Go Back   The PokéCommunity Forums > Creative Discussions > Game Development
Reload this Page RMXP Battle System Project

Notices
For all updates, view the main page.

Game Development Your number one stop for anything related to creating games (except ROM hacks). You can even make your own!



Reply
 
Thread Tools
  #1    
Old January 6th, 2007 (07:04 AM).
Dawson's Avatar
Dawson Dawson is offline
The Rebirth Is Upon Us
 
Join Date: Apr 2004
Location: Rising From The Ashes
Gender:
Nature: Naughty
Posts: 9,728
Okay, we seem to be having quite a few threads flying around in different areas of this forum regarding the scripting of a Custom Battle System in RPG Maker XP. So, in order to keep the forum cleaner, I'm making this thread.

This thread will now be the only thread for discussion about a CBS. Any others will be locked and linked to here. Whilst I don't have the knowledge of RGSS or the time to contribute to this project at this current moment in time, I will be willing to help if this project does pick up and make some progress nearer to Spring.

So I'll leave it up to the more advanced scripters to lead the way for now. Develop a team if you want to, or work by yourselves, it's up to you. Just keep it all in this thread.
Reply With Quote
  #2    
Old January 6th, 2007 (01:45 PM).
Me™ Me™ is offline
 
Join Date: Nov 2006
Location: The Netherlands
Age: 24
Gender:
Nature: Careful
Posts: 89
Send a message via Windows Live Messenger to Me™
Okay. Well I would like to reply on the last post from AzuraBR.

We kinda misunderstood eachother, basicly because we are, apperently both scripters and have our own ways to do things, but.. here we go. We where discussing each ways of storing pokmeon data in a database.

Quote:
I said: p.s. - Effort Values << That is stupid. EV's are not constant
He said: [i[]Of course EV's are constant, that's what I'm talking about. Growlithe always gives you 1 attack ev, Nidorino gives you 2 points, etc.[/i]
I usually call the points gained by a pokmon the Effort Values, and what you can gain the Effort-Gain from a pokémon. As you can see, a little difference means a lot. So, I guess we where both right.

AzuraBr uses to big global variables. In one the Database is stored, with constant data, and another one which grows larger as the game progresses with Each Indiviual data (triggered by a unique Game-Id). I made this statement about MY database: I use a module, so I do not need to do a global (the data is not going to change, so I go for less memory_usage).. Now I did NOT mentioned, and I think ive should, that I use a special Pokemon class for each pokemon insead of the $pokemon global variable he did. I figured that I think this way it is easier to obtain and store object way, altough there is not much difference.

Quote originally posted by AzuraBr:
Quote originally posted by Me™:
It is equally fast for RMXP (from octals to haxadeciamls is one step, from octals to deciamals too).
Really fast. (...)
I don't really get what you are trying to say here. It is 'really' fast... it is, like I said equally fast as decimals . You said it messes up the code, I disagree, but that is just the way we are. I don't see it anymore as I wrote it away in the poke_<dataname>.rxdata files.

Quote:
That's GS DV's (That is the same as the RS IV's, except that is ranges from 0 to 31)
I have read the page. The only difference is that now the stats are calculated a littl;e bit different. I stick with the 0 -> 15 IV's. It is what you like really.

Quote:
They're NOT constant, so or you couldn't explain yourself right or you really did mistake them
Oh really? Explain me. THey are Asigned at creation. A random number form 0 and 15 or 0 and 31. I don't see really how thay could 'change'. I would like you to explain me if I am wrong.

Me™
__________________
ALL HAIL ME™
Reply With Quote
  #3    
Old January 6th, 2007 (05:50 PM).
~Azura's Avatar
~Azura ~Azura is offline
Alright, purple is good.
Silver Tier
 
Join Date: Apr 2006
Nature: Relaxed
Posts: 511
Send a message via Windows Live Messenger to ~Azura
Quote:
Oh really? Explain me. THey are Asigned at creation. A random number form 0 and 15 or 0 and 31. I don't see really how thay could 'change'. I would like you to explain me if I am wrong.
Answer me, if you caught two Caterpies, will they have the same IV's? No, right. So they change. The same goes for nature (NOT constant). And the same goes for gender. When I say 'they change' I mean they vary from pokémon from pokémon thus, they can't
IMO you can't say EV's (Effort-gain or whatever) are not constant.

