View Full Version : RM2K/3 Pokemon Battle System
Krazy_Meerkat
August 17th, 2004, 01:58 PM
Oh ok then, so ill probaly just be spending the time copy&pasting? ;)
lol yep, that's what it involves.. *yay boring repetative work*
Avatar
August 17th, 2004, 01:59 PM
lol yep, that's what it involves.. *yay boring repetative work*
Lol I know, it get's really boring sometimes, but it has to be done :)
Krazy_Meerkat
August 17th, 2004, 02:02 PM
You should try making a CNS lol. I spent 4 hours straight working on it and only got halfway there... I gave up for a while after that :P
Avatar
August 17th, 2004, 02:09 PM
You should try making a CNS lol. I spent 4 hours straight working on it and only got halfway there... I gave up for a while after that :P
Heh, well I have little patience when it comes to scripting, so I dont really spend long on my scripts/events, unless I really need it for my game.
Krazy_Meerkat
August 18th, 2004, 12:10 PM
I have all the patience in the world. I just like to code things, it makes me feel like I've learnt something.. Like my equivilent to doing maths... lol
Avatar
August 18th, 2004, 12:12 PM
I have all the patience in the world. I just like to code things, it makes me feel like I've learnt something.. Like my equivilent to doing maths... lol
Hehe, well I really hate math, its the one subject I despise. :tired:
Krazy_Meerkat
August 18th, 2004, 12:18 PM
I dont really like maths, I'm only just passing it... I dont exactly know why...
Sorye HK
August 19th, 2004, 03:13 AM
Maths is a good subject for me. I guess learning ahead helps.
The Korean language is another...
*back on topic now*
Krazy_Meerkat
August 20th, 2004, 10:24 PM
Ok I have to finish part of the coding on the scrolling event, then I have to add a few more variables to it so that I can add in more item slots for different areas of the bag.
I think I will merge the item system with the battle system first though, Just so that I do not confuse any of the variables.
Sorye HK
August 21st, 2004, 04:36 AM
Ok I have to finish part of the coding on the scrolling event, then I have to add a few more variables to it so that I can add in more item slots for different areas of the bag.
I think I will merge the item system with the battle system first though, Just so that I do not confuse any of the variables.
Good to hear you working so hard! It's inspired me to go out and do some community service.
Krazy_Meerkat
August 21st, 2004, 07:28 AM
Good to hear you working so hard! It's inspired me to go out and do some community service.
lol. I haven't done much more work, I am just trying to think what I can do next, we still need our pokemon selection screen which I think DM has given up on.. (no offence DM) He hasn't posted a single thing about it yet.. I wonder if I will end up doing that as well...
Sorye HK
August 21st, 2004, 08:59 AM
I'm just sure that Darkmage's busy having fun. He mentioned in one of his posts that
the pokemon selection screen's coming on nicely. Anyway, I've done about 8hours of community service and am going to do more tommorow.
Amenophis
August 29th, 2004, 12:06 AM
I'm a new member here at PC, but before I used to come here to read your tread.
Now that I'm a member, I just wanted to tell you that your work is really appreciated from a lot of people (including me !)
I probably won't use the battle system cause i'm making my own, but I might use it as a guide in some hard points.
Anyway you might expect a lot of credits !
P.S. Continue your good work !
Sorye HK
August 29th, 2004, 02:36 AM
Well, that's good to hear. Most of the work so far was really done by Krazy though.
DarkMage31
August 29th, 2004, 02:10 PM
ARG! I just lost ALL the data for the pkmn select screen I've been working on! >:(
:(
:(
:(
Demonion
August 29th, 2004, 03:10 PM
thats not good :( :( how the **** did that happen? :s
Krazy_Meerkat
August 29th, 2004, 10:09 PM
*sigh*
Well I guess someone else will have to do the pokemon selection screen. DM is obviously far too busy to be doing that as well. I have done a bit more on the item system, it is complete for the pokeballs part of the bag. Before I start on the rest of the bag, I have to change some of the variables around because they overlap some of the battle system's. Lol everyone does it, at least rm2k3 has the variables & switches search tool :)
I have to go now but I will keep you guys informed. Sorry I haven't been here the past couple of days..
Sorye HK
August 30th, 2004, 09:00 AM
Well, it's good to hear more progress! You're obviously working hard.
Tell me if you need help with something.
santadidit102
September 1st, 2004, 02:11 AM
can i help w/ the battle system?
Krazy_Meerkat
September 1st, 2004, 06:53 AM
I'm not sure.. What can you do for the battle system?
There isn't much left to do..
santadidit102
September 1st, 2004, 11:08 PM
umm.........ok?.......do u have aim?
Barry
September 2nd, 2004, 02:59 AM
It is really great of you guys to do this. It really makes creating Pokemon games so much easier. Just curious, will you be including a berry system?
I can't express my gratitude of you making these systems. May God bring you good times.
Sorye HK
September 2nd, 2004, 07:20 AM
Well, once again thank-you for comments.
I wonder what I should do right now?
Krazy_Meerkat
September 3rd, 2004, 10:09 PM
Thanks :)
The way I have set up the item system, you can just make one of the berry variables a digit which will represent what type of berry it is.
I am letting you guys know that I might not post for a while because I am at my dads place for the weekend and my brother cut the cord for the internet at my mums house.. >:(
pichugirl
September 3rd, 2004, 10:13 PM
Hi, is anyone here???Hello.
Krazy_Meerkat
September 3rd, 2004, 10:24 PM
Ummm... I'm here... Do you have a question?
Sorye HK
September 4th, 2004, 08:26 AM
Guess there's another member who won't be posting for a while.
Anyway, have a nice time! Brothers can sure be irritating.
Krazy_Meerkat
September 4th, 2004, 10:56 PM
Guess there's another member who won't be posting for a while.
Anyway, have a nice time! Brothers can sure be irritating.
Don't worry, I will be sure to get a lot of work done and have a big update for next time I come here
DarkMage31
September 5th, 2004, 04:54 PM
Don't worry, I will be sure to get a lot of work done and have a big update for next time I come here
Sorry about the pkmn selection screen. I'll work on the gfx for the CMS though. Should it be a direct rip?
santadidit102
September 5th, 2004, 08:17 PM
It is really great of you guys to do this. It really makes creating Pokemon games so much easier. Just curious, will you be including a berry system?
I can't express my gratitude of you making these systems. May God bring you good times.
Amen!!
Krazy_Meerkat
September 5th, 2004, 11:44 PM
Hehehe I'm back and the internet is all fixed! I don't have a big update for you guys though.. Sorry :(
DM don't worry about it. Ummm direct rips will be best for originality..
I will have to change the HP bar to something else, this one is a bit sore on the eyes.
Do you think rm2k3kid would mind if I used his HP bar? I will ask him..
DarkMage31
September 6th, 2004, 02:27 AM
Ummm direct rips will be best for originality
Hah, that sound like an oxymoron to me :)
I had an idea for the introduction panning scene. You know what I'm talking about? The background can be a panning paralax bg (obviously) but you have the grass as a seperate picture moving gradually right and down.
And I think the creator of Pokemon Shadow, was it? got the thing correct with displaying a trainer's # of pkmn before battle.
BTW, I think we should use my text speed script. No one around here has used it yet except for me, which is interesting. Just put this before each message:
\s[\v[x]] where x is a variable that is a number from 0 to 10. Make sense?
santadidit102
September 6th, 2004, 03:15 AM
http://img.photobucket.com/albums/v381/santadidit102/messedup.bmp.........i need help can someone tell me how to put the text in the box?
Sorye HK
September 6th, 2004, 06:36 AM
Make a message event and allign all the words in the middle of the box.
Krazy_Meerkat
September 6th, 2004, 10:12 AM
Hah, that sound like an oxymoron to me :)
I had an idea for the introduction panning scene. You know what I'm talking about? The background can be a panning paralax bg (obviously) but you have the grass as a seperate picture moving gradually right and down.
And I think the creator of Pokemon Shadow, was it? got the thing correct with displaying a trainer's # of pkmn before battle.
BTW, I think we should use my text speed script. No one around here has used it yet except for me, which is interesting. Just put this before each message:
\s[\v[x]] where x is a variable that is a number from 0 to 10. Make sense?
Yeah then we could set the text speed from the menu but that would require a lot of going backwards and finding all the text strings... Are we including a CMS with the public CBS? Because If we aren't then I will do it later...
I am still in the process of changing all the switches and variables... I think I am halfway through the variables.
Your asking for a lot there DM but I guess I could give it a try... I will need some graphics for the trainer's # of pkmn... I havent done it yet because I havent done the trainers part yet lol...
Panning... I guess It could be done... I will need to muck about with pictures first though..
Ok priority list:
1. Finish variable swapping
2. Complete HP bar
3. Do text strings
4. Insert trainers into battle
5. # of pokemon
6. Panning
7. Finish coding on item system
8. Make switches or something to distunguish between using items in-battle and outof-battle
9. Test :P
I think there is more but it will come to me later
Krazy_Meerkat
September 6th, 2004, 11:48 AM
Ok I have done the variable swapping and there were no switches to change.. I had a very big glitch because I had one of the events activate under a variable condtion and (of course) the variable search did not tell me this. Anyway its all fixed now and I will do more work tomorrow
DarkMage31
September 6th, 2004, 04:47 PM
Okay, the trainer part should be saved for after the wild appearances are done.
I can work on a quick screen pan if you want.
santadidit102
September 6th, 2004, 05:33 PM
I can't use the withdraw deposit system as I can't catch a pokemon.
Is there a way to catch Latios? If there isn't, I'll just check the event.
--EDIT--
This is an extremely long event.
that was a while ago..... but oh well
yea,i'll put a pokeball in.....
Ok, My first tut, so if it don't make sense, that's why!
I recently got asked: "How do you catch Pokemon in your game?" So I thought why don't I make a tut for it? Please note that as far as I know this only works for 1 monster battles at a time.. Ok, here goes:
1.) Create an item - Like a Pokeball that turnes a switch on... call the switch something like *Itemwhatever*ON
(So if you were making a Pokemon game it would be a Pokeball item, Price: 20, Switch: PokeballON)
-------------------
Now for the next part you must copy and paste (But change certain parts) for every monster you wanna be able to catch in your game...
-------------------
2.) Make a test monster
3.) Go to "Monster Groups" then under "Battle Events" put in this code:
Trigger: Switch [What ever you called the switch your item turns on] ON
then make a message appear showing that your using the item, then mabe a battle animation (Of a Pokeball?)
Now set up a variable for the monsters Health (You can use the same Variable for all the monsters) and set it Equal To, Monster, HP...
Now if you want it to work anyway, no matter wether the monsters have full health then ignor the next few parts!
