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-   -   Development New Battle System (https://www.pokecommunity.com/showthread.php?t=358972)

Trev June 2nd, 2017 9:24 AM

Okay, I can most likely do that. I'll start on Sunday, since I'll have a free day. Shouldn't be too hard.

Here's the ones I need explanations on:

Code:

FLAG_CHARGEUP
FLAG_RECHARGE
FLAG_DEFROST
FLAG_GRAVITY_DISABLED
FLAG_HEAL_BLOCK_DISABLED
FLAG_PROTECTABLE
FLAG_REFLECTABLE
FLAG_TRIAGE_AFFECTED



Trainer 781 June 2nd, 2017 9:42 AM

Quote:

Originally Posted by Trev (Post 9664664)
Okay, I can most likely do that. I'll start on Sunday, since I'll have a free day. Shouldn't be too hard.

Here's the ones I need explanations on:

Code:

FLAG_CHARGEUP
FLAG_RECHARGE
FLAG_DEFROST
FLAG_GRAVITY_DISABLED
FLAG_HEAL_BLOCK_DISABLED
FLAG_PROTECTABLE
FLAG_REFLECTABLE
FLAG_TRIAGE_AFFECTED



FLAG_CHARGEUP - Not sure about this. Looks like a move that have a charging turn like Fly, Dig etc.
FLAG_RECHARGE - Moves like Hyper Beam etc.
FLAG_DEFROST - Move that can defrost a frozen foe. Scald and damaging fire move except Hidden Power.
FLAG_GRAVITY_DISABLED - Cannot be used in gravity like Fly, Hi Jump Kick
FLAG_HEAL_BLOCK_DISABLED - Blocked by the move Heal Block. (Refer Bulbapedia for the list)
FLAG_PROTECTABLE - Moves that can be blocked by protect.
FLAG_REFLECTABLE - Moves that can be bounced by Magic Coat or Magic Bounce
FLAG_TRIAGE_AFFECTED - Healing moves that give 3+ priority to a Triage wielder. (Refer Bulbapedia for the list)

Blah June 5th, 2017 7:51 AM

Quote:

Originally Posted by Trev (Post 9664664)
Okay, I can most likely do that. I'll start on Sunday, since I'll have a free day. Shouldn't be too hard.

Here's the ones I need explanations on:

Code:

FLAG_CHARGEUP
FLAG_RECHARGE
FLAG_DEFROST
FLAG_GRAVITY_DISABLED
FLAG_HEAL_BLOCK_DISABLED
FLAG_PROTECTABLE
FLAG_REFLECTABLE
FLAG_TRIAGE_AFFECTED



KDS's descriptions of those were correct. Just checking on ya, wondering if you've started/how it's going.

Trev June 5th, 2017 9:33 AM

Quote:

Originally Posted by FBI (Post 9667290)
KDS's descriptions of those were correct. Just checking on ya, wondering if you've started/how it's going.

I was actually just about to start it right now :P Thanks for the confirmation. I'll see what I can get done today.

Blah June 7th, 2017 11:33 AM

Quote:

Originally Posted by Trev (Post 9667415)
I was actually just about to start it right now :P Thanks for the confirmation. I'll see what I can get done today.

Yo!
Checking in again, wondering how it's going :)

Trev June 7th, 2017 12:02 PM

Quote:

Originally Posted by FBI (Post 9671163)
Yo!
Checking in again, wondering how it's going :)

I finished the first three flag types a few days ago! It's been a hectic few days since so I haven't made much progress. Do you need these by a specific date?

Blah June 7th, 2017 12:22 PM

Quote:

Originally Posted by Trev (Post 9671183)
I finished the first three flag types a few days ago! It's been a hectic few days since so I haven't made much progress. Do you need these by a specific date?

Preferably by the end of the week so I can test other parts of it. A little later is fine though.

Trev June 7th, 2017 4:58 PM

Quote:

Originally Posted by FBI (Post 9671217)
Preferably by the end of the week so I can test other parts of it. A little later is fine though.

I won't promise you that it'll be done by then, but I can definitely try as hard as I can for the rest of today and Friday to get it done.

Just a Q: all of the moves that need to get FLAG_CONTACT have been set, correct?

Blah June 7th, 2017 5:33 PM

Quote:

Originally Posted by Trev (Post 9671620)
I won't promise you that it'll be done by then, but I can definitely try as hard as I can for the rest of today and Friday to get it done.

Just a Q: all of the moves that need to get FLAG_CONTACT have been set, correct?

Yup.

Blah June 25th, 2017 2:54 PM

Just wanted to drop in and say that this project is still ongoing and progressing smoothly. I've been lucky enough to get some help from SBird on certain things and I'm confident we'll have something play testable soon!

Currently recruiting help from those who wish to help programming certain parts of the engine and anyone who wants to help writing callbacks for moves +abilities!

So far, the battle is looping properly. I've added a couple of quality of life changes to the move select which show PP and Category of the move. I've also completed the accuracy checks and move chain up-until the damage and move animation portion!

As always you can check progress with the source code here:
https://github.com/EternalCode/battle_engine

Here's what it looks like ingame so far:
https://streamable.com/93k7w

igorfs10 June 27th, 2017 6:28 PM

Hi, I'm helping the FBI to make a pokemon switch screen, and I wanted to know what you guys think about it and if i need to improve something.
http://i.imgur.com/jvKMFCi.png

Vivacity June 28th, 2017 1:27 AM

Now THIS is hella cool. (I stalk keep an eager eye on your github anyway, haha, but I didn't catch this one till you posted!) Insert all the usual congratulatory gubbins here: i.e. how the hell are you even doing this/no one else IS even doing this/and it's open source?! give the man a RAISE

...I dunno why I made that sound all sardonic, lol, this IS awesome and so are you. :3 Love the video, and it doesn't hurt that the graphics are wayyy nicer than vanilla FR ;)

(also just noticed you're launching it from the Start menu, haha, which is stylish af haha)

anyway, this is SWEET, keep it up, you rock etc. :P

@ igorfs10 - DAMNNN that looks nice, you also rock, can't think of a thing I'd wanna change :)

pokemontutorialTV June 28th, 2017 8:20 AM

https://i.imgur.com/pmLIj8Z.png
You have two times the "B"-Button.