Quote:
You said it messes up the code
I said make the code complicated and dirty. Do you really think writing '0x14' is thaaat better than writing a '20'? The thing is I'm doing my code so real noobs can make use of them later, edit or whatever (I'm tired to say that line on Metropolis' thread), so I can't think of using hexes, but in the end, like you said, it's all the same.

When I say an ironic 'really fast' I mean you should be thinking on the people who will be using your code (if opensource). I don't want to add a new chapter on the manual to explain to users and RGSS-newcomers what is a hex, what does '0x14' means, etc.

That's my opinion, if you didn't like it, feel free to not to take it into account.

Quote:
I stick with the 0 -> 15 IV's. It is what you like really.
Yes, it's up to you. If you check my post on the other thread, you'll see that I use a MAX_IV_VALUE, so thr priority is not to discuss 15, 31 or 100 IV's.

Quote:
I usually call the points gained by a pokmon the Effort Values, and what you can gain the Effort-Gain from a pokémon.
Like I said, you couldn't explain yourself properly, what caused the misunderstanding.

Quote:
I figured that I think this way it is easier to obtain and store object way, altough there is not much difference.
Like you said, we do things the way they look better for us.
__________________
[ Support: ]

[ Game | Previews | Screenshots ]

Thread returning soon, don't worry!


Need help with something? Send me a PM!
Reply With Quote
  #4    
Old January 7th, 2007 (01:27 AM).
Me™ Me™ is offline
 
Join Date: Nov 2006
Location: The Netherlands
Age: 24
Gender:
Nature: Careful
Posts: 89
Send a message via Windows Live Messenger to Me™
Quote:
Answer me, if you caught two Caterpies, will they have the same IV's? No, right.
Their is a change from (5*1/16)*2 that they are. But I get what you mean. I meant constant in a way if created, not changed, and you meant constant in a way, always the same.

Quote:
you can't say EV's (Effort-gain or whatever) are not constant.
The EV points you gain from a pokemon defaiting it Are Constant, the EV from a pokemon are not constant..

Quote:
Like I said, you couldn't explain yourself properly, what caused the misunderstanding.
You can't really expect when saying EV that I know you want the EV you GET rather then the EV you HAVE.

Quote:
When I say an ironic 'really fast' I mean you should be thinking on the people who will be using your code (if opensource). I don't want to add a new chapter on the manual to explain to users and RGSS-newcomers what is a hex, what does '0x14' means, etc.
Ah okay. Well I will convert it either way. However, if it are real noobs, they won't even BOTHER looking at the code.

Now, a question for you, youve been working 8 hell months on this. I have to say I need to complement you! ... I am trying to fill it so much jsut like you, I just did the first 80 moves (yes, while writing this, long live regexp)... But I got sooo much to do left.

Me™
__________________
ALL HAIL ME™
Reply With Quote
  #5    
Old January 7th, 2007 (05:48 AM).
~Azura's Avatar
~Azura ~Azura is offline
Alright, purple is good.
Silver Tier
 
Join Date: Apr 2006
Nature: Relaxed
Posts: 511
Send a message via Windows Live Messenger to ~Azura
Believe it or not, there are noobs willing to l-e-a-r-n. Too bad scripters/programmers nowadays think the way you think.

Quote:
Now, a question for you, youve been working 8 hell months on this.
You can do it You can hire little elves like I did. 8)

Quote:
You can't really expect when saying EV that I know you want the EV you GET rather then the EV you HAVE.
After reading all the in-depth (ten times each) I've never seen an 'Ev-Gain' term. To me, the EVs you have are just a consequence of the EVs you gained, so saying EV is always what you've gained. But... whatever.

Quote:
Their is a chance from (5*1/16)*2 that they are.
LOL

Now, we should go ahead in this discussion rather than talk about what is an EV for you.
__________________
[ Support: ]

[ Game | Previews | Screenshots ]

Thread returning soon, don't worry!


Need help with something? Send me a PM!
Reply With Quote
  #6    
Old January 7th, 2007 (05:58 AM).
Me™ Me™ is offline
 
Join Date: Nov 2006
Location: The Netherlands
Age: 24
Gender:
Nature: Careful
Posts: 89
Send a message via Windows Live Messenger to Me™
Haha. I dunno If that equotation was right XP...