Add a Conditional Branch so that if the Variable MONSTERS Health, or what ever you just called it is less than 30 (Or what ever you choose) then:
Show a message to show you have caught the monster, mabe a sound effect.. then if you want to record how many monsters you have caught you can create a variable MONSTERS CAPTURED or summit and + 1!
Now add that monster to your Party.. (I dont know what happens when you reach your Party limit..)
Now switch off the Switch that your item turns on
Then switch on another switch called (What ever the monsters name is) Captured. This is so you cant capture him again..
And finaly take away 1 of the item you first created...
Now create a new page, the set the Trigger to be if *Item*ON and *Monstername*CAPTURED then:
Display mesage: I already have this monster!
then switch off *Item*ON!
Thats it.. simple?? right.. simple?
thats from GW
.......not sure if it'll work w/ the battle sys. though....i'll try
__EDIT__
Krazy, i got all the trainer sprites from r/s/fr/lg........do u have aim?or yahoo?
DarkMage31
September 6th, 2004, 06:36 PM
OMFG! I got the screen pan! It looks sooooooo sweet! I'll send it to meerkat as soon as I get the timing perfect :) It's the coolest thing you'll ever see in RM2K ;)
-Edit-
Here it is! The pkmn panning scene for grass appearances!!! I think it's sweet :)
Anyone else can use it too, so long as they give me credit. Also note that the grass platform rip I'm using is a little iffy. I need to edit it some more later.
Download CBS Pan (http://projects.lateralshift.net/111/files/cbs.rar)
Krazy_Meerkat
September 6th, 2004, 10:15 PM
OMFG! I got the screen pan! It looks sooooooo sweet! I'll send it to meerkat as soon as I get the timing perfect :) It's the coolest thing you'll ever see in RM2K ;)
-Edit-
Here it is! The pkmn panning scene for grass appearances!!! I think it's sweet :)
Anyone else can use it too, so long as they give me credit. Also note that the grass platform rip I'm using is a little iffy. I need to edit it some more later.
Download CBS Pan (http://projects.lateralshift.net/111/files/cbs.rar)
Ok kool that's one thing I don't have to do :)
I just finished d/ling it. I will see what you have done. I like it! I just gotta see where I have some spare picture numbers...
Ok time for a new Priority List
1. Add in the Panning
2. Complete HP bar
3. Do text strings
4. Insert trainers into battle
5. # of pokemon
6. Finish coding on item system
7. Make switches or something to distunguish between using items in-battle and outof-battle
I will be back :P
santadidit102
September 6th, 2004, 10:32 PM
Make a message event and allign all the words in the middle of the box.
thx
DarkMage31
September 6th, 2004, 11:50 PM
1. Add in the Panning
2. Complete HP bar
3. Do text strings
4. Insert trainers into battle
5. # of pokemon
6. Finish coding on item system
7. Make switches or something to distunguish between using items in-battle and outof-battle
1) The hardest part of this will be finding the spare picture #'s
2) It seemed to be working fine in the last demo. Do you mean for the enemy?
3) It can be a pain in the [beep] to go through everything, I know. It's best to start early than have to do it all before official release.
4) Shouldn't have to worry about this until everything's all set for the wild battles
Does the timing and everything seem okay with the pan? I tried to match it to the music, but it was hard. And sorry for making it FR/LG style. Shouldn't be too hard to change though.
Krazy_Meerkat
September 7th, 2004, 02:22 AM
I think I will have to change the music anyway..
I got the pictures and timing right so I will just leave the graphics.. Do you want the pokemon to come out at the same time as the grass?
The graphics aren't really important because it is just grass..
Yes I mean HP bar for enemy.. I still have to make the name & HP appear and everything...
I have found a big glitch in the battle system that needs attending to... It will help with the pokemon switching part of the battle.. Like XP at the end and stuff..
Krazy_Meerkat
September 7th, 2004, 11:50 AM
Hey..
I have added music to the battle and it sounds really cool! I have also fixed up various parts of the battle and I am still working on that glitch...
Oh and the new HP bar is almost finished.. Just gotta fix up some lag...
Dawson
September 7th, 2004, 01:39 PM
I'm glad to hear of some real progress being made :classic:. Good work guys!
Krazy_Meerkat
September 7th, 2004, 02:10 PM
No problems Phoenix :P
I think I have done the HP bar fully now... There was a wierd glitch with it where it kept attacking even though the other pokemon was dead... I am pretty sure I have fixed it now.. I will test it more tomorrow.. Need sleep now :sleeping:zzzzz
Oh yeah, the HP bar is now lag free and counts down the HP 1 by 1 instead of taking huge chunks out of it..
Sorye HK
September 8th, 2004, 06:59 AM
Great! More updates! It's always fun to see updates. Especially after rugby.
Wonder if I can do anything to help?
Barry
September 9th, 2004, 02:38 AM
So I assume these systems like the item, battle, and other systems will be finished by the end of the year? At the current progress, from what I can tell, it sounds like it. It's like a Christmas present. XP
rubyrulez
September 9th, 2004, 03:09 AM
Yea! Only this one you can't wrap up and slap a ribbon on it. Keep it up guys you're doing great!
Krazy_Meerkat
September 9th, 2004, 05:27 AM
I haven't been able to test it anymore than last time... I have been pretty obsessed with Multi-Theft-Auto... I will get around to it.. My head still hurts from last time I tackled it :P
Thx for all positive comments :D Helps keep this project alive
Mena
September 9th, 2004, 05:31 AM
This is getting really good, good job Krazy, I can't wait to see wat you have done with the cbs and my item system, good job!!!
Krazy_Meerkat
September 9th, 2004, 07:11 AM
No problems Mena.
And everyone, Mena coded the basics of the item system for me which I am very thankfull of :) now it's a team effort.
Uh Daegon there is something that you could help me with... For the HP-decreaser.. In battle when the enemy loses life it's all good and decreases the life 1-by-1 but if you deliver a K.O. hit then the HP hangs for a few seconds and shoots to zero... I have tried everything to fix it.
It uses pictures to represent HP and variables to change which pictures are being shown.. I have tried a little move picture command at the bottom with the halt other processes box ticked.. but it does nothing.. I have minus-ing the HP variable to make the pictures show but still nothing... I even put another show picture command somewhere else but it waited for the HP variable to reach 0 before it showed.. I don't think I can fix this.
Krazy_Meerkat
September 9th, 2004, 07:57 AM
Don't worry I fixed it.. I just tricked the computer into thinking that the enemy pokemon was still on 1 HP...
Anyway I fixed the other bug in the battle where you kept attacking the enemy... Umm.. I think it's about time for a new priority list :)
1. Do text strings
2. Insert coding for trainers into battle
3. # of pokemon for trainers
4. Finish coding on item system
5. Make switches or something to distunguish between using items in-battle and out-of-battle
Hmmm... Well I think I've earned myself a good night's drinking.. See you all later :P
Sorye HK
September 9th, 2004, 11:02 AM
Those are extremely fast updates. I've just finshed playing basketball and have decided
to do some work. Once again, nice work Krazy.
Krazy_Meerkat
September 9th, 2004, 11:24 AM
I'm on fire tonight Daegon!
Finished text strings already... I think... List is a follows:
1. Insert coding for trainers into battle
2. # of pokemon for trainers
3. Finish coding on item system
4. Make switches or something to distunguish between using items in-battle and out-of-battle
5. Pokemon selection.. I knew I would remember it :D
DarkMage31
September 10th, 2004, 08:15 PM
5. Pokemon selection..
Gah, this is my bane, the source of all my misery :(
If you still want me to do it, I'm game, but it's not my preference. I feel happy now that I contributed to the actual CBS with the pan, so I feel as if some of my obligation is filled.
Sorye HK
September 11th, 2004, 03:20 AM
I hope Krazy doesn't get himself worn out from so much computing.
GREAT!!!!!!!!!! Anyway, I won't be on for the next 2~3 weeks or so starting
Monday.
DragonX
September 11th, 2004, 06:52 PM
I have an idea of how to create the pokemon selection screen, but it would involve about 35 different variables.
Ok, here goes, When you get a pokemon, and you have less than 6, to put it in your party, you would do something like this:
Conditional Branch:
If switch, PartyPkmn1 is ON:
Otherwise, set variables:
PartyPkmn1HP: Whatever
PartyPkmn1ATK: Whatever
PartyPkmn1DEF: Whatever
etc
Conditional Branch:
If switch, PartyPkmn2 is ON:
Otherwise, set variables:
PartyPkmn2HP: Whatever
PartyPkmn2ATK: Whatever
PartyPkmn2DEF: Whatever
etc
Do this type thing for all six Pokemon. Then to switch pokemon, just exchange variables. Also, when you select a Pokemon, you trigger a switch like pokemon1switch ON, then when you choose the second one, for example if you're switching the first pokemon with the sixth one, then trigger the second switch pokemon2switch ON. Then you create a bunch of conditional branches:
Conditional Branch:
if pokemon1switch is ON then
Conditional Branch:
if pokemon1 switch is ON then:
Otherwise:
Conditional Branch:
if pokemon2 switch is ON then:
Make variables:
PartyPokemon1HP=Party Pokemon 2 HP (or whatever you do to swap variables)
do this for every stat
Etc all the way to the sixth pokemon.
I hope this helps if you were having trouble making the pokemon switching system. Otherwise, sorry for wasting bandwitch.
Krazy_Meerkat
September 12th, 2004, 03:09 AM
I have an idea of how to create the pokemon selection screen, but it would involve about 35 different variables.
Ok, here goes, When you get a pokemon, and you have less than 6, to put it in your party, you would do something like this:
Conditional Branch:
If switch, PartyPkmn1 is ON:
Otherwise, set variables:
PartyPkmn1HP: Whatever
PartyPkmn1ATK: Whatever
PartyPkmn1DEF: Whatever
etc
Conditional Branch:
If switch, PartyPkmn2 is ON:
Otherwise, set variables:
PartyPkmn2HP: Whatever
PartyPkmn2ATK: Whatever
PartyPkmn2DEF: Whatever
etc
Do this type thing for all six Pokemon. Then to switch pokemon, just exchange variables. Also, when you select a Pokemon, you trigger a switch like pokemon1switch ON, then when you choose the second one, for example if you're switching the first pokemon with the sixth one, then trigger the second switch pokemon2switch ON. Then you create a bunch of conditional branches:
Conditional Branch:
if pokemon1switch is ON then
Conditional Branch:
if pokemon1 switch is ON then:
Otherwise:
Conditional Branch:
if pokemon2 switch is ON then:
Make variables:
PartyPokemon1HP=Party Pokemon 2 HP (or whatever you do to swap variables)
do this for every stat
Etc all the way to the sixth pokemon.
