Pokemon Battle Simulator 2: Visual Version
Well, it's back, and this time it's Visual!
Generation 4 Sprites and Sounds!
DS Style Layout!
4 Choices Of Music!
Status Conditions: Poison, Burn, Paralysis, Confusion, and Frozen! And Unique Styling Of The Health Bar Based On The Ailment!
Realistic Battle Mechanics, like Damage being calculated exactly like the real games!
Stat Changing Moves! For simplicity's sake, all stat changers affect either Attack or Defense stats.
Potions, Elixirs, and Antidotes, to Heal, get more PP, and cure status ailments!
Complete Effectiveness Support for all relevancies!
DUAL TYPE COMPATIBILITY!!!
Abilities! Some Functioning, some in progress!
Initial Turn Randomization! Meaning that there's a chance for you or the opponent to go first.
OVER 3000 Lines Of Code! My Biggest Project To Date! Considerably Larger Than Astrum's Cookie Clicker!
Please leave any feedback and suggestions!
Health Bar on the Team side does not shrink with damage
Text rolling sometimes overlap if you select something while it rolls.
If you know how to fix these, please share!
Me : Mom can I get Pokemon?
Mom : We have Pokemon at home.
Pokemon at home :
Mom : You better not be playing Pokemon again!
Me : Nah, I'm on replit
Me on replit :
Really good game, the button graphics actually feel like the old school pokemon. This is amazing. You have my upvote!
@GhostKing007 Haha! That's seems about right.
I tried to get all the details right because I wanted it to be really close to the actual thing.
Some stuff was changed simply because I was running out of time (since this is a school assignment), such as the functions of Sand Attack and Focus Energy, which normally decrease target Accuracy and Increase crit ratio, respectively, so I just made them decrease target Attack and Increase user Attack, respectively.
That's probably the most significant change between this and the actual games.
Accuracy is something I always try to strive for.
This is the best game ever.
Brother: watch doin'
Me: playing pokemon
Brother: JUST BUY POKEMON ON DA PHONE
Me: No u, this is da best game ever, u will never take it away from me >:)
Pretty good! Maybe add a battle selector or a speed up for the text? Anyway, this is an amazing game!
@DillonGardner I've been told I should make an opponent selector for Debugging.
As for Text Speed, I'd need to figure out some way to do that without messing with styling.
I tried to make a volume slider a while back but it just ruined the DS styling I'd done. So I'll figure something out.
Doing a Text speed change could also prove problematic, a lot of the setTimeouts are based not only on the Sounds being played, but also the time it would take for all text possible to run.
So the reason it currently takes a while for your damage against the opponent to go through is because it's waiting the amount of time it would likely take for the: Critical Hit, Ability, and Effectiveness messages to go through.