Added Dunsparce, Diglett, and Wiglett to 25% for their dex entries, also added Squeamata
Moved Phanpy and Teddiursa as they appear early-game and we don't want to promote a bad experience. That's Dunsparce's job.
Did a second pass on the Level-up movesets, both to remove the Nihon HMs and tune up some mons that had more lacking movesets. Hope this overall makes the Pokemon feel more alive and enjoyable
* Deep in the Crater
Here it is.
I'm probably taking a small break after this one, I'm sure you understand!
* Hot Savoys In Your Area
How...?
Just accept this FREE pull request
* Savoy City + small fixes
Savoy uses the Savoy music now, also fixed a mistake I made with Sepia where the theme would only play on the overworld
- Buffed Dokuroar's stats, it now has a 580 BST like the Birds and the Beasts.
- Nerfed Dokuroar's catch rate, buffed its EXP yield, and made it genderless.
- Removed Dokuroar's Egg moves, and changed its learnset slightly - it no longer gets Leer, instead getting Scary Face, and now learns Bonemerang by level up.
Issues occurred resulting from an incomplete implementation of Inverse Battles from Commit #e59cc2b3292f3da336e89ef23b15b234bf469368.
Attempts to fix have been made through completing the implementation, which also accounts for proto-Fairy.
Additionally, some semi-invulnerable glitches have attempts made to resolve them, involving a generic list and 16bitification of the compare commands.
Damage processing seems iffy but this needs more testing. Type matchups function correctly, though.
This reworks Hippunk into Torpir (well, not entirely internally, it's still HIPPUNK there).
I have also done several new dex entries. May need vetting by some of the others, the writing is inconsistent.
Making Stereo the default was weirdly taxing. I don't know how or where this is usually initialised, I searched for like 2 hours and came up empty-handed...so I made a virus in the intro sequence instead. Tested with an empty save file.
Fast text was just a case of adding it to defaultoptions. I have no idea how or why this worked, as it only seems to be called when save files corrupt, and adding the stereo bit there didn't let it work in the same way. Oh well...
A slapdash of various little bits and pieces.
- Lake of Rage has a small culture entry at the top to illustrate what we're setting out to do. I mentioned the shell middens and canonised it alongside GSC.
- Move constants now have their 16-bit IDs set up
- Palfixed Feradactyl and Pupperon, fixed former's credit with confirmation from pokeoctober
- Wiped out the must be 8-bit errors on various Pokemon's `base_stats.asm` files.
- Fixed some aspects of Strong Arm and Water Sport calling garbage data; this was due to them using 8-bit comparison systems where there needed to be 16-bits. This fixes a good bit of their HM usage. Battle bugs need resolving (presumably due to a lack of gfx?)
- Fixed AI scoring with Water Sport (hopefully)
- Updated the readme with some of our progress over the past 5 months.
This makes the Ballsmith a general "profession" in the Pokemon world, something not elaborated on outside of SW99. I made it so Chad mentions it too, instead of "BALL creator", which makes him out to be something different.
Celadon University can elaborate on this too.
it's currently missing the custom palette but if I did I'd need to fuck with the code for it anyway when I add it properly when this stuff works so I dont think that's a big deal
* There's a Coral in my Sepia!
Quick, get it out!
Anyways, here is the new Sepia theme, along with the less new Coral theme, the latter just sat on my drive for a few months. Oh well, it do be like that sometimes :^)
* Music to my cities!
(I hope I did this right)
This adds Rock Climb functionality to Strong Arm and Dive functionality to Water Sport, as discussed in the server. HMs have been added, but we need 16bit Items to add Wind Ride, and I haven't finished their functionality.
The Rock Climb tile is a bit terrible, it's not easy to notice. Maybe change so that it works well with yellow or another colour?
This does not build due to issues with effect_commands.asm, but since Zeta is meant to be working on the mapping and Water Sport anyway, it seems to be up his alley.
I ported over much of the underwater assets Rangi was using as they looked very pretty. I imagine it'll be fun to utilise going forward. May as well, right?
I shall now lay down in a dark room.
Review: c21561ea71 (diff-5508f3b794fc68821ba35e94b6a293b2aaaa16c02a1b34fac70d03fd2f74c4b2R113)