I hope this helps if you were having trouble making the pokemon switching system. Otherwise, sorry for wasting bandwitch.
You very smart DragonX, I have pretty much the same thing planned. I already have like 80 variables for the pokemon stats etc. but I don't use switches.. Instead I made a variable for pokemon type.. which tells the battle which pokemon will be sent out.. I made a conditional branch which tells if there is a pokemon present instead of using switches.. I am pretty confident that I can use some of the PC storage coding for pokemon switching..
I am going to teleport to the pokemon selection screen and a simple bit of coding will tell the battle which pokemon has been selected to change and then in the battle I will make it read the new pokemon's variables and use them..
I have made battle variables to make it easy on myself..
current pokemon-->battle variables
Thats all I need to do..
Anyway... On the weekend I was drinking pretty heavily so as you can imagine I didn't do any work on the battle system...
I had it all done before I went out :P
Hehehe bet ya thought nothing got done... Well actually I have almost finished the trainers part of the battle.. I just have to turn off a few switches and thats about it! I have also done the # of pokemon thing :D
There are only a few variables concerned with trainers.. like 3 I think and a switch or two so it is pretty simple to change and muck about with..
Also... I have noticed a few people doing games where you get to be the evil team so I encorporated this into the battle.. There is a switch which lets you catch other trainer's current pokemon.. And a switch which lets you run away from trainer battles.. These can also be used as cheats or something I don't know.. I just thought it would be handy for certain people. Anyway
Once I have done a few more things then I can finish coding the item system *yay* and I will leave a few item events in the test map also... And when I get around to it... I will extend the CNS to the trainer's name as well.. Then I could do up a little trainers card to go with it..
I am not sure about a pokedex.. That's like the most complicated this in a pokemon game.. well not so much complicated but it is quite hard.. and very long...
When I get around to it, I am going to make my new game have a pokedex which already has all the pokemon programmed into it and when you get in a battle, if you haven't seen that pokemon before, the pokedex will give you stats and info on it.. Just like in the T.V. show :)
Ughhh thats a lot of typing
DarkMage31
September 12th, 2004, 02:03 PM
Yeah, a lot of things.
I'd just like to remind you we have three other programmers enlisted for map events that may be willing to contribute to the battle system to ease the load on you. These people are Happy Gilmore, Lt.Surge, and jaz_jaz.
Also, just for a refresher, map design will be done by 2k3kid, phoenix, avatar, awkward silencer, and pokereaper. Chip/Charsets are going to be made by Daegon, Phoenix, Avatar, and Zephadus. The story is being created by omarfr. And right now Meerkat is the only one working on the CBS engine, along with myself if you can count my petty contributions.
A lot of these people have not been active. So if anyone would like to help by contributing, PM me with which position you would like.
Toothache
September 12th, 2004, 02:04 PM
Ok, I'm not too hot on the RM series (although I have played around with RM2k a bit and now have RM XP).
Any idea how you're gonna get the very weird stuff to work in battle?
I'm thinking of stuff like Substitute. I just can't seem to think of an effective way for that to work. Any ideas anyone?
Brendan Trainer
September 12th, 2004, 08:13 PM
Well, it can be done...
1) Remove 15% of the full HP from the user
2) Summon a token with Total HP of substitute=15% of user's life
3) If the user's HP is equal or less than 15% of its total HP, the attack fails...
I don't see there's no chance of making substitute...
DarkMage31
September 12th, 2004, 08:46 PM
There's nothing that can't be done in RM2K(3)!
Except... erm... online play. But ANYWAYS.......
Another "weird" example I guess would be Metronome. For that each attack would be assigned a variable (1). Then we'd take a random range of the number of attacks there are (2). Then, if 1=2, use this random attack. So yeah, nothing's impossible
Except... erm... online play
;)
Toothache
September 13th, 2004, 12:13 AM
BTW, Substitute takes 25% of the user's HP off. But yeah, I can kinda see that
santadidit102
September 13th, 2004, 12:22 AM
3 questions
1:How do you add/ change the pokemon?
2:How do you add trainers before the battle?
3:Can someone fix my intro?
Krazy_Meerkat
September 14th, 2004, 02:39 AM
Any idea how you're gonna get the very weird stuff to work in battle?
I'm thinking of stuff like Substitute. I just can't seem to think of an effective way for that to work. Any ideas anyone?
Well with the battle system you program the attack's effects yourself..
For a move like substitute you minus 15% of the hero's HP which is put into a variable for substitute HP and turn on a switch called substitute or something.. then make it so that if the switch substitute is on then the damage is taken away from the substitute's HP.. etc etc I dont have to explain everything do I? The idea with the battle system is that we do the battle engine and everyone else does what they want in their games..
I am currently working on the item system.. Two item areas are complete so far.. Pokeballs section and Items section.. I have only completed one item so far and it is the pokeball item... fully tested.. now you can re-name your pokemon from battle when you catch it.
I don't feel like working today i need a rest... Maybe another point in today I will get to work..
santadidit102
September 14th, 2004, 12:44 PM
ok............i guess i'lll have to wait......*starts counting the hours spent on pc
DarkMage31
September 14th, 2004, 11:04 PM
Remember that readme I said I'd do a long time ago? Well, I've worked on it. I've added the terms for using it (Terms o' Service) and various other pieces of "technical" information. Should we release it under the GNU or my custom liscense (remember from the old tech demo installer)? Also, we should distribute it in .rar, .zip, and.exe (installer) format so we can cater to as large a population of people as possible.
And finally, I've been working on a cool .doc format of essentially the same thing. I'll post both when I'm done with both :)
Krazy_Meerkat
September 15th, 2004, 04:15 AM
Wow I guess everyone is getting to work lately.. Umm... Release it under your own custom license because you were quite specific in what you give permission to do.
Hmm.. If we put in a whole heap of work (when the battle sys is completed) do you think it would be possible to create and installer? I'm not quite sure about it.. What if people try to install it to their game's directory? It will override their variables/switches and anything with the same name... Like the map files..
I was planning on .ZIP because winrar has support for .ZIP files so there is no problem.. We just give out a download link for winrar to be on the safe side.
I am going a little offtopic here but oh well... I had a job interview today and they asked me to come back tomorrow for some trial work and I'm going to celebrate tonight :)
I also failed my drivers license by 1 question on monday..:(
This is why I haven't been able to do much work this week.. Well... I will cya later..
P.S. Planning on doing a whole heap of work soon for all this inconvenience.. Sorry :P
holyslayer
September 15th, 2004, 05:24 AM
How are you going to do hidden power on the cbs? :king:
rebellee1187
September 15th, 2004, 08:42 PM
Set Variable (For element): Random 1-17
Set Variable (For Power): 1-32
Store under Pokemons stats.
Simple, aint it?
Toothache
September 15th, 2004, 08:46 PM
Not exactly how the HP system works in reality. Power is between 33 and 70, and the type is determined by the IVs of each Pokemon
DarkMage31
September 15th, 2004, 08:55 PM
I'm not knowledgable about any of that stuff. It's good there are people who do know all this stuff that can help out that way.
santadidit102
September 17th, 2004, 12:39 PM
umm......what he said?lol
MatiZ Master
September 18th, 2004, 07:04 AM
umm......what he said?lol
no idea :P
Toothache
September 18th, 2004, 10:36 PM
Well, here's what I've found. Lot of formula here, but it's pretty easy to understand. It only needs a few extra variables, all the rest are derived from IVs pretty much.
HP Type = (T1 + T2 + T3 + T4 + T5 + T6) x 15/63
where
T1 is 1 if the HP IV is odd, otherwise it's 0
T2 is 2 if the Attack IV is odd, otherwise 0
T3 is 4 if the Defence IV is odd, otherwise 0
T4 is 8 if the Speed IV is odd, otherwise 0
T5 is 16 if the Special Attack IV is odd, otherwise 0
T6 is 32 if the Special Defence IV is odd, otherwise 0
Round any decimals normally, and you should get a value between 0 and 15.
If the type number is 0, HP Type is Fighting
If the type number is 1, HP Type is Flying
If the type number is 2, HP Type is Poison
If the type number is 3, HP Type is Ground
If the type number is 4, HP Type is Rock
If the type number is 5, HP Type is Bug
If the type number is 6, HP Type is Ghost
If the type number is 7, HP Type is Steel
If the type number is 8, HP Type is Fire
If the type number is 9, HP Type is Water
If the type number is 10, HP Type is Grass
If the type number is 11, HP Type is Electric
If the type number is 12, HP Type is Psychic
If the type number is 13, HP Type is Ice
If the type number is 14, HP Type is Dragon
If the type number is 15, HP Type is Dark
And to determine the power of the move. We use this formula:
HP Power = (P1 + P2 + P3 + P4 + P5 + P6) x 40/63 + 30
Where:
If the IV of HP divided by 4 has a remainder of 2 or 3, P1 = 1, else 0
If the IV of Attack divided by 4 has a remainder of 2 or 3, P2 = 2, else 0
If the IV of Defence divided by 4 has a remainder of 2 or 3, P3 = 4, else 0
If the IV of Speed divided by 4 has a remainder of 2 or 3, P4 = 8, else 0
If the IV of Special Attack divided by 4 has a remainder of 2 or 3, P5 = 16, else 0
If the IV of Special Defence divided by 4 has a remainder of 2 or 3, P6 = 32, else 0
Simply put, if the value of the IV is these values, then it activated the P conditions in the formula, else they are not added: 2, 3, 6, 7, 10, 11, 14, 15, 18, 19, 22, 23, 26, 27, 30, 31.
The number that comes of the HP Power formula determines the base power of the Hidden Power of the Pokemon. Again, round normally, and the number you get will be between 30 and 70.
I hope that sums things up enough (yeah, it's not completely easy to understand)
DarkMage31
September 18th, 2004, 11:41 PM
Whoa... this may take some backtracking to impliment. But it would be authentic of pulled off properly...
santadidit102
September 19th, 2004, 08:04 PM
no idea :P
i dont understand code
lol :pirate: :) :'( :cheeky: :shocked: :bandit: :P :pokeball: :14: :psy copy: :13: :mew2: :fr: :10: :mew: :snea: :5:
MatiZ Master
September 21st, 2004, 06:42 AM
i dont understand code lol
me too :P
Krazy_Meerkat
September 21st, 2004, 11:06 AM
Wow.. I think that's rather complicated for something which can be done a much simpler way...
So you want HP to be based on stats..? I have a simpler method for determining pokemon type anyway, there are variables for which pokemon is which eg. var [0001:Pokemon1] equals 1.. I could just make some code which recognises that pokemon 1 is flying type etc etc..
Or if worst comes to worst then I will just make a pokemon type variable and add it to the stats..
