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silverlime

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Pokemon Reborn Development Blog

Pokemon Rejuvenation Development Blog

Posts posted by silverlime

  1. 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.

  2. 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.

  3. 7 hours ago, ArcBolt27 said:

    so something i was curious about is in the move/ability documentation it mentions electrode gets a new ability combustion which causes it to auto-use explosion upon taking a fatal hit................. but what has me curious is how that will work if you have electrode use explosion naturally, would that trigger combustion as explosion is effectively speaking a self induced fatal hit or are there plans to prevent something like that

    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)

  4. On 10/10/2020 at 10:38 AM, Elios said:

    Do you have a discord server or something?

    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!

    • Like 1
  5. 7 hours ago, ArcBolt27 said:

    just played thru the demo with scorbunny as my starter due to him being my favorite of the 3 from sword/shield (if the gen 8 starters werent a thing i likely woulda went torchic or chimchar) and aside from the first rival battle being rather 1-sided (not much a scorbunny with just tackle can do against a popplio that has water gun -_-) i had a bit of fun with it

     

    as for the table that has all the new abilities and such for mons do you think you could also provide documentation as to what these abilities do as many of them seem to be custom

    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

  6. 1 hour ago, DevilWaffer2020 said:

    Ok thanks and one more question. Will there be wild starters like Rejuvenation? If not that's fine I just like using rotation teams and I rotate through starters as well.

    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.

    1 hour ago, DevilWaffer2020 said:

    umm also where is the spreadsheet

    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

  7. 10 hours ago, DevilWaffer2020 said:

    Is there a list of all the new starter abilities and which ones get them? Also do any of the starters have new megas?

    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!

  8. On 10/10/2020 at 10:38 AM, Elios said:

    This is awesome! Do you have a discord server or something like that where you post more updates or just the thread for now?

    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).

    Capture.PNG

    • Like 1
  9. 1 hour ago, Angelkitsune said:

    why are some of the pokemon's abilities are weird, like my torchic got cute charm and a swablue with water absorb. Also try adding some persona 5 music :3c

    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!

  10. 4 hours ago, Gentleman Jaggi said:

    Played through the demo and I'd say what's there so far seems quite promising. It's only one town and route each so not really enough to form concrete expectations; the starting town doesn't have much going on as is usual for Pokémon games but Route 1 has an interesting little gimmick to it that's required to progress through the first time.

     

    Regarding the plot there's not mucbh that can be said since the demo barely scratched the surface but the setup seems interesting enough, although I think the intro bit of the game brings up the bit about your parents a little too often in quick succession. Otherwise the only thing I can say is that I'm not really sure what Aria being a character from the anime is intended to contribute; it seems to be mostly just used as a backstory for her although as someone who hasn't watched the Pokémon anime in a hot minute I don't know what sort of reaction I'm supposed to have to her presence. It did kinda bug me how she just ditches her old Pokémon now because reasons when it's her explicit motivation to become able to protect herself and her family so sticking with the Pokémon she already knows for a long time and is familiar with should really be the smarter choice.

    Visually the game looks nice so far. Gen IV graphics produce pretty clean environments and it works well for Route 1 and Goldsong Village's coast. The custom NPC sprites blend in well and the one we get to see in battle so far looks quite good. The protgaonist's various sprites unfortunately all look rather plain and uninteresting, particularly the male ones.

     

    There are no major battles in this demo, but the random trainers on Route 1 are unfortunately rather ill-balanced in my opinion. There levels are a little too high for how little exp you can get until that point without grinding wild encounters and they use quite a number of Pokémon species that are just too strong for that point in the game. The second trainer you can find on Route 1 has a Durant, a Pokémon with three base stats higher than 100 at a point where players are lucky to have more than two Pokémon above Level 5 without grinding them out. Other standout Pokémon found on Route 1 include a Sudowoodo with Stone Edge, a Minimize spamming Litwick that's also surprisingly tanky, a Draining Kiss spamming Comfey that's annoyingly tanky, a Wigglytuff with Hyper Voice, a Snubbul with Elemental Fangs for coverage and potentially an ability that sharply raises its Speed, a Sneasel and a Dunsparce that will Rollout you into oblivion if you don't get rid of it quickly. With a lot of annoyingly strong enemies running around much of the gameplay is spend progressing a few stept forward and then immediately turning back around to the Nurse at the entrance to the Route because your team is on its last leg after just one, maybe two trainer battles. Many of the trainers also already carry three or four Pokémon with them with can make breaking through some of those annoyingly strong ones even more of an issue.

    Another contributing factor is that the early game seems rather heavily skewed in favor of Fire Type Starters and pretty heavily screwing over the other two Types. With Route 2 being set in a forest some Type bias is expected but it becomes kind of an issue when the trainers get in on it as well. The Field boosts Grass moves but many of the enemies resist it so if your Starter is a Grass Type your strongest team member's offense just got screwed while Water Starters need to be wary of enemies' powered up Grass moves. Fire Types meanwhile get to burn through the plentiful Bugs you have to fight on this route while being threatened by relatively few enemies.

    All that is exacerbated by battles being locked to "Set" mode. I get that it's a game design choice to make battles more challenging by removing a player-only advantage but it really never improves anything when it's forced on everyone. The vast majority of the time all it does is make random trainers more time-consuming to beat than they should be and training up new team members harder than it needs to be. Even if you feel like Set mode is somehow an absolutely vital component for the game to be fun and challenging I feel it would be a much better idea to restrict them to fights where it actually matters instead of also extending it to those trainers that should mainly exist to feed us exp on our way between the important bits of the game. Also options really don't hurt anybody.

     

    Random bit about music: I ran itno an Aroma Lady using Hopes and Dreams from Undertale for her battle music and then a few stept further an Dancer who used a track ripped straight from I think the Gen II games. Talk about whiplash. Also personal opinion but I feel like you shouldn't use climactic final boss music on random route trainers because it dulls the impact of whatever track you'll be using for the battles that are actually supposed to feel climactic. Particularly if it's music from other games the emotional connection players may have with it is going to make it hard for other tracks to compete against that.

     

    Lastly two bugs I encountered: during the battle at the big honey tree the enemy's Lv 6 Combee had an invisible sprite

    Secondly both Fury Swipes and Fury Attack don't work and throw out an error related to the Battlebond Ability for some unfathomable reason:

    image.png.17853aa3d905d17ee58e9109fee35677.png

    Clicking on OK results in the Pokémon's turn being skipped

    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 so far that you're talking about. Instead of being suddenly motivated to go on an adventure, I'm changing it so she is actually reluctant, and only agrees to get a new Pokémon because Hera encourages her to do so. She also only plans on bringing the Pokémon with her to Darkleaf Town and intends to return it to the professor afterwards. While I agree that her relation to the anime doesn't add too much to her as a character, I don't intend to go too deep into her anime self (which was only created to characterize Serena anyway, so there's not too much interesting stuff to into here anyway). This is mainly just a small quirk about her character, and I plan to take her in a different direction for the story of Pokémon Vengeance.

