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It's been a while since I updated this - work on the project has been gradual. Hopefully I'll have more to share soon, but for now, here's a preview of the second stage for each of the starters:
A new project by Poq
Created using Pokémon Essentials
Overview
Enter the twisting tunnels of an underground labyrinth in search of a legendary artefact. But proceed with caution, this maze is filled with aggressive Pokémon, a mysterious cult, and an oppressive darkness that seems to have a...
The script now takes into account trainer skill level.
High Skill Trainer - waits until they are down to one Pokémon, then revives the fainted Pokémon with the best type advantage and highest stats.
Medium Skill Trainer - waits until half the party is fainted, then revives the fainted Pokémon...
Yes, it's very simple at this point. If there is a fainted pokémon in the team, the AI will use the revive on the first one it checks.
I've considered adding more logic to it, like using a revive only when down to their last pokémon and choosing which pokémon to revive based on trainer skill...
In Essentials, as in the original Pokemon games, you will never battle an opponent who uses a Revive. Even if you give a trainer a revival item, they'll never use it. That's because the AI hasn't been programmed to know how to revive. I found that, in my game, I had some story reasons for...
Trial: I: City
Map Name: Mercandon
Map:
Critique Requested: Certainly!
Credits:
Made using base Essentials tiles and OWs.
Notes: Mercandon is a city with a little bit of everything: a thriving commerce center, a residential district near a hillside park, a thriving manufacturing and...