5 ivstats, each can be a numer from 0 to 15, so there is one 16 change for each stat that it will be 0. that means there is a change from 5 ^ 1/16 that ALL stats are 0. You have this for 2 pokemon, so you can again mulitplie them with eachother (so yes my math was wrong, I should have used ^ insetad of * XP)

So the cahnge of 2 pokemon having the exact same stats is... (5^(1/16))^2 I guess..
__________________
ALL HAIL ME™
Reply With Quote
  #7    
Old January 7th, 2007 (06:29 AM).
~Azura's Avatar
~Azura ~Azura is offline
Alright, purple is good.
Silver Tier
 
Join Date: Apr 2006
Nature: Relaxed
Posts: 511
Send a message via Windows Live Messenger to ~Azura
Ok, let's leave this "How to input data?" chapter and move on to something more complicated.

Artificial Intelligence - AI

Like I said before, as I script and the game progress, I input new data to my systems. However I stopped scripting the CBS because I couldn't think of a good way to make enemy pokémons decide which move to use.

I don't want a random move selection, because, for example an wild Abra always uses Teleport as his first move.

So I thought there must be some kind of strategy for each Pokémon. Something like "Defensive", "Offensive", "Evasive", etc. Although that's a basic idea, I think I'm in the right way.

In my example, Abra would be 100% evasive.

However if someone could help with any kind of information I may be missing, or add some new strategies like "Mid-Evasive" or "Offensive-defensive", it would be nice to have some contribution, as I stopped at the start of enemy's turn on my CBS (all the rest is already covered up)

Thanks in advance,

~Azura.
__________________
[ Support: ]

[ Game | Previews | Screenshots ]

Thread returning soon, don't worry!


Need help with something? Send me a PM!
Reply With Quote
  #8    
Old January 7th, 2007 (12:39 PM).
Me™ Me™ is offline
 
Join Date: Nov 2006
Location: The Netherlands
Age: 24
Gender:
Nature: Careful
Posts: 89
Send a message via Windows Live Messenger to Me™
Ah. You are not the only one with that thing buggering around. I have come to a semi-same solution.

Basicly, a pokemon gives his pokemon threath-point. I think these point will be determined by looking in what way the opponent differs. Hereby I mean, Difference in Level (That is n#1) then difference in HP, and differenece in the other stats.

Each attack has an attack bit. As example, bit 0 = deals damage, and this has moves like Tacke, Vine Whip and Pound. There are bits for poisoning, Leechseeding, Toxic, Puts opponent to sleep, Selfdestructing, Stat raiser or lower bits and so on.

Like you, Azura, said each pokemon has his own style (and the abbility to give trainer's pokemon a fixed style) to attack. (Defense = attacking too :). Based on the Thread points and the availeble attacks, the pokemon will choose, also based on the opponents status and the progress in turns with attack wil be taken.

For example, if the thread-points are not very high, a pokémon with a poisoning attack will try to poison his pokemon. If the thread points are very high, he will try to flee (With an move) or to kill his opponent quickly, unless that is not possible, thus will try to leave the opponent with a slipping status (poison etc.).

Well that was my idea basicly..
__________________
ALL HAIL ME™
Reply With Quote
  #9    
Old January 7th, 2007 (01:35 PM).
~Azura's Avatar
~Azura ~Azura is offline
Alright, purple is good.
Silver Tier
 
Join Date: Apr 2006
Nature: Relaxed
Posts: 511
Send a message via Windows Live Messenger to ~Azura
Yes, preciselly 201 'attack bits', that I call Attack Effects. I used those to make a Move Interpreter

Code:
#============================================================
#ATTACK EFFECTS LIST:
#============================================================
CODE	NAME			
000 Deals damage. Has no additional effect.
	POUND				
	MEGA PUNCH
	SCRATCH
	VICEGRIP
	CUT
	WING ATTACK
	SLAM
	VINE WHIP
	MEGA KICK
	HORN ATTACK
	TACKLE
	WATER GUN
	HYDRO PUMP
	PECK
	DRILL PECK
	STRENGHT
	ROCK THROW
	EGG BOMB
	WATERFALL
	MEGAHORN
	HYPER VOICE
	DRAGON CLAW
001 Base damage is doubled if opponent is using Dive.
	SURF
002 Puts opponent to sleep.
	SING
	SLEEP POWDER
	HYPNOSIS
	LOVELY KISS
	SPORE
	GRASSWHISTLE
003 May poison opponent
(...)
The list goes on until 200



Quote:
Like you, Azura, said each pokemon has his own style (and the abbility to give trainer's pokemon a fixed style) to attack.
Yes, a trained Pokémon would inherit the strategy from his trainer, not his species.


