept of field effects):

    Spoiler

    Vengeance:

    Capture.PNG

     

    Rejuvenation:

    Capture1.PNG

    It has already about doubled in size, but once we add the interactions with all the gen 8 abilities and the 100+ custom abilities from Vengeance, it will grow even more (not to mention that we still have the moves to do, as well as possibly even a few item interactions)

    • Like 1
  13. 48 minutes ago, darkwaters33 said:

    So the script took to long at the part when the news reporter showed up on screen and and for the sage what happens is ill beat the first pokemon he sends out and then i get an error message. After i close the error message, he just never sends out a second pokemon. I can choose moves for my pokemon to use but it just says there is no target 

    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.

  14. 12 hours ago, darkwaters33 said:

    Must say, I am pretty impressed with this game so far. I have not gotten far but the story and unique characters are really good. It is quite buggy however right now so I may wait for some updated versions to continue, specifically the game script took to long to load and the game had to restart 3 times during the opening breaking news scene and for some reason every time I battle the sage on route 1 the game always crashes and he never sends out his second pokemon and I am forced to close the game. But some issues are to be expected in a demo so I really hope that you continue to work on this game cause we sure could use more fan games like reborn and rejuv and this seems very promising. 

    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.

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