     

    I was actually worried that the custom NPC sprites weren't very good, so I'm glad you like them. As for the player character sprites, I plan to add in character customization eventually (which is why they all have the same poses), so the sprites aren't supposed to be very interesting yet. The reason I didn't include this in the list of features is that I'm still not 100% sure that I'm going to include it, but if I don't, I'll definitely redo the main character sprites to look more interesting.

     

    As for the difficulties of the battles and preference towards fire starters, I already have plans to fix those, so don't worry about these being problems in the future. I really don't know what I was thinking with some of the trainers, so I apologize for the frustration here.

     

    The main reason I wanted to make the battles in set mode was so that double battles weren't objectively more difficult than single battles (because doubles are in set even if you have that off). I think you have a good point that this is only necessary for major battles, so I think I'll implement that for the next release.

     

    I have heard mixed things about the music so far. Some people like it, and some think it's too intense, so I'll probably tone some of them down a bit. I personally find that more intense music just makes battles more interesting, and I'm not really a fan of dull trainer battle themes because these are the ones you hear the most, but I'll still keep the variation in trainer battle music so at least they aren't both repetitive and dull.

     

    As for the problem with multi-hit moves, that's really strange that you're getting this error because I definitely fixed that a while ago and I see that it's fixed in my most recent scripts, but I see that the demo has this problem still. I guess I had an outdated scripts file in the demo somehow, so I apologize for that.

     

    The problem with Combee, on the other hand, seems to be very inconsistent and I couldn't figure out what is causing it, but it seems to only affect Pokémon with shadows underneath them and it goes away once you hit them. Maybe I'll just get rid of the shadows under airborne sprites so this won't be a problem anymore because it seems very difficult to trace.

  11. Title.png?width=1440&height=549


    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). 

    Deloria.png


    - Cryolysis Island is very cold and icy, and only consists of 1 city. It is very mountainous and not inhabited by many.

    Cryolysis.png


    - Dritari Island is very barren except for some areas in the Northeast. Stiffcrack Desert spans throughout this island, making it difficult to build many towns and cities inland, though there are some along the coast.

    Dritari.png

     

     

     

    You, the player, start in Goldsong Village. This quaint village is on the west coast of Deloria and is known for its beautiful autumn atmosphere. You are visiting your older sister, Aria, for the first time in many years, and are away from your home and parents in Graywave City. Your family, the Knight family, is known throughout the region due to everyone's amazing accomplishments. Your mother, Artemis, was a champion for a long time until her soon-to-be husband, Lucius, defeated her in battle. Even Artemis' sister, Hera, is well-known due to her Elite Octet status. Lucius and Artemis went on to have 3 children: Anthony, Aria, and you, the player. Anthony is known for his recent status as a Gym Leader, and he was at the top of his class at Darkleaf Academy. Aria, of course, went off to Kalos and earned her name as Kalos Queen. That leaves you. How will you earn a name for yourself? Will you live up to your family's reputation, or will you forge your own instead? How will you react when your perception of reality is shattered? How will you exact your revenge (or towards whom)?

    During your time visiting Aria, a tragedy befalls your parents at their home in Graywave City. Verdiva, no longer under the protection of their champion(s), is overcome with people competing for new control over the region. Two new organizations reveal themselves after this tragedy, but their goals and practices differ immensely. Team Regal wishes to seize control of Verdiva now that the two strongest trainers are gone and the region is in disarray. Team Celestial, on the other hand, wishes to prevent people from gaining too much power, because once someone is strong enough to capture legendary Pokémon, they have the ability to disrupt the natural balance and stability in the world, which has been seen countless times in the past. Ultra Space will also be a major focus of Pokémon Vengeance, and the player will be able to explore many aspects of it along his/her journey. You and Aria must become trainers so that you can avoid the fate your parents experienced and choose how to serve justice.

     

    Features:
    - 18 Gyms (one for each type)
    - Elite Octet (one for each stat)
    - Reborn/Rejuvenation-style Field Effects (updated and expanded, including 6 new fields as of now)
    - Choices/Actions affecting story
    - Gym Leader rematches (several)
    - Many new moves/abilities for existing Pokémon (available through tutor and hidden ability)
    - All Pokémon from Gen 1 to Gen 8 available by the end of the game (including IoA expansion)
    - Z-Moves
    - HM replacements
    - Improved Pokémon World Tournament

    - Custom Mega Evolutions

     

    Some of the early characters (art is not final):

     

    Aria
    trainer077.png
    You may remember Aria from the XY anime, and yes, this is the same one (albeit some years later). She may have seemed like a happy girl with a perfect life, but there's more of a story behind her. She was born in Graywave City and was pressured by Lucius and Artemis to become a Pokémon trainer. They made her attend Darkleaf Academy until she and her aunt Hera convinced them to allow her to go off to Kalos. Hera set up a mentorship for Aria with a woman named Palermo, with whom she was acquainted. Aria had a lot of fun there exploring how to use Pokémon for performing, though she moved back to Verdiva after rising to the top and having nowhere else to go from there. Unfortunately, so many years later, she still isn't on good terms with her parents when they disappear, which she comes to regret.

     

    Hera
    trainer197.png
    Hera is a wise, modest woman who is very kind and nurturing. Aria idolizes Hera for all the help she has given to her. Aria even moved to Goldsong Village just so that she could be near her. However, Hera is not to be underestimated, and has earned her position as a member of the Elite Octet due to her clever and unique battling style.

     

    Skyler
    trainer170.png
    Skyler is Aria's new boyfriend, as well as your brother Anthony's best friend throughout their time at school together. He is understanding and generous, and also has a passion for music, which is perhaps a reason Aria (as a performer) was drawn to him. Aria moved in with him after living with Hera in Goldsong Village for some time. Skyler is also the Flying-type Gym Leader of Goldsong Village.


    Pokémon World Tournament:
    The Pokémon World Tournament will take place in Jadeburn City, and will be available starting after only 3 badges. It is going to be a tremendous part of the game, and hopefully can be as entertaining as possible. All levels will be set to 50, irregardless of whether the player's Pokémon are above or below that level, which allows the player to have fun at any point in the game. The player will register trainers in a device known as the Tournament Pager throughout his/her journey, and you will see this starting right after you get your first Pokémon. The Tournament Pager will be used to register all trainers, including ones from other regions (which there will be quite a lot of). This means that they can all be found somewhere in-game, though many will only appear on certain days of the week. You can participate in the Pokémon World Tournament with anyone registered in the Tournament Pager, though more formats will be available as you register more trainers, progress in the story, and meet other requirements. I plan to include many different tournament formats, and here are some I already have planned (each of these formats will also have choices for either single battles or double battles, and either partial team or full team participation, but the Field Effect will be randomized unless otherwise stated):

    Spoiler

    Open Tournament: Any trainer registered in the Tournament Pager can compete in this format, and it will be the first one available. Trainers will not have access to TM moves or hidden abilities, and will only have access to level-up moves up to level 50. IVs will be randomized and EVs will be set to 75 in each stat. This should be a manageable format to play in even with the limited availability by the third badge, but most Pokémon will still be fully evolved (unless holding Eviolite).

