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StarsMmd

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Posts posted by StarsMmd

  1. On 9/3/2017 at 7:15 PM, HopeFragment said:

    Hi, love the idea of this, but being on a Windows, I'm unable to make patches of my own. If it isn't too much trouble, can you make a patch where just the trainers' Pokemon are randomized (random gift Pokemon too), trade evolutions are level 40, and the starters are Marshtomp and Raichu? Make sure Marshtomp replaces Espeon so that way it's level 24 and will therefore still have Water Gun. (It gets Mud Sport at level 25, which would replace Water Gun in its moveset.)

    Only if it's not too much trouble, I understand if you're busy!

    EDIT: Or can anyone with a Mac do that for me? I'd really appreciate it!

    I have a few things on my plate right now but if you're still interested then please remind me in a week's time :-)

    • Like 1
  2. I'll start off with my usual apology for taking so long for a lot of these responses. :-) 

    I am back to working on XG with some neat changes coming. I've also got my XD randomiser mostly done and as I've been promising for the longest time I have started work on hack tools for pokemon XD. I'll be updating it as I work on it and so far have the pokemon stat editor mostly complete. These will be for mac OSX as per usual so windows users may want to start preparing a virtual machine.

    On 7/31/2017 at 5:03 PM, Dio_Vento said:

    For the record, you might want to refactor the patch to work with self-dumped ISOs. Emuparadise no longer has any Pokemon games, so finding the correct ISO for the patch is going to be a massive pain.

    Alternatively, provide instructions for decompiling the ISO and copying files over, then rebuilding: I think Dolphin has a native support for this.

    As per your advice I decided to get a fresh new ISO that should hopefully be easier to obtain now. I'll also look into making a patching program specifically for XD which takes different ISO configurations into account :-)

    On 8/3/2017 at 10:42 PM, Darquezze306 said:

    Hey, I just found about this ROM hack and im wondering, can we catch all the Gen 1-3 + 2 gen 4 mons in this hack? I been looking for a Pokemon GCN ROM hack that allows you to do that plus the physical/special split

     

    Most gen 1-3 evolution lines are available but not all. Bonsly is the only playable gen 4 as munchlax was never actually coded into XD. It just has a name and an overworld model but no battle animations as far as I can tell. Most pokemon you'd be interested in should be there but if there were some you were hoping to see that didn't make the cut, hack tools are on the way.

    On 8/6/2017 at 7:30 PM, Cocytus said:

    Been playing this recently and been enjoying myself so far. I would like to ask if you would consider releasing a version of the hack where the names and dialouge of people remain how they were in the original release. Of course with exception with some areas where npcs will name one of their pokemon in dialogue before battle. Thanks and looking forward to future updates/fixes.

    I'm cool with names being strange or fancy but the XD names just felt like random syllables strung together with little thought behind them. For a game with so much detail and inspiration behind it, they really seemed so out of place and if I were building the game from scratch it's a design choice I would eschew. As a game that many people haven't played recently and many haven't ever played I wanted to design it as if it were a first play through.

    That being said, I finally caved and decided to keep at least the names of the main story NPCs as they were in the original. XD is a beloved game and it is a lot more popular than I'd originally believed so there are a lot of people who still feel nostalgic about the old names. Even I still refer to the characters by their original names so I decided that maybe I'd been too stringent. :-)

    On 8/12/2017 at 4:14 PM, gs82139 said:

    I just started a new game using version 1.04, and during the second turn of the tutorial battle with the metagross and gardevoir, the game crashes. Is anyone else experiencing this? Or can it be fixed by using different dolphin configs?

    I'm using dolphin version 5.0-5075 (the latest dev build). More specifically about the game crashing, as soon as I hit the "A" button to choose my second move, no matter what it is, the game locks up and eventually says that an unhandled exception happened.

    I patched the game using NUPS, and patched an extracted rar archive located in my desktop. I tested the vanilla game and that runs perfectly, but the hack doesn't and always locks up on second move select. Also happens as soon as VS mode one player is chosen. 

    This issue happened to me exactly one time and I was never able to reproduce it. I'm not sure what causes it but since it never happened again I was never able to narrow down the cause. Very few others have complained about it as well so I gave up on it. All I can suggest is maybe trying a different version of dolphin. Versus mode was purposely broken to give space for story mode data :-)

    On 8/16/2017 at 1:49 AM, Hecto said:

    Additionally, I came across this hack randomly after finding Paper Mario: Pro Mode. I thought to myself, "Wow! Mods for old Nintendo games are awesome!" Followed by, later on, "I wish Pokemon XD had current-gen physical-special split mechanics. It's the only thing keeping me from playing it again." And then this happens! What an awesome mod! How lucky of me to catch it with all the features already added--from what I understand from your posts, all you have now are minor bug fixes to work on?

    Very clever renaming Eagun. I mean, we were all thinking it, after all...

    EDIT: Also, I don't think I saw this anywhere in the changelog, but did you do anything to update the Exp Share item, or is that beyond the scope of the game's engine? It's definitely OP to make it behave as it does in current gens (Participating pokemon get full exp, all others get half) but what if the exp share was split evenly instead, or something similar? For example, if you turn the Share item "on," like a key item, or if you give it to any pokemon on the team, it simply distributes the experience evenly (1/4 to the two participating pokemon, 1/8 to the remaining four?)

    Now that I think about it, this sounds pretty complex if you want to keep the amount of experience gained overall the same for balancing...

    I know exactly what you mean. The lack of the physical/special split in older games makes them harder to pick up sometimes. It was precisely because of how easy it was to implement in XD that I started working on XD instead of colosseum.

    I haven't changed the experience mechanics. I did figure out where the code that handles all that is so I could tweak things in theory but I couldn't figure out any particular changes I wanted to make. Plus as you mentioned even a small change would require the game to be rebalanced. It certainly is possible if someone was looking to do it for a different hack :-)

    On 8/23/2017 at 7:10 PM, ZoeyQuick said:

    There's one thing i really really want in this game that would make it perfect, that would be the option to play as a female protagonist, idk if it's possible but i would really appreciate if someone could do it

    At this point in time the most we can do is change the textures. It would in theory be possible to retexture the main character's face to look more subjectively feminine. I was looking into changing the textures a bit but there are multiple copies across multiple files due to different models for different parts of the game like battles or cutscenes so it's a fair bit of work to even make a small change. It seems doable though.

    On 8/24/2017 at 1:44 PM, Greentees said:

    Some things I'd like to report on when it comes to the bugs

    1. When you have a Pokémon with an ability like speed boost, if they get intimidated, both Pokémon have the buffed up stat graphic instead. 