Criminon June 28th, 2017 1:36 PM

Quote:

Originally Posted by igorfs10 (Post 9690475)
Hi, I'm helping the FBI to make a pokemon switch screen, and I wanted to know what you guys think about it and if i need to improve something.
http://i.imgur.com/pmLIj8Z.png

Really really enjoy this. Only suggestion would be adding in IVs, either numbers or letters. I have also made it so the level could be increased into the 3 digits (255) as well as making the HP go into the thousands.
Also added in FBI's main screen to add the same bg design.

http://imgur.com/XfX1q3s.pnghttps://images.discordapp.net/attachments/325001525841887234/329725376987398146/multi2.PNG

http://imgur.com/0GbLQJs.pnghttps://i.imgur.com/pmLIj8Z.png

Updated:
http://imgur.com/p8u4A85.pnghttps://i.imgur.com/pmLIj8Z.png

igorfs10 June 28th, 2017 3:25 PM

Quote:

Originally Posted by Criminon (Post 9691054)
Really really enjoy this. Only suggestion would be adding in IVs, either numbers or letters. I have also made it so the level could be increased into the 3 digits (255) as well as making the HP go into the thousands.
Also added in FBI's main screen to add the same bg design.

http://imgur.com/XfX1q3s.pnghttps://images.discordapp.net/attachments/325001525841887234/329725376987398146/multi2.PNG

http://imgur.com/0GbLQJs.pnghttps://i.imgur.com/pmLIj8Z.png

Updated:
http://imgur.com/p8u4A85.pnghttps://i.imgur.com/pmLIj8Z.png

You are good to edit images.
But the status that show on the screen already have nature, iv and ev. I already think that in my image has too much information and removing the item name and skill can make the interface confusing.
This screen is just to switch the pokemon in battle, I dont think it need to have iv and ev.
I will have to edit to have 4 digit status and you gave me a great idea. ;)

Criminon June 28th, 2017 4:21 PM

Quote:

Originally Posted by igorfs10 (Post 9691092)
You are good to edit images.
But the status that show on the screen already have nature, iv and ev. I already think that in my image has too much information and removing the item name and skill can make the interface confusing.
This screen is just to switch the pokemon in battle, I dont think it need to have iv and ev.
I will have to edit to have 4 digit status and you gave me a great idea. ;)

Looking forward to the new update! Also shit, I just remembered that this was made:
https://www.pokecommunity.com/showthread.php?t=352399

This was something I overlooked. We should give ability and item names much more room.

Blah June 29th, 2017 11:33 AM

Quote:

Originally Posted by Trev (Post 9671620)
I won't promise you that it'll be done by then, but I can definitely try as hard as I can for the rest of today and Friday to get it done.

Just a Q: all of the moves that need to get FLAG_CONTACT have been set, correct?

Hey, I know it's been a while and you've probably been too busy to work on it. I ended up doing it myself yesterday, so you don't need to do it anymore. Thanks for trying to contribute!

Quote:

Originally Posted by igorfs10 (Post 9690475)
Hi, I'm helping the FBI to make a pokemon switch screen, and I wanted to know what you guys think about it and if i need to improve something.
http://i.imgur.com/jvKMFCi.png

That is looked blessed. I'm glad you decided to keep it relative to the battle textbox graphics!

Quote:

Originally Posted by Vivacity (Post 9690675)
Now THIS is hella cool. (I stalk keep an eager eye on your github anyway, haha, but I didn't catch this one till you posted!) Insert all the usual congratulatory gubbins here: i.e. how the hell are you even doing this/no one else IS even doing this/and it's open source?! give the man a RAISE

...I dunno why I made that sound all sardonic, lol, this IS awesome and so are you. :3 Love the video, and it doesn't hurt that the graphics are wayyy nicer than vanilla FR ;)

(also just noticed you're launching it from the Start menu, haha, which is stylish af haha)

anyway, this is SWEET, keep it up, you rock etc. :P

@ igorfs10 - DAMNNN that looks nice, you also rock, can't think of a thing I'd wanna change :)

Thank you for your kind words!

I'm actually quite curious how people think this change to the action select menu is? Personally I do like the Pokeball border being added to it, do others feel the same?

Quote:

Originally Posted by Criminon (Post 9691145)
Looking forward to the new update! Also ****, I just remembered that this was made:
https://www.pokecommunity.com/showthread.php?t=352399

This was something I overlooked. We should give ability and item names much more room.

So longer move names, ability names and Pokemon names are a thing. I don't know how we'd fit all these properties graphically on many of the game graphics. Consider the Opponent's HP box and Double battle HP boxes fitting:
http://i.imgur.com/IDkXjxS.png

Currently, the engine doesn't assume a char limit and will try to draw the entire name. However the graphics limit the sizes of these things. At the moment, the graphics are quite customizable, so I'll leave the customization of graphics to the user. Expansion is great and I love the idea of supporting other people's implementation variables, but I don't think I will force a user without expanded names/levels/ect to use a customized layout designed for expanded names.

That said, you guys are more than welcome to design two layouts for each case!

igorfs10 June 29th, 2017 1:33 PM

Quote:

Originally Posted by Criminon (Post 9691145)
Looking forward to the new update! Also ****, I just remembered that this was made:
https://www.pokecommunity.com/showthread.php?t=352399

This was something I overlooked. We should give ability and item names much more room.

The changes I wanted to make did not fit, but I have already arranged and fits all the information with that amount of characters of the link that you have posted.

http://i.imgur.com/nUBzRsK.png

Trev June 29th, 2017 7:02 PM

Sorry FBI, life took over and I completely forgot. My bad :( The new graphic screens look amazing and I literally cannot wait. Do you think you'll be implementing customization options?

