- Fixed a bug where the Elite 4 wouldn't use Full Restores. Apparently the game only allows one item per trainer.
- Gave Oak and Chief custom AI found from proto assets (then changed to be less ass)
- Small amount of balancing
- Minor text fixes
- Figured out roughly how the current high-level AI works (Stat boosting moves are only used sometimes on the first turn, Recover is only used sometimes when below half health, otherwise just attack with a move that isn't ineffective. More testing needed for stat lowering moves and things like Barrier)
This fixes some of the issues with the current AI system to make them better. In short:
- Most Trainers should correctly recognise when a move is not very effective, and not use it. If they have a supereffective move and a regular-effective move, they will slightly prioritise the supereffective one, but not always use it like in regular RBY. This prevents the Lorelei softlock, for example.
- Trainers won't attempt to set status effects on Pokemon that already have one, won't try recovering at full health, and won't attempt to set up multiple Reflects or Light Screen
- Certain high-level trainers will recognise when a Pokemon does not have a status, and will try to inflict one if so. This makes Agatha's, Erika's and Koga's team types much more effective.
- Youngsters and Cue Balls no longer pick moves randomly and will actually give it some thought
- Brock and the Engineers now recognize type effectiveness, Students do not given how early they're encountered.
- General improvements to move choices for all Gym Leaders, E4 and Shinjuku Jacky.
We're almost done.
Just a bit more to go! Added improved animations for the following moves, mostly taken from Vortiene's PureRGB hack:
- Struggle (user now shakes before attacking)
- Fire Punch (added sound effects)
- Ice Punch (added sound effects)
- ThunderPunch (added sound effects)
- Swords Dance (increased duration by adding an unused subanimation)
- Fairy Wind (changed sound effect)
- Jump Kick (much more detailed, user's sprite dips down before attacking, and the hit is carried upwards)
- Rolling Kick (user now shakes before attacking)
- Thrash (user now shakes before attacking)
- Iron Head (changed sound effect)
- Poison Sting (added new graphic that looks like a needle being fired at the opponent)
- Twineedle (added new graphic that looks like a pair of stingers being fired at the opponent)
- Pin Missile (added new graphic that looks like a needle being fired at the opponent)
- Hydro Pump (the first half of the attack now looks more like a blast of water instead of two rising colums of water)
- Ice Beam (screen briefly brightens when used, added sound effects)
- Blizzard (added sound effects)
- Aurora Beam (screen briefly brightens when used)
- Submission (much more detailed animation that shows the user falling back to the ground after the attack)
- Draining Kiss (added Lovely Kiss' animation to the first half of the attack so it wasn't a clone of Absorb)
- Growth (increased duration by adding more subanimations)
- PoisonPowder (the palettes temporarily darken slightly when used)
- Stun Spore (the screen temporarily lights up slightly when used)
- Sleep Powder (the screen temporarily lights up slightly when used)
- Dragon Rage (increased duration by adding more subanimations)
- Rock Throw (changed sound effect slightly)
- Agility (user now shakes when used)
- Night Shade (the screen inverts colours temporarily when used)
- Recover (changed sound effect slightly)
- Focus Energy (reused its unused animation)
- Egg Bomb and Magnet Bomb (sound effect changed)
- Spike Cannon (added new graphic that looks like a needle being fired at the opponent)
- Amnesia and Nasty Plot (completely new animation that doesn't reuse the confused animation)
- Kinesis (completely new animation, looks more like a psychic move now)
- Hi Jump Kick (much more detailed, user's sprite jumps up before attacking, then lands afterwards)
- Dream Eater (changed sound effect, now has HP drain animation
- Sky Attack (changed sound effect and subanimation)
- Dazzling Gleam (the screen now turns wavy like Psychic after the initial flash)
- Hyper Fang (the screen flashes for a moment when the attack lands)
- Tri Attack (added the fire, ice and electric elements present in later animations, but note that the move still has no secondary effect)
- Fake Tears (completely new animation that involves the user literally shaking and crying)
- Added a gate between the two halves of Route 10 on the right side of Rock Tunnel that contains the Graveler trade NPC.
- Improved Faraway's encounter table.
- Made the music go silent before battling both of the postgame bosses for suspense reasons. It also sounds cool.
- Minor text fixes
- 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 makes it so you don't miss the Bottle Cap gift that Yujirou gives you, even if you beat the Elite 4 before him. There's a similar issue with the Fighting Dojo where the same thing happens but I'm less sure on how to fix that one...
Includes Professor Oak's 5 teams, Chief's team, as well as the postgame teams for Yujirou, Koichi, Brock, Misty, Lt. Surge, Erika, Koga, Sabrina and Blaine.
okay look I did this months ago and now I'm finally pushing it
This gives Giovanni's Room its own theme, which is a slower-tempo version of the Rocket HQ theme that's missing channel 1.