    2. Some Pokémon can't learn moves they should either have learned that generation or in future generations. Metang can't learn Ice Punch, but there is one in the Battle Square in Pyrite Town that has it.

    3. The Pokémon Silvia/Lovrina have will appear in the Battle Memo as their nicknames if you encounter them there first.

    Some complaints

    4. I'm sure you've gotten this quite a lot but I don't like the fact that some character names changed, as well as the writing for Lovrina/Silvia.

    5. The TM and move tutor selection seem a little weak.

    6. Why have Graveler as a Pokémon you can catch when the other 3 Trade Evo Kanto Pokémon are shadows?

    Final words
    It's a great hack, and I can't wait for the Battle Sims to be fixed. I'd love to help on that front if you need any ideas or anything.

    1. I'm aware of that visual glitch but not sure what causes it. It could be something in XD itself. There are a lot of weird little errors that you'd never have noticed because the pokemon available in game were so limited. 

    2. It's way too much effort to cross check with their canon move sets and to check that all NPCs have legit moves. There were also some moves that I wanted pokemon to learn that they couldn't normally or there were some moves that were key to some pokemon that aren't in XD at so had to be replaced with similar moves (e.g. some pokemon having super power since close combat isn't available). I just went with my gut.

    3. They're actually implemented as separate pokemon because it's a lot easier than reprogramming the game to allow NPC nicknames.

    4. As mentioned above I finalled gave in and decided to change the NPC names back. I still stand by lovrina's speech though. She was always pretty annoying in the original. Her charm was always the juxtaposition of a genius scientist with a bratty teen attitude. If she wasn't annoying I wouldn't be doing my job properly :-)

    5. I tried to keep the selection quite general and give a wide range of typings. There are only so many TMs available so there's no point wasting one on a move that can only be learned by a handful of pokemon. I found it quite hard to find a good balance of moves and have changed the selections around many, many times. Were there any moves in particular you felt were missing? I'm open to suggestion :-)

    6. The shadow pokemon are distributed such that at any point in the game, the player is given a fair selection of different pokemon types and play styles. The list was refined a few times over and ultimately, golem didn't make the final cut. However, when I extended the number of pokespot pokemon I was able to add it in but at a lower level since pokespots are unlocked quite early.

    On 8/26/2017 at 4:54 AM, Matiri said:

    I'm done!! And my thoughts are mostly positive. The Shadow Pokémon roster is pretty varied, so much so that I managed to have 4 full tempo sets in the purify chamber as early as the ONBS takeover. Similar praise goes to the wild Pokémon even though 25 mons per Poké Spot seems a little too much considering how these areas work. One thing I don't get is the purpose behind so many repeats, there're aren't as many as older versions but it popped up after I looked into what mons I could find in the wild. Speaking of repeats, this time concerning TMs, you get the picture (repeated I found numbers 3, 4, 5, 8, 19, 22, 23, 31, 34, 39, 40, 41 and 50). Also, I like the notably increased catch rate for most Shadows, especially because tanking them is no easy task (more so than XD) so it balances out.  

    My only major issue is in regard to certain shadow attacks; the multi target(Swim, Shake, etc.), is it possible you make it so that they don't hit the partner as to prevent them from fainting another Shadow, Ardos in particular took me 4 tries because his Shadows kept killing each other with Shadow Swim; the recoil moves (Lunge, Crash, etc.), change the recoil so that the user can't kill itself, kinda like how Shadow End would deal recoil damage equal to half the user's remaining HP (though I suppose if you did that you may as well ditch the former ones and bring Shadow End back); and finally, I will make a predictable request and ask that you GET RID OF SHADOW BOOM!!!

    And now for the more minor issues:

    -Text inconsistencies persist (trainers both directly and indirectly referring to mons they no longer have, Pyrite Colosseum's registration info is outdated, etc.).

    -At one point the mirror radar alerted me of Mirror B at the Rock Poké Spot, when I got there all I found were Trudly and Folly. I could talk with them and their dialogue seemed like that I would get when talking to them at a colosseum. Also, Mirror B himself never appeared.

    -Aurora Veil has no PP and as such doesn't work.

    -Mach Punch has Shadow Veil's description.

    -The AI likes to get stuck using Shadow Veil and Shadow Room.

    -Late game Shadows take way too long to purify, especially the legendaries, not even at max tempo and flow do they progress at a comfortable pace.

    -And finally, some of the Shadow attacks sound a bit wimpy, any chance you can change Shadow Summer to Shadow Scorch and Shadow Swim to Shadow Tsunami.

    I'm glad you enjoyed it :-)

    In response to the repeated pokemon and repeated TMs, I've watched a lot of play throughs of XD and XG to gather data and I wanted to cater to as many different play styles as possible. For example, a lot of TMs are obtained from the colosseum challenges or mt. battle but most people don't even do them. Some TMs are obtained really late in the game but a lot of people don't play much of the post game so those TMs end up going unused. Depending on how much of the side content you play and how much you explore you may get a lot of repeats but people playing through more casually tend to miss a lot of the TMs.

    Similarly for the repeated pokemon, a lot of people don't bother with the pokespots. Also, as I mentioned, most people don't play much of the post game so and usually finalise their team well before that. This means that most pokemon obtained late, especially those on citadark isle, rarely get used. I needed a good balance of threatening, powerful shadow pokemon for the final dungeon of the game but at the same time couldn't leave all the good pokemon exclusively to the end because then people wouldn't be able to play the game with their favourite pokemon. Also for the few people that play the post game, they would appreciate being able to obtain a fully evolved salamence right at the end of the game instead of having to grind a bagon from the start. Either way, it surprises me that people find having multiple pokemon so weird. Most pokemon games give you multiple opportunities to get the same pokemon. It gives you more chances to roll for the ivs, nature and ability you want or have more than one on your team if you like the pokemon that much. It's only really a problem if there's a particular pokemon you wanted that isn't obtainable that could have been in that location. At this point just about any pokemon you could want should be in though :-)

    I'm slowly working on removing a lot of the TMs from their old locations but it's not easy to edit scripts right now as I still do them in a hex editor and it can take a while to do each one.

    Moving on, a problem I had when playing earlier versions of XG was it still felt quite easy. I went into every single battle 100% certain I would catch the shadow pokemon. It's not much of a game when everything is going to be that easy. Especially in a game that gives you the ability to save before any encounter and let's you retry at will (plus a lot of people use state saves, save editors, action replay codes,etc.) why does it need to be that easy? It's nice to have a bit of a challenge and it's also healthy for the game if it frustrates you a little as it makes it all the more satisfying when you do finally secure the snag. Plus the game gives you a lot of options to counter those kinds of gimmicks. You have easy access to moves like fake out and sleep/paralysis moves so there are ways around them if you play smart. I also secretly gave particularly troublesome pokemon really high catch rates but don't tell anyone ;). In the upcoming version, shadow shake doesn't hit pokemon off the ground anymore and NPC teams with shadow shake are built around this for the most part.

