ROM Hack Pokémon Rutile Ruby and Star Sapphire: OR/AS Challenge Mode ROMhack!

Ekaitz

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I've only come this one with 3 builds,Eternal X/Wilting Y.Neo X/Neo Y have only 2 builds.
http://www.pokecommunity.com/showthread.php?t=362505

Yes, I saw this one but the main issue is that we can catch all the Pokémons. Some people enjoy it but I prefer something that just sticks to modification that won't make some Pokémon non-legit. That's why I enjoy Rutile Ruby, the legit build allows me to play in a "normal" way, every 'mons are legit and are ok to be trade with other players. :)
 

danver

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OK i'm not sure if this has already been answered or not, but when i try to use the 679 build for my omega ruby 3ds cartridge. All that shows up is omega ruby. Any help would be greatly appreciated ty. Also yes i made sure i followed all the steps to a T so not sure how this is happening
 
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BluPhoenix

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I've been playing this rom hack for quite a while now, but now I have an issue. After the event where i caught kyogre, I upgraded my pokedex to the national dex, and now whenever I try to access AreaNav the game crashes and the 3DS needs to restart. Never had an issue with the game and I don't know what's causing this. I built a cia version of the 679 build and installed your update to play online. Did someone else got the same issue with the 679 build? Maybe it's to much pokemon to load :P
 

rkusma

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Would installing the update for my pokemon ruby game after this process mess up rutile ruby? To make my situation more clear for the question, I used my pokemon omega ruby cartridge to create the .cia and I want to know if I would be able to play this romhack and still be able to play the original ruby properly updated. If I install the update for the pokemon omega ruby cartridge, will the 3ds automatically try to apply it to pokemon rutile ruby as well? (using cia installation with FBI)
 
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Purple_Heart

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you have to use the update cia that is provided within the hack

--------------------- MERGED ---------------------------

the official update breaks the hack
 

Dio Vento

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I've finished playing through Moon. I'm starting planning work on Nova Sun tomorrow. The actual romhacking tools aren't mature enough to do what I need in-game yet. One small snag: editing Totem encounters might be more of a pain than Trainers. If they're stored in CRO, no Homebrew-only setup will be able to boot the game with edited Totems. Luma3DS should be able to boot it fine.
 

ultros7

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I've finished playing through Moon. I'm starting planning work on Nova Sun tomorrow. The actual romhacking tools aren't mature enough to do what I need in-game yet. One small snag: editing Totem encounters might be more of a pain than Trainers. If they're stored in CRO, no Homebrew-only setup will be able to boot the game with edited Totems. Luma3DS should be able to boot it fine.

That's great, this game has a lot of potential for a challenge hack. Plus I'm sure you'll find a way to make Bottle Caps actually accessible so Hyper Training isn't a wasted feature by GF's dumb decisions.

And don't let the hack possibly being CFW only deter you, most people here have CFW I'm willing to bet!
 

EatsCookies

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I've finished playing through Moon. I'm starting planning work on Nova Sun tomorrow. The actual romhacking tools aren't mature enough to do what I need in-game yet. One small snag: editing Totem encounters might be more of a pain than Trainers. If they're stored in CRO, no Homebrew-only setup will be able to boot the game with edited Totems. Luma3DS should be able to boot it fine.

Looking for possibly a 'lite' version. Just trainers edited for a harder play-through and lvl100 elite 4 (or others). And a way to capture all 700+ pokes in game. I am waiting excitedly!
 

Dio Vento

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Progress update on Nova Sun / Umbra Moon as of 11/27/2016:
I've been working hard on this since the game launched, though my work only recently got to the point of actually modifying the ROM. The first couple weeks were entirely:
  • Playing through Moon Version to get a feel for the region (and to enjoy the new game!)
  • Updating and altering my design spreadsheets
  • Optimizing my export workflow
  • Adding stat data for new Pokémon to spreadsheet
  • Recording every Trainer in-game into my design spreadsheet one by one
On "Export Workflow": For RR/SS, I had to manually copy every change I made to the game to RR/SS's six versions, and I was overly reliant on GUI methods for building files. I now have an automated script to create all six versions of Umbra Moon and Nova Sun at once, and set up symbolic links so that I can edit files that are global between the versions with one use of PK3DS.

Anyway, that's probably information nobody really cared about. Here's a breakdown of my current progress on getting the hack into a release-ready state.

