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Everything posted by StarsMmd
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As I explained earlier things don't work as you would expect if you edit them in with a save editor. It is the first hack after all so it's far from perfect. Do you mean the "GXXE" code?
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v0.9.3 is now available for download! Changelog - Critical hits now do 1.5x more damage instead of 2x like in gen VI - Reduced the levels of pokespot encounters - removed protect from the movesets of irrelevant trainers until I got bored. More to come in future updates - TM descriptions now fit inside the box - Shadow Zangoose's level is now 35 - Fixed some minor errors with moves like "Moonblast" being misnamed "Moon Blast" and drill run having the wrong effect
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Intentional but simply because I assumed metang couldn't learn earthquake. I will fix that in the next update. Glad you're enjoying it I wasn't aware of any box naming glitch. I actually just tried it myself and ran into the same issue. I have no idea why that happens. It's not something I intentionally tweaked in any way. I don't think I'll be able to figure it out any time soon since I wouldn't even know where to start but I've noted it and will take a look later. The text running off the screen has been mentioned and I presumed it was just because we were all playing in widescreen and it was a consequence of that. I ran it in the regular dimensions to confirm but then realised what the issue was. My code copied the move descriptions for each tm so I wouldn't have to write them all again manually. However, I just noticed that the tm descriptions have a shorter box spanning 3 lines while the summary screen description spans 2 longer lines. I'll ammend the code so it splits the 2 line text to 3 lines.
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idea Pokemon XD Shadow Pokemon ideas
StarsMmd replied to StarsMmd's topic in ROM - Other Discussion & Help
I'd like to start things off with the list from XG. If you haven't finished XG yet and you want to be surprised then don't look. Pokemon Obtainable Pokemon by Location: Explanations -
With my hack of pokemon having recently been released, I've been getting a lot of responses about which pokemon to include/exclude. There aren't any other hacks around to compare with so I'm interested in hearing what others have to say. I made this thread in the hopes that people could share ideas and opinions. If anyone wants to join in the discussion, then I challenge you to come up with a complete set of pokemon for pokemon . You can use the list below from the vanilla game as a template. Feel free to discuss any changes that are assumed to have been implemented for the list to work and explain why you made certain decisions. (for example are you updating the stats and/or typings of any pokemon?) You could also use someone else's list as a basis but suggest a few minor changes as opposed to a whole list since it can be time consuming. I would really recommend trying a whole list at some point though. Finding a synergy between them is very different from suggesting one or two changes. Please feel free to comment on each other's decisions in a constructive manner and remember that everything is ultimately a matter of opinion. Pokemon Obtainable Pokemon by Location: This data was ripped directly from the game files so it is accurate
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Thanks for the really detailed discussion. It was really interesting to read. I really like the idea of slaking on the final boss team; it's such a powerful and threatening pokemon. I think I'll add it in. I hadn't before because of it's obvious limitations but I like it as a boss pokemon even if not necessarily to be used by the player. The others are all pokemon which were really close to being included but were narrowly cut. They do all have a lot to offer XG and I really feel like they would add to the game. It's been a while so I can't remember which exact thought processes led to them being cut but they are worth further consideration. I'll see if I can play around with the game a little and confirm for sure how feasible (or not) it is to add a few more shadow pokemon to the game. If it is possible they would definitely all be added. Otherwise, it might take some more strategising.
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I'll copy and paste what I said last time someone asked.
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Yeah I feel the same way. Vanilla is really easy to over level. Couple that with the fact that you can get evolved pokemon like espeon, shiftry, ursaring, ampharos etc. quite early on, the game becomes really easy. hidden power duplicates Mew Thankfully nothing complicated like that. As you may know, there is a special move tutor for mew in who teaches mew some moves based on how you answer his questions. However, I don't know how the game decides those moves yet and a lot of those moves have been replaced or broken during processes like adding the fairy type or physical/special split. I now have the ability to simply remove that script from the game to prevent learning moves that could crash the game or just have weird effects in general. The question after that is where to put mew. I'm still deciding. balance yeah I completely agree with you on that but everyone has different preferences so it's hard to please everyone. I'll probably make another version of XG with changes like that once the hack becomes more stable. However, I wouldn't want to have to separate versions to update and maintain while things are still changing a lot. monotypes
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The level curve issue, I addressed above. There are a few intricacies involved. Also the Zangoose thing is a problem that occurs if zook beats ardos in gateon. I only realised this was possible after release since it was a roll for zangoose to be OHKO'd. This isn't possible anymore so it won't happen in the current version. I don't know why the game is programmed so that zangoose flees if zook wins but I guess it's just something they didn't bother to program properly since it can never happen in the original.