HP is done manually.. If you receive a pokemon from someone then you add the stats yourself.. If you catch a wild pokemon then their stats (which you code before the battle begins) will become your new pokemon's stats..
I have already been through a lot of coding and I don't want to do a lot of complicated coding for something which was already available..
There are charts for pokemon HP and stuff all over the web.
Umm.. I don't know what an IV is, or P conditions... I think the T3 things are variables..
Sorry if I sound uhh... grumpy or something.. I need sleep.
P.S. Guys, I have to tell you all something. I got the job and I went to look at my new house the other day.. When I'm ready I will move into it so I may have to discontinue this project (on my behalf).. This does not mean the project will be discontinued, it only means that I will probably not be working on it anymore.. I will try to get as much work done as possible before I move out, then I will upload it and you can all have what I have been putting together.
DM, I am really sorry to do this to you but it's something I have to do.. You are the project leader and (if you want) you can continue the project. I might come and see what you have done someday...
We have a lot of great programmers/spriters/mappers etc here and I think of you all as close friends. It was a lot of fun working on this project with everyone :)
Toothache
September 21st, 2004, 04:43 PM
santadidit102, MatiZ Master, don't spam please. Thank you.
And yes, while HP can be done simpler, this is the method Nintendo/Game Freak use, and I'd rather this was implemented alongside any simpler system you care to use. I'd rather use a CBS that was authentic, rather than one that's just a bunch of cool ideas that probably don't work very well.
Booda Sack
September 21st, 2004, 05:36 PM
I agree with toothache.
And I don't want to offend but anybody that works on a pokemon battle system really should know about IV values.
They are pretty much the bases of stat calculations in pokemon games other formulae for calculating stats without IV values would make the battle system just a like a generic rpg battle system.
You pobably read about how pokemon of the same type never have the same stats and how its better to catch a pokemon at earlier level and raise it rather that catch a high level pokemon in the wild or why your pokemon stats are so low if you raise it with just rare candies.
Thats what EV and IV values do.
DarkMage31
September 21st, 2004, 07:44 PM
I may have to discontinue this project
That's gotta be the worst news I've heard all day. If that's the case, I'll take over a lot of the "programming" in my free time, and I may be able to find someone to help.
formulae
It's been ages since I've seen someone use the right word ;)
I guess if Meerkat's leaving I'm gonna have to fool around with these EVs and IVs. IV doesn't happen to stand for Independent Variable, does it? That's what it stands for in science experiments...
But I guess it makes sense to have it authentic. On the flip side, we know each pkmn's type and we don't need to use a formula to determine this. So we may as well use the resources we have to make things simpler for determining type. I'm not saying you're wrong, I'm just being open to ideas.
What does anyone else think?
Toothache
September 21st, 2004, 08:37 PM
Yeah, the Hidden Power type is totally independant of the Pokemon's type.
IV stands for Individual Values, and these are a number between 0 and 31 which is added to the actual stats of the Pokemon, at L100. Say, you have a Dodrio, which has a normal L100 Speed stat of 236, and he has 14 in IV. Simply add the two numbers together, and this Dodrio's final Speed stat is 250.
Of course, IVs are also passed on via breeding, at least 50% of them are. The child gains 3 IVs out of six from it's parents, the rest are determined randomly. Between the two parents, the male can supply either one or two, with the female making up the rest.
DarkMage31
September 22nd, 2004, 07:57 PM
Oy, breeding. That's one headache that I hope I don't have to deal with :(
Booda Sack
September 24th, 2004, 07:50 AM
Actually thats not how you use IV's.
Here is how you calculate a stat:
Stat = Math.Floor(
(( BaseStat * 2 + IV + Math.Floor( EV/4 ) ) * Level/100 + 5 ) * Personality
)
For personality,just say you were calculating attack and the pokemon's personality was brave,this increases attack so you replace personality with 1.1 but if the persoanlity does nothing to the stat you are calculating it stays 1 and if lowers it you lower the value.
HP Calculation is different because perosanlity isn't involved.
HP = ( BaseStat * 2 + IV + Math.Floor( EV/4 ) ) * Level/100 + 10 + Level
Toothache
September 24th, 2004, 06:01 PM
We're talking Hidden Power, not Hit Points, but thanks for the formulae :-)
Krazy_Meerkat
September 24th, 2004, 11:35 PM
Actually thats not how you use IV's.
Here is how you calculate a stat:
Stat = Math.Floor(
(( BaseStat * 2 + IV + Math.Floor( EV/4 ) ) * Level/100 + 5 ) * Personality
)
For personality,just say you were calculating attack and the pokemon's personality was brave,this increases attack so you replace personality with 1.1 but if the persoanlity does nothing to the stat you are calculating it stays 1 and if lowers it you lower the value.
HP Calculation is different because perosanlity isn't involved.
HP = ( BaseStat * 2 + IV + Math.Floor( EV/4 ) ) * Level/100 + 10 + Level
Umm... Sorry I only understand half of that.. Anyway since we are using rm2k3 could you please keep it to rm2k3 coding..? Thanks :)
Booda, you are making it sound like we don't know anything about our battle system and it's just a childish rpg battle engine.
If you open up the battle system in rm2k3 you will see that there is actually some pretty intense coding there. Instead of IV's and EV's I developed a formula which uses ferocity as an IV.. It greatly affects attack if changed.
Attack is determined by the ferocity and basic attack of pokemon. Anyway the whole thing has been fully tested by me and the rest of PC. Why do you think I released a demo so soon? I'm not quite sure how to use IV's and EV's (like what affects them and how to raise them) so I have made do with what I could and it stayed relatively the same.
You pobably read about how pokemon of the same type never have the same stats and how its better to catch a pokemon at earlier level and raise it rather that catch a high level pokemon in the wild or why your pokemon stats are so low if you raise it with just rare candies.
Well in answer to those statements,
1. Of course not. Pokemon stats are determined randomly before the battle so you will not be able to catch 2 of the same type with same stats.
2. That's possible with the current battle system. Wild pokemon are always weaker than pokemon you caught yourself and trained (when you battle with them), I made the battle system that way.
3. I haven't made the rare candy item yet but when I do, It's effects will just be half that of leveling up normally.
It's been ages since I've seen someone use the right word ;)
Well of course, Formulae is the plural. :P
santadidit102
September 24th, 2004, 11:45 PM
can some1 plz speak english???lol
Krazy_Meerkat
September 24th, 2004, 11:49 PM
Please don't spam. If you don't understand then don't say anything. I was trying to tell everyone that the battle system is still authentic and works the same way. It can never be completely authentic because they use hexidecimal and we use rm2k3 to code. This is what I'm getting at, just because we do things a simpler way doesn't mean they aren't as affective.
can some1 plz speak english???lol
And you're making a pokemon game..?
santadidit102
September 24th, 2004, 11:52 PM
no...im helping the ppl make pokemon kyanite
Toothache
September 25th, 2004, 04:18 AM
If you open up the battle system in rm2k3 you will see that there is actually some pretty intense coding there. Instead of IV's and EV's I developed a formula which uses ferocity as an IV.. It greatly affects attack if changed. Attack is determined by the ferocity and basic attack of pokemon.
Whoa, I thought you were trying to make the CBS as authentic as possible. It seems to me you're changing everything about the original Pokemon battle system, and not in a way I like or will work effectively, IMO.
BTW, I never said that quote, Krazy, there's too many typos for one. :-p
Krazy_Meerkat
September 25th, 2004, 01:22 PM
Whoa, I thought you were trying to make the CBS as authentic as possible. It seems to me you're changing everything about the original Pokemon battle system, and not in a way I like or will work effectively, IMO.
BTW, I never said that quote, Krazy, there's too many typos for one. :-p
Yeah sorry bout that quote I used the wrong name..
It doesn't really sound like you know a lot about rm2k3.. To make anything, you need to start from nothing.. We had nothing at all, and we tried to simulate the original pokemon battle system as best we could without knowing the exact formulae etc. etc.
If you have actually tried the battle system then you would know that it doesn't greatly differ from the original one. That's why it's called a "replica" if it wasn't anything like the original one then I wouldn't be trying anymore.
Nobody is perfect and if you knew the frustrations of having to code EVERY detail of the pokemon games EXACTLY the same as your game then you wouldn't be perfect either.
Now please, this is the battle system thread and I don't want to hear things like "I don't like it" and "It's not exactly the same as pokemon games"
I don't want to end my last few weeks at PC badly so please.. Constructive critisism is requested, If you don't know how to fix a problem then don't complain about it.
DarkMage31
September 25th, 2004, 05:21 PM
I'm not sure who's side to take on this :(
You've both made convincing arguments.
Purists:
1) It's gotta be authentic
2) It just wouldn't be the same if it's not exactly the same
...other people
1) It's too complicated to do in RM2K(3)
2) Why work so hard when there are logical workarounds that grant the same effect
There should be a poll. What does everyone think?
Barry
September 25th, 2004, 07:18 PM
Well I really don't understand but I have a question. Will it still be the same as it is in RM2K3 defaults battle systems (where there isn't one person attacking at a time, it's attack whenever you can).
Or will it be like the Pokemon games where you alternate in turns.
?
rubyrulez
September 26th, 2004, 01:46 AM
Now please, this is the battle system thread and I don't want to hear things like "I don't like it" and "It's not exactly the same as pokemon games"
I don't want to end my last few weeks at PC badly so please.. Constructive critisism is requested, If you don't know how to fix a problem then don't complain about it.
I think that you and everyone else is doing a great job on the battle system. Nothing gets more authentic then that. Just all of the features need to be added is all, I don't understand why anybody would complain that it isn't authentic and isn't good. And I didn't know you were leaving, Krazy! Are you coming back?
Booda Sack
September 26th, 2004, 07:54 AM
Sorry Krazy_Meerkat I didnt mean to make it sound like you were coding a childish rpg battle system.
What I ment was that your battle system was different.
Like a standard rpg battle system,not a childish one.
In response to your statement about pokemon stats being randomly generated before a battle.
That is true and it isn't.
This is because of base stats which are set and no one can change them so if you were unlucky enough that every pokemon you caught had all its IV's on zero then those pokemons stats would be the same unless you battle them a bit and thats where EV's come in.
Because if you battled just pokemon that give you attack EV's then your attack would go up the most.Thats why you would get something like +3 points in attack or +1 in defense or +0 in some others when you level up.
And yes it can be completley authentic(in theory) because they do not use hexidecimal to code.
I say in theory because short of actually asking the people making the game for the forumlae the only thing you can do is get pretty close to it.
Also im not saying is has to be completley 100% authentic.
I dont know exactly what they use to code but it is more than likey ASM mayby even C++.
I could be way off but I know that they do not use hexidecimal,that is what people use when hacking the games.
