diff --git a/README.md b/README.md index cdd5a12..6115a69 100644 --- a/README.md +++ b/README.md @@ -10,22 +10,33 @@ Currently, it randomizes the following data inherent to Pokemon cards (all optio * HP * Weaknesses and resistances * Retreat cost -* The moves across Pokemon cards of the same type are shuffled with an algorithm that accounts for energy requirements. Blank moves and Pokemon powers are not shuffled +* The moves across Pokemon cards of the same type are shuffled with an algorithm that accounts for energy requirements. Empty moves and Pokemon powers are not shuffled. For the rest, a 1-energy move will become another 1-energy move, a 2-energy move will become another 2-energy move, and a 3- or 4-energy move will become another 3- or 4-energy move (always between cards of the same type). -It distinguishes between 6 types of evolution classes or stages to determine the possible values of HP and retreat cost. +The minimum and maximum HP, retreat cost, and number of weaknesses and resistances is selectable. The HP and retreat cost ranges are selectable for 6 types of evolution classes or stages. -#### Planned features or tweaks +#### Current bugs or flaws -* Fix wrong Pokemon names showing in the descriptions of the shuffled moves +* (Bug) If the shuffle moves option is selected, most Pokemon names in the move descriptions will be wrong as they will still refer to the original card. +* (Flaw) If the shuffle moves option is selected, there is a chance that a card ends up with no damage-dealing move (more common for cards with a single move slot). +* (Flaw) If the shuffle moves option is selected, Call for Family and similar effects are inconsistent with the card Pokemon species. + +#### Planned features or tweaks (in no particular order) + +* Fix wrong Pokemon names showing in the descriptions of the shuffled moves. +* Selectable "energy mappings" in the shuffle moves option. +* Option to force a damaing move on every card. * Further randomization of moves, beyond just shuffling the effects, and randomizing energy requirements and damage. Randomizing the move effects themselves may be a possibility, but further reverse engineering of the Pokemon TCG duel engine will be necessary first. * Randomization of types. This is related to the randomization of energy requirements and would require adjusting the decks to keep them type-consistent. * Randomization of other misc Pokemon card data. -* Some customizable settings including the option to make the randomization repeatable so that different people can generate the same changes. +* Option to make the randomization repeatable so that different people can generate the same changes. +* Being able to load the Pokemon TCG ROM from the file system. Contributions aren't expected but would always be welcome. #### Screenshots +![window](https://raw.githubusercontent.com/xCrystal/TCGRandomizer/master/screenshots/window.png) + ![1](https://raw.githubusercontent.com/xCrystal/TCGRandomizer/master/screenshots/1.bmp) ![2](https://raw.githubusercontent.com/xCrystal/TCGRandomizer/master/screenshots/2.bmp) ![3](https://raw.githubusercontent.com/xCrystal/TCGRandomizer/master/screenshots/3.bmp)