.LOG

7:06 PM 2/8/2012
Change:		transition code
	If no transition effect is specified, it defaults to "transition_cut"
Change:		party placement
	New party members are placed at the player's coords

1:40 PM 2/9/2012
Add:		gridCollide & updated conveyerBelt sprites to use it.
	This improves the performance of MtMoon base.

6:31 PM 2/12/2012
Fix:		game_mc sprite remove()
	Updating variables no longer restores sprites removed this way.

5:48 PM 3/16/2012
Add:		Added a trainer to pewter-cerulean cave that states it leads to Cerulean.

2:02 AM 3/21/2012
Add:		Added events to ROOT:  onUnloadGame, onNewLevel

8:42 AM 3/22/2012
Fix:		Sprite system was CONSTANTLY updating isAnimating. Now that setting only updates when it's changed to a different value.

10:56 PM 3/26/2012
Add:		Battle moves can have nickNames defined in the editor.

5:43 PM, 3/14/2014
Add:		Random names
Add:		Bitmap map-renderer for speed
Change:	Mood bitmap renderer for more speed
Add:		Keyboard settings (mouse-based)
Change:	Options menu - Keyboard settings key-controlled
Add:		Intro music
Change:	Intro UBOA is based on level path the player saved at  &  ROM.ram.creepyPlaces
Change:	item_balls now generate their own flags by default

8:23 PM, 9/26/2014
Removed:		timeOfDay sprite.  Replaced by a _common rpgSprite named "timeOfDay"

9:02 PM, 3/9/2015
Change:		When Follower sprites are un-paused they interpolate from their current positions to the sprite they're following
Change:		mistyBlog & rocketBlog read their contents from text files. File paths are read from RAM.mistyBlogPath & RAM.rocketBlogPath, defaulting to swf\sites\mistyBlog.txt & swf\sites\rocketBlog.txt

11:07 PM, 3/9/2015
Change:		When the player loads a saved-game and spawns on top of a breakObject, that object will break itself

12:35 AM, 3/10/2015
Add:			RAM_F.removeArrayItem()

11:30 PM, 3/27/2015
Change:		Enemy pokeball list in battle can be any length & changes color upon damage & death
Change:		Camera no longer uses up the player's turn  &  reveals touch-points in the pokedex
Change:		Player pokemon can be charmed into joining the enemy party
Add:			RAM.pokemonLost tracks pokemon the player has lost due to charming
Add:			RAM_F.pokemonLost.addPokemon()
Add:			RAM_F.pokemonLost.removePokemon()

6:55 PM, 3/28/2015
Add:			RAM_F.array.remove()

4:42 PM, 3/29/2015
Added:		"newMap" script trigger so COMMON events can run scripts each time a map loads

8:50 PM, 4/25/2015
Change:		Added the "canStock" flag for shops, so some shops can sell-out and never restock  (for temporary shops)

9:31 AM, 4/27/2015
Change:		Pokemon can evolve to stage 3
Change:		Eevee no longer evolves randomly

3:55 PM, 5/2/2015
Add:			Gary's pokemon & cheerleaders are tracked
Add:			RAM_F.pokemon.changeLevel()
Add:			RAM_F.pokemon.hasTrainer()
Change:		RAM_F.pokemon.hasPokemon() can search any pokemon array.  It now returns the index of first match, or undefined if there is no match.
Change:		RAM_F.pokemon.addPokemon() can affect any array of pokemon, not just the player's current party
Change:		RAM_F.pokemon.removePokemon() can affect any array of pokemon, not just the player's current party
Change:		Scripted battles can now directly use pokemon objects
Removed:	Redundant RAM_F functions.  (they still work, but they actually call RAM_F.pokemon.X internally)
					RAM_F.pokemonLost.addPokemon
					RAM_F.pokemonLost.removePokemon
					RAM_F.pokemonLost.hasPokemon
					RAM_F.pokemonLost.getTrainerIndex
					RAM_F.storage.addPokemon
					RAM_F.storage.removePokemon
					RAM_F.storage.hasPokemon
Change:		Misty's pokemon party is used directly for the water gym battle
Change:		setVariable commands can optionally create object references

3:29 PM, 5/31/2015
Add:			Pin-up poster in Vermillion inn gives you a picture

10:12 AM, 7/23/2015
Change:		Posts in mistyBlog and rocketBlog can be conditional.  (appear when all their flags are true)
Change:		Posts in mistyBlog and rocketBlog can display variable values, such as people's names.

