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

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.


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