I consider the project to be 15% complete at this time. I will not provide a projected launch date because I have school and other factors in life that may prevent me from consistently putting in time on Umbra Moon and Nova Sun.

Wild Encounters:
Legit Build: 20% planned, not yet implemented (Sun & Moon)
Leveled Build: 20% planned, not yet implemented (Sun & Moon)
Expanded Build: Not yet planned

Evolution Changes: Fully implemented

Item Price Changes: Fully implemented & Tested

Poké Mart Changes: Fully implemented & Tested (Items available: Apricorn Balls + Beast Ball, Competitive hold items, Evolution Stones, similar Standard Mart spread to RR/SS)

Game Script Changes: Complete

Wild Hold Items / 1-cycle Egg hatch rate: Planned, can't implement until PK3DS updates

Moveset Adjustment (Fix Abra bug, give Golisopod actual access to Razor Shell, etc.): Planned, can't implement until PK3DS updates

Trainer Teams + Totems: 8% Planned, 6% implemented, 6% tested (this process is proceeding very quickly!)

Logo: Designed, can't implement until PK3DS updates or I find the title screen/opening cutscene GARC files

I hope the product will be worth the wait. Some information about the project for fans of Rutile Ruby and Star Sapphire:
  • It is no longer possible to turn Single Battle trainers into Double Battle trainers. As such, UM/NS will feature fewer Double Battles than RR/SS did.
  • Triple, Rotation, and Horde battles are completely removed from Sun and Moon. As such, they will not be appearing in UM/NS.
  • The level curve will not have to be as drastic as RR/SS's to provide challenge, since Sun and Moon allow AI Trainers to have Effort Values, Natures, and Individual Values.
  • Umbra Moon and Nova Sun will still be balanced around the constant use of the EXP. Share, but thanks to the Generation V Experience System's return, growth from the EXP Share will be less explosive. Skipping content, in particular, will harm the player much less than in RR/SS.
  • Thanks to the addition of EVs, IVs, and Natures, enemy Trainers no longer have to be 5+ levels above you to provide a challenge, nor do they need to pack Legendary Pokémon just to get an edge.
  • Sun and Moon run in Extended Memory Mode on Old 3DS devices. This means Old 3DS devices will not be able to boot this ROM hack through HANS alone.
  • The primary method of booting this ROM hack will be through SaltySD on a 3DS/N3DS with Luma3DS Custom Firmware. A HANS pack will be made available, but will only be usable on New 3DS. I will also provide instructions and files for compiling the ROM hack as a .cia or .3ds file.
  • Pokémart catalogs are in .cro this generation. Modified CRO files cannot be accessed by a device on standard firmware and Luma3DS (or other CFW) is required to boot a game with modified firmware. Homebrew-only New 3DS systems will be able to run Nova Sun and Umbra Moon, but they will not have access to the altered Pokémarts.
  • SaltySD is an incredible tool. It can read individual GARC/CRO files from a folder on the SD Card instead of relying on an unnecessarily large compiled ROMFS binary file. Thanks to this, testing is proceeding much faster now that I don't have to recompile .3ds or .cia files to test the hack. SaltySD also means that I can seamlessly implement any Sun/Moon updates that may occur.
  • SaltySD also means that installation of the ROM hack for CFW users will be a simple drag and drop affair, with the ROM hack files taking up under 400MB on the SD Card (For some reason, the encounter tables are in a 330MB GARC).
 
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Reserved

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As someone who absolutely loves Rutile Ruby and Star Sapphire (you might not remember it, but I sent you a disgustingly long message thanking you for such fantastic mods), you really have me excited! Rutile Ruby and Star Sapphire were absolutely amazing, and the the features you've proposed sound wonderful. It's really cool hearing how you've managed to optimize your workflow on the mod compared to RR/SS, too.

Going over some of what you've said...

With the Legit Build, do you plan on implementing any new, legitimate changes to the encounter table? For example, in RR/SS, you made it so post-game Pokémon are available from the start, thus improving the roster of playthrough Pokémon substantially. I'm guessing any similar changes for this generation would be based on Island Scan Pokémon, and maybe even SOS Pokémon as regular encounters?

This might seem a bit iffy, given the implications, but I'm curious as to whether or not you've considered adding Z-Crystals to the Wild Hold Item list, similar to Mega Stones in RR/SS. I'm guessing it wouldn't make total sense given that Z-Crystals are supposed to be collected similar to badges in previous games, but I feel that quite a lot of strategies are cut off due to how late certain Z-Crystals are. I'm guessing another issue with this is the potential problem with Poké Mart updating early due to how the items seem to control it.

