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  #26    
Old January 4th, 2010 (04:40 AM).
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just a little wonder, why no attack editor tool have the full list of move effects rather than 245, 246,...
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  #27    
Old January 4th, 2010 (06:40 AM). Edited January 4th, 2010 by FinalZero.
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Quote originally posted by lavenderbolt:
just a little wonder, why no attack editor tool have the full list of move effects rather than 245, 246,...
Because those spots are blank. Go through a clean rom move by move and you'll see that they aren't used. I included them however, in case someone one day finds a way to edit them, and then decide to use them.

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Amazing tool. The coding is solid. The layout is perfect. It's just useful. x.x It's like YAPE, but for attacks...def' the best one to date.
Thank you. =p Anyways, I'm going to make a small update to it soon, so check back later. Don't worry, there's no dire errors, I'm just changing some of the move descriptions, making the readme not so confusing to read, and fixing the tab order of the edit boxes.

The 1.01 version is now out! (Thank the three week christmas break for me actually getting some programming done on a timely basis. =p)

http://jc.tech-galaxy.com/MoveEditor-1.01.zip
http://jc.tech-galaxy.com/MoveEditor-1.01.rar

Also, the error about opening a file that I mentioned before was a false alarm. Turns out that my rom indeed got damaged somehow, and so my program rightly refused to try to edit it.
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  #28    
Old January 4th, 2010 (04:15 PM).
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What did you add/fix/make better in 1.01?
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  #29    
Old January 5th, 2010 (07:14 AM).
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What did you add/fix/make better in 1.01?
From the readme...
Code:
- Fixed the tab order of the edit boxes and combo boxes.
- Added some more effect descriptions.
- Reogranized the readme.
Apparently I can't spell "reorganized"...
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  #30    
Old January 11th, 2010 (06:46 PM).
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Stupid little question, but, regarding the priories. x.x What is the highest value you can input? 'cause I get it up to 99, but nothing in-game uses anything close to that, so I don't know if the game could handle something like it? I read the readme, and looked through all of the other post but didn't find anything, so.
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  #31    
Old January 12th, 2010 (09:40 PM).
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Stupid little question, but, regarding the priories. x.x What is the highest value you can input? 'cause I get it up to 99, but nothing in-game uses anything close to that, so I don't know if the game could handle something like it? I read the readme, and looked through all of the other post but didn't find anything, so.
Well, I limit the text in that box to two characters, so you can enter between -9 and 99. But since the value stored is actually a signed char/byte, in theory you can go from -128 to 127. I haven't tested out such absurd numbers in the game though.

I think for my next minor fix to this I'll edit the text box lengths, and add some checking to the text boxes so silly things like 938247 can't be entered.
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  #32    
Old January 12th, 2010 (11:43 PM).
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Quote originally posted by FinalZero:
Well, I limit the text in that box to two characters, so you can enter between -9 and 99. But since the value stored is actually a signed char/byte, in theory you can go from -128 to 127. I haven't tested out such absurd numbers in the game though.

I think for my next minor fix to this I'll edit the text box lengths, and add some checking to the text boxes so silly things like 938247 can't be entered.
Yeah, I did a little test of my own and it turns out that 99 is usable as a priority, so 127 should be, too...I set Bulbasaur's base speed stat to 0 just to make sure it'd always move last (at level 5 his speed stat was only at 4 lol) and didn't edit the Charmander, or priority of Scratch / Leer, and Tackle went first.

Just found it interesting, and thought it might help in the next update or whatever so you wouldn't have to test. Anyway, I figured I'd make a small suggestion for the next update as I'm on the subject. A simple search function, for the names? If it's not too hard to implement, and I don't think it is...but it's your tool, so, up to you but it'd be useful. x.x That way you don't have to scroll down the whole list to look for an attack.

Also, sometimes I forget to save after I edit, lol...so if you could have something that holds it in a variable (I'm not a programmer, so I might not know what I'm talking about here) until the program itself actually closes, then prompts you, or something; so that it saves all of the changes at once instead of each time you hit Save. Or, maybe just a simple save button in the actual Window, to remind you, so you don't have go up to File. Although, I'm not sure where you'd put it. O.o The layout is already perfect...

