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Yumil

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Pokemon Reborn Development Blog

Pokemon Rejuvenation Development Blog

Posts posted by Yumil

  1. Double-Posting (Sorry about that), but I figured I might as well do the sensible thing and post the whole modpack here. Probably should have done that sooner, in fact. 

    Most of the mods should work with no difference from reborn, but be aware that BagSortByType can't process the items exclusive to Desolation and won't sort them (not really an issue outside of the Rare Items pouch). Do let me know if other mods don't behave properly.

    SWM_modular_modpack_v66_E18.4_Deso_Edition.rar

    • Thanks 2
  2. ItemRadar flat out doesn't work - I've had it confirmed by Caz that they plan on fixing it in the next release. It won't crash your game, but it won't do anything for now. you've been warned.
     

     

    Here are the mods. Let me know if NoTMXNeeded and UnrealTimeClock work, as I haven't tested them myself. (I know for a fact the other three does). Also don't forget to save the pictures too.

     

    SWM - ItemRadar.png

    SWM - ShowStatBoosts.png

    SWM - TypeBattleIcons.png

    SWM - NoTMXNeeded.rb SWM - UnrealTime.rb SWM - WildEncounterRates.rb SWM - ItemRadar.rb SWM - ShowStatBoosts.rb SWM - TypeBattleIcons.rb

    SWM - UnrealClock.rb

    • Thanks 2
  3. Nah, don't worry about that, it's fine ! Besides, if it works out for you, foot in my mouth for me. If the option's actually viable it gives scoli some diversity.

    Also, I totally forgot baton pass would pass on the speed boost too, so that's my bad, I could actually see baton pass being very worth it to use.

  4. nah, SMW mods have a built-in check that prevents them from working on anything that isn't the latest version of Reborn. I assume the idea behind it is to make clear the people making the mods do not have any responsibility for whether or not they work on games that are not Reborn. Anyone who knows some basics in code can remove that check to at least give the mods a chance to work.

     

    In fact, I've recently had to do that for all mods in the SMW pack for someone on the Deso discord, so I do have the files around, so if you need something, hit me up and i'll pass you the files.

    • Like 1
  5. That's french to you, that's how they spell Toxic. Apparently I still haven't integrated the correct spelling after 300 hours of english only fangames.

     

    That aside, maybe that's just me wholly underestimating rollout+defense curl (it's really possible, mind you, I'm not particularly experienced with Pokemon Strategy), but it feels like a lot of moves for a gimmick that doesn't ultimately amounts to much.

     

    Like, looking at the numbers, I can see the appeal of the rollout defense curl combo, but I can't help but feel like this is a "win harder" set. The only kind of team this set beats is a team you already had the tools to crush anyway.

     

    Scolipede doesn't have that much physical bulk, looking at it. Sure, if you get in defense curl first you can bring up the defense to a respectable level, but because of how PVE works (enemies being regularly ahead of you on the level side, perfect IVs being a pain to acquire while the AI has them, limited item selection), Scolipede can get outspeeded by other fast mons until speed boost kicks in, or just taken down by prority moves, and scolipede just doesn't have the bulk to take two good hits and live, even at +1 def.

     

    Even so, Scolipede still has a base 60 HP, and that's really bad for a mon who's going to take at least two hits just to get in the groove (defense curl + the first rollout that's gonna hit at 60 base power, unstabbed). Like. I run a donphan in my team who has double that HP stat and 120 defense, making it bulkier on base than Scolipede after a defense curl, and it will still go down in two good hits. I know the comparison isn't perfect, but my point is that I have some trouble believing you would be able to set this combo up consistently to warrant using it, and more importantly, to use it in situations that really counts.

     

    There's also the problem of rollout locking into itself and ground type moves being entirely negated by flying types and Levitate mons. sure, you can just switch out after getting the KO, but then that resets the whole combo, which limits the ideal scenario where it lets you sweep half a team with it.

     

    Similarly, rollout has 90% accuracy. While this is fine for the overwhelming majority of moves, the fact rollout has to repeat itself uninterrupted for the damage multiplier to remain means that a single failed roll can drop the whole combo dead on the ground. I got majorly screwed over by that fact in the early game when rollout is venipede's only decent move. Sure, you can argue I was just unlucky, but the fact your combo has a 10% chance to crumble entirely every turn even when nothing else is going wrong adds just another layer of unreliability on it.

     

    I'm also unsure of whether Baton pass would really be worth it as wasting a move slot on. I dunno how long you plan on spamming defense curl so maybe passing like +6 Defense would be pretty okay, but it goes back to the issue of consistency : I have a hard time believing the opponent isn't just going to KO scolipede before it reaches + 3 defense, on average, and passing +1 def isn't really impressive.

     

    Plus, while using rollout, you can't decide to just use baton pass : you're switching immediately after the KO when the game gives you the option (so no baton pass), or you stay there and keep rolling. Situations where rollout naturally ends, and your opponent cannot kill you in retalation, and you can baton pass to someone else are way too niche to warrant a move slot, so I gotta ask : what's the case where you have a use for baton pass ? Because I'm not seeing it.