     

    Open Master Tournament: Any trainer registered in the Tournament Pager can compete in this format, but it will not be available right away. Trainers will have access to all possible moves, abilities, and items. Sets will be made with maximum viability in mind.

     

    Mix Tournament: Similar to the Open Tournament, except each person chooses 1 Pokémon from the opponent's team to add to his/her own team.

     

    Rental Tournament: Each trainer will have a selected team of Pokémon to choose from that are not owned by them. This is another format that will be available near the beginning, as the player's team composition does not matter. As a result, the sets of each Pokémon will be more competitively viable.

     

    Type Master Tournament: Each trainer can only have Pokémon of one type on his/her team. Gym Leaders, Elite Four members, and even some other trainers that have tend to have mostly one type of Pokémon may participate in this format. This will not be available directly after the third gym due to it requiring a more expansive team composition. 

     

    Gym Leaders Tournament: This format be open, but will only will contain Gym Leaders (past and present). While there is no monotype obligation, teams will lean towards a specific type. Perhaps there will be another format with only Gym Leaders from specific regions, like in B2W2.

     

    Elite Tournament: This format will be open, but will only contain Elite Four and Elite Octet members (past and present). While there is no monotype obligation, teams will lean towards a specific type.

     

    Champions Tournament: This format will be open, but will only contain Champions (past and present). This will likely not be available until the post-game and will have teams of the highest viability.

     

    Evil Tournament: This format will be open, but will only contain members from "evil" organizations, which includes Admins and Leaders.

     

    Terrain Master Tournament: In this format, the player will choose a Field Effect, and all of the battles will be on that field. Depending on which field is chosen, different trainers will appear with teams catered to that specific field. This will not be available until the player has registered many trainers into the Tournament Pager, as at least 8 trainers are needed for each of the 49 current fields (though many will participate in multiple fields). Perhaps I will make certain fields available as enough trainers for that field are registered in the Tournament Pager instead of having them all be unlocked at the same time.

     

    Legendary Tournament: This format can only be done in singles and each player only uses 1 Pokémon, which must be a legendary. Obviously, this will not be available until post-game.

     

    Tag Team Tournament: This format can only be done in doubles and the player teams up with a trainer of his/her choice fighting other trainers who also team up. Opposing teammates will not be completely random, so match-ups like Lusamine and Guzma, Trevor and Tierno, and Tate and Liza can be made.

     

    Screenshots from the game so far:
    Screenshot_Gallery.png?width=1440&height=432


    New fields implemented (copied directly from Field Effect Manual, so I apologize for the awkward format):

    Spoiler

    #--------------------------- 44. Indoors [IDR] --------------------------------#
    "It's quiet and tidy inside."
    :::TYPE MODIFIERS:::
    *    Normal-type moves increase in base power x1.5
    *    Bug-type moves increase in base power x1.2
    *    Ghost-type moves increase in base power x1.2
    *    Poison-type moves get a x0.8 decrease in base power
    *    Dark-type moves get a x0.8 decrease in base power
    :::ABILITY MODIFIERS:::
    *    Analytic boost becomes x1.5 instead of x1.3
    *    Filter reduces damage to x0.5 instead of x0.75
    *    Moody only sharply raises a random stat and doesn't lower another
    *    Simple multiplies stat changes by 3 instead of 2
    *    The following abilities are disabled:
            Speed Boost        Overgrow
    *    Run Away additionally boosts Evasion upon entry
    *    Pokemon with Pickup have a 33% chance of gaining a Room Service at the end of each turn if they don't already have an item
    *    Swarm instead boosts Bug moves x2 when activated
    *    Stench's activation chance is doubled
    *    Arena Trap additionally affects airborne Pokemon
    :::MOVE MODIFIERS:::
    *    The following moves increase in base power x1.5:
            Strength        Clear Smog        Slam
    *    Sweet Scent additionally lowers target's Defense and Special Defense 1 stage
    *    These moves receive a x0.5 decrease in base power
            Air Cutter        Sky Uppercut        Aerial Ace        Acrobatics
            Icicle Crash        Diamond Storm        Oblivion Wing        Thousand Arrows
            Thousand Waves        Razor Wind        Blizzard        Fly
            Thunderbolt        Thunder            Icy Wind        Twister
            Heat Wave        Weather Ball        Silver Wind        Bounce
            Hurricane        Fairy Wind        Flying Press        Solar Beam
            Solar Blade
    *    These moves will fail under this field:
            Ingrain            Tailwind        Defog            Sky Drop
            Geomancy
    *    These moves make each active Pokemon have a 50% chance to take damage equal to 1/3 of their max HP after use:
            Earthquake        Fissure            Bulldoze        Jump Kick
            Explosion        Self-Destruct        Thrash            Double-Edge
            Egg Bomb        High Jump Kick        Magnitude        Eruption
            Rock Wrecker        Head Smash        Steamroller        Searing Shot
            Land's Wrath
    *    Pokemon with Shell Armor, Battle Armor, and Pokemon under most protection moves take no damage from above
    *    These moves get 100% Accuracy
            Smog            Poison Gas
    *    Fly and Bounce only last 1 turn
    *    Secret Power may Flinch target
    *    Camouflage changes user's type to Normal
    *    Nature Power becomes Teatime
    :::ITEM MODIFIERS:::
    *    Synthetic Seed lowers Speed and applies Protect
    :::FIELD TRANSFORMATION:::
    :::OTHER EFFECTS:::
    *    Non Normal-type contact moves have x0.9 Accuracy
    *    Contact moves damage the user for 1/8 max HP when missing
    *    Pokemon with Rock Head, Iron Fist, or Limber do not take damage for missing contact moves
    *    Sound Based moves get a 0.5x decrease in base power
    *    Recoil moves along with Thrash and Outrage have 0.5x Accuracy
    *    No weather effects may be activated
    *    Flinch chance is doubled

     

