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A more complex and difficult version of Pokémon Emerald with some unique features.
This project forked from rh-hideout/pokeemerald-expansion
A more complex and difficult version of Pokémon Emerald with some unique features.
Is your feature request related to a problem? Please describe.
Continuation of #11. When a species have more than one ability, is sometimes tricky to get a Pokémon with the one you want. The game must provide an easy way of doing that.
Describe the solution you'd like
I suggest adding an "Ability Tutor" NPC that can make your Pokémon change it's ability to another of the ones defined for it's species.
Describe alternatives you've considered
An alternative could be implementing an easy way of getting the ability you want by breeding.
Additional context
Here you can find how to add an Ability Tutor that can teach any ability to any Pokémon. We could take that implementation and adapt it to allow teaching only the abilities defined for each species.
The graphics of small and/or crawling pokemons on the right side of the enemy field may get covered by the player's second pokemon bar in double combats.
This causes that these pokemons don't get completely shown and the ball in the catching sequence shakes somewhat hidden by the bar.
All double combats against trainers are disabled, even those which were originally double ones.
This shall be done after all trainers' pokemon sets have been defined to avoid game crashes.
Upon catching a pokemon from over 4th generation, the pokedex entry scene is shown using Torchic instead of the catched pokemon itself.
Is your feature request related to a problem? Please describe.
Currently the battle interface doesn't show so many useful info. The rectangle on the lower right corner shows the PPs and type of the selected move, but nothing else.
Given that we introduced the physical/special split and could potentially change some of the well know effectiveness between types, the players will have to consult the statistics screen more frequently and / or memorize the changes we have made. Either variant creates unnecessary discomfort.
Describe the solution you'd like
We could to take advantage of that rectangle on the lower right corner to show 2 more types of info:
Describe alternatives you've considered
Additional context
It seems that someone on the net has already implemented the type-effectiveness part. There is a tutorial HERE
HMs can be used out of battle just by having the badge needed to use it and a Pokemon capable of using it, regardless of whether you already possess the HM item or not.
Rework the EVs system (#9 )
Change all evolutions to be friendship-based
Add evolutions and pre-evolutions of the original 386 mons
Balance stats of mons to make them all viable for battle
Add other convenient mons of later generations
Implement evolution moves
Allow catching before getting the pokédex
Reorder the pokédex
Make all battles double (#5 )
Upgrade AI of all trainers
Force battle style to set
Remove badge boosts
Dinammically generate levels of enemies
Rework friendship gaining/lossing methods
Make HMs forgettable and solve HM slaves problem
Implement new gens exp-share
Implement new gens repel system
Change the white out money calculation
Show type effectiveness in battle interface
Implement stats-affected stats colouring (#4 )
Show EVs and IVs in status screen
Show more useful info in the pokédex
Nickname Pokémon from the party menu
Allow shopping balls from the beggining
Change starters
Force progressive dex completion
Make all mons catchable
Make all legendaries reappear
Give running shoes after getting the starter (#8 )
When balancing pokemon we may find some moves and abilities are off-chart thus disturbing the gameplay. Also with the new planned features some moves may not be worthy after having its pp
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