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its in both, and not just explosion. self-destruct and memento as well. might be because gen3 games resets turn when opp faints. i think what you can do here is if the poke faints before opp makes a move(might die due to confusion as well), then make them like fly/dig/dive(edit: semi-invulnerable) after they die where they cant be targeted and switch after the opp move?
edit 2: so it does it with recoils as well, might just be how gen3 games are programmed but not really that big of a deal as most players would hardly notice it. i think
its in both, and not just explosion. self-destruct and memento as well. might be because gen3 games resets turn when opp faints. i think what you can do here is if the poke faints before opp makes a move(might die due to confusion as well), then make them like fly/dig/dive(edit: semi-invulnerable) after they die where they cant be targeted and switch after the opp move?
edit 2: so it does it with recoils as well, might just be how gen3 games are programmed but not really that big of a deal as most players would hardly notice it. i think
This is something I noticed a while ago while making Lunar Dance. The problem is a bit more complicated due to how GF programmed the whole battle system. Fixing that would require changing a lot of stuff. We may do it, but it's very low priority for now.
I'm loving the changes to the engine! It's truly what I feel has been missing in Emerald for a very long time.
I have a couple of n00b questions, though I think they are legitimate:
1) Will this work with any rombase that has expanded mons and Dexes? I feel like this would be amazing and give more of a "feel" as though I were playing a "Delta Emerald" of sorts, and
Yes, it will. The only thing that you have to do is to change pointers in the bpee or defines file. Not sure which one it is, because KDS has recently changed it. :P
Gonna update the OP to make it clear.
I actually made the engine (mainly the mega evolution) compatible with dex and item expansion such that you do not need to manually mention the offsets for evolution data, basestats data, and the item table. You'll only need to change the no of evolutions per pokemon in the battle_structs.h if you have increased the no. of evolutions per pokemon.
I actually made the engine (mainly the mega evolution) compatible with dex and item expansion such that you do not need to manually mention the offsets for evolution data, basestats data, and the item table. You'll only need to change the no of evolutions per pokemon in the battle_structs.h if you have increased the no. of evolutions per pokemon.
I assume this is to be set to a maximum of 8 (as per Eevee and the Eeveelutions (including Sylveon))?
Plus, I think I will re-do my "Expand-locke" in the future with all Pokemon in the dex. Right now I've got two more episodes recorded w/o, so I think it's best to stick with this current run and then do another one in the future. Should be fun!
I assume this is to be set to a maximum of 8 (as per Eevee and the Eeveelutions (including Sylveon))?
Plus, I think I will re-do my "Expand-locke" in the future with all Pokemon in the dex. Right now I've got two more episodes recorded w/o, so I think it's best to stick with this current run and then do another one in the future. Should be fun!
Quick Update:
- learnsets are now compatible with Gamer2020's PokemonGameEditor(PGE)
- Mega Evolution is done and OP contains instructions how to set it up
- New additional feature in form of nature colored stats. OP explains how to erase it if you don't want this feature
- Support for expanded Pokemon(read dynamically, so you don't have to change anything)
- Minor bug fixes
I just experienced a bug, at Mosdeep city, when steven asks for help, it freezes right after you throw your pokeball, only metang will appear and it just hungs there.
I saw that Mega Evolution is added. I guess I'll have to re-download lol! By the way, what about Primal Reversion and fervent wish Mega Evo? (Mega Evo without a Mega Stone/need a move)
I just experienced a bug, at Mosdeep city, when steven asks for help, it freezes right after you throw your pokeball, only metang will appear and it just hungs there.
I saw that Mega Evolution is added. I guess I'll have to re-download lol! By the way, what about Primal Reversion and fervent wish Mega Evo? (Mega Evo without a Mega Stone/need a move)
I just experienced a bug, at Mosdeep city, when steven asks for help, it freezes right after you throw your pokeball, only metang will appear and it just hungs there.
just a small suggestion that is relatively unimportant, but in gen iv, they changed the switch that occurs after a pokémon faint from happening immediately after the faint to at the end of the turn a good example occurs in this video at 2:20
the drapion faints and the trainer does not switch until the end of the turn, after krookodile's poison activates
i don't know where exactly this switch occurs relative to the other end-turn things, but it is something nonetheless
crediting xerveltal because i shamefully stole his save file to check that you guys hadn't made it that way already
EDIT:
ok so i'm just going to amass a list here of item effects that still need to be added afaik (unless if not all checks are based off of the item effect)
this is not meant to rush, or even really ask. these are just the items that i believe were left out when it comes to what you guys have been adding
Spoiler:
Power Items - adds 4 HP/Atk/Def/SpA/SpD/Spd EVs whenever experience is gained in battle, regardless of the pokémon fought. its effect is doubled by pokérus, and it halves speed
Micle Berry - raises accuracy of one move in a pinch
Jaboca Berry - one-use rocky helmet (physical move hits, hp taken from attacker)
Rowap Berry - one-use special rocky helmet (special move hits, hp taken from attacker)
Kee Berry - raises defense if hit by a physical move
Tarapu Berry (i think it's maranga berry in english, i honestly have no clue as i didn't exactly play gen vi in english and am going off of memory for these gen vi berries) - raises special defense if hit by a special move
Honey - pray for honey gather to be added
theoretically optional:
Spoiler:
Normal to Fairy Gems - only in gen v, but was a nice thing anyways. increases holder's first move (with matching element type)'s power by 30%, and is then consumed
Ginema Berry (e-reader Ruby only) - one-use contrary (raises a lowered stat)
Kurt's Apricorn Balls - Fast, Level, Lure, etc...*
Shiny Charm - would branch off at 0x08067BC6 if done in the same manner as FBI did for FR. probably not handled by battles, but if it is, then it's out there
*but then again, Poké Balls are still handled by the routine at FE394, right?
