: [Essentials script]
Pokémon TCG mod
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April 21st, 2013 (05:49 AM).
Lead Dev of Pokémon Essentials
Join Date: Jan 2008
I know that hardcoding is frowned upon and harder to change. However, it's simpler to do, will be pretty straightforward to edit
in this case, and this is only a small little project of mine which was never intended to be massively customisable, so I don't need to worry about it.
I never learnt the names of things like
(which Ruby has); all I know is how to use them. I use reflection to check whether a particular attack or trainer effect exists, and if so, to call it. However, I might as well just make one huge method to do all the desirability calculations for a particular kind of action (play trainer, play energy, retreat, use Power are all different things), like Essentials does for using moves - it'd be practically the same thing as using reflection anyway, and good enough for this project.
I've done very little since whenever my last update was; I've drifted back to working on Essentials a bit since then. I don't keep a change log for this, so I couldn't list what I've done. I've looked through the rulings posted above and clarified exactly how the various card effects should work, and I've done a little background work for them (e.g. making an array which remembers what an attack's result was, for the purpose of
, etc.). I've fiddled with prize cards. I've generally been tweaking things to work smoother or better, and been planning out what else needs doing. A lot of what I've been doing is incomplete, and there's not much to show off.
This project was only ever a "because I felt like it" thing. Because I like sharing, it'll (probably) be available for anyone to use, but that's not specifically a guideline for the project, nor is making it easy to customise. I'm just doing what I want to do, and if it happens to be user-friendly, that's just a bonus.
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Joined Jan 2008
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