    #--------------------------- 45. Boxing Ring [BXR] --------------------------------#
    "Ready, fight!"
    :::TYPE MODIFIERS:::
    *    Fighting moves deal Super-Effective damage against Psychic and Bug types
    *    Psychic moves deal Not-Very-Effective damage against Fighting types
    *    Fighting moves deal x1.2 damage
    *    Dark moves deal x1.2 damage
    *    Normal moves that make contact deal Fighting damage
    :::ABILITY MODIFIERS:::
    *    Sturdy raises Speed upon activation
    *    Aftermath damages an affected Pokemon for 1/2 of its max HP
    *    Anger Point additionally raises Speed 2 stages when activated
    *    Arena Trap now affects airborne Pokemon
    *    The following abilities have their effects doubled:
            Pressure        Moxie            Intimidate
    *    Disguise has a 50% chance to stay activated when it would be deactivated
    *    Guts boosts damage to x2 when affected by a Status Condition
    *    Iron Fist & Reckless boosts affected moves' damage to x1.5
    *    Rattled is triggered by Fighting moves as well
    *    Rivalry gets x1.5 increase in power for same gender and x2/3 decrease in power for opposite gender
    *    Rough Skin's damage upon activation is doubled
    *    Pokemon with Huge Power always get the maximum boost from height and are considered taller than their target
    *    Inner Focus additionally grants the Pokemon a 10% chance to survive a hit when taking fatal damage
    *    Thick Fat additionally doubles the Defense stat of the Pokemon
    *    Pokemon with Keen Eye have their Accuracy and Evasion boosted upon entry
    *    Pokemon with Pickup have a 33% chance of gaining a Focus Sash at the end of each turn if they don't already have an item
    *    Hustle additionally raises Speed upon entry
    *    Vital Spirit additionally prevents Confusion
    :::MOVE MODIFIERS:::
    *    These moves receive a x1.5 increase in power:
            Karate Chop        Mega Punch        Fire Punch        Ice Punch
            Thunder Punch        Slam            Dizzy Punch        Body Slam
            Submission        Bone Club        Crabhammer        Reversal
            Mach Punch        Vital Throw        Beat Up            Focus Punch
            Meteor Mash        Shadow Punch        Gyro Ball        Drain Punch
            Bullet Punch        Smack Down        Storm Throw        Heavy Slam
            Retaliate        Steamroller        Flying Press        Play Rough
            Darkest Lariat        Throat Chop        Shadow Bone        Liquidation
    *    These moves receive a x1.5 increase in power and have 100% Accuracy:
            Fly            Jump Kick        Sky Attack        High Jump Kick
            Sky Uppercut        Aerial Ace        Bounce            Dragon Rush
            Brave Bird        Sky Drop        Acrobatics        Flying Press
            Dragon Ascent
    *    The following moves don't need to charge:
            Sky Attack        Bounce
    *    The following moves have increased power x1.3:
            Supersonic Skystrike    Breakneck Blitz        Let's Snuggle Forever
    *    The following moves have increased power x2:
            Pulverizing Pancake    Malicious Moonsault    Thrash            Skull Bash        Outrage
            Rollout            Fury Cutter        Rage
    *    Rage raises the users Attack by 2 stages when activated
    *    The following moves have their stat changing effect amplified by 1 stage:
            Leer            Growl            Double Team        Withdraw        Defense Curl
            Acid Armor        Bulk Up
    *    Agility additionally increases user's Attack by 1 stage
    *    Mirror Move raises the user's Speed by 1 stage when used
    *    Smog deals 3x damage and has 100 Accuracy
    *    Encore lasts 7 turns
    *    Seismic Toss gets a x1.5 boost in damage
    *    Secret Power may lower target's Defense
    *    Camouflage changes user's type to Fighting
    *    Nature Power becomes Submission
    :::ITEM MODIFIERS:::
    *    Synthetic Seed increases Attack and Defense 1 stage and applies Endure
    :::FIELD TRANSFORMATION:::
    :::OTHER EFFECTS:::
    *    Recoil moves deal x1.5 damage
    *    Contact moves have their damage multiplied by the quotient of the attacker's height and target's height (minimum x0.75 damage, maximum x1.5 damage)

     

    #--------------------------- 46. Subzero Field [SZF] --------------------------------#
    "When hell freezes over..."
    :::TYPE MODIFIERS:::
    *    Water moves become Ice type in the absence of sunlight (except for Scald and Steam Eruption)
    *    Ice moves are Super Effective against Water
    *    Ground moves gain additional Ice-type and increase in base power x1.5
    *    Ice-type moves deal x1.5 damage
    *    Fire-type moves that can't thaw the user deal x0.25 damage
    *    Fire-type moves that can thaw the user deal x2 damage
    *    Bug-type moves deal x0.7 damage
    *    Grass-type moves deal 0.7x damage
    :::ABILITY MODIFIERS:::
    *    Liquid Voice changes move to Ice type instead
    *    The following abilities are disabled:
            Magma Armor        Blaze            Flash Fire        Flare Boost        Solar Power
            Flame Body        Sturdy            Rain Dish        Overgrow
    *    The following abilities are activated:
            Snow Cloak        Slush Rush        Ice Body
    *    Refrigerate gets a x1.5 power boost (from x1.2)
    *    Hustle instead decreases Accuracy x0.7
    *    Forecast transforms Castform into Snowy form in the absence of weather
    *    Torrent additionally boosts the power of Ice moves when activated
    *    Tangled Feet additionally halves Accuracy of the Pokemon with the ability when activated
    :::MOVE MODIFIERS:::
    *    These moves deal x1.5 damage:
            Aurora Beam        Blizzard        Psybeam            Hyper Beam
            Solar Beam        Signal Beam        Flash Cannon        Charge Beam
            Frost Breath        Glaciate        Dazzling Gleam        Prismatic Laser
            Moongeist Beam
    *    These moves deal x2 damage:
            Earthquake        Hammer Arm        Rock Wrecker        Stone Edge
    *    These moves gain additional Ice-type:
            Gust            Razor Wind        Silver Wind        Ominous Wind        Fairy Wind
    *    Light Screen and Reflect last 8 turns
    *    The following moves don't take a turn to charge:
            Ice Burn        Freeze Shock
    *    Crash damage from Jump Kick and High Jump Kick knocks out the user instantly
    *    The following moves have their stat-changing effects amplified by 1 stage:
            Flash
    *    Enables Aurora Veil that lasts for 8 turns
    *    Secret Power may Freeze
    *    Camouflage changes the user's type to Ice
    *    Nature Power becomes Glaciate
    :::ITEM MODIFIERS:::
    *    Elemental Seed raises Evasion 1 stage and applies Mirror Coat
    :::FIELD TRANSFORMATION:::
    *    These moves will transform this field into the Water Surface temporarily:
            Heat Wave        Eruption        Inferno Overdrive
    *    Dig transforms this field into the Icy Cave
    :::OTHER EFFECTS:::
    *    All Pokemon have a 20% chance to be frozen at the end of each turn
    *    Pokemon with Water Veil have double the chance to be frozen at the end of each turn
    *    Fire-type Pokemon are immune to the Freezing from above
    *    Pokemon with any of the following abilities are immune to the Freezing from above:
            Fur Coat        Flame Body        Flash Fire        Magma Armor        Thick Fat
    *    Hail lasts for 8 turns (12 if holding Icy Rock)
    *    Rain becomes Hail and lasts for 8 turns (12 if holding Damp Rock)
    *    Ice types have a 1.5x defense boost when defending against contact moves
    *    Moves have double the chance to Freeze
    *    Damage from Burn is halved
    *    Damage from Hail is doubled

     

