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Pokemon crystal dust nuzlocke
Pokemon crystal dust nuzlocke













pokemon crystal dust nuzlocke

Pokemon are removed from your party at the end of battle if they faint If your party faints, your game is done. Capture tracking starts when you get your first 5 pokeballs, and ends after defeating Red There will be different battle music for the first encounter in each location (makes it easy to tell if you can catch something) You can only capture the first encounter on a route and location (goes by map location) Unown might show up as the wrong letter in some stat screens (there's a possibility this can affect shiny pokemon too) Printing menus can freeze the game (printing options should be removed. EXP share and EXP gain working like gen 6 More outdoor palettes (one for each hour instead of 3 for the whole day)

#Pokemon crystal dust nuzlocke code

(thanks to VictoriaLacroix for their running code I borrowed and modified) This is faster than walking, but slower than biking. Icons show if a move is Physical, Special, or Status Stat screen shows what stats are modified by natures Pokemon now have a 1 in 4096 chance of being shiny (like gen 6) Added music for shops, nugget bridge, cerulean city, and cinnabar island Stat stage modifiers now reflect gen 3+ too. Accuracy/Evasion checks should now be calculated like Gen 3 and onward. Some moves have unchanged power or effects, like low kick and roar, however accuracy reflects 6 gen's

pokemon crystal dust nuzlocke

Moves updated to gen 6 accuracy/power/pp Pokemon's ID in base stats increased to 2 bytes Fairy type added (updated gen 1/2 pokemon and moves to reflect this) I've been working on a hack of crystal that aims to modernize it, and I'm now ready to enter the beta testing phase.















Pokemon crystal dust nuzlocke