Hello there, I am from a large community project that is looking to use a simulator to test out the balance of our Fakemon. We previously tried doing it on Pokemon Showdown but the Moderators said it was not worth the effort, so we now turn to Pokemon Online which seems to have greater flexibility in it's modding. So, how do I get started adding an entire gen of Pokemon? We already have the learnsets, BSTs, weights, etc ready.
If you have all the sets, and more complete, make sure all that is all compressed into a .zip, then open the teambuilder and in it, at the top there is a tab labeled: Mods, click that and click Load New Mod, also, you can test your mod on a server, which is really easy to set-up. But please note, battling others with that mod not installed, will result in not being able to see the moves, nor the pokemon.
Do you have a mod to use a base? We currently only have them in Showdown's format and I don't really understand PO's own.
http://pokemon-online.eu/forums/showthread.php?14420-PO-Mod-Creation-Guide-(WIP) Might be helpful. Read through that and you'll have a better understanding how PO does things. Essentially, there are a bunch of database files that store information, such as abilities, moves, typing, etc. Each file only stores 1 specific value, so Type1 is its own file, Type2 is its own file, Movesets are its own file, and so on. Everything is based off numbers, so you'll be using stuff like http://bulbapedia.bulbagarden.net/wiki/List_of_moves and http://bulbapedia.bulbagarden.net/wiki/List_of_Abilities and http://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_by_index_number_(Generation_V) to help you create a "key" to what each number represents. Typing is also on a 0-17 scale, I believe the key to that is the order of the Arceus forms, so 0 = Normal, 1 = Fighting, etc. 17 = No Type, but I haven't done any tinkering in that, just find pokemon you know and write a key from there. I hope this helps you a little more.
This mod is pretty complete: http://www.mediafire.com/download/a8dj644cv0z8yye/MM's_Ultimate_Custom_Mod.zip You can see what he did, and ask further questions here.
Hey can anyone here Check where I messed up I added 3 new pokemon as a test http://www.mediafire.com/?cickfcmo3n46kar
Oh two things: - The pokemon must be added in the "released.txt" of db/pokes/5G and db/pokes/5G/Subgen 1 (last subgen) - They must at least have one level up move - You can delete the db/pokes/5G/Subgen 0 folder if you want When that works, later you can even create a new gen or subgen with mods if you want.
Updated http://pokemon-online.eu/forums/showthread.php?14420-PO-Mod-Creation-Guide-(WIP) Gave more info, also gave a link to another mod (DiamondMeta) which introduces a few new pokemon! (their released.txt files are too full though, but w/e)
Thanks a bunch Coyote I can't believe that I forgot the levelmoves lol, but can you help me out one more time and help me figure out why the sprite won't show up? http://www.mediafire.com/?df22wj7b4uvxqmc Now that I have proof that it works at least I can get everyone else helping out, onto making the tm/hm moves.
It's because inside sprites.zip you have a sprites folder, and then a black-white folder. You should directly have a black-white folder. To get it, extract the whole thing, go inside the sprites folder and right-click "compress" on the black-white folder, and name it sprites.zip. http://www.mediafire.com/download/dexi78k67xqkiic/sprites.zip Your pokemon look great!
Okay great Now how would I test mons against other players? Is it as simple as battling someone else how who has the mod on any server or do I have to create one?
You have to create a server with the mod, and on that server players can use the mod. Just put the mod folder (not the zip) inside the "Mods" folder at the root of the server, and select it from the server window. Then players that log on the server can use your mod if they have it installed.
Sorry for my hasty explanation :x Inside the server folder, you have the server binary, the "db" folder and so on. If there's not already a "Mods" folder, create one. Inside that folder, put an uncompressed version of the zip inside a folder (the folder will be the mod's name). Then you should be able to select it from the mods window in the server. So you will have like: Server.exe db/... Mods/VP Mod/mods.ini Mods/VP Mod/db/...
Is it ok for the levelmoves to have spaces in between the lines? Example "654:0 033 039 052 316 088 488 029 172 174 246 299 157 130 397 457 394 655:0 224 033 039 052 316 088 488 029 172 174 246 299 442 157 130 397 457 394 656:0 043 033 055 182 044 352 349 453 029 002 401 024 187 330 362 238 200 657:0 043 033 055 182 044 352 349 453 029 002 401 024 187 330 362 238 200"
We just tested out the server and discovered that while people choose four moves for the mon in the teambuilder only one would show up in battle, could you see what the problem might be in this updated mod? http://www.mediafire.com/download/ufj961n8x8b6nw2/VP_Test_3.zip Also we learned that we should keep the sprites backgrounds transparent, lol.
I tried this and it worked fine for me. (Gave endure + energy ball to the last evo) Make sure you have the correct mod selected server side as well as updated files, and correct gen (BW 2)? If it still doesn't work, paste the importable here.
I limited it to the mons that would only be in the demo of our game and the sprites are still WIP as well as the TM/HM moves that need to be surveyed but how does this look so far? Anything I need to change? http://rapidshare.com/files/3815594530/VP Test 8 (Test Harder).zip
Anyone wanna why help me out on this one? Only Foliat shows up for some reason. http://www75.zippyshare.com/v/44699631/file.html
The way the moves file were done is very wrong. There are end of lines with a lot of spaces at the end. 0 before the number of the moves. The problem is that you use a weird carriage return (\r) to separate each line, instead of the standard \n which is used everywhere. So Pokemon Online considers the file one gigantic line. Whatever your text editor is, change it. In the future, to edit movesets, add a dummy move to every pokemon to make them show up in the teambuilder (with a real editor), and use the Pokemon Database Editor plugin in the new version (client-side). Then take the modified move files. To fix your problem, try finding an advanced editor (like Notepad++) that can replace the \r character by the \n with the find/replace function. For more info about \r and \n, \r corresponds to the CR and \n to the LF in this wikipedia article.
I got the mons to work on there but now the BST is all screwed up and the typings (Which I believe has something to do with the Gen 6 update) too. http://www42.zippyshare.com/v/9696999/file.html
your stats file should be in the 6G folder. As for the typing problem, it's the same as with the moves.
Ok the types are showing correctly but upon testing in a server the effectiveness is wonky, Thunderbolt hitting ground pokemon for damage etc. http://www.mediafire.com/download/uy47bo6gnvhzu8u/VP+Test+17.1+.zip
What if you run in a clean server, if you put the mod in that clean server, or if you run in a server that has the mod but without it loaded? Also since BattleServer is running in background you may need to kill it or restart the whole computer.