Krazy_Meerkat
September 26th, 2004, 07:57 AM
I think that you and everyone else is doing a great job on the battle system. Nothing gets more authentic then that. Just all of the features need to be added is all, I don't understand why anybody would complain that it isn't authentic and isn't good. And I didn't know you were leaving, Krazy! Are you coming back?
Whenever I get a chance I will come and visit. :)
Thanks for your nice comments I still have a bit more of the bag still to do..
I think after it is done I will make one of those demo things and upload it.. DM how big is the demo builder? I can't download too much on this computer..
It doesn't bother me if it's not 100% authentic I just want it to be 100% customizable :D
Barry, Yes it is turn based like the pokemon games, it does not use the dbs at all.
Krazy_Meerkat
September 26th, 2004, 08:09 AM
Sorry Krazy_Meerkat I didnt mean to make it sound like you were coding a childish rpg battle system.
What I ment was that your battle system was different.
Like a standard rpg battle system,not a childish one.
In response to your statement about pokemon stats being randomly generated before a battle.
That is true and it isn't.
This is because of base stats which are set and no one can change them so if you were unlucky enough that every pokemon you caught had all its IV's on zero then those pokemons stats would be the same unless you battle them a bit and thats where EV's come in.
Because if you battled just pokemon that give you attack EV's then your attack would go up the most.Thats why you would get something like +3 points in attack or +1 in defense or +0 in some others when you level up.
And yes it can be completley authentic(in theory) because they do not use hexidecimal to code.
I say in theory because short of actually asking the people making the game for the forumlae the only thing you can do is get pretty close to it.
Also im not saying is has to be completley 100% authentic.
I dont know exactly what they use to code but it is more than likey ASM mayby even C++.
I could be way off but I know that they do not use hexidecimal,that is what people use when hacking the games.
Ok fair enough.. But the stats aren't really random I just gave it some randomness.. Like if the standard pokemon's HP was 45 then before the battle it goes
set variable [pokemon hp] rnd 37-52
It is still random but creates a chance to vs some pokemon which are stronger than others.
The leveling system is a maze within itself.. I'm not quite sure how to explain it but all of the stats level up with the pokemon.. The attack EV or IV or whatever will go at a different pace.. Even if ferocity doesn't level up then your pokemon is still stronger.. If it does then the pokemon's strength doubles and then next level it goes 1/3 up and next level it goes 1/4 up etc. etc. But the aren't very high odds of that happening.. I don't remember exactly but it was something like
set variable [randomness] rnd 1-14
If var [randomness] equals 1
*varifying that the ferocity might now go up
set var [randomness] rnd 1-30
If var [randomness] less than 4
var [ferocity] increase 2
Else
If var [randomness] greater than 18
var [ferocity] increase 1
Meh it has a good effect after a few levels
Sorye HK
September 26th, 2004, 08:33 AM
Krazy, you're leaving PC? Does that mean you won't post at all? Or you
just don't have time to help with the group project? Will you still be here
at Oct 9th?
Sorry for all the questions. It's been a while since I've logged on.
Krazy_Meerkat
September 26th, 2004, 09:28 AM
Krazy, you're leaving PC? Does that mean you won't post at all? Or you
just don't have time to help with the group project? Will you still be here
at Oct 9th?
Sorry for all the questions. It's been a while since I've logged on.
I should be here.. But I'm leaving around that time.. Why? I have to work up a bit of money before I move out..
Yes I'm leaving PC but I will come by every now and then if possible..
I also have more news.. I will be participating in the game making competition proposed by DarkMage31 and I will try to make the best game I have ever made before I leave.. Sort of like a parting gift-type thing.. Should be fun.. I have a few ideas and I'm already working on it.. Can't give away any details yet because it's a competition and I don't want anyone else having similar ideas.. I want to take rm2k3 to a new level of gaming :P
DarkMage31
September 26th, 2004, 01:08 PM
who doesn't ;)
Anyway, don't you think the competition should have a theme? Like everyone has to try and make the best _______ game. Or should it be open?
Krazy_Meerkat
September 26th, 2004, 01:11 PM
who doesn't ;)
Anyway, don't you think the competition should have a theme? Like everyone has to try and make the best _______ game. Or should it be open?
Well I was planning on making a pokemon game.. That is what we're all best at isn't it?
Barry
September 26th, 2004, 04:50 PM
Well I really don't understand but I have a question. Will it still be the same as it is in RM2K3 defaults battle systems (where there isn't one person attacking at a time, it's attack whenever you can).
Or will it be like the Pokemon games where you alternate in turns.
?
O_o I left a question.. ???? Do you even know the answer?
Krazy_Meerkat
September 27th, 2004, 12:16 AM
Barry, Yes it is turn based like the pokemon games, it does not use the dbs at all.
O_o I left an answer.. Did you even read my post?
Sorye HK
September 27th, 2004, 01:00 AM
Yes I'm leaving PC but I will come by every now and then if possible..
That's good to hear. If I manage to get time, I'll make a game as well. Maybe just a short mini game with small amounts of fun and laughter.
Krazy_Meerkat
September 27th, 2004, 04:49 AM
That would be kool.. We need as many contestants as possible..
PatriotFan89
October 5th, 2004, 08:26 PM
Sorry if this is like reviving an old thread, but are you guys still working on this project?
Sorye HK
October 6th, 2004, 03:31 AM
Yes. I believe that the project is still active. Everyone's just busy with there
different things lately.
Krazy_Meerkat
October 6th, 2004, 05:06 AM
I am still slowly programming the battle system... But it's just a bit hard juggling everything, you know? Work/battle sys/game for competition/sprites/moving out/car-related things @_@.
And I wanna go out and have a bit of fun with my mates.. There are a lot of birthdays comming up and you know what that means *drinkie drinkie* :D
MatiZ Master
October 6th, 2004, 11:51 AM
And I wanna go out and have a bit of fun with my mates.. There are a lot of birthdays comming up and you know what that means *drinkie drinkie* :D
in a polish forum, i could say something like this:"I jeszcze jeden i jeszcze raz..!" :D
Anyway, i hope that you will succesfuly complete the CBS and have some drinking :D
santadidit102
October 6th, 2004, 02:02 PM
and hopefully,if u cant finish it,after drinking,u will put in some code that no one knows,and it works!!!!lol
Krazy_Meerkat
October 6th, 2004, 11:39 PM
in a polish forum, i could say something like this:"I jeszcze jeden i jeszcze raz..!" :D
Anyway, i hope that you will succesfuly complete the CBS and have some drinking :D
Wha..?
Anyway I have finished another section of the bag now and added some coding for in-battle stuff.. Like when you press the cancel button in the bag and I need to show the pictures again.. And also that bit where Oak says: you can't use that here
Lol for a person who hates doing picture-related things I really picked the wrong project to work on :P
Well I only have to finish the berry part of the bag and key items then maybe little demo is possible once I test everything completely.. Also I haven't used a PP system in the game yet (for pokemon's moves) Maybe there is a formula do derive it from HP/level/attack... I will play r/s after work and work out how the PP system revolves around those three and if I can develop a formula for it..
I also need to add a few more items to the same part of the bag to check if My scrolling event works.. And to show everyone how the item system works with added items etc..
The way I have it now.. When you add a pokeball item you have to increase [var 0000: pokeball position 1] to howevermany of the pokeballs you want.. That variable will be solely used for pokeballs -no questions asked-.. If you want to add an item, use [var 0001: pokeball position 2] and make that your new item.. (There are more steps but I won't get into that right now...)
Right.. I think that's all that needs to be explained.. I have started on the berry part but I can't find the god**** berry which is for HP on my Ruby rom lol :laugh:... I don't remember the name/description of it.. I am using the Leppa berry now (which is for PP :sleeping: ) So.. I need to do some working out to figure out how PP is calculated
Toothache
October 7th, 2004, 01:05 AM
PP is basically fixed for each move. Tackle always has 40 PP, and Hyper Beam has always 5 PP. No need for huge calculations. Also, you can increase PP by using PP Up, adding 20% to the max PP, for each PP Up used - maximum of 3, maxing a 60% bonus to the normal base PP.
Unless you're facing something with Pressure, you lose PP by 1 for every time you use that move. Pressure doubles the cost.
Krazy_Meerkat
October 7th, 2004, 01:13 AM
PP is basically fixed for each move. Tackle always has 40 PP, and Hyper Beam has always 5 PP. No need for huge calculations. Also, you can increase PP by using PP Up, adding 20% to the max PP, for each PP Up used - maximum of 3, maxing a 60% bonus to the normal base PP.
Unless you're facing something with Pressure, you lose PP by 1 for every time you use that move. Pressure doubles the cost.
Thanks man.. I will find some way to work that in without too much coding..
Toothache
October 7th, 2004, 01:24 AM
No worries, just trying to do what I can while I learn how to code properly in RM2k. Teaching yourself is a slow process, but I'm getting there
Krazy_Meerkat
October 7th, 2004, 09:34 PM
No worries, just trying to do what I can while I learn how to code properly in RM2k. Teaching yourself is a slow process, but I'm getting there
It may be slow but it's the best method.
Anyway.. No updates on the whole berry thing, I am trying to work out what I will do first.. Leppa berry or PP system.. I think the berry will be quicker and I will program it's effects after the PP system. I am still wondering if I should include the pokedex in the second release of the battle system.. It is pretty basic, Unless I had access to the screen it takes you to (after you selected your pokemon) then I probably wouldn't.
Well that's all for now.. I will post some other time this morning
Illusion
October 8th, 2004, 05:10 PM
I am contributing my pokedex to the Pokemon menu system and hope it will help you a lot!
P.S: The events must have a condition otherwise you will be able to see the Pokemon even if you haven't seen him!
thread (http://pokecommunity.com/showthread.php?t=17871)
And the pokedex:
click (http://www.pokecommunity.com/attachment.php?attachmentid=10105)
pichaque
October 8th, 2004, 09:15 PM
wow its been a while since ive been here and this topic just flew by in pages...well sadly, my comp crashed and i lost all my rpg files, including the rpg maker itself. However its not the end of the world!
But i'm here just to see how its going! So, how is this project going?
Sorye HK
October 9th, 2004, 03:03 AM
I'm sure Krazy and the other members are working hard so don't rush them.
After the basic systems are done, maps, characters will be done.
Krazy_Meerkat
October 9th, 2004, 10:41 PM
Thanks Daegon.. I am at my dad's house for today so I probably won't get any work on the battle system done until later.
Well.. To inform you of what's been happening, Pichaque, the graphics have been changed a great deal.. We now have a fully working HP bar for both hero and enemy, the names can be displayed and the level of the pokemon (thanks to Rm2k3kid for the graphics and some of the coding). Umm... I have started work on an item system (graphics and cms-style coding thanks to Mena) and various other bits of coding on the battle system.. And I also finished some coding on trainer battles and the bar which displays how many pokemon you have..
