Brendell
New Member-
Posts
15 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Pokédex
Portal
Technical Documentation
Pages
Tutorials
Forums
Events
Downloads
Gallery
Blogs
Everything posted by Brendell
-
Oh! I think I know this one. Each of the eight Ultimate Items reduces the maximum bag size for as long as they are in there. Notably, if that item is being held by a pokemon, it doesn't reduce the max size. This might be mentioned in the first post, and I think Alphadaemon has mentioned it at least once in the other pages in this thread. I actually ran into this because of randomizing the items and floors. It took me a bit to figure out the reason for my bag being like, 24 items was because I had several of those ultimate items; only to find I couldn't sell the ones I had to buy apples. Fun challenges of Randomizer runs! Anyway, it would be nice if the descriptions of the ultimate items listed this feature, though I don't know if there's space in the text box for that? Or if an NPC that you interact with who gives you one would inform you; though I'll admit I was blasting though the dialogue, so maybe I missed that.
-
Hallo again! I'm sorry if you're feelin' bad about progress; I'm still cheering for you! You got dis! That said, my brain got thinking on some of those suggestions and the issues with them. Pleaaase don't feel pressured to think/implement them, my goal is more of curiosity and sharing potential ideas; just keep doing what you think is best, you've done great imo. I was also thinking about some of the PMD item sets from later games, and suspected it might be difficult, as I don't think the menu system is set up for that, or for saving that information. Some ideas I've tossed around are: -Dump all but selected -I know Porygon has a "dump whole inventory into storage" option, which makes me think that there isn't a button when talking to Kangaskhan. So, my barebones-"I'm not the best coder"-janky idea is: 1. use the same system that exists to select items to put in storage 2. freeze inputs after confirmation 3. run through all item slots and reverse the "selected/not selected" tag 4. actually put in storage -Favorited Items -This feels like it might be a middle ground to building in a whole bunch of systems to allow for saved "item sets", but, to my knowledge, there isn't already a way for players to tag/untag specific items at all within the storage system, so that'd likely have to be built. That said, you could use some of the tags that the sorting system uses. That way, when you auto sort, all the items a player wants to see would be right at the front, then they can take out however many they want. -Preset item pulling/shop -build Another menu that tries to pull a set amount of common items from storage into the bag after dumping via porygon, or one that has a few options of commonly brought items. Like the two apples, two Oren, two Max Elixer, Two Reviver; then let them buy it all at once. Also works as a money sink for convenience. Again, I dunno if any of this is helpful, or will be later, but I hope 'ya have a good one!
-
I just picked up one of each of the items that spawn on the floors before the bosses. They might be Evo items? I forget exactly.
-
Oh! Strangely, I've gotten this after evolving pokemon as well, even though I'm using DraStic instead of Melon or Delta. What fixes this for me, and many other little bugs, is Saving in game, then going into the emulator menu and "resetting" the game. Then loading in-game. Then it's fine! Doesn't work with save states though.
-
Again, I'm playing fully randomized, so I don't know for sure, but! I'm fairly confident that Alphadaemon mentioned that the Beach Cave is a good place to farm Max Elixers, and potentially other basic exploration supplies. Oran Forest got replaced with Nectar Forest, but I'd guess that they could be farmed out of one of the early dungeons. If nothing else, you can snag Apples from the Apple Forest, and trade them 2 to 1 for Oran Berries at the Recycling center. If you don't have access to them yet, it'll unlock with either Adventure Rank, or number of times you've recycled; I forget which. I have no clue about the room-wide orbs. I usually try and grab a 'mon with a room wide move instead. Though, Manual mode was my savior (and actually really fun) during the Charm chapter, as none of them really get Room Wide moves. Save for Surf or Blizzard I suppose, but I didn't have access to my storage on the difficulty I'm playing on.