12:04 AM, 7/25/2015
Change:		Sheriff Jenny's sprite
Add:			police_lights.swf

11:14 AM, 7/26/2015
Fix:			respawn() now works reliably

9:04 PM, 8/18/2015
Add:			porygon sprite

9:51 PM, 10/2/2015
Change:		Modified the player to use waterFeet.swf effect instead of the Ash swim sprite
Add:			PartyMember followers also use waterFeet.swf effect when they step on water

8:29 PM, 10/11/2015
Add:			Dive ability while swimming
					"dive" and "unDive" script triggers
					"isDived" player flag

10:26 PM, 10/12/2015
Add:			Followers dive / unDive with the player  (if they're in water)

1:37 PM, 10/25/2015
Add:			Created magikarp sprites

---

10:59 PM, 11/2/2015
Change:		Added missing punctuation marks to the game's font  +*'"`~

9:18 AM, 11/5/2015
Change:		Re-organized multi-party variables.  Each has its own TM's.  Misty can always swim.

10:39 AM, 11/7/2015
Change:		Added code to prevent Flash from panicking and freezing when you run very long scripts.

8:55 PM, 12/1/2015
Change:		Debugged ask system + revised it to be event-based

7:41 PM, 12/9/2015
Change:		Updated ALL of Misty's in-game scenes to use sprites based on her bust + outfit

10:18 PM, 12/16/2015
Add:				RAM_F.array.add()
Add:				RAM_F.getListFromObject()
Add:				RAM_F.getTrainerName() to easily get the nickname of a unique trainer/pokemon, no matter which party they're in, even storage

9:55 PM, 12/20/2015
Change:			Replaced dialog text to use Pikachu's player-given name.

10:03 PM, 12/24/2015
Add:				Created Tentacruel pokemorph sprite

8:39 PM, 12/25/2015
Changed:		Colored Tentacruel

12:46 PM, 1/26/2016
Added:			RAM_F.spriteListAtTile()

7:55 PM, 2/16/2016
Add:				hit-boxes can be modified in the level-editor

9:48 AM, 6/5/2016
Add:				showMenu_editor.swf

10:36 AM, 6/7/2016
Fix:				Caught pokemon were losing their nicknames.

8:53 PM, 6/9/2016
Add:				Battles have a custom cursor

8:52 PM, 6/10/2016
Change:			showMenu  currentPokemon_menu  can now display any pokemon party
Add:				save-game update ver.3:  ALL pokemon are updated to have nicknames
Add:				RAM_F.setTrainerName()
Change:			renaming a pokemon will ALWAYS write to their "nickname" variable
						if there's a RAM variable with the same name as a pokemon id, it will ALWAYS be altered by renaming
						(in general, it's probably a bad idea to use such vague names for RAM variables anyway... unless they're intended to be used as names of general pokemon)
						ALL instances of that pokemon (trainerId) in all parties are instantly updated upon rename

9:21 PM, 6/12/2016
Change:			imported cursor.swf + idle.swf + hover.swf  for instant cursor loading

9:52 PM, 6/19/2016
Change:			Altered the pokedax menu.  Swapped the list & picture so that the pic appears in the same place as the enemy in battles.
Fix:				Pokedax search was getting interrupted by the "a" key opening the map.
Fix:				Pokedax map is hidden upon searching.

12:49 AM, 6/21/2016
Change:			Re-built pokedax menu
Change:			Re-designed the touch-area markers displayed in the pokedax
Add:				pokedax menu can optionally overlay an existing pokemon battle-image instead of displaying its own image

11:38 PM, 6/22/2016
Add:				RAM.pokedex stores which touch-points are known and unknown
Change:			pokedax menu color-codes the touch-points based on how dangerous their effects are
Change:			pokedax menu flips touch-points that are on the right side of the pokemon

11:02 AM, 6/26/2016
Change:			Battle.  Announce when a captured pokemon is sent to storage.

