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  • Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary!
    Alex- I have someone I know who is willing to host the servers. They have been experimenting with running the servers and are having some trouble trying to get it working. As I understand it, it's something to do with the game requiring email (I should mention that I'm totally OK with ditching the email aspect of it as I feel that people can keep up with updates through the subreddit).

    Would you mind checking your reddit messages so you can give us a hand? :s

    His username is cmdrd, I've asked him to send you a reddit message with what the problem is. If reddit doesnt work for you im sure we can find a different way of communication.

    Thanks a lot! :D

    -thesuzerain
    These instructions should be fine. I'll hit you up if I have any questions. Thanks man, this really helps me out a bunch.
    Don't worry about it.

    I can run a server pretty easily, I'm confident enough that with a computer I should be able to follow the instructions using the programs listed.

    The problem is, I'm attempting to use one online (using a rentable online vps) because my home internet is terrible, something I'm not all together familiar with.

    Do you think you could assist me with running a server online? What website should I rent from? Obviously I can't use the same programs as in your instructions to install ruby or use the same mysql management, as I'm not actually in possession of the copmuter/server and able to install thing easily.

    When it comes to anything to do with servers or online anything I'm virtually clueless. Would you be willing to help? :\

    For example, let's say I rented a server off of Dreamhost. What steps would I take to install ruby on the rented server and run Main.rb? Or rather, how do I integrate the PE: O instructions towards my home computer to a VPS setting?

    Sorry for the cluelessness, this is *not* my forte >.<
    Alexandre- you there? This is thesuzerain from reddit, zeta/omicron (this is my pokecommunity account).

    The guy that was hosting the server for zeta/omicron recently abandoned me, and I have no clue how to run one. I can probably figure it out, but I have no kind of server so I was going to rent one online.

    I don't know what kind of online server will run your program but do you think https://www.linode.com/ will work? Its well within my price range and seems to support ruby and is linux-based, which is what my former server-host-friend-guy was using.

    What do you recommend? Will linode work? Thanks :)
    You've been here 9 years and you're still logging on. Quite an achievement! :O
    Would porting it to RMX-Os be a hard job?
    Or would I be able to do it with my lacking coding experience?
    Would it be possible to use the online battle script from your essentials release in rmx-os?
    I'm asking cause I'm developing an mmorpg and I already have everything else in rmx-os.
    It's a basic feature of Ruby. It occurred to me when thinking about online battles that the only information you really need to send across are the initial conditions (i.e. the party Pokémon at the start, not the battlers), the chosen commands and any outcomes of randomness - everything else is calculated. Knowing how an RNG works, I then figured you don't even need to send the outcomes of randomness; just sync the seed at the start and it becomes just more calculations. In theory.

    An example of setting the RNG seed is in the Lottery mini-game. Here the seed is set depending on the day, which ensures the winning number is the same on any given day. You'll probably want to randomise it again afterwards to prevent any possible abuse (not that I think anyone will care enough to try it for a fangame).
    That sounds like a very unnecessary way of getting online battles to work. If you synchronise the random number seed at the beginning of the battle for all participants, then all random events in the battle will be the same for both players (assuming identical code). This way you only need to send the information about which command is chosen, and play each round locally for each player, knowing that the RNG is playing out the exact same moves for each participant so there'll be no desynching.

    I'm not sure how to answer your question. pbAttackPhase starts the activity and handles retreating and priority calculations. Then for each battler, in order of priority, that battler's pbProcessTurn is run. pbProcessTurn makes that battler use a move. The process of using a move is definitely a jumble of code.
    What would you possibly want to do that for? Debugging purposes? Surely there are better ways...

    You'll have put the dump code in the wrong place. Marshal.dump(@battlers[0]) will work somewhere in PokeBattle_Battle and that's about it. Also, you can't really use that line all by itself - you'll need to open a file to dump it into - check other dumping for examples.
    Hi, you've done an amazing work with your online implementation in Pokémon Essentials.
    Do you think you will find time to finish it? I'm really interested in it.
    Thanks for reading.
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