Super Pokemon Eevee Edition
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December 30th, 2010 (2:30 AM). Edited December 30th, 2010 by DarkDoom3000.
Super Pokemon Eevee Edition
^ yeah, deserts aren't really exciting... I just hate leaving text only updates.
I've overhawling my databases. complicated stuff, but has great benefits.
for the more technically inclined
RPGmaker 2003 has Heroes and Classes, heroes are characters, classes are... sorta like pokemon templates that you can apply to any character to turn them into whatever pokemon.
Having a large amount of characters cause lag though... but classes don't really effect performance.
I used to have it that all base pokemon were in the heroes section (charmander, caterpie, onix, etc) and the evolutions were in the classes (charmemeon, butterfree, steelix, etc) I restructed it so now all pokemon are in classes.
Even though I can only have around 150 heroes (starts lagging for people when I go above that) I can have lots of (probably over 9000) classes
So in a nutshell-
you can only have around 150 pokemon at a time BUT thoes 150 could from a selection of potentially 350+
In realitiy- because the way it's been programmed, of the 150 hero slots, aorund
~30 will be used for systems and stuff.
~80 will be normal prechosen pokemon
so that leaves around 40 "phantom slots" that can turned into any pokemon class i've programmed
these phantoms do have their downsides, like the inability to have proper PC box functions and whatnot and probably WON'T be avaliable in the next update.
Side-effect of that restructring of the database, is that it is timeconsuming. I've spent the last few days doing that. Ive finished databasing, but the TMs are currently broken. I did re-wire the evolving system- and improved it while i was doing that
Remember that clunky levla stone system? well it's gone.
It's now replaced with a system that closely resembles the normal games.
Your pokemon will automatically trigger the evolution process once it reaches the requirements.
Just hold down the cancel button to stop it evolving.
Some downsides is that it only checks for evolvable pokemon after each battle. that includes the evolution stones (eg: waterstone) So you have to equip it on a pokemon, then after a battle, the pokemon will try evolve.
the Levla stone will automatically be replaced with the Everstone. which also works exactly like the normal games. (but does increase defence when equiped)
I'm hoping to reveal a few new pokemon soon. well, one of them was sorta shown before... but its gonna have a full reveal.
Well, not today. You should see a teaser in the upcomming GWD.
I initally didn't see the merit, I didn't actually realise that having massive amount of heroes caused lag. in my mind it would be better to do it the hero+class way.
Because heroes can be preprogrammed. So I had programmed the base as the hero and class as evolutions, in theory it saved space.
before it would be like this
vs the new way
thats 2 more classes. I was basically duplicating the hero into the class section. it would end up stacking up. Having 70 heroes and 130 classes seemed better than having 70 heroes and 200 classes.
Now I know better. Fully embracing the class system is all for the better.
PS. WOOT another New Zealander!
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