Quote:
Originally Posted by PokeGlitch
Nice. That was quick. One more suggestion while I'm thinking of it. I really like the rings (I'm doing something similar with potions), but I'm not sure I like the method of activating a ring.
Instead of placing them at the top of the pack, maybe you should just dedicate a separate byte that contains the 'current ring'.
You could change rings at the dresser in your bedroom or use an item like a 'Ring Case' to hold all of the rings. You can list the current ring being worn in the Player Card.
This way, it doesn't take up space in the pack, they don't even have to be items (a bitfield can be used to determine which rings you have found) and you can have up to 255 different types.
Its a little bit extra coding, since you can't just use the standard 'item pickup' function when a ring gets found, but that's just my elaborate suggestion. (Again, I'm doing something similar with a Flask item that holds a potion, so its one item but 255 different possible uses)
|
I agree with some of that. I'm going to change it so you can "use" the rings to wear them (only one at a time). However, I'm going to keep the Gen 1 item system intact. No separate pouches for stuff.
By the way, I think you're mistaken about the bitfield being able to hold 255 different types of items. If you use a byte as a bitfield, you can represent 8.
Quote:
Originally Posted by Prixy
Will this work for Super/Max Repels as well?
And yeah I know it'll be a while, but I'm still stoked for it! xD
|
Yep. The way it works is that it first searches your bag for a REPEL. If you don't have a REPEL, it searches for SUPER_REPEL. If you don't have SUPER REPEL, it searches for a MAX REPEL.
I also added day/night pokemon tonight! The way it works is that when it's night, 3 of the wild pokemon slots are replaced for each route (1 common, 1 uncommon, 1 rare). I'll have to add Hoothoot now... And here's a screenshot that tells you what time of day it is when you press START, in case you're playing without color.