- Now has a rematch team, just with boosted levels
- Has unique dialogue if you never picked up the Master Ball before fighting him, including after winning
- Has new dialogue on subsequent matches
We're nearly done.
This functionally turns the Silph Gauntlet into a battle tower of sorts.
I did notice some weirdness post-event-reset so definitely do some tests. It should be fine, though.
I've been at this for like 2 hours, I don't care how scuffed this code is, I just wanted to make the entrance to Giovanni's room look smoother and less obvious-
- Cinnabar Volcano now requires Strength to complete, and contains several trainers, including 3 Firefighters.
- The entrance to Mansion B2F has been changed to a warp pad instead of a staircase.
- Removed the boulders in B2F to fix a bug and to prevent softlocks.
- Minor text fixes.
- New Celeste Hill Gate location so the entrance into the location makes more sense. Also took the opportunity to include more lore. This replaces Pokemon Tower 4F.
- Fixed a bug that caused the Cat icon to not animate correctly.
- Made the infinite Nugget glitch work properly because I was stupid and didn't test it.
- Luxwan now uses the Small Bird icon to fit with the rest of the line.
- Nidoreign has a new Pokedex entry and classification, centred on the Nido's origins in the Moon Rabbit of Asian mythology.
Whoa, this one's been in the making for a while now. This one has been my attempt to fix as much as I could within a little over a month. Here's what I've got for you.
- Fixed a bug in Silph Gauntlet where the trainers would not see you unless you spoke to them
- Removed the unnecessary Gawarhed and Wugtrio static encounters. In what was once Gawarhed's place is a Rare Candy.
- Implemented a working ferry system (huge thanks to Red++) that allows travelling to Faraway Island and Citrine City with the right tickets. Currently both maps use a copy of the SS Anne, which may be revised later.
- Bittybat, Magnetite and Burgela have been removed to fix a Pokedex bug where entries wouldn't display correctly if the total number wasn't a multiple of 8.
- Fixed a bug where fishing up a Wiglett and Wugtrio would play the trainer battle and Champion battle themes respectively
- Restructured the Pokedex a little. Don't worry, Lickitung's still number 108!
- All references to betamon in the disassembly have had their names updated to match the new Ogasawara ones
- Removed Blastyke as a Game Corner prize, replacing it with Squeamata.
- Garnet Cavern is now properly listed as a dungeon map
- Fixed an issue where trying to leave Bill's House after entering the garden would put you back in the garden
- Moved Silph Gauntlet's Beauty down 1 floor to make the number of trainers on each floor more consistent
- Finished Gauntlet 6F except for the trainer text (PvK please help)
- Gavillain's stats updated to match KEP 1.4 on the Showdown server. It's now a Dragon/Electric type with less Ice coverage.
- Fixed Clefable's and Wigglytuff's starting movesets from an earlier commit
- Fixed an ABSOLUTELY HORRIBLE, EGREGIOUSLY FRUSTRATING BUG that caused the Pokedex's seen counter to rarely update. This is what caused this commit to be delayed for so long. No joke.
- New sprites, courtesy of Albatross, for Sylveon's back sprite, Alolan Marowak, Alolan Muk, Galarian Weezing and Magnezone!
- Fixed a bug preventing the trade for Haunter from being accessed.
* Moves the Mystery Box activation into Event Constants. This means that now, the Mystery Box activation is handled in the save, preventing some jank from happening when resetting.
* The "don't switch off the box yet" variable is now always unset after entering a map. Meltan itself allows the variable to keep being re-set, which is super handy. Now, whenever you enter and exit maps, it'll work properly.
* Flying, using an Escape Rope, and using Dig, all now unset the Mystery Box. If for some reason everything fucks up, this'll fix it.
* Fixed a text bug with the scientist in Celadon University.
* Fixed a menu alignment issue with the Vermilion Beauty.
* Attempted to fix the Battle Tent exit. Failed. This is a really, really bad bug, hopefully this gets sorted sometime.
This finishes Chief's event, with all the necessary components for the post-game Mewtwo fight sorted as well. I added an event the Master Ball sets for modular monologue text, for improved immersion.
I have also fixed some bugs;
- Fixed the oft-reported walking in trees bug in the Forest tileset.
- Fixed the Oak's lab computer issue by just...removing the computer. I made the map symmetrical instead, feels a lot better to look at, at least for me. I think it was meant to have an event on it or something, but I couldn't find anything, felt like I was being gaslit.
