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  #1    
Old June 17th, 2005 (8:10 AM). Edited June 17th, 2005 by Sceptile_Master.
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    OK I have just started this a little bit ago. So far it's only coded for certain things so shouldn't be copied yet but once it's done, copy away. You can download the very beta demo here. It's early in the works but it's coming along. It's for rm2k3 by the way (not rm2k it has sucky key input processness). Once my website is fully XHTMLed, CSSed and PHPed up it will have info on it in one of its sections. Just check it out a bit. Krazys will probably end up being better but just try it out if you really wish. My brother has the TV on really loud at the moment though so I'm going to cut my post short here. I can't concentrate.

    EDIT: Make sure you have the rm2k3 rtp and runtime package installed. I haven't included it in the project. therefore it's only like 780KB. At least that's a bonus.

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      #2    
    Old June 17th, 2005 (8:25 AM).
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      Quote:
      Originally Posted by Sceptile_Master
      OK I have just started this a little bit ago. So far it's only coded for certain things so shouldn't be copied yet but once it's done, copy away. You can download the very beta demo here. It's early in the works but it's coming along. It's for rm2k3 by the way (not rm2k it has sucky key input processness). Once my website is fully XHTMLed, CSSed and PHPed up it will have info on it in one of its sections. Just check it out a bit. Krazys will probably end up being better but just try it out if you really wish. My brother has the TV on really loud at the moment though so I'm going to cut my post short here. I can't concentrate.
      sounds intersting don't hold back because somebody is doing the same thing. The best thing is to learn from it and be able to create batter games.

      Ehhh about that sucky key input processness, it is the same but just with more keys... oh well

      Good luck
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        #3    
      Old June 17th, 2005 (8:50 AM).
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        That's what I mean. There isn't enough keys.
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        Old June 17th, 2005 (8:51 AM).
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          Quote:
          Originally Posted by Sceptile_Master
          That's what I mean. There isn't enough keys.
          As fas as I know you only need the up, down, left, right, enter and esc for a pokemon battle system...
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          Old June 17th, 2005 (8:54 AM).
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            Yeah but I need a key for select and start too.
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            Old June 17th, 2005 (8:59 AM).
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              Quote:
              Originally Posted by Sceptile_Master
              Yeah but I need a key for select and start too.
              ...I never used those in my CBS :\ . don't know what they should do(besides help, but that is an option I find stupid, handy but stupid)
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              Old June 17th, 2005 (9:01 AM).
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                No but they are used for a pokemon system altogether. This isn't just a pokemon battle system I suppose it's more of a whole pokemon system.
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                Old June 17th, 2005 (9:06 AM).
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                  Quote:
                  Originally Posted by Sceptile_Master
                  No but they are used for a pokemon system altogether. This isn't just a pokemon battle system I suppose it's more of a whole pokemon system.
                  I made a CBS, CMS, storing system and some more pokemon systems, but I never I had to use more then the butons in RM2k...I made it with RM2k btw.(see pokemon champion)
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                  Old June 17th, 2005 (9:20 AM).
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                    I just checked it out. Extremely impressive. The only problem I see that you have got is the lack of proper speed, experience and damage formulae. Very good though. I suppose an rm2k battle system doesn't need to be exactly like the original anyways.
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                    Old June 17th, 2005 (9:23 AM).
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                      Quote:
                      Originally Posted by Sceptile_Master
                      I just checked it out. Extremely impressive. The only problem I see that you have got is the lack of proper speed, experience and damage formulae. Very good though. I suppose an rm2k battle system doesn't need to be exactly like the original anyways.
                      thank you, I know about lack of proper speed, experience and damage. but the demo is kinda old so I fixed the HP and experiance.

                      Hehe this is getting off topic . oh well I hope you can complete this. Will save some time for a lot of people.
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                        #11    
                      Old June 17th, 2005 (9:29 AM).
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                        My presentation isnt as good as yours is though. I've got the real damage formulaes and speed formulaes in there though. But meh. Anyhoo if some people like the look of how it's coming along then mabye people can help. I mean whatever gets the system done quicker, right?
                          #12    
                        Old June 18th, 2005 (1:02 AM).
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                          If I may interject, perhaps you two could combine your efforts and make an even
                          better battle system, since Sceptile Master has the real damage and speed formulas, while funnybunny has the inital battle system set-up.

