Since http://pokemon-online.eu/threads/hackmon-subgens.30645/ I've been coding a way to get Hackmons on PO. For those that don't know, Hackmons have no Move or Ability restrictions and also lifts the 510 EV limit (so you can have 252 in every stat). I did some basic testing, but not a lot, so I'm wary of putting it on the main server. Because of that, I set up a separate server for people to test for me (laziness :D ). If you spot anything broken/missing, post here. I know Megas are not done yet, I will get around to it though :x If something does go wrong, if it's in battle, try giving logs, elsewhere, give a screenshot or something You will need a client for Hackmons, so I've made one found here: http://server.crystal.moe/Pokemon-Online-Setup.exe (zip for those that can't install http://server.crystal.moe/Pokemon Online.zip) Windows only, I have nothing for any other client :< I recommend installing it into a different directory, it's still "beta". The server is called Hackmons Server or you can connect via server.crystal.moe:6080 To activate "hackmon mode", in the teambuilder, click "options" then "show illegal"
Ok so bugs and stuff. Imposter only works on first switch in, doesn't work after that. I remember Imposter being changed recently, so it might be related to that For some people the flag telling the server it's a hackmon team isn't set, thus removing their illegal moves when they get into battle. A restart seems to fix this problem. Sometimes one of the EVs turns into 212, I originally thought this was purely a display bug, but it's not. It sends the EVs to the server. For some reason a slider decides to move itself for literally no reason. When saving/loading a team, the abilities can reset to Adaptability. Restarting PO fixes this for some reason again.
Ok, I figured out the EV "bug", it's not even a bug in the first place. It's just me not being used to the teambuilder and being an idiot... :D I double click the pokemon boxes, instead of single clicking, depending on how fast it loads, that second click can hit the EV slider and change the EV :D So no bug, me just being stupid @Fuzzysqurl fixed Imposter, but server isn't updated yet, I'll do that today. Abilities/Teams not always working still broken for now though EDIT: Abilities are done now. Just gotta figure out why teams don't work sometimes... I'll upload a new build once I've done that, or tonight, whichever comes first. EDIT2: I forgot about selectable Megas, that's done now too EDIT3: Now Megas can evolve into themselves No luck on fixing the team issue though. But saving and then reloading fixes it fine for me, I have no other solutions though :(
I've updated the OP downloads to contain the mega changes and fixes. So if you downloaded prior to this post, redownload >:o EDIT: DON'T DOWNLOAD YET, IT'S BROKEN Should be fixed now
I restarted the Hackmons beta client 3 times, didn't fix a thing. When I went in team builder I found the Options >> Show Illegal was disabled and had to re-max the EVs. I saved team again, loaded team then it worked against my test alt. Just an idea. What about a button to reset all EVs to 0 on other side of the gauges for those who want to use Lv 1 Sturdy sets. Edit: This is just a guess. But reason it probably didn't work is because that option wasn't enabled. If it's that it may need a flag for it in team builder team files so that when it loads them it sets the flag correctly and prevents the builder from resetting EVs thinking it shouldn't been illegal set when it should. I hadn't the coded app but I'm guessing that's the cause.
If you open up your team file, it does have exactly that <Team defaultTier="Wifi OU" gen="6" hackMons="true" version="1" subgen="1"> EDIT: I'm going to try again to fix it though :(
I added legality status on an individual pokemon basis now. What this means is that if you make a legal team in hackmons mode (for whatever reason you might want to do that), it will detect it as legal instead of illegal as it does now. Also means if you wanted to make a tier that only allows one hackmon, you can. That will need a script function though, which I also added. sys.teamPokeIllegal(id, team, slot), returns true if the pokemon in that slot is illegal, returns false if it's legal/pokemon doesn't exist. No download for this though, probably going to be in the full release now.