- Hopefully fixed the issue with the border blocks going weird after saving and resetting, by making the tileset directly point to the gym one, which Oak is meant to use. I am not sure how that glitch happened for ViWalls.
- Fixed the Viridian Pre-Gym text scrolling issue.
I still cannot replicate the crash bugs that some people have been experiencing and don't see anything that could be causing it.
I also changed Trampel in Victory Road to Steelix, as mentioned by Gogocrafter.
This renovates the Celadon Mansion Roof House to feature a faithful restoration of Shinjuku Jack. Notes are in the script file.
Also, LuciShrimp's Mewtwo theme is finished!
Adds the trainers themselves, dialogue still needs to be written but PvK can help with that
Currently they either don't see you or challenge you multiple times...probably issues with where the event constants are located, will sort out once I figure out the problem
This adds three trainers to Brunswick Trail, as well as the lover NPCs Martha wanted to write dialogue for (with placeholders for now).
Most trainers are merely commenting on the strong and energetic Pokemon, which I think matches the racing theme it has going on. This can be changed if need-be.
I have also removed all the noise on the Fake Tree sprite that got added when I imported the tile. Now, it's far more convincing.
This makes it so that once you clear the game, you will be able to get the Silph Letter from your mom, and the Citrine Pass by beating Professor Oak.
You'll now walk to your mother upon leaving your room post-clearing the game, and she'll hand you the letter. This'll basically explain your next quest to you.
The Professor Oak event kind of destroyed my sanity but that's fine. It works. Thanks to Martha for the idea.
Considerations for a full bag are done and they were annoying. I decided to show off and do some comedy to alleviate the lost sanity.
This was an interesting thought exercise.
As you can see, this code adds a scaling function for when you reach the KEP post-game. These teams are very powerful and a strong test of the player's skills.
I did, however, remove the Legendary Pokemon from the first three's teams. They felt a little bit out there and kind of decrease the significance of the player's. Plus, we just went through hell adding conditional Hall of Fame respawns.
The Elite Four use refight text based on their LGPE appearances. It's honestly a little odd, so if it's too much, the FRLG conditional text could be used instead. I like the way Agatha's plays out, though...
Anyway, stupid hacky implementation done, please don't look at how I did the champion's trainer number.
That's a fair chunk out of my day...
This commit finishes everything about Silph Co. 11F. DON'T. TOUCH IT. Unless there's a bug, but OTHERWISE, do NOT touch it. Holy shit.
Here's everything featured;
- Jessie and James fight, ported over.
- Rocket grunt changed to the appointment one from the strange room on the other side that really shouldn't be there tbh
- Omega fight now doesn't have the "watch out" text as I needed to do a micro-optimisation TRUST ME it was NECESSARY (it was not, in fact, necessary)
- Giovanni now reuses Beedrill and has a generally stronger team, scaling with the fifth Rival fight.
- Omega refight has been added after some toiling with the Team Rocket intro text that absolutely should not have happened but did for some reason AAA
- Rocket trio text somewhat tweaked
Oh and I ported over the balance patch on the stats, including some neo-Cryithan onboarding.
- Finishes the Vermilion Beauty event. One silly mistake involving the choice was fixed, and a workaround for wBeautyChoice failing in strange places implemented. Functionally the result I wanted.
- Implemented the Yellow spriteset for Vermilion City with minor adaptations. Fixes that funny issue I found on stream.
- Viridian Pre-Gym was fixed, reworking some events.
- Adds Officer Jenny from Yellow to Vermilion City. Due to spriteset restrictions, Roingus Girl has been removed; the self-insert felt a little weird anyway.
- Fuchsia City's map has been redone a little bit to more closely resemble the LGPE version, being far more walkable and aesthetically appealing.
- A Firefighter has been added to Cerulean Gym!
This adds Damien, the Charmander trainer, with text changed to be more accurate to his character.
I've also moved the Pewter Rod House nearby, as it makes more sense for it to be in the Water-type area. However, it seems to load oddly.
I have also integrated the Pikachu/Eevee Mode more, with architecture that it can make it more easily modified. This'll come into play for the Squirtle event.
I have also erased further misinformation the game gives about burns, and changed the Viridian Pre-Gym accordingly, to talk about confusion, which lacks a Trainer Tips sign.
In the name of making Pikachu/Eevee mode more accurate to Yellow, the starter trio are being made obtainable. However, I am also improving it in some respects to make it more accurate.
In the anime, the Hidden Village is between Cerulean and Vermillion, so Yellow's implementation is inaccurate. It also pushes the Jynx trader out of the house, which is undesirable.
