Project Catch-em All Beta 5
Hello everyone!
Here is Beta 5. You can now program even more moves into the game. Unfortunately, you'll have to re-download the entire game again, since ALL the Pokemon got updated...again...
Here's a quick list as to what is added:
1. Dunsparce, Delibird, Pichu, Plusle & Minun, and Wobbuffet added to the game.
2. Items are now implemented. Due to this, the controls have been slightly changed: A/B/X/Y = Select Move, Z = Open Item Menu, C = Switch between pages.
3. Critical hit chance has been re-evaluated and is now slightly more compact to use.
Here's the Mediafire Links, which should be the same as before:
http://www.mediafire.com/file/ctqzewhzc5bykcc/Pokemon_Project_Catch_em_All.rar
Don't bother with the "Update" file; that file is now useless since everything it added to the game as a quick-fix is already added.
Please inform me of anything that isn't working or causes the game to crash at this point, as I may have overlooked something that isn't mentioned in this post.
Short list of System Changes
Spoiler, click to toggle visibilty
*General System*
1. Due to an oversight with Generation 6's changes, the following things have been changed and/or updated:
a. Periodic damage taken from binding moves is now 1/8 instead of 1/16.
2. Certain things have been changed with the system:
a. The threshold for using Variable 2 to boost ATB rate is now increased to 5. Therefore, you can make a version of Agility that's similar to Scyther's Agility go higher than 2, right up to 5. Don't go any higher than that, or it will break the system when combined with Tailwind!
b. In addition, Pokemon that used this kind of Agility have been changed to interact with Paralysis; Paralysis reduces your ATB recharge rate by setting var(2) to -1 every 3 ticks, then setting it back to normal right afterwards. This kind of agility will now only go up to 1 instead of 2, so their ATB rate won't go up by 3 points per tick while under paralysis.
c. Fixed a bug that prevented turn-based statuses (Periodic Healing/Damage, Burn, etc) from failing to activate when the user's ATB is maxed.
d. Encore can be made into the game now! However, the main code that causes the ATB to reset to 0 requires the user to stay in the attack state for at least two ticks to prevent bugs with the move, and so all Pokemon have been updated to accommodate this change.
e. Safeguard can be made in the game now, but it currently causes anyone to heal out of whatever status they had before the move was used. Otherwise, it works well.
f. Fixed a bug that caused the "HP low" warning sound to appear despite HP being higher than 1/4, during a 1-on-2/3/4 turns match.
g. Rewrote the way critical hits are attained. There is no need to have fvar(2):=## in any of your Pokemon's states anymore as it's now obsolete, unless you use it to prevent critical hits from occurring in a chosen move (fvar(2):=0;No Critical). However, you need additional coding to get "increased critical rate" moves to work properly, so read the Developer Reference.txt files for details regarding this.
h. Changed the Special Defence calculations of Rock-type Pokemon under Sandstorm, and Assault Vest users, to be a direct multiplication of 1.5 rather than dividing the original value by 2, fixing a bug that instead doubled those values.
*Pokemon*
1. Due to Generation 7's changes, the following Pokemon have been updated:
a. Vanilluxe now has the "Snow Warning" Ability. It will activate as soon as the battle begins, and will last 5 turns. (Due to the way I program abilities, this means that Vanilluxe is the first Pokemon to have all its abilities activate at the same time!)
2. Various fixes:
a. Jigglypuff's Rollout and Venusaur's Razor Leaf is now changed from Special to Physical type.
b. Fixed Scyther's Agility bug that would not work properly because of conflicting variables.
c. Clefable's Body Slam, Hitmonlee's High Jump Kick, and Croagunk's Brick Break will now target the nearest enemy's last X position.
d. Due to an oversight, Clefable didn't have the Non-Type as part of the elemental resistances, and thus any attack that uses it would be unaffected (Counter, etc). This is fixed now.
e. Fixed Kingdra/Manaphy's Dive and Sandslash's Dig bug that prevented them from ending the attack early if the fight ended while diving/digging.
f. Fixed a bug with Mismagius' helper-based moves interacting with Mirror Coat Pokemon in general; If Mirror Coat is used right after the user gets hit, but before they take damage or go into the enemy's state, they will absorb the hit as usual, but cause Mismagius' helpers to clone into the Mirror Coat user.
g. Fixed a bug that caused Counter/Mirror Coat Pokemon to recalculate their current chance-to-hit ratio if they were hit multiple times while their accuracy was lowered.
h. Reduced the collision size of all of Pachirisu's physical attacks.
i. Pikachu's Standing animation has changed to make him more "mouse-like".
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*Fixes To Do*
1. Finish the interface for both Simul and non-Simul modes for the Item System. (You can use items in Simul, but the interface doesn't appear properly. That will come at a later update.)
Item System
1. When you have a full ATB bar and the Attack Menu is up, press Z to open the Item Menu.
2. 20 items can be selected for now. Use the directional keys to go through the current list, and press C to move between pages. Highlight the item you want, and press START to use it, or press Z to close the menu.
3. You can only use one item per battle. After using it, you can't use any of the items anymore. Your ATB is then reset to 0 and your Max ATB is set to 100 with no variation or effect on current speed levels.
Abilities and moves that use items to work will perform differently depending on the move, though this is up to creator preferences. Some examples:
Frisk: Removes an opponent's item at the start of battle, acting as if their item is destroyed.
Harvest: Can use two items per battle.
Bug Bite/Pluck: Removes an opponent's item and gain the effect of a random item.
Knock Off: Removes an opponent's item.
Hey Txpot was just wanting to know the process on any of your mons you were working on? or any furthering in the system or more to look foward to
also can i get a link to the A version of this project
This IS System A. If you mean System B (ability to switch Pokemon on the fly), that's been taken over by Alexei and has been moved to Game Maker. You'll need to speak to Alexei about it, since that isn't part of this project at all.
Meanwhile, I haven't done much progress with the Pokemon that are still in the works; Torterra, Goodra, Toxapex, and Golurk still need a lot of work done with their sprites, although I have finally separated most of Torterra and Goodra's parts from the sprite. I also added Cradily to this list, but again needs a whole lot of sprites done.
I was thinking of the following; "airjuggle" within the "[Data]" section, "attack.dist" and "proj.attack.dist" within the "[Size]" section of the character's files are unused in the game itself, and so can be used as additional stats for certain Pokemon's parameters, such as Weight or their actual Speed stat, for the purpose of coding the moves Heavy Slam, Electro Ball, and other relevant moves.
Last thing to mention. An update to your earlier question;
Hey.... quick question for the game, if another updated comes out, would it be possible to add a way to see who is next, like for turns battles? if not o well, its not required was just asking
I can't get it to work unfortunately; Every time I enable MUGEN's Lifebars to see the portraits, MUGEN crashes the game with a Windows message. For some reason, ALL of my characters are unaffected by this; the game will work fine anyway so long as you select any Pokemon made by me. This may be because I use an older Sprite format (Winmugen) as opposed to everyone else (MUGEN 1.0/1.1). I don't know whether it's a compatibility problem or conflicting MUGEN versions, but as it currently stands, there is no way to see your opponent's next Pokemon in Turns Mode without the game being generally unplayable.