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Programming HiZo's Untitled PS! Roguelike

One obvious thing I noticed playing today: since this is all singles, pokemon should be forbidden from getting doubles-only moves like helping hand and wide guard, right? Actually, I guess wide guard still has applications in single battles (PP stalling spread moves), but it's kind of silly.
 
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One obvious thing I noticed playing today: since this is all singles, pokemon should be forbidden from getting doubles-only moves like helping hand and wide guard, right? Actually, I guess wide guard still has applications in single battles (PP stalling spread moves), but it's kind of silly.
makes sense, but currently level up movepool is faithful to the games so while they suck i dont really want to comb through all of the moves and hardcode which to remove from the levelup movepool, or at least dont want to right now
 
the simplicity of it somehow makes it better than Pokerogue(which got absorbed by some company? Still can’t fix the crashing constanly issue)and I know you didn’t anticipate the traffic overloading the servers but do we just keep constantly checking to see if it’s back up or what’s your long term solution-if any at all- since this thing gained so much traction lately.
 
How many mons can you have in your team? I'm at 6 currently, and I see no indication of being at a limit atm. Poke Ball Pack is purchasable etc.

And if I give an item to a mon that already has an item, do I get its old item back or is it lost?
 
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How many mons can you have in your team? I'm at 6 currently, and I see no indication of being at a limit atm. Poke Ball Pack is purchasable etc.

And if I give an item to a mon that already has an item, do I get its old item back or is it lost?
6. If you buy a Poke Ball Pack at 6 and choose a Pokemon, you are prompted to replace a current party member.

The old item is lost.
 
Alright, thanks. When doing one of the BP actions, like healing or giving an item, it'd make a lot of sense to show relevant details of the mons, like their HP, which ones have items and which don't, etc.

Also, I kind of wonder... A doubles version of this could be even nicer?
 
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I did some things to hopefully improve player experience and also to get further along in the project (special thanks to a lot of people for some help with ideas and stuff)
  • Added a rotational shop
  • Implemented less powerful HP healing items and repriced accordingly
  • Weighted Pokemon within BST thresholds (no more level 5 Palkia)
  • added a new command /getteam to get your roguelike team as a PS exportable at any time
  • added a new command /roguelike top as a basic leaderboard
  • Started work on evolutions (only implemented basic level up ones)
  • Added TMs and made them exclusive to the rotational shop
  • Made different Poke Ball Packs for different BST thresholds and priced them accordingly
  • Implemented basic key item functionality and implemented the Exp. All, as well as added it to the shop
  • Miscellaneous Bugfixes and improvements I forgot to mention
Will be deploying the update sometime tomorrow when I am fully awake and ready to embrace the potential crashes. (This will also delete everyone's save data!!!!!!!!!!)
 
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I've tried playing this recently, but it seems the bot is having trouble sending a mon out after its current mon faints. Been getting stuck on battles bc after I defeat the first mon, the opponent does nothing and the battle can't continue

Very interesting project tho! Curious to check it out after this gets fixed
 
one incredibly hectic summer later... and back with a few updates.

- Added consumable item evolutions (you can get these through the rotational shop currently!)
- Quality of Life Changes (you can now swap items between and also release pokemon)
- Rotational Shop upgrade (better rates on some items and should make it more fair on average and also a reroll button)
- Got the game playable again (as in rolled back to the most playable version of ps and built updates on top of that version)

thanks to everyone who is sticking around
 
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