Thus, Melanie has been placed in the Day Care to give more reason to go there, as well as make the Day Care look more like the one from FireRed and LeafGreen. In the name of this, a PC has been added as well, allowing for easier utility around the Day Care itself.
Bulbasaur is currently allergic to hiding for some reason but we'll figure that out later.
This restructures the Fighting Dojo to match the new map, as well as add a few more features and safety mechanisms.
- Koichi, the Karate Master, now plays the Gym Leader theme when fought.
- Hitmontop is now an optional reward.
- Post-Game Rematch is available in addition to the gym scaling to be consistent with other Gym Leaders.
- A safety lock is on the Poke Balls prior to defeating the Karate Master, as the new structure now demands it. Indeed, this is why the reward area in vanilla is like that.
- Architecturally, there is now only one EVENT_GOT_HITMON constant, which is all that was actually needed in the vanilla game. Extreme microoptimisation, as event constants appear to be 16-bit.
- Properly adds Brunswick Grotto, as well as Celeste Hill Outside and Celeste Hill Cave
- Citrine City received a minor redesign, putting the path to Brunswick Trail more to the west
- Added complete event for Galarian Zapdos as well as an encounterable, but unfinished Galarian Moltres, so all 3 birds can currently be caught
This commit adds a large fundamental change to KEP, that being Gym Rematches.
This is achieved alongside a rework to the script that makes those post-game-gating NPCs shift around. If you add a new one, just add its constant to the lists you'll see in the Hall of Fame script.
It also fixes a few bugs:
- Fixed a bug where Cinnabar Gym loaded a fleet of Blaines. This occurred due to the way he is coded at base, and a misunderstanding I had when implementing his scaling. This is now fixed by standardising his gym script instead, while letting the gym trainers still use the old one.
- Fixed a bug where the Up-Grade NPC would not appear after beating Silph Co. 11F. However, Giovanni currently seems to have trouble with his text. This floor needs some re-coding anyway, given we need to add Jessie and James to it.
And some misc. changes:
- Changed the first Moon Stone in Mt. Moon to a Poison Stone for the Nidoking speedrunners
- Debug Mode now has a line of code to set up the post-game easily
- Changed Surge's initial battle text to Yellow's
- Added Sabrina's more accurate LGPE initial battle text, referring to the spoon she bent by accident
This is basically done, but has a few glitches to iron out that I don't have time to do today. So, I'm sending this in as-is with the intent to finish (or someone else can idc) it later.
I initially thought to restrict this to after Vermilion Gym but Persian is really bad and Arcanine doesn't compare to the L30 Dugtrio, so I think it's ok. Just barely balances itself out.
Bugs:
- GiveMonName doesn't work properly for the Vermilion Beauty after receiving the Pokemon, jank ensues.
- Text scrolls immediately when receiving the Pokemon from the Vermilion Beauty.
- Attempted to fix the Mt. Moon J&J encounter (did not work, will look at the script file)
- Fixed a few bugged warps relating to Mt. Moon Square/Crater
- Fixed the credits text layout (just need to figure out how to decrease the delay between them, so it still matches the music...)
- Added the Crater guard back
- Changed the silhouettes in the credits to be more prominent Pokemon (Leader and E4 aces, plus some postgame teasers in Omega for the Chief fight, and the legendary wings)
Still need to find out what I want to do with Body Slam, Swords Dance, and Thunder Wave. Slam/SD are on the Sevii Islands, and TWave is on an existing NPC who usually gives Self-Destruct.
Could possibly refactor the item receiving text.
This adds Victory4 in its original form over Mt. Moon Square's music, which could possibly have the initial jingle removed. I noticed the GSC version was being used, which wasn't ideal.
Mt. Moon Square's map is added, with accessibility where the Crater's originally was (for now). One warp on the south part of the map doesn't go anywhere (actually it's a glitch city). The shop and Clefairy event aren't done yet.
The Mt. Moon Crater Guard has been removed with the pretence of re-adding him on the Square map once it's finished.
I'm trying out having the text in the raw script file without farcalling, which seems to be more optimal than doing it the way the devs originally did it. The Battle Tent does this too.
This update does a good few things. Giovanni now uses his unused encounter theme in all pre-fights, which is followed by the regular evil trainer theme when you're about to fight him. This feels very correct. His team has also been minorly altered.
I backported LGPE's pre-fight monologue for Giovanni in Rocket Hideout B4F. Adapted for RB's story, of course, no Cubones here. The original text is very awkward and abrupt, and it also makes the encounter theme feel much more effective in delivery. I think a lot of people can appreciate this.