The ability to include Natures, EVs and IVs all onto enemy Pokémon sounds wonderful. Although it may be too early to ask, how much do you think this'll upgrade the difficulty compared to RR/SS? Given that Legendary Pokémon are being omitted from trainer rosters, I'm guessing this is actually quite a lot!

Having Apricorn Balls available in the Poké Mart sounds great! My excitement for their return was completely shattered once I learned you get such a limited supply throughout the game. A possible suggestion would be to make it so Beast Balls are decently expensive from the Poké Mart, as to give the player a potential money sink post-game. It'd also tie into the stated fact that they apparently cost "millions" to make. I'm not sure if this would be seen as an inconvenience, though, so it'd also make sense if they were priced regularly.

It's really nice to hear that you're going to be fixing the obnoxious moveset issue. This'll hopefully bring up the viability of several Pokémon across the region during a playthrough.

I'd also like to ask is to whether or not you have any proposed plans to fix some of the glaring issues Sun and Moon have provided when trying to get competitively viable Pokémon. For example, in Sun and Moon, level grinding is absolutely atrocious and hinders the use of Hyper Training severely. Among that, Hyper Training itself is quite lackluster due to Bottle Caps being fairly hard to obtain. I'm going to assume that this will continue to be a goal similar to RR/SS, but having confirmation would help ease the worry of breeding viable 'mons for this generation.

Finally, I'm not sure if this would be completely possible, nor am I sure if it'd be something you'd want to implement, as it may break one of the main goals of the mod (providing the vanilla game with better gameplay), but... would it be possible to implement battles with Colress and Grimsley when they appear in the game? The fact that they're reduced to one-shot appearances that have no relevance to the story is quite sad, but on top of it, you can't battle either until you make your way to the Battle Tree, in which case you're only allowed to battle them under the facility rules (3 Pokémon with level restrictions). I'm guessing it'd be impossible due to it most likely requiring event editing, but it'd honestly be amazing if we could have proper fights with either of them.
 
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DeathChaos

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Actually, you can compile the latest commit of PK3DS and a lot of Sun/Moon stuff is already in, stuff like text editor, trainer editors, Pokemart editor, etc.

The only thing that doesn't quite work yet is the Wild Encounters editor, but according to SciresM that should be fixed soon.

What I'm personally interested in is finding out where the World/NPC Data is stored, and I have myself some nice small hacks.
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Dio Vento

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As someone who absolutely loves Rutile Ruby and Star Sapphire (you might not remember it, but I sent you a disgustingly long message thanking you for such fantastic mods), you really have me excited! Rutile Ruby and Star Sapphire were absolutely amazing, and the the features you've proposed sound wonderful. It's really cool hearing how you've managed to optimize your workflow on the mod compared to RR/SS, too.

Going over some of what you've said...

With the Legit Build, do you plan on implementing any new, legitimate changes to the encounter table? For example, in RR/SS, you made it so post-game Pokémon are available from the start, thus improving the roster of playthrough Pokémon substantially. I'm guessing any similar changes for this generation would be based on Island Scan Pokémon, and maybe even SOS Pokémon as regular encounters?

This might seem a bit iffy, given the implications, but I'm curious as to whether or not you've considered adding Z-Crystals to the Wild Hold Item list, similar to Mega Stones in RR/SS. I'm guessing it wouldn't make total sense given that Z-Crystals are supposed to be collected similar to badges in previous games, but I feel that quite a lot of strategies are cut off due to how late certain Z-Crystals are. I'm guessing another issue with this is the potential problem with Poké Mart updating early due to how the items seem to control it.

The ability to include Natures, EVs and IVs all onto enemy Pokémon sounds wonderful. Although it may be too early to ask, how much do you think this'll upgrade the difficulty compared to RR/SS? Given that Legendary Pokémon are being omitted from trainer rosters, I'm guessing this is actually quite a lot!

Having Apricorn Balls available in the Poké Mart sounds great! My excitement for their return was completely shattered once I learned you get such a limited supply throughout the game. A possible suggestion would be to make it so Beast Balls are decently expensive from the Poké Mart, as to give the player a potential money sink post-game. It'd also tie into the stated fact that they apparently cost "millions" to make. I'm not sure if this would be seen as an inconvenience, though, so it'd also make sense if they were priced regularly.

