DragonX said:
I have an idea of how to create the pokemon selection screen, but it would involve about 35 different variables.
Ok, here goes, When you get a pokemon, and you have less than 6, to put it in your party, you would do something like this:
Conditional Branch:
If switch, PartyPkmn1 is ON:
Otherwise, set variables:
PartyPkmn1HP: Whatever
PartyPkmn1ATK: Whatever
PartyPkmn1DEF: Whatever
etc
Conditional Branch:
If switch, PartyPkmn2 is ON:
Otherwise, set variables:
PartyPkmn2HP: Whatever
PartyPkmn2ATK: Whatever
PartyPkmn2DEF: Whatever
etc
Do this type thing for all six Pokemon. Then to switch pokemon, just exchange variables. Also, when you select a Pokemon, you trigger a switch like pokemon1switch ON, then when you choose the second one, for example if you're switching the first pokemon with the sixth one, then trigger the second switch pokemon2switch ON. Then you create a bunch of conditional branches:
Conditional Branch:
if pokemon1switch is ON then
Conditional Branch:
if pokemon1 switch is ON then:
Otherwise:
Conditional Branch:
if pokemon2 switch is ON then:
Make variables:
PartyPokemon1HP=Party Pokemon 2 HP (or whatever you do to swap variables)
do this for every stat
Etc all the way to the sixth pokemon.
I hope this helps if you were having trouble making the pokemon switching system. Otherwise, sorry for wasting bandwitch.
You very smart DragonX, I have pretty much the same thing planned. I already have like 80 variables for the pokemon stats etc. but I don't use switches.. Instead I made a variable for pokemon type.. which tells the battle which pokemon will be sent out.. I made a conditional branch which tells if there is a pokemon present instead of using switches.. I am pretty confident that I can use some of the PC storage coding for pokemon switching..
I am going to teleport to the pokemon selection screen and a simple bit of coding will tell the battle which pokemon has been selected to change and then in the battle I will make it read the new pokemon's variables and use them..
I have made battle variables to make it easy on myself..
current pokemon-->battle variables
Thats all I need to do..
Anyway... On the weekend I was drinking pretty heavily so as you can imagine I didn't do any work on the battle system...
I had it all done before I went out :P
Hehehe bet ya thought nothing got done... Well actually I have almost finished the trainers part of the battle.. I just have to turn off a few switches and thats about it! I have also done the # of pokemon thing :D
There are only a few variables concerned with trainers.. like 3 I think and a switch or two so it is pretty simple to change and muck about with..
Also... I have noticed a few people doing games where you get to be the evil team so I encorporated this into the battle.. There is a switch which lets you catch other trainer's current pokemon.. And a switch which lets you run away from trainer battles.. These can also be used as cheats or something I don't know.. I just thought it would be handy for certain people. Anyway
Once I have done a few more things then I can finish coding the item system *yay* and I will leave a few item events in the test map also... And when I get around to it... I will extend the CNS to the trainer's name as well.. Then I could do up a little trainers card to go with it..
I am not sure about a pokedex.. That's like the most complicated this in a pokemon game.. well not so much complicated but it is quite hard.. and very long...
When I get around to it, I am going to make my new game have a pokedex which already has all the pokemon programmed into it and when you get in a battle, if you haven't seen that pokemon before, the pokedex will give you stats and info on it.. Just like in the T.V. show :)
Ughhh thats a lot of typing