8:50 PM, 7/11/2016
Changed:		Battle script. "setVariable" & "comment" commands use nestedEval2 to allow calling functions with any type of parameters
Added:			Battle script. Added "if" command

8:00 AM, 7/13/2016
Changed:		Fully replaced nestedEval.as with nestedEval2.as code to allow arbitrary data to be sent to all function calls.
Added:			"while" command to battle attack script
Added:			"if" command to battle attack script

8:00 AM, 7/14/2016
Added:			"setVariable" command to battle attack script
Added:			"event" command to battle attack script

11:00 AM, 7/17/2016
Added:		showMenu_editor.swf
Added:		"alwaysShowPic" setting added to currentPokemon_menu
Changed:	in-battle pokemon selections always show front/back poses of pokemon without requiring the player to take pictures first

11:40 PM, 8/15/2016
Added:		Pokeball to the font
Added:		UTF-8 support to the editor.  (allows a ton of custom glyphs)

11:27 AM, 9/11/2016
Added:		.txt saved games can be dropped onto game_test.exe to immediately load the game

11:46 AM, 9/11/2016
Change:		RAM_F.getListFromObject()  reverses its results to accurately reflect the actual order the items were added to the object

11:19 PM, 10/14/2016
Add:			database move editor:  keyboard support
Add:			database move editor:  comment-out command support
Add:			database move editor:  if-wrapper-editor support

10:45 PM, 10/20/2016
Add:			calculate-damage command group editor

8:30 PM, 10/21/2016
Add:			display-anim command group editor

12:01 PM, 10/30/2016
Change:		horny pokemon phsically move toward the player/enemy when they switch sides
7:18 PM
Add:			HP damage/healing text is displayed for scripted moves

10:37 PM, 10/31/2016
Add:			announceAttackName() to attack-script functions.  ONLY announces attack name,  without announcing weakness,  nor triggering attack+defend events
Add:			"his" "him" helper text functions for attack-scripts for arbitrary messages
Add:			apply_damage.swf  announce_damage.swf  attack-script editors, to make it easier to announce healing

9:30 AM, 1/11/2017
Change:		Vermillion CPR scene:  Pika gives Misty "CPR" instead of kissing her.

10:03 AM, 1/22/2017
Change:		Re-encoded Professor Oak intro video using higher quality SRC
Fix:			Player no longer has 2 frames of un-paused activity during map-change
						Player setup now pauses the player until "init" occurs,  then other sprites run their "auto" scripts
						If the player was already paused when setup occured, then "init" will not un-pause the player

8:15 PM, 1/23/2017
Change:		Syncronized the game-engine code with default RPG Maker game engine
						player sprite
						rpgSprite sprite
						root boot-up code

9:39 PM, 3/15/2017
Change:		Deliberately talking to the St Anne Rattata and Bulbasaur during nav-room tentacles sex adds +1 to lesbians and tentacles interest measurements
Change:		The St Anne night scene is now lesbian-content optional, based on tastes
Fix:			The St Anne night scene correctly detects where Misty and Pikachu were sleeping

9:07 PM, 3/27/2017
Change:		renamed some RAM_F functions  (legacy names will still work for the sake of backward compatibility)
						RAM_F.pokemon.removeTrainer  =>  RAM_F.pokemon.removeUniquePokemon
						RAM_F.pokemon.hasTrainer  =>  RAM_F.pokemon.hasUniquePokemon
						RAM_F.pokemon.hasTM  =>  RAM_F.pokemon.hasAttack
						RAM_F.pokemon.addTM  =>  RAM_F.pokemon.addAttack
						RAM_F.pokemon.removeTM  =>  RAM_F.pokemon.removeAttack
						RAM_F.pokemonLost.getTrainerIndex  =>  RAM_F.pokemonLost.getUniquePokemonIndex
						RAM_F.getTrainerName  =>  RAM_F.getUniquePokemonName

4:44 PM, 4/16/2017
Added:			flyMap database editor,  to set the map to used for the 3D world map

8:14 AM, 4/19/2017
Change:			Brock randomly flirts with all Nurse Joy's

9:00 PM, 4/21/2017
Change:			Battles only pause and un-pause sets that were active before the battle started, and don't touch any sets that were already paused before the battle started
Fix:				Viridian City streetlights weren't lighting up the darkness