Quote:
I think these point will be determined by looking in what way the opponent differs. Hereby I mean, Difference in Level (That is n#1) then difference in HP, and differenece in the other stats.
Yes, I thought of that too. However it's too dificult to think about all variables that could affect a Pokemon's AI. Below is a list I made about a month ago:
Code:
#============================================================
#AI
#============================================================
. defined strategies
	- Action
	   + Move (Offensive)
		> More Damage
		> Preserve Self PP
		> Offensive Stat Up
	   + Move (Offensive/Defensive)
		> Change Stategy-Offensive	[50%]
		> Change Stategy-Defensive	[50%]
	   + Move (Defensive)
		> Preserve HP
		> Defensive Stat Up
		> Counter-attack
	   + Move (Evasive)
		> Preserve HP
		> Preserve PP
		> Evasive Stat Up
		> Defensive Stat Up
	   + Run
		> Just Run
		> Change Stategy-Offensive
		> Change Stategy-Defensive
		> Change Stategy-Evasive
Those are the strategies for Pokémon. IMO opinion only after a strategy is set is that you should consider the variables, which could be:

Code:
#============================================================
#AI FACTORS
#============================================================
#
# Factors that modify the decisions a Pokémon takes:
#
#		   a. Level
#		   b. Attack type effectiveness
#		   c. Damage that can be caused
#		   d. Stat difference:
#	  	     d.1 Attack, if strategy is 'Offensive'
#	  	     d.2 Defense, if strategy is 'Defensive'
#	  	     d.3 Evasion, if strategy is 'Evasive'
#		   e. Weather (?)
#		   f. Habitat (?)
#
#
#============================================================
If we could make a list of all possible variables/factors that affect a Pokémon's decisions (based both on anime and game) we would be one step further, don't you agree?
__________________
[ Support: ]

[ Game | Previews | Screenshots ]

Thread returning soon, don't worry!


Need help with something? Send me a PM!
Reply With Quote
  #10    
Old January 8th, 2007 (10:10 AM).
Me™ Me™ is offline
 
Join Date: Nov 2006
Location: The Netherlands
Age: 24
Gender:
Nature: Careful
Posts: 89
Send a message via Windows Live Messenger to Me™
Quote:
If we could make a list of all possible variables/factors that affect a Pokémon's decisions
Indeed. By the way, we could start with what you have and later on increase the I of the AI.

I would try to include E and F, and also, if you do not control a pokemon, sometimes it will use the AI to attack rather then a trainers choice, but taht is for later

(sorry for this short answer, ill write more later)

Me™
__________________
ALL HAIL ME™
Reply With Quote
  #11    
Old January 8th, 2007 (04:36 PM).
~Azura's Avatar
~Azura ~Azura is offline
Alright, purple is good.
Silver Tier
 
Join Date: Apr 2006
Nature: Relaxed
Posts: 511
Send a message via Windows Live Messenger to ~Azura
Quote:
if you do not control a pokemon, sometimes it will use the AI to attack rather then a trainers choice
I suppose you're talking about Obbedience check and traded Pokémons, right?

Obedience Check
from UPC's RS In-depth guides

In internal battles, if the Pokemon's ID and OT name are different from those of the player, and its level is greater than the player's "badge level", then this process is followed to determine whether the attack succeeds.

Code:
A = ((Level of Pokemon)+(Badge level))*(0~255)/256
if A is less than badge level
  attack continues as usual, end here
if the attack ordered is Rage, the effect is canceled
if the attack is Snore or Sleep Talk while Pokemon is asleep:
  "X ignored orders while asleep!"
B = ((Level of Pokemon)+(Badge level))*(0~255)/256
 if B is less than badge level
  Use a different move if possible
 if B is greater than or equal to badge level
   C=(Level of Pokemon)-B
   D=(0~255)
   if R is less than C and Pokemon does not have Vital Spirit or Insomnia and
     Uproar is not in effect
    "X took a snooze..."
   R=R-C
   if R is less than C
     Deal confusion damage
   Else
     Display message "X ignored orders/turned away/is loafing around/pretended
       to not notice."
The "badge level" depends on the badges the player has:

* No badges: Badge level=10
* Knuckle Badge/Cascade Badge: Badge level=30
* Heat Badge/Rainbow Badge: Badge level=50
* Feather Badge/Marsh Badge: Badge level=70
* Rain Badge/Earth Badge: Badge level=100

You probably read this, but someone else might find useful.



For the E factor (Weather), I was thinking on associating it with Pokemon Type and Move Type.