     

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    To talk about Protect, I find two uses to it that are pretty good. First, it gives you the first speed boost for free, at which point you can safely assume you outspeed everything outside of priority. It came clutch during at least two critical lategame fights for me. I said earlier Scolipede can occasionally take a hit, but the problem of a bug/poison type is that when you try to use the bug typing to check psychic types, the psychic types checks you back, and you REALLY don't want to find out you're actually the slower one of the two mons.

     

    Second, it synergizes well with toxic : Provided you survive the turn you use toxic, you can just use protect to get another free turn of toxic buildup for your opponent.  Before getting mega horn, Steamroller's 30% chance of flinch can take this even further by flinching the opponent, giving you another two turns to live while toxic builds up, since it lets you reuse protect afterwards.

     

    While it is not flashy, it's a really great tool to deal with almost any mon, which makes it very consistent and versatile. If Substitute was available as a TM, I'd teach it to Scolipede so it can reliably stall anything and everything the rest of the team isn't properly equipped to deal with. Mega Horn alone is more than good enough for just hitting stuff really hard, and poison tail is respectable throughout most of the game, only falling behind in the late game, and I don't really see a move that require just one slot in the moveset to be useful that would be better than this one, outside of maybe putting back steamroller to flinch my opponents, but I appreciate the occasionnal fairy-type check poison tail provides.

  6. My final moveset for scolipede was this :

    Mega Horn

    Protect

    Toxik

    Poison Tail

     

    Scoli clearly hits harder on the bug side than the poison side right now, but I find some pretty good value in abusing toxik on problematic mons, since protect means a free speed boost and scolipede after one speedboost outspeeds basically everything. 

     

    Before Mega Horn came along, it's main bug move used to be Steamroller, and bug Bite before that. it's not amazing but considering this is the early game/midgame 50-60 base power on the stab isn't awful.

     

    Overall I'd say that while the little guy could definitely use a better poison stab, they've been a valuable asset throughout the whole run, and megahorn oneshots two of the most problematic mons of the final boss while having speed advantage so that's a pretty good plus in my book.

    • Upvote 1
  7. a non-trivial bit of the SWM module works just fine, from experience - WildEncounters works, BagSortByType works (well, except for items exclusive to the game, obviously), EggWaitingIcon from the AMB module also works, so does AutoHook from DBX, for those I personally tested.

     

    ItemRadar doesn't work though (it does for exactly one item, the spice powder early on in the game, everything else is a no). Neither does ShowStatBoost or TypeBattleIcons, those two cause the game to crash, to my regret.

     

    I wouldn't mind trying my hand at porting those, but I'd need a basic crash course in modding- I can edit the WildEncounterRates to skip over the requirements of the smoke ball just fine, but I can't guess what variable name I have to call to get the items for ItemRadar.

     

  8. Gible and Scyther are Hard No for now. There's a couple starters to get : you can trade a Treecko in blackview in exchange of a Jynx, there's a Squirtle in the sewers in Ceilia central to the Northwest, and there's a Turtwig in Ceilia North in the Fox Hideout if you look at the right place. Any other starter is at the choice at the start or bust.

  9. You're almost in luck ! The previous person who was working on it abandoned it, but I've been working on one for a couple weeks now, and it's almost complete. Just gotta finish adding the encounter tables, touch up the presentation and double-check the abilities for the team composition and it'll be good to go. It will most likely be ready for Thursday, maybe earlier if I manage to get everything just right.

     

    Late-night edit : I may have overestimated this, actually ! I'm done with the guide. I'm gonna go get some sleep, proof-read it one last time see if I didn't let any big mistake slip by, and post it. Give me, i dunno, sixteen hours from there.

    • Upvote 1
  10. thanks for the tip Aboodie, that's a pretty good indication to have !

     

    so the good news is, I can write off the terrial region, got everything there - considering that's the biggest number of cells, that's probably almost the best I could have gotten from it. missing one from terajuma and two from flora. where are the two cells not listed in the guide, by the way ?

     

    Is there a short enough list to know which cells are susceptible to just outright disappear because I've gathered enough of them, or is it too widespread for that ? Also, are there other cells that can just be entirely missable such as the one in the sewers ? I know about that one and made extra sure of getting it in time, don't remember about the others.

     

    edit : Aight, went over the various locations listed in the guide, it's getting down to the same i already checked on my behalf before that. But reading the last page of this thread, as I probably should have sooner, I see you can tell where are the missing cells from just posting my save ? 'Cause if so, here's mine. Especially if it's because of a bug preventing them from showing up.

    Game.rxdata

  11. Hi there. I have a question about Zygarde Cells and figured asking in this thread wasn't the worst possible place to do so.

     

    Is there any possible way to know where I did missed a cell that doesn't involve checking every spot again ? I reached 102 at the end of v12 and according to the post last page, there's actually 105 of those.

     

    I've looked around a bit on this forum and found the debug tools from v11, but I haven't seen anything that would allow me to nail down the three remaining cells, just the possibility to cheat how many cells I have, which isn't quite what I'm looking for. Ideally, I'd like to manage to nail down  where I missed those three and go pick them up myself. Narrowing down where to search already be great. 

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