- Adds a slightly remade version of the Rocket battle theme that plays when fighting Rocket Grunts, Jessie & James, and Giovanni (1 and 2)
- Giovanni 3 and Chief now share a new battle theme composed by myself and LuciShrimp, which is a slower, more intimidating remix of the regular Rocket fight theme.
- Gave Giovanni 3 his own trainer class, allowing for better AI routines and smarter move choices.
- Removed Giovanni's name from the Viridian City Gym statues to keep his identity a further secret. It also made more sense than in vanilla.
- Gave the postgame Morimoto fight a better selection of moves.
- 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.
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.
Added some Cubones since it's featured in the Safari Zone in Yellow and Pokemon Origins. Changed the second Chansey's level to 7 for consistency.
Also fixed an error on the Safari Zone Area 1 sign that said Centre Area, which was fixed in FRLG. Thanks to Lyra made a website for pointing this out!
Now. Please. I beg of you. Do not change any more level up movesets unless necessary. I will not be going back to check these again. Doing this is pain.
I know that some people are gonna ask if 'Seren' is a misspelling of 'Serena', so I'm changing it so we won't get questions like that. It's now Elaine, which is the name of the LGPE protag so...kinda works
Also changed an inconsistency in Erika's 6 badges party where her Cactormus was a higher level than it should've been
Please stop asking me about the sprite limit i beg u
Ok so this commit does the following;
- Oak's Lab now uses the Fossil Lab tileset, featuring lots of new contraptions etc to make up for the old removed aides.
- Places the Pikachu and Eevee starters in a new place, which results in a slightly blocky mess, but does the job.
- Fossil Lab tileset graphic has many new things. Lots of bad tiles in the blockset in case we want to use this more.
- Changes the rival's pathing so he, y'know, works on the new map...
- Re-adds the Oak email thing, but I had to do like 4 stupid workarounds because it was broken for unknown reasons. Just made it a generic bg event with no issues.
- Removed the old oak email event; no visible difference.
Well, 'unique' is VERY loose here. He looks and behaves identically to a Black Belt still, just with a proper name and a higher payout. He replaces the unused Junior class.
In addition, I've brought back the text on the scrolls on the back wall in the Fighting Dojo that were accidentally inaccessible for a while.
Integrated the new Geodude line movesets, as well as added Spike Cannon to Nidoreign's level-up moveset. (Might've been accidentally removed, as it was on the spreadsheet but not in the code.)
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.
- Fixes a bug where the player's house would have the wrong palette after returning there after beating the Champion
- Gave Jabetta's line the dark purple/peach palette since I just thought it looked better
I'm trying to make the warp to Mt. Moon Crater a hole warp like the ones from Seafoam Islands, but I cannot seem to get to work at all, the hole just doesn't send me down. I know I'm clearly missing something, but I'm committing as-is in the hopes that someone could have a look at it
Finally, he's here for you
It's the last member of the KEP crew
This Mon's so strong, it isn't funny
Can make a Dark-type cry out for mummy
Can push a boulder with relative ease
Makes Strength puzzles seem such a breeze
He may move slow, he can't learn Fly
But this Mon's one hell of a guy!
Geodude and Squirtle require some restructuring to implement adequately, some other issues.
This adds level-up moves learned in the RG prototype that are learned only via TM in the final to various Kanto Pokemon. Significantly buffs some underwhelming Pokemon and adds utility to moves like Take Down.
Well, most of them, at least. All of the bosses before and including the Elite 4 have had custom movesets added, and I'll work on the remaining postgame trainers later. This still needs some testing to ensure they're all correct, but I'm committing this as is for now.
In the glade and trail
could possibly move some to the grotto itself; I wasn't sure what to put there
I realised that I don't have polishedmap on this laptop so you'll want to move the items elsewhere
FINALLY managed to get this working. The bugged warps are now working and the jank ones are less jank. Also removed the cocoon's pre-evolved moves again.
- Rhyhorn's evolution line get moves at earlier levels, and now learns Rock Slide and Earthquake by level up.
- Clefairy gets Body Slam by level up.
- Nidoking and Nidoqueen get Earthquake by level up. Nidoreign instead gets Rock Slide and Body Slam.
- Grimer and Muk get moves at earlier levels, and also Acid and Haze (from Smujj)
- Scyther gets Wing Attack much earlier. Scizor keeps Double Team as a level up move, instead getting Iron Head at Level 1.
- Tangela and Tangrowth get moves at earlier levels, and also Night Shade (from Burgela)
- Geodude's evolution line now get Rock Slide by level up.
- Paras and Parasect get Absorb (from Paraspor).
- Psyduck learns Tail Whip earlier.
- Magnemite's evolution line get moves at earlier levels.
- Koffing and Weezing get moves at earlier levels.
- Seel and Dewgong get moves at earlier levels, and also Powder Snow.
- All Tauros forms get a new move by level up (Body Slam, Low Kick, Flamethrower and Water Gun respectively) and learn Tail Whip much earlier.
- Trampel gets moves at earlier levels, plus Body Slam and Earthquake as level up moves.
- Gavillain gets ThunderShock, with a few moves pushed back to later levels.
- Sharpoon gets moves at earlier levels, plus Smart Strike.
- Bittybat's evolution line get moves at earlier levels, and Golbat evolves into Crobat slightly earlier.
- Doduo's evolution line get moves at earlier levels, plus Quick Attack (from Dodaerie)
- Jynx gets Powder Snow as a level up move.
- Meowth, Persian and Perrserker get moves at earlier levels.
- Vulpiii's evolution line get moves at earlier levels.
- Ribbito and Croakozuna get moves at earlier levels.
- Omanyte, Omastar, Kabuto, Kabutops and Aerodactyl all learn Rock Throw by level up.
- Seadra gets Pin Missile.
- Ministare and Iguanarch get moves at later levels, and Ministare evolves slightly later to match Dragonair.
- Sandshrew and Kantonian Sandslash get Earthquake by level up.
- All 3 cocoon Pokemon their pre-evolution's moves as Level 1 moves, and try to learn Harden each level before evolving again.
- Beedrill gets Fury Attack slightly earlier.
- Pendraken gets moves at earlier levels.
- Weirduck gets moves at earlier levels, and evolves into Golduck slightly earlier to match vanilla.
- Golduck also gets moves at earlier levels.
- Guardia gets a few moves it was missing from prior evolutions.
- Orfry gets Fury Attack slightly later, but both Goldeen and Seaking get moves at earlier levels. Seaking also gets Swords Dance by level up.
- Ponyta and Rapidash get moves at earlier levels.
- Bellignan gets a few moves it was missing from prior evolutions.
- Hitmontop learns Focus Energy earlier.
- Wugtrio gets moves at later levels to match Dugtrio.
- Sirfetch'd learns Leer and Double Kick later, but all other moves earlier.
- Melmetal no longer gets Smart Strike.
- Alolan Dugtrio gets Sand-Attack and a slight moveset shuffle.
- Alolan Golem gets Defense Curl, Rock Slide by level up, and a slight moveset shuffle.
- Galarian Slowbro and Slowking learn moves at later levels, with Slowbro getting Withdraw and Sludge.
- Various evolved Pokemon getting L1 moveset additions to remain consistent.
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-