* Implement Arceus Plates and Silvally Memories
* German localization for items
* Run linter on changes, add items to zh_TW localization
* linter cleanup
* Finish localization for other languages
Names for items sourced from Bulbapedia. Names for the items in Portuguese could not be reliably sourced, so they were as directly translated as possible.
* Add custom Blank Memory item
Currently does nothing, but the idea is that it would be used if the all-in-one form change item idea is followed through.
* Update item atlas
* Use move.type instead of type.value
The type effectiveness now works again.
* Update comments
* Fix type changing affecting only Silvally
* Condense switch cases down to a single line
As per Brain Frog's suggestion.
* Fix tinted caught icon false positive
* Remove unused import
* Rename and optimize
* Block comment
* Draft of evil team grunt pokemon pools
* Add graphics and music
* Add grunt spawn logic
* Add Giovanni
* Add team leader graphics
Giovanni and Ghetsis already have sprites, so they do not need added.
* Add teams for other evil team bosses
* Fix some typos and change hp bars to 2/2/2
* Fix sprites and add random team boss
* Add forced grunt encounter and update dialogue
* Update locales
* also lint en trainers
* More merge conflicts
* Deleted some duplicate images
* Correctly renamed the grunt files
* Forgot about team rocket
* New Magma Sprites
* Adjusted the trimming. Now they dont have as huge of a shadow bbelow them
* Fix grunt sprites
* Add real dialogue
* German Localization of the Dialogue
* Changes
* Tweak waves grunts spawn on
* Fix some typos in dialogue
* Y is canon
* Disable evil team spawns
* Fix another merge conflict
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Co-authored-by: Madmadness65 <blaze.the.fireman@gmail.com>
Co-authored-by: Jannik Tappert <tappertjannik@googlemail.com>
This also necessitated giving them unique front & back sprites too, even if they are currently just duplicates of the normal forms. This change will help players identify when they are using/have encountered a Partner Pikachu or Eevee.
* [Bug] Female variant Rhyperior missing .json palette
Adds the missing variant back palette map. Taken from the male variant back.
* [Bug] Female variant Rhyperior missing .json palette
Adds the missing variant front palette map. Taken from the male variant.
* [Bug] Female variant Rhydon line missing .json palette
Lets the game know that variants, both front and back, for Rhydon, Rhyhorn, and Rhyperior exist.
* [Bug] Female variant Rhydon, Rhyperior missing .json palette
Adds the missing variant front palette maps. Taken from the male variants.
* [Bug] Female variant Rhydon, Rhyperior missing .json palette
Adds the missing variant back palette maps. Taken from the male variant backs.
* [Bug] Add variant Larvesta icons
The game wants them in pokemon_cons_5v.json, where they are currently not. All Solosis and Tympole_3 sprites placements adjusted for adequate spacing.
* [Bug] Add variant Larvesta icons
Adds the icons to the spritesheet, and moves around some other icons for optimal use of space and spacing.
* squased merge rebind_menu
* azerty to qwerty
* add a check to preven a crash in firefox
* reset navigation menu on quit
* removed dual lock mekanism
* navigation display update icons on new bind
* added submit binding
* removed attribute no longer used
* change protected to abstract
* remove last bind protection since action and cancel are protected + renamed default controller to controller
* removed default alt qwerty keys in config
* fix some errors for doc
* fix tests
* fix some more errors for docs
* fix some more errors for docs final ?
* added alt bind for menu navigation + update icons on delete/home
* [Bug] Fix rare shiny Cleffa using default icon
Rare shiny Cleffa's icon was showing up as the default colouration, or as shiny Lugia's icon.
This fixes that by adding it to the spritesheet pokemon_icons_2v and its .json, where the console log suggested it should belong.
* [Bug] Fix rare shiny Cleffa using default icon
Rare shiny Cleffa's icon was showing up as the default colouration, or as shiny Lugia's icon.
This fixes that by adding it to the spritesheet pokemon_icons_2v and its .json, where the console log suggested it should belong.
* Add Toxic Orb and Flame Orb
* Change Weighting Logic & Functions
* Adjust Party Filter during Weighting
* Add Dynamic Weight Ceilings
* Refactor for Performance/Cleanliness
* Adjust Party Filter to Check Status Applicability
* Cover Same & Different Status Cases
* Adjust Full Heal & Restore Weighting
* Cover Unwanted Status Case
* Fix Wrong Status Effect on Reload
* Initial Commit
* Update pbinfo_enemy_boss_stats.png
* Move to Separate Key
* Add Separate Mobile Control for Flyout
* Add Setting to Enable/Disable
* Add to the Tutorial
* Change to BUTTON.V
A user reported [here](https://discord.com/channels/1125469663833370665/1238339524778790922/1244817919985061978) that "Shiny grafaiai keeps fading in and out of existence".
The presumed culprit is frame 17 being set to have a width and height of 3 pixels.
To fix this, the code from the non-shiny .json was used instead, which used dimensions of 66x55, somewhat more reasonable for the targeted slice of spritesheet.
Not tested, with due concern given to the abysmal odds of specifically encountering a shiny Grafaiai.
... but the change shouldn't break anything, I hope?
This adds Partner Eevee and Partner Pikachu, as well as all Cosplay Pikachu variants. Also included are some minor trainer-related formatting clean ups.
• Partner Pikachu and Eevee have their boosted base stats from the Let's Go games, but are otherwise identical in function and appearance to their regular variants.
• Cosplay Pikachus have their special moves as "evolution" moves and can be relearned if desired.
• Unlike the canon games, Partner Pikachu and Eevee are able to evolve like normal.
* Tate Animation was 5 times slower as the one from Liza. So i just shrunk down the file for it to have only every fifth frame
* Tates Animation is now smoother and more in sync with liza
* Added passives to the Summary Screen
Adds the ability to view passives on the Summary screen. Just like in the starter select, you can only see the passive once it is unlocked.
There is a small pixel button prompt which helps indicate you are able to press the button to view the passive. This buttons shows an A when gamepad support is enabled and a Z otherwise.
* Update summary-ui-handler.ts
* Updated for Legacy Support