    #--------------------------- 47. Jungle [JNG] --------------------------------#
    "In the jungle, the mighty jungle..."
    :::TYPE MODIFIERS:::
    *    Bug moves deal x1.5 damage
    *    Grass moves deal x1.5 damage
    *    Ground moves deal x0.7 damage
    *    Special Flying moves deal x0.5 damage
    :::ABILITY MODIFIERS:::
    *    Color Change boosts Evasion on entry
    *    The following abilities have double the chance of activating:
            Effect Spore        Poison Point
    *    Hyper Cutter additionally boosts Attack on entry
    *    Activates the following abilities:
            Leaf Guard        Harvest            Overgrow        Swarm
    *    Sap Sipper raises Attack 2 stages when activated
    *    Pokemon with Levitate have their Speed halved
    *    Lightning Rod's redirection is disabled
    *    Sound-based moves from Pokemon with Early Bird deal x1.5 damage
    *    Tangled Feet is activated an additional time
    :::MOVE MODIFIERS:::
    *    Whirlwind always fails
    *    The following moves deal x0.5 damage:
            Icy Wind        Ominous Wind        Silver Wind        Razor Wind
            Fairy Wind        Aeroblast        Twister            Hurricane
    *    Nature Power turns into Jungle Healing
    *    Leech Seed heals for double the usual amount
    *    The effects of the following stat-changing moves are amplified by 1 stage:
            Meditate        Tail Glow        Defend Order        Quiver Dance
    *    The effects of the following stat-changing moves are doubled:
            Growth
    *    The following moves deal x8 damage:
            Constrict        Bind
    *    Ingrain heals for double the normal amount
    *    The following moves deal x2 damage:
            Infestation        Vine Whip        Power Whip        Attack Order
    *    Grass Whistle has an Accuracy of 80
    *    The following moves deal x1.5 damage:
            Signal Beam        Bug Buzz        Struggle Bug
    *    Strength Sap heals x1.3 the normal amount
    *    Sticky Web's effect is doubled
    *    Heal Order heals for 3/4 of user's max HP
    *    Constrict becomes Grass type and lowers the target's Speed 3 stages when successfully getting the drop
    *    Secret Power may lower Special Defense
    *    Camouflage changes type to Bug
    :::ITEM MODIFIERS:::
    *    Telluric Seed applies Sticky Web, but raises Attack, Special Attack, and Speed
    :::FIELD TRANSFORMATION:::
    *    Cut transforms this field into the Forest Field
    :::OTHER EFFECTS:::

     

    #--------------------------- 48. Beach [BCH] --------------------------------#
    "An ocean breeze puts the mind at ease."
    :::TYPE MODIFIERS:::
    :::ABILITY MODIFIERS:::
    *    The following abilities are activated an additional time:
            Sand Veil        Sand Rush        Sand Force        Marvel Scale
    *       Water Compaction provides immunity to Water moves and additionally raises Sp. Def by 2 stages when hit by one
    *    Liquid Voice additionally boosts power of sound-based moves x1.5
    *    The following abilities are activated:
            Gale Wings        Surge Surfer
    *    Inner Focus prevents Sleep and gives all moves perfect Accuracy
    *    The following abilities are disabled:
            Suction Cups        Sturdy            Hustle            Pressure        Anger Point
            Intimidate        Rivalry
    *    Pickpocket additionally gives moves a 10% chance to Flinch
    *    Cloud Nine removes weather instead of nullifying it
    *    The following abilities are disabled for grounded Pokemon:
            Sticky Hold        Gooey
    *    Serene Grace multiplies additional effect chance by 2.5 instead of 2
    *    Dazzling infatuates opposing Pokemon upon entry if possible
    *    Regenerator heals for 50% of max HP upon switching out
    *    Natural Cure prevents status
    *    Zen Mode increases Sp. Atk and Sp. Def upon form change
    *    Zen Mode activates at full HP
    *    Dry Skin damages each turn as if in Sunlight
    *    The following abilities always roll high values with surfing moves:
            Competitive        Dancer            Limber            Primordial Sea        Schooling
            Serene Grace        Surge Surfer        Swift Swim        Own Tempo
    *    Cute Charm's activation chance is doubled
    *    Forecast transforms Castform into Sunny form in the absence of weather
    *    Shell Armor boosts Defense upon entry
    :::MOVE MODIFIERS:::
    *    The following moves' stat-boosting effect is amplified by 1 stage:
            Calm Mind        Sand Attack        Agility
    *    Meditate raises Attack 3 stages instead of 1
    *    Focus Punch works even if user is damaged
    *     Focus Energy boosts the critical hit rate 3 stages (from 2)
    *    These moves increase in base power x1.5 and apply Fighting/Psychic type damage
            Strength
    *    These moves increase in base power x2:
            Razor Shell        Clamp
    *    These surfing moves gain a random damage multiplier between x0.5 and x3 for each target:
            Surf            Sludge Wave        Muddy Water        Thousand Waves        Stoked Sparksurfer
    *    The higher the user's Accuracy boosts, the higher the roll for surfing moves
    *    These moves increase in base power x1.5:
            Wake-Up-Slap        Land's Wrath        Crabhammer        Sand Tomb
    *    These moves increase in base power x1.3:
            Zen Headbutt        Stored Power        Aura Sphere        Focus Blast        Heat Wave
            Mud-Slap        Mud Shot        Mud Bomb        Hidden Power        Sparkling Aria
            Oceanic Operetta
    *    These moves increase in base power x1.2:
            Psychic            Razor Wind        Gust            Air Cutter        Silver Wind
            Fairy Wind
    *    These moves decrease in base power x0.5x:
            Rage            Outrage            Rollout            Frustration        Foul Play
            Retaliate        Stomping Tantrum    Revenge            Ice Ball
    *    The following moves gain additional Water-type:
            Mud-Slap        Mud Shot        Mud Bomb
    *    Muddy Water gains additional Ground-type
    *    Nature Power becomes Tsunami
    *    Camouflage changes user's type to Ground
    *    Secret Power may inflict Sleep
    *       Shore up, Slack Off, Floral Healing, and Morning Sun restore 2/3 max HP (from 1/2)
    *    Splash additionally lowers Accuracy upon use
    *    Rest only inflicts Sleep for 1 turn
    *    Spikes and Toxic Spikes are disabled
    *    Heal Bell and Refresh additionally heal the user for 1/2 of its max HP
    *    The following moves always fail:
            Taunt            Torment
    *    Tailwind lasts 6 turns
    *    Nasty Plot only raises Special Attack 1 stage
    *    Shell Smash doesn't lower any stats when used
    *    Hurricane never misses
    *    Shell Trap works with all damaging moves
    :::ITEM MODIFIERS:::
    *    Telluric Seed increases Special Defense and applies Shell Trap to the holder
    :::FIELD TRANSFORMATION:::
    *    Eruption and Lava Plume transform the field into Ashen Beach
    :::OTHER EFFECTS:::
    *    Fighting types can't be confused
    *    Sunlight lasts for 8 turns
    *    Sandstorm lasts for 8 turn
    *    Hail lasts for 3 turns

     