Pokemaster_Shiny, thanks for your advice but I think I can manage it from here.. I have needed to change a lot of coding on other things to include them in the battle and I didn't imagine it would be an easy task of making a pokedex.. I have already made major changes to the pokedex to get the right effect anyway..
Uhh.. Well I think that all I need to do is add in a few more items (once I get all of the parts of the bag working).. Make a few readme's and finish a little bit more coding here and there... And then that should be it.. Pokemon Battle System V2 is on it's way!:D
Barry
October 10th, 2004, 03:57 AM
Sounds like everything is piecing together. I can't wait to install it into my game. It will really increase the progress of it.
Krazy_Meerkat
October 25th, 2004, 04:49 AM
Ok it has been a while since I updated here but things are being done..
I made small additions to the battle system and worked out a system for pokemon selection to be possible in battle.. It will be used at a later point in time..
I added a snippet of code which reduced the amount of code to load a pokemon's stats.. This will be very useful for the selection screen..
I know I said it wouldn't be long until the next version was released but I just keep finding things to do..
I updated the code on levels. Modulus was used to make about 300 lines of code, only about 15.. Levels can exceed 99 but will not be displayed so I am thinking about capping the levels at 99..
Anyway I have started work on a PP system which requires 48 or so variables just for the pp or each pokemon in the party.. This could not be simplified any further..
After the PP system is fully completed, work on the item system can continue..
Then a demo shall be ready :)
Booda Sack
October 25th, 2004, 07:55 AM
Sounds cool
Can't wait to see how it turns out.
Avatar
October 25th, 2004, 10:06 AM
Sounds good, but you might want to cap the levels at 100.. since that is the highest level in the GB games.
This'll also be a great help for people wanting to make their own Pokemon game with RPG Maker :)
PokeOnic
October 25th, 2004, 09:43 PM
One day would you translate it to pure Rm2k, not rm2k3, because I have a messed up version of RM2k3
Sorye HK
October 26th, 2004, 07:31 AM
Urm..Why can't you just download a different version of rm2k3? There's loads
of copies.
Toothache
October 26th, 2004, 03:35 PM
Or just get a better copy of RM2k3
cigarettes
October 27th, 2004, 12:00 PM
When this system is completed i can guarantee their
is gonna be a lot more pokemon games around!!!!
Cigarettes :chinese:
Krazy_Meerkat
October 28th, 2004, 03:34 AM
Sounds good, but you might want to cap the levels at 100.. since that is the highest level in the GB games.
This'll also be a great help for people wanting to make their own Pokemon game with RPG Maker :)
Yeah well that was my dilemma... I can only display 2 numbers or they will overlap... So at the moment I am gonna leave the display capped at lv 99 and you can make you're own capping for actual level.. Remember it is in the level up section of the battle sys lol :P
Ok I have a few problems now everyone.. I am moving on... SUNDAY!!
I lost my **** job but I don't have to pay rent anymore so I don't care.. It would be hell for me getting to work from RBH anyway.. I have done the majority or coding on the battle sys but I won't be here to answer questions unfortunately... I may also not be able to finish my game for the comp due to lack of sprites..
I am still working on the pp/item systems and then I will see what happens..
Krazy_Meerkat
October 28th, 2004, 07:22 AM
Ok I know this is double posting but i have updates :) almost finished the PP system.. Stat loader fixed.. Bugs with pokemon withdrawl system fixed..
But when you catch a new pokemon I am going to have to make only one move available because I just can't do the other way.. I haven't got enough time and I am still working on the last part of the item system.
Sorye HK
October 28th, 2004, 07:57 AM
Well, I'm glad that the item sys is having good progress.
If you haven't got enough time doing the 'other way' that you're talking about,
you could tell me what's needed to be done and I'll do it for you.
Krazy_Meerkat
October 28th, 2004, 08:25 AM
Ok I have finished the PP system.. The only thing I missed out was the pokemon withdrawl pp.. At current, any pokemon who get sent to the pc (when captured), deposited and withdrawn will only be able to use a new move I implemented.. The good old fashioned struggle.. Someone will have to fix this if they want.. I was going to re-design the PC anyway and I'm sure most of you will want to anyway.. At least the PP system works when you finish a battle *Phew*..
Sorry everyone but it's hard work and I just don't have the time right now..
Daegon, the "other way" is to have any of the new pokemon's PP the same as the pokemon you just battled. I did it after all but if you have 6 pokemon already then it will be sent to the PC and I am not going to even touch the variable transfer there..
EDIT: Time for a rest now, I will work on the item sys later..
Sorye HK
October 28th, 2004, 08:38 AM
EDIT: Time for a rest now, I will work on the item sys later..
Go ahead. You've earned it. I'll look into the other way later when a new demo
comes out.
DarkMage31
October 29th, 2004, 10:13 PM
Will you have to leave PC sunday? Will you still be able to email me?
Krazy_Meerkat
October 31st, 2004, 04:58 AM
I am leaving today, sorry that I couldn't finish the battle system but I will still upload it.. Here is what I have.. I will be able to email various people when I am nice and stable. I will continue working on it whenever I get the chance but here is what I have done.. Don't expect anything from me in a while
>>>Download Battle Sys Version 2<<< (http://www.freewebs.com/pokefuse/battle%20sys%20v2.zip)
pkmn310
October 31st, 2004, 08:05 AM
The download doesn't work for me. When I click on it the battlesystemthread opens in a new window.When I right click and select save target as the download starts but ends after 0,5 seconds.
What am I doing wrong?
Dawson
October 31st, 2004, 08:55 AM
I don't think anyone will actually mind that you didn't complete it because of the amount of time and effort you put into getting it this far. And now it means that if people want to use it they have to put some effort into coding is well. So everyone's a winner.
Sorye HK
October 31st, 2004, 11:37 AM
Well, right clicking works for me.
Krazy, you did a great job! Shame you had to leave. Well, I'm sure that this will
help a lot of people using rm2k. If you do have time, please do post. Everyone
will miss you.
Barry
October 31st, 2004, 05:02 PM
I didn't right click, I just clicked it and it started downloading.
Now I have a question. Has Krazy left for good?
And for a final note, I opened up the battle sys in RM2K3 and it looked to me like the CNS was working greatly. Then only problem I found was being able to test the game or play it at all. I always get this message: "The file system2c cannot be opened."
Even if I could see the progress of everything, I'm sure I would agree with big bad mod Daegon.
Edit: Ok, I found a way to get around that but then It can't find Hero 2 and I have no idea where Hero 2 should go so...
Dawson
October 31st, 2004, 05:35 PM
Ok, I found a way to get around that but then It can't find Hero 2 and I have no idea where Hero 2 should go so...
It's a faceset I think. Just copy a faceset and rename it hero2 or import it from the rtp.
DarkMage31
October 31st, 2004, 09:06 PM
Now that Krazy is no longer with us, we will all mourn the loss of one of the greatest rm2k programmers around that innovated, as far as I know, the first CNS.
However, the project is imcomplete, and we'll need a new lead programmer. On the magical list of staff that I've been keeping, there's no one listed under battle system programming except for Meerkat and me. However, if anyone is willing to take on the work, I'd be more than happy to fork it over because of how hectic my life is. If no one is though, I'd be more than happy to work on it.
What do you think?
Toothache
October 31st, 2004, 11:38 PM
My programming speciality is Java, with a minor knowledge of C++. However, I've learned more about programming in RM2k(3) in the last two months than I ever did when I was just casually playing around with it. Now that I'm actually serious about working on a game, I'd definately like a chance to work on this project. Probably not as a lead programmer, but I definately want to see this work.
My credentials are not great, having only a year of my course in Computer Games Software Development under my belt, but I think I could help out here as best I can.
DMMP
October 31st, 2004, 11:42 PM
Hmph, I'm the exact oposite. I learned about Java, but I was never to thrilled with it. I was never a fan. I enjoyed learning C ++ though. Oh, and I'm confused (with the CBS). Can someone make a version with comments? I'm good at getting to a point, I just can't "Backwards Engineer" the ideas. In this example, I probably could get to the CBS, and do it, but I can't understand it since its already done. That's one of my coding and Rm2k3 weaknesses, so, could someone make a version with many comments?
DarkMage31
November 1st, 2004, 02:08 AM
A lot of the events DO have comments. Lemme walk ya through it. This'll go from the upper left hand corner to the right, then down a row, then to the right of that row, etc.
1) Comments, which attack is represented by which variable #
2) Which pokemon is which number
Next row
3) Manages the menu when it's your turn to attack
4) Manages what happens when you select Fight/PKMN/Item/Run
5) Manages the Attack navigation
Next Row
6) Depending on which attack, damage is calculated and animation is played
Next Row
7) Loads which attacks a given pkmn has (a lil' out of order)
Next Row
8) This has comments. It recalls CNS input (nicknames)
9) Shows each letter from the above step
10) Shows my beautiful pan and if it's a trainer battle, a trainer
11) Plays music
Next Row
12) Shows total pkmn you have and what the opponent trainer sends out among other things related to which pkmn you see
Two rows later...
13) Enemy level, PP, stats (attk, etc), KOing, etc. There are comments
Four rows later (at the bottom)
14) Items (like pk balls, etc)
I think I got that all right...
Sure, toothache. I'm glad you like RPG Maker. It's a powerful engine, and what's best is you don't have to hand-write the script!
And I don't have any credentials. No courses or anything in game dev or computer programming.
Barry
November 1st, 2004, 03:04 AM
The problem I run into while trying to test the system now is whenever I walk into the grass and the mosaic transition plays, a popup box pops up and says "The file main cannot be opened". I can't figure out what it means so I'm stuck again..
DMMP
November 1st, 2004, 03:06 AM
Wow, after all of that, I'm still confused. Surprising, actually. I guess I'll just have to find someone who understands the CBS, and have them impliment it into my game.
Sorye HK
November 1st, 2004, 07:12 AM
I've just taken a look at the CBS and D_M's notes really helped. I've
understood most of it and I'll give a shot at the CBS after I've experimented
with variables. (I don't understand the uses of some of them)
I'm hoping that Krazy does start posting once he gets settled down though.
DarkMage31
November 1st, 2004, 08:17 PM
"The file main cannot be opened". I think it's a chipset.
Okay, if we're going to continue K_M's work, we'll need to figure out what needs to be added. What does? I'm having trouble thinking of it.
And do you think we should get rid of the "Ferocity" part of the damage formula? I'm kinda on the fence on that issue.