Blah June 29th, 2017 8:44 PM

Quote:

Originally Posted by igorfs10 (Post 9691919)
The changes I wanted to make did not fit, but I have already arranged and fits all the information with that amount of characters of the link that you have posted.

http://i.imgur.com/nUBzRsK.png

Cool, I'll get to doing the needed coding for inserting this in the near future.
Quote:

Originally Posted by Trev (Post 9692135)
Sorry FBI, life took over and I completely forgot. My bad :( The new graphic screens look amazing and I literally cannot wait. Do you think you'll be implementing customization options?

An understandable problem. As for customization options, it depends what you mean. Feature toggling is a thing, most graphics are customizable.

---

Currently need a Yes/No menu that fits the theme. If anyone can make that, it'd be pretty awesome!

Trev June 30th, 2017 7:49 AM

http://i.imgur.com/3BHK8LZ.png

Something like this? I expanded it to support up to 9 characters. I would have done 12 but this screen shot didn't allow it, and I didn't want to move around elements when they might not be supported. I also have no idea if you can even make the box expand in-game but yeah. I based it off the stat screen design above and can modify it as necessary.

Enn June 30th, 2017 8:54 AM

Quote:

Originally Posted by igorfs10 (Post 9690475)
Hi, I'm helping the FBI to make a pokemon switch screen, and I wanted to know what you guys think about it and if i need to improve something.
http://i.imgur.com/jvKMFCi.png

The colors look dull.
Use Bright colors like game freak does...

Trev June 30th, 2017 10:01 AM

Quote:

Originally Posted by Nisarg (Post 9692626)
The colors look dull.
Use Bright colors like game freak does...

GameFreak's bright colors look horrendous by today's standards.

Blah July 1st, 2017 12:04 PM

Quote:

Originally Posted by Trev (Post 9692574)
http://i.imgur.com/3BHK8LZ.png

Something like this? I expanded it to support up to 9 characters. I would have done 12 but this screen shot didn't allow it, and I didn't want to move around elements when they might not be supported. I also have no idea if you can even make the box expand in-game but yeah. I based it off the stat screen design above and can modify it as necessary.

Yeah basically a Yes/No choice box like that. I think the textbox should be a similar style, but at the same time different from the battle textbox. Consider this:
http://i.imgur.com/zsRQuUl.png

The textbox design and the option box design are different, yet in a similar style. I hope that made sense :P

Trev July 1st, 2017 12:33 PM

Quote:

Originally Posted by FBI (Post 9693604)
Yeah basically a Yes/No choice box like that. I think the textbox should be a similar style, but at the same time different from the battle textbox. Consider this:
http://i.imgur.com/zsRQuUl.png

The textbox design and the option box design are different, yet in a similar style. I hope that made sense :P

Yeah, I can do that later tonight.

Criminon July 3rd, 2017 10:16 AM

Quote:

Originally Posted by Nisarg (Post 9692626)
The colors look dull.
Use Bright colors like game freak does...

Personally I really like the colors.


Quote:

Originally Posted by FBI (Post 9693604)
Yeah basically a Yes/No choice box like that. I think the textbox should be a similar style, but at the same time different from the battle textbox. Consider this:
http://i.imgur.com/zsRQuUl.png

The textbox design and the option box design are different, yet in a similar style. I hope that made sense :P

Can agree with what you're saying but would say it would be great having a unified hud throughout the game. Start Menu, Convos, Yes/No, Battle etc. Everything having the gray and yellow style would be A++


Did some more mock ups.

http://imgur.com/aFZDoRo.pnghttp://imgur.com/Ro6s6Xl.png

http://imgur.com/hhqiync.pnghttp://imgur.com/6pn3V4Y.png

Froosty July 5th, 2017 4:42 PM

Quote:

Originally Posted by Criminon (Post 9695401)
Personally I really like the colors.
Can agree with what you're saying but would say it would be great having a unified hud throughout the game. Start Menu, Convos, Yes/No, Battle etc. Everything having the gray and yellow style would be A++
Did some more mock ups.
http://imgur.com/aFZDoRo.pnghttp://imgur.com/Ro6s6Xl.png
http://imgur.com/hhqiync.pnghttp://imgur.com/6pn3V4Y.png

Dont about the hp box but the detailing, the things like atk and so are not so needed and look ugly there in battle menu!

Criminon July 5th, 2017 11:26 PM

Quote:

Originally Posted by The_learner (Post 9697391)
Dont about the hp box but the detailing, the things like atk and so are not so needed and look ugly there in battle menu!

Could you reword that a bit? I don't understand.

Enn July 17th, 2017 6:07 AM

2 Attachment(s)
Did some mock-ups i'd love to see implemented!
Attachment 82512
Attachment 82513

Criminon August 1st, 2017 3:51 PM

Quote:

Originally Posted by Nisarg (Post 9707257)
Did some mock-ups i'd love to see implemented!
Attachment 82512
Attachment 82513

Looks good! Only complaint I have is the icons for the types.

Enn August 1st, 2017 9:04 PM

Quote:

Originally Posted by Criminon (Post 9720535)
Looks good! Only complaint I have is the icons for the types.

Changeable.

BLAx501! September 20th, 2017 1:26 PM

Hey there!

I don't want to bother anyone, but, is this project still on developement?

Delta231 September 21st, 2017 3:38 AM

Quote:

Originally Posted by BLAx501! (Post 9757680)
Hey there!

I don't want to bother anyone, but, is this project still on developement?


Yes , I guess ;-;

Lunos September 26th, 2017 1:01 PM

Quote:

Originally Posted by BLAx501! (Post 9757680)
Hey there!

I don't want to bother anyone, but, is this project still on developement?