    There is a lot of text in the game so it's hard to keep track of but I fix them as they come up so thank you. Aurora veil was fixed months ago but I never got around to pushing out the update. The issue with miror b. not always showing up is something which I believe is in vanilla XD as well. As far as I can tell, the developers purposely programmed it that way. It seems to just be a troll like munchlax showing up for the spot monitor. I have a lot of trouble with the AI. I haven't found  a way to reprogram it yet so some pokemon will have to be broken for a little while. The move names change a lot too but the obligatory word "shadow" in shadow moves decreases the options as there is indeed a character limit.

    Sorry for the long response but I hope I explained my thought processes effectively. I really do appreciate feedback and will bear it in mind in future decisions.  This is the first ever pokemon XD hack so there's still a lot to figure out :-)

    On 8/30/2017 at 2:15 PM, Stabbbb said:

    Hello! I'm spanish so I'm sorry if I write something wrong ^^'

    Thank you so much for do this hack! Is one of my favourites games of the franchise and all the features you are doing are fantastic. I can't wait for the hack tools! =D

    I have a problem patching (and sorry if you answer it another time, I don't see it): when i want to patch the iso, NUPS say: "Error opening Pokémon XD.iso", the clean iso is USA and the patch is in the latest version. 

    What can i do? I have to say that I trying to patch it in a computer with only 1GB of RAM...

     

    Screenshot_error opening.png

    I think it's because your iso doesn't match mine. I've been told my iso was quite old and hard to find now so I'll be using a more recent one for future versions.

    On 8/31/2017 at 3:39 PM, Hecto said:

    Boy, talk about a scare. I'm at Citadark Isle, just caught a Blissey, tried to save, and it said that the data was corrupted! I recall making some sort of mistake when saving versus using savestates (don't want to redo something if I accidentally KO a Shadow Pokemon on a turn, etc.) like the playtime was close to each other--something that I avoided--but finally slipped up. I decided to see if the save editor would do anything, but despite being able to edit so much, it seems that you couldn't edit playtime or... whatever else is kept on the save data as a whole. So I decided to just reduce the "number of times saved" counter (as if that'd somehow do something...) and reloaded it.... But oddly enough, it just loaded back into the time I had saved previously. Went back to a savestate that was further ahead, and it appeared that the playtime was actually ahead (38:06 -> 38:18) so I'm not sure what could have caused the corruption.

    Do we know exactly what they do to check for cheating/corruption in the game? Or is it playtime and I missed something? And if it's playtime, does it somehow check for the past two playtimes or something, and calls it corrupted on the third save, AFTER the conflicting times? But if that's the case, why is it that when I reloaded, it was back to before, and now I can save fine?

    There hasn't really been much research on the topic as far as I know. All I can tell is that the play time of the next save has to be greater than the play time of the previous save (Maybe it also checks things like number of shadow pokemon caught and other things that can never decrease through normal gameplay). Also, it seems that the game keeps multiple save files at once and just loads the most recent one. It keeps the previous ones just to check for consistency. I think that by reducing the number of times saved, it caused the game to think the previous save file was the most recent one and completely ignore the corrupted save. This is really useful knowledge though. It seems like it could be a very reliable work around to the corruption issue as long as the previous save wasn't too far back.

    On 9/11/2017 at 8:39 AM, Burningocean2012 said:

    I finally found the exact rom you used on a blog site!Patching worked and the game is good.I had given up for months. :D

    I'm glad you found it! I'm planning to use a new ROM for newer releases so hopefully it shouldn't be a problem for others in the future. :-D 

    • Amazed 1
  3. On 7/22/2017 at 7:49 PM, monkey11 said:

    Some other questions/issues:

    Hypnosis was effective against a Dark Pokemon. IDK if that's intended.

    Is there a TM for Light Screen? The docu says it's in the Pyrite jail, but it's not. It's TM 46. In XD, 46 is Thief, and isn't in the game at all.

    Regi Bomb hits both oppos. On each hit, ATK/DEF drops for user, so they drop twice. Is this intended?

    My poke uses trick room. Oppo sends out poke whose trickster activates. Then I use trick room again. I would think at this point the order would be reverse speeds, but it's normal. Why is that? I may just not understand trick mechanics.

    My poke uses trick room. On the last turn (before it expires), my poke uses trick room. It would normally go at the beginning (super low speed), but for some reason it goes at the end.

    Trick room seems to only last for 4 full turns (ie. not including the turn it is used). Is that intended? I assume that in the turn it is used, the effect does not occur.

    My poke uses Curse a few times. I haven't really tested this, but I get the feeling that it's ATK isn't actually being boosted. I just wanted to throw that out there and see if that's a known issue. Might just be my imagination.

     

    I guess that's just how hypnosis worked in Gen 3. Not sure how it's supposed to work in newer gens.

    The TM list is outdated. Sorry about that. I think it should be there somewhere but can't remember where.

    I have changed Regi Bomb's effect. Thank you :-)

    Trick room has it's proper mechanics which means every second one reverts it to normal. However, trickster doesn't reverse trick room. If trick room is already active then trickster doesn't change anything. It essentially exists to guarantee that certain NPCs always get up trick room without accidentally reversing it.

    I think that's the way trick room is supposed to work, right? The turn it is activated counts as a turn even though it goes last so that turn is irrelevant. Correct me if I'm mistaken.

    I think curse should work just fine. 

    On 7/22/2017 at 9:44 PM, Yoker said:

    Hello. Just made an account for this topic! Pokemon XD is my childhood and I just recently learned that you are actually actively developing a hack for my favorite game of all time! Just saying that I am watching your work and really hyped for any changes that may come in the future! Love you for your works mate.

    Also, a question if possible to be answered! Do you plan (or is it possible, perhaps) to change the AI to be more difficult? I would really love for this game to be very difficult or at least come with the options to change the difficulty of the AI. If that were possible alongside randomizers and other neat features, I could see a future where a lot of people would do tonnes of challenge runs. Just a suggestion/idea. Keep up the good work and I will be actively observing.

     

    Thank you for the kind words. I really like XD as well and I'm glad I get to share my hack with other fans.

    I have actually improved the AI ever so slightly. Most trainers are now using the AI from orre colosseum which is meant to be better. The old AI seemed to pick moves pretty randomly whereas the orre colosseum one chooses mostly super effective but occasionally mixes it up in case you switch. It's still not very good though unfortunately.

