• [NOTICE] press 0 to randomize your Pokemon's moves! • This is version 0.6.4; it contains the battle engine. • @D_Bbomb is the one working on the overworld 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. (Not working properly, will fix soon) ——— 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.
>>> READ THIS <<< PastaMario's Changelog: ——v0.6.4—— (July 27, 2017 1:00 AM PDT) - Added "Gardegant" and "Rotomslash" to the list of Pokemon you can play as. - Added 6 new Pokemon for a total of 146 Pokemon. - When sending out the Pokemon, the Pokemon now grows in size, and plays the Pokeball open sound as well. - Faint SFX now plays when a Pokemon faints. - Ongoing improvements to the move animations, including SFX. More moves will have the player Pokemon sprite move while attacking. - Certain moves now have PRIORITY! Using Quick Attack will, indeed, make you go first...unless, of course, the enemy also used it and is faster than you. - RECOVERY moves are more functional! - DRAINING moves will now actually return HP to the user! - Fixed a bug where the "burn" condition was cutting physical damage by 4 instead of 2. - Fixed a bug where a Pokemon would keep "waking up" or "thawing out" even when it was already awake or thawed out. - The move "Lick" should always play its animation vertically now. - WIP: confusion status condition File size: 6.44 MB ——v0.6.3.5—— (May 16, 2017 4:20 AM PDT) - Huge under-the-hood changes to how the program handles broadcasts and Pokemon data. I cannot say how this impacts performance on lower-end machines. - 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