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Go into the scripts of the respective fangame and add "$DEBUG = true" somewhere.
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Now supports Rejuvenation V13! PokemonTrainers.rb
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- challenge mod
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Mister_ecks started following [E19] Oops, ALL Doubles! [Full Battle Conversion / Challenge Mod]
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Ever wanted MORE double battles in reborn? ... Well here it is! All trainer battles with 2 or more pokemon have become double battles! Only trainers with less than two battle-capable mons remain in the singles format. >:) Enjoy your newest torture friends... Installation Instructions! - - Go into your Pokemon Reborn folder. - Open "Scripts" - Look for "PokemonTrainers.rb" - Rename it to "#PokemonTrainers.rb" - Download the file below this line, also named PokemonTrainers.rbPokemonTrainers.rb - And wallah! Enjoy your Reborn Experience now with twice the fun! >:) --------- Credits to Confetti for their E18 spiritual predecessor "Pokemon Reborn except all the trainer battles are Double Battles" !!
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- challenge mod
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Mister_ecks changed their profile photo
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Ever wanted quicker, easier, and more efficient Pick-Up grinding that you could take along the go? Look no further- this mod allows for pokemon rejuvenation players to immediately and automatically receive pickup items in their bag after the ability activates post-battle. Pokemon with the ability pick-up also no longer need to be itemless for the ability to activate. Installation: - Go to your Pokemon Rejuvenation Folder. - Open up the scripts folder. - Look for "PokemonField.rb" - Rename it to "#PokemonField.rb" - Download and drag the following file into the scripts folder. Do not rename this one. PokemonField.rb Happy hunting! o7
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I can definitely see how the battle system of legends would conflict with the aforementioned statuses, and you are right in the fact that I was off the mark in regards to battle animations being the reason for their removal. Though again, that's even more of a statement to just how much the playstyle in legends differs from cartridge. VGC is a very volatile metagame which leans towards preparation and matchups, there is quite a bit that's disliked in that format. In smogon regulated formats, sleep is far less overwhelming due to a clause which limits the amount of pokemon that may be put to sleep. In this fangame, sleep is far less overwhelming due to the amount of options available. But think about what actually happens when you land the freeze/frostbite. Does it really carve out a niche? Freeze is a second-wind mechanic offered to turn the tides in a player's favor, this often rewards the use of an underpowered typing in ice (Since rejuv locks the ice beam tm). You can be at death's door when an alolan ninetale's blizzard freezes the enemy and allows you reprieve, but replace the same situation with frostbite, you have a 10% chance of landing a special burn. The majority of attackers are physical already, so the off chance that frostbite actually comes in handy is incredibly small. Even if frostbite is inflicted onto, say, an alakazam, all it has to do is just attack one more time onto your already crippled pokemon ( as ice types are generally slow, necessitating them to take a hit before even getting the chance to apply the status.) In the end, I can't see "boosting the viability of ice types" as a valid argument for frostbite's replacement of freeze. Freeze is broken by design as to allow these slow, fragile pokemon a second chance at surviving, but frostbite doesn't do any of that.
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Re: Make a new willo TM for frostbite. There are plenty issues with the creation of a willo-clone tm for frostbite. For one, it would essentially make the 10% freeze proc pointless, almost like fishing for a burn on a flamethrower. As noted, this dramatic inconsistency means it's impossible to build around or prepare for. Leaving it alone like this would be equal to removing the freeze status entirely. Secondly (and in regards to creating a new TM for this status), you'll have to look for a place where you can give the TM to players. Too early and it's on every single pokemon, too late and it's useless. Finally, it would act as a balancing pressure, for the devs will have to look at pokemon distributions- all 898 of them. I'll go ahead and say that a special burn is already disadvantaged due to the fact that the majority of attackers are physical (the majority of special attackers also being frail), with a reliance on ice types adding on a compounding weakness. Dealing with these balancing issues will surely be a challenge. Re: Natdex isn't a problem because you can turn freezing moves into frostbite. On the topic of freeze -> frostbite, we've already mentioned how it would basically make the 10/20% freeze chance moot. Frostbite is not something you can fish for like a scald burn, it's a mechanic balanced around being a second-wind. But as plenty of others have pointed out, the main issue of Legends' transition into natdex is that it holds a completely different battling system from cartridge formula. Indeed, from what we can speculate, the transition will be a rough one that is both unrewarding and time consuming. It would also as mentioned throw off newer players as a mechanic which comes out of nowhere (and may not even follow main game traditions, looking at gen9.) Re: It's not like this will be a common occurrence, plus Dynamax forms were changed into megas for rejuv. We don't know if this will or will not become a common occurrence. Honestly, who thought that this topic would have even come into contention? Did anyone know that the developers were looking to add a status effect from a sidegame? The problem with this precedent is that sidegame mechanics do not smoothly transition into the maingame. Megas on the other hand are a feature introduced by two games, and tested