Luck Be A Champion

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Author: Anubscorpiak

Last revision: 16 Aug, 2022 at 20:21 UTC

File size: 500.74 KB

On Steam Workshop

Description:

THIS MOD IS INTENDED TO BE PLAYED WITH THE "Vanilla B Gone" MOD. It is playable without, but i have done no testing and may be even more unbalanced.

This mod currently adds the 151 first pokemons as symbols.
A pokemon will increase its level each time it show up on the spin.

Only base Pokemon can be selected after each spins.
> They are sorted in common, uncommon, rare and very rare, usually based on their strength and in-game rarity
> Some Pokemons that should be common are uncommon in order to not bloat the pools
> I tried to put at least one pokemon of each type in every rarity pool when I could.
> If you found an evolved Pokemon in the selection, i’ve made a woupsy and you should tell me.
> Fossil Pokemons are to be bought and revived. See the Items section.
> Legendary Pokemons are gotten through special means. See the Items section.

Their typings are implemented in this way, in order to be easier to understand, program, and be optimized.
> A pokemon has either one or two typings.
> They will gain x2 coins for every adjacent pokemon with a type weak to their own(s)
> Can happen more than once if the Pokemon is doubly weak
> They will gain x0.5 coins for every adjacent pokemon with a type strong against their own(s)
> Can happen more than once if the Pokemon is doubly weak
> This can cause a Pokemon to give no coins if next to too many type effective against their own(s)
> Pokemons ignore each-other’s resistances.
> Ghost types and Dragon types do not list themselves as beign their own weakness/effective.
> This would be redundant, as the bonus and malus would cancel each-other

Considering evolutions :
> A Pokemon will evolve at their given level if they evolve by leveling up
> Because of limitations, this will cause adjacent pokemons to fight against both previous and evolved forms
> Pokemons that require an item to evolve will consume it on the spin they appears in
> Disabling the item will stop it from being used.
> The evolution item will make ALL present able pokemon evolve.
> Keep in mind that Eevee will currently use all three stones if none of them are disabled.
> Evolutions per trade will require a linking cord instead.
> Due to limitations, these Pokemon will not inherit their previous forms’ level, and will be reset to level 1

At the end of the rent, you will choose new types of items :
> Evolution Items
> Machines
> Legendary Locations
> These require a specific set of Pokemon to appear on a spin in order to catch a Legendary Pokemon
> Eggs
> Eggs cost money to use.
> They first appear as items, which will then take effect on the next spin.
> Disabling the Egg before spinning will let you choose when to actually buy it
> Once bought, a specific Egg symbol will be added. It will then take 10 turns to hatch
> Pokemons that hatch from eggs, due to limitation, will start at level 2 instead of one (since they appear on the spin they birth in)
> Dark type Eggs are currently unavailable due to no Dark type Pokemon existing in the first generation.
> Fossils which costs money and require a machine to revive

Additionnal notes :
> Essences should be ignored
> A PC item should appear rather early. Use it to get rid of the first 5 symbols and any pokemon. You can always disable it to skip it.
> Every Pokemon sprite was made from taking their inventory sprite then hydraulic-pressing them into a 12*12 sprites, then edited by hand
> Some Pokemons were hit harder than others, but I was not going to make 151 sprites from scratch
> All sprites are taken from Pokemon games then edited to fit the restrictions. I, of course, do not own any of them, only the work it took to edit them.
> This mod is currently Unbalanced
> You can easily win by picking any random pokemon.
> Challenges can make this more fun, see the challenges sections
> I would advise to play with instant animations on, if you don’t want a full board spin to take ages.

Challenges :
I have thought about some challenges while I tested things out, here are some, but I’d love to hear your own ideas
> Catch them all : Have 1 of each Pokemon in your inventory (evolved form counts as also having their pre-evo). Legendaries included.
> Monotype : Can you beat LBAL with only one type ? (Pokemons that gain the type when evolving are allowed, like Staryu for Psychic type and Seel for Ice type)
> Full Team : You can only have 6 Pokemons at a time. Starting symbols are to be removed when able.
I’m curious if those challenges are even possible, or fun, so let me know if you’ve beaten them !
If you have some more fun ideas, I will add them here

Feedback :
I would LOVE some feedback, especially concerning balance changes.
I do not currently accept Pokemon suggestions, as in "Can you add X Pokemon in ?"
> These Pokemon will either be added later, or with their generations. Adding specific Pokemons now when the mod is barely balanced would be disastrous.

Plans :
Some optimizations.
> Some Pokemons have dual types that cancel out their gains and losses. These should be edited in order to optimize them.
I plan on adding more Pokemon of course, but first I would like to balance things out, see what people like, or hate, and work from there,
I am planning on adding abilities for some Pokemons, but I fear this may break balance even more, or get things more complicated. I would love your input on this idea.
Examples of planned ability :
"Flying/Levitate : This Pokemon ignores its ground weakness"
"Swarm : This Pokemon gains +1 coin when next to the same Pokemon"
"Surfing : This Pokemon gains +1 coin when on the top row"