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Thanks for the kind words, I'm glad you enjoyed it! Your team Suggestions: Sorry, for the long answers. There was quite a lot to say hahaha. There's a really nice save editor by @Tux -save-editor'>https://projectpokemon.org/forums/showthread.php?47056-PkmGCSaveEditor-a-Pok%E9mon-Colosseum--save-editor
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Temporarily removing the flying type like roost should do is beyond me right now. It's a very complicated thing to do and requires a lot more ASM knowledge than I currently have. I can't do much about that atm. PartY would just be something I missed when decapitalising the text. That has now been fixed thanks
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right at the end pretty much
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Yeah I can't think of anything else. Also, the ludicolo's have hardy nature, low levels and no evs or ivs so they aren't necessarily that fast in the first place.
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Yeah, I think I noticed the drizzle activating as well. I reckon it's because drizzle has infinite rain turns up until I think gen VI. Without drizzle the rain would end in 5 turns but by drizzle activating it sets up endless rain. The lack of speed boost I'm not sure about. One of the ludicolo's has rain dish and no swift swim, maybe that was what you saw? Otherwise I really don't know why that would happen as I didn't mess with drizzle or swift swim.
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Only moves they can actually learn. Like I said, it's really hacky. A lot of things are broken/hacky but together they make something one can enjoy.
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Indeed just because they were put in by a very hacky method they will show the boosted power. As I learn more about the game's ASM I should be able to put these things in in a more legit fashion.
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Fixes: I noticed sludgewave's accuracy as well and that has already been fixed for the next update. The rest will also be handled. Thanks Glad you're all so observant! Yeah most of the AI in the game is pretty pathetic. I don't really know how it works atm but it is something I'm planning to look into. Hopefully it works similarly to colosseum. Each trainer is given a particular strategy. The irrelevant trainers use random moves without strategy so will often make silly plays. Some trainers will always use the move that will do the most damage to whichever pokemon is in front of them. Some will use protect + eearthquake/explosion. I've even seen some use fire moves on their own flash fire pokemon. Most of the battle discs have an AI that just uses each of the pokemon's moves in order which makes it easier to choreograph the battle. A lot of the time if the AI is specific to the pokemon and I change them out it doesn't work properly and they make weird moves. From what I've seen orre colosseum's AI is pretty fantastic, even with completely new pokemon. I'd like to see if I can use that on other trainers. Thoughts and ideas: As for the final boss team, since I've heard that a couple of times now I'm curious to hear what you would suggest as a final boss team. It's something I'll have to think about. Shadow aura I'm also not sure how I feel about it . I was debating whether or not to include it for a while and just decided to do it for fun. I'll probably remove it in the end. Yeah I thought about adding even more fairy types, in particular I considered milotic and either jirachi or celebi as well. I did get some comments from when the hack was just announced about people worried about type/stat changes. I'd love to change a lot of things but then it gets intimidating for people who don't know all the changes to pick up the game. I know I feel that way about other peoples' hacks that I don't know. Again with the updated stats for the pokemon with evolutions in later games. It's something I was considering right through the project but for the same reason elected not to. There are a lot of johto pokemon in particular who could benefit from it but there will always be a divide in opinion on these matters so I played it safe and kept them as they were. I think I actually changed sneasel's stats to weavile's at one point since they are actually quite similar. I can't remember if I ever changed it back though. Maybe I'll make a poll. It's good to see you enjoyed XG! Thanks for playing. As for updating the stats, refer to the response above. Yeah most stat changes were done just to be true to gen 6 as someone else pointed out I believe. I have been working on XG for about a year now actually and at first it was really just for me and my brothers to mess around with. There may be a few less predictable changes that I made over time which I could never be bothered to undo. For example, I think glalie, tropius and pidgeot got more drastic buffs just because I felt like they needed some love. The decision to try and keep as much as possible true to canon came a lot later in development so there may be random buffs of like +10 on other pokemon I liked although I don't think there are too many. Umm I made the patch uses a program called "multipatch" in the first place so you could try that on mac? whoops, will update those! Thank you. I think that's just the actual text from the original game. I didn't change it. was both Gen III and developed by Genius Sonority rather than game freak so there are odd things like that. Interestingly, "Frenzy Plant" is called "Solid Plant" in Colo/XD hahaha. It's around 0.5% or 1 in 200 I believe. It's a lot closer to what you find in Gen VI with the masuda method and lucky charm and all that. Will update that too thanks! I guess that's just how the game is programmed. Again, was both Gen III and developed by Genius Sonority rather than game freak so there are odd things like that.
