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Than save the game and when go for a play, load your saved game instead of loading the game itself, to stop with the annoying error message.
http://pastebin.com/raw.php?i=kL0QUv3T
After I close Custom Model tab, it deletes a bag with hexagons.
I dont know how to fix that, if anyone knows, please write it down
http://cloud-3.steamusercontent.com/ugc/1495712704788772427/6D5E083FBCAA38731C1FAEF6BAF5B3FE313BE77C/
http://cloud-3.steamusercontent.com/ugc/959717316641642545/4DA1ACC3D2094ABE889E6607DFDF59EB10AEB207/
http://cloud-3.steamusercontent.com/ugc/927059243549478254/4C99C007407F3F7E3B4E07D1B1610DC1E38C1150/
http://cloud-3.steamusercontent.com/ugc/959717316641704355/27CD4C39FB1C71DE71507698D32999C10842E0D0/
http://cloud-3.steamusercontent.com/ugc/927059059643367330/88C0B0971A0D5A1040A6EBF6DB2852C83884F797/
http://cloud-3.steamusercontent.com/ugc/1495712704789253609/7E60300C57D6E7CF92D2D15151E0C35AB6780AAF/
After playing for some time I found a bug and had an idea:
- The bug:
When randomizing the board, if "Motostoke" is loaded in the pokemon chips are wrong, some green have blue pokemon and one pink tile has a green pokemon and one pink tile has a red pokeemon. Also it loads Morty as gym leader instead of Kabu.
- Idea:
Idk if it is possible due to the roads of the map but, for a custom game, to only use the hexagons for the gens you select.
Maybe on the side board where you select the generations integrate a row/dropdown of buttons where you select, specific, gyms you want to shuffle in?
If this is possible it could be nice to, for example, put 2 versions of Misty in 1 for the first gen, and 1 for the later gens.
- Oddities:
Once again, from a perspective of a peanut considering programming, when playing a Gen1-3 playthrough I encountered an Alolan Rattata, is this something that can be fixed so the normal Rattata is in the game and the Alolan version?
Though in future updates I'm happy to look over the handbook, in the name of ensuring it lines up with the three languages in trench coat, that is the English language.
Its the file which has all the 3d models
I'm mostly dev work, but from my understanding, when you draw the trainer card, you can only keep the one however, you do get to choose between them.
If you draw a Trainer Card, are you able to use more than 1 trainer or can only have 1 trainer at a time? I wasn't sure so i replaced my old trainer Cynthia(started with) with Red assuming that was the case since having more than 1 trainer with different effects stacking would be broken
does anyone have the older files? Old Trainer, Pokemons, ... ? :)
#2 for eevee and eeveeloutions. the rule book states there are multiple eevees available so eeveeloutions can 'evolve'. we only found the the one eevee. This poses multiple questions. does the one eevee apply +2 to all evolutions? upon aquiring a pair, are they locked together? Can the single eevee swap her +2 between multiplee evolutions?
Thanks in advance!
1. As many as they want to. Items can be used as shown in each card - Common Items can be used on your turn, Quick Items can be used anytime and Battle Items only when fighting. So, considering your example: you could use those Items after the Event, since it's still your turn.
2. There are no limits to Items used in a duel. You can only use one bonus in each individual duel, but you can use as many as you want to. The three slots are only in order to place a face-down card behind the respective Pokémon.
3. Assuming this is question is for a League with 2 or 3 players - Yes it counts. Even if the player doesn't have enough badges.
4. After each battle they return to the Indigo Plateau space.
#1. how many items can a player use on his turn, and at what point on their turn can they use them?
i.e. player used 2 items, then rolls die to move, receives 3 items from an event, then uses those 3 items. is this a legal play?
2# in a pvp battle, are the 3 items slots on the scripted board meant to indicate that only 3 items can be used across the entire fight? If a pokemon is revived with a potion, does that potion count towards the players one item per duel limit?
#3. if a player is dragged to the indigo league and wins against his opponent, does this win count towards winning the game? does this win not count because he/she doesn't have 6 badges? or perhaps it does not count because he didn't initiate the challenge.
#4. while in indigo league, after landing on the start league space, are both players moved to the start league space? or are they moved to the beginning of indigo league?
on Saffron hex the upper slot received red card while Mossdeep got the blue card on one of its red slots.
2) Rulebook page 10:
Typo "At the start o the game"
3) Arena:
Power counter goes up to 30, but we managed to raise power of one player to 35. i think it may go up even higher (he used blue not evolved pokemon cards and buffed them through the use of items and opponent weaknesses). so i suggest to set limit to at around 60 at least.
EDIT: after rechecking the rules and counting power again we got one player with 36 power and another one with 34.
https://drive.google.com/folderview?id=11Cwcmat7OvBA2DCL6-Te7etneGgi4HZs
The issue: Adding cards to either the purple or white "hidden" 6-card rows at the very rightmost of the board made the card unretrieveable, invisible, and basically lost unless you press Ctrl + Z to undo.Only the top 6-hidden row (red color) worked.
The suggestion: if possible, it would be AMAZING if, after rolling the movement dice, the script highlighted which squares you can move to with that roll. I found that a significant (and boring for everyone!) amount of time was wasted by each player in simply figuring out which several squares they could move to with a given dice roll.
@khitas Every Duel Event has a different prize (displayed on the face of the card). Battles inside the League give the winner 3 Item Cards.