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luckytyphlosion

pokemorphs changelog

Jan 28th, 2016
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  1. 0.1:
  2. - change damage formula
  3. - change move hit test formula
  4. - pokecenters cost $1000, no mom heal, tower + silph heals are one-time
  5. - poke balls do nothing (this breaks old man)
  6. - get new pokemon through trainer battles (at the end, a pokemon menu pops up that allows you to select a trainer mon)
  7. - no experience
  8. - trainers do not give money
  9. - wild pokemon are the equivalent of aliens as in they heal the last pokemon in the battle
  10. - if one of the types of the player and enemy mon match, heal to full HP
  11. - if the player and enemy types are exactly the same, heal to full PP
  12. - if the player and enemy species are the same, heal both PP and HP
  13. - otherwise, only heal between 35% and 65% of the total HP
  14.  
  15. 0.2:
  16. - mons are removed from party upon fainting
  17. - game over screen
  18. - fix box pokemon from not having stats calculated correctly
  19. - not picking a morph as an option
  20.  
  21. 0.3 (unreleased):
  22. - Fix morph menu from giving the wrong mon
  23. - Nerf wild mons' HP values
  24. - Implement enemy mon having finite PP
  25. - Make heal moves have an accuracy check
  26. - Fix morph menu sprites
  27. - Implement CGB only message
  28.  
  29. 0.4:
  30. - Rehash food mechanics:
  31. - The more similarities between the player mon and enemy mon, the more the player mon is healed
  32. - One also has a chance at Super Food/Milk, which the chance of being given increases with more similarities
  33. - Make Poke Center cost money
  34. - Formula is: (numBadges + 1) * 420
  35. - Fix bug with soft resetting locking up the game
  36.  
  37. Known Bugs:
  38. - Sometimes the game may end up at the CGB only screen for certain game resets
  39. - Losing to rival will softlock the game
  40. - Losing a mon while the cursor is on the last pokemon in the menu will have the cursor on a fake Pokémon (Charizard 'M)
  41.  
  42. 0.5:
  43. - Fix losing to rival softlocking the game
  44. - Fix being able to send out a fake Pokemon after fainting
  45. - Can only use 1 of each X item per battle
  46. - X accuracy now gives an accuracy boost
  47. - Make "good AI" not consider non-damaging moves for calculation
  48. - Fix type effectiveness message so it displays the correct message
  49. - Implement a new safari zone formula
  50. - Player must use "Bombs" against safari mons to weaken them
  51. - Once they reach 0 HP, the mon is obtained
  52. - The mon has a chance of fleeing
  53. - Bomb power is semi-random with some bitshift magic and Random calls, while Bomb accuracy is 50%
  54. - Rehash accuracy formula due to a bug
  55. - New accuracy formula is slightly more complicated:
  56. - Player modified accuracy is equal to: UnmodifiedSpeed + (Acc * 100 / 255) + 16
  57. - Enemy modified speed is equal to: (EnemyUnmodifiedSpeed + rand(31,255)) * 2
  58. - Generate random ranges with both modified variables as upper bounds
  59. - If the random range for accuracy is greater than the random range for speed, the move hits. Otherwise, it misses
  60. - Allow X accuracy to buff past 255 accuracy
  61.  
  62. Known bugs:
  63. - Soft resetting causing a lockup still occurs (lucky stop being lazy)
  64. - Safari mons aren't added correctly to party
  65.  
  66. 0.6: (unreleased)
  67. - Fix soft reset and safari mon bug
  68. - Add DVs:
  69. - Trainer DVs are deterministic based on the trainer class, set, the current mon's level, and the mon's location in the party
  70. - Gift/Safari Pokémon are fixed
  71. - The received mon of a trade keeps the same DVs as the mon traded away
  72.  
  73. 0.6.1:
  74. - Allow the player to continue after losing a battle:
  75. - This allows the player to withdraw Pokémon from the box, or get mons through other methods (gift, safari, etc.)
  76. - Relevant code has been changed to account for the possibility of having no Pokémon in the party
  77.  
  78. Known bugs:
  79. - Stat calculation for dvs didn't use the correct DV
  80.  
  81. 0.7:
  82. - Heavily rehash accuracy formula
  83. - Many moves have had their accuracies changed
  84. - Accuracy formula is now ratio-based(tm), using the following formula:
  85. - sqrt(Acc^2 * PlayerSpeed/EnemySpeed)
  86. - Generate a random range with the modified accuracy, and compare it with a random number between 0 and 255
  87. - If the accuracy range is greater, the move hits. Otherwise, it misses.
  88.  
  89. 0.8:
  90. - New morph animation
  91. - Buff move accuracies
  92. - Nerf stat-up moves and heal moves
  93. - Fix "good AI" from being locked into status moves if all moves are NVE
  94.  
  95. 0.81:
  96. - Fix Psychic accuracy
  97.  
  98. upcoming:
  99. - buff potions, change item names
  100. - Fix old man tutorial
  101. - Add method of infinite money (selling DNA?)
  102. - More stuff?
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