Example:

A Charizard would try to run or end the battle as fast it can if the wheather is rain. It would avoid the use of Fire moves too, since they would be less effective in this case.
Since Charizard is an Offensive Pokémon, the 'as fast as it can' means 'to do a lot of damage' lol



Now for the F factor (Habitat)...

If a Pokémon is inside it's natural place, for example: a Caterpie in a forest would be more confortable than a Meowth (Urban Pokémon). So even if the caterpie is weaker, it would still try to fight, as it's more 'secure'/'confident'



Oh btw, what program did you use to encrypt your files? And how does your scripts read the encrypted text files?
__________________
[ Support: ]

[ Game | Previews | Screenshots ]

Thread returning soon, don't worry!


Need help with something? Send me a PM!
Reply With Quote
  #12    
Old January 9th, 2007 (11:05 AM).
Me™ Me™ is offline
 
Join Date: Nov 2006
Location: The Netherlands
Age: 24
Gender:
Nature: Careful
Posts: 89
Send a message via Windows Live Messenger to Me™
Quote:
what program did you use to encrypt your files [...]
I wrote an rgss script that utilizes an windows dll actually. Maybe il give it oneday... It is pretty unique, due the fact that I can offer peopel to encrypt theri audio files... I use load_data (Marshal.load) to load the files into an variable after it is decrypted.

Quote:
You probably read this, but someone else might find useful.
I did not yet actuaaly, but I would have. Either way, I think we should post all kinda things over here, so others can read it :D

As a matter of fact, I actually intended to make the battle system more and more. THe rest of the system I left almost exactly the same, but my ideas as, fire pokemon get slip damage when they are in rain, pokemon in their habitat are a little bit stronger too. Those kind of things. The things you stated are completly to my mind whatsoever.

Me™

Quote:
So... if I'm right, you guys are trying to figure out the AI variables? Me N00B hehe.... What... specifically are you trying to do?
Like said, we, he, I am going to make an (better) AI, because the one from the real pokemon sucks / is not there. We are going to make a list of variables to be included in this AI, and ask other to input their ideas too.
__________________
ALL HAIL ME™
Reply With Quote
  #13    
Old January 10th, 2007 (09:23 AM).
~Azura's Avatar
~Azura ~Azura is offline
Alright, purple is good.
Silver Tier
 
Join Date: Apr 2006
Nature: Relaxed
Posts: 511
Send a message via Windows Live Messenger to ~Azura
Quote:
going to make an (better) AI
Don't know about the 'better' though. If it's already difficult to think about the default AI...
Anyway, just me and Me post here, so I would like to ask to people to give their ideas too. Otherwise, there's no point as I could discuss with Me on msn...


Quote:
The things you stated are completly to my mind whatsoever.
Could you be more... clear?
__________________
[ Support: ]

[ Game | Previews | Screenshots ]

Thread returning soon, don't worry!


Need help with something? Send me a PM!
Reply With Quote
  #14    
Old January 10th, 2007 (10:16 AM).
Me™ Me™ is offline
 
Join Date: Nov 2006
Location: The Netherlands
Age: 24
Gender:
Nature: Careful
Posts: 89
Send a message via Windows Live Messenger to Me™
Quote:
Don't know about the 'better' though. If it's already difficult to think about the default AI...
Lets just say a new then :D.

Quote:
Anyway, just me and Me post here, so I would like to ask to people to give their ideas too. Otherwise, there's no point as I could discuss with Me on msn...
I totally Agree.

Quote:
Could you be more... clear?
I don't drink Crystal Clear... ehhh. Everything you said in post 11 and 9.
__________________
ALL HAIL ME™
Reply With Quote
  #15    
Old January 24th, 2007 (12:15 PM).
Alistair Alistair is offline
Silver Tier
 
Join Date: Mar 2005
Age: 24
Nature: Quirky
Posts: 2,243
Well, I have no knowledge of RGSS, but I do have an idea. Why not make blank moves that people can overwrite so that they can make their own moves?
__________________
No signature to be found here...
Reply With Quote
  #16    
Old January 25th, 2007 (01:56 PM).
Me™ Me™ is offline
 
Join Date: Nov 2006
Location: The Netherlands
Age: 24
Gender:
Nature: Careful
Posts: 89
Send a message via Windows Live Messenger to Me™
It is more or less like that. But to answer our question, you do not need to know RGSS. What kind of AI, and how should it function. Those questions.
__________________
ALL HAIL ME™
Reply With Quote
  #17    
Old February 13th, 2007 (09:14 AM).
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Did you know that a complete Pokemon Battle System was posted on RPGXP.net a couple of years back, before it crashed? (And became rpgxp.org) That would probably take a lot less work to find a repost somewhere than to script a completely new one.
Reply With Quote
  #18    
Old February 13th, 2007 (12:21 PM). Edited February 17th, 2007 by Me™.
Me™ Me™ is offline
 