I didn't expected to see you here, Blax.
It's hard to tell, as of right now. The last thing that FBI said in the community's Discord was that he hasn't worked on it in a while because implementing the attacks was a boring task.
https://i.imgur.com/7LbTjkS.png

kobold October 23rd, 2017 6:27 AM

I'll have some free time over the next few days - if there's any boring tasks that need handling to speed up development I'm more than happy to do them.

Blah November 11th, 2017 10:58 PM

Hey, I've made some significant(?) progress in implementing some move mechanics! I'll post some video guides soon for anyone who wishes to help with adding new moves.

Delta231 November 11th, 2017 11:41 PM

Quote:

Originally Posted by FBI (Post 9792595)
Hey, I've made some significant(?) progress in implementing some move mechanics! I'll post some video guides soon for anyone who wishes to help with adding new moves.

Count me in. :)

Blah November 22nd, 2017 5:07 PM

Moves todo list



A todo list of all the moves which aren't implemented as of yet, but hopefully with some community help they all will. I've gone through each remaining move one by one and categorized them on difficulty to implement, so everyone no matter what skill can help make this process faster!
Q: Why is this being made before the video?
A: I need to use this for the video.


Easy difficulty


Moves in this category will generally only require an assignment or addition of a move_procs structure to get working. They're very simple! Note that it's possible some of the moves in this list are done simply by virtue of the engine. For example, Strength has no additional effect, just a power. This move would be done by the engine at no labor cost for the creator. I have listed such moves because the moves table is currently computer generated and it would be nice if someone can double check if everything about that specific move was generated correctly!

Spoiler:

Flamethrower Done
Water Gun Done
Hydro Pump Done
Ice Beam Done
Bubble Beam Done
Aurora Beam Done
Peck Done
Drill Peck Done
Submission Done
Strength Done
Mega Drain Done
Razor Leaf Done
Poison Powder Done
Stun Spore Done
Sleep Powder Done
String Shot Done
Thunder Shock Done
Thunderbolt Done
Rock Throw Done
Toxic Done
Confusion Done
Psychic Done
Hypnosis Done
Meditate Done
Agility Done
Quick Attack Done
Screech Done
Double Team Done
Recover Done
Harden Done
Smokescreen Done
Confuse Ray Done
Withdraw Done
Defense Curl Done
Egg Bomb Done
Lick Done
Smog Done
Sludge Done
Bone Club Done
Fire Blast Done
Hyper Beam Done
Frenzy Plant Done
Blast Burn Done
Hydro Cannon Done
Giga Impact Done
Rock Wrecker Done
Roar of Time Done
Prismatic Laster Done
Waterfall Done
Swift Done
Spike Cannon Done
Amnesia Done
Kinesis Done
Soft-Boiled Done
Glare Done
Poison Gas Done
Barrage Done
Leech life Done
Lovely Kiss Done
Bubble Done
Dizzy Punch Done
Spore Done
Flash Done
Splash Done
Acid Armor Done
Crabhammer Done
Fury Swipes Done
Bonemerang
Rock Slide Done
Hyper Fang Done
Sharpen Done
Slash Done
Flame Wheel Done
Aeroblast Done
Cotton Spore Done
Powder Snow Done
Mach Punch Done
Scary Face Done
Feint Attack Done
Sweet Kiss Done
Sludge Bomb Done
Mud-slap Done
Octazooka Done
Zap Cannon Done
Icy Wind Done
Bone Rush Done
Giga Drain Done
Charm Done
Swagger Done
Milk Drink Done
Spark Done
Steel Wing Done
Sacred Fire Done
Dynamic Punch Done
Mega Horn Done
Dragon Breath Done
Sweet Scent Done
Iron Tail Done
Metal Claw Done
Vital Throw Done
Morning Sun
Synthesis
Moonlight
Cross Chop
Twister
Crunch
Extreme Speed
Ancient Power
Shadow Ball Done
Rock Smash
Heat Wave
Flatter
Will-O-Wisp
Superpower
Tail Glow
Luster Purge
Mist Ball
Feather Dance
Teeter Dance
Blaze Kick
Needle Arm
Slack Off
Hyper Voice
Poison Fang
Crush Claw
Meteor Mash
Astonish
Fake Tears
Air Cutter
Overheat
Rock Tomb
Silver Wind
Metal Sound
Grass Whistle
Tickle
Cosmic Power
Signal Beam
Shadow Punch
Extrasensory
Muddy Water
Bullet Seed
Aerial Ace
Icicle Spear
Iron Defense
Howl
Dragon Claw
Bulk Up
Mud Shot
Poison Tail
Volt Tackle
Magical Leaf
Calm Mind
Leaf Blade
Dragon Dance
Rock Blast
Shock Wave
Water Pulse
Psycho Boost
Hammer Arm
Close Combat
Sucker Punch
Heart Swap
Flare Blitz
Fore Palm
Aura Sphere
Rock Polish
Dark Pulse
Night Slash
Aqua Tail
Seed Bomb
Air Slash
X-Scissor
Dragon Pulse
Power Gem
Drain Punch
Vacuum Wave
Focus Blast
Energy Ball
Brave Bird
Earth Power
Nasty Plot
Bullet Punch
Ice Shard
Shadow Claw
Thunder Fang
Ice Fang
Fire Fang
Shadow Sneak
Mud Bomb
Psycho Cut
Zen Headbutt
Flash Cannon
Rock Climb
Defog
Draco Meteor
Discharge
Lava Plume
Leaf Storm
Power Whip
Cross Poison
Gunk Shot
Iron Head
Magnet Bomb
Stone Edge
Chatter
Chargebeam
Wood Hammer
Aqua Jet
Attack Order
Defend Order
Heal Order
Head Smash
Double Hit
Spacial Rend
Dark Void
Seed Flare
Ominous Wind
Hone Claws
Psyshock
Autotomize
Flame Burst
Sludge Wave
Quiver Dance
Flame Charge
Coil
Low Sweep
Acid Spray
Scald
Heal Pulse
Circle Throw
Incinerate
Inferno
Water Pledge (no effect singles)
Fire Pledge (no effect singles)
Grass Pledge (no effect singles)
Struggle Bug
Bulldoze
Frost Breath
Dragon Tail
Work Up
Electro Web
Wild Charge
Drill Run
Dual Chop
Heart Stamp
Horn Leech
Razor Shell
Leaf Tornado
Cotton Guard
Nightdaze
Psystrike
Tail Slap
Head Charge
Gear Grind
Searing Shot
Secret Sword
Glaciate
Bolt Strike
Blue Flare
Fiery Dance
Snarl
Icicle Crash
V-create
Noble Roar
Parabolic Charge
Disarming Voice
Draining Kiss
Play Rough
Fairy Wind
Moonblast
Boomburst
Play Nice
Confide
Mystical Fire
Eerie Impulse
Happy Hour
Dazzling Gleam
Celebrate
Hold Hands
Baby-Doll-Eyes
Power-up Punch
Oblivion Wing
Land's Wrath
Light of Ruin
Origin Pulse
Precipice Blades
Hyperspace Fury
Ice Hammer
High Horsepower
Lea***e
Toxic Thread
Pollen Puff
Lunge
Fire Lash
Smart Strike
Trop Kick
Clanging Scales
Psychic Fangs
Dragon Hammer
Brutal Swing
Fleur Cannon
Shadow Bone
Accelerock
Liquidation
Tearful Look
Mind Blown
Plasma Fists
Zing Zap
Bug Buzz



