Remember Ponymon, an ambitious but unfinished romhack?
Remember Pokemon Clover, the 4chan Pokemon romhack?
Ponymon: MLPOL edition.
Romhacking the Pokemon games is easy as fuck, all we need to do is decide on the new ponymon, their stats, if we alter the story in any way, if we change the Gym Leaders, etc.
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>>158326>>158327Thanks for saying that. Pony stuff's in the works, though not in the state I planned years ago. (Over 20 custom move types plus the originals? haha sure yeah I'll do a Harmony-type attack with my Laughter and Friendship type pokemon because Harmony is super effective against Music types but does no damage to Kindness types because i dunno lol)
>>158344Looking forward to playing it.
>>162380Noiceee!
Glad to see you're making quick progress.
still waiting for the rom-download infected with clop-ransomware New build's up.
https://mega.nz/file/tAkjmDRL#Eo7PlmvfNLGxa8la6A4teObtq1qEy4KJX4Wvgd8VXeQhttps://m.youtube.com/watch?v=40vrAZKpV8oA scientist in the basement gives you the mane six poners as pokemon when you find him.
Let me know if you find any bugs or overpowered degenerate strategies that make battles a breeze.
>>163386>rpgmakerNot complaining but I thought this will be a romhack similar to clover that can be played on a GBA with an EZ-Flash. Anyway looks fun keep it up
>>163406Sorry but I think some of the features I want would not be possible in a rom.
Are the Ponymon too weak, or too strong?
Is it possible to beat Gym Leaders and the final battles against the Professor with them?
>>164420I wouldn't worry so much about strength or weakness, so much as prioritize that the ponymon are balanced with one another.
>>164421They seem balanced against one another. I wish there was a way to get win/loss data from a huge playerbase playing this game. You can play with modified pokemon as they appear in Pokemon Radical Red using something like pokemon showdown. If they can get that raw data, they could use to further balance their game.
I considered redoing the Megas so that every Mega pokemon would get around 720 bst no matter its original stats and ability. That could make the weaker megas less shit and make the gimmick less of a powercreep "strong get stronger, weak stay shit" mechanic. But some megas have OP abilities or typings to make up for their garbage stats and some dont. Pokemon is a mess. It needs a reboot to clear things up and buy the developers time to work on better sequels.
What balance feedback can I get about this new type chart?
Green means the attacking type is super effective on the defending type being attacked, dealing 4x damage.
Red means the attacking type is Not Very Effective, dealing 0.25x damage.
White is neutral, dealing 0.5x damage.
Black means the defending type is immune to the attacking type.
Physical Fighting Type attacks do nothing to Ghosts, but Special Fighting type attacks use aura so they are Super Effective.
>>165850>Green means the attacking type is super effective on the defending type being attacked, dealing 4x damage.>Red means the attacking type is Not Very Effective, dealing 0.25x damage.>White is neutral, dealing 0.5x damage.I believe this is a mistake without any other gameplay-defining design decisions. With 4x damage on Super Effective hits (16x if double weak), most Super Effective hits will result in overkill with practically no consideration for STAB or the offensive/defensive stats of either party. As such, there's no real point in building a traditional offensive threat or sweeper when a bulky Pokemon with good offensive type coverage will do just as well. Even if you choose to play a strong offensive sweeper, it won't really threaten an enemy that it can only hit for Neutral (.5x). The only time there is a real question of whether a hit can KO would be against a foe that is foux-Neutral (4*.25), which isn't sufficient justification for an actual offensive build.
Speed becomes extremely important, but setting up any traditional speed control (Tailwind, Icy Wind in doubles, Trick Room, etc) will almost always either be mirrored or traded for a KO. If it's not mirrored, the player with Tailwind is practically guaranteed to win, as the other player won't be able to attack for the duration. Pivoting is emphasized, and Pokemon with strong defensive typing (Electric, Fighting, Fire, Flying, Normal, Poison, Sound and Water) become extremely valuable, especially Normal because of the wide variety of moves generally available to them and Fighting and Electric as strong offensive types in this paradigm. Offensive Bug moves are a must, as that is the only type to which Sound is vulnerable. U-Turn as a Bug move and Volt Switch as an Electric move would both be very strong, along with priority moves like Mach Punch and Ice Shard.
Since attacking is generally a high-risk endeavor, punishing switches is highly valuable. While Pursuit isn't likely to find a good target, a Prankster setting up Stealth Rocks, Spikes or a single layer of Toxic Spikes (the second layer is actively a detriment since Pokemon aren't going to stay in long enough for Toxic to out-damage Poison).
Games will be effectively over in the first couple turns, but actually finishing a game by KOing an entire team will tent to take a while.
Pokemon games aren't known for their difficulty, and NPCs are generally not strong on switching, so any NPC locked to a particular type as is common in Pokemon games become entirely trivial.
>>165883Shit, I should have mentioned this earlier.