Join Date: Nov 2006
Location: The Netherlands
Age: 24
Gender:
Nature: Careful
Posts: 89
Send a message via Windows Live Messenger to Me™
It was not completed. Check RMXP.org, it was reposted. Lags and does not uses Poké formula's.
__________________
ALL HAIL ME™
Reply With Quote
  #19    
Old February 13th, 2007 (02:53 PM).
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
I thought it had been completed. (I found one there that worked perfectly a couple of years back, with no lag or anything.) Also, the site RMXP.net no longer exists. Instead, they have RMXP.org. Oh, and do I smell a double post?
Reply With Quote
  #20    
Old February 17th, 2007 (03:20 AM).
Me™ Me™ is offline
 
Join Date: Nov 2006
Location: The Netherlands
Age: 24
Gender:
Nature: Careful
Posts: 89
Send a message via Windows Live Messenger to Me™
Must have been a magic system. I guess it DID used all the correct poké formulas?

(what double post? why are you trying to tell me that rmxp.net does not exist anymore? YOu think I am a complete morron or what?)
__________________
ALL HAIL ME™
Reply With Quote
  #21    
Old February 19th, 2007 (12:05 PM). Edited February 19th, 2007 by Glitchfinder.
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by Me™:
Must have been a magic system. I guess it DID used all the correct poké formulas?

(what double post? why are you trying to tell me that rmxp.net does not exist anymore? YOu think I am a complete morron or what?)
I apologize about not having it, but, as far as I know, it DID have the correct formulae for everything. For example, it is where I got these formulae for the stats of Pokemon:

Code:
 
HP: =(((((Base HP of Pokémon*2)+IV of stat)*(Level of Pokémon/100))+EV of Pokémon/4)+Level of Pokémon+10)
<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
Other stats: =(((((Base Stat of Pokémon*2)+IV of stat)*(Level of Pokémon/100))+EV of stat/4)+5)*Nature Modifier<o:p></o:p>
<o:p></o:p>

Fill in the following for the specified text:<o:p></o:p>
<o:p></o:p>

Base HP of Pokémon/Base Stat of Pokémon: Fill in the base stat<o:p></o:p>

IV of stat: Fill in the Pokémon’s IV for the specified stat.<o:p></o:p>

Level of Pokémon: Fill in the level. (duh)<o:p></o:p>

EV of Pokémon: Fill in the total number of EVs that the Pokémon has earned for that stat. (Max 255 per stat, max 510 total)<o:p></o:p>

Nature Modifier: Fill in .9 if the stat is reduced by the nature, 1 if the stat is unaffected by the nature, and 1.1 if the stat is increased by the nature. Chart of nature effects below:



Also, try to go to www.RMXP.net if you want to. It crashed when the admin had some problems and couldn't keep maintaining it, and several subadmins from the site worked together to make www.RMXP.org.
Reply With Quote
  #22    
Old February 19th, 2007 (12:26 PM).
~Azura's Avatar
~Azura ~Azura is offline
Alright, purple is good.
Silver Tier
 
Join Date: Apr 2006
Nature: Relaxed
Posts: 511
Send a message via Windows Live Messenger to ~Azura
Lol

I think EVERYONE who's really into RMXP knows that RMXP.net is gone/abandoned.


Quote:
HP: =(((((Base HP of Pokémon*2)+IV of stat)*(Level of Pokémon/100))+EV of Pokémon/4)+Level of Pokémon+10)

Other stats: =(((((Base Stat of Pokémon*2)+IV of stat)*(Level of Pokémon/100))+EV of stat/4)+5)*Nature Modifier
That kind of stuff can be find here: http://www.upc.pkmn.co.uk/games/rs/guides/id.html

or here: http://www.serebii.net/games/mechanics.shtml

What we want now is an good AI... or something that's not easy to think/see/find
__________________
[ Support: ]

[ Game | Previews | Screenshots ]

Thread returning soon, don't worry!


Need help with something? Send me a PM!
Reply With Quote
  #23    
Old February 19th, 2007 (01:16 PM).
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by ~Azura:
Lol

I think EVERYONE who's really into RMXP knows that RMXP.net is gone/abandoned.