It's really nice to hear that you're going to be fixing the obnoxious moveset issue. This'll hopefully bring up the viability of several Pokémon across the region during a playthrough.

I'd also like to ask is to whether or not you have any proposed plans to fix some of the glaring issues Sun and Moon have provided when trying to get competitively viable Pokémon. For example, in Sun and Moon, level grinding is absolutely atrocious and hinders the use of Hyper Training severely. Among that, Hyper Training itself is quite lackluster due to Bottle Caps being fairly hard to obtain. I'm going to assume that this will continue to be a goal similar to RR/SS, but having confirmation would help ease the worry of breeding viable 'mons for this generation.

Finally, I'm not sure if this would be completely possible, nor am I sure if it'd be something you'd want to implement, as it may break one of the main goals of the mod (providing the vanilla game with better gameplay), but... would it be possible to implement battles with Colress and Grimsley when they appear in the game? The fact that they're reduced to one-shot appearances that have no relevance to the story is quite sad, but on top of it, you can't battle either until you make your way to the Battle Tree, in which case you're only allowed to battle them under the facility rules (3 Pokémon with level restrictions). I'm guessing it'd be impossible due to it most likely requiring event editing, but it'd honestly be amazing if we could have proper fights with either of them.

  • I always appreciate kind messages and appreciation of my hacks. Thanks again for your message!
  • I will be rearranging the rarity of Pokémon within their homes (Stufful and Mareanie, etc will be much easier to obtain), I will likely be adding in Island Scan pokemon to regular encounter tables, unless it comes out that they have a special flag in their pkx file.
  • I will not be adding Z-Crystals to the Wild Hold Item list, for the reasons you've mentioned. I still am not sure what I'm doing with Mega Evolution this time.
  • The ability to EV train enemy pokemon could make the difficulty much harder than RR/SS if I used the same level curve. However, I'll instead be leveraging this ability to attain a similar difficulty to RR/SS without having to throw Legendary Pokémon, Choice Scarves, and 5+ overleveled opponents at the player. The difficulty level will be similar, but the challenge will feel more organic.
  • Beast Balls are available in a shop at p3000 each.
  • Since the new Move Relearner opens every single move a Pokémon can learn, move legality isn't a red flag anymore. As such, I can adjust learnsets almost as I see fit.
  • Bottle Caps and Golden Bottle Caps will be available in the wild as Hold Items, and I will be adding them to the Pickup list.
  • It is currently not possible to script in new battles, unfortunately. I wish I could allow you to battle Colress and Grimsley at those moments, in addition to adding every Trial Captain + Guzma + Out-of-region Trainer to the Champion Challenger list, but alas it is impossible with current tools.

Actually, you can compile the latest commit of PK3DS and a lot of Sun/Moon stuff is already in, stuff like text editor, trainer editors, Pokemart editor, etc.

The only thing that doesn't quite work yet is the Wild Encounters editor, but according to SciresM that should be fixed soon.

What I'm personally interested in is finding out where the World/NPC Data is stored, and I have myself some nice small hacks.

I have, of course, already been compiling the nightly builds of PK3DS. This is how I've "implemented" anything at all.

but say for example im using a old 3ds and getting into homebrew by basehax am i still able to run the sun and or moon roms?

No. Only O3DS with CFW or New 3DS with Homebrew or CFW will be able to run Sun and Moon romhacks. Homebrew-only setups will also be unable to access Pokemart changes.
 

prbilly

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Progress update on Nova Sun / Umbra Moon as of 11/27/2016:

Trainer Teams + Totems: 8% Planned, 6% implemented, 6% tested (this process is proceeding very quickly!)

I'm curious, how are you able to edit totem pokemon currently? I've been messing around with the latest PK3DS and I don't see any way to access totem information, unless I'm missing it.
 