I also backported Jessie and James for Rocket Hideout B4F while I was at it. I had to change their event script quite a bit for it to fit, and their walking seems...awkward. Regardless, it's functional. The rest will be done with time.
To make future dev door testing easier, I'm keeping all warps I've previously used in comments.
I messed up Garnet Cavern's 2F name for some reason
Also added all the warps which are, ironically, exactly the same as the international Cerulean Cave. Added the event for Galarian Articuno but gee I hope the constant skip doesn't cause any issues
Includes the same healing pad that was in Lavender Tower, as a reward for getting halfway! Trainers can't currently see you, which I'll fix once I've added the trainers on 2F and 3F.
This adds the first half of an event where you will find the Galarian Birds. It is not finished yet.
It currently bugs out when Galarian Zapdos tries to run away and I don't know why. Frame-by-frame, it seems to be when the player has to move. I've tried different things to make this less bad, but they don't work.
Here's how it's meant to go:
1) Articuno flies away (done)
2) Zapdos barges past the player like Silver does in GSC (bugs out)
3) Moltres moves in front of the player and engages (not done)
If anyone has a better way to do this, please let me know!
Minor changes;
- Connection for Brunswick-Citrine looks nicer
- Celeste has a few changes to make the event run easier.
The groundwork for Brunswick Trail events has been done. Wild data, Cactus event, and Zapdos-G events are set up, plus an NPC. This also makes the Fake Tree sprite available.
I made the warp at the tunnel in Brunswick goes directly to Celeste Hill and back. Warp tile made functional.
Many bugs right now:
- Cactus doesn't disappear after battling it. Also, making this work how I want it to is hard.
- Pokemon are encountered on every tile, which is likely because it's considered to be indoors. In trying to fix this, I seemed to completely screw up the maps, so this isn't being committed. Handle this with care.
- I made a spriteset specifically for Citrine, but it doesn't seem to be working for Brunswick, likely because Brunswick is an indoor map and thus isn't just taking it.
Misc. changes:
- Moved Sandy Shocks to a 4% encounter slot in Mt. Moon Crater to be equal to Scream Tail.
- Restored the proper translation for the "rotten PRESIDENT" scientist, courtesy of Dr. Lava and Nob Ogasawara.
Right now I'm facing a weird bug where if you enter, you get the quote, but the fight doesn't start and it happens while you're stepping for some reason. Very odd.
This adds the Mega Punch & Mega Kick guys from FireRed and LeafGreen.
Given Mega Punch was in Mt. Moon, and GF replaced it with Thief in FRLG, I decided to change the TM to the Wing Fossil, which currently isn't obtainable outside of Mt. Moon Crater.
So this isn't working very well. It's halfway there and worked exactly once with what I can only describe as a cosmic ray event.
Here's how it's intended to work: Right as you open the Card Key door, Omega comes barging through, having previously been fighting with Giovanni.
The walking and stuff seems to work, but there are three issues:
- Omega's battle doesn't start, causing a softlock. `call TalkToTrainer` seems to be the iffy point. Note that this code is usually used when talking to a static entity.
- The music bugs out as Omega walks over; this may be linked to the above problem.
- Once these issues are alleviated, Omega will have to disappear, but this isn't a massive deal.
Also includes a dev door in Red's room to easily access the event, and minor code cleanup with Viridian Pre-Gym and Oak's lab - just unnecessary comments.
A guy in a Safari Zone Rest House will hand you a Meltan he found lost. It's built off the Lapras guy in Silph.
Also changes the positions of some trader NPCs in the Pokemon Centres to match the others.
Replaces the nonsensical Crocky static with a more fitting Wugtrio encounter. Currently (hilariously) makes the Champion theme play in the battle, working on a fix later
This is a cave that connects Bill's Lighthouse and Route 10, only accessible after Surf is obtained. Contains a static Dragonite as a reference to the anime!
This code has a lot of problems with solutions that me and Frrf can't seem to figure out. We've taken a lot of references from Erika's Gym but we've got many bugs after Yujirou is defeated, such as one case where you end up instantly doing the rematch fight, which is insane because there's no way this can actually happen.
What's committed is a fight that can be re-fought when it shouldn't.
Seems to interact oddly with Saffron but I believe this is because of the way Team Rocket works. The event itself works fine.
Also added the Up-Grade, as before, Porygon was evolving via Trade.
Uses text referencing LGPE, and has a similar location.
Because of the sprite limit in Saffron, the Pidgeot NPC has been removed.