That kind of stuff can be find here: http://www.upc.pkmn.co.uk/games/rs/guides/id.html

or here: http://www.serebii.net/games/mechanics.shtml

What we want now is an good AI... or something that's not easy to think/see/find
Actually, as far as I can tell, those formulae aren't on serebii. I haven't been to the other site, so I wouldn't know about that one. I pulled these formulae out of an old document on my computer that I had, which had most of the Pokemon formulae from the script I mentioned. (Other then stats, the script had everything from experience to monetary reward from victory to damage claculations)
Reply With Quote
  #24    
Old February 19th, 2007 (02:08 PM).
~Azura's Avatar
~Azura ~Azura is offline
Alright, purple is good.
Silver Tier
 
Join Date: Apr 2006
Nature: Relaxed
Posts: 511
Send a message via Windows Live Messenger to ~Azura
Quote originally posted by ~Azura:
That kind of stuff
I was refering to game mechanics in general. UPC completes Serebii and vice-versa...
__________________
[ Support: ]

[ Game | Previews | Screenshots ]

Thread returning soon, don't worry!


Need help with something? Send me a PM!
Reply With Quote
  #25    
Old February 19th, 2007 (02:33 PM). Edited February 19th, 2007 by Glitchfinder.
Glitchfinder's Avatar
Glitchfinder Glitchfinder is offline
Let's all get along, please?
Silver Tier
 
Join Date: Sep 2006
Location: The Twilight Zone
Age: 25
Gender: Male
Nature: Careful
Posts: 477
Quote originally posted by ~Azura:
I was refering to game mechanics in general. UPC completes Serebii and vice-versa...
Oh. Also, here are some AI factors that mostly apply to wild Pokemon.

Code:
 