Toothache
November 1st, 2004, 08:28 PM
I still say yes to getting rid of 'ferocity'. It's not like every Pokemon is ferocious after all. Something like Houndoom, yes, I can understand, but the vast majority no. Besides, who's gonna be scared of a ferocious Chansey? It's got the worst Attack stat in the game!
DarkMage31
November 1st, 2004, 08:38 PM
Okay, I never thought of it that way. I think I agree with Toothache. but we should probably leave in some options for the user, in case he/she wants ferocity.
Barry
November 2nd, 2004, 02:44 AM
Well I got it to work. It was nice. The errors I found were sometimes in battle, you suddenly couldn't choose any options. Whenever I left the bag, the options dissapear.
I really didn't see any errors for the item system. It'd be cool to update the pictures of it though. Same thing for the battle system. Update the images with your own style so it's unique. Or you could leave it how it is and let the people on their own games cahgne the images to make their game different.
That's probably what I'll do.
Edit: I'd sure like to help in any way I can. Though I'm not entirely sure what I could do besides graphics. I'd be able to sprite menus better than Pokemon, that's for sure.
Sorye HK
November 2nd, 2004, 08:02 AM
Let's just first find out all the errors that are occuring and list them.
my evaluation:
1. After I heal my pokemon, the pokemon's HP won't go lower in a battle
until I use many attacks and turns.
2. After you use an item, 3 of that item increases. (don't know if this's an error)
3. Even when I choose Latios as my first pokemon, Latias comes out.
4. It doesn't output 'latios(enemy) used struggle' when it should. It just attacks
and outputs 'latios used tackle.' 'enemy is hit with recoil' I think it should output
'latios used struggle'
*note: this isn't something that always occurs.
5. CNS seems to be working perfectly.
6. I can use 'tackle' during the pokeball throwing animation. And if you do that, the word 'uses' appears next to Latios instead of the pokeball itself.
7. The pokeball animation should disappear more quickly when the pokemon is sent out
by the enemy or you've failed to catch the pokemon.
8. I think the PP of the enemy is always the same and doesn't go back to max after
the battle. ex: I've beaten the Latios (wild). While I was battling it, I made it use all
it's PP and made it use 'struggle' then I battle the trainer. The enemy still uses struggle
instead of 'tackle'
9. I sometimes get KOd over and over.
10. The name and level of the second pokemon sent doesn't come out.
Until I attack once.
*note: may have to do with the result of error 11.
11. I can use tackle while the opponent's changing pokemon. It was quite
funny when I tackled the karate master.
12. The lv 1 Latios inflicts more damage on me than my lv5 Latias does to it.
13. I can't use 'tackle' after I've used all my pp. It should use 'struggle' in this
situation, but doesn't.
DMMP
November 2nd, 2004, 12:50 PM
Also, a few times, when I went to my bag, with nothing in it, it would then not allow me to select any other options.
DarkMage31
November 2nd, 2004, 06:07 PM
Yeah, there are lots of bugs that need to be ironed out. Just for fun yesterday I started the CMS with some graphics KM included. The navigation is all done and works smoothly :)
I just have to remember how to get the hero not to move when you press the arrow keys...
DarkMage31
November 2nd, 2004, 09:42 PM
Sorry for the x2 post, but I've got a newsflash. I've been talking to Toothache, and he's willing to impliment realistic GB-style calculations into the CBS. Unfortunately, that's going to require a heck of a lot of variables, more than RM2003 can handle. So, we made the decision to use a patched version of RM2000 that allows for 30,000 variables instead of the normal 5,000.
We don't anticipate any RM2003-specific features being necessary, but we view this at the moment to be the best alternative. Are there any objections to this?
rebellee1187
November 2nd, 2004, 11:57 PM
Dark Mage, I have a question. If this were to be done, would the game be editable in RM2k3 at all, or would all work need to be done in RM2K?
I'm all for this, even though I'm more familiar with RM2k3...
Maybe we should make a version for both, one which Crazy worked so hard on, and another which will be just like the GBA games.
In any event, I say go for it!
DMMP
November 3rd, 2004, 02:18 AM
Yes, I think it would be important to use Rm2k3 rather than RM2k, as there are many more rm2k3 users here, than rm2k.
Barry
November 3rd, 2004, 03:32 AM
I don't care. I just want to be able to use it in RM2k3.
Sorye HK
November 3rd, 2004, 07:02 AM
Hey, if we can get the calculations done in RM2K, do it.
I'll try and find a patch that can increase the number of variables in rm2k3 for
the time being. But do we really need over 5000 variables?
RM2K3kid
November 3rd, 2004, 07:14 AM
I have that patch if you want it...!
Toothache
November 3rd, 2004, 07:28 PM
Well, let's see...
Base stats for all Pokemon 6 x 389 (386 + all 4 Deoxys forms) = 2334
Base experience values = 389
Stored EV and IV values/Hidden Power values: 14x Pokemon held/owned.
Stored Experience gained: 1 x Pokemon held/owned.
Storage values for Pokemon Storage facility: around 20 variables x 30 per box = 600
That's 3,323 on its own, which will increase by the number of Pokemon held. So eventually, we will need all these variables.
DarkMage31
November 3rd, 2004, 08:14 PM
Let me clear up the main confusion here.
All games made in RPG Maker 2000 ARE ALWAYS COMPATIBLE with RPG Maker 2003. If we make it in 2000, you will still be able to play it in 2003.
If we make it in 2003, as we have been, it will ALWAYS BE COMPATIBLE with 2000 SO LONG AS no 2003-specific features are used.
The two programs are compatible back and forth as long as there are no 2003-ONLY features used, which we don't forsee as necessary.
rebellee1187
November 3rd, 2004, 11:03 PM
That having been said, I'm all for it. Any way that I can help with this new endeavor?
Barry
November 3rd, 2004, 11:58 PM
I have that patch if you want it...!
You don't need to use RM2K now. Look, the patch is in RM2K3kid's post just a bit up the page (thought I'd quote it). I'd suggest you use it. I thought it was compatable but becasue of the variable count, I thought maybe if you had over 5,000 variables and then loaded it into RM2K3 that it wouldn't work.
But anyway, I'd suggest the patch but I guess it's up to you.
Krazy_Meerkat
November 4th, 2004, 06:29 AM
Hey everyone.. I am just here to get some things I left behind. I would also like to give you guys a bit of help though.. If you are gonna start doing this for real then you will need a website to start off with.. Just any crappy old thing. Include the patch with the download or else nobody will be able to use the system.
For some of those glitches, there is a switch which is with the cms-part of choosing attack/bag/run etc. and it is used to stop the player from using options and selecting things while attacks are happening.
I also haven't completely finished the item part.. If you choose an item which doesn't yet have anything to do then you will return to the cbs and nothing will happen.. I thought I fixed it but I guess not..
Yeah I know there are a lot of bugs but this is just version 2 and most of the programming was done by me so there will be bugs..
Ok cya all later.. I don't have the internet at my new house so that will also restrict my posting abilities.. I wish everyone the best of luck :)
Sorye HK
November 4th, 2004, 08:07 AM
Well, it's nice to hear from you Krazy.
Base stats for all Pokemon 6 x 389 (386 + all 4 Deoxys forms) = 2334
Can't we just do something like this?
if variable 'pokemon selected' = 1 (1~389 for different pokemon)
variable 'base stat 1' set = (base stat of that selected pokemon)
variable 'base stat 2' set = (2nd base stat of that selected pokemon)
variable 'base stat 3' set = (3rd base stat of that selected pokemon)
variable 'base stat 4' set = (4th base stat of that selected pokemon)
variable 'base stat 5' set = (5th base stat of that selected pokemon)
variable 'base stat 6' set = (6th base stat of that selected pokemon)
then...repeat that for every pokemon? You don't necessarily have to save
every pokemon's base stats in the editor. Of course this can be only done
with the 'in battle' pokemon and pokemon 'first caught' Pokemon stored
inside the PC will all need 6 variables to themselves. (6x number of max pokemon that can be managed to store in PC)
Base experience values = 389
Stored EV and IV values/Hidden Power values: 14x Pokemon held/owned.
Stored Experience gained: 1 x Pokemon held/owned.
Storage values for Pokemon Storage facility: around 20 variables x 30 per box = 600
I have nothing wrong with this.
Anyway, remember the seperate variables for the item system and CNS.
I have nothing wrong with using rm2k by the way.
DarkMage31
November 4th, 2004, 11:48 AM
No, people without the patch can still play patched games. that's what it said in the readme anyway :P
Sorye HK
November 7th, 2004, 03:06 AM
Has the CBS configuration started? I'd like to be of some help if possible.
White_Light
November 7th, 2004, 06:18 AM
Hey.. I am new here! (But not to rm2k/3).. This sounds like a great project and I hope you all finish it soon so I can use it in my game :)
DarkMage31
November 7th, 2004, 11:20 PM
CBS configuration? How do you mean? I've been messing with the CMS, and toothache is painstakingly adding base stats and other various formulae. I'll also be messing with a few aestetic issues to make it look more like the original. Unfortunately because of screen dimension issues, to get it exact you either need a border or do the best you can. A long time ago we decided to do it full screen, so I'm doing the best I can to maintain similar on-screen proportions.
RM2K3kid
November 8th, 2004, 07:51 AM
If you need a hand with some of the graphics then give me a yell! I'll be glad to contribute to the cbs!
Barry
November 8th, 2004, 10:15 PM
If you need a hand with some of the graphics then give me a yell! I'll be glad to contribute to the cbs!
Me too. I know RM2K3kid is on this 'team' yet he hasn't been assigned to do anything. I know I'm on th egame team and I guess it hasn't started. Well if this game won't start until the CBS is finished, then I wish to contribute to the CBS too. Just assign me something, send me the up to date cbs stuff (including scripts such as thet eackle because I don't have it) so I can get to work on it.
Toothache
November 9th, 2004, 03:43 AM
I'm roughly around 1/3 of the way through adding the base stats in, it's been a long and painful process but I'm slowly getting there. (doesn't help that GTA: San Andreas is addictive either :-) )Once they're all in, I can really start on the battle formulae and other things (like linking the base stats to the Pokedex entries and so on). I just hate the fact there's no easy way to pull this off, and in some areas I'm having to add around 400 fork conditions, but oh well. It'll be worth it.
PatriotFan89
November 9th, 2004, 08:24 PM
Good luck Toothache! I can't wait for this thing to be done! :)
P.S. You're right, GTA: San Andreas don't help! It is so addicting! *Drools*
smithy.boy
November 9th, 2004, 08:32 PM
ive always wanted to know about battle systems on rpgm2k
Dawson
November 10th, 2004, 01:19 AM
I just hate the fact there's no easy way to pull this off, and in some areas I'm having to add around 400 fork conditions, but oh well. It'll be worth it.
I'm used to using loads of fork conditions so if you need anyone to lighten the load on this then just ask because I'm always willing to help.
