Open TheWrathAbove opened 2 years ago
Hi sorry for the delay in responding. I think there are a lot of good suggestions here
I'm aware that there's already the option to remove junk items. However some items such as tms which aren't junk but are useless in battle can still be added. Additionally I'd like for some of the stronger berries such as Lum and Sitrus to still be an option.
That's easy enough to add those berries back in. Apparently, the EV reducing berries have no effect in XD but the others can be added back no problem (at least the useful ones).
In theory I'd love a list of Held items that we could select from to determine which ones we do and don't want in the pool. Potentially with one or two pre-sets for people that don't care as much. That'd probably be a lot of work tho so I'd totally understand if you didn't want to go that far.
I don't think this would be too difficult to implement, I think the hardest part would be the actual interface for selecting the options. Right now, there's just a list of item IDs to exclude from picking so all I'd have to do is make it hot-swappable with user options. I was thinking of doing this for other things too (i.e., you could select the trainers Pokemon manually if you wanted)
Additionally I'd like it if when giving a type booster (ex: Blackglasses) the randomizer were to look at the moveset of a given pokemon and assure that it has a move capable of being boosted and if not randomly switch it to one that aligns with an attacking move of the pokemon.
That's doable, I can have a map of types -> items that boost that type (and v.v.) that can be used to lookup which item should be used. I think the only tricky part would be picking which type item to use (e.g., if say Kyogre had Bubble and Psychic, Bubble is STAB but Twisted Spoon would probably be the preferred choice). Not impossible though, I'll take a crack at it.
I personally find that with the trainer items being truly random (even with junk items off) it often feels like the trainers aren't getting much benefit while I'm getting freebies from Shadow Pokemon that don't normally have held items. So, I'd love some options to give the opponents more of an advantage.
I agree, a lot of the items are junk even if they have a useful effect, with complete randomness you'll rarely see a Pokemon get an item they would benefit from. I'll see what kind of logic I can add to make this more useful.
I could also make it so item randomization is 1-to-1 so only Pokemon that had held items get their items randomized.
Glad you like my suggestions, I was a little worried that I might be coming off a bit too demanding with how many suggestions I've made.
That's doable, I can have a map of types -> items that boost that type (and v.v.) that can be used to lookup which item should be used. I think the only tricky part would be picking which type item to use (e.g., if say Kyogre had Bubble and Psychic, Bubble is STAB but Twisted Spoon would probably be the preferred choice). Not impossible though, I'll take a crack at it.
You could allow the user to select if they'd prefer to boost Stab or the strongest move, potentially even an option to always boost the strongest non-stab move if that's not weird to implement.
I could also make it so item randomization is 1-to-1 so only Pokemon that had held items get their items randomized.
Yeah, this would be a cool option to have.
Glad you like my suggestions, I was a little worried that I might be coming off a bit too demanding with how many suggestions I've made.
Haha, no worries. These games have a lot of unique differences from the mainline games so things that work well in other randomize don't necessarily translate or don't even exist. I'm always open to hearing suggestions and ideas 👍
You could allow the user to select if they'd prefer to boost Stab or the strongest move, potentially even an option to always boost the strongest non-stab move if that's not weird to implement.
That's a good solution, I think that's the route to take with this
Although for the "Always Boost Stab" option, If a pokemon doesn't have a STAB attacking move, I think it could just have it default to the strongest move, which could be noted in the tooltip.
Additionally, maybe make it re-roll to a different type of item if the pokemon has no attacking moves. And probably do something similar with choice band if they have no physical moves (although shadow moves may complicate that check a little)
I'm aware that there's already the option to remove junk items. However some items such as tms which aren't junk but are useless in battle can still be added. Additionally I'd like for some of the stronger berries such as Lum and Sitrus to still be an option.
In theory I'd love a list of Held items that we could select from to determine which ones we do and don't want in the pool. Potentially with one or two pre-sets for people that don't care as much. That'd probably be a lot of work tho so I'd totally understand if you didn't want to go that far.
Additionally I'd like it if when giving a type booster (ex: Blackglasses) the randomizer were to look at the moveset of a given pokemon and assure that it has a move capable of being boosted and if not randomly switch it to one that aligns with an attacking move of the pokemon.
I personally find that with the trainer items being truly random (even with junk items off) it often feels like the trainers aren't getting much benefit while I'm getting freebies from Shadow Pokemon that don't normally have held items. So, I'd love some options to give the opponents more of an advantage.