Medium difficulty


Moves in this category require you to write one or more simple callback. If you're stuck with a move in this category feel free to post asking how to do it.

Spoiler:

Surf
Blizzard
Seismic Toss Done
Dragon Rage
Fire Spin
Earthquake
Rest Done
Clamp
Mean Look
Low Kick
Leech Seed
Growth
Psywave Done
Triple Kick
Counter (harder one)
Petal Dance (Copy Thrash)
Dig (copy Fly's callback algorithm)
Teleport (Copy Whirlwind)
Focus Energy
Haze
Self-Destruct
Nightshade
Skull Bash
Constrict (Copy wrap)
Tri Attack
Super Fang
Nightmare
Snore
Curse
Explosion
Flail
Reversal
Spite
Belly Drum
Foresight
Lock-On
Outrage (Copy Thrash)
False Swipe
Fury Cutter (Requires you to add 1 field to p_bank)
Heal Bell
Return
Present Done
Frustration
Pain Split
Magnitude
Pursuit
Dream Eater
Hidden Power
Psych Up
Whirlpool (copy wrap)
Upraor (Copy thrash)
Facade
Focus Punch (might be done already)
Smelling Salts
Follow Me
Revenge
Endeavor
Eruption
Imprison
Refresh
Dive (Copy Fly)
Arm Thrust
Aromatherapy
Water Spout
Sky Uppercut
Roost
Wake-up Slap
Gyro Ball
Brine
Acupressure
Payback
Assurance
Psycho Shift
Trump Card
Wring Out
Power Trick
Power Swap
Guard Split
Punishment
Last Resort
Aqua Ring
Dragon Rush
Avalanche
Captivate
Grass Knot
Crush Grip
Magma Storm (copy wrap)
Venoshock
Rage Powder
Smack Down (add a volatile)
Storm Throw
Heavy Slam
Syncronoise
Electro Ball
Foul Play
After You (Always fails in singles)
Round (add a volatile "used Round" and clear it in a residual effect like wrap)
Echoed Voice
Clear Smog Done
Stored Power
Quick Guard
Hex
Quash
Final Gambit (try recoil 100% and give move.dmg like NightShade)
Heat Crash
Steamroller
Freeze Shock (I may have already did this one)
Ice burn (Ditto top)
Fusion Flare (singles just check opp move)
Fusion Bolt (Ditto top)
Fell Stinger
Topsy-Turvy
Flower Shield
Steam eruption (Thaw on water move)
Water Shuriken (Ash Greninja! LOL! )
Aromatic Mist (Always fail singles)
Venom Drench
Powder (kind of hard)
Geomancy
Magnetic Flux
Hold Back
Infestation
Shore Up
First Impression
Fake Out
Sparkling Aria
Strength Sap (Mod move after it lands)
Spotlight
Gear Up
Throat Chop (set target's disabled moves with duration 2)
Power Trip
Purify
Revelation Dance
Beak Blast
Nature's Madness
Helping Hand (fails in singles)



Hard difficulty


These moves aren't supported by the engine and require various additions to it (in addition to regular callbacks) to work. Some of them don't require additions to the engine, but have complex callbacks. Lets face it, these are the moves that I will end up having to do. If you're feeling up to the task you can try. Some of these moves will move to medium when another is completed though. For example, when I do Rollout, Iceball will no longer be considered hard as you just copy Rollout.

Spoiler:

Rage (I don't even know what this move does)
Barrier Done
Light Screen Done
Mimic
Bide
Metronome Done
Mirror Move Done
Transform
Substitute
Sketch
Mind Reader (Might be medium)
Destiny Bond
Rollout (close to medium) Done
Attract
Sleep Talk (moves down to medium after metronome) Done
Encore
Mirror Coat
Future Sight Done
Beat Up
Stockpile
Spit Up
Swallow
Torment
Charge Done
Taunt
Wish Done
Assist Done
Ingrain
Magic Coat Done
Yawn Done
Grudge
Secret Power (not hard but can't be done until terrain)
Ice Ball Done
Snatch Done
Odor Sleuth
Doom Desire Done
Metal Burst
Heal Block
Lucky Chant
Me First Done
Copycat Done
Magnet Rise
Mirror Shot
Guard Split
Power Split
Telekinesis
Chipaway
Ally Switch
Sky Drop
Sacred Sword (stat change ignore)
Relic Song
Rototiller (grounded effect required)
Thousand arrows (Grounded effect)
Darkest Lariat (stat change ignore)
Laser focus (next turn crits)
Speed Swap (stat swap)
Instruct (move force and turn change)
Shell trap (phys dmg check)
Stomping Tantrum (check last move failed)
Photon Geyser (Stat higher based dmg)
Mist
Spikes
Perish Song
Sandstorm Done
Safe Guard
Rain Dance Done
Sunny Day Done
Hail Done
Nature Power
Brick Break Done
Water Sport
Mud Sport
Gravity
Miracle eye
Tailwind
Toxic Spikes
Trick Room
Stealth Rock
Wonder Room
Magic Room
Sticky Web
Grassy Terrain
Misty Terrain
Electric terrain
Psychic Terrain
Aurora Veil Done
Weather Ball
Hurricane
Thunder
Floral Healing
Reflect Done
Camouflage
Rapid Spin (needs to be finished later)
Conversion Done
Conversion 2 Done
Reflect Types Done
Soak Done
Flying Press Done
Trick-or-Treat Done
Ion Deluge Done
Forest's Curse Done
Electrify Done
Burn up Done
Protect Done
Detect Done
Endure Done
Feint Done
Wide Guard Done
Mat Block Done
Phantom Force Done
Crafy Shield Done
King's Shield Done
Hyperspace Hole Done
Spiky Shield Done
Baneful Bunker Done
Shadow Force Done




Currently impossible


These are moves that are currently impossible to implement. The engine simply doesn't support everything yet, and until support is added and tested these moves are impossible for one reason or another.

Spoiler:

Abilities for Pokemon need to be revisited and revamped. They were made before moves and the engine has changed too much to use the older code. I will revamp the abilities and their callback system. After that these moves can be implemented:
Spoiler:

Role Play
Skill Swap
Gastroo Acid
Worryseed
Simple Beam
Core Enforcer
Sunsteel Strike
Moongeist Beam
Entrainment


Items aren't implemented yet. So moves using items won't be doable until items are done. Such moves are:
Spoiler:

Multi-attack (Dependent on item)
Belch
Techno Blast (item)
Bestow (Item)
Bug Bite
Judgement
Embargo
Fling
Pluck
Natural Gift
Knock Off
Covet
Recycle
Theif
Trick
Switcheroo



Moves that can't be done until Switching is completed:
Spoiler:

Baton Pass
Memento
U-turn
Healing Wish
Volt Switch
Fairy Lock (Switch in prevention)
Thousand Waves (Switching)
Spirit Shackle (switching)
Anchor Shot (switching)
Spider Web
Block
Retaliate
Lunar Dance
Parting Shot


Moves that won't be done until much much later:
Z-moves



...

Blah November 22nd, 2017 5:15 PM

Hey this is a video explaining the Battle engine move callbacks currently implemented and how they work. I've added a little more to these since making the video, but the concept is about the same!

It's 15 mins long and worth the watch if you plan to help or plan to use this engine. It is needed for medium difficulty moves, but not needed for easy ones. Next video will explain actually adding moves.


EDIT: First post has been updated with quick building information and the information posted so far.

Blah November 22nd, 2017 9:05 PM

Adding basic moves:




Some more example procs



Ember:
https://i.imgur.com/LQIPBLi.png

Ice Beam:
https://i.imgur.com/QmdO2AB.png

Psybeam:
https://i.imgur.com/UKPXxiG.png

Shell Smash:
https://i.imgur.com/DtjerM6.png

ASDBUDDY November 25th, 2017 2:01 PM

DID the first few easy moves namely
Flamethrower
Water Gun
Hydro Pump
Surf(callback req)
Ice Beam
Blizzard(callback req)
Bubble Beam(proc can be reused for constrict)
Aurora Beam(proc can be reused for playrough)
Peck
Drill Peck
sooo yeh

Blah November 25th, 2017 7:25 PM

Quote:

Originally Posted by ASDBUDDY (Post 9799649)
DID the first few easy moves namely
Flamethrower
Water Gun
Hydro Pump
Surf(callback req)
Ice Beam
Blizzard(callback req)
Bubble Beam(proc can be reused for constrict)
Aurora Beam(proc can be reused for playrough)
Peck
Drill Peck
sooo yeh

Thanks. Surf and Blizzard are moved to medium difficulty. If you spot these kinds of moves that require callbacks down the list let me know!

ASDBUDDY November 25th, 2017 9:26 PM

did another set of moves namely:

Submission
Seismic Toss(requires call back)
Strength
Mega Drain
Razor Leaf
Poison Powder
Stun Spore
Sleep Powder
String Shot
Dragon Rage (requires call back)

Blah November 25th, 2017 10:46 PM

Quote:

Originally Posted by ASDBUDDY (Post 9799808)
did another set of moves namely:

Submission
Seismic Toss(requires call back)
Strength
Mega Drain
Razor Leaf
Poison Powder
Stun Spore
Sleep Powder
String Shot
Dragon Rage (requires call back)

Thanks again. I've updated the moves post and moved Dragon Rage and Seismic Toss into Medium.

Delta231 November 26th, 2017 2:09 AM

I did the following moves for this engine.


Thunder Shock
Thunderbolt
Thunder Wave
Thunder
Confusion
Hypnosis
Meditate
Agility

Blah November 26th, 2017 6:55 AM

Quote:

Originally Posted by Delta231 (Post 9799879)
I did the following moves for this engine.


Thunder Shock
Thunderbolt
Thunder Wave
Thunder
Confusion
Hypnosis
Meditate
Agility

Thanks. Thunder is marked currently impossible because Rain and field effects aren't completed yet. Additionally, I've moved Firespin (for it's lingering effect) and Earthquake (interaction with dig) into Medium difficulty.