Anyway, the suggestions aren't really important, but they're small things that might make it help it be more useful and I know some programmers like feedback, so.
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  #33    
Old January 13th, 2010 (07:01 AM).
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Yeah, I did a little test of my own and it turns out that 99 is usable as a priority, so 127 should be, too...I set Bulbasaur's base speed stat to 0 just to make sure it'd always move last (at level 5 his speed stat was only at 4 lol) and didn't edit the Charmander, or priority of Scratch / Leer, and Tackle went first.
Ah, ok. I'll let the next version enter the full range of numbers then.

Quote:
Just found it interesting, and thought it might help in the next update or whatever so you wouldn't have to test. Anyway, I figured I'd make a small suggestion for the next update as I'm on the subject. A simple search function, for the names? If it's not too hard to implement, and I don't think it is...but it's your tool, so, up to you but it'd be useful. x.x That way you don't have to scroll down the whole list to look for an attack.
That's already included. Just start typing the desired name when you have a dropdown box chosen. The reason the effect box lets you put the cursor in the title is so you can scroll to the left and right to read the full description since they're so long, and I didn't want to stretch out the window just for that dropdown box.

Quote:
Also, sometimes I forget to save after I edit, lol...so if you could have something that holds it in a variable (I'm not a programmer, so I might not know what I'm talking about here) until the program itself actually closes, then prompts you, or something; so that it saves all of the changes at once instead of each time you hit Save. Or, maybe just a simple save button in the actual Window, to remind you, so you don't have go up to File. Although, I'm not sure where you'd put it. O.o The layout is already perfect...
Maybe.
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  #34    
Old January 13th, 2010 (07:09 AM).
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Looks neat, I'll give it a try.
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  #35    
Old January 13th, 2010 (09:45 AM).
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Quote originally posted by FinalZero:

That's already included. Just start typing the desired name when you have a dropdown box chosen. The reason the effect box lets you put the cursor in the title is so you can scroll to the left and right to read the full description since they're so long, and I didn't want to stretch out the window just for that dropdown box.
Ohno, I meant for the actual names of the attacks...such as Pound, Scratch, etc...x.x but thanks for letting me know about the effect search thing. X3 I was manually scrolling down that, too...
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  #36    
Old January 13th, 2010 (07:02 PM).
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Ohno, I meant for the actual names of the attacks...such as Pound, Scratch, etc...x.x but thanks for letting me know about the effect search thing. X3 I was manually scrolling down that, too...
It does work for the name box. Just make sure the last thing that you clicked (determing which object on the form has focus) is that box. It won't work if the last thing you clicked was an edit box, for example.
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  #37    
Old March 2nd, 2010 (09:07 PM).
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i've downloaded the required .dlls and put them in the system 32 folder and it is still telling me they aren't there.
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  #38    
Old March 3rd, 2010 (02:33 PM).
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*Sigh* Vista Vista Vista... I'll make new versions of the programs sometime later this week. For the time being, try putting the .dll's in the same folder as the program itself.

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Ah, ok. I'll let the next version enter the full range of numbers then.
Heh, I'd completely forgotten about this. I'll be sure to do this too.
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  #39    
Old March 9th, 2010 (07:24 PM).
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All my programs now have a new version that should work on Vista. Please tell me if it works!

http://jc.tech-galaxy.com/

Also, for the move editor, it now allows the full range of priorities to be used.
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  #40    
Old March 9th, 2010 (08:18 PM).
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If you are open to suggestions for your next update, you might want to add a "Sort by" function to your move editor tool.

Sort by Type
Sort by Power
Sort by Name
Sort by Effect
Sort by Priority

And enable the person to sort by multiple aspects at a time, like for example, all items sorted first by attack strength, and then by alphabetical order where attacks are equal.
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  #41    
Old March 9th, 2010 (09:27 PM). Edited March 9th, 2010 by FinalZero.
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Quote:
If you are open to suggestions for your next update, you might want to add a "Sort by" function to your move editor tool.

Sort by Type
Sort by Power
Sort by Name
Sort by Effect
Sort by Priority

And enable the person to sort by multiple aspects at a time, like for example, all items sorted first by attack strength, and then by alphabetical order where attacks are equal.
I'm open to suggestions on ways to improve the program, but I probably won't do this one; It'd be quite a bit of work. The moves are only listed in the order they are because it's the way they're stored in the game. The closest I could do is a find function which lists all the moves that have a priority greater than 0, or something similar.
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  #42    
Old March 9th, 2010 (10:51 PM). Edited March 9th, 2010 by Midori.
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You've already done the hard part of converting it from numbers in the game to something any human can work with... wouldn't it be easy to build an interface on top of that that organizes the stuff on the skin deep level just for order's purpose? I don't know if maybe that's a weakspot in the language you chose to write in, but I'm sure it would just take a matter of thinking. Implementing it couldn't possibly take that long.
I know this kind of talk drives programmers mad, but I know you could do it, and it would make your tool stand head and shoulders above the rest.