Reserved

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  • I always appreciate kind messages and appreciation of my hacks. Thanks again for your message!
  • I will be rearranging the rarity of Pokémon within their homes (Stufful and Mareanie, etc will be much easier to obtain), I will likely be adding in Island Scan pokemon to regular encounter tables, unless it comes out that they have a special flag in their pkx file.
  • I will not be adding Z-Crystals to the Wild Hold Item list, for the reasons you've mentioned. I still am not sure what I'm doing with Mega Evolution this time.
  • The ability to EV train enemy pokemon could make the difficulty much harder than RR/SS if I used the same level curve. However, I'll instead be leveraging this ability to attain a similar difficulty to RR/SS without having to throw Legendary Pokémon, Choice Scarves, and 5+ overleveled opponents at the player. The difficulty level will be similar, but the challenge will feel more organic.
  • Beast Balls are available in a shop at p3000 each.
  • Since the new Move Relearner opens every single move a Pokémon can learn, move legality isn't a red flag anymore. As such, I can adjust learnsets almost as I see fit.
  • Bottle Caps and Golden Bottle Caps will be available in the wild as Hold Items, and I will be adding them to the Pickup list.
  • It is currently not possible to script in new battles, unfortunately. I wish I could allow you to battle Colress and Grimsley at those moments, in addition to adding every Trial Captain + Guzma + Out-of-region Trainer to the Champion Challenger list, but alas it is impossible with current tools.
Ah, it's nice to hear you'll be fixing some of the encounter rates throughout the game! One thing I like to do during the postgame of Pokémon titles is go back and catch all the Pokémon, but Sun and Moon made this process especially tedious due to some of the newer ones having things like 1% encounter rates.

I expected it to be that way with Z-Crystals. It makes sense, though. When it comes down to Mega Evolution, wouldn't the player be unable to utilize them until post-game, due to the lack of a Key Stone? If this is the case, I think it'd be nice to have them in the Wild Hold Item list so they're easier to access later on, instead of having to waste a ton of BPs. Speaking of Mega Evolution, will they still be utilized by trainers, even if the player doesn't have access to it? I actually think it'd be a nice way to add some extra strength to battles if Mega Evolution is exclusive to the opponent for most of the game.

It's nice to know that the difficulty level will still be similar. I have to admit, I actually really enjoy how explosive the EXP gain is in RR/SS, as it makes it feel like there's been actual, substantial growth between each boss battle. However, as long as the difficulty is still similar, I guess it's not a problem. The fact that EV invested Pokémon can stand up to Legendaries in difficulty does give me a lot of hope! The thing I love the most about your hacks is just how difficult they can become. Overall, I'm pretty sure Rutile Ruby and Star Sapphire are the hardest Pokémon games to date (while still remaining fair), trumping even those of Drayano's.

With Legendary Pokémon, will there be any legendaries at all, or are they all getting shafted? I'm mainly asking as there's actually a couple characters where Legendaries might fit in, such as Anabel with Raikou, Entei and Latios (actually, I think she might use these in the Battle Tree, too). It's also implied, at least within Pokémon Origins, that Red and Blue caught the Legendary Bird Trio + Mewtwo. And... there's also Lusamine, maybe. I'd like to avoid spoilers for the teams, so it's all a surprise, but a simple yes/no to this question would be nice~

It's good to know that Bottle Caps will actually be accessible now. This'll make getting competitively viable Pokémon a breeze! I'm curious if there's any current ideas on how to make leveling easier, though, given that it's fairly obnoxious in Sun and Moon. I'm guessing this'll involve the post-game Battle Buffet, although even then I'm not sure how fast that'd be given the fact that Triple Battles don't exist.

It's really unfortunate that scripts can't be edited. At the very least, would it be possible to improve some of the existing battles with special trainers? For example, Red, Blue and Anabel don't use their actual themes when you're fighting their full teams.

--

On an unrelated note (but also highly related), I just started a new playthrough of Rutile Ruby. Despite Sun and Moon being such great Pokémon games, it's really refreshing to go back to such fantastic difficulty levels.

One thing I really noticed in this new playthrough is just how well designed even early route trainers are. For example, on the route right before Petalburg City, a Bug Catcher can be fought that uses a Metapod and Paras. I found it really cool how Metapod opened up with String Shot to slow down the opponent, which then allowed Paras to set up Leech Seed and Sleep Powder.

Once I really thought about this, I realized another thing I absolutely love about RR/SS, and that's how every single trainer is extensively thought-out and handcrafted. Even when people have commented on specific trainers, you're always able to give your thought process behind them. For example, the early Rich Boy with the Zigzagoon utilizing stat changing moves and the Ace Trainer that uses Baton Pass. being used as a wake-up call. It really sets your hardmods apart from others.

All in all, I'm super excited for your Sun and Moon mods!
 
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Sakiisa

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Really appreciate the time and detail you put into this. We all eagerly await your impressive work.

