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(v0.6.3.5) Pokemon SiennaFusion

PAPastaMario•Created May 16, 2017
(v0.6.3.5) Pokemon SiennaFusion
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Instructions

• [NOTICE] I've REMOVED the temporary overworld engine. Check @D_Bbomb for his work on the official overworld engine. • This is version 0.6.3.5; it contains the battle engine. • Scratch projects run far better on the offline editor, and this project is no exception. • While selecting a move, hold "i" and press a move. It'll tell you information about that move. • Press 0 to randomize both your and the opponent's moves. ——— TO-DO LIST (in order of highest to lowest priority)——— - ( ) Refine the overworld engine. [D_Bbomb is handling this very well] - ( in progress ) Clean up the Pokémon sprites. Some are lower quality. - ( in progress ) Make all attacks function correctly. - ( ) Use a list for storage of bags.

Description

>>> READ THIS <<< PastaMario's Changelog: ——v0.6.3.5—— (May 16, 2017 4:20 AM PDT) - Huge under-the-hood changes to how the program handles broadcasts and Pokémon data. I cannot say how this impacts performance on lower-end machines. - No longer uses "show/hide variable" blocks to show Pokémon name and level, but uses the font typer. - While text is running, the user can now press "e" to speed up the text. - Added 5 new Pokemon and refined a few others, for a total of 140 Pokemon out of the 151 total goal. - HP bars have been changed to support smoother transitions. - "poison ticks" damage increased to 1/10 of HP from 1/12 of HP. - Non-volatile status conditions can no longer replace each other (EX: a Poisoned Pokemon cannot be hit by Thunder Wave and become Paralyzed while no longer being Poisoned) - Enemy now has a completely random moveset. Past versions limited it to two specific movesets if the 0 button was not pressed. - The Pokemon "Krabbydude" is another Pokemon that may show up for the player to play as. - The cave dialog has been changed to fit a storyline that we are creating. - REMOVED the temporary overworld engine. @D_Bbomb is handling this job. - Slashed the file size by half. File size: 6.82 MB ——v0.6.3.3—— (April 13, 2017 11:37 AM PDT) - The status conditions should disappear with the rest of the battle GUI before the cave scene. - Fixed a bug where flinching could occur across turns. - Enemy may get a different intial moveset. File size: 13.5 MB ——v0.6.3.2—— (April 12, 2017 9:08 PM PDT) - The "Burn", "Poison", and "Paralyze" status conditions are implemented. Note that they CAN overwrite each other, unlike the original Pokémon games. (fixed a few bugs) - Burn halves the afflicted Pokemon's Attack stat. They also take 1/12 of their Max HP in damage at the end of turns. - Poison damages afflicted Pokemon for 1/12 of their Max HP at the end of turns. - Paralysis halves the afflicted Pokemon's Speed stat. During their turn, there is a 25% chance that their action will fail. - Moves that can cause flinching will now actually cause flinching. - Fixed a bug where Dark moves would appear to be Normal-type moves in the HUD. - Began implementation of Pokémon sprite movements for attacks like Pound, Tackle, and Body Slam. In other words, you will see your Pokemon actually move when using these attacks. - Moves with higher critical hit chance will indeed appear to critical hit more often. File size: 13.5 MB

Project Details

Project ID161229853
CreatedMay 16, 2017
Last ModifiedJuly 27, 2017
SharedMay 16, 2017
Visibilityvisible
CommentsAllowed