Pokemon XD mod

Discussion in 'Database Modifications' started by eric the espeon, Jul 17, 2012.

  1. MysteryMan

    MysteryMan Member

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    My bad. They should've been on 35, not 38. But that's the only error. Setting them to type 15 (dragon?) is a mistake. There is no reason nor need to make type 17 (???) super-effective on everything. I had to make an alternate type for all the Shadow Pokemon, so an alternate for the ??? too was simple.

    Yes, it can be fixed, but honestly, I don't know if it is worth doing. I made alternate types so that it mostly works, with details here and there less accurate. To completely fix that, you'd have to add a third set of types. I could do it honestly, but it'd be a real pain... The first set of types is weak to shadow. The second set of types is resistant. You'd have to make a third set that is neutral. It may not sound hard, but then you would have to assign each dual-type Shadow Pokemon it's secondary neutral third-set type. Then you would have to make a bunch of new moves that are identical to the original. For example, for Shadow Noctowl, which is Normal(2)/Flying(3) type, you'd have to make a version of Fly that is Flying(3) type instead of Flying type so that it gets STAB.

    I might be willing to give it a try. However, there's a problem I want fixed before I get a wack at it.

    The problem is that I realized that my status Shadow moves don't work. I just don't know why. I used them in battle and nothing happens. I filled out stataffected, statboost, and statrate (when it applied). I also messed with flags and categories whenever I could. (Many Shadow moves are variations of other moves, so I used the other moves as bases and copied many features from them.) If someone could help me fix it, I could make a tertiary set. P.S.: I still have to test it, but I think I got Shadow Half working.

    EDIT: I'd still like someone to give me help with the stats. But anyhow, I tried it. I was wrong. It is not impossible. However, it is infeasible. Every Pokemon would have to have its secondary type changed to the third-set type. This isn't so hard. However, to maintain STAB, this means I would have to recreate half-to-all of the Pokemon moves, each identical except for the type change. It took me three days to do about 50 moves for my first edit. This would take a really, really long time. I can't do this myself. The mod as it stands works, but it's not perfect. To get it perfect would take a long time.

    At this point, if you want a more accurate version of the typing, I think it'd be faster to create a line of coding somewhere that initiates an override of super-effectiveness or not-very-effectiveness depending on a Shadow identifier.
     
    Last edited: Jul 31, 2012
  2. eric the espeon

    eric the espeon is an espeon.

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    If there would be a source change to do with type effectiveness I would suggest allowing for arbitrary effectiveness (use the number in the effectiveness table as a direct multiplier in the damage formula, and alter the standard effectiveness table to correspond with this). This would let you put the effectiveness of Shadow moves against Shadow types at 0.25, which a overall gives 0.5 normal effectiveness against shadow mons. And even if this would not directly solve the dual type pokemon being hit 4x, you could implement it by doubling the base power of all shadow moves and making it neutral to all standard types. Sure, you'd have the wrong messages, but mechanically it would be accurate. And allowing arbitrary type effectivenesses would be cool for other modders. Though of course a shadow specific setup would be ideal, and give the right messages.
     
  3. MysteryMan

    MysteryMan Member

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    Well... I could fix the effectiveness on the Shadow typing. But it'd take a little while. The only reason I say thats so doable is because of the few moves I'd have to make. No more than 50, I estimate. To fix the super-effectiveness on all the others though... Honestly, I'm not sure if the way you suggest would be easier.

    Meanwhile though, Shadow Half is working quite nice. You were right with Super Fang. I got it to work on the user:


    Shadow Hitmonlee used Shadow Half!
    Shadow Arbok lost 130 HP! (49% of its health)
    Shadow Hitmonlee lost 120 HP! (49% of its health)
    Shadow Electabuzz lost 135 HP! (49% of its health)
    The foe's Bulbasaur lost 49% of its health!
    The foe's XD001 lost 49% of its health!
    The foe's Sunkern lost 49% of its health!

    (49% instead of 50% I assume is just due to roundoff error or something.)
    Note: If the opponent has 1 HP, the opponent does faint.
     
  4. eric the espeon

    eric the espeon is an espeon.

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    hm.. well, doubling the power of the XD shadow attacks and some edits to the typechart (shadow neutral to standard types, shadow 0.25x effective against shadow and shadow dual types) should actually give correct damage without needing to make a billion extra moves to preserve STAB, if I've not missed anything? What do you see which would make it not work reasonably? And good work on Shadow Half.
     
  5. MysteryMan

    MysteryMan Member

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    I'm sorry, I don't fully understand your idea. But I got one. I'm going to try again and see if my idea can quicken the pace. Maybe I can make the billion relatively quickly using program functions.
     
  6. MysteryMan

    MysteryMan Member

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    Okay, so it took me 2 days to get about 1200 moves. They're done. But now I need to apply the moves. I need help for this guys. Please. If you're willing to help so I don't have to do this all alone, I'd really appreciate it.

    For every Pokemon, I need to know all of the moves of its secondary type that deal damage.

    For example:

    Oddish Acid Sludge Bomb Venoshock
    Gloom Acid Sludge Bomb Venoshock
    Vileplume Acid Sludge Bomb Venoshock
    Paras Bullet Seed Energy Ball Giga Drain Grass Knot Seed Bomb SolarBeam
    Parasect Bullet Seed Energy Ball Giga Drain Grass Knot Seed Bomb SolarBeam
    Venonat Poison Fang Sludge Bomb Venoshock
    Venomoth Poison Fang Sludge Bomb Venoshock

    I have done Bulbasaur to Magneton. Know that not all Pokemon will have these moves. Some Pokemon will have no moves of their secondary type that deal damage. Some Pokemon will have no secondary type. For odd cases with multiple forms, see the following Rotom example that includes ALL of its forms:

    Rotom Air Slash Astonish Blizzard Hex Hydro Pump Leaf Storm Ominous Wind Overheat Shadow Ball


    Please guys, I need help. I can't do 649 Pokemon all by myself. I use Microsoft excel to keep it in a chart just like I've shown. Once I have all of what I need listed, I can use NotePad++'s replace feature, which has been very helpful thus far. It doesn't have to be Microsoft Excel, just in the format.
     
  7. MysteryMan

    MysteryMan Member

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    I tried. It won't work. This will absolutely not work in a stand-alone mod. The only way to get a perfect Shadow Pokemon mod is to modify the source code. Since it seems none of you guys are ever going to do that, there will never be a perfect Shadow Pokemon mod, so I will just keep the one I have.
     
  8. MysteryMan

    MysteryMan Member

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    I tried tackling it from eric's point-of-view.

    Normally, a super-effective move does 200% damage while a not-very-effective move does 50% damage.

    If you could somehow change it to where the Shadow-type moves did 141% damage while being super-effective and 35% damage while being not-very-effective, making sure that it also worked on the unseen ??? secondary type, then everything would literally be perfect.

    However, as it stands, you can only do 0%, 50%, 100%, and 200%.
     
  9. KrisTami

    KrisTami How much is that Mew in the water?

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    PO Trainer Name:
    KrisTami
    These links won't work. :(