Pokémon XD: Darkness Beyond Time Update 11/3/15

I’ve added two new weather conditions on top the the pre existing ones from the core series. Mist and Nuclear Radiation. Mist makes it so Pokémon regain 1/16th of their total Mist Points (MP) used to use special magick attacks each turn. Radiation raises susceptibility to status conditions by 50% and decreases both defenses by 10%.

Here are screenshots of the the two:

Mist

Screenshot (1446602040.832011)

Radiation

Screenshot (1446601792.313791)

Categories: Miscellaneous | 1 Comment

8.2 Patch

It turns out the 8.1 patch had the data files from the wrong project, so I’ve uploaded a new patch with the right files. Please go an download that one please.

Categories: Miscellaneous | 1 Comment

Pokémon for Ace 8.1 Patch

There is a new patch available on the Download’s page for Pokémon for Ace. It fixes the start-up problem and a couple other script issues. Get it here.

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Pokémon for Ace Version 8 and Beyond

For those of you who haven’t seen yet. Pokémon for Ace version 8 is out now. (You can get that here). This version has a lot (and I mean a lot) of bug-fixes and new features. I’m not going to say that this is the penultimate version of Pokémon for Ace,  because its not. There are many things that still need to be done (for example, Rotation and Inverse Battles). With this new version, I am going to make my own Pokémon fangame. The game is meant as a sequel to Colosseum and XD: Gale of Darkness for the Nintendo GameCube, as well as a continuation on Hilbert/Hilda and N’s story from the 5th generation games. The premise is that you are playing as Hilbert/Hilda about three years after the events of the first Black and White games as he/she embarks on a new journey through time and space against a newly reformed Cipher and their Shadow Dialga. For this project, I am going to need sprites and character artwork for a number of characters that are either original or are from Colosseum and XD: Gale of Darkness. I will also need a name for this game and a logo for it. I will set up a new page with this blurb and information on how to submit resources to me and more specifics on what I need.

Categories: Games, Pokémon for Ace | 11 Comments

Crystal Engine – Final Fantasy II Stat Advancement

Introduction:
This is a collection of scripts based off of the leveling system used in Final Fantasy II. In Final Fantasy II all character growth was done on a use based system. When you attacked with your weapon, you proficiency with that weapon and physical Attack increased. Taking damage increased HP and Defense and so on. In addition skills can level up and become more powerful and if you have Mr. Bubble’s Shield Blocking script attacking while have a shield equipped can improve your block rate with that shield. Levels and experience have been hidden, but not removed due to compatibility. The system uses a rank based system based off of your levels and ranks assigned to the enemies to make sure you get less and less stat advancement from weaker enemies.

Actor Notetags:
<no advancement> Cause the actor to ignore all of the FF2 Scripts

Skill Notetags:
<use increase stat: x> Increase stat EXP for the user by x for the specified stat
<use increase stat: rank> Increase stat EXP for the user using a rank based calulation
<hit increase stat: x> Increase stat EXP for the target by x for the specified stat
<hit increase stat: rank> Increase stat EXP for the target using a rank based calulation
<weapon based> Signifies to factor in your weapon level (attacking automatically has this trait)
<no levels> Causes the skill to not be affected by the skill levels script

Item Notetags:
<use increase stat: x> Increase stat EXP for the user by x for the specified stat
<use increase stat: rank> Increase stat EXP for the user using a rank based calulation
<hit increase stat: x> Increase stat EXP for the target by x for the specified stat
<hit increase stat: rank> Increase stat EXP for the target using a rank based calulation
<weapon based> Signifies to factor in your weapon level

Enemy Notetags:
<rank: x> Specify the enemy’s rank for rank based calculations

State Notetags:
<apply increase stat: x> Increase stat EXP by x for the specified stats when this state applies

Download:

Demo

OneDrive folder containing all the scripts

Required: Crystal Engine – Basic Module

Categories: Scripts | 2 Comments

Crystal Engine – Equipment Weight

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Introduction

This script allows you to set up a weight system for your equipment. This system sets all equipable items to have a weight. When an actor’s equipment is too heavy the play cannot exit out of the equip scene (or cycle to another actor).

Actor/Class Notetags

<weight limit: x> Sets the actor’s/class’s weight limit to x (actor limit take priority)

Skill/Item Notetags

<change weight limit: +x> Add x to the target’s weight limit
<change weight limit: -x> Subtract x to the target’s weight limit

Item/Weapon/Armor Notetags

<weight: x> Sets the weight of the item/weapon/armor to x (weight for items is only if using CE – Item Accessories)

Script Download

Get the Latest Version

Categories: Scripts | 7 Comments

Crystal Engine – GF Summon

Introduction

This script is an add on for Crystal Engine – Guardian Forces. This script allows you to summon your GFs into battle to replace your party or even join.

Skill Notetags

<GF summon: x> Summons actor id x as a GF

<summon style: x> Chanages the summon style of the skill

<dismiss> Dismisses the current GF

Script Download and Requirements

Required: Crystal Engine – Guardian Forces

Required: Crystal Engine – Basic Module

Download the Latest Version

Categories: Scripts | 1 Comment

Crystal Engine – GF Items

Introduction

This script allows you to set up items (and skills) that when used in the menu apply to the party’s GFs instead of the party. This is useful when using a script to summon GFs, so the player has a method to heal GFs.

Skill/Item Notetags

<GF> Makes the skill apply to GFs when used from the menu

Script Download and Requirements

Required: Crystal Engine – Guardian Forces

Required: Crystal Engine – Basic Module

Download the Latest Version

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Crystal Engine – Shadow Pokémon

File:Shadow Pokémon.png

Introduction

This script replicates the shadow pokemon system from Pokemon Colesseum and XD. The system allows for you to deam actor and enemies as Shadow Pokemon

What are Shadow Pokémon?

From the Bulbapedia Article on Shadow Pokémon

Shadow Pokémon (Japanese: ダークポケモン Dark Pokémon) are Pokémon that are being used for wrongful acts because they had the doors to their hearts shut artificially, a process created and carried out by Cipher in the Orre region. Collecting Shadow Pokémon through snagging and restoring them to normal is the main goal of Pokémon Colosseum and Pokémon XD: Gale of Darkness.

Actor/Enemy Notetags

<shadow> Indicates that the actor/enemy is a Shadow Pokémon

Skill/Item Notetags

<scent: x> Causes the skill to reduce the heart guage by x

<snag ball> Causes the skill if it is a Pokeball to override the rule about  catching trained Pokemon if the target is shadow

<time flute> Causes the skill in instantly purify a Pokemon

<call> Causes the Skill to Snap the User Out of Hyper Mode

Script Calls

purify_ready?(actor_id) Used to check if an actor is ready to be purified

relic_stone(actor_id) Calls purifications if possible for the user

Script Download

Required: Crystal Engine – Basic Module

Required: Crystal Engine – Enemy Classes and Levels

Download the Latest Version

Categories: Scripts | 4 Comments

Crystal Engine – Transform

Introduction

This script replicates the transform skill from the Pokemon games.

What does Transform do?

From the Bulbapedia Article on Transform

Transform changes the user’s current type, current stats, current stat modifications, current moves, current species, and current cry to that of the target’s.

Skill/Item Notetags

<transform> Sets the skill/item to transform the user into the target

Script Download and Requirements

Required: Crystal Engine – Basic Module

Required: Crystal Engine – Enemy Classes and Levels

Download the Latest Version

Categories: Scripts | 1 Comment

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