in countless other fangames we've all known and played. Of course, the reason for dynamax's removal is that it was tested and found to be unhealthy, so it was replaced. The reasons for adding frostbite are that freeze is annoying and it will be a refresher to see a new mechanic. While I understand that freeze can be annoying, it is not enough to warrant its removal from the game in a fashion like maxing when there isn't a good alternative. Frostbite not being a good alternative for all the reasons listed above and below. Re: Freeze/Sleep would not have been hard to implement into legends, pokemon can already blink. I initially believed that freeze completely stopping an animation and sleep's eye-shutting effects may have been too timely to implement properly, but I see now that this point was off the mark. There was no usable Legends footage at the time to confirm or deny those assumptions, and it is great that there are players willing to contribute their own insights. Re: Frostbite would bring viability to certain pokemon However, I fail to see how Frostbite would make an impact outside of removing freeze. It is not a status effect that solves any of ice's problems. Note that their big issues are their slowness, unable to get the move off before the enemy attacks, with a typing that grants them only a resistance to themselves. What pokemon would be "introduced as viable" because of this change? It may even have the opposite effect, as ice types which could previously gain a second wind through freeze are now left with a little flick of special burn. We don't have to speculate on how much of a hit that would be in a battle. Re: Risks are good in game development But again, the reason I made the post in the first place was to demonstrate the reasons there were to not add this mechanic in comparison to the reasons for adding it. I'd like readers to be able to make their own judgements off of what has been put on the table. In regards to risk-taking, there is something I'm not understanding. How could the dev team have the time to gamble on new features if they're already removing long-time features like Intense Mode for being difficult to deal with? Is it really a good idea to add in a mechanic with the benefits of "breathing fresh air into the 10% freeze status" when you have to add so many failsafes just to make it somewhat functional?
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looking for quick claw trick room pokemon for charlote
Mister_ecks replied to ANAKIGIK1's topic in Online Play
Simply lead your designated trick roomer with another pokemon that knows the move Wide Guard. Happy Sweeping. -
Trick room comes down to three things: - Can you reliably set trick room - Do you have [A number of mons with zero speed that also oneshot everything by breathing on it]? - Do you have a bunch of priority moves in case things go wrong? I think you'll find that dedicated roles are best for this type of teamcomp. Bronzong will be doing zero damage with any of its moves besides explosion, so gyro ball is unnecessary. In the case there's a particularly strong boss or something of the sort, you may wish to use skill swap instead as filler to cripple the opponent with levitate instead of whatever it'll have. I would also strongly advise against running a stall set on a trick room user, you'll find that the 5 turns you're given will not last very long. Regarding Tyranitar, it doesn't actually hit nearly as hard as you'd hope it would, especially lategame when it is presumed that pokemon will be getting pulse2'd (252 evs in every stat.) A trick room team doesn't need immunities and resistances- it actually prefers to switch as little as possible as to conserve your turns. But to fill the role of a psychic immunity, I would look to Crawdaunt which is a pokemon that can both function as a setup nuke and a powerful wallbreaker. The single best trick room pokemon available at this very moment is likely Mimikyu. It is guaranteed to get up a trick room no matter what, and can destiny bond the turn after for an immediate 1-1 situation which gives you a massive upperhand over the opponent. It's a very good pokemon which will surely shine even brighter under foreseeable conditions. (Conway, introduced in the gen 4 anime who just so happened to introduce not only Trick Room but also the art of Power Trick Shuckle to the worldwide audience. His legendary efforts have not gone and shall never go unnoticed. )
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Mhm, these are certainly valid points drawn across the board.
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Pros of voting frostbite: - It's a less frustrating status to deal with, and also allows representation of a feature from a newer game. Problems with voting frostbite: - Balance wise, Frostbite as a status will be severely hampered by the pre-existing balance around freeze. For example, there is no scald or will-o-wisp equivalent for it. This leaves little room for its consistency or utility. - We don't know the full extent of what'll happen when taking the national dex into account with this change- especially since PLA is a Pokemon sidegame with limited trainer encounters, overhauled battle mechanics, and a lack of PvP. This mechanic also has little exposure, which may confuse newer players. - Will set a precedent of not adding, but replacing old mechanics with sidegame features against cartridge outline. May become problematic later on. - Now, this one I don't have solid evidence for (as I haven't committed to a full playthrough of Arceus yet), but I'd assume Freeze and Sleep were removed from PLA for the sake of sparing up time. Both of those require custom model/animation changes which isn't an issue in a RSE styled fangame. While I agree that Freeze is a highly annoying status ailment which throws its effect under loops and hoops of RNG, Frostbite in any case doesn't appear to do much better in the favor of balance. Special burn is not something that takes a lot of time to think of- it is also not what ice types need, and even if it was, chances are it'll instead shift usage to a random water type that gets access to a reliable way to inflict it. From what we know of so far, I would instead wait until Gen 9 to reconsider this topic.