Edit:

A little random but if anyone finds the flag so that you can allow seeing the ivs of your pkm early instead of only during postgame that would help the upcoming romhack even more
 
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Reserved

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Yeah, being able to check IVs before postgame seems like it'd be great when teambuilding and chaining Pokémon. The game is automatically way longer than regular playthroughs due to the increased difficulty, so if possible, it seems like it'd be a worthy investment.

On another note, I'm really excited to see what you do with Totem Pokémon. I can already envision some strategies, such as Comfey + Lurantis for it's large support movepool (Sunny Day, Grassy Terrain, Leech Seed, Floral Healing, Flower Shield, etc.) and Kommo-o with an actually strong Scizor to immediately wipe out Fairy Pokémon with priority Bullet Punch.

EDIT: Actually, looking at it more, Comfey with Lurantis would be disgusting, holy crap. Floral Healing/Grassy Terrain/Flower Shield/Taunt or Draining Kiss on a Contrary Leaf Storm Lurantis would be unstoppable, LMAO.

One thing I'd recommend is figuring out what triggers specific Pokémon calls from the Totem's selection, and adjust accordingly. One of the biggest problems with Sun and Moon's Totem SOS helpers is that, usually, the weaker/less useful Pokémon is called first (ie: Trumbeak instead of Castform). Because nobody actually targets the helpers and focuses primarily on the Totem, you end with an unfortunately lackluster support for what is supposed to be the primary "boss battles" of the game.

Oh, also... I have a couple music suggestions, similar to what you did for Zinnia in RR/SS. Not sure if this would break the vanilla purpose of the mod, but:
Red/Blue's battle outside of the Battle Tree should use their actual theme instead of the standard music. I'm really not sure why this wasn't done in the first place.

Anabel's battle outside of the Battle Tree should use her actual theme instead of the standard music, pretty much the same as Red and Blue.

Guzma's battle post-game should use his actual theme instead of the standard music. I know that his trainer class changes, but it would be nice to hear that fantastic theme one last time. Plus, Gladion still uses his theme even after leaving Team Skull.

Sina/Dexio's battle outside of the Battle Tree should use the Pokémon X and Y battle theme. It's essentially their theme in the game, so...

Elite 4 Defense Trainers should use their unique themes instead of the same exact song every single time. I think it'd add a bit of flair and uniquity to the whole thing. This includes...

Hau using his Rival battle theme.

Faba using the Aether Foundation theme.

Gladion using his Rival battle theme.

Plumeria using her Team Skull Admin theme.

Hapu using the Kahuna battle theme.

Kukui using the Title Defense theme (is there any difference between the first champion theme and the title defense theme?)

Tristan using the standard Pokémon Trainer battle theme.

I'm not totally sure about what can be done with Ryuki, Sophocles and Molayne. If I recall correctly, Molayne and the other Trial Captains use the standard Trainer Battle theme, so you could possibly just shove the theme on those three.

If you'd be willing to break the traditions set within the game, though, it might be cool to give Sophocles and the other Trial Captains the Tapu Battle theme, and give Ryuki the Legendary Theme (Solgaleo and Lunala). It'd make it so there's a post-game rematchable battle that utilizes these themes, so they aren't limited. Plus, they actually fit the characters pretty well. If you did this, Molayne might also do well with the Tapu Battle theme, given that he was the previous Trial Captain. Maybe the Totem theme for Molayne, if you'd like to have every single trainer here use a unique track.

There's also all the Battle Tree opponents that use generic themes, such as Guzma, Plumeria, Trial Captains, etc. so depending on what you do, they can be adjusted accordingly.

Also, somebody actually implemented the Tapu Theme over Kiawe, just in case you'd like to see it in action:


EDIT: I'm guessing by now you've already read this, but if/when you do reply, I have one final question (man, I've been bombarding you with them). Are you going to remove the type effectiveness from the move select screen, similar to how you removed the ability to see the Pokémon the opponent is going to send out? I'm guessing it wouldn't be super hard, simply removing the GUI elements, but I think it'd go a long way into improving the difficulty of the mod. Reason being, in Sun and Moon, the player is literally never punished for making a wrong move because the type chart is simply handed to them on a silver platter.
 
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Hi! I was wondering if it's required to install the Online Patch CIAs to be able to play this! I have a Japanese 3DS so I'm not sure if I can use the patches provided! If I can't, would I be losing any important features?
 

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    Xdqwerty @ Xdqwerty: Managed Budokai Tenkaichi 3 to work