EDIT: It just occured to me that I'm asking you to write a small search engine. I bet somebody's done the work for you someplace else already. Just gotta learn how to implement their method to your program.

EDIT #2: One might also note that if you wrote this search engine, you could, over time, graft all your tools onto it and get a more graphical interface made and WALA! You've got a tool that is as irreplaceable as Advancemap!
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  #43    
Old March 10th, 2010 (12:38 AM).
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You've already done the hard part of converting it from numbers in the game to something any human can work with... wouldn't it be easy to build an interface on top of that that organizes the stuff on the skin deep level just for order's purpose? I don't know if maybe that's a weakspot in the language you chose to write in, but I'm sure it would just take a matter of thinking. Implementing it couldn't possibly take that long.
I know this kind of talk drives programmers mad, but I know you could do it, and it would make your tool stand head and shoulders above the rest.
I programmed this in C++, so I can do basically anything I want. inb4 VB

Quote:
EDIT: It just occured to me that I'm asking you to write a small search engine. I bet somebody's done the work for you someplace else already. Just gotta learn how to implement their method to your program.
Writing a search engine isn't difficult. It's getting the stuff to display in the new order in the listbox that would be tricky, and then making sure that any changes are applied in the correct positions. This isn't a problem presently because there's only one possible order, and it's the same order that the moves are stored in the game.

Quote:
EDIT #2: One might also note that if you wrote this search engine, you could, over time, graft all your tools onto it and get a more graphical interface made and WALA! You've got a tool that is as irreplaceable as Advancemap!
I'd rather keep each tool separate though. That is much simpler, and the benefit gained isn't worth it. Besides, some people don't like a single giant tool that rolls together a bunch of unrelated tools.

Also, what do you mean by "a more graphical interface"?
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  #44    
Old March 10th, 2010 (01:25 AM).
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Quote originally posted by FinalZero:
Writing a search engine isn't difficult. It's getting the stuff to display in the new order in the listbox that would be tricky, and then making sure that any changes are applied in the correct positions. This isn't a problem presently because there's only one possible order, and it's the same order that the moves are stored in the game.
That's why you make a... well... for lack of a better word, LOOSE interface attached to your program. I'm imagining this as a piece of hardware instead of software... maybe that's why you're not understanding me. I have a rather lengthy metaphor that might help you understand what I'm suggesting. If you don't get it, then I will leave you be with the understanding that I am simply not a software engineer.

Imagine what you've already written as a wall covered with connection points hard-wired to locations on the rom. Above each location point is a screen that translates the data being streamed from the rom to the connection point into something humans can understand. Now... at the moment, your program is as rigid as lead plumbing from beginning to end. You can change the information stored in each location on the rom, which is all well and good, but it requires the person using your tool to conform to the rom and not to the tool. What if instead of having those display screens screwed immovably to those data transferring pipes, you were to run infinitely expandable and tangleproof wires between the displays and the connection points. Then you could move the display screens around to any order or position you wanted! Lemme whip up a graphical example:

Arranged by order in the Pokedex:

Arranged first by type alphabetically, and second by name alphabetically:

Arranged by name alphabetically:


Each picture of the Growlithe is linked to the very same spot, but I am able to order it where I want it without severing the link. That's how your move list should be. Each move AS IT IS LISTED is a link to its corresponding fixed location. It never has to relearn its initial location, because that bit of data is not tampered with.

Quote originally posted by FinalZero:
I'd rather keep each tool separate though. That is much simpler, and the benefit gained isn't worth it. Besides, some people don't like a single giant tool that rolls together a bunch of unrelated tools.
Well... I guess that just sucks for me, then, because I personally hate having to browse through forty tools in my desktop or wherever I can store them all. I prefer the program to have tabs for each subprogram, or a list of each subprogram so I can switch between tools in the blink of an eye.


Quote originally posted by FinalZero:
Also, what do you mean by "a more graphical interface"?
Oh, that was just me getting carried away. I'm a big fan of pretty things, and a nice skin for your program would be cool, yet completely without function other than to make it feel better in my hands.
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  #45    
Old March 10th, 2010 (02:42 PM).
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That's why you make a... well... for lack of a better word, LOOSE interface attached to your program. I'm imagining this as a piece of hardware instead of software... maybe that's why you're not understanding me. I have a rather lengthy metaphor that might help you understand what I'm suggesting. If you don't get it, then I will leave you be with the understanding that I am simply not a software engineer.