>All Pokemon ingame only learn two attacks, they match the type of the user and become physical or special depending on whether their user has higher Atk or SpAtk>There are extra attacks you can teach to your Pokemon: A strong physical move, a strong special move, and two moves that become physical or special depending on whether their user has higher Atk or SpAtk: A draining move like Giga Drain (60 base power) and a Priority move like Extremespeed that has 60bp and +2 Priority.>Each of these attacks has a typed variant.>Coverage moves are heavily nerfed, a 0.1x modifier is on every move that doesn't match your Pokemon's move. I was going to make Adaptability give Same Type Attack Bonus to all moves but Adaptability Eviolite Eevee was OP. Now Adaptability reduces the penalty to 0.5x from 0.1x,>You can give your pokemon any of my new attacks or one of several status moves like Trick Room, Toxic, Will O Wisp, and others but the STABless penalty keeps coverage moves from being too OP.>Super Effective STAB attacks guarantee crits (just ignores enemy defensive buffs) and if they hit before the target takes their turn and does a move, they guarantee Flinches which make the target miss their turn.>All NPCs ingame automatically use the highest-level AI that will understand the value of held items/weathers/abilities and switch if it feels it's necessary, even random low-level trainers.>Poison and Toxic Poison gain a bonus Heal Block effect>There are Held Items and Abilities to set things like Spikes, Stealth Rocks, Tailwind, and Trick Room when switched in.How does this information change your view of the mechanics?
I think I should remove the damage penalty to neutrally effective attacks, as it makes dual-types better than single-types for no reason.
>>165883Also the Gym Leaders can be fought in any order and they use tougher teams the more Gym Badges you have, but after beating each Gym Leader you can rematch them with their max level team, which have dual-types who resist what usually beats their type and can crit them.
And I buffed Weather. Weather effects double the offense and defense of the Pokemon their weather benefits.
Sun boosts Grass, Fire, and Dragon.
Rain boosts Water and Electric.
Hail boosts Ghost and Ice.
Sandstorm boosts Earth and Steel.
>>165887I took Shuckle, which has some of the weakest offensive stats in the game, and ran a damage calc with Adamant 252 Attack EVs and the 60 BP Bug Bite into the default Abomasnow. Abomasnow doesn't have the best BST or stat distribution, but it's not all that bad. With 4x damage, it is guarenteed to 2-hit KO. With 16x, the Shuckle overkills by over another health bar.
>There are extra attacks you can teach to your Pokemon: A strong physical move, a strong special move, and two moves that become physical or special depending on whether their user has higher Atk or SpAtk: A draining move like Giga Drain (60 base power) and a Priority move like Extremespeed that has 60bp and +2 Priority.Drain is completely worthless when any offensive move from a Pokemon with more than 10 Attack can 1-shot you, and giving everyone a Priority just means you're playing the speed game at +2 Priority.
>Coverage moves are heavily nerfed, a 0.1x modifier is on every move that doesn't match your Pokemon's move.Makes non-STAB attacking moves completely worthless.
>Super Effective STAB attacks guarantee crits (just ignores enemy defensive buffs) and if they hit before the target takes their turn and does a move, they guarantee Flinches which make the target miss their turn.So on the off-chance Galvantula can't kill whatever it's attacking in one hit, it can flinch it and guarantee the 2-hit KO.
>I think I should remove the damage penalty to neutrally effective attacks, as it makes dual-types better than single-types for no reason.At least offensive built Pokemon wouldn't be completely worthless.
>>165888>And I buffed Weather. Weather effects double the offense and defense of the Pokemon their weather benefits.Double is way too much. You can balance BSTs around the boost, but I think anything over 15% is unreasonable. At double, you need to choose between a Pokemon being worthless outside of weather, or unbeatable in it.
>>165889I removed the neutral damage penalty.
I wanted to make non-STAB moves useless to offset how any pokemon can learn any move.
I also removed OHKOs like Fissure and added perfect accuracy to all moves to minimize RNG.
What would be more reasonable multipliers for super effective and not very effective? I wanted typing to play a bigger role in a pokemons battlefield usage but I think I went overboard with the offense.
That new pokemon scarlet and violet didnt look good. I'm glad more fans matured and remembered it's okay to criticize big corpos.
https://m.youtube.com/watch?v=rttu6MzW4WsAlso this was gay
https://m.youtube.com/watch?v=zkBHSaukjq8Not the guy, the challenge concept.
It's not a "challenge" to go through the whole game with the strongest pokemon in Sinnoh on your team, a pseudolegendary so strong he was banned to ubers, who even has Dragon Rage to make the early game a cakewalk. I'm surprised his 600bst dragon actually died but it was smart of him to put an Altaria on his team and call this a Dragon Monotype challenge instead of a Solo Run. Saved the run.
You know what would be a more hardcore challenge?
Ballslocke.
A pokemon hardcore nuzlocke with all the usual rules plus a new one: If your pokemon faints, it dies AND your maximum party size is reduced by 1 for the rest of the game. That ball is inert. That slot on your belt is permanently blocked by an inert ball. Even if it means you will fight a trainer with more pokemon than you. No redos. No second chances. No losing a party and retrying from the pokemon center with a backup party. You lose one party slot with each death and after 6 deaths the run is dead.
https://files.catbox.moe/g2bufw.zipAnyone know what these spritesheets are from?
I found them years ago from some other kinda VG project.