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that's quite amusing. That's okay I just checked and it seems I just made a slight error. It will be fixed in the next update. Thanks ?
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Yeah I feel the same way about protect actually. I'm really into VGC so I thought protect was just a natural move to have on everything. It makes sense in theory, but in practice it can get tedious. It also made it easier to make move sets for pokemon since I had one move already filled in each time. Now that the game is out I can take a bit of time to update the move sets and remove protect from the trainers that would probably just get wrecked regardless. thanks for the feedback.
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1. At that point in the game there aren't very many required battles so I think it's a nice point in the story to do a little grinding. The game is a little too easy if you're always overlevelled. The level jump also helps the level curve peak at 70 with lugia which is the main reason tbh. Maybe I'll reduce the level of that pokemon though. 40 is a nice round number but maybe something a tiny bit lower will be better. I'll weigh up the options. 2. I wasn't aware of those changes. They have been noted and will be added in the next update Wild flare has recoil on mine. Rock head maybe? I'm not sure what you mean by needs more protect. If you mean you'd like to be able to teach it to more pokemon then you can teach it as many times as you like using the move teacher in agate.
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Thanks for the confirmation. I'm surprised I didn't know that .
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Thanks dude
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There actually aren't that many items in gen III so the extra items probably won't end up being very exciting. Even with all the shadow pokemon so far, most don't have an item. TL;DR: To summarise what I wrote below, I don't know yet, but I do know how to find out The Miror B. issue you raised is precisely why I haven't added more shadow pokemon yet. I'll need to test whether or not the game will realise there are more shadow pokemon. From what I've seen in the scripts, it looks like it counts the shadow pokemon to check whether you have them all; it doesn't just check if you caught exactly 82. I haven't confirmed this yet but I'll eventually write a script where a character basically says how many shadow pokemon the game thinks there are. If after I add some more, the character gives the right number, then it will work just fine. If they still say 83 then I'll have to do some more research to see if I can add more. That part is easy enough to test, it's just a matter of spending time to make the changes required. There is a second problem though. Most shadow pokemon go to Miror B. once they are defeated. However, some of them, namely the hexagon brothers' shadow mons and greevil's shadow mons, stay with their trainers. I currently have no idea how the game determines whether or not Miror B. should get a pokemon. If we're lucky, then the default behaviour is for them to go to Miror B. and there is nothing to worry about. If we're unlucky and it turns out they stay with the trainer, that would mean you only have one chance to snag them and failing to do so will make the game impossible to complete. There are a few options still if the latter proves to be true but they are a LOT of work involving increasing the sizes of game files, removing other files to accommodate that increase and also writing some complicated scripts. From what I've seen it looks like it should be really easy to do but until I test it I really won't know for sure. It really depends on how the game was programmed. Good programmers would make the game easy to expand like this. However, since games like this are planned down to the last detail they could assume only the planned pokemon would ever be in the game and program it accordingly.
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All trade evolutions are just level 40. No items required. Yes you would need to restart to get them but unless one of the new pokemon was like your favourite pokemon and you just had to have it in your team, then they don't actually add affect the game and it shouldn't matter so I wouldn't bother restarting. If you enjoy XG that much then you could if you wanted to.I'm adding them in just so more people get to use their favourite pokemon but really and truly there are very few pokemon that add anything to game that aren't already in it. At first it sounds appealing to have more and more shadow pokemon, but in the end, catching more shadow pokemon just becomes a chore.
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I will probably just add more shadow pokemon. It should be easy enough, just need to actual test it to make sure it works as intended. I'd rather not nerf the end game for the sake of adding a few less important pokemon but we shall see.