-
I don't think the difficulty was designed with Manual mode in mind. I pretty much only use it in situations that are insanely unfair. (I'm also playing full randomizer, so some BS does happen.) I think hardcore is intended to be innately unfair. I also think it's possible to play it without hyper optimizing from the get go, it just throws problems at you that you have to find a solution to. Sometimes the solution is cheesy, like equipping a joy ribbon and standing next to the stairs in the beach cave while shelders nip at your toes; occasionally eating an oran berry. Sometimes it's a last resort, like frantically digging through you bag to swap your stamina band for a defense band or even a mobile scarf and hiding in a wall to heal. Sometimes it's tactical, like using the 'wait here' tactic (manual mode) to set up in a hallway or bend, then running ahead to bait the monster house into the hallway. I dunno, there are a ton of options; what is the biggest wall for you at the moment, maybe I have something that can help. I think the biggest benefit to leveling up a bunch despite the enemy scaling with you, is the breadth of the moves you have access to. For example: I know that Gardevoir, and I assume Ralts, gets Imprison. This is a very strong status move, as forces the paused condition on the target for several turns. Unfortunately I think it's pretty late. Ralts does get Future Sight pretty early, which I've used in level reset dungeons to make the auto targeting, range 10 geo pebbles deal x3.5 damage; or make throwing sticks with garbage ralts attack stat actually worth something. Also to note, raising Ralt's IQ actually provides team buffs as well, I think they have cheerleader, which gives extra attack and sp attack. As for Cubone, I'd actually hang onto mud slap for a while, as lowering accuracy is pretty strong throughout the game. Another move you're coming up to is Focus Energy, which is real spicy in this game. The base crit has been changed to ignore the attacker's stat drops, and the defender's stat ups; and also has a base chance of 1/32. Focus energy takes that, and multiplies that chance by 8. If my math isn't wrong, that's a 1/4 chance to crit. If you can find a high crit TM, their base chance is 1/16, pumped to 1/2 by Focus Energy. Speaking of TMs, they are very useful in the early game, though horribly hard to find and expensive. That said, Ralts has plenty of ranged moves they get acces to through them. Cubone is also one of those strange Gen 1 pokemon that gets access to a bunch of elemental TMs for little discernable reason. Flamethrower, Fire Blast, Blizzard- you know. This can be very helpful, though, as both Blizzard and Earth Power are Room clearers, and can attack outside of straight lines; letting you hit foes without retaliation. Just make sure to stop by beach cave every now and then to restock all the Max Elixirs you'll be chugging. ;3
-
Aah, that makes sense; especially with Finneon being a very effective nuke with that set up. And, I actually like having a high PP range two move on a partner, as they're almost always behind you. If you didn't want to run Heat Wave, you could use the Start button to switch into manual mode. That would let you retreat into the hallway to swap with your partner then clear them out. Or if you could learn volt switch/U-turn on arcanine- those let you attack and swap while your partner can still attack. Oh, also, I think you get access to Volt tackle or something; the electric version of flare blitz. It could be worth while to wait for that one, as your ability gets rid of the downside. I couldn't take it on mine, as I like to do solo runs, and I had to drop it for Giga Impact. Nothing like a giant rock dog shouting "I AM THE BULLET!" before launching itself 10 spaces at you. ;3
-
Quick bug report: Palkia's ORB was smacked out of their "hands", and while the abilities reverted correctly, the sprite did not. Not a huge deal, just a lil bug. As for you, friendo, there are a few things I can suggest. I'll start with those life seeds, because there's info that'll help with your other questions. So! On the difficulty you're on, there should be a stat cap. I think. I know the expert and higher difficulties do, but I'm not in town atm, so I can't check. Anyways, the stat cap is raised after dialga and again after a certain mission in post game. If you are on one that has stat caps, I'd be careful using them. If you don't feel bad about it, I'd save before eating them, figure out what the cap is by eating a bunch, then reload and don't go over that HP cap. Save the rest of them for after the cap is raised. For your moveset and Ginseng usage... I'll state my suggestion, and then explain why, so if 'ya don't want to read it, 'ya don't have to. I'd try and get a heat wave TM, and Ginseng that. If not that, Flamethrower. Why? First off, Ginseng only boosts the one particular instance of a move. What that means is that if you learn ember, ginseng it, then replace it with flamethrower, all the ginseng you used on Ember is lost. Even if you relearn Ember, it won't have any Ginseng applied to it. So, you are rewarded for Ginseng-ing moves that will be in your endgame moveset. I don't know if H Growlithe has Rock Head, but I can confirm that both the regular and shiny H Arcanine have this ability, which means that the two moves you listed are probably going to be in your endgame moveset. If you have them, use it on them, full stop. That said, at level 45 you might not have access, so I'd say Heat Wave or Flamethrower. I'm personally of the opinion that having at least one Room Clearing move is a necessity for end game, as monster houses or large rooms become severe problems if you can only attack one pokemon, while 5 enemies get to use Water pulse on you. On to Ginseng mechanics. If you'll note, I did suggest two moves that have rather low PP. The reason for that is two-fold: you can easily farm Max elixirs in the beach cave, I think, and the more Ginseng you pour into a move, the more PP it gets. In addition to many IQ groups getting Multitalent, which just gives all your moves PP. That doesn't mean Hyper Beam will get 40PP or something, as, to my knowledge, and as stated in the first post, each move is balanced to itself. This means very powerful moves that start at 9PP, for example, can usually only get to around 18PP. Meanwhile, my Scizor has Metal Claw with 53PP. Now, because the moves have been balanced, this means that the ginseng damage boost is not the same across the board. That Scizor I have will deal less damage with Metal Claw (base 4* damage), than with Steel Wing (base 8* damage), even with both of them having maxed the ginsengs I can use on them. You mentioned multi-hit moves, right? Well, each hit is improved, but it is not to the same extent that hydro-pump is improved. It's increased by a smaller amount, to make sense for a multi-hit move. Now, here's where I tell you why you might not want to fully ginseng Ember, even though it might have an insane amount of PP. It comes back to those stat caps. When you're pushing up against those caps, moves with greater damage become far more useful. If you and the Bastiodon have the same stats across the board, it could take 4 or 5 Embers to KO it. Meanwhile Fire Blast can KO it in 1 or 2 uses. That might seem fine, but that's the difference between taking one Earthquake or four. Ouch. This means that anything that can push your damage or defense over the stat cap becomes very valuable towards the end of each story arc, and in the end game. Croagunk Swap items, Stat Bands, Stat Moves, and more powerful moves are all ways to deal with this problem. I actually carry some stat boosting bands to swap between for Monster Houses. It makes a significant difference, easily going from ~200 to ~300 damage, which is enough to turn a two use Earth Power into a single use room clear; depending on the pokemon.