    #--------------------------- 49. Xeric Shrubland [XSL] --------------------------------#
    "The desert is littered with shrubs."
    ::TYPE MODIFIERS::
    *    Ground Pokemon are immune to Water moves
    *    Special Water moves decrease in power x0.7
    *    Ground moves lower the target's Speed and Evasion upon a successful hit
    *    Ice moves become Water-type
    *    Grass Pokemon are immune to Ground moves
    *    Rock moves gain additional Ground typing
    *    Grass Pokemon are immune to Water moves and heal 25% of their max HP when hit by one
    *    Grass moves increase in power x1.2
    ::ABILITY MODIFIERS::
    *    The following abilities are activated an additional time:
            Sand Rush        Sand Force        Sand Veil        Chlorophyll        Solar Power
    *    Dry Skin damages for 1/8 max HP at the end of each turn
    *    The following abilities are nullified:
            Damp            Cloud Nine        Suction Cups        Water Veil        Harvest
            Water Bubble
    *    Sticky hold is nullified for grounded Pokemon
    *    The following abilities have their activation chance doubled:
            Flame Body        Shed Skin        Static            Poison Point
    *    The following abilities have their effects doubled upon activation:
            Water Absorb        Storm Drain
    *    Adaptability boosts for x2.5 instead of x2
    *    Stamina additionally boosts Sp. Def upon activation
    *    Forecast transforms Castform into Sunny form in the absence of weather
    ::MOVE MODIFIERS::
    *    These moves gain additional Ground-type:
            Gust            Fairy Wind        Icy Wind        Silver Wind        Hurricane
            Ominous Wind        Razor Wind        Aeroblast        Twister
    *    These moves increase in power x1.5:
            Vine Whip        Poison Sting        Twinneedle        Pin Missile        Petal Dance
            Absorb            Mega Drain        Heat Wave        Needle Arm        Overheat
            Giga Drain        Grass Knot        Flame Charge        Fiery Dance        Diamond Storm
            Land's Wrath        Solar Beam        Solar Blade        Power Whip
    *    These moves increase in power x1.2:
            Bone Club        Bonemerang        Bone Rush        Brave Bird        Shell Trap
    *    These moves increase in power x2:
            Sand Tomb
    *    These moves have their effects doubled:
            Sand Attack        Leech Seed        Growth            Double Team        Ingrain
            Aqua Ring
    *    These moves don't use a charging turn:
            Solar Beam        Solar Blade        Dig
    *    The accuracy of the following moves become 100:
            Thunder Wave        Glare
    *    Thunder's accuracy becomes 50%
    *    Bide activates 1 turn earlier
    *    The following moves always fail:
            Spikes            Sheer Cold        Toxic Spikes
    *    The following moves heal for 2/3 max HP instead of 1/2:
            Milk Drink        Morning Sun        Moonlight        Synthesis
    *    The following moves increase in power x2:
            Sand Tomb
    *    Tailwind lasts for 6 turns
    *    Nature Power becomes Needle Arm
    *    Camouflage changes user's type to Ground
    *    Secret Power may decrease Special Attack
    ::ITEM MODIFIERS::
    *    Telluric Seed applies Spiky Shield
    ::FIELD TRANSFORMATION::
    *    The following moves transform this field into the Desert Field after 2 uses:
            Cut            Flame Burst
    *    Heat Wave temporarily transforms this field into the Desert Field after 2 uses
    *    Shore Up transforms this field into the Beach Field
    ::OTHER EFFECTS::
    *    Sunlight and Sandstorm last for 8 turns


    Note that this game is made with Pokémon Essentials. Here's a credits list for work I have used so far:

    Spoiler

    Gen 7 Data:
    - Zeak6464
    - TapuFini
    - SpartaLazor
    - leparagon
    - M3rein
    - BlackOutG5
    - Rune
    - Rigbycwts
    - Rot8er_ConeX
    - James Davy
    - Luka S.J.
    - silverlime

     

    Mega Evolution Cries:
    - AurumDeluxe

    Battle Sprites:
    - Pokemon Essentials Team
    - Amethyst
    - Jan
    - Zumi
    - Bazaro
    - Koyo
    - Smeargletail
    - Alex
    - Noscium
    - Leparagon
    - N-kin
    - fishbowlsoul90
    - princess-phoenix
    - DatLopunnyTho
    - Conyjams 
    - kaji atsu 
    - The cynical poet
    - LuigiPlayer
    - Falgaia of the Smogon S/M sprite project
    - Pikafan2000
    - Lord-Myre
    - ShinyLyni
    - AutumnSpire
    - Drawnamu
    - Duncapham
    - KalerioDion
    - TheAetherPlayer
    - Crocovyle
    - G.E.Z.
    - KingOfThe-X-Roads
    - Spook
    - Cynda
    - Involuntary Twitch
    - mjco
    - Z-nogyroP
    - PumpkinPastel
    - RadicalCharizard
    - EventHorizontal
    - zlolxd
    - Khrona
    - Andracass

     

    Trainer Battle Sprites:
    - Kyle-Dove
    - Gnomowladny
    - MegamanOmega
    - geno2925
    - PhoenixOfLight92
    - Drawnamu
    - JIKARORIGINAL
    - Zender1752
    - Beliot419
    - IceJkai
    - zlolxd
    - Wiispeed03
    - Somersault
    - silverlime

     

    Trainer Overworld Sprites:
    - Dragoon
    - Dazz
    - izzyvicious
    - PizzaSun
    - PurpleZaffre
    - DevDuelist
    - silverlime

     

    Music:
    - GlitchxCity
    - Bliitzit
    - RetroSpecter
    - Zame
    - theultimateonejpsx
    - Kamex
    - SayMaxWell
    - DeltaHedron
    - Wisp X
    - Prometeus
    - Sully Orchestration
    - Stone McKnuckle
    - BlastProcessed

     

    Z-Move Scripts:
    - Marcello

     

    Tilesets:
    - Pokemon Essentials
    - Crazyninjaguy
    - Magiscarf
    - Heckelgrande
    - Pokemon Dawn
    - PrincesPhoenix
    - PkmnAlexandrite
    - Alucus
    - Kyle Dove
    - Dewitty
    - CNC
    - zetavares852
    - The English Kiwi
    - LotusKing
    - JesusCarrasco
    - Kyle dove
    - Heavy-Metal-Lover
    - xDinky
    - Newtiteuf
    - Frma96
    - Hydrargirium
    - Poison-Master
    - Thedeadheroalistair
    - Shutwig
    - Asdsimone
    - Xxdevil
    - Steinnaples
    - Hek-el-grande
    - sylver1984
    - NikNak93
    - TeaAddiction
    - Cuddlethefatcat
    - Gigatom
    - The-Red-eX
    - ChaoticCherryCake
    - EVoLiNa
    - Phyromatical
    - Clara-WaH
    - ChaoticCherryCake
    - silverlime

     

    Animations:
    - Pokemon Essentials Team
    - Pokepoke12arceus
    - Amethyst and Pokemon Reborn Team
    - Mde2001
    - Smeargletail
    - Vulpes Draconis
    - andracass

    Other Art:
    - Jesse M
    - Deepzekrom
    - Midnitez-REMIX
    - Cecihoney
    - KaysCollapse
    - Pikachumazzinga

     

    Scripting:
    - Amethyst and Reborn Team
    - Marcello
    - Jan and Rejuvenation Team
    - MR. GELA
    - WolfPP
    - FL
    - Kurotsune
    - Golisopod User
    - HM100
    - Marin
    - CaysCollapse
    - silverlime

     

    PBS:
    - HM100
    - WolfPP
    - ardicoozer
    - silverlime

     

    Modular Title Screen:
    - Luka S.J.