#============================================================
#ADDITIONAL AI DECISION FACTORS
#============================================================
#
# Factors that affect basic strategy:
#
# a. Nature (Wild Pokemon and Special Events)*
#   a.1 Adamant
#     a.1.1 Attack: =
#     a.1.2 Defense: =
#     a.1.3 Support: =
#     a.1.4 Low HP Preference Change: Attack
#   a.2 Bashful
#     a.2.1 Attack: =
#     a.2.2 Defense: ++
#     a.2.3 Support: --
#     a.2.4 Low HP Preference Change: None
#   a.3 Bold
#     a.3.1 Attack: =
#     a.3.2 Defense: -
#     a.3.3 Support: ++
#     a.3.4 Low HP Preference Change: Defense
#   a.4 Brave
#     a.4.1 Attack: ++
#     a.4.2 Defense: --
#     a.4.3 Support: --
#     a.4.4 Low HP Preference Change: Defense
#   a.5 Calm
#     a.5.1 Attack: +
#     a.5.2 Defense: ++
#     a.5.3 Support: --
#     a.5.4 Low HP Preference Change: Defense
#   a.6 Careful
#     a.6.1 Attack: +
#     a.6.2 Defense: ++
#     a.6.3 Support: --
#     a.6.4 Low HP Preference Change: Support
#   a.7 Docile
#     a.7.1 Attack: ++
#     a.7.2 Defense: -
#     a.7.3 Support: -
#     a.7.4 Low HP Preference Change: None
#   a.8 Gentle
#     a.8.1 Attack: -
#     a.8.2 Defense: ++
#     a.8.3 Support: --
#     a.8.4 Low HP Preference Change: Attack
#   a.9 Hardy
#     a.9.1 Attack: ++
#     a.9.2 Defense: --
#     a.9.3 Support: =
#   a.9.4 Low HP Preference Change: None
#     a.10 Hasty
#     a.10.1 Attack: ++
#     a.10.2 Defense: =
#     a.10.3 Support: --
#     a.10.4 Low HP Preference Change: Attack
#   a.11 Impish
#     a.11.1 Attack: ++
#     a.11.1 Defense: --
#     a.11.1 Support: =
#     a.11.1 Low HP Preference Change: Defense
#   a.12 Jolly
#     a.12.1 Attack: =
#     a.12.2 Defense: --
#     a.12.3 Support: ++
#     a.12.4 Low HP Preference Change: Defense
#   a.13 Lax
#     a.13.1 Attack: =
#     a.13.2 Defense: --
#     a.13.3 Support: ++
#     a.13.4 Low HP Preference Change: Support
#   a.14 Lonely
#     a.14.1 Attack: -
#     a.14.2 Defense: =
#     a.14.3 Support: ++
#     a.14.4 Low HP Preference Change: Attack
#   a.15 Mild
#     a.15.1 Attack: +
#     a.15.2 Defense: ++
#     a.15.3 Support: -
#     a.15.4 Low HP Preference Change: Support
#   a.16 Modest
#     a.16.1 Attack: =
#     a.16.2 Defense: +
#     a.16.3 Support: -
#     a.16.4 Low HP Preference Change: Defense
#   a.17 Naive
#     a.17.1 Attack: ++
#     a.17.2 Defense: -
#     a.17.3 Support: -
#     a.17.4 Low HP Preference Change: None
#   a.18 Naughty
#     a.18.1 Attack: -
#     a.18.2 Defense: ++
#     a.18.3 Support: --
#     a.18.4 Low HP Preference Change: Attack
#   a.19 Quiet
#     a.19.1 Attack: ++
#     a.19.2 Defense: -
#     a.19.3 Support: -
#     a.19.4 Low HP Preference Change: None
#   a.20 Quirky
#     a.20.1 Attack: ++
#     a.20.2 Defense: -
#     a.20.3 Support: -
#     a.20.4 Low HP Preference Change: None
#   a.21 Rash
#     a.21.1 Attack: =
#     a.21.2 Defense: --
#     a.21.3 Support: ++
#     a.21.4 Low HP Preference Change: Support
#   a.22 Relaxed
#     a.22.1 Attack: =
#     a.22.2 Defense: --
#     a.22.3 Support: ++
#     a.22.4 Low HP Preference Change: Attack
#   a.23 Sassy
#     a.23.1 Attack: ++
#     a.23.2 Defense: --
#     a.23.3 Support: --
#     a.23.4 Low HP Preference Change: Support
#   a.24 Serious
#     a.24.1 Attack: =
#     a.24.2 Defense: --
#     a.24.3 Support: ++
#     a.24.4 Low HP Preference Change: None
#   a.25 Timid
#     a.25.1 Attack: ++
#     a.25.2 Defense: --
#     a.25.3 Support: =
#     a.25.4 Low HP Preference Change: Support
#   b. Wild Pokemon Fleeing Factors
#     b.1 Level of opposing Pokemon
#       b.1.1 Level of trainer's Pokemon more than five levels below wild Pokemon.
#         b.1.1.1 Remain in battle, not allowing trainer to flee.
#       b.1.2 Level of trainer's Pokemon within five levels of wild pokemon.
#         b.1.2.1 Remain in battle, but allow trainer to flee.
#       b.1.3 Level of trainer's Pokemon more than five levels above wild Pokemon.
#         b.1.3.1 Flee from battle.
#   b.2 HP of wild Pokemon
#     b.2.1 HP 66% or above.
#       b.2.1 Level of trainer's Pokemon more than five levels below wild Pokemon.
#         b.2.1.1 Remain in battle, not allowing trainer to flee.
#       b.2.2 Level of trainer's Pokemon within five levels of wild pokemon.
#         b.2.2.1 Remain in battle, but allow trainer to flee.
#       b.2.3 Level of trainer's Pokemon more than five levels above wild Pokemon.
#         b.2.3.1 Flee from battle.
#     b.2.2 HP between 33% and 66%
#       b.2.1 Level of trainer's Pokemon more than five levels below wild Pokemon.
#         b.2.1.1 Remain in battle, but give opponent's Pokemon 50% chance of fleeing.
#       b.2.2 Level of trainer's Pokemon within five levels of wild pokemon.
#         b.2.2.1 50% chance of fleeing battle.
#       b.2.3 Level of trainer's Pokemon more than five levels above wild Pokemon.
#         b.2.3.1 Flee from battle.
#     b.2.3 HP 33% or below
#       b.2.1 Level of trainer's Pokemon more than five levels below wild Pokemon.
#         b.2.1.1 Remain in battle, but allow trainer to flee.
#       b.2.2 Level of trainer's Pokemon within five levels of wild pokemon.
#         b.2.2.1 75% chance of fleeing from battle.
#       b.2.3 Level of trainer's Pokemon more than five levels above wild Pokemon.
#         b.2.3.1 Flee from battle.
# *Note: Taken from Emerald, specifically the Battle Frontier Battle Palace. The symbols mean the following:
# ++ Favorite type of move.
# + Likes this type of move.
# = Neither likes nor dislikes this type of move.
# - Dislikes this type of move.
# -- Strongly dislikes this type of move.
#============================================================
Reply With Quote
Reply
Quick Reply

Sponsored Links

You may also like.. (Beta)
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are UTC -8. The time now is 12:58 PM.