and for anyone wondering about plate effects
Spoiler:
a theoretical normal - silk scarf
fist - black belt
sky - sharp beak
toxic - poison barb
earth - smooth sand
stone - hard stone
insect - silverpowder
spooky - spell tag
iron - metal coat
flame - charcoal
splash - mystic water
meadow - miracle seed
zap - magnet
mind - twistedspoon
icicle - nevermeltice
draco - dragon fang
dread - blackglasses
pixie - added
okay so i downloaded everything but im stuck on the cmd part it keeps saying invalid or something like that its not working for me can some please help i have the latest python and devkitpro
okay so i downloaded everything but im stuck on the cmd part it keeps saying invalid or something like that its not working for me can some please help i have the latest python and devkitpro
so
you need to open cmd from a folder, quite literally
mini-tut of what i'm talking of:
Spoiler:
while pressing Shift, you then right-click the "Pokemon-Emerald-Battle-Engine-Upgrade-master" folder
for me, "Open command window here" is the fifth option when you shift-right click this
from there, it's just a matter of putting your ROM in there and renaming it BPEE0, typing in "python scripts //build" and then "python scripts //insert" (or "python scripts //insert --debug>offsets.txt", which just gives you a nice little offset list of where all was inserted)
good luck in future endeavors!
just a small suggestion that is relatively unimportant, but in gen iv, they changed the switch that occurs after a pokémon faint from happening immediately after the faint to at the end of the turn a good example occurs in this video at 2:20
the drapion faints and the trainer does not switch until the end of the turn, after krookodile's poison activates
i don't know where exactly this switch occurs relative to the other end-turn things, but it is something nonetheless
crediting xerveltal because i shamefully stole his save file to check that you guys hadn't made it that way already
I didn't know that it was a generic feature from Gen 4. Might work on this.
EDIT:
ok so i'm just going to amass a list here of item effects that still need to be added afaik (unless if not all checks are based off of the item effect)
this is not meant to rush, or even really ask. these are just the items that i believe were left out when it comes to what you guys have been adding
Spoiler:
Power Items - adds 4 HP/Atk/Def/SpA/SpD/Spd EVs whenever experience is gained in battle, regardless of the pokémon fought. its effect is doubled by pokérus, and it halves speed
Micle Berry - raises accuracy of one move in a pinch
Jaboca Berry - one-use rocky helmet (physical move hits, hp taken from attacker)
Rowap Berry - one-use special rocky helmet (special move hits, hp taken from attacker)
Kee Berry - raises defense if hit by a physical move
Tarapu Berry (i think it's maranga berry in english, i honestly have no clue as i didn't exactly play gen vi in english and am going off of memory for these gen vi berries) - raises special defense if hit by a special move
Honey - pray for honey gather to be added
I have already done the Power Items in the past and shared it on the ASM resource thread, might redo the routine in C and then add it to the Engine.
Added the berries in the To-Do list.
Honey gather would a be a simplified version of pickup I suppose.
theoretically optional:
Spoiler:
Normal to Fairy Gems - only in gen v, but was a nice thing anyways. increases holder's first move (with matching element type)'s power by 30%, and is then consumed
Ginema Berry (e-reader Ruby only) - one-use contrary (raises a lowered stat)
Kurt's Apricorn Balls - Fast, Level, Lure, etc...*
Shiny Charm - would branch off at 0x08067BC6 if done in the same manner as FBI did for FR. probably not handled by battles, but if it is, then it's out there
*but then again, Poké Balls are still handled by the routine at FE394, right?
Gems are important. Will definitely be done.
Not sure about the balls though. Might save it for the last.
I'll leave Shiny Charm to the hacker. But if there are a good no. of demands I might consider adding the balls and the charm.
and for anyone wondering about plate effects
Spoiler:
a theoretical normal - silk scarf
fist - black belt
sky - sharp beak
toxic - poison barb
earth - smooth sand
stone - hard stone
insect - silverpowder
spooky - spell tag
iron - metal coat
flame - charcoal
splash - mystic water
meadow - miracle seed
zap - magnet
mind - twistedspoon
icicle - nevermeltice
draco - dragon fang
dread - blackglasses
pixie - added
The plates will use the same held item in-battle effect bytes which is used for type moves boosting. But I might use the last word in the item table to determine whether the item is a plate or not to account for Arceus form change and plates' being irremovable from a Multitype wielder.
I have added the Rayquaza Mega Evolution and the new Pokemon learn sets are now supported by PGE. You can save them and load it by using PGE's import/export Pokemon function.
I don't know if this is really that "interesting" but as I said earlier i'm currently porting this partly to firered (partly porting, partly writing own code, anyways...)
I also ported your speed routines, and, since I thought testing this all would be a heck of a mess (its partly random anyways) so I wrote a small unit test. Currently it only includes tie break by speed (if a.spd > b.spd or vice-versa) and inverted tie break by speed, like when trickroom is active. It also includes a small "stress test" for complete speed ties. I have yet to implement priority moves, speed changing abilities, paralysis etc.
I have added the Rayquaza Mega Evolution and the new Pokemon learn sets are now supported by PGE. You can save them and load it by using PGE's import/export Pokemon function.