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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:
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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) |
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Checking in again, wondering how it's going :) |
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Just a Q: all of the moves that need to get FLAG_CONTACT have been set, correct? |
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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 |
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 |
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 :) |
https://i.imgur.com/pmLIj8Z.png
You have two times the "B"-Button. |
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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 |
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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. ;) |
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https://www.pokecommunity.com/showthread.php?t=352399 This was something I overlooked. We should give ability and item names much more room. |
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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! |
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http://i.imgur.com/nUBzRsK.png |
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?
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--- Currently need a Yes/No menu that fits the theme. If anyone can make that, it'd be pretty awesome! |
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. |
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Use Bright colors like game freak does... |
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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 |
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Did some more mock ups. http://imgur.com/aFZDoRo.pnghttp://imgur.com/Ro6s6Xl.png http://imgur.com/hhqiync.pnghttp://imgur.com/6pn3V4Y.png |
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Hey there!
I don't want to bother anyone, but, is this project still on developement? |
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Yes , I guess ;-; |
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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 |
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.
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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.
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Moves todo listA 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 difficultyMoves 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:
Medium difficultyMoves 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:
Hard difficultyThese 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:
Currently impossibleThese 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:
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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. |
Adding basic moves:Some more example procsEmber: 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 |
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 |
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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) |
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I did the following moves for this engine.
Thunder Shock Thunderbolt Thunder Wave Thunder Confusion Hypnosis Meditate Agility |
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allright these following moves have been fixed and tested
Thunder Shock Thunderbolt Rock Throw Toxic Confusion Psychic Hypnosis Meditate Agility |
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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. |
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 |
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 |
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PSYWAVE doneo!
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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! |
190 moves done already! Awesome going FBI, I will join you guys after a while. (Family problems going on atm)
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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...
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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! |
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Btw, there are more than 603 moves total. Which moves aren't being included? |
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Will this battle system include new abilities or it's just limited to moves?
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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? |
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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?
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All moves are done (Yup, all of them). We have started making abilities. If you want to help please contact me in DM.
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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. |
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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. |
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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. |
Is the trainer AI going to be updated as well?
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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... |
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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. |
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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. |
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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.
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Are you going to release a patch after this project is finished...it would be great..
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