Imagine what you've already written as a wall covered with connection points hard-wired to locations on the rom. Above each location point is a screen that translates the data being streamed from the rom to the connection point into something humans can understand. Now... at the moment, your program is as rigid as lead plumbing from beginning to end. You can change the information stored in each location on the rom, which is all well and good, but it requires the person using your tool to conform to the rom and not to the tool. What if instead of having those display screens screwed immovably to those data transferring pipes, you were to run infinitely expandable and tangleproof wires between the displays and the connection points. Then you could move the display screens around to any order or position you wanted! Lemme whip up a graphical example:

Arranged by order in the Pokedex:

Arranged first by type alphabetically, and second by name alphabetically:

Arranged by name alphabetically:


Each picture of the Growlithe is linked to the very same spot, but I am able to order it where I want it without severing the link. That's how your move list should be. Each move AS IT IS LISTED is a link to its corresponding fixed location. It never has to relearn its initial location, because that bit of data is not tampered with.
I understand this, and understood this before. And as I said before, it would be a pain to implement, for a benefit that I'm not sure is worth it.

Quote:
Well... I guess that just sucks for me, then, because I personally hate having to browse through forty tools in my desktop or wherever I can store them all. I prefer the program to have tabs for each subprogram, or a list of each subprogram so I can switch between tools in the blink of an eye.
Put them in a folder then if you don't want them to clutter your desktop.

Quote:
Oh, that was just me getting carried away. I'm a big fan of pretty things, and a nice skin for your program would be cool, yet completely without function other than to make it feel better in my hands.
This isn't needed. It's one thing to have graphic icons for buttons/things in Advance Map that would be long-winded to write out, but it's another to have them for something short that doesn't need them. I don't see how any part of this program could be improved by intrusive graphics.
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  #46    
Old March 10th, 2010 (04:22 PM). Edited March 10th, 2010 by Midori.
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It was just a suggestion. Nothing more. I can get a little long winded at times. I didn't mean to sound condescending.

EDIT: It would be nice if I could search through the moves by beginning to type their name. As it is, If I select the movelist and type in the first letter of the move, it goes to the first move with that letter in the first place, and goes no further. Again, just a suggestion.
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  #47    
Old March 10th, 2010 (07:57 PM).
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It was just a suggestion. Nothing more. I can get a little long winded at times. I didn't mean to sound condescending.
I didn't mean to sound like I felt offeneded. I was simply saying that I don't think I'll implement your suggestions.

Quote:
EDIT: It would be nice if I could search through the moves by beginning to type their name. As it is, If I select the movelist and type in the first letter of the move, it goes to the first move with that letter in the first place, and goes no further. Again, just a suggestion.
Actually, I don't like that way, but thankfully, my GUI does something better. That way's the default that whatever VB GUI library people use makes things, but not my C++ Borland GUI library. Instead, they have a better solution: You can type more than one letter within a short period of time and it'll jump to that entry. An example: click on the list box, and then quickly type "seismic toss". Even thought seismic isn't the first 's' entry in the list, it'll jump to it once you start spelling it out. It's much faster than having to continually hit 's' to get to moves that start with 's', but are near the bottom of the list.
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  #48    
Old March 11th, 2010 (06:19 AM). Edited March 12th, 2010 by Midori.
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Very nice... I hadn't tried that. Your program is win.


I anticipate this will be difficult and take much research, but could you find a way to edit the move description with this tool too?
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  #49    
Old March 14th, 2010 (12:11 AM).
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Hey I noticed this earlier.
http://bulbapedia.bulbagarden.net/wiki/Contest_move_data_structure_in_Generation_III
Maybe you can add it.
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  #50    
Old March 14th, 2010 (01:30 AM).
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Hey I noticed this earlier.
http://bulbapedia.bulbagarden.net/wi...Generation_III
Maybe you can add it.
Okay, I'll release another version that edits this sometime this week.

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Very nice... I hadn't tried that. Your program is win.
Thank C++, and be disappointed in VB.

Quote:
I anticipate this will be difficult and take much research, but could you find a way to edit the move description with this tool too?
That'll actually be rather easy, but doesn't A-Text or w/e edit that already? Either way, I'll add it in the next update.
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