11:10 AM, 4/23/2017
Add:				Created the "ash" section of the ver_saffrom woods

10:23 PM, 5/5/2017
Change:			rpgSprite react.to() adds a staggered delay when reacting to external events to avoid loop-panic
Add:				"black" movieClip.  Added "width" and "height" properties to resize the internal image without stretching the "black" movieClip, to avoid altering its _xscale and _yscale

8:10 PM, 5/22/2017
Change:			Attacks always play a fitting sound when damage value is displayed.  Weak attacks sound weak.  Strong attacks sound strong.
Add:				new keyboard keys for 3D map:		map_turnRight  map_turnLeft  map_rise  map_land
Change:			Default keys use WASD for movement

10:19 AM, 8/17/2017
Add:				Hooker shota pic at the "wall of hookers" in Viridian.
Fix:				All shops and Nurse Joys use waitPromise  (any over-the-counter talk() must use it now)

9:48 PM, 8/28/2017
Add:				rpgSprite loads "sprites/rpgSprite_customVariables.json" to populate setVariable editor  (in addition to reading ROM.ram)

11:44 AM, 8/29/2017
Add:				Camping scene to south pewter desert with Sandshrew lair.
						Sandshrew sprites:  dig, walk, roll, crouchWiggle

7:13 PM, 9/10/2017
Fix:				waterFeet fade-out now looks correct when characters sink into the water
Fix:				Jessie always gains tm_swim when you play as her at the St Anne

10:04 PM, 10/12/2017
Add:			Added a scan animation when the Pokedax adds a new pokemon during battle.

7:58 PM, 5/4/2018
Fix:				No longer display a pokedax scan animation when the player does not have a pokedax
Add:			Pokedex:  hovering over touch-spots reveals their effect  (if already discovered by the player)

10:33 AM, 5/6/2018
Add:			The keyboard editor can load and save preset settings

8:01 PM, 5/6/2018
Change:		No longer lose a turn when attempting to run from a battle where running is impossible.  However if running is possible, then a failed run will still cost a turn.

8:46 PM, 5/6/2018
Add:			coutnerTop sprite for talking to NPC's across 1-tile tables.

10:25 AM, 5/8/2018
Change:		Allow menu navigation keys to be set seperately from the player movement keys

8:25 PM, 5/8/2018
Add:			There's an extra scene if you exit the St Anne computer with a captured duplicate of Ash's pikachu in your party.

12:49 PM, 6/4/2018
Change:		GUI control-changer and Option-menu control-changer now send a root-level "changeKey" event to announce when controls change instead of directly talking to each other
Change:		3D map immediately updates to use new controls as they change  (reads the root-level "changeKey" event)
Change:		Title screen now uses only external files:  title1.swf, title2.jpg  (titleScreen.swf displays title1.swf & title2.swf)  (title2.swf displays title2.jpg)  (replace title2.swf if you want an animated logo, otherwise just replace title2.jpg and keep the default title2.swf)
Change:		The game's starting menu is now created using a script within the map "_title_menu.lvl"  This allows that menu to be modified or removed completely.  The game's starting place should be set to "_title_menu.lvl" to display this menu.  To choose the starting place for a new game, simply modify this menu.
Change:		The "fly" feature now loads "_world_map.lvl"  (instead of world_map.lvl)

12:37 AM, 6/6/2018
Add:			touch-areas in battle can deal damage to the player or the enemy pokemon, or cause healing.
Change:		pokemon editor updated to add options for editing damage-dealing touch-areas.

6:01 PM, 11/5/2018
Change:		Re-write the screen transition system to allow "fadeOut" and "fadeIn" effects to be specified seperately.
Change:		rpgSprite's teleport editor to use the new transition system  +  auto-update any legacy transitions it loads

12:59 PM, 11/22/2018
Add:			When placing a showMenu item, a setting's name can be set as an [expression] which is resolved when the game runs.
					For example, this allows you to have optional items in lists.  If the option's name resolves to undefined or "", it will be left out of the list.

8:31 AM, 3/25/2019
change:		The in-battle horny icon will flash when a pokemon is at maximum horniness

9:14 AM, 3/25/2019
Add:			Added a "steal" attack  (tested)  (not used by any pokemon yet)  (should only be added by player using HM)
