I noticed there's more than one AI, how do I switch between them or implement my own scripts?
Using gen3tools there's an AI value here:
Is this what I'm looking for?
I notice there's only 5 AI scripts actually written, is that all that's used by default?
EDIT: And wild pokemon, do you implement AI for them, or are they simply randomly choosing moves?
There are only 4 AI scripts. The AI value is the correct one pointed in the tool.
Wild pokes don't have AI, they randomly chose moves. It doesn't make any sense to do so IMO.
For info about battle AI, search for Knizz's battle AI research thread in the R&D section or contact Dizzy.
Some crazy good progress has been made! As I think I mentioned to KDS before, it could be a good idea to have slightly different builds for Gen 6 vs Gen 7 effects, or to have that customisable in some way. I'm personally not a fan of some of the nerfs to abilities like Gale Wings and having some way to toggle that could be good!
The Gen 7 toggle will be implemented using #if defines. There will be no need for a separate build at all.
You guys should utilize github branches to realize this rather than making separate repos.
I wanted to ask if you guys had any plans to convert the hex for the animations into actual scripting commands, as animations are scripts, or use ASM macros for them. It's quite unreadable in it's hex state, and sort of defeats the purpose of having it open source if the data is still in an obfuscated form.
I'd also like to see this extend a little beyond what it is now and encompass the entire battle engine. The need to reference and reverse engineer the main ROM hasn't been eliminated and imo that's normally the largest advantage to these sorts of open source projects. Nonetheless, great work so far and I'm looking forward to see how things progress. I had the opportunity to speak with Dizzy about a few readability/macro introductions to the code and I'm happy to see that's being working on daily.
:thumbsup:
For the time being, the most of the existing animations will stay hex. A new move
animation by me or Dizzy for the remaining moves will be definitely be in script form.
Move animations are important, but me and Dizzy are focusing on completing the main engine part first till Gen 7. Then we'll move to animations too and after all animations are completed we'll start converting every animation to scripts.
After that I plan to put out research into the real Battle
Engine and hope to get it fully disassembled and translated in C. Currently, we have all bases covered to implement Gen 7 abilities, moves, items and Z moves without any further Gen 3 research work I believe.
Checked the animation script for scald on Github, so cool! Is it working right now? Or are you making some command line program to compile it? Really cool concept and would make animations so much easier if it works out
Yes the animation works. No need for any external program. They are already handled by ASM macros just like battle scripts, trainer AI scripts etc. are part of the build code. See the battlescriptformoves.s file to get an idea of how move effects are handled. Future animations will be handled in a similar fashion.
When building the ROM I get "'python' is not recognized as an internal or external command, operable program or batch file." when typing "python scripts//build". Should I reinstall Python 3.5?
This must be the case of python directory path not being added to your path variable. Before proceeding to install, check the Add to Path option in the installer.