    On 7/22/2017 at 10:18 PM, jumpylaxs123 said:

    @StarsMmd OK so I restarted the game to have another round and I came across zook's zangoose in gateon port. Would it remain shiny till the next time I see him?

    The shininess is normally determined the first time you encounter the pokemon. However, there is a bug with Zook's Zangoose where it is completely rerolled for the first 3 appearances. It is only the first time the player actually faces Zook that it's stats are saved.

    On 7/23/2017 at 6:41 AM, monkey11 said:

    A little strange that Octillery doesn't learn Octazooka?

    Whoops. Will be fixed in the next update ;)

    On 7/24/2017 at 7:11 AM, Spartan-ZeroFiveTwo said:

    Holy, mothballs. I just wanted to say that I discovered this hack about a year ago and I love how far it's come. Thanks so much for your hard work and I'm looking forward to a potential Colosseum one in the same vein! 

     

     

    (Also, are Shadow Pokemons' heart gauges supposed to be going down super quick?) 

    The early pokemon deplete quickly but the ones later on will take a while.

    On 7/24/2017 at 11:43 PM, Rhyxen said:

    Hey 
    first of all sorry for my bad english and now to my question.
    Whatever i download i only get .gcm files from pkm xd and want to ask if there is any way to apply the patch to this file because whenever i patch it with ignore with NUPS it shut down dolphin at the start of the emulation.
    Also i dont know if its allowed to ask is somebody has a page where u can download a iso and not a gcm cause i really looking forward to play this interesting game.

    .gcm is the same as .iso. You can just rename it. However, if it isn't working that means you have a different iso to the one I used and you need to try another one.

    On 7/25/2017 at 5:04 AM, monkey11 said:

    Zapdos entered, Drizzle activated, used Hurricane, but it missed. Isn't it supposed to always hit in rain?

    Also, I'm not sure that Sand Rush is working properly... Moltres, Articuno, Tyranitar, and Flygon all entered. So weather changed from nothing to sun to hail to sand. But the turn order was Moltres, Articuno, Flygon, Tyranitar. I would think that Flygon would go first, with a doubled speed. Flygon is about 10 levels lower, but I wouldn't think there'd be that much of a gap.

    Also, I've been waiting a while for the final battle with Miror B. Longer than I normally have to wait for the radar to go off. Is it supposed to be like that?

    Another weird thing: Registeel used Curse 2 times and so is going first when Trick Room is on. But then Trick Room expires, and it still goes before Dusclops (same level). Dusclops is super slow, but its Speed stat is not less than half of Registeel's.

    Hurricane should alway hit in rain. It is possible that there was a pokemon in play with the cloud nine ability which cancels the effects of weather. 

    It is possible that it really was that slow. I'm assuming the flygon belonged to the NPC and most NPC pokemon don't have EVs, IVs or boosting natures.

    The final fight is scripted to activate when you visit Gateon Port for the first time after meeting the conditions. It isn't random like the other instances.

    Dusclops was probably going for trick room which has -9 priority. The AI really loves spamming trick room for some reason.

    On 7/26/2017 at 1:31 AM, Kingudaku said:

    I think Magic Bounce doesn't work with Will-O-Wisp. A Sableye used it on my Espeon and it worked. Just thought you would want to know.

    If both pokemon have magic bounce then the move works. Otherwise there would be an infinite loop of the move bouncing back and forth :-)

    On 7/26/2017 at 11:57 AM, Dio_Vento said:

    Late, but I finished this game on my YouTube channel. Thoroughly enjoyed it! Probably my favorite ROM hack I've played.

    I really enjoyed your play through! Can't wait to see what kind of hack you make once tools are available.

    On 7/28/2017 at 10:07 PM, Matiri said:

    Wow, I haven't seen this hack since 0.9.8 or something like that. I'll look forward to seeing how much it's improved since then.

    On a side not, do you intend to go back to Mausoleum and put it up to date with XG in terms of mechanics and other changes?   

    I do plan to work on colosseum eventually but the code and scripts just aren't as nicely structured as XD unfortunately :)

    On 7/29/2017 at 0:49 AM, MightyandRay said:

    Focus Sash doesn't work on Shedinja, even though it's supposed to keep it from dieing, so Shedinja is useless without it. I am using 1.0.4, BTW.

    I had to specifically program it not to work on shedinja because the focus sash is infinite in XG which would make shedinja a pain to K.O.

    On 7/29/2017 at 4:44 AM, monkey11 said:

    Not sure how to catch Ho-Oh without Masterball... Strategy was to freeze it and get it at low health, but it keeps unfreezing itself with Shadow Tribute. I thought Tribute would run out after 5 uses (says 5 pp in documentation), but it isn't.

    Was able to catch it sleeping after a bunch of tries.

    Shadow moves have infinite pp. They are all stored as 5 in the data but the code never subtracts any pp.

    On 7/29/2017 at 3:48 PM, JordanB500 said:

    hey idk if this is where i should be asking but i tried using this hack and it wont work on usbloader(it loads up the regular game with no changes) is there a way i could just download the root files and just recompile an iso that way cuz it seems to work better for me 

    If there are no changes then you are playing a version that hasn't been patched or wasn't patched properly.

    On 7/29/2017 at 7:30 PM, MightyandRay said:

    Firstly, great hack, man. Really love playing through XD with the new additions.

    Now then, all the effects of the last turn of a battle occur when they're not supposed to, leading to some cheap deaths. (i.e. Burn, Poison, Perish Song) I think it has something to do with the way you coded the wait for end of turn to send in the next Pokemon instead of immediately.

    Also, Bellossom used to be Grass/Fairy in previous versions, I'd love for it to be so again, though it doesn't have to be.

    Finally, you could get more Pokemon lines in if you'd reduce the amount of duplicates available as either wild or Shadow. For example, Absol is both a wild Pokemon and a Shadow. This seems a little much. Other examples include both Bagon and Salamence as Shadow Pokemon, Swablu as wild and Altaria as a Shadow, and so on. 

    In gen 3, when you knock out a pokemon in a double battle the next one is sent out immediately instead of at the end of the term. I fixed this but a side effect of that turns play out when they shouldn't. I found the code routine where the check should happen but it's fairly complex so I probably won't be able to figure that out just yet.

    I decided I didn't want to make too many random changes as it makes the hack harder to pick up. Hack tools will be released eventually and then anyone will be able to make their own little tweaks like that :)

    Every evolution line I wanted to add has been added. There is a reason for the repetition too. A flaw that XD has is that the pokemon you obtain at the end of the game come too late to be useful. So for example, if salamence were only available at the end then it would mean that a very popular pokemon cannot be used. At the same time, a lot of popular pokemon are powerful. So if popular pokemon are placed early in the game so they can be used, then it means all the final bosses will only have weak pokemon. By having the repeats, players can use the pokemon they want and still have a challenge at the end of the game.