ASDBUDDY November 26th, 2017 12:32 PM

allright these following moves have been fixed and tested

Thunder Shock
Thunderbolt
Rock Throw
Toxic
Confusion
Psychic
Hypnosis
Meditate
Agility

Blah November 26th, 2017 3:24 PM

Quote:

Originally Posted by ASDBUDDY (Post 9800106)
allright these following moves have been fixed and tested

Thunder Shock
Thunderbolt
Rock Throw
Toxic
Confusion
Psychic
Hypnosis
Meditate
Agility

Alright, updated the post thanks. Adrevi also managed Screech to Fire Blast, so those have been updated. I move Barrier and lightscreen into hard for now. The `.heal` member got fixed as well, it's a percentage to heal now, so moves like recover set it to 50 for 50% heal.

EDIT: Recharge moves such as hyperbeam have been moved to easy and completed. Now attaching the FLAG_RECHARGE to the move will do the entire recharge effect without need for a callback.

ASDBUDDY November 27th, 2017 1:43 AM

another batch done

Waterfall
Swift
Spike Cannon
Amnesia
Kinesis
Soft-Boiled
Glare
Poison Gas
Barrage

also changed
posion_powder_procs to posion_100_procs

nuzzle_procs to paralyze_100_procs

twineedle_procs to poison_20_procs

all of them have been readjusted in the respective moves using them and those moves have been tested

double hitting moves causing errors

ASDBUDDY November 27th, 2017 3:45 AM

another batch coming up, there you go:

Leech life
Lovely Kiss
Bubble
Dizzy Punch
Spore
Flash
Splash
Acid Armor
Crabhammer
Fury Swipes
Rock Slide
Hyper Fang
Sharpen
Slash

bonemerang is done, but waiting on the double hitting move fix update

Rest is done as well but it
1.doesnt work if the user has any other status effect
2.ability check(but abilities arent in yet so im not gonna sweat over that)

Psywave requires call back

Blah November 27th, 2017 10:03 AM

Quote:

Originally Posted by ASDBUDDY (Post 9800335)
another batch done

Waterfall
Swift
Spike Cannon
Amnesia
Kinesis
Soft-Boiled
Glare
Poison Gas
Barrage

also changed
posion_powder_procs to posion_100_procs

nuzzle_procs to paralyze_100_procs

twineedle_procs to poison_20_procs

all of them have been readjusted in the respective moves using them and those moves have been tested

double hitting moves causing errors

Awesome. I've moved Psybeam to medium. Also moved rest to medium and finished it! The type change moves are new able to be done as well. I'm currently working on a few of those. Double hits were fixed as well.

ASDBUDDY November 27th, 2017 12:04 PM

PSYWAVE doneo!

Blah December 1st, 2017 4:54 PM

Just dropping in to update. We've got 190~ moves finished between the three of us, (myself, ASDBUDDY and Adrevi). Most of the impossible section has been reduced significantly. It's now just a handful of moves remaining in that section.

I hope we'll get some more people joining in soon. Personally I've finished a moves that call other moves, weather effects, protection, protection breaking moves, and revamped the callback system in the past couple of days. Progress is going well, and I hope we get more contributors to speed things up! I should emphasize that programming knowledge is not needed to help with the easy moves!

Repo: https://github.com/EternalCode/battle_engine
You can find me on the #Hack-programming or #rom-hacking channel on PC's discord!

Delta231 December 1st, 2017 8:51 PM

190 moves done already! Awesome going FBI, I will join you guys after a while. (Family problems going on atm)

thechurchofcage December 13th, 2017 5:29 PM

Hey, guys, I just wanted to say thanks and kudos for the amazing work you've done! I'd love to contribute, but I'm going to have to re-teach myself coding first...

Blah December 13th, 2017 8:57 PM

Quote:

Originally Posted by Bozster (Post 9808575)
Hey, guys, I just wanted to say thanks and kudos for the amazing work you've done! I'd love to contribute, but I'm going to have to re-teach myself coding first...

Thanks for the compliments. Actually some of this doesn't require programming.

We've been working secretly in the back and currently we are 437 / 603 moves done so far. 107 of the remaining moves require no programming and we'd love the extra man power!

Noodlewhiz December 13th, 2017 9:01 PM

Quote:

Originally Posted by FBI (Post 9808698)
Thanks for the compliments. Actually some of this doesn't require programming.

We've been working secretly in the back and currently we are 437 / 603 moves done so far. 107 of the remaining moves require no programming and we'd love the extra man power!

Great work! You guys are the best!

Btw, there are more than 603 moves total. Which moves aren't being included?

Blah December 13th, 2017 9:25 PM

Quote:

Originally Posted by Noodlewhiz (Post 9808699)
Great work! You guys are the best!

Btw, there are more than 603 moves total. Which moves aren't being included?

Z-moves and a couple of "clones".

Megax Rocker December 14th, 2017 3:29 AM

Will this battle system include new abilities or it's just limited to moves?

Delta231 December 14th, 2017 5:26 AM

Quote:

Originally Posted by Megax Rocker (Post 9808838)
Will this battle system include new abilities or it's just limited to moves?

Everything to match the latest mechanism.

Wüfzhéévk December 14th, 2017 5:50 AM

Nice idea!, I would like to help but, I've got limited knowledge on that area
Btw, it was mentioned that everything would be included in order to match the latest mechanism, does that means the megaevolutions will also be included?

Delta231 December 14th, 2017 6:26 AM

Quote:

Originally Posted by Wüfzhéévk (Post 9808881)
Nice idea!, I would like to help but, I've got limited knowledge on that area
Btw, it was mentioned that everything would be included in order to match the latest mechanism, does that means the megaevolutions will also be included?

Yeah, I hope so and If you want to help PM me.

thechurchofcage December 14th, 2017 8:09 AM

May I ask which moves wouldn't require programming? And how so? Also, maybe not the right place to ask, but has expanding the length of move names (Hi Jump Kick -> High Jump Kick) been looked into at all?

Delta231 December 14th, 2017 8:10 AM

Quote:

Originally Posted by Bozster (Post 9808939)
May I ask which moves wouldn't require programming? And how so? Also, maybe not the right place to ask, but has expanding the length of move names (Hi Jump Kick -> High Jump Kick) been looked into at all?

