Hi!, Is a problem with the item leftovers, its efect don't let to defat a pokemon
Could you please explain this in detail?
The black sludge item have the same problem
* If I want that new moves boost their power with iron fist ability, I add the move name to ironfist_moves_table in battlescripts.c file, correct? Or I must edit something more?
* If I add new moves the AI knows how using them? I mean if the AI uses the moves ID or the moves effect ID.
* And the last one, the critical system's chances and stages are similar to gen VI or previus gens?
Depends what you mean by new moves. If you don't create a new battlescript then yes, it will know. It reads moves from effect IDs(mostly).
T
About what I wrote in a past post, is there any chance that you change the config ITEM_STEAL and ITEM_SWAP options in order to they only affect to trainer battles when they set true?
Hi DizzyEgg, I was wondering if any of these features could feasibly be isolated. For example if I wanted to only use the Wild Double Battles hack, would I just have to edit the "config.h" file to have only that set as 'True', and/or make some other simple changes? Or are these features interconnected to a point where that wouldn't be such a good idea? I understand this is meant to be a type of overhaul of the battle system, but I wanted to keep my hack more faithful to Gen III in terms of battle function except for a few things, Wild Double Battles being one of them if possible.
If it's a no-go, is there any other way to get this kind of functionality working fully?
Thank you.
Fixed it. Now the defines only affect trainer battles and items will be always possible to steal if used on wild pokemon.
Suggestion that is battle-engine-related but may still fall out of the scope of this project.
Functionality for Totem Pokemon-style auras. The ability to set some variable and have wild battles have a stat boost aura corresponding to what you set the variable to. Could define them in a table somewhere for number of boosts and which stats (including Evasion, Accuracy, and critical hit ratio). I know that this is sort of out there, but the ability to do something like this would be great for certain boss battles (in combination with some of the other changes that have already been done). It would even work well for harder wild Legendary Pokemon, as they'll have a better chance to wreck your team before you can catch them. I can think of a few instances in the canon games where this would've been great to have like the Ghost Marowak battle, the Kecleon you scare out of their camouflage around Fortree's routes, awakening the Regis, any place there are groups of wild Unown as they canonically amplify their power when there's a ton of them around (+6 Sp. Atk anyone?), etc.
The ability to set some variable and have wild battles have a stat boost aura corresponding to what you set the variable to. Could define them in a table somewhere for number of boosts and which stats (including Evasion, Accuracy, and critical hit ratio).
While we're on the topic, has anybody suggested the implementation of shadow pokemon? So far no GBA hack has ever accomplished this in a meaningful way because there was no decent base on which to create it, but I think we may see a huge amount of variety if it was implemented as an option. Not something that should take priority at all (for example, every move having a unique animation should come first) but could be something to consider? I dunno.
While we're on the topic, has anybody suggested the implementation of shadow pokemon? So far no GBA hack has ever accomplished this in a meaningful way because there was no decent base on which to create it, but I think we may see a huge amount of variety if it was implemented as an option. Not something that should take priority at all (for example, every move having a unique animation should come first) but could be something to consider? I dunno.
Don't see how shadow pokemon are related to battling. It's more a matter of switching stats and palettes between shadow and normal pokemon.
Don't see how shadow pokemon are related to battling. It's more a matter of switching stats and palettes between shadow and normal pokemon.
The ability to catch them as they belong to trainers, berserk mode etc. The shadow animation when they enter battle. Those are the things I was talking about as they're all battle-focused.
Small update.
Fixed a couple of bugs that surprisingly went unnoticed and created a define for a custom flag that allows to make any pokemon non-catchable for the time being.