    Also, a lot of repeats are in pokespots. I've found a lot of players don't spend much time with pokespots and so will often get to the repeats and not even notice they were repeats. Finally, some players don't like grinding to get powerful pokemon like salamence by evolving bagon but would like salamence available for post game challenges like mt. battle and orre colosseum. Having a few powerful repeats allows those trainers who don't care too much about using popular pokemon in game but still want a competitive edge for post game to easily obtain those pokemon.

     

    On 7/30/2017 at 3:01 AM, monkey11 said:

    Does Rain Dance allow all electric attacks to bypass accuracy check, or just Thunder?

    I forget how good it is on the first battle, but Tyrion's AI on the second battle (after Shadows caught) is pretty bad. I know this might be impossible to improve. He has opportunities to use super effective moves and instead uses less effective moves.

    Just Thunder.

    Yeah, the AI just isn't very good. I think it's supposed to usually choose SE but occasionally mix it up to be less predictable. Depending on the RNG it sometimes mixes it up too much though.

    11 hours ago, MightyandRay said:

    I gave my Golbat 20 Vivid Scents, and yet it still doesn't like me very much. Happiness seems to be broken for Golbat, because my other Pokemon get more friendship over time, but not my Golbat, which sucks because it evolves by friendship.

    For the longest time I though colognes increased happiness and they have been documented online to do so. I only discovered a few weeks ago when looking through the data that they actually do not have any effect on the happiness of a pokemon. XD

  4. On 7/17/2017 at 2:48 PM, PinkOnion said:

    Sounds good, I've been pretty busy lately so I've not really had any time to continue the playthrough I was doing, but I'll get back to it eventually.

    I'm looking forward to it :)

    On 7/20/2017 at 4:18 AM, monkey11 said:

    Roost isn't removing Flying type.

    I'm working on it for the next update ;)

    5 hours ago, monkey11 said:

    1. Snorlax uses Rest

    2. Next turn, Snorlax uses Sleep Talk > Curse

    3. Next turn, Snorlax uses Sleep Talk > Giga Impact

    4. Next turn, other Pokemon kills both oppo's Pokemon. Snorlax's turn is skipped and it stays asleep!

    Where can I buy/get more PP Ups?

    That's a weird bug. I guess there was no target so it just skipped the turn entirely. You find some pp ups around the region in item boxes from time to time. You can try a pokemon XD guide or FAQ or something.

    4 hours ago, monkey11 said:

    Poison Jab and Megahorn weren't super effective against Lugia... Neither was Sludge Bomb. It's strange because Shadow Ball was super effective before.

    OK so it seems Ghost moves are still super effective.

    Poison and bug aren't supposed to be super effective against lugia. Poison is neutral against both flying and psychic. Bug is super effective against psychic but resisted by flying so they cancel out to neutral damage. :)

  5. Just an update for anyone following the project. I am still actively working on the next update. First there will be a small update with mostly bug fixes and balances. The changes which I have completed so far include:

    • heal before battle with rider willie and heal before snagem boss
    • sucker punch programmed properly
    • taunt lasts 4 turns
    • tailwind lasts 4 turns
    • aura filter grants immunity to shadow sky
    • sand force/rush grant immunity to sandstorm
    • fixed magic bounce switching the move you selected
    • fixed the ability skill link not activating
    • shadow shake doesn’t hit foes in the air
    • fixed farfetch’d in wrong battle bingo card
    • corrected various TM descriptions
    • fixed battle bingo rewards
    • items give greater happiness boosts
    • rage mode damage boost to 30%
    • shadow hunter/slayer get a further 50% boost against shadow pokemon
    • sitrus berry heals 50% HP
    • added the move hex
    • reduced use of fake moves

     

    I have also officially begun working on Battle CDs. They will take a little bit longer since I am planning to redesign most of them from scratch. I have done 10% so far though so progress is being made. :)

  6. 11 minutes ago, monkey11 said:

    What are all the mega launcher compatible moves?

    I swear I tried to catch Kyogre in that state about 50 times. Going to try again, this time freezing it...

    I change things around a lot so this might not be 100% accurate in your version but my code says:

    Aura Sphere, Dark Pulse, Dragon Pulse, Light Pulse, Fire Blast, Zap Cannon, Water Gatling, Octazooka, Rock Blast, Water Pulse, Shadow Pulse

    I believe in the documentation the mega launcher moves should be detailed. :)

  7. On 12/07/2017 at 8:51 PM, seventh_swell_ said:

    Hey man, loved your XG hack, had a blast playing through last summer. The problem is that it absolutely spoiled me with 6th gen typing and mega-evolution typing 

    So I was wondering if any of your Colosseum patches (or even the randomizer tool) include 6th gen stuff? Or is that in the works with the spec/phys split?

    I'll try and get all of that done eventually but the code for colosseum isn't as well structured as XD. I'll basically be starting fro scratch and i'm still working actively on XD so it won't be any time soon.

  8. 12 hours ago, monkey11 said:

    Idk if this is intentional, but life orb deals damage even when the attack isn't successful, ie. if asleep, frozen, flinch, or lightning rod.

    What exactly are the mechanics of Outrage? I get that it targets randomly, but I seem to be able to choose other moves on turns 2 and 3.

    Is Orre Colosseum as difficult as the Mt Battle battle against Stars? Because that was a really good party, solid strategy, and seemed to have EV trained Pokemon. That would make Orre Colosseum an excellent post game.

    Would be good if move relearner could reteach moves the Pokemon has when you catch it but not naturally.

    Also, and this is just the way the ability works, but it's pretty silly that mega launcher doesn't power up hydro pump.

    For the life of me I can't seem to catch Kyogre. I have him down at like 3 HP, paralyzed, and Net Ball, but he escapes after the first shake.

    The life orb error is something I'm working on. There are quite a few cases to consider and I always seem to find more but I'll get them all sorted out.

    I have no idea why outrage doesn't work as intended. It might just be a weird pokemon colo/xd thing. Like thief and knock off are broken in those games. Or it could just be how it works in gen III double battles. 

    I'm glad you enjoyed it. Orre colosseum is all fully competitive teams so it can be fairly challenging depending on your preparation. Most trainers have a certain theme or archetype to their teams and some rounds have repeating themes, e.g. team snagem use a lot of dark types. You'll want to prepare differently for different rounds. It isn't balanced around legendaries though so they probably make things quite easy but other than that you will need to play smartly.