                          By the way, what would you be using Select for anyway? Esc takes the place of Start (Since it calls the menu by default)... usually Select would be for a "Help" Sub menu that appears in-game, but I suppose you could work-around that by having a help menu on the PKMN Menu Screen, sort of like this:

                          PKMN Dex
                          PKMN
                          Items
                          PLAYER
                          Options
                          Help
                          Exit

                          Well in any case good luck.
                            #13    
                          Old June 18th, 2005 (1:10 AM).
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                            Quote:
                            Originally Posted by Shinra
                            If I may interject, perhaps you two could combine your efforts and make an even
                            better battle system, since Sceptile Master has the real damage and speed formulas, while funnybunny has the inital battle system set-up.
                            Well I am almost done with all the basic stuff, so I don't want to team up now with somebody. I would like those real damage and speed formulas, that would be cool. Now I am doing it all with just testing it out
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                              #14    
                            Old June 18th, 2005 (2:38 AM).
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                              Right I'll pop by with those damage formulaes and such in a while when I have more time. And select is used for items you have set to that button. Just out of curiosity funnybunny whats the current situation about a pokemons stats in your battle system like?
                                #15    
                              Old June 19th, 2005 (1:16 AM).
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                                Quote:
                                Originally Posted by Sceptile_Master
                                Right I'll pop by with those damage formulaes and such in a while when I have more time. And select is used for items you have set to that button. Just out of curiosity funnybunny whats the current situation about a pokemons stats in your battle system like?
                                I don't use stats I calculate everything from the lv. Saves some varibales and time.

                                Attack is like this: (((lv*rand(2-3))/10)+rand(3-5))+extra
                                the extra is when growl or something is used.
                                still have no speed jet :/ . still have to add that.
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                                  #16    
                                Old June 19th, 2005 (1:20 AM).
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                                  Yeah it does use like an extra 12 variables per pokemon the layer has for proper stats. The only problem I see with the formulae is every pokemon is the same even when they evolve. Mabye adding a little something might help.
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                                  Old June 19th, 2005 (1:31 AM).
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                                    Quote:
                                    Originally Posted by Sceptile_Master
                                    Yeah it does use like an extra 12 variables per pokemon the layer has for proper stats. The only problem I see with the formulae is every pokemon is the same even when they evolve. Mabye adding a little something might help.
                                    Yeah I know but I add something when you use a stronger attack. So pokemon that evolve have stronger attack
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                                    Old June 19th, 2005 (2:20 AM).
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                                      Types would be easy enough to put in too.
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                                      Old June 19th, 2005 (2:30 AM).
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                                        Quote:
                                        Originally Posted by Sceptile_Master
                                        Types would be easy enough to put in too.
                                        what? you mean like water is stong against fire etc...

                                        Yeah that I am gonna put in there, still have to do that too XD. Was thinking to just make a big list off all pokemon to reconize what type they are(same for enn) and then look if the attack needs some more or less .

                                        Pretty easy but hell of a lot of work.
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                                        Old June 19th, 2005 (2:44 AM).
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                                          For types my battle system does this. Each type has a reference number 1-17 I think they are. I noted down on pieces of paper what number each type is and then each pokemon has 2 variables assigned to it. One for type one and one for type two. If type 2 is 0 then it's no type. Then in the damage formulae I have the usual conditional branch checking what the variables are and stuff.
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                                          Old June 19th, 2005 (2:48 AM).
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                                            Quote:
                                            Originally Posted by Sceptile_Master
                                            For types my battle system does this. Each type has a reference number 1-17 I think they are. I noted down on pieces of paper what number each type is and then each pokemon has 2 variables assigned to it. One for type one and one for type two. If type 2 is 0 then it's no type. Then in the damage formulae I have the usual conditional branch checking what the variables are and stuff.
                                            Just out of curiosity, how many variables do you use for one pokemon?
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                                              #22    
                                            Old June 19th, 2005 (4:32 AM).
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                                              About 20 or so. There is only 50 pokemon though between 2 boxes and the 6 in your part. Adds up to about 1,120 variables for pokemon.
                                                #23    
                                              Old June 19th, 2005 (4:41 AM). Edited June 19th, 2005 by funnybunny.
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                                                Quote:
                                                Originally Posted by Sceptile_Master
                                                About 20 or so. There is only 50 pokemon though between 2 boxes and the 6 in your part. Adds up to about 1,120 variables for pokemon.
                                                OMG I only use 7 per party pokemon (6*7=42) and 3 per box pokemon and 2 extra((3*6)+2*3=60, 6 pokemon per box, 3 boxes) so that is 102 variable for me almost 11 times less then you :\ .

                                                oh well hope you can pull it off, you got a lot of varibale to use
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                                                  #24    
                                                Old June 19th, 2005 (5:41 AM).
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                                                  @ Funnybunny,IMO if you don't use the proper dynamic values,it is not a pokemon battle system,just an ordinary sys using pokemon sprites.

                                                  Good luck with your sys Sceptile Master,look forward to playing it.
                                                    #25    
                                                  Old June 19th, 2005 (5:58 AM).
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                                                    Yeah, I hope you do well, and I think you should add attack formulae and stuff.
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