Look at github and it's in TOD.

Delta231 January 7th, 2018 8:57 PM

All moves are done (Yup, all of them). We have started making abilities. If you want to help please contact me in DM.

Megax Rocker January 7th, 2018 9:12 PM

BTW are you considering the addition of new move animations for your moves?

Because if that's the case I can help out since I've been researching this topic and got quite good at making them.

Delta231 January 7th, 2018 10:03 PM

Quote:

Originally Posted by Megax Rocker (Post 9821611)
BTW are you considering the addition of new move animations for your moves?

Because if that's the case I can help out since I've been researching this topic and got quite good at making them.

We actually want to finish abilities, items and battle modes first. I think the move animations will come at last.

Megax Rocker January 8th, 2018 12:10 AM

Quote:

Originally Posted by Delta231 (Post 9821642)
We actually want to finish abilities, items and battle modes first. I think the move animations will come at last.

That's fair I guess.

Making move animations has become kinda of a hobby so I'll be making them and once you decide to get to them I'll be sure to contribute.

Delta231 January 8th, 2018 1:36 AM

Quote:

Originally Posted by Megax Rocker (Post 9821700)
That's fair I guess.

Making move animations has become kinda of a hobby so I'll be making them and once you decide to get to them I'll be sure to contribute.


Ok, I should have mentioned this before, as the engine is made from scratch the making of mobe animations would be entirely different. I would like FBI to answer this.

Noodlewhiz January 8th, 2018 8:29 AM

Is the trainer AI going to be updated as well?

Wüfzhéévk January 8th, 2018 1:15 PM

I was thinking that some special pokemon like ash-greninja should be inserted as mega evos, however the only method they could mega evolve in that case, would be by having the ability battle bond, which doesnt activates until defeating an evolution.

this could also be done to pokes like wishiwashi, where its ability would check if it is lvl 20, then megaevolve, and if its hp drops below 25%, it returns to the normal form...

I dont know how to help you doing this though...

Z-nogyroP January 8th, 2018 2:05 PM

Quote:

Originally Posted by Wüfzhéévk (Post 9822082)
I was thinking that some special pokemon like ash-greninja should be inserted as mega evos, however the only method they could mega evolve in that case, would be by having the ability battle bond, which doesnt activates until defeating an evolution.

this could also be done to pokes like wishiwashi, where its ability would check if it is lvl 20, then megaevolve, and if its hp drops below 25%, it returns to the normal form...

I dont know how to help you doing this though...

obviously i'm not an expert on this system, but inserting those form changes as megas seems way more complicated than just... making them form changes, especially considering you can only mega-evolve once per battle, so they'd need to make exceptions for these "megas," especially since wishiwashi can repeatedly switch between school and solo. they would also need special graphics handling so the mega evolution symbol doesn't appear.

i can sort of see your point, but it seems a bit like saying "implement burmy's forms by using castform, except make it check the environment instead of the weather." besides, mega evolution seems markedly more difficult to implement than battle bond.

Blah January 8th, 2018 7:53 PM

Quote:

Originally Posted by Megax Rocker (Post 9821700)
That's fair I guess.

Making move animations has become kinda of a hobby so I'll be making them and once you decide to get to them I'll be sure to contribute.

Would love to hear from you when we get there!

Quote:

Originally Posted by Noodlewhiz (Post 9821936)
Is the trainer AI going to be updated as well?

Yeah, when we get there.

Quote:

Originally Posted by Wüfzhéévk (Post 9822082)
I was thinking that some special pokemon like ash-greninja should be inserted as mega evos, however the only method they could mega evolve in that case, would be by having the ability battle bond, which doesnt activates until defeating an evolution.

this could also be done to pokes like wishiwashi, where its ability would check if it is lvl 20, then megaevolve, and if its hp drops below 25%, it returns to the normal form...

I dont know how to help you doing this though...

Hm, we don't really need anything hacky I think. Just attach the transformation condition/changes to the ability. The design allows that sort of thing. But I haven't done megas yet.

There are about 200~ abilities which need completing, about 50~ moves remaining and items (I'm not implementing all the items, just a few hard ones I think). Once those are done, Pokeballs/capturing/learning moves given exp/some polishing is done I think we'd be ready for a release.

I'd give a release date, but lately I've fallen back into my demotivation phase. This seems to happen to me once every few months where I just get too demotivated to do any hacking/other things are more interesting. I think I'll get over it this time a little faster though, we'll see.

Delta231 January 8th, 2018 10:01 PM

Here's a TOD List for the Abilities

https://github.com/EternalCode/battle_engine/issues

DTD February 12th, 2018 8:26 PM

This project is truly amazing. I wish I could support you guys somehow, but with no programming knowledge there seems to be nothing I can do :P. But something has been bothering me though. I know it's still WIP, but in the mockup of the pokemon summary screen, there's no place for 64x64 pokemon sprite, just the icon only. What happened ? The pokemon summary screen is (if not only) the only place you can see how your pokemon look ( with 64x64 sprite of course). Am I missing something here, or that's just how you guys planted it to be. Also, the IV being shown in Pokemon summary screen is surly nice to have, but it's not essential. I mean, not everybody(hackers and player) would like to have that feature. Sometimes, well at least to me, showing all the Iv and stuff turn pokemon into somekind of battling and calculating and numbers matter most- kind of game...and thus, making it not fun to play anymore.

Neon Skylar March 27th, 2018 3:48 PM

When I finally thought that compiling the code, I get this error

https://imgur.com/8nlpJhc

DIAGO - OH November 18th, 2018 10:11 AM

Are you going to release a patch after this project is finished...it would be great..

BluRose November 18th, 2018 12:30 PM

Quote:

Originally Posted by DIAGO - OH (Post 9950173)
Are you going to release a patch after this project is finished...it would be great..

hiya! for all intents and purposes, this project isn't being worked on anymore. it exists if you would like to further it yourself, but it's kinda on hiatus currently


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