    The unique moves on shadow pokemon are a nice little bonus for purifying them and in terms of lore have been forced onto the pokemon as part of the process to filling their hearts with hatred. It makes them more special if you can't teach them normally. Finally, just based on how the game was programmed I wouldn't have the ability to make that possible anyway :)

    I did actually make a few more moves compatible with mega launcher. I considered hydro pump but it would make blastoise a little too broken.

    Kyogre's catch rate was actually increased a little I think so you're just getting unlucky there :)

  9. On 6/23/2017 at 7:39 AM, Steven_Bee said:

     

    I ran into this problem

    tried this ^ and now game crashes after nintendo logo with warning message saying IntCPU: Unknown instruction 00000000 at PC = 8095d520 last_PC = 812fffc8 LR = 8014d2b0, Tried version 1.0.1-2 like you said to someone else and nothing different.

    I believe this issue occurs if the XD iso doesn't match completely but you click "ignore". Try a different download link I guess?

    On 6/23/2017 at 11:01 PM, h1176057 said:

    hi hi, I noticed that while you've updated the potions and such to sun/moon standards, they heal the original amount anyway.

    Yeah, I forgot a line of code to actually save the changes but it will be fixed in the next update.

    On 6/25/2017 at 0:54 AM, monkey11 said:

    Seems pointless for Gengar to have Shadow Tag since the NPUs never switch out.

    They actually switch out from time to time :)

    Also, there wasn't really anything else I wanted to give to gengar.

    On 6/26/2017 at 2:44 AM, monkey11 said:

    Not sure how to replicate this, but:

    1) Charizard enters, Drought creates sunlight

    2) Walrein enters in same sequence, Snow Warning creates hail

    3) During turn, Venusaur uses Sunny Day, creates sunlight

    4) Sunlight doesn't seem to be operative, as Charizard takes an extra turn for Solarbeam and Venusaur's Chlorophyll isn't working

    EDIT: Something similar happened where Wailord entered and Drizzle created rain, but this was in a turn after Charizard came out, and the second round of sunlight was effective.

    Hmm, I haven't seen this myself but I'll keep an eye out for it. :)

    On 6/28/2017 at 4:03 PM, ARandommPerson said:

    Do you happen to know of a way to change a pokemon's ability back to the in-game one? Using a save editor for XG to edit things like gender and nature on certain pokemon that don't naturally have their in-game abilities (like Pidgeot and Raichu having no-guard and lightningrod) causes them to revert back to the only abilities that they have in the vanilla game (static and keen eye).

    Unfortunately there is no way to revert it right now. I have reached out to the creator of the save editor to help make it more compatible with XG but he's quite hard to reach.

    On 6/30/2017 at 3:08 AM, monkey11 said:

    Does Brave Bird have priority?

    Swellow has gale wings as one of its abilities.

    On 6/30/2017 at 4:38 AM, jumpylaxs123 said:

    good battle stars Lol

    Stars Battle.png

    I'm glad you liked it. Did you manage to beat orre colosseum too?

    On 7/1/2017 at 5:21 AM, monkey11 said:

    animation for Drain Punch is strange. Seems like it would make more sense for the second bit, when energy is drained, to show the pokemon that is receiving the energy. Like with giga drain, etc

    That's the best I can do right now since there's no existing animation that fits better but will aim to improve it in the future ;)

    17 hours ago, ProxInDaBox said:

    I have the same issue. I tried patching it with v1.0.4 and v1.0.1-2 and the results are the same. I made sure to include the right rom and the rom has around 1.35 GB, so IDK what's going on. I would really like to do an LP on this, so some help would be greatly appreciated.

    EDIT: I tried about 11 different NTSC:U roms and none of them worked with the patch. Could someone maybe send a link to one that actually worked for them?

    Does your patching program produce any error messages?

  10. 5 minutes ago, zdpastaman said:

    Hey, when I get to the Cypher key layer and fight cypher peon Helena, after I attack the game always freezes saying IntCPU: Unknown instruction 00000000 at PC = 00000008 last_PC = 812fffc8 LR = 802c2b14. What should I do?

    Download version 1.0.1-2 and continue playing with that version. There are newer versions than that but they won't work 100% with your save file. However, v1.0.1-2 was designed to fix the major bugs in v1.0.1 (like the one you described) while still being compatible with 1.0.1 save files. :)

  11. On 6/20/2017 at 8:45 PM, monkey11 said:

    General question. I'm having trouble incorporating later Pokemon into my party because their stats are so low because they have no EVs. How do people deal with this? Do you get a few Macho Braces? Do you go and fight weak Pokemon repeatedly to get EVs quick?

    Personally, I haven't found this to be a problem. NPC teams don't fully make use of things like natures, IVs and EVs so you don't always need to have perfect pokemon to win. If you want to level a bit, Mt. Battle is useful. Also, in the duel square in pyrite town, each trainer specialises in one type of EV and can be rebattled as much as you like so you can use them for easy EV training of certain stats. :)

    On 6/20/2017 at 9:09 AM, Dio_Vento said:

    Really impressive stuff, man. Put me in the list of people who are interested in your tool kit, when it launches I really want to work on my own PMXD hack.

    You'll be the first to know ;)

    • Like 1
  12. 41 minutes ago, monkey11 said:

    Nope! With Venusaur, I was basically saving right before he drops down to fight me. I'd enter the battle, and when he sent Venusaur out, use the same fire attack. I captured Venusaur and checked, and it had Chlorophyll. Loaded save, used same fire attack, and it did the same amount of damage, so I knew it wasn't Thick Fat. Did this 10-15 times.

    With Salamence, I was in a battle, my Shelgon hit level 50, and I saved right before the battle ended (when the opponent was saying "I lost"). Evolved, checked, and it had Aerilate. Loaded save, battle ended, checked again. Did this 10ish times.

    Ah well in the case of the shelgon. Abilities aren't random upon evolution. If shelgon has ability 1, then it will still have salamence's ability 1 upon evolution. If it has ability 2 it will evolve into a salamence with it's second ability. You would have needed intimidate on the bagon when you caught it in order to get intimidate on the salamence.

    The venusaur really sounds like it must have been bad luck though.

  13. 13 minutes ago, monkey11 said:

    Similarly can't seem to get Salamence to have Intimidate rather than Aerilate.

    Oh you wouldn't happen to be snagging these from Mirror B. would you? Do note that the ability is set the first time you encounter the pokemon.

  14. 4 hours ago, Dio_Vento said:

    Thanks for the indirect compliment! I've really enjoyed your hack so far. How developed are the tools you used to make it? Super impressive how you did the REing and the actual hack production. 