-
Oh, hey, I was wondering if you could clarify some interactions? My current fancy is Annihilape, which has Defiant as one of her abilities. I've also got the Unique Item, the Rage Shackle; which, for anyone reading this later, 'protects the pokemon from stat reductions'. The interesting thing is that it triggers against growl, negating the stat drop and the attack increase. Yet, the Shackle lets screech through, triggering Defiant. I guess I have two questions then; what is the trigger condition for the Shackle? And, what is the trigger condition for Defiant? The former seems unreliable; and for the latter I'm curious about Self Stat drop like Curse or Close Combat, as well as secondary stat drop like Psychic.
-
Whelp, I may have to eat my proverbial hat, I just ran into a memory leak that didn't instantly get fixed by resetting the game. Everything on the 5th floor of Revival Mountain was a glitched Spike with stack count (0), did the quicksave->Reset-Load game, and then they were glitched Thorns with stack count (0). Strange. After going up a floor it was fixed; post reset that is. I was doing an escort with a shiny Nidoqueen, if that helps?
-
I have no idea? I've been trying to figure out if there are any triggers on my end. I do have several other applications running at the same time due to having a folding phone, so perhaps straining its resources; or maybe DraStic has a problem under stress that can cause it? If you can think of a place I can look to find out, I'll gladly let 'ya know. Oh, actually, is there a way to check which patch I have currently? I'm pretty sure Ive got the latest, 3.0.3, as I downloaded it last month, but you never know.
-
Haay! Thanks a BUNCH for making this! I could literally write a few pages of text about all the little things, and big things, you've done that I think are neat. I'm not sure that'd be fun to read, and you, of all people, know all those details better than anyone. ^-^ So, Yeah! Had to make an account to tell 'ya that, and to share some of the workarounds I've found for some of the odd behavior or bugs I've run into. First off, I love playing with full randomizer on. I've completed the base game and several other story type hacks before, and I enjoy the strange, adjacent difficulty it provides. Random minibosses in the form of legendaries being on a floor's spawn list, reviver seeds becoming the only way I have to restore PP without guaranteed max elixers in certain dungeons- let alone apples. (Also I love the Solorun 'challenge' as a quality of life option for me, specifically xD) I also am using DraStic on an android to play this. I mention this because I occasionally run into some odd glitches. Things like the Outlaw Job Board being permanently empty, all jobs having bugged out descriptions such as repeating "save my kid!" repeating and overlapping the jobs below them, all items in a dungeon looking like differently colored 'thorns' and having a stack size of (0) [hilariously leading to multiple items in your inventory 'collapsing' into a single stack of 0 when sorted], cutscenes or after action reports following a job completion leading to a black screen crash, and a single time I had a monster house that spawned Executor and Ariados. Not usually strange, I understand; except that these two, instead of playing their usual animations, would randomly swap color palettes, sprites, and rotate like some cursed copypasta game. I personally find these amazing and amusing. However, not everyone does, and luckily, I've got a workaround that might help! I mean, it's always helped me, but again, I'm using a specific emulator on android and full random all the time. Anyways, whenever I see anything that indicates some kinda messed up internal calculations, I do this: 1. Save the game. Quicksave if I'm in a dungeon. 2. Go to the emulator menu and reset the game. Think of turning a physical DS on and off with the power switch. Note: Simply exiting or killing the application did not work, only resetting the game from within the program. 3. Load the saved game. Not an emulator save state or quicksave state, those remember the bugged out numbers. 4. Watch as the Job Lists function, all those 'thorns' become regular items right in front of your eyes, and there cease to be horrible multi-headed psychic spider-trees spinning like slow-motion tops. <_< I hope all that helps! And, if I had time in my own busy life, I'd try my hand at making those sprites and portraits for 'ya. Thanks again!