     

    I'd love to hear any questions, thoughts, feedback, or suggestions, and I hope this can become a cool project!

    • Like 1
    • Upvote 4
  12. 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 extended nonetheless

    - A Greninja with Protean is under the effect of Gastro Acid still changes types when using moves

    - A Golurk with Klutz enters battle with a Synthetic Seed on the Short-Circuit Field but still gets the boost

    - A Lopunny with Klutz wants to use Switcheroo to give its Assault Vest to the opponent, but Lopunny is unable to use Switcheroo because Assault Vest ignores Klutz

    • Thanks 1
  13. 21 hours ago, Aeodyn said:

    Huh. Just made this fix into a mod, and I actually had to use `attacker.pbUseMoveSimple(move, -1, opponent.index)` instead. interesting.

    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).

  14. 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.

  15. 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 doubly. The transformations under "# FIELD TRANSFORMATIONS 1" are for status moves and the transformations under "# FIELD TRANSFORMATIONS 2" are for damaging moves I believe (as discovered from my own testing and looking at how Reborn coded these), but you guys put all moves in both sections for the rejuvenation specific field transformations.

  16. 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::StealthRock]
                  score*=0.7
                end
                if attacker.pbOwnSide.effects[PBEffects::StickyWeb]
                  score*=0.6
                end
                if attacker.pbOwnSide.effects[PBEffects::Spikes]>0
                  score*=0.9**attacker.pbOwnSide.effects[PBEffects::Spikes]
                end
                if attacker.pbOwnSide.effects[PBEffects::ToxicSpikes]>0
                  score*=0.9**attacker.pbOwnSide.effects[PBEffects::ToxicSpikes]
                end 
                if (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0)
                  score*=1.1
                end
                sweepvar = false
                for i in pbParty(attacker.index)
                  next if i.nil?
                  temprole = pbGetMonRole(i,opponent,skill,count,pbParty(attacker.index))
                  if temprole.include?("Sweeper")
                    sweepvar = true
                  end
                end  
                if sweepvar 
                  score*=1.5
                end
                if roles.include?("Lead")
                  score*=1.1
                end
                if roles.include?("Pivot")
                  score*=1.2
                end
                loweredstats=0
                loweredstats+=attacker.stages[PBStats::ATTACK] if attacker.stages[PBStats::ATTACK]<0
                loweredstats+=attacker.stages[PBStats::DEFENSE] if attacker.stages[PBStats::DEFENSE]<0
                loweredstats+=attacker.stages[PBStats::SPEED] if attacker.stages[PBStats::SPEED]<0
                loweredstats+=attacker.stages[PBStats::SPATK] if attacker.stages[PBStats::SPATK]<0
                loweredstats+=attacker.stages[PBStats::SPDEF] if attacker.stages[PBStats::SPDEF]<0
                loweredstats+=attacker.stages[PBStats::EVASION] if attacker.stages[PBStats::EVASION]<0
                miniscore= (5)*loweredstats    
                miniscore+=100
                miniscore/=100.0
                score*=miniscore      
                raisedstats=0
                raisedstats+=attacker.stages[PBStats::ATTACK] if attacker.stages[PBStats::ATTACK]>0
                raisedstats+=attacker.stages[PBStats::DEFENSE] if attacker.stages[PBStats::DEFENSE]>0
                raisedstats+=attacker.stages[PBStats::SPEED] if attacker.stages[PBStats::SPEED]>0
                raisedstats+=attacker.stages[PBStats::SPATK] if attacker.stages[PBStats::SPATK]>0
                raisedstats+=attacker.stages[PBStats::SPDEF] if attacker.stages[PBStats::SPDEF]>0
                raisedstats+=attacker.stages[PBStats::EVASION] if attacker.stages[PBStats::EVASION]>0
                miniscore= (-5)*raisedstats
                miniscore+=100
                miniscore/=100.0
                score*=miniscore    
                if attacker.effects[PBEffects::Toxic]>0 || attacker.effects[PBEffects::Attract]>-1 || attacker.effects[PBEffects::Confusion]>0
                  score*=1.3
                end
                if attacker.effects[PBEffects::LeechSeed]>-1
                  score*=1.5
                end   
                miniscore=130
                if attacker.hasWorkingAbility(:SHADOWTAG) || attacker.hasWorkingAbility(:ARENATRAP) || opponent.effects[PBEffects::MeanLook]>=0 ||  opponent.pbNonActivePokemonCount==0
                  miniscore*=1.4
                end
                ministat=0          
                ministat+=opponent.stages[PBStats::ATTACK] if opponent.stages[PBStats::ATTACK]<0
                ministat+=opponent.stages[PBStats::DEFENSE] if opponent.stages[PBStats::DEFENSE]<0
                ministat+=opponent.stages[PBStats::SPEED] if opponent.stages[PBStats::SPEED]<0
                ministat+=opponent.stages[PBStats::SPATK] if opponent.stages[PBStats::SPATK]<0
                ministat+=opponent.stages[PBStats::SPDEF] if opponent.stages[PBStats::SPDEF]<0
                ministat+=opponent.stages[PBStats::EVASION] if opponent.stages[PBStats::EVASION]<0
                ministat*=(5)
                ministat+=100
                ministat/=100.0
                miniscore*=ministat  
                if opponent.hasWorkingAbility(:UNAWARE) || opponent.hasWorkingAbility(:DEFIANT) || opponent.hasWorkingAbility(:COMPETITIVE) || opponent.hasWorkingAbility(:CONTRARY)
                  miniscore*=0.1
                end
                miniscore/=100.0
                score*=miniscore
              end          
            end  

    There are 2 problems I see with this. First of all, the score increases if the user has Shadow Tag/Arena Trap, but this wouldn't matter because it's switching out anyway. Secondly, the score severely decreases if the opponent has Unaware, but Unaware only ignores stat changes on the opponent, so lowering the Pokemon's stats with Unaware would still work (and is arguably more helpful to lower them on than a regular Pokemon).

     

    EDIT: Also, the AI for Reflect and Light Screen, when increasing the score if the attacker has Sturdy or Focus Sash, it doesn't check if the attacker is at full HP (Aurora Veil does this though). Many checks with Sturdy also fail to check if the opponent/attacker has Mold Breaker as well, which is important to note, as this seems inconsistent. The AI also checks existing weather for sturdy in weather setting moves while it should assume the weather that would be set by the move

  17. 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:

    Spoiler

    image.png.c8d7e946c35554bb4de9f8836f95e904.png

    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 brings you back to Goldenleaf earlier than should be possible I believe.