    Thank you also. You are too kind :$

    I have an iPad app with a full GUI for most things like trainers, moves and stats. However, it's not easy to distribute and configure so I'm working on something more suited for public use and something multiplatform. I also have a command line library on my laptop with many thousands of lines of code which allow me to programmatically make more complex edits using things like loops and conditionals and all that.

    When I started out I just wanted to make a simple pokemon colosseum mod to play with my brother. At first I just changed the shadow pokemon around using a hex editor. It was the drive to make a hack that required REing. I'd think, "hmm it would nice if I could add new moves", then go and look for the moves. Then I'd think, "hmm it would nice if I could add more shadow pokemon", then go figure out to do it. So they kind of came hand in hand. Especially when I posted on these forums and found there were so many other people who were still interested in colo/xd which I'd previously thought were quite unpopular. It really made me want to stretch the limits of what was possible. A few years ago they had the reputation of being virtually unhackable games so I'm really looking forward to releasing hack tools so that anyone can do it. :)

    I  mostly did all the easy REing though. I had the help of some seriously talented individuals for things like REing the scripting engine and replacing textures. Now there's even someone working on reverse engineering the 3d model formats.

    3 hours ago, monkey11 said:

    Having trouble getting Venusaur with Thick Fat. Is it less likely than Chlorophyll?

    "Having trouble" meaning I've tried 10ish times with no luck.

    It should be 50:50. Just really unlucky I guess :)

    • Like 1
  15. 7 minutes ago, monkey11 said:

    Seems the TM documentation is wrong.

    BTW should I post all of these bugs, questions, etc here? Don't want to be spammy, but also figure you want feedback.

    The documentation is essentially just the TM locations from the original game. I have changed the ones in realgam tower and the mt. battle coupon exchange and also added a lot of duplicate TMs to shadow pokemon so you're right it's probably a little outdated. Most of them should be correct though.

  16. 18 hours ago, drizzletoed said:

    Yeah, that's a lot of code to convert, especially since Java and Python lack some of Swift's nice features. I'd consider looking into Kotlin (built on + completely interoperable with Java), which is really syntactically similar to Swift. If you like Swift, you'll like Kotlin.

    On the other hand, if you wanted to start with something a little simpler, you could reuse nearly all of your current code in creating a macOS app. It wouldn't be cross-platform of course, but it would at least give easier access to the editing tools for some users (including Windows users if they want to set up a VM).

    I'd love to get involved again but realistcally won't be around for much of this summer, which is a bummer.

    I was actually planning on doing some android stuff this summer so Kotlin was something I'm interested in. It's definitely something I'll look into. I really hate any IDE that isn't Xcode though. I'll see how things go with Kotlin and if it looks like it will take too long to adjust to then I'll stick to OSX for now :)

    Thanks for the advice!

    18 hours ago, monkey11 said:

    So I'm unfamiliar with a lot of the new mechanics since I stopped playing Pokemon around 3rd or 4th gen. Do XG Pokemon have two abilities?

    Not all pokemon but a lot of them do. There were already a few gen 3 pokemon with more than 1 possible ability but it was quite rare.

    16 hours ago, monkey11 said:

    Also, what's the critical hit mechanics? Probabilities and damage increase

    A critical hit deals x1.5 damage. The probabilities are the same as in the original game. The link @PinkOnion sent is accurate.

    On 6/17/2017 at 6:59 PM, monkey11 said:

    Yeah didn't realize Ninetales and Marowak had funky types. Is that a reference to something that I don't know about?

    On a more general note, the game is great. Well done!!

    ---------------------------

    Zeke's Arcanine just used Wild Flare against his Zangoose.

    Alolan forms from sun and moon.

    Yeah, I've noticed he does that but I'm not entirely sure why. I know that the AI will use will-o-wisp to burn an ally with guts and zangoose has guts so for some reason it treats wild flare like it would will-o-wisp. I just checked, and I replaced the move poison powder with wild flare. It seems with the way the AI was built, it keeps track of the move id instead of the actual effect of the move. So he thinks he's using poison powder to poison the zangoose and activate guts. Now that I know why it's happening I can change things up so this doesn't happen.

    1 hour ago, monkey11 said:

    What are the mechanics for moves that hit multiple Pokemon? Before, moves like Earthquake did the full 100 to everyone, but moves like Surf divided up the power equally.

    Also, how does Aurora Veil work? I sent Ninetales into battle and Snow Warning started a Hailstorm, but Aurora Veil is still telling me there's no PP.

    And IDK if it's possible to improve the AI on this, but the AI doesn't seem to realize that Lightningrod makes it pointless to keep using electric attacks that only hit one pokemon.

    I was under the impression that earthquake had reduced damage as well. I haven't changed it though so it works in the way it does in the original, whatever that may be. I believe it was that any move which can hit multiple targets has it's damage reduced by 25% unless there is only one target.

    I accidentally gave aurora veil 0 pp but it will be fixed in a coming update.

    The AI doesn't take into account which abilities your pokemon might have and even if a move doesn't work it doesn't learn from past mistakes. The AI is actually pretty lazy in pokemon games. Most of the trash trainers just choose randomly. Better ones will choose which ever move can get a KO. Some specific ones are just given a simple strategy, e.g. one pokemon uses earthquake while the other protects, then alternate. Especially with the new moves and abilities I've added, the AI isn't always perfect but I haven't quite figured out how to improve the AI yet.

  17. On 6/7/2017 at 0:26 AM, Furenzu said:

    You put in a couple of Alolan Pokemon which is awesome, have you ever considered putting in some Delta Species pokemon? I think it fits well with the whole experimenting on Pokemon theme.

    I was a big fan of the delta species pokemon back since they first appeared in the TCG and I have considered it but I've found that a lot of players prefer the game without too many gimmicks. Once XG is a bit more complete I'll probably look into making different variants and I know many people are eager to make their own modifications so hack tools are on the way.

    On 6/15/2017 at 4:36 PM, Burningocean2012 said:

    Hello,I joined because I have this problem patching 1.0.4,the file in NUPS "doesn't match the file" and when I ignore and patch anyway the game freezes after the Nintendo logo on a black screen.What do I do?Clean rom works at 100% speed.

    Game ID GXXE01

    Country USA

    Because of the nintendo mass DMCAs I may not be able to find the right rom :(

     

    Screenshot_2.png

    I replied in the other thread. I hope it helps!

    13 hours ago, samxrenner said:

    I really love this game! It is amazing! I was wondering though there's a way or a tutorial for me to do my own hack somehow?

    I'm glad you like it!

