Coincidentally Rangi, after seeing the blue Pichu, would it be a bother if I asked about if you had any interest in adding a Crystal Onix in the game?
Shiny Onix is already crystal-colored, and I'm leaving shiny Steelix as gold.
An actual unique Crystal Onix would work well on Sunburst Island in the Orange Archipelago. I'm not including that island, but it
is in
Pokémon Orange.
Weird instance with the Stats Judge (in regards to a Harvest Exeggcute): sometimes he'll state that a mon is "decent overall"; however, he won't comment on any of the stats and then say that the stats "simply can't be beaten". This doesn't happen with any other mon.
edit4: same thing happens with a No Guard Machop. Unlike the Harvest Exeggcute, this mon has no DVs whatsoever. They're different natured, have been caught with the same ball type (Great Ball).
I might not have fully updated the Stats Judge to account for having six DVs.
Edit2: ending an initiated call semi-freezes the screen; pressing the up or down buttons prompts the "Orange region" location list (as if I was in the dex) while stuck in the phone contacts list. Not surr if relevany but the number of contacts is 18.
This was a bug in an earlier beta, but it should be fixed in the latest code.
The DynamicPunch glitch also happens with Selfdestruct, Explosion and (the now defunct) Present.
This is because they share the same sub-animation.
I'm the one who came up with the color inversion code, but I never expected moves who didn't have a "anim_bgp $1b" instruction to not behave correctly.
It happens because the particle ANIM_OBJ_17 plays 5 times (an odd number), which also explains why the glitch doesn't happen in the first part of Selfdestruct and Explosion animations, which make ANIM_OBJ_17 play 10 times (an even number).
It's a good thing the move Present was scrapped in polishedcrystal, because the number of times ANIM_OBJ_17 plays is dependent of the base power of Present:
_40 BP => 5 times (1 loop, odd)
_80 BP => 10 times (2 loops, even)
_120 BP => 15 times (3 loops, odd)
which would have been pretty bothersome to make exceptions for.
I fixed this by making both branches that use the particle ANIM_OBJ_17 play it 6 times per loop instead of 5, thus fixing the color inversion issue as well as making the animation for Present not as annoying, should this move be in use again in polishedcrystal.
Thanks for identifying and fixing that, MeroMero! However, I switched to just adding a "anim_bgp $e4" at the end of BattleAnim_Dynamicpunch. I've already had to do so for other moves that use ANIM_BG_FLASH_INVERTED or ANIM_OBJ_17, and I just prefer that to modifying how the move looks.
By the way, if you're up for designing more move animations, they'd really help out. Some of the
reused ones are fairly appropriate, like BattleAnim_Psywave for Extrasensory (Psywave is deleted) or BattleAnim_SpikeCannon for Icicle Spear (Spike Cannon is deleted; blue spikes would improve this though). But others reuse animations from moves that still exist, or that don't really fit, like BattleAnim_RockSlide for Avalanche or BattleAnim_Bubble for Scald.
So I'm not far yet in the beta (just got my first badge) and noticed two things :
1) When I catch a pokemon its image that appears in the "Do you want to give a nickname to X" screen is of a colour different from its stats picture and different from the default colour used in the pokedex image. Basically pokemon have 3 different colours: the one they have in battle, the one in the nickname screen and the one in the pokedex...
The Pokédex sprites will inevitably look different. They use the default species colors, whereas your particular Pokémon could vary and/or be shiny. However, the "Do you want to give a nickname" sprite should match; I'll look into it.
2) Right after I defeated the youngster in Route 32, that says that he uses his favourites and not the same strong pokemon as everyone else, I got a phone call by the in-game mom about using my money to buy me an item. In the split second between the end of the fight and the beginning of the phone call, the cut tree that was visible in the background disappeared...and reappeared once the call was finished...
Sounds like just how all sprites behave. If they're even partially covered by a text box, they disappear.