DarkMage31
November 11th, 2004, 03:27 AM
Me too. I know RM2K3kid is on this 'team' yet he hasn't been assigned to do anything. Actually, RM2K3kid signed up for mapping like... a year and a half ago, lol ;)
The ball is in Toothache's hands. After he finishes the formulae, I'm going to fix up a few graphic things and then anyone else can work on it, maybe do some debugging. And the mappers can start making regions and such if they chose.
Dawson
November 11th, 2004, 09:40 PM
I think I was signed up for maps and something else a while ago. I'm willing to do anything: maps, events, cms, pokedex etc. We had a small discussion about this about 6-7 months ago and we still don't have a name, or even code name for this project. DM you may wanna make a new job chart for the new people that have joined and want to help out who can take the roles of those that have left PC.
DarkMage31
November 11th, 2004, 11:05 PM
Okay, here's what I have so far. We can edit this as we go along (PS: I may have forgoten a few people)
Programming:
CBS: Meerkat, me, OPEN, OPEN, OPEN
CMS: Me, OPEN, OPEN
Story:
Creation: omarfr, Barry OPEN
Implimentation: OPEN
Maps
Design: rm2k3kid, phoenix316, Avatar, awkwardsilencer, Pokereaper
GFX (chip/charset): Daegon, Phoenix316, Avatar, Zephadus
Events:
Common: Zephadus OPEN
Map: Happy Gilmore, Lt. Surge, jaz_jaz
That's it, so far. If your name is crossed out, you are no longer active. If I crossed out your name and you're still in, lemme know. Plus, we have several positions open. If you want you can have your name removed, your job changed, have more jobs added, or even join a job with no OPEN symbol. If there's an OPEN, we're in need of those people. If not, you can still join that job if you want.
rm2kdude
November 12th, 2004, 03:56 AM
ime willing to help for some cms and cbs stuff.
Edit I have more experiance making dbz legends cbs's than I do at pokemon style should be a peice of cake but its not so ime gonna join and see what I learn and what I teach to other members. I am no noob to this program also my map design went up by ALOT.
Toothache
November 12th, 2004, 04:04 AM
You forgot to put my name in the CBS credits, DM!
Sorry this is taking so long, adding over 2000 variables is a time consuming but necessary process, once it's done I can move on to the more important things.
Happy Gilmore
November 12th, 2004, 06:42 AM
You can uncross my name DM. Sorry I haven't been active much, I had to go into hospital, but I'm back now. :D
rm2kdude
November 12th, 2004, 05:52 PM
I am leaving today, sorry that I couldn't finish the battle system but I will still upload it.. Here is what I have.. I will be able to email various people when I am nice and stable. I will continue working on it whenever I get the chance but here is what I have done.. Don't expect anything from me in a while
>>>Download Battle Sys Version 2<<< (http://www.freewebs.com/pokefuse/battle%20sys%20v2.zip)
yea I rather put some effort into coding then having it completly done but thanks I realy needed this saved me one full day of coding.
Dawson
November 12th, 2004, 05:59 PM
yea I rather put some effort into coding then having it completly done but thanks I realy needed this saved me one full day of coding.
Err...It would would have taken a little bit longer than a full day to complete that much of the battle system.
rm2kdude
November 12th, 2004, 06:20 PM
OH realy come on I have allready finished most of my systems anyway and the cbs is not all that hard to make.
Edit this is my opinion
DarkMage31
November 13th, 2004, 12:51 AM
I can't believe I forgot you toothache :P
UPDATE:
Programming:
CBS: Meerkat, me, toothache, OPEN, OPEN
CMS: Me, OPEN, OPEN
Story:
Creation: omarfr, Barry OPEN
Implimentation: OPEN
Maps
Design: rm2k3kid, phoenix316, Avatar, awkwardsilencer, Pokereaper
GFX (chip/charset): Daegon, Phoenix316, Avatar, Zephadus
Events:
Common: Zephadus OPEN
Map: Happy Gilmore, Lt. Surge, jaz_jaz
RM2K3dude> Have you even looked at the coding? Never before has a project required so many variables. When the folks at GamingWorld saw this in Hidden Depths, they had never seen it done before. Of cousre, if you're willing to help, fell free to work on what KM did before he left and send it to me with your improvements.
rm2kdude
November 13th, 2004, 01:40 AM
yea Ive seen the coding I will try to work on it sometime tonight,
Dawson
November 13th, 2004, 11:56 AM
When the folks at GamingWorld saw this in Hidden Depths, they had never seen it done before.
And that says alot about the complexity of this system. It involves a lot more variables than other cbs's that people create for their games. DM you can add me to CBS, CMS and Common Events. I think Daegon was doing some work with Krazy on the CBS a short while ago as well. And some of the people on that list I haven't heard of (or don't remember) such as omarfr, Pokereaper, jaz_jaz and Zephadus. Are these people still willing to participate in the making of the game. Daegon made a lateralshift site for this where I posted some map screens and I think rm2k3kid uploaded some maps as well. Does anybody remember the site name and password?
Sorye HK
November 13th, 2004, 12:22 PM
Just taking a quick break from work.
Just go into Lateralshift and
user: Daegon
password: pm me.
D_M: Did the VBA resolution thingy help for graphics?
Sorry about going off msn as well.
DarkMage31
November 14th, 2004, 03:41 AM
When I maxed out the full-screen to my moniter size, the game wasn't full screen. It was stretchy and weird.
Anyway, I'm short of time tonight, so I'll edit the list tomorrow.
PokeReaper
November 23rd, 2004, 11:59 PM
Okay, here's what I have so far. We can edit this as we go along (PS: I may have forgoten a few people)
Programming:
CBS: Meerkat, me, OPEN, OPEN, OPEN
CMS: Me, OPEN, OPEN
Story:
Creation: omarfr, Barry OPEN
Implimentation: OPEN
Maps
Design: rm2k3kid, phoenix316, Avatar, awkwardsilencer, Pokereaper
GFX (chip/charset): Daegon, Phoenix316, Avatar, Zephadus
Sorry, guys.
I have been kinda' busy with work, wrestling, & raising my 7 month old daughter.
I really haven't had enough time lately to spend 7 minutes waiting for my slow computer to boot-up.
My main problem though is that I asked what kind of file format to post my maps in, but no one ever answered me, & everytime I went to the LatteralShift site there were never any other files posted so that I could determine which format you wanted.
If could at least tell me THAT, then I MIGHT be able to help out.
In my personal experience, just uploading the map in my RM2k folder WILL NOT work, but if I post them as a bitmap, then you won't be able to see the animations that I have used in some of them.
So again, If could at least tell me what kind of file format to post them in, then I MIGHT be able to help out.
Thank you.
P.S.
I'm not being a jerk.
I really do want to help.
DarkMage31
November 24th, 2004, 12:37 AM
Welcome back :) I don't see why directly adding map files shouldn't work, but I've never tried. The map designers should figure that out amonst themselves. If you'd like to start designing a new region be my guest.
Kyle_Katarn
November 24th, 2004, 04:33 AM
I cant download version 2 of the battlesys :S
RM2K3kid
November 24th, 2004, 08:09 AM
To upload your maps just upload them as I did... Just put the folder which game map's are located and make sure all of the rescorces that you used are inside and put them in a zip folder then just upload them it should work then!...
Kyle_Katarn
November 26th, 2004, 02:12 AM
I cant download version 2 of the battlesys :S
pls I wanna see this battle system
MatiZ Master
December 1st, 2004, 02:13 PM
heh... nobody has posted in here since 26th of November... sad... too d.amn bad that i'm so laaazy to even try to modify this BS...
Barry
December 1st, 2004, 10:45 PM
heh... nobody has posted in here since 26th of November... sad... too d.amn bad that i'm so laaazy to even try to modify this BS...
Please don't post your spam. If you're too lazy, then be lazy and don't post. I'm not trying to fire at you but if your goal was to bring this topic alive, that wasn't THAT long ago. Toothache will post when he finishes his edits.
Anyway, yell at me when you need me.
Pidgeot500
December 4th, 2004, 04:40 PM
Can I ask, what does the Battle System do, at the moment? Can it create Pokemon and stats based on stat exp and determine level based on experence and the other way around and deal with the outcome of battles with gained experience and stuff? Or is it past all that and now just working on the implementation of individual attacks....?
DarkMage31
December 4th, 2004, 09:06 PM
The battle system is just like a shell right now. There are conditions established for pkmn and attacks, but the user would have to add them. The second release only came with 2 attacks hardcoded in for all pkmn: tackle and leer.
Toothache is now doing all the base stat stuff using the "genuine" formulae from the GB games. If you were to download the current release, however, all the HP, MP, Level, Attk, Def, EXP, etc formulae work, but are not "official"
Mena
December 5th, 2004, 02:11 AM
*cough**cough* WOAH!!! There is a lot of dust on this site, I guess that means I havn't really been here that much, well I guess I'm back oh and I am making another game and still doing Pokemon White, well anyways (before I go really off topic) it looks like this cbs is really improving, good job!
Pidgeot500
December 5th, 2004, 10:47 PM
Toothache is now doing all the base stat stuff using the "genuine" formulae from the GB games. If you were to download the current release, however, all the HP, MP, Level, Attk, Def, EXP, etc formulae work, but are not "official"
Oh, I see; so the system works, but you just haven't implemented all the content yet. Sounds very neat.
Wait, when you say "genuine" formula, you don't mean Toothache's actually dissecting the ROMs for equations, do you? Would he also be using the same methodology, implementation structure I should say, for the battle system in general? Also, if the former is true, then does that mean that well-known Damage Formula, and/or experience/stat calculation formula is off? Or is it just a matter of small things like rounding or variables types that you're working with?
Dawson
December 5th, 2004, 11:16 PM
Oh, I see; so the system works, but you just haven't implemented all the content yet. Sounds very neat.
Wait, when you say "genuine" formula, you don't mean Toothache's actually dissecting the ROMs for equations, do you? Would he also be using the same methodology, implementation structure I should say, for the battle system in general? Also, if the former is true, then does that mean that well-known Damage Formula, and/or experience/stat calculation formula is off? Or is it just a matter of small things like rounding or variables types that you're working with?
Here's the link to the last beta that Krazy released a while back, if you haven't seen it: Battle System v.2 (http://www.freewebs.com/pokefuse/battle%20sys%20v2.zip)
Well, let's see...
Base stats for all Pokemon 6 x 389 (386 + all 4 Deoxys forms) = 2334
Base experience values = 389
Stored EV and IV values/Hidden Power values: 14x Pokemon held/owned.
Stored Experience gained: 1 x Pokemon held/owned.
Storage values for Pokemon Storage facility: around 20 variables