  18. Tile priority error x2:

    Spoiler

    image.thumb.png.90e753020a4e57958577829843166c5c.png

    image.thumb.png.c54de5b266f8b824d2968f2d851e5f99.png

     

    Also I don't think this tree belongs here:

    Spoiler

    image.thumb.png.c05234adf054030391af91ae48fc4221.png

     

    Or this lamp:

    Spoiler

    image.thumb.png.6000b91d378cf10b7aa6fce6a90e8013.png

     

    I'm not sure that you're supposed to be able to walk on these tiles:

    Spoiler

    image.thumb.png.d018369d8e1c4b55232b1267ac3b0180.png

     

  19. Comparing the actual damage multiplier with the one the AI uses, it seems like there's a discrepancy.

     

    Actual:

    if attacker.hp<=(attacker.totalhp/3).floor
          if (attacker.hasWorkingAbility(:OVERGROW) && isConst?(type,PBTypes,:GRASS)) ||
           (attacker.hasWorkingAbility(:BLAZE) && isConst?(type,PBTypes,:FIRE)) ||
           (attacker.hasWorkingAbility(:TORRENT) && isConst?(type,PBTypes,:WATER)) ||
           (attacker.hasWorkingAbility(:SWARM) && isConst?(type,PBTypes,:BUG))
            atkmult=(atkmult*1.5).round
          end
        elsif $fefieldeffect == 7 && (attacker.hasWorkingAbility(:BLAZE) &&
          isConst?(type,PBTypes,:FIRE))
          atkmult=(atkmult*1.5).round
        elsif $fefieldeffect == 15 && (attacker.hasWorkingAbility(:OVERGROW) &&
          isConst?(type,PBTypes,:GRASS))
          atkmult=(atkmult*1.5).round
        elsif $fefieldeffect == 15 && (attacker.hasWorkingAbility(:SWARM) &&
          isConst?(type,PBTypes,:BUG))
          atkmult=(atkmult*1.5).round
        elsif ($fefieldeffect == 21 || $fefieldeffect == 22) &&
         (attacker.hasWorkingAbility(:TORRENT) && isConst?(type,PBTypes,:WATER))
          atkmult=(atkmult*1.5).round
        elsif $fefieldeffect == 33 && (attacker.hasWorkingAbility(:SWARM) &&
          isConst?(type,PBTypes,:BUG))
          atkmult=(atkmult*1.5).round if $fecounter == 0 || $fecounter == 1
          atkmult=(atkmult*2).round if $fecounter == 2 || $fecounter == 3
          atkmult=(atkmult*3).round if $fecounter == 4
        elsif $fefieldeffect == 33 && (attacker.hasWorkingAbility(:OVERGROW) &&
          isConst?(type,PBTypes,:GRASS))
          case $fecounter
            when 1
              if attacker.hp<=(attacker.totalhp*0.67).floor
                atkmult=(atkmult*1.5).round
              end
            when 2
                atkmult=(atkmult*1.5).round
            when 3
                atkmult=(atkmult*2).round
            when 4
                atkmult=(atkmult*3).round
          end
        end

     

    AI:

        # Pinch abilities
        if skill>=PBTrainerAI.mediumSkill
          if attacker.hp<=(attacker.totalhp/3).floor
            if (attacker.hasWorkingAbility(:OVERGROW) && isConst?(type,PBTypes,:GRASS)) ||
               (attacker.hasWorkingAbility(:BLAZE) && isConst?(type,PBTypes,:FIRE)) ||
               (attacker.hasWorkingAbility(:TORRENT) && isConst?(type,PBTypes,:WATER)) ||
               (attacker.hasWorkingAbility(:SWARM) && isConst?(type,PBTypes,:BUG))
              atk=(atk*1.5).round
            end
          end
        end
        if skill>=PBTrainerAI.bestSkill
          if $fefieldeffect == 7 && (attacker.hasWorkingAbility(:BLAZE) &&
            isConst?(type,PBTypes,:FIRE))
            atk=(atk*1.5).round
          elsif $fefieldeffect == 15 && (attacker.hasWorkingAbility(:OVERGROW) &&
            isConst?(type,PBTypes,:GRASS))
            atk=(atk*1.5).round
          elsif $fefieldeffect == 15 && (attacker.hasWorkingAbility(:SWARM) &&
            isConst?(type,PBTypes,:BUG))
            atk=(atk*1.5).round
          elsif ($fefieldeffect == 21 || $fefieldeffect == 22) &&
           (attacker.hasWorkingAbility(:TORRENT) && isConst?(type,PBTypes,:WATER))
            atk=(atk*1.5).round
          elsif $fefieldeffect == 33 && (attacker.hasWorkingAbility(:SWARM) &&
            isConst?(type,PBTypes,:BUG))
            atk=(atk*1.5).round if $fecounter == 0 || $fecounter == 1
            atk=(atk*2).round if $fecounter == 2 || $fecounter == 3
            atk=(atk*3).round if $fecounter == 4
          elsif $fefieldeffect == 33 && (attacker.hasWorkingAbility(:OVERGROW) &&
            isConst?(type,PBTypes,:GRASS))
            case $fecounter
              when 1
                if attacker.hp<=(attacker.totalhp*0.67).floor
                  atk=(atk*1.5).round
                end
              when 2
                  atk=(atk*1.5).round
              when 3
                  atk=(atk*2).round
              when 4
                  atk=(atk*3).round
            end
          end
        end    

     

    Notice how the AI (at best skill) will think there are 2 damage boosts if the user is at low HP and has a field that activates the ability (in actuality, only 1 damage boost can be applied even if both HP and field conditions are met)

  20. Tile error in the River's End Lab:

    Spoiler

    image.thumb.png.03208bac5074521fa2f9f03992294319.png

     

    Also, the Cofagrigus in the Saki housesitting quest doesn't make any moves at all.

     

    If you activate the dark crystal again in Darchlight Caves, Florin's speech about the mirror is repeated:

    Spoiler

    image.thumb.png.6fcdd5360fb25075ffeaa21e2c488044.png

     

  21. After this interaction, cinematic bars are permanently stuck on:

    Spoiler

    image.thumb.png.a802ee574136e743087303fff6f1d8b8.png

    image.thumb.png.53ba432eced98fde35825bca87bf19c8.png

     

    After these people tell you to go away when first encountering them, if you use Rock Climb to get up there, they don't say anything if you talk to them.

    Spoiler

    image.thumb.png.61a4be20a996a0f46c70456f8577dab4.png

     

    You can walk over this ledge below the player even though the stairs are to the left (both are passable):

    Spoiler

    image.thumb.png.4ec10eb5a01641ca26ca8b9863fa2b67.png

     

    Perhaps this sofa tile should appear over the player:

    Spoiler

    image.thumb.png.cdc805c8a7635e9d05e4382a46291a96.png

     

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