    I'm working on creating some hack tools so that it'll be easy for any to make their own modifications but I'm a bit of a n00b at this kind of stuff so it'll take require a little patience :)

    • Like 2
    • Thanks 1
  18. On 6/6/2017 at 7:17 PM, drizzletoed said:

    Sorry to suddenly dip out on my work on the app @StarsMmd, things got busy again. Hopefully I'll have a chance to look at the app again this summer..

    Found some time to start the new version recently and am blown away as always.

    A couple things I've noticed so far:

    • It looks like Surf and Shadow Swim hit all 3 other Pokemon on the field, but Discharge does not.
    • The TM description for Acrobatics appears to be the description for Fake Out.
    • The first trainer with a Shadow in Phenac (Julie) has a Golbat with Fake Out--but it doesn't look like there's a way for Golbat to learn Fake Out.

    Having an awesome time so far, this mod is really becoming polished.

    No problem :)

    I was actually thinking of trying to port everything over to something more cross platform like java or python but it'll be quite a hefty task.

    I'm glad you like the changes. To address your points:

    - Multi target moves with secondary effects can only target 2 pokemon without some major hacking. I had a go but it will take a lot of finagling.

    - I've fixed the description and it will be correct in the next version.

    - In general I don't try to stick to 100% legal movesets in XG. Illegal movesets are actually fairly common on NPC pokemon in various games.

    Thanks for informing me!

    On 6/6/2017 at 10:42 PM, username1 said:

    no don't tell him

    check the documentation in the download, it's got everything you need to know and more

    Thanks for filling in for me :)

    On 6/8/2017 at 11:47 AM, Dio_Vento said:

    I'm doing a Let's Play of this, really enjoying it so far. Episodes once per day at noon!

    The starter Beldum is guaranteed shiny, right?

    I've been following your let's play. It's been really interesting getting the perspective of a fellow ROM hacker, especially one with your impressive catalogue. :)

    On 6/8/2017 at 4:39 AM, PinkOnion said:

    It's in the download, in the documentation files attached.

    Thanks for also filling in for me as always ;)

    On 6/11/2017 at 5:42 PM, monkey11 said:

    1. Opponent sends out 2 pokemon

    2. I kill one pokemon

    3. Rest of turn happens

    4. Then they send out another pokemon

    I thought step #4 should happen before #3. Is that changed in XG?

    Yes, those are indeed the gen 3 mechanics. I updated it in XG to be more in line with the newer mechanics from later generations. 

    On 6/12/2017 at 11:43 PM, PinkOnion said:

    Just ran into a bug whilst doing some grinding, had Slaking come in after Zangoose in Mt. Battle and it automatically had Truant activate when it's action came around. Zangoose didn't get to attack, though, hmmm.

    How do you think that happened?

    I have no clue. :S 

    On 6/13/2017 at 4:07 AM, monkey11 said:

    Description for Mach punch looks like it is reflect or light screen

    This has now been fixed and will be correct in the next update. Thank you ;)

    On 6/13/2017 at 3:17 PM, Logie22 said:

    1.0.4 won't patch for me. Have tried multiple different ROMs including the suggested NTSC U ROM, using NUPS to patch. Every time I get "The patch doesn't match the file."

     

    Anyone else with this issue?

    This error means your ROM doesn't match the one I used. They have to match exactly. I can't tell you how to get it but make sure the file size is around 1.35 gb.

    On 6/14/2017 at 4:42 AM, monkey11 said:

    Pokemon A kills oppo's last pokemon. I had set Pokemon B to use Wild Flare on that pokemon. Rather than the battle ending, B used Wild Flare on A. ???

    Haven't seen that before. Maybe a misclick?

    On 6/14/2017 at 7:43 PM, PinkOnion said:

    Also going to attempt to go live on the stream with the mod shortly. @StarsMmd

    Haven't been able to catch you live but I've been catching up with the replays :)

    On 6/15/2017 at 5:19 PM, Burningocean2012 said:

     

    I have the same problem as them, and when I did it your way the game hangs after the nintendo logo.I also posted in the other thread but it seems he(the creator) hasn't been there for awhile.

    Sorry about that. As I mentioned above you need to have the same file as mine so if it says the files don't match it's probably the wrong one. Make sure it's the US version and that you've unzipped both the rom and the patch. The file size for the rom should be around 1.35 gb. If you're certain you're doing everything properly then try a different rom :)

    5 hours ago, monkey11 said:

    Used Earthquake and it wasn't super effective against Ninetales.

    Try looking at the colour of the ninetales a little more closely. It probably wasn't the one you thought it was :)

    • Like 1
  19. On 5/27/2017 at 6:42 PM, PinkOnion said:

    @StarsMmd I've noticed that Gloom has higher stats than Vileplume for the most part, I assume that's just because of the Gloom guy in the Snagem Hideout, but is that intentional?

    Gloom is 110/65/75/85/75/40

    Vileplume is 123/55/54/95/73/30

    Ah, I had buffed both of them but then felt they were broken so I nerfed vileplume but forgot to nerf gloom as well. Will fix that for the next update :)

    On 5/30/2017 at 7:17 PM, PinkOnion said:

    Stream will be going live in about an hour, that's Thursday, 4:50PM GMT.

    @StarsMmd

    Ran into a glitch in the Battle Bingo Card 3, which a Farfetch'd used Volt Tackle in, Row 3, Column 4, pretty sure that's meant to be a Raichu or something.

    Also, ran into a bug with Surf, involving Water Absorb.

    Say the layout is Mew top, Yanma Bottom, Poliwrath Enemy Top, Politoed Enemy Bottom.

    Politoed used Surf, it hit Mew, got absorbed by Poliwrath and stopped, not hitting Yanma.

    Farfetch'd had been replaced with a buffed version of pikachu which I'd used to make Eagun/Ash a bit tougher. I've since removed it in favour of putting the light ball (which I've updated to work as it does in later gens) on regular pikachu. I thought I'd caught all the old ones but missed battle bingo. Will get that fixed.

    As for the bug with surf I'm not sure I can do much about it with my current knowledge of the game but hopefully it's not too common. Do you know if the same happens with storm drain

     

    19 hours ago, Aura Flare Riolu said:

    Aurora Veil's PP is 0...

    Also Chobin is extremely overlevelled at that point of the game. Went from Level 34 or so in Phenac City to Level 45 and Level 50 RoboGroudon. Then at the Snagem Hideout, they barely reach Level 40. 

    Yeah the pp was a mistake on my part which will be fixed in a later update.

    As for Robogroudon, it's a 6 v 1 battle so the level is necessary to make the battle more menacing.

     

     

    Sorry for the late responses everyone. I have one last university project for the year. I'll be done in a week :)

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